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TwinGemini

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  1. Thanks
    TwinGemini got a reaction from JamesGoblin in What would it take to get you playing again?   
    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.)
     
  2. Like
    TwinGemini got a reaction from ephen in What would it take to get you playing again?   
    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.)
     
  3. Like
    TwinGemini got a reaction from Glitchhiker in What would it take to get you playing again?   
    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.)
     
  4. Like
    TwinGemini reacted to Tiberius_Invictus in Why all the barriers to participation in the economy?   
    Yeah, I think that's what's going to end up happening.  Plus any who posts in such a site can include EK name and coordinates of their vendor.
    Problem with such out-of-game systems is that they don't have access to the server data to know when an order has been fulfilled, and users rarely update the status of their fulfilled trade orders.
  5. Thanks
    TwinGemini reacted to Tiberius_Invictus in Why all the barriers to participation in the economy?   
    I love that the crafting system is designed to require exchange of goods between players who have specialties at different things, and promote a vibrant economy.  What I don't understand is if a vibrant economy is the goal, why make it so %$&* difficult to actually exchange goods?
    So to sell something you have to build all the support infrastructure in your EK, pay for a dozen different vendors because each will only sell certain things, then watch the vendor salary get wasted because nobody's ever heard of you and they're not going to visit the EK of some scrub, and because your EK isn't even available when you're not around.  Even the most renowned trading EK's aren't getting much visitation
    Likewise, buying stuff is almost as difficult as selling; you have to leave the campaign, travel to different EKs, walk around to different vendors and pull up all 3 of the wares they're selling one at a time, then when you don't find what you're looking for go all the way back to the beach head in the campaign again.
    I don't understand this at all.  Do you want a vibrant economy or not?  Your crafting system seems to indicate yes, but your merchant system seems to indicate hell no.
    Maybe put a single trader in each faction's temple where any player can put up to 10 items for sale, and any player can buy from that vendor.  If you get more than 10 items that you want to sell, then use the EK system.  Just a thought.
  6. Like
    TwinGemini reacted to veeshan in The Future of Crowfall: Dungeons? Bosses? Special Drops?   
    There no reason they cant add World bosses and things like that just dont expect them to be in an instance of any kind though.
    I suspect any major PvE thing like this will be further down on there to do list probaly after release at some stage. They will want some difficult PvE content for PvE players cause you need those players to have a healthy pvp game.
  7. Like
    TwinGemini reacted to oneply in What would it take to get you playing again?   
    Too many people have the wrong misconception. Gear is not this huge power curve. I was in commons, made by a guildie that had been playing for about 2-3 weeks, during a 3 faction fight with no healer. I didn’t die or struggle to do damage.
    the power curve lies in the time locked gate of passive training. The combat tree gives way too much of a bonus in late stages. This is the difference many people think is gear but it’s just time in the game.
    Don’t get me wrong when I first started playing I thought it was all about the gear too. But fact is that it’s a small fraction compared to the passive bonuses. Passive combat training either needs a massive rework or to be scrubbed and let the gear be the sole power curve. 
  8. Like
    TwinGemini reacted to Kreigon in What would it take to get you playing again?   
    Honestly the game isn't fun atm and lacks interesting content. PvP and PvE should go hand in hand to create a good openworld mmo experience but neither PvP or PvE is fun currently.
     
    My suggestions are:
    - reduce grind to become relevant in PvP ( to much powercreep in crafting !!! )
    - add depth in siegemechanics  (sieges are still in an underwhelming basic state for the devtime), i suggest non static siegeweapons such as battlerams, trebuchets, ladders, siegetowers to add much more depth to sieges.( could be griefed but i would risk it, can't be worth than current siege mechanics). Current sieges are boring and a clusterf***.
    - adjust gameworldsize to low playerbase
    - improve performence in larger PvP battles
    - create an organic openworld pvp experience by encouraging players to roam more in the open world for fun/meaningful PvE content (current world feels boring, flat and dead) (Current openworld PvE content is very boring)
    - improve NPC AI and NPC variations
    - create worldbosses with good AI which are challenging to kill ( ca. 5-10 mins to give attack window for enemy players for pvp attacks) even for highgeared players( high skill requirement of movement, dodging, knowledge of patterns, instead of solofacetanking)
    - add interesting PvE content in the openworld such as tresuares, caves, dungeons, hidden bosses, hidden events, events, mines, so that players are more likely to go into the openworld which will lead to more organic world-PVP  (Exploration !!!!!)
    - UI improvements
    - reduce/rework combat FX
    - add water into the world ( i know u hate it but it does so much for game-immersion!!!)
    - stop enlarging the craftingsystem any further, it is already complex enough for timelimited campaigns
    - add faction caps to zones
    - prevent inbalanced factionpopulation by adding campaignentering-queuesystem for balancing the different faction population in none-FFA campaings           ( most players tend to join the most populated faction, you need to prevent that with a queingsystem)
     
