Yeah it’s both, but I sorta just want to get the message out there.
IK
Leads to frustration and the good old boring grinding. This’ll exacerbate the current issue.
I agree that the game needs to be harder, but it shouldn’t be “artificial difficulty”. Simply improving the stats of enemies isn’t gonna solve anything – king David is proof of this. A sufficiently skilled, but statistically inferior player can cheese him easily
Forgive me if I interpret this wrong:
Level should contribute to the strength of a player, but if it comes to the point where it’s the only thing that matters, then we have a problem. It’s like personal skill is irrelevant.
As a mostly pacifist player, I generally avoid fights outside of formal practice sessions. How do you think I’d feel if people started engaging everyone they see simply because they are “good”? If anything, the focus needs to shift away from PvP slightly.
As a pacifist player I agree with the last point. I only fight to help other people fill their desire for a fight. PVP imo is fine as it is actually after experiencing some of it.
Level contributes to the strength, amount of damage you can take and the amount of damage you deal. Allowing you to do more things, but you still need a certain level of skill to pull it off.
Grinding sucks, I think WoM for now has a decent balance of that. Though there could be better nuances in the news that could help you track bosses, objectives etc.
read your points down to up i responded to it in that order
If we shift away from PVP, what do you propose takes the spotlight instead? Right now, the endgame is just
“well, I’ve got all the rare stuff from sacrificing free will to the gods, so I guess i’ll just 1v1 people in the arena until the update drops”
Granted, that’s not a greaaaat endgame, but at least you’re up against other players, and thus it’s not a static experience.
Right now, it feels like everything is just building up to get good gear for pvp. NPCs and PVE is just something on the way to getting meta PvP gear.
I should have clarified but I didn’t mean that we should pump up the levels of NPC’s to make them harder, I meant like adding more enemies to fight at the same time or harder to dodge attacks when the dodge feature gets added(which I have no idea why it isn’t yet when we have climbing. I mean, who thinks that climbing is more important than dodging when we have high jumps and spell jumps)
By saying that we needed some sort of way to make a skill gap I basically meant for the skill to be the main thing that decides if you win or not. Like Overwatch where you can have some players be the best in the world and some players who are just simply bad based on their skill level, but WoM doesn’t exactly have that.
Wait… so you’re playing a magic game that only has spells meant for combat and saying that you don’t like fighting? That’s like playing Tetris and not liking the fact that there are too many blocks on your screen at times. Forgive me if there really is another reason for playing but I genuinely don’t see any, and if it’s for fishing then there are already games MADE for that.
I think he meant pvp
What I suggest for the bosses is that they can be all around the map BUT only in fixed similar areas so like the cave thing, the boss can only spawn in a set amount of caves around the world instead of spawning in a random empty area
That would probably be already implemented for future bosses, but that shouldn’t be for the Minotaur or Exiled.
Their whole shtick is that they’re roaming the world looking for people to fight not constantly camping in hiding spots or something.
Yeah, it wouldn’t make sense for a “wandering swordsman” to hang out in one spot and one spot only.
this guy has ended all the debates about the exiled and minotaurs spawn location
I didn’t say I particularly disliked fighting. It’s just that we don’t want to design a game where gear is literally useless for everything else but PvP. I don’t mind combat. It’s just that I prefer to do other things and would rather avoid it if I can.
Reminds me of like Hexaria and its balance. End game cards aren’t any better than starter cards – they are just more situational.
Sounds good tbh.
Ikr! Completely illogical.
The Magic Council probably has thousands of people with them. Nobody in their right mind would actively pick fights against such a superior foe without decent planning or some end goal.
You are basically telling Vetex to either rework the WHOLE continent map or to destroy all level 1 Skylians, Snowfolk, and literally any other culture that lives on the north. Not to mention the fact that you DO actually gain the feeling of growing stronger. Every level you slightly gain more stats AND you get access to many different kinds of spells. Not only that but you can also gain access to extra edits of the specific spell you already have. Not to mention that your spells get larger and more powerful per each level as well.
The storyline will most likely make these quests kind of useless considering people will mainly follow the storyline, and that will give a decent chunk of experience making people rely less on these kinds of quests, unless they are looking for specific kinds of gear or items such as lost spells or magics. Sure sometimes you will have to level up a bit using these quests but they aren’t as bad as you are making them out to be. Except the defeat 6 dark wizards in this area quests.
That is why guild halls with quest boards were planned.
Every quest in WoM has some sort of tracking. That is of course except the defeat 6 dark wizards in this area quests. I agree that that quest needs to be revamped or have some sort of tracker but STOP making the problem seem much larger than it actually is.
Already addressed this.
Do you think there are many problems that would require an apprentice in the world? That is like saying when we reach level 5,000 that there should be a world threatening problem every 5 minutes. That is why each apprentice quest gives a lot of EXP. I agree that quests are a bit weird which is why I believe we should have a 100% chance of getting a specific amount of quests in each town depending on its size a day. Vetex also made it so that quests that spawn depend on what level the players in the server are, averaged. Which would fix most issues if there was a higher quest spawn rate.
This update was supposed to be released with the fishing update but would have taken too long to get added. That is why there is no level cap increase. Keep in mind this is a PROLOGUE. The actually story hasn’t started yet. We ONLY know who will train us to get our 2nd magic. That is also why it was a bunch of baby quests.
