Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

TwinGemini

Testers
  • Content Count

    72
  • Joined

  • Last visited

About TwinGemini

  • Rank
    Magpie

Profile Information

  • Gender
    Male

Recent Profile Visitors

1,046 profile views
  1. From Kickstarter page/ last update. https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/posts/2825263 Phase 3 of War of the Gods on TEST is Coming Next Phase 3 of the War of the Gods update will introduce our New Player Experience. We are not ready to reveal the details about this new gameplay experience yet, but it will offer all of our players a chance to get off to a fast start while being introduced to the Crowfall universe and its lore.
  2. I like the concept of different portals for different levels for XP grinding in Gods Reach. But, not sure I like the "multiple temples, WITH different level XP on them for GR". It confusing having faction temples and different XP on them. Do we even need multiple faction temples in GR? Maybe this is just a test map, but since we have fast portal transportation and recall, we should see strong player population or a starting congregation area to see a living breathing atmosphere of new (and vet players) in GR. Most games have a main known town of gatherings. - Try to push player vendors into less temple maps as vendors disappear. Use a Auto-merge for the lower vendor population servers, or create new temples(server portals) as population increases. (temple 452,temple 260,ect) Just need to somehow point the vendor owner to their changing location. Make no different level XP PVE grinding on those maps as it would restrict server merging and cause confusion. Are they only meant for showing faction temples to choose from in later campaigns? Also, with lots of multiple vendors in one area, indicate what these player vendors mainly sell with an item category icon next to their heads (list of icons to choose from). They will still have random category items in them, but show a "majority category icon" so shoppers don't have to visit all vendors to find specific things. (like a guild crest secondary icon look) - 1v1 Dueling PVP area outside temple or separate portal area Somewhere that's not just PVP dueling in EKs. - keep the sacrifice fires in temple. - keep the starting crafting tables in temple (for GR). If there are Advanced crafting tables elsewhere in high XP areas. Maybe no basic crafting on some items on the advanced table? Maybe option instead to heavy resource craft temporary personal basic table next to you if you need your basic crafted loot items for the adv. recipe item. OR again, force players activity back to Gods Reach craft area for basic craft items needed. - keep the Global+Guild banks in temple. Maybe only have "local storage containers" in other portal areas/keeps. Make them travel to temple main bank for import/export storage. - No general white vendors/ junk selling in other map XP areas. (make them portal back to temple for selling white/junk) or larger population show areas. - PVE grouped large boss fight areas. Maybe random drop loot for each surviving participant in a winning group. A fun and hard forced teamwork dragon battle. Maybe randoms die with no loot where people would possibly share loot instead. - A Portal to faction mini game “Keep battle” to practice scrimmage for Infected/campaign map, with Keep repairing + caravans. A place where even vets participate in downtime to win long-term buffs, and so low players see some nice geared+skilled players and find guild recruiters to strive playing for in Campaign games.. (*player thought- Id have new players join our guild but have them first prove and train themselves in the starting Keep battles. Recruiters could help them in GR or they could provide screenshots or leaderboard spot earned to move onto joining our organized guild groups in infected+ campaign worlds) Side notes- I think maybe only adv. vessel or such level players should be able to Craft/place vendor in EKs with high toll fees and be temporary, Have them repeat earn those high level vendors to sell to guild-mates within EKs. Thus keeping majority of vendors and crafters in Gods reach where they belong first, before they move into campaigns. -Also would be nice if we had local chat bubbles to yell things in a local “social areas” and not clutter up the restricted chatbox (for secondary AFK recruiter characters and such reasons). As game launches I assume we will see spammer areas anyway with: recruiters pointing to webpages, item mat requests/rare sales, Vendor advertising, group form for PVE objectives, harvest group forming,, etc. - makes server look populated. -Also, make the Chatbox split-able for multiple chat tabs. Other than that 5.11 Test first iteration feels great! , and for leveling purposes. I hope my thoughts are on the right track to where this game heading. A lot still unknown/unseen and hopefully for launch reasons. 😀
  3. *Edited - sorry realized my above text didn't explain well what i meant to add.
  4. Yes a friends list, WITH ability to add text notes of profession/class role identifier. I would also go so far to say even a player selectable "mouse over player Text Tag" or an easy open window that lists a players mastered skills. - Some sort of quick examine feature to show other players your mastery skills or services you want to offer to fellow faction players/guildmates. (so then players could send a quick instant message for a specialized service) I could see this very helpful, in and even out of guilds. A faction campaign player could easily ask randoms for a special crafting item(picks/potions/crafted food) or place a crafting order for armor/weapons for them to work on for trade, or a request to fill a group combat role for quick venturing out of keep missions. (Guild leader, Healer, Swift Bard, Scout) ...Another helpful tag identifier would be for player vendors - with a player selectable identifier tag to show what main category type items are placed within them when others walk past your vendor.
