26

(16 replies, posted in Recruitment forum)

BeastmodeGuNs wrote:
Lemon wrote:
Jita wrote:

I can assure you nobody in Joke cares enough to use spies and doing so would be a good way to join Ethos with your main.

Ok Tonnik

*Sigh*

3... years... later...

Everyone has their pets Beast ;D

Also,

I forgot that I have also chased corps to alpha and then intentionally sat with my bots on the top farming pots with the best locking times in the game to tag mobs and prevent alpha side farming.

I believe some of you have experienced this, but this is the type of thing that can and will ruin peoples taste for a game.

Jita wrote:
Lemon wrote:

Jita or whom ever is for unlocking.

Can you describe the gains or benefits of unlocking these beta stations? I understand your saying this is step one but what do you foresee as the immediate gains or impact of this change.

Further more, where do you see this growing or being expanded on to support the above points.

I believe a true focus should be on picking apart the pit-falls of beta and other areas that don't support player growth properly. Once Identified a work around or fix can be designed and implemented.

I understand Joke may choose to not leverage cookie-cutter builds to shut players down but it inevitable that a player or group of players take a action that paints them as a target as every group has eventually done in the history of PO.

When the above happens these mechanics will be used against them and they will be victim to it.

My point is what is 'your' dev road map that starts with unlocking betas go to next and what are the steps to create a active and proper beta environment?


Fair question.  I'll try to give some detail in answering.

First change would be opening Beta 1’s.

The hope would be that now that there is no risk of having assets locked out and enough stations so that effective camping can only really be done to one or two entities at a time beta would become more populated.
Others would live in SI. NSE and Joke would be on Hokk. Cons and CIR on Dom. ERA on Hoop.  There wouldn’t be a lot of industry happening as reward still isn’t there but at least there would be missions with 4 different locations of people any 3 of which would potentially have targets.

Second change would be a rebalance of alpha – beta 2 islands reward so that it pays to progress.

This would see a considerable nerf to alpha alongside a considerable boost to Beta. Corps would find the risk reduced due to station unlocking alongside the reward increased. More PVE happens on Beta. Corps begin to move their industry out there. As alliances have begun to break up PvP becomes more frequent, less all or nothing and indy gets ganked like crazy. By this point corps in the free outposts have begun sap fights vs the station owners as station income becomes important as well as station bonus’

Third change would be risk rebalance

A war on the terrible scouting mechanics. Under station / teleport detection is nerfed. Station chat channels can be turned off for anyone who doesn’t own the station. Beta has the undocking protection severely nerfed alongside a station ownership bonus that returns it to previous levels. This makes undocking if you don’t own a station a lot more dangerous than if you do. Armoured probes.

At the end your left with the ability to move to beta one for some beta reward and some risk. You can move to beta 2 for a much increased reward and the risk of getting locked out of your station. You can then move to gamma for a similar reward but more roam protection. The downside would be the requirement to win set piece fights at will.

As this progresses the corps that cut their teeth in Beta 1 would potentially progress to Beta 2. As it becomes clear that turning up with massive forces just leaves you staring at the outside of a station people come in more reasonable roaming bots. Ganks happen. Counter ganks happen. Corps get used to killing station scouts and repelling borders to protect their indy.

NONE of this will bring in new players. Lets be honest and upfront about that. What it will do is create an environment where some of the people who have left the game but are watching would consider coming back.

Over the space of six months to a year (alongside I would hope some other easy and good dev content) the game creeps up to the 100 – 150 person mark based on older players having fun in a game where pvp is roam dominated and not sap dominated.

Once this reasonable base of vets exists new people entering the game don’t think they are playing dayz and don’t get steam refunds. Slowly but surely it begins to grow.

That’s the dream. Will it work? I don’t know. I do think for the comparatively small amount of dev time it would take that it would create a real difference and for a lot of people recapture the parts of the game that are fun. Roaming PvP. Risky yet lucrative PVE. Defense and Offense ops. Production and industry in a hostile environment. Territory control because you live there, not because you don’t want someone else too.

Jita, I can see where you are coming from with this story, I was looking for more of a technical description disregarding any current political landscape and focusing on the average player and below.

Details of how x mechanic or feature is intended to support the player, which there are hints of sprinkled in the above post.

I think we can all agree that the majority of players that are still here, PO forums,  do no fall into the category or realm of who we are targeting to support and empower with these changes.

