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Everything posted by soulein

  1. I've been arguing for 10 man groups for years.
  2. House Avari is recruiting and will be an active participant in the next campaign!
  3. Tenderize (From Knife Grinder) doesn't seem to be reducing Bleed Armor/Resistance at all. Knights do not benefit from increased basic attack damage as a result of lower PCM/Power Efficiency.
  4. More classes for existing races please. Centaur Ranger, High Elf Cleric, open up duelist to other races...
  5. It's total fabrication. It's a fake. This one was invented by a writer. Not this time.
  6. Staff thinks his team mates on Chaos are the problem, but really he's just not very good at the game.
  7. Yes there is.... Standing in the ashes of another guild's city after a four hour siege.
  8. I think a king of the hill system for the dregs (as described in my post above) would work well giving people a reason to stick around, even if they aren't playing for the W. To your point, we haven't really had the population for more than one campaign per region, so it's hard to tell if the iterative campaign system works when there isn't enough of a critical mass to really test it.
  9. You also couldn't "win" a shadowbane server. It would just stagnate and die until we were begging for a server wipe.
  10. I really hope that the Dregs isn't using the same point system we see in the Faction Campaigns. I'd like to see the Dregs base its victory condition on map control. The question then becomes: How do you prevent latecomers from spoiling the campaign by waiting for Winter to make their move and conquer the map? I'm sure this question is easy to answer, and the use of player built cities and the bane system for sieges/war declarations will mitigate this greatly. The Dregs will have a vastly different "feel" than what exists currently in the faction campaigns and should correspondingly have a different system for declaring victory. I like the idea of a leaderboard where you're guild is only able to get on it if you meet certain conditions (owning a large enough city/stronghold, owning multiple cities/strongholds). Once the qualifier is established, the guilds on the list must either eliminate each other or force each other to "bend the knee", abdicating the campaign victory to another guild on the list. This also differentiates players and guilds who are "playing to win" from players and guilds who are just there for their own reasons (crafting, PvE, ganking, etc...) When you include the ability of guilds to band together and make their own "factions" (and break them up when things don't work out) there is the potential for different reward schemes based on player/guild/alliance status.
  11. The game needs enough people playing that the game can sustain multiple campaigns. At the end of a campaign, guilds and players should be able to go their separate ways and end up in different campaigns if they choose. It'd keep the game fresh in a way that's totally impossible right now.
  12. I think Faction Campaigns were a mistake. Almost everyone in the MMO-verse has played a Realm vs. Realm or Faction vs. Faction PvP game. This game mode isn't novel or interesting to anyone, it's just a half-way point to the features we're all really attracted to: Guild vs. Guild, city building/sieging and player politics.
  13. You obtain them by killing the War Tribes scattered around the map. Look for the bosses and get a group to help you kill them.
  14. They told us from the beginning that this was going to be a very social, group oriented game. They know they could appeal to a greater share of the population by reversing that, but they decided a long time ago to appeal to a niche market that is looking for something more than battleground/dungeon timers.
  15. From the perspective of a new player with no social connections and nothing to their name, getting to PvP viability is a dauntingly impossible task. On the other end of the spectrum, a brand new player going into an established guild can be fully PvP viable within a few hours. You can get a blue vessel to max level in a few hours if you know what you're doing and have a good leveling group at the right spots. During that time, a fully kitted out and well-supplied crafter can make all the gear you need to be an asset to your group in PvP. Again, this pre-supposed a lot of preparation and organization on the part of a group of people working together. Once that prep work is done, however, the investment pays off. Most other games of the genre don't reward this level of player interaction and coordination. Crowfall does.
  16. I guess you and I have a very different definition of "grind" then. The effort it takes to be pvp viable in crowfall isn't that great, it just requires a guild, organization or marketplace. If you're trying to do everything alone, it's going to be a daunting task. The incentive structure supports working with other people instead of solo grinding. It's exactly of the opposite of no-life grind games like Black Desert where socializing with other players is a distraction from your 4 hour grind session at Sausans.
  17. Is this somehow controversial? More PvE means there will also be more small scale PvP content available. I'm not sure why people expect they can jump in the game and jump straight into PvP and be viable.
  18. We need resource refineries -> caravans -> factories. Let's get industrial.
  19. I think we can all agree that some of these RNG drops are out of hand. I'd much rather see larger worlds, with more specific drop locations which drop an item 100% of the time.
  20. Crowfall really doesn't require or reward a high level of twitch aiming skills like Darkfall or Counter-Strike. Crowfall is essentially a Real Time Strategy game where each unit is a player. You need to coordinate base building, economy, and warfare between dozens, if not hundreds of players taking part in social organizations which are competing with one another. @Rikutatis You're absolutely right when you say this level of complexity and depth can be daunting to new players. Shadowbane and EVE had the same problems. The only solution I can think of is to stress the importance of getting involved in a guild or social organization that will guide and support new players. Having a robust and well provisioned player-run economy and marketplace(s) will also help with retention as players can cut out a little of the intermediate steps to getting gear.
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