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Andius last won the day on May 30

Andius had the most liked content!


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  1. Right in full release minimum viable gear will be dependent on ruleset. White will be viable in campaigns shorter than a month that allow no importation. Blue will be viable in campaigns that allow importation or have longer duration. Though I guess that's making assumptions about time to create vs. time to consume for equipment.
  2. Ultimately I think "Campaign ends in X days and whoever has the most points at that time" will die as a ruleset. Simple reason is that when there are many campaigns running at any given time, any campaign that isn't competitive will result in a mass unlock to go to a campaign that IS competitive. I imagine because of this that most campaigns will be based on a ruleset that the campaign is easily terminated if one side gets a serious upper hand. For instance: everyone starts with a keep that has a ton of high level guards with fast respawn and the number of guards goes down / respawn timer goes up as the campaign progresses. A group that loses their keep is eliminated. Alternatively, no import campaign with a set number of white vessels each faction/guild can spawn in and they are destroyed upon death. The only way to get more lives is to make more vessels, and graveyards are setup so as to be limited in number / hotly contested. Points of interest are really only valuable in that they give an upperhand in the fight over the graveyards. Once all vessels are depleted you can't spawn in and are thus eliminated. I think you'll see more ideas like that win out over "Whoever has the most points in 21 days" because they will run up until someone takes a clear lead, and then that group will usually win pretty damn fast after that. That's the kind of campaign people will actually stay locked into start to finish.
  3. Well, I think you guys were on to something with the buying guards thing. But ultimately there were a lot of serious problems that I think came from the way you implemented it. People were making rounds killing off guards, people like me were tanking through guard damage to turn them into our guards etc. I think if you went back to the system of buying guards and then: A. Make guards respawn once purchased. B. Wipe guards when a holding is captured. That would address every problem you had with it other than the high costs, and you've since made gold easier to acquire so that's already been fixed. With guards respawning until a holding flips you can't kill of guards for good without flipping the holding. And they still do need to be repurchased after a flip which is where the buying guards aspect would come back into play. So if you went with that system, then you could make it so that players can select a guards class when upgrading it from rank 5 to rank 6. Nobody is going to use spies to select guard types if guards are purchased, and the selection of class is part of purchasing them.
  4. In the short term just more strength. I think anything below three R7s is just too easy for a good solo class in halfway decent gear. If you're speaking what kind of guards would I dream of fighting? Different classes. Having say myrmidon or confessor guard using AoEs of their own against the players who are also grouped up on that tiny point. A plaguelord guard that debuffs healing. A cleric guard healing the other guards. Vary it up a bit from outpost to outpost or even have a new set of guards randomly generated when you flip a point so players have a harder time anticipating what they'll run into while out capping. EDIT: Or let the controlling faction choose the guard types. That would be ideal as long as it was tied to flipping the point or investing into the outposts (So you don't get spies running along with capping teams choosing what they will fight for them)
  5. In terms of capping being super simple on top notch outpost capping classes, and the fact I labeled the paladin templar and crusader cleric as two of those classes, I can certainly explain that. Crusaders are tanking beasts. Not only are they heavy heal output classes, with their block that heals themselves and the general mail + shield setup, a half-giant crusader is a main-tank style class. When capping as a crusader, you run up, plant yourself in the circle, and just start dropping heals. Killing guards? You can, but it isn't even needed. Just shrug off their damage until the point flips. This made it a PARTICULARLY good capper when guards had to be purchased but flipped sides when an outpost flipped. I would ask people with me to stop DPS on guards so we didn't have to buy new ones. Even in the current model though, it's just highly simple to sit on a point and take an outpost. I haven't played Crusader this campaign but I was crusader in the trial of Valkyn and we had a similar capping system back then, and I could solo flip outposts rather easily. Paladins on the hand are perhaps THEE best solo cappers in a system where killing the guards isn't a problem. Outpost guards are clustered close enough together that when you start dropping your paladin AoEs all the guards are inside it. So you're a tanky healer who's dealing damage to all of the guards at the same time, unlike say a fort where the 4 throne room guards are spread out enough you can only put one in your circle at a time. For both these classes if you aren't solo, you're going to be dropping a lot of circle effects that hit the whole tower area and benefit anyone fighting alongside you. Group heals mainly. While you're not going to be Fae hopping over walls or tunneling under them like a duelist at forts, outposts have no walls, and the guards are clustered close together. That's a huge element of what makes these classes so good as either solo cappers or the foundation of a capping team if you're going after outposts. TLDR - If you don't want Paladins and Crusaders absolutely stomping outpost encounters you'll have to put a guard or two outside the range of their circle effects. Or change nothing if you like that these classes are high value members of capping teams as a part of their draw to play them. Either way though if you want outposts to be challenging, we need more or higher powered guards.
