Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

galvia

Testers
  • Content Count

    171
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    galvia got a reaction from TenSixths in 5.125 TEST Bug Reports for 7/29/20   
    Healthbars are being set to half roughly on the character model, but appear correctly in group.
     

  2. Like
    galvia got a reaction from TenSixths in 5.125 TEST Bug Reports for 7/29/20   
    Targeting in general up close feels very messed up in this patch. Hitting people within 1 - 2m misses very often.
  3. Like
    galvia got a reaction from Bzra in 5.125 TEST Bug Reports for 7/29/20   
    Healthbars are being set to half roughly on the character model, but appear correctly in group.
     

  4. Like
    galvia reacted to Barab in Holding to lunge and tap to attack poll - how does it feel?   
    I would just prefer the ability to hot key the special, in this case lunge, weapon ability. Between hold and tap both cause the lunge at times it felt. 
  5. Haha
    galvia got a reaction from BarriaKarl in Holding to lunge and tap to attack poll - how does it feel?   
    There was another poll about this by @moneda as well worth considering. Check it out here.

  6. Haha
    galvia got a reaction from PSIcoh in Holding to lunge and tap to attack poll - how does it feel?   
    There was another poll about this by @moneda as well worth considering. Check it out here.

  7. Haha
    galvia got a reaction from Xarrayne in Holding to lunge and tap to attack poll - how does it feel?   
    There was another poll about this by @moneda as well worth considering. Check it out here.

  8. Like
    galvia got a reaction from Narak in Holding to lunge and tap to attack poll - how does it feel?   
    @Mogres I mostly want to keep this thread to discussing the control scheme, not the ability itself. I agree that there are different ways of solving the problems that this tool helps with, but I'm mostly interested in discussing controls.

    Even spammy clicking games like Diablo don't require this kind of annoying tapping or have different control schemes than the tap to attack, hold to lunge system of this game. Fights in this game last minutes - like I have participated in 10+ minutes of constant fighting regularly. This control system really puts some wear and tear on the player for that kind of length - it's annoying.
  9. Like
    galvia reacted to jtoddcoleman in 5.125 TEST Bug Reports for 7/23/20   
    There are fewer of these larger Keeps on the map, and they offer more buildings/services, so in theory they will be in higher demand and harder to capture and hold.
     
    Yes, it's a way to artificially add latency to your client.  We added the slider so that we can test what happens when your net connection goes to hell.
     
    Not sure I understand this last one, please explain?  (thread appears to be locked, please send answer via message or support email + ask them to forward it my way.  thanks!)
    Thanks!
    Todd
     
  10. Like
    galvia got a reaction from TenSixths in 5.125 TEST Bug Reports for 7/23/20   
    Looks like wartribe bosses don't spawn on the TEST campaign. No captains, chiefs, or kings across multiple zones during a low pop time.
  11. Like
    galvia reacted to Yoink in Flawed Assembly   
    Flawed Assembly makes me not want to craft. It is the most infuriating thing in the game atm for me and I am not a main crafter. Flawed assembly 100% bricks what ever you were making. I suggest that you take away the part that prevents you from not getting to experiment and the quality downgrade.
    I suggest you replace it with added difficulty. Did you get a flawed assembly? add 20-60 difficulty based on quality and call it a day.
    It would still keep lower skilled crafters from going up in quality before they are ready.
    It still stings when it happens but you no longer feel like rage quitting when it happens as the item is no longer bricked.
    Flawed assembly when you have a 98% success chance can negate literally dozens of man hours of farming and prep.

  12. Like
    galvia got a reaction from ComradeAma in 5.125 TEST Bug Reports for 7/23/20   
    Looks like wartribe bosses don't spawn on the TEST campaign. No captains, chiefs, or kings across multiple zones during a low pop time.
  13. Like
    galvia got a reaction from JamesGoblin in Aerynth Traders Rebooted - Community Vendor Town   
    As of the last Q&A Todd confirmed that GR Vendors are going the way of the Legionnaire. Get in on the Kingdom of Jah now before it gets too mainstream and low on stock!
  14. Like
    galvia got a reaction from JamesGoblin in Aerynth Traders Rebooted - Community Vendor Town   
    Clams (aka I) am not known for their shame.

    Also we were on that new Gold Printing kick. Inventory went in, gold pieces came out - you can't explain that.

