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Zenatos

Testers
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Everything posted by Zenatos

  1. I had the same issue until today, suddenly I can interact with crafting tables I couldn’t in EKs yesterday.(worked fine I’m forts) Also similar issue with sacrifice brazier in temple, but no where else.
  2. This is a great topic, agreed!
  3. I loved Shadowbane, and I cannot wait to see the Dregs ruleset applied to a campaign or three. That said - we cannot lean on that crutch to say it is enough to motivate the majority of players that we need in/around this community in order to make the game feel truly alive. My suggestions: 1. Keeps should worth less(than they currently are), and/or Forts/Encampments should be increased in their worth. 2. Love the idea of a PvP/Activity currency, even if it could just be turned in for gold, that can help you buy some basic resources, and further contribute to the economy while just being out there PvPing. I especially would love it if this was rewarded every 12-24 hours based on how much damage, healing, or crafting in campaign (use sacrifice value of equipment made) and then could be turned in. Shoot after all that was said, maybe just a gold reward based on in game activity, not to dissimilar from killing mobs, but related to PvP/In Campaign actions taken to support PvP. 3. Would love to see a series of "activities" dedicated to the gods, that results in you being able to sacrifice to a specific god, with a chance to roll for an item. These activities could be things that support people to be out farming in the world, and subject to getting jumped. They could be as simple as "Take 5 encampments" or "Deal 10000 damage/healing to players" or "Craft 10 Uncommon or better quality items" or "Roll higher than 75% when experimenting, while in a Fort, with at least 6 pips" or even better "Craft a weapon at X fort, of at least Y quality" and when you turn in that sword, you get a weapon additive that you can use toward a crafting your next weapon. 4. Caravans and such have a huge amount of potential to add value to the game in people will want to be out farming for a caravan, and protecting it, so that will drive PvP activity. Ultimately - you must create choice, variety, and scarcity in the game all at the same time. Different ways to play to get to a similar result, different levels of risk for adrenaline purposes, and unique ways to get unique things. Regularly drive people out into the campaign world, and outside of the safer places. This has to be appealing to the hardcore and the slightly less hardcore at the same time. Lastly - As someone who used to be a hardcore gamer, but now a father and a professional, I need something I can log into, grab a friend or three and go accomplish something in an hour or two. The above systems encourage that. Thanks for reading. Zen
  4. Good point on the central siege timer. I actually agree with the idea of removing this type of scheduled content. LOTS of other scheduled content that should exist in my opinion though. It should be possible to initiate a siege on a strategic calendar, even if it had start/stop limitations on the timing to keep people from setting sieges to happen in the middle of the night on an NA server for instance. I'm impressed with how LESS broken this game gets each month, and for a game still in Alpha, good on em.
  5. Excellent of Artcraft to leverage the youtube streamer community for support. Great job @ZYBAK on your interview skills sir.
  6. Zenatos

    PVP Spam

    I agree with this. What your suggesting could be a great beginning to an actual achievement system which would help the game feel more rewarding overall.
  7. I agree with this well articulated idea. I would also complement your diplomacy in how you positioned veteran player drama. I personally do not appreciate the sarcastic nonsense that comes out of some of these trolls. On the other hand some of our veteran players have been amazing to play with. Shout out and thanks to @Durenthal @Anthrage @Rhana @Ussiah @Kraahk to name a few... @Nicodeimus @Kortane you guys have been great to team up with as well. thanks, -Zen
  8. Quite awesome. I would like some additional development updates as some have indicated, but this is still pretty great.
  9. I have a feeling “balance” in this game is going to be more about group makeup over class balance. That said I still think the point of this thread is that the burst power of a rogue is too much and the ability to restealth in the most precarious of situations reheal and then reengage is a bit too OP at the moment. fights in this game seem to be designed to last a bit longer because death has been designed to have real consequence, so therefore 1on1 fights, or any fight shouldn’t be a blink of an eye.
  10. I like this idea but they would still have to find a way for a small group to be able to take the, because the purpose was to have capturable POIs that smaller groups of players could engage.
  11. Does this forum replace curse words with words like custard and socks, or is this guy just creative? game is absolutely playable with any package right now, it just takes downloading the client and logging in.
  12. Couldn’t agree more, these names and others have helped me orient myself in the game several times already. It gives me hope for the future of the game.
  13. Thanks for the reply. This is the part I love most about playing and testing games in development. I am happy to offer thoughts and thrilled that they could be considered. Thanks for the reply, I’m sure no matter what decision you guys make it will be for the best possible outcome for the game. Thanks again, -Zen
  14. I think you misunderstand my point. I am not advocating to change the passive training system at the moment I’ll wait to see how ACE iterates and improves on it. I am however advocating that doing tasks like crafting and harvesting (active play as you put it) should assist you in leveling your vessel. I believe you may be confusing experience points with skill points.
  15. I don’t think the OP’s question was answered. I understand the current design of crafting and harvesting, the combination of passive skills gained with vessel stats generating greater success for crafting and harvesting. I believe his question is why not allow the act of harvesting or crafting also net your current vessel experience instead of having to just grind monsters or sacrifice gold/items/crafted gear etc. Having used the make 1 million arrows of different quality levels to reach level 20, I’m not sure that was quite as rewarding or felt as fun as it would have been to simply gain experience while crafting/harvesting actively in the world. I think it would help with immersion, doesn’t have to be high xp gains either. Maybe 1xp for swinging at a node, and 2 xp for hitting a critical. Or maybe 100xp for each node destroyed? Same for crafting maybe each item successfully crafted with a successful roll and above gives you increasingly more xp? In the end, why shouldn’t swinging your hammer, and practicing your craft increase your ability to build up your vessels base stats directly, rather than through ‘sacrifice?’ only reason I could think of is the economy of having to lose items to gain xp faster, and I don’t think that’s a compelling enough reason to do it this way versus that. It’s probably just a design decision, and honestly I hope it changes. Thanks for reading, -Zen
  16. @BobbyM I would love to hear a distinct noise at the moment when we transition from day to night. Reason being is an indicator we’re about to hit, and then have hit the moment that creatures should be changing from normal to hunger versions and back again would be pretty cool. Currently you can kind of tell the sun is going down, and you can almost tell when to expect creature changes, but often times it just feels somewhat misaligned and spontaneous. i too love the random creature noises, although I wish they were louder and more defined the closer you were to an actual creature in the wilderness. I dig the hunger shard noises as well as enjoyed the video of the creative ways you’ve recorded sounds so far. Great work. just a thought, for all I know the above is already on your roadmap. -Zen
  17. Same thing happened to my friend and I. He emailed support and they fixed it within 48 hours by switching his noob self over to my faction. in those 48 hours we played together on the other server so I could show him the ropes. good luck! - Zen
  18. No matter what the haters say, a winnable campaign is a great next step, and will add a great dynamic to the game imo. Plus, I cannot wait to siege things! -Zen
  19. Maybe they should create some sort of FAQ... I hear @ACE_Jackal is working on something? Great job ACE, enjoyed the livestream from Gamescon. Thanks - Zen
  20. Hello All - New to Crowfall but not to MMOs. 20+ years from Everquest to ESO, and now Crowfall. One of my favorites was Shadowbane. I played with a large group of friends from NDA Beta through release and our first server conquest. Much harder to spend the time gaming these days but this game seems to offer a good balance of challenge, reward for long play sessions, and fun in short play sessions. Looking forward to more fun like I’ve already had even with the bugs present. -Zen
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