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KatzeWeiss last won the day on June 28

KatzeWeiss had the most liked content!

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  1. Before the victory cards existed it was already an almost insurmountable amount of work put into the logistics of winning. Now we still have all of that and we're being forced to throw away hundreds of man hours of work for Divine Favor on top of that. I can't think of any realistic reward that would make this much effort worthwhile.
  2. The better solution would be to just remove short swords from ranger and let them use daggers. The short sword brings literally nothing other than being statistically identical to an axe with worse passive training options and a different model. I'm sure someone will make an argument that removing anything is a bad thing, but they don't bring anything unique to the class at all as a weapon type. Add into that the fact brigand as a melee spec has always been missing a gap closer which would be compensated for by the new dagger lunge and it makes even more sense to do it.
  3. The chat implementation is less than ideal, no argument there. On topic regarding the alerts though I'd like to see less specific info shared and more general in the activity channel. It would be enough for the alerts simply be "Pig tamed at X location", not who did it. Same with outposts, the initial alert should simply be that it's under attack. Once it's being claimed then specific info is fine but for a first draft of the system it's doing what it was intended to do. The actual wording of alerts will probably have some more work put into it later. Same with what actually triggers it, I doubt animals and NPCs are supposed to be generating attack alerts.
  4. I didn't want to go too far off topic with my feelings on the Divine Favor system but it probably bears a mention since that's kind of the core driver of resource farming now. As a concept I like the card system, but the cards we are getting in the context of a short duration low population campaign are brutal on morale. Almost all of them end up being "grind to win" in such a setting and while they could work perfectly fine if each season was significantly longer their brevity in the current iteration puts significant pressure on everyone to just grind all the time if they have any interest in scoring points. This just isn't fun. IMO the goal for each of the cards should be a challenge that is at least enjoyable for the people competing to win, and not a contest to see who will stomach the most crap before giving up.
  5. I won't disagree with that sentiment at all, because CF is very much becoming a PVE game that has a scheduled PVP event. However, the pack pig escort quest is by design a wolves vs wolves game. If sheep find themselves under too much pressure to do that they have plenty of resources laying around uncontested for them to go pick up.
  6. The exact name of who is taming seems like more information than should be given, but it's probably just the easiest way to generate that alert. Leave the specifics up to whoever goes and scouts the alerts out and not just be free intel on possible enemy movements.
  7. Having fun, but that's another discussion for another thread.
  8. The wolves and sheep analogy has no part in a pack pig discussion. Sheep cried on the forums for years to make it so resources are literally everywhere on the map, there isn't a funnel anywhere to make it even remotely possible to find a harvester other than dumb luck. Now we have a mechanic that lets people that actually want PVP to engage in a risk vs reward play and we have the crybabies once again asking ACE to hold their hand so the big bad doesn't hurt their precious feelings. If you can't handle fighting then go back to smashing rocks and let the last bit of open world PVP in the game be.
  9. We as the testing community should really be making a lot more noise about retaliate still bugging out. It's almost impossible to give good feedback on CC powers when the counter to them is such a mess of RNG if the target happens to be moving or using an ability.
  10. Previous version of the game had single key tray swapping and between lack of optimization and poor UI responsiveness you would constantly end up in the wrong tray. I wouldn't mind a separate bindable key that could be used to toggle for those people that want it but I very much prefer the current setup.
  11. Bug with shield breaker discipline, something is causing the rupture barrier passive to reflect damage over time back to the player when attacking or at least show rupture barrier as the source of this mystery damage in the combat log. I've repeated it several times and it doesn't seem to matter weather you have a weapon equipped or not. You just randomly get a DoT on yourself when attacking if you have the shield breaker disc slotted. Note that it is not just a combat log error, I was taking myself down to low health just attacking target dummies so the reported damage is real. This was on a ranger, and we also saw this same thing on a knight, our champion tester did NOT see this effect but it may just have not randomly procced the DoT since the swing was significantly slower.
  12. 1812, when the "heavy metal" of the age involved bringing actual cannons to your concert. beautiful.
  13. This is an old problem that still needs a fix. The interim solution is to spilt another stack near the top of your inventory and cancel to get the partial UI element off your screen.
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