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Cejo

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  1. Like
    Cejo got a reaction from Tyrant in 6.100 TEST Bug Reports for 9/25/20 v3   
    It rains indoors:
    You can dodge while logging out, resulting in a weird animation. Since dodging does nothing but reposition (no iframe), and since logging out roots you in place, I assume this must not be intentional:
    Actually, you can use all skills while logging out. I think you need to try and open menus/inventory while logging out in order to make it happen:
     
    When splitting very large inventory stacks, some digits are cut off:
     
  2. Like
    Cejo got a reaction from miraluna in Literally everything in this game takes too long.   
    I guess that's subjective. I pretty much lived and died by my ability to dodge things in that game, and I died far more often than not. 
    But even if GW2 is on one extreme of the spectrum as you suggest, CF is undisputedly on the opposite end of it. Perhaps as PopeUrban suggests, there is some middle ground that would still provide engaging dodge-gameplay without going overboard.
    My perspective is that dodge-tanking is more active/engaging/fun than many other forms of counter-play, and it can be balanced more delicately than outright removing it from the game.
  3. Like
    Cejo reacted to PopeUrban in Literally everything in this game takes too long.   
    So I am a huge guild wars nerd, and there's some stuff you have to understand about why the pvp in GW2 is the way it is.
    GW2 dodges had MUCH shorter cooldown (~3s) and the reason there was so much dodging in the combat system was because the game was designed around those dodges primarily for pve against hordes of frequent and very heavy damage telegraphs. PvP was one of the last things they developed, and this is why the pvp generally sucked in GW2. They built a combat system entirely around dodging floor telegraphs and near instant cast times for a snappy action combat system against tons of mobs. However, they then pitted players against each other where the cast times were still snappy, and the dodge times still short. Unlike mobs, nobody had cast times longer than .25 seconds, so there was no point in saving dodges to dodge specific attacks, and they left the cooldown at pve levels despite there not being enough incoming damage to require that level of invuln uptime.
    Essentially they built a combat system to play and counterplay mobs, but mobs functioned so differently from players that pvp was a trainwreck. This is actually the opposite of what they did in GW1, where pvp was built first and then the mobs were basically just dumb pvp bots with fancy models and they threw a lot of them at you, with more advanced AI behaviors making their way in to the game in later expansions. This approach makes GW1 one of the most fun PvE games you can play to this day, because its one of the only games in which the pve feels a lot like pvp feels in most games.
    Anyway, enough about guild wars. On to the point.
    Crowfall's dodges are already designed around PvP. Crowfall dodges are much longer cooldown and with the GCD, animation speed, and pip limits would be quite balanced with an iframe that covers the first 75% of the animation. Leave the "recovery" portion of the animation (you know the bit where most characters flip or roll or spin or slow down at the end) hittable and have the iframe start on button press. This would allow you to time an attack for the end of the dodge and reliably hit, but also allow using dodges to actually snap dodge all forms of attack, including anticipating combos that have very readable animations for some skillful counterplay. This change would have the knock on effect of making the choice between short and long dodges and other types of dodge modifiers such as the high elf racial bonus or dodge recharge reductions much more impactful and balanced choices.
  4. Like
    Cejo got a reaction from APE in Literally everything in this game takes too long.   
    I agree the game feels slow, and not just with the rez-timers. Things like 10-sec channeling to activate a temple gate, followed by 5-minute zone loads are even more egregious.
    Scarcity of mobility and de-emphasis on dodges (they lack an iframe), slow and/or unresponsive-feeling animations, long cool-downs, and passive gameplay (literally progressing while offline) add to the geriatric vibe, too. 
  5. Like
    Cejo got a reaction from Xarrayne in 6.100 TEST Feedback for 9/25/20 v3   
    This isn't only applicable to TEST, but capturing small objectives like outposts seems to involve steamrolling meaningless NPCs, then sitting around by a campfire twiddling your thumbs for several minutes. 
    Making the NPC combat significantly more difficult so that the fight lasts longer and taxes your resources, and then shortening the 'waiting around period' would help to mitigate this. The outpost could become 'contested' once you engage the NPCs, so you would still attract other PCs, and you would have to make sure not to blow your resources on the NPCs, lest you find yourself in a highly disadvantageous fight if a PC should contest your claim. 
     
