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ephen

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  1. Simple economics and game economy needs to be upfront for new players.. "any Economy Hub tool" to show endgame gear glimpse and the wide economy picture. (drive to strive) -Any game veteran is going to come off of campaigns with won exports and build up eventually a surplus of unused item goods they don't need to carry over to next campaign. -A guild needs $ to help their crafters build gear. -while crafters need harvested resources found in many areas, by many players, and ability to get those resources over to them timely. -A newbie player doesn't see any economy unless they look very closely at EK lobby.. or have to cross the threshold of joining into a guild. Which then only a slight chance they will ever see better gear hit their inventory because the guild elite ultimately decides the veteran- "likely more close social friend voip players" -get dibs to loot, or sold for other cash resource like fort upgrades. (cause guilds know players don't need gear.. they just need numbers to win in this game, so sell all lowbie gear and build up any infrastructure is most important), -So a new player feels like they cant venture out on his own (or found out the hard way..) and now forced to just roll with the zerg to survive and even at scheduled fun times. - New player now not having much fun slaving for a guild, just picking up resources and rolling over smaller number pvp with no real combat skill rotation that small fights would show and have need for. - If the chance to pop into any small fights, with same player number odd PVP , they likely loose from no solo pvp practice of toolbar skill rotation. (hopefully hungerdome caters to not just organized 5v5) -The full zerg mentality in this game has to pull back in areas. Single and new players want playstyle choices, not catering to the guild member elites.. or I expect a low game pop. Why is stealth even in this game?.. to hit the unskilled harvesters only for a guild loot gain? Throws having surprise 1v1 same skill fun out the window. Harvesters want to harvest/craft/sell. PvP players want skilled actions and decisions. If we had auction hub or terminal that list of all good sold placed in temples and main campaign keeps- Players can set a playstyle that works best for them to meet into that higher gear threshold and then tackle harder PVP objectives with friends (end of season). Also decay of items, rinse/repeat.
  2. With this though and focusing on the NPE side for new players, I'd still like new players to realize where the EK vendors even are, and show what gear is available to them at steep prices. Forces them to then gain a cash bank by perusing more gameplay (maxing their character). Rather then feeling like they did all content. -gaining a poor "blue" item, and not realizing the stats are fairly poor. A vendor terminal hub in the Temples would definitely help that transition.
  3. Supposedly there is vendors in EKs at lobby.. but none really know about it coming in fresh. Also hard to find sold items you need + timely.. or even know whats available at max in game, or whats kinda junk if you dont plan to craft in that area and just sell to npc vendor. So, we need ingame vendor terminal HUBs to see ALL available items and direct us to those online (player built) EK vendor areas. (SWG) - This would make new players realize all the things crafters can make, seeing it "all" auction styled -organized in a category list. Even if only from random Online EKs. A player would also realize there is custom built communities from being directly directed into different EKs. -Makes a name for Guilds/EK owners/vendor owners, and opens up some socialization as well. Players actually would want to own vendors even then, or the playstyle that comes with those craft professions to sell things- puts that sandbox element in. Also there needs to be different ways to earn $ too, to obtain those player priced items. Like pay out mission terminals. Maybe PVP conflict areas of grabbing a same mission at the time. Payouts then split if grouped. Cause yes, "zerg pvp" should be negated a little somehow with gaining in different ways to max gear. I agree, looting somewhat powerful looking items off random mobs doesn't feel right. (unless buried at the end of a cave). It should be mostly upgrade components that drop. I want to feel like i earned my gear by grinding out a cash flow in sandbox with PVP conflict, instead of grinding out same mobs on random drop. Even if decent weapons/armor still drop as random, a vendor info hub would make us realize early on the better items that are crafted. (or even what vessels can give seen from EK vendors.) We'd also have then a sense of what gear the max players are likely running in, in guild campaigns or toward the end of a campaigns. Also HUB vendor information "within" a campaign would help determine the highest crafted "campaign season-time" loot avail within a spread out faction of players and help distribute loot across, or see what is scarce with economy of what your faction needs to gain.
