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About rutaq

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  1. What I got from his video: game doesn't feel complete, doesn't offer enough solo activities, performance/optimization is bad, feels too much like testing an Alpha than playing a Beta.
  2. Siege focused games have always struggled with the problem of the varied timezone and playtime of the competitive players. If you go back over the last 20 years you will see a handful of design choices made to help concentrate competitive players so they can "compete" against each other like; focused siege windows, specific servers for local time zones,etc... It shouldn't be a surprise that a game built around competitive play would do best when there are actual players to directly compete / play with. Luckily there are numerous campaigns, God's reach and even EKs to play in. Hopef
  3. So AC Blessed the first God Reach with limited availability graveyards to learn something and they also Blessed us by ignoring the thin skinned complaints and deciding to not wipe again. Keep the faith, all praise the Holy Father JTC.
  4. So this is pre alpha testing, the rewards for the campaigns are the SAME for everyone with just a color difference. There is no reason to throw away anybody's testing time to yet another wipe over the limited availability of some graves. This constant grinding up so we can test again is getting tedious and should be limited at all costs.
  5. I am sorry if I overly generalized too much about population. I was reacting to the tired old excuse of Zerg that has been a mainstay on the forums for the last 6 months. You are correct that at the moment the population is very low and Balance could have 30 people participating at sieges out of a total server population of 75+ with most Order and Chaos folks not sieging. This campaign is the lowest population I have seen in 6 months and Balance certainly could out numbers other factions during some sieges since the other Faction guilds aren't playing/testing. There isn't any easy fix t
  6. I am puzzled why you would think WB and HoA are a Zerg. I have been playing alot , nearly 90% of the sieges since Jan 2019 and have seen the population, there has rarely ever been a numerical advantage on Balance compared to any other faction. Numerous campaigns were filled with sieges where Balance was consistently outnumber and even times when Chaos and Order teamed up bringing nearly 3-1. Now, if you are complaining about the Balance faction being organized and working together, then "Zerg" is the incorrect term and maybe what you're trying to say is that Balance is trying too hard
  7. I understand that people can be put off by the amount of effort dedicated players are willing to put into campaigns but it is the single best way to test the game. When playing a campaign you are testing all the game systems ; leveling, resource gathering, crafting, outposts, forts, keeps, PvP, PvE and exploring. The Test server is fine and can help to identify a focused set of obvious problems but without running through all the game loops you are not fully testing anything. It's too bad there isn't some coordination or direction for testing since the server will be up for so long.
  8. It is great that you get some gold and a couple apples when you start out a character but the amount of gold is very high given the current campaign rewards. I would suggest you lower the starting gold to 2 and lower the costs of starting weapons/etc to 1 gold. It is discouraging when pooling starting gold for hours is a more efficient way to make money than actually playing
  9. I support removing /who, it is a cheap way to gather intel and doesn't actually encourage playing the game. Real world scouting should be the primary way to gather intel.
  10. I like that you are thinking of new things but have concerns about some of your proposal. 1. Last hit mechanics are easily abused and generally don't fairly reward the amount of effort people put in to the goal. 2. Not a fan of a 25% tax on labor as an incentive for other people to do stuff, just have the chest spawn materials that players will want instead of penalizing harvesters. 3. Fort Boss sounds interesting but not with a "last hit wins" systems. 4. Sieges take a lot of work, rewarding a single individual that plants the tree for all that work isn't a good incentive
  11. I agree that Spirit banks should be limited to better match the game design goal so the testing we are doing better matches the end state. Also the current system is impacting other systems like gathering, looting, crafting, etc in ways that are not obvious and skewing testing results. There is little physicality to transport in the world atm, everything is just pulled from your Spirit bank at the time of need : o Crafting resources are fully protected and easily accessible after you run to your Keep behind the protection of guards. o Siege equipment is just a click away afte
  12. Crowfall is actually a Throne War MMO not a simulator. I agree that there is certainly plenty of room for improvement but some of your fundamental complaints seem to be about core MMO systems that are likely to always be part of Crowfall. 1. Building your character and gear takes time and is the primary focus for all MMOs, It the single largest thing MMOs have to actually encourage players to play in the world. The amount of time may be adjusted but overall this is the single biggest core feature of MMOs. 2. Action combat during pre alpha can be rough in large groups, I agree it
  13. It was nice to see ACE address the concerns about the lack of PvP and circle standing during today's Live Stream. Looks like they are adding capture windows for Forts, adjusting number of outpost to match the population and a new notification system that gives players time to rally so capturing / circle standing encourages PvP. The even mentioned weekly timers so they could cut down the frequency of sieges and fort captures.
  14. I agree. 1, the capture timer would be useful, the amount of back capping and off hours circle standing is embarrassing. 2. Sieges are the focal point of the the game atm and no show Sieges/Banes aren't fun for anyone. Sieges should matter, they should add systems and mechanisms to bring together active players (attacking and defending) and not be a simple... "Hey come to the siege at least an hour early tonight any maybe there will be fighting but probably not...." 3. Removing Outposts would help reduce the circle standing but long term perhaps instead linking outpost to for
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