    I think the game needs some of these features to become interesting for me again
  9. Like
    TwinGemini got a reaction from JamesGoblin in WSotW: CrusaderW, Yumx and Jah - Official discussion thread   
    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.
  10. Thanks
    TwinGemini reacted to Sloppy in Worlds worth defending - Official discussion thread   
    Go one step further and remove motherloads from the game, or allow solo players to hit them.
    There's enough things that require groups.  (PVP, Levelling Toons, Taking forts and keeps)
    Plus everyone I know who farms motherloads, is just one person using 2 computers.
  11. Like
    TwinGemini reacted to Sloppy in Worlds worth defending - Official discussion thread   
    Some of us aren't privy to what's planned.  If we could read these design documents we could offer our years of MMO playing experience to tell you what we think will work and what won't work.  Before you waste time developing it.
    Allowing ressurection at the outposts is a great first step.
    I'm not sure you read this yet, but I wrote this up yesterday in the feedback section.  
    ---------------------------------------------------------------------------------------------------------------------------------------
    ISSUES
    Capturable points
    Keep sieges still happen way to often to make them epic.
    The current fort siege schedule is nice, but each fort should only go live around 1x per day.
    WTF is the point of an outpost?  These are useless.  There's been a thousand ideas in the suggestion forums.  Territory control, taxes... something.
    Current state of pvp
    PVP is supposed to be fun.  PK'n people is supposed to be fun.  Earning loot from Raid bosses is supposed to be fun.  Stealing loot from other players is supposed to be fun.  How about you combine and fix these things so people will play????
    Currently we be pvp'n against mostly empty stuff.  Taking a fort is 95%(made up number) of the time off of only npc's.  Than while we run to get one of the other 2 or 3 live forts, the other faction maybe flips it back.
    Current map
    Running is a grind.  Mounts are so damn slow.  This map is really, really, really is painful.  Huge worlds are great for newbs, so they can get stuff done.  But they can also feel empty, and if people don't find pvp they get bored and logoff.  So a proper balance is important.
     
    Suggestion for OUTPOSTS!!
    Tie the group bosses and raid bosses to the new outpost mechanic.
    Use the current siege schedule to control outposts going live.  Each one should go live 2-3 times a day.
    Move the outposts into the wartribe camps.  Whoever gets the final blow on the group boss takes control of the outpost.  (In the future replace the final hit mechanic with one in where people must take an artifact off the corpse and run it to the nearest fort) 
    Rewards - Group boss drops an inventory of loot equal to current raid bosses.  Players may now ressurect at the outpost.  Killing trash mobs in an outpost you own gives double XP and double loot.
     
    Suggestion for FORTS!!
    Each fort is surrounded by 2-5 outposts.  Once all the outposts for a fort are flipped to another faction, the siege for the fort begins with one of the current raid bosses spawning in the throne room.
    If the raid boss is killed than the fort is taken.  (Same last hit mechanic as the outposts, to be replaced with transporting an artifact to a keep.)  It will take many hours for someone to take enough outposts to make the fort go live again.  The raid boss disapears and the fort defended when the current fort holder re-takes an outpost.
    Rewards - Raid boss drops an inventory of loot equal to 5 current raid bosses.  Players may now ressurect at the outpost.  Killing trash mobs in an outpost you own tied to the fort gives triple XP and triple loot.  A portal from the temple opens up into the fort and stays live until the raid boss spawns.
    Suggestions for Keeps!!
    Scale it up so at any point if all the forts tied to a keep are taken by an enemy (faction, guild, religion etc..) it will trigger a keep siege that evening.
    Options - Toss 1 to 5 raid bosses in the throne room to defend... Force people to hire them... Put even more loot on them...
     
