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CptTryhard

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  1. Like
    CptTryhard got a reaction from ArtCraftQA in 6.520 Test Bug Reports for 4/29/2021   
    Being a Dirge Duelist with a rapier and pistol in hand.
    Using caltrops from stealth and then trying to LMB your opponent bugs you into the stealth tray, letting you continue LMBing while having the stealth tray up., but you cant break out of it without popping, for example, cheap shots to get stunned.
  2. Like
    CptTryhard got a reaction from ZYBAK in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  3. Thanks
    CptTryhard got a reaction from Marklarr in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  4. Like
    CptTryhard got a reaction from Falcrow in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  5. Like
    CptTryhard got a reaction from MacDeath in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  6. Like
    CptTryhard got a reaction from wargen in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  7. Like
    CptTryhard got a reaction from BarriaKarl in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  8. Like
    CptTryhard got a reaction from Raindog in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  9. Thanks
    CptTryhard got a reaction from xHeXx in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  10. Like
    CptTryhard got a reaction from Thon in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  11. Like
    CptTryhard got a reaction from Belantis in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  12. Thanks
    CptTryhard got a reaction from Kanamorf in 6.520.0 Live Feedback for 5/4/2021   
    Campaign Feedback regarding the 6.520 patch:

    Disclaimer: Overall Competition feedback is from the perspective as an EU player, playing on the European Dregs(Guild vs Guild) campaigns the last few months and I’m sure that an American perspective exists. I’ll just lay the foundation for a discussion in this thread.

    Divine Favor:

    Glory: Making the glory category be primarily about wartribe items makes there be some reason for the PvE content of the game and a reason to do one wartribe over another. I believe the cards revolving Wartribe sacrifice items should be adjusted to be specific Lore/Sacrifice items that only drop during the time the cards are up. Like with Sands of Time or Amber Spiders with harvesting. Additionally, I think there should be a card for glory that ties to killing Heralds, so that guilds that decide to stay landless can get a use out of the statue heads during the dregs. I dont believe such a card should be tied to per member as heralds are limited as they are already.

    Wealth: Wealth cards are still incredibly mundane and are either competitive in terms of building a specific building, having buildings of a certain rank, having X god statues, or a level of keep/castle, destroy enemy buildings, Cards like these are incredibly limiting or not perhaps even possible to compete in, in short campaigns. Because you’re not always able to have a siege window up that someone owns or the amount of grind that's needed for some of them are not possible to complete in the given window of time. So a review of what type of cards are selected depending on the length of the campaign would be appreciated for future campaigns.

    Power: Power cards are fine the way that they are and their cards are nicely designed and in a way that pushes you towards competing versus other players. Which always makes those cards and seasons become more active than others as more people want the divine favor. But as I’ve stated in the previous threads, the Campaign rewards for winning power is almost pointless, the majority of the things you win in a Power card aren't things you can import to the next campaign. And they are items that you use in Dregs/GvG, I don't see it being a thing for guilds that are competing in dregs to take their cool siege weaponry to Infected to siege down the Castle in sky point. So the campaign rewards need to be adjusted, or the rewards/siege weaponry will need to get an import tag to a campaign, so that you can put them to use in the next dregs you wish to compete in.

    Conquest:

    So, I’m taking this as an example of the most recent dregs and discussing burnout. I am aware of this possibly not in itself being a problem with an increased population, but I view this as a flaw in the Conquest ruleset in how your activity is rewarded in terms of playing the objectives. None of this is intended to call someone out, it's just clever use of the mechanics that the Conquest system is built on.

    I’m going to start with commending the Pirate Gaming community for their activity and strong showing this last campaign and they showed a flaw with how we do both Outposts and Keeps in terms of being rewarded for actively playing the game that the conquest system is supposed to be based around, which is taking and holding outposts, holding outposts and taking Forts and Keeps/Castle(s).

