It is fast, it is nuts, and how can we make it better?
Please keep this thread focused on specific feedback and suggestions... thanks!
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It is fast, it is nuts, and how can we make it better?
Please keep this thread focused on specific feedback and suggestions... thanks!
Allow us to cast Evade while moving.
Lag lag lag lag
Also dieing in 5 seconds is not fun. No chance to be strategic.
Weapons are not equal, currently ranged items own all.
What is your typical ping?
100-200, but atm I cant play at all, game starts but the running armor guy never goes away...not the only one here either
Respawns are bad. You get respawned in between the other team. I have died numerous times because of that.
Yes.
Also the joystick is still visible on the end of round summary page.
Its a bit crazy at the minute but it has a lot of potential. Capture the flag would be immense.
EDIT: That being said, fantastic job on 1.2 guys.
I'm really curious to see how pvp turns out and can't wait until the rest of Legends wakes up so we can pwn.
Trying to reproduce the inability to get into a dungeon.
-ALS
Try creating a pvp, cant get past the loading screen
Lag Lag
especially fighting or just resurrecting, it's like around 2000+
also there is a problem with my skill showing on main screen
some of them just disappeared (before update it could show 3 lines)
I deleted app and reinstalled it, but doesn't work
my warrior
http://img44.imageshack.us/img44/2992/16877934.jpg
my enchantress
http://img405.imageshack.us/img405/6314/54753104.jpg
killing and dieing way to easy..... Less than 5 sec., needs to be more competitive. Love the new trade system and power ups tho. :-)
Thats because it now only shows skills you have points into.
It will only show ranked skills.
-ALS
1) Respawns
They suck.. Sorry. I respawn, and before I can even move sometimes I am at half health or dead. There is a long delay from when you hit respawn and when you can actually control your character. Also why am I respawning right next to an enemy? That should be the number one NoNo.. When I actually am able get out and fight, it is fun. But half of all kills is someone getting the first shot right after you spawn.
2) Auto Attack or Attacking in general
Auto attack for melee still blows.. I loose it all the time.
Also how can you allow ranged (bow and staff people) to shoot while running away from their target? They don't even need to stop to be able to hit me with their stuff, but I have to stop in order to cast evade?
3) Automatically switch up the maps
When we are doing 3v3 or 5v5, and hit replay we get thrown into the same map. Allow us to switch it up. After each round is over automatically change the map up. Or at least give us the option to switch the map. Since there is no grouping it is kind of rough to get everyone you want to play with, or against, in the same room. Switching maps could potentially become a pain.
That is really all I have for right now. The only other issue is currently being looked at by you guys, and that the running man loading screen bug. When PvP isn't about being spawn camping it is fun, but when you are getting killed as soon as or right after you spawn it is no fun.
When you respawn, it's supposed to pick the respawn point with the fewest number of enemies nearby. Sounds like it's not working. We'll get it fixed for tomorrow's update.
We can also fix it so you can cast Evade while moving.
-ALS
You guys have an awesome record as far as fixing and updating, so of course I will be very patient. I'm sure you know about the real bugs, so I'll just offer some suggestions:
From what I could gather (now that I can't join any games, which has been mentioned) as far as the spawning, I think if there is a short period of invincibility it could help.
Also have different spawn locations for each team. At the beginning of the round, I will spawn, wait a couple seconds, and an opponent will spawn in the same place.
Finally, we don't have enough health. Croc's have a TON of health (2 or 3 thousand?), but I for one have 251. So two normal hits from bear will kill me, a stomp will kill me right away (without evade). Maybe for whatever our health is in PvE games, add a zero on the end? 2510 would give me a better chance at survival, it would also create more strategy for the other team.
You guys are awesome at updating, so I'm sure you will get everything done very quickly. That being said, there is a bit of an angry mob forming in at least one of the townes.
Thanks for all of your hard work, and I expect great things in the future.
Edit: Thanks for the evade moving thing. I was so upset when I had to keep stopping, lol.
Beckon works about a quarter of the time (do you have to be motionless for it to work in PvP?), no damage is shown above enemy to see if you are connecting hits, and archers and enchantresses keep getting beefed while the warrior is a lame duck. Pretty frustrating - switched to play PvE and you can no longer target. Epic fail.
Here are the most important issues at the launch of PvP in 1.2 -
[in no particular order of importance, and off the top of my head]
#1 - Bows too overpowered in general. Range is clearly the only viable way to do damage in a game where 1 or 2 shots can kill anyone. This involves pillar hugging, LoS cheesing, and coordinated rushes in which individual players [or PUGs] have literally no chance to react. This leads to mindless and predictable PvP, even though the goal is for it to be as dynamic as possible given the limitations of there only being 3 classes, etc.