    Discussion
    This system should be pretty easy to implement as everything is pretty much developed.
    Players affect when the big things in the world happen, and timers only affect smaller scale pvp.
    It creates hot spots on the map for people to go.  Gotta level some newbs, go to an area where you own the fort, or take one.  Beware, enemies can probably figure out what you're doing and raid you!  With no more spirit bank, there might actually be loot there to take.
    It gives people rewards for small scale pvp in taking outposes, and promotes larger scale pvp when we get to the fort battle.
    It can be modified easily for the different server types.
    You could also tie the loot on the raid bosses to the war camps.  10% of all loot could build up on the boss etc..
  12. Like
    TwinGemini reacted to eskie in Crowfall is not a PvP game.   
    This succinctly conveys what I think the point of this thread should be. I bought into this game for hardcore PvP, and in its current pre-alpha state, very few incentives exist to PvP. The only hardcore aspect of the game, right now, is how long it takes to craft and grind materials. Right now, part of that time is waiting for your passive skill to reach a certain level.
    I think this game badly needs more incentives to PvP, and I think the upcoming embargo changes are a step in the right direction. However, I still think this game needs a progression system related to PvP that has a meaningful impact.
    I still feel optimistic about this game, but in its current state, it's not a PvP game.
  13. Like
    TwinGemini reacted to mythx in Crowfall is not a PvP game.   
    I believe I was spot on @Ble - you won`t go far in this game without a guild with the current passive skill trees and how the structure and overall progression is designed in this game.
  14. Like
    TwinGemini reacted to TheMap in Crowfall is not a PvP game.   
    When I came to CF I wasn't expecting a crafting/gathering simulator. I have spent the last few months gathering 80% of the time crafting 10% of that time, and im being generous at 10% pvpin. We are playing a crafting simulator at this point. Taking keeps has no purpose, I can still farm around them, the buffs don't make them worth holding. Small group pvp has no purpose, nothing to gain, anyone can bank at anytime. Even with the embargo/bank changes coming it only con volutes the current pvp mechanics. Why remove local banks? That made having a fort/keep actually a perk. 
    Darkfall had full loot, you had risk vs. reward. Owning a territory meant you had a local bank/respawn and access to some high quality spawns. Each unique to the biomes.
    Mortal Online had full loot as well. Owning territory in Mortal Online, access to blast furnace to make the best metals in the game. Rare spawns or important reagents used all across the world.
    Shadowbane owning keeps, mines = resources worth fighting over. Keep was a sanctuary of protection that you could come home to , build upon, equip with guards , shops that could be upgraded.
     
    All territories are random and serve no purpose in CF.  We have no special resource in a specific region or keep/fort that has high value. CF is a glorified crafting simulator. It isn't hardcore due to its pvp, its hardcore crafting/grinding. Everything in crowfall can be accomplished without having to pvp at all.
  15. Like
    TwinGemini reacted to Ble in Crowfall is not a PvP game.   
    Some defeatist attitude and hyperbole here.  I do recongize your valid frustrations with the game... but we're in alpha.  It's our job to be frustrated and communicate that frustration, but after we do this, we need to also realize that they are still developing the game.  So doomsday comments are not only unhelpful, but unrealistic.
     
    I feel that Crowfall will succeed, and the most negative thing I can project about their post-release success is that I wonder if they will be able to add content fast enough to keep everyone tuned in.  I really hope they will, but their current pace of progression and development is very slow (compared to other alpha/beta's I've been a part of).   They definitely got a winning idea, I feel strongly about that and I really really hope they can develop and support that idea to its fullest.
  16. Like
    TwinGemini reacted to Samulus in Crowfall is not a PvP game.   
    And on point #1, is anyone out there happy with a guild just giving them gear to run out and find no PvP? Sure, large guild supply chains are solid and efficient, but if the majority of the playerbase is not PvPing then there's nothing for them to do. I've seen too many times a dude getting geared out and he stops logging on after two or three sieges. 

     
  17. Like
    TwinGemini reacted to PinkFluffyPanda in Crowfall is not a PvP game.   
    In my opinions the problems I see in this is the following :
     
    1. small group/guild's can not compete with the supply chain of bigger guilds. They can't simply "gear up" 
    2. The game is IMO way to gear dependent, compared to skill dependent. 
    3. The people who has the time to no life the game will automatically out shine other people in pvp who don't have the time to gear up.
    Again due to this game being about gear/vessels more than individual skill. 
     
  18. Like
    TwinGemini reacted to mythx in Crowfall is not a PvP game.   
    Yes I`m sad to confirm that @eskie - I invested into project years ago not that I care about it, but I admit it did not turn out what I expected. They need a Treasure hunting system based on PvP progression - we have questing in The elder scrolls online. 
    They need go through this all over again and even exclude some features like the whole vessel system which is horrific implemented. A necromancer enjoy to summon or create undeads - it should not affect the progression curve for a character. It`s like I`m going wizard in D&D, but I will focus on necromancy, because I can reach level 100 in Crowfall instead of level 50. So that`s a win win, so all need to invest skills into the vessel system.
    I need to talk @Todd D&D language, because he knows D&D, but the whole vessel system is pile of garbage and how it`s implemented. A necromancer need to do something else in a campaign or profession that do not affect the core character system!  
  19. Like
    TwinGemini reacted to eskie in Crowfall is not a PvP game.   
    Even though this thread has devolved into arguments over population imbalance and who is the best at pre alpha, I really agree with ferrat.
     
    This is a PvP game with no progression built into PvP. Progression comes either from passive skills or PvE, and to craft decent gear, you have to reach a certain level of passives. This game needs some type of progression system built into PvP.
     
