dolmar reacted to KrakkenSmacken in Rewards for defending outposts.
The could make it like the bank. Everyone who opens it, opens "their" own version of it, and gets one amount of whatever is inside.
If the items inside spawn only on flipping, or on a schedule, then it would give people a reason to go visit all the territory they held because they would know there was something in the chest for them.
dolmar reacted to Sloppy in Rewards for defending outposts.
I'm looking forward to the upcoming changes to forts and outposts made in the last monthly video.
It was mentioned the outposts were for groups of 1-3 players to fight over.
Zones currently have about 10-12 mini areas built into them. For example the spider area, the zombie area, the forest with the hellcats etc...
Each one of these mini zones should only have 1 outpost associated with them.
The outposts should have 1 npc guard protecting them (Something that takes a badly geared player 2 mins or a well geared player 30 seconds to kill).
When the guard is killed whoever gets the final hit becomes leader of the outpost.
A REASON TO DEFEND
Currently people run from outpost to outpost capping, while the enemy faction has a small group across the zone doing the same thing. It's currently almost more incentive to avoid a fight.
We should be trying to promote small scale pvp, not avoid it.
25% of everything looted or harvested in the mini zone should go into a chest at the outpost and only the owner of the outpost can loot it.
A REASON TO TAKE IT
Attackers can take the outpost at any time. (I know timers may be put on outpost but I'd prefer they didn't)
If they take it the owner of the outpost has a 5 minute window to get 50% of what's in the chest and the other 50% goes to the chest in the nearest fort.
PREVENTING ABUSE OF THE MECHANIC
There's people out there that will put a spy in an alternate faction, (This system isn't only for the faction game, but will adapt to all frms) just to keep the loot safe by flipping the point back and forth. So we need to do some stuff to protect against abuse.
1. As mentioned above, send 50% of the loot to the fort.
2. To prevent people from pulling the loot the moment the enemy engages the guard, we lock everyone out of the chest while the guard is damaged.
3. After the chest is looted it should not be accessable for a random amount of time between 30 and 90 minutes. There should be no clock visible, or countdown timer.
NPC fort boss instead of circle. He becomes vulnerable based on the new siege timing mechanic coming soon.
The player with the last hit on the Boss owns the keep, and gets a 5 minute window to loot the fort chest. Only 50% of the loot sent to the fort was in the chest, the other 50% was sent to the nearest keep.
Remember there are no outposts in the area around the forts, so they also get 25% of all loot/harvestables put in the chest, plus the extra 50% if any nearby outposts flipped.
Same mechanics as the fort. However whoever plants the tree becomes the owner.
50% of all fort loot and 25% of all resources farmed in the keep zone are in the chest.
CAMPAIGN POINTS AND WINNING THE SERVER
Campaign points should be based on the sacrifice value of all loot earned.
2x points for outposts, 3x for forts and 4x for keeps.
Remove capture bonuses. They aren't really working properly.
Wait - There is more loot generated in spring, how do we catch up? 10x points for all hunger shard related loot, or killing winter type mobs etc. Stuff that gets people out into the zones doing stuff. Those outposts with level 10 hunger shards in the mini zone should be fought over extremely hard.
1. This gives pvp'ers a way to earn resources without resorting to hitting nodes.
2. This gives people a reason to defend what they take and to actively use and protect the area.
3. This gives pvp'ers a strong reason to defend harvesters in the area they have taken. Why roll that group of newbies farming spiders when they are paying you 25% of their gold.
4. More incentive for people in the same faction but of a different guild to grab a different outpost and stay spread out. Which helps prevent zergs.
5. A giant pyramid scheme to allow the overlords of the server to benefit. Ya the rich get richer, but they deserve to be rich when they put in the hard work.
6. No new resources are being created, harvesters and gold farmers are just getting 25% less, but are being more protected as the pvp pushes away from ganking and more toward outpost fighting.
