Strevi wrote: » Dygz wrote: » With Caravans, scouts are mostly irrelevant anyways. Caravans have to move often enough for Node progression, so... "traveling less" is subjective and doesn;t necessarily mean much. Doesn't look like you know how this game works Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time. Regarding need of scouts... you need then to know what surrounds you. Steven has a similar opinion.https://youtu.be/4XLJelgfO3g?t=3637 So when you move off of land, from where we have a flagging system that protects, and the Open Seas are international waters where you need to be careful and there is a lot of opportunity at sea. And because there is a lot of opportunity that is unique to that content, that is unique to that sea, that's treasure finding, that's NPCs, that's a lot of different stuff, ... and players now know when they move into into the Open Sea they are doing so in a method that requires them to be cognizant of their surroundings, who is near me, who can mess with me, who do I need to make friends with, who do I know my enemies are who can I forge alliances with, how can I create flotillas of protection... these are things that add a dynamic of political intrigue and seas are a great place for that. But I think you understand all of these. You just pretend things are different, thinking that you can convince everybody to see things in a twisted way... maybe even Steven? This must be how influencers and game journalists act when they don't like some changes.
Dygz wrote: » With Caravans, scouts are mostly irrelevant anyways. Caravans have to move often enough for Node progression, so... "traveling less" is subjective and doesn;t necessarily mean much.
So when you move off of land, from where we have a flagging system that protects, and the Open Seas are international waters where you need to be careful and there is a lot of opportunity at sea. And because there is a lot of opportunity that is unique to that content, that is unique to that sea, that's treasure finding, that's NPCs, that's a lot of different stuff, ... and players now know when they move into into the Open Sea they are doing so in a method that requires them to be cognizant of their surroundings, who is near me, who can mess with me, who do I need to make friends with, who do I know my enemies are who can I forge alliances with, how can I create flotillas of protection... these are things that add a dynamic of political intrigue and seas are a great place for that.
Mag7spy wrote: » Strevi wrote: » Dygz wrote: » With Caravans, scouts are mostly irrelevant anyways. Caravans have to move often enough for Node progression, so... "traveling less" is subjective and doesn;t necessarily mean much. Doesn't look like you know how this game works Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time. Regarding need of scouts... you need then to know what surrounds you. Steven has a similar opinion.https://youtu.be/4XLJelgfO3g?t=3637 So when you move off of land, from where we have a flagging system that protects, and the Open Seas are international waters where you need to be careful and there is a lot of opportunity at sea. And because there is a lot of opportunity that is unique to that content, that is unique to that sea, that's treasure finding, that's NPCs, that's a lot of different stuff, ... and players now know when they move into into the Open Sea they are doing so in a method that requires them to be cognizant of their surroundings, who is near me, who can mess with me, who do I need to make friends with, who do I know my enemies are who can I forge alliances with, how can I create flotillas of protection... these are things that add a dynamic of political intrigue and seas are a great place for that. But I think you understand all of these. You just pretend things are different, thinking that you can convince everybody to see things in a twisted way... maybe even Steven? This must be how influencers and game journalists act when they don't like some changes. Elden ring needs a easy mode, change my mind.
Strevi wrote: » Doesn't look like you know how this game works Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time.
Strevi wrote: » So when you move off of land, from where we have a flagging system that protects, and the Open Seas are international waters where you need to be careful and there is a lot of opportunity at sea. And because there is a lot of opportunity that is unique to that content, that is unique to that sea, that's treasure finding, that's NPCs, that's a lot of different stuff, ... and players now know when they move into into the Open Sea they are doing so in a method that requires them to be cognizant of their surroundings, who is near me, who can mess with me, who do I need to make friends with, who do I know my enemies are who can I forge alliances with, how can I create flotillas of protection... these are things that add a dynamic of political intrigue and seas are a great place for that.
Strevi wrote: » But I think you understand all of these. You just pretend things are different, thinking that you can convince everybody to see things in a twisted way... maybe even Steven? This must be how influencers and game journalists act when they don't like some changes.
Dygz wrote: » Strevi wrote: » Doesn't look like you know how this game works Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time. Doesn't have to have many players defending the route. Expect players to defend the Caravans when they run.
Strevi wrote: » Dygz wrote: » Strevi wrote: » Doesn't look like you know how this game works Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time. Doesn't have to have many players defending the route. Expect players to defend the Caravans when they run. But... if is your personal caravan, nobody will defend it. Because everyone knows chances to survive are higher on Obra Dinn than on yours.
Strevi wrote: » But... if is your personal caravan, nobody will defend it. Because everyone knows chances to survive are higher on Obra Dinn than on yours.
