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patch day one

Posted: Mon Jun 05, 2017 12:45 am
by fr3y
Although very thrilling at times, frey has zero dreamsoul eles left and zero desire to try to hunt up more. losing 190k energy and getting back 25 collapsing lol isnt going cut it.

Not even close.

Apparently lol loves the new system though. He just keeps coming, unfazed.

Re: patch day one

Posted: Mon Jun 05, 2017 1:04 am
by fr3y
Oh but all of this is sure going to motivate frey to raise his forge !

oh wait..

Re: patch day one

Posted: Mon Jun 05, 2017 1:11 am
by Koi-Shadow
It will take some adjusting to the new pmares. They are more like Dark Mares, especially if they become Horrons. No pmares are worth 25k. Shamblixs are 50k and Horrons are 75k. It's not going to be easy for 1-2 people to fight them and there may be times where you are better off waiting them out in sanctuary/member areas.

Re: patch day one

Posted: Mon Jun 05, 2017 2:18 am
by Uthanatos
I'll cede that some time is going to be required to get used to things, but I have to wonder about the decision to cap forge charges at base limits. I don't mind spending 3 PTs to make an ellie, but why would I spend the PTs to forge an ellie of middling strength with no advantage over some random ellie I could pick up while trapping. There are two pack types. Power packs, which use flat, high end ellies and high end chaks, and longevity packs, which are mostly forged, they sacrifice the power for being able to carry talismen with higher charges. I'm fine with the increased strength without a power token, I'm fine with spending 3 power tokens to forge an item, but spending 3 power tokens to forge an item that has no advantage over the ones you pick up off the ground....well, that's just silly. That being said, I'm still excited to see some of the other changes, but the charge nerf on forge is devastating. As a player, I'd rather sanc up than burn up talismen that I have to go spend ages genning. Especially with how limited my playtime is these days.

Re: patch day one

Posted: Mon Jun 05, 2017 2:24 am
by Arnaya
I was going to say a lot more, but there's no point since no ones listening. I'll just leave it at this:

Frey is Right. The Datoken are Too powerful for the very limited playerbase, and the nerfs (Yes, Plural) to Forge are devastating. Oh, and PS: Thanks for cleaning out nearly all of HC's Alterors, whoever pulled that. It's Really appreciated and encourages people to play.

Re: patch day one

Posted: Mon Jun 05, 2017 5:06 am
by Dina
Yeah, I was reading the patch notes and the cut in charges made me do a double take. Bad change imo.

At this point in the game, you really don't want to take anything away.

Good job on the datoken though!

Re: patch day one

Posted: Mon Jun 05, 2017 5:20 am
by Lu Chaos
I like the dreamseer charge thing that's cool but the way the game is now it would be better if you made every 9th sphere or something. There is no way we can beat datoken and like these guys said there aren't enough talismen and forge sucks especially with the weak items they make. Kind of not liking it at all. Good try and if you wanna make datoken that strong make them worth 100k or more because its dumb how strong they are now.

Re: patch day one

Posted: Mon Jun 05, 2017 6:52 am
by Golah
I dunno where to even begin, I mean thank you for all the work you folks do, for sure, but these changes.....I need to calm down before I post and get myself banned. Not all the changes some of them were quite delightful, but I get very very weird when it comes to Forge and Arts Restrictions

Re: patch day one

Posted: Mon Jun 05, 2017 9:27 am
by Tember
I personally love the changes to the pmare system. We now have something that is an actually threat to the game and a challenge to fight. We also have the choice to fight them, or to not fight them.

A lot of hard work and dedication went into this patch. And there are a lot of awesome changes, so I won't say too much about forge, other than the changes will just keep us from sitting around thresh with full packs.

...........

Posted: Mon Jun 05, 2017 11:20 am
by -Lacie-
..................

Re: patch day one

Posted: Mon Jun 05, 2017 12:28 pm
by Tember
Uh oh. Lace wants my body

Re: patch day one

Posted: Mon Jun 05, 2017 3:25 pm
by fr3y
The thing about challenge is that usually overcoming it leads to great reward.

