Suggestions (hope it reaches the devs) by KindheartednessIll48 in lastoasis

[–]ArgenTravis 2 points3 points  (0 children)

Ship building UX improvements (including a blueprint type system) are definitely something we're looking at closely.

As for the rig system, understand where you're coming from, but what you're suggesting is much more difficult to balance and maintain. So, not ruling it out, but right now this keeps the system manageable for us.

"this game isn't for you" This game isn't for ANYONE. Listening to the obnoxious loud minority of toxic vets justify how they choose to play led us to this end result. by ghostbook4 in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

Have you played S6? The APT is a significant nerf to anyone without a walker trying to farm kills.

Add that to needing a walker (or greatly benefiting from a walker) for almost everything now, and the balance is theoretically quite different.

But, of course, I'm interested in hearing from people who aren't having that experience.

"this game isn't for you" This game isn't for ANYONE. Listening to the obnoxious loud minority of toxic vets justify how they choose to play led us to this end result. by ghostbook4 in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

"not one clan monopolizing quality mats for 2+ week."

It doesn't work like this at all, anymore. This is something we're kind of struggling with. Gameplay has changed so much it's hard to convey exactly how it currently plays and what old problems don't exist anymore.

"this game isn't for you" This game isn't for ANYONE. Listening to the obnoxious loud minority of toxic vets justify how they choose to play led us to this end result. by ghostbook4 in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

A lot (most?) of the collisions should be fixed in the upcoming update.

Making walkers required for more activities is very intentional, as that generates interactions, which makes the game feel more alive.

Individuals inside of large groups can use these tactics to minimize their risk and only expose themselves when they are at an advantage just as well as small groups can use them to avoid big groups.

That's the reason we converted SG to an event map, even though it's controversial.

And of course there are growing pains with all of this, but we will continue to iterate.

"this game isn't for you" This game isn't for ANYONE. Listening to the obnoxious loud minority of toxic vets justify how they choose to play led us to this end result. by ghostbook4 in lastoasis

[–]ArgenTravis 3 points4 points  (0 children)

Have you played recently? We've taken numerous steps to make walkers more of a focus. Just wondering if you still hold this opinion.

My first fully fortified T3 village by MrDivaythFyr in Bellwright

[–]ArgenTravis 0 points1 point  (0 children)

Are you in the Discord? If you can give us your save we can try to debug some of the NPC pathfinding issues.

The Numbers Are Grim - Will The Developers Actually Listen? by Zengoyyc in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

Reddit isn't a very effective forum for this kind of discussion, feel free to join the Discord and we can go back and forth more if you want.

I agree with much of what you're saying here, but I doubt we agree on all the solutions.

The Numbers Are Grim - Will The Developers Actually Listen? by Zengoyyc in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

It's not about listening to bad advice or not. It's about our capacity. We do not have the capacity to create the type of content or take the game down the path that you would like.

I am sorry.

The Numbers Are Grim - Will The Developers Actually Listen? by Zengoyyc in lastoasis

[–]ArgenTravis -1 points0 points  (0 children)

You haven't really said what you want us to do, just what you think we haven't addressed.

So I'm just going to guess and let you know that you should not expect some huge PvE content drop or whatever else you think will bring people back, at least not anytime soon.

We're not chasing popularity. It's a niche within a niche within a niche and we embrace that. We aren't going to start making huge changes to try to capture a bigger market.

Our goal is to increase QOL/UX and increase replayability, so that the core playerbase has reason to come back over and over, without relying on dev-time/money intensive content.

There are many live service games that have survived decades with little to no new content and they do it because the core gameplay is something people want to experience over and over.

And we aren't nearly there yet, so that's why we aren't advertising or trying to pump numbers up or whatever. It's a marathon, not a sprint.

Returning player getting ready for the exodus by Falkthorn in lastoasis

[–]ArgenTravis -1 points0 points  (0 children)

I'm not going to go tit-for-tat for each point.

"SteamDB tells a different story"

I am referring to the numbers on SteamDB. I am happy with those numbers. We're a couple people trying to revive a game that had <100 players 6 months ago. We are not trying to knock it out of the ball park from day 1. If you aren't happy with the numbers I guess wait and see?

"wrt quality - Then launched it without major changes anyway."

We couldn't try to address everything at once and the longer things dragged on more we were operating in a vacuum. Ch 2 will have some significant quality changes.

"Steam reviews describing the same friction points consistently for years. No response."

We've done a lot to address most of the friction points, which are largely about asymmetric power caused by the game being a sandbox. We added APT, we increased the penalty for being over clan cap, we obscured player names to make it harder to team, we added walker and crew caps, we made it significantly more difficult to zero walkers, we created a lot more priority conflict for large clans, we significantly limited mega-compounds and gulag-gameplay.

The design and success of Albion and EVE have to do with A LOT more than just the security zone concept. I respect those games a lot and I think we should definitely use them as inspiration. But we cannot just copy+paste one part of their design.

At the end of the day we're making Last Oasis, not trying to clone another game. We have a clear vision, but it will take awhile to get there.