Station Locking vs No Lock

It takes days to drop a station and then lock others out currently. The issue is not corporations being locked out but their inability to cope with the methods and tactics of harassment PvP that can be brought on by a beef, which always occur.

Now I want to compare two experiences of mine to demon-strait the players I believe we need to target and support properly for game growth.  I feel they are the ones we have failed to help time and time again.

Using FOOM as a reference example, I engaged them solo in a vendetta for something their CEO stated to me. I could not beat them all but I could beat 80% if not more of them on my own, consistently. Only a few remain

When they did take a step to engage me at 110% to take a defeat me I rang the dinner bell calling my boys. I may have gone down but none of them survived those engagements for I was ultimately baiting them to go all in.

Note I never took the station form them nor did I have docking rights. I merely took control of their beta and shut down their ability to use it productivly.

Lets use STC as a example second example, when I returned from in-activity and they controlled Dom with RG. When this occurred I was locked out of Danachrov and had no access to resources.  They were well over 30+ active players living and playing on that island.

They refused me access and declared a preference to fight me over it. We all know the results of this, however players like DeathMonkey and his brother as well as a few others were capable of learning, adapting and growing from this.

We lost however 80-90% of their players in my mini siege against them.

When the server attempted to assist them, again, I then engaged them with my own support and continued to come out on top despite sporadic losses. Once these conflicts reached a certain point I did bring in the full weight of what is now PoE to crush any and everything.

My point with this is that unlocking beta stations wont change much in the above dynamic. It would be far more beneficial for us to write guides, video tutorials, and feature descriptions to empower these players to successfully venture out. 

The rough numbers for  mission rewards are a great step but I think our main focus should be identifying abusive mechanics or harsh mechanics that could use some tuning to prevent what appears to new players as a complete shutdown to access to aspects of the game.

        The 3 days it takes to turn a outpost around and lock someone is not somthing that happens over night and it can be identified and planned for when it begins to occur.

        You cannot know when a player like myself, Mongolia, Supremeghandi, DeathMonkey or others stage against you and there is nothing to help them combat us besides that station lock as it limits a few of our greater techniques.


We have lost far more to niche play things that new players don't understand and fail to overcome with the currently available knowledge and tool-set.

P.S. All the fits I used to achieve these things were provided to the dev's prior to use and were detailed to be pushing the edge of what is considered balanced. I personally thing balance is in a worse state now than it was previously for these new players as well.

29

(16 replies, posted in Recruitment forum)

Jita wrote:
Ville wrote:

Sunny he sounds like a beast mode alt.

I can assure you nobody in Joke cares enough to use spies and doing so would be a good way to join Ethos with your main.

Ok Tonnik

Jita or whom ever is for unlocking.

Can you describe the gains or benefits of unlocking these beta stations? I understand your saying this is step one but what do you foresee as the immediate gains or impact of this change.

Further more, where do you see this growing or being expanded on to support the above points.

I believe a true focus should be on picking apart the pit-falls of beta and other areas that don't support player growth properly. Once Identified a work around or fix can be designed and implemented.

I understand Joke may choose to not leverage cookie-cutter builds to shut players down but it inevitable that a player or group of players take a action that paints them as a target as every group has eventually done in the history of PO.

When the above happens these mechanics will be used against them and they will be victim to it.

My point is what is 'your' dev road map that starts with unlocking betas go to next and what are the steps to create a active and proper beta environment?

Annihilator wrote:

i cant understand the fuss about it, really

here - does any of these fits look like you need to hide them?
http://i.imgur.com/25lNUGH.jpg
http://i.imgur.com/9RmhVLx.jpg?1

Anni, great use of mechanics to determine someones fit.

Sadly none of the above fits are from my bag of trick fits, there is a lot to be said about coming up with a niche fit and it shouldn't be published to the world for free.

I remember playing jump games on a gate for a good hour trying to prevent someone from scanning a fit once.

big_smile

I would say dropped modules are fine or loot is acceptable but not more.

Burial wrote:
DEV Zoom wrote:

Sooo did anyone bother to check the level5 payouts on the test server? And extrapolate that with the proposed 3-4x beta multipliers?

Solo, seemed to be in the 20-30mil/h ballpark, which is fine for Alpha-2. 80-100mil/h should be quite appealing on Betas.

Jita wrote:
DEV Zoom wrote:

Sooo did anyone bother to check the level5 payouts on the test server? And extrapolate that with the proposed 3-4x beta multipliers?

