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Everything posted by ilogos

  1. I was more looking for the "connected" forts and keeps solution that has been explored on this forum. For example, in order to capture the castle you need to capture the surrounding forts - even to the extent of stretching across zones.
  2. I'm not even sure if their programming allows seasons to continue like that.
  3. Oh man! That sounds terrible... That many Gods and they can't keep the world from destroying itself? Maybe they wouldn't need to adjust the lore, but maybe have a joint effort between factions to prevent winter from blanketing the world (e.g. destroying giant hunger shards). Edit: looking at the lore, maybe the wyrm eternal as a winter pve boss would be an option. I know it's not a pve game, but that would certainly cause a lot of pvp as well.
  4. I have to agree that the bonus points mechanic is the only way that can help offset the "night capping". I cant think of any other way that would really be fair to players worldwide that have to join other servers simply because of their geographical area or latency issues. For example, I am in the Middle East and when I load up Crowfall around 6pm my time, EU server will have about 30 players, and NA will have about 130 players. I imagine that NA has more because of these people playing late into the night (which also defeats the argument for more restrictions on night capping). It makes more sense for me to take a hit on latency and play on the NA server than it does to join the low population EU server.
  5. Thoughts for a Long campaign The campaign starts with no import, no export, no spirit bank, common vessels only. The seasons continue to cycle instead of the campaign ending in Winter ( Spring, Summer, Autumn, Winter, and back to Spring, and so forth. ) Capturing is still made relevant because at the end of Winter the faction with the most points is allowed limited import and export (Spirit Bank is made available). PvP is still made relevant because those with the highest scores (also at the end of Winter) are allowed additional import and export, and possibly a unique crafting material or title. Additional Side Notes: - I predict the cycle of seasons (i.e. a year in game) will take two weeks irl. - A unique crafting material can be made as an incentive for winning the "year" or PvP which cannot be imported or exported. This would be required for uniquely crafted items that could then be imported and exported. In my opinion this would boost the market to allow for more trade of these rare commodities that are only available in the campaign. - It may be necessary to only allow one vessel to be locked into the long campaign from an account. I feel like this is necessary to prevent people from abusing the import / export incentive at the end of the season cycle. - It may be necessary to restrict the awards to vessels that were in the Campaign for several in-game days (to prevent late joiners and leavers). - I prefer a longer Campaign than a multitude of short campaigns because of the long term impact of the economy and faction vs faction PvP.
  6. I thought it was quite ambitious for them to say that the official "first campaign" was going to start in January. Does anyone know if they still intend to start this month, or are we going to be testing 5.8.1 a bit longer? Thanks
  7. So what happened to the Zybak discussion? Did it just get wiped again without being addressed?
  8. Thank you with the very good points. I think we both agree it deserves more attention throughout alpha. I mostly was surprised that there wasnt a mention of the economy in the news article - but then again I shouldnt expect them to bring up everything about the game that needs attention.
  9. Thanks for the video - good to know that we can place permanent stalls now during a campaign. I still think there is quite a "curve" to get there - i.e. you need to train your passive skills there, have all the resources to make a vendor and stall, need to have the funds to maintain the stall, and need to be there before the other player to place the stall. Therefore, I'd still like to see a system where an individual can set up a temporary shop anywhere to benefit the "small businesses". Otherwise we are going to see a lot of trade chat spam and dependency on large/wealthy guilds. Edit: I suppose an alternate solution would be to make it so players can only have their vendor up for a limited amount of time - with a temporary lock out timer - in order to let other players put a vendor up with minimal competition...
  10. I hope they do more to fix the open world economy before adding roving bands of NPCs. I've described how it is non existent without having player-made vendors (or allowing player temporary market stands as I have posted about in the past) in these campaigns. Relying on general / faction chat, or asking guild, for buying selling and trading materials does not seem like a successful economy.
  11. ilogos


    Oh, I wasn't aware that anyone other than duelist were able to get past. Thanks for clarifying that other stealth classes were able to stealth teleport through - I hadn't known or considered that.
  12. On the last dev Q&A they mentioned a concern about people not being protected inside the forts/keeps - especially concerning the duelist tunnel feature - and said they said they will take measures to deal with security behind the wall of a fort or keep. Personally, I dislike that they will change a character and build counters to prevent that class from doing the one thing that makes them unique. Therefore, I want to provide just a couple alternatives before they just increase the amount of guards or increase stealth range, etc. - Remove the instant teleportation locations inside/outside of forts and keeps, and instead have the doors and gates stay open for a short time. - Add a Major Discipline in the game that allows a character to Passwall (similar to the tunnel ability but with a much longer cooldown). It may seem like I am defeating my own argument about why they shouldn't change what makes the duelists unique, however, I am instead providing solutions a step-ahead of changes that I already see the game designers planning to make. In other words, if they are going to add more guards, and increase stealth range, etc., at least add these above options for other classes to get on the other side of the wall, and therefore minimize the "nerf" that they would plan to take against Duelists. And finally, since every class would have access to the options I outlined above, make the Duelist tunneling more effective to make it actually be considered as unique compared to the other classes (stealth damage buff after tunneling, lesser cooldown than "passwall", etc.) p.s. Passwall was inspired by a similar Shadowbane mechanic.
  13. ilogos

