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Jordan

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Everything posted by Jordan

  1. I'm not sure what you mean by dungeons if it includes Trials or just includes 0/10 dungeons but I think this is not a bad idea but the wrong approach. For example: Trials are already useful for gear and can also be used as a source of income via selling things like Materials and Blueprints. So I feel like there is enough rewarding qualities to these trials as they are. Similar stories can be said about 0/10 dungeons especially after adding the Class Honor Medals to them as I know a number of people farming these for this factor alone. I would like to save Eden Crystals mostly for things such as Elysian and other content we have planned. Since these events are usually lacking in activity due to rewards and its hard to give good rewards when Eden Crystals are so littered around the game. Like for example theres so many sources of Eden Crystals for Free Players in the Awaken server that giving away more Eden Crystals as rewards would just make them more irrelevant than they already are. I generally think though that improving the game via content that gives rewards like this rather than adding rewards to things that people who play actively do anyway is the better idea as then it gives more things to do and more things to be interested about. We monitor game activity in multiple ways to check the current server activity. So we have a good indication on just how many players there our each day in total. One of the main activity killers to be quite honest is similar to what happens on the Awaken server as I've seen it happen countless times (Being that theres a good number of players quitting over losing in PvP / Guilds dieing because of losing in PvP). This has happened on Awaken several times over the past 2-3 years and I've watched it happen on this server too. Now I understand thats not the only reason people quit, but I know this is one of the more impactful killers number wise as it not only makes people quit over the drama, but also the opposing guilds also tend to get bored when nobody wants to fight them so they too lose members.
  2. Not sure how taking gold out of the economy makes things worse but ok.
  3. These prices in the current Aeria server where reduced when the 75 Awaken weapons where released. The original prices where much higher than one in the forum post you provided. As mentioned in the patch notes the price was increased to also match the servers inflating economy.
  4. Jordan

    Patch v13

    PVP Changes I will be reviewing the suggestions made on the PVP Changes post over the coming days and will have a post out with an initial list of changes in the coming days to discuss the changes. You still have some time to post any last minute suggestions as until the thread is locked I will still be accepting any suggestions. I'm sorry for any delays on this as I've had a busy week or so, so I've not been able to make much progress on these matters. However, it is the next task on my list for both Classic and Awaken so more information will be coming and announced in game when released. Safety Stone Updates We're are changing somethings regarding Safety Stones. Please check this post for some updates: https://forum.vendettagn.com/index.php?/topic/11588-safety-stone-updates/ Diamond Altar To celebrate the patch launch we will be having another Diamond altar! This week we will be releasing the Blazeblight Recolours from our Awaken Server and the Seraphic Wings in their Original Colours. Additionally we will be re-releasing the Diamond Altar's from last time with some minor adjustments next week. So if you get what you want from these Diamond Altars but you want some Lances or Marvel Wings, make sure to keep hold of your remaining Diamonds! The rotations for both these altars will remain the same: Thursday - Sunday = Rotation 1 Monday - Wednesday = Rotation 2 Awaken 65 Weapons The awaken 65 weapons are finally here! Whats changed? We've updated the descriptions of all the awaken weapons to match the description style that I type out on the Awaken Server. We did this to fix any sort of typo's or ambiguities regarding the weapons. The only weapon that was changed was the Awaken Greatsword and that was because it was bugged and instead of reducing Slash Resistance it was reducing Fire Resistance. However, we did update the quest costs and some of the requirements to match the original versions of the quests and also to match the current server economy and activity. Guide Here is an updated guide provided by [GS]Herakles Updates We have added the remaining level 90 Class Head Pieces as costumes to the "Arena Reward Merchant Winston". Note: These Head costumes are the same item for all genders and races. Bug Fixes Fixed the War Stone Polymerizer cooldown time. Text Fixes Fixed the description of the achievement "I've Got My Eye on You". Fixed the description of the Pet Pray "Sharp Intuition". Fixed the description of the Pet Pray "Absolute Focus". I hope you all enjoy prime 65 cap!
