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Cyphergaiden

Testers
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  1. Like
    Cyphergaiden got a reaction from JamesGoblin in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Activities, quests, events, etc that give giant exp bonuses to these tasks would make it less grindy. Grind is just activities to level that aren't fun or repetitive. Breaking that up with other tasks will make it less grindy
  2. Like
    Cyphergaiden got a reaction from JamesGoblin in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Just got done listening to the Q&A. I'm not liking how much of the vessel system is getting put into the background. The removal of the passive tree is putting it into more of the background. I think the passive system should be made active, but everything about it should be tied to the crow soul, with a unique UI. Maybe even having a soft cap on what you can learn or some other "permanent." I would also say add crow quests and achievements that give you exp bonuses to those now active trees. 
  3. Like
    Cyphergaiden got a reaction from JamesGoblin in Livestream 12/1/2020 Discussion, Feedback and Questions   
    If we want progression at all, the small guild vs big guild will always be a problem. Always. Developers should give small guilds things to do to get progression, but trying to make it completely even regardless of size is folly.
  4. Like
    Cyphergaiden got a reaction from JamesGoblin in Livestream 12/1/2020 Discussion, Feedback and Questions   
    That leveling system is grindy af though and there's a reason why it's been abandoned. I've been playing Albion lately and I think that is a decent middle ground between the two. It might seem like a small difference, but it's the difference between spamming a single skill to level and doing tasks.
  5. Like
    Cyphergaiden got a reaction from Cejo in Livestream 12/1/2020 Discussion, Feedback and Questions   
    If we want progression at all, the small guild vs big guild will always be a problem. Always. Developers should give small guilds things to do to get progression, but trying to make it completely even regardless of size is folly.
  6. Like
    Cyphergaiden got a reaction from Charas in Livestream 12/1/2020 Discussion, Feedback and Questions   
    If we want progression at all, the small guild vs big guild will always be a problem. Always. Developers should give small guilds things to do to get progression, but trying to make it completely even regardless of size is folly.
  7. Like
    Cyphergaiden got a reaction from MrErad in Livestream 12/1/2020 Discussion, Feedback and Questions   
    That leveling system is grindy af though and there's a reason why it's been abandoned. I've been playing Albion lately and I think that is a decent middle ground between the two. It might seem like a small difference, but it's the difference between spamming a single skill to level and doing tasks.
  8. Like
    Cyphergaiden got a reaction from AngryCatGirl in Livestream 12/1/2020 Discussion, Feedback and Questions   
    That leveling system is grindy af though and there's a reason why it's been abandoned. I've been playing Albion lately and I think that is a decent middle ground between the two. It might seem like a small difference, but it's the difference between spamming a single skill to level and doing tasks.
  9. Like
    Cyphergaiden got a reaction from RikForFun in Put the Vessels back in player's faces   
    One of the unique things about the game is slowly getting pushed more and more into the background: VESSELS. With the removal of passive skill gains, there is less of a tie to the crow and more of a tie to the body which it inhabits. I think it would be good, from both a design and RP perspective, to put the fact that the bodies are ephemeral, back in player's faces. One of the ways to do this is to make more of the skills tied to the crow. This can be accomplished through making crafting, harvesting, and few other things tied directly to the crow. I'm thinking take the entire passive skill trees and putting them into an active system but tied to the crow directly with a new UI that shows the crows growth. Then, change the intro area to make you come into the world in crow form first and then get forced into a body or drawn to it or something after character creation. 

    I would also add crow quests to the game. 
  10. Like
    Cyphergaiden got a reaction from Pystkeebler in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Activities, quests, events, etc that give giant exp bonuses to these tasks would make it less grindy. Grind is just activities to level that aren't fun or repetitive. Breaking that up with other tasks will make it less grindy
  11. Like
    Cyphergaiden got a reaction from Ranik in Put the Vessels back in player's faces   
    One of the unique things about the game is slowly getting pushed more and more into the background: VESSELS. With the removal of passive skill gains, there is less of a tie to the crow and more of a tie to the body which it inhabits. I think it would be good, from both a design and RP perspective, to put the fact that the bodies are ephemeral, back in player's faces. One of the ways to do this is to make more of the skills tied to the crow. This can be accomplished through making crafting, harvesting, and few other things tied directly to the crow. I'm thinking take the entire passive skill trees and putting them into an active system but tied to the crow directly with a new UI that shows the crows growth. Then, change the intro area to make you come into the world in crow form first and then get forced into a body or drawn to it or something after character creation. 