    We miss you and HoA and the hot takes. Come back to the game sometime - we're stuck with low tier trolling in your absence.
  15. Like
    galvia got a reaction from JamesGoblin in Aerynth Traders Rebooted - Community Vendor Town   
    Most people didn't get a reasonable vendor period, at any point this patch. I got a primo vendor on the 5.110 wipe on LIVE and made 1 million gold in 2 - 3 weeks. That isn't exactly fair to even other vendors in GR at that time, and it was even worse when all of the vendor slots were taken within minutes of the server up. One guild or group of people should not control the entire market because they logged in instantly, no other game works like that.

    Enjoy trolling though - we'll keep selling lots of good stuff and making money. ACE knows that GR vendors are degenerate gameplay (meant to be a stop gap from the old free city) - it will almost certainly be changed.
  16. Like
    galvia got a reaction from JamesGoblin in Aerynth Traders Rebooted - Community Vendor Town   
    The owner of the EK get to decide on where the vendor slot goes, but they have to give the right to the outside player wanting to place. If you don't agree with your slot you don't place it.

    It definitely has annoying properties now, but in the past when there were ONLY EK's for vendors there was zero spam because everybody went there. Folks would post about their vendors in discord, but otherwise folks looking to buy always went to EKs.

    Ideally ACE addresses the issues that GR presents when it comes to player economy. Either way, if you don't like it you can stick to the mostly bad vendors in GR  .
  17. Like
    galvia got a reaction from JamesGoblin in Aerynth Traders Rebooted - Community Vendor Town   
    They definitely will net more traffic right now @BehindYou but the land rushes are finished in seconds by guilds with members available, leaving folks not available in the middle of the day on a unannounced GR reset unable to compete.

    This type of system lets you create unique market places that you control. Even if you don't want to participate in THIS marketplace, you could make your own or create competition. It's a far more interesting and PLAYER CONTROLLED system.
  18. Like
    galvia got a reaction from Hud in Aerynth Traders Rebooted - Community Vendor Town   
    We made BANK in the old days before Gods Reach on Aerynth Traders cc @MrPlanks. The Clams were PRINTING gold here and others should get on it too.

    Lots of good poorly made dergs to buy here, actually active vendors with an eye on the market. EK markets really should be the way things are done instead of the Gods Reach land rush vacant vendors nonsense.
  19. Like
    galvia got a reaction from EnsaimadaBlanca in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    More customization is dearly needed in this game. We need to be able to mess things up, and we need to be able have weird niche specs that work in their environment but are poor outside of it. We need less restrictions on players for the sake of safety. There are a lot of ways to accomplish this - I think disciplines should receive the first updated design pass but everything else deserves some love too.

    Handshakes are a good idea. I think there are risks with them too that could be messy but siege schedules have only shown to create burnout and droughts in player activity. I'll be far more incentivized to login and check the siege schedule and engage in player politics to see if there is a bane going off somewhere or to get the inside scoop on plans.

    This type of thing plus the inclusion of mines, specialty outposts, and glory objectives combined with the regular farming/logistical needs of harvesting will create a good content mix that isn't too on-rails. We want to play in a really good and varied sandbox - the more player driven the better.
  20. Like
    galvia got a reaction from PSIcoh in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    More customization is dearly needed in this game. We need to be able to mess things up, and we need to be able have weird niche specs that work in their environment but are poor outside of it. We need less restrictions on players for the sake of safety. There are a lot of ways to accomplish this - I think disciplines should receive the first updated design pass but everything else deserves some love too.

    Handshakes are a good idea. I think there are risks with them too that could be messy but siege schedules have only shown to create burnout and droughts in player activity. I'll be far more incentivized to login and check the siege schedule and engage in player politics to see if there is a bane going off somewhere or to get the inside scoop on plans.

    This type of thing plus the inclusion of mines, specialty outposts, and glory objectives combined with the regular farming/logistical needs of harvesting will create a good content mix that isn't too on-rails. We want to play in a really good and varied sandbox - the more player driven the better.
  21. Like
    galvia got a reaction from Hungry in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    More customization is dearly needed in this game. We need to be able to mess things up, and we need to be able have weird niche specs that work in their environment but are poor outside of it. We need less restrictions on players for the sake of safety. There are a lot of ways to accomplish this - I think disciplines should receive the first updated design pass but everything else deserves some love too.

    Handshakes are a good idea. I think there are risks with them too that could be messy but siege schedules have only shown to create burnout and droughts in player activity. I'll be far more incentivized to login and check the siege schedule and engage in player politics to see if there is a bane going off somewhere or to get the inside scoop on plans.