  5. Jordan

    Patch v70

    Information Hey everyone, I will be going over those PvP changes over the next few days and compiling a list of changes that will be made over the coming month or so. So if you want to add anything you've got a bit of time left to do so. I will be posting the compiled list after it has been made on its own thread so it can be discussed further for any final opinions before making any changes. Bug Fixes Disabled Captcha within Temple Arena. Disabled Captcha within Sky Tower. Fixed Equilibrian Skill "Heavenly Scriptures of Despair" so now that it deals Holy DMG as intended. Fixed Life Worshipper SKill "Sleep is for the Weak" so that now all effected members recieve the Sleep Immunity. Fixed <Ancient Fossil> Pachy's Skill "Forbidden Cut" so that it now reduces Move SPD instead of ATK SPD as intended. Fixed the buff icon for Blizzard Iron Wolf (Prime) and Blizzard Iron Wolf (Legendary). Text Fixes Fixed the description of Dragon Emperor Skill "Dragon Emperor Leadership". Fixed the description of Equilibrian Skill "Divine Circle". Fixed materials listed for "Formula: Ring Enchant - Dragon Scale Lv4". Fixed materials listed for "Formula: Necklace Enchant - Strike Lv4". Fixed materials listed for "Blueprint: Hand Gem: Blood Trace". Fixed the description for the achievment "I've Got My Eye on You". Thank You 😍
  6. This issue is a common issue with Windows 10 drivers for the AMD graphics cards. It's to do with the engine and the only real fix is try turning your settings down as the higher the settings are the more likely it is to crash. You can try playing with the settings to see if any specific setting is triggering it. I had it on my old graphics card and it made development a pain
  7. Well as I mentioned its purely on the set bonus side of things (Can never have too many Triple Hits and Double Hits). Additionally yeh I think the only way you can really make DPS Bard work even at the later caps is mostly on Halfkin since the skill rotation just isn't really there without the spam racial. Can work on some other races but its just one of those things that only really works cause when the 72 Skill Comes you can abuse the fact that most people neglect their Lightning Resistance (Although I guess you could say the same about Tornado spam and neglected Nature Resistance). But generally speaking yeh DPS bard right now is too much work to make work when you can just play something else like Mage, Smiter Cleric or Illusionist for easier / better results.
  8. Please read what I said. However, just to clear it up: MDMG Set Max MP +380 pts (Doesn't Scale) INT +26 pts (Doesn't Scale) M-CRIT DMG +10% MP cost -26 pts (Doesn't Scale, I Think) 5% Triple Hit. EVA Set Max MP +380 pts (Doesn't Scale) AGI +26 pts (Doesn't Scale) Move SPD +5%. Cast SPD +91 pts (Doesn't Scale) M-CRIT DMG +10% Malice -4%. ~~ So basically the trade off in regards to set effect which is what I was specifically talking about. You're basically comparing Move SPD and Malice to Triple Hit which any day of the week I'd take Triple Hit. Nobody mentioned anything about picking the INT set for its base stats at all, as you are right. Int is never something you ever should build unless the game gets to the point where everyone has 80%-90%+ ACC in which EVA sets become completely useless (Unless they have a good set bonus like Triple Hit or DMG Dealt/Taken). Now if we're talking about base stats then yes depending on your build the EVA set is better in most cases in this aspect. 😑
  9. Other than maybe lowering the round timer and maybe playing about with the win condition such as damage dealt so if people just sit in a corner "surviving" they will still lose in the end unless they can kill the enemies.
  10. If your going to ask me about opening Grand Fantasia or anything of that likeness then it's Bash you need to talk to not me. I don't make decisions like this as I'm just the developer of Eden Eternal. It's not something that has been forgotten about either but I would guess his answer would be the same as last time. Maybe in the coming future but not right now. I'm sure if and when he decides on this there will be a post made announcing its opening.
  11. Nice guide. The only suggestion or point I'd add is that for DPS bard the set effect of the MDMG set is much better since the stats aren't scaled so the INT, AGI and Cast SPD are all negligible. However, I'd still say the pro's of the EVA set would be that the base stats of the set are pretty much required at this stage of the game to have a tanky EVA build and those are multiplied. Also not sure if intentional but you missed Demonic Symphony Glyph which is the opposite to War Rhyme Glyph (PDMG not MDMG). 😁
  12. Well I wouldn't say that cause there has been stages in this servers life span where 3v3 was very active and reaver was in much worse states than its current form. So although yes I'm likely to agree with you that not much would change. But if we can tackle issues and address issues that are present that are currently gating people from it (Such as some have mentioned the rewards and the arena sets being a couple of reasons to note) then at the very least getting it into a state where theres a couple of matches a day rather than a couple matches a week then thats something to strive for right? I mean after all if people are playing this server over Classic then the reason is clear that they prefer the current balance of awakens to that of normal classes so I don't really think a reaver CC chain is the reason they're not queuing. This post has provided me with some good insighed already on some changes that can be made just like the Classic version of this very same post. So overall I think there is still improvements that can be done overall without even needing to touch any classes. I'm actually more worried about people stacking healers and shielders and coordinating that way that someone reaver chaining someone.