#2 - Damage mitigation needs to be tweaked. Without sounding too abstract, it is difficult to tell where the problem of 1-2 shots is stemming from. My first assumption is that it is on purpose and is to be dealt with later on with more efficient gear / level cap / stat points / skill points to allocated. My second assumption is that it could be dealt with by either increasing damage mitigation in relation to Armor, ala either an Armor mechanic tweak or by buffing Armor across the board globally via gear updates. The third idea is the opposite of the previous, wherein either the DPS mechanic itself or weapons in general are nerfed to reduce damage and circumvent changing damage mitigation as is. Any of these are viable and practical for PL, possibly a hybrid. Natural progression of the game itself would point towards the first assumption, where the problems seen in terms of PvP combat numbers are overcome by more practical and useful gear and more character flexibility at higher levels [with more skill / stat points to utilize].
#3 - Respawns need a 3 second invuln buff. Simple. Could also consider different spawn points, 'bases' etc.
#4 - The Ref. What gives? Absolutely borks the ____ out of some rounds.
#5 - Are the PvP power-ups being shown on screen as a buff or in any manner on the HUD? If not, something to consider. Timer would be nice for buffs / powerups, but maybe I'm missing this.
#6 - Red text in the "Join PvP game" screen too difficult to read. Contrasts bad against the blue background of the game in this particular section of the UI. Just make it WHITE like the rest of the games listed in any other section of the "Join Game" UI.
#7 - No way to see who is in the current game, who is on the opposite team. This makes beginning a match difficult without someone messing up or the chat box being spammed. As is, most people just gung-ho right from the start and this can bork entire rounds.
#8 - Some sort of trigger in order to begin the round. Otherwise it is difficult to start a legitimate round. I know it's sort of casual and all, but a simple "ready!" would be nice that would count down from 3 and let the actual round start. Before hand no deaths / kills should count, or people should be invuln until it starts.
These are just off the top of my head. So far it is a total blast, but also falls short in the context of structure. Feels more like a jump-in, jump-out type of endeavor. This is wonderful for logistics and accessibility in a meta sense; everybody will get a chance to get in a knock some heads around... but there needs to be more structure to give PvP a sense of legitimacy and organization [for those that wish to play that way]. Thanks Spacetime, you guys rock and are on your way to making PL the best game. It may seem like a long way to go, and sure it is just a phone game, but this is really pushing the edge as far as mobile gaming and MMOs in general are concerned. If you guys make this work smooth and get everything to come together [which we, the players, already see happening] then you will have something very special in your hands. To the rest of you, I'll heal ya if you're on my team and run away if you aren't. WOOT!!!
Pures feedback on PvP.
PvP is great!! I think when it comes to PvP it's all about how your skills are used. In this case a warrior can own 3-4 people in one blow. I've done it already so it's possible. Also Bow-Bears at this point own everyone.
My inputs are maybe when starting a pvp match give all players x3-4 health... This would make pvp last alot longer and give it more skill rather then spam your skills. I also believe with that being said that maybe boost mana as well 2-3x when entering a PvP dungeon. I know it's a pain with all of the code changes needed but I think more people would play.
With all this being said..... Great Job Devs.... 1.2 is (at this point) the best update so far. I love PvP and can't wait to see what is done with the potential PvP has.
P.S
You guys are awesome!!
Just a suggestion
When you just respawn, there should be like 3 seconds or more that the other team players can't attack you,
or within 3 seconds if you are killed by the other team players, then it won't count (e.g. pvp in world of warcraft)
Um. I can't find any PvP games in the list? Are there many going on?
A few things....
First off, I love it. I am having a blast. You guys rock.
2. I heartily concur with a substantial pvp health boost. I would love to see battles drawn out more, allowing group coordination, reaction time, strategies, and tactics. That would dramatically boost the overall pvp experience.
3. There seems to be a bug with stun. On my character, when I am hit with beckon or wind up stunned from a skill, I cannot move... but I CAN pop off skills. So if I am running around with my bow bear and a warrior beckons me, I cant run away but I CAN pop off iron blood and evade, and then stomp the warrior away... all before my stun wears off. To my thinking, if I am stunned, I should not be able to do anything at all until the stun wears off.
4. Lastly, bow bears are dramatically overpowered. don't get me wrong... I love my bow bear, and I enjoy chewing off faces... but the following should not be possible (Caeryk is my bow bear, lev 31 in green gear):
http://i868.photobucket.com/albums/a...s/fd14f209.jpg
Bows are not over-powered. Warriors just have to be smart.
Range always has the initial advantage in any pvp game.
I have a bow bear,
tank bear still can kill me in second and they are not that easy to be killed
I don't think bow bear is overpower, just have the advantage of attack speed.
can sum1 explain where to find the free 2v2 map. I've tried creating one but it's not listed. I want to try before purchasing
Well i was hope we can fight a little bit i think the ppl die to fast my archer got 3 attacks (dmg skills) when i use all 3 Only a tank dont die.
Maybe increse amor and pve mob dmg or something.
