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Kaos

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  1. Will this have any plans for multiplayer? I can't deny that running down humans with my failfit (copper plating + speed rig) 5 slot horsie that I stole from the front of a tavern from another player who spent weeks grinding pve for it and riding into sunset looking for adventures has me intrigued. So any plans for this day-zish human hunting simulator/survival in the wild west frontier setting or just strictly pve?
  2. Where do you think you got the combat feedback from? From wolves running down rabbits and telling you how to balance the game around it? For some reason all these ''wolves'' took their time and stopped hunting rabbits to participate in tournament somehow, hmm..definitely no demand for wolf meat anywhere to be seen. There is no pretending here, maybe you don't like to fight wolves but to project it onto everyone else implying you know what others want more than themselves is a bit arrogant, don't you think? Quality of fights > quantity of fights any time of the day, ask any seasoned pvp wolf and go look into magic moments topic if you forgot.
  3. Tinkering ROE does not change the fundamental factor that the game is full of PVE players not interested in pvp'ing since you offered so many options to avoid pvp and skip it since EA by adding missions and safe zones. Regarding instant closed battles, I was not there anymore but if I remember correctly, rakers were the first ones pushing for WYSIWYG ROE ( 2 min timers was pretty fine I think, not sure why you removed it) implying it would improve group sailing cohesion and make people more self-aware of their surroundings but this playerbase wants to just warp into instances from beyond visual range because ganking and surrounding lone targets on OW under the mask of ''exciting and fun and you never know what surprise comes around the corner tee-hee''.
  4. Is this some crafty damage control PR or do you really think like this? Here's some reality so don't mind me telling like it is - you managed to create an environment of abundant grass fields for all kinds of grass eaters and surrounded them with all kinds of artificial safety measures so they would never transform or move out of their grass fields because they could safely reach end content inside their greenhouse. You put so much grass on their plate that pvp is something they might TRY once in a blue moon for lulz. Numbers show you that PvP is somekind of a side-feature here that is slapped on to a heavilly pve abundant game because risk reward ratio is so heavily favoring safe pve progression. I can imagine that you created this environment for ''wolves'' that are okay with farming harmless plankton, sheep, rabbits - whatever you name it - on a constant repeat. No wonder any self respecting pvper leaves this enviroment because they would have to plow through tons of plankton to find one inspiring fight where they can actually get excited and think: ''wow, this dude actually knows what he is doing.'' so here's a plot twist: wolves and pvers didn't mix that well as you might believe and as the numbers show - they are two different mindsets playing different games and you will be forever forced to sit on two chairs unless sacrificing one for another. disclaimer: uninstalled this game because of 100 boring fights to 1 interesting fight ratio, never lost a dura to a player since this game hit EA. Finding another wolf was like searching for a needle in the hay on OW. Rewards don't concern me - an interesting/inspiring fight is a reward itself actually. Regarding the topic - seems like another episode from the series of ''Hold my beer - I got this.'' No hard feelings - I still like you for what you achieved! And my deepest condolences go out to those poor deceived ones who joined this game thinking this was about RvR with majority players interested in pvp.
  5. There's many including albums full of magic and laughable moments but they are probably best kept discreet and not released here publicly. ST - learning to fight from the best of the best and later beating them for the first time with the knowledge, vets know the name. Early OW before EA as Sweden - going full massacre mode on anything that moved, giving pretty much everyone a reason to hate and ally against us, using Swedes as cannonfodder to inflate numbers where needed. After that realizing we don't really need allies nor friends nor cannonfodder to survive, went pirate to have even more pvp targets (pirates was free-for-all mode back then, you could attack anyone - best option for pvpers who don't give a f about politics / disney pirate unity and just want to cut throats and see how far they can go getting away with it). Got so far that pirate vs pirate was turned off instead and safe zones implemented, lel. Managed to go from wipe to pre ea wipe as a pirate without losing a dura and getting a lot of pew and hate along the way to proposing somekind of a survival gamemode for pirates with perma-death (how naive of me considering the direction game took upon EA release). As EA released, was hoping some even more badass sadists than us join this game and we become the targets but never seemed to happen, OW felt watered down and everything got regulated and made sterile, even easier to survive and the whole game felt like focused on making pvers happy and safe to keep them on map ( makes sense since they make up like 80%+ of the population ). Good times! PS. Admin I think you accidentally made some magic alchemy in your labs and produced a wonderful skill based combat model, try not to kill it and water it down by flirting with perks/mods and whatever gear that favors the player who has more time to throw away chasing gear/xp instead of using their time more efficiently by improving themselves and their skills/awareness/learning from mistakes to become more competitive, I know gear/counter/perks is needed nowadays to equalize the playing field to keep the casuals in your game but you could be the one unique company that does not follow the stamp modern washed out formula (you once said money is not important to you :DD)
  6. Maybe I misunderstand something but when people were reluctant to engage each other on OW without safe odds during 5 durability system then what do people expect once they are betting the farm each time so to speak with 1 durability or they will not even bother going anywhere before building up a reserve of at least 5 ships? Where would that emergent ow pvp gameplay come from if the whole point of OW is to overwhelm your enemy with numbers (because you can) and catch them off-guard because they will most likely flee if they can? If one side is blockading something and perceives an enemy coming with more numbers then they will most likely flee in different directions instead of engaging in some epic fight and risk losing their whole fleet so the whole OW rvr is attritional and self-cannibalizing regarding player-numbers in nature instead of emergent. Your average player probably won't bother building a reserve of 10 ships and organize 25 people before going out with what he can actually afford to lose and merely goes around reacting to everything instead of anticipating and preparing. The next time you see him after encircling his fleet is most likely in another game instead of trying to dig himself out of the hole and recover his losses and reorganize. I always found it highly entertaining when rvr people in this game talk about deep strategies and meaningfulness of their actions when they actually had to do blunt pve grind to unlock pb's, culminating in 25 vs 25 arena pew pew and at the same time they tell anyone who finds this absurd and questions this to go play arena : ) I suppose the devs know their main audience, hence such mechanics.
