The idea of bringing a patch is amazing. A mmorpg needs constant new content to remain fresh and interesting for the player base.
However, this patch really didn’t bring anything that interesting
the main addition was the void gauntlet. It felt like there was no significant addition for lvl 60 players that has no interest in playing void gauntlet. You guys brought new monsters, but it really only affects low level areas. no fun for me again.
You guys brough the legendary items that we can craft some legendary named items and added the resilient perk on the faction pvp, but that also falls short when you nerfed how we get experience for crafting.
Working our way up on the crafting to be forced to craft a good weapon (that is not even that good because the best items are with random perks) is not fun. Game has limited resources on a crafting system that requires thousands of ores/resources to craft items just for experience.
Even primary resources nodes like Iron ores are being camped by players and bots alike. And I fee like I am wasting my time. It is not fun to walk several minutes to get in an ore node area just to find out several bots mining it or players running around taking everything.
Then you can’t simply buy them from the market. Unless you are in a company that took Everfall, Windsward, Brightwood, the gold you can make is very limited for crafting purposes.
But then, you also did not address the taxes spread issues except for the bandaid you put unifying the marketplaces
On top of that, you also did not think of the consequences of allowing deliberately and uncontrolled merging from low pop servers to high and med pop servers. Servers that were healthy, are now croweded with guilds, and now even if you have a huge guild running pvp missions for influence for hours on a map, a small guild can come in, do 10% of your work and win the lottery of the influence with a lot less effort, and all the work of your members, fighting in the field, spending hours pushing influence is wasted.
That when you don’t have the influence bug, where your company may done the majority of the influence, and you still cannot declare because “not enough influence” non sense.
Crafting also alternative and best gear is completely tough. you can only choose one perk. the mats are not very available because of limited resources/bots/players camping. again, only mass benefiting major guilds owning the best territory and having infinity gold available to purchase mats from the market to have a shot for the mass crafting the best items. if anything we should be able to choose always 2 perks like the dungeon item s(which btw, you force us to lvl 200 on everything because the item is BoP), and again, the journey there is not fun, especially on a big pop server for the same reasons I already explained. If anything, the dungeon sets for that work should be able to secure 3 perks instead.
Ways to fix your game:
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Make Resources Nodes work as Chests. Make it individual resources to player on a cooldown instead of making it a resource to be competed with other players/bots. For future professions, or levels, force players to have to choose among 2, 3 different professions instead, so players will have to buy from each other and have a fluid economy.
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Rework Crafting for Best gear: Make it you can choose 2 PERKS for regular gear, and 3 PERKS dungeon replica gear.
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Outpost Rush is fine, but it has way too many players and the map is way too big. Consider reworking it in a smaller version. Or bring us a small 5 versus 5 small scale arena with 3 points, but a much smaller map. I promise you, if oyu do that, we gonna have faster queue times and you gonna keep us the pvpers of the game busy and entertained forever.
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Rework influence gain. You already give the deense the advantage on siege wars. They don’t need advantage on the field. wars should be fluid and allowed to happen. there are already invasions and a timer where a territory can’t have war more than once every 2 days.
So don’t make it difficulty to push influence. The new missions are cool and help us deal with zerg pvp on defense using campfires, but you should reward a lot more influence per player than it is, so it doesn’t take several hours to push the influence on a territory that pays low tokens and gold for missions. Also, MAKE LOTTERY respect company WORK, not fairness. I don’t care if you think it is fair that a small company of 10 ppl just show up and run 10% of the work and win their chance at a war whe na bigger company has been there for h ours fighting off people on the field and running 90% of the influence. you are not rewarding the hard work of that other company.
That, or create a new influence system where there are lines or something like that, because the current system is ass, and players are just feeling discouraged to push influence because people who put a lot less work on a territory may be rewarded with the war. I will give you an example: Company A brings 30 players to a territory. Enemy team controlling territory brings people to stop. Company A runs missions for several hours while fighting the team controlling territory. Company A makes 50% influence on the map. Now, company B sees that, and brings 10 people, they run 10% influence, then they just leave, and now company A, who was already trhere, put the work and run another 40%, and it takes hours to do so because of enemy resistance. Now, the territory is in conflict, and Company B wins the war declaration lottery. HOW IS THAT FAIR with Company A, who ran influence for hours, fought for hours? It is NOT fair.
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I am aware that if you change the item above, you will incentive even more bigger companies with sister companies. To fix that, ADD A WAR FATIGUE SYSTEM.
Players shouldn’t be able to go to WAR more than once a day. If you give players a cooldown to war ONLY ONCE a day. The core of big guilds won’t be able to impact the whole world territory as easy and wouldn’t influence as much the outcome on war for their sister companies. Thi dwould also give the chance to rookies and other players to enjoy going to wars as well.
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Even more taxes among territories: Either create more ways to spread taxes so territories payouts are more equalized, or rework the system entirely. In my opinion, upkeep is a gold sink that shouldn’t exist. Player’s cant materialize gold in a rate that can make every territory viable. Consider: 1) share taxes more effectively, 2) reduce upkeep prices, 3) Create more ways to make gold. Make outpost rush pays more like 700 gold for win, wars 1.5k gold for wins instead for example.
Create “craftable missions”. New Revamped townboard missions bsaed on CRAFT LEVEL. The higher the craft level, the more gold you make on certain missions and craftabkle packages you sell back to town (similar to bdo imperial cooking). this way you reward players who push crafting levels, and give them some way to make gold with crafting by selling packages to towns instead. You could make it so TOWNS can TAX these packages!
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Fix the lag please. It is very frustrating to play a pvp game like this and have to deal with lag constantly…
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Rework PvE. You funnel every player to the same areas/places to farm when they get level 60 because it is the only places they can go to get better gear, but then you punish them for grouping by giving them reduced loot from mobs and chest? That doesn’t make sense. Loot shouldn’t be affected by how many players are in the area. Watermark farming is not an enjoyable experience as it is, you shouldn’t make it harder as you funnel players into a farm that is not even fun anymore (it was in the first couple days, then it got too repetitive and less efficient as more players got to my level/server, but I guess it is ok i should be punished for it for some reason). That said from someone who played a lot of elite farming, and somehow I am still not 600 on everything…