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Everything posted by Zorph

  1. I had to run as admin on the test one.
  2. Everyone has the ability to buy intermediate armor and make it. You will want to get an upgraded weapon. You should be able to kill effectively with intermediate weapon/armor to level. If you can group up it will speed it up, in particular if the mobs are on the higher side.
  3. Confessor: Confessor Talent Righteous Shield now has a 24 second cooldown on the Barrier Shield proc. Maybe they should have increased the time to 12 seconds and make it last 12 seconds. This would be a 50% decrease in its power.
  4. IMHO – permanent rewards in games like this will always be an issue. · If it is possible to set the table to win by top guilds joining they will. · If you change it to top 20 players that won’t “WIN” the rewards will always feel gimped and that the game isn’t for them. We need casual players to make this game a success. I know that is a smaller percent of the players now, but at launch hopefully we will have all types. · Even with it being the exact same reward other than one being gold and the other silver, people still moved to win. · If you make it so only the top 20 win. People will create alts and flip sides. Do whatever it takes to win. My personal recommendation: · If you want to give rewards then, giver rewards based on participation. Make it at a level most would be willing to hit, but may push some to play/test more. IE maybe 100 points for 2 week campaign. Playing on the losing side you have more opportunity to capture small locations. · Keep permanent stats at launch so you can get badges people can see. These can be for all kinds of stuff including all phases of the game (PvP, gathering, crafting). Maybe give top finish, winning campaign, etc… This is done in many games and seemed to be liked by many. How can you balance it out? · You need to find ways for the two losing factions to fight the top. Some example give bonus points to the losing factions to fight the top faction? IE Order and Chaos now both should get points for attacking Balance. If one faction is far ahead, the other Gods should align so that fight against the winning faction. IE Order and Chaos merge until within X points. They do no damage to each other, possibly even share faction chat. · The other option is to work on the theory of order vs chaos with balance trying to keep the peace.
  5. Champion leap is very poor and needs to be looked at. Myrm's leap is so much better.
  6. From my understanding all you have to do is be on the leaderboard. You don't have to be on the top.
  7. I would need to know the formula to guarantee it is better to go int. You could test out a base Elken vs High Elf to verify. It should be a pretty quick test.
  8. Melee gain attack power with strength Casters gain attack power with int So if you are looking for damage Int is going to help the most.
  9. Does anyone play this? I don't see many comments on it at all.
  10. So I am testing out a sanctifier. The 7m seems to be very limiting. I don’t have high end plate yet. Does it help enough to stay in the fights during sieges? I know many skip the final ability, but I am guessing that will be adjusted. How is the survivability of inquisitor? I really enjoy the ability of the confessor. A dead dps does no dps. Last question – If you went sanctifier or inquisitor what is the second stat you would want if you put int as the first? Is there a page explaining all the stats?
  11. I didn't get in last night, but it sounds like they are cleaning up "exploits". Campfire items in the beginning area not giving experience. Lower durability giving less experience. I am guessing they will continue to fix any item that gives more experience than the rest. I think soil is one of the ones giving higher experience. IMHO - I think the talent tree is a home run and great idea. But this games goal is PvP with gathering/crafting be integral. I don't see it ever competing against PvE games with quest for leveling. It isn't fun in this game at all. Did the address in the call yesterday? I was at work and only able to listen to the first half.
  12. Making an entertaining PvE experience takes a ton of time and effort. Leveling in this game is far from fun, IMHO. I talked to a person who did it solo and they said it took 6-8 hours to level to 30. I know it can be done much quicker and the community will always find the fastest way to do it. But the truth is it isn't fun. Making armor/weapons you feel like your accomplishing something. Leveling just seems like a chore you have to do to play. I think they should give people level 30 for the basic vessel. Eventually have a good starting area that helps you get ready, but that will be down the road.
  13. 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.
  14. 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.
  15. Does the plentiful harvest hurt gathering for ore, wood, etc...? Sorry I must have missed understood his comment. What your saying makes sense.
  16. 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.
  17. 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.
  18. @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.
  19. @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.
  20. 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.
  21. 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.
  22. 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.
  23. @Jah I am agreeing with you, it is considered a fairness issue.
  24. 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.
  25. 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.
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