    I would also add crow quests to the game. 
  12. Like
    Cyphergaiden got a reaction from Ranik in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Just got done listening to the Q&A. I'm not liking how much of the vessel system is getting put into the background. The removal of the passive tree is putting it into more of the background. I think the passive system should be made active, but everything about it should be tied to the crow soul, with a unique UI. Maybe even having a soft cap on what you can learn or some other "permanent." I would also say add crow quests and achievements that give you exp bonuses to those now active trees. 
  13. Like
    Cyphergaiden reacted to Pystkeebler in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Interested to see the passive changes. Appreciate that you guys are trying something different to address what has been a very longstanding complaint.
     
    Some initial concerns:
    Game is continually becoming more grindy. The majority of non-siege activities are just straight up farming. Progression is now just farming. The game needs more fun activities that maybe results in the player farming to some extent, but make the activities feel less monotonous, tedious, and boring. Trick me into enjoying farming. Put the great Oz behind the curtain.
    Without a passive training system, it feels like there is no real account level differentiation or identity. Maybe this will be OK. It's at least preferable to the pain that was the previous implementation of passives.
  14. Like
    Cyphergaiden got a reaction from Tofyzer in Put the Vessels back in player's faces   
    One of the unique things about the game is slowly getting pushed more and more into the background: VESSELS. With the removal of passive skill gains, there is less of a tie to the crow and more of a tie to the body which it inhabits. I think it would be good, from both a design and RP perspective, to put the fact that the bodies are ephemeral, back in player's faces. One of the ways to do this is to make more of the skills tied to the crow. This can be accomplished through making crafting, harvesting, and few other things tied directly to the crow. I'm thinking take the entire passive skill trees and putting them into an active system but tied to the crow directly with a new UI that shows the crows growth. Then, change the intro area to make you come into the world in crow form first and then get forced into a body or drawn to it or something after character creation. 

    I would also add crow quests to the game. 
  15. Like
    Cyphergaiden got a reaction from BucDen in Blazzen's Top 5 Things Before Launch   
    Darkfall? People would have siege bags and junk bags and the bad pvpers would be farmed by the good pvpers due to lack of stuff to do besides fighting over stuff and it lead to all the bad players either zerging it up OR simply wearing junk gear all the time.

    The reason EVE works is because of the high and low systems that allow the non-good pvpers or the more casual players to feel like they are contributing and getting ahead before they are eventually lead to a no sec space, if at all. 

    I had thought that Crowfall was going to mimic this system with the infected worlds of RvR (God wars) and eventually being lead to the dregs. 

    As far as gear churn, the game can be balanced around high gear churn or low gear churn, but high gear churn keeps resource nodes important for everyone.  And yes, there should be worlds with full loot or, at the very least, gear breaking more quickly on death to help with the churn problem.
  16. Like
    Cyphergaiden reacted to KrakkenSmacken in 1 Combine Crafting   
    Blair MADE the crafting system in SWG.  That's probably why much of it feels the same.  I just don't think he was/will be able to finish his bigger vision of the total system before launch. 
    This video from 2016 describes a bit more of the original intent, with factories etc being described. 
    A really big part of the current problem, is what we have now is basically a spiffy car frame with tires, but no engine (factories) to make it move the way it should. 
    Basically we are pushing an unfinished car.
  17. Like
    Cyphergaiden reacted to Arkade in 1 Combine Crafting   
    IMO, the click burden is only a burden now because we are forced to grind items to get the knowledge runes. The number of clicks has already been reduced once, and I think it's in a good place now (except for cooking, which still needs a lot of recipes converted). 
    Fix the core problem rather than dumbing down crafting to make the pointless grind easier.
  18. Like
    Cyphergaiden reacted to BorodaDada in 1 Combine Crafting   
    so don't waste your time, buy from people who do it!!! what's the problem I don't understand?
  19. Like
    Cyphergaiden reacted to Arkade in 1 Combine Crafting   
    It's not about making it bearable for people who don't like to craft. It's about fixing the problems that actual crafters are seeing. Dumbing down the system doesn't fix the problems.
  20. Like
    Cyphergaiden reacted to yianni in Auto Loot/Loot All   
    if they added this it would only make sense in gods reach.
    there needs to be risk when looting. if i kill someone i shouldnt be able to loot them in a button press. 
  21. Like
    Cyphergaiden reacted to Brautigan in Campaign Feedback 11/24/2020   
    Time Changes: (please list time zones if you're adding in any).  
    NA Times are not that great, here are some suggestions:
    They're ok, but just having one window severely limits a lot of activity off-hours

    Do you like the Campaigns combined or NA / EU separate and why?
    I think they are good with current pop, but sometimes it feels a little crowded, though that's not always a bad thing.
     