    Atlas MMORPG

    lol @ this games previous hype
  14. Sorry if this isn't the right thread for this, but I've given thought to how trade or "open market economy" is supposed to work in-game as well. This is one of my main turnaways from the game currently because unless you are well connected or in a guild, there is little you can do with your inventory other than spamming chat or crafting your own items. My solution to this in a previous post was to add the ability for players to temporarily set up a site for selling goods (e.g. laying down a carpet). I understand that player trade stalls are already something that can happen, but in my opinion there is a bit of a curve to get to that point; and that while having permanent stalls is a good idea in some situations, it might also be a good idea to have temporary stalls for other situations. For example, lets say I am in my faction city and not vulnerable to other players being able to attack me. I select the "set up trade camp" ability and my character rolls out a trade carpet with some generic design decorations. Above my head there would be some kind of indicator stating that I am open for business, and selecting on my character would open up a store with the goods that I have for sale. I see two main issues with this thought : It removes the need for more permanent player-based trade stalls It utilized more server resources because more people will be sitting afk and cluttering certain areas My main solution to the above two issues is to have a timer on the temporary trade stall. For example, every 24 hours you can only have your stand open for 2 hrs total. Once 2 hrs is used, the ability will be unavailable again for 24 hrs. This can also allow people to quickly set up shop and leave if the area is too dangerous or not enough people around. In conclusion, I think this would remove from some of the spam of selling and buying goods if it was more centralized and structured like the situation I described above.
  15. I don't understand the repercussions of introducing new or advanced resources in certain "mining area", however, I think it would be safe to release a trial without having the "toast message" as stated by Todd. I am sure that a guild sending an occasional scout would be sufficient and would allow for more small scale encounters than the large scale encounters that would occur because of a server message.
  16. I consider that this is a big move for publicity and visibility of the game - In this scenario, it is best to wipe everything. If you want to consider the players already invested, then don't wipe, just make it "new vessel" only with no import/export, and keep the passive skills. Edit: Export only available to winning faction
  17. I agree on this point that outposts should have a similar "on fire" symbol whenever it is being capped (similar to Forts/Keeps).
  18. Any plans to remove recall and replace with a /stuck ? Other mmo's had a /stuck which had programming to tell if your character was unable to move, then would change the position of the character to a nearby location.
  19. The point on taking away dodge pips is interesting. I don't know how that would work mechanically, however, since it is tied to a stat (is it constitution?). Does that mean tanky characters would just be able to constantly roll around in battles? Because that would be weird.
  20. The import export is really inconsistent right now. In the temple zone I had no exports left, but in the adventure and siege I had a lot. Then the server reset, and I have no exports again.
  21. This was actually my presumption of how it was going to work when I was new to the game. Your design makes sense. My only critique would be to remove the outposts from this design and just keep it for forts and keeps.
  22. Hello, I am a big fan of 5.8 - especially that now there is a player count on the servers. Here are just some of my criticisms to be taken lightly: - 5 minute spawn timer is too generous for when you are killed. It allows way too much time to them to call on guild or less-likely scenario of bringing an alternate account. - 150/150 is also very generous for players. You have the ability to instantly store all your equipment in any situation where you are about to be killed. It also takes away from needing to use local storage. I would like there to be some risk if you want to run around with items in your inventory. I would suggest something like 40 import / 100 export. That way it allows what I suggested, and allows for crafters to export their items to their EKs. (This also all depends on how long the campaign is, but I think this should be even shorter for these 2-3 day campaigns) - If there is a good open market economy, I haven't seen it yet. Thanks,
  23. To be devils advocate - they just recently implemented Active Progression. They might be collecting feedback (in the feedback forum) on how to improve the system. I believe that hiding basic skills behind active progression is a poor system as well - hopefully, down the line they will just make it add stat modifiers.
  24. Yes, I agree on all points. I just have some speculation regarding the "curve" in order to sell your goods via a vendor stall, and relying primarily on one-on-one trades. I remember some MMOs (I think it was everquest and shadowbane), that allowed you to just set up your shop and your player sat afk for a period of time. I am not suggesting they go that far, but maybe allow crafters with stands to open some of their available slots to a "open market". For example, opening up 10 inventory slots to whoever wants to pay the deposit on the slot, and both the owner of the stall and the seller of the product receive profit.This would make even more sense if they had a "free city" where a city would be populated by these player-driven vendors. To conclude my point, I think the focus on siege warfare is great, and they made a lot of progress on that front, but I am still skeptical on the success of the player economy (which may be due to my own ignorance on the current system - and also that I am looking at the short term rather than the long term).
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