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Fefner

Testers
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  1. Like
    Fefner got a reaction from APE in If I were Todd, what would I do to get the players motivated   
    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.
     
  2. Like
    Fefner reacted to Jah in If I were Todd, what would I do to get the players motivated   
    I want specific Discipline droppers, but I wouldn't announce where they are. I think it would be better to explore and find where they spawn on each new campaign map.
    Basically, I think the location of the Discipline droppers should be randomized when the map is created, but should remain constant for the duration of that campaign.
  3. Like
    Fefner reacted to Soulreaver in Why are Assassins so gimped in this game?   
    Crucial vs Nessary.
     
    How ever you view it you are saying : I must do more damage vs I must survive to do damage.
     
    Your style isnt working in the current ireration of the game - stop blaiming the game and stsrt looking at the choices you make.
  4. Like
    Fefner got a reaction from Nextelum in my frustration with crowdfunding, explained   
    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.
  5. Like
    Fefner got a reaction from JamesGoblin in my frustration with crowdfunding, explained   
    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.
  6. Like
    Fefner got a reaction from APE in my frustration with crowdfunding, explained   
    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.
  7. Like
    Fefner reacted to Durenthal in What would it take to get you playing again?   
    It would take a pretty dramatic turnabout on some design decisions to bring most of my guild back.  The vast majority of us have written Crowfall off and moved on completely.
    However, here's a list off the top of my head of what I think it'd take to get us back:
    Reduce the grinds to a level where a guild can focus primarily on PvP. Replace the godawful RNG-gated discipline-finding system (it's terrible in 5.92 still) with a proper crafting system for them Improve performance in large fights Remove the target cap on area-effect damage to let us bust stacks of players.  The blob vs blob fights are custard terrible. Reduce out-of-party area-effect healing and shift the healing focus to self-sustain and party-only / targeted heals (more stack busting). Give better telegraphs so that we can get some player-skill based combat going with counterplays. Improve the combat UI or give us hooks so we can write our own (WoW was so good at this)  
  8. Like
    Fefner reacted to binny45 in What would it take to get you playing again?   
    Howdy folks
    Going to try and stay away from my normal rants.
    Given the fact that many of the people I normally play with refuse to play the game in its current state, I was curious what would need to happen to get testers back to the table?
    It was only several weeks ago we had people queuing to get into zones to play.  Now the place is a wasteland.
    Many of my guildies are off playing other games, waiting for change.
    What do you think that change should be?
    Obviously we don't want hand outs or to make the game easy, but in it's current state it is simply a frustrating mess.
    Frankly, I'd just be happy being able to level at a decent pace without having to worry about my gear falling apart after 24 hours of gameplay.
    I mean, I get it, PVP is part of the game and frankly it makes it exciting. What isn't exciting is that every time you die, the hit on your gear is bloody crazy!
    Dying is cool, dying naked after several deaths is not.
    Come on, share your thoughts!
  9. Like
    Fefner got a reaction from Pwca in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    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. 
     
  10. Like
    Fefner got a reaction from Ble in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    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. 
     
  11. Like
    Fefner reacted to APE in Worlds worth defending - Official discussion thread   
    @jpollard Has there been any discussion about having outposts and POIs in general having impact on players themselves and land control?
    I've played other games that award bonuses in various forms for capturing POI and being near them or in the same zone.
    Ex: Capture an outpost near a War Tribe and get a experience or loot drop bonus.
    Capture an outpost near motherlodes, gain a harvesting bonus.
    Capture all the POIs on a map or near a Stronghold and gain upgraded guards and defensive bonuses for players that control the Stronghold. If an enemy controls a Stronghold, capturing most or all outposts could provide an attacker advantage or decrease in wall/guard strength.
    This goes into land control as well.
    A lattice/network system where to capture any POI, connected POI must be captured as well or doing so makes the capture easier (less time standing in circles, less/weaker guards).
    I believe the spawn POI is a great idea, but there are a lot more possibilities that could encourage just about everyone to get out there and participate depending on what they like to do.
    These types of things also encourage/reward organized play that might help split larger forces and increase the potential for strategy for groups of varying sizes.
  12. Like
    Fefner reacted to Rikutatis in Poll on how much you enjoy rare loot drops   
    This is not a pve looter game. I don't mind killing mobs for drops, some of the best pvp I ever had were in PVE-PVP hybrid zones (like sewers on ESO). But the drop chance of these components should be 100% or 50% worst case scenario. People will still need to go to these war tribes to farm the disc and vessel components, the one-use recipes, gold and whatever else they come up with. There's no need to gate your character's progression behind an RNG grind on top of that. 
  13. Like
    Fefner got a reaction from bignick22000 in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    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. 
     
