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Sloppy

Testers
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About Sloppy

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    Piapiac

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  1. Props to Wrain for trying to convince the Dev's to make this game fun. My complaints are not about characters/crafting/etc... My complaints are about making a world where people want to log in all the time? Apologies if anything here is planned or discussed on the ACE dev forum, which I do not have even read access too. (Another complaint for another day) Strategy/Territory control - Can we please remove Timerfall? Can we please go back to the old way of sieges? 1. Defenders declare a 4 hour defence window (eg 6-10pm est). Attackers drop a bane stone 48 hours in advance for a keep, 24 hours for a fort. With a forced 150k wager for keeps and 75k for forts. 2. Once the bane stones are placed, the attackers set a time for the siege within the window. 3. When the siege is over, if the window is still open bane stones are welcomed to be dropped. Keeps - Keeps are pretty cool so far. here's a few tweaks 1. All keeps should be able to have every crafting station 2. The best keep in the game should be able to place all 5 harvesting buildings, while the worst should only be able to place 3. (Feel free to call the best one a castle) 3. Where's our local keep bank that everyone can access that you talked about in the live stream, that everyone can access? That the siege winners get to keep? 4. Allow guild members to recall to keep. Forts - Pretty cool so far. 1. All Forts should have 50% upgraded crafting stations and 50% standard so small guilds can build everything. Plus only 1 harvesting building. 2. Local bank. As with keep, if it's taken the new owners get the access, the loot, and the respect! 3. Allow guild members to recall to keep. Outposts - I'm not a huge fan of outposts, but they are definitely getting better. 1. Outposts should be like small villages, but always available for capture. If you take a temporary outpost it should be useful until it's lost. 2. The outposts should have a bank, a respawn point and a recall point. 3. Remove world banks and respawn points, as they will be in every outpost. Taxes - Let's give people some love for holding these territories. Let's also give a reason for these people to invite people to live/harvest in their territories. 1. 10-25% Harvested resources/mob loot goes to the keep. 1-9% to the nearest fort. Right into the fort chest. Territory owners set the rate. 2. To be clear. Instead of running every single player off the map for 1 inventory full of loot, the owners of the keeps/forts may choose to protect these players and get 25% of 100 bags of loot! TLDR - Fix territory control by 1. Removing Timers/adding defence time windows and banestones 2. Add local keep/fort chests 3. Allow outposts to be useful by adding banks and recall points 4. Add taxes to give people a reason to defend newbies in their zone
  2. So I logged in last night and this morning to begin the process of laying the groundwork to get all our crafters blue/purple bodies. To my surprise all the graveyards are missing. So you are telling me that there are people with blue and possible purple bodies out there? But you are preventing others from catching up? Please balance God's reach and re-wipe. Or Please bring up a God's reach where everyone can be equal!
  3. Ideas Bring up 2 more gods reach for the weekend. Or make every zone a copy of the 6-8 zone You can level to around 10 beside the temple and you will be equipped enough to take on level 6-8 mobs People will be going hardcore getting blue bodies for all their crafters and fighters while we wait. That’s a lot of traffic in very small areas. Expect this logjam to happen on launch day of alpha. Beta. Or live!
  4. Make capping outposts fun and rewarding please. As you know every zone currently has 25 outposts, 2 forts and 1 keep! In the war camps there are captains, chiefs and kings (I believe), which also drop loot. (Captain, Boss, and Raid Boss) Instead of a fort going live a region of outposts should go live. (10 outposts per fort) At each outpost add a neutral captain level boss that spawns 1X (Soloable, but takes time). If you kill him, you get the same loot you would from a war camp captain. If you can flip all 10 of the outposts to you faction at any point the fort goes live the following hour. This creates a back and forth reason for taking outposts and will more likely lead to a small scale pvp engagement at all hours of the day. In the fort a neutral Chief spawns after 30 minutes and is vulberable for 30 minutes. It drops chief level loot. This gives time and a reason beyond points for the defenders to take the fort. It also gives a reason to defend the fort, as anyone can kill the chief. If at anytime you don't own the keep, but you own both forts in the zone it will trigger a siege that evening. This forces people to play the game at some point during the day to force a siege, and also prevents sieges from happening every night. When the bane tree spawns during the siege a raid boss should spawn to defend it. Another one should also spawn in the tree room to defend it. Just an easy way to add loot to the pvp cycle. I would prefer some kind of resource mine or something, but you guys might run out of money before you can code that!
