Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Re: [Suggestion] Behavioral pattern analysis to identify griefers/trainers in dungeons.
TheRealScar wrote: »The question I have is - why would you think Intrepid want to stop this behavior?
Sure, they want to fix the hate bug that exists, but other than that there is no reason or indication that this is something that isn't intended.
I posted with no expectations from intrepid. If it helps it helps, if it doesn't, nothing lost. Hell, maybe intrepid considers training mobs part of competing for resources.
They definately consider it a part of the game. How and when it is used is up to players.
The reason I am confident saying they consider it a part of the game is twofold. First, they built the threat system in a way where it is possible, despite knowing how to building in a way where it isn't possible.
Second, when confronted with the excessive use of it in game, their answer wasn't to make it impossible, but rather to state thst they will fix a bug that makes it easier than it should be.
So, imo at least, us players should be working on the assumption that Intrepid intend for this to be a part of the game.
Noaani
1
Re: @ Intrepid - You're bleeding testers
It'd be interesting to see the actual tester count. I've already resigned to waiting for rogue or phase 3.
My biggest issues with the game are similar to yours.
1. The game is toxic, and encourages the behavior.
2. The PvP has no meaning. There's no "sides" it's just free for all chaos. This loses it fun pretty quick. After years of TF, UET, Tribes, ect. Death match, team death match, ffa pvp gets old fast.
3. Exploits in themselves aren't the issue, actual exploits, it's alpha. The problem is this isn't like an actual Alpha testing phase. This is a play test. There's not enough systems to actually play test.
4. It's good to see exploiters banned overall, but yeah a day late and dollar short for me.
5. Phase 2 right before the holiday was a bad idea. Should have let phase 1 go until the new year. Releasing phase 2 then going on holiday right after wasn't smart... never merge on friday...
6. The wipe was a big kick in the nuts
7. The reduction in the servers was also bad. Either too expensive or not enough testers dictated this.
8. Since the game is a "play test" and not an "alpha" losing items to inventory bugs is rough and should have been addressed ASAP as a critical bug. Nothing like losing 3 hours of farming because rclicking items from your inventory to your node storage just drops the items from the table. Or any number of the looting, inventory bugs out there. If this was an actual alpha it wouldn't matter, but it's NOT alpha it's a play test. Literrally you're playing the game as a tester to get data from the developers that's not in the Alpha's scope. Nor would paid testers that would normally be in alpha be grinding for items, materials, gear, exp, ect. But hey we paid to be here so screw us and our value of our time.
9. Go BIG or GO HOME! Want to experience the game and all it's systems. Join or make a MEGA guild. It's the only way you'll be able to defend a node or take over an area, poi, dungeon, ect.
My biggest issues with the game are similar to yours.
1. The game is toxic, and encourages the behavior.
2. The PvP has no meaning. There's no "sides" it's just free for all chaos. This loses it fun pretty quick. After years of TF, UET, Tribes, ect. Death match, team death match, ffa pvp gets old fast.
3. Exploits in themselves aren't the issue, actual exploits, it's alpha. The problem is this isn't like an actual Alpha testing phase. This is a play test. There's not enough systems to actually play test.
4. It's good to see exploiters banned overall, but yeah a day late and dollar short for me.
5. Phase 2 right before the holiday was a bad idea. Should have let phase 1 go until the new year. Releasing phase 2 then going on holiday right after wasn't smart... never merge on friday...
6. The wipe was a big kick in the nuts
7. The reduction in the servers was also bad. Either too expensive or not enough testers dictated this.
8. Since the game is a "play test" and not an "alpha" losing items to inventory bugs is rough and should have been addressed ASAP as a critical bug. Nothing like losing 3 hours of farming because rclicking items from your inventory to your node storage just drops the items from the table. Or any number of the looting, inventory bugs out there. If this was an actual alpha it wouldn't matter, but it's NOT alpha it's a play test. Literrally you're playing the game as a tester to get data from the developers that's not in the Alpha's scope. Nor would paid testers that would normally be in alpha be grinding for items, materials, gear, exp, ect. But hey we paid to be here so screw us and our value of our time.
9. Go BIG or GO HOME! Want to experience the game and all it's systems. Join or make a MEGA guild. It's the only way you'll be able to defend a node or take over an area, poi, dungeon, ect.
Volgaris
1
Re: [feedback] Seasons
Spend a week in west Colorado in October, snow in the morning and 70 that afternoon.
