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toblerone

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Everything posted by toblerone

  1. "we" … "our" … mmmmmh … the devil is in the details Are you becoming by chance something more than a pure enthusiast tester of this game? 😁
  2. I do not want to appear rude, mate, but my impression is that you - as manu Others - just buzz around the problem without nailing it. Thing started going wrong for ONE reason, that was basically THE reason that pissed off so many testers and that - thanks to the temper of some testers on one side and the stubborness of the devs on the other side - created the classic "avalanche from a snowball" effect that messed up the Whole thing at the end. Let me explain. my view. And sorry for the wall of text. About one year and half ago, the game was great fun for everybody: PVE, RVR, OS PVP and what not … yes, there was some complaint and moan. Proposals were made, some were accepted, other refused. But the level of the toxicity was basically quite acceptable and also the reaction of the devs were proportioned: some warning point here and there, some days of forum ban and so on. Then devs - I think because they wanted somehow to create a game environment ready for the DLC funding model they decided to adopt for the launch (that's my speculation, based on the fact that I cannot see any other logical reason for their decisions) - begun (it was the summer of 2017) the hardcore/austerity season… changing things that (almost) no one wanted to change and ignoring the feedback of a consistent part of testers that basically just adovocated for keeping the game fun as they thought it was before. In the following months the more the testers complained, the more the devs went further in the hardcore/austerity direction. So the distance between a lot of testers and the developing of the game started to grow. In the view of the devs the solution was to give the carebears a PVE only server. But the problem was that a lot of testers liked the PVE-PVP mix that the game gave them before and then did not want a PVE only server when the game, before, was ok and very funny also with both experiences blended in the same server. A lot of testers left the game and those remaining were pissed off by that fact that the new "direction" of the game led to a underpopulated game and to a much more grindy and less fun game experience. The more common question in my faction at the time was "why the hell did they changed a funny (half)sandbox PVE/PVP game, turing it in such a boring and difficult experience". A consistent part of the testers that remained in the game - which were the ones that loved the "old" game and still had the hope that it could be brought back to old shine if they insisted with the devs - then started complaining on the forum stronger and stronger. And it was here that the Devs - being objectively compelled to go in the hardcore/grind direction by the DLC model they had chosen (and TBH also being totally bad in managing the community) - made the THE FATAL ERROR: instead of explaining the economic reasons for new model of the game (grind/hardcore + DLCs for war server and only PVE for peace server) they preferred endorsing the "hardcore git gud" propaganda brought ahead by a part of the testers, while putting on sale some very controversial DLCs. Then they made the famous thread where they told the community that thay changed their mind on the xp and craft xp (and ship knowledge slots). This choice was perfectly consistent with the DLC funging model, but - without a former explanation of the reasons to the commuity and in the already emotional forums - was like pouring hot lead on the scares of the aldeady scorned testers … so the uproar was harsh and sometimes excessive. The answer of the devs, once more, was what I'd call a diplomatic disaster: mass perma bans on the forum. No wonder that the revenge of some of the banned ones (that that day FINALLY REALIZED that the old game would have never got back and the future was in a grindy hardcore game with paid DLCs or in a PVE only experience) was fast and furious: now they actually WANTED TO DESTROY THE GAME. The devs realized that the damage was already done, so (knowing also that they could not please the testers because they neeeded the money from the new DLCs), they decided to de facto close the public Alpha, also IMO in order to avoid furhter problems with the last further hardcore and austerity features (and paid DLCs) that they are likely to add to the game in these last weeks to uphold the DLC funding model. But I think that also this move should be thought over more wisely (in fact I basically agree with Norfolk "balls of steel" proposal): all the begrudged banned ex testers are just out there waiting to pour their rage on the game with bad reviews at the launch. And the nastiest ones - that by chance are good OS PVP players also - could even try to mass sealclub newbies on purpose out of capitals (that have no longer protection zones) just to induce them to leave the game in desperation. So, bascally I suggest to Devs two things, in order to avoid (or at least to mitigate the negative effects of) a possible "revenge shitbomb" at launch: - put in war server some kind of actual protection for newbies before the launch of the game - unban at least some of the mass banned tester, and try to start a new constructive (last) phase of the testing by stating clearly in the forum which are the features of the game that they are not disposed to change and that therefore are out of the discussion here (but pointing out also the actual reasons why this features cannot be changed) and which are the features of the game about which they are disposed to listen to the testers and that, therefore, can still be discussed on this forum. These are my two cents.
