Skip to main content

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - wildNothing

1
@Ub3rgames this concept of additional stamina or mana damage is flawed. There are no counters to it. Just remove this shit. It's not a coincidence that stat leaches require direct hit and have cooldowns. Damage received should cost you hp, that's it (maybe some small amount of other stat, but SMALL and SAME percentage for all damage types). Let us fight on even ground.
2
@Ub3rgames you must be aware that darkfall is a conquest game and with changes introduced by you there is no reason to conquest any more (outside of getting your first/base holding). I'm not saying these changes are good or bad, all I'm saying is that outcome is unfortunate (to say the least, as making endgame content pointless is kind of serious).

You have to make controlled lands give something to owner. In the past it was a bank in the area, teleportation chamber, additional city nodes. You have removed all three reasons:

1. Bank - with localization you have to go everywhere on a mount, return on a mount and guess what, mounts are portable banks now (mount inventory). So you don't need holdings to farm in remote locations any more.
2. teleportation chamber - instant travel got removed.
3. additional city nodes - you changed city nodes to no longer have one shared pool of resources - now there are as many resource pools as players gathering. So there is no reason to get more city nodes, you just place everyone and their alts at a holding you already own.

Only thing left are mines, but what if you have all three types of them (3 holdings)? The end?

@Ub3rgames what did you think would motivate players to conquer in DND? Is there any reason to conquer now?

If you guys have any ideas, let's discuss them here, if you don't mind.
3
General Discussion / siege area rules
@Ub3rgames there might be a problem with current siege area concept.

Most of the clans are race clans. So when there is a siege there is a big chance roamers will be a race clan too. Now here is the problem - current siege area rules force roamers (in most scenarios) to attack only one side of the siege (race enemies). Otherwise they will lose alignment. Also currently clan involved in a siege has less motivation to attack same race roamers as they can't even loot them without losing alignment. Those two rules combined naturally make race clans work together - even without any agreements.

I love race wars idea, but I think sieges are something clan related and not race wars related. With current rule set they dangerously shift towards race wars too. This could lead to further imbalances related to number representations of races. Clans from race alliances with bigger numbers have much higher chance of winning their sieges as there is bigger chance most roamers will be same race as the most populated race alliance on the server while current rule sets discourage them from killing each other.

It also makes roaming easier and safer than ever before. And I think the goal was to make it the opposite.

So - I think we need something changed/added that would make roaming less desired or at least more difficult (debuff of some sort on siege area if not officially involved?). Instead we got something that made roaming easier (current rules). Roamers destroying sieges (changing outcome of sieges) against the will of both involved parties are a well known problem of darkfall and you just made it easier for roamers to do it in DND.

I have nothing against most popular race alliances have it easier when it comes to creating clan alliances (official involvement) because of larger number of clans and players - this is fine and should be like this.

Also when we are at it - please remove empire tab. Sieges shouldn't be globally visible.
4
Suggestions / abandoned holdings
Abandoned holdings should slowly degrade to bind stone only. I see no reason for it to stay 3/4 built forever if no one owns it. Mechanic is already there, just don't stop the degradation process so fast.

First of all - what we have now strips everyone besides players that were present at launch of the experience of building a holding.
Second - this game needs to be more dynamic, it's stale. Make surroundings change with player decisions, we need dynamic surroundings and not static built once and forever structures.
Third - we need sinks, more sinks! For people to interact more, for trade to work.
And finally - People need to have goals in this game and not ready cities waiting for them.
5
Suggestions / upkeep / city costs
@Ub3rgames Upkeep should require gold. It was meant to be like this but you changed it to clan meditation points. A mistake. Almost everything that gives mp gives gold too. People acquire gold "on the side" while getting mp for clan. Look what you did to economy. People do not want to sell for gold any more. No one needs it.

Also living out of NPC city should require some form of "upkeep". Solid prices for crafting station usage (the more advanced the craft the more the payment), solid prices for 10km bind location and maybe even for bank space. Chaos banks could be free. Chaos cities - up for debate.

You look for ways to give holdings value - here you have it. You can give value to player holdings by making living out of NPC cities more costly  (and even more costly for advanced players). At the same time this change introduces gold sinks we need. And it simply makes sense to pay upkeep in gold. And to pay for services in NPC holdings.

