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Dartorn

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  1. Great ideas to improve the current game loop. But I feel like crowfall deserves a more robust territory control system. Willing to wait for a post launch, large update/expansion. This idea would be amazing in the mean time though. Hope they come up with something similar to this.
  2. <question> what are your plans for guild functionality and guild QoL changes? <Question> what are your plans for a territory control system? Will there be more ways for smaller guilds and groups to contribute and succeed in dregs?
  3. I just really like the idea of disrupting supply lines and ambushes as well as territory control.
  4. Humbly requested alterations for betterment of all fallen Crows I have mentioned these ideas before through various channels but thought I would bring them up again and flesh them out. Hoping to bring them up ad nauseum until they are implemented and I also enjoy everyone's feedback and alterations. Super Fun Idea #1 - Forts With Flavour Every fort is tied to a pig spawn in zone. Once you take a fort, pigs automatically start running to that fort and dropping off whatever resource is tied to that fort, making a supply line. Enemy players can ambush pigs along the route and take their resources, cutting off supplies. Outposts along the supply line can play a role in how effectively and efficiently the pigs get from A to B. These changes benefit the game in a few key ways: Players don’t have to run the pigs themselves(not fun) but instead can serve more as caravan guards along the route(fun). Adds an element of territory control, which everyone is clamoring for. You want to protect your caravans from enemy ambushes and you want to control the outposts so your materials get to the forts safely. Off siege hour pvp goes up. Ambushing caravans and stealing an enemy's resources just sounds amazing to me, and would allow smaller guilds and groups a chance to shine. Super Fun Idea #2 - Skull Bling Sacrificing skulls to the gods for rewards. Chopping people's heads off is super fun and needs to be expanded. Skulls should have value behind them. Rewarding pvp is good, punishing is bad. The value should be cosmetic in nature only. If you were able to kill a lot of people and collect their skulls you should be able to show off with your new skull crown, or glowy sword, or skull armour, or skull throne in your EK. Just a few examples. Rewards would be for the duration of the campaign only and can’t be exported except if you chose EK rewards. Diminishing returns for popular skulls. The rarer the skull the more value it has. What would this change accomplish? Drive people towards pvp. Rewards really good players and lets them show off. Would be a major selling feature for the game.
  5. I agree. It works for harvesting but grinding a crafting profession is just not fun.
  6. Potentially. It's an added benefit to maintaining and growing your keep to accumulate wealth. If you still hold the keep after the last siege of the campaign the gold is all yours. The only way to lose the gold is if another guild sieges you and destroys the ToL. I see it as another driver for PvP and sieging. There would be a lot more sieges if you can take someone else's gold. It also puts A target on the back of guilds that accumulate A lot of gold near the end of the campaign. So let's say W crushes everyone else's keeps. All that gold will be sitting there, in their keep, ripe for the taking and make them a target for the guilds that lost their gold to them. They can ally up and get it back. That's the idea anyway. It could just add to the uncle Bob scenario but I believe with enough population that won't be an issue. To me this sounds like the ultimate Game of thrones, play to crush scenario.
  7. Excellent ideas. I was trying to keep it as simple and straightforward as possible to make it easier to implement. I have no idea how difficult it would be to do, but I would really like to see this in game, so tried to be realistic and use technology that is already in game. The only thing that would be from my understanding a challenge to implement would be the pathing for the pigs?
  8. For sure Nihil that would be a sound strategy for Proposal 1. But that doesn't take into account the other guilds that would also like to ambush and siege and maybe throw a wrench in that plan. For your second point I would think a guilds main keep would be their first keep they captured in campaign, so the gold would go there and if guild C took that one they would get the gold from A and B's keep, which now makes C's keep a juicy target. My thinking anyway. I'm not a developer, but sounds fun to me.
