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aparks

Testers
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Posts posted by aparks


  1. Sorry you're unhappy with what you've seen of the game so far, aparks. Are there some specific complaints or is it a general "not feeling it" thing?

     

    The Trusted Traders program is in the final stages of preparation and I expect it to be fully operational within the next week or so. Even once that comes online, you may not solicit to buy or sell packages on our site. 

     

    I'm confused, so will I be able to sell my package on this trusted traders site?

     

    I'm not feeling this game because of the current optimization and also I thought the game would be more MMO'ish like Darkfall Online.


  2. I think where the OP and the rest have a fundamental disconnect is that he belives mob hunting (farming) creates "needed" PvP hotspots, and the rest either don't agree or don't think this will be necessary.

     

    One thing missing from the OP's regular "explanations" is the non-permanent nature of the worlds. He refers to games like Darkfall and people just sitting in their keeps waiting for battles to happen. If you do that in CF, you'll sit there until the campaign ends and you get nothing. The very nature of the campaign worlds will keep this from being an issue. You're on a timer. You can't just sit in your keep. You have to get out there, get what you can, and do it fast before the world ends.

     

    Good post, but I still feel if you kill a mob it should drop items it wears (obviously wildlife will drop materials), but my view is their will be mobs with armor and weapons and I believe they should drop them upon death and players should be able to use them if they like and or salvage them.

     

    - weapons

    - armor pieces

    - arrows

    - reagents

    - coins

    - jewelry 

    - gems

    - potions

    - food

     

    * Obviously crafted items should be worth more and better over time.

    * Obviously mobs should drop items at different percentages (some rarer than others).

    * This would in fact validate having mobs in the game.

    * This would also make mobs less annoying, when in route to pvp it would be more of a hassle if you have to stop and kill mobs that don't drop crap and they are just empty road guardians etc.


  3. "Players will often need to fight NPC monsters near resource nodes, gain access to points of interest, scavenge for food and equipment, and often to simply survive."

     

    I wonder what they meant by that - either offering equipment drops from mobs or it just sounded like a good addition to the text when they wrote it.

     

     

    So I don't see why my thread is soo unliked!


  4. We haven't seen what they have plans for cooking... but every game that has cooking will have gathering that includes meat from animals.  But, this is really common sense now and doesn't really need a thread for.  Ace has far more experience in how to implement all of that.

     

    As for the "monster camps" (for example a zombie infestation), they represent current occupants at a POI, which players will need to first clear out.  They're also useful in a strategic/tactical sense in that you could leverage them against your enemy.

     

    There are far more useful reasons that the NPC environment exists... which doesn't involve farming them for drops.

     

    Let me again try to clarify for the umpteenth time.

     

    Many games like Mortal Online have the fully player crafted system meaning that wild life only drops meat, rawhide, bones, teeth, horns, fur, leather, etc.

     

    If Crowfall becomes an actual MMO like Mortal than I can see this being a major fail to economy since it's been done in other games and has failed. People get bored because not enough PvP hotspots. Because in mortal the monsters don't really drop much at all and people just don't leave their keeps and just wait for PvP or if they do leave they go pick on the closest neighbor, never going across the map to fight others.

     

    However this thread was never meant for WILD LIFE.

     

    It was meant for zombies, skeletons, Minotaurs, etc.

     

    If your going to have them in a game, why not make them worth killing other than an EMPTY obstacle in your way that gets very tiresome of having to kill every time you see them knowing they don't drop crap. Than people wonder why they are even in the game.

     

    The point to the thread was that these actual mobs, NOT wild life, should drop items that they use when killed. So besides the obvious bones and corpse flesh, they should have chances of dropping the armor and weapons and other goodies they may have. Obviously I don't expect these items to be better than crafted items. But it would add more hotspots especially since there is a Salvaging system in Crow Fall.

     

    And before you say "THIS IS A PVP GAME, NOT PVE FOCUS".  Yes I know and like that about this game. But if your going to have mobs in the game make them drop actual useful crap or just don't have them in the game. 