  4. Some my suggestions for Crowfall “sociability” improvement elements for prospecting players.. (some SWG inspired) a “PVP” New Player Intro (Siege Perilous/Hunger Dome style) ..rather than first going to a less exciting-“sandbox PVE teaching”-Gods Reach first with low toolbar skills – Something that shows players some PVP BEFORE grinding all the sandbox elements and level learning- (cause todays generation of action first gameplay to be any bit further interested.) - Maybe this PVP battleground intro is non-repeatable once a certain level PVP area. Maybe it provides a way to make alliances or join veteran guild recruiting players leveling up their obtained vessels they have to regrind again? /Combat PVP I believe is highlight to Crowfall and the limited toolbar skills while leveling restricts seeing that full potential/full toolbar PVP in the beginning, till you figure out “all the things” till lvl 30. I'd like players to see first what Crowfall combat can provide as we did in early testing battlegrounds. 24hr defendable things - (turrets/statues/capture the flag) on boarders of keeps. Where keep owners are forced to defend/build up/maintain things if you were keep victorious and wish to hold higher defenses. /This provides small achievable goals for small groups during late night off hour times to windle down keep defenses a little till seige time. (a sense of small group achievement up till big battles) Maybe a Zombie/PVE helping attack wave on long guild defended keeps - "hunger NPC strikes". Trophy Reward “Decor Displays” for known Vendors in EKs - or custom decor for visiting crafter vendor locations and guild main buildings showing off trophy rewards and loot. /Basically, Game incentives for dedicated crafters holding these vendor locations with "landmark EK shop places". Also other things to do other then just stocking your vendors or crafting at EKs. Economy “Sale Item List” Terminals - Easier finding vendor location for "certain items" you are shopping for. Allow category items to show up on EK browsing pages in a description text of some sort. /Since crafting goods is #2 highlight to this game, I can see shopping a popular game activity for prospecting players. Custom above head “Text Tag/Titles” – for viewing custom visible shop "vendor signs" showing possible vendor content or wares. /Some fun text vendors owners can display or make a remembering name for a certain vendor. Also, optional viewable player chosen "play-style – nameplate titles”- role list of text tags to choose from. /Makes a sense of achievement obtaining titles for players to view upon. Also for benefiting faction campaign players and scouting guilds by displaying Titles of what you can provide or receive instant messages for order of. Campaign Downtime/EK-PVP Risk Shopping? - of venturing onto enemy EKs to purchase goods successfully. - Your essentially enemy flagged temporarily, and the only “attackable players” are the successful ones that recently won a campaign game. (for set time duration?). These winners are attackable at EK owners choice rules. Like, maybe these enemy players or guilds can be "subject to high item decay PVP, or inventory loot PVP, or maybe even crafters can set further “Lock Out” from certain set vendors to shop from, where the enemy wouldn’t know they are fully locked out till they visit the vendor in person, but they knew they were atleast venturing onto an attack kingdom just by visit risking for a certain item need. Maybe locked out of certain buildings or statue buffs EKs can provide. - But, on the other side, anyone can shop at the “campaign winners EK vendors” if you have not been recently in a winning campaign/alliance, to help supply less fortunate players/guilds with successful guild vendor loot. /Essentially, Risk EKs would create outside campaign "risk" to those who create large alliances or often win campaigns and would have to rely on self sustaining guilds/alliances. While on the flip side, non winners would want to create a restricting multiple alliance kingdom. There own large alliance shopping EK to combat those constantly winning campaigns. Or a chance at creating havoc to these successful players if caught in PVP at the Kingdom. Also it being a tool for players to see “whos who,” as non flagged visitors could maybe see who and what guilds are PVP restricted for the week/month and who have made names for themselves previously winning a campaign. (Maybe visitors can see full text lists within the EK guild hall? but at very least they would show up as yellow attackable players to visitors shopping around an EK.) Chat bubbles+Split-able Chat Boxes - Need more chat box social options and customizing for "slow scroll monitoring" of zone/multiple groups/guild chat if you plan on having multiple alliances groups or new faction players prior to guilds. (Split window chat boxes). Also maybe a General Chat bubble option (or yells): for quick attention viewing, guild recruiters, faction leader groups in battlefields, taunting on keep walls, random enemy socializing..etc. Maybe option to turn off if problem in fights but expect it well above char models and used as a “heads up” or a simple “…” bubble to force a glance at your general chat to whom is grabbing attention around you./ Thoughts?
  5. Hopefully they just holding small objective things back till launch time comes. Would make sense for certain test scenarios atm.