    In a somewhat similar vein, the siege window timer seems to leave little for an off-hour player to do aside from kill time. I understand some people really don't like losing their things when they're not playing, but there's another population of players who may never even get to capture them in the first place, because the objectives are not even contestable when these players are playing. This is especially galling for unclaimed forts and the like. There's not even anyone who would lose out.
    Overall, far too much waiting around killing time unless you're playing during peak hours. 
  6. Thanks
    Cejo reacted to PopeUrban in Literally everything in this game takes too long.   
    Dodge not having iframes is the single most ridiculous design decision in the game. You're relying on positioning for defense in a system with hefty lag between animation and damage, and you can't really ever get rid of that lag when you expect the server architecture to support like 200 players in a battle.
    Not to mention ranged or channeled powers with their wide hit cones that literally can't be dodged with a movement-only implementation. Ranged attacks are set up this way so that players don't need to be pixel hunting gods to play ranged templates, and I am generally in support of that philosophy in a mass battle game, but it has the effect of making dodging ranged attacks impossible without the iframes.
    Iframes on dodge simply ensure dodge does the thing its supposed to do, dodge attacks.
  7. Like
    Cejo got a reaction from PopeUrban in Literally everything in this game takes too long.   
    I agree the game feels slow, and not just with the rez-timers. Things like 10-sec channeling to activate a temple gate, followed by 5-minute zone loads are even more egregious.
    Scarcity of mobility and de-emphasis on dodges (they lack an iframe), slow and/or unresponsive-feeling animations, long cool-downs, and passive gameplay (literally progressing while offline) add to the geriatric vibe, too. 
  8. Thanks
    Cejo got a reaction from BarriaKarl in 6.100 TEST Bug Reports for 9/25/20   
    Opening the map while in game causes FPS issues. These improve after spending a point on the passive skill tree. 
    Enbarri still sometimes charge directly into the ground, putting them in this state:
     
  9. Like
    Cejo reacted to veeshan in Animation Canceling and Skill Ceiling: How Much is Too Much?   
    Your looking at it wrong.
    There a reason skill have windup times and thats found counter play Blocking/dodging for example thats where the skill ceiling sits (Also using ur long and high dmging skill at the right time where they dont have the option to dodge/block it)
    Take knight for example there kit is designed around blocking all the big dmg wind up attack gaining a dmg bonus cause they block x dmg for 5 seconds and then swapping to attack once u block that heavy hitting skill a skillful knight would know all the heavy hitting skills and block every one of them or block there CC they can do this because they can see the enemy animation where if you can cancel it you cant react to anything you just guess when they might use said skills.

    The skill ceiling should be knowing how to counter play attacks not spam ur abilities via skill cancling animations while getting full affect.