    This type of thing plus the inclusion of mines, specialty outposts, and glory objectives combined with the regular farming/logistical needs of harvesting will create a good content mix that isn't too on-rails. We want to play in a really good and varied sandbox - the more player driven the better.
  22. Like
    galvia reacted to Banky in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    Balancing doesn't purely mean continual nerfing just to even things out. I feel like you guys have the same philosophy in balance/implementation as my wife does with the A/C. It's on, or it's off. A broadsword is applied where a scalpel is needed.
  23. Like
    galvia reacted to Hungry in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    Several people I've talked to see these two things as high on their wishlist for where Crowfall should be going.  I count myself among them.
  24. Like
    galvia reacted to jtoddcoleman in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    Hey folks,
    So I'm trying to distill this thread down to some basic points that I can turn into action plans to address. 
    From a high level, it sounds like the two biggest concerns for the ex-SB folks are:
    1. Character customization is extremely linear, especially compared to SB, and
    2. The SB=style siege handshake mechanic would be much preferred over predetermined time windows.
    Is this an accurate summary?
    Thanks,
    Todd
     
  25. Thanks
    galvia reacted to Yumx in Vanguard quitting Crowfall .. For now   
    We have decided to quit Crowfall for now.
    We will most likely first be back when beta hits in hopes of it can cure our frustrations.
    But lately it's been feeling like a chore to log in and play the game - and when a game starts to feel like a chore, it's time to do something else.

    First off, for those who don't know me and our guild, I am Yumx, leader of Vanguard, I've been playing Crowfall almost non-stop since Jan. 2017, so 3,5 years by now.
    Our guild Vanguard is one of the top EU guilds, we won the first 2 dregs on test, both the NA one and the EU one.
    We also recently won the first EU live dregs campaign.
    You might also know us from our videos from the past, Go Broke or Go Home and The European Clowncar.

    We've been playing Crowfall for with passion for years, providing the community with several guides, such as The Promo Class Breakdown, Minor Discipline Guide, and of course our Tier List.

    Enough about us - Why do we quit Crowfall?
    To put it into a sentence; It is the built up frustrations with many different aspects of the game.

    But to put some words on it, and to spark some discussions with the community, maybe the developers can use this to further develop the game in the future.
    *DISCLAIMER - Yes we know the game is in alpha, but it's far into development and you can get a pretty good idea of what the final game will look like*

    Game Loop
    The game loop is not where we wanted it to be.
    Currently it's 1 hour of action per day, and 23 hours of grinding - in a PvP focused game, for people that focus on PvP, that really kills the motivation when you spend most of your time doing PvE.

    Caravans
    We hoped with the implementation of caravans that it would drive more regular PvP, but in reality it does not do a great job at that.
    Mainly people just run those caravans in off hours to build up their buildings.
    This hopefully does change with a bigger population of course.

    Our hopes of Caravans were timed/announced events, fixed destination of the caravans, where you had to control/protect the caravans to the end, to get the huge amount of resources a caravan can give.
    Take us through the beautiful landscape and environments you've made, let enemies that don't make it to the caravans first set up ambushes, let's have some amazing PvP - this would be a type of circle standing I could like, because the circle would be moving :D 

    Victory Cards
    The victory cards most often promotes PvE farming or sitting in your base and hope the enemy doesn't come to try and take it, so even in the siege windows, most often you will find guilds sitting in their strongholds, because that is most beneficial towards winning the campaign.

    This is obviously something they said they can change and do balance passes on - so this is just feedback on what we've tried so far.
    But currently with how expensive buildings are, with how short campaigns are and the time it takes to gather those resources - victory cards that promote having "most rank 3 buildings" is just pure slavery.

    If you were to have Victory Cards that focuses that hard on PvE, such as Hellcat paws, or sacrificial shards to a certain god, make the points gained from those cards way lower than actual hard cards like most kills in sieges, most stuff capped etc.

    War Tribes
    The war tribes was a fun addition to the game initially, having those random drops is always a good time waster for MMOs, but in it's current state with Chiefs, Kings etc. in the early game, where crafting almost doesn't matter, being forced to farm those on cooldown to be competitive is not very fun.
    This is because the drops from these bosses is just too good not to go for, it's also the main way to get crafting additives.

    We really lack alternative ways to get crafting additives, hopefully through PvP (destroy an enemy crafting building - get crafting additives?)

    Loot boxes in war tribe camps
    It's a cool idea to have boxes with strong weapons and armor in. But they are too easily accessible currently.
    Let us fight over them, make it an event in the campaign (15:00 Urgu camp boxes will open)

    Animals
    Why do we have to farm special versions of animals to acquire necro additives and crafting tools?
    Why are there not a PvP way to get these, a trained necromancer chopping up an enemy vessel etc.

