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ACE Development Partners
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  1. @Nyamo 死んだ馬を打っていそうだ。
  2. I'll agree with anything you say, just make it better.
  3. For some reason this made me smile. Sounds like you've got a lot of gaming experience but not really in this type of game. Even without that experience you've realized one of the biggest challenges, and possibly downfalls of the sandbox PvP style MMO. That alone should give you some extra respect for the challenges they are facing in attempting to make it work despite what seems like a crippling flaw in the design. I think you're barking up the wrong tree with this idea, but I've spent a ton of time trying to come up with a system that would be a viable compromise. I encourage the brainstorm though. Maybe you'll solve it.
  4. So an alliance of 120 is ok as long as it’s broken up into 4 guilds? How is that any different then just allowing a 120 man guild in? I could formulate that team right now.
  5. That includes you right? That part of my suggestion is more of a brainstorm. I knew it was controversial when I suggested it, pretty sure I’ve been convinced that it’s better to not have it, though I still have concerns that don’t have any attempted solution.
  6. I don't want to keep on this path of 20 questions but don't you feel like you went from "Free world, do what you want" to a lot of very specific restrictions? Is there going to be a tribunal that presides over cases of a 3rd party guild coming in mid fight and wiping one team from behind? Whos to say that they werent working together?
  7. Seems like a lot more assumptions then I feel comfortable with. How do you stop a 60 man guild from splitting into two groups and dominating by working together?
  8. How do you account for the difference in activity between guilds with very active players and guilds with lesser levels of activity?
  9. Truth, above all I've learned that population is everything in an MMO. The best game mechanics in the world are worthless without players. When it comes to PvP when there is only one P left, it doesnt really work.
  10. I still think you're missing something here. There have been no real decisions announced and the majority of playtime will be doing things that are not within a window. I'm also going to be overseas for a year after CF launches. No big deal man, if you need someone to run with hit me up and I'll make sure you get your fair share of the action.
  11. I mean the cap of 300 is likely an arbitrary number and its not really worth using as a point of reference as I doubt they put much thought into it at the time and its likely to change. I guess my question would be, if there is a server that is made for 30 man guilds, how do you stop a 150 man guild from playing on it? If you can solve that problem I think you may be onto something (though I think most of the people in our community would revolt against any attempt at restriction).
  12. Fair point, I take back what I said. Sorry. Again, scream away. I know you dont see it the same way, but Crowfall is one big community. The more people that play on your server the less will be playing on mine. I'll grant you that you will also attract a few more players only interested in what you're talking about. What it boils down to is that I only see epic failure coming out of the server you're suggesting, you're trying to repeat so many mistakes that have lead to the downfall of previous play to crush style games. There is some grandure and romance in the ideas you suggest which will be attractive for some players, but when the server fails you're going to take most of them with you. That's basically my only point. Do I think it'll make a major impact? It depends really, worst case is the server is very popular at first and the implodes. The large initial population will attract most PVPers as we tend to flock. Most likely however, I think it'll just end up being a waste of time and the minimal impacts that it would have are not worth it. You're certainly not the first person that wants to zerg in our community. In Darkfall people went in approaching 3000 strong. It played out just like everyone expected, as I tried to describe above. The rest of us had to plus up to compete, I think our Alliance topped out at around 800 and we were the 6th largest. I do think that bringing up the zerg discussion is a worthy topic of conversation, though I don't think there is really a solution. If there is no restriction to zerging, which I doubt there will be, people will zerg to survive. Its the cycle of life.
  13. All, probably just some arbitrary number made up on the fly.
  14. Do you know something I dont? I've never seen them mention a guild cap, and I have a feeling that most people would not be in favor of it. The main reason is that 50 hardcore players will never equal 50 casual players. Typically hardcore players are few and like to stick together using tightly controlled tactics, this generally keeps their numbers low, say 30/50 members play each night as an example. On the other hand a casual guild may have 150 players but only 50 on each night. If they were to fight I'd put my money on the more cooredinated group of 30. I'm sure you can see how this is a delicate balance, and like most things in this style of game there is no perfect answer.
  15. You post a lot for a guy that claimed he didn't waste time in these meaningless arguments like 8 pages ago. Screaming this is a Throne War Simulator is pointless. There is no actual definition to what that means. Your mentality is very destructive to the game, and that's why we're trying to guide you down a different path. The only true counter to a zerg is another zerg, and that's the problem. You start the game on a cycle where numbers are the thing that matters most. How big will a zerg get you ask? I can tell you fairly precicely. A zerg will grow up until the point where the server cant handle it anymore, it doesn't matter what the actual number is. At that point you'll have epicly large in scale zerg battles in which everyone is lagged out, you frequently crash the server and nobody truely has any fun. The only result from that is masses of people quitting the game. Alternately, if a zerg is allowed to grow without everyone else being forced to zerg as a counter, they will simply walk all over everyone else due to numbers alone. The only outcome to that is that everyone will be wiped off the map except for the mega zerg, and then the mega zerg is left with nobody to fight. Once again, leading to masses of people quitting the game. Just so there isn't any confusion by the way. The majority of guilds in this dicussion are going to be fielding 100 plus players once the game goes live.
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