CtA: Balancing/Progression bug and Feedback Thread

While I agree, I dont see a challange in being twoshot.
Not to mention oneshot in case of light armor…

There is a long way to 60 and prior to steel, these things are probably impossible to kill. I would rather go in from hardened steel onwards… but prior to that…
I do see a reason in having to run away in case of something too strong, but almost anything can spawn as a alpha version, meaning that players dont really know which enemy will basically onehit them.
Thats not really a nice feel.

I do agree that it’s kinda okayish for nameless city to be having such enemies, but the same for some random hyena? Me and a clanmate ran into two alpha hyenas almost right next to each other… They hurt a lot!
Another time it was some wolf, only a lil distance until some mommy bear.
The first time I saw one, it was a hyena chasing another clanmate. He was like “oh, found one of them!” and after having checked the map I picked up some shield to go off and help him. When I passed the location where I saw him on the map but couldnt find him, I looked on the map, seeing how far away he ran with that hyena. In the end, he ran probably 4 of these fields and was clinging to some cliff with the hyena hungrily trying to get a bite of him. I could get it’s attraction (btw, I DO like both the mapmarkers and the way how “aggro” has been treated ever since I started playing the game) and he killed the hyena. If I would have actively fought, be would have been doomed to death due to high damage and low/no possiblities to get it without being hit oneself.

Sometimes it’s just crazy.

I do like that when thinking about me venturing into some dangerous place. But some random hyena I am passing? Please some learning curve compared to nameless city ones… :slight_smile:

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I do love the new gravestone markers when a player dies. It has helped a bit when near Tall grass but i’m not sure if it was this new feature but I was shot and killed on an elevator while it was going down and my body stayed in the air with the grave marker.
Not sure how the coating goes but a gravity feature to the Grave marker that ensure is that it always rest on the ground may be helpful in rare cases like mine.

Also at the Storm Watch camp up north more than a few occasions I was attacked buy NPCs with no weapons. Invisible but after a few minutes they reappeared.

On the black hand pirate ship the NPC’s we’re routinely ignoring my fourth hit of the combo with my shield. Nearly everywhere else it would knock an NPC up in the air but for some reason near the bow of the ship especially they were ignoring that attack.

And lastly, last night on the combat US 1 server I’ve been playing on the server went down and when it came back up the ancient Pike that I had in Hotbar #3 was replaced with a steel skinning knife. Which I had and hot bar number 5. I thought it would revert back after a few minutes so I put it in my inventory and it has been a steel skinning knife ever since. Kind of funny but definitely not an even trade. :slight_smile:

Keep up the great work you guys have developed one hell of a game!

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Balancing Issue: Venom-Infused Weapons have a very low damage ability. The require high level ingredients but produce ‘starter’ level damage. I’m assuming this is intentional and that balancing will be tweaked later, but on the off chance that it is not, its definitely a ‘balancing issue.’

I agree, they are a bit overtumed atm. I was running around the starting river and met a hyena boss and it gave me a real hard time with my 60 char. It will rip a low level team of 3 apart…

I agree, while i loved see most new stuff now in this patch, i’m wondering what will be the feedback of real new players jumping in the game.

Made the test on my own test-server, created a new char, and had very fun but also very hard time. Not to mention this first purge hitting my sandstone base at the noob-river.
I mean, i played this game a lot, and it was for testing, so it was ok, and fun.

Most people in CtA was running stright to the city or other places or interest. I think only few made the stadart parcour of a real new player. Play in a group change also lot things.
A solo player will have an other experience, and much harder time to do some actions.

Yes, great patch, great new stuff, but also many questions still about balance. After all, it should be fun, entertaining for most of us.

That can happen even on 1x. Had it happen when harvesting my own corpse. Many (obvious) jokes ensued about my “third leg”.

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Perhaps i’m in the minority with my thoughts here, but I do think a world boss should be capable of ripping apart 3 low level characters, they’re part of the endgame content and sure, as a low level you can go and attempt those bosses, but it’ll be at your own peril. I would consider world bosses as part of the endgame loop and I actually prefer it to be at serious danger when attempting them. I’ll have a go on Test tonight, but based on what i’m reading it’s a step in the right direction, a bit of challenge even for the level 60 characters has been long overdue in my opinion.

That is one thing. But a random experienced hyena which you can stumble upon at the very first levels after crossing that river?
I am speaking of the random creature which may spawn as a boss instead of a normal critter.
Those things are not supposed to be actual worldbosses as far as I understood it.
But they deal more damage than those AND got more defense than them… (In terms of stun immunity)

Yes i love when the content is hard as hell, but this hyena has barely an counter play, if a group of 3 could tactically take these bosses down that would be fine, but right now placing hyena bosses all along the noob river is a bit overkill. They should be hard for 2-3 low levels (lvl 15-30), not impossible. I would increase their HP by 20-30% and reduce their damage by 50% and they would be in a better spot imo.

The game really needs to be difficult - right now there’s only a few places in the game that are challenging - sprinkling these alphas into the mix will change things up for the better.

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We’re glad that testlive exists and did let us try out the new changes over the last couple of weeks. This allowed us to prepare for the huge upcoming balance changes to doors/hatches on the official PvP server. Namely: 'Hitpoints for all doors and hatches have been halved.'