    What other types of Campaign setups would you like to see?
    Heavier import restrictions. Restrictions on bringing mats/gold into the campaign. A faction campaign with a "hard lock" and no way to switch factions.
     
     
    Do you prefer big maps or little maps for Campaigns and why?
    Bigger, but selfishly it's because I'm a harvester and want more places to harvest.
     
    How long ago did you participate in a Campaign?
    Current, and last two.
    Other Campaign feedback? 
    Ore spawns feel horribly infrequent and in most instances their ranks are no better than infected. Why would I take the risk of harvesting in campaign when I can get the same in infected without loot loss?
    Also, having pack pigs so unbelievably close to keeps means that it's way too easy to successfully run pigs without any risk to the runner which makes farming mats too easy and the extra resources it gives pracitcally invalidates any need for harvesting. Why would I spend any time solo harvesting for a small chance at resources that I can lose when I can just get a big block of them of an easy pig run??
  22. Like
    Cyphergaiden reacted to PopeUrban in Campaign Feedback 11/24/2020   
    How do you like the variance with the Campaign cards is there anything you'd like to see different with them?
    Wealth and power cards are often functionally the same thing (Hold keeps and upgrade them) There should be a more clear distinction between the activities for wealth/glory/power. I'd like to see some cards directly related to climbing the scoreboard (e.g. "rose the most positions") in later months to encourage upsets and force early leaders to abalnce their lead against early rivals with potential come from behind threats There are no harvesting or crafting cards. There should probably be some harvesting and crafting cards in some fashion. Do you like the Campaigns combined or NA / EU separate and why?
    Combined. Having different window times actually makes some fights more attractive than others. What was your favorite Campaign and why?
    Honestly they all blend together. I Guess the one where FOEX took 4th just because we did well. What other types of Campaign setups would you like to see?
    Bring back 3 faction campaigns with proper player load balancing and no user selected teams. I'd love to see campaigns that don't revolve primarily around keep and fort fights. Boss Monster hunting with pvp interference, maybe some CTF style objectives, scavenging/exploration focused campaigns, something other than the "more keeps more win" standard to keep it fresh. I'd love to see some "lore" campaigns with vessel limitations. Do you prefer big maps or little maps for Campaigns and why?
    Big. Small maps make it far too easy for a small number of players to dominate the map. Campaigns should have space for smaller groups to own some stuff "beneath the notice" of the current leading groups. Only a handful of players actually get to use the current keep/fort systems, despite them being a major part of the gameplay loop. A larger map would create a scope large enough to win for those groups with enough space to house smaller groups and conflicts. How long ago did you participate in a Campaign?
    Few months ago, asidefrom randomly using them to farm. If you don't participate in Campaigns, why? 
    Most of the systems are centered around objectives that are unobtainable for the scope of my guild and alliance. I don't have 20+ people to bring to fort or keep fights regularly and every objective is constantly under threat from those groups. Seems like a waste of time to try. I have more fun in faction campaigns where the scope of individual guilds doesn't matter as much. Other Campaign feedback? 
    Dregs is a terrible starting point for new players leaving infected, or anyone not capable of consistently running at least two full groups. It leaves them very little to accomplish and locks them out of most of the cards unless they join an existing large alliance. The game needs a better risk/reward ramp to allow new alliances to form outside the influence of the top dogs slugging it out. The "top 3" scoring system encourages dominating easy opponents rather than challenging difficult ones (a guaranteed 2nd place against newbies is always going to be a better bet than a possible 4th or 5th versus pros that rewards nothing) and leaves no reward incentives after summer for anyone not already well off in category ranking as catching up is nigh impossible. Its current form breeds a lot of stagnation, and if multiple campaigns are available will incentivize "ranking down" for rewards rather than staying at a higher tier for at a slightly lower scoreboard position with better payout, since only the top three get anything at all.
  23. Like
    Cyphergaiden reacted to PopeUrban in Blazzen's Top 5 Things Before Launch   
    The thing is, with campaign rewards structured as they are this is true in every single campaign. The lack of a granular reward structure means that choosing to dominate an easy foe is always going to be preferable to attempting to engage a worthy one.
    Its a guaranteed top three versus a potential 5th place with no payout problem that the current reward system has. You really have to engage the middle and low end regardless of the rules of the campaign or you're going to see this binary structure across the game.
    I should want to fight for 3rd but be happy to take 5th place in a harder campaign versus cakewalking to 1st place in an easier one. The way rewards are currently structured makes this a losing proposition that heavily encourages me to go where I know victory will be easy, in stead of go where I know I'll have to earn it.
  24. Like
    Cyphergaiden reacted to PopeUrban in Blazzen's Top 5 Things Before Launch   
