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About Malignus

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    The North
  1. Not @ me I know but your answer seems to ignore a huge portion of what I agree with in this thread. ->Ahh you mean the server you have to BRING GEAR INTO? That means you have to have ALREADY SPENT 40-80 man-hours on resources in another server, crafted, and banked in order to import and "just fight". With how "valuable" Spirit Banking is, you have to see why that's an issue. I 100% agree a "just play" server would be awesome. Disable spirit banking on it, have "free gear" generated from the start and via the combat itself (better quality gear dropping off of enemies corpses based on lv
  2. So I take it everyone agrees with me, thus nobody has bothered to post about how I'm wrong. Hope the devs pay attention to this. Looks like a massive fail waiting to happen...
  3. The purpose of a fort is to hold a strategic location and provide value to those occupying it. Current implementation PENALIZES players for attempting to defend a fort under attack (death = go really far away, not spawn at the fort). This is antithesis to the purpose of a fort/outpost. It is far more viable and likely for players to ignore "fort under attack" notifications and just "go take it back later", this certainly indicates a poor design choice in the methodology of the current gameplay. "just go craft in an EK" is the common answer towards wanting to take a fort in-game, not due to th
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