More ability for solo play and progression is already in the works. Daily quests was the first step towards that along with smaller oads which we have been pushing.
Crafting is the next step as you will be able to create top tier items with individual farming / grinding.
Another step we are going to take is to make more “good” purchasable items. Right now there it nothing to do with gold which means no reason to farm it collect it or trade for it. However if there are items to strive towards and purchase there becomes a reason to farm and be active.
So yes we understand it’s a need and we are well on our way of getting more solo play in game.
I myself would rather solo level and farm so I def hear you. While I don’t think all the best things should be obtained through solo playing we have enough equipment and profression now that we can have some that you get solo, some you get crafting, some through group pve some through pvp. A nice mix so everyone has a chance not just big guilds.
Core game dynamic issue: Individual vs Group play
Re: Core game dynamic issue: Individual vs Group play
player count is the fundamental flaw with the guild locks. if there were 40 active users instead of 9 it would make all the difference. gotta realize at some point the playerpool that ember drew from other similar muds, is mostly people in their mid 30s with real life things to do. in the end its really hard to balance a game based on a playerbase that's 80% casual users. gathering players will fix this for the most part.
as for the rest of this, i think the real core dynamic flaw, is massive amounts of alts and what you do with them. 6v6s are plagued with zombies/runbacks. so you add a death timer, cool. now whats stopping people from parking a dozen alts in the middle of an oad area? ive done this, so have others. what about the potential problems that has with shared account info? should i be able to park 4 chanters or slayers on every square and have my friends log on my stuff to pk whenever i feel like it? at the moment these are all options, horrible ones.
now the new champions mark feature is really cool. but everyone ingame is just logging on every alt and smashing the easy casual over and over. im afraid the "want" for this system is declining at an alarming rate. i mean if u break it down most people pvp on a small portion of their alts. so if i get 10 marks a day i pretty much completely outfit 1 character in a month or two.
its my honest opinion, that there needs to be some sort of cap on 25er usage. i think all characters need flagged to a main character. then each main character gets 3 activation tokens each day. the main character can activate 3 other 25ers(linked/flagged to him/her) to be used for the remainder of the day. level 1-24 characters would not need activated and could be used freely.
without some form of limitation i really dont see many casuals sticking to it. especially if gear is randomized and adds rare statistics. i mean the drive and excitement would be there, but itll be depleted when a riva saurian monk is obliterated by 3 storm chanters everytime he goes to farm something. (example) this will happen continually without a limitation implement.
as for the rest of this, i think the real core dynamic flaw, is massive amounts of alts and what you do with them. 6v6s are plagued with zombies/runbacks. so you add a death timer, cool. now whats stopping people from parking a dozen alts in the middle of an oad area? ive done this, so have others. what about the potential problems that has with shared account info? should i be able to park 4 chanters or slayers on every square and have my friends log on my stuff to pk whenever i feel like it? at the moment these are all options, horrible ones.
now the new champions mark feature is really cool. but everyone ingame is just logging on every alt and smashing the easy casual over and over. im afraid the "want" for this system is declining at an alarming rate. i mean if u break it down most people pvp on a small portion of their alts. so if i get 10 marks a day i pretty much completely outfit 1 character in a month or two.
its my honest opinion, that there needs to be some sort of cap on 25er usage. i think all characters need flagged to a main character. then each main character gets 3 activation tokens each day. the main character can activate 3 other 25ers(linked/flagged to him/her) to be used for the remainder of the day. level 1-24 characters would not need activated and could be used freely.
without some form of limitation i really dont see many casuals sticking to it. especially if gear is randomized and adds rare statistics. i mean the drive and excitement would be there, but itll be depleted when a riva saurian monk is obliterated by 3 storm chanters everytime he goes to farm something. (example) this will happen continually without a limitation implement.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Core game dynamic issue: Individual vs Group play
While I do agree a mass hoard of 25'ers are a problem, we might have to do alternate things other then locking people playing X alts a day. I'm not sure. I think people would freak out and not play at all if they couldn't login alts. Maybe others have a different ideas on that matter.
I agree with this part. It was a problem I had with it. There are some things to solve a couple issues I've been seeing but I think there should be max limits. Script wise some things are possible through account block/ip/unique ID locks. I think systems should be in and should last longer then just a few days with limits. I get that someone can do the quests for 6 hours and that's rewarding but I feel like that will cause a person to burn out, and it will also make the system useless fast. I think they should do the one or two casual quest, and one hardcore quest, and that's it per day. That way the marks needed could be a lot less, and it's just another thing to do daily thats not terribly grindy and will reward a player if they do it daily, making them login. Making it so they can get a ton of marks a day ruins that idea. It ends up not being a daily quest system.
I don't think a couple months is necessarily bad but I don't think it should require a couple hours a day doing it. I think the game would be better off with a ton of little things you can do daily, where it wouldn't take long to do a couple of them, but there would be limits for it.
now the new champions mark feature is really cool. but everyone ingame is just logging on every alt and smashing the easy casual over and over. im afraid the "want" for this system is declining at an alarming rate. i mean if u break it down most people pvp on a small portion of their alts. so if i get 10 marks a day i pretty much completely outfit 1 character in a month or two.
