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TheTheorex

Really crappy feel if you try to play this game solo.

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"4) Harvest close to a fort or keep that your faction owns and make use of the local bank often."

 

Personally, I disagree with this recommendation. I find those to be the most dangerous places to try and harvest because they are the most obvious landmarks on the map to check for enemies to kill, keeps also have some of the best resource tiers so again, good place to check.

I do most of my play solo 75% of the time, and do a lot of harvesting to make my own gear. I feel the better plan is to be satisfied with lower tier materials and harvest in an out of the way area that is off the beaten path and away from common hot spots.

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21 minutes ago, DocTastic said:

"4) Harvest close to a fort or keep that your faction owns and make use of the local bank often."

 

Personally, I disagree with this recommendation

I also agree these can be very dangerous places to hang out and gather.

I would also recommend a new soloer to be patient, and get the swift pack pig, and not just the pack pig. Speed, like stealth, is your friend.

Also, keep your almost completely worn out tools, and fill your inventory with them when you gather and think you might be ganked. :D

Edited by Ardrea

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Soloing is just not getting you anywhere past a certain point, the game is design to be like that, it won't turn around and suddenly go against its own core pillars. Right now I'd say it's not even that bad, have been soloing the campaigns myself as naked Elken just harvesting and crafting stuff and running away on the swift pack pig whenever I see some opposing faction members approaching. With 200 exports it's not even a problem if they kill me, because I can export the most important stuff before that anyways.

 

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It should also be noted that the mechanisms for a full and functioning economy don't exist yet, so it's no wonder the experience doesn't feel great. Merchant EKs aren't really a thing yet, vendors aren't super obvious or used heavily, factories aren't in so mass production by specialists isn't a thing, etc. Once more of those systems and content come online, playing solo should feel more rewarding because you won't feel like you *need* to do everything yourself. You can specialize on one thing and sell your produce to buy what you can't gather/make yourself. Or if you just want to grind mobs for gold and buy gear, do that too.

Hopefully organized guilds will still be more efficient at all of this than an individual, but the gap won't feel SO WIDE as it does now where it feels punitive.

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22 hours ago, TheTheorex said:

As the title says, this game can't be played solo.  Meaning that if all of your friends get off (Saying you want to play casually).  You'll get punished because you can die everyone.  Which I am fine with.  What I am not fine with is, a level 30 player walking around Balances side of the map, killing low level players because they are gathering to try to get decent gear, while the level 30 has been playing from the start.  

Two solutions to this is.

1:  A level difference = how many items that you can take.  So a level 30 can't take a level 10's full inventory.  Make it like 2 things, for the 20 level difference, and then like 10 things for the 10 level difference.  Only going downward.  Meaning that if a level 10 somehow kills a level 30.  They can still take the full inventory.  Rewards for taking risk, not rewards for being safe and making the game unfun for others.  Legit, only reason I continue to play is because my Friends are like "we need you to make stuff for us."  its gotten to the point where.  I log on, make the stuff, and log off.  Because Its just a pain in the ass to try to gather, and then die because someone stuns you and kills you.  

2:  Make it so that level ranges matter.  Within a 5 level range, that gets turned off when taking over forts and what not.   


Now for all of you that are like.  

"Go level up and just fight back."  

Some people don't play this game to PvP.  I have league and siege for that.  I am playing this game to play around with Economics and Vendors.  Making potions and selling potions, that is what I aim for.  Its a waste of time to try to level up and fight things myself, when i can supply people with potions and poorly made socks to fight for me.  

The game is too tailored to PvP, with very little incentives for Crafting Focused Players.  Recommend fixing this issue.  Combat, I don't know about or care about too much.   But Crafting needs to be worked on quiet a bit.  I know its still Alpha, but this is the best time to drop my thoughts on these matters.

what other games have you played where .. You dont need to level up to craft .. You dont need to go get your materials to craft.. You can just open up a store and have people come to your empty wagon to buy stuff. Sorry but if it was easy to get then people would just get it them selves and say custard your store. Just saying.. 

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This isn't a solo game.  Say it with me.  Deep breathes, c'mon.  This.  Isn't.  A.  Solo.  Game.  Whew!  That was hard to say but we did it together!  Horaay! 