    I can't speak to Albion but I can absolutely speak to EVE.
    There are two types of EVE players. Players that have already effectively left the economic loop, and players that are afraid of those guys.
    The problem you ascribe to crowfall's economy absolutely exists in EVE. Why do you think every single war ends before anybody has lost a meaningful amount of stuff? The "established guilds" in EVE engage in risk averse behavior to ludicrous extremes as that is the only possible path to victory.
    If you think crowfall players are bored, go ask a sov null organization why it fights. It fights because it is bored, and it make its enemies upset. Ask Sov Null why they all run a joint hisec trading station despite being at war. Ask sov null why every war ends long before anyone stand to suffer permanent economic damage.
    Eve works because there are objective stakes in the form of infrastructure. People don't fight over loot in EVE. They fight over the infrastructure that exempts them from fighting over loot. They build supercap umbrellas and rental empires specifically so that they don't HAVE to fight over loot. They build massive PI chains and injector farming alts so they don't have to grind for ISK. They charge miners rent so they don't have to mine. Their members benefit from ship replacement programs that remove all risk from ship loss. 60% of EVE PvP is first tricking your target in to committing to a fight because every single player is risk averse to the point of lunacy, and that risk averse nature is built in to the game's warp mechanics deliberately. EVE is an expression of unfettered capitalism that functions exactly as one would expect it to. You're an owner, an employee, or a vagrant.
    The only people fighting over loot in EVE are the people stubbornly attached to independence and making their own fun rather than "winning" the game. ISK isn't EVE's endgame currency. Killmails are. Ephemeral evidence not of how much you gained, but how much you caused someone else to lose. This is the driving force behind EVE's endgame: simply making your target suffer.
    Crowfall could be as vibrant as EVE were it equipped with the same API, scope, and the same player psychology, but it isn't. Its player base expects something a bit more tangible because it was promised something more tangible. Its developers are designing something of purposely narrower scope.
    Doc is making a mischaracterization of EVE, claiming the top works in a way it simply does not. I've been in both places in EVE. I left null specifically because it was boring. Doc's post doesn't accurately represent EVE as a game, nor illustrate anything about how crowfall's economic model is any different. If anything, the top guilds in crowfall have the exact same burnout issues and gameplay patterns as the top corps in EVE. The only difference is there are a lot fewer people to gank because the world is so much smaller and more hostile due to its miniscule travel times and much greater ease of forcing an unwilling combatant in to an engagement.
    This first job of any truly successful CEO in EVE isn't playing a game that is offered, but inventing a game for its members to play. Crowfall does not lend itself to this structure. Crowfall has a very specific game to play with very specific rules and very specific rewards. You may choose to play outside of that game, but doing so leaves you with a pittance in rewards for your trouble. Crowfall actively discourages setting personal goals by virtue of revolving heavily around systemic ones. It is a Throne War. You can Win. These are the steps. Do them or lose.
    Crowfall's loop doesn't work because there simply isn't enough space for people to lose each other or "take on something more their speed" Every campaign is a steel cage match containing everyone from the world champion to the rookie, and the champion gets a free chest full of brass knuckles for every dude he knocks out. There are winners and losers but no scaling or grading for anything in between. You get a giant banner that says "you lose" unless you do very specific things that the game tells you to do. It is a very structured competition designed under the assumption that every single player is first and foremost a participant in its specific goals, saddled with an economy designed for a completely different kind of game.
    You can decide you're not ready for sov in EVE and go take a poorly made dergsty c2 wormhole in stead. You can move up to tougher wormholes, side grade to losec piracy, do a little solo hisec ganking, or a whole of spectrum of risk/reward profiles. You can adjust the threat you face by increasing or dialing back or your expected rewards. Crowfall as current simply can't do this when the only options are infected and Dregs. You are either winning or you are getting farmed, and there really is no in between. You are either top 3 alliance or you're garbage, with garbage rewards, garbage infrastructure, and garbage incentives to keep playing.
    Is it any wonder people who aren't already in that club don't want to stick around and get farmed?
  25. Like
    Cyphergaiden reacted to BucDen in Blazzen's Top 5 Things Before Launch   
    There was so much wrong with that post, so I will just address the first and leave the rest be. 
    That IS a current problem with both the economy and the crafting system. It's not my assumption. It is the current state of the game.  It's pretty much universally acknowledged (except for you, of course) that once you have your blue gear set, it's going to be quite some time before you'll want to upgrade, if at all.  If you cannot even acknowledge this basic flaw, then anything beyond it isn't worth discussing. 
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