Can we talk? Developer letter June 15th

Yup, that’s what the bingo machine spit out :stuck_out_tongue: In case you’re curious about the rest, I have added a second sheet to the same old thrall stats spreadsheet I had going, with the preliminary AoW stats, you can switch at the bottom.

Footage of Funcom balancing:
Lotto Balls GIFs | Tenor

Yea… that one’s still a bit sketchy. In all fairness there wasn’t really a need to separate them in the first place since they could’ve applied a player-thrall only template to tune them independently of their wild counterparts.

However, fair enough, separating the attacks does allow for greater flexibility and customization of them independently, so I guess it’s fine…

But I never understood why they must be nerfed… Like you say, they could’ve copied them 1:1 and then do slight tweaks later if needed…

There was one single complaint about pets… and that wind was blowing from PvP during the AoS beta that Sabretooths could one-shot players when built as such…
Funcom actually addressed this very simply by setting thrall damage to players to 50% on PvP servers from the actual server configuration… Which was a smart solution that took care of that problem, there was no need for anything else…

Despite this though, Pets went through 3 separate nerf phases… First of all they got hit the hardest from the armor curve shifting in AoS… pets lost around ~20% damage reduction in a completely stealthy fashion without most people even noticing :slight_smile:
Then they got like a general hp / damage nerf which made them just a bit worse, but still sort of viable… and finally we got the “Let’s nerf them to the ground - might as well” phase :slight_smile:

Someone at Funcom really hates animals…

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I like being my thralls sidekick.

However the rest I fully agree with. It’s almost like they don’t care about us.

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It’s okay to have that as a choice that involves tradeoffs. That’s the beauty of the authority attribute: you get to choose whether you want to be the hero or the sidekick.

This new change? Not really a balanced choice.

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I just read the Lead Designer letter on Steam and I feel the urgend need to “respond” to it. I hope this is the right place to do so.

First of I need to say that I don’t play PvP and that my point of view is from PvE only.
Second thing is that I appreciate the intentions for making the game/combat more challenging. That’s what a survival game is supposed to be: Challenging. With many of the last QoL improvements like the temperature overhaul, to just name one (And the damn light cone around the player coming with Age of War to name a second) many survival aspects where patched out of the game. That just doesn’t feel right and isn’t good at all.

And yea I know it’s no fun to read through so much text but I feel like constructive critics needs quite some words. :frowning:

Anyway let’s get started:

I basically support the idea of positive stress. It’s what makes content feel rewarding.
Finding the right balance is pretty hard. There are always people complaining it’s too hard or too easy. It’s a hard and challenging task to get create the right “stress level” in a game.
You got my respect for working on that task.

For the “The Problem”, the “more consistency and dynamic” and the “more dynamic through tension” part of the newsletter:

The enemy stunlock problem is real. Traveling the lands with a coop group makes things way too easy! They are easy enough in single player already. The “solution” of implementing a stun imunity to enemies should have been more temporary but better work on it now then never I guess.
So again: The base idea to work on a different solution is pretty good and more then needed.
But: Trying to solve the enemy stunlock problem via depleting the players stamina pool after a few attacks doesn’t seem to solve anything. Especially the pointed coop problem won’t be solved that way. Two or three players would be enough to keep an enemy stunlocked anyway. Regarding to the damage increase and the less enemy health coop groups will still maw through enemies like paper.
I really wonder if any of the dev team has actually played/tested the game with the stamina changes? I mean you can’t perform a full combo chain of heavy weapons with your base stamina. That’s a good thing? It does not let you feel like a mighty warrior at all! Have you thought about corruption/sorcerers? Even if you put all 20 points into grit + agility you will never be able to perform a full combo chain of heavy weaponry if you’re fully corrupted. And since sorcery doesn’t has much offensive stuff you’re nothing but an easy target. With this extreme changes to stamina you force players into high stamina builds and punish corruption builds. Keeping up with non corrupted players was hard enough with the current system. Now it feels impossible.
Till now a corrupted player can’t run or climb as long as a non corrupted player. You also can perform only have as many attacks in a row as a non corrupted one. The corrupted perks and the sorcery spells can hardly stand against that. With the new system corrupted players are toast.
Another thing why I don’t really think Funcom tested the stamina revamp itself is the dodge roll. While testing I recognized that dodge rolling won’t stop stamina regeneration. Yes it consumes stamina but that’s it. Using light armor + light load you are nearly able to dodge roll infinitve. As mentioned I don’t play PvP but I really think that will be a problem. It’s also kinda stupid for PvE reasons. Not to mention RP.
To be honest I’m not a big fan of that mechanic at all. Sure it is a possible thing to dodge. But ingame dodging is so much better and also more reliable then blocking. I don’t think that’s the way it should be in a game like this. It’s fine for Dark Souls but not for a Conan game.

