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Psyonix_Ryan
30th Jul 2015, 22:29
Want to read this post on the bloggy-blog instead? Click here (http://www.nosgoth.com/blog/nosgoth-state-of-play-july-2015)!
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With another month wrapping up, it is time to take a look at what’s to come in the world of Nosgoth.

However, let’s take a tick to recap everything that has come to pass thus far. June closed out strong with the return of Capture the Body (http://www.nosgoth.com/blog/capture-the-body-this-weekend-june-26-28) and a nifty little sale on some premium character skins (http://www.nosgoth.com/blog/cosmetic-skins-sale). In the eSports world, the ESL Open Beta Cup Finals (http://www.nosgoth.com/blog/esl-open-beta-cup-series-june-finals) pitted the best in players in North America and Europe against each other from some excellent prizes and, as always, bragging rights. We also made some improvements to the ESL prize structure (http://www.nosgoth.com/blog/recent-esl-beta-cup-series-changes) based on feedback from you, the participants.

Starting in July, players finally got a taste of the Nosgoth Leagues Alpha (http://www.nosgoth.com/blog/intro-to-ranked-play), bringing the much-requested ranked playlist, double XP, exclusive item drops, and a fancy banner. We followed this up with a short second test, clearing up some issues that were reported and working in more of the feedback received from you all.

Crammed into all of that action we took the time to embrace the Nosgoth Community through several posts on the blog. Twitch streamer ukdrewuk took part in the Community Spotlight (http://www.nosgoth.com/blog/community-spotlight-ukdrewuk) and spoke to us about his dedication to the game as well as how newcomers can up their game. Soon after we shared the work of our many talented fans in the Community Fan Art Spotlight (http://www.nosgoth.com/blog/community-fan-art-spotlight), with more entries to come soon! We then shifted our gaze to the development team at Psyonix, interviewing our art lead Eric Majka (http://www.nosgoth.com/blog/meet-the-developer-eric-majka). Last but not least, we wanted to reward our dedicated gold collectors with access to exclusive skins (http://www.nosgoth.com/blog/upcoming-gold-skins) that they can buy in the coming weeks.

With that all said and done with, let’s take a look at what’s on the horizon!


ONGOING - Community Spotlight

Continuing in our celebration of our fans, we’d like to share some fantastic people and players in the Nosgoth community with you. If you have a team or player that you would like to nominate, please let us know on the forums (http://forums.eu.square-enix.com/forumdisplay.php?f=96) or by tweeting @Nosgoth (http://www.twitter.com/nosgoth). All suggestions are welcome.


ONGOING – Nosgoth Leagues

Thanks to our fantastic community of players and the hard work of Square Enix Montreal, we have released the the League Rankings Beta into the wild. As we continue to gather data, crush bugs, and tweak the experience for the best, we offer our players a chance to get some fantastic rewards for participating, including an exclusive Hunter skin and chest keys.

If you aren’t caught up with the nitty-gritty of our ranked playlist, you can find additional information here (http://www.nosgoth.com/blog/league-rankings-beta-now-live) and here (http://www.nosgoth.com/blog/intro-to-ranked-play).


ONGOING - End of Match

Last week we implemented changes to how games in Nosgoth end. Previously, teams battled to accumulate 30 points per round, ending when enough points were earned or when the match time expired. Currently, the second round will end once one team has gained enough points where it is impossible for the other team to win. In a recent patch we updated the user interface to clarify these changes to winning a match. Our ambition with this new End Of Match system, and the ongoing changes to it, is to make it clearer what your goals are within a match and to end the match when it’s no longer winnable.

This feature will be going through further changes and will be improved over time. With any major change in the game, we are closely monitoring feedback from the community and we are hoping to hear from you (http://forums.eu.square-enix.com/showthread.php?t=157773) as we continue to update the game.


