Make some 400 focus surges, get some T2s,T3s. That’s all you need to play the game.
Want some T4s? Prove that you deserve it. :))
Some players want to play Siptah for a week and have all the endgame content for free.
Make some 400 focus surges, get some T2s,T3s. That’s all you need to play the game.
Want some T4s? Prove that you deserve it. :))
Some players want to play Siptah for a week and have all the endgame content for free.
No, you don’t. You don’t need even T1s to play the game.
Literally nobody ever said that. If I wanted to have “all the endgame content” in a week, I would go play Exiled Lands. And even that wouldn’t be all the endgame content, but I don’t want to completely ruin the hyperbole you love so much.
The facts about siptah.
Its not a solo game. A solo player would never in any short to medium timeframe be able to obtain t4 thralls without raiding other larger players on a server.
The Maelstrom was short sighted. Its clear the Funcom artistic team got the bulk of the investment for this first round of DLC and engineering was merely there to underpin it. You can tell by way of how the loot tables were put together and even by their current Job ads at the moment. Any cheesing and exploitive behaviour right now is simply captilizing on this and anywho who advocates otherwise is simply misleading.
The intended mechanic profits. If you play by the alternative and have a 3-5 player base who are happy to grind, they can use the intended mechanic to get more for their time. However, the intended mechanic is designed by way of loot tables to make rareity of T4’s the goal. Fine… i can actually live with that, provided there is balance throughout other areas.
Balance is lazy. Siptahs entire game balance is lazy. There’s really no other way to describe it, the loot tables are recycled, the vaults themselves are rinse/repeat and if anything doesn’t convince you, this will - the mobs throughout the landscape are just spray at the hip (ie between wolves, rocknoses and feral dogs…its just lazy work).
Attributes are broken. This has been covered before, but yes even you attribute point / build selection now actively avoids obselete features. Its visually in front of us daily, just how Siptah has simply regressed the games progress.
Weapons are clumped to maybe 3-4. The Annoying shard in the hand of the thralls is all you really need to progress the game, combine that with a horse + sabre/reaper queen and its constant “GG well played” on both PVE and PVP fronts. Healing doesn’t matter as between a horse and sabre takedown combo, the idea that potions or wraps somehow hamper your ability to progress in PVP is moot. These only really come to the forefront when you are in PVE mode and a boss sneaks a hit on you.
Cheating continues. We can accept Exile Lands as being a “well they should have thought of undermeshing at the time” …fine… but Siptah? …come on…no more excuses and no more “early access” b.s
So in summary
What are you all haggling over… Siptah…gave hope that the team had renewed investment back in the title, however they fumbled the delivery and tapped out at the finish line.
We can wait for a magic October release to fix all the above, but honestly - how many of you will stick that out and/or have faith that release will have quality assurance and bring balance back to the game.
Lookin at Funcom job ads… i can’t see that happening as i highly doubt they have the staff in place to put that focus even if they had the budget to sustain it.
No, I just want everyone to have options. You’re the one who wants to make things unnecessarily hard for everyone except people who play like you. I’m the one who’s looking for the middle ground between ridiculously easy (i.e. Exiled Lands) and ridiculously hard (3000 chaos for a random T4).
Simple fix. Fewer but more challenging storm NPC’s.
Instead of dozens of mobs spawning and calling it a challenge.
Spawn one mob with dozens of abilities.
Each storm NPC should be super violent, terrifying, and very rewarding to kill.
Cap the total number of storm NPC’s to roughly 30~ and have them spawn near players within the storm. If they are not promptly engaged, have them despawn, and respawn at another target location.
This allows players to encounter and engage a single mob, or more. It prevents people from collecting zergs to cheese kill with arrows.
Players can still easily find storm NPC’s because they will still ./spawn next to them via lightning. Just reduce said number of spawns in a given area, and drastically increase their difficulties.