JustVine wrote: » Mag7spy wrote: » Strevi wrote: » Dygz wrote: » With Caravans, scouts are mostly irrelevant anyways. Caravans have to move often enough for Node progression, so... "traveling less" is subjective and doesn;t necessarily mean much. Doesn't look like you know how this game works Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time. Regarding need of scouts... you need then to know what surrounds you. Steven has a similar opinion.https://youtu.be/4XLJelgfO3g?t=3637 So when you move off of land, from where we have a flagging system that protects, and the Open Seas are international waters where you need to be careful and there is a lot of opportunity at sea. And because there is a lot of opportunity that is unique to that content, that is unique to that sea, that's treasure finding, that's NPCs, that's a lot of different stuff, ... and players now know when they move into into the Open Sea they are doing so in a method that requires them to be cognizant of their surroundings, who is near me, who can mess with me, who do I need to make friends with, who do I know my enemies are who can I forge alliances with, how can I create flotillas of protection... these are things that add a dynamic of political intrigue and seas are a great place for that. But I think you understand all of these. You just pretend things are different, thinking that you can convince everybody to see things in a twisted way... maybe even Steven? This must be how influencers and game journalists act when they don't like some changes. Elden ring needs a easy mode, change my mind. Elden ring has dozens of customized easy modes built in. So I assume you are just trolling as usual. Good bait.
Mag7spy wrote: » JustVine wrote: » Mag7spy wrote: » Strevi wrote: » Dygz wrote: » With Caravans, scouts are mostly irrelevant anyways. Caravans have to move often enough for Node progression, so... "traveling less" is subjective and doesn;t necessarily mean much. Doesn't look like you know how this game works Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time. Regarding need of scouts... you need then to know what surrounds you. Steven has a similar opinion.https://youtu.be/4XLJelgfO3g?t=3637 So when you move off of land, from where we have a flagging system that protects, and the Open Seas are international waters where you need to be careful and there is a lot of opportunity at sea. And because there is a lot of opportunity that is unique to that content, that is unique to that sea, that's treasure finding, that's NPCs, that's a lot of different stuff, ... and players now know when they move into into the Open Sea they are doing so in a method that requires them to be cognizant of their surroundings, who is near me, who can mess with me, who do I need to make friends with, who do I know my enemies are who can I forge alliances with, how can I create flotillas of protection... these are things that add a dynamic of political intrigue and seas are a great place for that. But I think you understand all of these. You just pretend things are different, thinking that you can convince everybody to see things in a twisted way... maybe even Steven? This must be how influencers and game journalists act when they don't like some changes. Elden ring needs a easy mode, change my mind. Elden ring has dozens of customized easy modes built in. So I assume you are just trolling as usual. Good bait. Imagine not getting Elden ring journalist jokes in 2022. I can tell you haven't really played the game, Talk to me when you can beat Melina
JustVine wrote: » Mag7spy wrote: » JustVine wrote: » Mag7spy wrote: » Strevi wrote: » Dygz wrote: » With Caravans, scouts are mostly irrelevant anyways. Caravans have to move often enough for Node progression, so... "traveling less" is subjective and doesn;t necessarily mean much. Doesn't look like you know how this game works Caravans which move often are the mayoral caravans and only if the mayor creates a trade agreement with that other node: a trade route And over the large ocean, if he makes an agreement, then he must have many players defending that route. Then the path is safe most of the time. Regarding need of scouts... you need then to know what surrounds you. Steven has a similar opinion.https://youtu.be/4XLJelgfO3g?t=3637 So when you move off of land, from where we have a flagging system that protects, and the Open Seas are international waters where you need to be careful and there is a lot of opportunity at sea. And because there is a lot of opportunity that is unique to that content, that is unique to that sea, that's treasure finding, that's NPCs, that's a lot of different stuff, ... and players now know when they move into into the Open Sea they are doing so in a method that requires them to be cognizant of their surroundings, who is near me, who can mess with me, who do I need to make friends with, who do I know my enemies are who can I forge alliances with, how can I create flotillas of protection... these are things that add a dynamic of political intrigue and seas are a great place for that. But I think you understand all of these. You just pretend things are different, thinking that you can convince everybody to see things in a twisted way... maybe even Steven? This must be how influencers and game journalists act when they don't like some changes. Elden ring needs a easy mode, change my mind. Elden ring has dozens of customized easy modes built in. So I assume you are just trolling as usual. Good bait. Imagine not getting Elden ring journalist jokes in 2022. I can tell you haven't really played the game, Talk to me when you can beat Melina I beat Malenia lol.
Liniker wrote: » High risk, high reward, the open sea change was one of the best possible changes Intrepid made, now, we know that on the open seas we will have unique NPCs and rewards, but the best gear and materials that are legendary tier only drop from legendary world bosses, because of that, I would love to see the area around the legendary world bosses being open pvp zones as well, so people can't abuse the corruption system and rely on that to try to do the legendary world bosses without the risk of being killed by other Guilds
Liniker wrote: » High risk, high reward, the open sea change was one of the best possible changes Intrepid made, now, we know that on the open seas we will have unique NPCs and rewards, but the best gear and materials that are legendary tier only drop from legendary world bosses, because of that, I would love to see the area around the legendary world bosses being open pvp zones as well, so people can't abuse the corruption system and rely on that to try to do the legendary world bosses without the risk of being killed by other Guilds the corruption system is amazing but it should be used only for it's intended purpose: deter ganking and PKing in the open world where there is nothing to gain, I feel like Legendary World bosses fall under the same ruleset as the open seas, and because of that I would love to see this change. I feel like similar to the open seas, this would help to protect the PvErs in the game, by alleviating the need for gankers to PK random people, since now they have the oceans and they would also have the open world bosses areas to PK, and this would make the content even more challenging, and reducing the number of people that have access to Legendary gear, making it actually Legendary and not the "endgame" set that every guild can obtain.