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

soulein

Testers
  • Content Count

    1,458
  • Joined

  • Last visited

  • Days Won

    14

soulein last won the day on February 9

soulein had the most liked content!

About soulein

  • Rank
    Raven

Profile Information

  • Language
    English
  • Gender
    Not Telling

Recent Profile Visitors

5,053 profile views
  1. After a long discussion with the core membership, I've decided to end our official involvement in Crowfall. We've been involved with CF Testing since the original Hunger Dome tests, so this wasn't an easy decision. Based on the general lack of interest from the vast majority of our core members, and the recent disappointing changes we've seen in the Divine Favor system, I decided it was time to cut our losses. If the game changes in the next few months to more closely resemble the game we kickstarted, we'll re-assess our move.
  2. This is what playing melee dps is like right now:
  3. Yeah, the current "stackbuster" mechanics don't bust any stacks because no one is stupid enough to do it. Meanwhile, melee can't converge on a single target to focus it without being punished for it. So ranged dps CAN focus fire and melee can't...its an unintended (but easily predictable) consequence of super charging caster AoE's.
  4. I think the AoE/stackbuster changes were a net negative for the game's meta. We went from ranged dps and melee dps/tanks being equally valued last patch to ranged dps being highly valued and melee dps sidelined. Stacking was never an optimal strategy to begin with and now it's suicidal vs. Stormcallers and Confessors. This seems to be a solution to a problem which didn't exist.
  5. The changes to ranged dps AoE's need to be rolled back and we need more debuff abilities on disciplines and base classes. Heal block is a great debuff idea that should be brought back.
  6. As with anything it probably depends on implementation. If factories free up crafters to be experimental tinkerer's trying to find the "optimal" array of stats, I think most of them would appreciate a way to mass produce their creations. No crafter enjoys the carpal tunnel inducing clickfest that the current crafting system inevitably creates. Factories would be incredibly useful and an interesting tie in to city building. I don't think it'll happen before launch, however.
  7. This is false. You won't counter a zerg by implementing some "anti-zerg" mechanic. Anything you try to add to do that will just lead to the larger guilds gaming the system. The solution has always been the same: allow guilds to form alliances so they can match numbers with their enemies. Politics, PvP and Territory Control, not 24/7 grinds.
  8. The problem is that those contributions lead to a 24/7 competition. I thought we were trying to move away from 24/7 competitions because they were toxic, didn't respect player time, and meant that time invested > choices made.
  9. To use a narrative explanation: The scoreboard/campaign victory is determined by the large scale battles and sieges the players win or lose. The divine favor system reflects the side story of the player's role as mercenaries for the God's. The Dregs are too far for the God's to have control over the outcome of the campaign, but as their agent you can fulfill certain designs they have in the worlds closest to the hunger. When you emerge from the campaign, victorious or not, you will be rewarded for your service.
  10. Exactly. We wanted this game to be about social cooperation within player made guilds and alliances and player competition over siege objectives and territory control, not pig herding or rock hitting. We wanted to be the Starks or the Lannisters, not the peasants who toil on their lands.
  11. Grelkon has the idea. An Alliance winning the campaign means there could be multiple "winning guilds" who succeed based on their ability to work together. Encouraging players to put aside their differences and work together so they can "fry bigger fish" is something that sets the game apart.
  12. The way I see it, Alliances should be player controlled versions of factions. On guild can "sub" to another guild, meaning Guild A could contribute scoreboard points to Guild B's total and become friendly to them. Guild B's crest would become the larger of the two crests and their own would be the smaller (we've seen this already when they added guild tech to the faction campaigns). Alternatively, Guild A and Guild B could use another account to create a third Guild "C" which acts as an umbrella guild for both. A new identity is forged as that "alliance tag" is known to represent both guilds A and B. A combination of guilds subbed under any parent guild would be called a "Nation". Nations would need their own scoreboard calculation which is a composite of guild itself and the sub guilds beneath it. I believe that this would eventually lead to each campaign having 2-3 large alliances that dominate the map. The story of how these alliances form, implode, succeed or drift apart is the unique story of the campaign. This feature is central to the type of throne war, game of thrones style intrigue and politics we were sold on. It's far, far more important than ensuring harvesters have a way to contribute to the scoreboard.
  13. This is really well put. We really need the divine favor system to become this incentive for individual players and small guilds to go out and do something during off hours. This rewards players for putting time into the game, creates organic PvP scenarios, and avoids souring the throne war competition by making it a 24/7 affair. The current implementation just isn't living up to its full potential or the full potential of the game.
  14. I hope there's new improvements coming to the divine favor system as well. There definitely needs to be performance improvements, but once we have them we need an end to 24/7 competitions. Those turned a lot of people off in the past and they're turning a lot of people off now.
×
×
  • Create New...