    I’m taking outposts as an example here but mathematically the numbers are the same for Keeps and Forts, they’re just bigger. Outposts just makes this mathematically easier to show the problem.
    Capturing Outposts in Spring->Summer->Autumn->Winter is worth
    1 pt -> 2 pts -> 3 pts -> 4 pts respectively.
    This means that coming into a campaign in Autumn means that as long as you remain as competitive and outperforming other guilds then will make any progress and activity that a guild spent in Spring and Summer nearly irrelevant, because by just playing the Conquest game from Autumn and forward, meaning you basically only need to play half of the campaign, is more rewarding and less straining on your guild that dedicating yourself to trying to be as competitive as possible throughout an entire dregs. In terms of playing the conquest game, there is little reason to try to do it for the conquest score in spring or summer right now. You’re more likely to want to do objectives for Building material or divine favor than you are for the purpose of winning conquest and holding down the zone(s) your guild wishes to control.

    My suggestion to this would be to increase the amount of points across the board ( I’m aware this makes numbers bigger but as long as it's done proportionally across the board for conquest objectives, it should be fine ). To make a more concrete example of this, I would like to suggest increasing the base value of an outpost by 1 point, meaning the progression goes from
    2 pts -> 3 pts -> 4 pts -> 5 pts.
    This way if you decide to join the campaign late, you’re not nullifying the progress a guild decided to make in previous seasons because you’re simply making more points than previous seasons put together.
    The fact that Winter is worth as much as Spring and Summer I view as being fine, because it's when the last season of the campaign it should be high value to maintain the regional control as nodes and mobs are also worth more then, but it doesn’t take away as much from the effort people put into the earlier portions of a campaign.


    Campaign Rewards:

    I’ve gone into this a little bit in earlier points that I’ve mentioned under Divine Favor, but there is a decent amount of disciplines in the game, which is a large frustration to some people in the community as it makes some of the difficult to get, while I personally like this aspect of the game. I do believe that the disciplines in the various campaign rewards should be shuffled for each new dregs that is rewarded. Because you can only get so many cloisterers before you’ll need to force legendary discs down someone's throat to clear up bank space in your EK.

    Heralds and Kings loot:
    I don't know if this is intentional, but in recent patches the loot drop from heralds have been dropped down into the dirt, their level is 40 which makes them feel like they should be rather rewarding as they are very difficult to kill. The only guaranteed drops from a herald is a statue head, but the rest is almost nothing, a few sacrifice items. Compared to a King which still has had the probability of dropping heads too and drops decent loot and some decent wartribe gear. Unless you specifically want the head that head tied to the name of the herald. You’re not really rewarded for killing the only real end game boss that dregs has.

    Thank you for taking your time readings this,
    Best Regards
    CptTryhard
  13. Like
    CptTryhard got a reaction from Thon in 6.520 TEST Feedback for 4/25/2021   
    This feedback is in regards to equipment only import campaigns and campaign rewards.
    The intention is for the divine favour categories to be equally interesting and an avenue for guilds of various sizes to compete. But with the changes to campaigns to only allow for equipment to be imported. This has turned the Power category, which gives you siege weapons and accessories for upgrading siege weapons, to no longer be an attractive category to compete for. Since you can't put them to use outside of campaign and you're no longer able to import them to the campaign(s).
    So besides the bragging rights of winning a category with a cool name. There's no real reason for competing for power cards in the current state.
    My suggestion would be to reconsider the rewards for power cards to be appealing to compete for again.
     
    Thanks for reading and best regards,
    CptTryhard
  14. Like
    CptTryhard got a reaction from MacDeath in 6.520 TEST Feedback for 4/25/2021   
    This feedback is in regards to equipment only import campaigns and campaign rewards.
    The intention is for the divine favour categories to be equally interesting and an avenue for guilds of various sizes to compete. But with the changes to campaigns to only allow for equipment to be imported. This has turned the Power category, which gives you siege weapons and accessories for upgrading siege weapons, to no longer be an attractive category to compete for. Since you can't put them to use outside of campaign and you're no longer able to import them to the campaign(s).
    So besides the bragging rights of winning a category with a cool name. There's no real reason for competing for power cards in the current state.
    My suggestion would be to reconsider the rewards for power cards to be appealing to compete for again.
     
