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sanfall

Testers
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  1. Like
    sanfall got a reaction from Extintor in REMOVE TIME TRAINING.   
    i don't understand. why do we need a catch up mechanics? I like this time based skill training. I've played eve for years and never had a problem with it.
    If you feel that you will never be as good as someone else pvp/crafting/gathering wise just because you have less points, it is not true. You will eventually max out a specific tree related to what you are doing and will be just as good. Sure, it takes time but you will be just as good.
    If you want to wait 10 days to become efficient at something before doing something is more of a waste. I'm a gatherer/crafter and I can gather / craft lots of items in that time even though i'm inefficient at it. Once you hit level 30, you can craft decent green gear. If all you want is PvP, just buy green/blue/purple gear off crafters and get right in and pvp.
  2. Like
    sanfall got a reaction from JamesGoblin in REMOVE TIME TRAINING.   
    i don't understand. why do we need a catch up mechanics? I like this time based skill training. I've played eve for years and never had a problem with it.
    If you feel that you will never be as good as someone else pvp/crafting/gathering wise just because you have less points, it is not true. You will eventually max out a specific tree related to what you are doing and will be just as good. Sure, it takes time but you will be just as good.
    If you want to wait 10 days to become efficient at something before doing something is more of a waste. I'm a gatherer/crafter and I can gather / craft lots of items in that time even though i'm inefficient at it. Once you hit level 30, you can craft decent green gear. If all you want is PvP, just buy green/blue/purple gear off crafters and get right in and pvp.
  3. Like
    sanfall got a reaction from ClockworkWetwork in Why should i bother to play in alpha?   
    I think OP needs to realise that in future they don't need to gather. Right now, they have to gather due to the fact spirit bank is not working as they want it to as its still a work in progress. Once spirit banks can no longer be use out in the field, they will get a lot of materials from PvP. that removes the need for gathering materials themselves.
    Secondly, they also don't need to craft. They can just find someone to craft the item. But right now, with the way spirit bank is, they need to gather materials, build up their gear etc. If this version is not fun, stop playing and wait till the version where spirit bank is fully implemented.
  4. Like
    sanfall got a reaction from KrakkenSmacken in a Revision to Game Play.   
    Yes, we all want it to be successful and fun. And yes, it currently is not as fun as it could be.
    Having stealth as a passive skill training for everyone is not how i imagine fun would be. And while they had stealth stuff in Passive skill tree previously (although i'm not too sure since i never trained combat), it did not unlock any skills. Skills were still specific to class. Previously, it would require passive training to improve effectiveness. Now, talent does that and it allowed players to get to lvl 30 in under a day and be good at pvp'ing so they can have fun straight away.
    This game has classes for a reason, and that is to lock people into specific skills when they choose a class. Assassins and duelists can stealth, clerics and druids heals, knight and champion tanks etc. This game is not designed to be a classless game where anyone can be anything. You choose a class, you get specific skills.
  5. Like
    sanfall reacted to Zatch in Why should i bother to play in alpha?   
    Was there really a need to post this when you already came to this conclusion?
  6. Like
    sanfall got a reaction from rivoth in guilds & thralls.   
    my disappointment with a lot of games when it comes to crafting is a lack of guild crafting mechanics. I understand we can work as a guild, and this will probably happen at the beginning when everyone is unskilled, but when the game has gone live, and enough time has passed that 1 crafter has mastered all the trade, it basically becomes a 1 player craft all item type situation.
    Rarely do I see a situation where a guild can come in and work as a whole (And it shows) and feel like you achieved something as a group. Sure, the guild will work together to get the materials. But it usually falls to the 1 person to get everything crafted.
  7. Like
    sanfall got a reaction from Synns in Additional way late joiners to get near vessel stats   
    or...maybe...you can just buy an advance vessel off someone. that fixes your issue.
  8. Like
    sanfall got a reaction from Navystylz in why are we fighting for points?   
    but the win condition will provide rewards at the end right? if so, are the rewards resources? and if it is resources, wouldn't the suggestion in the opening post be a better option since you are fighting for resources. Resources gathered during campaign is the score (as in you can see which faction gathered the most resources)?
  9. Like
    sanfall got a reaction from Navystylz in Additional way late joiners to get near vessel stats   
    or...maybe...you can just buy an advance vessel off someone. that fixes your issue.
