Elphame's Arena Feedback

Started by Gimli
Gimli (Staff)

Hello All,

Please post any feedback about Elphame's Arena here.

Dracblue

with the cost of the repair bills i think i have a minor solution for people who want to go after bosses who can obviously kill them even with 2 players going after the mob.
introducing a green scroll - this scroll is a scroll of insurance

scroll of insurance weight 10 pounds (so you don't want to carry more than one ) drop rate varies higher level mobs only will drop this item (level 50 + needed to kill the mobs that do drop it )

apon death the scroll disappears from the inventory and you drop your insurance like normal perhaps protection from a player for 5 seconds after death so they cant multi drop you that quick

perhaps its time to add a quest or two that people can do over and over if they want some basic money to get started with for books but cannot be completed after a certain level (the quest can only be completed 1-5 times or something like that per account and the reward is only worth like 1k gold max or perhaps a decent armor piece or something but the cost of books and repairs alone has got me to a point where i have like 200 gold max all the time and i don't see the curve getting better at level 30
i have a lot of better gear sitting at home but cannot use it the gold income isn't high enough to repair said weapons and get the books / items that are needed

(love the itta just trying to give a few suggestions or ideas to help people who are less devoted to get started and not dip out because its just too hard to get the gold they need. )

Shmaboo

There's a problem for wizzies when you combine limited mana and no mana regen in a combat cloud with cloud camping. The wiz is hamstrung in a PvP fight immediately after a PvE battle. Essentially left to be a spectator at his/her own execution.

Could a 30 or 60 second grace period be built into the game, triggered by leaving combat? That would give the wiz time to gain back mana, for a fairer fight.

JudgeMentark

Is crafting available in EA? Like classic weapon/armor crafting and alchemy? With a 100 lvl cap, crafting would be super hard to squeeze into the build points but with the loot system, it might entice players to craft adamantium.

StuckIn1995

GL to everyone enjoy the Arena and future temporary servers! GLHF.

StuckIn1995

There's a problem for wizzies when you combine limited mana and no mana regen in a combat cloud with cloud camping. The wiz is hamstrung in a PvP fight immediately after a PvE battle. Essentially left to be a spectator at his/her own execution.

Could a 30 or 60 second grace period be built into the game, triggered by leaving combat? That would give the wiz time to gain back mana, for a fairer fight.

I wonder if they could leave everything 'AS IS' but any time someone gets jumped their mana immediately goes to 75% filled. AKA it continues to work as intended but in pvp you never start out with less than 75% mana pool.

Shmaboo

There's a problem for wizzies when you combine limited mana and no mana regen in a combat cloud with cloud camping. The wiz is hamstrung in a PvP fight immediately after a PvE battle. Essentially left to be a spectator at his/her own execution.

Could a 30 or 60 second grace period be built into the game, triggered by leaving combat? That would give the wiz time to gain back mana, for a fairer fight.

I wonder if they could leave everything 'AS IS' but any time someone gets jumped their mana immediately goes to 75% filled. AKA it continues to work as intended but in pvp you never start out with less than 75% mana pool.

That's an excellent idea. Even better than my way, since the wiz doesn't get a free pass to "Home" his way out of the battle.

BigOgreMan

I think adventurers should start off proficient in short sword in addition to longsword. also why did level 1 shortsword took 2 skill points to train on a character with 18 base int ? Seems pricey

Shmaboo

I don't have a large enough sample size yet, but bounties seem to get worse as they go higher. Wondering what others are seeing:
Targoth's Bounty: 2 bounties found - BoC, BoC
Ogre's Bounty: 4 bounties found - coin purses worth 135-182gp each
Tulor's Bounty: 2 bounties found - coin purses worth 18gp and 30gp

DragnDave

I've yet to have a Targoth bounty that wasn't shop food so your luck is better than mine so far.

Khego

I don't have a large enough sample size yet, but bounties seem to get worse as they go higher. Wondering what others are seeing:
Targoth's Bounty: 2 bounties found - BoC, BoC
Ogre's Bounty: 4 bounties found - coin purses worth 135-182gp each
Tulor's Bounty: 2 bounties found - coin purses worth 18gp and 30gp

Tulors Bounties so bad it's actually a bad drop, like I'd rather just get a scroll. Annoying to lose time clicking through backpack to "use".
Targ Bounties have yielded me a BoC about ~30% of the time.