I agree with this part. It was a problem I had with it. There are some things to solve a couple issues I've been seeing but I think there should be max limits. Script wise some things are possible through account block/ip/unique ID locks. I think systems should be in and should last longer then just a few days with limits. I get that someone can do the quests for 6 hours and that's rewarding but I feel like that will cause a person to burn out, and it will also make the system useless fast. I think they should do the one or two casual quest, and one hardcore quest, and that's it per day. That way the marks needed could be a lot less, and it's just another thing to do daily thats not terribly grindy and will reward a player if they do it daily, making them login. Making it so they can get a ton of marks a day ruins that idea. It ends up not being a daily quest system.
I don't think a couple months is necessarily bad but I don't think it should require a couple hours a day doing it. I think the game would be better off with a ton of little things you can do daily, where it wouldn't take long to do a couple of them, but there would be limits for it.
Re: Core game dynamic issue: Individual vs Group play
i for one wouldnt mind a 25er limit per day. most games u barely get 8 alts to max level because of gear hunting etc. this game is just droves and droves of alts. and most alts are just there to pk noobs or hunt player x. as it appears most of this games playerbase barely plays more than an hour per day. im pretty positive theyll just be snuffed out later if several hour players have dozens of alts just to pk people.
using the activation token idea you would still get 4 25ers to use everyday. might not be enough i guess, might need 3 crits always unlocked and "3 extra". but seems excessive on this small game. there needs to be some sort of limit before you draw in some teenager group that has 5 slayers/chanters everywhere and makes it so noone else can play really. i mean it would take as little as 3 people to rip apart every noob endlessly. im pretty sure most of us see how awful it could be if we were 16 again.
using the activation token idea you would still get 4 25ers to use everyday. might not be enough i guess, might need 3 crits always unlocked and "3 extra". but seems excessive on this small game. there needs to be some sort of limit before you draw in some teenager group that has 5 slayers/chanters everywhere and makes it so noone else can play really. i mean it would take as little as 3 people to rip apart every noob endlessly. im pretty sure most of us see how awful it could be if we were 16 again.
"Once the game is over, the king and the pawn go into the same box"
this game is like sim ant
zerg the red ants with more black ants
this game is like sim ant
zerg the red ants with more black ants
Re: Core game dynamic issue: Individual vs Group play
NiteHawk wrote:While I do agree a mass hoard of 25'ers are a problem, we might have to do alternate things other then locking people playing X alts a day. I'm not sure. I think people would freak out and not play at all if they couldn't login alts. Maybe others have a different ideas on that matter.now the new champions mark feature is really cool. but everyone ingame is just logging on every alt and smashing the easy casual over and over. im afraid the "want" for this system is declining at an alarming rate. i mean if u break it down most people pvp on a small portion of their alts. so if i get 10 marks a day i pretty much completely outfit 1 character in a month or two.
I agree with this part. It was a problem I had with it. There are some things to solve a couple issues I've been seeing but I think there should be max limits. Script wise some things are possible through account block/ip/unique ID locks. I think systems should be in and should last longer then just a few days with limits. I get that someone can do the quests for 6 hours and that's rewarding but I feel like that will cause a person to burn out, and it will also make the system useless fast. I think they should do the one or two casual quest, and one hardcore quest, and that's it per day. That way the marks needed could be a lot less, and it's just another thing to do daily thats not terribly grindy and will reward a player if they do it daily, making them login. Making it so they can get a ton of marks a day ruins that idea. It ends up not being a daily quest system.
I don't think a couple months is necessarily bad but I don't think it should require a couple hours a day doing it. I think the game would be better off with a ton of little things you can do daily, where it wouldn't take long to do a couple of them, but there would be limits for it.
I largely agree with your thoughts here NH. Daily quests shouldn't be a mass repeat grind. They should be done once a day per account (with the marks and marks rewards being account-bound anyway) and with lower conversion prices for rewards. The casual quest should remain easy and function as a daily login reward. The vet quest should be for those who want abit more to do each day (rather than being largely ignored in order to repetitively grind the casual one).
As a casual, I tried grinding daily 6-7x casual quests a day once or twice and already burnt out on doing them like that... Coupled with high conversion prices to stop the ppl who do play like that daily and I'm just too demotivated to try them more than once or twice on the days when the quest is an easy one and I'm super bored. So yes I agree. Once a day lock per account means more novelty, less grind and more time for casuals to do other good things ig when they log in (socialise, clan stuff, whatever). I'd support this as actually achieving the aims of the daily quests better imho. Peace.
Re: Core game dynamic issue: Individual vs Group play
anthriel wrote:I largely agree with your thoughts here NH. Daily quests shouldn't be a mass repeat grind. They should be done once a day per account (with the marks and marks rewards being account-bound anyway) and with lower conversion prices for rewards. The casual quest should remain easy and function as a daily login reward. The vet quest should be for those who want abit more to do each day (rather than being largely ignored in order to repetitively grind the casual one).
As a casual, I tried grinding daily 6-7x casual quests a day once or twice and already burnt out on doing them like that... Coupled with high conversion prices to stop the ppl who do play like that daily and I'm just too demotivated to try them more than once or twice on the days when the quest is an easy one and I'm super bored. So yes I agree. Once a day lock per account means more novelty, less grind and more time for casuals to do other good things ig when they log in (socialise, clan stuff, whatever). I'd support this as actually achieving the aims of the daily quests better imho. Peace.
I agree with those thoughts. I just cba changing to different alts to grind them. Which means that the people who can will be decked out in no time. Power to them but... meh, I just cba now.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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I love sheep.
Re: Core game dynamic issue: Individual vs Group play
lots of good input in this thread 

- JadeFalcon
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Re: Core game dynamic issue: Individual vs Group play
anthriel wrote: ...
Agreed
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