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Recatek

Testers
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  1. Like
    Recatek reacted to LashLash in NPE Updates   
    Thank you for sharing this update to NPE. As a player who has gone through the NPE, first as a new player myself, and a few times to experience it from the perspective of a new player to see the state of it, I wish to share my thoughts here. I also commonly interact with completely green new players and try to translate their feelings with the new player experience.
    You need to accept that quest chain completion simply doesn’t happen (typically). People are going to start doing their own thing in the -iums and Sky Point. I prefer if people were told about the Shadow, but not directed to the Shadow. You shouldn’t be “done” with God’s Reach so easily.
    I feel the scope of the NPE should not just cover the quest system in the first hours of the game. It should be covering the entire transition to “finding the fun”. It’s not about hand-holding and telling people what to do, it is about fixing incentivization and the feeling within the game. There is a key relationship with how information is relayed to the player, and what they believe is to do in this game. At the moment, I believe there is a mismatch between expectations of the game and incentives. This mostly revolves around the ability for new players to engage in meaningful PvP, and have incentives for that to occur. At the moment, new players just feel a grind, without the fun of meaningful PvP. 
    One step in that direction could be to direct them to hotzones and how to find them earlier in the transition quests. This is a way to “find the fun” in this game. Explain the different hotzones a little. Make the newbies fight over it more in the -iums and Sky Point.
    I feel God's Reach should not be considered a throwaway aspect of the game. I think all players are never "done" with God's Reach. For example, it is the only place where you can interact with people in bulk for a player-run economy, as the campaigns economies are quarantined. EKs are very segmented for this. Plenty of established players use it to farm gold and materials, whether you want to change this up is up to you. A global campaign world for God's Reach, in the same vein as your Shadows/Dregs update, could help here.
    God’s Reach is also where recruitment for guilds may occur, a very important part of the new player experience. If they are in Shadow, then people might be busy doing Shadow things. Also being unable to hit level 7-8 harvesting nodes would be annoying if you're completely green. God's Reach is also where everything which isn’t equipped stays after the campaigns. Why do you have siege rewards from campaigns when they can’t be used for campaigns in the future (they aren’t equippable)? I feel God’s Reach needs love to make it interesting to play in. Give an incentive to take a Keep, and siege it, in God’s Reach. I feel this will tie into some of the things coming with Faction v Faction, but I feel this is a key part that needs to be translated to God’s Reach too, because this is where new players should be in. Veteran players who make cameos there and lead the newbies could be nice too.
    Therefore, I feel you need to refine Arbor/Solar/Lunar -ium, Sky Point and Faction v Faction (Shadow), which covers the general Faction v Faction player incentivization and participation in the objective game, which is the main source of meaningful PvP. Roaming PvP is not something a new player will figure out, Group vs Group PvP occuring naturally over objectives seems like a better way for them to "find the fun". Especially in Sky Point, when no one is carrying gold around. Roaming ganking and PvP is just there as an annoyance without real incentives at the moment. After the tutorial, those world's have player incentive issues, which are what new players experience to a large degree beyond the first few hours of the game. Dregs has a better gameplay loop for PvP. The other worlds do not, when they can be.
    I feel new players I talk to thinking the game is a grind fest is because they don't have incentives to fight so much in God's Reach or Shadow, beyond hotzones. But new players don't know that and see an empty world which is just PvE grinding.
    Updates for this include:
    Campaign cycle within God’s Reach reduced to 2 weeks (Points reset, Keeps reset, Map resets, Rewards distrbuted).
    New factional participation points for individuals in God's Reach and Shadow. Rules for points are:
    Rewarding points based on capturing which convert to actual conquest points rewards the capturer (person or group) of whoever stood in the capture zone when it changed to your faction ownership last. This includes fort capture.
    Installing the seed in a Keep rewards a large amount of points for the individual, and a small amount across the entire "active" Faction (those with some faction points already).
    Providing materials towards building the Keep provides points
    Defending keeps (based on Bane tree damage) provides points
    Everyone on your faction loses factional points if you lose a siege.
    Attacking keeps (based on Ward damage) provides points
    Factional participation points reset when you change your faction
    The rewards for a cycle are given based on the following:
    Contributors in God's Reach get scaling rewards within each faction based on factional participation, with a rewards multiplier depending on 1st, 2nd and 3rd place of your faction.
    Factional participation rewards are an order of magnitude greater in Shadow
    Lunarium/Solarium/Arborium non-PvP camps in the safe zone have drops that cannot be looted by a character level 30 or above (this resolves the issue of established players using it for safe farming at the expense of new players).
    Note that the factional participation has nothing about kills/deaths/crafting. These are too game-able for rewards, and don’t necessarily reflect activity. Hence should be left as parts of the statistics if you want, but just make the other stuff the focus, which is effectively meaningful conquest point taking in God’s Reach. We don’t need more incentives for PvE grind and crafting, people already are doing that.
  2. Like
    Recatek reacted to moneda in NPE Updates   
    In addition to this, please rethink how accessible respec is. It's inherently more important for the newest players, who are far less likely to have farmed the gold cost of those tomes than anyone else. 
  3. Haha
    Recatek got a reaction from Naani in Upcoming change to Alliance Cap with Update 7.100   
    Guild pruning is a pretty standard practice IMO. Nothing says you have to boot them from your discord etc. if they decide to come back. Would be weird if the mere act of a guild member logging on, or clicking "enter world" suddenly cast your alliance into turmoil by booting you from it. Imagine that happening during a siege.
  4. Like
    Recatek reacted to LashLash in ACE Community Livestream August 31st 11 AM CDT (6 PM CEST)   
