Some of my feedback will be based on older topic I made: Feedback on Galahad
Some parts of that topic are now irrelevant as there has been major changes during Hector.
Mob Execution:
Like in my old post, the last mentions about mob execution policy was that it will be kept on red & black. After which suddenly the tables turned and the system was removed based on that it's pointless because players will always play safe and that PvE execution is not a real item sink.
The argument that players play safe is not entirely true. The more casuals / safeplay players will ofc very rarely die to PvE after they find the correct dungeons for themselves. However, anyone who is trying to stay ahead of the curve and fame farm quickly, will be taking more risks with gear. During beta3 combat fame is done with gear you don't care about and maxing the result with as small group as possible. PvE content in general is so easy that everything in game is doable at T6.X. However, by saying "doable" it doesn't mean you can't fail and get knocked down due to your questionable gear compared to PvE content you are doing.
This is basically minimising risk, maximising fame. This would be a lot more difficult if the PvE content was actually more difficult and did execute. The punishment for getting knocked down is not a punishment at all.
The argument that PvE doesn't provide an item sink: I would want to see SBI statistics on Beta1 (before instanced portals), on how much gear per player was trashed at T7-T8 veteran morganas. Also including how much extra PvP ensued after a bad pull that got 1 from the group killed. (Showed on map). During those days, going to T8 Veterans was a big group effort, there was no point in going there with under 10 guys and everytime we had revive potions with us - and they were needed.
Also on my old post I gave a link to how no mob execution policy is being abused in PvP situations. This changed slightly with an update, but the same trick is still viable. Even tho it's a skill based trick to pull off, it isn't a good or interesting mechanic for PvP encounters.
Comparing PvE experience of Beta1 to Beta3:
Map design / resource balance
In my previous post I mentioned the fact that Fiber is best collected in Steppe, which isn't it's (top biome). That hasen't changed over the course of beta3, but just a while ago the changes were made for swamp mobs to be less aggro. This is a step forward in balancing the resource issue, but its far from a fix.
The overall issue with resource balance is how the nodes are distributed and how much aggressive monsters are there on the biome. Metal has been the easiest resource to gather the entire beta, Fiber second, but only because of the insane clusters that are on steppe maps. Fiber was complete pain to do on Swamp maps and at least on my notes Fiber was (before change to mobs) best farmed at: Steppe - Snow - Swamp. (This was my own notes on how much i collected fiber / h on dif biomes.)
Overall the maps are visually good looking now but tbh, the balance isnt there. One can't say that it's fair that for example Fiber can have upto 22 nodes with-in your screen on Steppe. Where as lumber you will never see more than 6 nodes on your screen, this just comes down to gathered resource amount / time used.
T8 only in watchtower, T7 spawning randomly on watchtower
Both of these im against heavily, the watchtower territories were the core source of materials even before the T8 change was done. T7 spawning on territory was a god send and no matter how players say "you can just raid it" I can say that good luck forming that group up to invade opposing watchtower territory before the node is sucked dry, oh and all this while defending your own watchtowers?
The only way we can generate true competition is by having T7 and T8 spawn on maps (not on territories). On this subject I will again remind how it worked in Beta1. The top materials were on maps that no one could have territories in. This caused massive competition over them.
Ganking in beta1 compared to beta3
Beta1 was truly a dangerous world with all the insane sprint builds that were all around. Now we don't have similar sprint builds available and on a personal note I think thats a good thing. The old system forced open world builds to rotate around on mobility only. However, after removing the sprints we got gathering gear for gatherers. Currently one can say that it is impossible to kill a T8 gatherer. There is just no means to catch them unless they are 3 zones deep in your territory and you get gankers coming from every direction. This is also something that removes a lot of the excitement from the current pvp. Small gank parties know that they can't catch and kill a t8 armor horse even if they tried, top gatherers know they can't be killed. Wheres the fun?
Beta1 was harsh on gatherers but it still wasen't an impossible feat. It just took a lot more patience and quick thinking to keep avoiding the gank squads. We need to move back towards a more exciting "dangerous" world.
Overall PvP experience
Beta1 was without a doubt the best beta for PVP. PvP was constant on red and black zones and everything from combat fame to resources was heavily contested by guilds. Back in my days in Finstack there was a moment when Vendetta kept sending a 5 man wolf rider group to gank 1-2 guys, then run, repeat after 15 mins. This was a viable and a good strat to hurt our overall economy and morale. Would this work again now? Not really, you can see them coming from a mile away with name tags and as a gatherer, they just won't take you down fast enough.
Best part about beta1 pvp was the fact you could HEAR mounts, sprints, wood chopping, fighting.. I mean everything from far away. It became an essential part of skill to quickly pinpoint source of a noise and act on it. Being in a dungeon and you heard sprints meant that opponents are in 2s on top of us. Sneaking up on that unsuspecting lumberjack.. forced radio silence in a raid group. And on top of that, the greatness of having mounts that make no sound
Now the PvP experience is lacking in that category. One could argue that "we have more hotspots now than ever" and he would be correct. But overall combat fame is so easy to get now even as a soloer that bringing a huge group with good gear to compete for dungeons isnt worth it.
Some parts of that topic are now irrelevant as there has been major changes during Hector.
Mob Execution:
Like in my old post, the last mentions about mob execution policy was that it will be kept on red & black. After which suddenly the tables turned and the system was removed based on that it's pointless because players will always play safe and that PvE execution is not a real item sink.
