This is going to be controversial, but I don't think player towns should be safe or grant immunity from pvp. It should be entirely dependent on the governor and the guild owning the town to provide protection for it's citizens. Like wise towns should require fortifications (walls, watch towers, etc) to be built around the parameter to keep unwanted travelers out.
Best posts made by Helix
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Player towns should not be safe
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RE: Player towns should not be safe
I thought about suggestion NPC guards. I'm not against it. Might be a good way to keep out the lone pk from killing civilians, but a larger group would still be able to come in, kill the guards and occupy the town if they wanted to which sounds fair to me.
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Bandages
Bandages seem too easy to use in most encounters. You can have dozens of them and pop them like candy at a moments notice. This is especially concerning in pvp where an engagement comes down to bandages.
First I don't think the healing amount should be reduced, instead I think you should consider the bandages from UO as a good example of how this mechanic should work. Keep the flat heal, but put a delay on the heal. Bandages should also have a percentage chance to being interrupted making popping them while face tanking a more significant risk.
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PvP Early Impressions
- Group fights are over way too fast and usually consist of who can CC lock the fastest (it doesn't even take skill to stack CC in this game because they last so long).
- Stun duration is far too long, but more specifically bash stuns considering the frequency they can occur.
- Whatever stat is supposed to grant you resilience to crowd control does not seem to do anything in pvp.
- Health seems to have no consequence in PvP. Once your endurance is zeroed you're basically dead.
- Melee ability design feels underwhelming and boring.
Latest posts made by Helix
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Sieges should be open
So right now city sieges are restricted to 30v30. However if games like early Albion and New World have taught me anything, it's that these things should be open and inclusive. Albion suffered from the having your guild funnel resources into a select few players so they could GvG, NW suffered from settlement owning guilds taking their 50 most geared players, and excluding an entire faction.
I don't see it playing out any different here. Sure you can make the argument that "zergs" are going to zerg, but that's where politics comes into play.
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RE: Player towns should not be safe
I thought about suggestion NPC guards. I'm not against it. Might be a good way to keep out the lone pk from killing civilians, but a larger group would still be able to come in, kill the guards and occupy the town if they wanted to which sounds fair to me.
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PvP Early Impressions
- Group fights are over way too fast and usually consist of who can CC lock the fastest (it doesn't even take skill to stack CC in this game because they last so long).
- Stun duration is far too long, but more specifically bash stuns considering the frequency they can occur.
- Whatever stat is supposed to grant you resilience to crowd control does not seem to do anything in pvp.
- Health seems to have no consequence in PvP. Once your endurance is zeroed you're basically dead.
- Melee ability design feels underwhelming and boring.
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Player towns should not be safe
This is going to be controversial, but I don't think player towns should be safe or grant immunity from pvp. It should be entirely dependent on the governor and the guild owning the town to provide protection for it's citizens. Like wise towns should require fortifications (walls, watch towers, etc) to be built around the parameter to keep unwanted travelers out.
-
Bandages
Bandages seem too easy to use in most encounters. You can have dozens of them and pop them like candy at a moments notice. This is especially concerning in pvp where an engagement comes down to bandages.
First I don't think the healing amount should be reduced, instead I think you should consider the bandages from UO as a good example of how this mechanic should work. Keep the flat heal, but put a delay on the heal. Bandages should also have a percentage chance to being interrupted making popping them while face tanking a more significant risk.
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Skill ceiling
What's everyones thoughts on the skill ceiling currently in the game? The lack of stutter stepping / kiting is kind of a downer. I realized real quick that if you're within range of a target when it begins it's attack, even if you move out of range you're going to get hit. You seemingly can't step out of an attack that's been executed on you.
I guess I shouldn't be too surprised since this game borrows a lot of inspiration from UO and you couldn't really step out of attacks, but UO also had stagger on attack/hit which made combat a little more skillful. Someone who was smart could kite, turn around hit you, stagger you, and kite again.
What I'm ultimately asking is what is everyone's thoughts on the skill ceiling and the state of combat in the game?
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City sieges....
With city claiming can we expect a siege mechanic of some sort if not now and then in the future?
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Server Pop?
Curious as to how many people a server with hold. This is kind of big deal to me, tired of these lackluster survival games with it's small population per server.