Post by Ludullu on 2024-01-31 19:32:55
Considering that it was a small scale pvp, it looked fine. Names were visible, players were fairly trackable. Of course numbers were on the side of attackers at first, so they overwhelmed the caravan.
Summoned caravan definitely came a bit too fast. And if you do decide to let it be fast, then I'd definitely prefer if loading crates took longer. In other words, let the defenders respawn and come back before the attacker's caravan can already outpace them.
Transfer to water and narrow rivers with attack points looked nice.
Unless I missed it, I don't think it was mentioned if the ruins of a caravan are still considered a pvp zone. Would definitely hope that it is.
Would also definitely hope there's several ways to stop (or at least significantly slow down) the caravan through player means, cause it feels almost impossible to stop it unless you can just completely run over the players around it. Maybe I missed the stream mentioning whether the drive can be sniped (and if he can, then I hope only he can drive the caravan).
Also, I'll rewatch it to check, but if it wasn't mentioned, do the initial defenders automatically become attackers for the attacker caravan with stolen good, or do they need to register to that. Would definitely like if it's automatic. Rewatched it. Attackers obviously will become defenders seamlessly, because their leader just gains a caravan, but
Oh, and I guess this would relate to pvp feedback. PLS NO VISUAL HP VALUES ON ENEMIES.
Seeing fractions will not stop abuse, it will encourage harassment, which will simply overwhelm GMs and lead to a ton of arguments between Intrepid and players about what exactly "harassment" is.
Also, TTK definitely seems a bit short, be it because of absence of good heals/defensive buffs or dmg/hp ratios. HP ranged from 1k to ~1.7k, with hits going as high as 300 on massive crits and at ~15-20 on super fast hits. Usual skills seemed to hit for around 100. And considering the speed of combat it definitely feel like these ratios are a bit skewed towards fast ttk. Would definitely like if it took longer to kill people (especially in party situations with tanks and healers).
Summoned caravan definitely came a bit too fast. And if you do decide to let it be fast, then I'd definitely prefer if loading crates took longer. In other words, let the defenders respawn and come back before the attacker's caravan can already outpace them.
Transfer to water and narrow rivers with attack points looked nice.
Unless I missed it, I don't think it was mentioned if the ruins of a caravan are still considered a pvp zone. Would definitely hope that it is.
Would also definitely hope there's several ways to stop (or at least significantly slow down) the caravan through player means, cause it feels almost impossible to stop it unless you can just completely run over the players around it. Maybe I missed the stream mentioning whether the drive can be sniped (and if he can, then I hope only he can drive the caravan).
Also, I'll rewatch it to check, but if it wasn't mentioned, do the initial defenders automatically become attackers for the attacker caravan with stolen good, or do they need to register to that. Would definitely like if it's automatic. Rewatched it. Attackers obviously will become defenders seamlessly, because their leader just gains a caravan, but
Oh, and I guess this would relate to pvp feedback. PLS NO VISUAL HP VALUES ON ENEMIES.
Seeing fractions will not stop abuse, it will encourage harassment, which will simply overwhelm GMs and lead to a ton of arguments between Intrepid and players about what exactly "harassment" is.
Also, TTK definitely seems a bit short, be it because of absence of good heals/defensive buffs or dmg/hp ratios. HP ranged from 1k to ~1.7k, with hits going as high as 300 on massive crits and at ~15-20 on super fast hits. Usual skills seemed to hit for around 100. And considering the speed of combat it definitely feel like these ratios are a bit skewed towards fast ttk. Would definitely like if it took longer to kill people (especially in party situations with tanks and healers).