     

    * Now re-read the thread with this knowledge (mobs should drop items they use to fight us) (this would lead to more pvp hotspots) (mobs than become more than just an empty shell with no reason) (crafters can salvage these items) (pvpers can get lesser quality items fast for initial pvp)


  5. I just have a different mindset I suppose from you all.

     

    The only word of Warning I have is to never follow someone blindly and I feel like a lot of you are doing that with these devs. It will most likely end in your guy's disappointment in them even if the game comes out pretty close to what you and the devs thought it would. If this game is 90% PvP than I'm all down for that and if crafting is cheap because crafter want their zerg guild to win than I'm cool with that. 

     

    But I would be will to bet real money crafting will be more of a grind than your all expecting, pve will be more on the forefront than your all thinking, and their will be a lot of open world not being used up do to not enough pvp hotspots due to the lack of pve related loots. 

     

    If the game comes out like the most of you feel it will, I'm guessing this game will be like a larger scale pvp arena game with destructible landscape/buildings. Which can be very fun early on, but we humans have a very short attention span and a new game will pop up that is more open world sandboxy!

     

    With that said I hope I really love this game and do hope the devs and all of us can shape this game into something that will last.


  6. I heard players drop useable loot to so maybe you should man up and PvP.

     

     

    Tired of the world of warcraft, man-up, and go play a pve game comments.

     

    Read the entire thread before you guys shoot out rude comments.

     

    I've never played wow or theme park games.  I only play the hardest core pvp games (full loot, open world, no safe zones, fps aim player skills not tab target or aoe/cone handicap targeting systems)

     

    At the same time PvE adds depth to any mmo and so this thread was to create an alternate way to get items in order to get into the pvping faster than waiting on crafters to make the good stuff.

     

    I'm sorry the majority of you don't like my idea, but no need to be rude dicks and spout out of the mouth about stuff you don't know about me.

     

    Never did I say I want to grind on mobs more than pvp.

     

    Never did I say I want crafters to be useless.

     

    I would buy and trade crafted items because I believe they should be better than mob drop items.

     

    And I would PvP way more than anything else.


  7. Well most of you long time followers are making the game sound like the campaigns will be like the Elder Scrolls Campaign Map and how they have like lumber mills and mines etc to fight over and keeps to capture. And that's all.

     

    If so than I kinda wish I didn't spend $175.

     

    If its more like Reign of Kings than I'm cool with that, just think I will get tired of it eventually but still get my money's worth.


  8.  

     

    Is the real point of your thread that you are afraid this game will go the way of other games, creating a boring, grind-based economy that will leave everyone ill-equipped and "poor"? And you are urging its creators to avoid this type of system? And you believe a mob spawn camping system will help that? Is that the idea?

     

    Yes to sum it up.  Because the economy from what I read about Crowfall will be almost a mirror to that of Mortal Online, mixed in with some Reign of Kings/Ark: Survival Evolved style plus similar to Albion Online's economy system.

     

    All games that start off extremely popular but end up very deserted by its player base do to the game/economy mechanics being too boring and pvp hotspots limited and largest guild wins.

     

    Now I understand what the devs are saying that they don't want or intend for this to happen, but I feel like even though they don't know it their NEW economy system is really not that new.

     

    How I picture Crowfall based on all their statements:

    - Character classes like elderscrolls online mixed with albion online mixed with guild wars

    - Campaign map like elderscrolls online PvP campaign zone (fighting over territory and resources)

    - Gathering/Crafting system like mortal online / reign of kings

    - Survival monitoring (eating food) like mortal online / ark: survival evolved

    - PvE realm players kingdoms like that of albion onlines player islands / guild wars guild islands

    - PvP mechanics more skill than tab target games like Ultima Online / Albion Online, but more dumbed down than fps games like Darkfall Online, Reign of kings, Mortal Online.

     

    Now I'm ok with all of this but over time the game will die, do to the strange style of economy grind and do to the limited pvp hot spots that will hold larger battles that will favor most of the time larger clans/guilds. If this game was FPS skil based aiming pvp than smaller guilds/clans would have better chances of success do to real life skills and keyboard + mouse response time and accuracy.


  9. New to the forums? Oh that's rich... I wanted proof and you gave none (link somewhere it says this and I will shut up), please don't jump to conclusions just because I only have 40+ posts... 

     

    EDIT: A bit off-topic, but I wanted to reply to this guys post. 