AUGUST - The Forge

With the existing Forge (http://www.nosgoth.com/blog/the-forge-crafting-comes-to-nosgoth) in place, we wanted to take the time to bring up some improvements, including some that were requested by the community. For starters, Blood Vials will be acquired from Salvaging items. Players will also be able to purchase base-level Weapons and Abilities from the store, giving you the option to try additional Enchanting options or simply recover items you accidentally broke down. For those interested, you’ll also be able to use Runestones to Enchant items, bypassing the need for materials (this is optional). Lastly, Arcane items will be upgradable to Mysterious-level items. While the stats of the item will remain the same, it will gain a visual effect once levelled up.


http://www.nosgoth.com/system/rich/rich_files/rich_files/000/000/580/blog/forgeupdate.jpg

AUGUST - Flashpoint

We are happy to announce that Flashpoint will be moving out of Beta soon! What’s more, we will be holding another Flashpoint event giving more players to take part in this exciting mode. Along with the release we will be implementing some changes to the mode the objectives. With this update, each game will have a fixed series of objectives that will remain the same from the first to the second round. This is done to ensure that no one team is given a randomly easier or harder series of locations to capture than the other. While the objectives will remain the same from round to round, the will be different from one game to the next.

For players who have raised the concern regarding scoring in Flashpoint, please note that we have been listening to your feedback. We are currently evaluating our options and we hope to provide you additional details soon.


ONGOING - New map

We are continuing work on our next map for Nosgoth, and while we aren’t ready to release it just yet, we wanted to add a few more details for the sleuths out there. The map is a former human landmark, now overrun by the armies of the vampires and absorbed into the territory of Clan Zephonim. Human-built structures are slowly being assimilated into the Deceiver’s lair, alongside new constructions dedicated to their exploration of the physical limits of bodies both alive and undead.


http://www.nosgoth.com/system/rich/rich_files/rich_files/000/000/585/blog/newmapjuly302015-2.jpg

http://www.nosgoth.com/system/rich/rich_files/rich_files/000/000/584/blog/newmapjuly302015.jpg

ONGOING – Bug fixes/performance

A big goal for us at the moment is to work on resolving bugs and improving performance/optimization for the game. We are so appreciative of our fans and their patience, and want to extend a thank you to everyone that has helped report or detail any issues they’ve been experiencing.


ONGOING - Community streams

Last month, we ran a community stream to give you the chance to play with (or against) us and to win some prizes to boot! It was great talking to all of you and we had a blast running it. We’re looking forward to having more casual streams with the community soon, so stay tuned!


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And that'll do it -- another installment of the Nosgoth State of Play has come to an end. What did you think of this month's edition? Do you have specific questions about our schedule? Want to make additional suggestions? Then head on over to our official forums and let us know (http://forums.eu.square-enix.com/forumdisplay.php?f=96)!

GenFeelGood
30th Jul 2015, 22:49
This map has to be the Silenced Cathedral, I can't wait to finally get back to an area we visited in the series.

Screwby-Dew
30th Jul 2015, 22:53
Hey,


AUGUST - The Forge

With the existing Forge (http://www.nosgoth.com/blog/the-forge-crafting-comes-to-nosgoth) in place, we wanted to take the time to bring up some improvements, including some that were requested by the community. For starters, Blood Vials will be acquired from Salvaging items.


Are we still gonna be able to drop blood vials, relic shards, desert glass, etc... at the end of a match ?

Vampmaster
30th Jul 2015, 23:09
This map has to be the Silenced Cathedral, I can't wait to finally get back to an area we visited in the series.

Or the city surrounding it at least:

GenFeelGood
31st Jul 2015, 00:11
^Thats still close enough for me to get a little of the nostalgia factor.

Psyonix_Ryan
31st Jul 2015, 03:47
Hey,


Are we still gonna be able to drop blood vials, relic shards, desert glass, etc... at the end of a match ?

Yes; crafting items will still drop in game; we are just making Blood Vials more readily available for players.

lastnewbie
31st Jul 2015, 04:42
^Thats still close enough for me to get a little of the nostalgia factor.

Nosgoth needs more of the Legacy of Kain series, maps can help with our nostalgia. We miss Legacy of Kain games!

Da_Wolv
31st Jul 2015, 08:06
ONGOING - End of Match

Last week we implemented changes to how games in Nosgoth end. Previously, teams battled to accumulate 30 points per round, ending when enough points were earned or when the match time expired. Currently, the second round will end once one team has gained enough points where it is impossible for the other team to win.


As I already said someplace else:
I would prefer a more specific set of rules. Currently, the second round abruptly ends, even if the second round is much less polarized than the first was. Some teams are incredibly bad on one side, but are surprisingly capable on the other. I would prefer a +5 score round difference to kick in after the threshhold has been passed.
So for instance:
R1: Team A 9:30 Team B
The second round will end, if Team B has both more than 9 points and is at least 5 points away from the opponents score. So this could be 2:14, 9:14, 12:17 etc.
Alternatively, the round could end after the threshhold has been passed and team B is in the lead for a set amount of time (like 1 minute or so)

This could help with the complaints, that some players cant level their respective items for one side, or just play as much of the specific team that they want to, without causing horribly unbalanced games to go on forever.