This is what i mean tho i get places get snow, in the uk we really dont until January. but doesn't autumn in Colorado start in September. what's it like as its coming off the back of the summer, it doesn't go straight to snow you get that period where its all oranges and browns then it transitions however slowly or dramatically into the cold side where there's snow late sept early October
Jenbuu
1
[feedback] Seasons
Currently in game its autumn (fall) and while the trees look good and give a nice vibe. The snow on the ground makes it feel more like winter then anything.
i even asked my wife who doesnt play games her opinion on what season it was and she said "winter, theres snow on the ground"
now i understand that its common in places to have snow fall in autumn but to go from "sunny" to 2 seasons on the run with snow feels miserable.
A suggestion would be to maybe have the bright vibrant autumn for 3/4 of the season and then for the last 1/4 of the season to migrate to a colder snowy feel as winter approaches.
love how the game looks just my 2 cents on this
i even asked my wife who doesnt play games her opinion on what season it was and she said "winter, theres snow on the ground"
now i understand that its common in places to have snow fall in autumn but to go from "sunny" to 2 seasons on the run with snow feels miserable.
A suggestion would be to maybe have the bright vibrant autumn for 3/4 of the season and then for the last 1/4 of the season to migrate to a colder snowy feel as winter approaches.
love how the game looks just my 2 cents on this
Jenbuu
1
Re: Bard Flourish wish...
Songcaller wrote: »Hmm. Why moonwalk when you can travel to the Black desert and float on particle bubbles?
I just think someone moonwalking away from you in PvP would be infuriating.
The mental image makes me smile.
Is there a video of what you are talking about? I never played much BDO beyond trying the character creator.
Vhaeyne
1
Re: Chats
Yeah, the current Chat Box is rather grim, but I imagine it's something that will be improved over time.
But I agree, people spamming the same shit over and over and over again... it'd be great if a Chat Box was equipped with the tools to strip out an identical or semi-identical message if sent within a certain timeframe.
And if it could recognise WTS/WTB/WTT and automatically put those into the new Trade Channel.
And a special channel for Guild Adverts that you can turn off if you're not looking.
But I agree, people spamming the same shit over and over and over again... it'd be great if a Chat Box was equipped with the tools to strip out an identical or semi-identical message if sent within a certain timeframe.
And if it could recognise WTS/WTB/WTT and automatically put those into the new Trade Channel.
And a special channel for Guild Adverts that you can turn off if you're not looking.
Re: [Suggestion] Behavioral pattern analysis to identify griefers/trainers in dungeons.
AirborneBerserker wrote: »TheRealScar wrote: »People aren't going to run dungeons if they just die all the time. They will specifically avoid dungeon activities resulting in death when its a solo player training mobs into every group in the dungeon, regardless of motivation.
Apparently proof reading is also hard.
And if you don't want people calling out your double standards then I would suggest not having double standards.
He wrote “every group.” You gave a hypothetical about a specific group getting retaliated against. You should read more carefully.
kerrai
1
Re: [Suggestion] Behavioral pattern analysis to identify griefers/trainers in dungeons.
The question I have is - why would you think Intrepid want to stop this behavior?
Sure, they want to fix the hate bug that exists, but other than that there is no reason or indication that this is something that isn't intended.
Sure, they want to fix the hate bug that exists, but other than that there is no reason or indication that this is something that isn't intended.
Noaani
1
Re: How to fix the EXTREME server drop off we are experiencing.
AC didn't have mentorship.
It had Exp chains.
Done through Leadership and Loyalty skills.
This passed exps up the chain, not down.
*this may have changed in later years.
Endowed
1
Caravan Suggestions: Simple Changes with Big impact
Generally people agree current system is High Risk/High reward for defenders, but No Risk/High Reward for Attackers.
Running a caravan, you can turn 1.5 Gold glint into about 10-20g for hopping 3-5 nodes with the upgraded willow Caravan ( 1 Epic cargo, 1 Rare cargo ). Winstead to Azmaran netted about 15g. So that is a pretty good reward for 1.5 gold glint. A 10X bump for rough estimating. For about 2 hours worth of work, not bad. It's high risk too, but if you make it high reward.
Attacking a caravan? No risk. No exp debt… some item loss that you can prepare for before hand. The reasons for not attacking have nothing to do with the mechanic itself. If you dont know them, or do know them and are not allied, and you have time and the numbers to kill it.. then you kill it. Kill it? Summon a caravan, load it up and take it to the nearest node and get whatever the delta was. The caravan ran from winstead and you destroyed outside azmaran…. 15g for you to split with your team. No risk. it's a PvP event, so no debt. Regular item loss that can be mitigated by banking before hand. some basic preparation and really there is no down side other than social. Most people are doing it because it's easy, likely bored and there is no downside.