A single NPC with an abundance of abilities can challenge a group of players. Stop the safety nets on them, these are “end game”. Make them difficult, but also rewarding. Give them hyper armor, shield smash, make it so they can’t get knocked over, ect ect. Force players to dodge perfectly, or use ranged attacks and GOOD quality thralls.
One fact and six opinions, and none of them have anything to do with my post you replied to.
You can look at it as haggling, or you can look at it as providing feedback during Early Access and discussing that feedback.
Although, the way these forums have been lately, it’s getting harder to call it a discussion…
So we’re making personal attacks now?
Yeah, exactly like that. Thanks for illustrating my point
Have wild named thralls on siptah except they have the hitting power of the arena champion on the exiled lands and make them immune to blunted arrows.
Potentially getting 3 tapped by a thrall you need while slowly whittling down its consciousness would provide a challenge without needing to rely on rng. Rng thralls isn’t grinding its just gambling with time which for heaps of people is no fun
A middle ground would be offer better rewards for the current grind.
For example, establish guarantees for different tiers of summoned surge:
Since they’re random, you still have a long slog to go through to get a full complement of T4s. Mind, I didn’t even say crafters, I just said which tier. That should still keep the slot machine mechanics everyone is so fond of, but make it less extreme.
That’s just one idea. There are many ways to balance this out.
I dont have time to spend hours upon hours killing monsters in the Maelstrom. Im using the farming method because I have time for 1, maybe 2, storms a day meaning it would take me several weeks to get enough ??? for 1 Surge.
If they ‘fix it’ by making the storm mobs immune to poison or something similar, it means Im not gonna bother with the storm, which in turn means a large portion of the game becomes useless to me so I’d probably get bored with it.
Maybe this means I shouldnt play the game which is fine, because that’s probably exactly what me and other casual players will do
Hmm I still think wild surges should drop 1-3 thralls of any kind and very very very rarely drop a named, it is kind of nonsense why the named should be pulled of the Exiled grounds and spit out on Siptah.
This will also be more solo friendly for our solo players here.
I think a summoned surge should always drop a named thrall, just as common as on the Exiled lands, you still need to do dungeons to get the eldarium.
And the more you fuel the higher the chances are of getting one, but now its even nearly zero on max fuel…
Im not saying named thralls should be able to catch as fast on the Exiled lands but closer to that… because currently its a four man job and a week of full time preparation doing it the legit way (with all the known bugs for empty chests and the chances someone steals thalls…)
Something has to change and it better be a good change, not a 1-10% more droprate chance lmao xD
The problem isn’t that the maelstorm is hard. IT is unneeded in efficiency terms. As a solo the hours it takes (if not cheesing the gas) to get the max surge is time I can farm the mats to build. And with no purges, The t3 Bearers and fighters from wild surges are more than enough to decorate the base. PVP is the only area where T4 are absolutely needed. But once a clan has them, they can monitor new clans and keep them from getting them, since the surge is technically a shared event known on the server. Needs serious rebalance for both.
I disagree that people will run out of things to do quickly. People from PVP side, like @Ceronesthes and @WhatMightHaveBeen can talk about the PVP aspect. I can tell you my thoughts about the PVE side of things.
My typical main base has the following crafting stations that require thralls:
That means that the T4 thralls I will be looking for are:
That’s at least 35 T4 crafters. Plus some T4 fighters, archers, entertainers and at least one bearer. Oh, and since I have all 6 T3 shrines, add 6 T4 priests into the mix, 1 for each religion. Do you have any idea how long I’ll be grinding to get all that?
And yeah, none of those are essential. I can play the game without any thralls. Right now, I’m playing Siptah with only T1 crafters, a T3 bearer, and a few pets to help speed up the grind. And it’s all doable.
I’m not saying that other people should play like me or that they have the same needs and wants. I’m simply saying that you can’t just flat out say “people will run out of things to do”, because not everyone plays like you. There’s plenty to do, so people who run out of things to do are people who don’t feel the need to do any of the stuff that’s available.
