A lot of vets play the game with the chat off, while I do occasionally spend some time answering questions, a LOT of their questions can be answered on the Game Guide by pressing G. I can’t remember if the campaign has anything about the game guide as part of the story, but most of their answers can be answered by utilizing the resources available to them.
I think a better way to view it might be “How can we highlight the game guide organically during the early part of the campaign?” If it isn’t already, I’ll be honest, I’ve played the campaign so many times I don’t even read anything anymore. But I do know forging has a dedicated quest and a pop-up in chapters 4 and 2 respectively.
Don’t get me wrong, I absolutely love helping new players when I can. I do also try to (politely) correct those who are giving incorrect information, but I will admit that most of these questions are the same ones that can be answered by pressing G.
I would also be a lot more active if the chat had dedicated channels, as it stands right now global chat can just get annoying so I just turn it off so that I can enjoy the game or focus on testing stuff
That’s true. But in all fairness in the examples I have witnessed people were not trying to troll, they were just misunderstanding complex mechanics and sadly spreading their mistake when trying to help.
Not sure if that makes them more or less idiots.
As a new player (less than one week), I definitely remember a popup mentioning the game guide.
That said, most people are used to these guides being very specific and specifically meant to help people new to either gaming in general, or new to the genre. I also remember searching for a few specific things in the game guide and not finding an answer. (I don’t remember what the things were at this time).
FFXIV has a “mentor” system that tags people as helpers, and if I remember right, they get extra exp/currency when grouping with new players (who are also tagged as "sprouts).
Earning the mentor tag requires very specific and not-trivial-at-all requirements…if I remember correctly, something like leveling one of each role (tank/healer/dps) to max level and running X amount of dungeons as each role (I could be wrong, but I remember that the requirements were NOT easy to accomplish).
As a new player, the few times the game guide didn’t have an answer, asking in chat DID get someone to respond with what I assume was a correct answer. Most of this was simple stuff like how to put my crafting mats in the forge, where to put idols, etc.
In the case of resists & penetration in this game…Honestly I’m still confused. I see lots of people saying that stacking over the cap does NOT reduce damage taken, when basic math says that it should (at least up to 150 resists) if monsters are penetrating resistance.
Anyway, as far as tagging people as helpers, there’s good and bad in any system they could implement, and I can definitely see the benefits of chat and socializing a bit, so I think it’s more about IF and HOW they implement it really. I’d be fine with them not putting one in, and probably fine with them adding a system if it was implemented in a way that could ensure disinformation. Even just a way to link the game guide topics in chat would go a long way.
I’m a bit surprised, I often see players give the good response. I did not realize wrong responses were so usual.
The “good helpers” can also be wrong sometimes, I would not advice putting a sticker on them. Nobody should be blindly trust, human or llama.
But you’re right, this is a real issue and we need to find a solution!
Mob area-level penetration is different to the “normal” penetration that the player can acquire via skills, gear and passives. The Norma penetration works as you would expect it. The area-level penetration is applied after the player’s resists are capped at 75 so having >75% resists only mitigates the effect of any stacks of shred you have on you. This is all explained in the in-game game guide.
That makes it sound like it’s better to purposefully NOT cap your resists.
Maybe it’s just the name of this mechanic…I feel like calling 2 mechanics the same thing when they work in drastically different ways might be a big part of the problem. Aren’t we just saying that mobs do 1% more damage per area level? I read the in-game guide, and even the way you’re explaining it, highlighting the “after capped resists”, makes it seem like stacking resistances higher than 75 or purposefully avoiding them would be a good thing…so maybe it’s just a terminology issue, since i’m not the only veteran gamer confused by it.
Sorry if I’ve effectively hijacked a thread about in-game communication with a discussion of in-game mechanics
Penetration can go into negative, so every 1% below 75%, you take 1% more damage.
There is no convoluted hidden mechanic behind it.
Right now there is no monster with any kind of penetration mechanic in LE (outside of the 1% penetration per 1 area level).
And except MoF modifiers, there is no way of Monster having 75% or more resistance.
Only a dev can answer this for certain, but I would heavily assume, that even players penetration does apply after capping. (Since generally speaking monsters and players obey to the same game mechanics)
So effectively there are no calling 2 mechanics the same thing when they work in drastically different ways
I hear this one daily. I keep having to explain the entire point of having a resistance cap. If resistances mattered above the cap, it wouldn’t be a cap…
Resist shred is a debuff that lowers resists and starts at uncapped. Resist penetration is more of a buff to damage and starts at capped resists. The guide says it lowers your resists, but what it is actually doing is doing damage as if your resists were lower. If shred was more relevant then having higher uncapped resists would be more effective, but since shred is rare on monsters you don’t need to ever worry about having resists above cap.
I assume that defending against shred/poison is usually not worth it all that much as there are too few sources and the stacks have reduced effects on players.
Unless you are running a build that inflicts itself with that kind of stuff that is.
I would say overcapping generally speaking is only for end-game min-maxing.
It does help alot against specific enemies (like Poison enemies, Crystal Golems with their shock etc.)
Also you can take Mark For Death MoF modifier more comfortably, if you have soem overcaps, since that is basically permanently on you, unless you kill everything before it hits you.
Usually its just arguing over PoE/Wolcen and other games
Why does everyone need to be babies now? if you decide to risk asking complete strangers in the street how to discipline your kids and then base your decisions on that…its your fault… especially when vital information was available by searching on google… my god wtf
EHG cant step in constantly, then how do they decide who gets this? you answer 5 questions correct in chat and congrats you are now [Trusted] and can then start giving out wrong info?
If EHG could just work on releasing new classes, remove snapshotting and just chat ban toxic shit then maybe this game might be release before 2024
Even people who get a “trusted” tag may not give out the correct info all the time. Everyone should just be responsible for discerning who they can trust. There is no need to have the devs be responsible for handholding babies.
Totally agree. The whole point of the suggestion was to offer a way to help new players in chat WITHOUT the need for EHG to step in. Some kind of palliative before the new chat system kicks in.
Having read all the answers it was probably a bad suggestion, but hey, that’s always interesting to throw around ideas and see what comes out.
(Sidenote: the game was released 30th April 2019)
Let’s say I ignore the serial numbers, (which are just arbitrary markers, it doesn’t really matter if they want to call it 0.8 or 1.0 or 99.364), and don’t read the forums…
What shows me while I play that the game is unfinished?
2 things:
I see 3 classes on the login screen that I cannot access.
The story ends abruptly and is obviously not complete.
Add these two, and you have a full game.
Everything else, multiplayer, trade, dungeons, favor (?), more enemies, whatever, are nice features, but not NECESSARY, and don’t make the game more or less complete. Some games have them, some don’t, it is fine either way.
Now, patches come roughly every 3 months. That’s 7 more patches until 2024. 3 classes and 3 chapters to add. The last two patches (well, the last one and the upcoming one) haven’t moved the game one inch towards completion (although they have improved the game greatly).
So: full game before 2024? Still possible. But rather unlikely at the moment, considering we don’t even talk about these missing bits anymore.
Not a bad idea, no. A good way to start thinking about this topic.
The problem is real, there is a need for a solution. You proposed something, and the forum is here for common thinking.