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    Found 16 results

    1. Fallout 76 is live right now. It wasn’t supposed to go live until midnight last night but it’s arrived early so a few of us started our journey through Bethesda’s post-apocalyptic MMORPG yesterday. So far, it is playing more like a Fallout 4 co-op with a new ((much larger) map than the pvp mayhem some were expecting. I did run into a few brave souls who wanted to tangle early on, but not much came of it as there are protocols that keep open pvp from being too deadly until after you reach level 5. I crashed twice in 10 hours, and my 4 yr old system held up nicely on ultra graphics (I7 - RX 480 - 32GB Ram). The base building is unique and interesting. Pieces snap much more smoothly than I remember in FO4. If you find a unique plan (blueprint) like a crafting station or furniture, you can help your team out by building it for them on their camp (base) and they'll get to keep it, even if they move their base around. The S.P.E.C.I.A.L system has been revamped with cards you can use to customize your characters perks and abilities, e.g. Guild Wars. I didn't see it as a minus or plus, just something new to figure out and maximize for the way I play the game. The difficulty was typical of Fallout games, where it can be a challenge for moderate gamers and daunting for casual gamers new to the Fallout franchise. Good times are always best shared, and this game is no exception....running around with a team is much more enjoyable, however the game does not diminish whatsoever when it comes to making progress solo. So far, it has my endorsement. Join us in discord https://discord.gg/ar8NGD or on the forums
    2. Fallout 76's full release date was announced at Bethesda's E3 conference, and it's coming this year on November 14th, 2018 on PC Now, please feel free to rewind your gaming memory to June, 2015... ARK: Survival Evolved's early release showed up on Steam, and surprised the heck out of most CotP members, including myself. Despite the server stability and networking issues, the game was quite a hit with CotP members and certainly made a lasting impact on this community. While Fallout 76 is not sneaking up on anyone who doesn't live under a rock, I am personally hoping for another CotP adventure filled with good times akin to our experience in the early days of ARK's early release. I hope to meet plenty of CotP gamers who I haven't had the opportunity to game with in the past, and potentially add a few new names to my eternal (short) list of people I generally pretend to like. Similar to ARK, I also expect we will have enough participation to garner some internal competition....(hopefully a change from the standard Throne's team vs Damis' team we generally end up in). We do not have any plans for an official CotP group in the current BETA, however, as always, we will rely on our established team of early testers to give us a head start on how the game plays and where the early focus needs to be. The group forum is up and open to whomever would like to join in on the discussions and plans. General information:
    3. It's official, COTP and it's allies on "NA West - Muspelheim" have won the first round of our Rend server! Between COTP, our Illegitimus allies, and some randoms on our faction team - we crushed the opposition on our server. By the last week the other two factions had gone into defensive mode because there was really no way for them to catch up to our momentum! Last night following the final Reckoning of the server, our characters "ascended" and the server was reset for round 2. Tonight everyone on the server started from scratch, but as we had won the previous night we received more Ascension points that our opponents. This gives us a slight edge as we face off against the other two factions again. This time around we will try some different defensive building tactics, some different character specs, and new priorities for our faction research. Hopefully we can bring home another win! Come join us for some PvP / PvE action!
    4. Starting tomorrow, July 31st, a new survival-genre game will be hitting Early Access. We have some people who have already been testing it out in Alpha, and thus far I've heard it has some serious potential. I'm guessing we could fill out a 20-person team to really give this game a shot. In fact, Creaky from Illegitimus (an ally of COTP) has challenged us to put together a team to face off against Illegitimus on a private server! So what is the game exactly? So far it looks like a mix between survival games like Ark, Conan Exiles, 7 Days to Die, etc. and a similar model to what we hope Crowfall will be like when it comes out next year (in theory). In Rend, your character progresses through PvE gathering, quests, fighting, etc., while you build a faction base alongside your guildmates. That base will eventually come under attack from PvE mobs or PvP players depending on the type of gameplay on your server. There are official PvP servers run by the developers, and they will be allowing private servers as well. The goal of the game is to get your faction to beat out the other faction(s) on your map. Each round results in one faction emerging victorious, and then the map resets. Each faction then starts over for the next round, but everyone's character still advances through a meta-progression that grants you additional skills to use on the next round. Discuss it further on our forrums: Otherwise, here is some more info in the form of two decent videos on it: Or for those of you who prefer text over videos, here is some info from the official Rend website: What is Rend? Rend is a team-based survival game set in the fabled universe of Nordic myth. This epic fantasy world is a harsh domain where the strong ascend as gods. You must choose from three rival factions, combine forces to build your team’s stronghold, and battle foes and brutal creatures. Together, you will endure the dangers of Rend’s treacherous landscapes to discover valuable resources and powerful artifacts. With the game’s deep talent trees and skill systems, you’ll have the freedom to choose how you want to fight for your team’s victory. When a cycle ends, one faction will be declared the winner… but the end is only the beginning. Victorious players will receive rewards they can use in subsequent cycles as they ascend