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StarrFall

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  • Posts

    189
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  • Language
    English
  • Interests
    DB Manager and an aspiring DIY Robot Overlord
  • Guild
    Corvus Citadel
  • Gender
    Male
  • Location
    Lost in the Corn

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StarrFall's Achievements

  1. The issues with this game won't be fixed with a single silver bullet, they need to be approached from several angles. In all reality, setting up campaign schedules/maps as @ShuaiGe suggested would likely take a lot of steam out of the arguments against relaxing AOE caps, practically speaking; if the forces of 100 are incentivized to split up then there wont be near as many 100v40 AOE server-burner festivals going on because that 100 will be much more likely to be dispersed in order to utilize their advantage in numbers to capture more resources in parallel (as opposed to using them to crush all opposition at all resources serially). Relaxing AOE caps will help smaller groups win upsets while changing campaign maps and schedules will help keep the zergs from forming so consistently to begin with. There are other inherent issues with leaning on set schedules, but given that getting a fun game with an actual player base needs to take top priority, and given that this player base is already accustomed to the schedule schema and that ACE resources are more limited than ever, I suspect the return on investment to implement would be high (paid in active players), with a reasonably quick turnaround time, and that it would provide more stable ground to balance from.
  2. Feels like GR is being shoehorned in as a Shadows campaign. Forcing everyone into the same GR when everyone has to grind so much gold to get anywhere with crafting/harvesting just feels pointlessly cruel. I don't hate the map in the context of a faction campaign, but why does the global population all need to be forced into the same tank for a starter world?
  3. Zombie Gryphon. Every couple of seconds it would snap free and attack, but then take that jump pose again and just hover. Other regular gryphons spawned and were killed while this was going on, and this was the last of several alphas and only this one behaved this way.
  4. @IceBolt that’s a lot of words that does not, in any way, explain how the 100 cannot just use the same advantages accessible to the 40. All things the same, tactical competency included, the 100 will win every time. The point of this thread is not to dissect AOE caps in rickdiculous detail yet again, the point is that some gimmicky change to encourage a fix through meta/tactics is not going to magically fix everything and that reducing objectives is going in the wrong direction. Because it very obviously is; see current populations.
  5. Feel free to show your math. Any advantage the 40 could capitalize on can be used by the 100 too, but to much greater affect. To simplify for the sake of making a point, let's say 10 people pushing AOE deal damage at a rate equivalent to the AOE cap and that all involved in the hypothetical 100v40 are pushing AOE and focusing the totality of the opposing force: 30 people's damage output from the group of 40 is going into the garbage can while 90 people's damage output from the larger group is going into the garbage can. Pull those caps in this hypothetical scenario and now the larger group is throwing damage at 2.5 times the rate that the smaller group is. That does not give an advantage the smaller group unless the larger group is utterly incompetent (they are not, at least not THAT incompetent).
  6. 100 using AOE will just beat 40 using AOE. That doesn’t really change anything at all except to say fights will be much shorter and require very little skill.
  7. 100% on all points. Scenario 2 works well within the current Dregs constructs and would provide immediate relief without any further development. There are additional schemas that should work mostly with the existing architecture for campaigns that could help a lot too; my personal favorite: Run several simultaneous Dregs campaigns with the same start/end dates but cap the number of guilds/alliances that can join a particular campaign instance and make the campaigns much shorter. Scale maps down accordingly but make resources a little more dense (it feels pretty empty out there). Perhaps the larger keeps could still have a scheduled siege window as well to keep a little consistency in the schedule and force some larger fights there, but largely ditch scheduled sieges and add in a player-driven siege mechanism (1001 options have been presented in the forums, choose one) and then truly lock vessels, or possibly even full on accounts, in such that they cannot join another campaign instance in the same band of worlds (similar to what was originally advertised years ago). This would build incentive to play outside of the current siege windows, which in turn ups the likelihood for PvP to happen more organically in a more varied set of circumstances (similar to what was originally advertised years ago). Giving more value to capturable