The most important thing everyone can do is to keep telling us when you’re not happy. I monitor discussions in various places, but I usually don’t reply to these threads because they start counterproductive arguments about who’s right and what’s a braindead take rather than leading to constructive discourse about the changes. Even if we were to “listen to everyone” today to take the steps that would “fix the game”, revert stamina to the old system, change rotation to be pre-AoW or match Chapter 2, there would be another thing that comes up that everyone agrees makes it imperfect. We can pick and choose, but we (the design team) have to be considerate that there are other types of player in the game, so not every PvP solution will gel with the rest of the community.Įverybody has a different opinion of what the “right fix” is for any given situation. Because of that, we can’t make changes that ONLY benefit PvP all the time. The most difficult aspects of PvP and Exiles are:Įxiles is not purely a PvP game. This is getting long winded, but the point is - yes I care. Exiles made up 40% of my play time in the Steam recap this year, that’s on my personal account, and it doesn’t account for the hours I work and test in our editor. On that same stream I spoke up because I was criticized for not knowing how to open my inventory on the official Exiles stream (Andy uses different key bindings than me, and playing on streams for me is more about talking and showing than performing in combat!) - there’s a narrative that we don’t play the game. Ever since highschool I’ve played games against people online at a high level in countless games that have come and gone - mastery is where I usually find the most fun in games and mastery is only ever truly tested against other people. I watch the entire spectrum of content for Exiles, and believe it or not PvP is my personal favorite aspect of any game. Yeah I did mention it in a stream, but we have only started cursory testing internally for it, so I’m not sure it’s going to be THE fix, but it’s something we’re trying. There are a ton of players that can offer meaningful insights into what made PvP more fun pre-AoW. You want to build a robust system that rewards people for learning its finer points, and a big part of that is acknowledging when changes just aren’t working as intended. Rules for designing/changing PvP are fine but they need to be considered against the backdrop of actual game mechanics, otherwise you end up applying arbitrary standards that worsen the state of play. You could also RISK trades without also risking death on failure due to cranked up burst damage. Moreover, without endless stamina it was more difficult to just mindlessly roll-poke. It used to be easy to just use a 1h sword or another trading weapon with starting hyper armor to break through a spear poke and out-trade them. The reason spear played so strongly in this meta was because it has a long reach and Age of War stripped the gameplay of factors that mitigated that advantage. However, in Age of War why would you ever risk a slower attack when you always get stunned at first contact? This rule makes a lot more sense in a meta where heavy attacks also benefit from good hyper armor coverage. Incidentally it didn’t follow the rules that a heavy attack should be slower than a light attack.
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