@Prometheus said in Roadmap To Fall Alpha 2021:
@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
There's a certain realistic aspect of this I like, but I think it needs a bit of work.
Being evil has its advantages and very huge disadvantages but the advantages sort of need to be sharpened a bit
The main advantage of being evil is of course, profit, and bypassing progression by taking it from others.
I think the evil alignment itself is actually really well made, but the systems that apply to everyone inherently make it harder to pull off.
This is what I think should be done to fix it, these changes apply to all alignments as inherently neutral actions (or only evil if done to non-evil):
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Add the ability to size up players and gauge their general state. This includes:
- general speed description relative to your own (Similar speed, slower, faster)
- general encumbrance (carrying a lot, travelling light), possibly even general traits of the items (something metallic clanks when he walks, or there is a glimmer from his pack)
- Highest physical stats (he's faster than he is strong, he looks like he can take a hit, etc)
this allows evil players (and bounty hunters, and simps who want to be a sidekick for easier progression) to pick their targets well, and incentivises not just killing random low wealth players and noobs (who have similar power levels due to the flatter, horizontal scaling of this game and pose a risk regardless)
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PVP is faster than PVE when doing progression. This one is easy and difficult to mess up, but killing a player, taking their loot, and using it for yourself should be faster than grinding mobs and mining metals to turn into armor. Just keep this balance in mind and avoid unrealistically long fights, favour quick and decisive fights as the default to balance around.
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PKs and possibly even duels (at half benefit given to both players) give knowledge points and progress towards new abilities faster than mobbing. Not special pvp only points, but rather it should copy some of the killed player's most recent gains (or perhaps looting bodies of their crafting drops such as raw leather gives knowledge points based on what enemy drops said items?) and remove the need to pve alongside them (since evil playstyle allows less opportunities to farm in peace as many good players can attack them with no downside, their main activities will be stalking lone neutral/good players and hiding). This one I think is one of the most important since it will make tartaros less miserable and more exciting for pvp only players