    Again more alternative ways to acquire additives would be appreciated.

    Outposts
    With how little they actually matter to the scoreboard, and how long they take to capture, it feels like they need a rehaul.
    Yes, it makes sense that it's an activity for smaller scale, but you almost gain nothing from taking the time to kill the guards, then proceed to stand in the circle for X amount of time, just to gain very few points.

    Maybe they can have a bigger purpose outside of when the victory cards about outposts are there? Like if you own the outpost in the parcel you gain resource advantages on that parcel?

    Forts
    Fort fights have always been some of my favourite fights, the only problem with them, is how they are captured in the end.
    If one force has more people than the other, they just need to stand in the circle to turn it to their side, there's not much strategy or tactical decisions outside of when your enemy make mistakes.

    Could be awesome to see some multi objectives like in the new keeps, because right now Forts are just as valuable as Keeps, if that's where you decide to make your homebase, it's just much easier to lose.

    Keeps
    The current iteration of keeps are in a pretty cool spot, the only thing we're lacking is players being able to decide their own layout, where to place the wards, buildings, walls etc.
    Not necessarily free building, but just give players several different layouts to choose from, so we have some decisions to make depending on the surrounding area.

    Siege Windows
    As mentioned, the downside of sieges being scheduled to 1 hour per day is that, then people think that's when to PvP.
    So they almost only log in to PvP, at that time of the day. This is very much a mental thing, that people see "okay X is open from X to X, that's when I need to prepare my self for PvP".

    That's why we suggest timed events more regularly, like Caravans, so people have a visual indicator of PvP is about to happen.

    Campaign layout
    Often when you want to go attack forts or keeps, having a respawn point nearby is pretty nice to have, especially if you expect you take some losses, then you don't want people to have to run 5-10 minutes to get back to the fights.
    But most often respawn outposts are very far off forts, so an idea could be that you give players a way to transform regular outposts to respawn points for X amount of time?
    Maybe a stonemason craft or something like that.

    It would also help with huge advantages defenders already have in this game.

    Crafting
    My officer and I were the ones crafting for our entire guild (20+ people), and the current crafting iteration could use some optimizing for sure.
    The biggest problem is how inconvenient it is to craft items that require items from other professions, and it's not so much that you have to be on different accounts/characters, it's more that we lack a nice way to keep an overview.

    An idea could be: Guild crafting requests, so when you step to a crafting table, a request tab pops up, shows what kind of items guild members have requested, and then you just click on it, and it shows you what item you need to craft at this crafting table, for that item.
    So let's say a guild member requests a 1 handed axe, with Crit damage and attack power.
    Then on my woodworker account, I go to the woodworking table, click on requests, on the 1 handed axe that is requested, and it says "Craft a Wooden Plank: Birch/Birch/Birch".
    Then when you craft it, it says "Part complete by WoodWorkerCharacter" in the request tab, so you can see your progression towards the item, and who crafted the parts.

    A part from this, going back to asking for alternative ways of getting things, have crafting be able to compete with War Tribe loot early game too, that way people can choose to either go farm war tribes, or the crafting route - we need more choices.

    PvP
    This is obviously the most important one for us.
    The reason I kept playing Crowfall for 3,5 years, is because the PvP was addicting.
    The thrill of beating your enemies with great coordination, and well timed anti healing, tracking enemy ulties etc. was just an overall great experience.

    This has sadly turned for the worse in the current patch, with the implementation of Frostweaver and huge amounts of AoE damage.
    Currently fights go like this:
    - Everyone has frost guards, because the frost armor is so strong that you can't play without it.
    - Everyone has Stormcallers, Frost guards and Archmages, because the AoE damage is so strong, you would be gimping yourself if you didn't use it.
    - With the amount of damage these classes put out in AoE, you don't really need anything else, because you also get a buttload of CC from the frostguards Volatile Ice mechanics.
    - So the rest you just fill up with healers.
    - So you see an enemy group, tell everyone to get their AoE ready, then fire it all at once while running into the enemy, and they get AoE'd down, while everyone is clapping in excitement and playing their face and feet.

    The PvP has been dumbed down to a level that is not fun anymore, for us at least.

