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About Dao

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  1. There are many reasons why EvE still lives. One key difference is the lack of MMORPG progression mechanics. Specifically the type of progression that CRPGs generally provide. EvE is partially successful because, with a few notable events being exceptions, players can mostly avoid PvP when and if they choose. The Crowfall team is trying something of a hybrid too -- with some ideas such as realtime skill training likely influencing them. We will need more active and sustainably engaged testers to know how successful that effort is. As an aside, EvE exploits sunk cost and other manipulative ps
  2. Can we do this via PvP, or is it a PvE/Crafting grind?
  3. @Zatch Thank you so much sir, and do please repeat yourself! This is one of the problems with relying on forums for information. No reasonable person has time to search for and read through years of posts to find what they are looking for. It is also a clue to the community and website folk that certain bits of information need to be highlighted better in other portions of the site and via other marketing efforts. The guild systems (along with eternal kingdoms) sound like a fantastic way to solve what @ramshack is looking for. They might also enjoy the map exploration features when they pr
  4. Or potentially two thirds of the game. But you see, this is precisely what i was talking about. A positive contribution could be to talk about what people are doing with guilds, city building, and eternal kingdoms. How this might work to provide a space for those that enjoy crafting but not PvP to thrive -- how mechanics might exist that allow players to protect gatherers -- which then could give purpose to folk like me that prefer to spend time in PvP rather than resource gathering and crafting. I'm not calling your baby ugly friend. If these systems are designed well there can be syner
  5. It is not BS, and it is not cool to assume someone has not done their research. Double so when you obviously have not done so yourself. Bless is working on their 4th failed release. The numbers are out there and reliable news is out there. The OP was simply giving you an example anyway. There are plenty of failed promises and failed releases with precious designers stubbornly holding on to failed or worn-out ideas. Crowdfunded or not. To the point of this post. I am not at all interested in any of the mechanics of survival, resource gathering, or crafting that i've seen thus far in the game
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