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I have had a good read of your feedback and thought I'd share some further information.
First lets address the idea of a catch up mechanic. In a few weeks time (read during season 2 still) we are planning to implement a pretty large patch. This patch essentially addresses the first 10 hours of the game, giving players a much easier progression path to start, more information on what you can and can't do in the game as well as a large balancing pass on top.
This in and of its self will make the scenario of losing everything in a raid easier to handle and get back to where you were. Even just getting to the original 'break point' will be easier.
Regarding large groups of players (or lets just use Hardcore vs Casual) dominating everything. It's a difficult one. You've even mentioned countless games above that fell foul to this. I'll add in Darkfall as I'm also a huge Sandbox MMO player.
I actually spoke on this in Discord a little while ago, as someone had a very similar question. I wont copy and paste it here (it's quite long) but if you join the Discord I'm happy to point you in it's direction as it might shed some more light on our thought process in this very manner.(maybe you're already on the Discord and saw my discussion with a player named Brimm).
Briefly though. Being able to play on any official server ruleset (pvp/pve currently) and taking your progression with you, can help lower the potential frustrations (this will be fully implemented end S2/start of S3). We don't just have to stop on PvP and PvE as rule sets either, a current Runescape server approach is being discussed (you would have to see how they handle it if you're unaware).
The introduction of more ways to either automatically defend your base, preserve some items or simply know who attacked you are all things we're looking to implement.
We also have the current low player base to take into consideration, which will increase when we begin marketing. As is, happening right now our dedicated groups have started to moderate each other (arguably as they are the only ones to fight with but still). This thought process scales though.
Thanks for taking the time to give us some dedicated feedback. It's greatly appreciated.
To close. We're aware of essentially everything you've said. This is a true Early access for us. That means we have lots of content planned, to come. We also implement a lot of features directly requested by the community as well as doing fortnightly community balance discussions to make sure we're following the path most travelled (happens on Discord).
Base raiding, by its very nature is one of the latter things for us to really 'perfect', for want of a better term. This is mainly due to us wanting feedback, like you've given us, to ensure that we know we're going in the right direction for such a fundamental part of the game. Season 1 we really wanted to nail down balance, weapon handling and building. Season 2 bought us a lot of well liked changes in these areas. Season 2-3+ look to see more 'catch up' (early game) and base raiding focus, among other things (new flop events, enemies, vehicles, more lore, more opportunities to spread out what you farm etc..)
Also I should point out that the above things are planned and some even in the coding phase already, it's not just a talking point for us.
Dan
I am looking forward to some numbers releases on weapon damages and armor reductions, as well as some of these new catch up mechanics.
Thank you for the reply. It means alot.
this may help