    Crowd Control and Retaliate
    That every class has access to multiple CC powers on low cooldown, makes the overall CC experience in a fight very spammy.
    But to counter this, everyone has retaliate ready all the time, and become CC immune most of the fight.
    This leads to that everyone that PvPs almost always have 1 finger on their retaliate button, because you just have to react to the Retaliate Pop up to keep playing like nothing happend.
    It feels trivial to the fights, it's just annoying but doesn't have that much of an impact.

    What would help the overall combat experience in our opinion, is to limit the amount of CCs, make them longer cooldown, but make them have a bigger impact - so retaliate on a cooldown - that way it also means that you need to use stuff like juggernaut and escape artist to outplay/counter stuff - and you can set up burst windows.

    We want to go back to tracking enemy cooldowns, so we know when we can go for the kill with set ups.

    Class mechanics
    With the implementation of the Frostweaver ACE showcased that they are able to actually make unique and interesting powers, so an overhaul for the other classes towards this direction is very much needed.
    Most of the current classes/builds are not mechanically challenging, even a 6 year old can play champion in PvP.
    There's no real depth in the skill variety, combos etc., the promotion classes adds very little to the playstyle.
    An example here could be that you put almost all CC into the actual CC promotions.

    Disciplines
    With the limited amount of viable majors and minors, everyone is running the same builds.
    You're playing Icecaller? Earthkeeper? Crusader? Use Field Surgeon and Naiad.
    Minors? Sturdy, overwhelming odds, matching X.

    There are no other choices that can beat that.
    We desperately need more viable choices so we can specialize our builds more towards our preferred playstyles - but it's impossible currently with how the fights play out.

    Balancing
    This is one of the next steps they announced they will be working on.
    And it's definitely needed.
    Here are some suggestions to changes:

    - Reduce Volatile Ice Damage.
    - Reduce Volatile Ice Proc chance.
    - Reduce Aura Emitter Damage.
    - Increase Barrage damage to whatever you reduce the other AoEs to.
    (Single target dmg should always be higher than AoE, which is not the case currently)
    - Reduce Frost Armor (from Frost Guard) to take 5 seconds to break, instead of 10.
    - Move Crowd Control to CC promotions for the different classes.
    - Make hybrids more viable. (Arbiter/Archdruid some more base support power forexample)
    - Give melees more CC immunity than Ranged Classes. In big fights, melees have to run through hell to get to targets, where ranged can just pew pew from range, meaning all the CC affects melee way more than ranged. To make up for this, give them more CC immunity so they also have a chance to do anything.
    We need melee to be viable again, and this is one of the main reasons they are not playable in big fights.
    - Early game the offensive stats from war tribe gear is way higher than what you can gain for healers, meaning damage is way higher than healing. Could use some fine-tuning, see Crafting feedback.
    - Generally we think with longer cooldowns on powers, ultimates, retaliate etc., the fights won't be as spammy, but more about setting up combos together, which is what we would prefer.

    Classes
    There are so many promotion classes that are unplayable in the current iteration of combat - because they don't feel specialized enough in what they are advertised as.
    Champion (Only Pit Fighter is played):
    Alpha Warrior lots of damage? Well with how the Pit Fighter capstone works, Pit Fighter actually have enough damage but way more survivability.
    Barbarian lots of crowd control? Well all the other champions have almost the same amount of CC, just more dmg or survivability.

    Cleric (Only Crusader is played):
    Arbiter lots of crowd control? Well with how retaliate works, and since you can have 2 roots on Crusader from naiad + native root, the Crusader have enough crowd control and way more healing.
    Radical ranged dps? Compare it to ANY other ranged dps and it will fall short in output over time.

    Knight (Secutor and Swordsman are played):
    Sentinel lots of crowd control? The other knights have exactly the same amount of CC, and the Secutor even has better CC through spammable dodge pip removal.

    Templar (Paladin and Fury are played):
    Vindicator melee dps? The main damage from a vindicator is execute, their divine light is not worth it, because only 5 targets and slow tick rate. Compare it's output to forexample Titan (if the melees even can have uptime) then it falls short.

    Ranger (lol):
    Archer is somewhat viable, because of their single target sniping from long range, but the damage output versus the other ranged dps (confessor, stormcaller, archmage), it's so slow.
    Their barrage is also very low dmg compared to other AoE.
    Warden tanky ranger? Well if people just ignore the warden, what can it actually do?
    Brigand stealth traps? Traps being that huge and clearly visible makes it very bad for combat where you fight enemies that have eyes in their head. Their slow stealth movement also makes it hard to use Brigand for group fights, where they would shine if they quickly could get into the backline and surprise with traps.