to legendary heights as heroes. Where does Rend take place? Rend’s setting is a fragment of land that once was Midgard before Ragnarok, the doom of the gods, shattered the world. Valhalla, the great hall of heroes, home of the dead who achieve glory in battle, can be seen decimated in the skies above. The majority of the original Norse deities died in the cataclysm and those who survived have retreated into seclusion. Rumor has it they’re amassing new armies to restore their former might and glory in the next great battle. What remains of this world is a collection of disparate environments held together by the massive roots of Yggdrasil, the World Tree. Gentle hills give way to dense forests, fungal colonies, noxious swamps, and wintry peaks, each home to predatory beasts and environmental challenges. The flora and fauna of Rend have been affected by Yggdrasil’s presence: once docile creatures are now territorial and violent while plants and minerals have developed unique properties that may be used to help or hinder by those brave enough to discover them. Warriors who find themselves on Rend must be alert and observant to survive this realm. Who am I in Rend? You begin your adventure in Rend hungry, unarmed, and defenseless. The good news is you’re not alone: in every cycle of Rend, you’ll be in one of three factions, the Order, the Revenant, or the Conclave, each equal in power and numbers. Starting with an empty faction base surrounded by a magical shield, you’ll work together as a group to discover and harvest nearby raw resources, craft rudimentary tools and weapons, and fight to stay alive. As you research new technologies and explore distant biomes, fresh challenges will present themselves from opposing factions and the brutal environment alike. Your victories both in combat and in crafting will bring glory to you and your faction. All of your activities in Rend will grant experience and with experience your path will become more clear. You may choose your warrior’s specialization by selecting two skill trees from four archetypes: the stealthy Assassin, powerful Soldier, arcane Mystic, and cunning Survivalist, each with its own abilities and weaknesses. Through your custom selection of active and passive talent, you’ll be able to contribute to your faction’s success precisely the way you want to play. How do I win in Rend? Rend serves as the proving ground for those seeking to join the remaining gods’ army in Valhalla. To stand among the gods, each faction seeks to present the gods with warrior spirits harvested from fallen foes. These spirits act as victory points and are key to your faction winning the game. Spirits are collected much like other raw resources in Rend but must be deposited at the Divinity Stone in the middle of your faction base. These structures are connected to Yggdrasil which stands in the center of the map and reflects the current score of each faction with three vertical runic sigils: the more spirits banked by a team, the higher its glowing sigil climbs the World Tree. When one team’s sigil reaches the top of Yggdrasil, they win the cycle and ascend victorious. However, achieving victory is no easy task! Rend will pit the three factions in direct competition through resource node distribution, buff-granting control points, and scheduled world events called the Reckoning. Every few days, the magic shields protecting the three faction bases diminishes, briefly rendering them vulnerable to attack. Sensing the spirits within each Divinity Stone, monstrosities called the Lost will appear. In waves, these husks of dishonored warriors will lay siege to anything in their way. During these events, rival factions have the opportunity to raid an opposing faction’s Divinity Stone, stealing their collected spirits. The time and date of the Reckoning is chosen during server selection, allowing players and each faction to prepare for the event by hardening their base’s defenses and deciding on their strategy. Additionally, the remaining gods will be observing the trials on Rend and may occasionally send down magical items to assist warriors in their trials (or perhaps to instigate battles over their loot). In rare cases, artifacts of legend once wielded by the old gods may fall from the heavens such as the Hammer of Thor, the Horns of Loki, the Steed of Odin, and other mythic items. These will imbue the wielding with godlike powers yet also make them a prime target for enemy factions seeking to claim the artifact as their own. Ultimately, every cycle of Rend, anticipated to last one or two months each, will culminate in a massive war between the three factions, ending with an absolute victor. What does winning Rend get me? Aside from the right to ascend to Valhalla and join the army of the gods as an honored hero? Well, once the gods have named a faction victorious and those chosen have ascended, all players shall be rewarded with glory per their actions in the cycle, collecting ascendancy points that allow for meta-progression between matches. The amount of points earned will largely depend on being on the winning faction but merit will be given for your personal contributions to your team. It should be noted that failing to win is largely unpleasant for your character: those warriors who do not ascend will have their spirits ripped from their bodies and sent back into the trial to prove themselves once more. Their bodies, now soulless husks, will become the Lost and wander the world of Rend driven purely by rage, instinct and a primal hunger to be one with a spirit again. Blissfully, as a player, you will only experience this as a server wipe and reset. Still, you may never look at the Lost the same way afterwards... And so: survive the untamed wilds as a team, conquer your rival factions, and ascend victorious by earning the gods’ favor through presenting them with their toll of spirits. May your faction earn its rightful place in Valhalla! Onwards, for Valhalla! Excited for Rend? So are we! Now is the perfect time to join the community, read up on our latest news, and follow our social media channels linked below. We look forward to seeing you on the field of trials soon! Read more at https://www.rendgame.com/news/article/rend-introduction#OLUhRzw5i2MuefHh.99
    5. until
      Guild fight night at Covenant City. Once per month Fight Night will be a Tournament Night.