40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

wiDfyPp.png

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New players are going to get ganked in a world like this. It's going to happen. The answer is to squad up and seek safety in numbers. We could also see larger world sizes to make it more difficult for killers to find their prey. What I hope we never see is built in protection for noobs in areas that all players can access. I have no problem with a "newbie island" of sorts, but I can't abide a dampening of the PvP rules to protect players who want a more PvE focused game. If Economy and Trade are your preferred ways of playing the game, that's fine. You'll still need to hire or befriend guards, resource suppliers, and create relationships with other crafters to be at the top of your game in that sphere. 

This isn't WoW, you can't do everything by yourself or on your own terms. 


Shadowbane - House Avari/Hy'shen
"Gimp elves get good elves killed." - Belina

Avari Discord - https://discord.gg/Bch24PV

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35 minutes ago, soulein said:

New players are going to get ganked in a world like this. It's going to happen. The answer is to squad up and seek safety in numbers. We could also see larger world sizes to make it more difficult for killers to find their prey. What I hope we never see is built in protection for noobs in areas that all players can access. I have no problem with a "newbie island" of sorts, but I can't abide a dampening of the PvP rules to protect players who want a more PvE focused game. If Economy and Trade are your preferred ways of playing the game, that's fine. You'll still need to hire or befriend guards, resource suppliers, and create relationships with other crafters to be at the top of your game in that sphere. 

This isn't WoW, you can't do everything by yourself or on your own terms. 

Can I get this in elvish? 


40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

wiDfyPp.png

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On 1/15/2019 at 3:05 AM, Synns said:

What I don’t get is why there has to be a continual arguement between the hardcore pvp and the pve elements. We all want this game to do well so in order to get a good player base why not appease all and compromise.

why do the Pvper have to clear out someone’s hard work when they kill them, why not limit it : maybe only allow 2 items to be taken of the pvpers choice or give the pver a bag with limited space to put their most precious items. 

Another option is reward pvpers gold per kill and maybe let them loot any gold the player is carrying aswell, that way the harvesters keep their stuff and make money from selling it to crafters, crafters make their money from selling their items, pve players can make gold from farming mobs and PVPers make their money from Killing. This would then encourage more people from all preferences to want to play the game. 

More people means more prey!!!

on top of that you still have all the pvp content and could still have the very hardcore campaigns for those that want it. Everyone wins.

This game wasn't just announced and interested people showed up to test what we got. This game was announced to be a niche pvp game and many of us threw down hundreds or thousands of dollars to back that concept to make it reality. The confusion here is people coming later, with this "we all want to see this game succeed" argument, when all they have done is throw down the $50 to buy the game early and then ask for changes that are not good for this game's direction. Just no. Stop. If you missed what this game was crowdfunded and then marketed as, go brush up. Just might not be the game for you. 

Edited by Navystylz

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1 minute ago, Navystylz said:

This game wasn't just announced and interested people showed up to test what we got. This game was announced to be a niche pvo game and many of us threw down hundreds or thousands of dollars to back that concept to make it reality. The confusion here is people coming later, with this "we all want to see this game succeed" argument, when all they have done is throw down the $50 to buy the game early and then ask for changes that are not good for this game's direction. Just no. Stop. If you missed what this game was crowdfunded and then marketed as, go brush up. Just might not be the game for you. 

He isn't wrong.  Even squids are right once, just once. 


40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

wiDfyPp.png

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2 hours ago, soulein said:

We could also see larger world sizes to make it more difficult for killers to find their prey

I think this would have a lot of bad side-effects. The game already has too thin of a battlespace.

If there were a consolidation of the "front lines" sense of the game, then there would be a rear-area which was relatively safer, except for specialists at deep area interdiction - those who build and design to be able to go into unfriendly territory to seek out and kill unwary soloers and others who're trying to take advantage of the safety of rear areas. But at present, there aren't really any behind the lines safe areas, or even any especially dangerous front lines. A bigger world and accompanying lower density of players makes this worse, not better.

I'm not sure if this can easily be solved; there's a daily time of play density issue here as well as spatial density of play.

