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Fefner

Testers
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  1. Like
    Fefner reacted to frozenshadow in Alliances: A Discussion   
    If there is no amicability between any players outside of guilds, then no community will form, and people will not stick around. The idea there isn't such amicable interaction in open world PVP MMORPGs is to ignore all the games that had open world PVP and successfully did that. 
    The faction campaigns will wither and die because of everything I just pointed out. DAOC was successful for the same reasons. The absolute number one most important character in any RPG is the world. It gets little acknowledgement. It's no different with any MMORPG. DAOC which was a successful faction based MMORPG did this well. You had a persistent world, with a ruleset that allowed community to be created within the individual factions based around the PVE, and then you had the 'great other' of opposing factions to rally against. They fought over the world, which itself was an important element. Crowfall does not have any of this.
    Crowfall is not an MMORPG. It's a psuedo strategy game, and the goal of the strategy game is to win. Unlike an actual strategy game, there is no balanced sides, where two or more people have an even footing with strategic options and the best decisions win. No, it's whoever has the larger zerg.
  2. Like
    Fefner reacted to shamelessPuck in Alliances: A Discussion   
    I'd like to start a discussion about what the new alliance system brings to the game, what we are hoping for in such a system, and what that might look like.  Below are some of my thoughts on the matter, but I'd like to hear any input you all have.
    Alliances, as currently implemented, will do nothing to help smaller guilds stay competitive.  Sure, your five guilds with 10-15 players apiece can band together, but they will be running up against an alliance of guilds with 50+ members each.  I'm not sure what the goals behind alliances are, or should be, but they definitely aren't there to help small guilds.  What they will do, if they remove friendly fire between allied guilds, is make it that much harder for a smaller group to beat a larger force.
    Currently it is possible for a guild with 30 players to beat two guilds of 20 in the open field.  Using positioning and coordination, that solo guild can isolate one enemy guild from the other, negating the overall numbers advantage to the duo has.  Friendly fire prevents the two guilds from intermingling, and makes it difficult for one to move through the other, forcing them to coordinate their movements and move around each other.  Ultimately the duo then wants to sandwich the solo guild, which the solo guild is trying to avoid.
    This battle comes down to which side plays better, with the winner being the one that more consistently forces their preferred battle lines.  Skill matters, and better coordination wins, something we presumably would want in our game.  If alliances remove friendly fire, then this is a simple 30 vs 40 fight that will be difficult for the smaller group to win.
    Of course, even without alliances, two guilds could merge to form one larger guild and gain the same advantage.  What prevents that now is psychology, where each guild wants to maintain their own identity; this is why we still have several separate guilds in game, even when some of those guilds regularly work together.  With alliance mechanics as currently proposed, it will just be that much easier to recreate EVE's blue doughnut, with massive coalitions of large guilds that never fight each other, and don't have to worry about coordinating their fire on the battle field.  I'm not sure about the rest of you, but systematically removing avenues for skillful play and encouraging a stagnant game state doesn't appeal to me.
  3. Like
    Fefner got a reaction from Bluez in JOIN THE ACE Q&A SEPTEMBER LIVESTREAM - SEPTEMBER 1st   
    <Question>
    Any plans on an anti zerg mechanic to stop uncle blobs?
  4. Like
    Fefner reacted to Spawl in 6.100 TEST Feedback for 9/18/20   
    Not sure what others think of this but you are going to have some disgruntled people in my opinion with the low volume of gold/gear producing camps on these Dregs maps. Especially since you took out what was interesting about farming the animals (hearts, lungs etc.) and put all that on the humanoids. 
  5. Like
    Fefner got a reaction from goqua in Campaign rewards.   
    Been saying for a while that this game needs a pvp progression system like Daocs Realm Rank system, would be great to improve certain skills that makes you different from others.
  6. Like
    Fefner reacted to 20oz in Review after a few weeks of play   
    I've been playing for a few weeks now and I think I'm at a point where I'm getting a general idea of how the game works. Right now, I'm not sure if I'll play after go-live or not. The primary issue I have is the game is simply either too rewarding for numbers or too punishing for the solo/small scale player. Maybe a bit of both. When you can group up with some friends and go run around, the game is fun. You have some good fights, win some, lose some all good.
    However, be out solo. Even if it's just to try and catch up with your group because they are already out, you had to afk, etc etc and it becomes a lot less fun. If you are solo an encounter a group, most classes have no option but to just die. You can't even run away half the time. The game rewards toxic behavior like sitting in stealth as 3 ranged ganking class who do enough ranged damage you can't even ride past them to try and get away. Then, someone may claim "well you lose nothing" but this happens a couple times and you're sitting a statue for 3 minutes waiting to respawn. How is it even a part of gameplay that you have to sit at and do nothing for 3 minutes? That's the part where you are just punishing someone for playing.
    In addition to this, the combat at times is just frustrating. The GCD is way too slow. It makes the combat loop just feel clunky, there is not flow to combos its just button smashing to get the next ability to get off. Playing a class with multiple trays? Each tray swap eats a GCD making it even more frustrating. Again, going along with the fact you can't run away, movement is in general so slow that you can't really LOS and other than a few classes, there it's much for a fight reset.

