A casual players reflections

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Re: A casual players reflections

Postby Kaios » Mon Nov 07, 2011 7:06 pm

I do agree that the game has a steep learning curve. Something that most players fail to realize is that before learning the combat system, you have to learn even the very basics of the game as it isn't just all about combat and this is where I think most new players quit because they don't have time to do both before they are killed.
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Re: A casual players reflections

Postby Fortress » Tue Nov 08, 2011 6:56 am

btaylor wrote:I stopped reading when I read "steel node."

What's the reason for this thread again?


You probably missed the ADHD version in the front. Don't forget to take your ritalin

ADHD version:
I like the premises of the game. Some of the design decisions baffle me. This forum offers entertainment.
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Re: A casual players reflections

Postby REWB » Tue Nov 08, 2011 7:41 am

Well, knowing the combat interface is one thing but having the manpower to put all your LP into a pure combat toon is something all together different.

This is the jest of it really, if your in a small village of only a hand full or player's (active or not) you have a huge disadvantage over any one of the super powers that have people to do the legg work of constructing and maintaining the village and leave the fighting to dedicated combat toon's.
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Re: A casual players reflections

Postby joojoo1975 » Tue Nov 08, 2011 7:48 am

REWB wrote:Well, knowing the combat interface is one thing but having the manpower to put all your LP into a pure combat toon is something all together different.

This is the jest of it really, if your in a small village of only a hand full or player's (active or not) you have a huge disadvantage over any one of the super powers that have people to do the legg work of constructing and maintaining the village and leave the fighting to dedicated combat toon's.



with the new LP system, shouldn't this be a lot easier? i mean if you have dedicated crafters/gatherers they should be more than able to supply your combat alts(considering now you don't actually have to do stuff with your combat alt)

or am i missing your point?
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Re: A casual players reflections

Postby Koru » Tue Nov 08, 2011 12:23 pm

You can survive without any combat skills. Griefers look only easy targets and to be honest they teach you to protect yourself. Palisade, brickwall, double brickwall, using armor, cantrary rams, crossroads, alts. 24h camping is boring enouth, so until you did something nasty to someone, you are pretty much safe. You died outside? Pro tip: you run same speed as other chars. If nobody set a trap and you have water, you can get away. If someone agrroed you on the boat, drop frogs.
Does combat system is unbalanced? I don't see this. Show me a game, where you have a chance to win with much higher stats opponent in greater armor. I see a problem with archery, I see issues like ua/melee stats should be capped by equipment, but in my opinion core of the combat system works good.
Potjeh has written important thing, that skill count most. Everybody want to be a good fighter that is why they are yelling and crying. Learn, train, die. Stop saying about unbalanced combat system if you don't even know how it works.
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Re: A casual players reflections

Postby Patchouli_Knowledge » Wed Nov 09, 2011 5:29 pm

On the otherhand, it is not the best trait of the combat system where too much of the player skill matter and very little of the character or you will find very little incentive to make a high level combat character at all. As it stands, it is pretty much not very effective to create characters above 300 unless you are doing it for recreational purposes as there are factors that gives much advantage to numbers of cannon fodders against a few veteran characters and are far easier to produce. I'm not saying that we should bring back the age where you are almost guaranteed to lose against someone that has higher (and that is a very awkward age) but where does needs to be a (hard to find) balance between quality and quantity.
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Re: A casual players reflections

Postby Potjeh » Wed Nov 09, 2011 5:32 pm

How is this a bad thing?
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Re: A casual players reflections

Postby bmjclark » Wed Nov 09, 2011 5:36 pm

It's still not exactly easy to beat a titan. Sparring a UA titan in a 2v1 with my friend (i had 400 UA, friend 330 or so) against the enemies 800ish. He could stand still and out live 2 of us flex punching him, and also turn around and start attacking back while we still couldnt break his defense. Obviously flex punching him isn't some spectacular idea, but i did expect it to work with 2 of us. We had to get a bit more creative to actually bring him down.
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Re: A casual players reflections

Postby brohammed » Wed Nov 09, 2011 5:37 pm

GanjaGuardian wrote:My thoughts is, if you want to hermit you should learn everything. Every aspect of the game should be comfortable to you including combat, hunting, mining, whatever. There are ways around this like trade (who needs to learn mining if you have a good ally supplying you with metal). Also there are ways to opt out of combat if you don't want to learn it like having powerful allies who will track and fight for you.
However the easiest way to opt out of combat is to join a large village, then you can specialise in one or two areas while making more progress as you would as a hermit.

I think there needs to be a better system so that people can start playing without hermitting. Hermitting should not be seen as a viable means of play beyond "what happens when all your villagers go inactive".

Ought to be some way of setting "wills" so that if you don't log in for x amount of time, your claims are rescinded or something. A voluntary setting by a particular player, so that villages where people leave by inactivity (good luck trying to contact the inactive player) aren't hampered so much.
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Re: A casual players reflections

Postby Patchouli_Knowledge » Wed Nov 09, 2011 5:38 pm

How is this a bad thing?


If taken too far, it make unarmed combat, melee combat a dump stat. Of course your mileage may vary in regards to what is good and what is not.
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