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About abso

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  1. What the f*** man all those l33t guild marketing and communcation skills. Is this how guilds have become now ? I am impressed ! Are you going to try to sell me something once I have joined ? I don't even know if I am going to be allowed to post in there that very message. It will just go poof when I click on Submit Reply. Anyway, nice job with this presentation !
  2. Hi, EU (FR) player looking for a 5+ currently-active-members guild. I am currently online between approx 21:30 and 00:30 MON-TUE-WED-THU. Then occasionnally on SAT and SUN. Tried many classes but only in PvE, because PvP is just unreachable for solo players (ie without proper gear / vessel or a group) or so I heard, because I couldn't manage to properly PvP just yet. Pretty simple, sometimes I don't even know where to go to find PvP. And I bearly to never get answers when LFG in faction chat / or zone chat. So I would like to finally try PvP and get a real feeling of the game and
  3. Allow skill points allocation through the game site. Or an app. And spirit bank /guild bank management. And EK vendors management.
  4. Whether it be in EK / God's reach or campaigns, I login, then play several minutes (5 to 10) and get kicked back to the "lobby". If I log back to quickly, I'm stuck looking at what appear to be the sky (it's all blue with bird noises), not being able to call the menu, and I have to kill the exe with the task manager. Tried launching the game with admin rights. I have a very common antivirus (ESET NOD32 Antivirus) that I tried inactivating while playing, but it didn''t change anything. I don't even know what kind of information I could provide to give you hint. First time ever I am ha
  5. Obligé de déterrer le bousin : j'ai eu des palpitations (devrais-je dire papytations ?) en voyant tous ces noms, que putain, bah que je connais quasi tous en fait !
  6. If you call "risk" a lottery system, then we clearly don't have the same definition of risk. And again, I'm talking about enjoyment versus frustration. And I don't know about you, but I get no excitment in beating an RNG test. Maybe you could keep the failure system for higher levels of crafting, but clearly I don't think it would be wise to keep it for the "mandatory" levels of crafting i.e. basic gears.
  7. It's pretty simple, and it's been said multiple times already : failures fail. They add nothing to the game experience but frustration, disappointment and anger. There is NO challenge in successfully passing a RNG test. This adds nothing to the pleasure of successfully crafting an item. Failures are just a dull gameplay mechanic when it comes to crafting. Besides when crafted items have a set durability. Instead of failures, just look the other way around. If you absolutely want to see RNG in your crafting mechanics, then think of POSITIVE RNG tests. Replace your failure % by a critical succ
  8. Remove crafting failure. They proved it. Now do it.
  9. koo-koo-ka-choo happened to that thread...
  10. Something I would like to see in combinations, is "inherited" bonus. I have no idea if it's been done before, or if it would be more tactical than what we've seen in games so far, but I think it could be fun. You can take all the "effects" that already exist in games and then you combine them with inheritance, with decreasing effects after each swing (or not). Example : I open with a damage buff : my strike deals 50% more damage. Then I chain with a snare power : my strike deals 30% more damage (inherited from my first power), and slows the target movement by 50% for 3 seconds. And
  11. I don't think you get the initial point. "Player background" is not spamming in your chatbox, you decide to read it or not. Like some character "inspection", but instead of seeing its items, you see its story.
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