    Assassin (even more lol):
    Sadly the only thing assassin is useful for is PvE, and that's the blackguard.
    Assassin needs a serious overhaul, make it have some kind of impact through lockdown (see retaliate changes) or AoE antiheal or something useful.

    Frostweaver (Everything is played):
    You make a well designed class, and suddenly every promotion is used and feels unique.

    Confessor (Inquisitor and Fanatic is played):
    Why change the names btw? Fanatic (CC promotion) is not used for their CC abilities though, because all confessors have the same CC. They are mainly just used for their passive elemental break debuff.
    Sanctifier is sadly still a joke, has no impact on fights, condemnation being locked in animation, their low range on CC, sanctifiers are ignoreable in fights.

    Myrmidon (Titan is played once every full moon):
    Titan went from one of the best DPS' if played well, to unplayable with the implementation of ranged AoE and huge amount of CC.
    Battlerager is ignoreable, it can soak dmg, but has no CC that makes an impact nor any utility or damage.
    Conqueror was also a great pick before to have 1 of in your lineup - now it's useless, frostweaver does it better.

    Duelist (Slayer is played):
    Slayer is played because it has lots of control combined with good ranged damage, you actually feel like a DPS promotion playing this.
    Vanguard Scout is a promotion people forget exist.
    Dirge is used for harvesting characters, because it's easier to craft mail/plate harvesting gear.

    Druid (Earthkeeper and Stormcaller is used):
    Archdruid used to be THE AoE damage. You would work together to set up the big one shots - it has now been overtaken by the quick AoE dmg Frostweavers and Stormcallers has, why take 20 seconds to set up a one shot, when you can spam AoE dmg every second on a Frostweaver with almost no ramp-up time?

    Hitboxes
    Hitboxes really have to get fine tuned, if anyone has ever tried to play a ranged character, trying to hit enemies on objects, fort/keep walls etc. most often even though your reticle is straight on the enemy character, you will not hit your enemy. Very frustrating.

    Leveling
    I understand that leveling was implemented to slowly introduce players to the class and their powers/mechanics.
    But if that's the reason, why do you then still have to level advanced vessels? Did you think we forgot how to play our class after we upgraded our vessel?
    We should just have short class introductions when you create a basic vessel, and that should be it.
    Leveling feels misplaced in a PvP game like this, which brings me to the next part, New Player Experience.

    New Player Experience
    Now I know the current New Player Experience is not done.
    But here's what a new player needs to know (I have explained, trained and taught A LOT of new players over the last 3 years):
    - They need to understand that fights are mainly played in groups.
    - They need to learn how to use siege equipment.
    - They need to learn how objectives work.
    - They need to learn how to craft advanced stuff. Learning this means they get to learn how crafting items are dependent on multi professions/crafters and requires time. Which hopefully teaches them to appreciate when they get well crafted stuff.
    "I would like an epic Runic Sword" "Yeah but do you understand the effort it takes to make a sword like that happen?"
    - They need to learn the basics of their class (later all classes, but that shouldn't be in the intro)
    - They need to learn how harvesting works, where resources come from, what Plentiful harvest is etc.
    - What victory cards are etc.

    If they learn all this stuff in the introduction, they will be well suited to out into a campaign and actually contribute for a guild.
    It's a huge amount of work, but this is what guilds are forced to teach new players when they take them into their guild.

    __________________

    Now this sounds like a lot of negative stuff, but it's just how we have experienced the game the last 3 years.

    Here's some positive stuff though:
    - Dregs, Guild vs Guild worked out great, the forced friendly fire between allied guilds adds a fun factor to fights.
    - Thralls at night is a cool mechanic, and forces people out into the world (will work great with a big population)
    - The game have been great enough to play it non-stop for 3+ years, you have done a lot of stuff right.
    - All the different stats in the game makes it an awesome experience for min/max'ers, that you can really dive into your stats and exactly hit your caps in late game etc. is great. (Only problem is what is actually viable vs obtainable)
    - Harvesting was chill and useful (till Caravans)
    - The feeling of being dependant on eachother in a guild is still there, you can't fight without your crafters, you can't craft without your harvesters, you can't harvest without your crafters.
    (I know wartribe = non crafted gear, caravans = non harvested resources, but still :D )

    We hope the devs can use some of this feedback.
    Hopefully a bigger population will fix a lot of these frustrations, only time will tell.

    Now, this was a long post, and if you've reached the end, thank you for reading, this post was made to spark discussions about the game, so fire away, but keep it constructive!
×
×
  • Create New...