  3. said the one who preaches against toxic forums fanboys here are just the same as haters … and that's the problem Well, now it has been solved in a way or the other At least this shows that the development is so advanced (and the launch so close) that they do not think they need much feedback anymore
  4. Summarizing: - you have been keeping testers in this Alpha phase for almost three years telling them that they would have kept xp, craft xp, ship knowledge and books - you are ending the testing phase by shaping out the final game main features for an imminent launch (so you do not need a lot of feeback anymore) so you - suddenly change your ideas about wipe - mass perma-ban a lot of (critic, toxic and whatnot) testers from forum - close any public communication with testers on this forum. My humble guess is that even a lot of the testers that were not angy before, may become quite angry (or at least deluded) now. So if PR are not a concern for you, that's fine of course. Otherwise, think it over a bit more. The last thing this game needs at launch is a shit bomb on steam. Anyway: your game, your forum, your choice, your consequences. Have a nice day folks and good luck!
  5. Well, it seems to me that you are implying that playing on PVE server is not having the brain ON. This smells a deliberate try to flame or troll to derail the thread, but I'm not a moderator so my opinion is not relevant. Anyway, since I do not want to follow in your attempt, I just ask you to let me know how the possible introduction of a consensual PVP experience in peace server may affect your non consensual PVP experience in war server. Tell me, since frankly speaking I do not see how! why should I accept it? I'm a tester in peace server and I want to propose a feature that could enhance the game experience on this server as it's up to you proposing features that could make your game experience better on your server. If you'd prefer just one server for both kind of players, I could agree with you, but - as you said - this seems not to be the case since devs have a different view. So I just adapt to the scenario.
  6. The flag system cannot lead to any player manipulation of a player with a green flag given the 1 vs 1 rule. so the reason why "it won't ever happen" shall be another … make an educated guess, mate.
  7. iI you do not like PVP in "my" terms, you can stay on war server with PVP in "your" terms. No? So I bet all your bitterness is cause you just fear that - in case peace server gets this system in place - quite some people will leave your beloved gankadrome. Am I wrong?
  8. because it is likely to turn into a tricks and gank game, while in peace server PVP - at least in my view - should me more some like a duel. But I'm not against groups, if properly implemented
  9. if you did not note, I ask for CONSENSUAL pvp … that does not seem your kind of PVP; or am I wrong?
  10. I was wondering if it would be possible to add some spice in the peace server implementing a consensual PVP flag system, like that - you can change the status of the flag only in a national port or Freeport (or in alternative also in neutral ones) - there are three colors: green, Yellow, red - green (peace): you cannot attack or be attacked - Yellow (accepting duels): you cannot attack anyone but you can be attacked by anyone at their will - red (aggressive) you can attack only Yellow and red flagged players and be attacked by anyone at their will Red and Yellow tagged players cannot be part of a group and cannot be attacked by players in a group. The combat is allowed just 1vs1 and closes immediately after beginning When a red/yellow flagged player enters a PVE instance the flag cease to have any effect and no one can jump in the instance against the player.
  11. at 60 - no result (still 90% usage in port) at 45 - 70% usage in port at 30 - 50% usage in port at 15 - 30% usage Yet with other games (i.e. warframe) set on high end graphics I do not have these numbers.
  12. I do not have FPS limit and it goes at 70 average in OS
  13. After last patch the game seem to eat all the GPU (up to 90%) also when in port and using medium settings (NVIDIA GTX 1070).
  14. actually he was not. The Essex sold by the IA in the shop has been created with zero cost and efforts and can be made available in potentially endless numbers, while real world goods are created with costs, time and effort and in limited numners. That's the reason why some theories and economic models may work in games but not so much in real world. Getting back to the game, what I said before means that the crafted Essex - which has been created with actual costs, time and effort by a player - reflects the actual value of the ship in the game much than the same ship sold in IA shop, since this last kind sale is just an attempt of games mechanics to induce an artificially low price in the market (which TBH is in part mitigated by the fact that ships sold by IA are wood/crew so they are worse in general than crafted ones).
  15. why not simply adding things instead of nerfing one while putting the other in the game? What I mean is that you could still add DLC ships to the game AND make the port upgrade thing to boost organized clans AND make ship crafting more solo player friendly (mainly in terms of availability of rare woods and permits) let's say just up to 3rd rates … so that the "no craft at all PVP crew" will be happily buying DLC ships, the big clans will be able to make their own migthy 1st and 2nd fleets for conquest and the "crafting solo guys" will craft and sell middle class ships to casual players (or to privateers). I'm asking because I struggle in focusing the reason behind what It appears to me a loose/win choice instead of a win/win one.
  16. In my modest opinion, war server needs just a few little tweaks (that should not even imply too much effort in term of new content) to attract at launch - and retain - some more players (namely the ones that are not 100% hardcore pvp) - more mid tier enemy NPCs in the OS (mainly alone traders and 5th rates) also near starting zones (this because I read that reinforcements zones will be eliminated) - better payoff for mid/short trade runs (and this seems to have been already addressed by next patch, as far as I am reading, even though it's not clear how high - and, thus, effective - will be the increase in next patch) - at least one ship per tier (and eventually the sturdiest one) whose permit is sold in the admiralty shop (and then not RNG depending) - an exchange system between doubloons and combat/conquest marks and rare resources (as it is in peace server, but eventually with higher exchange rates).
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