Game is way too carebear now

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Re: Game is way too carebear now

Postby Kaios » Mon Jan 09, 2017 2:34 pm

"Game was great years ago that's why I quit and haven't played again until now"
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Re: Game is way too carebear now

Postby ekzarh » Mon Jan 09, 2017 2:46 pm

IMO the game became really discriminating the criminals:
Visitor buff - no more nice sneaky things and airlock systems.
No shooting over walls
No palibashing
Nidbanes - not that bad initially
Armor penetration, nidburns, nidbane empower Hearthmagic - made nidbanes way bigger pain in the ass.
HHP Damage for each scent
No logout, no teleport while criminal.
Strongboxes
Alts and altvaults(which alone is a sufficient way for any hermit to survive a raid without big consequences)

And how much time do I need to stay online to raid a place with active patrols? 12h? Or how many stuff I need to bring to make it in a reasonable amount of time. I did not test the stuff but the description and few siege reports sounded like a bore.

On one side I do agree that crime should not go unpunished.
On the other hand - boredom is the last thing I'd like to see as a punishment.

All in all it looks like a bunch of half-assed approaches to fix an issue, effects of which have been multiplied raising more problems than solving in the end. Like it was with mirkwood offering double-nerf.

Also - the game overall is too safe. Even bots in batcapes can collect glimmermoss without a 0,1% chance to get killed. Bots for pearls and flotsams do the same. While on land they at least have to hearth home sometimes to avoid bears.
Mounted player is always safe from PVE. Period. I would expect some threat for all kinds of terrain and transportation at least sometimes. Preferrably without being able to solve it automatically by hearthing home.

I'll create C&I thread to avoid giving negative feedback without alternative proposals.
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Re: Game is way too carebear now

Postby Nek » Mon Jan 09, 2017 2:49 pm

Zeler wrote:shut up Nek

Tsk tsk, you got it wrong this time, princess.
Stellar effort though.
jorb wrote:I bow before your infinite wisdom, Nek. The words and thoughts of mere men are like leaves in the wind before a true philosopher such as yourself. Verily, my retardery is apparent to me now.

banok wrote:GG nek, your thread was successful at baiting people on to us
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Re: Game is way too carebear now

Postby ninja_yodeler » Mon Jan 09, 2017 3:05 pm

Jesus_Smith_Nandez wrote:I made a thread in C&A about this before. Scents have gradually been getting harder and harder to leave as time goes on, culminating in the ability to summon a fucking spooky ghost on any random scent you find. What the fuck is even the point of nidbanes as a mechanic other than a direct detterant to leave scents? The game doesn't feel like a sandbox when the mechanics directly fight one playstyle.



I've been trying to reserve judgment until I use them myself, but Nidbanes really do seem like a step in the wrong direction. The beauty of this game has always been the fact that the environment is totally player driven and controlled. Players have to make the effort to raid and Players have to make the effort to fight back.
Nidbanes, regardless of how they're made or their scaled levels etc just don't seem to fit that goal of a player driven world. It's just the game playing itself as Jorb so often puts it. Something that can get through all your walls and houses and just wait for you, or can even attack if you don't log in soon enough just takes meaning actions and (for lack of a better word) plot, away from players. Sure it needs to be difficult to play a style thats constantly raiding and killing others, but it needs to be difficult due player reaction rather than game mechanics. Yes Nidbanes are technically player reaction but I mean players playing player reaction, not making fetters and relaxing in the sun while the game plays itself

Now Nidbanes being used as spooky tracking dogs that the ranger could follow through use of a party arrow or something similar to lead you straight to the raider or his hearthfire is both a fix to ai playing the game for you, and spooky ghost men that can get to you no matter what. (probably presents a whole bunch of problems but these are just my thoughts)
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Re: Game is way too carebear now