     

     I feel your pain. They keep telling me the same thing plus "This is a PvP game not a PvE game, maybe this isn't the game for you!" or "This isn't WoW like your used to!"  

     

    Hahaha I only play the hardest core pvp games and never had played WOW or similar theme park dumbed down pvp games.

     

    And again they are too tunnel visioned and not see my broader picture.

     

    No where in this thread did I say Crowfall should remove the current system. I only would like to add onto it to INCREASE pvp hotspots, full world pvp, not just resource mines, farms, groves, quarries, and or keeps. My suggestion would also lead to pvp much quicker while the crafter's have time to grind up. It could also add to crafting tremendously if they have a salavage system where they can break down mob drop items into raw materials. 

     

    I urge these people to play/tryout reign of kings on steam, mortal online, and albion online.  All having economies like crowfall intends. Its cool at first but you do get bored with it and get bored fighting at the same places day in and day out and fighting bunched up zergs.

     

    You need to have a strong economy to have a thriving fun pvp experience. If everyone is relatively poor and dont have the gear to fight in and it takes a whole day to just get 1 gear set than pvp happens less often.

     

     

     

    ---------------------------------------------------------------------------------------------------------

    Full loot open world skill based FPS PvP NO Safzones, player owned city raids and sieges, people craft, mobs drop useable loots, people buy crafted items for pvp, people farm resource nodes everywhere in the world, not only on mines, farms, groves, quarries. This is the game I come from:

     

    Siege: https://www.youtube.com/watch?v=dPQwfKzV4-E

    Group fights: 

    First impressions/starting out: https://www.youtube.com/watch?v=-1xCZ610zng  just because citys had zap towers doesnt mean you were safe people would kill you in them anyways.


  10. Resources come for resource nodes and POI's. That's the main source not mobs. That's what I meant by you're missing some design concepts. Mobs are there as part of the environment not meant as a content or material source. Can try to grind mobs for mats if you wish but I very much doubt you will get very far doing so.

     

    Like others said the economy will be 100% player to player based. We fight each other for nodes and resources, we use those resource to make our gear, we kill each other and loot that gear and replace that gear when it decays. All player based, no mob grinding needed.

     

    Where would you get leather and bones and meat and cloth from if not from mobs?


  11. Stopped here as it seems might be missing some key concept points for this game. The whole vision is to drive PvP and conflict with the various rulesets and modules for each CW. Pretty sure there is going to be tons of stuff that drives PvP w/o needing to make PvE mob grinding a thing. So mobs grinding won't really even be a thing. We will also be losing gear due to decay and loot drops so no we won't be building up a bank of gear, if one does that simply means they are just not playing the game very often and playing it safe which isn't the point of the game at all. There will be a constant need for resources throughout the life span of a CW.

     

    You contradict yourself.

     

    Mob grind will be real in any game including Crowfall with their current economy vision, actually more so than my proposed idea.  Because you need to kill the wildlife to get the raw resources to than use for crafting. My idea does not take this idea away, only adds to it. So If I kill a skeleton warrior I'm not only getting bones, ash, and corpse flesh raw materials for crafting but also getting basic 1h sword and shield and maybe a piece of ancient armor. All less superior to crafted items, but still can act as some sort of upgrade to your gear if your just starting out and until you make your own gear and or have someone make you some. Also maybe have a salvage system for crafters so they can take crappy mob drop items and break them down for raw materials.

     

    I'm asking you all to look at a larger picture and not be stuck in a box based on someones initial idea. Also the devs had made it clear stuff can and most likely will change.


  12. Maybe if mobs had dens where they dragged the corpses of their victims, gear and everything. A bear that has a bunch of kills would have a den with skeletons with gear, it'd be very hard to program though.

     

    That's a cool idea they eat some of the gear when they kill players! 

     

    I have no issue with the current path that Crowfall is taking on economy, but I had to throw in my opinion just to make myself feel better and I can say I tried.

     

    I assure you though wildlife mobs that only drop SKINS (teeth, bone, rawhide, meat, etc) does get very boring very fast and which means less people doing and means less hotspots.  People will zerg up the 2 dozen resource nodes (mines, farms, quarries, groves) which is cool for large scale pvp and city raids and sieges. But it than becomes a narrow minded source of pvp. The open world pvp becomes less and less over time. People wont venture out very far, trade runs will start to stop once most people have a decent size bank of gear. 