  13. As of the last time you mentioned this suggestion and although this suggestion makes sense for the most part. You can't really do changes like this to a well established game. You can't really wake up one day and say right, we're reworking an entire mechanic that effects not only 61 classes (Which is technically x5 since 5 races) but also every single boss/monster. The buff system is basically how the entire backend of this game works. KP is buffs, achievement titles are buffs, equipment are buffs and the list just goes on. Like my character is outdated it has almost all 65 achievements I'm just missing like 4 enchants using a 95 set and gears that where acceptable at 95 gears. Even without glyphs and a pet pray I had over 150 buffs active on my character. So you can probably double that atleast for normal geared characters. So although in theory changing something like this might look simple on the outside, your talking about modifying literally about 50,000 - 60,000 items of data and thats after you add the functionality such as prioritzing the Tier 1 buffs over the Tier 2 buffs. Regardless of the above information the only other factor I can mention is this would take months of work for something I don't really think people would want / appreciate. In theory yeh it's more balanced but at the end of the day its not really EE. I would argue that it's not really super imbalanced now (asside from PDPS being a bit too strong in PvE). A lot of classes even if not played are actually playable in PvP modes and all it takes is for someone to actually build it and try it before it becomes the new thing that people play. The only issue comes from the fact that the game is balanced around the idea of group PvP and thats why when you introduce 3v3 to the mix its just super imbalanced. However, the aim of this post was to try and find ways to make the lower scale PvP's more balanced or at the very least, more fun.
  14. I understand your point. But it's a bit dumb ingeneral to be able to revive people in arena, thats before factoring in a class that cannot revive people being able to invis and switch to do so. The game mode is designed around the objective of kill everyone and that everyone has 1 life per round.
  15. I don't think healing is tracked very well in game but I could take a look to see how much I can work with it. I do think however, that this could be a really fun mode but I do feel it would need to be atleast 5v5 in-order-to be fun. Since that would allow you at the very least to build some sort of structured party. I think you mean exception. But yeh its a possible avenue atleast for the starting point. I think it wouldn't be ok to just leave it unplayable forever. I don't think the guild funds is the issue. Just generally speaking they're pretty useless.
  16. I'm not sure on the level brackets as I haven't touched this stuff a quite a number of months but it might be 105+ when the next wills come. I'm pretty sure its every 10 levels but might be 105+ or 100+
  17. Old TW from what I know was more of a Attackers vs Defenders sort of ordeal where. The closes comparrison I think of is a bit like Overwatch where you progress through the map as you capture the points.
  18. Jordan

    Patch v12

    Information We will be restoring any 1v1 winners class buffs that where lost due to the double ranking rewards last week. Updates Updated the Elysian Boss reward boxes so that Support classes have a better chance of getting rewards. Added various mounts from FNO/Awaken to the archive. Bug Fixes Fixed the timer in 10v10 to be 6 mins again. Fixed the Icon Issue with the Theif and Martial Artist level 90 class costume (alpha). Text Updates Translated the Skills and Pray effects of the Catmaiden Fiona Pet. Thanks and have a good day!