  5. I'd like to see more ECONOMY with linked vendors (terminals) in building structures and camps that help identify items for sale and their location to the vendor to pick the purchased item up. With the next patch including selling of items for gold to PVE vendors (instead of just sacrifice choice) Terminals would help find player crafted items of what we need quickly without relying on specific guildmates to be on to create them, or explore various areas to find them in random vendors. (An Information hub, all while standing guard at a castle or crafting area. - Creates "main city hangouts" from placed terminals. and PVP dueling areas). - This also offers a way to find known player names listed that offer well made crafting expertise items, and then message them for special build orders later on. - Terminals also then point you to exploration to see others custom made EKs/vendor areas. (custom built structures/player decorations) - Terminals could also have advance Vendor tree line advancements like location/distance visibility, "reserve item to pickup" or lesser "first come first serve".. etc. STARTING GEAR / FILLED STARTING TREE SKILL LINES (auto filled/starting playstyle profession choice options) For tester or quick start campaign types. A profession/class abilities selection choice at campaign starts. A way to not have to wait for gatherers/crafters/themselves to create weak starting items in order to jump into PVP/crafting, that currently would be at a later play session date. (after geared/gathered) (We are after all chosen by the gods, why not have instant character power gratification with some filled in ability trees?) - Crafters are given maybe a stealth right off the bat, or run fast starter ability(fast as mount) to help dodge some early PVP encounters while out gathering (if done correctly/timeframe). Maybe a certification to purchase certain craft items off PVE vendors that a combat selection character could not buy right away at start of campaign. - And then PVPers would get starting weapons/ earlier adv gear using certification, or heath boost filled tree line at start, to give confidence for early combat. (knowing starting crafters/gatherers might be relying on fast/stealth get aways for a while, instead of gaining gear early on.) Furthermore would love to see: ZERG SPLIT UP/MORE OBJECTIVES for siege events for runners (small groups) to do. Something stealthers can pick off of with these small objective running groups during sieges. Also different ideas to siege victory/points like: Plague and life trees maybe drop buff items to run to other tree to buff/debuff its stats, or even an event to wake a patrolling fire breathing dragon out of a cavern to burn/block castle pathways/damage castles already under seige, resource built instant auto turrets, wall rebuilding/maintaining by resupplying with resources (ESO style)..etc.) Maybe some ADDON PARCELS to campaign keeps/castles siege areas that are resource built, but with a cost of them being destructible (rez parcel, adv crafting stations, vendors, auto turrets)..a secondary win condition to sabotage enemy keeps if unable to cap the keep fully. (a start to seiging/secondary method) I like the factor of logging on to see different built up keeps with “addons” to then plan small raids to come over and take them down. (atleast costing that faction resources) Mostly SWG inspired stuff for me../ stuff that encourages guild forming within the game first. (and yes, custom player built castle buildings/areas within campaigns would be great too that are PVP destructible. ..Eventually.)
  6. Great vids! Just hope they eventually split up "zergs" by creating lots of objectives to complete for smaller groups+solos. -Players to build on wall defenses. -Summon nearby cave dragons/powerful NPCs that patrol certain pathways. -Instant placable stationary NPCs / auto damaging turrets or statues to build up area defenses. -Temp tree buff item drops from opposite plague and life trees to run back and forth to enhance their trees hitpoints and things. .. Would create some fun content for stealthers to pick off "runners" away from main battle zergs and content for scouts to report.
  7. I'm more for an easier alternative to obtaining something close to a veterans created "adv. vessel stats". A later in campaign "buff" (god statue buff?) A shy alternative to obtaining veteran created "adv. vessel stats". Offer a "buff" for new/late joiners to atleast then participate in a few combat sessions against them. (A temporary catch-up mechanic.)If a late campaign joiner could somehow get a temporary stat buff (random god statue? offering buffs later in campaign) that would essentially wear off after so many deaths/uses, and its stats just below obtainable Adv. vessels stats. This buff could even have negative side effects after buff ends. Or only offered a limited timeframe, to postpone the player from further combat participation. Thus then forcing them to go out and gain mats/gold and actually gain a new vessel. This to be a solution to players that join late/do not play much/ low gold to purchase (Especially if Tomes are to be purchased by gold as well and their gold already spoken for + gaining their equipment)/no mats/ no starting guild to gain a vessel. These players can then gain a buff to atleast hold some ground against adv. vessels for a time limit.Again, Buff goes away after a number of deaths.? Could have side effects and is temporary. (something that doesn't stack with vessels) Essentially I would like to see Vessels to be more a time invested obtained reward.. and you gain the advance vessel stats only because you obtained it (crafted it) quicker then other players or have more time to invest, rather then end campaign having a huge upper hand. Thus you always have to create a better vessel as campaign progresses and as quick as possible to stay "advanced" then others. A god statue could give buffs at certain campaign time events (Example, like as the seasons change, a new buff is available)