     

    Crowfall is not and will not be the first game to have a monetary system of this kind (survival economy) its extremely fun the first lets say 2 months but than it gets very boring very fast. It can than hold most people around for another year before they feel like they want to quit this part time job they created just to  FUEL their pvp costs.  

     

    With my idea it get people out and about everywhere doing crowfalls economy and my idea of a side economy for lesser quality items that are still useable. Crafted items would still be far superior. But because mobs drop use able gear that means people can be fighting quicker and doing sieges faster while crafters are grinding away on skilling up better gear.

     

    I didn't mean to offend people in creating this thread, only wanted to show a new perspective.

     

    I again don't come from themepark mmo's, I come from the hardest core pvp niche full loot open world games wear if you die to me in pvp i can loot you dry and in that game world there is no true safe spot, i can kill you anywhere. Also darkfall was fps aim based pvp not tab target crap or cones and aoe's.  so it was player skill driven and not dumbed down.

     

    Example: https://www.youtube.com/watch?v=9gYbYy7SIGA

     

    So I run the fear of the game already not being hardcore enough for me.

     

    But also I dont want there to be limited amount of pvp hotspots.

     

    Wish you all a nice day guys!


  13.  I kind of agree, I like the felling of losing my things if I get ganked. If you remove that, people will just run in guns blazing instead of taking a more cautious approach. 

     

    I really wish a fellow darkfall player could help me explain the economy they had better.

     

    Player owned clan citys, hamlets were greatly desirable for the mines, groves, quarries, farms. They also were always being raided.

     

    At the same time almost all the mobs in the world were being farmed regularly because they all dropped desirable loot.

     

    At the same time sieges acted as large scale clan v clan fights.

     

    Solo players and small clans did effect politics because they would ambush players regularly.

     

    All crafted items were more desirable than mob drop items.

     

    All items crafted sold for profit and not just breaking even.

     

    People were always still hitting trees, metal rocks, herb bushes etc out in the open world.

     

    The economy was very fluid and allowed for maximum pvp options.

     

    The crowfall economy is more singular and will lead to more localized neighbor fights and zerg v zerg.

     

    I want a game where people will travel all over for fights not just hit their neighbors.


  14. That just turns game into mindless mass pvp battleground. Having a completely player reliant economy chances alot of things. Greatly increases complexity and adds alot of additional ways to damage your opponent.

     

    so you encourge huge scale zerg fights.  thats ok, but many people like myself like small scale pvp.


  15. The problem.with your suggestion and the NPC harvester suggestion isn't that they are bad suggestions, the problem is that they don't fit the vision that is currently being presented.

     

    As someone who says he played UO, I am also shocked to see you feel that way about harvesting resources. I could harvest up hundreds of ingots in a very short time frame, and use them to make plenty of armor pieces as well as weapons. It was no chore at all, but it was a risk being out there doing it.

     

    I suggest if all you want to do is PvP, you should make some good crafting friends or ensure you have a good stockpile saved up from all your winnings you will likely not have. Be prepared for the worst!

     

    Your looking at it to tunnel visioned.

     

    I want everything the devs and you want in the game.

     

    But I also want a side option.

     

    I will still gather huge amounts of resources, i will still use crafters and wear crafted items.

     

    But by making mobs worth killing and rewarding it turns the 25 pvp hotspots on mines, farms, groves, quarries into hundreds of pvp hotspots covering the entire game world. It also acts as an anti zerg mechanic spliting up players from their guilds/clans.

     

    You wont have 50 guys camping a mine waiting for pvp. 30 of them guys are going to split up into smaller groups and roam the world for pvp because they know players are out and being active ALL over and not just at major resource nodes.


  16. Because it removes a level of player interaction, which is the big problem with this suggestion of monsters droping equippable loot.

     

    The quicker you get the loot the more time you have to pvp, the more comfortable people feel about losing their gear, the players don't mind traveling the entire map getting lost. At the same time crafters are still extremely viable because everything they make is superior to mob drop items.