    Ontopic of blocking classes they need to be able to dodge still imo  maybe clicking = dodge and holding = block much like how lunging weapon were working so u have that tech already.
    Dodging should be an iframe too like many action combat games where your immune for the duration of the roll/dodge to allow for it use as a counter play option not just extra movement.
  10. Like
    Cejo got a reaction from solaaesir in 6.100 TEST Feedback for 8/28/20   
    It would help to see the amount of xp gain from quest objectives, instead of xpGainedReward/2 etc.
    On talent trees, Minor Disciplines should be gated behind only one rank in the leading skills. Especially relavent for knight's Chivalry, for example. You shouldn't be forced to take 3 ranks in a garbage talent just to unlock a minor slot.
    More active methods to significantly increase short-term crit chance would improve build options and gameplay.
    Surfaces like marble, etc. should work like roads, granting pathfinder and speed buff. It's strange going from a cobblestone road to a nice smooth, carpeted temple surface and slowing down. It would also help to zoom around the temple (which is overly large).
    Dodging projectiles (or any attacks, really) seems to be impossible, even when they miss by a mile.
    Blocks and dodges should not be mutually exclusive.
    Armor pen: elemental doesn't make sense on Banshee.
    Champion's Leap skill (or any skill really) shouldn't put you in combat mode (ie: slow you down) unless you do damage.
  11. Like
    Cejo got a reaction from Tyrant in 6.100 TEST Feedback for 8/28/20   
    The cooking stations sound ridiculous.
    Stamina regen from things like disciplines and talents should appear in the combat log. That's a major resource and needs transparency.
    Related...it's unclear why Retaliate Refund is a "trait" on disciplines like Underdog. Why not make it a "power" instead? Is the Fast Counter Attack Talent on the Champion tree also a "trait"? Do they stack? More visibility is needed, as these are very important abilities.
  12. Like
    Cejo got a reaction from Tyrant in 6.100 TEST Feedback for 8/28/20   
    Then adding an "evasion" to the dodge would accomplish the intended effect (avoiding getting hit). Otherwise it's very hard to consider it a dodge or defensive skill at all. Right now it is purely a repositioning tool, which isn't useless, but certainly not what it could be.
  13. Like
    Cejo got a reaction from Tyrant in 6.100 TEST Feedback for 8/28/20   
    It would help to see the amount of xp gain from quest objectives, instead of xpGainedReward/2 etc.
    On talent trees, Minor Disciplines should be gated behind only one rank in the leading skills. Especially relavent for knight's Chivalry, for example. You shouldn't be forced to take 3 ranks in a garbage talent just to unlock a minor slot.
    More active methods to significantly increase short-term crit chance would improve build options and gameplay.
    Surfaces like marble, etc. should work like roads, granting pathfinder and speed buff. It's strange going from a cobblestone road to a nice smooth, carpeted temple surface and slowing down. It would also help to zoom around the temple (which is overly large).
    Dodging projectiles (or any attacks, really) seems to be impossible, even when they miss by a mile.
    Blocks and dodges should not be mutually exclusive.
    Armor pen: elemental doesn't make sense on Banshee.
    Champion's Leap skill (or any skill really) shouldn't put you in combat mode (ie: slow you down) unless you do damage.
  14. Like
    Cejo got a reaction from Tyrant in 6.100 TEST Bug Reports for 8/28/20   
    There is still no option in the settings to reassign the UI button to cycle through comms channels (defaults to the tab key). You can still assign the tab key to another action, though, which means you can still assign the tab key to multiple functions. The solution should be to add an option to reassign the comms channel switching button, under the UI section. (no video)
    There's a floating rodent merchant in the keep in Blenden:
    There's a chest that looks like another was placed over it and slightly offset, making it difficult to interact with:
    Faerie Fire effects drop off the list of active effects once the (aracoix druid) NPC that applied it dies, however the visual FX linger:
    Lighting colors look strange and kind of frosted on the grass/ground, typically during low sun/moon-angle times, I think:
     
  15. Like
    Cejo got a reaction from Tyrant in 6.100 TEST Bug Reports for 8/28/20   
    The moon had an artifact that looks like it was getting cut off by trees or something:
    Enbarri would sometimes launch themselves into the ground and get stuck there:

     
    The red border/screen on low health doesn't always trigger:
    Personal healing modifier from Champion's Obstinance talent doesn't seem to have any impact on Ultimate Warrior's healing amount, which is Champion's main personal healing skill. The heal also doesn't seem to scale with healing bonus, or with support power.
  16. Like
    Cejo got a reaction from Tyrant in 6.100 TEST Bug Reports for 8/28/20   
    At extreme distance, fae on horses look like they might be in T-pose and standing on the back of the horse.
    There are two urgu rangers stuck in the ground and invuln on the sun temple map.
    NPCs, when blinded, seem capable of turning and facing the character to attack.
    Minotaur champion basic attacks while falling or jumping have broken weapon animations.
    The new discipline vendors (resource reagent vendors) have runes in random (non-alphabetical) order.
    Numbers shown on screen don't match those shown in the combat log.
    There's an elemental minion stuck in the wall that can still attack you in the Earth Temple zone.
     
