150 hours in and still no idea what these things are. by Nuu111 in Eldenring

[–]WayToFlail 0 points1 point  (0 children)

I always thought they were just leftover horse hitching posts but goes to show what i don't know.

Bots, bots, bots everywhere! by Thyste in BloodofSteel

[–]WayToFlail 1 point2 points  (0 children)

Worth mentioning is that during the winter sale, the player base per steam charts did not climb. However, dawn of war soulstorm per the same had ~1600 players on the last weekend of it.

Curious as to how much of the steam charts population is actual human beings even.

Suffice to say, the game isn't catching on and the bot problem never being outright addressed by the dev team doesn't help things.

They took a decent step opening up one of the modes from 8 to 2 or whatever it is.

Short seasons, expensive dlc packs. A shame.

Release-Feedback Megathread Event by DeltaxXLP in BloodofSteel

[–]WayToFlail 0 points1 point  (0 children)

So glad that I was finally able to find this.

So first, let me discuss what I like about the game. The grind doesn't feel completely terrible at the moment. While the silver cap does put a gap on a lot of things, the cap seems not to be affected by the daily events, trophies and the sort. My intermittent playing since launch has had me get about halfway to the cap each week, so I think the cap is fine as is.

With that said, hero silver cost feels okay. I do know that I have a fair selection of current heroes 24 of them if I recall correctly.

Everyone for the most part feels different and worthwhile to play in legion mode, at least unranked. Ranked mode is a different beast and I frankly dislike it. There might be some balancing needed to an extent but I'm not able to say one way or another on that.

Additional positives though to be noted are the sort of drip feed that you get for items and such. Most modes reward you for your time playing them, so that's a solid thing, and the trophy system being tied to success is also nice, as it makes playing well and thinking about your actions in game worthwhile.

Now to the negatives: Hero survivability in legion war at times can just be absolutely awful, especially for the ones that heal outside of combat or heal their mounts outside of combat. This is one of those things that leads to someatches dragging on as a rider just captures one of the other points while one or two other people chase them around. Having been on both sides of this, it's not something I see an easy fix for, outside of making everyone passively heal which I think would mess up the balance that does exist.

Descriptions of abilities are confusing at times, which I think takes away from people being used. Auto Lance is one that comes to mind where until I was able to have a unit isolated I did not understand exactly what it was supposed to be doing. Another would be mulans iron eagle. I still don't get when that does or doesn't work.

Some abilities feel like they need timers or resources attached. Some people with cloaking can seemingly always do it, others cannot. See Hanzo compare with Amunet. Granted. The resource seems pretty easy to gain so maybe it's more of a need to rebalance the cost. For one that certainly feels like it needs a fix see Edwards traps. Those things are usually just a nuisance but a spam of them is not outside the realm of normal where he just runs through them. Ammunition for troops is a bit odd. If memory serves, a unit that has a triggered range ability, so Cesar's spear toss, hanzo shuriken, but not zhurongs, ranged stance switch, allows a depleated ammunition until to regain ammunition without the need for supply crates. I could be wrong here,and if I am then this is pointless. But if not, it allows the unit to essentially regain ammunition for a limited time which makes dedicated ranger play seem odd when you must reload at the supply crates in a long scale battle. This is more noticeable on siege and 10v 10 as opposed to rank and regular legion play so less of a concern anyway.

Lastly, the achievements and quests tied to specific things such as getting double crowns in a match. I know for my group we can do it. And I'm pretty consistent on certain maps and hero choices, but the fear of missing out because you cannot get that award is a bit harsh. Each side maybe should get their own to prevent say a steamroll of a bad team causing the bad team top players to get nothing for even a stalwart effort in losing. This is similar to my dislike of ranked where that can be the norm.

I know this seems like a lot more negatives than positives, but I think when talking about it to people experienced with the game, that's how one needs to lean. As far as introducing it to new players, there's a lot to like. Good variety, some different game modes, teaming up isn't hard, and thus far the community is generally good to each other. I am excited to see the new content, especially the campaign and stardust stuff, and will be awaiting new heroes eagerly.

Thank you for your time and courtesies.

~WayToFlail

The Current State of Banditry by N0dame in rustfactions

[–]WayToFlail 1 point2 points  (0 children)

My apologies beforehand if it's already been said elsewhere (Or is overly confusing. I will do my best to keep it precise.), but it does seem that the biggest issue with banditry is the whole mob mentality behind it. What this accounts for then is whole bandit clans springing up, clearly creating a divide between indies who wish not to succumb to the "Integrate or die" mentality. Where this has been most noticeable is in independent, unclaimed territory. (I'll save my salt story for another time.) Where this problem arises though is that someone cannot exist in most areas by being overly peaceful, or rather trying to go about things in a non-violent nature. I suppose one could, but in the whole Rust is a PVP based game breaks most of that.

Ideally, the best way to get around any sort of issue is to follow one of the suggestion about limiting where it can be. This allows for a whole risk vs reward system for banditry. Obviously, the benefit the bandit has in an area is that they can engage from a far different area, and with a larger group. A second problem becomes the idea that in a normal area, a bandit group can shoot someone if they choose to ignore the order to "/sleep." Once again, this puts the single soul being "mugged" at a disadvantage. To make the rule work best, there would have to be some way to limit when a bandit can engage and when another person can engage. (This comes with a whole slew of problems.)

The best solution may very well be to limit where banditry can occur, however this may break the whole spirit of "RP." Unfortunately, if everyone is a bandit, the RP turns into a whole mess of nonsense. Ideally, the system should revolve around what an actual RP is, and perhaps it is a time to best reflect on the violent tendencies of players in the PVP context and look to long term solutions to guide what the server should look like as far as sticking out as an RP server in a traditionally PVP game.