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Belantis

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Belantis last won the day on May 8 2020

Belantis had the most liked content!

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    English
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    The Netherlands

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  1. Les Mousquetaires du Clic recrutent! Rejoignez-nous sur notre Discord pour plus d'informations: https://discord.gg/bX2U9Zgz5z
  2. We need to bring the concept of plunder in the process of sieging because, like inventary loot, stealing eachother's stuff is fun and exiting. Also high risk, high reward should be central to sieging. So after the attackers is victorious they would for example loot the gold reserve deposit from the defenders that scales with the Keeps level (this is @Chillmate idea, Level 1 Keep = 5k gold on chest, Level 2 Keep = 10k gold in chest ect). That way winning a siege would be worth it.
  3. Thank you for sharing this build!
  4. In ancient times, sacrifice was performed as a ritual to communicate with the gods, heroes, and other divine beings. Such rituals were meant to ask the divine recipients for favours, protection, and help, or to appease them. Animals sacrifice, in which prayer was central, was also a way for human worshippers to know the will of the gods. Therefore I propose to change the current way to get buffs at God's outposts: you need not only to control the outpost but also to sacrifice specific items to get the buff, for example player skulls for Malekai. Or to make it even more realistic it would require you to sacrifice caravan pigs to the God's to get their buff. Maybe different types of sacrifices could have different outcomes.
  5. On the LIVE server, Sky Point, a lvl40 Herald one shot me. This mob is also a stealther 😅
  6. Badges? Is this the forum NPE?
  7. @Pystkeebler I agree with the above. In fact, the pinnacle of Dregs which are sieges should lead to pillaging if successful. By this I mean that "stuff" from the enemy Keep should be available to the winner of the siege. It should be "stuff" from the enemy players. Right know it is easy to stock it away in banks, this has to change. We need Keeps to be alluring loot wise. That means they have to become loot Piñatas that contain all the hard work of the gatherers.
  8. @McTan I too am worried about the future of Crowfall and I read your post as a cry from the heart. But let’s not be defeatistic or too pessimistic either A long time ago I played an mmo called Shadowbane. There were much of the beautiful, much of the wanton, much of the bizarre, something of the terrible, and not a little of that which might have excited exasperation in that game. Much like Crowfall. If the devs achieve their goals we might see elements of Shadowbane combined with modern gaming features which could make tCrowfall a success. Instead of speaking of ‘Death on Arrival’ and hopping on the defeatist bandwagon I would rather speak of crossroads at which Crowfall is situated. Will it be an easy mode, fast food game or a high quality throne war mmo? Alot of great ideas to achieve the latter have already been expressed here. I would like to propose an old idea of mine: it would be great to add networks to the campaign worlds. By networks I mean connections of nodes, for example forts, outpost, shrines, caravan spawn points to the main starter or mother node, the Keep. Creating a network provides advantages. The nodes need to be connected to the central Keep. These networks exist in one zone: the scope of your network is determined by upgrades of the central Keep. So, if your Keep is rank 1 you’ll be allowed a network of 3 nodes, at rank 2 you progress to 6 nodes ect. (this is just a rough estimation). Such networks could give the players a true zone control experience. For example connecting your Keep (provided you have the right building) to a caravan spawn point node will allow you to have the caravans run by themselves to the Keep. Of course, you would still be able to tame the pack pigs yourself and run those manually. Another example: connecting shrine nodes to your Keep could be beneficial or detrimental if two opposing divinities are involved, resulting in loss of divine favor. It would still be possible to own multiple Keeps (in one zone or other zones) and so to create multiple networks, even connecting Keeps with each other in one zone, which would provide the owners with new sets of advantages. When you look deeper in the history of sieging, you’ll notice that a city or keep would eventually fall when it was cut off form its the hinterland, mainly because of starvation. Hence the idea of shutting off certain defenses (spires, guards) in Keeps if some nodes are conquered by enemy guilds. Owning forts, outposts and shrines would create a power grid that players need to expand and to defend. What is needed is also the concept of maintenance. Keeps with buildings, guards ect should have a cost in maintenance and while the network you create provides you with resources, it will also be fragile if not planned ahead well.
  9. I agree with @ComradeAma An idea for the future would be to create an arena style environment, meaning a big circle with enclosed walls where teams would fight it out to the death which seems like more straight forward in terms of 'let the best win'. Also, Yumx organized a Colosseum back in the day which was a huge success, people don't need a lot of fluff to have fun and have fair fights where the skill of teams determine the winner. In fact the simpler the environment and mechanics, the better in my opinion.
  10. Get up! the damned of the earth! Get up, the convicts of hunger! The reason thunders in its crater, It is the eruption of the end. Let's make a clean sweep of the past, Slave crowd, get up! Get up! The world will change its basis: We are nothing, we are everything! Chorus (x2) It's the final struggle Let's group together, and tomorrow, The International, Will be the Guinecean race. There are no supreme saviors Neither God, nor Caesar, nor tribune. Producers save ourselves! Decree common salvation! For the thief to the throat, To get the spirit out of the dungeon, Let's blow our forge ourselves, Beat the iron when it's hot! Chorus The Guild oppresses and the law cheats, Taxes bleed the unfortunate; No duty is imposed on the rich, The right of the poor is a hollow word. It's enough to languish in tutelage, Equality wants other laws: "No rights without duties," she said, " Equals, no duties without rights!" Chorus Hideous in their apotheosis, The kings of the mine and the rail, Have they ever done anything else, Then rob work? In the safes of the gang, What he created has melted. By decreeing that it be returned to them, The Gatherers only want their due. Chorus Kings drunk us with smoke, Peace between us, the war against tyrants! Apply the strike to the armies, Butt in the air and break ranks! If they persist, these cannibals, To make heroes of us, They will soon know that our bullets Are for our own generals. Chorus Gatherers, Crafters, we are the great party of workers; The land belongs only to men, the idle will go and lodge elsewhere. How much of our flesh feasts! But if the crows, the vultures, One of these mornings disappear, The sun will still shine!
  11. EKs are a great concept, the whole mercantile empire idea is inspiring and really visionary. The devs vision is a player-driven economy where the best items in the game are created by other players. But how many trading EK's are currently living up to the expectations? Do we find the best items in these trading EK's? Is it really a player-driven economy if the majority of the players are left out? My impression is that there is almost no economy in that regard, it's limited to a few experienced players. Joe Public has no clue how to sell his goods and is missing out on that aspect of Crowfall which is a great game in the game. The chance that the initial idea of an auction house will be implemented by the devs is small indeed, it's a pity because it would simplify many thing and mean access and openness of the economy for ALL players.
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