  8. A shy alternative to obtaining veteran created "adv. vessel stats". Offer a "buff" for new/late joiners to atleast then participate in a few combat sessions. (A temporary catch-up mechanic.)If a late campaign joiner could somehow get a temporary stat buff (random god statue? offering buffs later in campaign) that would essentially wear off after so many deaths/uses, and its stats just below obtainable Adv. vessels stats. This buff could even have negative side effects after buff ends. Or only offered a limited timeframe, to postpone the player from further combat participation. Thus then forcing them to go out and gain mats/gold and actually gain a new vessel. This to be a solution to players that join late/do not play much/ low gold to purchase (Especially if Tomes are to be purchased by gold as well and their gold already spoken for + gaining their equipment)/no mats/ no starting guild to gain a vessel. These players can then gain a buff to atleast hold some ground against adv. vessels for a time limit.Again, Buff goes away after a number of deaths.? Could have side effects and is temporary. (something that doesn't stack with vessels) Essentially I would like to see Vessels to be more a time invested obtained reward.. and you gain the advance vessel stats only because you obtained it (crafted it) quicker then other players or have more time to invest, rather then end campaign having a huge upper hand. Thus you always have to create a better vessel as campaign progresses and as quick as possible to stay "advanced" then others. A god statue could give buffs at certain campaign time events (Example, like as the seasons change, a new buff is available)
  9. If it ever got that bad I would definitely want a hotkeyable option to turn off/on.
  10. (SWG economy/marketplace inspired) With all the different goods enhanced with lots of random different stats that we will be creating and placed into the multiple player vendors. Some world placed hub vendor computers / "Terminals" would then simplify and reduce most trade chat spam by simply placing these terminals in some map locations. "linking together lots of vendors/goods to browse through". Again to cut down performance issues of trade chat spam, and to help find various items. 2 versions of accessible vendors I would create: Random vendor "Terminals" - These vendor hubs would act like a terminal purchase (online computer sale) but you have to travel out to go pick up the good. These vendors would include most player EK server vendors to be linked "together" and easily browse within the UI marketplace window. (Pending on design, maybe to include Beachhead and Free city vendors also?) The EK vendors can include the campaigns 1 temporary spirit bank items to sell within their EK vendor during the campaigns duration. (locked to the spirit bank, and vendor.. not to be placed in EK as a campaign won item) These Vendors in EK zones to be required to be "player unlocked/public" for your whole faction (or everyone) to have access to visit it. This then allows displaying your decorated EKs to all faction onlookers/potential shoppers (and creates a fun bonus element displaying your won campaign cosmetics/trophies). Having to shop elsewhere then just within your campaign allows the campaign forts to become somewhat vulnerable by forcing some players out shopping in other maps/EKs. (as well as those gathering/regional harvesting. Then having to "rely" on social comms to go back and defend keeps. (make the keeps longer duration to break down too) These terminals do not link ALL vendors out there... These placed "Terminals" are to link most "but not all" of the EK faction wide vendors. Only advanced more higher "tree trained skilled vendors/players would get the special "terminal ad placing access". (or maybe lower teir vendors because keep vendors within a campaign may be more worthwhile/profitable) Temporary on road "campaign" player shops ("node placeable vendors", and "time restricted accessible". For lower skilled players/vendors). Designed for quicker/easier access and for those rolling through campaign regions including Keeps, Forts, and Camps. (maybe also includes temporary Beachhead/FreeCity shops?) Would appeal to the keep campaign defender players or maybe they could offer some rare goods that the browsing Terminals wouldn't then necessarily have in them. (shopper has chance to stumble upon a random better sale, or desirable needed "now" item. (like food/potions))
