Korosav

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About Korosav

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  • Defiance
    Korosav
  1. Going along with lock picking and meditation timers, puppeteering should also receive its own built-in, automated timer for its 15-minute cooldown.
  2. That is a sound explanation to me - disregard this thread!
  3. Through some inspection and cooperation of other players, there appears to be a discrepancy in behavior between the built-in Prayer & Faith timers. The faith timer adheres to the more preferable behavior that mirrors that of meditation; the prayer appears to be redundant and does not exhibit the same desirable behavior. It also appears that the faith timer is inaccessible to non-priest players while the prayer timer is available to both priests and non-priests. Barring an explanation for their separation, I recommend that the prayer timer simply be removed, and that the faith timer should be made available to all players.
  4. As a PvP-pure player on Defiance for the last several months, I've always had qualms with the PvP <-> PvE transfer mechanics that causes this issue in the first place. Having the ability to portal and grind skills up in a safe zone is unquestionably inconsistent with the fundamental reasons for why people would choose to main PvP in the first place. That being said, being able to portal has been, is, and will likely remain a non-negotiable element of playing Wurm, so naturally we'll just have to lie in this bed we've made for ourselves. If we're looking to start making decisions on med path elements, we're going to need to start cutting out the things that are unfortunate but don't really matter in the long run in order to make a proper decision here. Someone who has utilized PoK on PvE is in large measure equivalent to someone who has simply been playing the game at normal skilling rates for a longer period of time. The problems of skilling imbalance in relation to those who did not do this can thus be seen as somewhat on par with the classic "people who play a game sooner than other people are more powerful than newer players", which is usually best addressed in other games with (1) getting over it, (2) dampening the impact of higher-level skilling by design, or (3) succumbing to the scourge of arbitrary periods of "renormalizing". Option 3 is insane; it's always for the benefit of newer players and a sharp slap in the face for older players. Option 2 is almost always the most "fair" systemic way to manage these kinds of issues, but can be difficult to retrofit into an existing set of servers with history and not be met with pushback from the older player base who wishes to cling to that premium status of being a b0ss. Option 1 is probably the simplest to implement, but we'll be right back here in several months to determine what is the proper way to start smoothing out the consequences of whatever action is taken. With that laid out, from the perspective of one of "newer" players to Defiance who never took advantage of PoK on PvE, I would recommend unlocking all med paths AS THEY ARE at the start. Carefully negotiate what balancing changes should be implemented, and perform a planned, progressive roll out of those committed changes across a few months to allow unintended consequences to be known and corrected. This process shouldn't be dragged out any longer than 6-12 months, as mechanic balancing is inherently an impossible task. Something will always be better than something else, always. If that means that PoI remains the de facto PvP-geared path, then people who commit to that activity will simply have to adapt to that reality. There's no need to make all paths PvP-relevant simply because they get implemented on a PvP server; it's the player's responsibility to determine which path to commit to, and whether or not they want that to mean they are dangerous in a PvP setting. Option 2 will always be available for implementation in the future if the developers and the community wish to make the commitment of making thing systemically fair and minimizing the new/under-skilled vs establish/well-skilled conundrum.