Very easy when you re over encumbered you can’t double jump
No, it’s most certainly NOT “Very easy when you re over encumbered you can’t double jump”…
When you propose a “solution” try not to take “ignorant shortcuts” over what you don’t personally use or like…
Some people USE double jump for legit purposes while overencumbered… a simple example would be traversing the landscape while on a farming run… mitigating fall damage etc.
Just because you personally don’t do that, doesn’t mean you should instantly be suggesting they get rid of it to “fix” some other problem…
The easiest fix for goomba build is disabling pvp. Problem solved.
Ya no. It’s the only thing left for me and many others who enjoy the game.
zput may be asking something unrealistic but so is getting rid of PVP.
Soooo @zput2bed how about we keep PvP and go with a less destructive approach, like the one I suggested a while back that requires you to simply fall from a certain minimum height in order to kill people?
This would solve so many problems that Funcom can’t fix or is unwilling to fix.
Would be better for the game if it is a pure PvE/(E)RP/Building game.
Then they can make a Conan Battle Royale that is only PvP. Learn how to balance PvP with this game and Conan Exiles 2 will be great for both PvP and PvE
I have given up on Funcom. They can’t do a properly balanced game with as few bugs as possible. It’s impossible for this video game developer. They lack know how and knowledge. Sad for a company that is in the industry since 1993.
If they woild charge 19.99 fpr a scaled battke royal style map, id bet they would get a decent return on the dev investment. Yoi coupd brong your pve character in so leveling is eliminated, and then have loot chests that have better and better weapons armors, thralls as you get closer to final zone. Even have gold and sipver and you “buy” warriors along yhe way.
Better solution. Just remove the ability to crush people
It is a Steam achievement, “Tower of the Elephant,” so I highly doubt that it will be removed from the game.
Just remove/change the achievement. Because this got to be the lamest reason to keep an unfair/easy-to-abuse frustrating mechanic in the game
If other games can remove features so can they.
I still have special stickers in OW that no one can get now because they changed the process.
Again… a better solution was already proposed by me… (and some other good ones by others too).
The idea is to avoid a silly destructive approach… so no… to solve the problem you do not need to disable double-jump… you do not need to remove the achievement… you do not need to do anything that involves removing anything from the game…
You need to set a minimum distance of 2-3 foundations which will completely negate utilizing this as an offensive weapon The entire mechanic is still preserved along with everything else… and the builders of the defending base who are on a farming build can still use this… but it’s gonna be situational and not worth speccing into as an offensive cheese build…
Listen, I’m not one of those who likes to advocate for removal of things from games. But this specific mechanic simply doesn’t have any value. You can’t use it in PvE so that’s already a huge portion of playerbase completely excluded from using it entirely. And in PvP this mechanic is insanely toxic. Don’t forget that when you die in PvP you lose everything you have. You’ve spent an entire hour gathering a couple of dozens of different types of resources to craft yourself epic set of gear, weapons, potions, casting equipment, arrows, antidotes etc? Well, here is naked guy with 5k stone in his inventory killing you instantly and taking everything without going through the effort of actually defeating you in combat.
This mechanic is worthless and it needs to go. Completely. Not changed, not made more difficult to pull off. Nothing. The reason why I’m against your solution too is because I simply don’t believe Funcom can do a good job making it work. They’re not good at complex coding where one ability does different things depending on such factors as distance, height and such. Remember the agility perk that halved your damage from fall damage, before they reworked attributed? Do you know that it only worked 2 times out of 3?
Do you remember the vitality perk that prolonged your underwater breath? Yes. It also didn’t always work.
What I try to say is that if they’d go with your solution it will also only work half of the time. And that will only increase frustration when you’ll be the one on the receiving end of it
Add the fact when you or a teammate is moving stuff in your base (PvP bases are sometimes TIGHT AND PACKED) and accidentally steps on your head. We actually lost a trebuchet raid because of this crappy feature once, where a clanmate accidentally stepped on the head of our guy who was planned to use the trebuchet.
Also given the fact that the coding for it is wrong as well, as you can see in this video:
Just annoying. Not even funny anymore. Yes, I was laughing in that video, but only because how bad Funcom is at coding and QA.
The proposed solution from @Xevyr is enough though to prevent stuff from this to happen. Yet I still think this “feature” is unnecessary. And I don’t believe Funcom is capable to implement it correctly… I don’t trust them anymore.