    6. HOLIDAYS, COMBAT TWEAKS AND A FOV FIX (0.11.17.3) April the first is the day of two holidays in the western world. We decided to give a nod to them by adding a little of our own feel of them in-game! We’ve added a long-awaited fix for the horse stamina system, along with a few tweaks to the horses’ combat mechanics along with combat mechanics in general. The FOV console/mod exploit is no more, so you can no longer expect to get sniped from a couple of -ahem- not-so-favorable players. Oh! We’ve also patched in the ability to rename unmovable objects on your base. That is the basis for our upcoming update, which should introduce per object rules management system to you guys! Patch Notes (ver. 0.11.17.3): Holidays Additions: You can now tame a moose and use it as a simple horse (ride and harness it to a trade cart) Added an outhouse, during the Fools Day it can be used to flush your negative alignment a bit Horses now seem to be exhibiting some bunny-like features... New Features and Tweaks: Horses’ stamina has no consumption and regenerates at walking speed. Stamina does not regenerate during a gallop and drains completely in 2-3 minutes (depending on horse type and Q) You can rename unmovable objects now Massive claim rules and central city access rules refactoring, rules of who can access to what on what types of claims during or after JH should be more adequate now You can apply new awesome shovel skins on your Shovel and Believer’s Shovel! Added new Premium Decorations: - Roadside Hangman - Gottlung Hanging Column - Gates of the Hanged Man - Oak Belfry - Bronze Belfry Dismantle ability for decorations now requires ‘can destroy’ rights instead of just ‘can use’ Wooden Wall with Stairs recipe lowered required amount of Simple Ropes from 40 to 10 Wooden Gate recipe lowered required amount of Simple Ropes from 50 to 20 Bandages recipe now gives 10 items instead of 1 Newbie Island players can change Newbie Island instance (server number) via the Escape menu Private Monument no longer requires coin for construction Battles: added Draw battle outcome when no one shows up from either side - History entry is removed and no claim penalties are applied in this case Combat Tweaks: Shin damage multiplier decreased from 1.0 to 0.9 Thigh damage multiplier decreased from 1.1 to 0.9 Parrying slow decreased from 0.25 to 0.1 Successful parry now mitigates at least 60% of damage --- Weapons --- Nordic Axe thrust damage multiplier increased from 1.92 to 2.24 Pollaxe prefire animation speedmultiplier decreased from 1.2 to 1.1(less=better), fire animation speedmultiplier decreased from 1.1 to 1.0(less=better) Guisarme prefire animation speedmultiplier decreased from 1.1 to 1.0(less=better), fire animation speedmultiplier decreased from 1.1 to 1.0(less=better) War Scythe prefire animation speedmultiplier decreased from 1.2 to 1.1(less=better), fire animation speedmultiplier decreased from 1.2 to 1.1(less=better). Postfire animation speedmultiplier decreased from 1.3 to 1.1(less=better) Partisan prefire animation speedmultiplier decreased from 1.1 to 1.0(less=better). Fire animation speedmultiplier decreased from 1.1 to 1.0(less=better), postfire animation speedmultiplier decreased from 1.3 to 1.1(less=better) Bec de Corbin postfire animation speedmultiplier decreased from 1.1 to 1.0(less=better) Medium Pike prefire animation speedmultiplier decreased from 1.0 to 0.85(less=better) Long Pike prefire animation speedmultiplier decreased from 1.2 to 1.0(less=better) --- Horses--- Player trampling by a horse velocity decreased Minimal speed loss during player trampling increased from 2.0 to 5.0 Maximum damage to horse from falling capped to 60 There is a chance for a horse to recoil on its hind legs in reaction to an explosion - the higher the horse’s speed and quality, the less likely it is to happen (does not depend on amount of damage) Riding Horse HP increased from 120 to 150 Simple Warhorse HP increased from 180 to 220 Spirited Warhorse HP increased from 150 to 180 - turning speed increased from 90 to 100 Hardy Warhorse HP increased from 240 to 290 - changed speeds for different modes of running (walk, trot, gallop etc) Heavy Warhorse HP increased from 300 to 420, MaxAcceleration increased from 10 to 12, turning speed decreased from 60 to 55 - changed speeds for different modes of running (walk, trot, gallop) Heavy Royal Warhorse HP increased