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untuin

Testers
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About untuin

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    Birmingham, Alabama

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  1. Starting a new thread for this? I am not going to copy paste. You either have confused me for someone else, or didn't read what I wrote. I, and others in the feedback thread, specifically consider parking spy/camera alts by the gates where they can't be killed an exploit of the new player protections. I asked them to remove the runegate shield, so that spies can be countered by the community. I also pointed out that if they wanted to ban multiaccounting due to community feedback, that's their right. Just the act of spying using alt accounts is unsporting, but not an exploit imo. I even said ACE has essentially endorsed it, so spy away. On the TOS, there are limits to what is acceptable. It is ACE's descretion. For example, impersonating another player is expressly forbidden. Another poster pointed out that you are refering to the Rules of Conduct, not the TOS. At a second glance, spying isn't endorsed their either, but other shenanigans are. I have said my piece on the subject, and don't care too much if they leave it as is.
  2. This isn't a casual battle game. If you want that, play your overwatch, fortnite, or whatever. This is a niche game, not mass market. Do you want every game to be the same? I wouldn't be opposed to to a 1-2 year cap to enforce specialization, though. Also, I don't think combat should be a tree. I'd prefer something like Artisan (Crafting), Laborer (Gathering), Explorer (Tracking, Survival). That way, specialization is more for the economy. It's probably too late for that, though.
  3. I agree 100% that "bring an escort" is poor excuse for this problem. I don't think it works with the current scattered resources. Everyone's roaming the map. Fighters who are only looking for a bad guy to kill are slowed down by escorting. If gatherers feel like loot pinatas, they'll just quit. In the final product, I hope to see the high value resources in central locations. (forests, quarries, mines, graveyards, dens, etc) If all the gatherers are in a few pois, attackers will be attracted to them. So, friendlies looking to fight will also flock to the pois since that's where the enemy will be. It'll make it more likely that escorts will stick around to protect the site + road back to the fort/keep. There's mutual benefit here. Gatherers get better protection and fighters get good bait. That said, soloing is always going to be a challenge in this game, especially for gathering. It's designed to be a team game. What may make more sense right now is to join a guild and partner with other gatherers and go after mother loads. That way, you might have the numbers to scare/fend off the solo roamers. Plus, you can get better stuff. If you insist on playing solo right now, your best bet is probably to switch sides. Roll an assassin. Seems to be about the best solo experience in the game right now.
  4. Why are you acting like it is the game's fault that you and your friend didn't coordinate? Luckily, new campaign starts soon. This is a pvp game, so they don't want players creating characters on the enemy team to spy or sabotage
  5. I get what you're saying, and the Blair post in the thread is encouraging, but this excuse isn't helpful. You can hand wave away any concern with the fact that we're playing pieces of a game. If the devs don't want our feedback, what are these forums for? Why have a weekly feedback thread? I can't test ACE's grand vision. I can only test what they give me. If it's not ready to test, don't make it available. I raised concerns about this issue because I feel it could drive new players away. Also, you have to go through it in the current game in order to get gear to test combat. If there is indeed something in the works that's going to fix this problem, great! They've invited us to to test the game, so I'm going to point out issues that I find. They can throw these concerns in the bin if they want. Edit: Typed this up in a rush. Fixed typos
  6. I hope there's some catch up mechanism or way to speed up training by playing. Part of the problem is that so many skills are raw combat numbers increases. So, a player starting even 6 months behind is at a huge disadvantage to someone who started at launch, and they will never catch up since skills are time based. They are playing with a permanent handicap since they will always have smaller numbers. Some ideas I've thrown around: Skill trees are only for utility and unlocking new abilities. No raw combat increases. Training times may need to be longer since there's less fluff Skill trees are per campaign and function more like research in an RTS game. This would allow for the extreme specialization that the devs seem to like, but still allow all players to experience all of the game. Might have to have a separate, permanent skill tree for EKs (thralls, shops, etc) Drop archetype specific skill trees and tie them to vessels somehow Give each training node some sort of bonus action that can be performed to speed of the time. For example, if you are training copper ore mining, every copper node that you mine could shave 10 seconds or so. Make the difference between fully trained and untrained (non-specialist and new players) small enough that the untrained players can still enjoy the game and have a shot at combat Make the early/basic skill trees very easy to train ( .5 - 2 days per node) and encourage new players to train broadly instead of deeply. By the time you've trained the basics, you should be able to hold your own in combat, craft basic quality weapons, and gather basic quality mats in a reasonable amount of time. These are just thoughts. I'm sure ACE has something in the works for this, because the current skill implementation goes against their Uncle Bob principle. I joined about a month ago, and I feel like I'm joining a game of Risk already in progress specifically because of the skill training.
  7. I said it in the last feedback thread, but I'll reiterate here. Pre-alpha is not a valid excuse for this complaint. It's a design decision to return nothing on failure. You should at least get some of the materials back if you fail a final combine. The individual components aren't that frustration, and it can make sense for them to be non-recoverable. Losing all that work on one dice roll will very quickly drive people from the game.
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