    <Question> Lunarium, Solarium, Arborium and Sky Point are key engagement areas for new players in this game. It seems like it isn't being focused on or had any updates since early in launch, although these are giving important first impressions into the game. It appears that it was expected to be a temporary stage, but new players are always joining the game. Established characters and players are also using these zones. Are there plans to review these zones that aren't campaign worlds? What are your expectations for updates there? In particular, do you think the global world style that you are implementing to Shadow and Dregs could work for God's Reach?
  5. Like
    Recatek reacted to ACE-Tiggs in Chat Update   
    Summary
    Our current chat is missing features that a lot of MMO players have grown accustomed to. We need to be able to create chat tabs with custom settings, create multiple chat windows, view multiple chat channels from a single tab, and enter messages into any channel from any tab. Players should be able to delete and hide their tabs at will and filter the channels they wish to see.
    Additionally, we should have proximity chat so that players can communicate to those that are nearby, with Chat Bubbles which appear over the heads of players within range.
    Chat Tabs
    Chat should be split into tabs as they are now, but these tabs should have significantly more customization, and the ability to see multiple channels from each tab.
    Right-Clicking an existing chat tab allows players to access Tab Settings, Unlink the Tab, Create a New Tab, and Delete the Tab The General Tab and the Combat Log cannot be deleted The General Tab cannot be Unlinked or Hidden Each Tab has the following settings: Tab Name (name field) Tab Color (color picker) Text Size (dropdown) Transparency (slider, not to 100% transparency of course) Time Stamps (checkbox) Tab Hidden (checkbox) Note: The General Tab does not have this option Channel Settings for each channel: Enabled (checkbox) Font Color (color picker) Each channel needs a default color associated with it NOTE: The only default tabs are General and Combat Log All other tabs will be removed, in favor of allowing players to create their own tabs with unique filters By default, the General tab includes ALL filters Unlinking a Chat Tab creates a new Chat window from the unlinked tab Chat Windows created in this way can be moved around the screen by clicking and dragging the Tab The locations of these tabs should persist When an Unlinked Tab is moved over another Chat Window's Tabs by dragging and dropping, the tab that was moved is collapsed into the existing Chat window A “Link To…” option is added to the right-click menu of unlinked tabs Selecting “Link To…” reveals a list of appropriate tabs that the unlinked tab can be linked to “Appropriate tabs” in this case are currently selected tabs of any chat window Selecting a tab from the list automatically collapses the right-clicked tab into the chat window of the selected tab Eg. Right-click -> Link To… -> General. This would collapse the current tab underneath the general tab When players enter messages, they may enter messages into any channel from any tab Typing a slash command and then pressing space will swap your text entry field to the appropriate channel On pressing space, the slash command is removed from the text field as the entire field is updated to show that it will enter text into the specified channel eg. Typing "/say Hello" will enter "Hello" in the Say channel note: The /r slash command will initiate a Whisper to the last player that whispered to you if any Pressing a key binding associated with Channel Swapping will cycle the input channel between all channels that are within your current Chat Tab's filter (default key: \) This hotkey can change the channel after the player has entered text into their text entry field This hotkey will not allow the player to enter chat outside of their filter. They must use a slash command or change tabs to do that All text within the text entry field matches the color of the channel that the message will be sent to Proximity Chat
    Say, Yell, and Emote channels only show messages to other players within a specified range
    Proximity Chat Channels have the following ranges associated with them Say is 25m Yell is 300m Emotes is 25m The Say, Yell, and Emote channels can be seen by all players, friendly or enemy.  Players will not be able to see messages sent to these channels by Players outside of this range When a player is within range of a Say or Yell chat message, a chat bubble will appear above the head of the sender Say and Yell messages have unique Chat bubbles to indicate whether it is a Say or a Yell An option in UI settings allows players to turn off chat bubbles for all channels If the player’s message is too long to fit in the chat bubble, we will truncate it and add “...” Every emote has a chat message attached to it Note: This message does not take its target into account Eg. “Blair waves” Chat Links (Phase 2 Feature)
    Players can link Locations and Items in Chat so that they can be viewed by other players
    Shift-Clicking an Item will create a link within the text entry field If the player is not currently entering text, linking an item begins text entry with the linked item at the beginning Hovering over an item's chat link will show its tooltip While within the map, players can right-click a personal or group map pin to link its coordinates in chat (See Upcoming Zone Map Improvements Design Review) A coordinate link includes the name of the zone and the coordinates that were linked Clicking on a location link will open your map to the appropriate zone, centered on the location linked, and allow the player to create a map pin there If a location link does not link to a zone within your current server, a message will inform the player that the zone is not within their world Chat Channel List 
    System - This channel is used for system messages Default color: Bright red Loot - This channel lists what loot is dropped, with Chat Links for all loot dropped Default color: Purple Events - This channel lists all events that have recently occurred Default color: Yellow Guild Chat - This channel includes all players within your guild Default color: Green Group Chat - This channel includes all players within your group/murder Default color: Light Blue Faction Chat - This channel includes all players within your faction Default color: Light green General Chat - This channel includes all players within the World (server) Default color: Orange Trade Chat - This channel includes all players within the World (server) Default color: Light Pink Say Chat - This is a proximity-based channel and includes players within 25m Default color: White Yell Chat - This is a proximity-based channel, and includes players within 300m Default color: Red Whisper Chat - This channel displays all direct messages Default color: Purple Emotes - This is a proximity-based channel that indicates when players emote within 25m Default color: White Mockups
    UI: Chat Tab Right-Click Menu

