DamJNeT wrote: Also, oceans seemed like a good idea, but in our case, we never got to have fun with it. It only made it an extra pain for some credos (biomes unreachable, some curios/forageable unfindable)
When you have a speed capped knarr (q300+) you can travel around the map quite quickly, that’s why I don’t really understand the reason so many of the larger faction players complained about travel being an issue and it's not like they have to be worried about getting killed by anyone. I don’t find it to take long at all, of course, you have to be developed enough to either make or trade for the high quality materials required to build a speed capped knarr in the first place which I assume is probably the main reason why you and many others might not have a high quality knarr or any at all. Plus if you end up using a knarr that is anything less than the speed cap and get caught on the ocean with it against someone with capped then that is essentially a death sentence for you and probably a quick one given how strong some of these players are or at the very least the loss of your knarr.
That’s also why speed being affected by the quality of the knarr is an unfair mechanic towards most players. Having a realm with a 60% knarr building bonus certainly helps the majority in making it possible to reach that quality more easily or at least being nearby one but even then there is still a certain threshold of material quality that I don’t think most players can meet to achieve quality 300 or higher and besides that I don’t like there being such overpowered realm bonuses either, not when they were so easily obtained (for some).
DamJNeT wrote:Combat is still overcomplicated for beginners, complicated for people mildly interested in it, and apparently trivial for the rest. Reading the forum, it seems only a few moves are considered OP and used. I don't understand why it is like this
I don’t think it’s that combat is too complicated right now, more likely the opposite it’s rather simple which is why those few moves are considered the best to use. But let’s say you did manage to keep up in stats at least for the most part, if you didn't also keep up in quality and you weren't also doing dungeons for heart containers and if you don’t have all of the necessary credos for pvp combat all of those things put you at a far greater disadvantage than those who did have the time/numbers/resources/whatever to achieve that level of progression. And you can’t blame someone for putting more time in to the game than you (well, you can, but it still doesn't solve the problem) because it’s not their fault it is just what the mechanics allow for.
It has to be up to the devs to set those issues right though. I agree with you that the changes this world did seem like an attempt to slow down progression greatly, however, overall it seems to me that those changes have impacted casuals most of all and I believe that the huge amount of realm buffs that offer such large bonuses to increase that level of productivity by such a large margin have really enhanced the effect of bots to a level where those methods of slowing down progression were entirely negated.