from 300 to 450, MaxAcceleration increased from 10 to 12 - changed speeds for different modes of running (walk, trot, gallop etc) Bug Fixes and Optimizations: Camera FOV values are limited in a range of 60 to 120 - this means that zooming with scripts/mods should no longer be possible Fixed a bug where crossbow could be used for a volley ability Fixed a number of tools and cooking recipes that weren’t working properly Harvest result quality is no longer rounded down Fixed a problem with decoration construction, where improper positioning would turn the screen black Fixed breeding server tick to occur upon every server start - the issue made some nodes recovering from a crash to breed and feed some animals more often than normal Whistling ‘Trespassers’ ability should no longer put a penalty on your guildmates — The team
    7. The Covenant of the Phoenix, along with its allies, defeated the 100+ strong Chinese army last night in CotP's first large scale entanglement involving Life is Feudal's battle system. The war is literally for the entire Buyan server. With most European and American based clans, kingships and guilds living in the northern regions putting aside their existing arguments in favor of dealing with the massive invasion of Chinese clans and influence, the Warband Allance was proactive in throwing down the gauntlet and looking to deal a blow to CPLA's city claim. The risk is certain. Win, and we reduce CPLA's city size and loot the entire enemy army. Lose, and all the gear we take into the battle is theirs for the taking. Participants on the Warband side included but was not limited to the aforementioned CotP, New France, Vanguard, RES, LR and RIP. The Chinese side consisted of CRTG, Sixgods and many of their allies. The mood in the CotP fortress was solemn. Most of us were done sharpening our blades, stringing our bows and fixing up our armor, and focused on mentally preparing ourselves for the oncoming battle. Standing around our now glorious monument, some prayed, some said their goodbyes, and all were ready to serve their guild with honor. The call to arms came out and CotP answered with the largest showing of all involved parties, as expected. Squads were created, battalions were formed and our members joined the shield wall, the assault crew, the cavalry and the archers. We had but minutes before initial enemy contact was made. Immediately, our side realized that the fighting would be in the midst of a large overgrown forest. CotP fighters grinned....this was our kind of country. We knew how to march in formation in spite of endless trees, we knew how to shoot through the undergrowth, and yes, we knew our cavalry's greatest enemy....the juniper, would be afoot en masse. The conflict started first with infantry, we established our shield wall and moved forward slowly, taking moderate damage from the onslaught of the enemy's bows and crossbows. Archer's following the shield wall, and led by CotP's "Zhek the Great" looked for the terrain necessary to gain clean angles to help progress our assault. Calvary attacked separately, flanking the enemy and distracting them from the main assault. The initial push by the shield wall proved successful, and the enemy was pushed back quickly and efficiently. Our Archers were making headway but the advance was stalled with both sides taking significant losses. The Calvary seemed slow in creating enough of a distraction due to the terrain and undergrowth. The infantry was now passed the point of no return. Losses began to pile up with several of our side falling to the endless barrage of arrows and bolts. Damage was nearing a critical point with our shields beginning to break and many wounded and bleeding. The decision to charge in and break the enemy will was made with little to no protest. Huscarl's leaned into their busted tower shields, Assaulters assumed the posta di falcone and Archer's threw their bows aside and pulled their swords. The Cavalry began to turn the tide as the infantry charge commenced. For as much damage was done to our shields, the enemy was absolutely crushed within 45 seconds of the final assault. Cavalry mopped up the retreating and defeated enemy. We took the field and the battle was won. We looted the enemy and left to go home to a hearty meal and a neat brew, or two. One night would be all the time we would have to celebrate....the fall harvest awaits.
