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Messages - Giang Nam

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1
Game discussion / Re: Review overview of A26 test version
« on: April 19, 2020, 12:29:53 pm »
IV. Special events - Pragium Queen Boss


This seems to be a top concern in the upcoming A26 Version. And currently with the test version it is constantly being changed to ensure balance and efficiency  :)

- As of the present time when I take this review, I will evaluate the event against separate PVE and PVP servers

1. With PVE server

This event made Vehicle T4 technology meaningful for the first time. But with the most recent change in the patch it pushes Mech back to decoration.
the amount of AOE dame (Skill AOE cone) deals 20% of the Skipper's health, meaning if you don't defeat the Boss before it launches the skill 5 times, the entire Skipper will be destroyed - Cannot escape the range of AOE skill when Boss executes (not to mention that there were players in the tank role and the Bettles didn't have a chance to deal damage)

2. With PVP server

The appearance mechanism of the Boss is a condition for the top teams to meeting and compare firepower with each other instead of paying attention to the Boss :)

Can believe that they will be busy greeting with each other until the event is over, and no one can kill the Boss :)) - perhaps a mechanism with the appearance and duration of the boss to ensure that boss can be defeated on crowded PVP server

PS/ In general, the damage to Mech is too great. The value of the boss's item cannot be offset when using Mech to participate, but without Mech's participation, it will take more time to defeat the boss and most of them will die by AOE skill if no there are at least 7 people join with heavy weapons

2
Game discussion / Re: Review overview of A26 test version
« on: April 19, 2020, 11:58:14 am »
III. New Events

- It's great that a bunch of Events come out. richer game to experience :)

1. Valuable Junk


the way it works in the moment it can be said is quite fitting. But some items that come from them cause imbalance in the game when new wipe. Quite crazy when the first day had owned equip T4 and hover board to run around and loot.

This event offers crazy items, it will help intensify competition for enthusiastic players to participate. But weak teams keep the competition rate relatively low. The stronger team gets stronger the faster. (If can't open Junk for 5 minutes when the event starts will make the team weaker and closer to it lose more opportunities.)

2. Meteorites


The event's offering seems quite poor to compete, the only concern is gold. but it doesn't provide much, it won't be worth moving if you are not sure to dig at least 2 Meteorites.
And with Rate x1, the amount of Gem that can be mined seems to be a major concern. Why not add any Gem when mining a block of Meteorites. Gem does not affect the game balance, but it is too scarce - It can make this event really valuable to compete.

3. Creatures migration


For this event, it is simply to complete the hunting item in the collection and provide some salt. Without really not need adding anything to it, it can be considered a pastime that doesn't need to be fiercely competitive :)

3
Game discussion / Re: Review overview of A26 test version
« on: April 19, 2020, 11:11:22 am »
II. resource overview

- I will classify resources into two groups, regular resource group and strategic resource group

1. strategic resources - is an important resource group in crafting high technology products

- The resources I set and this section include: Lithium - Oil - Gold - Pragium - Mechnical Components - and products made by them (for example: High-Tech Components - Electronic components - Plastic ...)

Most high-end technology items and military equip will require originating from this resource group to be able to manufacture. competing for resources in this group is essential to the game (for PVP servers)
But with the constant demands of the players - the Dev team has tried to facilitate any individual who has the opportunity to own them to satisfy the need to experience the game (although you can exchange them with someone will help you improve the in-game trading system, but most players just want to experience how the game works and then quietly leave the game, which they can do on the PVE server, but they require to be on PVP server)  ???

Current with A26 test version. As a solo player I can have anything I want when I just need to run around the house without dealing with anyone (limited by areas like Rubber and Pragmium is required, but with the demand is not too difficult to exploit)

Important items are made from Lithium and Oil always considered and used appropriately. But for now, just need to make sure my electricity system is stable, I can have a huge strategic resource. This is really good for weak groups, but what for strong groups? It becomes even more insane when they are able to exploit it more thoroughly. with a lot of difficulties in the past, but I've ever made more than 140 C4 with the resources I can say I have exploited alone.

The only thing I was limited to making Bombs and ammunition was the Fiber source. I have never made fiber before from Oil and Industrial Chemistry. But right now I have no reason to run around picking up every fiber.

The game is losing competition, things are getting easier, the trading system is being pushed back

Return to Rate x1. The two resources in this group, Gold and Pragmium, are becoming disordered, their demand becomes extremely high when the other resources are stable.