7. Too many timers suck. So if we can keep the timers off the outposts it could be better. If Darkfall 2, it ended up being called Timerfall because of a similar yet flawed system.
8. This creates hot spots. People will naturally flock to the outposts with the best loot. The hotspots will end up generating most of the campaign points. So he who controls the hotspots will gain a ton of points for themselves, their guild and their faction.
9. This mechanic works for guilds, dregs, factions and gods. All while people do selfish things!
TLDR - Take some territory, collect some taxes. Pvp'ers lock down an area, they profit, while they have a reason to protect newbs and harvesters.
dolmar reacted to Noric in Class Balance - Needed Sooner Rather Than Later?
Would like to see other campaign modes myself. Maybe some small ones to just test out various things. A map with lots of war tribes to see how they work, turn off imports/exports for it and see what affect it will have early game. Turn on imports later or on another map to see late game. Race wars, class wars, FFA (team) or even a siege map with near constant up time. Bonus points if you can manage to keep teams semi equal. Heck a zone with NPCs attacking or defending a fort/keep just to see if its plausible. Has there been a map with no import/exports?
Faction wars are not really adding much imo. Already down to 2 factions with both sides getting stuck in a routine. Balance 50ish mans two zones, chaos puts 75+ in one. Chaos sends people to attack, balance tries to zone cap where we left. Balance attacks, chaos moves to zone cap another keep. Both sides have tried to delay banes going down, then pile in once they defend a keep. In short the only way large siege fight are going to happen is if one side risks losing a keep. Dont think raising the zone limit would change it much. It would still be defend/destroy bane then pile into open zones. Just a matter of how many can pile in.
dolmar reacted to Sloppy in War Stories - Official Discussion Thread
I don't get it. Certain unnamed people made it clear through their actions that any talk about PVP or victories, makes the people you killed feel bad.
Making people feel bad results in forum/ingame warnings and bans. Some of them lifetime bans with no refunds. Criminal!
Ok... back to my self imposed ban on the forums until they fix the rules and the way they are moderated.
Sorry if this made anyone cry.
dolmar reacted to Armegeddon in The UnDeAd Legion
Any new players that are willing to learn the ropes, contribute and enjoy a great community of "non-stuffed shirts", jump on in for the win..... We won't ask for your political affiliation, or treat you like a step child if you don't conform to group think!
dolmar reacted to blazzen in Anyone else finding the TTK a little to long now?
I'm sure TTK feels low to the people who are still wearing white armor and are getting blasted by 5k neckbreakers from bugged 194 damage weapons.
Gear power aside, I like the current TTK overall and I hope the armor changes don't effect TTK except for making leather users more viable. Remove the mail/plate HP bonuses and give them an armor bonus instead, and add that hp back into the base vessel so there's not such a steep HP curve where you're more than doubling your base HP from armor.
I do agree that anti heal needs a little more love though. The assassin anti heal was definitely over nerfed. Assassin toxins in general need to be reworked. Alchemists should be able to experiment on them to determine their damage/effectiveness the same as a weapon or a quiver. They need to scale and not be just a flat amount. Another great suggestion I heard from @Scree was to make it so the poisoner discipline allows other classes to equip a poison similar to how bow disciplines / quivers work.
Another thought - make the third assassin tree the anti heal spec. I can't even think of the name of it because nobody plays it (it's not blackguard or cut throat).
dolmar reacted to Noric in Tree fight = slide show
Todays bane tree was a complete slide show for me. As soon as it went down *Poof* my FPS shot back up. I lag a bit in large fights but trees... forget about it, I'm lucky if my CD timers update and I dont DC. I think its in part due to the mass debuff, buff, name, guild, faction and HP icons constantly moving around.
