Zorph

Testers
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  1. I am very concerned anything beyond cosmetics/quality of life advantages, won’t go over well in reviewing the game long term. In competitive games perceived fairness is crucial. I am guessing the game would totally flop if they sold this advantage for $100. BTW – passive skill training IMHO is fine because there is an in game mechanic to balance it out at release. Also it won’t make a huge difference in the first campaign either way. I am more concerned at launch. 1 year down the line power guild has top end gear starting off. They would normally be ahead, but since they have better gear on top of being the best. They are way ahead from the very beginning. Winners normally give a handicap, not take points. Now maybe ACE has a balancing mechanism I am not aware of, but I don’t see how if you give an advantage to teams that win this won’t increase the chance for Uncle Bob.
  2. Thinking about this, I don’t think it is a huge deal at this point no matter what they do. We are still in pre-alpha. If they do a wipe that is part of the deal. If they don’t and want to test that is fine also. In MMO’ it is really no big deal if people advance much faster or have an advantage if it is not competitive. Who cares if a person spends more money to finish a phone game that isn’t a competition? But in a competitive PvP game, if the game gives an advantage because winning or p2w, people get upset. If you win a campaign because you played better, that is fine. But if the game gives you an advantage it doesn’t seem fair. I totally understand the idea of progress and am for it, but it is hard to balance that with competition. Only 1/3 at most really will be winners. I don’t think many new teams would join a bowling league if the teams from last season all got 10 points in handicap and the winning team had 30 points. I think it is way more likely they would join a league that is fairer. I think there is a reason most PvP type game (ie FPS, MOBA, Battle Royal) don’t give advantages.
  3. Night time skinning improvement

    Does the plentiful harvest hurt gathering for ore, wood, etc...? Sorry I must have missed understood his comment. What your saying makes sense.
  4. I was informed it isn’t really worth skinning at night. The harvest rate is so low. Leatherworking is the only class that took this hit at night. It is likely this was an unintended side effect of the night cycle.
  5. If there are rewards at the end, I can see people picking the side that is in the lead. With the scores on the front that is pretty easy to do.
  6. @pycet I talked to many in our guild, most who have not played but are considering this game. Everyone said even if it doesn't make a difference they would be very concerned with playing a campaign PvP game that the game gives any advantage to veterans. I wouldn't join a competitive bowling league that gave even 5 pins to people who came back from the previous year. Skills can be Ok if they have a catch up mechanic, But if they don't people will say it is no different than p2w giving an advantage. If I had to pay $100 to be able to bring stuff into the game, would that be p2w? Would people scream from the roof tops? Losing because players are better is not the same as losing because the game gives it to them. There is also a huge gap with haviing larger guilds in this game, which a totally different conversation. Same with knowledge gap.
  7. @pycet I agree that the people who can build resources quicker will have an advantage. But how is starting off equal better than them starting off with more gear from the begging? Getting hand me downs is not even in most peoples eyes. I do totally agree with your comments of going back to kickstarter ways. I believe it is a perception issue. Any advantage for veterans is not going to be viewed positively. In a traditional MMORPG that is PvE it isn’t a big deal. If you start late it is just life, you will catch up eventually. You get to do the same content. But in a competitive PvP game, people hate if the game hands out any advantage. Same for any campaign games. Look at how they complained about P2W for VIP. If I played my friend Horse and I won, I don’t think next time we played he would be happy saying I get a handicap of H. If anything I should give him the handicap. Diehard players won’t mind and that is probably the majority in the game now. But I can say for sure, that many in my guild absolute hate any advantage, be it P2W or veteran players.
  8. I don't play Eve but isn't that a persistent world game? More like a traditional MMORPG. This being a campaign game it seems very different.
  9. It doesn't matter how small the boost is, any advantage won't be looked as good. Giving any handicap to veterans just because they played longer will drive away new players. This is why most games give handicaps to the new or inferior player.
  10. If anything new players need a handicap not a disadvantage. I think it will be a pretty big turn off when they find out the veteran who is likely killing him had more skills given to them by the game. PoE and Diablo 3 have seasons, each season is a new reset.
  11. @Jah I am agreeing with you, it is considered a fairness issue.
  12. I don't see how it wouldn't create a fairness issue. Loved the idea that you had to pick 2 out of 3 areas. But with talents now, it seems skill progression seems odd.
  13. What if they did the following? Shorter campaigns, maybe 4 weeks to start ending on a weekend to have huge battles. Each season getting more points. IE Winter giving the most points. They are doing this now. Give extra points losing team for capture of the winning team. IE in 3 faction campaign. Maybe 3rd place team gets 3x the points if first team is x amount ahead and 2nd place gets 2x the points. Basically a catch up mechanic if a team is too far ahead. Also makes team 2/3 focus the top team. These numbers can be tweaked of course. But basically making it so it is better to go up against the winning side to get points. This will be very important in guild vs guild. You don’t want mid level guilds thinking the lower level guilds are easy points. I don’t feel individuals should be rewarded in guild/faction campaign for their contribution. I know many want the winning side to get rewards that carry over. I think this will create a very slippery slope. Players won’t want to self-balance when they are risking losing rewards. Winning teams will become run away winners. I prefer cosmetics, name recognition, EK, VIP, etc… If there are exports. Losing side are likely to just give up doing PvP and just try and gather resources for the next campaign. If you know your going to lose why keep playing and be worse off next campaign.
  14. I would vote for reset and no imports. I believe it will always be an issue for people to start off behind other players because of imports. Giving an advantage to the better players/guilds before the fight will make the gap even larger. This is one of the reason people hate p2w games. It is that they are getting a competitive advantage before the fight even happens. Bring in new vessel and have fast leveling, maybe 2/3 times it is now. Get people in and having fun ASAP. Skills I can understand not resetting if there is an in game mechanic to catch up. I also would make sure lag is acceptable in large fights before doing the first campaign. You don’t people talking about how they couldn’t play because of lag/rubber banding, etc… They game is getting great hype with 5.8, just want it to continue.
  15. Champions are going to get nerfed as expected. We are still in pre-alpha. Stealth is almost always a huge issue. This is how some people who want to craft/gather view it: I have to gather with protection, while the solo assassin is able to hunt alone. It is likely faster to gather by playing an assassin than harvesting I have to be on guard all the time and not too far away from the group. I have to gear to defend against assassins which opens me up to gathering less or fighting less. Even with all this a lone assassin is likely going to be able to catch someone in our group to far from the pack. Groups of assassins will be very hard to defend against If we catch the assassin he is likely to get away because he can restealth. Yes there are counters and we should probably be talking about the best ways for the gathering people to counter assassins. There needs to be balance. If it isn't fun for gathering (many don't find it fun anyhow), because they get ganked all the time. It is fun that there is a risk and that is very important. But it is generally more fun ganking than being ganked. Maybe the 3 players, just played it terrible, but I am guessing if this happens all the time they won't enjoy the game. The assassin should get the jump on people and should have an advantage. But they should also be taking a big risk if attacking against larger groups. I feel Artcraft needs to keep a very close eye on this concern. This is an issue were they could lose the sheep/prey. Again I am not even calling for a nerf or a change. We need to talk about people running the counters more first.