    Thanks for reading and best regards,
    CptTryhard
  15. Like
    CptTryhard got a reaction from ZYBAK in 6.520 TEST Feedback for 4/25/2021   
    This feedback is in regards to equipment only import campaigns and campaign rewards.
    The intention is for the divine favour categories to be equally interesting and an avenue for guilds of various sizes to compete. But with the changes to campaigns to only allow for equipment to be imported. This has turned the Power category, which gives you siege weapons and accessories for upgrading siege weapons, to no longer be an attractive category to compete for. Since you can't put them to use outside of campaign and you're no longer able to import them to the campaign(s).
    So besides the bragging rights of winning a category with a cool name. There's no real reason for competing for power cards in the current state.
    My suggestion would be to reconsider the rewards for power cards to be appealing to compete for again.
     
    Thanks for reading and best regards,
    CptTryhard
  16. Thanks
    CptTryhard got a reaction from WarRath in 6.400 Transformation (LIVE) Feedback for 2/25/2021   
    Here's me showing the base damage, then increasing damage bonus, showing the increase in damage, then equipping a bleed damage bonus chest piece and showing the damage increase.
  17. Thanks
    CptTryhard got a reaction from WarRath in 6.400 Transformation (LIVE) Feedback for 2/25/2021   
    Considering the Issues Wreckoning caused with the way the Old Ultimates used to give you Barrier. I'm still not convinced Barrier stacking should be a thing when there are skills like this in the game, even if they're capped at only doing 4k damage per person.
    Run a frontline group of 5 secutors and a cleric adding barriers on top of them and you'll blow up any group you're running into, considering that you'd be doing around 20k bleed damage in an instant, which is the HP cap anyone can have. Even if this is end game theory, you could just add one more secutor to that group and drop the cleric.
    And am I understanding you correctly that its not a problem because you have 2 skills(Dispels) in the game behind disciplines that would need to be used within 1 second of a double barrier being applied to people before they blow up your comp? Sound fairly unreasonable to me. And even if its not Dispel* then a Secutor could just pop 90% PDM before popping these barriers to reduce the risk of failing this 3 button combo.

    But then again I'd be fine if it just did any other damage type than Holy or Bleed too.

    Thank you for reading.
    Best Regards,
    CptTryhard.
  18. Thanks
    CptTryhard got a reaction from WarRath in 6.400 Transformation (LIVE) Feedback for 2/25/2021   
    I dont recommend playing this as I believe it to be a bug.
    As @veeshan @UnderGrowth and @Thon spoke about in this thread. I'd just like to showcase a bad Secutor Knight build using the disciplines needed to break into much Higher numbers for the Wreckoning skill.
    Here is the Video

    For the purpose of Feedback, I dont believe any skill that isnt specifically designed as a DoT, should use Bleed Damage to begin with.
    (( Sidenote: I dont like Holy damage either, pure damage skills/abilities that cant be mitigated eventually just trumps any MMO. ))
    Since its not the easiest thing ( Subjective opinion, I know ) to mitigate bleed damage to begin with. Because if it was then Bleeds would be worse than they are right now, but they can be played around and countered with skills expected to be on Healers/Frontline characters. Which with the way Wreckoning works makes that much more difficult to counterplay it.

    Should you desire, you could easily hit 4k damage with Wreckoning using Blade Turning and any other Barrier, as long as you have enough Barrier bonus going around in the group.

