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OsirianLegacy

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About OsirianLegacy

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  1. Introduction I'm going to jump right in and say this: Leveling in Crowfall right now is tedious, the mechanics behind sacrificing to the gods feels cheap; and I don't feel *Good* when I see that I gained a level from throwing axes and apples into a fireplace. With how much lore @jtoddcoleman has poured into the Crowfall Universe, why have us sacrifice just anything to the gods? Here are my pointers for making leveling more fun, more balanced; and mean something to the lore of the universe. Lore Chaos Embers, and Ethereal Dust are integral parts of each step of the gameplay process. These reagents are also integral to the story of how Valkyn the All-Father tore the great wyrm in twain, removing the Embers of its lifeblood, using this to form the Sun; the EMBERS of the sun still spread across the shattered worlds. The all father, not done with his vengeance, tore from the second half of the Great Wyrm; its unborn spawn still wrapped in a celestial shell. The egg was thrown to the heavens, and thus named Moon; the silvery blue DUST motes still flake off its surface, drawn to the Chaos Embers of its mate. These are the offspring of the Sun and Moon, these, I view; are worthy of all the gods. For what use do gods have for weapons and armor, wood and stone? They are gods, are they not? Can they not just weave of the fabric of the universe these things? Right now, we can take ANYTHING in the world that has a sacrifice value, and send it unto the gods; specifically right now to Malekai, the whisperer. Anything we craft, things we collect; all for a return of Experience Points... but WHY would the gods favor us for these trinkets and baubles? It's silly to think a god like Maeve would care for anything but carnage and war. See an except from her Lore page: Maeve is the Goddess of War and the Ruler of the Oceans. She glories in conquest; in combat she has no equal. The undisputed master of the blade, not one of the Gods could stand against her in single combat and survive. Or perhaps Malekai himself, speaking of his white spiders? Messengers and spies, they scurry in shadow, eager to do his bidding. In dark corners they dance on threads of moonlight. They watch and they listen. If we were to take bits of each god, and have them tied to the leveling system; it makes things much more interesting. Here are the mechanics I propose to make this work... Devotion At the start of your vessel entering a campaign; you decide which god you are devoted to. This changes the artifacts you can equip for buffs and sacrifice for experience. (more on Artifacts below.) Each time a season ends, and a new begins; so does the choice of which god you wish to devote yourself to. Depending on the god you devote to, you gain a buff on what in-game actions are indicative of that gods lore. For instance: Devoting yourself to Maeve, the goddess of Warfare - You gain 5% extra experience for taking part in sieges, participating in PvP, and gain a lump-sum of Experience every time you get player kills while the siege timer is up. (This would be more popular in Fall and Winter) If your faction wins during the siege, you get another lump-sum of Experience. If you lose, your devotion weakens, and your bonus XP in sieges goes down 5%. Or: Devoting yourself to Yaga, the reaper, the collector - You gain extra experience not in taking part in PVP; but by capturing a players last breaths in an empty flask. These can be sacrificed for experience thus adding the fallen player's name to her book of whispers. Once that name is consumed; they cannot be added to the book again by anyone; until the next season. (this stops people from killing the same people over and over, I see this being a popular choice for small group PvP as the F to interact like chopping off a head would be how the whisper would be collected.) Or: Devoting yourself to D'Orion, god of the Hunt; stalker of prey - you gain passive experience up to a CAP each season by actively stalking your prey while in the (Tracking Tray?). You also gain the Active skill *Hunter's Mark* where you mark your prey, or their trail. You gain a +5% damage bonus to that target only; and if you kill that target you also gain a flat XP bonus of *A certain amount*. You can see how this gives a sense of purpose, if you play an assassin role such as @ZYBAK and are looking to feed Yaga's book of whispers, you level up not but sending her minerals and a bouquet of flowers; but by stealing the final words of the dying. It adds PURPOSE to gaining experience, it adds a meaning to how our vessels grow. We aren't spoon fed experience by sacrificing logs, or worthless axes to all powerful being. We earn our experience through actively playing a ROLE. Sure, it may be more of a pain in the ass to level up our vessels; but if they purposely make it easy, then why the hell do they even make us do it? Just remove levels all-together if it's going to stay the way it is. Once you give your players a role within the world, especially new players; then they know what they have to do to level up. (ON A SIDE NOTE: I think that harvesting, and crafting should also provide a base amount of experience; depending on which god/goddess you are devoted to that amount increases. Such as being devoted to a smithy god, or what-have-you.) Artifacts Those relics and religious artifacts left behind by the priesthoods of the gods; they hold value to those that covet their worth in gold, and power to those that wear them in honor of their god. The gods seek out these trinkets as well, granting memories of battles long past, giving their eternal champions more awareness and EXPERIENCE for their willingness to return such a sacred bauble to them. Depending on the God that the Artifact is attributed with, they provide different buffs; which