Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
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The only reason we have high lvl players killing lowbies is the broken mob leashing and aggro design.
I agree with you in the current system but Im pretty sure the author was saying they wanted it less punishing for pvp which really cant happen unless they change their combat system totally. They could make small tweaks but it has to be pretty damn brutal to pvp with this current system otherwise the game would really never succeed imo. They could always have a bounty system and a totally consensual pvp system with areas that were totally open. Other games with low skill combat systems have done that and it was worked. I think a bounty system is a must in an open world. Bounty systems are almost always a lot of fun.
So, you are conflating a few things here.
You are saying the DPS race is bad design, and then are citing encounter design specifics as your reasoning.
I totally agree that the concept of a DPS race doesn't work well in conjunction with encounter design that requires something other than max DPS, if that mechanic other than DPS isnt applied to every grouo present equally. That doesn't mean a DPS race is bad design though.
The player corruption system is meant to add weight to PvP decisions, but if it's getting in the way of emergent gameplay systems, it might feel less strategic and more limiting. The player corruption system is something that will take reiteration, balance passes, and keen eyes to balance in a satisfying way. This is something we'll be doing throughout testing, and we appreciate your feedback
To be honest, this is *why* I get in to discussions/debates with people here. While it annoys some posters, it is something I know to occasionally be very useful.
In the case of this discussion, it is as you say - the corruption system isn't fully in place. Yet we also arrived at the very useful point for you to pass on to appropriate developers that having a paradigm where best DPS wins the loot on open world bosses , this needs to be taken in to account with encounter design of any encounter subject to this.
I'm all about raids, with intricate, well curated encounter design. That really is what I play MMORPG's for. However, when the loot goes to the group with the highest DPS on the encounter, you just shouldn't have those mechanics in with those encounters.
Make your game a gangbox, and player count will drop.
And MMORPGs aren't No Man's Sky - no matter how much you patch them and how hard you'll try, lost players won't return.
i see a few issues with the corruption design as well as the current implementation.
steven said in yesterdays livestream again that corruption is overtuned and SHOULD GIVE THEM THE AMOUNT OF PEOPLE ENGAGING WITH IT FOR A PROPER LIVE COMPARISON.
maybe i missunderstand what he was saying there, but if the intend is to have such a big detour that no one ever wants to possibly risk getting corrupt i dont think the system even needs to be in the game then. going corrupt is and should be a high risk, but also offer a big reward when used at the appropiate moments.
example would be a relic crate on some players bag. that should be possible without you loosing your gear.
at the same note that now corrupted player cant even bring the relic to their node since they would be killed by the guards and other players. so there seem to be some things missing to make the intended gameplay possible.
as for general issues with the corruption design. as i understand it, it seems to be intended, that corrupted players are not allowed to defend themselves from being attacked without occuring more corruption. imo thats a really bad design.
lets say i was killing that player with the relic. i picked it up went to a grindspot to work off my corruption, since i cant go to the node with corruption. while im trying to "better" myself while slaying harmless npcs
Tldr: as a corrupted player i should be allowed to defend myself. if i attack someone first thats my fault.
imo going corrupt should be something you dont want to but also something that can be necessary in order to make your home the most powerful one as example.
with how steven talked about it i dont think that we are allowed to use corruption to defend our grindspot. not enough reward vs. the risk/inevitable
apparently i needed so much words to make my point
Steven is not interested in making corruption a system that has even a shred of fairness, but he's more than ok to create a whole different system that accomplishes the same damn thing (except with higher rewards and even lower risk) - but with the absence of fairness for the victims of murder.
Fun times all around