  6. Repost of some my suggestions (SWG inspired) a “PVP” New Player Intro (Siege Perilous/Hunger Dome style) ..rather than first going to a less exciting-“sandbox PVE teaching”-Gods Reach first - - Maybe this PVP battleground intro is non-repeatable once a certain level type area. Maybe it provides a way to make alliances off the bat or join veteran guild recruiting players leveling up their obtained vessels? Something that shows players some pvp before grinding all the sandbox elements and learning gathering- with todays generation of action first gameplay to be anything interested. Combat I believe is highlight to crowfall and limited ability skills while leveling restricts seeing that skillful play vs. Players in the beginning. 24hr defendable things - (turrets/statues/capture the flag) on boarders of keeps. Where keep owners are forced to to defend/build up/maintain things if you were keep victorious and wish to hold./ Also provides small achievable goals for small groups during late night off hour times to windle down keep defenses a little come seige time. Maybe a Zombie/PVE attack waves on long defended keeps - "hunger strikes". Trophy Reward “Decor Displays” for Crafters EKs - or custom decor for visiting crafter vendor locations and guild main buildings showing off trophy rewards and loot./ " Basically, Game incentives for dedicated crafters holding these vendor locations building known EK shop places" (more alternate things below) Economy “Sale Item List” Terminals - Easier finding vendor location for "certain items" you are shopping for. (like zybak mentioned a EK description area to list all goods your EK sells.) Custom above head “Text Tag/Titles” – for viewing visible shop "custom vendor signs" showing possible vendor contents. Also optional viewable player chosen "playstyle – nameplate titles”- role list of text tags to choose from. An sense of achievements obtaining titles for players. Also for benefiting faction campaign players displaying what you can provide /receive instant messages for./ EK PVP Risk Shopping? - of venturing onto enemy EKs to purchase successfully. - Your essentially enemy flagged temporarily, and the only attackable players are the successful ones that recently won a campaign game. (set time duration?). These winners are attackable at EK owners choice rules. Like, maybe these enemies or guilds can be "subject to high item decay PVP, or inventory loot PVP, or maybe even crafters can set further “Lock Out” from certain vendors where the enemy wouldn’t know they are fully locked out till they visit the vendor in person, and yet knew they were atleast subject to attack just by visiting. Maybe locked out of certain buildings or statue buffs. But, anyone can shop at the “campaign winners EK vendors” if you have not recently been in a winning campaign alliance, to help supply less fortunate players/guilds with vendor loot. Essentially, Risk EKs would create outside campaign "risk" to those who create large alliances or often win campaigns and would have to rely on self sustaining themselves. While on the flip side, non winners would want to create a restricting alliance outside campaigns. There own large alliance shopping EK to combat those constant winning campaign guilds/players, Also it being tool to players to see “whos who.” As non flagged visitors could maybe see who and what guilds are PVP restricted. (Maybe visitors can see full text lists within the EK guild hall? but also they would show up as yellow attackable players too.) Chat bubbles+Split-able Chat Boxes - Need more social options and customizing for "slow scroll monitoring" of zone/multiple groups/guild chat.(Split window chat boxes). Maybe a General Chat bubble option (or yells): for quick attention viewing, guild recruiters, faction leader battlefield instructions, taunting on keep walls, random enemy socializing..etc. Maybe option to turn off if problem in fights but expect it well above char models and used as a “heads up” to view your general chat./
  7. Welcome Tiggs! I remember being in high school and reading all the dev posts by you for Star Wars Galaxies back in the day! Should be a great asset to this community. Glad to see you on board! Great pick Crowfall!
  8. I pick option for other "Do-able sandbox game stuff" to enhance attraction to game: a “PVP” New Player Intro rather than first going to less exciting “teaching” Gods Reach - (Siege Perilous/Hunger Dome style) - Maybe a non-repeatable once level 30 PVP newbie battleground (and possible casual vet downtime play) to show how fun standard-full toolbar PVP combat can be while also seeing what classes offer/prep for ganks/ grouping truly provides/healing/ etc. Jumps you into action as a new player and what Crowfall’s main content goal can provide. Also gives incentive to then to "grind" what current "PVE"/Gods Reach teaches+preps you up to Lvl 30 to start a campaign. 24hr defendable things - (turrets/statues/capture the flag) on boarders of keeps. Where keep owners are forced to to defend/build up/maintain things if you were keep victorious and wish to hold./ Also provides small achievable goals for small groups during late night off hour times. Also Zombie/PVE attack waves on long defended keeps/hunger strikes. Trophy Reward “Decor Displays” for EKs - or custom decor for visiting crafter vendor locations and guild main buildings showing off trophy rewards and loot./ Economy “Sale Item List” Terminals - Easier finding vendor location for certain items you are shopping for. Custom above head “Text Tag/Titles” – for viewing visible shop "vendor signs" showing possible vendor contents. Also optional viewable player chosen "playstyle – nameplate”- role list of text tags to choose from. For benefiting faction campaigns and sense of worth earning titles or displaying what you can provide others/receive instant messages for./ EK PVP Risk Shopping - of venturing onto enemy EKs to purchase successfully. - Your essentially possibly enemy flagged temporarily, if owner sets certain enemies or guilds as "subject to high item decay PVP" but only for a limited time-frame -"after a successful Guild/Faction campaign game win" they just achieved. (an after campaign guild war in a sense.). or maybe lock out prior campaign "winners" from vendors temporarily./ Chat bubbles+Split-able Chat Boxes - Need more social options and customizing for "slow scroll monitoring" of zone/group/guild chat. Chat Bubble option for quick attention viewing, guild recruiting, faction grouping, taunting, socializing..etc. With option to turn off in fights./
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