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Fefner

Testers
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Posts posted by Fefner


  1. Tbh i had wished that the map used in this would have been better off for the next campaign as it was like a ghost town during non siege times ( EU ), my big concern is that players might use this as somekind of battleground and abandon campaigns altogether. Also 6+ resources should be kept for campaigns only, why would players go into a campaign when they can just have free pvp fun in the infected and farm freely in GR?


  2. 12 hours ago, Audin said:

    I would make it so that Forts no longer gave points every 10 minutes or whatever it is currently.  Instead, make it so that all the points are accrued during the Fort siege window.  Meaning if the faction wants to gain points from said fort they'll need to actively hold the fort to accrue maximum points during the siege window.  Basically a king of the hill scenario.

    Example: 2 hour siege window

    Faction A holds fort for 25 minutes        1,250 points

    Faction B holds fort for 70 minutes-       3,500 points

    Faction C holds for for 25 minutes         1,250 points

     

    I would develop the fort siege system even further by having small points of interest in the vicinity of the fort that could be captured at lower value to generate points as opposed to just one circle.

     

    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?


  3. 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.


  4. 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.


  5. 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.


  6. 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.


  7. 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.


  8. 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. 


  9. 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.

     


  10. 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.

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