POOR

I'm sure the hardcore pvp players will disagree with me. Not sure the thrill of pvp on this game to be honest lol. But I feel pvp being on in every single zone (exclude newbie zones) is a bit much. Even with the no item drop with 25% or 10 lvl difference isn't really stopping people from farming others in pve. Why not just make pvp always on in half the zones and let the other half be pve friendly?

I will never agree with games and devs of said games shoving pvp down peoples throats. Which I'm sorry to say ya'll have pretty much done with this server. Risk vs reward isn't an issue, the issue is the group of jerks that go around and killing people trying to level/pve just to kill them/grief them.

Just my 2 cents on the whole pvp always on in every place you go thing ya'll aimed for with this new server.

Khego

Leggings/Vest that provide +HP AND +MP could use a boost. Might open up more builds. Trying to hybrid already behind with 103 build points.

Obs Greaves I've seen up to like 90 HP. Best on Leggings variant has been like +20/+20.

DragnDave

^ agree with Khego's assessment, when given the choice between +mana or +hp when the combo pieces are so lackluster makes me just use a combo of +hp +mp gear vs the middle ground.

As to POOR's complaint, FF is there for those who "don't want PvP shoved down their throats". This was an optional and seasonal PvP centric server for a reason, no one is forced to play on it and it will end and be gone eventually.

descript

On the note of PvP/Griefing: I do wish there was a visual indicator that the person you are about to attack is < 25% / 10 levels. This was mentioned in Beta feedback, but it would be nice as I have jumped newbs accidentally, and its a waste of time for both of us.

I have found some Dragonscale Plates and am disappointed that their AR sucks. AR < 50 really takes the usefulness away from the item. Also found a Plate of Density and that was disappointing too (but its just a Green, whereas Dragonscale is a Gold). Was expecting these old classic items to be useful.

Increase size of group and frequency of groups in Western FoD please. Before the April 21 patch, I could find massive groups of Liches. Now Liches only seem to group up to size of 3 or 4. They will sometimes mix with Warriors/Snakes for larger, but I haven't seen a mixed group above 6 I think. My anecdotal experience is that the "increased group chance" in WFoD has not materialized.

BBD

First off, want to say this is the best iteration of realm in a very long time before I sound too negative about my opinions on things.

Classes wise, Thief and Warrior are fine.

ADV: Pretty much no point to play this class as is. You are forced to play as just a weaker version of the other three classes. You are given 2 into longsword as a start, but if you want to use any other weapon you are forced to use 20+ levels of points to GM that. The hybrid armor with mana and hp is not worth really using for how it was intended. The jack of all trades, master of none does not apply to ADV on here.

Wizard: The lack of mana regen in combat, and the high cost of some of the utility spells really negates the actual usefulness of this class. Wiz in general has been reduced to summon/myst/poison. Around 75% of the spells are useless in this version of realm. Some of the spells are powerful like Fireball, but leads to the other problem…

Items are overpowered as is. Know people smashing people with items won't like people saying this lol. There is no way wands should be as powerful as wizard's spells or even more powerful on other classes. Considering you can hold multiple wands with multiple charges while Wizards are limited to a mana pool that you have to be cautious how to use 3-5 spells before they are 100% useless.

Myst has always been bad in realm. Always been a Band-Aid for damage mitigation, but in PvP it ruins all the depth to it. It comes down to who mysts/uses a wand to myst first.

Zaps

In the bosses tab when a player is slain in PvP, it should indicate whether that player died defending or as the attacker. This opens up a much richer PvP dynamic. Players reputations will often be based on who jumps who. Possible example text:
DefendPlayer has been slain by AttackPlayer!
DefendPlayer has fought off AttackPlayer!

Zaps

I like the challenge of fixed mana pools but there should be some way to regenerate mana in combat. Here's some ideas:
A potion of mana that restores 50 mana but the potion is a rare find-only drop. Or maybe the potion can be bought in stores for a large price. 2000 gold?
A rank 1 sorcery spell that costs 0 mana and restores 5% of your total mana. Using an entire combat round to restore 5% mana is something you'd only do in a pinch.

To address the problem of being jumped in PvP with no mana (which is not fun), a simple solution would be to enable mana regeneration after combat has ended but before you exit the combat cloud. This would allow players to wait in their cloud until their mana regenerates, if they choose to play safe.

Zaps

It would be useful if the combat commands "Move, Charge, Attack, etc" had more reliable mechanics of different types. For example:
Attack: Prefer to attack the target of choice but also retaliate against other targets (basically what we all expect).
Charge: Same as attack but do not retaliate against other targets (allows players to focus down one target).
Move: Always move towards the chosen square, even if attacked (Right now, your character may actually move in the opposite direction you want, if you are attacked)
I'm sure there are other useful combat actions that could be added or made more reliable, too.