Removing the depleted stamina debuff also feels wrong. It’s needed for Funcoms new system but it still doesn’t feel right. I can imagine people dodge, hit, doge, hit, repeat already. And who can blame them? You’re hardly able to fulfill a 4 step combo chain at all. On the other hand you deal high damage with a single light or heavy hit on enemies that have less health… Also circling the “AI” is the best way to fight anyway.
Sorry but it doesn’t feel like any improvement to combat variety for me.

Oh and while you’re making stamina such an incredible rare resource could you please finally fix the stamina potions/elixir buffs? Like the Elixir of Freedom for example. You use it and it works fine. Then you drink till your thirst bar is filled and you get the +stamina from filling the bar. That moment the effect from the Elixir of Freedom is gone. It’s buff timer is still running preventing you from applying the buff effect again. :frowning:
I just feel like + stamina armor parts and buff food/potions will come into many player builds soon so please fix it.

It may sound rude but while testing the beta and reading through the newsletter I came to three main opinions:

  1. The stamina revamp is to force players into pauses to open windows for the really stupid (please excuse the word but I couldn’t find anything more fitting) AI to finally attack players.
  2. It’s just another work around like the stun immuity while Funcom should finally have invested in creating a real solution: A challenging AI.
  3. I think asking the community or just listening to already available feedback from the forums and other sources before impelmenting such extreme changes would have brought up better solutions or at least ideas to work something out. For sure less players would be afraid of the upcoming changes!

For the “hyperarmor” part of the newsletter:

The thoughts are realistic. While having a heavy weapon in motion it’s hard to interrupt it. A blow of a light weapon is much easier to be interrupted. I think the current system could indeed use some love and I’m curious about the upcoming changes. Again not an easy task to keep balance and playability of all weapon types.

For the “Enemies, weapons and repairs” part of the newsletter:

In general I agree with the arguments that there is no reason to visit most places a second time or doing stuff again when you already got legendary/good gear. I also aggree that many enemies where no threat at all. And I absolutely agree that a player should feel like a warrior. But for the above listed stamina revamp reasons I feel like a fat peasant and not like a warrior.
The fact that legendary weapons are the most powerfull is fine. Making them non repairable isn’t.
I mean every player got it’s own playstyle and therefore it’s own choice of weapon. Funcom really thinks that making that weapon “break” will satisfy a player?
It might be fine if you had a high chance to get that weapon again. But you don’t have.
I’m not sure what you mean with “object distribution revamp for chapter 2”. If you plan to change the way how you get legendary weapons it might be ok. If not you better think about it.
At the moment getting the desired legendary is an endless RNG.
No matter if you “desire” a weapon drop from the unnamed city or from a skeleton key chest it’s a hard grind to get it. And if you finally got one you will see it destroyed after a while? What is the result of that? An endless grind. That has nothing to do with “creating” contend for palyers or making them visit locations more then ones. It’s simply farming from it’s worst side.
For example if you want a Riptide you won’t visit places a second time you simply farm the hell out of the bat boss at the Unnamed City.
If you want a skeleton key chest legendary you also won’t visit places a second time. You simply farm any world boss till you get it.
Don’t get me wrong. I like the idea of making it worth visiting some place more then ones. But that’s not what you’re about to implement with the upcomming changes.

Possible solution concept for legendary weapon repairs:
If you want to make Legendary weapons worth something don’t make them RNG the hell out of you. That’s not rewarding or satisfying in any way. Create repair kits only craftable with incredients you get by dismantling other legendary weapons. It’s fine if it is expensive and you need quite some weapon dismantled to get them.

For the “Closing Words” part of the newsletter

In generall I see the problems you see but I disagree with the way you try to fix them.
It doesn’t feel like a seriuos fix it feels like another temporary way to work arround the real problem: The AI!
I see a timeline for changes to hit the game within all three chapters of Age of War. That means about 9 months. I understand that the number of changes take it’s time but realeasing them in 3 month intervalls is a two sided blade. On one side it’s good to get new improvements “earlier”. The other side is that those heavy changes on the combat system lead to an extreme unbalanced game experince if they’re brought in 3 months intervalls. It somehow feels like early access again.

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If I could I would give 10 likes to your comment. I hope devs read it.

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I still don’t understand why, but I believe you.

Agreeing with this, entirely. Specifically the quoted portion. @forkyeah had a really good suggestion about how to distribute legendaries, but waiting another patch cycle for it? I believe Dennis also mentioned in the stream that chests out around the world would be updated, so people wouldn’t be finding sticks and plant fiber but, again, that’s a chapter 2 thing so it feels half-done.

