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Showing content with the highest reputation on 12/07/2019 in all areas

  1. 1 point

    Mr Devs, Listen Up!

    Welp, I finally gave into my selfish desire to complain about this game (online).. so here it is. I don't have the time to go into some long winded explanation for each. If you play with me in game send me a message in discord or by all means pick up a phone and call if you wanna talk. The phone is that small white rectangle thing you keep with you all the time and and can call your mother with at any given time but you DON'T. To begin, all suggestions are to make the game more fun. What is fun might you ask? Well, something that is fun can be many things, but it's always entertaining. What is entertaining? Well, that varies from person to person and even more so if your a psychopath. What I'm about to suggest applies to a good portion of people who play games and not those 'gents on the fringe. -People like to win significant prizes that matter. Think winning a car vs a toothpick. -People like to progress with their ability to play. You should become better by playing, and rewarded more for doing so well. -People want to feel like they matter in the game. -People are more rewarded with victories when losses can result in pursuit of said victories. (Think risk vs reward.) -The game can't be unwinnable So lets knock these babies down one by one shall we? Okie dokie. -When you win a campaign, you gain a strength advantage for the next campaign. I know you like to think of each campaign as a war. Please don't. Think of each as a long battle. Each battle makes the victor harvest better. Hit harder. Chop quicker. Smell faster. Whatever. Make it strategic and not set. (i.e. different scores or captures enable different bonuses at the end. Spice it up. Whatever you want.) People appreciate cosmetic items. They don't desire them. What everybody wants in a war simulator is to not die, and more importantly, kill whoever is trying to kill you. No fancy hat can replicate that. Make the consequences of losing a campaign matter. Give people a prize gem that makes craftables stronger or a super powerful hat... whatever the marketing department wants. -While we are on consequences, you need to remove endless respawn. If you die, it should cost gold to resurrect. Each time you die the cost gets higher. When you run out of gold you can't resurrect. I'm not saying your character gets deleted, but If somebody (probably my guild) wants to keep funding your desperate acts of pvp, they can, but it should come at a SIGNIFICANT RESOURCE cost. Every single thing in this game is a resource and finite. Why isn't the most important resource?Your LIFE. -Passive trainings are an unmitigated trainwreck right now. The system simply doesn't encourage gameplay. Bad. Not trained enough and keep getting zOmgWTFpwnEd 1v1 by "Al-vi-ah"? Just turn off the game Joseph, and wait a month....Hey devs, how bout instead of all that jazz, you make the person play your game and enjoy it, and maybe, well, I dunno... spend some money along the way? Nobody spends money on games they don't play. This new mechanic will force people to get out there and do all of the things they should be doing.. like farming mushrooms, silver ore and "heartwood...." Whatever that is. Want to be a blacksmith? Here's a wild idea. Go blacksmith some stuff! You need to incorporate some sort of active training. I'm not saying passive can't be a part of it, but man is it a drag attaching passive time to anything that's suppose to be immediately entertaining. -The zerg is out of control. The reason is population. I'm not talking about "hey you need to coordinate better." That's not this. Strategy is important, but when one server has 90 and the other 20..... no secret chant that will win you that battle ducks. Here's the fix, make a reward based system for kills. Something that really really matters. Like honor or something and it gives you access to better craftables. stats, or whatever. (Once again, see marketing department.) Make that resource you gain from kills directly linked to the server population or how many people are in the zone. If my army of 20 drunken misfits kills another poorly coordinated zerg of 100, I better damn well get a huge reward for it, and a lb or two of glory to boot! -Risk. We need more of it. I know the direction is you drop the contents of your inventory when you die in certain campaigns. Great. I'm thinking you might even drop everything when you die, but then you would drastically rebalance the resource cost of gear. I'm not sure, but right now there's minimal risk for dieing. Minimal risk for farming... and pretty much everything else. Remember. Risk VS Reward. Some serious entertainment can be had through satisfaction, and satisfaction can be had by risking everything for a huge reward. Make it happen! Get creative! Marketing Department!!! -Balance. Not those clowns on the faction. I'm talking about the zerg again folks.The good 'ol swarm. For Aiur! You need to massively incentivize getting kills on low pop factions devs. Make people WANT to switch sides because of the INSANE benefits they will reap for being victorious. You shouldn't force it, just let it occur naturally. Want excrement rewards? Fight 20 guys with 100. Want the megamillion's jackpot payoff? Defeat Hax 30v5 with a single ballista. (I kid.) Do more with less. It's your choice, and reap the rewards as they come. Even if you don't win the campaign, you should get huge "points" for kills. -Win conditions are unacceptable right now. I know you're proposing additional routes to victory like crafting or whoever farms the most spruce trees or whatever, (On a side note, please don't do that. Any of that)and I look forward to those being implemented, but right now you can log 100 people strong on one side and 50 on the other and the smaller force simply can't win. That is not a winnable game and the fun is sucked right out of it like a dyson zerg-vacuum. I've literally logged off pre siege when I saw over triple the numbers on the opposing side and instead picked up the phone and called my mother. To conclude, please do all of these things. Or none of them, I've already bought several copies of the game. Regards, DickBaker'sCat
  2. 1 point

    Fury class

    While there is room for more creativity in the disciplines available, the "meta" has been shifting around quite a bit in the last several campaigns. Debuff and buff and CC roles meant to enable specific angles of attack are starting to appear. It's becoming fairly diverse and interesting, imo. People just have to be unafraid to break the mold and have a group of people willing to assist your idea. There's been interesting uses of class combos for fire damage trains, "fire bomb" groups, piercing damage trains, anti-Frontline comps with shieldbreaker+troubadour, full ranged fallback/kite comps, pull-into-bomb comps, and more. There are for sure some core abilities discs you'll see everywhere, like pixie and elementalist, but there's still plenty of room for different builds right now and people are starting to get quite creative. Most of these builds surround a group strategy of how to get kills, rather then a single player with a specific build enabling an entire style of play.
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