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All posts created by Smitty

Smitty
Elmin Sterro
Baron Malthius
Smitty
Please leave the agency in place for players to pick when they do things, don’t hard code days people can play your game.

I think if they make the change to adjusting PvP windows to per week as opposed to per day that should suffice.

How does that prevent the same characters from permanently feuding another company by chain hopping from one dummy company to another to avoid the cooldown?

Diplomacy should be the only thing that keeps attacks from happening daily..
Smitty
You must understand something i dont..

I am reading GW wants to limit capture PvP to 3 days a week, 1 outpost 1st day, 1 outpost 2nd day, and 1 holding 3rd day.. and they must be on Friday, Saturday and Sunday..
To make it better your PvP window time is now set for a week, and you cant change it daily..
So I have GW telling me what days i can PvP, and i have EBA telling me what time. my agency is where? i somewhat get the time thing as i have gotten used to it.. but now GW is telling me what days.. that is pure crap..
Smitty
Mostly hate the 3 day thing to be honest..
Its about to be fall , you aren’t going to see me on during the weekend.. football is on..
So my Tuesday and Wednesday play time will be search the SE for people and kill them? .. wait nm I cant really 1v1 cause of my role.. sad face

Please leave the agency in place for players to pick when they do things, don’t hard code days people can play your game.
Smitty
Any system you can come up with except
“Settlement A will not be able to be feuded by any settlement for __ days once they are feuded by any settlement for __ days.”
Will lead to you being able to be attacked daily.
If they do something like that what stops people from feuding their own/ alliance settlements so no one can ever attack?

The only option for reducing hostilities is diplomacy; some folks are never going to go down that road…
I put this in this thread earlier. But no one really commented.. still think it is an idea that could be explored. to give more risk to attacking side.. but leads more PvP.. not less..

Why not have something like if a holding or outpost is overrun. The overrunning settlement PvP window opens for an additional window at the top of the next hour( or for additional window at the close of the PvP window, so they don’t overlap times).

Just a thought and has issues , But I do think something like this helps address the no risk involved in attacking all the time. The travel time of 20 minutes to get back would have to be considered, do attackers press for more or go back and defend, did the defense split their forces or do they have an attack force stationed nearby to retaliate against the attackers outpost?

Defenders should be able to retaliate in some way if they want to , not wait till the attackers tell them it is okay to do so..
Smitty
enough arrows to blot out the sun….
Smitty
Memory
So i'm the only one that would try the independent holding life eh? i've often wondered about the viability of it. The way the game is now, there's nothing preventing you from getting your training if you don't exactly live in a settlement. you just have to be attached to one.
Smitty and Tuffon would head to the desert. put up an inn cause tuffon likes that power stuff.. smitty would want quarry or mining cause rocks are cool, and then the 2 of em would argue over what the third outpost would be and probably decide that fish would enjoy the desert climate..
Smitty
Why not have something like if a holding or outpost is overrun. The overrunning settlement PvP window opens for an additional window at the top of the next hour( or for additional window at the close of the PvP window, so they dont overlap times).

Just a thought and has issues , But I do think something like this helps address the no risk involved in attacking all the time. The travel time of 20 minutes to get back would have to be considered, do attackers press for more or go back and defend, did the defense split their forces or do they have an attack force stationed nearby to retaliate against the attackers outpost?

Defenders should be able to retaliate in some way if they want to , not wait till the attackers tell them it is okay to do so..
Smitty
Tyv Blodvaerd of Aragon
Smitty
Was saying that the polish stuff is what they will experience when they are hooked by the things you are doing snd talking about.. regardless of how much fun they have in group stuff. The polish stuff will drive away 50% of players when they log in to play beyond the events.
All the polish in the world won't cover up a missing car door, trunk and wheel. The basic premise of the game and the proposed mechanics to get there are flawed.
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Look at the other MMOs is development that have similar proposed features: limited PvE content; Territorial Control; Player Generated Economy; Other Players are the most challenging content; etc etc…
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None of them have all of this gating and limitations on PvP, and they have an astounding 30 - 40 times the population that PFO has.
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My thoughts on polish and the need of it.. I think it is time to do this things and do them right.
I get the games end game thought and ideas are PvP, I spend most my evening sin game looking for that stuff. Yet I think they should focus on polish for a couple months, and get that stuff right. Will all the polish in the world fix the problems in PvP and those mechanics? No but who besides EoX vs EBA and more recently PFS are actually attacking other players? Who is attacking outpost and holdings?
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GW has been focused on settlements and pvp engines for 6 months now most of the map is following along but the issues and bugs of the current system is affecting 2 alliances..
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Meanwhile folks pick up the game every day, hit the log in screen, wonder why they cant tab like every other application on the planet. Finally get logged into game, hit a few monster camps get a feel for goblins and wolves and skeletons.. go to buy new skills to try on this stuff, and then find no change what so ever . things that knockdown don’t do anything to the mobs, things that are suppose to affect the mobs don’t do anything different , and after an hour or so they realize all the mobs are static, and all of them pretty much have the same behavior and all the attack conditions don’t work..
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If they are interested they may ask in chat, and then we can try to help.. but many are probably calling it quits right then and there. Not because of the game design, not because of the pvp bugs or missing factions or any of that stuff..
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My guess is because the little things have been over looked, the game is going into Q4 ? some of this stuff should be straight forward and if it isn’t, one wonders why not. They have nothing but an hour invested in the game, and probably aren’t interested in investing any more just based on the first impression.
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I think GW recognizes this and has made lots of progress , that is why every sprint has had something for tutorial upgrades, and help tools, and the keywords trying to match, and damage showing on the ui.. I just get the sense the time is now to focus on those things for a couple sprints, as much as factions and other stuff sound great to get in game right now.. ..
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Just my opinion ..
Smitty
As to fire whirl vs whirl wind thing..

Fire whirl is scimitar ? Shouldn't that right there relagate it to less damage than a long sword? I know TT long sword d8.. thought scimitar was d6.. so shouldn't all scimitar attacks do less than long sword..
Smitty
Was saying that the polish stuff is what they will experience when they are hooked by the things you are doing snd talking about.. regardless of how much fun they have in group stuff. The polish stuff will drive away 50% of players when they log in to play beyond the events.