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About Cosian

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  1. OK, if that is the case then the video shows -W- being pushed back and off their position 4 times by something close to even numbers. Further, -W- was unable to take the breach on their first attempt and had to retreat as well. Given you are stating that actual numbers in the fight were even, this also suggests that gearing didn't play a part since Chaos was controlling the battle ... until .... Chaos sallied forth to knock -W- off the bane tree hill they had retreated to. That was a tactical error and you lost the hill fight. You were pushed back to the gate away from the breach. -W- was then able to get in the now lightly defended breach. All Chaos had to do is defend the breach and they would most likely have won. No numbers disparity and gear disparity did not matter. Chaos lost due because they lost the hill fight and did not defend the breach plain and simple.
  2. I also have a similar and perhaps related issue ... using Chrome. When I access the forum I am logged out. When I select login from the forum page I login which sends me to my account page. When I try to access the forums again from the account page I get to the forum page but am logged out. The only way I can get into the forums in a logged in state is to go to the main page and logout. Log back in on the main page and then I can access the forums in a logged in state.
  3. Locking a character to a faction simply removes or mitigates the ability for players to self balance as they enter new campaigns. Clearly this has already happened in the past here multiple times as larger guilds have switched factions expressly for the purpose of creating a more competitive and improved game play for everyone. So I would not think we would want to remove that ability. Nobody wants to have to level individual toons for each faction. Further, if they did go through that grind you are simply back where you started; That is, players then have the ability to play whatever faction that want in a particular campaign using the toons they leveled for that faction. So this does not 'fix' the problem. It just a grind mechanic that players will not like. Players and larger guilds will self balance over time. Sitting on a keep wall night after night with no action in pursuit of some innocuous campaign reward is not the game play people are looking for. At least I would hope not.
  4. In the ACE Q&A for Feb they said they were working on the import export so when a campaign ends you still have the option to export stuff prior to joining a new campaign
  5. @PaleOne I think the idea of campaign start numbers balancing looks good on paper, but unless your playing a drop in game like COD or BF I have not seen in work in an MMO campaign style game, though I have been in games where they tried 'side locking' and later shelved it. People did not like it because often they could not get into the same game as friends. It adds an admin headache for campaign start for ACE. Further, it means guilds that are jointly looking at going against each other in a campaign may not be able to get in the same campaign. In addition, clearly its not all about simple numbers. The last big fight with Chaos (63) against Balance (37) as an example ... It's an interesting concept but implementation carries with it many new problems ...
  6. This too solves the issue and really focuses in on the primary problem; the campaign keeps going even when their is a clear victor. Right now we have fixed campaign lengths but ACE has inferred there would also be a mechanic to end campaigns early if the outcome is clear. I think 24 hours is too short probably ... but ya something like that. Maybe a few days to turn it around. I also think there should still be some fixed end point. But with the mechanic to end campaigns early for a clear victor, it could be longer. Even if the scoring is balanced there is still the possibility a lengthy campaign becoming stale when no side is able to make appreciable gains for long periods of time. It becomes the same thing over and over and that can be as debilitating as having one 'side' crushing it. Maybe 45 days max IMO.
  7. @mandaloreSpot on! It is very difficult to change the overall dynamic during the campaign. It's possible when a charismatic leader steps up. Seen it happen. But again, it takes time if it happens at all. Just another reason for shorter campaigns which provide more opportunity for a fresh start and player re-balancing to occur.