scales with the Rarity of the Artifact. These would give incentive to those that wish to explore and plunder these dying worlds. These temples are hidden behind Rune gates, that lead to "instanced dungeons" for parties to explore. Once the Rune-gate is entered; it begins to crumble; and after 5 minutes, it becomes no more. Those trapped inside must make it to the end, where the treasure resides. Amongst this treasure is a recall stone, which instantly transports you out of the rune-gate. If you leave with the Recall spell, the stone shatters. The rune-gates run on a random timer; winking back into existence in a different area of the campaign map. Maybe 5-10 reside in each campaign world at any given time, always warping to different locations; hidden on top a mountain, or deep under WATER cause @jtoddcoleman loves that stuff. Artifacts would be our Sacrificial items to the gods, as well as areas to fight over with other factions. You're looking to level up your vessel? Well this artifact gives you X amount of XP (typically a large amount to make it worth while) OR it gives you some kind of buff while you wear it. However, you only get the buff, and can only sacrifice the artifact, if you're devoted to the god it was made for. As a reminder: Your devotion can be changed at the start of each new season, in the left hand area of the Beach head where all those statues line the boar pit; have a statue of each one of the gods there; and that's where you would choose who you're devoted to. Your devotion lasts per season, so you can only change it four times per campaign. Last Words I really enjoy where Crowfall is going, but there are many things I feel are pointless. It may be ACE has a card up their sleeves for fixing the current sacrifice system. However, I'd love to chat more with @jtoddcoleman and @Tyrant on how this could work. I have some ideas, and I'd be more than willing to do a voice chat off-stream, or on-stream, to discuss this.
  2. @mandalore I'll be honest, I was pretty drunk last night; and I acted out of hand. That being said, I have a few things that may fix the issues you described: 1. The players and NPC's all have their own character controllers; there *should* be a way for JTodd and Blair to limit spamming heals based on who dealt damage to the *player* character controller. For example: - Hunger Cat(NPC Controller) deals 120 damage to *OsirianLegacy*(Player controller) -Mandalore(Player Controller) Heals 120 HP to *OsirianLegacy*(Player Controller) - Somehow, I'm sure Unity could notate that the damage done would be from an NPC, not a player; thus not rewarding healing recovery on the campaign side of things. Just to reiterate: This would count as NPC damage, and would not count towards the healing points received for the campaign if someone healed the damage dealt by the NPC controller, as it's not part of "The Throne War" Where as if for example: *Mandalore*(Player Controller) Deals 120 damage to *OsirianLegacy* (Player Controller) -Unity parses (probably the wrong term but whatever) this damage as *dealt by player controller* -*Anhrez* (Player Controller) Heals 120 HP to *OsirianLegacy* (Player Controller) - Unity parses this healing as *Healed damage dealt by player* This would effectively stop the ability to spam heals that don't contribute to the throne war. Could an enemy work with you to make you the best healer in the campaign? Sure, they could; but WHY? I also don't know if this would work in the Dregs if Friendly Fire was on. Anyways, perhaps we could discuss this more?
  3. So as a supposed game design professional I know every single thing, of every single aspect, of each coherent system; of every power possible combination, within the complexity of Crowfall? Get a hold of yourself, and instead of just shooting down every idea someone comes up with, instead build an idea up until it works! How the heck do you think design works? Do you think JTodd just comes up with an idea himself and throws it out there like "screw it its done first try"? If we as a community stopped trying to tell people how their idea DOESN'T work, and instead try to figure out HOW they could, we'd be way further along in this discussion.
  4. I think, as far as rewarding Crafting/Harvesting/healing/support players; they could have a counter on your vessel that measures each vessel's total harvested materials (of a specific type/total crafted (of a specific type)/total supported (Be it buffs, debuffs ect...)/total healed ect... kind've like how battlefield counts how many times you refilled someone's ammo, or how many times you resurrected people. Just a thought.
  5. Abyssalborne Balance/NA/New Guild! Welcome, children of the void. We are those that enact the will of Kronos, his madness instilled in men; creating conflict and war. Thus bringing balance through death. Allegiance, only to the void; the tipping of the scales back to center. Forever shall we war, forever shall we profit; Until at last, his whisper we hear. Only to breathe in, our last breath. We are a guild of about 4 people right now, but are looking to grow. We have a discord set up and functional with multiple bots to make your time organized, and enjoyable. I've been playing Crowfall on and off over the last two years, since the Hungerdome days. We are a Casual Guild, who focus on teaching new players HOW to play efficiently, and how to partake in the various objectives throughout the campaign worlds. We focus on the following: Partaking in sieges when they're up, taking Forts/Outposts, gathering resources, crafting, PvE and tipping the scales of the Campaign Worlds. Our main priority is to WIN, and to FIGHT. However, we're not here to goad and boast how good we are. The objective is to see Balance's Banner over the win screen, Every Time; at the end of a campaign. Join us brother and sister Crows; let us reclaim these lands from the clutches of Order. Join us on discord today by sending me a Personal Message!