AUGUST - The Forge
For starters, Blood Vials will be acquired from Salvaging items.

Love it.



Players will also be able to purchase base-level Weapons and Abilities from the store, [...]
F I N A L L Y :worship:



Lastly, Arcane items will be upgradable to Mysterious-level items. While the stats of the item will remain the same, it will gain a visual effect once levelled up.


2 issues/inputs I have for this:

1) Certain effects make playing the game a pain! I have a really nice swiftbow, but the flame effects take up so much of my screen I can't hit jack with it! I would love the ability to just check a box to turn off all effects on my weapons. (Either weapon specific or in the menu as an UI option)

2) I would love the option to reforge effects! Maybe even breaking down items and obtaining it's "essence" (the FX) and being able to craft it onto another item. Especially with all the duplicates of exotics I am getting (most of which are for classes I don't play often) this feature would help a lot, also it really defeats the point of the forge, when we can enchant items, but we cannot use our cool weapon effects and the stats we want at the same time.
_____________________________________________________________

That's all for now. Map looks cool, but I am no lore nerd, so it will come down to the layout for me.

CountEyokir
31st Jul 2015, 08:33
No way that map isn't the Silenced Cathedral now. Do this map well Pysonix and you'll have earned a LOT of points.

Finally get around to producing the Rahabim and you'll earn even more

Screwby-Dew
31st Jul 2015, 09:51
Yes; crafting items will still drop in game; we are just making Blood Vials more readily available for players.
Good to know, thank you :)



1) Certain effects make playing the game a pain! I have a really nice swiftbow, but the flame effects take up so much of my screen I can't hit jack with it! I would love the ability to just check a box to turn off all effects on my weapons. (Either weapon specific or in the menu as an UI option)


It would also be nice to be able to downgrade a mysterious weapon to an arcane one. I do not like visual FX on humans weapons I just found them disturbing.

Vampmaster
31st Jul 2015, 09:52
I really like this preview. Especially, I am happy to see that performance is high on the priority list.



There, I want to note, that it somehow needs to be regulated. As of right now, everyone has the same chances to reroll their enchantments until they like them with materials of equal drop-rate to everyone. If you see a tyrant with +1400 hp, there is no excuse: you know you could have that too.
It is no lie that you have an advantage with well-suited enchantments. But it takes time to get the enchantments of your liking (because of blood vials). Even most people in ESL are still rerolling their abilities and tweaking them - and it's all good, since everyone can basically do it with the same preconditions (= playing the game, getting blood vials).

If runestones can do the job, people can have all their stuff enchanted in virtually no time, gaining an advantage over other people. It is no exaggeration, that this somehow touches a pay-to-win scenario.
One example: Someone not able to invest runestones (money), will need to spend way more than one month of playing to get the resources and luck to get their tyrant to +1400 hp, while another player just spends their money to have it 'instantly'. Since tyrants generally are favored to be focussed, the person spending money on enchanting, lives longer than the person who did not spend money. (You can argue that this can be achieved without runestones as well, but imagine a player enchanting every class they own - that is just not possible without runestones in the same amount of time.)

TL;DR: My suggestion here is: Allow runestones for recharging, not for reforging.

But let's not get ahead of ourselves, I am looking forward to how it will be handled.

How about just making it so that items that buff one stat nerf another? Oh wait, they already do that. :p

But seriously, if the tradeoff is more worth it for some stats than others, that's more of a balancing issue and the nerfs and buffs should be adjusted accordingly. I'm not saying that because I'd even use runestones, because I prefer to get things the free way whenever possible.

EDIT: New theory

I was just trying to work out what the name of the city around the Silenced Cathedral was, when I came across this map that Monkeythumbz mentioned using as a reference some time ago. If it's correct, that would imply that the city might actually be Avernus itself and the Silenced Cathedral built on the site of the destroyed Avernus Cathedral.
http://nosgoth.wz.cz/images/map%20of%20Nosgoth%2001.jpg

Just a theory, but it does appear to be the closest town.

EDIT 2: Not an accurate map. Better ones suggest Uschtenheim. Needless to say it's changed over the centuries.

riccetto80
31st Jul 2015, 10:53
you must do something about run speed of human, more and more people is able to run way faster then a vampire, thank to the forge and piling up running bonuses...

