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Post by fire on Feb 14, 2014 18:55:19 GMT -5
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Post by israphial on Feb 14, 2014 20:20:29 GMT -5
^Hooooly crap!!!
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Post by israphial on Feb 14, 2014 23:17:59 GMT -5
What do you mean? More details help.
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Post by Kelsoo on Feb 15, 2014 17:36:57 GMT -5
Welp. Since the game has been found and probably will start gaining more and more masses of attention. I suggest that focus and progress start being made in having it actually work with more than 15 people. Looks like the Grid12 of old is gone, prepare for the masses.
I don't think we're in Kansas anymore
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Post by Justin on Feb 15, 2014 18:29:23 GMT -5
Welp. Since the game has been found and probably will start gaining more and more masses of attention. I suggest that focus and progress start being made in having it actually work with more than 15 people. Looks like the Grid12 of old is gone, prepare for the masses. I don't think we're in Kansas anymore abandoning 86 builds of testing with smaller groups because something 'good' is happening to the game? I don't know. Well, I do know after this last experience with wall-farming I'm probably gonna go back to avoiding it. So boring. Wall farming may be the 'most efficient' thing to do for now, but I can still reap the rewards by buying the modules people may get. That's all I really care about from it. In the end, people farming in massive groups doesn't force you to do it. Just avoid it like you'd avoid the fame train in rotmg. What are the rewards, really, besides accelerating the rate at which you get the tanks? If modules were removed from the walls I wouldn't even think about going for them. The extremely high level storage space that has a low chance of dropping is nice too, but after farming walls for the passed two days it doesn't seem like it's worth the grind. You don't have to make the current content harder, because then even more players would just come and steamroll that. What's interesting is that the x35 doesn't get steamrolled. A lot of people *coughdavidcough* don't like it, but it's definitely really fun to fight in any amount of group (when comparing it to the wall-grind).
random suggestion that is unrelated to anything I've said above. I'd like it if the world stopped resetting. Instead, towns could be worked on even further. Origin is a spawnpoint. It's a base. You escape there. That is what the world is centered on. What if you could upgrade other towns to become spawnpoints/bases aswell? A base could be formed only if no other base is located within a 3x3 (probably would need to be a larger number, but just using this as an example) region radius. Bases could grow infinitely. To prevent having to load a massive, endless world every time you teleport, each base will apply only to all the regions surrounding it that aren't closer to another base's radius. So you would only load the regions that are pretty much in the 3x3 radius, and more if another base has not been created in a certain direction (ie: east of the base) then you'd also load regions to the east until a new base is created. Does this go against this? * Single battlefront -- the enemies control the whole world, except for a tiny sector in which the players spawn. The players fight side-by-side to expand their zone of control and force back the enemies' lines. Over time, the players cement their control by building structures. * No level-appropriate zones -- there are no zones, just a single world which players fight to expand. Newbies and veterans must fight shoulder-to-shoulder.
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Post by Kelsoo on Feb 15, 2014 19:01:57 GMT -5
Welp. Since the game has been found and probably will start gaining more and more masses of attention. I suggest that focus and progress start being made in having it actually work with more than 15 people. Looks like the Grid12 of old is gone, prepare for the masses. I don't think we're in Kansas anymore abandoning 86 builds of testing with smaller groups because something 'good' is happening to the game? I don't know. Well, I do know after this last experience with wall-farming I'm probably gonna go back to avoiding it. So boring. Wall farming may be the 'most efficient' thing to do for now, but I can still reap the rewards by buying the modules people may get. That's all I really care about from it. In the end, people farming in massive groups doesn't force you to do it. Just avoid it like you'd avoid the fame train in rotmg. What are the rewards, really, besides accelerating the rate at which you get the tanks? If modules were removed from the walls I wouldn't even think about going for them. The extremely high level storage space that has a low chance of dropping is nice too, but after farming walls for the passed two days it doesn't seem like it's worth the grind. You don't have to make the current content harder, because then even more players would just come and steamroll that. What's interesting is that the x35 doesn't get steamrolled. A lot of people *coughdavidcough* don't like it, but it's definitely really fun to fight in any amount of group (when comparing it to the wall-grind).