My math might be hinky but I think a four man squad makes 20m a mission taking about 10 minutes

On Betas?

I have been out of the grind for a little while but I do see these rough numbers for nic/h seem competitive with my previous experience farming top alpha 2's using 3 accounts.

Jita wrote:

That's all very nice lemon bit what's it got to do with the thread?


Once again,

New player or new corps move to beta, they are unlocked and open which 'seems' inviting.

They make that move and take a severe beating and see no feasible or easy means to recover the loss assets. They stop making any progress in the game and move back to alpha.

No one likes moving backwards in a game....

My point is, these assignments need to be freaking crystal clear free money for players and corporations. They need tools to assist in their growth and safety nets need to be in place to prevent them from feeling as it they are starting from scratch with a huge asset grind.

Progression in this game in terms of economy and assets is not easy until you reach a certain threshold. New players cant get there right now and there are no tools to help them

in a magical world there would be enough beta population to prevent abuse by vets such as myself or others from using a handful of accounts to shutdown entire groups of players.  This would require a small swarm of them to stop our movements and setup of these 'harsh' actions.  15+ players could stop me from moving in but if you cant stop that then you are the mercy of the others.

You remove station locks you will find that IF and WHEN a corporation moves into  the station they eventually become a target.  When this happens they will not have the economic ability to combat vets, nor the knowledge, nor the assets.

Their enemy will do station drops of Tank fit HM's, 1 HP Bot Bombs (Mongolia specials) and scouting from the terminal.

Their 'home' is not nothing more than a 50/50 death trap when they approach.

So Why would any player actually stay on beta besides them having access to a MONEY TREE. Because all it is now is a death sentence.

To this DAY the only groups to ever apply pressure to me and make me think about my losses has been M2S's Duping fleet and 62nd with their blood vendetta.

Annihilator wrote:
Lemon wrote:

THERE IS NO REASON TO BE AT RISK CURRENTLY on beta and unlocking stations doesn't change that, the only ones who do risk it are the uninformed, thus they are punished.


really, i want to see anyone who says that, running around beta during peak activity time, starting with max 10M nic and a 1 month old account.

oh, and doing anything else then ninja epri mining with an argano or artefacting.
please proof that you have zero risk when you are just "informed" how things work, and without access to proximity probes aside of the ones you can afford, or multiple alt accounts...

Anni, I dont think you grasped what I was trying to say but I will answer your question.

My statement says there is no reason to be 'At Risk'  on beta. Meaning you will not see me or other EXPERIENCED players  deploy our fleet of accounts or deploy with  players/account to beta for economic gain.

There are a number of things I can do on Alpha or Gamma with almost no risk for a far greater return of nic/assets to me for my time.

When I do go to beta, To hunt , it is with multiple bots and I dont 'risk' them until there is a valid reason. I will scout with a scout and find my prey. I will then herd them into  a kill box and drop my REAL fleet on them.

If my Fleeet is on beta, I will always have a plan to get away with out being wiped, this is not always the case. However Anni, you, I and everyone else knows there is a large portion of veteran players who can and do operate in this method.

New players do not know of all the veteran tricks and in order for them to prosper they must risk far more than I.

Your 1 month old 10 mil player does not know that I have a speed fit bots that out range, out tank, and out damage them.

I ON MY OWN have gone against superior numbers numerous times, only leveraging my knowledge of the game to exploit my wins and bring devastating results to my opponents be it moral or asset loss.

Quite frankly IF and WHEN i do go to beta it will be for targets (multiple targets not one ninja miner) worth my time and effort, one that will require a amount of planning in order to dissect them and their corporation piece by piece.

The issue is not one player but when a group of players try to push out to beta, it is obvious when it occurs and they are, with out proper knowledge, just a victim awaiting their death.

Shall I begin referencing examples such as FOOM, STC on Dom, STC on Norhoop, TOG, the list goes on...

Burial wrote:
Obi Wan Kenobi wrote:

The thing is tho corps do need to have locking as an option at some level of stability. History testifies to this. Just look at what Lemon did to foom.
what m2s & others did way back in the day.

Do you really think new corporations, straight out of Alpha, will even try to get an outpost from big alliance(s)?

Options right now is either join an alliance, or grow on Alpha until you're ready to claim an outpost from an alliance, and defend it from getting locked off. Players will stick around if they're behind but still can have their way of fun. If they're that much behind, and are forced to live on Alpha, they'll leave.