Postby spawningmink » Mon Jan 09, 2017 4:18 pm

By march break iv estimated they will remove pvp entirely, apon leaving a scent an enternial countdown will start on your screen! Once it reaches 0 your chars head explodes from guilt triggering a pop up selling you another life for 10.99$

Farmers start out with 1000% lp boost
Warriors start out with -15% playoff boost

Also archery will be unnerfed
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Re: Game is way too carebear now

Postby Bogey » Mon Jan 09, 2017 4:20 pm

Personally, I feel like this game just lost this special thing that made Legacy so awesome. I play MMO games for social interactions and previously there were just so many of them, I could join village and play with some people that I didn't even know before! Then sometimes that village would collapse for whatever reason, but half a year later I could still meet some of these people randomly in the world (which happened to me) and we would team to build something new.

Then there was trading, I remember how on world 6 I had that small factory of wall-grade steel and made enough pearls off it to equip all of my characters and improve my little village, now it would take a lot more effort to build something like that I think, since trading is not possible on huge distances, not quite sure how it works now.

Now I am not sure if I can start playing with my friends, since there is no way to spawn on someone's hearthfire, perhaps they changed it now, I don't really know cause I have only played for 2 days or so on previous world.

Palibashing in legacy was cool too, it gave you that reason to get brickwall up asap.

I also loved the conflict of AD vs Dis, it added so much to the game. I always tried to stay in between and not piss off any of the factions, but still got my ass handed to me couple of times, because of my naivety. It was quite cool that any faction could teleport anywhere into the world, unfair too, but I loved it. It gave me that feeling of everyone keeping their eyes on me, while I was just trying to build my little stronghold.

I don't quite know how currently the game plays out, I don't really see any incentive to try it out, but I am observing how many players are there online, and I am quite sure that it's gonna go back to ~250 after a month from now on.
Last edited by Bogey on Mon Jan 09, 2017 5:01 pm, edited 1 time in total.
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Re: Game is way too carebear now

Postby NOOBY93 » Mon Jan 09, 2017 4:22 pm

>Not allowed to teleport after doing crime

>Carebear

Are you even listening to what you're saying? They literally made it harder to do something in the game for you. If that's not "more hardcore" I don't know what is.
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Re: Game is way too carebear now

Postby Aceb » Mon Jan 09, 2017 5:36 pm

On one hand, people are right, on the second, they forget that stuff have to be balanced. Since W5, I tried many time Haven. Most times I just simply bounced off the game, how many times can You start, get killed by a random guy with power and do nothing about that. I like starting game over, I like the way it is, but I don't like that anyone who has strong friends or had that little luck to get power, doesn't let me even play.

W9 I finally made it that I could even get somewhere. Because, simply, I wasn't being killed over and over and didn't get my shit immediatly destroyed if someone who had enough power. Finally, the sprucecap dream to get even to brickwall, bigger village or something came true.

Most of issues I see here is that people really abused that shit or this shit and this way, we are here where we are. I gladly would like to see jorb balancing stuff, but remember, it is most of players action that let to nowadays rules.


And a fucking spooky ghost is a fucking great thing to have. Most people with power are fucking abusing alts that even if You try retaliate, they will just laugh. Now we can laugh, us, the smaller ones, that we can fucking do at least something...

Even if it's doing itself.
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Re: Game is way too carebear now

Postby Jesus_Smith_Nandez » Mon Jan 09, 2017 5:37 pm

All the arguments in this thread seem purely emotional. Wow, killing noobs is soooo terrible, stealing things is so bad. Sure, that's true but you're missing the whole point. The point is that a choice, that one being committing a crime, has so much deterrence attached to it that maybe if I would have killed someone in a normal circumstance, the mechanics caused me to make a different decision, and that violates the whole point of a sandbox. The fact that killing noobs and teleporting into a vault is sooooo bad has no bearing on this argument.
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Re: Game is way too carebear now

Postby Potjeh » Mon Jan 09, 2017 5:40 pm

Sure, remove nidbanes. But only after we get a fair and balanced siege system ¦]
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