random suggestion that is unrelated to anything I've said above. I'd like it if the world stopped resetting. Instead, towns could be worked on even further. Origin is a spawnpoint. It's a base. You escape there. That is what the world is centered on. What if you could upgrade other towns to become spawnpoints/bases aswell? A base could be formed only if no other base is located within a 3x3 (probably would need to be a larger number, but just using this as an example) region radius. Bases could grow infinitely. To prevent having to load a massive, endless world every time you teleport, each base will apply only to all the regions surrounding it that aren't closer to another base's radius. So you would only load the regions that are pretty much in the 3x3 radius, and more if another base has not been created in a certain direction (ie: east of the base) then you'd also load regions to the east until a new base is created. Does this go against this? * Single battlefront -- the enemies control the whole world, except for a tiny sector in which the players spawn. The players fight side-by-side to expand their zone of control and force back the enemies' lines. Over time, the players cement their control by building structures. * No level-appropriate zones -- there are no zones, just a single world which players fight to expand. Newbies and veterans must fight shoulder-to-shoulder. Who said anything about abandoning? What I meant was that A. The game will now need to be better optimized to reduce rubber-banding and other related issues when multiple players are online. B. Current content will need to be balanced to fit the game a bit better, whether that means keeping groups small IE. 85 Player limit in realm or finding other solutions. All I am pointing out is that the game will probably only get bigger. Imagine having far to many players on at once causing massive problems with the game. As for wallfarming, fame is useless in Realm, tank unlocks and mods aren't. Though this isn't a problem, the walls will have their loot table reduced most likely and then we can see what 30+ players is actually like ingame. Besides a giant frame drop. Realm was fundamentally flawed in that to many players made things way to easy, wine cellars being completed in only mere seconds, sometimes player caps are not a bad thing, and in my opinion adding them to Grid12 may benefit it if at all possible, the game flows incredibly nice with a group of 15-20 players, adding to many can reduce alot of the complexity sometimes to much.
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Post by Justin on Feb 15, 2014 19:37:12 GMT -5
Who said anything about abandoning? What I meant was that A. The game will now need to be better optimized to reduce rubber-banding and other related issues when multiple players are online. B. Current content will need to be balanced to fit the game a bit better, whether that means keeping groups small IE. 85 Player limit in realm or finding other solutions. All I am pointing out is that the game will probably only get bigger. Imagine having far to many players on at once causing massive problems with the game. As for wallfarming, fame is useless in Realm, tank unlocks and mods aren't. Though this isn't a problem, the walls will have their loot table reduced most likely and then we can see what 30+ players is actually like ingame. Besides a giant frame drop. Realm was fundamentally flawed in that to many players made things way to easy, wine cellars being completed in only mere seconds, sometimes player caps are not a bad thing, and in my opinion adding them to Grid12 may benefit it if at all possible, the game flows incredibly nice with a group of 15-20 players, adding to many can reduce alot of the complexity sometimes to much. i realize now after reading your post again i wasn't even addressing anything you said. came in the thread already ready to post what I said when I read your post and thought it may have been related. Sorry. The thing with realm is that you don't have to play with a massive amount of players to accomplish something. You can do anything even with a small-ish group and get the same loot that the large group would get. The same thing goes with this game. Loot doesn't matter in this game. The only noticeable difference between a new player and an experienced player with the same tank, besides 'skill' obviously, is their pulchs.
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Post by tarbomb on Feb 15, 2014 23:37:54 GMT -5
Justin: I agree with a lot of the things you said. In general, the clustering of people on walls seems to have a lot to do with two things: a) walls are easy in large groups, and b) the gameplay outside of walls, with the exception of a few things that don't happen often (convoys/subcoms/region bosses) are not particularly more interesting. In this respect I'd compare walls to godlands in realm, which were (and remain to this day) an area where people tend to cluster when there aren't events or dungeons going on. The reason I'm not fond of X35 is not because it doesn't get steamrolled (the orb doesn't either, but I find it fun), but because a) it's grindier than other subcoms, since you have to kill the minions before going for the boss, and b) the bombs are impossible to see with the huge amount of flying minions all over the place. In general, bomb-using enemies have their place as a counter to mass groups, but they have to be done right (like orb, whose bombs are easy to see and move around in interesting patterns). The increased focus on the construction metagame (which has been lacking ever since the removal of constructible structures in the game), the idea of servers being tied to location, and the concept of a persistent, permanent global world are ideas that I'm in favor of. The main issue, as I see it, is that as the game progresses, we'll see a lot more "empty space" popping up; this needs to be dealt with in some way. I was thinking of making regions in the center collapse, but that seems too stilted to me.