Soloers can of course still play, but they'll have to learn to deal with the intended group design of the game. I'm sure it can be done, but it won't look anything like soloing in a PvE game.

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6 minutes ago, Ardrea said:

Soloers can of course still play, but they'll have to learn to deal with the intended group design of the game. I'm sure it can be done, but it won't look anything like soloing in a PvE game.

People would rather cry and demand change than adapt. 


40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

wiDfyPp.png

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1 hour ago, Navystylz said:

This game wasn't just announced and interested people showed up to test what we got. This game was announced to be a niche pvo game and many of us threw down hundreds or thousands of dollars to back that concept to make it reality. The confusion here is people coming later, with this "we all want to see this game succeed" argument, when all they have done is throw down the $50 to buy the game early and then ask for changes that are not good for this game's direction. Just no. Stop. If you missed what this game was crowdfunded and then marketed as, go brush up. Just might not be the game for you. 

Just to be fair, this game was marketed and crowdfunded with no leveling and various other things that have been changed. Expecting the game to stay static in development is borderline insane since that will never happen. While many of us want a pvp game, I am not so naïve as to think the developers only want one type of player and will slowly incorporate elements that some pvp'ers will object to. Not being outright dismissive and trying to help the game include many subsets of players is what is best for this or any game and its players.  

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3 hours ago, Navystylz said:

This game wasn't just announced and interested people showed up to test what we got. This game was announced to be a niche pvo game and many of us threw down hundreds or thousands of dollars to back that concept to make it reality. The confusion here is people coming later, with this "we all want to see this game succeed" argument, when all they have done is throw down the $50 to buy the game early and then ask for changes that are not good for this game's direction. Just no. Stop. If you missed what this game was crowdfunded and then marketed as, go brush up. Just might not be the game for you. 

I’m happy with the game as it is and have followed it since 2015 just wasn’t willing to invest until I was sure things would develop, been stung by to many mmos I’ve invested in over the years. I was just throwing some ideas out there that might bridge the gap between the real hardcore and the general pvp fans. Game will be what it’s gonna be and the devs in the end will create the game they want to create but if it doesn’t get the player base then they will adapt to what the game needs I’m sure of that, I guess time will tell where the game ends up and I’m sure it will be fun with lots of pvp for all.

Edited by Synns
Reworded

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On 14/01/2019 at 4:27 PM, TheTheorex said:

As the title says, this game can't be played solo.  Meaning that if all of your friends get off (Saying you want to play casually).  You'll get punished because you can die everyone.  Which I am fine with.  What I am not fine with is, a level 30 player walking around Balances side of the map, killing low level players because they are gathering to try to get decent gear, while the level 30 has been playing from the start.  

Two solutions to this is: Get gud
 

Edit: Fixed

Edited by Maveras

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17 hours ago, Synns said:

What I don’t get is why there has to be a continual arguement between the hardcore pvp and the pve elements. We all want this game to do well so in order to get a good player base why not appease all and compromise.

why do the Pvper have to clear out someone’s hard work when they kill them, why not limit it : maybe only allow 2 items to be taken of the pvpers choice or give the pver a bag with limited space to put their most precious items. 

Another option is reward pvpers gold per kill and maybe let them loot any gold the player is carrying aswell, that way the harvesters keep their stuff and make money from selling it to crafters, crafters make their money from selling their items, pve players can make gold from farming mobs and PVPers make their money from Killing. This would then encourage more people from all preferences to want to play the game. 

More people means more prey!!!

on top of that you still have all the pvp content and could still have the very hardcore campaigns for those that want it. Everyone wins.

Thats not the game.

Play. To. Crush.

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On 1/15/2019 at 3:37 PM, mandalore said:

He isn't wrong.  Even squids are right once, just once. 

LOL - All squirrels will find a nut eventually 

Semper Fi 

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The only thing I would say is it sucks to not be able to make a vessel without someones help. IMO no resource should be locked to only motherloades.. i can agree to having only the higher quality resources come from it but at least let me get at most green from a solo node. I don't think its a serious issue because any solo player can farm what they can and do trades for a vessel or join a group but still would be nice if it was possible.

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