New manufacturing formulas for Mechanical Components and High-Tech components have significantly improved these two items, although their use has increased slightly for technologies.

sum up with this resource group: Gold and Pragium are becoming deficient, to ensure the supply of electricity and the shortage of the two resources, players are gradually pushed to the north and the entrance to the desert or inside the desert (Although the demand for Salt increases when there is a lot of Lithium and Oil, the problem with Salt is not too complicated)

2. regular resource

- I put resources such as wood, stone, sand, iron, copper, Sulfu, Kno, fiber ... (resources that are frequently consumed and easily found) into this group.

The demand for this resource group is almost unchanged, it is only a little confused when return to Ratex1, must work harder to meet the consumption demand. It is difficult to balance the demand for resources in this group, when the strategic resources are increasingly redundant.

The two types of resources on this list are never enough to use: fiber and stone - Fiber was removed from the list when it could be made from Mineral Oil and Industry Chemiscal.

sum up with this resource group: Players will feel really tired of demand in consumption when the output is returned to Ratex1. The competition dropped sharply, the playing target almost became the PVE environment

PS/ Individual predictions about the situation that will take place with the PVP server: A series of Land Claims are spam everywhere for strategic resource exploitation. The strong group will bombed a range of areas with no idea what to do when there was no competition, bullets were less used - bombs were produced more because there were no strategic resources restrictions. with small groups, they just to be the target of entertainment for the raids

4
Game discussion / Review overview of A26 test version
« on: April 19, 2020, 09:08:37 am »
Hi everybody!
Today I am writing an overview of my experience during the testing process of the A26 version, and may relate to some of the content already in the previous versions.
I am a player who always completes the entire technology tree at every wipe I participate in. Do all the work, manage all resources - that's how I can feel the balance of resources and react quickly to the imbalance of a certain resource.

I. Overview of food.

- I won't go too far into this section, making it easier to prepare food to support players with better results and more enjoyable experiences is a must and shouldn't be overly indecisive.
- Depending on the area the player is building the base , they will have their own reasons to choose the type of food to use. It is not necessary to find a way to create the best food source that I evaluate.
- Most people know that animal hunting provides us with a lot of LPs and food sources, animal products used in crafting, and extremely effective Mulch production. So there is no reason to say my dish needs too much meat or eggs to process


- The complexity of the food that I evaluate will depend on the amount of ingredients from the crops, if required from two crops that need Mulch to craft the seed, it will be too complicated. (Mulch needs a lot for food crops and Tabaco crops)

Group 1: Savory food


 includes foods that provide Learning points gain and Skills  experience gain (I will call it LP buff) , the duration of this group is very short - Sandwich (Requires 2 crops: wheat and tomato) is always the first choice for hunger and providing LP buff source (buff current effect 20%), The cost of making food is very convenient and easy to implement. Other cuisines are almost unsuitable because of their efficiency and complexity.
Many players have used cheese to get this LP Buff, but cheese is simply a spice of the dish, so the effect it gives is very little, it's just easier to preserve

Group 2: Hearty food


Includes the food that provides speed of work (I will call it SP buff), the buff time of this group is quite long, the processing cost is more complicated (It always requires materials from two crops that need Mulch to create seeds), but the effect it brings is really useful. The top recommendation for this food group is the Mushroom and Meat stew (Require spice and chili crops), which provides up to 60% more buff time and simpler manufacturing costs than other foods. Carbonara food (50% SP buff + 10% LP buff buff) is highly recommended when served with Sanwich but it requires both cheese and Weath from crops, and eggs are harder to find than meat. so I would choose the Mushroom and Meat stew.

PS/ There is a problem that arises here with this food group. This food does not support for lvl 20 woodcuting when using Steel Ax. It takes 6 maneuvers to chop any tree, and 5 maneuvers when using Streng Boost, whether or not you use this group food.

Group 3: Healthy food

 I did not mention because of the low effectiveness, I don't have much need with it!

Group 4: Alcohol
Which is probably the item most players only try to know, it only serves for PVP, but the drawback it brings too large in this situation is limited movement speed. It is similar to Supper Heavy armor, can only be used in PVE with Hoverboard, use it in PVP as a suicide action.

