Game's Direction / Balance Better tuned to MMORPG's (Or at least just a mid-size group Survival RPG)
Hear me out.
With all the tedious balance (metal weighing so much / not teleporting, large amount of wood to build a decent structure required, lots of stone for terraforming, lots of resources in general required), it feels like the balancing is was tuned for consistent multiplayer, with solo play doable, but in the Fallout 76 way (e.g : you can, but...why?), where its hellishly grindy.
My guess is, that when this finally does release, the idea is to have more than a few people per server, and each performing certain jobs and task. This would give value to gold, and other precious items, that the trader takes, as you could trade it between players for items, creating an economy.
Thing is, its really a shell right now, and I have to wonder and hope, that this is what they've been spending extra time on, outside of Hearth and Home and Mistlands. Otherwise, this balancing makes no sense for smaller groups, and especially for solo play.
And I know, current mods fix this. I know.
My point is, direction-wise, do you see this balance being a precursor to that type of system? Or Am I off the mark? Cause with balance, it only makes the economy valuable if the resources are grindy. And they are. Solo and even in small groups, that can feel tedious. But if that's the job of a guild, group, or small shop, its what you do and it's your role. With days off to adventure, of course. Otherwise no one wants to play.
Just started replaying (solo) and was reminded of the tedium and grind, as well as the overwhelming size of the world, and this is what my mind went to. Feel free to disagree in the comments. Not sure how much I'll respond, but I'm interested in hearing some thoughts on this idea.
Think this is the direction they're going? Or do you think things really need to be rebalanced for a smaller world?
With all the tedious balance (metal weighing so much / not teleporting, large amount of wood to build a decent structure required, lots of stone for terraforming, lots of resources in general required), it feels like the balancing is was tuned for consistent multiplayer, with solo play doable, but in the Fallout 76 way (e.g : you can, but...why?), where its hellishly grindy.
My guess is, that when this finally does release, the idea is to have more than a few people per server, and each performing certain jobs and task. This would give value to gold, and other precious items, that the trader takes, as you could trade it between players for items, creating an economy.
Thing is, its really a shell right now, and I have to wonder and hope, that this is what they've been spending extra time on, outside of Hearth and Home and Mistlands. Otherwise, this balancing makes no sense for smaller groups, and especially for solo play.
And I know, current mods fix this. I know.
My point is, direction-wise, do you see this balance being a precursor to that type of system? Or Am I off the mark? Cause with balance, it only makes the economy valuable if the resources are grindy. And they are. Solo and even in small groups, that can feel tedious. But if that's the job of a guild, group, or small shop, its what you do and it's your role. With days off to adventure, of course. Otherwise no one wants to play.
Just started replaying (solo) and was reminded of the tedium and grind, as well as the overwhelming size of the world, and this is what my mind went to. Feel free to disagree in the comments. Not sure how much I'll respond, but I'm interested in hearing some thoughts on this idea.
Think this is the direction they're going? Or do you think things really need to be rebalanced for a smaller world?
5:13 am, May 29, 2022
blprice61 replied to Game's Direction / Balance Better tuned to MMORPG's (Or at least just a mid-size group Survival RPG) May 28, 2022 @ 10:16:24 pm PDT
Aside from the technical issues, for a significant increase in players per server there would need to be a change in combat mechanics to take variable net latency into account, and there would need to be vastly increased anti-griefer mechanisms added (which adds an entire worms nest of problems). Similarly for any in-game economy to arise beyond the current adhoc trading between friends would, especially for larger public servers, require restrictions to be available for what gets brought in to a world - including characters that have been enhanced artificially. It would be a big mess and quite frankly, without those factors all taken into account from the very start, a programming nightmare.
As for balance, they seem to be addressing that as time passes. I'd personally like to see more alternatives in progression, land transportation, and, above all, I think everyone would like to see more content.
One interesting possibility that occurs to me is incorporating some variant of the old roguelike bone files - some automated process for creating content by transmuting aspects of player world changes, from volunteer players of course. It would be neat to stumble across the ruins of what was once someone's base - perhaps infested with mobs from the biome and containing some random drops in chests that were once player made content. Could even have the 'made by' tag still attached for fun.
