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Posts posted by TheDuke

  1. On 8/2/2019 at 8:49 AM, Purekash01 said:


    You're seeing everything the wrong way. So I will just lay it out and hopefully I won't get banned for it. Rust is better. It's just like this game except you can build and craft. What does this game offer that Rust doesn't? What about PubG? PubG Just has a shrinking area. This game is like every other looter shooter and that is what you want. Bland. no color or uniqueness. Even when they roll out the "SEASONS' and "CURRENCY" it wouldn't bring back a lot of players. Not unless it's packaged with a 90% off.

    Players who devote a lot of hours to a certain game deserve to be rewarded. But I never said that in the first place. I said Leveling. People can camp and farm a few spots and level up pretty quickly. I think I am level 7 and only spent a few hours playing, but there is nothing to keep me playing because it's bland and boring that's why there is only 1 person playing it and at most 12 per day.

    Enough about that though, what would be your greatest breakthrough to get people to come back and play?


    I think I am fully understanding of what you're trying to say.
    Yet personally, in all brutal honesty, I would take Shattered Skies or Aftermath over Xera any day. And what sets those games apart?
    By your logic nothing much. But I'd say nothing more than personal preference. The fact that this is so subjective is key. Different people are drawn to different 'types' of games. It is true that when the market is saturated games have a far harder time to break through. But lets be honest, the full loot drop looter shooter genre isn't an 'overly saturated' market by any means.
    This and NewZ are literally the only games of their kind on the market right now. They do have things in common with rust, they do. But they're not the same at all.
    Following your way of thinking this game would be guarantied to improve if some form of advanced base building is implemented. And i tend to disagree. I tihnk this game doesn't need that at all.
    Also, PUBG is really nothing like this. I for one hate pubg. And comparing Rust to Xera is like comparing the COD franchise to the Battlefield games. Some people gravitate towards cod, some battlefield. Its not because both games allow you to grab or craft a gun and shoot it they're the same thing.

    As you say, you suggest a leveling system. But from a leveling system automatically flows that more time invested equals a 'better'. Thats fundemental to a leveling system.
    As i mentioned before I am only opposed to a skill tree (or anything, really) that makes you stronger in PvP. I have no problem with a skill tree that improves you in the PVE area of the game. But thats not what you were suggesting. You were very clearly suggesting PvP related improvements to your character.

    Its also true that you can camp a spot and level up quickly. That is part of the issue. Farming up would feel mandatory, some people just don't like farming. Obviously there could be other ways of gaining XP implemented. But whatever happens those who invest more time (specifically in the PVE aspect of the game), will have more gain and end up with a stronger character. And i think thats bad, i don't like that. But as i said, we can agree to disagree on that. Not everyone likes the same things.

    Despite all the effort this team is making I am not sure there is a way to fill this game with players again.
    The best thing now would be to finish their roadmap and hope for the best upon full release.
    Theres other things i would change like how the PvP works right now.

    - Being the passive player gives you a massive advantage atm => aggressive play is punished.

    - the gunplay is not really satisfying to me

    - the character movement is not satisfying in looks and feel. The idea of giving you this 'arcady' kind of freedom in your movement is good. But for some reason it puts me off. I feel like its hard to place what the reason for that is. Might be the animations. I did for example love the movement shattered skies had upon release.

    - The whole 'humanoid' thing is not really something i like. I think if we are going with blood crazed robots they don't necesserily have to be 'humanoids'. I am no creative mastermind by any means but im sure theres many different things that can be done with a robot uprising in terms of PVE. Limiting yourself to a human looking robot and then a slightly stronger human looking robot seems like a waste of possibility in an 'AI uprising'.

    -guns have no way of leaving the ingame economy (as of last i checked) making it so rare things stop being rare after time has passed

    -the events didn't feel very satisfying. Our group did them only because they were a PvP hotspot, but then again we felt like the PvP wasn't that great as whomever pushes the other squad puts themself at a massive advantage. This was later worked on by expanding the compounds. But all that really happened was the compound got bigger, still surrounded by a vast open area. It did improve the PvP inside the compound by a lot though.


    Theres no one 'idea' that will save this game. It seems like a lot of things have to be improved on, new things implemented and if not for full release im pretty sure at this point the stars would have to align. Its sad because this seemed to me to be a really good team that really put the community first.