    There needs to be a gameplay loop that is less punishing. Remove the respawn timer or at least only have it apply to keeps in dregs, I assume that's the reason why it exists in the first place. Please speed up the GCD and remove tray swapping from counting as an action. Slayers feel overtuned, ranged stealth gankers. Brigands feel good with their damage being locked behind traps and such. Slayers though just hit hard and it's extremely easy to get 3 of them together and just roll over anyone they find solo, you can't even see them coming.
  7. Like
    Fefner reacted to yianni in 6.100 LIVE Feedback for 9/15/20   
    Honestly even the gem/mineral drops are fine with dropping extra. Especially minerals. It takes 64 to make a full set with armour coatings for one person. Assuming there's no failure, which is high due to current passive training
     
    You also need a lot of gems if you want to outfit everyone with jewellery and runic weapons
     
  8. Like
    Fefner reacted to Mogres in Campaign rewards.   
    Daoc Relic System was also nice. Would like to See somethink like that in crowfall for the non siege Times to create pvp. Like stealing a item out of a enemy holding / Haul it to one of yours and get a boost in chest loot or buffs. 
  9. Like
    Fefner reacted to Pladius in Campaign rewards.   
    DAOC style realm ranks with points to spend on abilities would be AWESOME!
  10. Like
    Fefner reacted to Dontbl1nk in Campaign rewards.   
    Can we PLEASE get something to fight over in the upcoming campaigns? Even it was something as simple as more export slots at least it would be SOMETHING to fight over. What I'd really like to see implemented if I had a magic wand is a Realm Rank system like DAOC where you would get points for abilities etc. Give us something!
  11. Like
    Fefner got a reaction from PAINDOTCOM in 6.100 LIVE Feedback for 9/15/20   
    yep same here, if there was a problem with the rare stuff (minerals and gems) sure fix that but dont nerf the whole harvesting experience, it sucks so much again there isnt really a point in doing it again.
  12. Like
    Fefner got a reaction from Tyrant in 6.100 TEST Bug Reports for 8/28/20   
    On iceweaver, support power with 5 ice storage does not increase support power until you remove the ice storage then fill them up again after zoning.
    Matching mail buff will remain on you even after you remove a piece of armour until you zone.
  13. Like
    Fefner got a reaction from JamesGoblin in JOIN THE ACE Q&A SEPTEMBER LIVESTREAM - SEPTEMBER 1st   
    <Question>
    Any plans on an anti zerg mechanic to stop uncle blobs?
  14. Like
    Fefner got a reaction from Durzlla in The Issues of ZvZ PVP   
    the alliance system will just cause more blobs running around that the game cant and probably wont be able to handle ever what the OP was suggesting that there should be a penalty in zerging in tight groups which means guilds will need to spread their groups over the worlds to lessen these horrible blob wars. If you want to zerg go ahead but they will take more damage which is a pretty good solution to cut down the uncle blob problem. It also does not stop big guilds to have an alliance, they just have to avoid friendly fire so these so called big alliances will still own everything in which small guilds wont be able to stand a chance. In short the games a mess we dont need more blobs!
  15. Like
    Fefner reacted to Roblight in Changes Ace need to make   
    I agree,
    The requirement to zerg to do anything worthwhile is a big problem. Any new player or tester joining will be faced with one thing, join a zerg or quit. If you can't field 30+ players then  you cannot really participate in any meaningful way in this "throne war simulator". There are no small group objectives that will keep a new player in the game. If the only thing to do if not in a zerg is farm trash mobs then you will 100% see those players quit. 
    Either there needs to be some serious thought into how to force the zerg to split forces because of objectives or you need to consider anti-zerg skill mechanics, buffs or something. 
     
    If a clan cap does get put in also consider removing clan symbols above peoples heads except for those in the same clan. The reason for this is to disrupt people from making multiple clans but working together. If people get forced into multiple clans you have a potential for friendly fire as long as they can't tell who it is they are fighting. Not seeing enemy clan symbols makes it that much harder for a zerg to fight a smaller force because they could end up AOEing or fighting friendlies. 
     