  6. Yeah if there is going to be super RNG drops, the ones that I'm generally pretty ok with are ones that aren't so mandatory that I feel the need to farm for them in particular, and are instead a cool perk when I find them. The moment I feel like I need to go out and farm for a particular item to be competitive, and it's gated behind a minuscule chance to drop, it switched from "oh neat" to "game ruining".
  7. That won't stop people from coming to remind us that back in their day they had to slay 9,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000, boars just to get their first rusty dagger. Uphill through a blizzard in 500 degrees fahrenheit (God only knows what foul element that snow was made of) and they liked it just fine that way.
  8. Well and like I said. Even if I were to say "I want to make a game that it takes FOREVER to achieve anything" I'd opt for slow yet consistent progress over large leaps in power caused by RNG. Like the example I gave with ArcheAge. Progression was heavily tied to RNG in so many different ways in that game. And ultimately I think the reason that they did that was because they didn't want players knowing the time and investment it took to reach the top levels of play. At the point I quit for good I was in the top guild on the server I was playing, we had control over all the content, I was logging in do like 5-10 hours of high end content + top profit trading per day on like 6 accounts, making thousands of gold a night and it still felt like my gear was just crawling forward because of all the different highly expensive gear elements I had to work on. The RNG was there to hide that huge time sink, and give people hope that "Oh hey, maybe my weapon will proc mythic on this regrade." For a few people it did. For most of them it exploded. If you want the grind to be long, embrace, be upfront about it. Hiding longer grinds behind RNG just makes me feel like the devs are trying to pull one over on me and spike my drink with a bunch of grind.
  9. For sure. The TLDR for my post though is remember time to cap is one element in the difficulty of taking outposts. Difficulty of the guard fight is another. Might be cool to experiment with some outposts that offer short caps if you can win a harder fight. The fights right now are simple especially for some top notch outpost cappers like paladin templars and crusader clerics.
  10. "Right now it takes too long for small groups and not enough time for larger forces" Something I saw someone suggest in another thread is forts should take about 10 seconds to capture. It should be like raising a flag or something. I can agree to that with the caveat that all the guards need to be dead before that flag can be raised, and some of those outposts should have a very strong guard. Thinking about your suggestion of a few strategic outposts that can be used as respawn points, that makes A LOT of sense. Since outposts can be captured at any time we can expect the average flow of play during sieges / fort vulnerability to go like this. Move into a zone. Take your full force and capture the spawn point if you don't control a fort or keep in that zone already, go hit the fort. If we are talking 3 rank 4 guards and a timer as your only obstacle to doing that, it won't be that hard. It also won't be that hard for a single cleric/paladin or some other good solo capping build to cap it behind you the moment your force moves on. If you are talking 6-10 rank 10 guards, but an instant capture time for these, that ENTIRELY changes how fights will go down. Suddenly the defenders should be considering how many people they will leave at the fort, and maybe if they should attempt to assist their NPC guards and hold that outpost. When you do take that outpost, it's going to take a lot more commitment than having 1 person come in behind you and recap. And a strong group of 2-3 players of an average group of 5 can still go outpost capping if we say that say the respawn outposts should be the hardest to take. I think it's good to have some outposts that will present a real fight on their own though.
