The Dark Ages of PvP are upon us

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Re: The Dark Ages of PvP are upon us

Postby Vigilance » Sun Sep 27, 2015 11:06 am

burgingham wrote:I rather sacrifice some efficiency vs bats that die in one shot anyway than to be vulnerable to a surprise attack by actual players.

In fairness to that latter aspect, there's time for me to switch to my combat deck (as long as I keep it on fucking school 1, goddamnit vigi) before I'm aggro'd, since you can't do that from the other side of the universe any more. I do entirely understand your position though. I guess that's totally a user preference sorta thing.
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Re: The Dark Ages of PvP are upon us

Postby TerraSleet » Sun Sep 27, 2015 11:07 am

Combat seems woefully unfinished right now, especially since mc literally only has Chop AFAIK. The new card system has a lot of potential for unique moves, counter-moves, etc.

I would like to see some more mc moves and perhaps even some marksman moves (Take aim doesn't count, yet). Perhaps a shield to complement that sword and improve mc and/or armor at the expense of agi/str. Until then, uac is the only option right now.
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Re: The Dark Ages of PvP are upon us

Postby Vigilance » Sun Sep 27, 2015 11:09 am

I'd actually rather Marksman don't receive moves. It'd make it in to something totally different than it is now.
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Re: The Dark Ages of PvP are upon us

Postby ramones » Sun Sep 27, 2015 12:19 pm

That is if marksmanship was a usefull thing, right?
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Re: The Dark Ages of PvP are upon us

Postby camobeast » Sun Sep 27, 2015 12:41 pm

I know I am only touching on small portion of your argument and I by no means have been burning high end curiosities, but I have found personally that I have too many experience points in my pool I think currently I am sitting at upwards of 7k experience points and it just keeps going up.

I could spam mirkwood offerings all day and run out of experience points too but i am happy with my rate of progress without it, I am still able to train a good mix of skills to keep up with the quality increases of my farming goods ect and to utilise them to their full potential.

The game has always been about progress and although it may seem a bit slow at first it has always been that way just look at 40 skill as being the new 80, everyone has to battle with the same slow progression so try not to let it feel like you are being held back, look at it as a more laid back progression than legacy haven.

The only thing i have a real problem with is the implementation of wounds that don't heal, having a semi maimed character that would die to bat fart is about as useful to a fighter as having a dead character
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Re: The Dark Ages of PvP are upon us

Postby Ninijutsu » Sun Sep 27, 2015 1:06 pm

Kaios wrote:
Ninijutsu wrote:It gets worse.

It gets EVEN worse.


I disagree, with this entire thread in fact. It was fast before this new version and alts were still used, now it's slow and alts will still be used? Oh my god what a surprise?!?! Maybe if we can increase the rate just a little, players won't use alts????

Holy fuck

There was a reason to use "Main" characters in legacy haven because they had a huge advantage over the lower statted alts. Now, the same advantage is very hard to achieve and it doesn't mean anything.
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Re: The Dark Ages of PvP are upon us

Postby Sevenless » Sun Sep 27, 2015 1:35 pm

XP system: Um, not if it's working the way it's intended. The system *should* self renew indefinitely for active gameplay. If it doesn't jorb will tweak it.

Combat scaling: I agree that blocks are too fragile. Makes group combat pretty retarded no matter how you look at it. Even 1 ua alts will eat half a defense bar. This has come up before.

Character raising speed: This actually effects everyone equally. Haven is much slower than legacy currently. Somewhere around half the speed for an active player. I don't see how this modifies PvP in particular. I would not be opposed at all to allowing LP gain to be sped up. This is mostly about group combat though I see, because 1v1 agi will *destroy* any low investment character not matter what the delta scaling is.

Permadeath: Welcome to the crafter's life of hnh1. Quasi permadeath was a hellishly unfair system that really screwed over some professions, while being nigh on useful to others. That sucked balls for anyone not a warrior or miner.

XP/LP ratio: Yeah but it influences players who can't play too much too. There does need to be an option for rarely active players to progress.


My honest response is that A) Blocks need to get more "hp" to them. B) chop OP (we know this mind) C) No one would complain if new ways to increase LP speed for active players to LP grind faster were to magically appear.
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Re: The Dark Ages of PvP are upon us

Postby Koru » Sun Sep 27, 2015 1:56 pm

XP system works equally for all skills, delta scalling could be tweaked a bit, character raising speed works great as you can catch up after death and it works ok (I guess, as it is early stage of the game) with current permadeath.

I rather agree with Vigilance that there is too much RNG in deck plus I will add awful fighting interface.
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Re: The Dark Ages of PvP are upon us

Postby banok » Sun Sep 27, 2015 2:12 pm

Well Ive said no inheritance with such slow progression is bad a few times, but I guess the other part of this thread about titans not being able to take on groups I don't really think is a bad thing if true.

I like games where 1 player can take on a group due to actual skill (M&B, darkfall), but if its just because that player has more exp points (WoW etc.) then I dont play those sorts of pvp. And no I wasn't much interested in legacy pvp/combat it seemed awful.
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Re: The Dark Ages of PvP are upon us

Postby Sevenless » Sun Sep 27, 2015 2:13 pm

banok wrote:Well Ive said no inheritance with such slow progression is bad a few times time


It's god-aweful honestly. But I'd rather stick with no inheritance and speed up progression than fuck with inheritance ever again.
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