  17. Yea, so what's bad at going around killing NPC's that are harvesting these resources for your enemy? I mean if you had to click a button to add a NPC to harvest, then you could grief them to death, forcing them to pull their attention to you from somewhere else. I think of the NPC's like drones in EVE Online, you would have your main mining lasers doing the brunt of the work, gathering the most of the resources, but you could also have mining drones that harvest a little bit also. 

     

    I like your idea.

     

    I believe everyone should share all ideas.

     

    But people are to close minded to see other possibilities.

     

    They believe their own idea is the only true way to have a good game economy.

     

    The current way Crowfall is headed in their game economy can and will work and it will retain large number of gamers for atleast 1 year.

     

    After that though people will get extremely tired and wore out. They will feel like the game is a second job. Thats the only reason why I wanted to add in my two cents in creating this thread.  Because believe it or not Crowfall is not the first to have an economy like this.  Many games out there have economies like this and they die out quickly leaving small amounts of players.


  18. The issue is we all come from different styles of hardcore pvp games.

     

    I come from:

     

    - Ultima Online

    - Darkfall Online

    - Mortal Online

     

    All FULL LOOT OPEN WORLD no true safe zones

     

    Many players come from shadow bane.

     

    Many players come from guild wars, elder scrolls online, world of warcraft.

     

    Many come from star wars.

     

    Many come from games like rust, reign of kings, h1z1, dayz, warz etc.

     

    These Crowfall devs are touching on things that players from all these games like.

     

    I know personally the idea I mentioned in the intial thread post worked extremely well for Darkfall Online and Ultima Online at the same time still making crafters extremely useful and wanted and appreciated and actually gave way more time for people to raid cities and hamlets across the world. World pvp was high and thriving.

     

    Economies more ran strictly on pure raw materials like Mortal Online, Reign of kings, Albion Online, etc lead to localized safety mindsets where people never travel the entire map. They just constantly raid their neighbors. Because they feel safer close to home and because there is no real point in going far away since materials are just kinda everywhere.

     

    I understand crowfall will have limited resources, but still people will still farm thy neighbor and not venture out far.


  19. Eh.. got to agree with Adall. This is foremost a PVP game, well that's why I pledged for the game. If it was going to be another grind by farming monsters to get gear and resources than no thanks, there's already other games like that. It feels like that most of the resources you get are from other players, i.e. you kill them or raid their resource area, i.e a mine. Or you can quickly grab and fight to keep these resource points, but then comes the hauling of the lootz back to your keep/castle so the crafter's can use the resources to make new gear. So, if monsters "dropped" the gear you needed, then this whole interaction is obsolete and the game would slowly die because it would be like every other MMORPG out there. 

     

     

    I appreciate your response in this thread the most. I also respect it the most.

     

    I can 100% see where you are coming from.

     

    If this is the case than I have no problem and would embrace it open handed.

     

    However there will be a huge grind on gathering resources. You will still have to kill countless amounts of pve mobs and gather countless amounts of tree's, stones, metal etc.

     

    So in your response I would love that go kill players and steal their materials.

     

    But that still wont be enough. You will still have to grind ALOT of mind numbingly boring crap to feed a crafter and get gear in return.

     

    Also, getting gear from mob drops would actually make me do the raids alot more often as you mentioned above.

     

    Because I now have gear to use/lose and I know the profit from a raid like you stated would payout better than pve.


  20. no.  if you're a crafter, you're a crafter.  If you aren't a crafter main, you aren't going to produce the higher grade gear.  If you don't want to be a crafter main, be a pvper and rely on those who are crafter mains.  If you get burned out like you said instead of relying on others (like this game is designed for you to do).... well there are a lot of different people in this world including those of lower intelligence, I will not have any sympathy for you.

    Hahaha it astounds me how the average person takes such offense soo easily and responds in rude sarcasm because in their minds eye if people don't think like they do than they must be less intelligent haha.

     

    We all want the best game for US (OURSELVES) to play. While it's being created we want to help shape it in the best way that will fit our needs.

     

    I understand your mindset and the others on this thread that all want a 100% crafter driven economy.

     

    I'm ok with that.

     

    But I would personally have more fun if I didn't have to 100% of the time rely on crafters.

     

    And yes I would buy an alt to craft on.

     

    So would most other serious gamers.

     

    Its just incredibly time consuming and does become a part time job which = less fun.


