Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
crome

Personal Opinion - This Campaign

Recommended Posts

Hey all,

This will most likely have a lot of hate or repeated post points, but I have been around a while and not really put anything on here. Forums are somewhat oldfashioned with the likes of Discord and other communication methods.

This Campaign has come as quite a shock, my hopes would be that lessons would have been learned and changes to be made to counter the more widespread continued points raised, so here goes:

Seasons, gathering, pvp and so on: 

Well after all the campaigns we have had, we have said all the time that the seasons where out of whack, each forcing a player base to interact with the game in ways they do not like. Spring and Summer, favours the gatherers, crafters and yet still allows for decent pvp, even to the point of farming the gatherers.

With pips altering each season to enforce their gameplay in from PVE to PVP in winter, this campaign we wind up with 5 days of almost forced PvP and a literal penalty to gathering with PIPs making it illogical to do any form of gathering. To be honest, I do both PvP and PvE, but for 5 days I do not want to log in as I am unable to assist the guild and other players in to new gear over the winter and fall. I genuinely think such a monumental issue (and yes I do believe it to be a big issue, as do thousands of other posts) which needs addressing before beta and trials keep going. 'We are working on it' mentality and no reasonable adjustments, should that happen in a production environment in a normal IT department environment would result in serious consequences.

Gathering in general:

Well, let's ignore the issue above as it seems it is being already, a lot of people want to do more solo, it is possible to do  a lot solo, but the important stuff such as motherloads for gems and minerals to make vessels, jewelry and so on, that's again stunting a playerbase or forcing interactions with others. For people such as me who do a lot on early hours of the morning when nobody is online, I can't achieve anything of worth in that respect. Again, I can put hours of work in without the rewards required to further myself. 

Ganking:

This should be a part of the game and in that, I hope you all take this with a pinch of salt. It is far too easy at the moment for a couple of players to wipe out a group of 5 or more people who are gathering because of the disciplines equipped. A mechanism or some thought in to balance here would be much appreciated. 1v1 I understand, but 2 people breaking 5 people seems a bit much imo

PvP:

Well, I wont go in to too much detail as I know this is the primary focus of a lot of changes always happening. Honestly, this changes so often I don't know what to put, other than, please keep this at a pace, such big changes so often and breaking classes when disciplines are about to because a massive deal, going forward, changes at a pace like now will be beyond that of alpha in to beta, 

I could keep going and going, I will probably serve most use replying to points raised. I would rather these points not be taken as horrible remarks to moan for the sake of moaning, but to take on board the feedback and in return offer some good feedback to these comments.

Kind regards,

Daz

Share this post


Link to post
Share on other sites
17 minutes ago, crome said:

Ganking:

This should be a part of the game and in that, I hope you all take this with a pinch of salt. It is far too easy at the moment for a couple of players to wipe out a group of 5 or more people who are gathering because of the disciplines equipped. A mechanism or some thought in to balance here would be much appreciated. 1v1 I understand, but 2 people breaking 5 people seems a bit much imo

What disciplines are you talking about? Right now you can have harvesting disciplines IN ADDITION to combat disciplines. Everyone can be a harvester/combat character now with no disadvantage to their character's harvesting or combat capability. The new Exploration disciplines should have solved this problem. 

Edited by ZYBAK

Share this post


Link to post
Share on other sites

It has not, minor disciplines which actually play a much bigger part of what you're doing at the time, like the reaper etc etc, 

I see where you are coming from, but it's not quite right, you still need to fit major disciplines for gathering to fight PvE mobs opposed to PvPing. Completely different in their own rights.

Share this post


Link to post
Share on other sites
8 minutes ago, crome said:

It has not, minor disciplines which actually play a much bigger part of what you're doing at the time, like the reaper etc etc, 

I see where you are coming from, but it's not quite right, you still need to fit major disciplines for gathering to fight PvE mobs opposed to PvPing. Completely different in their own rights.

What combat major discs do you need to pve?


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

Share this post


Link to post
Share on other sites

Illusionist

Bard

Or for my Champ swap Illusionist for Blade Master since the loss of Destroyer -- Nerfing my play style which relates back to the major changes happening so frequently. 

Had the change in this example to this specific discipline, I would most likely have dropped that point, but we are now where we are.

Cheers

Daz

Share this post


Link to post
Share on other sites

I think the current discipline system is more than fair. You'll need to weigh the risk of running less PvP viable disciplines in favor of better PvE disciplines.

It was one thing when harvesting disciplines took the space of combat disciplines and certain classes turned into punching bags. That's not the case anymore. Personally I always play a PvP ready spec when I'm killing mobs. Sure I could make a few changes to make things a bit more efficient PvE wise but it's not worth the risk for me.

Edited by ZYBAK

Share this post


Link to post
Share on other sites
23 minutes ago, crome said:

Illusionist

Bard

Or for my Champ swap Illusionist for Blade Master since the loss of Destroyer -- Nerfing my play style which relates back to the major changes happening so frequently. 

Had the change in this example to this specific discipline, I would most likely have dropped that point, but we are now where we are.

Cheers

Daz

I think you're confusing the idea that you are required to use these for the fact that you simply want to use them.  Why are you using bard?  Isn't illusionist good for pvp? 