  9. Proposal 1: 1. Every fort is connected to pig spawns in zone by supply lines. Taking and holding A fort gives you access to these resources. 2. Outposts along supply lines increase pig speed and therefore resource accumulation, losing outposts decrease pig speed. 3. Pigs automatically go from spawn to fort as a supply line. 4. Can ambush pigs along supply line, kill them, and steal resources. 5. Resources accumulate in the fort and can't be looted until after siege by whoever controls the fort. 6. These resources cannot be banked and cannot alt p while holding them. Have to be transported back to the keep after siege or successful ambush. Proposal 2: 1. Keeps accumulate gold by being held for extended periods of time. 2. The more buildings and higher rank of buildings the more gold a keep accumulates. 3. Successfully sieging a keep lets the sieger loot the coffers and add it to their main keeps coffers. 4. Keep gold coffers can only be looted after the last siege of a campaign. Benefits: 1. Removes annoying pig running. 2. Drives small scale and large scale pvp towards a fight for resources. 3. Ambushing supply lines to prevent enemies from building up their keep and stealing for your own. Super Fun! 4. Another reason to fight over outposts and defend supply lines. 5. Increases need for harvesters and harvesting for crafting resources because forts only give building material. Conclusion Implementing these two proposals would increase enjoyability of the game exponentially and add a game loop to maintain replayability. You're welcome.
  10. Top 5 likes and why (be brief please) about 6.300 on TEST (things you feel we're doing great on for TEST only). pvp combat is fun harvesting grind for discs Top 5 Dislikes and why (be brief please) about 6.200 on LIVE (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 6.3 crafting is very boring and monotonous now. Do not like the crafting grind one bit. Should be some way to make it more interesting and engaging. I don't have the solution but it is brutal right now. The only good thing about crafting is naming the items. Need more customization, more rewards. You have all these skulls, badges, and effects from monthly rewards. Why not add similar cosmetic things to unlock for crafting? Would be cool to be able to customize colour and add effects to weapons/armour. Crafting is supposed to be a pillar of the game and it is the least fun activity in the game currently. Could use salvaging system as well. The culling seems a bit extreme right now. Things pop up out of nowhere. Top 5 likes and why (be brief please) about Campaigns. GvG combat small scale combat Top 5 Dislikes and why (be brief please) about Campaigns. Lag
  11. Top 5 Crowfall likes (things you feel we're doing great on). Class build diversity(though i'd still like to see weapons opened up so more classes can use different types of weapons) Emphasis on player driven content Small scale combat feels great The updates. You guys really listen to the players. Your Q & A streams Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? Crafting can feel a little tedious. Try to find ways to reward crafting not make it more tedious. Being able to unlock more skins from crafting would be an example. So the best crafters would have the most unique items and be sought after. You can already do the mugs and skulls why not add little things like that to armour, weapons, etc. that can be unlocked through crafting. I like and don't like the passive skill tree. I like that I don't have to put tons of in game time in to keep up but I also don't like how things that are necessary are gated through the skill tree. I think unlocking things should be an in game thing and skill gaining a passive thing. Having to do the npe with every new character to lvl the quickest. There should be an option to skip the npe and just get buffed straight to 18. If someone opts to skip the npe then they won't get the mount, immortal ring and the 1000gp that way whoever does the npe still gets rewarded for doing so and helps new players and those that don't care can opt out. Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive. Pig pathing going through keep gates targeting nodes for harvesting seems off sometimes If you could ask the Team member one question, what would you like to know? 6.3 whats in it When was the last time you logged into Crowfall? last night and right after i do this. Feedback for Tiggs on this weekly forum post if any We love you
  12. Forgive me, I didn't want to take the time to read all the responses so not sure if anyone mentioned this idea. Supply lines: The larger the guild the more supplies they need to maintain excursions in the map without needing to return and resupply. Easy way to do it would be a farm building inside forts and keeps. Each rank decreases the food ticker efficiency and/or gives food. The more people are in a guild the quicker the chicken ticker goes. So a large force might be able to go out in their own zone but it would be difficult to go to farther away zones without proper supply. This would mean limiting food drops on mobs and trees and making it more exclusive to farms. So you could survive with a smaller force scavenging food in the wild but a large guild would starve without a farm. You could do all sorts of interesting things with this mechanic. But that's the basic idea. Thoughts?
  13. I'm having a great time playing Crowfall and also love all the recommendations brought up here. More choice is always better than less choice, and i'm sure the devs know that and want to make these changes, but they are going to push to release and then add updates as they go. Unfortunately the industry launching incomplete games has become more and more prevalent, the same will happen with Crowfall. I think they have something special on their hands and it will get there eventually after release.
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