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Killing a player in town vs paying for materials......

SyclonessSycloness Member, Alpha Two
That is it for me. I have put up with soo many bugs. This is it thou. No player should be able to come into a town looking to buy materials and be able to war deck you, kill you, and take your mats.

Comments

  • LudulluLudullu Member, Alpha Two
    This will keep happening as long as pvp event death penalties include player loot.

    There's no reason to keep this in the game.
  • SolonthebanditSolonthebandit Member, Alpha One, Alpha Two, Early Alpha Two
    edited March 12
    trade mats to un guilded alt and never get war decked. I solved your problem in 20 seconds, your welcome
    since you got war decked im assuming you are in a guild with more than one player and can trade.

    Also put the loot on the marketplace and dont spam global? I feel like your post is bringing the troll side out of me but like stop self owning and crying about it
  • LudulluLudullu Member, Alpha Two
    trade mats to un guilded alt and never get war decked. I solved your problem in 20 seconds, your welcome
    since you got war decked im assuming you are in a guild with more than one player and can trade.

    Also put the loot on the marketplace and dont spam global? I feel like your post is bringing the troll side out of me but like stop self owning and crying about it
    The war doesn't end 10 minutes after it starts. Which means that people who want to avoid losing their shit to a war enemy have to completely stop their preferred gameplay as soon as their guild is wardecced. And with the current shitty respawn system, even if you don't stop your gameplay, there's a high chance of you getting spawncamped until you have no mats on you. And it's not like you can get all of them back, because half of what you drop simply gets destroyed.

    Steven's whole idea for wars has been "they have a goal, so that people don't just kill each other until they're tired". And it's been that for 6 years of development. But then suddenly they completely throw that out the window and change it to something completely different.

    It's either an example of them having no damn clue what their true design is (which would be a very shitty situation) or an example of them patching up a hole in their design, but doing a shitty job because the patchwork now ruins some other part of the design.
  • VolgarisVolgaris Member, Alpha Two
    Ludullu wrote: »
    It's either an example of them having no damn clue what their true design is (which would be a very shitty situation) or an example of them patching up a hole in their design, but doing a shitty job because the patchwork now ruins some other part of the design.

    There are some massive cracks in the design. Seems like the game was designed from a single perspective or player type. I feel conflicted though, it seems like they ask the players for input on somethings, but ignore it on others. They want ideas for social media clout like the guild rep program, and boss environments. But when it comes to "hey why are they spawns static" or "why am I spawn camped"? It falls on death ears. I really think people should quit testing if you don't like the direction the game is going. If enough people keep testing theres no reason they should change anything. Which is fine. But every minute that a player plays the game there design choices are validated.
  • LudulluLudullu Member, Alpha Two
    Volgaris wrote: »
    I really think people should quit testing if you don't like the direction the game is going. If enough people keep testing theres no reason they should change anything. Which is fine. But every minute that a player plays the game there design choices are validated.
    Oh, a shitton of people have already stopped and pretty much said "I'll come back when stuff is fixed/changed", so Intrepid are aware of the stiuation. It's now up to them to decide how they want to address it.
  • VeeshanVeeshan Member, Alpha Two
    edited March 13
    guards do like1 shot people now atleast when there purple (Not sure if they attack people in wars though atm i think they should though) i do think it should be possible to attack somone in area's where there not many guards around though however i dont think T3 villages should have many blind spots for there like it does now since guards not resetting properly to their location/patrols. However in larger towns there should be more blind spots for guards unless u build or upgrade buildings that add more security aka more guard patrols that cover the blind spots in cities and metrolpolists.

    as towns get larger guards should have a harder time securiting all the area's so there should be vunerabilities for sneaky killing however u should also be able to invest in more guards as a mayor to reduce this, that being said there should not be very many blind spots in T1-T3 nodes and most area especially important area like crafting spots should be covered.
  • LudulluLudullu Member, Alpha Two
    Veeshan wrote: »
    as towns get larger guards should have a harder time securiting all the area's so there should be vunerabilities for sneaky killing however u should also be able to invest in more guards as a mayor to reduce this, that being said there should not be very many blind spots in T1-T3 nodes and most area especially important area like crafting spots should be covered.
    Imo this should be controllable by the mayor and should be easier or harder depending on the node type. Military nodes could have cheap guards, scientific ones would have guards that require resources to sustain them, divine ones would need community-based quests done, economic would just have expensive but best guards.
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