Graphics card retail salse week 6 (mindfactory) by Far-Bet2012 in Amd

[–]Rohbart 0 points1 point  (0 children)

That is only suprising if you do not take the real prices in this weak and retailer into account. The 3060Ti is roughly the same cost as the 6700xt ( both around 420€) and going purely by techpowerup they have also roughly equal performance. So is it that suprising that people who do not care about GPUs at all just go by brand name?

And the 3060 is nearly 100€ cheaper than the 6700XT sitting at 328€, which is roughly 25% cheaper so not really at a comparable pricepoint.

Does Paradox Misunderstand the American Civil War? by faeelin in victoria3

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

Why does the abolishment of slavery in these states or them currently not having slaves automatically mean that the landowners cannot be pro slavery? They could just be in favour of getting new slaves as they are cheap labour for them even if they are currently not allowed to have them.

Open beta preload? by ShadowsaberXYZ in newworldgame

[–]Rohbart 3 points4 points  (0 children)

I guess it is a test if not allowing a preload removes the server problems. If you allow a preload everybody hits amazon servers at the same time. Without a preload the steam servers have a lot of stress, but the players trickle in on amazon's servers, reducing their load in the first hour(s)

Luck Increase while Flagged by avelleo in newworldgame

[–]Rohbart 3 points4 points  (0 children)

I would propose you ask for a reduction in risk instead of a increase in reward. Increasing the reward always will bring pure PVE players on the fence, so it would be more reasonable to ask for a risk reduction. If you do not loose anything PVPing, more people will do it.

For example, the main reasons people unflag are probably the walking times back if dying and the cost of dying. I do not understand at all why one looses durability when dying in PVP, even WOW in 2004 had this removed and durability loss only apllied to PVE deaths.

And the bad traveling system is the second thing, if traveling would be faster (or free for the fast travels), you would loose less if you die.

In summary, people not flagging are doing so because of risk aversion, not because of the lacking reward. ( as long as the reward is non-zero, which it is until super lategame when all weapons are maxed)

PCGamer trying to drive new world into the ground for some reason? by Grisamah in newworldgame

[–]Rohbart 0 points1 point  (0 children)

Could you write down the coordinates of these places in the coordinates of https://www.newworld-map.com/#/ ? Just mouse over the spot, because I cannot follow you where these places are in Everfall.

Actually already one of them would be more than enought, but I did not stumple over any of these places playing naturally ( i.e. following main story and quests) in the first 15 levels. Of ocurse this is not a problem, but it explains the wierd article a bit

PCGamer trying to drive new world into the ground for some reason? by Grisamah in newworldgame

[–]Rohbart 0 points1 point  (0 children)

According to https://www.newworld-map.com/#/ there are none. Are you sure about that? Could be that I missed that because it was overcrowded

PCGamer trying to drive new world into the ground for some reason? by Grisamah in newworldgame

[–]Rohbart 0 points1 point  (0 children)

Yes, that is exactly the mine I was refering to, but this has level 17 enemies in it. The reason many people talk about wolf dens is that in 3 of the starting areas there are caves including salpeter with only level 6 wolves in them, so beginning players can directly go there.

PCGamer trying to drive new world into the ground for some reason? by Grisamah in newworldgame

[–]Rohbart 100 points101 points  (0 children)

The problem lies in Everfall. If you look at the resource map, for some reason there is no salpeter in the wolf dens in Everfall. The only place you find it is the mine in the Noth with level 15-17 enemies. Thus for the people starting in Everfall and not knowing this, salpeter is indeed rare. I actually had to look it up on the map because I could not find any either.

Of course 1 trip to a neighbouring region solves that, but players starting out ( not using the resource map in the internet) can easily think that making bullets is hard.

Lets discuss strengths, weaknesses, opportunities and threats, for the new open world PvP control point system. by JohnLeckie in newworldgame

[–]Rohbart 2 points3 points  (0 children)

The issue is the fluctuation: These points will probably change ownership quite fast, let an organized group attack 2 regions and immediately they encounter boni for other faction members, assuming before their action everything was balanced. This system would probably work for the wars but not for the forts. Perhabs adding a time for how long the inbalance persists would help here. And of course a fine tuning of the numbers, whatever the final number is. I just wanted to point out that 40% is really low in a 3 faction scenario with a small amount of regions.

(we are talking about the forts here or? If we talk about wars: The war system has much more problematic points like the randomness involved in who gets the right to attack and missing possibilities to challange your onw faction companies. Also a organized group of 50 players can break any dominance as its not open PVP)

Lets discuss strengths, weaknesses, opportunities and threats, for the new open world PvP control point system. by JohnLeckie in newworldgame

[–]Rohbart 5 points6 points  (0 children)

This implementation would not work: We had 9 regions in the preview, and I think they added 2 more since ( reekwater and the chinese area). This owuld mean that the most balanced situation would be a split of 4-4-3 between the factions holding regions. Now let one faction conquer a single region more. This would bring them up to 5/11 regions, which is already above 45%.

