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Everything posted by silhaku

  1. So I just wanted to start a topic discussing what different variants to campaigns they'd like to see added to the game. Like different win conditions, faction layouts, looting rules, and campaign related events that would make every campaign feel unique and change up the gameplay during a campaign. Guess I'd start with faction layout first. I really hope they bring back the 12 faction war of the God mode they originally had. Fighting for a specific god, within smaller factions, and with differing win conditions sounds like I'd be a lot of fun, especially if it was designed to encourage more small scale fights. A win condition attached to it could be maybe building up and protecting shrines around the world associated with your god while destroying others. they could also add looting rules in certain campaigns for hotzones where the campaign can have no loot drop on death but you can drop your inventory while in a hotzone. And for campaign related events they could add zone wide corruption events where more corrupted mobs spawn and have bigger aggro ranges so players are constantly under attack. Their would be a goal to end the event (like sacrificing a certain item that starts spawning during the event) and clearing the event as a server will give all participants rewards based off their contribution to it or even have these events connected to campaign win conditions where guilds/factions gain points by how well they perform during these events. Just want to feed the devs some ideas so they can add more variety to the campaigns. I think that's going to be really important to the success of this game.
  2. jist want to note that players will most likely get more sacrifice item drops than they know what to do with. So most playing will only have to do it 1-2 times and every other character will probably just be instant maxed with sacrifices after that.
  3. I completely agree with this. I feel as though what we experiences in beta definitely won't cut it post launch. But it's still not too late. I feel if we are show the devs what we want the core of the content to center around they will focus on pushing out more content for it. Sure, balance, progression, and other features might end up taking a backseat and get slower updates but that's just the nature of live service games. But I think in the long run it would lead to a healthy thriving game.
  4. I honestly think the campaigns have more potential to them than just having winners and losers. If they build on this system more these campaigns can drastically change how the game is played. Guilds and factions might have to change their methods fairly often in order to win campaigns. That's only if the system in expanded on. As of right now I don't think CF will last with the barebones systems that they have.
  5. I feel as though Crowfall is a solid game but doesn't really do anything that makes it stand out from the other MMOs. Every aspect from combat to crafting and progression to build diversity is at best slightly above average and I can find a MMO that does each of those aspects better. So finding that core system in Crowfall that sets it apart from others and rapidly expanding on it will be crucial to Crowfall's success. IMO that system is the campaign worlds. For this game to have any staying power ArtCraft will need to put a lot of its resources into making more win conditions, adding more rule sets, and implementing more events that can take place within the campaign worlds so that no two campaigns can be similar. Throughout beta the campaigns haven't felt that way and that might just be the case for beta and their might be some surprises awaiting us at launch but I still think it needs to be said. Constant expansion of the campaign system will be what determines if Crowfall will last or not.
  6. Honestly think your concerns are completely valid, but there is something here that other MMOs don't have and it's the win conditions in each campaign. With decent working systems to keep the game enjoyable to some degree alone would result in this game failing but I think if they really double down on the Campaigns by adding interesting win conditions and events that take place in each campaign it could net Crowfall some staying power and would result in experiences that can't be experienced in other MMOs.
  7. I remember back in kick starter that God's Reach was going to be the 3 faction mode and the Infected worlds were going to be 12 deity specific factions. Obviously a lot has changed since then but will the 12 faction concept make it's way back to the game eventually?
  8. K, i'm sure we all know that talent is trash but I just realized the shieldmanship passive your get from the last talent already does what board and board does but with every shield attack. Like at least make it turn shield slam into a stun instead of a knockback or something.
  9. even in the eve trailer, its still sort of a lie because you are going to be playing so zoomed out you wont be seeing your ship XD
  10. In dregs maybe. They could easily fix this with allowing certain neutral zones to give the buff also. As I said in my post, the mobile banking idea itself i could do without. But the fact that it adds to the value of outpost and camps makes it worth it. If anything I think everyone should have the mobile banking ability but give it a long CD.
  11. Was wondering for stormcaller. Like for secondary states purposes. Haven't seen much of a difference when I tested it though and also I don't even believe it crits. Been testing it since I made this post and haven't seen any changes out of it besides the relation to health.
  12. Honestly I like the summon bank system because it does give more value to capturing poi's because you can only use the bank in a territory you own. Getting rid of banks all together would be nice imo also but I feel as though it would take away value from another system in game.
  13. honestly I don't think they are even planning to keep these chest in game. If I remember correctly they are just a placeholder for something else.
  14. Why not give people temporary stealth when they come though a Gate like in Eve? Otherwise New/solo players will get ganked the moment they enter a map.
  15. Anyone know if healing modifier effects this skill? Nature Grace is the skill that heals you for 2% of your max health for auto attack.
  16. honestly don't think they need to redo the system. Just buff some items/make new ones and nerf some of the crafting passive trees.
  17. but there are things like cutting grit and hunger crystals and heartwood. There are a lot of resources that get no bonuses from tools that they can incorporate with the crafting.
  18. small amounts out the base crafting stats. You get the majority of your stats out of the passive training tree and I feel as though it could be divided up more evenly by basing more of the stats in the gear.
  19. Skin, meat, blood but no bone. And all the other tools only have their base materials and one rare drop. Why not be able to make a knife for gathering bones, which you can only increase that chance in the passive training trees and not even by much. It doesn't even have potions to increase the chance. When it comes down to it, everyone just uses tin to make all the tools because tools isn't changed much by how you craft them.
  20. I know there is beneficial harvesting and critical chance and amount but i don't think there is anything that gives bones chance of the materials like bones and gems
  21. i mean like chest, gloves, head, and boots that give assembly success, experimental points, etc. Depending on the materials you use to craft it.
  22. Clothish gear that gives stats for crafting and possibly gathering. Basically the gear would allow you to craft decent gear without the need of passive training but to get the best gear you need both crafting gear and passive training for the max benefits.
  23. Not sure if you were planning on adding anything like this but will we be able to craft tools with bonuses to additive drops? Like if you use certain mats you can gain a bonus in bone harvesting and stuff like that?
  24. Honestly this would be just as bad as it is now because you would still have to invest heavily in nodes you might not want to invest in at all.
  25. I'm fine with the trees tbh. Getting one pip and moving on is trivial and the decisions comes into place when you have to decide if you want to continue training that node. Being forced to gain 4 pips makes most of the passive tree feel like a waste of time.
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