No new corporations will be able to achieve without a vet literally guiding them each step of the way, period.

even then the vast majority of that vets job will be minimizing losses to prevent burn out because competing toe to toe with vets who are targeting you in the current state is ungoldy.

You may as well be fighting M2S all over again with their duped fleets.

DEV Zoom wrote:

Obi: the problem is that people are very hesitant (and rightfully so) to put anything into a base and live there if there is even a slight chance that one nice morning they will be locked out for whatever reason, with their assets stuck in there.

Zoom, you should know very well that a corporation cannot awake one morning the be locked out of their outpost. This fear alone is a miss interpretation of why people are avoiding or hesitant in venturing out in to beta as one normally would while progressing.

A Corporation must first take ownership from a corp and then defend that sap until the station breaks 50% stability to perform a lock.

I can reference a number of examples where I have taken a station, locked the owners out and either gave them their assets or with held them and those players no longer exist/play PO.

This is a feeble attempt to stimulate play but again REWARD, is needed on beta for emergent game-play. This game was designed with rock-paper-scissor balance and has done nothing be step farther away from this with each update and balancing pass.

If Alpha is pure safety, Beta is full risk, and Gamma is self-secured. Beta should be the most beneficial to live as it carries the greatest risk. (takes longer to crack a gamma station than beta and lock the player out )

Focus on enabling INTUITIVE methods for asset/nic generation that is GREATER than Alpha and Gamma for combats and trade offs for industry that out weigh Alpha but can compete with Gamma.

I used to out farm alpha spawns on beta with explosions for loot pre-beacons. Now i can do a weeks worth of farming in a hour or two using beacons. THERE IS NO REASON TO BE AT RISK CURRENTLY on beta and unlocking stations doesn't change that, the only ones who do risk it are the uninformed, thus they are punished.

Re-Balance bots BACK to rock-paper-scissors with fits that are viable, the current balance allows for longer fights than previous balance but its a stepper curve for new players to conquer because current fits come down to best in slot modules and max extensions to 'brawl'

39

(23 replies, posted in Balancing)

Jita wrote:
Naismith wrote:

99% of suggestions revolves around reverting years of development with zero idea or consideration for the problems that resulted in community outcry for the features we have now.

It will be entertaining to watch how far will zoom go with his appeasement, which after the Gamma revamp would pretty much be flat out admitting every development decision in the last 3-4 years has been a mistake.

While I understand what you say and can see how you would see it this way from your point of view i'm open to other suggestions as i'm sure is everyone.

I do think that the features put in place for beta 1 were a stop gap before gamma. They have their place but on a sliding scale and thats why we think not on beta 1, yes on beta 2. That aside i'd like to hear your opinions.

How in your opinion can it be possible for small corps to take part in beta without being allies / having agreements with the alliances??

What can be done to break from the current two alliance cycle?

What incentives does beta need and disincentives does alpha need?

*Watching the wheel be reinvented

Opening Beta 1's wont address any of your above mentioned questions on its own, and in the current state will only change how players are being herded and purged. (especially the two alliance one)



New players have no mechanics to combat a vet players like myself targeting them on a Beta 1. The only way to overcome me would be superior numbers 10+ and some fundamental knowledge.

Back when Beta was populated, alpha based players had the golden triangle as a economic foundation for combats on top of industry. (Hopefully new assignments achieve this access to nic?)

Until new players can support their basic needs in a cost effective way(INTUITIVE METHOD) to grow and learn they will continually leave the game.

Vets spend 1 day of effort for a month worth of supplies. I remember having to organize 20+ players to produce a few days worth of supplies.

Now you have a worse situation than launch as a new player but the added pressure of hardcore players free of any obligations besides seeking a 'thrill' or 'pvp' hunting. (The same feeling the server had fighting M2S dupped fleets)

40

(149 replies, posted in Balancing)

Burial wrote:

Could be solved by making the demob resistance modules require ~100 reactor each so it wouldn't be feasible to match them with Range Extenders on an assault.

1) 29% EW nexus is too strong.
2) More weight to Range Extenders. 50kg -> 200kg.

I understand where your going with this but this will have very difficult to understand cascading effects across all bot sizes and types.

Honestly, there needs to be some sort of ideal state of bot interaction that we are working towards. If we only focus on filling down extremes we will end up in a very poor state with no flavor. 

This game is unfortunately to difficult to play from a user perspective to dumb the mechanics down where there is no flavor to bring interest.

