Clueless Devs. DOA Patch

Jackdstripper

Well-known member
Jan 8, 2021
1,332
1,161
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They seriously can't even implement things correctly when they "listen" to our feedback. Game has no hope.


"At its core, the goal of this proposed update to the flagging system is to make all PvP engagements more intuitive, easier to understand and fairer as player intent is more accurately conveyed which allows all players"

Except that just reading all the new rules for this bs just made me even more confused.

Are they removing the red flag? who would ever flag himself to be a lootable kill in pvp when you cant loot blues you kill? Blues dont want to flag themselves cause they want to give mc, and reds dont give a shit about what flag they are.
If turning on the pvp flags allows reds to kill blues without getting mc, then this completely negates the whole mc system.

Is this flag only for blues on blues attacks? A blue that attacks other blues doesnt stay blue very long. If thats the problem, just lower the mc count for red flag to 3.

I really dont see any point for this flagging system. Its a completely pointless change at this point in the game. The flagging system is not why people arent playing this game.
 
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Iloros

Active member
Dec 14, 2023
357
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The antizerg mechanic is so shit its crazy if im reading it right scales off % hp snd decrrases dmg for 1 second based on % hp lost by previous attack so if a dude hits me for 27 which is 10% of my hp next attack by another person with same weapon only if within 1 second will do 25 instead of 27 lmao

Takes 5 rotations od that to 100-0 me, so 2x5=10

10 extra hp in an average scenario, sometimes 0 sometimes maybe 30 tops. This will almost never make a difference we need it to be 3x scaling wise and make it flat not % hp based

So if I get hit for 30 i should get 30% dmfg reduction for 1.5 seconds

Now we talking
 

Emdash

Well-known member
Sep 22, 2021
3,525
1,134
113
A lot of stuff, and some is good.

Small changes are good. The 'light' spell is good. Being able to tether your mount is good and should have been introduced to keep bank bombing and pet spam.

I think that making it so you can move encumbered is trash, but I see the logic. With that, you don't need mounts in town anyway, so might as well just have them get stored at the gate haha.

The flag system, as Henrik seems to say, is to stop all the people from getting griefed out of the game by people who fake attack them or something. Not a fan. 3 second buffer.

I told him that there needs to be a reward for flagging open and that most players who are playing open world comp should be encouraged to always flag open. Whether this is giving less rep loss for PKing (esp based on how long you have it open for,) giving you more drop rate / loot luck, any kind of a bonus to allow people to run around open pvp and fight each other. As a toggle, it's just going to be more bs.

I would like to be able to mark someone and be like you have 1 minute to dip or I am gonna kill you. That seems more anti-griefer than this haha.

The anti-zerg is stupid because focusing people down is team play not zerging. Probably the craziest, worst suggestion in theory. Just all ways bad.

I am going to re-apply to help SV fix their game. :)

I am planning to sub again at some point, but man, the grind of just speccing into mastery and all those tasks you gotta do to get your 'combat skills' just makes me want to vomit. I dunno why they haven't addressed that. Once you can get your own gear and craft, you should not have to invest more in speccing your character by doing pve.

Overall, a lot of the changes are good. They dropped the ball on the flag, and I tried to tell them way back when. The problem is that the game is still too grindy and there is still no way to differentiate between a griefer and a player who is killing someone for a legit reason.

Killing people, even to non-pvpers, is the last resort of making people respect that you are even there. Dudes wanna run between you and mobs and body block your hits, etc, loot your mobs... you need to be able to kill them without taking a huge rep loss.

Really surprised people don't see more value in the idea of making people start defining their character at creation and then shape them through how they behave. By that, you need everyone to be an entity, a part of some faction or other, then you can track and use that to more easily (but not perfectly) define who is 'bad' and who is 'good.'
 
Aug 17, 2024
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i was also kind of confused as to what the pvp flag was or is lol.

an easier option is/would be to make pvp areas like in and around dungeons/outposts/keeps/red towns actually wilderness so pvp can actually happen without getting rep griefed by MCs and where everyone knows what theyre getting into.. your supposed to be in a dangerous place where theres literally 0 guards in sight lol

people dont want to have to grind a bunch of tasks over how many days it takes just to gain rep back for a few kills.
its more simpler like this if there is designated zones where most pvp happens so its not just this tit for tat you get a kill and i get to murder count you back.. sure you can have it that way close to towns and along roadsides where guards are/patrol.
People who want to pvp will seek those places out that theyre not going to get MC griefed at instead of just lurking outside towns to gank bc they know they gotta go full red to get pvp with how it is now pretty much.

i also think if they fixed how the bounties worked to help out with gankers around towns for the noobs it would be great.
something like if a red is killing players within a certain distance from a town those red players will get put to the top of the pile of bounty targets it gives said bounty hunter.
also the bounties should work like this, if i take a bounty from fab it should obviously give me the closest bounty target to the area to save on travelling the entire map sometimes and also being able to protect your home area easier etc.
usually reds who hang around towns arent alone and being able to have a group of random people all from the same town take bounties and possibly get the same guy could be good for impromptu bounty hunting groups.
i know you can share bounties but u can only share with 1 other person and having more people who are casuals be able to group with other casuals to pvp the big bad guy outside of town will be good pvp experience for them and pvp content overall. lil red gang vs blue gang type shit
 

Elijah

Active member
Jun 17, 2021
116
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28
Really surprised people don't see more value in the idea of making people start defining their character at creation and then shape them through how they behave. By that, you need everyone to be an entity, a part of some faction or other, then you can track and use that to more easily (but not perfectly) define who is 'bad' and who is 'good.'
You always say a whole bunch of dumb shit, and then follow with a paragraph that makes me think "oh yeah he's got some good ideas" - this would be fire.