True. I’ve seen one player get crushed because he climbed faster then the player up ahead of him on a wall.
And, there is the problem in a nutshell. I’m not saying it should go, but I am saying it must change because of how easy it is to raid. Too easy. Raiders don’t even suit up and fight anymore. It’s also broke trying to get my own thralls to fight when raided. It’s a bug disguised as an exploit. Stop thinking I’m trying to exploit an exploit. Sheesh peeps.
I’m pretty sure this mechanic will stay until the end of time so I don’t really think that’s on the table for you…
To clarify though, I am really not against removing it as at least this suggestion is targeted for this mechanic in isolation and isn’t targeting an otherwise unrelated mechanic that’s merely making it worse (like suggestions to remove double-jump), I just don’t think that Funcom will ever remove this as they have their achievement and it’s kind of a “thing” now… idk
I knew this would be one of the the primary arguments people would throw against it… There seems to be a trend on these forums of people “imagining” how hard is a particular thing to code (without any actual research done) and then twisting and “shortcutting” suggestions based on that… The typical idea they seem to follow is that “this must be hard to code so let’s throw out something semi-related that is otherwise working as intended in a destructive manner, because that must be easier”
(not necessarily referring to you here as your suggestion to target goomba stomp directly doesn’t fit here, just generalizing of how people very often react to these types of suggestions when they think it’s somehow complicated)
Which is why in my original suggestion I took the liberty of coding it myself and making a demonstration video… and it takes a grand total of 5 minutes to code it FYI…
Here you go:
That’s actually funny
i would suggest instead of removing entirely, greatly increase the stamina cost of the double jump while over encumbered that is increased by the amount of over-weight
so you are punished for jumping over and over like a maniac and left you vulnerable to an attack.
people cried that horse were OP because it wasn’t ground combat, and now that is ground combat people instead of fighting with weapons as the game intended, are playing mario bros
i would admit that is funny the first time and the 10th time, but after that the combat becomes tedius.
See what I mean?
Literally right after I point out how people come up with all sorts of ridiculous unrelated “solutions”… somebody comes up with a ridiculous unrelated solution most likely without reading any of the thread except the title…
i read your solution, im not really agaisnt it. and i agree that is probably the best one.
But we are throwing ideas here just in case yours or other ideas cannot be implemented for whatever reason.
Personally i think is pretty funny how people cried so much to nerf horses so we can have fights on ground, and then the fight on ground is trying to jump over people head xD
10/10 gameplay would play again.
I understand that and I did not mean to offend, so sorry if it comes across like that
I was trying to highlight an important concept though, which is something that seems to somehow elude the players of this particular game and I just don’t understand it
I am talking about focusing on the actual problem in a simple way. It’s like, everybody is trying to figure out how to workaround and alter other things, EXCEPT the actual problematic area.
I’d argue that it’s part of the reason we are where we are today, because they’re confusing the hell out of Funcom as well… you know… they have rare moments when they listen to players and then they make some changes along those lines.
What I’m talking about here ofc is this:
"If the windshield of my car is broken and I cannot see the road… the solution is NOT to install a forward facing mirror on the side of the car… or a camera on the front… the solution is to replace the windshield "
Similarly, sticking with the car analogy… "If I’m wearing clunky clown shoes and I cannot press the break pedal… the solution isn’t to redesign my car and space the pedals apart… it’s to wear different shoes for driving "
You get the idea, right?
If the goomba stomp is the issue, let’s look at that mechanic first and only if we can’t do anything about that move on to other proxy systems like double jump or encumbrance.
If the server lag is making daggers more viable due to target lock unilaterally protecting against the lag effects others are having… then the first goal would be to eliminate the server lag… only if it can’t be done look at maybe target lock in PvP… and only as a very last resort mess with the damage numbers on the daggers that are otherwise okay in a lag-free environment…
If bows are oneshotting people and normally they would wear heavy armor to protect against it, but they can’t since the bow has high penetration due to perks that aren’t really supposed to affect it… then the solution isn’t to reduce the damage numbers, but to look at why are those perks applying and taking away their natural intended defense…
And so on… basically the idea is to look at the root of the problem and then go outwards from there and not the other way around. Might be that these changes are still needed afterwards… who knows… but they shouldn’t be the ones we jump to initially.