Starting to feel attribute points are falling short with the new features implemented. I am thinking it may be time to boost player feature points by about 10-15 points.
Attributes feel fine but with the new additions to features, it makes it tough to keep up unless you are buying dlc’s in order to free up points you would have used for star metal weapons and higher tier armors.
Looking at it like this I view it as a subtle road to P2W this way if i have to free up points by buying DLC’s.-IMO
In terms of endgame, the DLCs provide absolute no advantage, not even with saving on feat points. Most of the best gear is “free” from what you learn out in the world, not what you buy with feat points (particularly true with the Acheronian nerf in the last update).
Except that those DLCs are effectively just “reskins” for already existing building materials. To build any kind of T3 building, you have to learn the T3 building feats. Buying the DLC doesn’t give you those T3 building feats for free, they’re still a prerequisite.
And I’ll point out that there is zero practical benefit to the different T3 building types in terms of durability. A T3 building is a T3 building. The only difference is looks and whether a particular material is heat or cold insulated.
Aside having to invest in building materials you spend nothing except for grabbing…
In weapons alone…
Warrior
Bruiser
Hit Maker
Defender
Haft Maker
Skirmisher
Archer
Rope maker
And you not need to invest another 13 more points in each of the weapons you pick since they come with the DLC.
Same applies to armor you don’t need to go out an invest more than Epic armor making and do not need to spend an extra 7 points for each armor type to make. so one cold set and one heat set is gonna cost you like 14 points at a minimum aside from the epic armor feat if you do not have the DLC.
Granted there is legion armor out there but the Pict stuff has better AR on it. Telith’s swords are nice though.
yes you can get Dragonbone, Seprentman and Kinglsayer.
Dragon bone does get you a bow but no others do.
There is a new religion and arrow sets now that coist about 28 points to max out.
So yeah when you look at it its a subtle pay to win and we could use about 15 points in Feats added.
The DLC in this game is the most underpowered DLC I’ve ever seen, on par or worse in just about every slot compared to existing pieces*. And yet you’re calling it pay-to-win? Feat points are a tiny timesink that’s all, they can be reset and redistributed more or less at will.
see below: I was wrong. Due to the baked-in stats that we just can’t get rid of.
Yeah I wouldn’t have a problem with that, I never understood the point of the feat-buying system in the first place. It’d have to be WAY more limiting to make any sense (I definitely don’t want that!). As it is, you can have some 90% of the feats all the time, and reset at will. It’s a minor inconvenience, for no discernible benefit.
Maybe the idea was to incentivize trading between players since nobody could just build everything, but that’s not where the game is today.
Well… I may have spoken too soon. Your point has merit.
I’d rather compare the DLC armor to the vanilla Heavy Armor though, that is available to everyone. The AR for those is the same. They do give different stats, of course, but that is a general problem and I have been (and still am) against that from the start.
I do maintain that the feat points cost is negligible.
Thanks for the suggestion! The Feat system was made so people could specialize in certain areas of expertise when playing together in a clan. Someone might be more of a builder than a warrior, and we also know about a lot of RPers who really like decorating.
However, that isn’t necessarily ideal for people who prefer to play alone and want to cover all areas. You might miss out on some feats, for example. I’ll suggest increasing the amount of Knowledge Points players get, or potentially combining some feats or decreasing the cost.
I also hope you didn’t mind that I moved this thread to a different category.
How about rolling a few weapons of the same grade into bundles? Butcher you get both the knife and clever. Going the route of “iron weapons” giving the base iron weapons as a bundle could be a thing to free up a few points without having to increase overall points? As you said my clan splits the work I usually have all the building feats another has weapons and so on. If I’m not on I plan ahead and prebuild a dozen or so of each wall tier that we use, doors, and ceilings.
Yeah that’s kinda my point, I’m not against the idea of the feature points per se, but given A) How many you already get and B) the negligible cost of respeccing, I feel like there’s little point to them. Still, as a clan-less (by choice) player, I am happy that everything is still available to me, if I want it.
As far as feats are concerned there is literally no reason to stop a player from earning additional feat points via a grind, so they can craft everything. Attributes are another story. I would like to be able to learn all feats for the soul purpose of helping myself, and others enjoy the game.
Lets not forget, new players and characters will always exist and its nice when a friendly old lvl 60 player can craft that random something for you.
Two things here. First, if you have more features available, it makes sense to increase the pool, lets say the new features are worth 50 points, I think it would be fair to increase the pool by half those points or so (not quite sure how to evaluate the exact quantity), that way you can still access those or choose the feats according to your gamestyle, or character build. On the other hand, I agree fully with the original Funcom’s design concept so one player can’t have all feats at the same time, the idea behind this is based on multiplayer play concept. This way players are somewhat forced to find others that have the feats they don’t have and trade for those things and interact, adding incentive to meet others and encouraging rp for those that enjoy it.
See I could see this, if respecs weren’t so easily available. And I’m not asking for respecs to disappear, I think it’s the right thing to have them. But then I generally don’t like “forcing” players to do things, incentivizing - fine, but forcing - no.
Someone on my server is organizing a trading market (bless them!) but it seems to be a bit difficult to get traction, presumably because the only thing that isn’t readily available to everybody is DLC items from packs you haven’t bought yet.
Supposedly legendary repair kits and black/white dye would be great for trading too, but to my knowledge, no-one on the server has ever managed to capture a Purge thrall, and now the Purge is borked, so hardly anyone gets it at all. And of course end-game players probably don’t really need any items from low-level players, so there’s little basis for an economy (outside of RP, which our server isn’t).
You are lucky to have a server with 8 to 15 active players on it when you are. In my honest opinion that hardly counts as enough additional players to rely on for things you cant afford to specialize in. The reality of the matter is it is quite an inconvenience to some people, unlearning feats alone will take 7 minutes of clicking to relearn. Especially if you are only relearning to try a new armor set or weapon.
This game is on the very low end of the multiplayer spectrum. (10 people to a clan in 2018 is tiny!) The max server amount of 40 is also very restrictive in terms of “economy” and “interdependence” because half of these players could be your enemy. (They are not gonna make it for you.)
Bottom line. The entire (current)structure of this game fights against the idea of being able to rely on other people for access to feats you cant afford to learn. Low server cap for active players(40), low prime time numbers across most servers, nearly solo play at non prime time hours. Lack of official trade interface. Many (or all) of the players on a server may be an enemy not worth meeting. A lack of mounts means travel can be tedious, and most of the “helping” will necessarily come from high level players built way north (long walk) of the new, low feat characters.
I could go on, but really what I am saying is the “have a friend make the other half” logic does not function well enough with current mechanics to justify the inconvenient burden it places on everyones shoulders.
It would be wise to allow players TO GRIND for the added privledge of accessing more feat points so they can provide for themselves.