Just like adding a treasure room that exists only to look at and have your completely uncustomizable, sticks-out-like-a-sore-thumb-if-you’re-anything-other-than-a-relic-hunter banker count for the purpose of counting. I like the idea of the treasure room, a lot. But I don’t feel like chapter 1 is the time to introduce it because it’s entire purpose, as has been explained to us, won’t even be utilized until chapter 2.

I know a combat rework is probably a huge update with a lot of hidden work that players won’t necessarily see the sweat put into, but it makes for three months of a blegh patch, waiting to see if the second chapter addresses the things you didn’t like or that felt incomplete from the first.

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Since when do we care? Aren’t they getting paid? :smile:
We judge results, not effort. That’s their problem.
I may sound harsh, but that’s the reality of it and they know it. So I don’t even pretend otherwise.

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totally agree

I agree with all these comments. As a casual PvE player I don’t get time to grind much. I simply won’t find the time to grind RNG to get a specific weapon so will likely have to settle for crafted weapons and rarely use precious legendaries since they won’t last long and will take forever, i.e. many months…or a whole ‘battlepass season’ to grind from RNG.

If Legendaries are going to be made unrepairable, we need a better system than RNG, or else use the suggestion to repair legendaries with other lengendaries or ‘parts’.

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That’s some very outdated information there :stuck_out_tongue:
It’s been almost a year since they changed thrall pots to where NPCs only pick up food from it if they’re missing health.
However… since then they managed to break it :slight_smile: Currently in AoS the thrall pot does not appear to work at all…

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Thralls take food from the pot when the server is reset, and whenever they take the slightest damage, so not as much as before. Have not tested it on AoW.

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Mine don’t take any and I’ve seen lots of other reports like that too. But I use it as a ghetto fridge :stuck_out_tongue:
(also haven’t checked in the beta yet, but I will the next time I load it up)

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I think you make some good points, but I am also coming around with the stamina changes. If you think about what grit is supposed to be, it makes sense that characters with low grit are a little bit “lazy” and are likely to have lower endurance. So narratively, it actually makes sense to give grit the extrinsic value (thanks for the terminology @CodeMage ) of allowing players to complete combos only with significant investment into grit. (This also gives an interesting interpretation of a hypothetical corrupted grit stat). In that regard the changes make sense.

As far as AI improvement goes, it is quite clear the team is already working on that. If you extrapolate their intentions from the inclusion of golems, and the stated plan to include NPC siege camps, it is quite clear the team is extremely focused on improving AI. Much of the work in Age of War will consist of patching the AI and doing a lot of behind the scenes work on fixing it.

I do think that legendaries should have a “legendary” repair method (like volcanic forge or forge of the first men), we can even include components from legendary items being dismantled (it makes repairing them feel epic).

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While this was a well-put letter to community, this message made it clear that Funcom’s stance is “players don’t know what they want, they will stop whining when they realize how right we were”

I had thought the Testlive server was for listening to the community, not just for spotting bugs. No adjustments have been made since the beginning of Testlive and by the sounds of it we’re stuck with this until at least Chapter 2, possibly ever. (Did he really have to double down by ending with “we won’t do a major rework again!”)

It’s also clear that they don’t really understand what they’ve done, because they have accomplished the opposite of what they aimed to with the stamina system.

From my understanding of the livestream and official statements, they wanted to fix:

Stunlocking mobs
Dagger spam (this was mentioned in the livestream only)
Lack of need for tactical positioning “Increasing Dynamics with Tension”

Let’s cover these goals individually

Stunlocking mobs
They made adjustments to the hyper armor system so that we are now “using fast weapons to interrupt slow weapons, but should you fail to interrupt the slow weapon in time, the heavy weapon in motion will not be stoppable.” Now poison daggers-- which took a disproportionately low amount of stamina increase compared to other weapons-- are even more effective and preventing your enemy from doing anything. Pair this with your follower or two, this issue is… worse than it used to be?

Increasing Dynamics With Tension
Contrary to widespread outrage about the fact that you can’t complete some weapon combos now (which is fair and ridiculous), stamina management doesn’t matter anymore. They have completely removed the exhausted state or “grey stamina”, and your stamina regenerates immediately. While actions can cause your stamina to go into the negative, you are never waiting more than a fraction of a second to regain the 1 point of stamina required to perform any action. This means they have removed tension by removing the consequences of careless stamina management. You can roll every second infinitely no matter the build, no matter the armor. There is no tension in being able to spam roll out of every bad situation, and it means that in PvP any proficient offense by a smart player can be lazily undone by spamming roll until your food+Glutton for Punishment top you up. Pair this with Rolling Thrust, now you can roll and poke/swing/shoot infinitely until you die of thirst or starvation.