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

Share this post


Link to post
Share on other sites

perhaps the idea of minor pips of the pvp/e types done in such a fashion would really bolster this, rather than it being vague

 

Share this post


Link to post
Share on other sites

I see a lot of people complain about the late season pips, when it seems they are unaware of all they can do to put it back into their favor--though some of this is passive skill training, I grant you.

 

With your Command: Harvesting, Harvest focus (iron, birch, etc), specific harvesting discipline (miner, quarry, etc), specific harvest food, and even the harvest potion, it's possible to have five pips in even the winter season. 

 

Some of this may be some time to train towards, but if you're serious about harvesting, you'll be wanting to anyways. 

Share this post


Link to post
Share on other sites

See there you are bringing up what I would call more issues.

I do use pots, food and the discipline, the training I haven't got that far ahead, that's weeks of training again, leaving people unable to hit high pips. Still resulting in them now wanting to play in the late season.

Still none of this addresses the solo lack of functionality, we can train for the weeks to get that in that specific area or even months if you want to do it across the board. You still can't do anything high level like getting minerals and so on solo. So much restriction on what you cannot do. 

If I were a solo player without a guild, I would be more likely to put the game down and not pick it up because of these mechanisms

Share this post


Link to post
Share on other sites
6 minutes ago, ZombieGandhi said:

I see a lot of people complain about the late season pips, when it seems they are unaware of all they can do to put it back into their favor--though some of this is passive skill training, I grant you.

 

With your Command: Harvesting, Harvest focus (iron, birch, etc), specific harvesting discipline (miner, quarry, etc), specific harvest food, and even the harvest potion, it's possible to have five pips in even the winter season. 

 

Some of this may be some time to train towards, but if you're serious about harvesting, you'll be wanting to anyways. 

Is it also an issue that ... once Fall hits, game activity plummets?  Or at least that seems to be the case in the last few campaigns.  Heavy activity Spring/Summer, some Sieges Fall, then Winter and everyone goes ... "meh".

There was an idea floating around instead of plentiful harvest declining seasonally, ditch the concept and make higher rank nodes spawn in fewer locations in the late seasons.  You still have resource scarcity in the game design, but also a mechanism that drives conflict.  I guarantee that if there was like ... one set of R10 motherlodes in the CW in Winter, people would be pvp'ing over them all the time.   Which, I think is good?

Gems and Minerals also need to stop popping out of motherlodes in late seasons.  Or at least tie them to the seasons in some way.

 

Share this post


Link to post
Share on other sites
16 minutes ago, excellz said:

Is it also an issue that ... once Fall hits, game activity plummets?  Or at least that seems to be the case in the last few campaigns.  Heavy activity Spring/Summer, some Sieges Fall, then Winter and everyone goes ... "meh".

There was an idea floating around instead of plentiful harvest declining seasonally, ditch the concept and make higher rank nodes spawn in fewer locations in the late seasons.  You still have resource scarcity in the game design, but also a mechanism that drives conflict.  I guarantee that if there was like ... one set of R10 motherlodes in the CW in Winter, people would be pvp'ing over them all the time.   Which, I think is good?

Gems and Minerals also need to stop popping out of motherlodes in late seasons.  Or at least tie them to the seasons in some way.

 

That seems interesting.

It also doesnt seem that hard to code. I am pretty sure they can just tweek the respawn timers. Could make it depend on position and season.

Share this post


Link to post
Share on other sites
13 minutes ago, excellz said:

Gems and Minerals also need to stop popping out of motherlodes in late seasons.  Or at least tie them to the seasons in some way.

OP is already complaining about not being able to gather gems and minerals solo, and you'd rather give groups less incentive to hit motherlodes in late season because...?
You're not wrong about higher rank nodes driving more pvp. I know a particular cat spawn that is a pretty consistent pvp spot. Same with zombie/spider canyon.
However, keep in mind that if plentiful harvest pips aren't declining in the later seasons, we'll likely be back to how it was before seasons. As in, unless you are trained, you have no plentiful harvest. So even less incentive for unskilled players to go out and farm.
Seasons changing your plentiful harvest stat has opened up the gathering game to more players, and made it accessible, while still rewarding those who do dip into a full gathering training line.

Edited by Groovin

231e101d88.jpg

Share this post


Link to post
Share on other sites

Or until a method like you have suggested be implemented, the hard line cost of pips reside at a 2pip minimum, maybe even 3. Keeping the player base happy, consistant and then they will have a really good viable method like that raised above.

If you want Beta to be popular, or even alpha, then it would seem irresponsible not to change it to make it popular for all

Share this post


Link to post
Share on other sites
38 minutes ago, crome said:

If I were a solo player without a guild, I would be more likely to put the game down and not pick it up because of these mechanisms

 

This isn't a solo game. This isn't like WoW 2019 or ESO that are designed to allow people to reach end-game without ever talking to another person.

Share this post


Link to post
Share on other sites
3 hours ago, crome said:

 

Well, let's ignore the issue above as it seems it is being already, a lot of people want to do more solo, it is possible to do  a lot solo, but the important stuff such as motherloads for gems and minerals to make vessels, jewelry and so on, that's again stunting a playerbase or forcing interactions with others. For people such as me who do a lot on early hours of the morning when nobody is online, I can't achieve anything of worth in that respect. Again, I can put hours of work in without the rewards required to further myself. 

Ganking:

 

i'm guildless and i got all this today in 2 hours farming 

 

Screenshot_334.png


hoayaga2.jpg

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...