MooseKing

ok but the price of Light Orange and Flesh dyes at the shop has not been adjusted to the deflation on Elphames Arena, can these prices be lowered?

Shankz

Okay so I'm gona start off by saying i havent played the realm in about 15 years, but when me and a buddy saw the pvp server announcement we had to come check it out. So I'm sure im out of the loops on alot mechanics and strategies so i apologize if anything i say comes off as hella noob.

-No where on the wiki or in game does it say that acrobatics affects how far u move in combat, I think the tool tip could be updated to reflect that.

  • Same with wands, Thurgism says it effects how well u use orbs and wands but its a little silly i can use orbs perfectly fine but cant use wands.
  • Loot is absolutely atrocious. Like look on the game chat, no ones even selling anything good. its all Obs gear and Orbs lol. For a server that makes gear so important it could definitely use a buff. Theres alot of junk items i think should just honestly be purged lol. Ring of eternal nourishment, Ammy of clumsiness, stupidety, etc etc.
  • For a PVP server, it deffinetly seems to be normal realm with a side of pvp. and most people get upset if you gank them. Even so the grind seems more daunting then risking some pvp action.

I'd Suggest

  • Ramp up the loot tables, Ik it was said there was tiers to the loot and where they drop, but you mostly get trash no matter where u at
  • Maybe do a boss raid hour once a day, Where for that one hour bosses would spawn constantly, if this was all bosses itd give players much more loot, and much more pvp content.
  • sort of leaderboard based on kills and prizes for most unique players killed. Or hell some sort of pvp tournament at the end of a season.

For the future I'd love to see a 1v1 server. I can't be bothered to dual box with realms bad resolution and 2v1s isnt fun for anyone.
Overall ik this seems like a lot of bitching, but i absolutely love this pvp server, I just wish it was a lil more focused on the pvp side of things, rather than grinding 24/7 300 xp mobs with a potential side of pvp. Cheers guys~

Southpole

Shinobi's FF Review:

Hi all,
After reaching level 100 on my toons I have decided to write my review for the EA server and suggest possible improvement for the future. I've had a great time so far on the server and wanted to thank Jordan for his time working on it. Keep in mind my writing comes from the perspective of a PvP'er who strives to have fair and balanced PvP engagements as my ultimate goal.

First of all let me introduce you to the builds I ran:
Human Thief 9/18/8/13, GM Dagger, GM Acro, GM Theurg, M Crit, Exp Shield Use and Fam Sorc
Human Wiz 6/11/22/9, GM Thaum, GM Necro, GM Med, Master Myst, Exp Sorcery
The toons I created performed about as well as expected. My plan going in was to leverage Theurgism for PvP since I saw how broken it was in test despite the dial-backs. I was unable to find a high roll dagger so it was a bit underperforming in the mid to late game damage wise vs NPCs but nothing serious.

Progression
The rate at which you get XP on this server is slow but I guess it makes the level 100 baldric truly meaningful (I estimate it will take 120+ hours of grinding for the average player starting from scratch to reach level 100). No issue here - even though I did not enjoy the monotony of it, I can see why it exists.

In terms of gearing toons I am not very happy with the progression. I preferred test when enchanted gear was dropping more frequently. To me, this was much more interesting and provided a cooler late-game experience of trying to kit-out the perfect suit. Right now, most people will just run whatever mundane adm or enchanted gear they happen to find along the way. There is not much trading of enchanted gear as most people are hamstrung by the extremely low droprate. I've reached level 100 and haven't even found one enchanted ring, amulet or belt. It's more exciting when enchanted items are dropping and you are constantly swapping pieces in and out of your suit. Right now there is no incentive for me to continue searching for better items because the chance of finding one is so low.

Boss spawn and drop rates from bounties should be raised as well. The majority of my PvP interactions came from boss hunting - and a higher rate of spawn means that hardcore player will have a harder time monopolizing all the spawns.

PvP
First let me say that the PvP has been a blast. EA has totally accomplished what it set out to do in providing random player vs. player interactions. I have collected over 200 kills to date and have enjoyed every minute of it. However, in terms of balance there is still some work to be done. I still find the actual PvP battles on FF a lot more interesting and balanced than EA, but based on the great progress we've made so far I'm hopeful we can eventually get there.