    Thank you for reading and I hope this helps ACE work on whatever balancing they need to for this patch.
    Best Regards,
    CptTryhard
  19. Like
    CptTryhard reacted to Wilbur in 6.400 Transformation (LIVE) Feedback for 2/25/2021   
    Massive plus one on this.
    Bandaging in combat currently gives people 4K health (max bandage, obv) There should be some form of trade off for this.
  20. Thanks
    CptTryhard reacted to Communist_Puppy in Post 6.4 Changes for a Better Crowfall Overall   
    I want to start by saying that overall the direction of the game has been moving makes me think that a decent bit of progress has been made. That being said I think the loot drop system is a more complicated way of solving an issue that in someways will still persist following the release of 6.4.
    For context for a good bit during 6.2 - 6.3 I ran a pretty successful econ/merc guild. In an average week we good turn over about a million gold in profits. Not bad for about 15 dudes. I 100% agree with you that the current in-game systems make purchasing gear or crafting gear not worthwhile. Making a sale with a player in game was something that was not frequent. When I sold a weapon or a gear set it was not something that was going to be replaced in days or even weeks.
    I 100% agree that there needs to be a better system to promote gear churn. But on the flip side there also has to be an incentive to want to push, craft, and desire crafted weapons. With the system on test right now WT out preforms crafted weapons in pretty much ever facet. I understand how ACE feels about crafting where in that is something that a player signs up for. 100% understand there, but why do I want to craft a weapon that is across the board worse than a dropped item in game. WT tuning needs a pass something that I think easily can be looked at. Sliding WT down and pushing common weapons up as a means would mean that those that don't have time for farming WT but can make gold or have surplus gold can still contribute to the economy. Make crafting matter more and drive it to be something that I want. I also would love to see if there was a way to put quivers on WT's as drop (This is a personal sentiment that I think archer players everywhere would love you for.) An option to mass create a good portion of items would also take away a lot of the frustration of crafting. Also the initial creation system of blueprints to be a deep and time consuming process that requires crafters to really think through what a weapon should look like stats wise and can do but then allow the crafters the option to plug and chug resources. I think there can be a common ground between unfun and too shallow. 

    On top of making changes to WT to balance out crafted and WT I think a loot needs to be taken at why a player wants to push for crafted. Even with sliding the numbers up running crafted in a 6.4 for world becomes less of a fun experience and more of a liability. Even on test where gear is 100% free and I can easily replace my losses there were times where I found my self in the test dregs not wanting to take fights. This was a similar feeling shared by a large part of my guild as well. For a large part of the community the system and loops in the game have lead to pushing for crafted gear because it made you feel strong. It was fun to see your work pay off. Now it feels like a liability losing crafted makes you feel as if you screwed over the work of many systems in the guild. Simply said it's no longer fun to run crafted. It's a liability. It feels awful killing 5 - 6 people and getting nothing that I can actually use for my class and then dying and losing half my kit. I really want to make this clear. I 100% agree that crafted especially late game crafted needs a pass. As it stands now on live you get a end game crafted set of weapons and armor then sit on them for a good portion. To tie this back into my earlier statements on crafting and creating an economy in the game I think a happy medium can be struck. Ditch item drop on death but also drastically raise the durability hit on death. When I say this I mean for context a piece of WT gear would last ~10 deaths. Vendor would last around ~5. Weapons along similar lines. This would lead to many different meta shifts. For one crafting could still feel like a essential part of the game. If a crafted gear set lasts for 20 deaths with higher stats than WT or vendor gear then players would still be able to live the crafted power fantasy while still churning through gear. Econ focused guilds could actually curate a healthy player base and maybe even look to make deals with dregs focused guilds looking to take strain off their internal crafters. Smaller and non-aligned guild could have a direct line to items as well through a more robust econ or by fielding WT only. I feel this would also lead to more world interactions as those looking to curate their gear through gold, WT, or harvesting would be more hard pressed into the world. A core problem I see with the 20% drop system is when you win you will snowball very hard. A dominant guild would get to silly heights of snowball something that I personally think would push me away from the game. 