  21. Pretty sure monsters won't be dropping currency nor will you be bringing alternate crafters into the same campaign (other than those with multiple accounts).

     

    You can have you opinion... not sure what that was all about, I merely suggested you combat the vision for this game in General Discussion. It isn't about forcing a player driven economy, it is about forcing player engagement on all levels. You want to just farm the easy mode materials? Awesome, enjoy... you should still be successful if you have any skill.

     

    Perhaps, in the end here, you should just farm other players. You can always get your equipment drops that way!

     

    Oh my haha.  I'm sure the economy style will go in your favor, but I had to give my suggestion all the same.

     

    It's not about farming easy mode for high profit.

     

    Its about farming the most efficient way.

     

    It makes absolutely no sense to me how most games with economies like Crowfall wants makes the Better/ Rare resources take soo long to obtain while at the same time wearing down players armor and weapons to almost 0% and when you go to loot or skin that said monster they drop 1-3 of the rare material that in the end costs less than the gear you had on to farm it and took 20-40 minutes of your life that you will never get back.

     

    I can hope that Crowfall devs are smart enough to not let the scenario I just spelled out happen, but I find it will get past them like it does in soo many games.

     

    So yes in an economy Crowfall wants to have at the current moment I would play on a hardcore full loot server and get my gear strictly through pvp. Than new issues arise with zergs and the game not being 100% skill shot fps style, but instead easy mode aoe/cone skills.


  22. I think you misunderstand the part where killing mobs isn't supposed to be what's interesting in Crowfall.

    Never said it was.

     

    Saying that by having a strong pve economy you can fuel the pvp much easier and faster and at the same time create many new pvp hotspots. It will also make more people less likely to hug protected or safer areas.

     

     

    Crafting grind is no fun. And like I said above we will all have alts for crafting because as humans we want to do EVERYTHING at once and not share and feed others our hard earn materials and time. We're selfish creatures. This than leads to most players quitting over time being burnt out on the game since it had become a second job gathering materials and crafting 90% of the time you play the game and only leaving 10% of the time to pvp.


  23. Yeah this is not going to happen, and it absolutely should not happen. This takes away from the need to interact with other players and it directly removes the relevance of crafting focused players in campaigns. I suggest you take the time to understand some of the vision of the game before adding suggestions like this to the suggestion forums. If you have a differing opinion, I suggest you take it to general discussion and state clearly why you are opposed to this vision.

    Good luck around here, I have a feeling you are going to need it.

    Everyone is entitled to their own opinion including myself.  You guys like the Economy style Albion Online and Mortal Online have. I do as well but feel the mob loot tables are lacking a lot.  You can have a wonderful crafting system and a wonderful mob drop loot system working together. Again I relate back to Darkfall Online and Ultima Online. 

     

    I am no WOW fanboy.

     

    I'm a very hardcore full loot open world no safe zone player.

     

    I however don't like crafting and I don't like to feed other crafters when I can feed my alt crafting. However crafted items should ALWAYS be better than loot drop items I agree.

     

    Risk v Reward gaming is fun to me. I would risk going into more dangerous territory for better loot drops, but not for higher quality materials that don't really pay for the durability loss in attempting to obtain them

     

    My biggest issue with games with the economy system crowfall wants is just that it pays more to kill average mobs because the payout over time is better and costs you less in durability.

     

    Where as in my economy scenario the payout is always better and makes players want to travel and explore more and go the extra distance and kill the extra harder mobs.

     

    In your guy's current Crowfall economy scenario I would literally just farmup currency on average mobs and buy gear with pure currency, since I already know it would be less of a headache and the system to me wouldn't be reward enough to go farm an elite monster and lose more than I make in dura v rare materials.


  24. Well, what are you going to buy those crafted items with the drops from mobs?

    Yes Darkfall Online still had a very thriving economy with drops like the ones I mentioned above.

     

    People still crafted (almost everyone did) and people still ALWAYS bought crafted items.

     

    But people still also used mob drop items for suicide pvp and for sieges and for farming more mobs.

     

    It also made pve more fun and rewarding knowing maybe you can get cooked food and already made potions off mobs instead of having to craft.

     

    It also meant some mob spawns were HOT SPOTS for pvp so people would fight over for the possible loot drops, adding in a new element to pvp and territory control.

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