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KatzeWeiss last won the day on June 28 2020

KatzeWeiss had the most liked content!

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  1. If everyone has a fort then the value of holding one is nullified, by design there needs to be some degree of scarcity to make them worth fighting over. I do agree that only two at a time seems like too few though. The only easy way to solve one problem without compounding the other is to reduce the three hours of siege into two per EU / NA prime window and put three forts active at once. Even better would be separating EU and NA again so there doesn't need to be so many forts on the map. I do like the higher population we've had with everyone in one place though so literally everything A
  2. 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.
  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,
  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 i
  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 g
  9. This thread is basically just a continuation of the thread Pann posted with a poll that represents what players actually want vs what ACE precieved we wanted. In that thread there were more than a few people commeting on how a wipe will encourage new players. So while my response may have been more appropriate over there, this is where the original conversation continued.
  10. New Players will be left behind because of *insert excuse of the week here* Honestly until there's an actual "New Player Experience" built into the game no amount of wiping is going to make anyone want to stick around unless they have some vested interest in the game. It doesn't level the playing field, it doesn't provide any new feedback, it doesn't encourage anyone to like the passive training... all it does is waste the time of the current testing population.
  11. Wiping in general doesn't level the playing field. It just creates more of a separation between the organized groups and everyone else.
  12. I agree with this 100%, when the crafting system was recently tweaked so that common quality was more difficult to experiment on and legendary easier it skewed the lower tier materials into worthlessness. Add onto that change that a new crafter or harvester is going to have little to no training and the end product of your labor is going to feel like a lot of wasted time. I reported this in the feedback thread before it even hit the live server but since most of the people involved in the conversation had their training maxed already it barely even got a second glance. There are t
  13. It's not even just that balance cares more about winning, we have people willing to push for victory when pushing isn't convenient. The majority of suggestions I see for "fixing" the faction imbalance I've seen here on the forums amount to "let people who put in no effort have a chance to win against groups that do". ACE has made the field as level as can be realistically expected with the power curve as shallow as it is and resources available everywhere. Hell there is even gear dropping off wartribes so you don't even need to have crafters in your guild to get into the fight any more. M
  14. @Pann with a persistent world like this are we able to swap from faction to faction or are we locked to whatever we choose the first time?
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