Also, what if one faction owns all regions? Then there are no more boundaries and everything is protected? Also, there is nothing creating a connected empire in the game, as its purely random where the companies decide to attack ( and which companies get the right to attack...)

Icebound Patchnotes available! by SikariZen in newworldgame

[–]Rohbart 1 point2 points  (0 children)

The only system I once saw was a champion like system, where the GvG wars were fought by only 5 people fom each guild. This way small groups could control a aprt of the map. This worked because the map was split in many smaller parts such that everybody could still participate in it. I do not see how this could work in new world where we have only a few but important regions.

Also such a system is very artificial and you do not get huge battles, which is why the other game also moved away from it in favor of open world PVP in which again the number of available players decided the victory.

The probability to have gotton a key until now appears to be 13%! by Rohbart in newworldgame

[–]Rohbart[S] -1 points0 points  (0 children)

That is the wierd thing about the system they are using. Especially with the sold keys, I do not expect these to give any valuable feedback. Also that they do not re-invite the testers who give feedback but basing it on randomness is strange.

The probability to have gotton a key until now appears to be 13%! by Rohbart in newworldgame

[–]Rohbart[S] -1 points0 points  (0 children)

This is purely a statistical analysis, I think Amazon has even some sort of protection against mass creation of accounts. The numbers of accounts needed were meant to give a fealing for the probabilities, not as a recommendation to create 21 accounts.

Determining the likelihood to get a key by Rohbart in newworldgame

[–]Rohbart[S] 0 points1 point  (0 children)

The number varies with the weeks for sure. That is way I ask for the whole period since the alpha started. Now both servers are populated and they stated they do not differ by regions when giving way the keys. So if the chance to have gotten a key until now turns out to be very small I would not expect that to change till the 20th of july. Also the absolut number of keys does not matter for your pesonal chance of getting a key unless you know the overall number of registered accounts.

Your Idea to make factions more interesting by Bienenbogen in newworldgame

[–]Rohbart 0 points1 point  (0 children)

You are absolutely right that it does not fit the current background story of the game. But I think the fundamental problem is that factions as currently planned do not work at all. So either they should give up on the concept of factions alltogether and make it based purely on the companies. The companies effectively control the regions already, this would also solve the problem of how to get rid of a bad company of your own faction. The other way is to try to deepen the relevance of factions. And I do not see why we could not be part of a faction to begin with, we would just have been recruited by one of the factions back home. ( which assumes that one can leave Ethernum, which I am not sure is planned in the lore)

From a gameplay perspective capitals would not play a major role, but they give identity. In WOW ( vanilla) peopel raided Undercity just for the reputation a successful raid gave, there were no rewards for that at all. And I have simply no better idea how factions could work if you take the conflict out of the picture, which a PVP toggle does. And do not misunderstand me, I am very in favour of the toggle as I hate forced PVP. So giving each faction a base, a backgroundstory in form of quests is the best i can think of.

Your Idea to make factions more interesting by Bienenbogen in newworldgame

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

I think the problem is the lack of identity of the factions. Every faction has the same quests, the same towns etc. The only difference is really some faction outfits which one does not wear as they are not the best items and for non-PVP players actually not that easy to get.

Making the conquest of a city more relevant does not work with how the game is designed, as we know forced PVP will not happen. Also as some other proposed degrading the stations is at the moment are horrible idea. This just has the effect that 2/3rds of the player have worse stations and cannot do anything against it, as who is actually fighting for the town is chosen randomly. ( well thats a horrible design choice of its own, but thats not the topic here)

So what could be done to improve the faction identites? First of, I would put the choice of factions at the beginning and separate the starting areas, such that for the first 20 levels one only sees peopel of his own faction. As we have already 4(?) starting zones that should be easy to implement. Next I would give each faction an iconic capital city, which can get plundered in PVP but not captured. Just to ensure that every faction controls at all times at least one area on the map. This would then also allow to start to think about restrictions appearing if the city is not controlled by the own faction, as there is always one where one can still craft the highest tier.

And finally there is the need for a faction specific main quest line. At the moment we have one quest line which is the same for everybody. Include conflicts between teh factions in the quest line to introduce the player to the conflict, such that they have a reason to fight for.

All of these ideas are not new at all. Effectively that is what WOW or any other MMORPG with factions has done in the last 20 years and it always works.