Re: patch day one

Posted: Mon Jun 05, 2017 3:35 pm
by Koi-Ajax
In my opinion the biggest problem for this patch is the two major features (Player Nightmare and Forge Talisman) were initially intended to be in subsequent releases. We had logistical issues which led to them being combined into one release, which caused a bigger brick wall than we would have liked the players to run into. One thing we are investigating to try to reduce these surprises (and combat our limited person power) is to provide a PTR-style testing bed that would allow for us to invite players to help test new features. The Player Nightmares would be an example of a feature we would have truly loved to get players involved in the feedback process for since we could only simulate small and medium scale encounters with them.

I would like to assure you that we (the dev team) do listen and watch for things from the Player base but it is also important to remember that the GMs are always looking at game balance and the need to hone things. Player Nightmares, for instance, had become the most efficient means of risk-free XP gains for players. They were no longer a threat and needed to be enhanced. Now, as I mentioned in the spoiler thread, this feature isn't set in stone. I have no problems honing the abilities to be more in line with where the player base needs them to be. As a matter of fact, you can place suggestions in this thread (viewtopic.php?f=9&t=3890) so that we can track them in one place.

I watch the Game Suggestions forum religiously and bring things to the GMs that I feel would be valuable additions. In-game Roleplays are similarly watched but I can only see so much in my divided playtime so advertise advertise advertise (See: Power Band as an example).

Re: patch day one

Posted: Mon Jun 05, 2017 3:45 pm
by fr3y
And I understand the staff works tirelessly for little reward and gives their all, believe me. These are honestly meant to be only suggestions

Re: patch day one

Posted: Mon Jun 05, 2017 4:22 pm
by Uthanatos
Tember wrote:I personally love the changes to the pmare system. We now have something that is an actually threat to the game and a challenge to fight. We also have the choice to fight them, or to not fight them.

A lot of hard work and dedication went into this patch. And there are a lot of awesome changes, so I won't say too much about forge, other than the changes will just keep us from sitting around thresh with full packs.

Actually, some characters DON'T have a choice. Try running a PMARE around Offy, or most of the old guard HC or DoL, even Uthy can't just sit back and do nothing, oaths were sworn, characters developed.

Re: patch day one

Posted: Mon Jun 05, 2017 4:25 pm
by Tember
Oh brother :roll:


Why do people complain about how much stronger the pmares are, but have never complained about the darks?

You guys realize that a pmare can only be in for like 23 minutes, every other day. And once the newness of this dies off, we will go back to no one hardly playing their pmares again.

Re: patch day one

Posted: Mon Jun 05, 2017 5:03 pm
by Coraal
So I also tend to agree with Tember on this new patch release.

I can't really comment too much on Forge because Cor doesn't have it and I am honestly grateful for anything I can use that I don't have to spend hours at a gen looking or hunting for days. Prime strength is one thing, sure, but having to spend all that time looking for items is a pain in the ass. I'm willing to do it, but I would really rather not.

On the PMares; the last five days of playing have been EXTREMELY exciting. I have been party to at least one major combat situation with the PMares or Lol daily. And while I am not all that combat oriented as a point of course, it's been a hell of a lot of fun. If I collapse? Well that gives me the motivation to learn how to fight better or to hunt for a bit to regain the lost strength. The point is that the situations are engaging and players, at least from the perspective of the Corpse, are coming together to drive off these threats. With the increased level of strength it becomes an actual challenge now and I think that's something that's been sorely needed for a while.

To help offset the issues with Forge as they stand currently; I was told in Shades of Truth that many strongholds had working item generators on their Facades. Why not reinstate those to add some extra chances to gen items closer at hand rather than camping out in areas where you can be ambushed or attacked by the new upgraded PMares? I'm not suggesting that the item gens will be super strong or anything, but this will give that extra chance of finding some usable items closer to home that could work to help give a boost.

While I'm at it, maybe also consider upgrading pack space from 50 to 75, also like I have been told was done in Shades of Truth. If we are going to have to hold more items now, we will need the pack space. Because, let's face it: all of the storage areas in the City are currently full. And EVERYONE has items in their pack of personal value that they would love to keep for sentimental reasons rather than lose for a extra chak or ele.

GM's/Dev's...thanks for putting the time and effort into this. Even before the go-live I was loving the upswing in activity and now I find the challenge created by the new PMares incredibly refreshing. Kudos.

Re: patch day one

Posted: Mon Jun 05, 2017 10:45 pm
by Dina
The Pmares needed an upgrade. When Dina can just stand there and heal herself through the damage, there is a problem lol. Like I said in the other thread, I like all the changes except one. Being a FreeSpirit sucks with the new forge.