As a result we removed all doors from our main base and replaced them with walls and foundations. And we only enter the big building in our base every two days before raid time by dismantling >25 walls/foundations in order to refresh the god bubble and reallocate loot/explosives. For this purpose our clan has a ‘dismantling plan’ on discord in order to know which walls/foundations to destroy just to enter our base. Our members already had one week to get used to it and it is working quite well.

This might sound silly. But not as silly as placing 25k HP doors in your base while walls are having 70k HP. I don’t know what you tried to accomplish with this ‘balance’ change, but this is the result. In my opinion the changes are going into the wrong direction anyway. While alot of private PvP servers reduce the structure damage significanly and increase the effective health of structures this way, you are reducing it. Raiding was too easy already. And living in honeycomb bases with plenty of doors is kinda uncomfy. But that was still better than living in a base without doors.

Actually for 2-3 people it’s possible to kill a boss animal pretty easy. One just keeps blocking, one goes for daggers and one for direct damage…
The issue lies in solo players being utterly overwhelmed. Any and every animal might end them pretty quick. As far as the game became more and more solofriendly, idk if this descision wont backfire.
I mean… sure. Just carry countless arrows and some bow and flee on a rock…

Raiding is only too easy if offline raiding is a thing. With only onlineraiding being a thing, it’s up to the defenders to keep the attacking party at bay. Actually building is a lot stronger than raiding to begin with…

That was exactly the purpose of one of my previous post.
People will replace doors with walls. Is this better or worse ? I think it’s at least not realy nice looking nor immersive having just cubes without windows and doors at the end.

Sure, doors would be weaker in rl mostly… mostly, and there are exceptions. But it’s a game, and realisme in game is a tread. Realisme isn’t still the way to go, i prefer immersion mostly.

I think it’s a bad choice. Some will double, tripple doors, most will replace them with walls and foundations as you said. I mean, so we can also build all out of foundations, why care with different elements ?

Wait, you can raid someone when they are online? I have never seen nor heard of this tactic you talk about. Lie i tell you, Lie!!! :slight_smile:

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Haha x3 Nuria would have a point there :3 But like WhatMightHaveBeen already implied: there is no real reason to raid someone when they are online. Most clans don’t have enough human resources in order to guard their bases during the entire 6h (x7) raid time every week anyway. Especially the small ones. So all you need to do is to wait.

Building would be stronger than raiding indeed. In theory at least. Because a well-build fence foundation-honeycomb base filled with additional foundations between the walls can be very, very expensive to take down - especially if defended by actual players. But from my own experience I can tell that most bases - even the bigger ones with god bubble - usually have at least one mayor weakness that can get exploited with a treb on a raid tower.

Most of the time one of four scenarios happen:

  1. Their god bubble doesn’t cover the entire lower level of their base. Just treb one or two lower foundations, their entire "stacked foundation" outer wall collapes and you are in. From that point on you usually just need to follow the doors and bomb them.

  2. The top level of their base (can be seen while base is "loading") is rather thin. So you can treb their ceilings before jumping (1h sword & a lag + cat-like falling perk) on top of their base. And trust me, there are enough lags.

  3. They forgot to remove the elevator. Or they believe that their elevator is raid-proof. It’s a free entry ticket basically.

  4. They are storing way too many valueable items in way too less vaults outside of their base.

These are the reason why most of our raids were a resource gain overall. So far I have barely seen bases (on official PvP) that were really hard to take down. Most clans neither seem to have an experienced builder nor honeycombs. Or they just don’t want to have to walk through 30+ doors in order to enter their bases. Getting inside their bases is fairly cheap with a treb and once inside it’s basically following their doors. And with halved door HP this will get even cheaper. This nerf is a big slap into the face of all solo players and small to mid-sized clans. And they seem to be the mayority of the player base. On top of that they are usually the ones that quit kinda quickly after getting raided (multiple times). So if you want to reduce the PvP server population, then you are doing everything right.

That’s what we are doing. It heavily reduces the quality of life because we have to dismantle some of our walls every two days at least. But we think it’s necessary due to the change.

I wholeheartedly agree with you. It’s a pretty poor choice in my opinion as well. We also had a discussion about it in the global chat with other clans and they seemed to share your and my opinion. It’s foundation spam time now. Just a 8-sided fence foundation honeycomb block base with foundations in-between the fence foundation "walls", with a good bubble covering them and without doors so that you only enter in order to refresh the god bubble every two days. While the production is outsourced into pleny of small bases that only operate outside of raid time. And the produced materials are temporarily stored inside covered vaults. But never enough to make it worth breaking them.

Most of the other balance choices were pretty good in my opinion. Especially the 1h crafting time on gods. But halving the door HP just halves the quality of life ingame as well.

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Hey everybody,

We are incredibly thankful for the staggering amount of feedback you sent us. It has been incredibly useful for us and our team is looking into each of the issues you reported.

Remember to keep sharing your input with us in our forums as usual!
(Pro Tip: And if you share it following this guidelines, we will <3 you even more! How to be a pro Testlive Bug Hunter (PLEASE READ))

Thank you everybody!