    8. We live in the sub-arctic region of this world, so we knew Winter was coming. However, with all the unknowns that winter brings, we still were not entirely sure we had done enough over the warm period to warrant a feeling toward comfortable preparedness. We were certain we would not run out of food this year, which was good, but we were not so sure about our flax storage, and even less about our storage for straw. It is a different feeling for sure, to try and predict what our needs will be five months down the road. It is quite exhilarating to have that thought process be a part of our guild's efforts along with our day to day struggle to fight off invaders from the north and help our alliance fend off the regional destruction of our resources by the enemy. A great new project has entered our purview and has invigorated our planners and builders as we look toward the future security of our people. Phoenix nest is the site of what will be our greatest architectural achievement to date. The castle walls will be twice as high as our current walls in Covenant City and made of granite, which is much sturdier than the old stone walls. Our builders are hard at work nearly 24/7, but the pace is slow as only the best quality and components will do. What we could do with ten more apt and able workers.... Harvest season was better than we anticipated thanks to our hard working farmers and foresters. After starting the settlement in the dead of winter, we all worked diligently to make sure the next winter's meals were not limited to roots, berries and wild game. Our agricultural prowess was on full display near the end of fall as you can see in the below images. We hope that we will soon add more to our "farm squad" as we look forward to the next planting season. War has definitely become a daily part of our lives. Invaders from the north have caused much delay in our building plans. We now must have guarded transports during our resource expeditions and are on full alert at the mere sighting of travelers or the sound of a galloping horse. Recent skirmishes have resulted in clear victories and much loot, hopefully dealing our enemy enough of a blow to give our builders a window of opportunity for progress. To the south, our alliance is in full fledged war and has relied much on our team of battle-hardened warriors. Massive battles involving hundreds of allied forces which were at one time a fairly rare occurrence are now regularly being waged 3-4 times a week. Tactics and strategies are constantly in flux as we adjust to new terrain and different enemies. Several times over the past weeks there have been nearly a thousand warriors spread across the server fighting battles at the same exact time.
    9. Lancer is probably the hardest combat profession to play, and it’s even harder to play in our terrain. But Lancers are the king of the battlefield who dominate archers and infantry, can freely move around the battle field and have a horse who takes all your damage. So, if you are willing to tough it out and learn this profession this guide is for you. The Pros and Cons of Lancers: Pros: Mobile Anti-Infantry Anti-Archer Extremely high damage Able to run people down Hardly take any damage while mounted Cons: Difficult to play Gets murdered by pikemen Horses get stuck quite often Getting dismounted usually means your launched from your horse and must make the judgement call to either run back to it or ditch the horse Reliant on horse health/stamina Extremely limited by terrain Build (Courtesy of Zhek) Lancer: STR: 30 AGI: 10 CON: 80 INT: 10 WIL: 20 Cavalry: 90 Knight: 90 Lancer: 90 Footman: 60 Swordsman: 60 Extra Points: 10 Equipment: T2 Chain, Lance, Kite Shield, Gross Messer. Notes of build: Personally, I prefer the bastard sword over the Gross Messer since it does more damage with more range, the downside being you’ll be unable to use a shield unless you do a mid-combat weapon swap. I would try both and go with what your most comfortable with. Training: Once you get 60 Knight take a jousting lance, go the north open area and begin lancing the training dummies. You should only be at the minimum speed to lower the lance while training there. I would do this in 1st person until you hit 30, and then on only lance in 3rd person now you can get used to it. In battle you are not going to be wanting to swap between 1st and 3rd person since it will limit your view of the surroundings and being a lancer is all about being aware of the position of other enemy and allied lancers and nearby obstacles that could stop your horse in its tracks. Getting 90 Cavalry, Knight and Lancer is important. 90 Cavalry makes it less likely you’ll be knocked off. 90 Knight gives you a 8 second buff making you unable to be knocked off with a 15 second cooldown so this will always be up in your charges. 90 Lancer gives you access to the decorated lance and greatly increases your damage output. To get there you will need the aid of your guildies and have them torch you with the correct armor set equipped. Horse Mechanics: Horses speed up when you hit w. No matter what speed you are at the horse stam drain is the same. It slows down or backs up when you s. Emergency brake is z. You do not need to hold down w to move, and should avoid doing so. Takes 5 taps to get to a gallop where you can knock over people and lower your lance. Faster you are more momentum damage. If you are stopped by terrain, you will need to back out of it to get yourself unstuck. Tips for Lancers: Avoid extremely clumped groups of enemies, each enemy you hit you will be slowed down. To many and you will be stopped, and forced to back outwards from the enemies. This will get your horse killed extremely quickly. Avoid charging pikemen, pick off the infantry and archers surrounding them but do not charge pikemen head on. Leave them to the archers and infantry to deal with. Aid your allies, keep an eye on your back line and listen up in comms, if they need help you charging in and knocking over people attacking your guys is extremely helpful and can save lives just be careful to avoid your own guys. T-boning enemy cavalry will dismount them unless they have iron grip up. Charge clustered areas of enemies or enemies that have their back turned to you and are focused elsewhere. It is extremely easy to dodge charging cavalry if it’s just 1on1. You don’t need to be at max speed!!! You need to be just above the line in the speed to lower the lance, use this accurately line up a shot and speed up at the last second to get the momentum damage. Avoid charging towards walls or mountain sides, or in general any area you know you will be unable to ride out of cleanly. You will get stopped, stuck, and must back out. This is just asking the enemy to freely hit your horse. Your goal is to make clean swipes, circle out and come back in for another go. When fighting with multiple lancers you need to be extremely aware of your surroundings, once your lance is lowered it will hit whatever comes in contact unless you sheath your weapon. You can easily hit your ally’s horses, or run into them and dismount them. You need to be careful, Lancer is probably the easiest profession to accidently kill your allies with if you’re not paying attention. We do use stamina. It takes 30 stamina to lower the lance and you do not regen it while its down. Whenever you hit w you speed up, which takes stamina if you run out of stamina your lance will be raised. While our stamina is not a huge issue, it is something you should be aware of. Do not hold down w in combat. Keep an eye on horse stam, if it runs out mid charge or in a lancer fight its dead. Call out when you need to restam, or if you need to pull out your backup horse now your allies can try to provide you cover.
