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WickedGood

Testers
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About WickedGood

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    Magpie

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    English

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  1. Less uniform resource distribution would go along way to making this a more strategic game. And it would also make certain areas better for completing different victory conditions.
  2. I think making it just like passwall is a missed opportunity. Giving a stealth class the ability to move faster, avoid large battle AOE damage, and pass through walls would add some interesting gameplay for duelist. Hopefully, since this comes at the cost of stamina and burrow will only work on grass/dirt (in the future) it wouldn't be too overpowered.
  3. I agree you need an "Iron Throne" that only one person can have and everyone wants.
  4. I wonder if they are going to use the War Tribes to counter the Zerg. If the Tribes react to world events dynamically then perhaps they will see large guilds as a threat and attack them. And it was implied that players will be able to ally with the tribes .
  5. I think the only way to solve this problem is offer diminishing return to larger guilds and incentives to smaller guild. This could be done using emperor, king, lord, officer only equipment (crowns maybe) that gives bonuses to the party/guild. The catch is that the buffs diminish the more players that are in your guild. And after the campaign the equipment becomes trophies you can place in your EK. You could also give advanced passive training in command line based on position which focuses on one of the three major paths to victory. For example: Officers War Leader(Power) Combat bonuses High Priest(Influence) Influence and sacrifice bonuses Quarter Master(Wealth) Harvesting and construction bonuses Separate and more advanced lines for Lord, King and Emperor are also possible. And like the equipment the bonuses would diminish the more people you have in your guild. So a large guild (50+) might be very focused on power and conquest. While a smaller guild (25+) might be totally focused on wealth victory path and with the increased bonuses give them a chance to win.
  6. So I am really enjoying my Guinecean duelist its a very fun class to play. I was a bit surprised that tunneling was a blink ability rather then a channeled ability. So here is my idea: Make tunneling a channeled ability that gives a 25% movement speed buff at the cost of stamina. While tunneling you are immune to most types of damage. The Vanguard Scout promotion class will have an ability to reduce the drain. Mole hunter would have an ability to detect tunneling. This would feel more like natural tunneling mechanic.
  7. I just watched the video about the new tagging system for objects in Crowfall so it sounds like this would be easy to implement
  8. Greetings, I have been thinking about the use of stealth in Crowfall and I think stealth shrubbery would make it more fun. The mechanic would be pretty simple; The player enters a bush and begins to silent cast camouflage (no channel UI ). The effect would remain active until they leave the bush for more than ~1 second allowing the player to return or enter a new bush. The effect would act just like Wood Elf camouflage removing the Name/Badge while moving and making you invisible if you stop. However moving or using abilities in the bush causes noise. Other possible mechanics: Larger characters would cast slower. Larger characters would have bigger stealth bubble. Different races would make less noise in bushes. +stealth shrinks bubble Number of player in same bush increases stealth bubble (can't hide army in bush). NPCs could uses this mechanic to ambush or hide from players. This would add a whole new depth to stealth in Crowfall allowing whole armies to hide in the woods waiting to ambush an enemy force. And every crackle from the underbrush could a deadly assassin or a "harmless" little white rabbit.
  9. I would like to offer a suggestion to for the new Relics/Artifact system. I would suggest adding a Priest discipline. The priest discipline would be the only discipline that can construct temples. Once the temple is constructed you can place relics in them for guild bonuses (+learning, shorter death penalty, etc). The number of relics in a temple also increases a priests powers. These powers would differ depending on what temple he has constructed. In campaigns different priests would offer different advantages. Priests of nature would help with resource collection and could produce food even in the dead of winter. While other priests would have other abilities (combat buff/debuff, summoning, resurrection) which would be stronger the more artifacts are in his temple. I would also create a wide assortment of relics that give different bonuses to temples. So some relics might give a large bonus to the god of war temple but no bonus to the a temple of the god of nature.
  10. Will Lords have the ability to limit how many tax free parcels can be placed on land granted to vassals? I think rulers will be rather upset if they can't generate income from vassals.
  11. Crafting will be a big deal and you are going to need several players to support a crafter. Some people will need to guard him while others will gather resources for him. A crafter's safety comes from his guild/faction. If a guild can't adequately provide for a crafters needs then he will go elsewhere. Auto travel is pointless in a game like this.
  12. I wouldn't automatically lock them out but I would make their respawn timer increase. If another player finds their remains they can get resurrected. If the respawn timer gets over 15 min they are given the option to leave the campaign permanently. Every twentyfour hours the respawn timer is cut in half. Killing other players, killing monsters/creatures and other tasks would also bring down the respawn timer.
  13. I really hope there are parcel/building types based on archetype, promotion class, and/or discipline. A great forge parcel would be interesting if only a forge master with the blacksmith discipline could purchase it.
  14. I totally agree with that 100%!!!! I hate naked travelers and naked gankers. One of the biggest issues I have with games like this is that casters can be really powerful with no items. So you see bands of 5-10 naked casters running around ganking people (I confess I do this also). If they die it's no big deal. UO had the same problem with naked thieves at the bank.
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