    From my perspective, passives need to be less impactful, removed, or this game needs a progression system similar to SWG before the "New Game Experience"
    http://www.mythor.net/blog/2011/12/star-wars-galaxies-best-skill-system-ever/
     
    Tying PvP skill progression to PvPing would provide incentive to PvP. Reward players who put in the time with advantages but don't make those advantages so impactful that they feel required. Currently, the crafting and gathering passive skills feel required to produce decent quality gear.
  20. Like
    TwinGemini reacted to Tiberius_Invictus in Crowfall is not a PvP game.   
    Definitely agree with this.  The developers' vision for this game isn't happening because they made huge barriers to entry for participation in the economy.
    The hardcore PvPers wouldn't be complaining if they didn't have to PvE so much, and the PvEers wouldn't be complaining if they could actually exchange their resources for useful stuff.
    Seems to be simply an issue of making exchanges more easy (a more liquid economy).
  21. Like
    TwinGemini reacted to Samulus in Crowfall is not a PvP game.   
    I agree with you. Personally, I really like the crafting and gathering in Crowfall. Crafting has a sense of reward if you really go and hunt down the "good stuff" and pool it, and the sense of progression you feel when you choose a particular craft is noticeable. I like that it can be a job you choose to specialize in.

    It's funny though, in every game I ever played with a robust crafting/gathering system, you make a dedicated toon for that role, and that's what that toon does. If you wanted to PvE or PvP you had a different character for that, at least eventually. In UO back in the day, you didn't have to kill anything to raise your mining/blacksmithing or to make money. In EvE, you didn't have to kill anything to manufacture BP's or mine. It's only been a recent incarnation of MMO's with talent systems (which I generally like) that lock crafting in line with levels, but the crafting in those games are not nearly as impactful; they're just another ride at the themepark. That doesn't really work in this game especially once you consider that it's also missing any meaningful permutation of an economy entirely. 
  22. Like
    TwinGemini reacted to jst4kix in REMOVE TIME TRAINING.   
    5 minutes of my time is just as valuable today as tomorrow. The fact that the game values the logging in and clicking train more then me actually playing is stupid. Idle Hero's? 
  23. Thanks
    TwinGemini reacted to jst4kix in REMOVE TIME TRAINING.   
    The whole account time training is absolutely stupid. I log in i set my account to train i log out because Im not wasting my time playing a game where i am already far behind the other people. I forget about the game for awhile come back, Have to many points in one tree. Move to another tree.. repeat process.  A month later have absolutely no desire to play.
    This is one of the worst ideas i have seen in a mmo. I despise the rate of which this game is being developed and the place it is currently going. 
    Can i get a refund?
  24. Like
    TwinGemini reacted to APE in Finding Your Murder - Official Discussion Thread   
    I wish these smaller studios weren't afraid to be more open. If they aren't afraid, then it sucks they can't be bothered to be more open.
    Much rather have honest communication with simple details then false guesstimates and hype that miss the mark which seems to be the standard.
    "Alpha is 3 months away, can't wait for you to see everything we've been working on" ..... 9 months later... where Alpha at?
    vs.
    Frostweaver: Talent Trees in progress. Powers complete. Animations in progress for X race, Y race complete, Z race to follow. Expect in 6.0.
    Advantages & Disadvantages: Postponed to post-launch.
    Were Disciplines: No one likes them so we wiped the idea right off the white board.
    Hype and missed/false promises < Open/honest communication and transparency.
    Same goes for bugs and issues that have had no response (that is in a central location) that would make reporting more productive. No way the known issues list is everything and patch notes seem pretty sparse on what was fixed. Ways to do it that results in less wasted time for everyone.
  25. Like
    TwinGemini reacted to srathor in Finding Your Murder - Official Discussion Thread   
    Hey when are we getting info on God's Reach?

    How is the char controller revamp going?

    Will the new stuff on test have any outside of spawning parcel effects?

    Are we going to get a knob knurple adjustment or twist on the scoring of the next trial?

    Is picking a guild important when there is not a god damn thing they are doing right now other than being a giant placard?

    Are guild banks planned? For when. How big? Any work done on them yet? How are they controlled? How about bags?

    Will healing ever get points on the boards? How about crafting? Gathering? 

    Any thoughts on just how boring it is to take almost 20 minutes to single cap a fully taken objective? Any ideas on how to spice that up?

    How about the lovely pathfinding ability, which is ignored by the mounts now. Should we have to wait for pathfinding to be done before mounting?

    Any storage ideas coming for the massive amount of single use and disposable drops that will be coming to bloat bags?

    I know yall are working your asses off. What are you working ON?

    Any details? Any news? Any timelines. 

     
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