Best Of
Re: Melee Classes Survivability in Group PvP Needs Addressing
Successful melees in large scale often have a form of immunity, damage reduction, deflect, instant engage, and/or instant disengage. I've never been good at it, just seen what works for other players in various games. Without some of these utilities you're just a meat shield pawn.
1
Re: what is going on with this project
I stopped reading at "I will start by saying, like many i bought into the project almost 8 years ago, with the expectation that the game would have released maybe 4-5 years ago"
But what are they supposed to do now except to keep waiting ? Throw a little bit something of a Temper Tantrum like Narc and end their Contact with Intrepid with a self-destructive Video ?
I admit this was probably the One thing many People can not forgive Sir Steven. They expected the Game to come out quick and now they have to wait for like a small to not so small Eternity so that the Game can actually be as good as Sir Steven wants it to be.
Personally i am already thankful that it is happening at all. And that Sir Steven never gave up.
Aszkalon
1
Re: Another PvP loop
I don’t really understand the pushback?
Really?
MMORPG's are built on gear. Whether it is a one off item that you have the only one of on a server, and hard to get or expensive to craft item, gear that only drops from the hardest content in the game - players put time and effort in to getting the specific gear they want, working out what is the best they can get from the content they are able to defeat, that suits their build.
This is the core of what an MMORPG is (get friends to run dungeons to get better gear to be able to run harder dungeons). You are basically saying "nah, fuck that, let's do something else", and don't get why there is pushback?
You not thinking gearing needs to be changed to accommodate your suggestion does not mean you are right. It absolutely would need to be changed, as the very notion of full loot means gear has to shift from something players strive towards, to something that is a commodity. This is a hard requirement for any full loot game - even moreso when that full loot game involves destruction of gear.
A game where you have a reasonable expectation to hold on to an item until you find a better one to replace it can easily ask players to spend a dozen hours working towards that one item (or 60+ hours, as in the game I am currently playing). A game with full loot can't ask that much of players for a full equipment set, let alone one item.
Noaani
1
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
This is an area I'm am conflicted with. I don't think Steven is making the game he wants. The world is so large, to make it feel alive you will need 8-10k players per server. This is needed to find content and meaningful PvX everywhere. For that you will need many casuals. Without them the world will feel empty.
As it stands the moves are driving away casuels. That's breaks the need for a large world being designed. With smaller populations the world needs to be smaller to make the world alive and functioning for a live PvX game.
So punishing game needs a smaller world
More casuel friendly can support a large world
You can't have both. I don't care what Steven picks. He just needs to decide what game he wants and take everything in that direction.
This is the fact for every area of the game. Crafting, questing, gear and much more. Does all of it fit the goal of driving away casuels? Is every system designed to keep a large population playing?
Omg, this!