  10. Like
    sanfall got a reaction from KrakkenSmacken in why are we fighting for points?   
    if it's hunger shards, you should look at changing hunger shards mechanics and not plentiful harvest. Maybe hunger shards should work in reverse to everything else. Start with low amount of hunger crystal spawns nodes during spring, and towards winter you get more. Each season that passes by, the plentiful resource pips will also increase.
    Either that or a node specifically for increasing hunger shards harvesting. But regular materials should not be changed just because of hunger shards.
  11. Like
    sanfall got a reaction from ClockworkWetwork in why are we fighting for points?   
    Maybe this has already be answered, and if so, i apologise for not reading about it. But this is part question and part suggestion, hence it is in this section.
    Firstly, I am unsure why we are fighting for points. I know we get rewards, but the rewards seems to be determined by points. What we should be fighting for are resources.
    My suggestion (and this links to other posts i've seen), is that the war should be fought for resources. The scoreboard should be about resources obtained throughout the campaign. How much resource is obtained by who. There are two main ways to gather resources. The first is the current way, gatherers go out, hit nodes, get materials, and bring it back to a base such as forts or keeps and craft items with it which is then use in the campaign to improve their fighting.
    The second (and this is the suggestion part), I feel should be where there are several mechanics. I will start from the temple. This is the end point of where resources (more info later about what this resource is) will be brought to. Once resources are brought to the temple, the resources are considered safe and secure and can be distributed at the end of the campaign.
    The Keep - This is the supply chain. The keep closest to the faction temple is the connecting supply chain. Resource caravans must pass through the keep before heading to the temple. if an enemy faction captures the keep, this breaks the supply chain and resources are unable to pass through to the temple to be secured.
    The forts - The forts in the keep area can be temporary stops for the resources. As the resource caravan travels through the zones towards the temple, it is able to stop at a fort before moving on. Forts are also routes that resource caravan should pass through.
    Both forts and keeps are storage area for resources. Forts will have a small storage area where once filled, resource caravans stops until the resource is moved on to the next fort/keep/temple along the route freeing up the storage. Forts can also be considered temporary storage, so if a caravan reaches a fort, but the fort gets captured by enemy faction, the resource caravan is considered lost or burned down during the fight. If the resource caravan is in a keep, it is considered as secured, but unable to move on until the keep is recaptured during the sieges.
    Lastly, the adventure zone. This is where the resource caravan will begin from. Players will be able to gather materials from nodes and bring to the forts and use the materials farmed to create a caravan convoy. Player can then choose where this caravan convoy will go (such as the woods, spider valley or zombie valley). Players will escort the caravan, and once at the destination, gatherers can gather resources to fill up the convoy. PvP'ers can escort the convoy and gatherers and get PvP action by trying to prevent enemies from disrupting them. Once convoy is filled, they then escort the resource caravan back to the forts then keep then temple. Once secured, this resources are distributed as "scores" or resources which players will get at the end of the campaign.
    Should the route be broken for the convoy (for example, the faction gathering not controlling any of the forts in the adventure zone), the the convoy has no destination to go to. As such, it will be stuck until the group recaptures a fort for the convoy to then start moving.
    Distribution of resources can be split into the following:
    A small percentage will go towards zone upgrades such as forts, keeps and convoy. forts upgrades may be things such as npc patrols. keeps could get additional guards. Keeps and forts can also be upgraded in ranks (this means starting with a lower rank keep or fort), and using resources to upgrade the rank of the forts or keeps. Convoy upgrades could be larger caravan (bigger capacity) so they do not have to go back and forth as often.
    A large chunk of the materials gathered will go to the guilds involved based on who farmed what or who assisted with defense of the caravan. A smaller part of the farmed materials will go to the individuals.
    Anyway, hope this suggestion makes sense. It's late for me so may not be written the best.
  12. Haha
    sanfall got a reaction from TwinGemini in Unforseen Chat trade spammers? Bubbles! + Player Role Tags)   
    Maybe this picture might help. i'm not the best photo editor out there so excuse my poor image. 
    What I don't want to see is this happen, especially in combat. I would rather there be a system for you to get someone's attention, then start a private chat somehow instead of speech bubble. I have no issue with trying to prevent misreads or catching someone's attention. Just not to the point where it could affect gameplay.