Dev Zoom or Alf if you can present to us clearly the problem you want to solve, the resulting balance you are after and the flexibility you have in achieving it from a mechanic modification stand point. I am more than confident the theory craters here will at least give you some frame of reference to work from with confidence.

41

(149 replies, posted in Balancing)

Jita wrote:
Lemon wrote:

Also it is very easy to fit the Arbalist mk 2 to demob equally as far as my most extreme cam mk 2 fit with a negligible speed difference.

they changed the optimal range to weapons only

I tested this fit last night?

Edit: The ranges are the same except you trade ~30 KPH for demob immunity, tank, and damage when using the Arbalist mk 2.

so 270m no nexus and 350m w/ nexus demob ranges.

42

(149 replies, posted in Balancing)

Also it is very easy to fit the Arbalist mk 2 to demob equally as far as my most extreme cam mk 2 fit with a negligible speed difference.

This is fitting to a extreme but if you sprinkle these in with normal fits your in for a fun time.

270m no nexus 350m w/ Nexus  Demobbing Arabalist mk 2 @ 124+ KPH no Nexus and full tank. The reactor and +1 slot allow this extreme fit.

My cam mk2 will trade 4-5 guns to run this fit @ 150 KPH no weapons or e-war or defense.

Something to note on this fit is that it breaks the assault and below level fights instantly. You now have the speed to control every engagement, with demob immunity. You will outrun any bot that can out-range your demob while out-tanking anything faster than you.

This is one example using the current argument by no means is the arbalist the only issue.

43

(149 replies, posted in Balancing)

DEV Zoom wrote:
Lemon wrote:

Lets just look at how Demobs are applied, individually. This means they have to break the TOTAL demob resistance of a robot with a SINGLE applying buff when using two.

If the equation were to factor the TOTAL demob against the TOTAL demob resistance this situation could be resolved.

If it is still a problem then I would suggest reviewing how the resistance and effect are scaling.

Yes, this is a problem as far as I know.

But if you don't like the dedicated resist module then the easiest and fastest way to deal with "demob-immunity" right now (if it is indeed something that shouldn't be in the game) is to increase the strength of demobs. It probably should have happened anyway along with the speed boost.

That would be a good point but demobs are % base and are as effective now as they were prior to the speed patch.

You wouldn't even be able to increase demobs enough to impact the new plate stacking fit with out completely breaking the use of 1 demob against EVERY other bot and fit

The issue arises with the added slots in the legs and how demobs do not stack but are applied singularly.

The only way to achieve a proper balance for this would be to limit demobs to 1 per bot and then re-balance the equation defensive values against a single offensive module. The current mechanics don't allow for a easy solution.


Edit: Balance is done with +1, -1 or +%, -% currently there are relationships where the attack is ++ and the defense is % scaling. The fundamental math should be ironed out and simplified for users to digest and the make balance for you smoother.

44

(149 replies, posted in Balancing)

DEV Zoom wrote:

Thanks, that's more useful info.

Btw slightly off topic but here's my take on what happened:
1. Before the patch a lot of the modules were unused due to bad balance, and there were very few ways to competitively fit the robots with the remaining modules.
2. People basically accepted that there were one or two ways at most to fit a certain robot and were happy that it all worked fine, even if it was boring as hell.
3. The patch tried to diversify the way robots can be fitted.
4. This effectively destroyed those few "best" fits.
5. People are still stuck in the past and are desperately trying to fit the robots based on their hard-earned knowledge of those "best" fits.

And I completely understand this reaction, hell even I quit another game when they nerfed a very common but very lazy and lucrative playstyle. But they knew and we knew that if we let that lukewarm state of lazy boredom go on for too long then people will quit anyway. Trying to make a change makes a lot of people angry, and yeah, maybe they quit. But for everyone else who doesn't live in that lazy veteran state of mind (no offence), it's probably a better game. At least once we work out the quirks.

Zoom you are summarizing a specific group of players opinions incorrectly. You are writing off the opinions of your Die-hard min/max style players. This is not to say the word of a min/maxer is gold, because this can lead to situations where knowledge is the only factor in winning but you need to understand their perspective.

When 'winning' is defined as never losing a bot things get interesting.

1) You wanted to enable more give and take play during combat and fitting while removing polarizing fits that could lock out entire segments of game-play across all robot classes.
*Let me know if you need the fits or examples*

- Good  shot, but you missed the balance. The good news is we have dialogue to resolve it now.

2) Who are these people and what are their fits. 