As a bonus we get this interesting dynamic of large clans that own holdings looking for gold while offering high end crafted items and resources, while smaller clans (one holding, or even no holdings) looking to buy these items with gold they do not spend on upkeep or NPC crafting stations.
6
Suggestions / global announcements
Global announcements should go to global channel. Not to system queue where they are hard to find. Nothing important, but would be nice to have them in global chat where time stamps are easy to see and are not immediately moved zillion lines by system spam .

I'm talking about server announcements about restarts. monsters, etc.
7
General Discussion / alliances
@Ub3rgames alliances are the core of political game. Why aren't they taken care of from the game mechanics perspective?

1. Village capture.
VCP capture reward should be shared between participating alliances, just like chaos chests are if you are picking one up while with a group.

2. War declarations / siege mechanic.
Wars should be declared between alliances, not between single clans that are in alliances.

3. Alignment (ally with ARAC or racial enemy).
If your ally is a racial enemy or ARAC - all alliance should be gray. As it's ARAC ally.

4. Some form of political map, or at least list of alliances would be welcome.

5. Also there should be long term consequences (or solid cost maybe?) of allying/de-allying. So you can't just exploit the mechanic and ally/de-ally on the fly when it suits you.

This is basic stuff. Still not implemented. Will this be implemented? And if so when are you planning to do this?
8
Bugs & Feedbacks / champion disappears
if champion mob disappears to teleport to different location (because it's outside of spawn, or underwater or whatever other reason) it reappears as a normal mob.
9
@Ub3rgames I thought timers were not supposed to be impacted by patches or server going down.
10
Quote
- In order to let players adapt to the change, the perma-rogue status will not impact alliances or the track record of players for now.
@Ub3rgames any ETA on perma-rogue status impacting alliances?
12
General Discussion / race wars
Race Wars actually are beginning to work.

Good job @Ub3rgames on removing majority of lawless areas and finally introducing ARAC penalties. When I meet a blue player on a spawn I actually feel safer. The chance he attacks me is really low. If I die he reses me, as looting is also alignment related. If we get attacked we fight together.

Somehow game settings slowly build racial bond and this is refreshing after years of mindless FFA killing. A success that might save darkfall.

You have to realize though, that there is a serious flaw in the whole concept. That everything described above you achieved is being undermined by villages in current form. Lawless areas are the biggest Race Wars enemy. Current village concept is faulty. It works against main game goals, against fundamental game concept. @Ub3rgames You should look at this, and remove this incoherence. I guess it's not an easy task, and I don't have an answer/fix to this but the flaw is apparent. It's also not an easy task, as it's important for villages to somehow remain pvp content. If anyone has any ideas/suggestions I will gladly participate in the discussion.
13
Suggestions / city nodes or populated world
@Ub3rgames

Once again, I have just crossed mahirim lands, tens if not hundreds of iron nodes, even more trees and stone. Noone. Why would you place nodes in player cities? It makes zero sense. We need people in the world. We need their presence to be visible, we need to hear them mining, see them riding. looking for the next node. Why are you so stubborn with city nodes?

Instead of moving them right outside of city walls, just remove them. You have great distance based gathering system - one of your best additions to the game actually. Completely unused. Such potential wasted. Make open world populated again FFS. Remove city nodes.

People in the world create snowball effect - they attract more people. Motivate people to actually roam, not only move from fixed to fixed locations of hot spots.


Spoiler (click to show/hide)
14
Suggestions / rework seize
Seize is cancer. OP skill (full damage with strong utility) that removed distance awareness game from combat. And skill from melee.

Back in the day tracking of opponent and movement prediction were qualities that made players good or bad at melee. Now it does not even matter any more.

Also all the distance awareness meta and all the tricks related to it are gone. ub3rgames felt mages are OP so they overdid it as always. Melee/archery is very strong now. Seize is no longer needed in current OP form.


15
Remove damage from knock back and seize (not completely, just make it 5dmg or something). Even you said that there should always be a trade off between utility and damage. These are utilities - yet they deal full damage. @Ub3rgames

About next point I'm not sure but I think whirlwind should deal less damage too. It's an AoE ffs, on a short cooldown. But this is separate topic. So maybe let's focus on pure utilities.