  5. Relax, it was a joke. Just like factions! lol
  6. In my personel opinion this game needs to be more solo friendly. When you get a group together it should be to raid or defend something. My guild doesn't want to login to discord and see guildies and say "Hey, let's go hit some motherloads for minerals" That's stupid. They want to login to discord and say. Oh hey there's 3 of us let's go raid Winterblades. Let's go custard with HoA's lands! Because personally I feel if I am the first person to login on a day, everything I do is useless. There is no fun.
  7. My list is shorter. But it ain't just cosmetic fluff! Not that yours is! 1. Tie outposts, forts and keeps together in a territory control system that promotes small and large engagements 2. Rewards for capturing territory 3. Release dregs with the ability to plant trees of life's and build our own cities 4. Remove levels. Every character or vessel should start at level 30 5. Fix the spirit bank and the guild bank 6. Allow solo players to hit motherloads 7. Put a boss at every outpost and make them solo friendly, and have each have a chance to drop a rune Who gives a crap about frostweaver. If they're going to spend money to keep the servers up... give us something fun! It's supossed to be fun!
  8. I'm told, in the dregs there will be free building. (people can build stuff wherever they want) If all these buildings are protected, or if they cost more to destroy than to build, we will have buildings everywhere. This destroys server performance, and can block the people to build new stuffs. So we need a mechanic that allows us to remove the garbage from the landscape. In shadowbane we planted a tree of life(TOL). Anything within the radius was protected. We also had to rank up the TOL to grow our towns. I assume this game will be similar. There was also a limited number of TOL's allowed per zone. Eventually the asians owned every TOL on the map, and thusly the server would grow stagnant and die! Crowfall solves this issue! Building a City in Crowfall You plant a TOL. After 24 hours is grows to rank 1. A 100 meter radius of protection is established. Anything within the 100 meters is protected. (100 meters is a made up number... I'm not sure what appropriate as I'm at work) It should be enough for a small keep and 1 set of walls. This must be more than 700 meters from any other TOL. Ranking up a city You may choose to rank up your city by spending gold and resources. Once spent it takes 1 week to upgrade for each rank. Add another 100 meters to your radius for each rank up to a maximum of 700 meters. Sieges A successful siege should derank a TOL 1 level. This is so it takes many days to bring down a clans hardwork, and not just 1 lucky superbowl night siege. Anything built in the new unprotected area becomes unprotected. Players with the salvaging skill can dismantle these buildings and take 50% of the mats. Summary People will build tighter cities to stay within the protected area. Players will purge the unprotected areas of lag inducing buildings. Wars will last longer. Clans wont get scewed as hard by the classic holiday siege. (Asians love taking cities on Christmas, and losing cities on Chinese New Year) The inability to build within 700m of another city will limit the amount of TOL on the map
  9. To expand on Veesh's awesome idea and apply it to server types including factions. Parcels (Excluding POI) All parcels start a campaign at level 1. They can be upgraded to max level 10. All nodes and creatures within that parcel are set to that parcel's level. (They start at level 1) Each parcel has it's own experience bar. (If a parcel is 4 squares it levels up 4x's as slow. If it's 10 squares it level up 10x's as slow.) Upgrading a parcel While standing within a parcel you can create a trade pack. The trade pack will remember which parcel it came from. Trade packs can be crafted using ore, wood, leather, stone or sacrifice parts (100 white, 50 green, 25 blue, 10 purple, 5 orange) Once crafted you must transport the pack to the nearest friendly collector. (In Factions the nearest outpost... In Dregs your capital... In religions, your god's statue... etc...) If an enemy captures the trade pack it can be salvaged for 90% of the mats if it's returned to their friendly collector. POI Parcels (Spider lair, zombie lair, forests) Are not levelable. This will give people a reason to farm ore at zombies. Because there won't be rank 10 parcels day 1 at keeps. But there might be at the spider queen. How will this help PVP? I believe as a server develops pvp hotspots will form. For example, on dregs the lands around an enemy castle will most likely be developed first, as people gather the white ore, wood, stone and leather they need to build their capital. Enemies can watch for these trade packs being brought to the enemy collector. If you know where HoA is building their keep you can patrol their developed parcels, to murder some harvesters. If your