We had a great amount of flexible fits across almost all of the bots at every size(except a handful). However from years of experience we know what play-style and fits achieve the greatest chance of success in every environment and situation. 

Zoom when you are able to control every situation it leads to defined results.

3) the issue arises here from the basic design of the game. You had a rock, paper, scissor system of balance with extremes that drew the lines of rock, paper and scissors. In a effort to diversify 'fits' these extremes have been worn down patch by patch to where now our rock essentially paper and scissors cleans up.

This leads to a dull playing experience and everyone doing the 1-2 things that have a 5-10% better chance at winning.

4) The fits I see that have been destroyed were racial defining and racial extreme fits. They were also the key holders to our rock, paper, scissors balance. They needed tweaking not trashing, with a review of the roles for isolated 'useless' bots in the situations they were 'useless' . 


5) Can you share the techniques you have developed on comprehending the written English language. I have daily struggles, as a 23 year-old native English speaker,  in my work environment using written communication. This may help me portray my point to you better and others.

Zoom wrote:

Let's forget about this "demob-immunity" for a moment and think about the mechanic itself. The module isn't meant to give you demob-immunity, but to replace the demob effects of armors and LWFs in a separate module, which can be balanced more easily.

Lets just look at how Demobs are applied, individually. This means they have to break the TOTAL demob resistance of a robot with a SINGLE applying buff when using two.

If the equation were to factor the TOTAL demob against the TOTAL demob resistance this situation could be resolved.

If it is still a problem then I would suggest reviewing how the resistance and effect are scaling.

You have posted your life away on here with circumstantial evidence and your views show it, not only in the below statement but in all your posts.

I hear "Jita" and  think of things disappearing from Perp like alliances, corporations, corp storage's, new players and PvP


Jita wrote:

I find it interesting considering the lengths you went to to disseminate naked pictures of another corp leader in an attempt to discredit her in the alliance.

I personally have proof that those photos were sent to at least 3 different people privately by the person in them.

So get off your high horse there cowboy. Because once the boys saw what was happening, no discredit was needed, just comforting a certain someone.

The kill-boards show you won a few battles but if you follow the trend, it also shows you disappear at the height of PvP and don't reappear until its died down. (Reference kill trends since release)

Annihilator wrote:
Lemon wrote:

The difference is myself and my close boys have sat down and decide we wont let the guy who got there first stay on top. However we do have a ton of entertainment to keep us satisfied while we prepare.

does AA have a time-based leveling system, full equip-drop on death and very limited equip options until you have played it for 3 years?

actually to get "equipped' it is far more of a grind and far more inaccessible for new players than PO. It has a crippling RNG factor on its crafting/progression for gear that short of mass production (with no tools for this) it is just a gold sink for the wealthy.

You see in order to 'gather' one must own some of the pre-defined player housing. (players can set TP's to these houses and many world portals similar and travel freely with no cool-down)

Some of this housing is located on or next to high level turn in hubs. Where a player must transport a item (drops on death) for crafting rewards and gear progress after turning it in.

I am not going to dive in to the mechanics, but from my point of view Anni. It is far easier to start out in PO than Archeage. Considering you dont even get a radar until your at the end-game (which some groups hit on day 3 of launch)  you will never progress unless they allow it.

EDIT: Their time based progression system is tied to being logged in and thus being offline is a debuff and you are capped on industrial progress based on the availability of these points.

Celebro wrote:

I don't care who resets who. I just want a balanced game, this game is not balanced. New corps come in and realize after a while, there's a whole big mountain to climb even if you treat it as a second job.

Vets are not crying they have all they need, and little interest in beta or gamma. Aside for some vets who enjoy depriving others of any fun.

Should go check out the Archeage forums/reddit. It has a pretty similar tone towards the Alpha/Beta/KR players who are running a monopoly on most servers.

The difference is myself and my close boys have sat down and decide we wont let the guy who got there first stay on top. However we do have a ton of entertainment to keep us satisfied while we prepare.

48

(26 replies, posted in General discussion)

Also, a great source for pleasure reading.

spark nerf is unpredictable but it would put more strain on the responding force. Regardless the guy on top will continually win if they get all of their men in place first or you outright beat there men.

The only people remaining are the guys who will put that effort in so, good luck with this.



It wont change anything from the current besides how much one side can 



/popcorn

round and round we go

50

(45 replies, posted in General discussion)

Interference will get you wiped faster than you can lock with to many numbers