    Speech bubble sample
    Regards,
  13. Like
    sanfall got a reaction from TwinGemini in Unforseen Chat trade spammers? Bubbles! + Player Role Tags)   
    i don't know. i feel trading one spam for another spam (which fills up your screens) seems like a bad idea. At least with general spam, that is clutter that I know is mostly unimportant. It seems that if you want to talk to someone specifically, don't use general but whispers and you'll see it in the ME window. /say should also be on the ME tab, and since that is local, it fixed your problem which is already in game. Its just that not a lot of people know the /say command. Adding a bubble feature to replace a fix that is already in place seems a bit pointless in my opinion.
    If your argument is that chat bubbles looks nicer and is more convenient for you, sure. That is a valid argument. But to say chat bubbles will reduce spam doesn't seem like a valid argument as I don't believe it will. People will continue using /general, you may get a /say chat bubble here and there, but you'd still need to read general.
    My other point is that in combat, if chat bubbles fills your screen blocking your view of combat, it is a bad thing.
     
    Regards,
  14. Like
    sanfall got a reaction from ComradeAma in why are we fighting for points?   
    Maybe this has already be answered, and if so, i apologise for not reading about it. But this is part question and part suggestion, hence it is in this section.
    Firstly, I am unsure why we are fighting for points. I know we get rewards, but the rewards seems to be determined by points. What we should be fighting for are resources.
    My suggestion (and this links to other posts i've seen), is that the war should be fought for resources. The scoreboard should be about resources obtained throughout the campaign. How much resource is obtained by who. There are two main ways to gather resources. The first is the current way, gatherers go out, hit nodes, get materials, and bring it back to a base such as forts or keeps and craft items with it which is then use in the campaign to improve their fighting.
    The second (and this is the suggestion part), I feel should be where there are several mechanics. I will start from the temple. This is the end point of where resources (more info later about what this resource is) will be brought to. Once resources are brought to the temple, the resources are considered safe and secure and can be distributed at the end of the campaign.
    The Keep - This is the supply chain. The keep closest to the faction temple is the connecting supply chain. Resource caravans must pass through the keep before heading to the temple. if an enemy faction captures the keep, this breaks the supply chain and resources are unable to pass through to the temple to be secured.
    The forts - The forts in the keep area can be temporary stops for the resources. As the resource caravan travels through the zones towards the temple, it is able to stop at a fort before moving on. Forts are also routes that resource caravan should pass through.
    Both forts and keeps are storage area for resources. Forts will have a small storage area where once filled, resource caravans stops until the resource is moved on to the next fort/keep/temple along the route freeing up the storage. Forts can also be considered temporary storage, so if a caravan reaches a fort, but the fort gets captured by enemy faction, the resource caravan is considered lost or burned down during the fight. If the resource caravan is in a keep, it is considered as secured, but unable to move on until the keep is recaptured during the sieges.
    Lastly, the adventure zone. This is where the resource caravan will begin from. Players will be able to gather materials from nodes and bring to the forts and use the materials farmed to create a caravan convoy. Player can then choose where this caravan convoy will go (such as the woods, spider valley or zombie valley). Players will escort the caravan, and once at the destination, gatherers can gather resources to fill up the convoy. PvP'ers can escort the convoy and gatherers and get PvP action by trying to prevent enemies from disrupting them. Once convoy is filled, they then escort the resource caravan back to the forts then keep then temple. Once secured, this resources are distributed as "scores" or resources which players will get at the end of the campaign.
    Should the route be broken for the convoy (for example, the faction gathering not controlling any of the forts in the adventure zone), the the convoy has no destination to go to. As such, it will be stuck until the group recaptures a fort for the convoy to then start moving.
    Distribution of resources can be split into the following:
    A small percentage will go towards zone upgrades such as forts, keeps and convoy. forts upgrades may be things such as npc patrols. keeps could get additional guards. Keeps and forts can also be upgraded in ranks (this means starting with a lower rank keep or fort), and using resources to upgrade the rank of the forts or keeps. Convoy upgrades could be larger caravan (bigger capacity) so they do not have to go back and forth as often.
    A large chunk of the materials gathered will go to the guilds involved based on who farmed what or who assisted with defense of the caravan. A smaller part of the farmed materials will go to the individuals.
    Anyway, hope this suggestion makes sense. It's late for me so may not be written the best.
  15. Like
    sanfall got a reaction from Jah in why are we fighting for points?   
    Maybe this has already be answered, and if so, i apologise for not reading about it. But this is part question and part suggestion, hence it is in this section.
    Firstly, I am unsure why we are fighting for points. I know we get rewards, but the rewards seems to be determined by points. What we should be fighting for are resources.
