Zin_Ramu - Re-read what you wrote

If I may quote you.

Hello Adventurers and Conquerors,

Today I wanted to provide an update on the health, status and vision of PvP, War, and the territory control meta game.

Before we dive in I want to apologize for all the issues we’ve seen in War so far, and thank you for your patience as we work to resolve them. I know there have been some serious lag issues in War and a number of exploits (including the invulnerability exploits) that have marred your experience. We’ve made an initial set of changes to address some of the issues, and are working on some higher impact changes that need more testing. It is a top priority for the team to get war to a stable, performant state where the skill and coordination of the best team determines the outcome.

Let’s start by reiterating our high level vision. We want to create a game where PvE and PvP not only co-exist but support each other. We also want “wars not ganks”— meaning we want to support meaningful PvP in War and the open world conflict between the three Factions.

OPEN WORLD PvP
We feel open world PvP is in an okay position but has room to improve. The rewards for flagging while leveling up are good (the 10% XP bonus makes a difference), and the rewards for PvP kills are meaningful. At end game, however, the rewards for flagging are not good. There are two changes coming in the short term that should help. The first is that we are going to increase the luck of players when flagged. This should be an important and lasting benefit to flagging. Second we are going to reduce the durability damage to gear when flagged, this will reduce the risk of flagging a bit, especially in end game gear repair costs. In the medium term, we will also adjust the rewards for PvP kills at 60 so they can enhance players high watermark (HWM) more - check out our post on the HWM system to learn more. Longer term expect a new open world activity that flagged players can participate in that we hope spurs and rewards some smaller scale engagements across Aeternum.

In addition to rewards, we understand there are some gameplay issues with open world PvP. Currently it’s hard to know whether players in your faction are flagged or not. This can make it difficult to know whether or not you have back-up and assess whether you should engage or not. We are aware of this issue and working on fix. We also understand combat tactics can be difficult since the visuals for all area of effect spells are the same, so it’s difficult to know whether a spell is from an ally or enemy. Unfortunately, this is not a trivial fix, it will require a significant code update and numerous asset changes. While we agree this is an issue, this will take substantial work and investigation, and will not be resolved soon.

WAR
As stated above the lag and exploits in War have hurt the experience. With the patch coming out this week, most of the major issues should be resolved. There have been some complaints about War happening too often. There is a 24 hour cooldown between Wars, and with the War windows, that means War happens at most every 2 days per territory. Players can also delay that through the influence race, which is now much more viable since we fixed the escalating influence issue. Overall, we think a War every 2 days is a good cadence, but please continue to let us know what you think. We are seeing War fatigue from Factions which funnel a group of players into every War. While we love this cooperation, having one company (or one company’s worth of players) own multiple territories should be very hard and is not what we are balancing War cooldowns toward.

We’re also continuing to review balance within War. Defenders are winning more often than attackers which is what we want (currently defenders win around 80% win of wars). We want to reward defending companies that build up their ranks and upgrade their forts. But we will keep an eye on balance as we resolve the major exploits and make sure that both sides have a fighting chance.

We know that communication and coordination in War is not optimal at the moment. Its hard to know what roles participants in War have chosen so it makes coordination difficult. We will begin investigating ways of addressing these issues, but don’t have anything planned in the near term.

TERRITORY CONTROL
Overall we are seeing territories change hands with decent regularity (as stated above we want to favor the defender) and seeing a good spread between Factions on most servers. We do have two systems in place to help with Faction balance. We allow players to switch Factions, but don’t allow them to switch into the dominate Faction. We also increase the influence underdog factions earn for PvP faction missions to give them a better chance at earning the right to declare war., but we may need to do more. We are watching Faction balance on all the servers and if it becomes a general problem we have a few ideas to help resolve it in interesting ways.

We also are aware that some territories (I’m looking at you Everfall) produce a ton of tax income, while other towns can be much harder to support and upgrade. There is a change coming soon which will help distribute a main tax income stream to every territory. We want to review the impact of this change before we make further changes, but there are some other changes we could make in medium term if this is insufficient.