The argument that players play safe is not entirely true. The more casuals / safeplay players will ofc very rarely die to PvE after they find the correct dungeons for themselves. However, anyone who is trying to stay ahead of the curve and fame farm quickly, will be taking more risks with gear. During beta3 combat fame is done with gear you don't care about and maxing the result with as small group as possible. PvE content in general is so easy that everything in game is doable at T6.X. However, by saying "doable" it doesn't mean you can't fail and get knocked down due to your questionable gear compared to PvE content you are doing.
This is basically minimising risk, maximising fame. This would be a lot more difficult if the PvE content was actually more difficult and did execute. The punishment for getting knocked down is not a punishment at all.
The argument that PvE doesn't provide an item sink: I would want to see SBI statistics on Beta1 (before instanced portals), on how much gear per player was trashed at T7-T8 veteran morganas. Also including how much extra PvP ensued after a bad pull that got 1 from the group killed. (Showed on map). During those days, going to T8 Veterans was a big group effort, there was no point in going there with under 10 guys and everytime we had revive potions with us - and they were needed.
Also on my old post I gave a link to how no mob execution policy is being abused in PvP situations. This changed slightly with an update, but the same trick is still viable. Even tho it's a skill based trick to pull off, it isn't a good or interesting mechanic for PvP encounters.
Comparing PvE experience of Beta1 to Beta3:
- In beta1 combat fame was fought over like a precious resource. The few extremely good famefarm maps were under constant fighting and players could expect to find pvp on these great hotspots.
- Beta1 PvE mobs were stronger (in comparison) to beta3. As in easier to solo, easier to do top fame farm content with lower amount of players.
- Mobs don't execute anymore: That results in making combat more of a chore like gathering than something that requires a player to stay awake.
- Mobs have higher variety in Beta3. Thats a great thing, but we are still at the stage that all mob mechanics are very easy to learn and counter. (Except that rare melee undead boss, which is like 100 times harder than any other mob or boss in game)
Map design / resource balance
In my previous post I mentioned the fact that Fiber is best collected in Steppe, which isn't it's (top biome). That hasen't changed over the course of beta3, but just a while ago the changes were made for swamp mobs to be less aggro. This is a step forward in balancing the resource issue, but its far from a fix.
The overall issue with resource balance is how the nodes are distributed and how much aggressive monsters are there on the biome. Metal has been the easiest resource to gather the entire beta, Fiber second, but only because of the insane clusters that are on steppe maps. Fiber was complete pain to do on Swamp maps and at least on my notes Fiber was (before change to mobs) best farmed at: Steppe - Snow - Swamp. (This was my own notes on how much i collected fiber / h on dif biomes.)
Overall the maps are visually good looking now but tbh, the balance isnt there. One can't say that it's fair that for example Fiber can have upto 22 nodes with-in your screen on Steppe. Where as lumber you will never see more than 6 nodes on your screen, this just comes down to gathered resource amount / time used.
T8 only in watchtower, T7 spawning randomly on watchtower
Both of these im against heavily, the watchtower territories were the core source of materials even before the T8 change was done. T7 spawning on territory was a god send and no matter how players say "you can just raid it" I can say that good luck forming that group up to invade opposing watchtower territory before the node is sucked dry, oh and all this while defending your own watchtowers?
The only way we can generate true competition is by having T7 and T8 spawn on maps (not on territories). On this subject I will again remind how it worked in Beta1. The top materials were on maps that no one could have territories in. This caused massive competition over them.
Ganking in beta1 compared to beta3
Beta1 was truly a dangerous world with all the insane sprint builds that were all around. Now we don't have similar sprint builds available and on a personal note I think thats a good thing. The old system forced open world builds to rotate around on mobility only. However, after removing the sprints we got gathering gear for gatherers. Currently one can say that it is impossible to kill a T8 gatherer. There is just no means to catch them unless they are 3 zones deep in your territory and you get gankers coming from every direction. This is also something that removes a lot of the excitement from the current pvp. Small gank parties know that they can't catch and kill a t8 armor horse even if they tried, top gatherers know they can't be killed. Wheres the fun?
Beta1 was harsh on gatherers but it still wasen't an impossible feat. It just took a lot more patience and quick thinking to keep avoiding the gank squads. We need to move back towards a more exciting "dangerous" world.
Overall PvP experience
Beta1 was without a doubt the best beta for PVP. PvP was constant on red and black zones and everything from combat fame to resources was heavily contested by guilds. Back in my days in Finstack there was a moment when Vendetta kept sending a 5 man wolf rider group to gank 1-2 guys, then run, repeat after 15 mins. This was a viable and a good strat to hurt our overall economy and morale. Would this work again now? Not really, you can see them coming from a mile away with name tags and as a gatherer, they just won't take you down fast enough.
Best part about beta1 pvp was the fact you could HEAR mounts, sprints, wood chopping, fighting.. I mean everything from far away. It became an essential part of skill to quickly pinpoint source of a noise and act on it. Being in a dungeon and you heard sprints meant that opponents are in 2s on top of us. Sneaking up on that unsuspecting lumberjack.. forced radio silence in a raid group. And on top of that, the greatness of having mounts that make no sound

Now the PvP experience is lacking in that category. One could argue that "we have more hotspots now than ever" and he would be correct. But overall combat fame is so easy to get now even as a soloer that bringing a huge group with good gear to compete for dungeons isnt worth it.
Ding dong the witch is dead!
Officer of Nilfgaard (Haamu's party)
Officer of Nilfgaard (Haamu's party)