  11. I think overhauled is a better word than tweaked. I don't think they can create a system that will be acceptable for all campaign scenarios other than: A. Breaking items such as minors into components that regularly drop. B. Putting specific minors on specific hard to kill mobs with a 100% drop rate. Either of those suggestions could work for every campaign type. But a single drop with a small drop percentage can't really be tweaked into working IMO.
  12. Champions are a top tier class because of their ultimate (neckbreaker). I believe multiple champions stacking neckbreakers is the fastest way in the game to kill someone, and if not, it's not off by far. Generally the combo is a centaur will run in, use their racial skill that breaks armor then slam down their neckbreaker. I've heard neckbreaker is due to be nerfed. But I don't have any more reliable source for that info other than "word on the street is".
  13. My suggested first class in the Beginner's Guide to Crowfall is templar. In particular paladin templars. Paladins are fairly tanky because of full plate and parry. They also are a healing class so their self-healing is strong. But they have the highest damage output of any mainheal class and it's AoE damage. The net result is you can tick off a ton of mobs, let the group up around you, and AoE them all down while tanking/healing through their damage. And because you are a self-healer and pips regenerate quickly you can go from group of mobs to group of mobs with no time needed to heal/mana up. First rate PVE class, and I know some templars swear by them as a PVP class too. Guilds/Friends are really the only way to address the diversity of the crafting system if you don't have unlimited playtime and a horde of accounts, and the best way to address slow leveling times. For instance last night I leveled a character to 25 that was not a strong solo leveling build (particularly because it's not geared yet) in an hour or two of play because someone helped me out. Solo level grinding is unbearable IMO especially if you're not a paladin templar or some similarly solo oriented class.
  14. @Arkade - Given this conversation has spilled into three topics I'm going to move it to one of the more relevant topics. So I'm addressing your comment that greater population sorts out RNG here. Suppose 10 years from now, CrowFall is the most popular game on the internet. There are 30 million+ active players. J. Todd Coleman and Thomas Blaire are billionaires counting stacks and living the good life. They launch two new campaign worlds. The first campaign disallows all forms of vessel and gear importation and is aimed to be a small to medium sized campaign (100-500 players we'll say) with a fairly quick playtime (1 week). The second is a full import campaign aimed to be massive with a playtime of 6 months. Consider the implications of highly RNG drops vs. predictable drops for both campaigns. In the huge campaign, there is a very good chance you are correct, the population will sort it out if it's highly RNG. But do predictable drops hurt anything? No, in fact I'd argue even there it makes the process more enjoyable for people going out and farming for those items. In the small campaign without imports though, I don't think the population will sort it out. The RNG has huge potential to throw off the entire pacing of the campaign if one alliance is lucky with the drops they need to take an early lead, and another is unlucky. A very important factor to consider when the idea of many campaigns with different rulesets is a core feature. One of these two loot styles works for a far greater variety of campaigns while one does not, unless we want RNG to be important in determining who wins some campaigns.
  15. Right. I'm not against PVE that creates PVP. I'm against doing it via extreme RNG. For instance gathering dust doesn't bother me. Dust drops are very consistent and largely predictable within a certain extent. If you need 1000 ethereal dust for a project you can say "That should take me roughly _ hours" and be correct within a fairly small margin of error if you based that figure on good data such as your average dust per hour in previous sessions of gathering dust with via same skills/methods with the same bonuses. If you say it should take me "_ hours to get the sturdy minor" you have no real expectation that's a correct statement. The chance of your estimation being off by hours is probably greater than it being on target no matter what predictors you use to achieve that "_ hours" estimation. Because there is no predicting extreme RNG. If you want to add PVE grind. Fine, make it a predictable factor. If you're hiding it behind RNG, not only do I think that's a less fun mechanic. It makes me believe your motivation in doing so is a desire to hide the actual grind times. At least in ArcheAge when I started calculating out average grind times for certain gear pieces based on probability, those numbers were astronomical. And they were hiding it behind RNG because they were counting on people not digging up those astronomical grind times or preserving through a "well I might just win the lottery" attitude.
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