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Showing content with the highest reputation on 09/10/2023 in all areas

  1. [This is going to be a long reply, so, please, bear with me and thanks for your time and patience.] Can I be honest? Like... real honest? I haven't tried Arena this time (after a five years hiatus), but I heard that one of its biggest problems was fixed (a very small map that would favor any AoE class), so I'm in no position to talk about Arena balancing specifically, but one thing I'm 100% sure: some players of this game hide behind stronger players, which powers up/feeds up something I call "pack mentality", and that is the reason why Arenas aren't popular. In Eden, there is this "pack mentality". I've observed that people here take "guilds" very seriously. Maybe that is why you've shunned down one of my suggestions in the past (the one that would limit the ammount of people per guild, thus inevitably increasing competition). You said that you can't prevent people from playing with their friends if that's what they want, and there is really no argument against this, but in the end, this "pack mentality" hurts the game more than it helps. Pvp should be about FUN, about challenging yourself everytime you step in the pvp-arena, about unpredictability. If you're hiding behind the back of stronger team mates and you're constantly winning, why the hell would you risk losing to someone that "you" (aka your team) are/is constantly beating up? That would hurt your ego (maybe even your guild's reputation, idk), and who in the world enjoys having their ego hurt? That's why the most played pvp scenarios are TW and GvG, where you can bring your whole gang to back you up. Not to mention that, when you're on top for so long and you lose, you feel dismayed. It has happened before, according to people that have been playing Eden throughout all these years I was away. Also... it takes A LOT OF TIME to gear up, to actually "be ready to enjoy pvp", and even so, there is no "enjoying pvp" if you're not in a strong guild, mainly because no one likes to lose constantly. Not to mention that, in order to be accepted by a strong guild, you need to play with what they want/need, as their leaders and most popular members already play the best dps's classes in the game. Unfortunately, this is something beyond your control. This "pack mentality" favors big pvp modes, server-dominance-goals, which pushes players away from the game. If you're new to the game and, after 6 months, you're still not ready to face the strongest players in the game, you inevitably feel demotivated. You feel like you're worthless and that you just wasted your precious time... and for what? For trying to kill some xXxNaRuToxXx that you don't even know who it is but is constantly jumping on your dead body just to tease you? It's true that Eden has some serious balancing problems and class-identity issues, but this time, I honestly believe it has nothing to do with your decisions, so don't fret. The problem is the "pack mentality" powered by insecurities (the fear of losing constantly and feeling worthless) and how it favors massive pvp-modes. These pvp modes have its particularities, its own metas, which also hurts the game. Imo, the only way to remedy this is to limit the ammount of players per guild (10 members max) and developing battle-royale pvp modes to bring back classes that cannot be used in TW (or mobbed GvG's) simply because they won't even be able to reach the enemies to begin with. (Do you remember Elysian Island? I played it a few times and I found it really fun. With a few tweaks, maybe you can create a fun pvp mode that people can play.) You can keep Territory Wars open, but this pvp mode needs a rework... the game should be able to divide the guilds equally on both sides, otherwise, there will be days where we won't be able to enjoy pvp because there will be 10 guilds on blue side and 2 on red side... Plus, everything I mentioned here would actually make things easier when balancing the game in general. When the most played pvp modes are those with tons of people in it, buffing/nerfing one single class could disrupt the entire scenario and it's hard to predict the outcome. I heard you suffered backlash when you first nerfed Gravity Manipulator. If my memory serves me well, back in cap95/100, we had tons of GM's jumping around, one-shotting people. Despite the terror that GM's brought to TW's and GVG's, those were good times, and we could see a lot of different classes being used. I've been studying other mmorpg's (not to mention recalling how things were in other mmorpg's I played throughout my life), and I have noticed that I've never experienced anything like Eden TW/GvG before. The only two exceptions being Royal Quest and Albion, which I did not play personally, but I've been watching videos recently and it's crazy... so much effects going on, so much things happening at the same time that it's completely overwhelming. I doubt people are exactly aware of what's happening there 100% of the time, which, in my opinion, impoverishes the game experience. Oh, and just so you know, in these past months, our guild have been trying to equip a lot of people... we actually managed to equip some, like around 10 members or a bit more, but they left the game. When questioned (because I'm inconvenient as fu... lol), their answers were practically the same: It takes too much time for everything, plus, I depend on you guys too much, and we're past this era... look at the most popular games nowadays and see it for yourself... I may depend on my team, but if I'm good enough, I can beat my enemies single-handedly and they don't require months of preparation before I can actually experience pvp fully.
    2 points
  2. Hello! I'll just be brief, my biggest issue with this patch is the smoke bomb changes. I'd like to recommend they be completely disabled in PvP and returned to the original state they were before this patch. We used them to be able to change classes in combat during PvE to better adjust to the situation we're in and what we may need but didn't have. Because let's face it doing raids be it 10m or 25m sometimes the class change is extremely hard to do with certain people not grouping up, no holy sage, retreat getting messed up the moment someone uses their character to jump, etc. The PvP side of it currently has just given a free 100% invisibility to every class that did not have one, not mention it's even easier to revive in combat in PvP now. I did about 4-6 revives in a matter of 1-2 minutes in TW earlier today, most of which were smoke bomb use. It's too easy to revive with them now, but PvE suffers while PvP was just buffed for everyone even healers can have a perma invis basically. That's all I have to say, thanks for reading and considering the change~
    1 point
  3. I will not give a yes or no answer as whether I plan to do this or not, things could easily change at any point. However, what I will confirm since someone has asked this privately. As of now and the foreseeable future Awaken gear will use the same system as 125 Weapons where anything you do to the pre-awaken version can be transfered to the awaken version. So if these gears become awakens, anything you do to the current release will be transfered up to the awaken (gems/forts/gearexp)
    1 point
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