  19. Jordan

    Patch v69

    Dragon Emperor Rework We've made some changes to give Dragon Emperor much more of a Dragon Knight feel in terms of playstyle. We wanted to bring back the same feeling that the original Dragon Knight class had while having the Awaken Class level of gameplay, so when designing these changes I had the following goals: Remove the reliance on the mount and pets, without making them completely useless. Improve the fluency of the combinations. Have a good PDPS presence as well as a good MDPS presence so that you can play it either way or even in a Hybrid fashion. Improve the damage of the class to make it match up to whats currently available. New skills Here is a list of its current skill list. Some skills are similar and some skills are completely new. Here is the skill list: Flame Lance Cooldown 3 seconds Grants M-ATK and deals Triple Hit Fire DMG to the target granting the caster with Flame Dragon Strike DMG +30% and Dark Dragon Slash DMG +40% for 3 seconds. While in Dragon's Rage: This ability will be cast again. However, the recast will not deal Triple Hit DMG. Class Talent: DMG Dealt +3%, stacks 10 times. Soul Bound Lance Cooldown 3 seconds Grants P-ATK and deals Triple Hit DMG to the target granting the caster Dark Dragon Slash DMG +40% and Flame Dragon Strike DMG +30% for 3 seconds. While in Dragon's Rage: This ability will be cast again. However, the recast will not deal Triple Hit DMG. Class Talent: DMG Dealt +3%, stacks 10 times. Dark Dragon Slash Cooldown 3 seconds Grants M-ATK and deals Fire DMG to all enemies within a 15 fan shape granting the caster Flame Dragon Ambush DMG +40% and Dark Dragon Ambush DMG +30% for 3 seconds. While in Dragon's Rage: This ability deals additional Fire DMG equal to 10% of your M-ATK every second for 4 seconds. Class Talent: DMG Dealt +3%, stacks 10 times. Flame Dragon Strike Cooldown 3 seconds Grants P-ATK and deals Physical DMG to all enemies within 15 meters of the target granting the caster Flame Dragon Ambush DMG +30% and Dark Dragon Ambush DMG +40% for 3 seconds. While in Dragon's Rage: This ability deals additional Slash DMG equal to 10% of your P-ATK every second for 4 seconds. Class Talent: DMG Dealt +3%, stacks 10 times. Flame Dragon Ambush Cooldown 3 seconds Grants P-ATK and deals Physical DMG to all enemies within 25 meters of the caster reducing their DEF -30% for 7 seconds. While in Dragon's Rage: This ability additionally Reduces enemies Physical DMG Dealt -20% for 3 seconds. Class Talent: DMG Dealt +6%, stacks 5 times. Dragon's Rage Cooldown 40 seconds Grants the caster HP +pts, P-ATK +pts and M-ATK +pts for 20 seconds. Additionally grants bonuses to the following skills: Flame Lance Soul Bound Lance Dark Dragon Slash Flame Dragon Strike Flame Dragon Ambush Dark Dragon Ambush Class Talent: Duration + 1 seconds, stacks 5 times. Summon: Flame Dragon Summons the legendary Flame Dragon to battle. While the Flame Dragon is alive, the caster will be granted P-ATK +20%, P-CRIT Rate +15%. Class Talent: Increases the P-ATK to 30%, P-CRIT to +20% and grants an additional Move Speed +5% . Summon Dark Dragon Summons the legendary Dark Dragon to battle. While the Dark Dragon is alive, the caster will be granted M-ATK +20%, M-CRIT Rate +15%. Class Talent: Increases the M-ATK to 30%, M-CRIT to +20% and grants an additional Move Speed +5% . Dark Dragon Ambush Cooldown 3 seconds. Grants M-ATK and deals Fire DMG to all enemies within 25 meters of the caster reducing their Move SPD -30% for 7 seconds. While in Dragon's Rage: This ability additionally Reduces enemies Magical DMG Dealt -20% for 3 seconds. Class Talent: DMG Dealt +6%, stacks 5 times. Dragon Emperor Leadership Toggle Skill. Recovers 1% HP every second. Summons the legendary Ice Dragon to ride into battle. While riding you will be granted Max HP +50%, Move SPD +30% and DMG Taken -10%. Additionally surrounding enemies within 15 meters will be inflicted with "Chilling Breeze" which reduces their Move SPD -30% for 2 seconds. Class Talent: Grants an additional HP +50% and Move SPD +20%. Holy Skill: Dark Dragon's Roar Cooldown 4 seconds Grants M-ATK and deals Fire DMG to all enemies within 20 meters of the caster inflicting fear status for 4 seconds. Additionally granting the caster Flame Lance DMG +10% for 3 seconds. Has no effect on boss monsters. Holy Skill Flame Dragon's Charge Cooldown 4 seconds Grants P-ATK and charges at the target dealing DMG to all enemies within 15 meters of the target immobilizing them for 4 seconds. Additionally granting the caster Soul Bound Lance DMG +10% for 3 seconds. Dragon Emperor Equipment With an updated class we also updated its equipment. Here are the equipment changes: Flame Lance Glyph Dragon Soul Skill <Dragon Fury> Cooldown -30%. Dragon Emperor Skill <Flame Lance> DMG +15%. Dragon's Wrath Glyph Dragon Soul Skill <Flame Dragon Fear> DMG +25%. Dragon Emperor Skill <Soul Bound Lance> DMG +15%. Ultimate Dragon Tamer Dragon Emperor Skill "Flame Lance" +10% DMG. Dragon