Could really use a client-side option to limit the clutter. Ideally a short-cut that hides/shows selected items for large scale battles. Example - Hide non-grouped allies, faction/guild/name/buffs. Bonus points if I can select what buffs/debuffs are shown. Still hoping for a reverse HP bar too. Meaning no bar is shown at full HP, filling in as damage is done. Much easier to see a target low on HP (near full bar) vs finding a bar mostly black in a sea of red and blue. Guess the bar would need to be transparent for that to work or it would just be a mass of black bars.
dolmar reacted to jtoddcoleman in Zone Caps
we're pushing as hard as we can to get the new server performance improvements out to you guys, because the higher the cap, the less this issue will matter. we could put in a temporary faction cap (something like 33/33/33) but my fear is that people would just abuse this with alts and it wouldn't actually help the situation -- in fact, it would make it worse, as everyone would be forced to queue pretty much all of the time.
we're aware of the issue, and absolutely understand that it's incredibly frustrating. if there was more that we could do, we would. server and client performance is our #1 priority for the next milestone.
once we're on the other side of that improvement, I'm more than happy to look at separate queues for different factions (or maybe just enforcing that during siege windows), but I want to stay focused right now 100% on improving performance.
dolmar reacted to Merrymaker in I'm a Spy in Crowfall
>talking to dad about cool upcoming games
>find Crowfall and it looks dope
>buys the game and downloads
>wanders around for hours playing a Cleric Half-Giant making snoo snoo jokes with some people I meet
>reads online that the best way to get started is to find a guild
>decides to start fresh on Half-Elf Ranger, read they have good racial stats and bonuses
>really starting to like the game and hanging with a cool crowd
>2 days go by and I'm still a noob
>new campaign starts and some people I met earlier tell me to go Chaos
>goes Chaos and finds a spot on my own with level 7 zombies to farm
>30 minutes until siege begins
>wtf.jpg is siege
>figures out it has something to do with the keeps
>gets bored and decides to find out what the siege is in person
>sudden big group of people run by naruto style
>follows them thinking they're doing the siege
>running around for a long time before the group stops and a couple of toons start jumping on my head
>comes to the conclusion this is a friend group and I am an outcast
>thinking of leaving but really want to see what the siege is
>decides to crack joke in chat instead "shhh I am one of you"
>one of them whispers me "are you a spy?"
>start sweating profusely having a general idea on what he's talking about
>respond with "A spy XD?"
>code XD doesn't work and he doesn't believe me
>nobody believes me
>try to explain situation but makes it worse
>they start complaining about spies in faction/zone chat
>they let me tag along anyway and even give my toon food
>didn't get to see the siege
>mfw I realized this is a small community and everyone thinks I'm a spy
dolmar got a reaction from Mayhem_ in Question about forums
Seeing people banned for political banter is debilitating to the game imo. Jay walking no matter how many times should not constitute the death penalty. If you get enough tickets ie drivers license sure they may take your license. But they do not ban you from going to the store . We are consumers in crowfall . We have spent a ton more money than we would a regular game.
Ace has listened to the gaming community on the entire creation of the game. Accept where these forums are concerned. They ignore us in this instance . We have begged for more softer policy's and that has been rejected at this time. None of us feel that saying a simple thing such as soso guild "sux" should be a point and be the final straw on someones account. Ban them from the forum sure its your forum. In game ? Their $1000.00 of dollars with no chance to recoup the loses is not what the player community desires. But, This is apparently not up for debate and they do not want or desire our input on this matter. So the choice's are.
1# Only post things here that help the creation of the game .
2# Test the game.
3# Only give constructive feed back on the game.
We as testers have paid to help create the game we want to play. Know your role in this and don't step on toes.
dolmar reacted to Sloppy in Item bloat
I missed some of the earlier rounds of testing so I don't know what happened. But we need to be able to get rid of stuff.
At a siege last week there was a bunch of balance guys, that literally filled their inventories with stacks of wilted scraps. I don't know if this was a protest, an internal joke or some trick to lag out the server during the siege. But just the fact that some dudes were willing to lose 50 stacks of this crap shows the need for that item to create value.