And a last bit of good news for all the territory flippers out there, there are some new PvP mission types coming to the game soon. These changes serve two purposes - adding some much need variety to the PvP missions, and helping to distribute the PvP action to multiple locations to spread out some of the large PvP zergs we’re seeing. Please let us know what you think about these changes when they go live soon.

Thanks for reading, and please feel free to post any follow-up questions / concerns you might have and I’ll try to address the top issues in a follow up in a few days or a week’s time.

Zin

With all due respect and genuine all due respect. Just no. I think you have a very flawed logic in your message. I think your team really has no idea and lost all it’s logic that goes beyond stagger and full loot on death pvp removal.

Why do you want to keep the defenders win? Wouldn’t it be more fun for defenders to loose and attacking factions win which could create a more dynamic territory flip. Even a small group of dedicated players can do 3 braindead missions at off hours and get a territory into conflict without any issues and still get a tier 3 war camp.

Re-read what you wrote and tell me these ideas sound good after really spending some time on your next move which you clearly, saying it in a nice way, have no idea how other servers are working but are using nice works for your customers (I do customer service for my career I know how to make people forgive and forget)

Your working pvp version was in preview version on steam. You have long forgotten what you want from the pvp in this game and your post further proves you guys have no idea what’s going on and what the players want.

Like I want to like you and I want to like your team but please re-read what you wrote. Whatever you want from your long list of words is not applicable for the game.

You said and I quote “Overall we are seeing territories change hands with decent regularity (as stated above we want to favor the defender) and seeing a good spread between Factions on most servers.” No. I promise you it’s not and I am not in a loosing faction neither and that is not good. I think you’re hanging out in 3 servers at most and I hate to assume.

Anyway man. I dunno. Whatever. You have lost pvp. Focus on PVE that is the only good thing this game has that I truly enjoy as well. Don’t do pvp man. Don’t do pvp.

Our Server is run by one Company, they own all territories bar one, which they will never get as it’s the same faction, unless that lesser company sells it to them or some such.

Meanwhile that big company is only really upgrading one territory, Brightwood, so all the lower ones are stuck on tier 2 crafting, and if we want to craft higher we have exorbitant Azoth cost to go to Brightwood.

This doesn’t exist on our server…the second server we’ve tried because the first server had the same problem. On our server the only other faction at First Light were bombarded with wars, the whole town was filled with the big Company’s level 60’s building up influence. The whole system is borked.

As for the reward of extra luck for flagging, and more durability for PvPers, I’m afraid that’s the straw that broke this camel’s back. You have a lovely game world here, gorgeous, it’s a shame the actual game is letting that down.

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Correct I have no idea where they are getting his numbers from at all. Every server is stagnant and nobody is actively winning wars due to mostly bugs and exploits but to also being burned out.

New pvp incentives do. Nothing! @Zin_Ramu

You have a couple of options. Correct the games mistakes and disable pvp for now. Areas are stagnant as is nothing will change and your defend the defender will work against you. Stop listening to streamers and listen to players.

Put stagger back in and it will correct most things. Nobody needs extra luck while in pvp mode because nobody. Nobody will pvp in a pve incentivized gutted combat video game.

Re-think this logically. A dynamic game requires more content but I am sure that’s coming with new areas so we can maybe have more than 50 of the same individuals in war all the time but you defending defenders in war is silly. Servers will die. Ours is dead but we get it you need to sell server transfer.

We’re not stupid and we hope you aren’t too. But nothing is going to happen your post is pretty much engraved on the changes and they affect a very small amount of people.

Instead of dynamic changes you are making changes to slow the game down even harder. Visit other servers see how little players care. Stop visiting top 3 streamer servers. You’ll get more money out of the middle class player who’s constantly going to spend on world transfer token to find a server even more dead than the old one if you’re doing to defend the broken defense system in a broken pvp game.

Nobody. Cares. About. Open. World. PVP. Luck bonus big deal. You think you’re going to win favor by that. Imagine 2022 type of crowd outlash if they die with their precious fish fillets but rest assure smart players will not flag up and that is because eventually you’ll start getting good items! Your +1% pvp flag luck idea is useless in a useless game mode gutted by no stagger combat and braindead weapon choices and obvious exploits. Make wars fun. Wars make a dynamic change to dead servers.

Think!

shrugs & shackes head

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