Emperor Skill "Soul Bound Lance" +10% DMG. Spear of the Dragon Hunter Dragon Emperor Skill "Flame Dragon Ambush" +15% DMG. Spear of the Dragon Slayer Dragon Emperor Skill "Dark Dragon Ambush" +15% DMG. Final Notes Will enjoy to see how you guys feel about this one. Personally my favourite class was Dragon Knight back in the day and this new version really made me want to play. So I'd love to see what you guys think about this. Other Class Changes Along with Dragon Emperor there was some small buffs given out to various different classes. Here is a list of the classes and the changes that where made to them: Annihilator Shooter mode is now a toggle skill and not a buff. Equilibrian Sickle of Darkness Fixed a consistency issue where the Double Hit effect would only proc half the time. The P-ATK & M-ATK debuff is now 100% chance to occur from 50% chance. It has also been increased from -15% to -20%. Sickle of Silence Fixed a consistency issue where the Double Hit effect would only proc half the time. The ATK SPD & CAST SPD debuff is now 100% chance to occur from 50% chance. It has also been increased from -10% to -15%. Divine Circle Fixed a bug where the Holy Version of this was not giving the stated DMG Reduction. Increased the duration from 20 seconds to 30 seconds. Increased the amount of Elemental Resistance from +6 pts to +10 pts. Class Talent "Dark Prayer" now gives +6% skill DMG instead of +3%. Class Talent "Silence Updated" now gives +5% skill DMG instead of +3%. Class Talent "Sincerity" now gives DMG Taken -1% instead of Max MP +4%. Demon Taimer Hellish Foray Fire Demon skill "Hellfire" Cooldown Removed. Dark Demon skill "Ghostly Sob" Cooldown Removed. Dark Demon skill "Demonic Howl" Cooldown Removed. Infernal Contract Pet Skills cooldowns have all been set to 1 second. Oblivion Contract Pet Skills "Soul Song" and "Ghostly Sob" cooldowns have been set to 1 second. Thanks for reading, lots of text, lots of info 🤩
  20. This wouldn't really solve the issue we have of people avoiding fights and just capping though. It would maybe even encourage this as people who are winning wouldn't be able to defend very well. You would be suprised. With more than a single healer in party his HP reduction is almost non-existent. I was going to remove it with Classic but atleast that the time there was 10 or so people playing it. So I kept it. I'm not against removing it however if thats what people want. I would however say the PvP in the server is smaller than usual but it's been in much worse states. There was a time when 10 people in TW was a high amount of people. (This being around the time 120 cap was released, before Kage was release). We can't make party queues as of how the sever is structured. I know the Chinese server (Not FNO) had this feature but they had a lot of huge differences to us and its simply just not a feasible option for us right now. It's not entirely impossible but your talking atleast a month of hard work dedicated to something like this alone. I think there is more than 20 people who are active. Its just motivating those 20 people to actually queue up and play. Rewards could be one thing but I somewhat agree with maybe just the entire mode needs revamping to be more rewarding and more enjoyable. Like I think people enjoy it in Classic right now, but a lot of the complaints the mode has right now is that its very poorly made/executed on. It's like they took 3v3 and shoved 10 people in and allowed respawning. I think maybe something more objective based like TW but more casual so people queue for fun and not because salary or ego. Not a bad idea to leave how it is and then have a better version for upgrading. I still think a reward revamp is a good idea, but this is more of "All modes need new rewards" and not just this mode specifically. This will never be done. I dont so much regret making CCM a lot easier but this is the kind of problems that happen when you do make things easier. You end up with people who have nothing to spend on for months start stockpiling where as people who have a lot fo buy can get done faster. Same thing happened with gold and the difference between Palace and Fae. All the prices went up due to gold being easier to aquire, this is a decision I regret for sure. I think although its an ego inflator, I think it does more good than harm overall. I would like to increase the healers rewards but this is something thats somewhat hard to track. I agree and I think your suggestion is decent. I also think that maybe adding DMG reduction based on surrounding allies to the crystal migh also be a good thing to look for also as that would help prevent less of the run around and cap game and more, wipe then cap game. I thnk kill streaks are a good option for sure. My only issue is I feel like awaken classes have enough damage as it is. So it's a bit hard to give more damage to all the classes in such a fashion. Maybe it could be damage to crystals but again I feel like this could add too much