So I really enjoy Noric's idea of sacrificing for a buff! I even more enjoyed the original idea of trashing stuff for XP! But eventually everyone will be maxxed out!
dolmar reacted to Noric in Item bloat
Sacrifice pit is not dealing with all the extra white resources/trash. Ideas to deal with it.
A way for factions to "sacrifice" to the tribes, sending a strong force into zones mostly controlled by another faction.
Sac to a god to buff faction controlled points (or even a low grade buff to players) for X time. Guard group to patrol a local zone?
Those options should not be cheap and easy, just a way for everyone to pool all the extra stuff together for something.(leader board entry?) I don't mean for this to be player A sacs 1000 points of items for X. More like faction A sacs 100,000 points of items, God/Tribe takes/uses all or part of it to do something.
Dont even need a complicated menu to chose what you are sacrificing for, at most you would just need a pit style item for tribes or gods. Effects would be semi-random or in the case of patrols they show up after a random amount of time. Dont need them being called in 5 min before a siege....
dolmar got a reaction from JamesGoblin in Zybak Interview with J Todd Coleman and Thomas Blair
Good video! Still not sure what is so difficult about tossing a box down in the EK using existing tech of a char corpse ect.
dolmar reacted to blazzen in Tree of Life rooms are too small
I think the Trees of Life should be at ground level with space round them, similar to how the ToL's were in Shadowbane or the bind stones were in Darkfall.
We had two fights at the top of the keep last night. Won one, lost one, neither one was enjoyable. It's just a giant clusterfvck in the tree room.
dolmar reacted to Remlap in Petition - Simple Fixing You Can Do Today!
Limiting content in a game with such scarce content by making it even scarcer would be a terrible decision for this game. So unfortunately these days it stands to be implemented, catering design this early on around a small handful of disgruntled and vocal players(compared to the amount that backed the kickstarter) is ludicrous. Further the legitimacy of the feedback on this thread is questionable at best, lots of new accounts are coming in and offering nothing but +1.
The score system is fundamentally broken in this current iteration of it, however removing all of the small groups of peoples ability to have an impact on the game is nothing but a recipe for a ghost town. I'm not seeing very many people advocating that the current system is perfect or even good, but it at least allows for some constant impact and score changing by the majority of players. I sincerely question the motives of those trying to limit others ability to even play the game through the use of time gates.
dolmar reacted to Pohutukawa in Petition - Simple Fixing You Can Do Today!
Another self-serving "contribution" (the OP), conveniently timed when the swing is against the "control trend".
IMO, the original post does not contemplate a game improvement, merely an admission that now they have to do what everyone else has to do, instead of pack-roaming and wanting not to have to WORK for a win.
What's really the problem? You run in packs of 2 groups (minimum) most of the time...how long does it take to flip a camp with 12 people? - LOL
Lots of up voters...wonder which guild they are in mostly (already a biased petition with results nothing more than utterly useless) ..., must have lifted the "forum code of silence" from within.
This is more like...We aren't really winning this capping war...lets start a petition to change the rules to ones which suit us.
We can see right through this and I hope ACE does to. There is movement at the station!
Has anyone published the siege videos of the last couple of days? Must have missed seeing them
dolmar reacted to KrakkenSmacken in Petition - Simple Fixing You Can Do Today!
It's not who, it's what.
There are all sorts of other things that could have been suggested and have been in the past, (shorter cycle times for camps or, different capture mechanics based on killing/destruction) that won't cut out a significant portion of the games population. The above suggestions favor one type of group, one type of play style, that frankly belongs in the dregs, not in faction play that is supposed to be by design more inclusive.
Dregs not having camp points, great. Dregs having longer period windows on keeps and forts so large guilds can rally the troops, also great. That is not what the factions are for, so I would prefer it if the people pining for the dregs don't try to convert the faction world into them.
Factions by nature are not as much play to win as dregs, so it's not factions fault or rules that a play to win team is burning themselves out trying to cram a square peg into a round hole.