Why w11 is bad

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Re: Why w11 is bad

Postby Kaios » Mon Jul 01, 2019 7:03 pm

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.
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Re: Why w11 is bad

Postby jordancoles » Mon Jul 01, 2019 8:08 pm

Timegating gainz might make more sense if there was a global max that increases over time rather than timegating individuals with satiations/hunger

We need a catchup mechanic because the current system limits new people entering the world late and people who are rebuilding after death

Allow infinite food consumption like in legacy but set a global bar and raise it slowly over time as people hit the upper limits
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Re: Why w11 is bad

Postby Ants » Mon Jul 01, 2019 9:28 pm

About bots: Ardennes has been trying to make the playing field more even by releasing some botting options to the public. If you suggest some more, he might add them to his client as well.

Kaios wrote:Just because I tend to use colourful language doesn't mean I don't get a point across and obviously based on the other replies that are actually useful to the topic of conversation I would say they understand my points quite well. Not sure why you're crying so hard over little ol' me if I'm so insignificant.


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Re: Why w11 is bad

Postby azrid » Mon Jul 01, 2019 9:58 pm

jordancoles wrote:We need a catchup mechanic because the current system limits new people entering the world late and people who are rebuilding after death

I got a solution.
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Re: Why w11 is bad

Postby loleznub » Mon Jul 01, 2019 10:30 pm

azrid wrote:
jordancoles wrote:We need a catchup mechanic because the current system limits new people entering the world late and people who are rebuilding after death

I got a solution.


The issue with that solution is it heavily punishes those that are in the top 10%. Why should other people (presumably lazy ones) gain benefits from other peoples hard work?

If a character has 1k stats, then the bonus lasts until you have 900 stats, effectively making the game easier permanently for all players. I could understand that proposal working if it was scaled to like 60% max of the top players, but 90% is way too much even if it "scales" the chance down.

And let me say I would most certainly be gaining a huge benefit from that proposal, but I think it isjust a slap in the face for those that put hard work into the game to be the top players.
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Re: Why w11 is bad

Postby azrid » Mon Jul 01, 2019 10:39 pm

loleznub wrote:Why should other people (presumably lazy ones) gain benefits from other peoples hard work?

So more players can be competitive for global pvp. This change doesn't affect top quality weapons and armor that might give the more dedicated group an edge.
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Re: Why w11 is bad

Postby loleznub » Mon Jul 01, 2019 11:04 pm

High quality gear is locked behind both STR and RNG, so yes it very much does.

There's not much of a difference between a 1000 stat character and a 900 stat character, so why would you ever bother being at the top if someone else is capable of having just as good of a character with like 25% of the resource and time investment?
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Re: Why w11 is bad

Postby Ardennesss » Mon Jul 01, 2019 11:11 pm

Ants wrote:About bots: Ardennes has been trying to make the playing field more even by releasing some botting options to the public. If you suggest some more, he might add them to his client as well.
No, I won't.
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Re: Why w11 is bad

Postby azrid » Mon Jul 01, 2019 11:26 pm

loleznub wrote:High quality gear is locked behind both STR and RNG, so yes it very much does.

It takes more than just str and rng to get top gear.
Sorry I just don't see small groups catching up to big groups in gear even if a stat catch up is added.
loleznub wrote:There's not much of a difference between a 1000 stat character and a 900 stat character, so why would you ever bother being at the top if someone else is capable of having just as good of a character with like 25% of the resource and time investment?

The alternative is a stale world where no one can enter the world domination scene unless they join an established faction. My idea also doesn't instantly push you near the top. There is still effort involved.

I think the 10% can be just an example. The idea is not so rigid that the value can't be changed. There is a lot of room for difference in opinion who should be considered the top in such a system.
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Re: Why w11 is bad

Postby Projeear » Mon Jul 01, 2019 11:43 pm

I'm out after 11 days.

Just doesn't feel worth my investment... I'll spend months clawing to get up to anywhere near the elite. Food economy isn't worth it.

Killing each other isn't worth it anymore, I could genuinely leave my gate open and unclaimed overnight without a worry. Previous worlds, it'd be looted, walled over, blocked, and everything not nailed to the ground beaten to a pulp.

I can walk away from my PC without having to worry about a bear or raider jumping me.

So, IMHO, lack of conflict = lack of deaths = superminers and elite... The game isn't about survival, war, world politics anymore... It's just an autism grind fest for reaching achievements of new higher qualities.

A smaller world, easier/quicker way to build villages and minor powers would be a lot more dangerous, conflictive(?), and interesting. Higher turnover of LP.

It was always fun to see the lesser weevils band together to take down the big bad wolf boys. Not so much fun when the big bad wolf boys became a superpower though, but in attempting to combat that, the entire game has been neutralised into a seed crisp biscuit.
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