  2. On 8/6/2019 at 2:08 AM, RosherTV said:

    In my experience, leaderboards don't really work the way you're thinking. To be at the top, you must stay at the top and that means you have to be active. Good players that enjoy the game and play leaderboards don't ever stop playing usually and at some point they don't care about the skill rating points going up or down. It's like new people starting inthe game, they find weapons and they stash it all and make a huge GIs and get mad when they lose items... but after a while you just don't care about items because that messes your confidence in fights, IMHO and from my own experience in a very similar game.

    So there's not much to worry about the leaderboards as people will grind for the top and eventually an inactive player will go down in the leaderboards.

    I am speaking from past experience with shattered skies.
    From the moment an opportunity would arise to gain more pkr, people would jump on it. Regardless of whether or not it improved their gameplay experience.
    Dying in stupid situations would frustrate people time and time again.
    Yes, obviously players on the top of the leaderboards would be very active. Thats one of the reasons I don't think simply implementing an SR decay after not playing for X amount of time would work, that and the fact the game might start feeling like a chore once you narrow the timeframe down enough.

    Being at the top of the leaderboards however does not require you to be active unless large amounts of new players keep flooding into the game adding more SR to the total SR pool, or low SR players leave the game as that would mean they added SR to the lets call it 'SR pool' and won't be taking any more large chunks from higher SR players once the season has progressed.
    As long as that keeps happening the average SR that corresponds to a certain skill level would keep rising.
    If however the playerbase stays stable there should be a point at which a player reaches his 'maximum potential' and only gets an average of x amount of kills vs x amounts of deaths to players with an average of x SR meaning theres neither real gain nor real loss of SR.
    This ofcourse is all assuming they will be going with a bracket system in which killing people in the bracket above you grants more SR and vice versa.

    I could be overlooking something here so correct me if im wrong :P

  3. 11 hours ago, Purekash01 said:


    I don't think you are fully understanding what I am saying. CS;GO is a competitive game with real life money involved. Xera isn't. Same with dota and everything else. You put a ton of money into something and make it a 1 v 1 and people will spend years practicing to win. Xera isn't that. That is why I am suggesting a talents system in place instead of a crafting system.

    I also think you mean I want them to put in skills like division. No. I want talents so I can customize my character to either run faster or hit harder. It would bring a new dynamic to the game. Is this guy a speedy boy or bullet sponge. And I know what you are thinking, well everyone is going to pick bullet sponge. Not if they include bleeding and lacerations like rust. You get shot 5 times and your bleeding for -25hp every 2 seconds. You gonna have to heal at some point, and with my speedy boy I'll be right there waiting for that moment.


    Yes CS:GO is a competetive game with real life money involved for pro play or even just wagers between two people. But most people with a competetive mindset do not play with the goal of making money, they just want to be better than other players. Its what gives them that dopamine hit. It certainly does for me.

    All I'm saying is i want to avoid character progression in any way shape or form that benefits long time players in PvP. PVE is a different story.
    Also if one player is a 'speedy boy', the other a bullet sponge and one guy has the ability to rapidly heal were just playing a game of rock paper scissors for whomever gets the upper hand in the PvP. As that would essentially be the product of properly balancing such a system where every choice of 'talents' will make your character excel in a different area of the game. Ie its always a diceroll for who gets the upper hand depending on what talents the other player chose, or am i seeing that the wrong way?

  4. 13 hours ago, IcedYoshi said:

    Maybe we could do something with sr depreciation (is that the right word?) where people will lose sr if they are inactive for 3 days.  Thoughts?

    I think it would help, but not solve the issue entirely. If someone is active enough to get himself on the top of the leaderboards they are most likely online every day or every other day with their friends. So they will just do whatever is most SR efficient within these three days probably still missing out on gameplay as they might refuse to play solo, duo or enter certain higher risk areas on the map. You could narrow down the timeframe in which players need to be active but i think that might make people feel like the game is a chore and enhance the feeling of frustration when players lose SR.

  5. 20 minutes ago, Purekash01 said:

    How do you get better at a game without investing time into it? I work, people work, I can't invest a lot of time into a game. I would like to level up and gain a perk so when I get rolled up on by a squad I won't immediately die. Or have the ability to customize my character to favor melee instead of guns so I can run up on someone, spook them, and smash their helmets in. Escape from tarkov does that but I am not spending 2 weeks leveling strength because I work.

    Now they could make some servers with Talents and Talentless so both sides of this argument wins.