RainaAudron
31st Jul 2015, 12:10
1) Certain effects make playing the game a pain! I have a really nice swiftbow, but the flame effects take up so much of my screen I can't hit jack with it! I would love the ability to just check a box to turn off all effects on my weapons. (Either weapon specific or in the menu as an UI option)

YES! I have exactly the same problem with my swiftbow with good stats but the flame effect makes it impossible to aim properly.


I was just trying to work out what the name of the city around the Silenced Cathedral was, when I came across this map that Monkeythumbz mentioned using as a reference some time ago. If it's correct, that would imply that the city might actually be Avernus itself and the Silenced Cathedral built on the site of the destroyed Avernus Cathedral.

Silenced Cathedral is not built upon Avernus, they are not in the same location.

SirRudyMan
31st Jul 2015, 15:19
With the increasing amount of items we receive (and now we also have crafting materials), isn't it time to implement a trading system?

It would be great if we could trade our crafting materials and other items with friends and other people.

I know trading is on the list with future Nosgoth features, could you give us a rough ETA on when it might arrive?

WWidow
31st Jul 2015, 15:43
With the increasing amount of items we receive (and now we also have crafting materials), isn't it time to implement a trading system?

No, it's not. They should fix all their new inserted stuff before releasing new stuff again.

I don't understand why you all are so happy...because they said they would fix the bugs now? They allready said this a month or two ago and nothing happend. They are just saying what you guys want to hear.

"improvements to ESL prize structure"?! LMAO....they removed all money from the ESL so most teams wanted to quit playin. After that they brought back the half of the money... that's what I call "improvement".

Let's wait for one or two weeks and see what will happen and how many patches and bugfixes are released during this time...

Saikocat
31st Jul 2015, 16:37
"improvements to ESL prize structure"?! LMAO....they removed all money from the ESL so most teams wanted to quit playin. After that they brought back the half of the money... that's what I call "improvement".

As we called out in the blog at the time, we understood why we got negative feedback about the ESL changes, and the improvements are what came after that.

On a related note (competitive matches), we posted some news about an announcement we'll be making next week (https://www.nosgoth.com/blog/nosgoth-official-gamescom-twitch-livestream).

WWidow
1st Aug 2015, 00:24
[...], and the improvements are what came after that.

Ah, ok. In this case you're right, it was a huge improvement.

_Vole_
1st Aug 2015, 10:41
1) Certain effects make playing the game a pain! I have a really nice swiftbow, but the flame effects take up so much of my screen I can't hit jack with it! I would love the ability to just check a box to turn off all effects on my weapons. (Either weapon specific or in the menu as an UI option)
I totally agree with that one. Please give us a checkbox to decide whether we want to have the FX activated or not. That's a feature I'm waiting for since forever :P ...

I hope that your performance fixes will be huge in your next patches. I have a lot of friends, who quit just because of the constant fps drops from patch to patch. And let's don't talk about the latest patch on this point.
After all performance is the main reason why people stay or leave a game ...
So plz fix the present issues first and then give us new toys to play with. I would appreciate this a lot.

kLauE187
1st Aug 2015, 12:41
I totally agree with that one. Please give us a checkbox to decide whether we want to have the FX activated or not. That's a feature I'm waiting for since forever :P ...

I hope that your performance fixes will be huge in your next patches. I have a lot of friends, who quit just because of the constant fps drops from patch to patch. And let's don't talk about the latest patch on this point.
After all performance is the main reason why people stay or leave a game ...
So plz fix the present issues first and then give us new toys to play with. I would appreciate this a lot.

most quit because of performance and matchmaking.

J_Walker
1st Aug 2015, 14:28
This is impossible to play for me ATM.
If I try to join a match in solo ,I'm gonna end up in a started lost match that I can't leave cause of ban.
If I got a party(or not) I get several freezes / Crashes / HUGE fps drops (GTX 970 /i7 4Ghz) And the reconnect button doesn't work , because in the time I crashed ,1 guy already subbed me in that particular match.And I got a Free ban for NOTHING.
I appreciate that the art team is working on maps and skins etc.
What about the game guys?
ESL will be a pain in the **** even tomorrow for everyone.
I think now It's the time to sit and think about how to really optimize this game.
And I'm not the only one who thinks that this is the first thing to do.
I really,Really hope that everything will be fixed.
But There is no sense in playing now.
At least for me...

