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gegezz

Testers
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    13
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  1. okay, so two more weeks to wait. Thank you. Well i still have a chat window problem to solve in the meanwhile so it keeps me busy lol.
  2. Hello, I discovered the game recently, say on day 1. I joined a faction that day. On day 2 i get interested in joining a guild which is from another faction. So i would like to change faction. My future guild leader tells me to change when the campaign is over. I thought "lucky it ends in 6 days". The tyranny campaign ended this morning, so i thought i could change it at that moment. But i have never been asked which faction i would like to pick, so i click on join campaign and i'm still with the old faction. So my question is how and when am i supposed to change my faction ? Is that possible ? Cheers
  3. In the game i used to play for 4 years, with several thousand players on the same server, green pirates were a majority of the players, not a small minority. There were thieves guilds. You could kick them out of one guild, but they wouldn' care because they were numerous enough to make thier own ones with thieves only. In fact in my experience with such a feature green pirates were dominating the server. They even recruited people who knowingly knew what it was about : faction thefts etc, often arguing that stealing greens is easier than enemies for "technical" reasons. Don't be so sure it will be something rare, i'm pretty sure that if you allow it, it might get an everyday and massive problem. Lots of pvp players organize in dominating not matter what the the base rules are if they are allowed to do so, usually doing it as guilds or guild alliances. Getting your apple etc picked up while gathering is a really minor problem compared to this one from a faction's point of view.
  4. In another game i know there is a bloodlust mode which enables pvp within faction. The huge drawback you may not have thought about is faction can dissolve into guild wars instead of faction wars and green pirates can attack you exactly to get this loot. It's even faster for thieves because now they just need to wait you to be full inventory and kill you instead of being around to gather stuff one by one. So as you can imagine faction pvp rather makes it easier for thieves, and there is a high chance that factions won't have any meaning at all after that : enemy guilds would ally to kill together ally guilds or players, etc. I've seen that and it breaks the pvp concept at its root. So another system should be thought about, maybe a more complex one. But definitely not a bloodlust mode. Cheers
  5. I first posted something because i misunderstood your idea and it's obsolete now, so i post this instead as i can't delete the message completely. Please ignore this.
  6. Hello, I have noticed there is a project of adding soon to the poisoner major discipline the food poisoning effect. That coud be pretty tactical, especially in winter when food gets scarce. Anyone know how it works ? Is it like a special stealth attack, making the enemy food poisoned on targeting ? Or do you poison your own food in your inventory in case enemy takes it (death etc) ? Or do you poison chests that contain it ? I'm wondering how this is going to work. Anyone heard of it ? Also, what is the poison effect like ? Debuff ? Damage ? Kill ? Reduced Max Health ? Hunger bar depletes instead of filling ? Contagious disease ? Cheers
  7. I personally like harvesting trees, there are so many things to get from them. I like being exposed while gathering, it adds more value to what i receive in my harvesting sessions. I think it feels better than a 100 % safe gathering system. If i didn't risk my life, all what people would see are the quantities i bring. With risk added, you also show your skills (stealth use, choice in the zone to go gathering to, timing, grouping, etc). It will probably feel even more risky after launch, and i'm pretty excited about it. I know i felt bad losing my loot when i started another pvp game some time ago, but i got used to it eventually and now i think it adds more value to the loot and i consider improving myself when i get caught.
  8. gegezz

