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Re: [NA] Stoic | PvX | Experienced Leadership | Mature Player Base | 50+ A2 | EST
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Taiisien
1
My PvE combat impressions so far: Enemy numbers, enemy type variety and group combat complexity
I watched some of the group content which was shown off during archetype reveals and reworks. I suspect these impressions might be extended to single player levelling experience.
TL;DR version to engage some of you: Atm a lot of those fights feel VERY semi, with a group of players pulling one mob and beating at it until its dead. This is NOT a good template for interesting and exciting PvE gameplay. Also we have all those RPG systems to leverage and at the moment it seems only the HP bar is utilised in combat
Whilst this was not true in all footage, one thing stuck out to me. In too many instances it was a case of player group outnumbering the NPC enemies, instead of other way around. Nothing feeds that power fantasy of facing overwhelming odds like 4 (to be later 8) players beating up that...1 poor NPC /sarcasm
Could we get these ratios reversed?
Obviously HP, resistances and damage output values have to be adjusted, but that would allow players to feel that sense of that "epic" fight. facing a real threat. This would open up the combat more, as you have to pay attention / manage multiple threats, utilise more abilities from your kit, whatever you are talking AoE damage, CC, weapons with cleave attacks etc.
Mind I have no problem with some fights being multiple players vs few powerful elite NPCs, but I really would like to see far more scenarios where the player(s) faces larger groups of enemies.
I feel that especially in the group content, players should face PvE enemy groups. Those groups should probably be also comprised of different enemy types:
This should feed into the idea of players using their whole ability kit, strategizing in larger fights which enemies they should taken down first, disable first etc.
TL;DR version to engage some of you: Atm a lot of those fights feel VERY semi, with a group of players pulling one mob and beating at it until its dead. This is NOT a good template for interesting and exciting PvE gameplay. Also we have all those RPG systems to leverage and at the moment it seems only the HP bar is utilised in combat
Whilst this was not true in all footage, one thing stuck out to me. In too many instances it was a case of player group outnumbering the NPC enemies, instead of other way around. Nothing feeds that power fantasy of facing overwhelming odds like 4 (to be later 8) players beating up that...1 poor NPC /sarcasm
Could we get these ratios reversed?
Obviously HP, resistances and damage output values have to be adjusted, but that would allow players to feel that sense of that "epic" fight. facing a real threat. This would open up the combat more, as you have to pay attention / manage multiple threats, utilise more abilities from your kit, whatever you are talking AoE damage, CC, weapons with cleave attacks etc.
Mind I have no problem with some fights being multiple players vs few powerful elite NPCs, but I really would like to see far more scenarios where the player(s) faces larger groups of enemies.
I feel that especially in the group content, players should face PvE enemy groups. Those groups should probably be also comprised of different enemy types:
- tanks / bruiser / disruptor type enemies with some CC abilities,
- melee/ranged dps
- disablers (imagine enemies throwing nets at players, sleep spells, effects which could be dispelt by other players, or require getting close to a player to get them out from a net quicker than if they had to do it by themselves for example?)
- swarms of weak enemies (think some poorly equipped weak goblins, basic skeletons etc.)
- ranged enemies: archers, spear throwers, mage users with both single target and AoE abilities with opportunities for players to interrupt these skills, silence enemies, flanking for rogue characters etc)
- healers, de-buffer style enemies
This should feed into the idea of players using their whole ability kit, strategizing in larger fights which enemies they should taken down first, disable first etc.
Re: Suggestion for the Progress of the Hunting Profession (Taming)
I like the idea of the rare creatures. Maybe while hunting Elk to skin an Alpha Elk mini boss spawns within the area and killing/hunting it grants a big boost to exp for the profession as well as a plethora of resources. By keeping an eye out for this bigger kills or mini bosses you can eliminate more of a need to farm many normal creatures to earn your levels.
Because of the node system there may only be a few creatures of your tier within a given node. Constantly changing regions to find better game could lead to the sense of exploration and need to venture farther and farther. Maybe players who take the Hunting profession gain an ability that marks a larger hunt able creature on the map for you to chase. It would show you its last known location and once close you would need to hunt it down, looking for foot prints, broken vegetation and clues towards its whereabouts.
What if we include the caravan system into the hunt as well. Killing large mammoth would require a larger crafting station to process. Thus an entire empty caravan could be spawned in order to haul the massive mammoth back to a node so you can process it. The amount of complexity and extra steps of this caravan system would offer greater yield and rare materials when you successfully complete the journey.
Because of the node system there may only be a few creatures of your tier within a given node. Constantly changing regions to find better game could lead to the sense of exploration and need to venture farther and farther. Maybe players who take the Hunting profession gain an ability that marks a larger hunt able creature on the map for you to chase. It would show you its last known location and once close you would need to hunt it down, looking for foot prints, broken vegetation and clues towards its whereabouts.
What if we include the caravan system into the hunt as well. Killing large mammoth would require a larger crafting station to process. Thus an entire empty caravan could be spawned in order to haul the massive mammoth back to a node so you can process it. The amount of complexity and extra steps of this caravan system would offer greater yield and rare materials when you successfully complete the journey.
Garren
1
Re: Firebrand - A little suggestion
Also i would like to add on this to a degree for other mobs. Some mobs should have longer agro range than other even in the same mob groups. For example there could be a mob named Vangarian watchman for example might be more alert and have like a 20% larger agro range than all the other vangarian mobs since his job is to watch out for things, Wolfs might have longer agro range than say plant mobs since they have a scent of smell.