    10. Our adventure thus far... As we prayed to the gods, we knew we could not stay. All of our work was for naught and we would have to abandon our village in hopes that the gods would bless our next location, that is, if we lived to see it. No one could have foreseen the frozen hell that we walked into. First it was the wolves, then the bears, then we ran out of food and then, winter hit. Eating roots dug from the frozen ground while living in huts made of branches and dirt was not what we had envisioned freedom to be....but it was better than the galleys, and it was enough to keep us alive. Northerners, Vikings, Barbarians...we have been called many things, but by the time winter was in full force, and after deciding in favor of vassalege to New France and endless raids from the enemies that seem to surround us on all sides, we definitively looked at ourselves as survivors. We now were citizens of the north with our own village and we are finally creating tools out of forged metal instead of branches and rocks. Progress has been slow and painful, yet the idea of being satisfied eludes us yet. We have managed to turn what was a snow-ridden wasteland into some semblance of a settlement. No thanks to the frozen ground and the evil Sixgods guild to the north, and Black Bear guild to the southwest, we've managed to survive until spring. Hopefully, now that we can plant crops, roots for three meals a day will be a thing of the past. Life is Feudal certainly is not a game for everyone. Even for those who are into challenging games, this one can be a bit brutal. If you have been looking for an open-world sandbox, full loot, full terraforming MMO that not only challenges your pvp ability, but also your long term planning and tactical strategies, Life is Feudal may be worth a solid look. In any case, below is a quick video to show you what we've done so far as well as links to the game on steam and our chapter forums. Thanks for reading and if we don't see you in LIF, we'll see you down the road in another game yet. - Throne https://discord.gg/pkYvYwX https://youtu.be/L_L7gu-gymM http://store.steampowered.com/app/700030/Life_is_Feudal_MMO/ https://covenantofthephoenix.com/gc/9-life-is-feudal/
    11. Due to the nature of the events of the evening I was unable to acquire any visual aids to go along with this story so I will do my best to fill in the visuals with Disney Movie Pictures. The evening began as most evenings do. The forges were firing, the tanning tubs were bubbling and you could hear Vance's horses trotting around nearby. The air was cold and frigid and there was a light snow making the dark night even darker. It wasn't enough to halt the progress as the Phoenix crew slaved through the night marching forward progressing the development of the settlement. Part way through the night Skywise was standing guard on the southern palisade looking off into the blurry distance past where Throne was doing whatever it is Throne does on the south mountain. he saw a shadowy figure coming over the horizon. He squinted to try to make out if it was friend or foe and just as he realized what it was a row of light appeared and started flying toward the keep. He shouted "Siege!". He yelled at Throne on the mountain side and signaled behind him. Throne turned to look. He knew he was a dead give away with his torch on the hillside but had no time to throw it down. So instead he sprinted towards the village. Behind him he could hear the deep gallop of horses. He made it to the edge of the settlement just outside the fence and took shelter in one of the shacks. He heard one of them approach and just as he pushed through the drape he lunged to the side and jetted back out the door to the next shack. The assaulter followed and was outwitted again, and again, and again. Throne must have hit more than half the huts int he village sliding in and dodging his blow and sliding out. After a long an grueling night the ever pressing Chinese managed to fight their way into our small fortress and slaughter our people. Vengeance must be ours, retribution must be swift, Who will take up the call?