U have create much diffrent maps thats very well
thx.
constructive crit
- lagging like crazy
- anyone using a bow regradless class has advantage
- respawing in the middle of battles hense instant death
- other bugs which i know ur aware of like constant running man
- cannot host any games besides PvP
- cannot join any games unless PvP
- touch screen on the game seems less responsive (or is that just me?)
the PVP seem very unbalanced (esp for mages) and very short-lived. the matches and even 'lives' dont last long enough to make it enjoyable to all.
spawning needs better logic and/or immune time to give a starting chance.
adding more health or figuring out a different hitpoints/damage/armor system could help make matches longer and more strat involved. (liked the idea of adding "0" to HP to boost up ie adding one thousand.)
mages need some love, they are very squishy.
cannot seem to join townes (yea this isnt exaclty pvp related)
overall interesting update, pvp is kinda cool, but certainly needs alot of tweaking. Thanks for all your hard work devs and STS (spacetime studios). Great product.
Community, keep the constructive criticism and ideas coming, its the only way they will know what we expect and would like in Pocket Legends.
Right now I kinda prefer the 3v3 maps over 5v5 cu of less lag and also I last longer then 5 sec and ther actually a little bit of strategy involved :) otherwise it's pretty fun and ctf wuld be way funner imo. And I really don't thinkbow bears are overpowered. I die as much as anyone else. But I do think ranged is way to easy lol ppl wif daggers or swords jus die before they get to me....and also I don't lik being spawned killed lik 5 times in a row so annoying..
most of the ideas being flowed around here are pretty accurate. I wasn't able to enter any games last night so i'm going to hold off on my major suggestions or ideas and just share initial experiences..
After playing a few rounds with each of my characters, i'll say that each class can get kills, but bows obviously have the advantage. Two handers were way too hard to use, as the swing time was so slow compared to other weapons that only slashes were effective.
The biggest two issue i can see just from the onset spawning randomly and on your enemy, and fights end in 2-3 hits. Health and armor are almost meaningless. If i pop all of my buffs on my warrior before entering combat, i can survive a bit longer to get the kill, but there isn't even enough time to use them once a fight has started. Beckon is also unreliable, affected by lag, and easily overwhelmed by stomp and knock-back. Enchantress heal can make a big difference sometimes.. but the fights go so fast it generally can't save your team mate. Seems to me like everything needs to be slowed down.. damage, certain cool-downs, stun effects.
I love that pvp is in the game, but the amount of tweaking it needs is so great that its going to require everything about the game to change, including player/mob pve interaction.
Health and Mana need to go WAY up, I would guess around 3k each would be a good number, that way attacks would not kill in 1 shot. Also add more damage and heals from the current skills. Everything needs a buff, but health and mana need it the most. I think it was a good release. Just needs some major tweaking. There needs to be Bases on each side that are inaccessible to the other team and you have 4 seconds to be invulnerability in your base before you are kicked to right outside. Also make the maps much bigger so that base camping will be much less of an issue. No power ups at all, these do not make the game even, it is basically who is the first character to make it to the power up wins. Battles need to last like minutes not seconds.
I agree with a lot that has been said-- it was a good initial release-- with some tweaking I can tell PVP is going to be a lot of fun.
Xanthia made a great point about hit point / mana pools. Perhaps with each level characters get like 10-15 hit points and 10-15 mana-- Str and Int could probably also give more hp/mana per point to help people specialize better (tanks have way more hit points because of strength, casters way more mana...)
One other thing: dodge and crit rates are WAY too high. Having archers approaching 70% crit with 50% dodge is a little un-balanced. As an Enchanter (yes, I'm the only male Enchanter) my only defense is my manashield, when that's burned through with 1 shot I'm left useless with no mana anyway. Bears and Birds have massive mitigation abilities that enhance their survivability a lot.
I've only played PVP for a day now so I'm sure I'll have a lot more specific suggestions-- great initial release!!!
I guessed we'd need more health.
Too fast paced. The only thing close to 'tactics' at the minute seems to be sticking together.
Infact I was in a 3v3 match (actually 2v2) and it was me on my archer and another dude as a tank. We started this system where he would run in and start hitting while I root the enemy and hit from range.
We could get 2 or 3 kills before his health was too low and he got killed. The shortly after I'd get beckoned in and ka'pwned.
I was going to state that I'm 2 shotting chickens right now with my bear, which while fun, gets old quickly. However, I've noticed you updated the arenas for players to do less damage now. Looking forward to longer matches :)
After playing a bit more this morning, I agree with most of the points in this thread.
HP/MP pools are almost unchanged from lvl 1 to lvl 30. And getting 1 shotted as I'm spawning sucks quite a bit.
Turning seems more difficult with the skills book open. Even when I'm using screen area that is not covered.
A health bar over your current target would be nice.
Tap targeting would be even better.
Spells and attacks while stunned seems like a no-no.
We reduced PvP damage in the latest content update. Give it a try and post feedback here (or in the 47406 Content Update thread).
-ALS
Ok 1. Thx for turn the dmg lower.
But a tank reggs more than he lose lol
u guys do a real good job u listen to the players and try to do it perfect thx for this