Group 5: canned food
- Food groups can be preserved freshness indefinitely
In recent versions have updated this food group. It hardly supports anything other than wasting resources to produce with the enormous LP required to learn it. The only reason I learned it was so I could make Energy Drink

PS/ My personal opinion for food groups 4 and 5 is that it is not searchable in ruins (or any where), players can only craft or buy from other players, which is the only reason to learn them. You need to use them to complete items in the collection list. (There's a dish in T3 cooking that requires the use of canned beans to make it. Please change accordingly)




5
Ideas and suggestions / Re: Proposing new idea on travel: zeppelin
« on: April 14, 2020, 06:29:49 am »
The idea of ​​travel is awesome. But some things will be turned upside down in the game. You don't need to take risks to choose a good development area, just hide in an area with a few small mines to exploit, when you need something to go far, you will run to the teleport gate to get something you need...

On a crowded server like Global, crucial strategic resources like Pragium are really hard to get if you don't trade (not every team is able to run through the desert gate - looting, war, nobody cares about who you are, shoot first). So if there is a teleport gate. What is the guarantee that the player will not gather, building around it to move and loot?

Each territory has its own advantages, you choose the development area based on the ability of yourself or your team. Dispute opportunities on good resource areas.

Although it only appears on PVE server, I felt it was unstable. The system of interaction between players is very low and it will get worse when the player is able to get everything he wants quickly.

6
Ideas and suggestions / Re: Base reorganization: Utility Dolly.
« on: March 29, 2020, 05:21:33 am »
It is true that I always have to change my interior every time I upgrade my land. Destroying boxes and fridges or some technology works is quite costly. But it should be noted that the move cannot be performed during a raid like build

7
Game discussion / Re: When the A26 test service coming?
« on: March 22, 2020, 02:11:49 am »


Ahaha! It doesn't suit me at all. But no different than I am playing on the Global server. I was about to finish the entire technology tree and waiting for the beta :)

8
Game discussion / Re: When the A26 test service coming?
« on: March 21, 2020, 10:18:17 am »
Can I know which server it's located in. I want to compare its ping  :)

9
Ideas and suggestions / Re: Propose my ideas (for PVE sever)
« on: March 11, 2020, 12:23:47 pm »
@Lurler: I feel the game is great because it is constantly updated. Many players always want to present their ideas with the desire to be realized in the game. All comments and suggestions are welcome and considered is something we really appreciate. Thanks to the development team and game publisher!

I see at least 3 reasons why trading does not work:
- specialization within the clan, so players do not need to trade with anyone else,
- the lack of a safe zone near trading stations, you can easily be robbed when buying,
- lack of price benchmarks, as a result of which players set selling prices too high, and purchase prices too low.

One solution to the problem could be the creation of a safe zone (town) for the placement of trading stations. It could be both the player’s stations (without setting a control point, but for a fee), and stores where NPC would sell and buy goods, thereby setting a price on the market and increasing turnover in the game world.

Actually the commercial topic I want to mention is for PVE server. The time for each season of PVP server is not really suitable to build a satisfactory trading system.

"Price benchmarks" is a fairly complex matter, it depends entirely on the needs of the player, the scarcity of items. Price fixing from the system can cause imbalances. What I want to reflect is the impetus of money manipulation. Like real life needs, it will be difficult when you leave home without money

10
Ideas and suggestions / Propose my ideas (for PVE sever)
« on: March 07, 2020, 02:51:16 pm »
I write this topic separately because its features are more suitable on PVE server

With the game context of survival, perhaps the challenge for players on the PVE server is quite small. I think of a challenge for players to make them have a little bit of fun.

weather element
     - It is not unreasonable for radiation clouds to occasionally appear. Players will be exposed to 10% radiation which causes them to lose HP (does not work with offline players) - masks and Hazmat suits will prevent this phenomenon. Food crops may be affected (a little) and require repair fees + repair tools to ensure productivity.
     - The rain: It helps plants automatically receive 10% of the time of the watering effect, players are in a state of moving 10% slower in the rain.
     - Thunderstorms appear: quite large areas appear and there are warnings for this phenomenon. it causes damage to several building blocks and mainly to buildings connected to electricity.