     
    Tab Settings - Filter options, colors, transparency, and font size


    Chat Bubbles

     
    Chat Links

  6. Like
    Recatek reacted to BlackfeatherCo in Where is the pvp progression hook?   
    There is none.
    "Progression" is not needed to have fun playing a video game.
  7. Like
    Recatek reacted to Slamz in Upcoming change to Alliance Cap with Update 7.100   
    Step 2: eliminate the cap on the number of guilds within an alliance.
    Why not allow an alliance of 500 people, consisting of 50 guilds of 10 people each?
    That's what really keeps small guilds from joining Dregs. No alliance wants to waste one of their 5 slots on a small guild.
  8. Like
    Recatek reacted to ceru in Upcoming change to Alliance Cap with Update 7.100   
    500 is still too high for the current game population.
  9. Like
    Recatek got a reaction from CaptainKiwi in Upcoming change to Alliance Cap with Update 7.100   
    Reinvite them?
  10. Like
    Recatek got a reaction from BarriaKarl in Upcoming change to Alliance Cap with Update 7.100   
    They aren't lowering the guild size. You can still have your 500 person guild. You're just going to have to go it alone now instead of blobbing up with all the other 500 person guilds.
  11. Haha
    Recatek got a reaction from McTan in Upcoming change to Alliance Cap with Update 7.100   
    Guild pruning is a pretty standard practice IMO. Nothing says you have to boot them from your discord etc. if they decide to come back. Would be weird if the mere act of a guild member logging on, or clicking "enter world" suddenly cast your alliance into turmoil by booting you from it. Imagine that happening during a siege.
  12. Like
    Recatek got a reaction from Xarrayne in Upcoming change to Alliance Cap with Update 7.100   
    Guild pruning is a pretty standard practice IMO. Nothing says you have to boot them from your discord etc. if they decide to come back. Would be weird if the mere act of a guild member logging on, or clicking "enter world" suddenly cast your alliance into turmoil by booting you from it. Imagine that happening during a siege.
  13. New Bug Reported
    Recatek got a reaction from fxfighter in Upcoming change to Alliance Cap with Update 7.100   
    Guild pruning is a pretty standard practice IMO. Nothing says you have to boot them from your discord etc. if they decide to come back. Would be weird if the mere act of a guild member logging on, or clicking "enter world" suddenly cast your alliance into turmoil by booting you from it. Imagine that happening during a siege.
  14. Like
    Recatek got a reaction from Trueshot in Today's Livestream Thread   
    Yeah, I was pretty disappointed at @Tyrant's response to that question (regarding faction/campaign hopping). Shadows loses all meaning when guilds change factions every night (or just bandwagon to the winning side), or tourists from other campaigns or dregs come in to dogpile a siege on one night, only to return on another faction the next. There's no real sense of fighting for your faction and taking territory that counts, it just feels like Sky Point with (easy-to-circumvent) import tokens. At the very least, when you enter a Shadows campaign you should be bound to that faction for the duration of the campaign.
  15. Like
    Recatek got a reaction from Bearsy in Upcoming change to Alliance Cap with Update 7.100   
    Reinvite them?
  16. Thanks
    Recatek got a reaction from Hiahio in Upcoming change to Alliance Cap with Update 7.100   
    Reinvite them?
  17. Like
    Recatek reacted to ACE-Tiggs in Upcoming change to Alliance Cap with Update 7.100   
    This is based upon current members of the the guild, not campaigns It is based upon what is listed for each guild at https://crowfall.com/guild   
  18. Like
    Recatek reacted to ACE-Tiggs in Upcoming change to Alliance Cap with Update 7.100   
    Alliances were designed to help the smaller guilds align their forces to be on an even footing with larger guilds.
    With the launch of Update 7.100, the max number of members in an alliance will be locked at 500 players. If a guild within the alliance adds members which pushes the alliance over the maximum cap of 500 players, that guild will automatically be removed from the Alliance.