  8. The longer campaign … why? As I stoically stood guard on the walls of one of our keeps, staring out over an empty horizon during the siege last night, I started thinking about the 60 day campaign….. In the February ACE Q&A @jtoddcoleman again slipped in a little ‘longer campaign’ bit. Clearly there is a vision here as JTC has mentioned the longer campaign a number of times these past years. But I remain confused on why this longer campaign seems to be a goal. With all the potential pitfalls of extended campaigns, are there some positives to be had? Does a longer campaign make the game better and more attractive to players? Does the longer campaign hold player interests better and result in more logins? So, this first 2-week campaign is also kind of the first acid test for a longer campaign. And here, 1 faction is more powerful than the other two. The first night was snore fest and if you were not in the faction guarding keeps, you were out harvesting. So, what do we have to look forward to? Well certainly, there is a possibility that things can improve for the other two factions. They are both actively trying to rally their side; which is certainly the thing to do. They may also improve organization and start to coordinate attacks against the leading faction. But these things take time and there is no guarantee of immediate success. I’ve been playing campaign style games since 2004. In my experience, while the longer campaigns can result in some very memorable events, these are regrettably small slivers of ‘that was epic’ over the course of a whole bunch of stagnant play days in a 60 to 90 day campaign. I recall a 90 ‘dayer’ in a game and many people that played that game still talk about it as an ‘Epic Campaign’. In reality, the only thing really Epic was when one side finally one this grueling campaign. More accurately, it was populated with many days of low activity and further, there were a lot less people there at the end than started ….. So, what am I missing? Given the distinct potential of faction imbalances, the possibility of less large scale PvP, and fewer logins, why does this seem to be goal. Why do you feel a longer campaign is desirable? For now, focus on Faction v Faction. Dregs will have the opportunity for Alliance shifting during campaigns which may make the longer campaign more palatable …. maybe
  9. White to blue vessel is a decent jump ... blue to purple, not so much. I was recently offered a new purple from one of our crafters. And, we have really good crafters! Yet, the stats on the purple were simply not that much better than my blue to warrant triple the time to level a purple, at least at this time since everyone is starting fresh. I will eventually level to purple. So yes white to blue is a very noticeable difference. But I believe gear to make a bigger difference in 'power' than the vessel. And I know ACE is looking at that and there is talk about removing the HP bonuses from armor and rolling those bonuses into the leveling which I think makes sense. If you know how and where to level, its really not that long for a blue .... something like 8 hours. I can't remember how long. But ya, get blue as soon as you can.
  10. Well there is that, and this is probably a discussion for another thread .... but to be fair and accurate, Chaos did not lose their keep last night due to gear or numbers. Chaos had 63 in zone against 37 for Balance. Chaos successfully pushed Balance off their siege position and destroyed Balances siege equipment at least 3 times. Balance did get a hole in the wall after about 25 minutes but could not get through the breach. Balance retreated to the west away from the breach and took up a position on the bane tree hill to regroup. And that is where things went awry for Chaos..... All Chaos had to do is hold the breach and it is doubtful we could have got in. But apparently encouraged by their previous abilities to push us, they decided to sally forth and complete their victory pushing us off the bane tree hill. They were unable to do this got damaged pretty bad repeatedly getting blown off the hill. This coupled with some timely druid bombs weakened their left flank. We were able to roll up that flank, pushing them back to their west gate ... further away from the breach. After they were pushed back we about faced and rushed back to the now lightly defended breach.... I certainly don't relate this to rub sand in a wound as it was one helluva fight by both sides. Just making the point that while I fully agree on a change to the HP allocation between levels and gear, we have to recognize that experience, communication, and organization is playing a substantial role in these fights. This, as opposed to numbers and gear.
  11. Those imbalances do shift from map to map. Also, relative to the keeps, it can create some more interesting strategic decisions for a side. Rather than going all in on defense of 'your' keep with the R9's, go all in on taking the keep with the R10's.
  12. I do not see a reason or rationale for extending the campaign length. I don't believe it will create more PvP. Rather, it has the potential of creating less PvP as people get bored and/or an under populated faction falls further and further behind in the scoring. No amount of 'handicapping' or scoring mechanic manipulation will keep things interesting for a faction that is getting rolled, not to mention I feel those mechanics are generally undesirable. Further, while I agree that linking exports to scoring at the end of a campaign makes sense, it further exacerbates the problem for an under pop faction. Why keep playing? The op states the longer campaign will have some impact on the economy. I don't see a relationship here?? Enlighten me. So I see ACE and others pushing mechanics that may make extended campaigns more palatable. But why? What is the purpose in doing so? The whole premise of campaign based Crowfall is that fresh start. It's an opportunity for a new map, a new ruleset, and most importantly some re-balancing as under pop factions seek to re-energize and draw guilds and players to their side. Without question, the highest server pops will occur at the start of a new campaign. In addition, having played campaign style games for many years, the biggest drops in population occur when campaigns extend into months and either experience stagnation or when the losing faction has little or no chance to turn things around. Again, why is a long campaign better than a few shorter campaigns?
  13. The rallying cry works quite consistently no matter how many years the game has been going on. It can actually be more effective as the game progresses. Of course you can't do it every campaign and its more than a rando posting 'hey we need more guys'. In games that run for a long time like EVE, SB, or WWII Online for that matter, storied players, clans, corps, or groups will be known. These folks have will have developed larger networks of players and their leadership skills in making thing happen is established. The marketing blitz is generally more than a forum post. Phone calls are made. Emails are sent. Posts are made on guild websites. People respond as its a lot more fun when you know a side is bringing some leadership, organization, and numbers into to a campaign.
  14. Hmmm .... on one hand the original posts cites concerns with false notifications. I think the concept underestimates the degree to which this will be gamed.....one alt and some mats. No one will care about durability and guilds will have plenty of mats to throw up at a whim.
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