Here are some suggestions to improve with some simple changes:
1) Limit the number of attackers:
Calculate the number of attackers off the number of slots in a caravan or calculated off caravan HP. The basic caravan is a 1x3 slot caravan. Only 3 people can attack it. A willow caravan is 2x6… so 12 attackers. You can already tell upgraded caravans based on skins and HP's anyway so its not like a ton of intelligence. Another option would be to limit based on caravan HP. Basic Caravans have around 250K hps. Say each attacker has to do 75K damage… that would be about 3 attackers. The upgraded one would allow more people to join… but still have a meaningful amount of damage per person that would need to be done. This would help deter the 40 man Zerg teams that run around searching for caravans to kill.
2) Bonus for “linking” caravans
Defensive bonus for traveling together in caravan groups. People are already doing this, but incentivize people with real bonuses.
2a) Say 10% bonus HP per caravan, soft cap of 30% and with a hard cap of 50% HP. Maybe all caravans get bumped to the same HP’s too ( or at least show the same )… so attackers cant target the highest ( and therefore most lucrative ) wagons.
2b) linked caravans can pickup some amount of dropped cargo from a linked destroyed caravan, with some speed penalty if “ overloaded “ That would have people think about traveling in a group but with some extra space in case someone gets dropped. They can grab cargo immediately or on a much shorter timer than a summoned attacker caravan. People may end up traveling with one empty caravan, just in case.
3) Defender Escrow Account:
Put money into an “escrow” account for defenders and pay them for a successful defense and based on how long they traveled within range of the caravan or the number of people they killed in defense of the caravan. The money can be put in before hand or paid directly from proceeds. Do it as a direct percentage that the caravan owner can adjust. 10-20% is the “etiquette” now.. I would just formalize that. 10-20% of the proceeds from the cargo sale gets distributed to all defenders based on how far they traveled if it was no attackers, or based on attackers killed. Do that for a group of 5 caravans… and you can get 5-15 people to join pretty easily. 5 caravans @15g a pop is 75g... 20% is 15g... 1-3g per defender. PUG's would form for that kind of payout.
4) Bonus drops for attackers
Have the system treat attackers as mobs on top of their normal loot drop in caravans. Have them drop glint for defenders, or other stuff like treasure maps or mats. Attackers generally clear their inventory before PvP… so there is no drops. If they randomly dropped some glint or mats similar to similar level mobs… then there would be some incentive to defend. Have them drop copper if you really want to get people defending
5) Exp debt or item durability loss for attackers
Turn on exp debt and bump durability loss for attackers. Experience debt will slow them down a bit… just a tad I know.. most lvl25 people dont care about debt… but still it adds up. Item durability loss does matter. Bump it up for caravan attacks so that 5 deaths breaks equipment ( 20% loss per death ). That would quickly add up and deter people from attacking. Most Lvl 25 people do care a bit about gold still.
6) Item drops for Attackers after a certain number of deaths…
This one may be controversial, but after an attacker dies a certain number of times ( say 7 times ) have them drop a piece of random gear. Gear matters in this game… so people will have the option to put on losable equipment or lose good gear, or back off. Either way it changes the math for attackers.
7) Attacker Caravans show up on global map
If the attack is successful, and the attackers load up a summoned caravan with the goods… have it show up on the global map, just like corrupted players do. Have different limits for those ( say 2 attackers per slot ) and allow the originally defenders who’s loot is on that caravan to put an “escrow” bounty on that caravan for the attackers.
Just some thoughts on how to help balance the risk reward for caravans. Right now, between the bug frequency that results in either a total loss or huge loss in time ( Carphin teleport bug ) and the attacker Zergs... I dont even run my own caravans anymore. It's not worth it.
Love the idea of caravans though.. love defending... love attacking .. just looking to make it better
Running a caravan, you can turn 1.5 Gold glint into about 10-20g for hopping 3-5 nodes with the upgraded willow Caravan ( 1 Epic cargo, 1 Rare cargo ). Winstead to Azmaran netted about 15g. So that is a pretty good reward for 1.5 gold glint. A 10X bump for rough estimating. For about 2 hours worth of work, not bad. It's high risk too, but if you make it high reward.