RNG to TW since cap waring is a thing and having a damage buff for getting the last hit on someone isn't really a good metric to go by. I agree with this to an extent. For example Engineering potions give far too much damage to be considered balanced. Although it has a cooldown and it has a cost I still think its clearly an advantage and not a disadvantage. Smoke bombs are something I'm a bit more on the fence about as it was something that kinda balanced the field with Humans being the best healers hands down to every race being able to heal and revive. However, since then I've added a class based strategic retreat to Adjudicator so this issue is semi-solved. Frozen in Time capsules are somewhat of a nice thing too as they function some what like active items in other games function like that if welltimed could make or break a fight (The one noticable game would be Hourglass in League of Legends). Maybe some balancing around this item could be done rather than disabled but I'm not sure since this is based on my experiance when I played and not the current experiance on live. The Normal Class route is mainly more for fun. The issue with awaken classes specifically in 3v3 arena is most of them are centered around being in party vs party combat. So when you use them solo there is just some really overtuned classes. If it was an option to balance classes per pvp mode then I think it would be much easier to accomplish a more balanced envrionment but its just not. This is why people suggest normal classes to me as they've already been balanced they already work so having an environment they can work in is a good option. I think the next suggestion that was in both your 3v3 and 10v10 suggestion is great. I'd need more information about how exactly this 3v3 worked but I think generally having a fresh new gamemode for both (even if the 3v3 one is only every other day or something while having normal 3v3 gamemode being on the alternative days) I think these suggestions are great. I think one aspect that has been lost especially on 3v3 and 10v10 is the fact that there is no real teamwork required. Classes like GM and Reaver can 1v3 people without a healer and it just kinda makes the environment team with no teamwork. Adding objectives would force stratergies and teamwork in order to defend, attack, etc. I think these suggestions should definatly have something come from them and it would be nice to get others thoughts on this. I think if we could reach a more balanced arena first then this would be something good to consider. Right now theres a lot of classes that can just solo win the match and a lot of classes that cannot compete. But definatly something worth doing if things are more balanced. Definately a good suggestion. Do you have any suggestions. Well although we can maybe look into compensating people this is ultimately a decision of do you actually want to have changes made to the arena that would actually encourage people to play. As right now as it stands this seems to be one of the main points people have a long with battle pets. Ultimately would you rather get less than 1 match a day on average per week and get to use your arena set or have a potential active arena where theres 100+ matches in a month. Either way your not getting much use out of it now so whats realistically being changed.
  21. Ahh I understand now. This is actually not a bad idea at all. It also gives somewhat of a timewindow for coordinated teams to force a win. Say for example theres 3 left and the next spawn time is 15 seconds away. Then you could try and hunt those 3, where as if theres only 5 seconds till the next spawn time then you could maybe leave them alone and try and make it harder to regroup. Obviously in most 10v10 people will just zerg around and kill kill kill, but this could be an organised advantage in certain teams. Although I have a worry that it could cause a bit of drama in which people get flamed for killing someone when the timers a few seconds away. Although this isn't me saying no or this is not happening, as your not the only person suggesting this. However, from my experiance with balancing on the awaken server. Often times skill radius being reduced by a small amount doesn't really have much of an impact on anything as although it might help, it will only actually help in about 5% of situations for the most part. So although I'm not against it, I don't actually think much will be changed by such a change but thats just my 2 cents on this suggestion. I don't think its a good idea to base any balancing around a bug that wasn't intentional and that will be fixed this maintenance. This is why it's listed as 6 mins and I believe most suggestions around 10v10 have this in mind. If anything I think generally speaking basing balance changes on people who are clearly griefing arenas is a bad idea. We have punished a player this week for these sorts of actions and I think in future we can look into giving arena based punishments to