  17. Like
    Cejo got a reaction from Ranik in 6.100 TEST Feedback for 8/28/20   
    It would help to see the amount of xp gain from quest objectives, instead of xpGainedReward/2 etc.
    On talent trees, Minor Disciplines should be gated behind only one rank in the leading skills. Especially relavent for knight's Chivalry, for example. You shouldn't be forced to take 3 ranks in a garbage talent just to unlock a minor slot.
    More active methods to significantly increase short-term crit chance would improve build options and gameplay.
    Surfaces like marble, etc. should work like roads, granting pathfinder and speed buff. It's strange going from a cobblestone road to a nice smooth, carpeted temple surface and slowing down. It would also help to zoom around the temple (which is overly large).
    Dodging projectiles (or any attacks, really) seems to be impossible, even when they miss by a mile.
    Blocks and dodges should not be mutually exclusive.
    Armor pen: elemental doesn't make sense on Banshee.
    Champion's Leap skill (or any skill really) shouldn't put you in combat mode (ie: slow you down) unless you do damage.
  18. Thanks
    Cejo reacted to APE in 6.100 TEST Feedback for 8/28/20   
    For me the bigger issue is there are garbage talents in the first place. No choices should feel like a total waste of points, even if I have no choice and have to pick it to move on.
    Agree that minors shouldn't be locked behind 3 ranks of anything. I like how the first minor and majors work with them branching off exploration (free pick) or the last unlockable power that likely has value.
    Great suggestion, never thought of this.
    It's because most attacks are not precise at all despite using a reticle for aim. Most powers are AOE, frontal cone, raycast/softlock like powers that once they fire they likely aren't going to miss. Along with the hitboxes being very forgiving overall.
    They are messing around with certain crafted weapons that allow a lunge on top of dodges/blocks. If they tune it right, could be applied to all classes that lack mobility. However I get that lack of mobility is supposed to be a cost for the benefits blocking/parry might provide, but movement is very valuable in this game.
  19. Like
    Cejo got a reaction from APE in 6.100 TEST Feedback for 8/28/20   
    It would help to see the amount of xp gain from quest objectives, instead of xpGainedReward/2 etc.
    On talent trees, Minor Disciplines should be gated behind only one rank in the leading skills. Especially relavent for knight's Chivalry, for example. You shouldn't be forced to take 3 ranks in a garbage talent just to unlock a minor slot.
    More active methods to significantly increase short-term crit chance would improve build options and gameplay.
    Surfaces like marble, etc. should work like roads, granting pathfinder and speed buff. It's strange going from a cobblestone road to a nice smooth, carpeted temple surface and slowing down. It would also help to zoom around the temple (which is overly large).
    Dodging projectiles (or any attacks, really) seems to be impossible, even when they miss by a mile.
    Blocks and dodges should not be mutually exclusive.
    Armor pen: elemental doesn't make sense on Banshee.
    Champion's Leap skill (or any skill really) shouldn't put you in combat mode (ie: slow you down) unless you do damage.
  20. Like
    Cejo reacted to PopeUrban in Harvesting is outdated!   
    Sorry lemme clarify this.
    I don't think it is for me or anyone to tell guilds whether or not to adopt red is dead, and I don't want to propose nor enforce systems that prevent their ability to do that *if they want to*
    My issue is that the design of the game uses a shadowbane model of city ownership without a corresponding shadowbane sized world, shadowbane style crafting and harvesting automation, or worlds big enough to support for shadowbane style play for more than a handful of guilds.
    Fact is they decided to adopt this idea that harvesting and crafting are full time jobs, and created a game in which harvesting and crafting are not playable as full time jobs, and a world in which there is not enough real estate or terrain for anyone but a handful of guilds or alliances to own very important crafting buffs.
    What I've proposed, divorced from the fluff is pretty simple. If you want to build a game that sells people the fantasy they can be professional war profiteers you need systems that support their ability to operate as and profit from war profiteering with a full gameplay loop. The only full gameplay loop we currently have is the conquest loop. That's fine, but the way that the conquest loop interacts with the harvesting and crafting loops is busted.
    Having only the conquest loop was fine in shadowbane because the entire game revolved around it. There were no player crafters and no player harvesters. There were combatants that owned NPCs that did harvesting and crafting. There was nothing the game expected you to do BUT fight.
    ACE chose to require players to do these other jobs in crowfall, so I think it's on ACE to also choose to support these jobs in its ecosystem as full time and competitive fields in their own right divorced from the requirement to also fight over and own POIs, or be permanently attached to people that do. I believe this would be a healthier system that supports the desires of both people that don't want to do these jobs, and people that do.
    I think its a tragedy that a guy like Ahnrez has one and only one option to engage in his preferred method of play, to be part of a large conquest organization. I think Ahnrez should have that option, and that his market PvP exploits are his to do what he wants with. I also think that we should have some systems in place that allow him to do what he does all on his lonesome and force said guilds to compete for his services.
    Its about options, not mandates, that provide context for multiple scopes of play without also destroying the core ethos of campaigns.
  21. Like
    Cejo got a reaction from Irylia in The Issues of ZvZ PVP   
    I think the main crux of the issue goes beyond the campaign rules and availability of objectives, though those are also important.

