So after about a good solid week of doing PVE official, I want to toss out my opinion on the new thrall mechanic.
I like the change, but definitely needs tweaking. Here is why
Almost impossible for a sol player to get named thralls on officials. If a solo player grinds all the mats needed to do a top level surge, there is no way to insure poachers don’t take thralls. On PVE, this will lead to grief building as retaliation. PVP, established clans will be able to insure no one gets the benefits of crafters, thus having a lopsided advantage as far as war goes.
I have beaten 4 Vaults (multiple times each) solo starting at level 50, or with a Dancer 2 level 10 or my crusty lizard plus a mount in tow. No need for T4 fighters, unless I have to get legendary weapons. But because the new schematic weapons, I am okay with out the OG legendaries. I enjoy the anticipation for a new schematic that allows me to build the Legendary of my choice. And I can farm the all mats easily enough, getting the reduced cost for tar, steel, and shaped wood is not worth the effort (time sink) of going thru the waves of summoned surges thralls. That and the eldarium is way more fun using it doing the delving bench.
So as a mechanic, it is not needed on PVE to get thru almost the entire island, and for PVP, once a clan gets super established, no new clan will ever get the chance to catch up tool (t4 thralls) wise, and it will make trolling the only counter, or people just not playing PVP (raid).
Kinda sad seeing just how much Twitter has rotted people’s critical thinking and reading comprehension skills. Maybe that’s been the problem this whole time. I didn’t put it in a hashtag.
Kinda sad seeing just how much Twitter has rotted people’s critical thinking
I just wish we were back in Conan times. Eating human flesh, making sacrifices to gods, stealing and killing people for their goods. Now people just lay around on their social media like zombies, man.
No, unless it can be proven these people are using hacks or exploits, they will not be given any penalties for using this method.
This method is an intended feature currently; there has been no statement that it isn’t one. Feedback on this, in combination with high spawn rates and user experience, has been posted by other users.
New servers in general will be added when there is enough demand for them.
In the beginning this is mostly determined by whether all in-game servers for a given server type and region are full most of the time -or always-, or only a few servers and for a very short period of time each day.
I adjusted the name of this post to better reflect its contents.
IF someone knows how to make the that mechanic break the game when done a certain way, then yes. The idea is not the mechanic itself, but THE EXPLOITING of coding error in said mechanic to create issues on the server, whether because they fell it is the only way to accomplish something they need, or to lag out the server on purpose.
Finally. I don’t have anything useful to add, but I just wanted to thank you for pointing that out. It’s really annoying to see that one the one side of the argument you have people who don’t acknowleddge that knowingly killing server performance is an exploit and on the other side people who don’t acknowledge that cheesing the AI is not an exploit in and of itself.
Lagging the server out or purposely breaking a server is indeed exploiting, but the fact that the servers cant deal with that is a server issue that is likely caused by it being in early access… hardly a purposeful player action.
Well, Funcom has said in the past that there were issues with trying to give NPCs the ability to climb. So if the monsters can’t go “up” to meet their opponents, bring the opponents down to meet them.
Thus, one thing that Funcom could do to “balance” the Maelstrom enemies (since they are monsters unseen before)… give them a “grapple” or “pull” mechanic.
Give monsters the ability to pull those “cheesers” off the rocks and down to the ground to get pounced on.
Yes, it would require additional animations and art. It would require some testing to balance it (say give it the same distance that an arrow or orb can go). And that “grapple” could inflict poison (since that what the gas arrows are doing). But it might be do-able.
It’s a good idea, but I’m assuming any solutions will tend towards simplifying the mechanic rather than making it more complex. At this point, it seems like the most straight-forward solution is to increase mob difficulty while reducing the spawn rate, which will reduce the lag that is destabilizing servers. If they change their mind and decide that gas arrows from the rocks is not an intended mechanic, the easiest way to address that would be to make the rocks unclimbable.
The problem is that they’re not disagreeing with me. They’re disagreeing with a strawman. One that I explicitly denounced multiple times.
They, and you, are doing it because you can’t acknowledge what has actually been written. If you did, whether you agreed or not, it would require that you accept at least some small level of personal responsibility for your own actions, which of course is a completely absurd thing to do these days.
In theory, the huge spiders with tall, upright bodies and incisors, should be enough to accomplish a similar mechanic to Scorpion’s “get over here”. They have a ranged attack. They should be getting hit by that even on the higher ledges.
On rocks, they will definitely get hit by that a lot more.
So, chances are they at least have to potion heal up there to keep up with the damage. They spawn fairly frequently in the storm as well – they’re not a rare creature that will spawn once in a while to keep you on your toes.
Those spiders should be a high priority target because eventually they will wear you down if you don’t kill them and you won’t last inside the storm to the end. (And they have a heck of a lot of HP.)
Once you get that mob around you, it’s kind of hard to get out of it.
So it’s kinda do or die with this tactic.
Again, it’s been called officially not an exploit, unless something changes. So it’s a tactic. The real issue remains with the server lag, but hopefully early access is going to address that. (And from reports, the lag happens whenever anyone is farming inside the storm, regardless of the tactic they are using.)