points of interest on the map will likely help there. It also forces an actual choice for big guilds on which campaigns they want to dominate and which they want to write off (or which to spread themselves into less populous teams and then compete at smaller guild levels in multiple campaigns), which in turn provides opportunities for ALL smaller guilds to get an occasional break from the worst of the zerg and a shot at some of the better rewards (which should be scaled back along with the campaign duration). If ACE is concerned about maintaining "higher risk, higher reward" then resource quality for a given campaign map and/or rewards could be made to be a function that particular campaigns population or some such, using that as a stand-in for risk factor given there is no other content in this game that will put any weight on that particular scale at this time. The one thing guaranteed to NOT work is to stay the course; it's a ghost town out there...
  8. That is precisely what I was hoping someone would say, thank you!
  9. Is there documentation on buildings to provide guidance as to which can slot a personal chest into them? Is it really only the Large sized buildings? I'm trying to determine the min-sized parcel/building that this can be accomplished with for the folks who are new or did not chip in significant amounts during Kickstarter. Thanks in advance for any feedback!
  10. Very fortunate to have a job that I can absolutely crush from home, under ideal circumstances, but having a young child makes working extremely challenging. The Mrs. and I are essentially splitting 3 full time jobs and not getting much down time; pretty excited for babysitters to be a thing again. That said, we are pretty much guaranteed to see some first steps, so silver linings Stay safe out there folks!
  11. I thought of this during a response to another thread, and after thinking about it for a while I thought the idea strong enough to mention here. First, an assumption: I think the general consensus is that NPC drop gear should NOT be better than anything crafted, contrary to the current state, and I am 200% behind that. Given that, if ACE wanted to continue to provide at least some higher quality NPC drop gear then I'd propose that more advanced level gear COULD be made to drop from NPCs but that it would be exclusively sourced from players who sell gear to NPCs for modest amounts of gold or dust. I imagine some shifty looking NPC (or possibly a rotation of them, 1 for each race/campaign) hanging just outside the temple who plays the role of "buyer", and that the gear would show randomly in NPC loot tables until it is dropped (perhaps gear quality and NPC level will need to be balanced but you get the idea). Gear would retain all descriptive details but would lose let's say, somewhat arbitrarily, 60% of the remaining durability upon sale to the NPC buyer while any gear below 50% durability is refused, thus ensuring there is always a fresh wave of gear out there to be dropped and that we don't play hot-potato with the same crappy gear on a loop until the campaign ends; if a crafter's name shows up repeatedly then it should be because they are working hard and not because their gear sucks and no one wants to use it. It would be a good way to keep the economy's wheels greased and give crafters that much more meaning at the same time, it adheres to the non-PvE-centered spirit of the game design, and it could be an interesting way for crafters to advertise to random new prospective customers across a given server. Thoughts?
  12. Has ACE mentioned whether the current plan is for mobs to drop gear at all come launch? I always thought the design plan was that either they didn't drop gear at all or dropped utter garbage that was essentially one step up from being naked and better suited for recycling for materials. If the drop gear stays then it should all be Nerf brand with low durability and untrained crafting should produce similar quality with higher durability. I'd be just fine if they nixed drop gear all together; would put all on the same footing at launch but those training crafting would be relevant much earlier on even without a great amount of skill. Basics training should provide just enough skill to make it worth passing mats to someone with the training as opposed to just crafting it with no skill yourself, to grease the wheels of the in-game economy. Perhaps a mechanic allowing player crafters to sell armor to NPCs could provide a pipeline for drop gear (with most durability used up upon drop from NPC), which would ensure that said gear quality is available directly from player crafters but with full durability; could even be a cool way to advertise for crafters since the item would presumably retain their stamp.
  13. I would do some testing/fighting on Srathor's Lawn if we got that!
  14. @Febreze, trust me, they will be happy to sell you an account. Your timing is good as there is about to be a new patch dropped that will be very close to what the game will be like at launch. Ping support@crowfall.com and they can set you straight.
  15. Ha! Make that Dergsvid-20 quarantine work for you!
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