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Mass PvP, Node Wars, (don't kill your game, don't make the game boring)

411333411333 Member, Alpha Two
Mass PvP, Node Wars,
(don't kill your game, don't make the game boring)
Node Wars,
1) The time it takes for players to gather and run from the camp to the enemy is approximately 2 minutes.
1.1) The time it takes to mass immobilize and kill everyone who is less than the enemy's total is 10 seconds.
So, one run on the enemy equals 2 minutes + 10 seconds = 2 minutes 10 seconds.
If you calculate this as a percentage, it's 60 + 60 / 10 = 12%
i.e., players are PvPing 12% of the time
and running 88% of the time.
1.2) Eventually, after several such mass immobilizations, the remaining participants stopped running on the enemies; they lost interest because the mass immobilization doesn't give anyone a chance to run back a bit and wait for their killed allies to revive before continuing PvP. 1.3) Many of them left the battlefield.

2) Other players don't have time to use the immobilization skill, -
because one such character with a mass immobilization skill is enough for the entire army. It seems like the skill is there, but you don't use it because one of your allies used it before you.
2.1) If the immobilization skill was not a mass immobilization but was specific to one character, then everyone with this skill could use it and feel like they were influencing the game.

3) Armor breakdown for the entire army increases, -
3.1) and this costs money,
3.2) Players don't want to die simply because of a mass immobilization, without the ability to retreat a bit and kite the enemy..

Comments

  • LudulluLudullu Member, Alpha Two
    I mean, you kinda described a perfect anti-zerg situation here. They die to an aoe, they take too long to regroup and come back (and impatient dumb parts of the zerg get sniped 1 by 1, if they come back too early), while the smaller groups with good teamplay should avoid being so clumped up to be disabled by a single aoe CC.

    Though obviously if the aoe radius is so damn massive that even a spread out group of people get CCed - that should be fixed.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    The situation mentioned was a Node War though (probably moreso meant 'Siege' but maybe not?)

    Which implies chokepoints. Which implies moreso 'working as intended' in the other sense.

    (I doubt my group has an opinion one way or the other beyond the usual 'lol shotcaller PvP MMO design continues to be garbage', which is obv unhelpful, so plz, no one take this to mean anything other than 'I can see how this naturally happens')
    One of the most enduring 'fantasies' of the human spirit, is to either always have people willing to help... or to be strong enough to never need any.
  • LudulluLudullu Member, Alpha Two
    Azherae wrote: »
    The situation mentioned was a Node War though (probably moreso meant 'Siege' but maybe not?)

    Which implies chokepoints. Which implies moreso 'working as intended' in the other sense.
    Unless the design has changed ONCE AGAIN, I don't see how Wars would have innate chokepoints. By default, wars are just "kill each other as much as possible anywhere you can, during the war time". And then the respawn points can be either at ember springs or the camps, but even if we take the Node War showcase stream as an example - ain't no chokepoints there, cause the war was happening pretty much in an open field.

    Obviously the terrain will have some natural chokepoints (as it should, if not MUST), but this, as you and I say, is just "working as intended". So if the zerg side gets choked and aoed down - that's fucking great. Fuck zerg.
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