Erdrinneir Vonnarc

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Urman wrote:

My advice would be to check for fellow members of your settlement first, then allies or neighbors. There's value in building relationships, even in Alpha, with people you might be working with or at least dealing with in EE.

Anyone living in the SE, for example, in one of the Everbloom Alliance towns, should not hesitate to check with other towns, to see if they're doing something or have a group run going on. I imagine other budding alliances and nations will work the same way.

Right now there's no mechanism in game for communication of this sort. Maybe it's coming with settlements and I'm just not aware of it.

You also have to think about new players. When I joined alpha, I literally knew no one. I didn't belong to a settlement, a company or have anyone else that I knew playing. Now, that's not an issue if the game can be played solo, meaning gathering and/or grinding mobs. If those things can't be done solo when the game is released, then that's going to be a serious deterrent to brand new people.


I'm interested to see how the new ranged changes will impact solo play. Right now I solo quite a bit because a) I'm just getting to know some people and I'm not currently part of a company, settlement, etc and b) sometimes that amount of time I have to play makes soloing seem like the only viable option. If I've only got 45 minutes on a given night, I go out and farm nodes and mobs hoping for some gear and recipes, then head back to a town for crafting before logging.

If solo play is going to be very difficult (by design) at some point, this could have a pretty significant impact on new players who aren't part of a company/settlement.

I'm also eager to see how the group stuff with shake out as settlements are created and vie for resources and whatever else the game has to offer as PvP/feud rewards, but I'm hoping that soloing will still be viable on some level to fill in the time between these larger scale interactions.


Nihimon wrote:


Can you help us understand the intent in having threat decay at all?

The alternative would be to have a mob (or group) you walked too close to follow you 8 hexes until you got back to a town where the guards would take care of them for you.

At some point, it makes sense for a creature to 'give up' because it's not worth it. Now if you did considerable damage to a creature and killed its friend, it would retain that aggro much longer and chase you for some time (hopefully).


One of the things that makes this discussion very tricky, is that different people are trying to solve different problems with suggesting changes to the aggro mechanic.

If the issue is that kiting is currently too easy, shouldn't the change announced to ranged combat solve that issue? Also, we've been told a number of times that there are changes to ranged combat that will come in time, so again if kiting is the issue, there are lots of things in alpha that are unbalanced or not optimal that will be addressed over time.

If the issue isn't kiting per say, but that soloing large groups of mobs is too easy (picking them off one at a time in a way that causes the other mobs grouped with the one you're killing to lose aggro), then solving that problem has some other implications, for example making it considerably harder to solo at all because you will have to deal with multiple mobs. Is that the desired outcome?

Understanding exactly what problem we're trying to fix here seems to be the first step in trying to figure out what solution would be best.


Outstanding, thanks! I can't tell you how happy I am that there are so many people in this community that have significantly more free time than I currently have.


I'm very interested to see how this change affects PvP in the game as it currently exists as well as how PvP will be in EE and when the game is released. I think GW has a very tough (but by no means impossible) job making PvP an important part of the game while making griefing something that doesn't go hand in hand with PvP.

While there are some clear examples of things are and are not griefing, I think there's a lot of gray area as well and I'll be curious to see how these things shake out.

I don't have any problem with PvP being an important aspect of the game, but there seems to be a sizable number of people that hope it isn't the main focus of the game (or, if it is, it's done in a way that makes sense in the world, not just random groups 'ganking newbs' endlessly). Until the feud system and other aspects get implemented, it's impossible to know how these things will pan out, but it should be fun to see how they are implemented and how things evolve.


Caldeathe Baequiannia wrote:
Bringslite of Fidelis wrote:
Who remembers trying to get games to work on thier TRS 80 "state of the art" then, machine?

My earliest video game memory is playing Cosmic Cruncher, the Commodore Pac Man clone in which Pac Man is replaced with a very hungry Commodore logo, on my Vic 20.

I'm as eager as anyone to get in the game, but let's not forget we're still in alpha.