    TLDR: Stop letting the zerg have their way with the game unless you want the game to have a handful of zerg clans and the rest of the player base to never even touch the game. 
  16. Like
    Fefner reacted to Audin in Changes Ace need to make   
    Focus on the small clan. 
    A lot of players join Crowfall solo or with a handful of friends.  Currently there is not much of anything to do in game for these small bands. Hit some mob spawns to get some loot. Perhaps capture an outpost. Then what?    The siege objectives are swarmed by 25+ member clans who also bring their allies that are just as big. There will be those who say "This is a Throne War MMO, recruit more".  That is true.  But there is something missing in the game for the 1-15 man groups.  Its either bring 30+ or don't play.  This doesn't bode well for the new players entering the game. They'll move on rather quickly.
    Some may reply here and say “they could do caravans!”  For what ? Building materials for buildings that they have no chance of capturing?  Before the change, I thought the caravans were a step in the right direction.  This was something a small group could do and gain benefit from it.  More content that focuses on the small group is needed in the game. The world is too dead outside of siege windows.  Suggestion: Battle objectives. A quest designed for a small group to take POI objectives or defend. Reward mats, mob drop gear, and gain campaign points. Activities that when a player logs in, he/she can roll out with 1-5 players and have something to do.
    Create the in game clan management windows. It's already hard enough to communicate in this game. Why have the clan management outside of the game?  Share member count of clans, stats from previous campaigns or accomplishments. 
    Catering to large clans 
    There are no negatives to having as many players on your side as possible.  Bring more, win more.  Your game doesn’t have a high skill level to play so numbers will be the deciding factor in most conflicts.  There has been talk of an alliance system but I am afraid this would make the numbers ratio even worse without doing it right.  The large clans will just ally other large clans because again, bring more, win more. The game will turn into a few mega alliances. At that point, might as well play a faction campaign. 
    Introducing a reasonable clan cap size, 500 is way too much. Your game can't even handle it. I suggest a 75 limit for a clan. Give a bonus to items crafted by clan mates that are worn by the same clan.  This will give a reason to keep crafters on your roster.  Choices should be made, players will need to be cut to keep within limits. Could even look at a softcap, if exceeded, have a campaign points penalty or something.
    Change the siege window. All holdings should go live at the same time for as long as the window is open. It's too easy for the larger clans to capture additional holdings because their current holdings are not vulnerable. They basically can have their whole roster show up with no worry of defending.  If you want more holdings, you'll have to make a choice on defensive strategy. Large clans will still hold an advantage since their numbers will allow them to defend more territory.
    Holdings should only accrue points while they are vulnerable with a bonus to the clan that holds it at the end of the window. This should give more urgency for clans to seize and control a holding throughout the siege window instead of taking a holding in the last minutes.
     
  17. Like
    Fefner reacted to Tyanon in 5.125 LIVE Feedback for 8/21/20   
    Main feedback Items:
    1) The map is too fancy. Don't reinvent the map. Make north on the map be at the top it would be 1000% nicer.
    2) Friends and I are just constantly re-rolling the same race/class just to try different specs/abilities. Consider allowing respecs for free or gold cost up until that character enters their first campaign, then lock it down?
    3) In the talent tree, hovering over an ability should popup information on that ability. This is in place but the spot to hover over to get it work is extremely small. A lot of people might not even realize it works, others like me are frustrated at trying to find the spot.
  18. Like
    Fefner reacted to Thurkan in 5.125 LIVE Feedback for 8/21/20   
    Not sure but it seems like the faction change in infected should have a longer timer.  
  19. Like
    Fefner got a reaction from Cejo in The Issues of ZvZ PVP   
    the alliance system will just cause more blobs running around that the game cant and probably wont be able to handle ever what the OP was suggesting that there should be a penalty in zerging in tight groups which means guilds will need to spread their groups over the worlds to lessen these horrible blob wars. If you want to zerg go ahead but they will take more damage which is a pretty good solution to cut down the uncle blob problem. It also does not stop big guilds to have an alliance, they just have to avoid friendly fire so these so called big alliances will still own everything in which small guilds wont be able to stand a chance. In short the games a mess we dont need more blobs!
  20. Like
    Fefner got a reaction from APE in The Issues of ZvZ PVP   
    the alliance system will just cause more blobs running around that the game cant and probably wont be able to handle ever what the OP was suggesting that there should be a penalty in zerging in tight groups which means guilds will need to spread their groups over the worlds to lessen these horrible blob wars. If you want to zerg go ahead but they will take more damage which is a pretty good solution to cut down the uncle blob problem. It also does not stop big guilds to have an alliance, they just have to avoid friendly fire so these so called big alliances will still own everything in which small guilds wont be able to stand a chance. In short the games a mess we dont need more blobs!
  21. Like
    Fefner got a reaction from goqua in The Issues of ZvZ PVP   
    the alliance system will just cause more blobs running around that the game cant and probably wont be able to handle ever what the OP was suggesting that there should be a penalty in zerging in tight groups which means guilds will need to spread their groups over the worlds to lessen these horrible blob wars. If you want to zerg go ahead but they will take more damage which is a pretty good solution to cut down the uncle blob problem. It also does not stop big guilds to have an alliance, they just have to avoid friendly fire so these so called big alliances will still own everything in which small guilds wont be able to stand a chance. In short the games a mess we dont need more blobs!
  22. Like
    Fefner reacted to Ble in Impactfulness   
    Try being a healer.  It's by far the worst experience of healer game play I've ever experienced by a laaaaaaaarrrrrrrrrggggggeeeeeeeeee margin.
     

