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bit of feedback

Discussion in 'Release 19 Feedback' started by Sophi, Jun 30, 2015.

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  1. Edward Newgate

    Edward Newgate Avatar

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    Most of the complains on steam arnt for me valid. If some one played only 1.5 hourers and writes and angry review ... well i would doubt it that he/she took there time.

    Sad to hear that you dont like so many game meachnics.
     
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  2. Blaze Barkley (RedDeer)

    Blaze Barkley (RedDeer) Avatar

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    1000 to 50 exp doesn't sound reasonable. BUT! 1000:50 = 20:1. I guess it's acceptable if the level difference is really high (lvl 3 with lvl 60 for example). It should also depend on the mob level though (lower level adding more weight to the novice player exp) or the proportion of damage each player did (but that hinders support/healer characters). It should be a little bit easier to get exp in party, but I think no one wants to see a novice get promoted 30 levels up because his friend killed a dragon :)
     
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  3. Bowen Bloodgood

    Bowen Bloodgood Avatar

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    No risk should mean no reward. Depending upon the situation power leveling can and will be abused.. extensively by its very nature. It's great that people want to help their friends but no matter how much power you get or don't get.. it should never be a free ride to the top. If the low level is just standing there somewhere hiding behind a tree or wall or being invisible while their buddies are doing all the work.. they shouldn't get any XP.

    If they're actively trying to help out as best they can and putting themselves at risk then I've no problem giving them a little more XP but more often than not that usually isn't what happens.
     
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  4. Katrina Bekers

    Katrina Bekers Localization Team

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    The need to curb insane powerleveling is a real one. Or the whole progression concept just loses any meaning.

    OTOH, partying together should be encouraged at all times, and rewarded not only for being an efficient combination of player resources, but also for its implied social value.

    I'm sure we need to find a good sweetspot in tweaking the formula and variables used to assign XP to players in the same party. Balance, risk-vs-rewards, activity, proximity to the action, etc. are all valid metrics to build the math on.
     
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  5. Spoon

    Spoon Avatar

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    The more reason to balance it.
    Early in the KS Richard talked a couple of times on master-apprentice relation where if you had one the apprentice would learn faster.
    To me it seems that the current implementation is a bit harsh.
     
  6. Browncoat Jayson

    Browncoat Jayson Legend of the Hearth

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    I'm totally ok with that; if the lower level player isn't even on the mob's "agro list" (or whatever mechanic is used), then they shouldn't get xp. They should have to contribute to level.

    That would be a nice mechanic, and could work for both combat grouping and teaching crafting skills.
     
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  7. Ice Queen

    Ice Queen Avatar

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    Aye, the apprentice system was in the 1.8 mil stretch goal that was met.
    "Apprentice system allows players with "Master" level skills to help lower skill players advance more quickly."
     
  8. Sophi

    Sophi Avatar

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    oh i like that :)
     
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  9. Chris

    Chris Tech Lord Moderator Ambassador SOTA Developer

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    BTW, I think Starr let the cat out of the bag in an interview so I'll spill it here too. For R21 we're going to move to a hybrid use based system so much of the above conversation is moot. :O I'll post details soon but it is a system we feel solves a lot of the issues that people had with UO and SWG and further separates level out of the equation, especially in PVP.
     
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  10. Drocis the Devious

    Drocis the Devious Avatar

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    You've covered all my concerns. I can't wait to see how this is going to be achieved.
     
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  11. Ice Queen

    Ice Queen Avatar

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    Can't wait to try it out :) Ty
     
  12. Brass Knuckles

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    This is the best news ever thanks !!
     
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  13. Abydos

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    Cant Wait Chris !!!!
     
  14. TEK

    TEK Legend of the Hearth

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    Are you considering removing the use of defining the power of a character by a level? To me, the use of the level based system was one of the very early disappointments and sins of SotA. This move by the team to try out a hybrid use based system is encouraging as I feel this is one of several major issues with SotA that really could use a "back to the drawing board" redo.
     
  15. Edward Newgate

    Edward Newgate Avatar

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    i never understood wy a levelin system is the biggest sin of sota. (realy i dont understand it feel free to explain it to me iam realy interested)
     
  16. majoria70

    majoria70 Avatar

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    Hi Edward. Well I can only give my opinion and no of course I don't look at leveling as a sin of SOTA. I have played many games that had leveling that I really enjoyed for a while. So the leveling part was not the worste part but for me it was too cut and dry. Buy a skill, get a skill, then you know a skill. Which is fine for some games, but it does not fit in with this game or some of the ideas of this game or my idea s for this game so whichever ;) If we get those skills and have to learn to use them somehow and be proficient in them by storyline quests or adventures like off to the fields of fire, then you can resist fire better and enchant with fire etc then to me it makes it more interesting. People will not be so focused on leveling because leveling won't give you the abilities that other things will, hopefully as I've mentioned before or some form of interest. Just my thoughts:)
     
    Last edited: Jul 20, 2015
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  17. Edward Newgate

    Edward Newgate Avatar

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    Interresting. Well i see it that way that it makes no differnce if you have a system that shows your level (wich is a visual indicator for your progresse and guildline how your charakter progress is going) or if you have skills that you can train and max instead. The level indicator is then put from one display to several across the board. Instead of saying well you need be atleast level 50 to clear the dungeon, know you would say, well you need atleast 50/100 in sword combat ect.
    Under the surface for me its all the same. Only the way how it is present to me is changed.