Which, by the way, is a fair point. But think about it: if there’s not enough to do in the game, is the solution really to make up additional busywork by artificially slowing down the progress to a crawl? Or would a better solution be to add more fun stuff to the game?
I’ve said before that I believe Exiled Lands to be “too easy”. Maybe it’s my fault that I haven’t ever clarified that, so people might think that I believe that the old map isn’t grindy enough. That couldn’t be farther from the truth.
The reason why I say Exiled Lands are too easy is because you can trivially skip huge portions of the progression. Nobody bothers with T1s and T2s, and T3s are only picked up occasionally. That’s why I like the idea that the devs had for Siptah. The actual implementation took it too far, though. Too much grind, too little content. But that’s why it’s Early Access
Maelstrom don’t need to be changed. It’s fine as it is. Five of us go out, we clear 200 unstable ??? per storm easily.
Gas arrows aren’t the problem. It’s so stupid to nerf them. Groups of enemies are EXACTLY what those arrows are for! The PROBLEM is an idiotic AI that
But come on…
Me: Uses an area-of-effect weapon against an area of effect
FunCom: “You can’t use these AoE weapons for AoE!!!”
Hoo boy. Don’t get me started on the recipes in the vaults
I mean, if there’s a perfect illustration of using RNG to replace content, it’s that. In Exiled Lands, you learn how to do new things by exploring the world and interacting with it. There are unique NPCs to talk to, unique bosses to defeat, dungeons to go through, ghosts to observe, clues to piece together, etc.
On the Isle of Siptah, you just grind the same thing over and over again and hope that you’ll get something. It’s like the Library of Esoteric Artifacts in the Exiled Lands, but worse: in the library, you’ll get a scroll every time and you just have to keep grinding the fragments until you get all the scrolls, or at least the ones you care about. On Siptah, you have to keep grinding the vaults and hope you’ll be lucky enough to get a scroll. And if you’re really lucky, it won’t be a duplicate.
This is why the Isle of Siptah is in Early Access. Or at least, I fervently hope that’s the reason. Exiled Lands are rich in content and interaction, but those took years to add. Isle of Siptah has great potential, but it’s just getting started. Right now, it’s a blank slate, and I’m hoping that the RNG is acting as a placeholder for future content.
It looks like some people see only extremes and nothing in between. According to your logic, anything that doesn’t require incessant gambling is “instant gratification”.
That is for purge T3’s. T4’s are allo over exiles in the camps.
And from a PVP side, the fact that if i grind all the essence and then summon, the rest of the server can poach it will drive players away form the map. For PVE, teh fastest way LEGALLY (not lagging the server) to kill the higher levels in maelstorm is with a t4 fighter. But to get a t4 fighter, i need 1000 ??? and luck on RNG. The loop is not well thought out. I like the basic idea of the maelstorm and the thralling, but execution is not linked in a fun and logical way that would equally reward and challenge me as a gamer. Right now, i am playing PVE, and pretty much with a T# fighter i have cleared 9 of the vaults, only dying when lagging from the gas arrow farming during maelstorm from other players… I have no reason to actually spend hours to hopefully get T4’s, all the while watching people poach my hard work when i can craft the legendary weapons/armors I unlocked with eldarium (which is te best feature/gameplay loop on Isle).
I would love the coles notes version of how you solo farm 1k unstable in a storm solo, without using gas arrows and cheesing it.
You say things like solo would vbe easy enough, but have you actually done it. 10 players getting 1000 ??? is wasy. Then 7 waves of 10-12 thralls (not counting the “guards”) means 10 plauers will have 70-80 thralls. As a solo, fighting those, and maneuvering against the Elite Guards will take forever, all the while players from across the map can poach MY hard grinded mats for the max surge.
I would prefer three tiers to the surge, 1 that produces 1 wave, another for 4 waves, and current 7 waves. Cost scaled to the tier. This way as a solo, I can summon, get thru the 1 wave and get any good thralls while not rewarding non friends when my back is turned trying to weed out thralls to my thrall wheels.
WE and myself??? which is it, yourself, or the clan???