Patrolling mobs should have longer agro range too since you would think they would be more alert on their patrols. Would mix things up when farming having to keep an eye out on patrols or mobs with more alert agro range.
I agree, this not only brings more "realism" to the game, but also changes the players' approach strategy.
Malva
1
Re: Firebrand - A little suggestion
I think it's very interesting, because it's a dragon, I hope it's always remembered that dragons are high-class monsters or even the highest class of monster, and that this importance is visible in the game's dragons.
But I also think this is not a current priority, and I hope it will be remembered when the focus of testing is on polishing the world.
But I also think this is not a current priority, and I hope it will be remembered when the focus of testing is on polishing the world.
Ner0h
1
Re: Vassal resentment
scottstone7 wrote: »I was just looking over the original kickstarter for something else and found that rebellion IS supported by the original Kickstarter. Just saying.But change for change’s sake means nothing without consequence. That means that these changes and these choices must have repercussions, they must be *felt* throughout the rest of the world. It means that when a player makes a choice in a quest, that choice can’t be undone. It means that when that volcano erupts and destroys a city, the landscape is forever altered. It means that when a tyrant makes life difficult for his citizens, his citizens can rise up against him. Players have choices to make, those choices lead to change, and that change has consequence. Day to day, server to server, the world will be in flux, and history will remain where it always should, in the hands of the player.
Indeed you can.
In the next election.
Noaani
1
Re: Vassal resentment
1. You are not even answering my point you are just starting the obvious. Because as i said its just about you wanting to attack even though there is no true draw back or actual control forced over you.
2. You complaining about being forced to be vassalized, means you need to attack another node to get yuors up, being the parent node. On the chance you don't care about your own nodes growth getting to the next rank, means you simply want to be able to PvP the node. Cut the BS please, my point stands systems like this need to be in place for people like you.
3. IT has nothing to do with the node you live in, im talking about rats that just want to attack everything or be used by other nodes to destroy things around them. Again you fit the bill.
Every bit of vibe I get from you would be someone that would 100% kill a server if you got into that kind of position (not that it would ever happen though).
1: how do you know that there is no drawback? I can think of several drawbacks like limiting the growth of your node and taxes on top of what you already have to pay for citizenship.
2: bold of you to assume that I need to lie to beat you in an argument. you don't know me therefore you have no idea what systems should be in place for people like me. personally I don't care if my node is above other nodes. I do care if it's bellow another node.
making it so that you can't free yourself from a master node, forces me to get into a lot of PVP to keep neighboring nodes from leveling in the first place when I would much rather just do PVE.
3: I highly doubt the people you refer to as rats are going to be in any way confined to lower level nodes. those assholes tend to worm their way into all sorts of places just to ruin other peoples days. I also doubt that they would have a whole lot of node loyalty. so I don't really see why they are applicable to this topic.
1. You can read what they already put on the whole system, its funny your comment is asking me "how do i know there is no draw back" you are trying to use fear mongering essentially. There will be taxes everywhere so what, that is part of the game. And also more than likely going to be part of a strategy advantage to weakening nodes by destroying smaller ones.
The main taxes you need to worry about are the ones YOUR OWN node sets. If you don't like them or how things are run look at other nodes go move to that fit your situation better.
Obviously you can't increased your node further once you have a parent node. IF being in the highest node is what is needed for your experience just move to it. All nodes will still grow based the level of it and how much the people in the node invest in it.
2. Your type is clear as day to me i know your type very well, its clear in your nodes, the fact of you making your node, and your interaction with it. You continue to make that more clear, you would be poison to the server in a world where all nodes could be attackable.
3. Its a mind set, and you fit the bill this is why you are so emotionally invested caring about being vassal to another node(regardless of the benefits). You are one person I wouldn't trust, if for whatever reason I was in talks with you. You are the type of person that would be the first to throw a dagger in some ones back. It be like in a snake bit trying to be the kill the rest to come out as the strongest. Though you would end up coming out alone and it be your own weakness.
Mag7spy
1
Re: Firebrand - A little suggestion
I completely agree with Malva. A dragon is always a classic creature that can't be missing from any good MMORPG and the experience of meeting one should always be remarkable!
We know it's in Alpha and everything is in development, one step at a time. And before I suggest anything, I want to make it clear that the dragon itself is visually very satisfying, its attacks are beautiful to look at and the combat against it is also satisfying. But, as Malva mentioned, there's a whole context in which that encounter with the dragon takes place. He's furious, someone has taken an egg that belongs to him, this should be received by him as both a deep offense and a declaration of war against him. So, yes, he should come attacking everyone in that area, given the fact that anyone there could be in possession of the egg and his aggro radius should even be larger due to the fury of the moment!
This will give greater depth to the weight of the mission's story, which will consequently increase the immersion of the players taking part in that mission!
We know it's in Alpha and everything is in development, one step at a time. And before I suggest anything, I want to make it clear that the dragon itself is visually very satisfying, its attacks are beautiful to look at and the combat against it is also satisfying. But, as Malva mentioned, there's a whole context in which that encounter with the dragon takes place. He's furious, someone has taken an egg that belongs to him, this should be received by him as both a deep offense and a declaration of war against him. So, yes, he should come attacking everyone in that area, given the fact that anyone there could be in possession of the egg and his aggro radius should even be larger due to the fury of the moment!
This will give greater depth to the weight of the mission's story, which will consequently increase the immersion of the players taking part in that mission!