We flagged Theurgism in test and Theurgism remains the elephant in the room - end-game PvP consists of wand-battles with players looking for crits off the spells. Some of my solutions will aim to somewhat decrease the effectiveness of Theurgism without having to directly nerf the skill.

My first suggestion is to give endurence some love. Currently the end game payoff for endurence is quite minimal, netting just an extra 100 hps per point. A higher hps multiplier (I suggest starting the balancing in the range of ~1.5 hp/end point) would make this undervalued stat a bit more attractive with the level 100 cap and allow for more diversity in builds. It may also slow PvP fights down which have a tendency to end abruptly. With more higher hps toons around, the chance of 1-shotting someone with a wand, EJ, or lucky crit would be lessened.

My second suggestion is to increase the droprate on enchanted items to be in line with what it was during test. Players could potentially reach a point where they have all protections on their armor pieces - which is currently just a dream. This is a seasonal server and I don't really see the disdvantage of having higher drop rate especially given that item stats are randomized. This could also slow down PvP and mitigate wand damage to some extent with more protections and regen available. As well, players would be more likely to find upper-end damage on their weapon of choice. Unless a player is able to find a max roll enchanted thrower or dagger the damage just isn't there.

While on the topic of armor, numbers for the hybrid Obsidian gear need to be raised and additionally I think that wizzies could use little bits of HPs love on their armor as well.

My third suggestion is to tighten up the damage ranges on weapons and their fabled counterparts. The highest damage I have seen on a 2Hander was 25-55 - meanwhile the Wrath can be found for rediculous rolls in the 70-170ish range. I understand that this item is extremely rare, but on the off chance that someone obtains such a weapon it is clearly unbalanced and lead to more uninteresting PvP. I suggest having each level of weapons no more than 10 higher at the low end and 20 higher at the higher end to provide more balance.

While I'm on the topic of weapons I think it would be cool to have named items for Maul, Mace and Claw. No need to reinvent the wheel, give maul a light dart or banish proc (much like Blessed Warhammer or Purge on FF), give claw some lifesteal or bleed, and give the mace a 10% confusion proc ( like a toned down version of the 900 on FF). Currently it makes no sense to train these weapons.

My fourth suggestion for EA that I think could be very interesting would be to have trinkets drop off mobs or bosses. Shield Bash, Bleed, Stun Attack and AI trinkets could all make an appearance in some capacity and give players further options for customization. These skills have proven to be interesting and beneficial for PvP on FF, so why not EA as well? I envision these items dropping like their FF counterparts but requiring no BP or gate skills to train.

Miscellaneous Issues
The cosmetic shape-changing rings (2 in existence?) and elixirs some GMs were dropping present an issue for PvP. It's very hard to assess your opponents plan of attack when they look like a skeleton or a minotaur.

There were a few instances where a GM was pickpocketing players and then using his GM powers to teleport himself out of combat (even while mysted) when he was in danger. I would like to see a policy against this to prevent abuse. I have no issue with your GMs pickpocketing, however they should not be totally immune to retribution should they choose to. 3-5k gold is a serious stack at early levels on this server and it creates feel bad moments when nothing can be done to stop it.

Thankfully these issues don't come up regularly although they are very annoying when they do.

These are just some of my thoughts - some may be rough and need some polishing, but I thought I'd share anyway :)

Happy Realming!

Gargantuan2

Could there be Wardens placed maybe only 1 or 2 per area so that when a player kills another player they get noticed and jumped by the Warden. This way it evens the field a bit from from player kills. It does not seem particularly reasonable that murderers go unpunished. 5 minutes grace time does no good when you know that item you want can only be found in that area. Besides, in what society is it nice to reward those who kill?

It give those who kill something else to worry about if they knew any screen they may move to could have a warden. If you can place a 5 minute timer for innocents to run for their lives, then setting a list for wardens to look for killer names could not be so hard.

Gimli (Staff)

I appreciate all the feedback so far. Please keep adding more as you think of it - your feedback will help the current season and future seasons of Elphame's Arena!

Zaps

I like how strength and dexterity are more meaningful stats without the ability to enchant. It makes items like belt of strength, ring of dexterity, etc. actually useful. Choices need to be made when you can't just enchant 11x str/dex on all your items. Same with build points. I like not being able to trivially max every skill. Forcing players to make choices creates a bigger diversity of character builds and increases replay value in the game. First I'll try a thaum/sorc wiz, then a necro wiz, etc. I'd like to see permenant (non-wipe) servers implemented with varying rulesets like this. You should keep the existing servers and just create new ones.