    There aren't sufficient tools available for survival alongside zergs, short of joining or forming another zerg.
    More kiting tools (mobility and cc-immunity), self-sustain, and all-purpose builds are needed. That's how you "deal with it".
  22. Like
    Cejo got a reaction from goqua in Changes Ace need to make   
    I think that in addition to some of the things mentioned here (especially meaningful objectives for roamers/small groups if these are indeed lacking) adding more build options for self-sustain and hyper-mobility are also essential solutions for this. Zerg busting requires extreme amounts of kiting and self-sufficiency.
  23. Like
    Cejo reacted to Irylia in The Issues of ZvZ PVP   
    My character name in crowfall is Irylia and I am the GM of ANIMOSITY. My friends and I are from ESO.
    Crowfall caps each group at 5 which requires smart distribution of roles to be effective, which is extremely unique and enjoyable. The gripe myself, friends and potentially other single players/small groups have in Crowfall are;
    1. While groups are capped at 5 there is nothing stopping Guilds from having 5+ groups of 5 stacked and roaming around the map.
    2. Once engaged upon there are so many slows/roots/cc's/pulls (without cc immunity) that you pretty much stop moving and kiting/positioning grinds to a halt.
    3. No skills/gear/mechanics/discliplines/unlocked AOE caps that scale in damage based on # of enemies you hit past (set #.. or 5).
    Explanation:
    1.  No risk or disadvantage to running so many guild groups in one area. This in turn encourages everyone to run around with as many as they can muster to win sieges/capture points because they can steamroll smaller groups. This discourages smaller guilds from going anywhere near these objectives. 
    Guild vs every other guild is a wonderful concept but when the guilds essentially become a faction stack of players it starts to set a bar on who can participate and who can't based on how many people they have to group with.
    Trickle down effects of group stacking is seen
    2. Once in combat you get hit with slows/cc's/roots/pulls and your ability to move is limited to your dodges/unique skills. This eliminates a small groups biggest strength which is kiting for position around LoS and utilizing chokes to kill people who outnumber you. This severly limits fights that you can take or the places you can go depending on terrain and if it is open field. In ESO to combat this you were given abilities that gave you snare/root immunity for 4 seconds (skills are spammable) and after breaking cc you got 6 seconds of cc immunity (There are two disciplines that provide cc immune). These tools enabled smaller groups (in eso) to compete with larger ones because they wouldn't get bogged down by sheer numbers.
    These immobilizations and constant interrupts to movement hinder healthy gameplay when you are explicitly outnumbered (crowfall).
    Example:  Equal # v Equal # (combat sluggishness isn't an issue) Less # v More # (Movement and combat options are diminished)
    5v5, 10v10 , 25v25 , 10v5 , 25v10, 50v30
    In the equal # fights, terrain is a luxury for facing your opponent (can aide your success in outplaying other groups but isn't as imperative) while mobility becomes less relevant as you can fight open field/on a hill/objective because you effectively have the same dmg/healing output to match each other.
    When you are outnumbered in the # scenarios above you can no longer face off in an open field as the ones with more numbers have the ability to spread out and prevent effective ults/bombing. Getting to smart terrain is crucial to fighting and overcoming the numbers. Being a group of 10v25 you have far more chance of success if you can funnel the 25 through a choke point and that goes for any outnumbered group # scenario. 
    -This is also under the assumption that each group is of similar or close enough skill level/competitiveness. There will always be outliers where you can 5v10 or 10v25 because the players either aren't geared/coordinated/new. But the chance that you 5v10 competent players is low even more so if in unfavorable terrain. This land locks you to specific locations on the map if you want to be able to have access to positioning rather than being caught in a field and getting run down. 
    Most areas around objectives have that open terrain.
    3. Taking more damage from aoe's by a % for every player past X amount. (Base # and % could be altered)
     For example say you have two groups of 5 +1 for a total of 11 guildees in the campaign. your guild takes 2% more aoe damage per additional guildmate after 10, provided that those players are all in the same vicinity (Field of view or combat distance?). This debuff wouldnt apply to guilds who have 10 groups of 5 all in different areas of the map or seperate zones entirely. It would encourage guilds to spread out and defend/attack different objectives rather than ball zerging. 
    Balling around as a blob of players wouldnt be eliminated it would just have a disadvantage to stacking.
    Example:
    Group of 40 running around together. They would take 60% more aoe dmg from all sources. vs 30 players who take 40% more dmg from all sources. The group with less will do 20% more dmg on aoe's to semi make up for the 10 less players who can soften that dmg % gap with additional dps/healers. Zergs can still clash with zergs they will just end the fights faster which is less taxing on the server performance. It's when a group of 15 is trying to play the objectives and clashes with that 40 man they now have a damage buff to their aoe to even the odds that they lack in # disparity. It's less about attrition and stacking bodies to win and more about strategy and use of guild members to control your objectives.
    How it is now is if you have 40 to someones 15 you not only have 25 more players you net more damage/healing without a disadvantage.
    I understand that this is a Siege/objective/keep capture type game and is Guild v everyone mentality but the guilds shouldnt become their own faction otherwise it eliminates the players who can participate unless they join one of the top 5 biggest guilds who can field numbers. Not only would the game performance improve if Guilds spread their players across the zones to defend/attack objectives but the quality of fights and player input would increase.
    ESO outnumbered: https://www.youtube.com/watch?v=aHB6jBq8ieM&feature=youtu.be
    Crowfall Smallscale/outnumbered: https://www.youtube.com/watch?v=Lor6fiLMejc&feature=youtu.be
    Crowfall ZvZ(Clipped from a Crowfall streamer): https://clips.twitch.tv/TrappedMoldyCodPRChase 