FireWorks_
1st Aug 2015, 23:51
Are there plans to show the enchantments/stats of the weapons in the kill screen? Sometimes Id really like know what some people got on their toys.

SonixSquad
2nd Aug 2015, 11:00
Are there plans to show the enchantments/stats of the weapons in the kill screen? Sometimes Id really like know what some people got on their toys.

I would like to see something like this implemented. If only to help clear up the 'how does that guy move around so fast?' kind of queries. Then you would see they have stacked +move speed or +attack speed etc. Right now, I think theres a few cases where players will get accused of cheating because noone can see what they are running.

kLauE187
2nd Aug 2015, 11:45
Are there plans to show the enchantments/stats of the weapons in the kill screen? Sometimes Id really like know what some people got on their toys.

so everyone can steal good builds? people should use their own brain sometimes....

Endsequenz
2nd Aug 2015, 11:58
Are there plans to show the enchantments/stats of the weapons in the kill screen? Sometimes Id really like know what some people got on their toys.

I was about to say the same thing.
Don´t be mad..but i disagree with this.

This is something you have in almost every game.
Open a website, check what others have, don´t think too much about your class and copy the top players.

We will get there anyways, someone will make a guide or stream about it to get some clicks/viewers/or just to be helpful..however...i think this should be something that might be thought about somewhere near last.
Lets keep it intresting as long as we can.

FireWorks_
2nd Aug 2015, 14:14
so everyone can steal good builds? people should use their own brain sometimes....

Ouch, did I touch a weak spot there? Is stealing (your?) stuff really the only thing that comes to your mind in this matter?
No other aspects involved like making game mechanics transparent for other players too? Stuff that shows up in discussions about hacks or p2w.

Some of the stats have pretty much potential to shift balance when stacked on 3 items. Id rather have that openly discussed than kept a secret and potentially abused by a few (think tyrant charge exploit).

riccetto80
3rd Aug 2015, 02:35
Ouch, did I touch a weak spot there? Is stealing (your?) stuff really the only thing that comes to your mind in this matter?
No other aspects involved like making game mechanics transparent for other players too? Stuff that shows up in discussions about hacks or p2w.

Some of the stats have pretty much potential to shift balance when stacked on 3 items. Id rather have that openly discussed than kept a secret and potentially abused by a few (think tyrant charge exploit).

agree 200%

kLauE187
3rd Aug 2015, 03:20
No other aspects involved like making game mechanics transparent for other players too? Stuff that shows up in discussions about hacks or p2w.

Some of the stats have pretty much potential to shift balance when stacked on 3 items. Id rather have that openly discussed than kept a secret and potentially abused by a few (think tyrant charge exploit).

you compare hacks and tyrant exploit with crafted stats like seriously? if you would spend 10 minutes of your time and go over all stats you can pretty much see what fits which class if you understand how this game works.

FireWorks_
3rd Aug 2015, 07:32
you compare hacks and tyrant exploit with crafted stats like seriously? if you would spend 10 minutes of your time and go over all stats you can pretty much see what fits which class if you understand how this game works.

If everything is totally fine, why not have it open to the public and play on even ground? Why let stats decide and not skill?

There are still enough instances where the game feels "different" than it should. The only thing you can check for yourself is the health stat due to exact numbers. Maybe we would see some more balancing aspects when looking at dmg per clip with all +ammo+reload. Or maybe something about running speed and slowing of gunfire that only very few players even know about.


On a separate note:
Please add turn rates to the FairFight checks. Seen a 360° tyrant yesterday jumping through all targets available. While his aimbot could have been just skill:rolleyes:, his charges were way beyond.


Here is an upload of the noscam and log files:
http://www.file-upload.net/download-10814734/Tyrant-charge-hack-AND-Tactical-Strike-achievement.zip.html

Launch the file and go the the barracks/courtyard area. Timecode 0:30 :
This guy charges right at the start into our spawned group. Switching between all four of us (but charge runs out before he gets me) and doing a 360° with an extreme turn inbetween targets.

The guy possibly had some sexy multi hack going as you can interprete by some weird situations further in the game, but the tight turns of the tyrant and presumably sentinel are a real deal breaker. Homing missile style is frustrating...