  19. Like
    Recatek got a reaction from BucDen in Today's Livestream Thread   
    Yeah, I was pretty disappointed at @Tyrant's response to that question (regarding faction/campaign hopping). Shadows loses all meaning when guilds change factions every night (or just bandwagon to the winning side), or tourists from other campaigns or dregs come in to dogpile a siege on one night, only to return on another faction the next. There's no real sense of fighting for your faction and taking territory that counts, it just feels like Sky Point with (easy-to-circumvent) import tokens. At the very least, when you enter a Shadows campaign you should be bound to that faction for the duration of the campaign.
  20. Like
    Recatek got a reaction from eaos in Handshake Keep/Castle Sieges   
    Could the handshake portion (without the zone population cap part) be included in Shadows? No-show siege defenses are a problem there as well, and they contribute to burnout over time. It would be nice to know that a siege is actually going to happen and that the attackers have some commitment to it.
  21. Like
    Recatek got a reaction from Kurgos in Today's Livestream Thread   
    Yeah, I was pretty disappointed at @Tyrant's response to that question (regarding faction/campaign hopping). Shadows loses all meaning when guilds change factions every night (or just bandwagon to the winning side), or tourists from other campaigns or dregs come in to dogpile a siege on one night, only to return on another faction the next. There's no real sense of fighting for your faction and taking territory that counts, it just feels like Sky Point with (easy-to-circumvent) import tokens. At the very least, when you enter a Shadows campaign you should be bound to that faction for the duration of the campaign.
  22. Like
    Recatek got a reaction from skribbz in Today's Livestream Thread   
    Yeah, I was pretty disappointed at @Tyrant's response to that question (regarding faction/campaign hopping). Shadows loses all meaning when guilds change factions every night (or just bandwagon to the winning side), or tourists from other campaigns or dregs come in to dogpile a siege on one night, only to return on another faction the next. There's no real sense of fighting for your faction and taking territory that counts, it just feels like Sky Point with (easy-to-circumvent) import tokens. At the very least, when you enter a Shadows campaign you should be bound to that faction for the duration of the campaign.
  23. Like
    Recatek got a reaction from Tofyzer in Handshake Keep/Castle Sieges   
    Could the handshake portion (without the zone population cap part) be included in Shadows? No-show siege defenses are a problem there as well, and they contribute to burnout over time. It would be nice to know that a siege is actually going to happen and that the attackers have some commitment to it.
  24. Like
    Recatek got a reaction from seventhbeacon in If you're not in a temple, changing factions should kill you   
    Out in the field and change factions? You die. Plain and simple. Yes, you're lootable. Yes, you lose durability.
     
    What if it just teleported you back to a temple?
    - Could be used to escape fights. Run around a big rock and change your guild's god on the website. Free escape.
    What happens if your guild changes gods to a different faction?
    - If you're online in God's Reach or Shadows and not in a temple, you die. Don't like it? Get mad at your guild leader for not warning you.
    What about the lore reason?
    - The gods are real mad at you for doing that, traitor.
     
    Make it clear (with a toast or popup) that you died because you change factions, or your guild did. You can fly off to a faction-appropriate respawn outpost or keep and attempt to reclaim your dignity there.
  25. Like
    Recatek got a reaction from seventhbeacon in People changing factions in a fight with video proof   
    If you change teams while out of a temple you should die and have to respawn somewhere, just like most team games. See: 
     
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