if you're expecting to buy and start testing, then this isn't the game for you.
test are happening when they want them.
if you're expecting to buy and start testing, then this isn't the game for you.
test are happening when they want them.
i just hate the idea that this is a sandbox game and we wont have any paladin or death knight style 'classes'. i dont want to see all magic happening from light armor nor do i want to see all melee happening with heavy.
there should be some spells that can be used with any armor (small damage, hex, debuff, etc style) and there should be some melee attacks that can be used with light armor.
but we haven't seen all 1200 abilities so it's hard to say how the 'full vision' will work out. and without any Spotlight, we will just complain based on what we've personally seen.
@Razvan said in Map clarity:
@Jetah
First, I'd argue that's not the main point of "settling" to a region. The main reason is the local markets and stashes. This is very little an advantage for locals, and very much an advantage for gankers.
Second, from my experience with zvz your opinion is incorrect. As I explained a few times already you don't need to survey the whole map, but only a few screens away. Chokepoints can hurt you only when you pass them. There will be zergs without scouts at first, but they will either disband or get forced to improve because nobody likes to donate gear.@Gothix
Well, ganking will be one of the major complaining reasons and in this game it's going to be extra frustrating since you lose all the gear on death. Also, what kind of "specific group of people" do you think I'm part of? Unlike the people I argue with here, I used to play Albion in a crystal ranked guild...
the fury planet wont have gankers unless it's during the invasion. which i assume will be announced in some manor. if you play on the either of the other 2 planets then you take that risk that you may and will be killed. stashes give a huge advantage to locals. multiple sets of back up gear vs someone without.
and we might not have zvz in this game, although the ff and group mechanics will actually favor it. but we really dont know! again, there's only so many that can fit on the screen which will limit how many you can attack. either you're front line and you can see half the screen or youre near the back and can only see friends. in zvz the chokes actually hurt the zerg.
sizes of fights are pure speculation at this point because we dont know the total population. we dont know if any known alliances will play this.
@asspirin said in New skills:
@Farlander It would suffice if wiki was always up to date.
an official game guide would mean it's always updated. it wouldn't rely on the public to figure out every little change that wasn't documented in a patch.
@Prometheus said in New skills:
Infectious Burst
With this ability you control and amplify the effects of poisons around you. Each enemy within 4 meters from your position takes [50 + INT * 5] poison damage if it wasn’t poisoned.
Poisoned enemies instead are dealt 3 times that damage, and a poisonous cloud bursts out of their bodies, spreading the poison to any other hostile creature within 2 meters that fails a Fortitude check.
The poison that spreads from a poisoned creature is of the same level as the one afflicting that creature.Totem of Decay
You summon a Totem of Decay to plague your opponents.
Any opponent within 10 meters from the totem is Slowed and takes [5 + INT] points of poison damage every two seconds.
Additionally, the totem casts the Poison spell.
would be sweet to have a game guide where these abilities are stated. the game guide could be similar to D3's here.
@Razvan said in Map clarity:
This is the group of people that gets the most advantage from maps not showing ledges. I ganked and was ganked a lot in Albion and in my opinion, this advantage is not necessary.
that's the whole point of being local. the local knows the land so much better than others.
bad map clarity works best against zergs which need clear space to move. if they funnel then they're susceptible to aoe and traps in the one path. you actually want that. you want a way to easily kill a few or most of them.
@Razvan said in Map clarity:
@Jetah
For 1v1 you are obviously right, but I tend to ignore anything under 5v5 when it affects more popular or impactful forms of pvp, especially when it's a decision which directly buffs ganking.
In ZvZ, multiple characters focus a single target; or, if the game is aoe-heavy, then tanks go in and CC whoever they can and the dps rain nukes on them.
zvz can fit only certain amount on screen. and how many you see depends on where you're located in the blob.
@Razvan
it'll honestly depend on how those 100 are setup with spells. if they're all glass cannons, it could be possible for the 30 to remove most of them, maybe even all of them. then you have tactics which could work in the smaller groups favor.
being in a zerg guild could mean they lose 1v1 more often. i've seen that happen in games where the group can do well but the solo-quad often get beat by solo-quad. their only strength is quantity not quality.
@asspirin said in Map clarity:
@Jetah said in Map clarity:
personally, unless the avatar visits then the map should be blank. unless you have some cartography points it should be very basic. if you wanted to see roads and passable areas then you'd need more cartography points.
Allright. But it only hides the map before i visit the place for the first time. Any time after that I´ probably know the place. It doesn´t add more fun imo, just makes it more complicated (or "realistic" but it´s not reality, it´s game with magic).
but that takes effort.
yep, same as above - it does take effort, but only on first visit. Demons will surely soon know all the important spots and will rush to the closest one the very moment they´re teleported on furryland.
maybe your first visit you just hit the notable spots. maybe the visits after just increase the detail of the map. whereas if you had cartography then it may take less trips. example: without carto knowledge it takes 100 trips to fully detail the map. with carto it may take 35 trips. this assumes the same spawn location and going in the same direction each time.
we still dont know if there's a random spawn point in the fury planet. they may cycle through them all or it might be random. with a minimap, it'd take less than a minute to see where we are if the minimap was complete.
