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Survival Mode Discussion
As we announced in today's blog post: We are working on a new type of game world which we call "Survival Mode". This thread is the right place to discuss Survival Mode with us.

Let's get this going - who wants to be first?
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Showing 1-12 of 12 comments
misza Jun 24 @ 7:24am 
Will the map size be the same?
dbltnk Jun 24 @ 7:41am 
Originally posted by misza:
Will the map size be the same?
Yes, we'll keep the same map size.
misza Jun 24 @ 8:00am 
Originally posted by dbltnk:
Originally posted by misza:
Will the map size be the same?
Yes, we'll keep the same map size.
That's a shame..
dbltnk Jun 24 @ 8:12am 
Originally posted by misza:
Originally posted by dbltnk:
Yes, we'll keep the same map size.
That's a shame..
What do you suggest and why?
misza Jun 24 @ 9:00am 
Originally posted by dbltnk:
Originally posted by misza:
That's a shame..
What do you suggest and why?
I believe that new a bit smaller map would be better for new "gamemode", instead of using old one. Even one-zone-type, i.e. full desert would suit it really well with incoming thirst.
(I do understand that this would require way more work for you guys)

However I'm pretty sure it would be a lot of fun to play it like this, smaller space=more encounters=more pvp=more fun=three hours of straight carnage

Cheers
Last edited by misza; Jun 24 @ 12:24pm
dbltnk Jun 24 @ 10:27am 
@misza Got it - thanks for the explanation! I've already recently increased the range in which you get event updates so it is easier to find players nearby. If this proves to large in the future we can definitely decrease the map size. It's not a crazy amount of work.
Reaps989 Jun 24 @ 11:02am 
1.) Will the leveling be the same.

2.) Will it still require players to buy the game before gaining access?

3.) What are the "reset" times for lives and will they be in effect for sieges?

I like the idea as an event... but I don't feel this will improve the game itself. Maybe if it's able to be played via F2P but otherwise not so much.
dbltnk Jun 24 @ 11:09am 
Originally posted by Reaps989:
1.) Will the leveling be the same.

2.) Will it still require players to buy the game before gaining access?

3.) What are the "reset" times for lives and will they be in effect for sieges?

I like the idea as an event... but I don't feel this will improve the game itself. Maybe if it's able to be played via F2P but otherwise not so much.
1.) Not planned to change right now.
2.) It is likely that we will set this to "unlimited trial time" again.
3.) Current plans say 50% of max lives regenerated per 24 hours. So 3 live if the cap is 6.
Reaps989 Jun 24 @ 4:05pm 
Originally posted by dbltnk:
Originally posted by Reaps989:
1.) Will the leveling be the same.

2.) Will it still require players to buy the game before gaining access?

3.) What are the "reset" times for lives and will they be in effect for sieges?

I like the idea as an event... but I don't feel this will improve the game itself. Maybe if it's able to be played via F2P but otherwise not so much.
1.) Not planned to change right now.
2.) It is likely that we will set this to "unlimited trial time" again.
3.) Current plans say 50% of max lives regenerated per 24 hours. So 3 live if the cap is 6.

I would say double the lives, disable the ability to unlock the next zones (new area only), and disable the rank system.

Also disable resource outposts and the settlements to be blocked on claiming.

Then it's survival without a gear advantage, unless you want to make it so we can make up to +6. But honestly 0 tp +3 is not a huge power gap.

I'll let my boys know about it going F2P again but I really think you should look into boosters of sorts for players who paid.

Maybe you have to have paid to make a clan while also getting boosts to resource gain and maybe inventory space (1k?).

Then there's more reason to pay while it's F2P.

Just don't wanna see you guys stay F2P when it has potential. Albion only has PVE and a larger world map compared to you guys.

While someone might say gear and such, gear needs to be fine-tuned better before any major adjustments. But it would not hurt to consider more passive benefits based on armor after adjusting skills. Or even consider special armor stat choices based on type.

We don't need silly things like bonus damage/healing boosts. But definitely consider making each armor stand out a bit more.... But I'll be going on for days xD
dbltnk Jun 25 @ 10:19am 
Thanks for the feedback. Why would you disable settlements, resources and gear?

And while it would be nice to tweak the game for it to make more revenue, that is not priority right now. Right now we have to make the game a better experience in itself.
Reaps989 Jun 25 @ 7:26pm 
Originally posted by dbltnk:
Thanks for the feedback. Why would you disable settlements, resources and gear?

And while it would be nice to tweak the game for it to make more revenue, that is not priority right now. Right now we have to make the game a better experience in itself.

3 hours a day would allow claiming and maybe the ability to open further locations... But it would also allow those who wanted to thrive off the game type.

As I said before, killing people off so they can't defend a siege. Gear is only a factor at +6 or higher where the gap is huge compared to options already open to newer players.

You want a survival match type that let's people simply get into the thick of it... Yet people will get frustrated if they are running in +0 to +3 fighting a clan in +6 or higher.

Obviously 0 to 3 would still be an option. Resources would still be a "thing" as you want them fighting over something. But if you have settlements and resource outposts it will simply lead to total domination ultimately killing the match type.

This doesn't mean you "can't" have +4 to +8 armor or weapons, but I definitely would leave sieges out as well as settlements.

Fighting over caravans is nice, but once it's stored in a base it's over. You need to show up every day for only 3 hours of gameplay?

So you need a secondary character, you need to be ready to be forced to wait 24 hours to play again, and that 3 hours can be cut short simply from a gank.

Put levels high enough to promote a "all out war", give them the skills unlocked, and simply force then to fight over resources to get equipment from open settlements in the south towns.

Thus you need to clear out the center town to the north otherwise someone can steal your resources or craft their own gear from your work.

You also can't hide behind a wall of a settlement from your attackers.

You'll still need to farm pigments and reagents on your setup.

Instead of caravans you could maybe have jailers organizing an attack so you'd need to storm their camps and thus becomes a huge king of the hill fighting players and maybe some "captains" and a "boss" to secure the rewards.

Also on the final death of that day cycle, all loot should drop off that character.

If you want a match type that's "fair" and people will constantly come back to for only that three hour window... You need to figure out how to avoid salt fsctors without losing the risk of a full loot system.
Dwarf Aug 7 @ 2:33am 
I will translate your game to turkish. Add me on steam, no skype.
Also 3 hours a day is bad idea, what you need is proper marketing.
If it doesn't sell, make it cheaper or whatever works. Clearly at the moment it doesn't work as it is.
Last edited by Dwarf; Aug 7 @ 2:34am
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