But beyond a vanilla, please everyone (or as many as possible) balance measures, I expect quite a bit of game changes to continue to be available from third-party mods.
So no, MMORPG is right out, and any significant increase in players per server would soak up a lot of developer and programmer time that is needed elsewhere to bring us more of the developer's vision.
As for balance, they seem to be addressing that as time passes. I'd personally like to see more alternatives in progression, land transportation, and, above all, I think everyone would like to see more content.
One interesting possibility that occurs to me is incorporating some variant of the old roguelike bone files - some automated process for creating content by transmuting aspects of player world changes, from volunteer players of course. It would be neat to stumble across the ruins of what was once someone's base - perhaps infested with mobs from the biome and containing some random drops in chests that were once player made content. Could even have the 'made by' tag still attached for fun.
But beyond a vanilla, please everyone (or as many as possible) balance measures, I expect quite a bit of game changes to continue to be available from third-party mods.
So no, MMORPG is right out, and any significant increase in players per server would soak up a lot of developer and programmer time that is needed elsewhere to bring us more of the developer's vision.
8:13 am, May 29, 2022
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PakaNoHida replied to Game's Direction / Balance Better tuned to MMORPG's (Or at least just a mid-size group Survival RPG) May 28, 2022 @ 11:07:55 pm PDT
Turning this into an MMO is not what the dev team wants at all.
8:13 am, May 29, 2022
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katsuragi replied to Game's Direction / Balance Better tuned to MMORPG's (Or at least just a mid-size group Survival RPG) May 28, 2022 @ 11:20:42 pm PDT
Turning it into an MMO would mean they've created their own servers with admins. I think it's going to stay a game between friends.
8:13 am, May 29, 2022
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electricdawn replied to Game's Direction / Balance Better tuned to MMORPG's (Or at least just a mid-size group Survival RPG) May 28, 2022 @ 11:34:16 pm PDT
Anybody who thinks this game is grindy, should try WoW: Burning Crusade at the time it originally released. THAT was grind. Valheim is ok. Copper grind is a bit too much, but that can be tuned.
I think the game is perfectly solo'able (and I'm old). They should not turn this into yet another MMO. Official servers would be overrun with griefers and gankers (yes, you can grief even in full PvE, I see it happening in V Rising). They would require a dilligent team of full time admins that need to work in shifts 24 hours a day.
Not sure if that's the intention of the developers.
I think the game is perfectly solo'able (and I'm old). They should not turn this into yet another MMO. Official servers would be overrun with griefers and gankers (yes, you can grief even in full PvE, I see it happening in V Rising). They would require a dilligent team of full time admins that need to work in shifts 24 hours a day.
Not sure if that's the intention of the developers.
8:13 am, May 29, 2022
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TyresTyco replied to Game's Direction / Balance Better tuned to MMORPG's (Or at least just a mid-size group Survival RPG) May 29, 2022 @ 12:11:53 am PDT
Half the game is grind. Reduce it .. you only have a shell of a game with next to none quality content.
That said. I wouldnt mind some number tweaking. Nothing major.. just slightly different weight values and maybe a couple more inventory slots.. or maybe backpack upgrades etc.
That said. I wouldnt mind some number tweaking. Nothing major.. just slightly different weight values and maybe a couple more inventory slots.. or maybe backpack upgrades etc.
8:13 am, May 29, 2022
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electricdawn replied to Game's Direction / Balance Better tuned to MMORPG's (Or at least just a mid-size group Survival RPG) May 29, 2022 @ 12:37:23 am PDT
The journey is the game. Boss killing isn't. They're just roadblocks to the next biome.
8:13 am, May 29, 2022
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Cobretti replied to Game's Direction / Balance Better tuned to MMORPG's (Or at least just a mid-size group Survival RPG) May 29, 2022 @ 1:13:00 am PDT
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8:13 am, May 29, 2022
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