Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

KrakkenSmacken

ACE Development Partner & Investor
  • Content Count

    5,200
  • Joined

  • Last visited

  • Days Won

    76

KrakkenSmacken last won the day on April 1

KrakkenSmacken had the most liked content!

8 Followers

About KrakkenSmacken

  • Rank
    Ancient Crow

Profile Information

  • Language
    English
  • Gender
    Not Telling
  • Location
    In an 80's music video filled VR world.

Recent Profile Visitors

3,819 profile views
  1. The majority of the hardcore deciding to be on the same "team" is more of the problem, rather than that they exist, or even play to win. It's just a different way to avoid real challenge than farming in GR, but is at least, if not more, detrimental to the game in general and people having fun.
  2. Get the "Dead South" to do your sound track. Just sayin.
  3. Health as a boarder around the faction shield might work to reduce visual noise. Heh, started this before seeing @Tinnis's and @PopeUrban's posts.
  4. Yup, two different interpretations of Todd's spiel is a pretty good way to describe it. It really feels like a very strong case of confirmation bias actually. Fantasy fulfillment does not line up, at least to me, with a goal which has never once been stated or even hinted at by the dev team of "value in every scale of PvP", especially since the linked video had these quotes. That is the polar opposite of "every class should have value in every scale (situation) of PvP". The only way to read it as you have been, is to assume that "situation" is more specific than scale of PvP, which is I think an interpretation that is only going to lead you to continuing disappointment.
  5. Latest (unofficial) word I heard was it was to be in for 5.110, and we are on 5.100.
  6. I'm not here to argue with you, I was only trying to let you know how it seems things have been designed given the statements of the devs, and that you seem to have a problem with the design goal of "fantasy fulfillment", rather than built for balance and utility. Assume whatever intent you want, but if you think that "every other class build/archetype is valuable in every situation" then I really think you don't understand what the intent actually is. For example, the Templar has been described as excelling in tight quarters combat, and "area denial", after players complained that they didn't have the skill necessary to peel and being somewhat easy to escape from/hard to finish kills in an open field, despite being a very tank sort of class. The answer was essentially, "that's not really their role".
  7. I do like the direction of those, because it's not force, and leaves agency in the hands of both players. There is a huge difference between "force" (As Deioth said in the quoted post) and what I would call, strongly encourage certain behavior.
  8. Those big statues in the temple, the ones that look like the gods, they are calling them sentinels, and the goal is for them to eventually hand out quests for rewards.
  9. You may be right about the need for more peel and trying to draw focus, BUT you can't FORCE humans to give you agro like you can PvE MOBS in a raid. Pve tactics against players don't work, because allowing a class to FORCE other players to play the game the way they want in all but minimal ways, would just suck for the player being forced. The bold is pretty much also where you are wrong. Did you even watch what I linked? Classes are not supposed to be valuable in all situations, they are supposed to seek out the situations they are good in, and excel at them. There is a reason we all get more than one vessel slot to start out with. Your crow/account can have a bunch of different options, but individually the vessels are supposed to be really good at one thing, and at best palatable in the others. Part of getting good, is knowing how to avoid those situations you are weak in.
  10. I've suggested this before. Keep using the current re-spawn timer, BUT subtract one minute from the remaining time for every non-boss killed in the camp. If that becomes to frequent, then turn up the default delay. This way, if you are not part of a farming group you still have a chance to find and kill one, but if your group is actively farming a camp, the bosses will show up frequently enough to make it so you don't need to run from camp to camp.
  11. It does impact the stats ON the seal though.
  12. Humm. I thought "soft launch" was also "beta".
  13. I think that "really lacking outside of sieges" might be intentional design.
  14. I thought that "Beta" was when they originally said that at least passive training wipes would stop.
×
×
  • Create New...