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Everything posted by Kendread

  1. Divine favor personal quests show up in lobby slection UI for gods reach: But don't show up in game:
  2. I think all capture points should have an upkeep cost. Outposts spit out loot chests but has a slowly dwindling bar that needs sac materials, forts need gold and building materials, keeps and castles need a mix of the three. Outpost and forts can rank up, increasing the strength of its guards and the loot tables of chests, if the bar empties it goes down a rank, if captured it starts from rank 1. For keeps and castles each building has an upkeep cost that can handled individually or as a whole, if the building upkeep is not met, it ranks down until it becomes an empty lot.
  3. Limited number of vendor slots in free city, maybe higher tax rate compared to EK.
  4. I think vendors should be brought back to God’s Reach, either through temple slots or a full Free City in order to introduce players and form a sort of back bone to trade before they join or create their own Trade EK. Also semi-related there needs to be a structure that allows multiple vendors like a bazaar piece or something, a house having a vendor slot is great but requiring a house for a vendor is a problem when you consider the resource cost for a house.
  5. It is simpler actually you can invite someone to both your friends list and party by pressing F near them and pressing the number option you want.
  6. You are able to make 6 characters for each Crowfall account you buy, if I'm not mistaken you can also buy up to 6 additional character slots for a total of 12 characters for each account. All characters share your account name which I believe you can change for free once and then you have to pay to get it changed again. You can delete and reroll a character as many times as you want if you are talking about alts. If you are talking about respecing your talents and stat points you can do that as many times as you want for free if you pay the optional monthly subscription or if not you will be able to buy a respec for gold.
  7. If thats the case a keep or castle adventure zone would be better suited for that.
  8. If you know plenty about MO1 then you know plenty about MO2, its just a graphical update. I played MO1 and it was isolating by design, had Eurojank directional combat and a restrictive skill system that discouraged experimentation, which is what I saw repeating in MO2 when I played one of their stress tests. I prefer Crowfall's combat and its class and skill system while it has a janky progression right now it has improved considerably over time, even with the min/maxing I dont feel like I am irrepably gimping myself because I decided to be a woodelf blacksmith or something and at least if I had the notion to change my class/profession I dont have to buy another character slot.
  9. Honestly, I'd think that be part of the appeal. Lorewise you are trying to exploit something these scavengers have already laid claim on. Gameplay wise, it'd add to the overall threat of an area.
  10. There is no real incentive to go through canyons. With the advent of hotspots, its time to bring canyon and adventure zones back. Canyons used to be filled with spiders and have like a spider queen at the end, making it a sort of non-instanced micro dungeon. If resources were brought back to canyons and varying adventure zones flavors were added on top of including them in the list of hotspots, I think it would add to PvP. You could have even add wartribes and small stashes filled with items like in war tribe camps as well.
  11. Yeah I was personally in favor of being able to craft domination dust from like chaos embers and soul essence of something, upgrading disciplines gets expensive real quick.
  12. TLDR Add crafting and harvesting xp bar that drops a discipline every time it’s filled - Reduce randomized aspect to exploration discipline progression. Have crafting disc procs influenced by experimentation outcome - Reduce randomized aspect to crafting progression. Crafting and Harvesting Talents - Add a sense of choice and variation to crafting and harvesting similar to combat progression. Enable adding resistances and damage bonuses across all armor - Add more choice and control to crafting. Re-Enable experimentation across sub-assemblies and components as a choice in the crafting process - Add the choice of complexity to crafting. Exploration XP bars: What if alongside the vessel leveling bar there were bars related to crafting and harvesting. The bars wouldn’t have a max limit, once you filled the bar you would receive the respective discipline. While the xp bar would always require the same amount of xp, the xp gained would be influenced by the rank of node or the quality level of crafting. A rank 1 node would give 50 xp while a rank 10 would give 200 so if the bar required 1000 xp you would need to hit 20 rank 1 nodes to obtain a disc but only 5 rank 10 nodes. Crafting experimentation drop: When crafting what if the chances of receiving a discipline were influenced by how well your experimentation came out. If you were crafting and experimented and got mostly low increases resulting in 15% change, your chances of obtaining a disc only increased 15% but if you got high increases resulting in 87% change you would have an 87% increased chance of getting a discipline. Exploration Talents: Similar to combat talents what if each crafting and harvesting discipline had a talent tree that enabled variation in your crafting. You could have some crafters that require less resources, some that have higher experiment difficulty reduction, while others are able to have add higher fire damage bonuses to weapons. The higher quality a discipline is the higher the cap would be on possible points to use in the talent tree. Resistances and Damage Bonuses: I would like to be able to craft a pure resistance or damage bonus armor set. Experimentation Choice: Things like stitched leather or metal scales would give you the choice on whether you want to experiment for higher stats or not. Experimentation wouldn’t be necessary to craft but would be considered extra steps one could take.
  13. That’s funny you should say that cause that’s roughly what it used to be. Start here, gather wood make tool gather stone make weapons kill spiders.