    Crowfall Alliance: 
     
  24. Like
    Cejo reacted to Fefner in The Issues of ZvZ PVP   
    the alliance system will just cause more blobs running around that the game cant and probably wont be able to handle ever what the OP was suggesting that there should be a penalty in zerging in tight groups which means guilds will need to spread their groups over the worlds to lessen these horrible blob wars. If you want to zerg go ahead but they will take more damage which is a pretty good solution to cut down the uncle blob problem. It also does not stop big guilds to have an alliance, they just have to avoid friendly fire so these so called big alliances will still own everything in which small guilds wont be able to stand a chance. In short the games a mess we dont need more blobs!
  25. Like
    Cejo reacted to Audin in Changes Ace need to make   
    Focus on the small clan. 
    A lot of players join Crowfall solo or with a handful of friends.  Currently there is not much of anything to do in game for these small bands. Hit some mob spawns to get some loot. Perhaps capture an outpost. Then what?    The siege objectives are swarmed by 25+ member clans who also bring their allies that are just as big. There will be those who say "This is a Throne War MMO, recruit more".  That is true.  But there is something missing in the game for the 1-15 man groups.  Its either bring 30+ or don't play.  This doesn't bode well for the new players entering the game. They'll move on rather quickly.
    Some may reply here and say “they could do caravans!”  For what ? Building materials for buildings that they have no chance of capturing?  Before the change, I thought the caravans were a step in the right direction.  This was something a small group could do and gain benefit from it.  More content that focuses on the small group is needed in the game. The world is too dead outside of siege windows.  Suggestion: Battle objectives. A quest designed for a small group to take POI objectives or defend. Reward mats, mob drop gear, and gain campaign points. Activities that when a player logs in, he/she can roll out with 1-5 players and have something to do.
    Create the in game clan management windows. It's already hard enough to communicate in this game. Why have the clan management outside of the game?  Share member count of clans, stats from previous campaigns or accomplishments. 
    Catering to large clans 
    There are no negatives to having as many players on your side as possible.  Bring more, win more.  Your game doesn’t have a high skill level to play so numbers will be the deciding factor in most conflicts.  There has been talk of an alliance system but I am afraid this would make the numbers ratio even worse without doing it right.  The large clans will just ally other large clans because again, bring more, win more. The game will turn into a few mega alliances. At that point, might as well play a faction campaign. 
    Introducing a reasonable clan cap size, 500 is way too much. Your game can't even handle it. I suggest a 75 limit for a clan. Give a bonus to items crafted by clan mates that are worn by the same clan.  This will give a reason to keep crafters on your roster.  Choices should be made, players will need to be cut to keep within limits. Could even look at a softcap, if exceeded, have a campaign points penalty or something.
    Change the siege window. All holdings should go live at the same time for as long as the window is open. It's too easy for the larger clans to capture additional holdings because their current holdings are not vulnerable. They basically can have their whole roster show up with no worry of defending.  If you want more holdings, you'll have to make a choice on defensive strategy. Large clans will still hold an advantage since their numbers will allow them to defend more territory.
    Holdings should only accrue points while they are vulnerable with a bonus to the clan that holds it at the end of the window. This should give more urgency for clans to seize and control a holding throughout the siege window instead of taking a holding in the last minutes.
     
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