Kiting one vs one is the way to start with a bow build. At least until you've upgraded your gear, skills and talents a little bit.
That, or grouping with 1 to like 4 or 5 other players where you can lift each other up. Game can be soloed, but you have to be much more cautious, and make sure you have a ton of bandages with you
Hello Friends. To begin, Deorum Mortis started on Aehern day 1 of beta. Once we finally got Coal Harbour built, we began travelling to Myr. This is when we discovered what we were missing....
Fast-forward to now...
Aehern, the newest addition to Syndesia, has seen a nice update recently, with legends added, and work on the continent is expected to continue in coming patches. This is all well and good, but there are underlying issues that have not been addressed since beta began.
Targeting : Arrows and spells go crazy everywhere on the continent. Compared to Myr, where this does happen, but rarely
Players and plots bugged: The once max level city of Coal Harbour has decayed today, due to the character that cares for it being unable to make food sacks. I have reached out for help, yet my cries have gone unanswered... So it goes...
------There are still players that can't make food at fires, or use crafting stations in territories they are a Trusted Citizen in.
Terrain : still very much broken in the Volcano, Storm Ele island, and the Ice/ Jotuun area.
That is all I can really think of right now. Now we have had discussions about this. I am all for completing the continent, as it is quite a nice place, with interesting biomes and unique mobs. These underlying problems must be fixed first, or the issues will just compound and get worse. If you have any other issues to add, fill out a bug report first, then come here. Good Luck and Have fun Adventurers!
@Althalus Actually, you were greatly misinformed.
They have said from the very beginning that after every test phase there would be a wipe. Each Alpha had a wipe, and They have ALWAYS said, since the very beginning of the game that there would be a final wipe prior to release at the end of Beta and no beta progress would move into release.
Also, open Beta said that they would 'try' not to do any wipes before the final wipe, but that if the game necessitated it, they would do so, like for a major patch/bugfix/exploit correction. So far, they haven't done a Beta Wipe, but that doesn't preclude one.
Whomever told you there would be no wipes at all was not giving you the straight info that the Devs have always said.
As to plans for an Open Beta, none has ever been officially mentioned. We do occasionally get an open Beta period of like 5 days to stress test and tempt the public, but as of now, there hasn't been any official announcement of an open Beta phase, although several of us are kind of pushing for a final like open beta the last month before wipe/release.
And neutral mode ~
I think the neutral mode can be PVP~ in the wild ~
But as long as the assets are plundered ~
You have to deduct the karmic value ~
Because you killed each other ~ ~
And plundered other people's assets ~
I don't think this setting is neutral enough ~
If I am a neutral player ~ I will only PVP, and I will not plunder ~
not at all.
A lot of the game is lateral progression via equipment.
A brand new player with some equipment and friends can certainly take on harder mobs right out the gate.
This is shown by your good example.
in my suggestion you would just have to give them appropriate clothing to go and play in the harsher climates.
Just like going to aerhen now. you dont go to the really cold or hot places without appropriate basic gear or skills.
these basic gears (cotton cloth vs rabbit cloth for example) are easy to get and not a real obstacle.
The goal is to give higher 'rank' players more content while not simultaniously making it too hard for other players or creating a situation where the higher 'rank' players steamroll the lower rank players along with whatever mobs they happen to be farming.
If a group of lower rank players decide to gear up and go to the harder place, they are still going to do well and -if- they run into a solo higher tier player they are less likely to get eliminated as they went in expecting it to be more challenging and so brought the numbers to counter it.
I hope that any farm bots or killing-for-cash solo players are also more likely to be identified and dealt with with this system as they would stick out even more then they might otherwise.
@Logain said in Legends need to change:
@Rife said in Legends need to change:
It's amusing you say this, well, you haven't been here for long and probably didn't read my previous posts on related subjects.
Which validates my point, PvP for the sake of PvP is not the content. yes it is. Youre not the boss. You cant dictate what is fun and what isnt to people.
@OlivePit The only difference for Governors and Vice Governors is that Governors can promote people to Vice. Otherwise it is exactly the same. I am wholeheartedly for increasing visibility of towns, just on their map icons. I don't want to use New World as an example, but New World did it so when you hovered over a town, it showed all the research levels, who owned it, and if and when they were being sieged. I feel like incorporating all or parts fo that would go a long way.
Spoletta — Today at 9:02 AM
Trying to find it. I'm starting to believe I imagined it.
Oh ok no, it was the tidbit in the bug fixes area of the last patch.
"The Political Atlas menu now only shows LAUNCH CONQUEST when opened via the Guild menu, since Guilds can only launch conquests on Hamlets – no raids or nation join proposals."
ok... good stuff, thanks for sharing.
This sounds like: a group of people in a guild but without a city of their own can, through the guild politics window, declare a conquest on any hamlet in game and conquer it.
I see this as a good thing for when the map is full but not all towns are active and some have decayed to rank 5.
yes, it opens the doors to zergs, but it still protects bigger towns. The zerg would have to find some other way to raid the town to reduce its rank before attempting the conquest
-since you can only raid from a town-
the only problem arises if the guild gets outside help for their 30 man team to conquer the hamlet. So a guild of 1 runs around challanging towns and their big city allies fill the ranks of the assault team.
if a player wants to be a merc, great, but they should not be able to be a citizen of a town and fight for another town/guild/ group. if you want to fight for a group, you should have to join it and abandon your claim on the other group.... tho i guess guild hopping could still be an issue.
@RavenCypher Just because Pull is iconic for traditional Tank builds, doesn't mean that every game has to follow that trope.
FO doesn't use an Aggro mechanic, so traditional Tanky tricks aren't as prevalent. I actually like the gamble of seeing the squishier characters pull and then run, or pull for the Tank. Pull has always in my book, been more of a mobility character trait, not a Tank trait. Tanks take the Aggro, but the Ranged DPS guy is usually the Puller, as pulling and kiting go hand in hand, you get the mob to follow you and you use your mobility to stay ahead of them and kite.
@RavenCypher Actually, he didn't butt in, but directly addressed your point. You just don't seem to like his solution or the fact that you weren't specific enough in some of what you said. Fact is, personal plots outside of town are also intentionally more limited than what is in town, and even with that, they Devs have said they will add in storage for the future.
The most noticeable thing that needs to be fixed is the fact that skills dont always activate when you want them to. It's always random when it happens but it can be infuriating in a situation where you need your skills to activate. Either a dash, or a skill that blocks a certain attack. These can't be used effectively if they dont activate when you need them to. It happens when melee skills, ranged skills, hell...even heals have had ticks where they dont do anything.
And no this isn't the case of being "confused" or a status effect that causes your skills to not activate. Its just a random thing, and moving your character anywhere can fix it...but in the middle of combat, the last thing you want to find out is AFTER you needed to use the skill. So, combat wise...this is a fix that needs to be figured out and fixed if they want to say their combat has been smoothed out.