What being a full loot PvP game means

  • the role's actions in combat are not decision based and not playerskill based. The action chain that a "role" (your played character) can fulfil in combat has one predetermined outcome. Zero playerskill is involved... basicaly if everyone in the battlefield knows what they are doing, than only luck that count. Luck, that who's role can counter others - and the last decision that you can make due to this outcome happens when you decide that what weapons / gear sets you wanna lvl up and what you will grab from your bank when you leave the town.

    IMO decisions should happen not JUST front of your bank befor leaving your town due to pvp scenarios. What Albion's combat is lacking are playerskill based "skills", playerskill based in combat decisions. Thats why solo pvp is in a realy bad shape right now.

    In another thread I made an absolutely raw suggestion, that maybe a "skill hold" option could play a role to handle this issue. What I ment there:
    - skills could be manipulated due to their magnitude/duration/and even range by pushing down and holding an extra key when you are using them. Longer you hold, bigger the magnitude /or/ longer duration/ or/ longer range will be (longer travel distance due to movement skills) BUT by holding down that "magnitude" key you also would generate longer coldown due to that used skill.
    With that there would be a player driven factor till pvp that would overwrite the number's game and would open up the era of a playerskill based combat.

    Until the game do not focus on playerskill based combat, only zerg will rule. Since 2>1 not much to debate around this fact : )
  • Cartographer wrote:

    the role's actions in combat are not decision based and not playerskill based. The action chain that a "role" (your played character) can fulfil in combat has one predetermined outcome. Zero playerskill is involved... basicaly if everyone in the battlefield knows what they are doing, than only luck that count. Luck, that who's role can counter others - and the last decision that you can make due to this outcome happens when you decide that what weapons / gear sets you wanna lvl up and what you will grab from your bank when you leave the town.

    IMO decisions should happen not JUST front of your bank befor leaving your town due to pvp scenarios. What Albion's combat is lacking are playerskill based "skills", playerskill based in combat decisions. Thats why solo pvp is in a realy bad shape right now.

    In another thread I made an absolutely raw suggestion, that maybe a "skill hold" option could play a role to handle this issue. What I ment there:
    - skills could be manipulated due to their magnitude/duration/and even range by pushing down and holding an extra key when you are using them. Longer you hold, bigger the magnitude /or/ longer duration/ or/ longer range will be (longer travel distance due to movement skills) BUT by holding down that "magnitude" key you also would generate longer coldown due to that used skill.
    With that there would be a player driven factor till pvp that would overwrite the number's game and would open up the era of a playerskill based combat.

    Until the game do not focus on playerskill based combat, only zerg will rule. Since 2>1 not much to debate around this fact : )

    Well said, that's a pretty good suggestion but hard to implement now