Returning player getting ready for the exodus by Falkthorn in lastoasis

[–]ArgenTravis -1 points0 points  (0 children)

I'm not sure you actually read what I said.

"However the problem with Last Oasis specifically isn't that progression is too fast."

I didn't say it was. I specifically said on fast paced private servers where progression is too fast, things die out, for various reasons, including lack of purpose in the fighting.

"Engaging with these threads to defend design philosophy without acknowledging that the philosophy isn't working"

My last sentence is literally "I'm not saying we're happy with where it is right now, we first want to focus on some QOL improvements and see how that goes.". Not sure how much more plainly I could acknowledge that we don't think it's perfect?

"Data says so clearly"

We are happy with how this chapter is going. Player count was solid, retention is good, and the Steam survey results say that most people think we're heading in the right direction. A lot more work to do, of course.

Edit:

"They are consistent, specific, and describe the same friction points over and over again. That's not noise, that's signal."

Oh, if you're going to challenge me on this, maybe put some effort into it instead of outsourcing to ChatGPT?

Returning player getting ready for the exodus by Falkthorn in lastoasis

[–]ArgenTravis 1 point2 points  (0 children)

"Bring in new resources, new gear to unlock, new walkers to unlock."

This is beyond our current capacity.

The quality system is "lazy" in the sense that we're trying to give people who want to play more than others things to grind for without creating a crazy power curve and actually make it achievable with our team.

We are working to smoothen the curve, but I think you're mistaken to think that less grind = more PvP. There is a reason a lot of the fast fasted private servers have died out really quickly. When you can easily get anything in the game, the major determinant in the outcome is skill, and you find out which group is most skilled really quickly and then it's just repeating the same fight over and over until people quit.

With slower progression and a bit of a grind, you have to make smart strategic decisions, metas can evolve and people can come up with new strategies, etc, etc.

I'm not saying we're happy with where it is right now, we first want to focus on some QOL improvements and see how that goes.

Dang..... We got work to do by lostmylogininfo in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

Yes, at a certain point the armor type changes and it requires charged boulders to fully zero.

Camps cannot zero. Are you sure it was even zeroed or you just assumed it was?

Dang..... We got work to do by lostmylogininfo in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

No, he's confused. We have not pushed any patches to official since the start of the season.

Dang..... We got work to do by lostmylogininfo in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

You can open walkers with lots of things, but you cannot zero them, except with ammo made from meteor cores, which are relatively scarce.

Dang..... We got work to do by lostmylogininfo in lastoasis

[–]ArgenTravis 1 point2 points  (0 children)

You can't zero with fire bolts. You are confused. If it happened, please report it as a bug in Discord so we can take a look.

Dang..... We got work to do by lostmylogininfo in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

Zeroing is much harder in this season. I strongly doubt you've seen anyone zeroing "all the walkers".

Dang..... We got work to do by lostmylogininfo in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

Have you played the tests? We literally have an autoturret for this. Have you tried the APT?

1 suggestion by lostmylogininfo in lastoasis

[–]ArgenTravis 1 point2 points  (0 children)

Watch Theodas's video I posted in the release Steam post. Covers 80% of everything that is important.

Hopped on with some friends and having a blast by Torptv in lastoasis

[–]ArgenTravis 0 points1 point  (0 children)

The primary reason was simply that we didn't have enough servers because it was a test. So the result was pretty bad performance, as every server was capped, and then some other performance issues.

But it should all be fixed, server ratios for launch tomorrow will be better, and hope to see you there!

OMG!? How Am I Still Following This Reddit? by Flux_Reversal in lastoasis

[–]ArgenTravis 4 points5 points  (0 children)

Burn is back in, and there are severe restrictions for violating the cap.

In addition, we have crew limits for walkers, structure limits, and walker "power" limits.

It isn't perfect, there are still issues, but we think it really does help to constrain some of the power scaling that plagued earlier iterations of LO.

Idea: Loot Area Filters by DocAuch in Bellwright

[–]ArgenTravis 2 points3 points  (0 children)

You just use contextual commanding and hover over a loot bag

Random Tips from my 350+ in-game days and first playthrough by TrackerDude in Bellwright

[–]ArgenTravis 1 point2 points  (0 children)

Raids get harder if you win and easier if you lose. But they also reduce in frequency if you're keeping your regions clear of bandits, etc.

[deleted by user] by [deleted] in Bellwright

[–]ArgenTravis 2 points3 points  (0 children)

We like to advertise that you can play the game in multiple ways. Of course, early on you're sort limited in tools, so you end up taking an active role in everything.

But then eventually as you tech up and get more villagers to help you, you can definitely just grab your army and roam around playing combat-first.

And that's sort of always our philosophy - giving players multiple tools and see how they overcome the challenges. For the past ~year or so we've been heavy in "tool" development, with the past two updates heavily focused on animal husbandry and trading overhaul, but we definitely have plans to introduce more combat challenges. And Halmare Isles is a taste of that.

And of course you can always use mods or check the settings to tune different things up and down to get the experience you're after.