News: Vote#4 results posted

they said something like basically sieging the titan, creaing defenses and traps etc… which is personally not what i would imagine a titan being. i think they should be hard as hell to kill but not taking hours or days.

I voted for that because it would be a single dedicated capital, in no way do I expect them to build it. I want it as it is now with a beaconed capital area where anyone within reason could be added to it as a builder.

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days would take too long, hours im okay with, minutes are a no from me.

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well given the context it said ‘‘developer designated or playermade cities’’ but whatever, you are technically correct :smile:

hours for a fight would be too dumbed down in my opinion, i would rather have an intense 15 min fight where any misstep will get you killed rather than a 1 hour bulletspongy kiting fight where you feel more or less useless.

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You cant compare a bossfight to an exam.
In an exam you try to remember stuff and you dont have to make quick reactions :smile:

Also (if you cant respawn into the fight) imagine if you die in the first ~10 min of the fight, then you would have to watch your comrades for ~50 min, that doesn’t really sound like fun.

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If the fight is bug enough you can rotate players, it is all a mater of scale. I hope there are different levels of Titans even on the same world.

Well its a fine line too, cause i want a hard fight, what im afraid of it becoming is just a massive zergrush where the sheer amount of players, not their skill, is all that matters.

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This is the option I was voting for.

Personally i would like to see a system where you need 2, 10 man teams in rotation so the titan would cast a massive debuff after a few minutes of fighting (like 90% less hp) forcing that team to run out and the other to run in. something to switch characters, but again its a hard balance as i have said even from the first time they mentioned it, 1 ) is the amount of players for a fight and 2) is how much loot the titan will drop and if it will be enough or too much depending on the playercount.

i would like a 5 man team for a ‘‘normal’’ titan and then have ‘‘ancient’’ titans which are like raidbosses requiring 10-20 people working in sync. another thing i want to see is that if you mess up. you die. no middleground, you have to dodge it and keep yourself alive, but it should have insta kill attacks that if you get hit you are out. was something i widely enjoyed in Wildstar for example, the bosses were insane xD

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You could rank beacons by what resources are kept there, but that means you would have to give value to each resource. Alternatively you could place the value in the experienced gained by the collection of the resources, or experience in line with any other game aspect that is involved within your city. I don’t know, maybe it could be based on the economy of the city. Perhaps this will encourage trade, entertainment etc.

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So a simple solution for the devs (in conception, not implementation) is scaling both boss difficulty per player (after a certain number of players…for instance, a boss should probably be as difficult for 5 players as it is for 2, but after a certain number should scale?) and loot.

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I somehow like the idea with player-made cities, but only if everyone has the same taste as me, which probably won’t happen (pretty obvious).

So going from there the choice is stylized developer-made cities that will probably look uniform and decent but perhaps not exactly what I’d want, but they’d probably “fit in”

Or… player-made cities consisting of a mix of castles / hobbitholes / skyscrapers / pineapple-houses and huge sculptures of… male human parts…

Choice isn’t hard. Add some sort of city-major that gets to set “building style rules” with the option to kick out and raze builds that doesn’t follow it, then perhaps I’d vote for player-made capitals. (Or some other solution that gets similar results)

Maybe you still could do. If you get complete control in a dynamic class you could create a mage however you want it. That is if I have got the right end of the stick…

It have been brought up and personally i am a bit against it, i dont think we should ease up the content just because some people refuse to party, the titans most likely wont give a damn if you are 1 or 5 players, it will try to kill you never the less xD

I would say that the non fighters should be able to progress by doing something equally challenging or actually even more time consuming related to what they do. Like (If crafting progression becomes a thing) creating some special kind of items that allows you to go to the next tier or collecting some special materials that allows you to progress that way.

I read major like “Minecraft death”

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I feel like death needs to be expanded on more. Major/Minor are to simplistic to extrapolate what people actually think.

yeah… the questions are waaay too vague, which is why i imagine they took the safe route out

for going to higher tiers, personally i dont think they belong there, cause they will just die, it would also gather up most crafters on the tier 1 worlds making that kinda the ‘‘hub’’ worlds where people build and gather, while the higher up tiers are bases and such for guilds or small camps like that.

I can understand why they would want to though, for example a builder that will build for the guild on higher tiers, however i also mentioned that in the discussion about it, in my eyes the builder should just come fight the titan, if he is building for the guild then he should easily be able to find somebody who will do the titan fight with that handicap.

there you go. expanded XD

[quote=“Zouls, post:78, topic:2067”]
I can understand why they would want to though, for example a builder that will build for the guild on higher tiers[/quote]

Or gatheres like miners and such, and of course if you just want to meet your guild members on the higher levels.

The problem with this is that a lot of titan fights would then include quite a few extremely squishy people that is just there to gain whatever you need to continue.