Quality Survey – August 2025

Embuscade

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Feb 11, 2021
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For me, the main problem is Burst
And maybe also the speed of Longbow shooting through masteries, which seems fast to me?
And adrenaline... well, nothing special, I saw streamer Focanelli use 3 points on everything he has when he farms, because he can't chain all the combos, and I've seen that several times.
And also that you have to farm all the books to get them all, which seems a bit time-consuming, but normal in an MMO, I guess.

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finegamingconnoisseur

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May 29, 2020
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My thoughts on the Reckoning expansion:

The Tagmaton invasions are nowhere near aggressive enough, for a species that supposedly nearly ended the world of Nave they don't even pose a big enough threat to fundamentally reshape player activity and unite them in defence of their way of life and even their very existence.

EVE Online tried something similar with the Sansha's Nation invasion expansion many years back, and it was a disappointment, in my opinion. It was just a new optional PvE activity, and even in invaded systems, the only thing that was different was a few debuffs that affected every player's ship. Many players simply went about their usual business.

When you launch an expansion with a prominently featured world-ending swarm-like species like the Tagmaton, I for one would at least expect it to cause a big enough shake-up that makes players stop what they're doing and pay attention. As I see it, this never happened. Not yet, anyway.
 

MortalEnjoyer42069

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May 4, 2024
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My thoughts on the Reckoning expansion:

The Tagmaton invasions are nowhere near aggressive enough, for a species that supposedly nearly ended the world of Nave they don't even pose a big enough threat to fundamentally reshape player activity and unite them in defence of their way of life and even their very existence.

EVE Online tried something similar with the Sansha's Nation invasion expansion many years back, and it was a disappointment, in my opinion. It was just a new optional PvE activity, and even in invaded systems, the only thing that was different was a few debuffs that affected every player's ship. Many players simply went about their usual business.

When you launch an expansion with a prominently featured world-ending swarm-like species like the Tagmaton, I for one would at least expect it to cause a big enough shake-up that makes players stop what they're doing and pay attention. As I see it, this never happened. Not yet, anyway.
I couldn't agree more. It doesn't change the game at all. Just optional PvE shit you can totally ignore. I was really hoping the system was going to make towns unusable and destroy player cities.
 

finegamingconnoisseur

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I couldn't agree more. It doesn't change the game at all. Just optional PvE shit you can totally ignore. I was really hoping the system was going to make towns unusable and destroy player cities.
You brought up a good point, making towns unusable. It would necessitate players from all walks of life to put aside their differences and work together for the time being against a common threat, and form a massive army of their own to free the town.

The last time I saw this kind of player cooperation and unity was during the Tekton Bridge-building project back in MO1 about a decade ago, when players from all across the server came with an unspoken agreement and worked together towards a common cause.
 

Emdash

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Sep 22, 2021
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I couldn't agree more. It doesn't change the game at all. Just optional PvE shit you can totally ignore. I was really hoping the system was going to make towns unusable and destroy player cities.

It is funny how it seems more fair or interesting to people to have their towns griefed by mobs and not players haha. just saying!
 

Embuscade

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Feb 11, 2021
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There's this video in French about the death of thousands of players due to a powerful DOT dammage over time boss, which was redistributed throughout the game in World Of Warcraft, and he explains how it happened step by step then makes an easy correlation to AI and techonological evolutions including PVP. ( Was a really good memory or impact souvenir for players and that was the talk of the media.)

In short, I find it excessively difficult to make NPCs hard to kill, when I see the streamers farm them on Kranesh.
I think the best inspiration is Left 4 Dead 2, special zombies, or to put it more simply, big Crown Controls, like root or stun.
Or floor is lava/acid, which is much more aggressive (and why add an effect that melts armor). And materials specific resist to acid green tagmaton, I don't have any good solutions apart from TrolleyProblem measurements, so just reactions between bad choices of moral design.

I do have a bold, more complex idea in mind, but it seems even harder to implement in the short term.

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finegamingconnoisseur

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Just thinking more on how I envisioned the Tagmaton invasion should look like, given how they've been marketed to us as an all-consuming doomsday invasion swarm. It should have the effect of causing the entire server to rally together and prepare for its impending arrival with grim determination, and even then it may not be enough to stop them.

It's just not the same as defending against a dozen or so reds who could probably all be taken out once they come within range of the lictors or by an equal number of defenders. I would ideally like to feel like these guys when I'm trying to defend Fabernum from the Tagmatons:

 
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Embuscade

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Feb 11, 2021
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Ok Finega, pense à la manière dons est foutue le jeu, une géante surface plane poteler à certains endroits, c'est pas une immense ville cave, un endroit fermer, aussi pense à la guerre à l'ukraine et l'artillery et les drones suicidaires, tout est une notions de gestions de zones dans le réel, ici au maximun du réductionnisme et ne pas savoir exactément ce que c'est, c'est des bits et des morceaux de maps entrecoupés via des nodes ?
As-ton une idée de comment est charger la map, est ce que le tagmaton César, pourrait tirée de plus loin un tir à 60° à équivalent 200 mètres ? Sauf que à ton pour nous joueurs la notions de distance exacte ?
Je n'ais pas connaissance d'une vidéo de @Speznat ou il parle de "Range" distance entre lieu.
-Puis comment réagissent les paramètres de détection des tagmatons par rapport à la distance ? Absolument rien de spécifique, ils sont comme les autres créatures du jeux, il y a cette notion d'aggro qui est liés aux principal DPS, qui ce doit de résister aux dommage et donc de parés les coups, ou juste attirés l'attention et que l'équipe essaye de faire survivre, jusqu'as qu'un prochain Dps prenne le devant, donc faut que le système aggro ce divertifie, bonne chance plus simple à dire qu'as faire..


Okay, Finega, think about how the game is screwed up, a giant flat surface with holes in certain places, it's not a huge underground city, a closed-off place. Also think about the war in Ukraine and the artillery and suicide drones. it's all about zone management in real life, here at the height of reductionism, and not knowing exactly what it is, is it bits and pieces of maps interspersed via nodes?
Do we have any idea how the map is loaded, could the Tagmaton Caesar fire from further away at a 60° angle equivalent to 200 meters? Except that for us players, what is the concept of exact distance?
I'm not aware of a video by @Speznat where he talks about “range” distance between locations.
-Then how do the tagmaton detection parameters react in relation to distance? Absolutely nothing specific, they are like the other creatures in the game, there is this notion of aggro that is linked to the main DPS, which must resist damage and therefore parry blows, or just attract attention so that the team tries to keep them alive until the next DPS takes the lead, so the aggro system needs to diversify, which is easier said than done...

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