  14. Thanks
    Fefner got a reaction from JamesGoblin in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    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. 
     
  15. Like
    Fefner reacted to TheMap in Crowfall is not a PvP game.   
    When I came to CF I wasn't expecting a crafting/gathering simulator. I have spent the last few months gathering 80% of the time crafting 10% of that time, and im being generous at 10% pvpin. We are playing a crafting simulator at this point. Taking keeps has no purpose, I can still farm around them, the buffs don't make them worth holding. Small group pvp has no purpose, nothing to gain, anyone can bank at anytime. Even with the embargo/bank changes coming it only con volutes the current pvp mechanics. Why remove local banks? That made having a fort/keep actually a perk. 
    Darkfall had full loot, you had risk vs. reward. Owning a territory meant you had a local bank/respawn and access to some high quality spawns. Each unique to the biomes.
    Mortal Online had full loot as well. Owning territory in Mortal Online, access to blast furnace to make the best metals in the game. Rare spawns or important reagents used all across the world.
    Shadowbane owning keeps, mines = resources worth fighting over. Keep was a sanctuary of protection that you could come home to , build upon, equip with guards , shops that could be upgraded.
     
    All territories are random and serve no purpose in CF.  We have no special resource in a specific region or keep/fort that has high value. CF is a glorified crafting simulator. It isn't hardcore due to its pvp, its hardcore crafting/grinding. Everything in crowfall can be accomplished without having to pvp at all.
  16. Like
    Fefner got a reaction from JamesGoblin in Embargo Changes - Official discussion thread   
    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. 
  17. Like
    Fefner reacted to makkon in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    I strongly recommend to monitor playerbase, especially on eu server before introdusing new maps. new map with 6 keeps makes it less chance to fight factions and eat more time to travel instead of actual fight (for 500+ online it can be true but 40-50 online with 6 keeps is something I do not understand)
    ontop of this even splitted forces between maps do not help to get stable connect. servers keep disconnecting players back to lobby (with party lost which is critically bug) and sometimes we also get freezes.
    sieges every day is not so fun with current durability lost and playerbase. siege should be event, conflict. with reason, with reward.  for example, I would like to see 1-2 keep per day max but first you should do something with zerg and respawn system coz 1 force death mean lose in siege for attackers
     
    current sieges for me are simulator of running. between maps.
     
    fort capturing windows 1h - you can play this yourself, really.
     
    the problem is what you trying to make rules for GvG theme parks inside sandbox with loot.
    if you want theme park, just copy-paste Teso/Guild wars system, do not need to reinvent the wheel
  18. Like
    Fefner reacted to Durenthal in Embargo Changes - Official discussion thread   
    With the multitude of items needed for crafting, removing local banks is going to really endear you to the crafters.    So all the mats and components sit in inventory, and if the fort/keep you hold is taken, your next login is near a random runegate.  You're asking for runegate camping to become a thing, especially the day after a keep changes hands.
    Can't use the spirit bank to store mats.  Can't use local banks to store mats, can't craft in an EK due to import / export restrictions.
    I support the embargo system and crafting in-world.  In heavily populated campaigns where folks can defend their home keep, it will probably work very well.  In the test environment... yeah.
     
