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Dondagora

Testers
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About Dondagora

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    Rook

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  1. If they just allow gems to show up in regular lodes that can be solo-harvested, at maybe an decreased drop chance, it would make it all a lot more bearable.
  2. Another idea, I think, is attaching outposts/towers points to the keeps/forts. An outpost will send a pack animal and a guard to the nearest ally fort/keep and only once that reaches its destination will the points be cashed in. All the while, PvE mobs will wear down these caravans so that the further a camp is from a keep makes it less likely to cash in any points unless the road is somewhat guarded. At the least, it reduces the issue to the nightcapping of forts which act as the cash-in points.
  3. I wouldn't mind aligning Night and Day with the night and day of the server, make playing at night fundementally different than playing during the day. More Hunger creatures spawn, a "Cold" debuff that can be warded off by a campfire or torch (but makes you more visible in turn), and such things so that while nightcapping is still more PvP and backcap safe (gaining greater value), it is also more perilous with PvE survival elements. Just throwing ideas out there. I do see issue with the idea that it will lock some people into a certain environment (Night/Day) depending
  4. Not how time works. Depending on the time I go to work, I could either hit traffic or not, differentiating the value I get out of my time in the distance I cover depending on what time it is. Same applies here. Not all time is equal when talking about finite space/resources. And, from a gameplay perspective, why encourage a way of playing that exists to avoid PvP?
  5. I would like to join. Just started playing recently, but so far just really want to make me some Epic-Legendary equipment with Illusionist, Fashion Statement, and Hand of Glory. Also glad to see a merchant guild about.
  6. Just to address this, it isn't unrealistic for a person to have more items than their export slots allow on a single account, indeed it is often assumed that you'll have more than your export, which is how multi-accounting might help simply expand your inventory. So, truly, you aren't farming 5x, you'll be farming the normal amount, as your export isn't assumed to supposed to fit in the amount of items a single account can procure, if that makes sense. In other words, a person doesn't need to farm 5x the items to take advantage of 5 accounts worth of export inventory.
  7. All modes have embargo rules which determine how much you get, but for the Dregs I'd like it to work something like this (just my personal preference): Just as suggested here, there's an amount of slots given to the victor for them to export items from the campaign. With kneeling mechanics, though, the winner may distribute their slots to others. In a similar fashion to other rulesets, making and promising export slots to too many that kneel to you might diminish your own reward a good amount, should you follow through. In this sense, victory will be seen as a limited resource which engag
  8. So you say this, but when a faction wins, who's to decide how the exportation is split up? If it's "everybody gets 10 slots to take stuff in", then isn't that "fair and even" hogwash? It sounds to me like you want to give everybody on the winning side participation trophies for picking the right faction if you prefer this way about it. But I say this: if you spend $100 on a chocolate bar, you'll have lost money for over-investing on the chocolate. You spend $5 on the chocolate bar, you're getting what you put in. You spend $1 on the chocolate bar, you negotiated a steal. This is, o
  9. I wouldn't consider it "interfering in politics", just another mechanic which entails managing a limited resource which, in this case, is Export. Just like how you can't "have the cake and eat it too" with any other resource, it will incite player interaction, but not dictate it in any heavy-handed manner, I feel.
  10. Saw a post on trying to even out the populations for each faction to keep things balanced, and while I do feel the system should keep it loose so that we can benefit from alliances and politicking and such, there should be pros and cons to everything. So, for discussion, here's an idea to play around with: Instead of having every world have a "Export X Slots Per Player", have it "Export X Slots Per Faction". In this, you could have a hypothetical campaign that has an export of 100 slots per faction. If that faction only has a single player, they will receive all the slots, being able to export
  11. I liked this Q&A. Much more detailed answers, better questions, and generally more informing. It's not everything I wanted to know, but at least I'm coming out knowing more about the game than I did before.
  12. Yes, it definitely would not be boring to go to places nobody wants you to be, attack people who don't want to fight you, destroy things that have no meaning or purpose other than for a very specific person or people to enjoy, get joy out of being a general jerk in bad faith (contrasting to being a jerk in a place where everyone expects and appreciates you being a jerk, like a campaign), and gaining little to nothing from little to no challenge. This is me full-heartedly agreeing that having EK's being openly attacked is a good idea.
  13. I'm not saying rely only on box sales, and didn't mean to come off that way, but I don't think subscriptions are the way to go. They're too annoying for my tastes, and likely many other people's tastes. I'm open to any ways Crowfall can use to make money, just not subscriptions. Just a thought I had: High-Reward campaigns. Each player pays, let's say, 5 dollars to enter this special campaign world which has a concentration of unique or rare materials. They wouldn't be too often, maybe one per 3 months, but it'd promise some good loot if you win. Not too taxing on the in-game econom
  14. Subscriptions drive players away. Admittedly, it'd drive me away. I love the game and its progress, and will support it when I find it prudent, but I will not pay monthly to play because, for me, that's value lost. And, honestly, it's bad for the game. The game is good when there are plenty of players to play with. The game makes money when players join because the game is good. Subscription fees will drive away a number of players, AKA casuals. The game does not have plenty of players. The game does not make money. At least, that's my train of thought, but it is
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