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Qubes
Brave Tester
Posts: 7
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Post by Qubes on Feb 16, 2014 0:05:39 GMT -5
I think grid could benefit from a limited drop system for all enemies, except convoys and bosses, where loot and exp would only be made available to ~3 random players instead of everyone in the party. This could make working in smaller groups a more viable way to collect loot and exp than steamrolling everything in sight (unless people actually enjoy doing that). This might also give some rarity and value back to some items as 30 people won't be getting the same thing and then dumping it into the market.
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Post by rob on Feb 16, 2014 6:31:07 GMT -5
Qubes, a similar idea I had was to continue to give loot to everyone, but in large groups, randomly reduce the level of the loot somewhat. Say, if there are 5 people, loot items are reduced by an average of .25 levels; if there are 10 people, loot is reduced by .75 levels; if there are 20 people it's reduced by 1.5 levels, and so on.
The numbers I've given are just examples; I don't know if they are the best ones. The idea is to make it still desirable to work in large groups, just not as OVERWHELMING DOMINATINGLY desirable as it is right now.
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zub
Courageous Tester
Posts: 42
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Post by zub on Feb 16, 2014 8:58:51 GMT -5
That would surely create lot of drama in game just as we know it from realm (gtfo from my tomb/cellar/…) and kill the co-mob spirit.
Imho the problem isn't in walls. Wall farming just shows the problem with the rest of the game, where players aren't directly rewarded for what they do. That's why the wall farming, where players get their rewards immediately based on how much work they put in, attracts lot of them.
Going in one organized mob is the single best strategy no matter the activity, so if one doesn't form, it means there's nothing worth killing at the moment.
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Will
Intrepid Tester
(n/2)(n)(100) is the equation for how much exp your tank has when "n" = tank level.
Posts: 129
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Post by Will on Feb 17, 2014 18:10:32 GMT -5
The Kraken sucks big time. I mean, what is the point of it? Makes no sense. Same thing with Valk. Both are useless and outclassed in every way, they are not the best in any single ability, nor are they good in any single ability like DPS or Shields, just mediocre all-around.
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zub
Courageous Tester
Posts: 42
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Post by zub on Feb 17, 2014 20:39:21 GMT -5
Buying interface resets whenever item is bought. Player may be adding or editing offer or browsing through offers and he is "kicked" to 1st page whenever that happens.
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Post by Crunch on Feb 17, 2014 21:54:36 GMT -5
Buying interface resets whenever item is bought. Player may be adding or editing offer or browsing through offers and he is "kicked" to 1st page whenever that happens. zubThe interfaces are also reset if you're in a town which has just leveled or even possibly when min/cache loot is awarded. I mentioned this once before here. But like you said, I've been noticing that there are more menus/UI elements affected by these types of events than I originally thought. robIs there a better way that we could report/track bugs? Sometimes it feels like things we report may fall through the cracks, especially when it doesn't make it onto the Roadmap after several builds. I know that you and Tim have many levels of priorities, but it would be nice for us testers to know whether something has been reported (or not) without having to scrub through every build thread. Other players may be able to expand on the causes of some of the more enigmatic bugs in this way. Also, it just feels like we're patronizing you guys whenever we repeatedly report the same bug for the sake of having it noticed. Perhaps an addition to the wiki could work?
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Post by israphial on Feb 18, 2014 8:16:33 GMT -5
I like Tar's collapsing regions idea. I mean, the regions that are clear become a complete waste of time when cleared, save for voy routes.
The issue with that is that convoy routes wouldn't have multiple regions to go through, and that could spell trouble because some convoys take multiple regions to kill, especially if there's groups of fortresses hindering the group along the way.
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