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Set Bonus

nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
edited July 7 in General Discussion
The level of set bonus is out of wack here. For instance on one set, at common level you get 20 sta but at legandary you get 100 sta. That's an 80% increase. Set bonus needs a genital curve. I don't play PvP games where gear gives more then 30% power curve. You no long have a skill based game.

Lowest end gear at top level to top end gear should be scaled that a low end geared character has a fighting chance. If this game keeps things where killing players is a one hit your dead, you will drive away the real PvPers and you will foster the PKers that are in games just to get on people's nerves.

If this continues we will lose more people. If it stays this way, there is only one option to keep people playing in mass. Gear needs to be common and easy to get but that would kill the crafting community.

Either way, this is a very bad move.

Comments

  • LudulluLudullu Member, Alpha Two
    Yep, been saying this for years. Gear scaling gotta be tight as hell. Otherwise pvp will be utter trash.
  • nanfoodlenanfoodle Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    This also impacts PvE as well. How do you scale PvE content so it's changing when will have more then a 80% gear power increase? The example in my OP is just the jump from common to legendary. What will red con gear jump to?
  • SmileGurneySmileGurney Member, Alpha Two
    edited July 16
    nanfoodle wrote: »
    The level of set bonus is out of wack here. For instance on one set, at common level you get 20 sta but at legandary you get 100 sta. That's an 80% increase. Set bonus needs a genital curve. I don't play PvP games where gear gives more then 30% power curve. You no long have a skill based game.

    Lowest end gear at top level to top end gear should be scaled that a low end geared character has a fighting chance. If this game keeps things where killing players is a one hit your dead, you will drive away the real PvPers and you will foster the PKers that are in games just to get on people's nerves.

    If this continues we will lose more people. If it stays this way, there is only one option to keep people playing in mass. Gear needs to be common and easy to get but that would kill the crafting community.

    Either way, this is a very bad move.
    Well, I have been screaming about this from the roof tops in my past competitive MMORPGs. Many persisted with this tired idea, you can have only one long grind to achieve your precious BiS gear and you are done with the process. For obvious reasons they didn't adjust the power gap either. I mean players worked so hard for that gear, right? The vast majority of those niche MMOs died in a matter of months up to a year. It's a failed approach. Gear, mounts, resources. All this stuff should be treated as perishable commodities. Not the end goals.

    Also gear can be common and easy to get, without killing the crafting community and actually fuel the need for resources and crafting. Gear has to be destructible, and totally break down after a certain number of repairs. You suddenly have a permanent gold and resource sink, which adjusts the inflation issues, and gives players reasons to revisit locations to fight over rare resources. The vast majority of MMORPG game "designers" fail to implement such approach.

    Gear should give stats sure, and some advantage, but not a massive gap people cannot jump over because they are not 14 hour a day gamers. Gear should first and foremost enable a playstyle, and not just limited "I'm a tank, dps or I'm a healer".

    I would love to see more options across ALL classes. Some examples:
    * I'm a tanky bard with gear which enables my sustain and CC.
    * I'm a melee magic user, who isn't afraid of fighters up close
    * I'm a glass cannon ranger, but my armour gives me bonusses to mobility; movement speed, stamina costs for running/dodging and camouflage.
    * I'm a tank, but I carry a big sword, and rely on evasion instead of block
    * I'm a mage, and rely on my gear to life-steal on damage.

    That's depth. You suddenly have reasons to collect all those different gear combos, so you can try out new builds on ONE class. Also a solid reason to be an active member of the economy and replay content.
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