all players who are caught greifing, specficially in these team based PvP modes. One punishment that might be a good idea for example is say a week long Defector debuff. So they're basically banned from the arenas for a week or a couple of days. This should help encourage them not to grief the arena. We have medals in PvE dungeons now so there is no need for people to grief the arenas too. I think a group life system would be a good solution to the disconnection issue though and just like other PvP games we just need to improve our punishment system for those who ruin it for others. Every PvP game has griefing so its not something we should balance around. Theres not a lot we can do about that I agree. But its a tough situation as the current situation sometimes requires you to be able to one shot someone or burst someone really fast or its hard to out dps. I'm not sure of a solution to this but it's definatly something that should be further discussed. One interesting thing a game I played before does is when you recieve a heal from a certain skill, then you get a debuff that acts like a cooldown to the spell lowering its healing by a high % to stop healing spam. Although I'm not sure this would work in this game but its something to think about. Maybe we could do something which psuedo limits healers to 2 - 3 only, where if theres more than the limit they all get a debuff or something. Well what you'd do is attack the P-Healing stat by a percentage. So this would nerf Templars more than it would a Mage for example. This way you'd be harming their recieved healing asside from Zumi's and their Mechanical Healing Shield they would for the most part be affected as much as the next class would be. But again this would be something that needs to be played around with to make sure it works as planned. I definatly agree with this, I do think that there would need to be some changes focused at survival added for this though. Cause the issue I see right now from 3v3 is that there is a lot of cases where a class will just one shot another class and thats the end of that. Key ones being as you mentioned: Illu with KD, Templar with KD, Ranger against invisible targets. Often times there is little room to counter these classes and its just a match of who one shots who first. I know some are complacent with how it is but others are not. Which is why this thread exists. I think if we can find a good balance that makes CC not too punishing while not as you say, buffing Templars out the ass then it might make for a slightly more fun experiance where a battle actually lasts slightly longer and has more room for counter play. Apologise for replying out of order I think this may leave arena feeling a lot more stale than it is now. Although I understand a couple of racial inparticular stand above the others but there is kinda a good handful across the board that makes most races balanced. Humans have resistance on ranger and - resistance debuffs while also having an out of combat button on healers for reviving. Zumis have the double hit and triple hit orange and green classes respectively. While having the anti pdps box on Purple and the Mechanical Healing Shield on yellows. Frog Orange classes and Purple classes have nice CC while Blue classes have the super anoying reflect and healing. Bears have the super anoying fear that isn't a fear on yellow classes while having the fear debuff on purple classes, the knockdown on orange classes and the damage reduction on blue classes. Halfkins have the double hit on illusionist, the long ass stun on greens and the resistance drop on orange classes. Yes I didn't cover everything and yes sometimes they're somewhat class specific. But at the end of the day people choose a race to play with their class selection in mind. And taking that away will make a lot of people anoyed as if they knew this would happen from day 1 they may have just been human or halfkin. Also just to note, the reason the Zumi skill is disabled was due to the fact that certain objects in the game world you can get stuck inside of when pulled into them. This was a massive problem on the US server originally where people would pull others inside the rocks in TW for example. If we where to ever nerf healing we'd try to factor this in mind to not make building high heals feel wasted. There is ways around this however I can physically edit the maps collisions so that there is a massive invisible wall in the way making it impossible for players to get through without the need for death barriers and such. Then we can just simply litter some objects in the way to give the asthetic of "This is blocked off". Before anyone says it, this doesn't stop attacking through it so the wall would have to be big enough that people cannot be attacked inside their spawn. I also think dreadlore is a bit of a stale map, although it does the job. I'd like to see what other maps are usable first before this as this is quite a boring looking map in all respects.