greenhouse buildings
     - A building that allows the protection of agricultural crops from unfavorable factors or can even be built in the desert

promote trade
     - The appearance of NPCs (probably aliens  ??? ) - They appear occasionally in any area for 10 minutes. Sell ​​some useful items at quite cheap prices but in limited quantities. inherently the game context is not earth and the appearance of aliens seems not unreasonable. This will promote monetary production and create commercial interaction
     - Trade chat channel: Chat channels allow the extraction of names and images of items. I take the example on my server - Offical Asia. There are many players from different countries but there is no guarantee that they can use Eng language well to communicate. Finding an item name and retype is also complicated. or more simply the ability to extract the item's name in the chat frame, capable of displaying small images
     - A truck: The transport capacity is similar to that of Manul and Skipper but move better and does not pay attention to small monsters. Restricted movement in certain areas - sometimes trade or relocation requires large quantities of items such as stone - clay - sand - ciment

11
Ideas and suggestions / Propose my ideas
« on: March 07, 2020, 01:23:31 pm »
Hello! It's been a long time since I came back to discover something new in the game

First of all, thank the board members and the founders of the game. You have worked very hard  to bring a great playground to everyone!

I would like to suggest a few ideas and feel of myself in the process of playing this game

   1. flag for war - I have consulted Sir Lurler's post, I am waiting for that and I think about a few issues that need attention
     - Setting a flag for war is decided by the group moderator, the solo player, the leader of the Faction System (cannot be done with allied potentials). War notification will take place within 12 - 24 hours after setup. The war lasts for at least 24 hours until the leader issues a peace proposal (war penalty - A separate archive for truce treaty items). Raid a facility can only be conducted when a war is in progress (to limit the player's raid to base no have people online, that inhibits and makes the player abandon the game a lot).
     - Can't add members during the war (or to solo player at war). Players have the right to leave the group or be banished (for spies detected).
     - Friendly fire 50% for members of the alliance.
     - PK does not depend on the war because of the basic nature of PVP

   2. collective activities
     - Army points: establish a reward system and allow the use of military points to request membership upgrades and exchange of leader-given items, like as vending machine functions (because Commercial features barely work on PVP servers). Collect army points from killer the opposition - damaging enemy structures and completing allied missions.
     - Party status: perhaps not necessary because there is no military medical system (buff heal), can consider if military medical system is launched.

   3. convey experience



     - Is it possible to set up a system using LP points as a commodity or reward item? for example, unlocking a function when a player gains the entire technology tree, allowing them to create books, there may be lots of players who complete their entire technology and get bored when continuing their daily work (named after the creator of it - a way to make them more proud of their accomplishments). The system may require 200 LP and some simple items to create books that provide 100 LP to other players
     - for the "Neural enhancer" item. There is a great absurdity when the requirements for the production of this item are too big but the efficiency is too low. It can be said that when I am rich enough to produce this item. maybe I have completed the whole tech tree and have plenty of LP

     4. Carbonara food
     - The complexity of the food is quite high, but the effective time makes me feel satisfactory. The food is ineffective with logging (specifically I used Stell axe + Streng boost + Carbonara food to harvest wood in the north - Woodcutting lvl 20) 5 operations are required to chop a tree whether or not to use Carbonara food. It is good with mining

   5. defense system
     - There should be a total switch for the entire defense system (Psionic field generator) set up in the claim, access rights for members who have access to the claim. Each member has the right to build up to 2 of these works, the penalty points for energy can be higher


12
Ideas and suggestions / Re: Raids And Dungeons
« on: June 03, 2019, 11:06:37 pm »
"solo leveling" + "I have a Mansion in the Post-apocalyptic World"   8)

13
Game discussion / Re: Showing base near time wipe
« on: May 15, 2019, 01:00:11 pm »
My work uses some graphics programs. There are many programs that can draw, I only use Corel Draw for that.

And i hope someone would make a special program that too

I am not proficient in creating a program  :(

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Game discussion / Showing base near time wipe
« on: May 14, 2019, 08:26:42 am »

hi everryone! welcome visit ours base in Official Asia 1



https://www.youtube.com/watch?v=zKQZ5PUW0hc&feature=youtu.be

15
@4letr: before when I first joined the server.
There are many players condemning the act of manipulating resources by Korean team.

But after making a raid in order to kick the person who possesses the unlimited lith area off the server, I have an interesting discovery.

It seems that it is not Korean team. It is controlled by Wanglaoju players, it seems like that Chinese team

and the Wanglaoju team intended to perform closure oil unlimited, but the incident failed. because I have put my claim near there (after the previous possessor abandoned the playground)

Can imagine the emergence of 2 or 3 forces manipulating the entire resource on the server. (It can be said that the Korean team is wrongly imposed on the incident, or they actually possess the oil unlimited)

I only have a small criticism that they exploit too few resources when possessing them!


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