     
     
  19. Like
    Fefner reacted to PinkFluffyPanda in Crowfall is not a PvP game.   
    This is excatly the issue with the game. 
    It is way to dependent on gear and vessel's. 
    Plus the 10FPS sieges where people are just rolling their face on their keyboard has nothing to do with pvp skill. 
    The open world PVP is really fun IMO. Unfortunately the population is not big enough yet to really support it. 
    The builds and theorycrafting is really fun as well, the zero skill sieges with keyboard facerolling - not so much
  20. Like
    Fefner reacted to oneply in Maps Part II   
    +1000000
    seriously the worst map I’ve ever seen in any game I’ve played. 
    Who ever thought this was a good idea needs a slap to the back of the head. 
  21. Like
    Fefner reacted to Pann in War Story of the Week: Yumx   
    Congratulations to Yumx whose video was selected as our War Story of the Week!
    FULL STORY
  22. Like
    Fefner reacted to ferrat in Crowfall is not a PvP game.   
    It is a Crafting and farming game, that happens to have a splash of pvp with no benefit/payout... 
    the gear gap is huge and can not be closed via earning benefits from pvp.

    the game rewards Farmers with good materials in their spirit banks and vendors. 
    the game rewards you for logging in and spending points longer then someone else. this also makes you a top tier crafter??!?!?. (yes you need some pve drops too)
    there is no incentive or alt progression for pvp. its just a thing you can do if you want to.. and if you want to take a fort or keep you must wait for the predesignated time so all the people that have been logging in and spending points longer then you can be prepared and waiting.
    in its current state this game will be dead to hard core pvpers with in a few months of launch.. the only time pvp will be fun and balanced is after full passive wipes
  23. Like
    Fefner reacted to gerrylix in Crowfall is not a PvP game.   
    PVP in crowfall happens in special doses at the moment.
    A) You get steamrolled by a pug, while farming the stuff you need, to replace the armor you loose, while getting steamrolled by a pug.
    B ) You join the steamrollers that have more members then any other guild and just faceroll the keyboard because nothing matters if you happen to have 3 backup healers and have more crafters then 5 normal guilds combined have players.
    C ) You join a siege and end up with A or B
    D ) The rare case that an even number of players meet each other and you have the enjoyment of loosing or winning after a hard fought battle.
    E ) Two steamrollers meet each other on a siege, faceroll the keyboard at the lightspeed of 10FPS
     
    When i bought into crowfall i was deluded and thought that D was the target audience and E (with better FPS) would be the sieging that happens every 3 days in a keep and be a special massiv battle. Now we got that unintresting siege windows even on forts and the usual pvp we had during 5.8.6 in forts was replaced and further caters to steamroller grps to show up.
    Crowfall has no regular pvp at the moment, it's nullsec at it's finest. Sitting ducks that flex their manpower muscles every now and then.
     
    Since 5.9 my guild members tell me this:
    "I have no intention in playing Crowfall at this state."
    "I am sick of farming and grinding 90% of the time."
    "Why should we even try to compete with the current power gap?"
    I find the last one pretty amusing because even a reset won't change the fact that crowfall caters to massiv guilds over skilled small grps at it's current state.
    I know we have warstories of the week from certain players that happen to have one video of a great pvp battle but overall CF is not enjoyable since 5.9 hit, at least not to everyone that doesn't want to be just another gear in a steamroller engine.
  24. Like
    Fefner reacted to oneply in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    are you also getting rid of death shroud? and how much was it lowered? not like we wont find out so why be vague.
    gotta be honest, im losing interest in Grindfall at an increasing rate. alot of little things are piling up that have removed the fun of the game. its starting to feel more like a chore than a game (not burnout). seems like you are more focused on creating more ways to grind than you are on ways to make meaningful pvp (which there are numerous suggestions for all over this forum that are good). before the war tribes update i was really tempted to upgrade my account and buy a second one in case i got a friend to play. im glad i didnt, and most likely wont. in fact i "bought into" another game that is essentially a direct competitor. the game you advertise is not the game being delivered. 
  25. Like
    Fefner got a reaction from JamesGoblin in Player Suggestions? Ok here it is.   
    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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