(The upload also includes how I finally got my Tactial strike achievement at 1:17 ... with 1 kill as seen on the screenshot. Hit a different vampire with the nade before and got killed by the explosion. Dont know what finally triggered it for me but it was a long long journey.)

kLauE187
3rd Aug 2015, 11:37
If everything is totally fine, why not have it open to the public and play on even ground? Why let stats decide and not skill?

crafting stats wont make you skilled if you cant aim or cant dodge abilities or have no clue when to engage etc. you're prolly someone who blames everyone cheater if hes better than you.

FireWorks_
3rd Aug 2015, 12:02
crafting stats wont make you skilled if you cant aim or cant dodge abilities or have no clue when to engage etc.

Thats the point. So I ask you again, why would you want to hide them to others?

Shikei001
3rd Aug 2015, 12:05
While I don't care if the stats are visible or not..
I do think that ESL should be played without stats...
(especially after the announcement here that echantments will be aviable with runestones)

But this is something to be decided by the ESL community..
I opened a thread about it some time ago for those interested:
http://forum.eslgaming.com/discussion/9737/no-weapon-skill-properties-setting-for-private-match

WWidow
3rd Aug 2015, 15:25
I already wrote this in the ESL forum, but I think here is a better place for this, so I copied&pasted it here ;)

In my opinion the problem here is the RNG-based forge system. It depends on luck and not on the right decision. Someone can get the stat he desires by rerolling it once while another one needs to reroll 20 times for the same stat.

I like the idea of having multiple setups for each class to maximize their strengths or to minimize their weaknesses. And if everybody could easily enchant their weapons with the perks they desire, it would be about choosing the right setup against your opponent and not about being lucky with drops/enchants/rerolls.

They should rework the forge system instead of disabling all perks in ESL.

SonixSquad
3rd Aug 2015, 21:31
Ouch, did I touch a weak spot there? Is stealing (your?) stuff really the only thing that comes to your mind in this matter?
No other aspects involved like making game mechanics transparent for other players too? Stuff that shows up in discussions about hacks or p2w.

Some of the stats have pretty much potential to shift balance when stacked on 3 items. Id rather have that openly discussed than kept a secret and potentially abused by a few (think tyrant charge exploit).


QFT %100 Agree

Don't get me wrong, I hate it when a game devolves to cookie cutter builds due to a large number of redundant abilities cluttering up the place and it seems like theres really only 1 or 2 viable builds that everyone uses.
At the moment due to a small library of skills/abilities per class, what we have is quite basic obvious builds and its fine because once again Nosgoth playstyle is mostly dependant on player skill which I think is what keeps most of us playing.

But thats ultimately a better reason for things being transparent so we can make sure that buffs are working as intended.

If your skill relies on hiding what buffs you are stacking then thats an indication of something being not quite right in terms of balance. The skill should always be in the players ability, not the (possibly broken) buff stacks.

Due to the nature of Nosgoth (client side registration), there are also a lot of config file tweakers in this game (Tyrant charge is just one example), and buff transparency may help things become more obvious.

This is not about stealing builds, thats always a bad excuse for non-transparency.

Psyonix_Ryan
3rd Aug 2015, 22:39
so everyone can steal good builds? people should use their own brain sometimes....

Specifically, so I can steal good builds. If I ask the dev team, they'll just make fun of me... even more :hmm:


crafting stats wont make you skilled if you cant aim or cant dodge abilities or have no clue when to engage etc. you're prolly someone who blames everyone cheater if hes better than you.

Maintaining a balance where there is no dominate build, rather builds suite a play-style, is the goal. Surfacing that information would be interesting but I'm not sure that would become a priority in development. I will pass it along to the team.

Endsequenz
3rd Aug 2015, 23:59
It has nothing to do with hiding something that might be overpowered in my opinion.
It´s just some ppl really sink into games...they like to test stuff and play around with it, until they feel it´s a cool build.

Some others...and I am not pointing on anyone in person...but some others will then not spend that time, cuz they will just copy the top and stay with it.
And that is not intresting at all imo...

what makes a game intresting imo...is to work on something that´s cool and kinda special and then maybe change it, cuz you recognized someone else has something that works better for your class , by "being ingame".

I don´t see a priority here at all..and I don´t understand why they would...
many things just get wolfed down way to fast.

Guardian1uk
9th Aug 2015, 23:48
Tbt it would be nice if when seeing the classes displayed (ie score screen) it shows in the case of humans, the weapons their using or at least show after the vampire team has encountered the human team for the first time, ie would be nice to see hunters with the normal skin showing with a multibow/siege bow if their using them etc.