Page 14 of 17
Re: [Feedback] Changes of morale
Posted: Tue Aug 06, 2019 1:44 pm
by peterthepan3
Gains are still OTT in Smallscale in conjunction with pumps, with morale dumps dictating a lot more of the play now than had been the case. Smallscale PvP that is reduced to nothing more than morale plays is incredibly boring, and really dumbs down the skill prerequisite in competitive play.
To keep them at current value would simply mandate introducing a plethora of new drains and pumps, spread across all classes, which seems like a behemothian balance task, and unnecessary, if you ask me.
Re: [Feedback] Changes of morale
Posted: Tue Aug 06, 2019 2:05 pm
by Acidic
moral gain is still too high, the game is centering around morals more than targeting and skills.
Start fight hold till m2 , collect free cheese
Re: [Feedback] Changes of morale
Posted: Tue Aug 06, 2019 2:39 pm
by mubbl
Acidic wrote: ↑Tue Aug 06, 2019 2:05 pm
moral gain is still too high, the game is centering around morals more than targeting and skills.
Start fight hold till m2 , collect free cheese
think you are reffering mostly to pumps, basice mgain is not the big problem in my op. a basic pump with 200 moral every 3 secs saves you around 10 secs of gain atm.
Re: [Feedback] Changes of morale
Posted: Tue Aug 06, 2019 3:17 pm
by Deadkiller
i think moral gains are ok atm without pumps and drains ofc. But if the pumps come in its just to fast in my opinion and just tend to bring boring fights in the lakes cuz its just holding position, gain moral and dump all away. so moral itself looks fine. Lets see how it will work if you do some changes on pumps and drains

Re: [Feedback] Changes of morale
Posted: Tue Aug 06, 2019 4:08 pm
by anarchypark
Natherul wrote: ↑Tue Aug 06, 2019 12:57 pm
Was disregarding pumps so far since I wanted base set before looking with pumps and drains
rate is also build time.
do u think 1:2 ratio of m1:m2 and m3:m4,
1:5 ratio of m1:m3 and m2:m4
is ok?
if so, it should be reflected in effectiveness of skills.
i know it's ongoing mission but plz don't stop at pump/drains after base set.
Re: [Feedback] Changes of morale
Posted: Tue Aug 06, 2019 4:17 pm
by Natherul
anarchypark wrote: ↑Tue Aug 06, 2019 4:08 pm
Natherul wrote: ↑Tue Aug 06, 2019 12:57 pm
Was disregarding pumps so far since I wanted base set before looking with pumps and drains
rate is also build time.
do u think 1:2 ratio of m1:m2 and m3:m4,
1:5 ratio of m1:m3 and m2:m4
is ok?
if so, it should be reflected in effectiveness of skills.
i know it's ongoing mission but plz don't stop at pump/drains after base set.
I think that scale is fine. And working on morales was something we started with before this morale change (tank morale overhaul) thats still ongoing in the discussion phase.
Ill still leave the first question for a few days to gather feedback if others think 20/s is fine or not. After that we start looking at pumps and drains
Re: [Feedback] Changes of morale
Posted: Tue Aug 06, 2019 9:42 pm
by Acidic
mubbl wrote: ↑Tue Aug 06, 2019 2:39 pm
Acidic wrote: ↑Tue Aug 06, 2019 2:05 pm
moral gain is still too high, the game is centering around morals more than targeting and skills.
Start fight hold till m2 , collect free cheese
think you are reffering mostly to pumps, basice mgain is not the big problem in my op. a basic pump with 200 moral every 3 secs saves you around 10 secs of gain atm.
No I did not mean moral pump, with moral pump it’s silly atm but as Natherul will look at that later I took this out of my thinking.
So I believe still 20 without pump is too fast and would like to see 15 as the number, 10 probably too low but 20 too fast
Re: [Feedback] Changes of morale
Posted: Wed Aug 07, 2019 6:40 am
by Collateral
Re: [Feedback] Changes of morale
Posted: Wed Aug 07, 2019 7:21 am
by Natherul
The other archetypes are scheduled one after another, We just started with tanks. As for what morales should do is to be amazing abilities in either offensive, defensive or utilitarian in nature. With the tank morale overhaul we also attempt to make a baseline for what the morales should do in powerscale dependent on what level of morale they are (however this is not as easy as one might think) and other factors such as pumps in the realm. We also strive to make the speccable M4 actually worthwhile as they are a significant investment. Morales should be an ability that feels awesome to use but not something (at least higher levels) that you can weave into each minute of combat.
Re: [Feedback] Changes of morale
Posted: Wed Aug 07, 2019 8:07 am
by Collateral
Natherul wrote: ↑Wed Aug 07, 2019 7:21 am
The other archetypes are scheduled one after another, We just started with tanks. As for what morales should do is to be amazing abilities in either offensive, defensive or utilitarian in nature. With the tank morale overhaul we also attempt to make a baseline for what the morales should do in powerscale dependent on what level of morale they are (however this is not as easy as one might think) and other factors such as pumps in the realm. We also strive to make the speccable M4 actually worthwhile as they are a significant investment. Morales should be an ability that feels awesome to use but not something (at least higher levels) that you can weave into each minute of combat.
Thanks for clarification. So if I understand, all archetypes can share those 3 types of morale and you won't be splitting them up, at least not completely? Some morales certainly are awesome while many others aren't, as we all know.
You don't want them to be used every minute (m4s at least), and that's understandable. So how often do you want them do be used? After 2 mins of combat, or 3? Or that's still up to debate? Because combat in this game (talking about rvr) is mostly very short, not considering keeps. And it's especially short if one side is very outnumbered. Now of course it's only natural that the bigger side of equal skill will overpower the weaker one, but what about organized groups? If you set the rate so that you reach the stronger morales in 2 or 3 mins (not considering pumps) those organized groups (warbands) almost certainly won't stand any chance unless every such group is a kiting group waiting to build morales, but in which time another force can come from somewhere else. You played in phalanx warbands so you should understand what I'm talking about. Literally each second counts, and I'm afraid that making morales take so long to build will not only make them virtually unusable (like most m4s already are), but will also make combat a lot more one sided when one realm is decently outnumbered. Of course, that all comes down to what morales will be like, and what certain levels of morale will do.
It's definitely a complicated issue. But personally, I don't have a problem with faster rates. It's about the design of morales, and especially about the unmitigatable damage aspect of offensive morales. I hope you will look into that as well.