    Some people learn slower than others, games have a skill ceiling, some people are naturally better at shooters while some might be even better at 3th person shooters. You cannot argue that right of the bat theres people who are far better and learn the game far faster than others at almost any game.
    To give a popular example CS has people whom have 3 thousand hours clocked and are still in the mg ranks while theres people with 500 hours who are global and faceit level 10.

    Any squad that would roll up on you would have had the ability to chose from the same skills as you would. Seeing the nature of the game i think its fair to assume most people would chose PvP perks. In the end whomever invested more time will get the upper hand.

  6. The only thing which worries me is that when players reach a place in the top of the season in SR they will avoid playing like they normally
    would in an effort to lose less SR and get the reward.
    For example people might choose to not play when only one of their friends is online and wait for 2 more to optimize their SR gain.

    I'm not sure what the system will exactly look like but maybe its a good idea to have the score on the scoreboard represent the maximum SR you had that season.
    So players can hit a certain SR goal and play without stressing or getting frustrated about losing SR.

  7. On 7/29/2019 at 7:57 PM, Purekash01 said:

    Your statements are somewhat true and I guess I am taking examples from Escape from Tarkov. Borderlands, Warframe, Risk of rain 2  mostly. These are all looter shooters. And yeah in EFT I have fought people way above my level where they they are extremely geared, I either die the most glorious death in 0.05 seconds or live long enough to escape. As for the statement of losing to worse players, those players built their character that way cause they suck and need to improve, the new person and build a way to counter it. It's all about adapting and overcoming obstacles. But if it's just going to be another looter shooter what is keeping me playing? Escape from tarkov has everything except a good connection.

    The game needs to excel in other areas, thats what should keep you playing.
    I just don't think the game needs a talent tree that offers advantages in PvP. It should be built around skill, not time invested.
    But as proven just now, opinions vary. And thats fine.
    Personally i just wouldnt be interested in a game that gives people an advantage for simply investing more time.

  8. 12 hours ago, Purekash01 said:

    I see a lot of people suggesting huge fixes and stuff like that without taking into consideration that the people who made this game is a small group. This isn't Escape from Tarkov where they pop out a new gun and model in an hour. Unfortunately, the player base is dropping everyday. Last I checked it was 40 people on. Doing some small fixes and changes brings back new life, and maybe not charging so much. (Personal opinion)

    Leveling is slow and boring. You have a crafting system that revolves around this leveling system and it's not impressive. Ditch the to make a drone you need to be level 7. Make it so people can craft anything and everything from whatever level. If I find this stuff, I want to make it. What should happen is when you level you get a skill point. Implement the 4 skills. Strength, Stamina, Agility, and Endurance.

    Strength: Each point gives you X amount of health and X amount of carry capacity

    Stamina: Remove the ability  to sprint forever. Stamina now increases how long you can run and and food/water increases stamina recharge.

    Agility: Increases how fast you can run and melee attack speed increase.

    Endurance: Implement the ability to bleed or lacerate. No broken bones. Endurance lets you take less damage and a less chance of bleeding. (if you can't implement bleeding then go with recoil control and more exp gains)

     TL:DR Add skill points and skills to give players something that isn't just another looter shooter.

    This puts the focuss on PVE and creates an even greater barrier for entry for the new player. They would join a game where everyone in their party can run longer and faster than them and the people he fights tank more than he can simply because they have been playing for longer. He might be losing gunfights to worse players simply because hes new and to me thats unacceptable.
    Also, other looter shooters have had this system, the most recent example being Sergey's new disaster New Frontier. So to say that a skill tree would set this game apart from others in the genre is simply not true.

  9. On 7/6/2019 at 3:26 PM, derTisch said:

    i cant hear these "Oh its impossible to play solo against squads" anymore .. there are plenty of ways to play with other people like Discord or Forum.. If there is no one to play with go loot and go make pvp if people are up to play with you. Shields or other thing from Warz/Iss has nothing to do with Skill. If your a good player with high amount of skill you can easily kill a 4 man squad even without shields. In pubg there are no Shield or something like that and look Shroud or any other pro gamer who do Solo vs squad and wins with 30+ kills..

    Who is stupid enough to go solo on a 35 pop server? After your dead you cry like "oh 1vs4 this game is so stupid you cant do shit as solo player" go low pop server and do pvp there at loot spots or find player to play with..