    trap ideas

    Hello, I've had good times in pve and pvp games using traps. It's pretty fun to play and it makes gameplay more tactical, making you want to put the enemy in a specific position instead of just charging forward, kiting or going away. it also allows defending positions better. I would personnally love to see craftable traps, and to a minor extent traps from skills (discipline rune or from a specific class). I think it would definitely fit in a true PVP game like this one. I wrote a similar post asking community whether traps were being implemented in this game. The answer is : druids have some damaging orbs, and there is a major discipline runestone granting the ability to set calltrops for 15 sec for some specialist classes. To get the post the appropriate visibilty, i write it also in the suggestion box tab since little about my trap ideas are implemented as of now and could be of use. So, here are a few trap ideas i have come up with that i think would be a nice addition to this game : -anti-burrow trap (similar to the mole hunting technologies) - marbles, tripping foes - tripwire - spring trap, flinging foes away - poisoned calltrops (possibly assassin specialty) - bear trap, immobilizing a foe - spike trap (regular damage) - rope trap (several possibilities, like hanging a foe in the air ! would be pretty cool, maybe to use on trees) - acid trap - crossbow trap - explosive trap/mine - electrical trap, chaining between enemies, dealing damage or stunning them - maybe traps using spell-like abilities (to be balanced) - knockout gas trap - oil trap, making foes trip, aoe -blinding trap, exploding in a flash, making foes dizzy for some seconds - snake nest, beehive trap or other mob based trap (those look fun but they look also harder to find a recipe with) - clockwork decoy, moving in random directions, distracting pve mobs and getting aggro - lures, also called noisemakers, attracting pve mobs to its location (possibly to induce a fight with enemy players) - some improved decoys, being able to distract real players one way or the other (emitting combat sounds, showing a fake vessel, etc) - anti stealth trap or magic device, removing stealth - trap or device revealing enemy's position when crossed on - also why not turrets Most of these traps could be crafted with wood, ore, stone and and some would also require a few rare materials obviously. I think using a crafting system for traps instead of skills would make it less OP (if any) and more interesting. Still if not viable as a crafting system i would really like to see some of these go live as skills to the least. Also, i think traps should have an appropriate duration after being placed. I think 2 to 5 minutes trap duration, or even longer, is better to use tactics with them and use them truly as traps, and not special zone skills to throw at a foe facing you. Trapping is something to do out of combat, or maybe rarely during it for the masters of this art, but the latter doesn't seem like a necessity as much as the first to me. Cheers
  9. Okay, thank you. That's already something to put my fingers on.
  10. Hello, I started playing today. I must say his MMO has several interesting concepts that got me interested in, which are brand new compared to the actual MMOs i have tried. I'll tell a bit about the gamer i am. I played RPGs during my youth like : baldur's gate 2 arcanum : of steamworks and magic obscura Neverwinter Nights Dragon Age These are my gaming references in matter of RPGs. Rich content, lots of gameplay possibilities, that's what i like. Regarding MMOs specifically, i've had the most fun in Guild Wars 2 and Archeage. What i liked in these was the mass pvp sessions. Thing is i need some new challenge and more PVP oriented content. I hope to find the same thrill, if not better, here on Crowfall. And I must say this game is promising. That was about me. I had also a question that i posted elsewhere, but well, it seems it is also the place to ask. Will traps be implemented here ? I'm fond of them. I know the druid has some kind of orbs but i would rather see more stealthy and more physical traps (calltrops, bear trap, explosive trap, etc.) that could be crafted if possible. Will these ever be a thing ? Thanks in advance and see you ingame !
  11. Hello, I have joined the Crowfall adventure today. It looks pretty cool already, even in pre-alpha state. Here is my first contribution. I've had good times in pve and pvp games using traps. It's pretty fun to play and it makes gameplay more tactical, making you want to put the enemy in a specific position instead of just charging forward, kiting or going away. My question is : are traps being implemented in this game one way or the other ? I would personnally love to see craftable traps, and to a minor extent traps from skills (discipline rune or from a specific class). I think it would definitely fit in a true PVP game like this one. Here are a few trap ideas i have come up with that i am referring to : -anti-burrow trap (similar to the mole hunting technologies) - marbles, tripping foes - tripwire - spring trap, flinging foes away - calltrops, slowing foes, maybe with bleeding - poisoned calltrops - bear trap, immobilizing a foe - spike trap (regular damage) - rope trap (several possibilities, like hanging a foe in the air ! would be pretty cool, maybe to use on trees) - acid trap - crossbow trap - explosive trap/mine - electrical trap, chaining between enemies, dealing damage or stunning them - maybe traps using spell-like abilities (to be balanced) - knockout gas trap - oil trap, making foes trip, aoe -blinding trap, exploding in a flash, making foes dizzy for some seconds - snake nest, beehive trap or other mob based trap (those look fun but they look also harder to find a recipe with) - clockwork decoy, moving in random directions, distracting pve mobs and getting aggro - lures, also called noisemakers, attracting pve mobs to its location (possibly to induce a fight with enemy players) - some improved decoys, being able to distract real players one way or the other (emitting combat sounds, showing a fake vessel, etc) - anti stealth trap or magic device, removing stealth - trap or device revealing enemy's position when crossed on Most of these traps can be crafted with wood, ore, stone and and some would also require a few rare materials obviously. Will these ever be considered ? I would also appreciate some abilities making it possible to tag foes like making them highlighted or revealed on the map. It would make scouting much more interesting. Is that something actually being thought of ? Cheers
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