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Discussion in 'General Discussion' started by Andrew, 26 September 2019.
Read more: Development Update Sept 26th, 2019
This is the way PVP looting and alignment should have worked all along imo. Now, just get the patch(s) out so we can bring in more people.
Dyes are looking way better. I like the changes with the NPE, something that has desperately been needed. As a crafter and pver, I'm definitely looking forward to hearing more about the research system
Definitely appreciate the updates and communication; it's nice to know what's going on behind the scenes.
Yes this would have been much better early on we fully agree. Early on we were able to make a lot of smaller changes in existing systems but new systems required much more effort and experience in the code. We were hamstrung for a long time early on as there was a severe lack of documentation, development tools and the original package we received was missing several key components requiring some reverse engineering and/or creative solutions.
We're in a much more more mature position now which is why we're focusing on larger systems we've wanted to get in for a while now and are finally able to. The next few patches will be focused mostly on PvE systems and content which is going to increase PvP encounters too directly and indirectly.
We wanted to focus a lot on NPE in this patch as we expect to see both new players and fence sitters without established accounts over the next few months. Free to play fully launched, breathing room to get a start and new content to sink into we think is going to be a winning combination. There's a lot of systems going in over the next few months that are going to give lots to do, we're very excited .
--- Post updated ---
One of the biggest points of why we think research is going to be a game changer is it will be a fundamental shift in the crafting system. No longer will the economy be flooded by crafters crafting at a loss for experience. This should improve the availability of viable buyers for crafters allowing them to craft for a profit. In addition you won't need to park at a bench or remote location for hours making thousands of pants!
The other benefit to this system is that all crafted items will retain value even with "pvp" durability as they can be used for research.
As far as you guys following the "MMORPG" route with your development, this was an excellent, long, long overdue addition to the game (referring to the flagging and zones). Well done.
That infernal set looks much better. Water looks nice, and the reagent tab is a much needed feature.
Hopefully these changes let new players come and stay longer. Unfortunately as a vet, this update doesn't interest me much.
What exactly is the purpose of research though? Is it going to replace all current crafting recipes?
I believe it is meant to be a filler and an alternate means to increasing your crafting skill without creating an enormous amount of unused lower level items as a means of reaching the higher tiers. If I understand it correctly, no more crafting r0-40 weapons, for example, if you can just research up to r50s.
Ahhhhh. Cool. Good gear sink!
For me its a very good patch !!!thx
Is this patch in game right now?
A fine patch, let me know what the next plans for next patch is! will be keeping an eye out
Dyes look a million times better in these screenshots.
Research sounds ok except for most people have max crafting if they care, or have people in their guild already who have max crafting? Great feature for a FreshStart or Seasonal server though.
Safe Zones look alright. If you guys actually have the 'mugging' thing working where people drop loot without being ganked that would be a nice quality of life feature.
Overall looks like a decent patch, but I really hope you have more stuff up your sleeves content wise. (I want to clarify this also, when I say content I mean a reason to log in/stay logged in/actively play the game, something to fight over, an activity of some sort. When we ask for content, we don't want more tasks that say kill 10000 of this mob for a title and some items.) The reason no one is playing right now isn't because of a lack of dyes/safer areas or because of a 'summer/autumn slump' as you guys called it... its because there is a lack of things to do.
I am extremely skeptical of the changes to zones, I think that is going to be abused. What is stopping someone like me who is good at bunny hopping running from mid map to humanlands, toggling my pvp flagging making me lose nothing when I die and then being able to constantly run around in full dragon r80s with almost no risk of losing it?
Also... Crafting/Loot changes of any kind don't matter if you plan on keeping this server persistent as you made stuff too easy to get and too easy to level so everyone is stacked and has maxed crafting, and if they still don't you can get it within a few weeks of casually playing the game.
I can't wait to run around in full dragon killing anyone foolish enough to consent to PVP. Especially people farming in yellow zone.
restockage of ammo is nice
we need stackable items to auto stack when you drop then in your bank like vcp rewards.
balance combat or revert and i will relogin.
I haven't played in a while, but I can see people doing this....
My issue with crafting has been that everyone can max all crafts with no specializations. So either way, anyone and everyone can make those pieces. I know im a minority on that, but it's always been a thing.
Naw you're not. Just a pretty even split within the community on this. From a crafter persepective especially, it gives some serious incentive to be a crafter if people are required to go to you to purchase things. Also increases market value on items, and market use.
I'm not sure exactly how de-flagging will work but you won't be able to quickly and easily do it during combat, it won't be a reliable escape mechanism.