  6. I feel like continuing with skills (as they don't make an extremely large contribution to combat effectiveness) would be best. Character imports are fine (who wants to build arches anyways?) Let us import 10 items total so we can get some decent gear to start; and this will show new players what they can become.While giving guilds time to equip their newbies rather than themselves. Put exports to 30, so we have to choose what is truly important to us. This also makes being safe out there extra important as we would have to travel back and forth from forts/keeps to keep our stacks of resources safe, and promotes moving around in the world rather than just stashing things In the SB and continuing with no fear of death. If this doesn't work, then wiping everything but skills may be necessary; but fix the sacrifice amount of crafted items. Especially building pieces.
  7. @jtoddcoleman Can you tell us if there will be a wipe between Non-Sanctioned, and Sanctioned; and a rough estimate on how long it will be from one to the other? No concrete dates, but at least an idea?
  8. Here's a list of some minor bugs I found while exploring 5.8. (Awesome update btw ACE.) Map Bugs Discipline Bug Switching Node Bug Master of Bows Disc. Resource Effects I'm super pumped that mounts are somewhat in (from what I've heard from others) and the new map style is really cool. Being able to take outposts to make a difference works well for smaller groups (1-2 players) especially if you're low level on that toon. I am hoping that it becomes a lot more difficult to sacrifice to level your Eternal Champions up. Mainly because there's little to no reason to have the leveling mechanic if you can just "Easily" sacrifice up to max level. I understand its purpose, but if it becomes too easy to do through sacrificing, why have the system at all? Making it more difficult will give a better sense of progression to the player as well, a sense that they're accomplishing something by Actively working towards it, rather than just throwing some unnecessary items into a firepit. My biggest recommendation for the sacrifice system would be to have each god have specific items or trophies be sacrificed to them; rather than anything. Anyone can harvest 10k knotwood over a weekend, but that's boring as hell just to reach max level. It would be more interesting, to have us look in ancient tombs or dungeons on adventure parcels for relics that the gods left behind; and that we can sacrifice to them, in order to level up. Possibly giving the character a passive buff depending on the relic. Or for us to dump our enemies' heads into the pit for Malekai, or one of the other darker gods, as a tribute to our devotion to them. Give it as sense of lore, as I feel many games just add features for the sake of features, whereas this would be adding features for the sake of building lore. Just an idea, but I do think that if I were a god, and someone was dumping a truckload of poorly made socksty lumber at my feet; I'd just tell them to f*ck off with their petty gifts and set a swarm of spiders after them.
  9. I'm really excited for where this will take the Live server, once we get there. I've uploaded a nerdy video to youtube showing my enthusiasm for this new update. Here goes! The lyrics in this song remind me of what ACE is doing with Crowfall, and that's redesigning a genre that's become stale and polluted with repetitive garbage. Easily recycled and left behind. Here are the lyrics of this verse: Left behind, we've been programmed; and designed. Piece by piece we will create this path... (Sweet Solo Lick) (This signifies the correlation between ACE's path to recreating the genre, and the fact that we as players have been designed and taught to enjoy the type of game that WOW and other mainstream games offer us. Constant same-ness, in a world of paupers; crowfall shines through.
  10. After what the last Unity update did to Crowfall's servers I don't think ACE will be very keen on doing another one for awhile
  11. That was super fun, even though I kind've cheated to get onto the tower
  12. @Zybak do you have any plans on streaming 5.5? I always dig your Crowfall videos, just curious if there will be more of them.
  13. For those of you who aren't sure what the vessel system is read below: YOU ARE THE SPIRIT CROW. You are a spiritual being given immortality by the gods to inhabit bodies of fallen heroes in order to fight for said gods. Necromancers dig up graves in order to claim those fallen hero...body parts and stitch them together in order to make a "Vessel" for Crows to fall into. Once stitched together (This is slightly an assumption) vessels can have disadvantages/advantages applied to them by the Necromancer. Then the completed vessel can be equipped (can NOT be traded/looted anymore once this is done) sold, traded, or sacrificed for XP. Lets say the vessel is sold to Henry, who buys it for 5K Gold. Henry is ALSO A SPIRIT CROW, but he is inhabiting a vessel in order to interact with mortal flesh. Henry then equips that vessel, cause its a badass vessel for scouting out forts, and making maps for his guild. That vessel can NO LONGER BE SOLD/TRADED/SACRIFICED. The vessel then (Another assumption) is added to the crypt as a vessel that Henry can enter, and leave in as he pleases. Cause he's a spirit crow, not a mortal being. Hopefully that clears things up a bit for those of you that weren't sure what the vessel system is supposed to look like. Or at least, my understanding of the vessel system. NOW a caveat to all that was stated above, is that some of that may be changed due to the aforementioned worries of other players. (NOT THE SPIRIT CROW PART)
  14. The skeptic in me thinks that the reason they haven't done that is because the later trees are placeholders and don't actually effect anything. But that's just speculation.
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