    With level ups you normally get life or dameg boost as an passiv bonus. On skill progress on the other hand you get it from passiv bonus on skills in other games (wich again is the same but achived differently)
    Iam fine with both system but thx for clearing me up :) it helped me to understand a little bit the problem some might have.
     
  18. Aenra

    Aenra Avatar

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    Likewise am afraid..In the hopes someone reads this, i will 'risk' a repeating; in my own words. I honestly support this product, i honestly think the potential is there. I am also honestly very worried because potential is the best i can see in SotA. Even now, after all these months.

    - Wrong engine for a 'proper' MMORPG. Let alone for a (let us be honest) "faux" sandboxy one. Term 'wrong' includes the Unity networking part as well. That's right, because it lacks one. Sadly.
    Reviewers may not have the experience or knowledge to pinpoint it in such a way, only one did iirc?, but empirically speaking, they sure seem to have grasped what it implies:

    Loading. Loading. Loading. Instanced. Instanced. Instanced.

    - RNG + pop-ups "gogogo" combat style on a game that tried its best to attract senior players?? And i do mean senior? Any logic in that?? What's next? A-la Blade n Soul active combos? Wildstar telegraphs? We are not 12 guys.. for good or for worse, its kinda way past us

    And just to rub it in the customers' face, let us additionally penalise the players refraining from using said system.

    - Direction. Is there one? Even now, as we speak, could we encapsulate it, in terms of target audience? Saying LB and Ultima is well and nice, but when you staple MMORPG, direction tends to entail.. focus.. is this for the PVEr? Not in the "modern" sense of the word. Thankfuly mind you, do not misunderstand me. Is it for the PvPer? No.. Unless.. If.. For those that.. ie, between the lines? NO, we are not --that-- kind of sandbox. But we want your money too! We are also not a glorified Arathi Basin or other game-equivalent, because just to spice things up, we may occasionally allow some loot PvP. But not always. Not everywhere. Just enough to attract a portion of that crowd. But not really. Are we a crafter's heaven? Because if we are, we sure are not helping ourselves with a) the current XP/crafting skill gain system, b) lack of professions thus far, c) communicating it.

    People catch up on that. The surnames and buzzwords to attract attention (a necessary step of course) are there and well that they are. After that? How many forum pages of ongoing changes and meanderings in designs and concepts must a potential buyer wade through prior to giving up?

    - Dress-up. Dress-up. And store. Gowns. Skirts. Wedding gowns. More wedding gowns. Galore of pictures of people IN wedding gowns. Just to be sure guys? We haz wedding gowns, did you know?

    This really scares people away. I am --obsessive-- in regards to appearance, customisation and extra options. And i do mean obsessive. Like many others have come to find, looking at my avata's back all day long does come to bring about a need for variation. I am simultaneously, again like many, many others, the kind of player that has come to dread finding myself in a LOTRO 2.0. To explain;
    Customisation and personalisation in a game is one thing. Giving the impression of Second Life meets Bree Town on Saturday evenings is quite another. This too needs care. For every one potential buyer you get because wedding gowns, you are losing about ten more. It may sound wrong, sexist, immature. It is actually not. I can tell you from experience that the person lured because wedding gowns is NOT the person the typical mmo player can communicate or socialise with. Good to have those in, but better to --show-- how you have BOTH in. Or actually, why. That "why", even if present, is getting obscured amidst all that white silk and dantelle.

    (My thanks to both mods and devs for allowing me to state my opinion btw. Am not the 'easiest' type of customer to be had and i am aware of that. So my thanks again. Now here's to hoping someone reads this,lol)
     
    Last edited: Jul 21, 2015
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  19. Womby

    Womby Avatar

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    You can find an excellent description of Unity networking support here.

    You may find the following definitions helpful:
    Alpha = feature complete
    Beta = content complete

    Shroud of the Avatar is currently pre-Alpha.
     
    Last edited: Jul 21, 2015
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  20. Katrina Bekers

    Katrina Bekers Localization Team

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    I read it.

    Probably you'd rather have a dev reading it. Maybe they did, maybe not.

    I see your point - even if I don't agree much with your examples.

    But the risk of wanting to appeal too many, too diverse gaming groups, and ultima-tely (pun intended) satisfy noone is very, very high. Jack-of-all-trades-and-master-of-none. With a limited budget and team. Hmmmm... Good luck.
     
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