    My suggestion (and this links to other posts i've seen), is that the war should be fought for resources. The scoreboard should be about resources obtained throughout the campaign. How much resource is obtained by who. There are two main ways to gather resources. The first is the current way, gatherers go out, hit nodes, get materials, and bring it back to a base such as forts or keeps and craft items with it which is then use in the campaign to improve their fighting.
    The second (and this is the suggestion part), I feel should be where there are several mechanics. I will start from the temple. This is the end point of where resources (more info later about what this resource is) will be brought to. Once resources are brought to the temple, the resources are considered safe and secure and can be distributed at the end of the campaign.
    The Keep - This is the supply chain. The keep closest to the faction temple is the connecting supply chain. Resource caravans must pass through the keep before heading to the temple. if an enemy faction captures the keep, this breaks the supply chain and resources are unable to pass through to the temple to be secured.
    The forts - The forts in the keep area can be temporary stops for the resources. As the resource caravan travels through the zones towards the temple, it is able to stop at a fort before moving on. Forts are also routes that resource caravan should pass through.
    Both forts and keeps are storage area for resources. Forts will have a small storage area where once filled, resource caravans stops until the resource is moved on to the next fort/keep/temple along the route freeing up the storage. Forts can also be considered temporary storage, so if a caravan reaches a fort, but the fort gets captured by enemy faction, the resource caravan is considered lost or burned down during the fight. If the resource caravan is in a keep, it is considered as secured, but unable to move on until the keep is recaptured during the sieges.
    Lastly, the adventure zone. This is where the resource caravan will begin from. Players will be able to gather materials from nodes and bring to the forts and use the materials farmed to create a caravan convoy. Player can then choose where this caravan convoy will go (such as the woods, spider valley or zombie valley). Players will escort the caravan, and once at the destination, gatherers can gather resources to fill up the convoy. PvP'ers can escort the convoy and gatherers and get PvP action by trying to prevent enemies from disrupting them. Once convoy is filled, they then escort the resource caravan back to the forts then keep then temple. Once secured, this resources are distributed as "scores" or resources which players will get at the end of the campaign.
    Should the route be broken for the convoy (for example, the faction gathering not controlling any of the forts in the adventure zone), the the convoy has no destination to go to. As such, it will be stuck until the group recaptures a fort for the convoy to then start moving.
    Distribution of resources can be split into the following:
    A small percentage will go towards zone upgrades such as forts, keeps and convoy. forts upgrades may be things such as npc patrols. keeps could get additional guards. Keeps and forts can also be upgraded in ranks (this means starting with a lower rank keep or fort), and using resources to upgrade the rank of the forts or keeps. Convoy upgrades could be larger caravan (bigger capacity) so they do not have to go back and forth as often.
    A large chunk of the materials gathered will go to the guilds involved based on who farmed what or who assisted with defense of the caravan. A smaller part of the farmed materials will go to the individuals.
    Anyway, hope this suggestion makes sense. It's late for me so may not be written the best.
  16. Thanks
    sanfall got a reaction from InfernusDL in Spirit Bank usable only in facction temple   
    i believe what you are proposing is already planned. it's just not implemented yet. spirit bank being used out in the pvp zones is not the intention. it is just the current version of their implementation to get things going while they are working on other game mechanics. basically, it's a bandaid fix until the proper one is ready.
  17. Like
    sanfall got a reaction from Aloreal in corrupted gear!   
    It would be interesting if we can get corrupted gear. Since the hunger crystals corrupt mobs, it would be good if they can corrupt nodes as well. if a hunger crystal spawns and freeze a gathering nodes, whether it be trees, stones, ores, or monsters, after a period of time, you start getting a corrupted version. If a player then harvest the crystal and quickly harvest the ore (insert some time countdown before corruption disappears), then the gatherer will get a corrupted version of the ore.
    The crafters can then use this corrupted version to craft a corrupted set. This set could be something like periodic damage to a character while in combat, but increase damage. This means they have to kill fast or get constant heals. The longer they are in combat, the further the corruption spreads and the worse they are affected.
    There could also be other corruption stats such as spreading a corruption miasma affecting all nearby people (allies and enemies) or something like that so crafters can choose which type of corruption they want to use.
     
  18. Like
    sanfall got a reaction from Synns in Need to be able to lock a character from entering campaign.   
    I've done this a few times now. I tried to be careful, but sometimes I think i'm entering a kingdom but ended up entering a campaign and wiping my inventory. It would be nice if we can also lock a character so it can only enter EKs and not campaigns.
    Regards,
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