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  1. Kaquenqos

    Low pop and frustration.

    Clearly you just didn't read anything I wrote. I admit it was a rather lengthy read. My main point is creating delineation between being a blue and a red player that makes sense for both playstyles. Nowhere, absolutely nowhere, do I promote RvR with conflicts determined by the devs as you and...
  2. Kaquenqos

    Low pop and frustration.

    Do they? I think maybe you and the 300 other people who will be playing if they continue with it do. Maybe... Many of them probably just put up with it because they enjoy other aspects of the game, like I have been so far. So this pvp system ISN'T convoluted, but actually having defined...
  3. Kaquenqos

    Low pop and frustration.

    The parameters of PvP need to be defined by the game mechanics. There needs to be PvP that doesn't revolve around the terrible murder/flag BS, without having the game be a full on 24/7 grief-fest. There needs to be some easily understandable, broad-stroke mechanic as to what PvP is in the game...
  4. Kaquenqos

    Low pop and frustration.

    (note: Disregarding the Crowfall comment because, even if that game did have a political faction system like I'm describing, which it doesn't, it would not be the reason it is terrible. There are plenty of other reasons Crowfall is fubar) Firstly, you would probably try to lobby to block...
  5. Kaquenqos

    Low pop and frustration.

    What I'm describing isn't really RvR, but I take your point. I don't think (working)wardecs & sieges will fix this pvp & its underlying feeling of directionless. I'm far from the only one lamenting to this end here. Consider the issues played out by the amorphous GvG system of MO1... Just...
  6. Kaquenqos

    Low pop and frustration.

    Again, I would be very (pleasantly) surprised if anything like this makes its way into the game. But I think it needs it. This is the type of all-hands on deck content/expansion that could ship with the sub. model &(with a tiny bit of advertising perhaps) actually pull in players. My...
  7. Kaquenqos

    Low pop and frustration.

    I feel like for MO2 pvp to work, we need a polis/city-state system... I know, I know, it will never happen... but hear me out. There is a reason most PvP MMOs launch with a sensible framework of rules as to how the PvP will occur that everyone can understand; usually with catch-all factions...
  8. Kaquenqos

    Hammers

    So you're saying 1h mace is better than 2h mace? Seems to be against the general consensus for other weapons, but I did find 1h hitboxes a bit better than 2h, and at least they aren't as slow. Maybe I'll give 1h + shield a try again before deleveling
  9. Kaquenqos

    Hammers

    Yeah, I guess that's a niche thing... Good luck landing that hit in an actual pvp setting lmao Even if it was something that happened more than once in a lifetime, that niche situation isn't worth 100 points. I don't think there is a lot to defend re: hammers. Horrible and terribly balanced...
  10. Kaquenqos

    Hammers

    Right, and I'm not arguing against that... Just saying that if you are going to make the 'blunt damage' argument then I feel like it should be a substantial difference, even just to make them useful in niche situations... Otherwise hammers are just useless.
  11. Kaquenqos

    Hammers

    I assume you are looking at stats rather than raw damage? How does it actually translate into damage per hit? I suspect not to a meaningful difference really, especially considering the odds you create for yourself using a slow terrible hit-box weapon. Like, if I do 55 damage with a hit...
  12. Kaquenqos

    Hammers

    I agree, but blunt damage isn't implemented in any meaningful way. That is, blunt defense is just treated like any other stat & most armor has high blunt defense... basically meaning you just do the same damage as everyone else in 99% of situations anyway. Initially that was my thinking, 'of...
  13. Kaquenqos

    Hammers

    Is there any purpose to hammers atm? It seems to me that they have a high risk of handle hits, due to this have a much smaller reach & sweet spot for a good hit, have no viable thrusting option (yet you can't turn thrusting off...), and only do about the same damage as other weapons when you do...
  14. Kaquenqos

    We need stamina for combat pets

    Right, this was more or less my point. I'm doubtful you'll ever approach true balance with pets vs non-pet builds. A start would be nerfing the health pool of certain pets to be closer to their wild counterparts... Meanwhile, an easy band-aid, which I agree doesn't fix the problem, would be to...
  15. Kaquenqos

    We need stamina for combat pets

    I'm not disagreeing with the fact that there should be a nerf, just that this could be another factor in balancing.
  16. Kaquenqos

    We need stamina for combat pets

    I agree, a slight nerf in damage as well as major upkeep costs would make them more balanced. Making pets rezzable might be fine, too. I would prefer it if this was via an in game mechanic like necromancy or alchemy + veterinary & not easy to do. At the moment it's pretty easy to feed most...
  17. Kaquenqos

    We need stamina for combat pets

    I hope you guys realize humans have been apex predators since at least the stone age. People arguing that you can't kill bears with bows and arrows have completely lost the plot. By the level of technology depicted in Nave, humans were hunting & killing apex predators en masse, literally just...