@Razvan
i try to look at all sizes of combat but i guess i mostly think 1v1. it's already been said that time to kill wont be short, so nukes to kill will have to be multiple characters focusing on a single target without any obstacles in the way. trees, shields, friends/enemies, may all get in the way of your target. most skills (i'll say maybe only a few will track a target) are line of sight and straight line. if the target is too far away they'll easily maneuver around it (depending on speed of the projectile of course).
@asspirin said in Map clarity:
There actually is no reason not to mark roads - even if I´d pick a demon and decided to visit furries lands.
Of course I´d prepare in advance If i decided to make a hunting trip - im sure soon after release the internet will offer a very detailed map of place I´m going to visit, so I´d just plan the path beforehead.Would including roads help everybody? Yes. Would not including the road make game better? No.
but that takes effort. demons on the fury planet can only visit during the eclipse and only stay for 30 minutes. we dont know how we'll spawn so there's a chance it's random with multiple spots. the planet fractured. demons wont know the layout. the beast wont know the layout of Tartarus, both of those what know the layout of the human planet. as the character makes more visits to the planets, i can see them eventually put more details on the map.
personally, unless the avatar visits then the map should be blank. unless you have some cartography points it should be very basic. if you wanted to see roads and passable areas then you'd need more cartography points.
@Razvan
i dont see how a mobility skill will sacrifice a combat stat. we have a limited number of skill slots but if you can't disengage or gap close then you'll lose most fights. there's the gif of the earth wall going to and the person jumping over it. i expect to see that a lot.
@Phylosophys
we dont know to what extent the map can be changed or how permanent it'll be.
personally we shouldn't have a mini-map. this is a sandbox game without handholding.
@Haughty said in What excites you most for the upcoming test:
With these quarantines and canceled public events, anything videogames excites me way more.
would be funny to see the world productivity increase because of it. (regard to working from home)
Maps don't really help in pvp,
the home field has an advantage. those that know how to avoid the impassible can run from threats. they can setup traps, they can use the terrain to their advantage. example. if you know a place isn't passable then you may use a movement ability to go over the problem. the other person might not have any gap closers that go over obstacles which gives you an advantage. now the next time the threat visits, they'll have that mobility skill to go over the bad areas.
maps (knowledge) really do help in PvP. learning hiding spots, flank routes, where to have camouflage, etc all help the player in PvP. this works for every First Person Shooter that has existed.
i enjoy solo play. i enjoy coop play. depending on the topic it could be either side.
Fractured will be a solo friendly game. it's been said by the developers. i see both sides as i enjoy both content. but this is an open world MMO game which should require duo+ to function well to enjoy it. but if everyone is capable of soloing everything then what's the point of it being an MMO?
so you're saying, putting a stasis web sentry near a stargate isn't blocking the map? that's the most effective way to gank!!! it's much like fishing but still effective. (it's been 10 years since i've played so names of things may be off.)
side note: yes, i love to argue. i love seeing other view points to topics. I listened to a recording, many years ago, where the person state they do their best to think of 3 ways to solve every problem. I thought that was a great idea and started to do the same. it's why I have a good perspective in life.
I love giving alternative perspectives to statements, ideas, and even arguments.
@Razvan said in Map clarity:
@Jetah
"balance is giving <...> advantages to [a certain group of people]"
it is balanced tho.
you go to a place you've never been, go into the woods without gps, phone, map, etc and see how far you make it. see how long it takes you. that's how it should be for the attackers. i'm going to main a Demon so it's a disadvantage for me. unless there's a cartography 'profession/knowledge' then getting a map should be hard. you should have to explore the areas so your character to make a note on the land and layout. remember that the world was broken into 3 fragments. it's very possible that things changed and what your character once knew, doesn't know any more.
@Razvan
I played Eve Online. nothing will ever be as sandbox and gank heaven than that game.
@Razvan said in Map clarity:
@Gothix
Well, most of the people play MMORPGs mainly for playing with other people, so balance is way more important than exploration. After 500 hours of gameplay I doubt anyone will ever care about exploration anymore. Why map clarity is a big thing in a full loot pvp game is one of those things that it's not easy to explain, but you understand it immediately when you are being ganked and get stuck on a hill that doesn't look like a deadend on the map.
Also, I don't see how home populations will have advantage over invaders. In a zvz, it really doesn't matter. This becomes an advantage in chasing situations (so mostly gankers vs traders or solo players).
balance is giving the home planet advantages in that they know the area better than the invaders. if the map wasn't fully explored then people would care about exploration. you could argue from a lore perspective, at least on the fury planet, that the flora can change the visual of the land so that invaders always have a fog of war, aka unexplored map, while in an invasion.
that change because of overgrowth can be used for everyone on the human planet too. IE i've never been to Washington state, so i don't know forest as well as a local hunter would. thus they'd guide me. if i lived there then i could learn it and not need the guide.
America had the American Revolutionary War which the locals knew the land so much better than the Brits. Thus it gave us a huge advantage.
i'm saying you should read about how spells in interact with the environment that's in the News section.
@Gothix said in Foundation:
Well, of course, I didn't say one should add tesla coil to medival game.
I was mostly talking about regular rabbits, other animals, and stuff like that.
(that already fits)
but can i have a tesla EV tho?
honestly. the current games aren't fun anymore. i'm waiting on some but they aren't released, but should have been (i understand the development process though).
i thought wolcen would hold me but it has more bugs than a pre-alpha test build.
you can edit post here, fyi.
you should read all of the news post to see what the game has planned!