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A blue barbarian can oneshot a full purple gear rogue / ranger if you can out-think them or be accurate with your franciska axes and followup with a swing, but yeah it'll be tougher to kill fighters and fellow barbs while they can two-shot you with a high agility setup.
Honestly I think the bigger issue is not the quality of gears that they bring, but it's those fighter-raid-bosses that carry spear and crossbow that make it very difficult to even attempt something at em.
A very geared player can still be overwhelmed with numbers and regular blues.
"I like things as they are, never change anything."
Problem is if the game changes nothing, it will die. New players won't play after just being ganked on repeat. 5-6 months in the player base will be none existent and the PvP bros will just go back to CoD lobbies or Fortnite.
I think the game is unique, and offers some really good fun, PvP included, but it's got to figure out a way to protect the new player experience. People that would like the game after mastering its mechanics will call the game "horribly unbalanced", and quit without giving the game a shot if things stay as they are.
As with all multiplayer games, its up to the devs to figure out how they want people to interact in their game, and take steps to foster that style of gameplay. If their goal was to make melee Unreal Tournament with worse controls and slow as hell gameplay, they succeeded. I think they set out to make something different, something where every decision has weight and every action has a meaningful consequence. Playing the game like your body count matters is A. not even close to true, and B. goes counter to the other design decisions.
And again, for those to stupid to understand nuance, PvP in the game should ALWAYS be enabled. It's a core pillar of the games design. PvP offers resistance on resources PvE can't match, it makes territorial disputes and emergent gameplay situations, and it also can be improperly used to grief new/lower geared players into having an unsatisfying experience. That's fine that is part of the game. But as of now you can ruin other players experience, and they cannot meaningfully retaliate. Steps should be taken, through improved matchmaking, disincentives to engage in baseless PvP, or some other solution to help improve the new player experience and give the game a chance to build up a playerbase, else the game will become a ghost town within its launch year.
And i've said time and time again that those instances are great. PvP is all about managing that kind of resource acquisition. However, when I'm penniless and not a threat, and players go out of their way to kill me, when players could extract but choose to go back in and kill just for killing's sake, that is just a toxic action.
Also how does your system deal with the below scenario?
Lets say I see the low gear dude but dont kill him because I dont want to be punished.
Then my team gets into a big fight with an enemy team, lets say my 2 team mates died and im trying to heal up.
Then the person I spared because the system wouldve punished me comes up and bonks me on the head and takes my loot.
How is this fair ? I couldve lived if I was allowed to kill him without being punished but your system allowed this to happen.
And yes it WILL happen. Heck id abuse your system by going in naked and just following geared teams waiting for the chance to get the free loot.
If you get killed by a naked guy, Git Gud I guess.
But you bring up a good point, why should you be matched with someone that has no investment compared to your own. If the situation you described happens at all, that's a failure on the Devs part.
Low geared players that have no investment shouldn't get the chance to just snipe a player that's got thousands of gold invested in their load out.
A. It's game breaking because the newbie bypasses progression by essentially skipping a whole process
B. In all likelyhood the newbie just dies. You get nothing, the newbie has a bad experience being placed against an insurmountable challenge.
C. In the current system players can do exactly what you describe, and that's ♥♥♥♥♥♥♥♥. If you are risking something in a lobby, the players in the lobby should be risking the sameish amount. High Roller lobbies have a buy in that opts other players into a similar gamble, why should free lobbies be any different when it comes to time investment and gear?
I think you should actually get extra rewards for killing other players. Like you said there's no real incentive to pvp. I still pvp obviously because it's fun to kill people but it would be nice if I got some rewards. It's so disappointing when I take out 6 people in goblin caves and none of them have any good gear. It would be cool if you could take an ear like in diablo 2. Maybe have a big necklace made of noobs' ears for my character to wear. Edit: really though I died about 50 times in a row never escaping before eventually I learned how to play lol