Attacking a caravan? No risk. No exp debt… some item loss that you can prepare for before hand. The reasons for not attacking have nothing to do with the mechanic itself. If you dont know them, or do know them and are not allied, and you have time and the numbers to kill it.. then you kill it. Kill it? Summon a caravan, load it up and take it to the nearest node and get whatever the delta was. The caravan ran from winstead and you destroyed outside azmaran…. 15g for you to split with your team. No risk. it's a PvP event, so no debt. Regular item loss that can be mitigated by banking before hand. some basic preparation and really there is no down side other than social. Most people are doing it because it's easy, likely bored and there is no downside.
Here are some suggestions to improve with some simple changes:
1) Limit the number of attackers:
Calculate the number of attackers off the number of slots in a caravan or calculated off caravan HP. The basic caravan is a 1x3 slot caravan. Only 3 people can attack it. A willow caravan is 2x6… so 12 attackers. You can already tell upgraded caravans based on skins and HP's anyway so its not like a ton of intelligence. Another option would be to limit based on caravan HP. Basic Caravans have around 250K hps. Say each attacker has to do 75K damage… that would be about 3 attackers. The upgraded one would allow more people to join… but still have a meaningful amount of damage per person that would need to be done. This would help deter the 40 man Zerg teams that run around searching for caravans to kill.
2) Bonus for “linking” caravans
Defensive bonus for traveling together in caravan groups. People are already doing this, but incentivize people with real bonuses.
2a) Say 10% bonus HP per caravan, soft cap of 30% and with a hard cap of 50% HP. Maybe all caravans get bumped to the same HP’s too ( or at least show the same )… so attackers cant target the highest ( and therefore most lucrative ) wagons.
2b) linked caravans can pickup some amount of dropped cargo from a linked destroyed caravan, with some speed penalty if “ overloaded “ That would have people think about traveling in a group but with some extra space in case someone gets dropped. They can grab cargo immediately or on a much shorter timer than a summoned attacker caravan. People may end up traveling with one empty caravan, just in case.
3) Defender Escrow Account:
Put money into an “escrow” account for defenders and pay them for a successful defense and based on how long they traveled within range of the caravan or the number of people they killed in defense of the caravan. The money can be put in before hand or paid directly from proceeds. Do it as a direct percentage that the caravan owner can adjust. 10-20% is the “etiquette” now.. I would just formalize that. 10-20% of the proceeds from the cargo sale gets distributed to all defenders based on how far they traveled if it was no attackers, or based on attackers killed. Do that for a group of 5 caravans… and you can get 5-15 people to join pretty easily. 5 caravans @15g a pop is 75g... 20% is 15g... 1-3g per defender. PUG's would form for that kind of payout.
4) Bonus drops for attackers
Have the system treat attackers as mobs on top of their normal loot drop in caravans. Have them drop glint for defenders, or other stuff like treasure maps or mats. Attackers generally clear their inventory before PvP… so there is no drops. If they randomly dropped some glint or mats similar to similar level mobs… then there would be some incentive to defend. Have them drop copper if you really want to get people defending
5) Exp debt or item durability loss for attackers
Turn on exp debt and bump durability loss for attackers. Experience debt will slow them down a bit… just a tad I know.. most lvl25 people dont care about debt… but still it adds up. Item durability loss does matter. Bump it up for caravan attacks so that 5 deaths breaks equipment ( 20% loss per death ). That would quickly add up and deter people from attacking. Most Lvl 25 people do care a bit about gold still.
6) Item drops for Attackers after a certain number of deaths…
This one may be controversial, but after an attacker dies a certain number of times ( say 7 times ) have them drop a piece of random gear. Gear matters in this game… so people will have the option to put on losable equipment or lose good gear, or back off. Either way it changes the math for attackers.
7) Attacker Caravans show up on global map
If the attack is successful, and the attackers load up a summoned caravan with the goods… have it show up on the global map, just like corrupted players do. Have different limits for those ( say 2 attackers per slot ) and allow the originally defenders who’s loot is on that caravan to put an “escrow” bounty on that caravan for the attackers.
Just some thoughts on how to help balance the risk reward for caravans. Right now, between the bug frequency that results in either a total loss or huge loss in time ( Carphin teleport bug ) and the attacker Zergs... I dont even run my own caravans anymore. It's not worth it.
Love the idea of caravans though.. love defending... love attacking .. just looking to make it better
MetalDad
1