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Time to Kill in Eternal Crusade - Nothing short of infuriating

Discussion in 'General Discussion' started by Rustwalker, Apr 23, 2016.

  1. DjemoSRB Djemo-SRB Preacher

    This explains everything, im being flirted to death.
    #EndSorcererHarassment
  2. Rift Rustwalker Steam Early Access

    Fair enough. No more talk of cake. I agree to disagree.

    This is kind of what I am hoping for. I do hope that with more loadouts, accessories, etc. that the survivability goes up a bit. Just unsure whether or not they intend the TTK to be this fast, and if so, I think that direction should be thought about a bit more.
  3. Grigdusher Grigdusher Arch-Cardinal

    http://forum.eternalcrusade.com/threads/ttk-bla-bla-bla-cry-more.53181/page-2#post-1061517

    and also use search because there is 126 topic about ttk
    castellan_crowe066 and Leaker like this.
  4. Redthirst Redthirst Eternal Battles Moderator

    It feels like you want EC to be something that it's not, or more specificaly, a traditional MMORPG(World of Warcraft comes to mind) where fights can last for several minutes because healers can restore half of your HP with a single spell and even without healers it can take 20+ seconds to kill someone.

    While this works in those games, EC is at its core a third-person action game and for a game like this the TTK is quite long already.
  5. Off on a tangent a bit:

    I use cover when the C key decides to work.

    Which sometimes takes several presses, and sometimes up to 5 seconds, otherwise known as lots of bolter shots in the face. This could be a lag issues playing from the UK I dunno but I find crouching behind cover much more effective than actually trying to get in it, most of the time I look for walls to hide behind.

    But yeah you've got to stay out of the line of a fire a lot in this game, running and gunning doesn't work, which is a bonus imho. (But something perhaps orks might have more leeway in?)
  6. GreyNight ArtemK Arkhona Vanguard

    15-25 is utterly ridiculous, that means every time you engage someone they have time to run away or to call 15 their friends, which means game will turn into a large brawl with players messing each other in one spot. And when large players will group up and focus fire, you will have same engagement times.

    Such increase of ttk(12.5 times, basically) will ruin every multiplayer game. This simply cannot be done without ridiculous number of supporting systems and this is done nowhere except for traditional MMORPGs.

    2 or 3 times are best increases you could hope for(and you will see one day enemies going 95\1 with them for sure) and that means 5 sec TTK tops.

    Extremely large TTK ruins cover system, it destroys tactical thinking, simplifying combat to whoever got higher dps gun, which fucks balance in general and ranged vs melee in praticular(melee is overpowered with high TTK cause you always can get in some, thanks level design)

    When accessories come in you could have all the TTK diversity you could hope for, with weak guns killing tanks in 5 sec and strong guns killing paper in 0.5 sec.

    Wishing for more is wishing for different game.
  7. Demetri Dominov Demetri_Dominov Arkhona Vanguard

    #DARE2SayNo2WoW

    10-25 average TTK?

    Absolutely not.

    This game is much more like Relic's SM than it is an MMORPG and I'm very grateful for that. I don't think I'd play a MMORPG version of this game, and I played 7 years of WoW before realizing I had no life, no friends, and was literally doing the same cycles of mechanics in every engagement.

    TTK is less important than the variety of engagements. If no two games feel alike, then the devs have done a great job. However, sometimes, the games do feel alike and I think that's a bigger problem than adding a much more reasonable, .25-1 sec of average TTK people would be much more comfortable adding.
  8. Mauf DrMauf Subordinate

    TTK is good where it is. The TTK gives reason for teamplay as flanking is VERY dangerous. Same reason the FOV is so low. It makes you vulnerable to being flanked. It keeps the game interesting.

    So learn to cover other peoples blind spots and you'll see that both yours and the other guys survivability increase markedly.

    Except Sbro, who has his buddy attached to his arm instead:D *obvious hyperbole cheapshot with a little kernel of truth to it*
    Sily likes this.
  9. Leaker Leaker Recruit

    While a proponent of raising the TTK myself, now is not the time to DEMAND it. We are playing with permanent placeholder characters that are in no way indicative of any real game performance. Items, skills, and balancing will change TTK dramatically. I personally don't like how squishy I am, so when those elements are falling into place, I am going to focus on health and armor and see how that works. That is what the benefits of Beta will be, playing around with those before launch to determine a build that is correct for me. I have a sneaky suspicion though that focusing on armor alone will result in the complaint, "I can't kill anything!" though.

    Expecting 25 seconds of TTK is totally unreasonable. I don't see any way that could fit in with the mechanics of the game. It would turn into the standard WoW mechanic of blasting away at people waiting for your abilities to recharge to hopefully do real damage.

    If TTK is that infuriating, perhaps take a break and check back in as the patches drop? daily frustration is not good, and will just burn you out of the whole game. The devs have said they will work on TTK later, after they fix things like the F--KING elevator on Torias not working or the magic carpet ride Rhino.
    castellan_crowe066, Sily and Murtag like this.
  10. Rasczak Rasczak Subordinate

    Keep in mind that TTK values are measured assuming 100% accuracy and no sources of DR or healing other than what you get by default. This is mostly because that's the only scenario the devs can control: they have no control over how good your aim is, they can't control what kind of support you have. This means that for most fights, practical TTK will be longer than on-paper TTK by a variable and uncontrollable amount.

    So, with that definition out of the way, any TTK measured in double digits would be absolutely absurd. At 25 seconds you wouldn't be a Space Marine, you'd be a Battlemech. Even Tribes and Quake didn't take that long unless you were *really* bad at aiming.

    In fact a lot of those "Quake-style" FPSes actually had quite short baseline TTKs, the perception of them being "long" actually came from the fact that those games had extremely high movement speeds (especially when bunny-hopping or skiing were in play), which resulted in the majority of players having an extremely low average accuracy.

    Though I'd like to take a minute to also look at the definition of "encounter": it seems to me that the OP is defining an "encounter" or "fight" as only beginning when they start taking damage. This is very poor thinking. The fight begins as soon as you become aware of the enemy's presence, which in a game like this will usually be by sound or minimap first. Getting eyes on them before they get eyes on you is part of the fight. If you're not in a fighting mindset until after you take damage, you're going to get caught with your pants down a lot.
    EventHorizon, Monk1971 and Adelsvard like this.

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