Rikutatis

Testers
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Rikutatis last won the day on May 12

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About Rikutatis

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  1. Any other LGBT players?

    @KDSProm Honestly, based on the dumb prejudiced pre-teenager responses he got in this thread, how would you even wonder why he wants to set up an LGBT play group? People have the right to play with whomever they want and feel comfortable with.
  2. game mechanics leans too far on gathering

    @beandip Honestly, just wait until closer to the game's launch, probably around beta or so, til there's a much higher population testing the game and a wider variety of gamers in these forums. Til then your voice will be just be drowned by those who genuinely don't mind spending hours farming mats in one of their multiple alt accounts, for that sweet 15 min of (usually laggy) pvp at the end of it all. Save a few notable exceptions, most others have either quit or are a lot less active now. A higher pop will definitely bring more opportunities for pvp as well, but these problems you outline now will still persist then and will still scare away potential players. Basically they wanted to make a strong and meaningful gear loop to drive pvp, but it turned out that this gear loop completely dominates the experience now, to the detriment of the pvp aspect.
  3. Oi Brasil. Bem Vindo

    This is good news for Brazilian players, but just a small observation here: is running this 6 month test to assess the feasibility of the Brazilian market for Crowfall while the game is still in an unpolished (sometimes borderline unplayable) pre-alpha state the best option? I know this could be said for any region, and maybe you guys plan to compare current pre-alpha sales from the EU market or whatnot, but as a Brazilian gamer I'm just slightly skeptical that the current unfinished version of the game is the best time to verify the feasibility of our market for Crowfall.
  4. No hope for large scale??

    I don't mind a convoluted crafting system per se, but if it's less grindy than CF's current iteration in terms of mats used per piece of gear vs decay rate on each death, then that would already be a big improvement. If CF can get a 100v100 in a server/zone with 400 players online at once, all performing well with smooth combat, I'd be entirely happy with that and call it a success. Then all they'd need to do is scatter how objectives and campaign goals work so that there is no single event/objective in the CW encouraging all 2.5k or however many players to all come to the same zone for a fight all at once (like the last emperor keep fight in ESO). Putting a hard cap player limit on individual zones would feel pretty bad though, it'd have to be something more organical. Hard to achieve, I agree.
  5. No hope for large scale??

    I sincerely doubt that's happening unless it's a very bare bones and rough soft launch. I don't have inside information, but just basing my assumptions on the pace of development as we've been following it for the past few years and what still remains to be implemented. 5.6 is a step forward compared to 5.5 which was unplayable and caused the servers to be nearly empty. But it isn't a step forward compared to the entire development cycle. Performance has always been more or less like this, with a few ups and downs depending on the build.
  6. No hope for large scale??

    I totalle agree with this. While I vastly prefer action combat (and honestly have a hard time imagining myself playing a tab target these days), CF's combat isn't anything special and the usual skill ceiling present in action combat games is actually very low in CF. At first I wasn't concerned at all with CF's persistent performance issues, because all I heard was that performance and optimization were always worked on last, once all systems are in, we'd get there, etc. And that still might be the case. But after seeing CU's approach to performance and how solid (or epic, even) it currently is at a similar stage of development, it does make me wonder.
  7. Guess I'll play Ranger Too

    To me that's just one of the major issues with discs. Ranger at its base kit already had really high damage, range, fairly good survivability and good CC. They were already very powerful, but the lack of mobiity balanced things out. A ranger couldn't escape or kite forever before, that was their weakness. Then they got buffed (?!) to gain even more CC and utility. And once discs and races opened up, it allowed them to have ridiculous mobility, turning them into one of those do-it-all builds. I love the total flexibility discs give you to create builds as much as everyone, but this is the reason for PVP MMOs I honestly prefer more strict class based progression to keep each class more confined within its own role(s) and ensure it has clear pros and cons to each. I completely agree with this and it's another thing I dislike about discs. These hard counter discs are just so boring and it's simply not fun for the players involved.
  8. No hope for large scale??

  9. Feedback: Chicken ticker decay rate is way too harsh. We can get food easily, that's not so much the issue, it's just really annoying to have to keep clicking food nonstop throughout everything you do in the game. Just watch any GvG pvp vid on YT, people have to stop multiple times in the middle of a fight to eat food. That's just over the top. Same thing if you go out harvesting or whatever, you're always stopping what you're doing to click food items. I think the hunger mechanic by itself is perfectly fine, I just think the decay rate should be toned down considerably.
  10. Any plans for South America Servers?

