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Fefner

Testers
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Everything posted by Fefner

  1. Might be something in this system, i quite like it, it would make action around the forts at certain times more interesting. Question, how would the outposts play a part in this? same system as this or the one we have atm?
  2. Fefner

    Blackguard

    keep tinkering with builds you'll get there and yes there is a good lifesteal build in which you can tank very well. Oh and yes the blackguard line is the best line, i wouldnt bother with the other two lines, they need a boost especially vandal.
  3. I think the low import is fine, its the 30 day campaign where everyone will be farming in the temple which is going to be the problem. The last campaign was bad enough for the lack of players in the world harvesting, they obviously didnt take any feedback on board.
  4. Taking away the 4G players would be a bad mistake for the EU server, this game just isn't popular enough in the EU.
  5. New siege times are annoying, i find and probably anyone with a family will probably also find that having a siege in the middle of the day on a Saturday is absurd, its just to hard to find the time to attend.
  6. You had any luck yet as we are finding it hard to get any of those as well.
  7. Just some feedback: The Good: 1.Faster to level 2. faster to gear up with those item drops The bad: 1.GR has to many high lvl resources so ppl can farm without risk. 2. The temple area has to high lvl of resources making it also to safe to farm without risk 3. Bank space is still far to small and it's hell to find something in the world bank. In the old system at least you could of organised it and placed certain stuff in the vaults in the temple and forts to keep the spirit bank less cluttered. 4. Having lvl 9/10 resources all over the campaign world is just ridiculous, they need to be restricted to around keeps/forests and canyons. 5. Drops seem to be still to randomized. 6. Can still bank in the campaign world anywhere, i thought this was the update that would of stopped that? The ugly: Performance is still crap in fights over 50 players in a single area. Was really good last campaign due to the lack of players now its all gone breasts up again for me. Small skirmishes remain good though.
  8. That would be a great addition to help newbies get around the crafting, i hope this hasn't been abandoned.
  9. yep i agree with what most if not all have said on here, if your going to do a wipe please do a full wipe. Would be interesting to see how long it will take for players to get fully geared starting with scratch, with all the skill training in place i reckon it would take 24 hours before we see blue geared guys roaming around, very unfair on the newbies who have just entered the game.
  10. Can we please revert it back to when you move any windows open automatically close, its feels really horrible atm.
  11. knight chain pull while playing a fae knight seems to be limited to 10m range instead of 30m not tried any other races though. The dodge bug, it seems you get it when you loot a lot then pressing mouse wheel button to close all windows, could be a coincidence but thats how i am making it happen, if i dont loot or open any windows it seems fine.
  12. As above, the windows that remain open when you move is a really bad idea they really should close as soon as you press any movement key.
  13. No campaign or Gods Reach maps can be found to help test
  14. Eso did a siege tent for attackers and i thought that worked pretty well but defenders need that bonus of allowing players to respawn at the statue. I think Ballista's are the real issue, make them only face outwards and see how that goes? its a test after all!
  15. ive always said that using unity would be the biggest problem, ive never played Rust but considering most other survival games have a rough limit of 50 players per server i would imagine its the same for that? and Albion Online struggled when 50 players fighting each other at release, seems a bit of a trend with the number 50. Daoc could handle big battles inside keeps, i think the biggest i was involved in was around 200-250 players in a playable state and ive heard reports of that CU was having more than that on their tests using their own engine, why oh why didn't Ace use an engine that was proven to take the strain of big battles? unity to me is mainly used for mobile and single players games. I do however think performance has slightly improved recently but that could be a fact that there are far fewer players playing.
  16. wouldnt the wings get in the way of the shield when placing it on their back?
  17. I've said this for ages now, a master in a craft thats fully trained in that field of work, shouldn't get a flawed assembly at all. If im a fully trained leatherworker and player A asks how much for a set of armour, i could state how much dust/gold it will cost him but standing next to me could be an apprentice leatherworker who would do it for a cheaper price but at a risk of a flawed assembly. Player A then needs to make a decision, pay more for a better quality in stats or pay far less for a slightly poorer in quality of stats but also has a chance to fail.
  18. 1. A pvp progression system like a ranking system similar to Daoc's Realm rank system would be ideal. When you kill or assist in a player kill you gain rank points (call it whatever, realm points, title points etc) for that toon your playing. Points gain you ranks pretty simple. Have a leaderboard on the website to show how your progress is going against other players who play that class would be a bonus. To stop abuse with ppl with multiple accounts, points can only be gained once per (enter time here) if you kill the same player. 2. The embargo system but with plenty more bank space. 3. Stop the random drops on disc's - like what ppl have already stated, make mobs drop a certain type of disc 4. Xp - make xp easier to get to help leveling so players can enjoy the pvp endgame, xp for capturing and defending outposts, forts and keeps would be great, harvesting and crafting xp would be a bonus as well. Player kills maybe? if you use an anti abuse system like the one above? 5. Outpost bonuses- make outpost fun to keep, like a bonus to xp while killing mobs nearby and/or harvesting buffs.
  19. If having a live server running makes things more stressful and slows progress down, why don't you close the live servers down and only bring them up now and again? keep test up when you need stuff testing and when you want to show off certain stuff that is finished, that's when you can open up the live servers for ppl to mess around on for 5 or so days. This will also help in player burnout.
  20. was in a group of 2, saw 2 chaos afk at an outpost, decided to kill them but either of us got the kills or assist from them? Managed to get loot from one of them but the others grave just disappeared which we thought it was strange. Both were in guilds and it was about 2hrs ago. p.s sorry if it was anyone on here
  21. 1. The grind is bad very bad, this will put and already has put off a lot of players. This game now feels like a chore instead of a fun game that it once was. 2. Siege times - You wanted to stop night capping but siege times for forts are still in the middle of the night? Eu server should have a cut off point at around 1am - 7am gmt ( narrow it a bit more at weekends) but night capping is still a thing. What ever happened to keep sieges every 48hrs to help with the burn out? 3. There is no need for death shroud as it takes longer to get back to your corpse as it is and with all these extra mobs everywhere getting aggro whilst having death shroud is very easily done and you tend to die again. 4. Durability on items - yeah loads of players have already covered this, its poor and needs hot fixing. Durability loss while in combat tray needs reducing also. 5. Too many items are now needed to craft, whats the point in buying a mold each time you make the same weapon? the thing about molds that you should be able to re-use them that's what molds are for. 6. Eu server ping seems like they are based in the U.S now, my ping keep jumping all over the place from 50-110 and im not the only one who has noticed this. Before this update it was around 40-45.
  22. I like it as it was part of the original idea but with the currant grind and the amount of items now needed to craft im not sure if both are a good mix.
  23. ok strange one this and very annoying.... Ported through to the Balance using the portal, had a mini freeze so alt-tabbed reloaded the game and it came up, you have been placed in a safe position, that safe position was in the center of the war tribe camp at the temple! not a very safe place indeed!!!
  24. crafting a pistol - on the final build it gives you 2x durability stats to add points to. I had ( yet again ) 3 flawed assembly in 2 mins, including 2 in a row! are you bloody sure that 2% of fail isnt 20%? its ridiculous and something that crafters have been moaning for ages now and its still happening, just remove that 2% please! Snipe on duelist seems to do nothing, if it does it doesn't register on the combat logs nor you see any fly damage. Sometimes when you use go into stealth then jump into combat, your pips turn to a solid yellow blob and then you cant see how many pips you have.
  25. Saved me the time and trouble to rant about one or two many ppl behind the scenes making changes that the players didnt want. Yes the game has become one hell of a grind fest now, something that the kickstarter promised it wouldn't be.
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