  22. Not a bad suggestion actually. The issue always becomes the smaller guilds. The smaller guilds will struggle to make an impact. Maybe a solution to this could be to make it have a duration so like till 1 min after being capped or something. I'm not sure but definatly not a bad suggestion. They already have high HP and resistance. I think this is a player difference to be honest. Do people take more than 30 people to GvG right now? Maybe it wouldn't be a bad idea to have some sort of DMG reduction based on the enemies numbers. So if the enemy guild bring 30 people it gets 30% damage reduction or something but if they bring 15 people its only 10% or something smaller. Might help balance the number difference a bit. All good ideas. Thats what I was suggestion with TA in having that newly added so people have something to earn in there again. I'm sure just adding some white HP and some base resistances people will call it worth and go farm them. So its not a bad idea at all. I'm not sure about crystal protection if I'm guessing thats what you mean on totem. I do think the crystal thing is a good idea for sure. I don't think adding pre-determined queues is something we can add. But one thing I suggested on the Classic version of this post that I missed out was maybe having the option to change class be available when in the preparation zone but then disabled in the battle arena. So you can prepare for your opponents but then you can no longer flip flop during the match with things like Smoke Bombs and invisible skills. I'm not sure what you think of that but that might help people plan their partys a little better without having the abuse that can be done at the moment. If I understand you correctly you're talking about the more crystals you have the more damage to crystals the enemies have? Cause although this isn't a bad suggestion I kinda feel like it will still encourage a cap and run play style rather than a cap and defend play style. This isn't a bad suggestion. Maybe having some sort of damage reduction buff per player around the crystal. So if your guild owns the crystal and then you have a party on the crystal. Then its harder for them to just kill the crystal. Where as if you have nobody around then the crystal is normal and can be capped with no issues. I think this could work but you'd have to make the range pretty small. Well the issue with your suggestion is that it used to be the only way to get into GvG and it ended up being that guilds who where active in TW didn't enjoy arena and would end up complaining that they didn't make it to GvG. This was one of the reasons the points where added to TW instead. The issue with awaken classes in arena is just how dependant they are on party setup. You have a handful of classes such as Reaver and Rifleteer that are very self-sufficient and have a lot of heals and then you have classes that don't. They are designed mostly around Party vs Party pvp and I think unless you make a banned list of classes there will be 3-5 that just dominate the other 35-37 awaken classes. Along with healers just being a busted advantage to have on ones team. I wish there was a way I could balance them seporately within arena but sadly its not possible. Normal classes on the other hand are a lot more well tuned in the sense of although there is a clear winner and loser there isn't many that are genuinely useless. The crystal idea was more of just a thought bubble. Like @Herakles suggested one idea could be a capture the flag in 10v10 or something. It was mainly just to suggest objective based gamemodes that aren't solely focused on a blood bath.
  23. I dont think this would change things as things stand at the moment. The only issue is deciding on what should be on the rewards. This is an across the board problem. Maybe there could be a new type of Honor Stars limited to only the PvP mode with some exclusive costumes or mounts or something. There may be a reason it was set to 4 mins. Maybe map initialization. I'd have to see. The stat was mainly to reflect the kinds of stats you'd have at that level but would require gear caps too. It was just an idea and only really would work if limited to Normal Classes now that I think about it. HP increase was just to make the match last long. Healing would need to be nerfed for this to fix the balance but I think having a longer match gives a lot of room for fun. However, class changing might need be disabled during the match so people dont smoke bomb change class too much. I could make capture the flag. But yeh I agree you'd need a bigger map for this for sure.
  24. Adding more duration to the Immunitys you mean? And we are taking action against reported players and have been. Just most of the time people don't report it till after a while already. This was just something that was suggested to me. Increasing the HP could have a decent impact on this as if you can live through the CC you can counter with your own. However, this post was asking for community input. So if you have any suggestions that you feel might be better than HP then let me know. I think this could be a thing. It is an interesting suggestion that could really benefit playing healers in 10v10, especially something like Shaman with in combat revive. I agree to a degree, if you reduce to 3 mins you'd have to improve the regrouping factor at the very least. I agree at the moment. Damage reduction is nice but its only good when healers can heal 1/3 of your hp in one go. Otherwise you end up buffing healers this way. Well some people feel its a bit unfair and I agree with them. But it's not something that we can fix and it's not something that can really be policed properly. Just to clarify. So basically example 1 is like a waterfall approach to the spawn in which everytime someone dies the other player on their teams revive timer gets increase to match making each player respawn at the same time. Then if the last person dies the match is over? Or is it in tandem with the life system that its basically like if everyone dies then thats just 1 life move on to the next life all spawn together sort of ordeal? Cause I do like the concept of this idea. The only issue i see with example 2 is the people who afk in the arena now would be free to afk in the spawn zone. So we'd need to have some sort of time limit inside the zone. However, the games not very good at tracking if a player is inside the zone or not so it kinda makes the situation hard to handle. I may be able to add something to force them out if they're 10 already but I can't say with certainty.
  25. I think in any case even in the current state runners and invisible people will still be a problem. So it's probably best to forget about them for the most part and just maybe strengthen the rules on whats considered trolling / greifing and punish accordingly.
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