    Travian is supposed to be in charge of South American servers from what I understand. I think they're launching a server in Brazil and localizing the game there, we're just not there yet. Maybe closer to soft launch.
  11. Coming back to testing after a long absence. Some feedback: 1) Performance was decent on Saturday and pvp witth 20 players on screen was playable despite some severe fps drops for most of the guys in my group. However on Sunday performance slowly degraded until it became unplayable Sunday night with 2k+ consistent ping. Maybe a memory leak or something of the sort? 2) The amount of dust required to craft everything seems overbearing for anyone who is not heavily specced into dust gathering. I had the potion up, the runedisc up, and dropped some points in the survivalist skill node for extra dust and still found myself collecting dust for my intermediate gear long after I had already finished collecting the other mats (slag, wood, stone, etc). 3) I was happy to see certain skill training nodes toned down, in particular the ones that give range and cooldown reductions. I've been saying this since the last time I played the game, skill training was giving faaaar too much power. That's a very good step, but I think armor mitigation is something else that needs to be addressed. Right now everyone had to start from scratch, but once people start capping their skill training once more the nonsense will start all over again.
  12. Disciplines should be tied to the Sacrifice system

    Ok I'm sorry, my bad, might have been sloppy (and incorrect) from my part to clump the entire proposal under the term "Sacrifice". But yea, it's exactly how you described in your previous post, that's the idea at least.
  13. Disciplines should be tied to the Sacrifice system

    I like the idea you proposed and I think it could be a good compromise to make the active progression very important while leaving discs untouched as they are, I just happen to think there's already soooo much other stuff that crafters have to experiment on and make in the game. Gear is extremely important, and soon we'll have even more stuff for crafters like building cities in the Dregs, and siege equipment. Removing discs from the equation wouldn't have the effect to make crafters obsolete IMO. Instead, it would just put more agency in the player's hands when it comes to their specific character progression (we're not talking about which armor and sword you choose to use, but which powers you want your character to have); avoid a potential snowball effect that character progression as gear can have; and make active advancement important and worthwhile throughout the course of a campaign all in one go (not to mention to possibiity to rebalance discs as trees and limit how you can stack them in different classes/builds).
  14. Disciplines should be tied to the Sacrifice system

    Sorry, maybe I haven't been explaining this part of the idea very well (although I thought it was pretty clear in the OP). There's already capping forts on top of material donation. And there's been talk in the past of expanding the system to include other activities. This is a main part of my proposal, that the "Sacrifice" system as a whole be expanded to include a bunch of different activities that can earn you points towards leveling up in this active progression system. I cited several as examples, like killing other players, capping forts and keeps, donating materials, killing infested mobs (or whichever mobs), exploration activities such as map making/discovery, etc. Just stuff that you'd normally be doing on a daily basis.
  15. Disciplines should be tied to the Sacrifice system

    You could say that about anything harvest related lol. Botting as an argument could be applied to all sorts of different systems in the game. You'll need teamwork and skilled plays (or maybe just a zerg who knows) to capture forts, keeps, POIs, to win campaigns as a whole. Whole game will require that. Disciplines is a progression and character building system. You could say it's the core of it. There's already lots of other stuff to craft (maybe even a bit too much at this point). And the devs already stated they want to put a bit more emphasis on active progression. That's because you are taking Sacrifice for just its material donation aspect, the point is that it can be expanded to include all sorts of activities (as devs said before). As long as material donation doesn't end the absolute most efficient way to level Sacrifice, and you can gain sacrifice through capturing POIs, killing other players or npcs, exploring areas and so on, then no, it wouldn't just be the same thing as harvesting/crafting. I mean, I understand that "this is not how it was in Shadowbane", but honestly, there's been other good games besides Shadowbane over the years. If what matters for the game experience is that contested territory fight over the special mob spawn (and I agree that's a really cool feature), just make those mobs drop something else, like the seeds needed to plant bane trees, or something related to bloostones, or anything important for the CW win conditions, really. There's different ways to achieve the same fun experience, it doesn't need to be an exact copy and paste of Shadowbane.