  11. I like your idea. Are you talking "Keep" and "Camp" temporary vendors? But would it have "multiple placing vendors" that create performance issues in prone combat areas due to increased players/decorations around? Would also probably include increase of population of the dedicated players that are strictly only crafter tree speced then there too viewing all these random vendor goods)? My idea (maybe adding to this) Random campaign placed Computer Terminals like "Online sales". (Beachhead,FreeCity, and EK vendors filled with spirit bank temp campaign items, and travel to pick up good), and Temporary time accessed in campaign shops. (for quicker/easier access for those rolling through campaign regions (keeps, forts, camps) As far as permanent vendors, I would like vendors placed in EKs than to be required as "unlocked EKs" to your whole faction. This then allows displaying your decorated EK to all faction onlookers (a fun bonus element). And allows campaign forts to become vulnerable by forcing missing players out shopping as well as the regional harvesters. (have to rely on social comms to go back and defend) Adding to this, id like random placed computer like "terminal access hubs" to link most "but not all" of the EK server wide faction vendors and goods together to browse though. Then only advanced more higher "tree skilled vendor players" would get this special terminal "ad placing access" that would then allow showing their advanced vendors around the "campaign universe" on other linked computer terminals. I think, with all the different goods enhanced with lots of random stats that we will be creating, Terminals then simplifies some social things like multiple advertising. Id like your idea though, to place in Keeps/beachheads/camps with the "temporary allowed" stall vendors. (would appeal to keep defenders or maybe you could offer some rare goods that the terminals wouldn't be able to show.) Would also appeal to quick sale rather then travel. Most vendors though I would think for performance sake, to keep most back at EKs, free city, beachead. (a separate server, but most tied to "terminal access") I now started a thread on this.
  12. I appreciate your replies and trying to understand this all with me. Its taken me a few posts to fully read into this and I still cant grasp it all. I give game developers credit as design is hard and this particularly is a tough system to address. "Sociability" to me is crucial and should be as many platforms that you can provide in an MMO. Def not having your game strictly rely on 3rd party social apps to provide a greater upper hand to the grouping of people that choose to use them. or possibly early later players fortunate to then find out about them, or not able to get into locked channels/ see text on 2nd monitor/etc.. (it even hard enough to quick form guilds through the forums without some form of ingame way to do it as well. (To see accepting guild recruiters visually for you then able to change over to join theirs instead if yours falling apart.). The devs have stated this and are now looking further to address something like that.) Sorry I'm rambling.. anyway.... Thanks for agreeing that bubbles would atleast look better. I guess mainly to me seeing a few bubbles here and there on the battlefield is a joy to recognize. Battles on youtube and such look kinda boring without that social aspect. (unless the video has voice recording of the discord). Its like seeing kids on a playground yelling that instigates further fun. And the shouting in Beachheads for trade deals can make the beachhead feel MUCH more alive and a place to actually want to be in with vendor /crafters/recruiters advertising and such. Newbies would like to see this interaction. I'm not sure if I'd agree bubble chat would be too distracting in combat zones as its tough enough to partake in action combat targeting and the combination of fireing off abilities. The random bubbles would only happen if one found a way to get out of combat for minute to type up something long. (then, again I would then want restricted txt characters) The random small text shouts would be fine I would assume mostly "leaders" trying to grab attention with bubbles during field combat. This would include then other faction members to maybe tag along in their groups/discord restricted directions. As far as bubbles helping with spam. I would say they do greatly help. A fast scrolling chatbox is way worse having to go into mouse-mode to scroll up and try to find it. Especially if there is scrolling trade/grouping/random spam. (for example, say a Vendor advertiser stated an item that interested you into thinking about purchasing. Only to be like a few seconds later you think "ya that sounds like something i need, wait who said that?" You would have to enter mouse mode and scroll up in the chat box and try to find it again.. if even possible to see again if chat is too busy. (or your in a busy situation) If it was visually in front of you, (prob in a town) would be much easier to find out who to contact in their random text bubble that lasted at least visually for a few seconds. Or pointing you the location of the nearby NPC set up vendor at beachhead/town. This would also "keep advertisers in city/town like places" as well, again make those zone feel alive. Otherwise if only a chatbox the further suggests the multiple "repeated" spam attempts would happen in every possible channel, creating a greater chatbox nightmare.) Otherwise I would assume to cut down chat trader spam.. we need a general Auction house to be able to find these player vendors locations/goods with MULTIPLE different stat combinations. (was random Bazaar terminals in SWG to browse all)
  13. This right here is what bubbles may help with. If there is trade spam on multiple channels.. then at least bubbles would allow you to talk to the "viewing locals" Also maybe if there is a dedicated trade channel then you could "report" General spammers to be blocked a time duration from General tab and such.
×
×
  • Create New...