    12. As you all know, on certain planets you get titles/achievements for how many player characters you defeat on a planet. We have been working on creating alliances with certain guilds to keep gen chat pugging to a minimum. Last October, we worked with another guild for the Scarebear achievement on Oricon. It was a blast. With that in mind: Unchained Wrath is putting together a PvP kill party together for CZ-198 (1980 Player kills). This is how this works. A pub side and imp side party put together an ops group and take turns killing the other side while the other side sits armor-less and does nothing. This makes it simple and easy. The liasons on both sides are communicating to know when all of their team gets the acheivement. The more people that join in on this, the faster it goes. When: Sunday 9/24 7:00 PM EST Where: CZ-198 (PvP instance) Where to reach out: Both Pub and Imp sides /cjoin wrath and ask for an invite to the cz kill party. My hopes is that we can work with more guilds to form unions to do fun stuff with.
    13. There are two kinds of weapon attack feats: primary and secondary. Primary - their icons have a light border and they are slotted in the lower left three boxes of the bar in UI. Secondary - their icons have a dark border and they are slotted in the lower right three boxes of the bar in UI Dev Points (my term) You "pay" for a feat with the stamina cost and time spent activating it, and for that "purchase" you get a mix of damage factor and effects (which the developers have a bunch of math for to keep every feat balanced in cost and effect so I call the currency of paying and purchasing Dev Points). Logically, the more effects a feat provides the less Dev Points are left to provide damage factor and vice versa. Feats that cost more stamina and time get more Dev Points so they can afford to purchase more effects and higher damage factors. A few important points: -Some weapon attacks are so fast they are uninterruptible, while others are slower and rather susceptible to being interrupted. The more vulnerable to being interrupted a feat is, that is balanced out by receiving more Dev Points to do damage or apply stacks of debuff etc. A slow 1.6 second cd feat will have proportionally more damage and tricks going on than if it were scaled down to an uninterruptible .8 cd feat (unless it gets interrupted and nothing happens). -Some effects are conditional on a specific circumstance like the target having a certain state or yourself having a certain buff; if that condition isn't met then the effect doesn't happen and the Dev Points used to provide that conditional effect are essentially wasted for that attack. -A developer has said that conditional effects on a feat cost only half as many Dev Points as if they were guaranteed every hit. You get twice the kick for going to the trouble to meet that condition. Using Primaries Primary attacks cost less stamina then secondaries. If you know anyone that discovered long swords and Whirlwind you might have seen them not want to use any other attack at all, ever. But Whirlwind is a secondary attack that costs 62 stamina so after a use or two they have to stand there taking a lot of damage and wait for stamina regen to be able Whirlwind one more time, then wait again... Using less stamina means primary attacks are more easily used one after another with much less inactive time between attacks. Many primary attacks also have a chance to apply a state to the target, or a buff to you. This can often be a link in a combination chain where later conditional effects play off of previously applied circumstances. The buffs to you can also be quite useful on their own. Using Secondaries Most of the conditional effects I mentioned earlier are on secondary attacks. Remember, you had to pay stamina and time attacking to get the chance at activating that conditional. So if you're not going to get the conditional effect, it's very often not worth the stamina/time expense of activating that secondary attack. That's a generalization, it's up to you. It doesn't matter how the conditional circumstance happens or where it came from, only that it happens. For example if you have an effect that says "40 Bleeding if target has Distressed" and someone else applies Distressed on your target with one of their abilities, that's great you're ready to go and your conditional effect WILL be activated. If you have a primary that applies Favored to yourself and a secondary that says "...to target if you have Favored" you will be used to a primary-secondary chain applying Favored then using the secondary. If someone else casts Bless that will apply Favored to you and your secondaries' conditions are met and will activate even though you didn't apply Favored to yourself. You can combo with circumstances applied by feats from your own weapon, or your weapon swap, or another character. Any secondary feat who's conditions are currently met will light up green in the UI bar, EVEN IF YOU DON'T HAVE ENOUGH STAMINA TO ACTIVATE IT. If you're planning to use a combo, it's handy to wait until you have just about enough stamina to cast both before you start it. If you have just barely enough stamina to activate the primary, and the secondary costs even more stamina than that, you'll be waiting for stamina while the condition is ticking down to fall off. There is a chance if you start from nearly empty stamina the circumstance from the primary might fall off before you regen enough stamina to finish the combo. Putting It Together You only get six weapon attacks slotted at a time, three primary and three secondary, so you want them working together as much as possible. The feats for your combos and chains (some combos include three feats and chains can get five or six attacks long). Defensively your weapon attacks can apply defensive buffs to you or debuffs to your target. It's great if some attacks can be enhanced by others, like following a Razed attack (which reduces resistance) with an extra big feat that has higher than normal damage factor to maximize the damage it can do. The specifics about that are as varied as all the feats for all the different weapons, but using the information in this first installment of Head to Feats should help you start weighing which ones give the most bang for your Dev Points with your other abilities or those of your party mates.