    A very big problem that I see in all of these systems no matter if you swap to a durability system or keep a drop system is that fundamentally there is no good way to find gear. With the amount of items dropping from dregs even if an econ guild wanted to run a successful business model it would be near impossible to have the sheer selling space to even list and sell items. Another thing that I have always found odd is that the free city does not allow for easy trading between members. It would be nice if you were able to freely trade in the free city as this could lead to more interesting in game interactions. A real game example I can share is that during one of my contracts a GM wanted to pay me in gold. We both had to spend 30 - 40 minutes finding a random spot in the middle of dregs where we could go with 2 of our members to kill on another and exchange the gold. It was clunky and something that I feel could be easily rectified. We need to also address the elephant in the room which is that EKs are not succifecent trading spaces. A comment made in the last Q&A that really worried me was the thought that players would look to eks for goods and weapons. The current search options for the EKs are...inadequate to say the least. It's very frustrating as a system because you end up playing roulette to find an ek selling anything worth a damn. It feels very clunky and honestly without a trade channel in game where people could even attempt to direct people to an EK, I think pushing EKs as a trading hub is a little unrealistic. The parcel system is also one of the most frustrating and purely time consuming things that even a guild working together can do. Some of the numbers to create parcels are outrageous. I highly recommend you take a Saturday afternoon and make a shire parcel as a single player in test where you can grab all objects. You will want to have a move on your other monitor.

    A love the game. I really want it to be great. And for a lot of the problem I think you are dead on. Most of these changes are thing I would have suggested even before 20% drop rate was an option. At this point I am almost certain that is a slider that you will turn down but I really feel that a lot of the changes suggested hear would still apply and make the game overall as a whole feel better.  
  21. Like
    CptTryhard reacted to Barab in Status on 6.400 Release Wipe   
    @ACE-Tiggs Can we get an extension on the buddy beta invites ? They expire on jan 29th and I would like to save mine for 6.4 please.....
  22. Like
    CptTryhard reacted to Marklarr in Status on 6.400 Release Wipe   
    thank you for clarifying this with the communit. I know its not possibly the best news for players but i very much appreciate the openness and honesty this post portrays.
  23. Like
    CptTryhard reacted to Mogres in [GERMAN] -NM- Nordic Marauders   
    Another guild turns its back on crowfall. In my 2+ years I have seen many guilds abandon Crowfall and sadly it is now my own. We had a lot of fun in crowfall in the past but the developments since 6.3 rob us of any motivation to invest a lot of time in the game. Changes to the progress system now strongly favor large masses guilds. You have to harvests a lot to get your Crafters forward instead of pvp if you want to be equally equipped. The pvp balance favors pure Aoe skill spame in long-range combat without any skill, only mass counts. The performance is still very bad and zones crash with 35 players in combat. Very low fps values even in small fights and the culling bug currently where you can see objects 5 m does not make it any better. Instead of building on a territorial system, scoring cards are used with pve and pvp content, which can be exploited very easily with agreements and fake guilds. There isn't much left of their former promises. We would have loved to play this game, but it keeps evolving away and still has massive technical problems. I thank our allies and enemies for the fun and hope ACE regains its senses, since 6.3 the game has been getting worse and worse with every "awesome great change".
  24. Like
    CptTryhard got a reaction from Tofyzer in 6.300 TEST Feedback for 12/22/2020   
    The "Marked For Death" Ability is a great idea and would be a great co-ordination skill/tool to use, but I'd like to suggest/recommend that due to the nature of the way the game is played that this icon would be placed above peoples heads instead of to the side of their chest. So that you can use it for co-ordination in your guild. Additionally I'd like to suggest changing the color scheme(Perhaps something reddish, or making the purple colors stronger) and size of it, I believe its too small right now in its current state.
  25. Like
    CptTryhard got a reaction from Charas in 6.300 TEST Feedback for 12/22/2020   
    The "Marked For Death" Ability is a great idea and would be a great co-ordination skill/tool to use, but I'd like to suggest/recommend that due to the nature of the way the game is played that this icon would be placed above peoples heads instead of to the side of their chest. So that you can use it for co-ordination in your guild. Additionally I'd like to suggest changing the color scheme(Perhaps something reddish, or making the purple colors stronger) and size of it, I believe its too small right now in its current state.
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