@Hathos said in Roadmap To Fall Alpha 2021:
If neutral is better than evil in almost every way, what is the incentive to be evil? The one thing we can do over neutral is kill good players, but as mentioned, they drop the least amount of gear and will probably be the least encountered in the world. I feel that you have to have pros and cons for each, making them evil as possible. The way I see it, neutral and good have mostly pros where evil is now mostly cons.
Hi Hathos We actually don't want to make the alignments "balanced" on Syndesia. Neutral is more rewarding than Good, because it's more dangerous, and we want most of the population be one of the two. Evil is the very hard path you take if you want to be a PK, which allows you to kill random merchants trading around the world for instance, or players gathering resources. You can make a huge profit there, but the punishment is indeed equally huge, because we want as few players as possible to take that route.
@grofire said in Roadmap To Fall Alpha 2021:
and i think its very good you guys added the changes, but i do not think its enough, its still feel like you will not make changes in your gear frequently, nor that you would not want to work hard for getting something that will help your gear.
We'll see, it should be quite different now. Come back in the next test and let us know how it feels!
@Logain said in Roadmap To Fall Alpha 2021:
Interesting update, thank you, I'm looking forward to participating in the test.
Do you think that the 'interaction limitation between evil characters and cities' is really going to be a hindrance? The only 'annoying' part I could see in that is not accessing the tavern, the rest is easily mitigated through smurf accounts.
As for adding neutral to the mix, it seems like this is basically altering the 'beginner protection timer' to people being able to determine when they want to engage in 'complete gameplay'. Is there still going to be a 'beginner protection timer' and what happens if you choose to go neutral before it ran out?
Can 'evil players' not simply 'camp the vicinity of busy city hubs' instead of PoIs to get players who're returning from the 'random events'?
It's actually mitigated by creating alts, you don't need separate accounts. The purpose of the change is not to exclude Evil players from crafting etc, but to prevent them from easily banking the loot they've just stolen and such
The Young status is still around and you can't change alignment if you're in it, you need to renounce it to go Neutral.
Evil players can camp city hubs, sure, but there are a ton of cities in the world, they are easy to guard, and so on. We may even expand the protection area a little to make it hard to just "camp" exits.
@Meziljin said in Roadmap To Fall Alpha 2021:
I see no mention about cities and how they worked into spring alpha...
I don't think all accepted and are agree about the resources management (free access to all).
I hope there will be a tweak about this point
There will be, but we're not sure we'll have time to implement it before the next test