  14. You could possibly tie vendor item use to a trait, like weapons armor and tools. You need the merchant trait to place a vendor and to interact to pay upkeep and add items to wares. Also, changing to a more list based layout would allow for more flexibility but you would probably have to make it appear larger than the vault style to make the items "pop".
  15. We need to make an in memoriam video for all the guilds no longer with us, probably play it to that Wyclef Jean song from the movie “Life”.
  16. Wasn’t the addition of missions what reinvigorated lapsed players and new players, giving players a sense of direction and short term goals that led to conflict and emergent gameplay. That seems like pve element enhancing pvp. Also again having PvE elements in a PvP game isn’t an inherently bad thing you make it sound like your property values plummet once pve elements start moving in.
  17. I see what you are saying, I don’t think one thing alone will fix the engagement issues that CF is developing. Non-uniform distribution of resources would be a welcomed addition. I tend to gravitate to the areas with high level war tribes in close proximity to world banks. There were supposed to be sentinel pvp quests that drove us towards each other.
  18. My mistake, I thought we were discussing MMOs which with the exception of PlanetSide 2 none of what you listed approaches that. Sure Call of Duty doesn’t need PVE you consume it in 20 minute sessions, same with Mobas and BRs. Hell even PS2 has missions and a storyline.
  19. I'm imagining that the quest-giving npcs would have a sort of reputation leveling attached, going from rank 1 to rank 10, while the reputation with the npc is rank 1 you would get bring 10 birch, bring 10 oak, etc and as you keep questing the quest get progressively harder as well as the rewards increasing so while a rank 1 quest gives you say 100 gold a common sacrfice item, a rank 10 quest may give 10,000 gold and a legendary sacrifice item or something valuable, maybe a hunger shard or favor with a wood based demigod. The player would know what to expect from each quest. This could give the player the option of either completing the quest for the reward or trading the heartwood with a player that wants it. This could also apply to more than just harvesting, you could have quests that say bring X common race relics or bring 5 common intermediate picks. Having public quests that occur thorughout a season that could funnel players to a given area would also be welcome, but as an addtion to these simpler type quests. I could go the haunted forest and harvest mushrooms, kill people harvesting mushrooms, protect people harvesting mushrooms, loot the scraps off people who got killed harvesting mushrooms or I could take advantage of everyone trying to get that good public quest reward and head to an area that now has a much lower density because of the event.
  20. I think if we can keep it simple and open enough we could reduce the required engineering. For example lets say we had a random repeatable quest from a pool of similar quests that said bring 10 birch of common quality. There are a few ways you can go about it, buy ten birch from an npc vendor(based on the quest reward this might be a net negative) gather the wood yourself, trade with another player, kill a harvesting player and loot their body, etc. This can scale the more times you do it which can lead you to more dangerous zones, so what started as bring 10 common birch could eventually lead to bring 5 legenday oak heartwood. In the time in between you are venturing to higher ranked worlds, increasing your logging or getting better at killing to be a better brigand or gathering more gold to simply buy the heartwood possibly coming into conflict along the way with players that are out in the world.
  21. The leveling may be treated as such, but a large reason that it was added was to give players something small to work towards that didn't require grouping or waiting for sieges. I played big world as well as on and off for years, I'm familiar with the game that was. Wartribes as well as animals(which used to get dangerous at night, hunger was tied to time of day) were added to increase the general threat of a world as well as again give people something to do while they waited for sieges. Wartribe camping and animal camping(back when animals could drop disciplines) may have hurt crafting but led to more PvP as groups fight over spots, That's PvE enhancing PvP. I've also played my fairshare of PvP games and what matters in a PvP game, what gives it a staying power is managing to maintain a players interest beyond PvP. All those PvP games you played, how many didn't have mobs, or quests or some other activity that wasn't directly tied to killing another player but introduced you to an environment that would foster it. How many of these games boast some sort of guild vs guild combat which led to allainces controlling areas of play and how many of these games do you still play? I don't want a PvE-centric game and I am not calling for one, I believe that having the BR seperate from main game is a mistep that I hope they will reconcile. I recognize that a PvP game is built on more than PvP, it's built on an ecosystem of various interest and playstyles that come into conflict and the emergent gameplay that can result from it. Wolves get bored and search for new hunting grounds when the food runs out, that was more or less the message behind this game's kickstarter.
  22. That just seems like timed gated public questing by another name.
  23. Start? No no no. It started when leveling and mobs were introduced years ago to maintain interest, add threat and appeal to different playstyles. But having pve elements isn’t a terrible thing for a pvp game, if used correctly it can add to the pvp gameplay.
  24. Even if hubworld wasn’t technically feasible(be a real shame if it wasn’t) attempts could be made to approach a semblance of it. Before NPE there was a small starter area that led to God’s reach, something similar could probably be done with the NPE leading to infected and cutting down on how many times a new player would have to log out. Throw in a supersized free city connected to infected and its a start. (On that note, regardless of everything, infected needs a free city, to at least introduce a form of trade not dependent on the schedules of other players.)
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