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Ussiah

Testers
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    425
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    6

Everything posted by Ussiah

  1. With proper training and resources the crafted gear is WAY better than drop gear. Unfortunately if just starting out it is hard to make anything worthwhile. I do hope they make early crafting more comparable.
  2. We tried this before, was boring, people just swapped keeps. Having a 3 to 0 Keep advantage, is better than a 1 to 0 keep advantage. Keep advantages would mean LESS in this scenario than previous. Additionally is allowing players to not fight just so that they get to hold 1 PoI out of 6 really engaging game play? Because thats what happened last time we had more.
  3. Due to current populations, shouldn't we attempt a smaller map for CW? We have plenty of options to avoid PvP(infected/GR), why not make the CW support PvP further through a smaller map. I would suggest 3 Adventure Zones and ONE central keep. Additionally I would HEAVILY suggest lowering the overall size of maps. Not sure how many parcels each one is currently, but I think lowering by a third would be beneficial. (IE if it was 100 parcels, cut it to 66) We experimented with A LOT of keeps, why not try one CW with just one?
  4. Full Wipe or No Wipe, if Full Wipe up training to x10 instead of x3
  5. Additionally, I don't think any of the information provided has been conveyed other than this post. ACE seems to be encouraging community DISengagement. No testers and no posts means no problems, right?
  6. I am going to try to take this on a serious note even though it looks to be off the rails already. I believe the best option for "winning" would be cosmetics or EK parcels. For faction gameplay, I would have players have certain milestones to complete to get crowns or another cosmetic specific currency or just whatever the cosmetic reward was for that CW. I would do the same for Dregs except give a full cosmetic / EK item that was NOT available in any other way. This would make winning dregs, which should be harder to do have a much more valuable and unique reward.
  7. Ussiah

    Max archer range

    around 65/66 is max I believe
  8. Quoted for agreement. We need bonuses for holding certain forts (or have the benefit be being able to local bank from only forts/keeps/bh) And I like your idea about 2 forts flipping back and forth through the night to try and concentrate any conflict to that zone overnight.
  9. I agree a lot with this. They need to work on how resources are allocated. It isn't an easy tasks. Forts / POI's could act as the two delineations you made. With the heavy / best resources being in PoI's with the smaller amount / lower tier being around forts/keeps.
  10. Dropped gear is better than white. You can get dropped gear that is VERY close to blue stat wise and with some of the stats you can get on drops being way better than what you get on crafted. Do I think people should be "automatically" pushed out? No, but I also don't think you should be able to sit in GR getting blues/purples and importing tons of it into CW.
  11. He's referring to the fact you should bring a guard. Also there are locations where multiple people could harvest single nodes together. Or could do motherlodes. We haven't really seen how it is for harvesters because we still have ANYWHERE local bank.
  12. The level difference is more important. Have you seen the difference in a full blue versus full green versus full white? It isn't that much anymore. Was flattened a huge amount.
  13. Pretty sure this was done because Ranged players used to LoS guards and other mobs. Basically allowing players to attack mobs without being hit back.
  14. The original suggestion was rank 6+ in CW with rank 5 and below in GR. ACE has a bad habit of taking suggestions and fudging them, thinking they know best. No offense, but sometimes the people that play regularly know the game better. A wider range of nodes would be fine in CW. Rank 4/5 in Beachhead, Rank 6/7 in zone, Rank 8 by forts, rank 9 by Keep, Rank 10 POI's
  15. My only concern would be that "level playing field" = safe zone farming for blues / purples. I appreciate you telling us why you can't change it and I hope that you do look at changing it. You guys did a great job flattening the power curve between gear levels. I hope that rank 5 or lower that provides greens would be plenty enough to compete.
  16. @Tyrant@jtoddcoleman@thomasblair I am going to assume the lower imports was to lower the impact of GR farming, which I do appreciate. I share @Marth concern about more accounts = more imports. One last thing to do is change BH to NOT have rank 7 resources. Could you lower it to 5 or lower? 7 is too high for safe farming.
  17. Is it within the pvp-based concept of Crowfall? The reason we didn't have it in EKs before was because we didnt have all these safe zones before. Now we do. If you don't think EK's can build communities then I don't think you understand why people want EKs to have all this stuff, its to attract players, not to play solo.
  18. Can we please at least change max rank to 5 in GR and beachhead and min level to CWs to 10. This will take VERY little time if you are concerned about that. You already allow people to spirit bank everywhere, at least let us have the chance to attack harvesters even if there is almost zero chance of loot.
  19. You really think its hard to program clicking where the loot appears using a macro? hint: it's not
  20. I think you missed his point.
  21. I had suggestions in other feedback thread but heres an even easier one. Cap Rank at 4 or 5 in God's Reach and change Min Level to 10 if you insist on keeping min level. Also lower beachhead resources in campaigns to 5 or below or non existent. Minimal work needed to accomplish this to keep you focused on other priorities but still would help current situation
  22. Good news, we are back to zone capping.... in God's reach
  23. @Tyrant@thomasblair@jtoddcoleman Can we get some changes to GR rank 8 resources? I thought you wanted some type of risk versus reward for high rank resources. And only white resources in GR / BH.
  24. There really is no difference between EK having it and GR having it. No limit on exports, no PvP.
  25. Siege everyday was too much, but I do think double siege saturday doesn't make much sense. Rather it be one siege saturday about the middle of the two times and more fort openings during sunday.
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