  23. Like
    Fefner reacted to Skadii in Impactfulness   
    Well I'm sorry but this is my feedback, I didn't join the bandwagon 3 years ago. This combat system needs an overhaul that big in my opinion. I feel like I'm fighting gear, or numbers that's it. You can tell from streamers as well that they are feeling the same. We feel powerless. Even if they reduced and capped the numbers when fighting for keeps to be equal, there is still elements such as gear (which was acquired through having greater numbers most likely) that will have far greater impact than skill in battle but the battles would be much more fun if the numbers where more even at least. This game will never be more than casual if more skill is not involved, I might as well join the guild with the greatest number of people and just be in a mob and fight. That's all this game feels like it is, that and a running simulator to get to my shrine after losing to larger guild. I had a feeling this game would be more tailored to skill rather than numbers or gear. That's what a Pvp game is after all right? Sorry If I am miss using this forum but I think feedback is what this forum was about
  24. Like
    Fefner reacted to FyeFey in Harvesting is outdated!   
    Thats right, the problem right now is sadly that the amount of random generated mats is enought to provide your crafters with the basic materials for crafting gear, if your guild is strong enought and willing to take over nummeres forts.
    So like i mentioned in the original post the only roll you have as harvester, at this point, would be the additional "unique" materials you get from harvesting. What in my opinion isnt enought to actually say harvesters are needed for this guilds (necromancy and gravedigging i excluded because there is no other way to generate bodyparts), but because how things are going this guilds are getting the most advantage out of the system and they will start hunting harvesters because they have the possibility generated by the fact they dont need to go harvesting anymore.
    Thats what starting the loop thats in my opinion puting other players/ guilds in a disatvantage, because they have to wait for the passive training and than have to go out and try to get the materials needed to craft in the first place. What will getting harder because of the competition with other guilds for the recources and the pvp guilds holding the forts roaming free and hunting.
    So you wont get the amount needed anymore, putting you behind and so on...
    And for graveyards goes the same, at the point you are able to harvest the damage is allready done and the few strong pvp focused guilds will be strong enought to camp the graveyards and stop/ hinder other guilds to get what they need to catch up to them.
  25. Like
    Fefner reacted to Soulreaver in Harvesting is outdated!   
    Completely agree. 

    Forts and keeps have alimited siege window, allowing them to produce materials is cutting out a large aspect of the harvesting aspect/tactic in Crowfall.  Clearly leaning towards the PvP aspect of the game, and the PvPers whom have screamed about how they hate to harvest are now all rejoycing.  In doing so the system has strenghtened the "Uncle Bob" idea.  Instead what the forts and keeps should do is provide a minor bonus to harvesting in a zone.  It would double up to provide PvP for when the siege windows is open, as well as when the harvesters want to go harvest.

    The present situation is rewarding the PvPers, for doing PvP, while removing the need for harvesters.  What this accomplish is that the PvPers can securely sit in their forts, get a large amount of ressources, as well as roam to pick off the smaller guilds whom are now forced to farm.  Further strenghtening the "Uncle BoB" concept.  I'm all for there being a reward to having a keep, and forts.  They shouldn't be free though - having a fort or a keep which provide safety, a place to craft and a potential buff, should not be free and an upkeep should be imposed on it..  Having them also produce materials for you - well that is just wrong.

     
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