harvesters are being murdered alot, you may want to rally your crew! Probably need a scout in the area! Back Pack A back pack is 1 trade pack A player may only carry 1 pack. It visibly appears on his back, so enemies can see it. Player walks at 75% normal speed. If the owner is killed it may be claimed. When turned in the parcel receives 1 xp. A stolen pack can be salvaged for 90% mats. Donkey/Mule Appears when you combine 10 trade packs A player may only lead 1 donkey/mule. It follows behind a player at 50% normal speed. If the owner is killed it may be claimed. When turned in the parcel receives 25 xp. Caravan Appears when you combine 50 trade packs A player may only lead 1 Caravan. It follows behind a player at 25% normal speed. If the owner is killed it may be claimed. When turned in the parcel receives 250 xp. OPTIONS 1. Show the level of each parcel on the map. 2. Different max levels on worlds for a campaign. (Example parcels for 1 of the worlds can be upgraded to 10, while the other worlds are less.) 3. It's minetime from Shadowbane. You capture the ore mine and your clan gets a 100% buff on ore captured in the region around the mine. 4. Biomes - Implement Biomes. All 5 types of ore shouldn't be available on the same parcel. 5. Trade Routes - As your tradepacks are delivered, and your parcel is tied to a certain outpost of castle a trade route is formed. As materials are gathered, a chest is filled that can be collected by friends or plundered by enemies. Enemies can re-route this trade route to their own base by making their own packs and delivering to their base.
  10. I like it! I'm proud of you for coming up with this! I especially like the caravan route mechanic. We need people out using their captured territory, so raiders have a reason to go there. I'm also looking forward to taking all this leftover white stone, wood, leather and ore to build buildings. Might have to remove the vendors, or make the stuff cost more gold! It's also a shame that awesome ideas like this are not bumped and applauded. It's clearly written and would get people asses back in the game. I hope this is the kind of stuff that's already planned to be in game.
  11. I believe we need to be careful suggesting stuff that is only happening because we are testing factions. I'm sure in dregs, friendly fire will be turned on to everyone not in your group. I'm sure in guilds, friendly fire will be turned on to everyone not in your guild. etc etc! For factions, they do everything they can to prevent people from killing same faction members. But since no one I know will be playing factions on live, there's no need to worry about it. (((((((ANOTHER CROWFALLER WAITING FOR THE DREGS JESUS TO SAVE THIS GAME FROM IT'S BAD CHOICES IN L:IFE))))))
  12. I'm actually glad you guys are adding this. I really love that it isn't just prefix and suffix, but a 3rd category. To get all 3 categories to be the exact ones you want could take weeks waiting for a drop in the quality you want. Plus you need 3 good rolls. (Unless you add a craft that can tweek these items later) For example, Say your clan wants to make a centaur spec group and you got 10 guys who need boots with windlords (running speed), Strength and Crit damage. How long will it take to find 10 sets of that to drop in game as a purple item? That's why people will still need a crafter to min/max everything in large quanities. I personally feel you should allow legendary drops from certain mobs. Make the drop 1% chance to be legendary, 10% chance to have all 3 category's, a 1% chance to get the 3 categories you want, plus a 10% chance to get decent rolls. You end up with the drop you want every 1 million drops (I did the math). Plus if it's a pvp item, it's gonna break! If it's for a crafter...lucky you, you dont have to craft 1 small item of 10 you need. But you won't have that item in the next campaign if there's no imports! Examples of drop systems from other games I loved. Asheron's Call - Thousands of random items would drop. You would loot macro all week, and your scanner program would pick up maybe 5 good items. You would than use salvage to tweak those items into an uber item. 90% were low quality, and you wouldnt even waste your time salvaging them. Shadowbane - Magic items would drop. I'd get excited identifying them and hoping for some max rings. Of course your crafters/buildings would be wear 90% of your items would come from. Diablo - Everytime a legendary item dropped Id get so excited. 99% of the time they were garbage. But you could salvage them! Anyways, good job and I look forward to testing.
  13. I cant wait to get a legendary windlords horsey shoes drop! F U Shiner! I don't gotta wait 4 days for gear no more! I'll get it myself!!!
  14. Sometimes our leaders forget our own rules! Dolmar recently recruited a druggie, and also spent hours trying to help him out. A serious breach of protocol! SHAME! SHAME! SHAME!
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