  7. SC is a phenomenon that has likely secured it's place in history, I like their ability to sing the tune of selling dreams that opens so many wallets upon mere promises, pretty pictures, thrilling videos and after years people still throw money at them furiously like they hate having it. The sheer elegance of removing money from people who have it more than they have sense is admirable. Once the facade collapses and the folly revealed, I wonder if anyone still wants to crowdfund any future next-gen project? :DD
  8. He is trying to straw man quake because it required min-maxing and ''milking the mechanics'' to be competitive without realizing the game devs back then just threw their audience into equal opportunity arena to see who came out on top (attracting creative competitive people, automatically setting the tone and keeping out the snowflakes by not trying to please the weak and everyone who were not able) while in this era of entitlement and getting offended at everything it is probably financial suicide to make a purely skill-based game (without trying to bridge the skill cap with artificial measures and counters or some kind league system to protect fragile egos) so devs who have not decided what chair they sit on (defined target audience) and try to please everyone have to also create safe spaces and certain zones for people who just want to relax and shoot some simple bots to get their dose, that's why we have this thread. Whatever happens, observing this cat herding is still entertaining.
  9. A small sidefact - GBP/USD currency pair rate still retains it's traditional nickname ''cable'' in the trading world originating from this.
  10. Problems to be solved: - Cut most pve features on pvp server that are designed to ''help'' new players (forts, ai fleets, abundance of AI on OW that provide escape out of jail card around every next corner) but more likely delay their progression in actually getting more aware and better due to reliance on artificial crutches besides limiting potential pvp opportunities and player's own decision to figure out a way to avoid hazards. (I could be biased here, maybe most people don't want to improve in things they do) - Stop relying on mob guidance or popularity contest when deciding on adding new features or changes, specially if the suggesters have no experience - it's mostly irrational noise ganking the few rational/experienced thoughts unless it is your tactic to implement everything based on crowd guidance so you can later use the excuse that people wanted this and the whole project is some next level troll experiment illustrating why open development doesn't work, remember you can never please all people so decide which chair you sit on. Features to be added or cut: - Cut or limit all the artificial modifiers (mostly perks) that would likely take you years of tinkering back and forth to find a perfect balance with your limited resources. Let player decision and positioning/calculation ability be the main modifier. Stop inventing mods/perks as artificial counters that do the thinking for players to things that can be countered by tactical decisions. - Make OW pvp great again which would imply increased consideration put into player's ability to make decisions and cutting previously mentioned deterrence features. Something that could be considered as one type of ''endgame'' that is actually replayable. This way you don't have to spend time developing advanced AI to make it more challenging because players will fill the role of dangerous challenging enemy (maybe wishful thinking, most people seem to want easy clicker game). - On the other hand if the goal is to appeal to lowest common denominator start adding vanity items a'la skins for ships, skins/uniforms for crew, custom sails asap including all kinds of collectible items and more handhold features/modifiers. BOTTOM LINE is this regarding OS - player interaction including all forms of pvp and player decisions should trump the interaction with artificial and should save you developing time. disclaimer: this is opinion of very very pvp player who values player skill above artificial progression and gimmicks so pve bears ignore this or send hate mail to my inbox.
  11. It's pretty clear I think, he seems angry that he cannot grind out the bp like a drone and someone got them for actual merit in showing some skill and effort, it's kind of unheard of in modern gaming where the trend is to shower even the saddest losers with awards.
  12. Regarding new RoE - anyone even slightly concerned about all the npc's that are going to get pulled into what were supposed to be pvp battles due to wider pull circle? Or your group getting pulled into battles due to some random or potential troll tagging a npc close to you? Escaping into random NPC's even easier than before due to seeing a threat coming from miles away and no late joining for hunters? don't want to kill the hype but the potential outcomes sound entertaining
  13. I think these people who favor longer timers look at it from innocent potential random encounter point of view, they might not be aware of the slaughter that an organized bigger group can do thanks to longer timers so this creates all this miscommunication in my opinion.
  14. that's a bit too much common sense for this entertaining thread, don't ruin the flow man How am I supposed to play this game w 2 min timer if I click out of port and cannot cherrypick a handful of ongoing battles with my friends in every single one of them that needs saving right NOW? Or my friends sadistically waiting in port while I call for help and when I get tagged 5m outside of port they say ''sorry man, game prevents me from helping you''. Besides looking for live targets on OS is too uncertain and my friends with live oak masterrace ships are still in port so they won't reach up. We absolutely have to change the game regarding these crucial fun killing flaws.
  15. Why bother if people can simply bypass this by making an alt account/twink pretending to be a fellow new player like it has happened in previous games that allow older players to meet the new players in their hen pen?
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