    In my opinion the game need something that all player can enjoy .. Like rework airport poi or new crafting recipts. No one need a trading system right now because there maybe 6-7 players who trade atm or new events where you need 5+ people to spawn them. 


    Even though i agree grouping up is easy and something anyone can do it is also worth nothing some people prefer playing solo or duo. But then again yes, there were (since im not sure about the current situation) servers for that.
    Killing a full squad alone is very much doable if you decide to camp and play around a building.
    To say you have a chance getting caught of alone in a forest by 4 guys whom have decent aim and are hugging is a winable situation is just ridiculous. Obviously thats not going to happen all the time, but you get my point. Running into a full camping squad as a solo is not doable (unless they're just terrible players). The only option is to play passive yourself or wait for two groups to fight before engaging.

    Its also worth nothing that shields did increase the skillcap in these games. They add a whole new dimension to the PvP. I'm not saying i think we should each have a 50 stack and throw them all over the place. They would have to have enough rarity so the average amount a player takes out isn't obnoctious and the decision to use them effectively in combat needs to be a well considered decision.
    I believe the increased skillcap, among some other factors, could indeed put many people off. So thats why i understand the choice to not implement them from a development perspective. But to say shields have 'nothing to do with skill', thats simply not true.

  10. 14 hours ago, xDarrick said:

    thats a no brainer, if funds run out and EA does not create enough income its over, dunno if the team is working for air and love but i would certainly not


    games that make it out of early access are games with a growing playerbase... not games that have 50 players for weeks, it just shows that something is missing and the team thinks its content and campvents instead of actual gameplay...

    Joshua has invested quite a bit of time into this project already and is passionate about it. So no, I don't think he will drop it that fast. Even if it might be the best thing to do from a business perspective, which i am not even so sure it is for a single dev.

  11. 12 hours ago, xDarrick said:

    every game out there that is not enjoyable solo or duo is going to die very fast - there is no exception and instead of growing in early access xera is already dead meat instead of 1000s players enjoying it...


    and pls whiteknights.. spare the we are in ea crap, you have no clue - a game either grows or dies in ea and xera is nearly dead



    but i guess they rather work on content like their camp(e)vents instead of fun gameplay 

     gameplay > everything else

    Games can find new life upon full release. It all depends on how good it will be at that stage and whether or not we reach it. Most games don't leave early access all together.

  12. 13 hours ago, xDarrick said:

    there are points missing:

    a) mechanics against campers - shields  or whatever (stuff that can be used and show skill of individuals)

    b) ttk - current ttk only encourages camping


    the current problem is that nothing is real fun, especially for solo or duo people -> in warz/iss you could take out teams through skill -> in xera you get slaughtered except you participate in camp/ctrl pvp and that is boring af.... every single montage or video of xera pvp is the same and boring

    I quit mainly because of this.
    Loved the nostalgia i got from playing this , and I still love the concept as it is the same as it was in WarZ, Aftermath and Shattered Skies.
    But the massive advantage that goes to the passive players just destroys it for me.
    Sitting in the forest waiting for some people to walk by is almost a guarantied win (unless you're a massive potatoe) whilst running around in the forest or cities yourself is like rolling the dice.
    This then results in the game being extra hard on solo's who do not want to camp.
    It also makes it so whenever you push in a city the odds someone is camping something are high. Which means the chance you get 3th partied is also high. And again, theres no way to counterplay someone backstabbing you. Nothing you can really do about it.

  13. 10 hours ago, Bob said:

    Well everything dropped already and I would rather get a patch with the fixed than just a little hotfix with 5 fixes. I mean yeah it's still early access but you should also not let the game die before you patch something.

    Thats exactly what a hotfix is for. The full patch is probably still being worked on. So hotfixing now is a good move to 'increase quality of life' as fast as possible in the game.

  14. 21 hours ago, waakh said:

    first because its not realistic, a helicopter carrying a server full of players.. Regarding pvp, they might add the option to equip the character idk..



    I don't think this game is meant to be realistic. Theres games out there that really go for realism like DayZ or SCUM, but not this one. Which is good.

  15. 5 hours ago, Bob said:

    Well, it isn't really that much for a 3-weeks-after-the-patch-hotfix. I hope there is more stuff coming soon :D

    Well a hotfix isn't meant to introduce anything new into the game. Then it would be a patch. This is just to fix and tweak some stuff.