    14. Hi and welcome to the post that tells you everything you need to do to win in pvp every time. Just kidding since this is a page-long guide that applies to every character with any possible mix of feats and skills by necessity it avoids specifics and instead focuses you in a generally successful direction. You'll have to find the fine details for your particular build in another place oriented to that, but you will have a concrete goal in mind to help you sift through the possibilities. We need to understand the concept of differentials. DIFFERENTIALS A differential is simply the range of difference between the same characteristic of two combatants. Let's say there is a hypothetical ability called Moxie that is measured on a scale of 0-100. When Ruby and Johann start to fight they are equally matched both having 50 Moxie; the difference between their Moxie values is zero. Johann quickly casts a buff that gives him +10 Moxie; At 60-50 now the differential is 10 in favor of Johann. Ruby is having none of that and uses a crushing blow that reduces Johann's Moxie by 20 down to 40; compared to Ruby's 50 the differential is still 10 but this time in favor of Ruby. Looking to finish things off Ruby uses a special ability that simultaneously debuffs Johann's Moxie another -10 and increases her own by +5 (a total of 15 differential); leaving Johann at 30 and Ruby at 55 a total of 25 differential in favor of Ruby. Now Ruby easily wins the fight and Johann rage quits the game. A large differential in an important characteristic gives one character a large advantage over the other. THE CHECKLIST Movement differential - 50% of any fight is literally where you are standing. The best place is to stand where you can do damage without taking any, or at least take as little as possible while doing the most you can. If you're standing where you can't do damage but you're taking hits, you need movement to change that situation immediately. Having a large movement differential with your opponents lets you stand in a very favorable spot and them in horrible spots more often. Remember you can increase the differential by making them slower or yourself faster. You can accomplish this with stacks of Slow, or effects like Immobilize, Stun, and Knockdown keep your opponent rooted in one place for a time. The buff Hasted comes on many feats or consumables to increase your speed, charges and evasions make you cover a lot of ground quickly, and knockbacks make opponents change position quickly. Stacks of Freedom (on you) help reduce the effect of enemy movement controls on you. Action differential - This just means the relative ability to activate more feats in the order each character wants to. When you can do more of the things you want to do and the opponent less things, you've gained an obvious advantage. You also need to be able to prevent them from doing that to you. One of the biggest ways to prevent the enemy activating abilities on you is to be out of their range, see "the importance of movement" and why it came first on the checklist. Effects like Stun, Knockdown, and Interrupt will also negate whatever action the opponent was doing much of the time, though anything with a .9 second cooldown or faster still happens once the server recognizes it as a valid action. Those fast abilities are a great way to avoid your own actions being interrupted if your ability to act is being targeted. Stacks of Exhaustion interfere with stamina and the ability to activate feats. Stealthing can break an enemies target on you at a distance relative to your skill and their Perception so they will need to spend time retargeting you instead of attacking. Stacks of Mind Blank (on you) help reduce and prevent action blocking effects on you. HP differential - The bottom line of it all. You need their HP bar to go away before yours does. The differential comes both from adding to your damage done and subtracting from theirs. Hindering enemy movement and ability to act reduces the time they can spend causing damage. Effects from feats or buffs like + Base Damage, Penetrating, and attack bonus appropriate to your type help increase overall damage done. Damage over time (DoT) effects can supplement damage done if they don't come with the opportunity cost of a higher amount of direct damage. Effects that reduce enemy defense or resistance (such as Razed and physical attacks) increase the damage they take from all sources including others in your party. Feats or buffs that increase your own defense and resistance help you take less damage. Feats and buffs that increase the sheer size of your hp pool let you absorb more damage and stay alive (DoTs are a percentage of maximum hp so they will do relatively more damage). Every single weapon attack, spell or maneuver, armor, feature, utility, reactive, and defensive feat should be serving at least one of those purposes, preferably two or all three. When comparing abilities think about what they offer in all three of these categories on their own or paired with a complimentary feat. And you should have all three differentials represented in at least 20% of your build; which means you may focus heavily on controlling movement or doing huge damage but still have something for the other differentials or that's a weakness that will get you in trouble fighting against other players targeting those weaknesses. Pvp is incredibly complicated and nuanced and done well can be really, really fun. These are the core strategies in an incredibly tightly packed nutshell that will help you be more effective and successful at it (that is, of course, unless you pick a fight with me ).
    15. Hey all, I'm trying to get the season 4 rewards for ranked PVP. Anyone want to do grouped? Anyone doing solo?
    16. With the recent success of Frontlines Fridays I would like to call all Maelstrom pirates to duty since there seems to be only tree hugger Adders participating. So if you're part of the best GC in the game and would like to participate in the most fun PvP event there is then join me on Friday nights at 9pm EST for Frontlines.
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