Dagger Spam
We’ve went over how daggers break the new PvE system more than they already ruin the game in it’s current state, so what about PvP? How do you counter spam rolls? With spam attacks. If you throw enough attacks out, you will eventually catch hits in the small windows provided between rolls. With poison and cripple, daggers are unironically way stronger than they used to be despite some of them receiving number nerfs.

So we have successfully:
-Made it impossible to perform some weapon combos without speccing stamina
-Made it possible to roll infinitely, and in some cases roll and attack infinitely
-Made mindless dagger spam an even stronger choice in both PvE and PvP
-Dramatically reduced build variety by trivializing armor weight class penalty (Rolling Thrust spam in Godbreaker vs Silent Legion light is practically identical speed, roll cost is trivial when you can roll with 1 stamina)

and we have unsuccessfully addressed:

-Stunlocking mobs
-Dagger spam
-Increasing Dynamics with Tension

The Developer Letter said it multiple times: nobody asked for this, and no it doesn’t address the things you say it does. The next step should have been implementing the new Hyper Armor changes on their own and tweaking until it is in a better spot, and reducing the movement distance on dagger light attacks while greatly increasing stamina use. This in tandem with HP/damage reworks and autolock changes would have been already a dramatic shift and would have been plenty to garner feedback on before gutting a well-balanced and well-loved combat system.

Other than the really odd thrall nerfs/buffs, I actually love the other changes. Legendary weapons should feel like lightning in a bottle. I have a vault full of useless legendary weapons and have no reason to ever farm bosses. Bugfixes and content updates sound really fun, if it wasn’t for this stamina rework I’d basically be over the moon with how Funcom is handling new updates. Really sad to see the death of a great system, hope someone realizes that this isn’t in the interest of fun and pumps the brakes a little bit.

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Very well worded response to what I can only assume was a ‘damage limitation’ statement put out by the so call ‘lead developer’. It us players that make a game, not the developers.

I’ve said it before, on numerous occassions, this game is a wonderful vehicle to waste countless hours in, soaking up the scenery and the beautiful builds some players create, as well as the huge amount of content to involve oneself in, but it is but a shadow of what it could be if only the developers, lead or not, just took a step back and LISTENED to us players.

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Eh, to me it sounded more like “We can’t really do the stuff you want us to do, so we came up with something else to try to compensate, and now I’m writing a long explanation to try to convince you what we did is just as good as what you wanted.”

I mean, look at this:

Basically, it’s “yeah, we know you want better AI, but we can’t really do that, so how about we fiddle with some other stuff and maybe it’ll work out”.

Along those same lines, it’s “we know you want legendaries to have well thought-out effects and bonuses, and we also know you want dungeons to be worth visiting again, and we know you want a trading system, but these things are too much work, so how about we buff the damage on the legendaries and then make them unrepairable so you have to visit the dungeons again and maybe trade legendaries you don’t want for those you do?”

Ttjw1xT1

Honestly, it’s mostly for spotting bugs. Not even fixing them is guaranteed, as we’ve seen plenty of times before.

As for “listening to the community”, from what I’ve heard, even the closed beta players can have a hard time making the devs listen to their feedback.

Legendary weapons should feel actually unique, not just a bunch of combinations of different skins – some of them repeating more than once – and inflated damage values.

Yeah, pretty much everyone does. You know what’s gonna change? Now we’re all going to be forced to grind bosses and dungeons – until we’re sick of it – so we can restock the few legendaries we want to have, while all the others we don’t want will still end up filling that vault.

Alternately, we’ll just stick our favorite legendaries onto our thralls and go be their faithful sidekicks while they have all the fun.

Isn’t that so much better?

Mitra forbid they should take a step back from making all the bosses and dungeons be slot machines and actually give us a compelling gameplay experience with meaningful choices.

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Yeah, I can’t really argue with your points. It is lazy. I personally don’t mind it, but can totally understand why others are opposed to it. I’m just really disappointed that combat is going to be completely gutted after how far we’ve come dialing it in. Every weapon type feels viable in PvP and PvE, while daggers are obviously an issue that needs fixing. Some small tweaks were what we needed, not this.

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IMO, the first correct step would’ve been to remove this cheesy target lock from being usable on other players.

Then dagger left click spam would become more skillful, because you’d just not autodash after your target anymore. You would have to aim your mouse and use WASD to get into position.

Next would’ve been a slight damage nerf on the top daggers that exceed 55 damage.
On top of that double the stamina cost.
Then let it roll and see how daggers perform.

But it seems more that they want to take out every aspect of PvP that makes a player skilled in Conan PvP: Stamina Management, Aim and Prediction.

The last two will go with the next propsed change here:

What we will be left with in PvP is brainless poke’n roll weapon spamming where it’s also even easier to avoid PvP and just roflbomb your base 15 meters away whilst literally displaying a trollface above your avatar.

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And that’s a shame. It was quite useful, even when it was a bit broken.