  16. The game is rather campy due to the huge disatvantage you put yourself in when pushing.
    But there are people who really like that...
    While many ask for shields to help the agressive player theres also people who ask to remove the insta medding.
    There will always be two sides to this and in the end its up to Joshua to decide what is happening next.

  17. 34 minutes ago, TheStevieJ said:


    • Remove auto-heal when the food it is at the max.
    • Remove regenerate food/drink when you are on the safezone
    • Fix the the method of healing (Just use "Q" to heal is so powerfull, healing and shooting on the same time is ridiculous)
    • Add a option to equip the character when you die. (When you die, you can recover your loot and fight against the survivors/humanoids).
    • Remove auto-heal when the food it is at the max.


    Thought I would comment on these said suggestions and below is the order of the ideas.


    Nobody in these types of games want to spend hours looking for food and water, to some degree it is fine, but it is not DayZ and I can already tell you this will annoy a lot of players having to constantly be farming food and water. 

    The food / drink in a safe zone is great and I feel no change is needed regarding this at all.

    From the sounds of things you want a med system where you have to sit still and do an animation of wrapping yourself up in bandages for 15 seconds. That type of med system is not suited in this type of game, It is far too fast paced, if anything I think the med system needs a buff on how you can use meds - Such as different slots for meds so you can choose which one to use in which scenario, rather than one hotbar. 

    This should never be in any type of game such as this, nobody wants to have killed a full squad for them to be back in 30 seconds because they want their gear back, you lost, deal with it. There is already a spawn nearby which can be tricky to deal with sometimes, the last thing anyone wants is to re-equip on death to return in seconds. 

    Once again, what would be the point of using water / food for no benefits outside of not starving to death? It's not DayZ once again and this is very helpful for PVP situations.


    Other than that, good suggestions :)

    This ^

  18. On 6/9/2019 at 7:25 AM, Bantam Boy said:

    I just wanted to give a big shoutout to the devs for not giving in to the pressure from TheDuke and his gang, by already giving an opportunity for new/solo players to fight on even terms.

    Also, resetting their SR because of the exploiting they did is a really cool move. My hopes for the future of this game rose a lot with patch #2.

    My gang? Because the majority of players agree with me they are 'my gang'? I'm flattered you think this way but that's not how it works buddy 😘 😘

    I didn't abuse the recoil glitch either and think the SR reset was needed BTW. I also never argued against solo/duo servers if that's what you're trying to say. You're putting up strawmen again sugar 😘

  19. 34 minutes ago, AirborneLawnDart said:

    1800 low pop / 3200 high pop = 56% of the loot

    You can see the rapid loss of people after that change.  Prime time in the US now has maybe 1-2 full servers.

    If we keep losing people at this rate, there won't be 1 full US server in prime time next month.

    They need to revert the nerf 100%.

    High pop is 2500 if i am not mistaken?

  20. 1 hour ago, waakh said:

    Understood, would depend on the frequency of the events/airdrops and limit players on the server.

    With this map, maybe less frequency of the events/airdrops and more limit players on the server.


    If they were to implement a map like the one you suggested that would be a must, yes.
    But I'm personally happy with the current one, it just needs more cover here and there.

  21. 58 minutes ago, waakh said:

    As I said earlier, we have empty areas on the map, so airdrop and events will not be a problem.

    We have space on the map to make events and air drops.

     Just split the map with loot and pvp.. Citys to pvp and airport / nator / bunker and eden to farm/loot.

    Actually the game have a only 1 good city for pvp, is redsville.

    The map with 4x4 need 1 more city to pvp and 1 more military base.

    He means that when you have two big cities like that the pvp will split between city A, city B, Airdrops and events. So you would have less PvP and more running.

  22. 1 hour ago, AirborneLawnDart said:

    Yes, it absolutely does.

    We find hours and hours and hours of looting boring.

    It was a lot more fun when loot was plentiful and you didn't have to spend as much time looting so you could PVP.

    Loot on low pops is currently 72% of what it is on the highest pop. I agree looting gets really boring. But its not like you just stepped out of sz and were stacked within 30 minutes in the old system either.

  23. 8 hours ago, AirborneLawnDart said:

    We did today.

    Spent 5 hours.  Game crashed and lost one full load of loot.  Someone shot me in the back while I was looting on a low pop and I lost another load of loot.  Wasn't worth the 5 hours of work put in.

    Got bored.  Went back to playing Overwatch :(

    That has nothing to do with the drop rates on loot though :s