I’m gonna be honest and simply say this. Fixed bosses and NPCs in general shouldn’t exist in WoM as they would simply NOT fit. I don’t want some stationary boss that we cannot interact with at all and they would definitely be boring. I think it would be pretty cool to add bosses that actually wander around the map with their magic or whatever occasionally slaying a few criminals or heroes to add to the immersion. You need to keep in mind that WoM is an INTERACTIVE game. Sure he might add a few fixed bosses or NPCs but it shouldn’t be the main style. That would conflict with a lot of the game design.
You are ignoring the fact that this update will also make the game a LOT more convenient for players in general.
They spawn very damn often I don’t get why you think they don’t.
I’ve come to the conclusion that these things will improve with time, as Vetex expands the map, and thus, the leveling system.
However, what I do not like about WoM, is vetex’s mentality to make every so realistic. This is literally the sole problem leading to WoM’s short term failure. Vetex has certainly matured as a developer throughout the years, which is why I suspect he wants a more realistic and stimulative game.
- randomised quests
- randomised npcs
- moving NPCs
- randomised/wandering bosses
- randomised structures
- npc have annoying aimbot
- low npc spawn rate
^ do you see a pattern here? These are all factors contributing to so called ‘realism’ and ‘immersion’, but when applied to a game, they really add a dissatisfying feeling to it. Do you not agree?
Yes, some may argue that it is “good” to add this features, but a realistic game doesn’t mean an enjoyable game.
The current WoM isn’t adhering to the basic psychological principles that make a game… well… a game!
Even SwordBurst 2 has consistently averaged more players than WoM. It’s just floor after floor of easy, monotonous grinding. But why do people still play it and find it enjoyable? Because there is a sense of achievement. A sense of progression. In a game we want to see ourselves grow stronger while also making it easy to do so. When you make something too hard or similar to real life, people would rather just worry about their own lives rather than play another life simulation (this is the ultimate outcome, of course).
But i think that makes them more realistic in a way. I really doubt they would just stay in one place for months.
I actually think this isn’t a bad idea
No its not really a good idea, as someone has said before every town will be a possible spawn point for new saves. It wont be fair if you are unlucky enough to spawn in a lvl 100+ zone and only be lvl 1.
Oh yea i completely forgot about that. Nvm then.
I agree that not all types of realism is good and that it can make the game not as enjoyable but there are a few things I would like to point out.
Quests are not randomized. They have randomized objective sure but they aren’t that random. They average out the levels of everyone in the server then make quests. I am also fairly certain NPCs spawn because of quests specifically. And I am also pretty sure that the more players in your server the more quests that spawn as such the more NPCs spawn and the level of quests determine the level of the NPCs. Which means this logic also applies to this.
Next up.
I don’t know what you mean about this but if you want Vetex to make ALL NPCs fixed then. No. The main speciality and point of the game is the moving interactive NPCs. If you couldn’t tell then that would be a problem. Moving NPCs makes the game more lively unlike most Roblox games out there and they don’t have anything to do with making your life harder.
About the wandering bosses. These bosses aren’t really “random.” All they do is spawn in specific different locations that are preset across the map. You already know what the boss will look like and you can track it so you can do the quest easily. You can also cheese track it everyone does that and Vetex doesn’t plan to fight that.
The aimbot is ESSENTIAL for the game as a whole. Almost all NPCs would be easily cheesable including King David and Magic Council Captains. The aimbot isn’t annoying. It adds challenge to the game and as a person who enjoys challenge I welcome that.
While WoM can be really inconvenient at times it makes sense why. If you were to mention criminal record it would be essential for the future of the game as we don’t want people going from a bad reputation to a good one easily. If you were to say disenchanting that would ruin the point of duplicate drops and mess up the economy anyways. WoM is a game that requires time, effort, and some sort of skill. Roblox is a kids dominated platform which is why not many children will play it and will go to something like Swordburst. Not to mention the fact that WoM is pretty difficult to run AND only supports PC which I’m pretty sure Swordburst supports mobile or another platform. Children prefer addicting over fun games it explains why simulators are dominating the front page as well. You should have taken this into consideration when comparing WoM to any other roblox game. WoM does have a sense of progression, we see ourselves grow stronger and it is pretty damn easy to do so. It takes me less than 10 hours to max out a character at the moment. You keep forgetting the fact that our spells become more powerful every level up and that we unlock more spells every time we reach a certain level. Not to mention being able to edit our spells to unlock more properties.
I honestly don’t see many of the points you make being good.
Not gonna lie, to me, the worst aspects of the game that make it not fun are:
RNG: mmyes you killed that one boss over 2000 times now? what? you didn’t get a single boss drop? bro? tough luck get good ez
NPC combat behaviour: bandit swarms are harder to kill than david silver, why? why is david so slow?
why do bandits spam so much, and have the exact same annoying randomized movement that you can’t get adjusted to?
Immobilization from spells etc: It’s annoying, it breaks flow, and makes bullshit like this possible
which you can’t counter or do anything against at all.
and yeah, the walking. the walking is bad too, so boring.
And the lack of npc interaction with the environment makes the game look kinda bland too.
But hey at least you can find good shit like this in the game: