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ilogos

Testers
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Posts posted by ilogos


  1. I'm getting frustrated when I've been following embargo changes for 6 months but it seems like it is going in the wrong direction. There should be consequences and limitations on what can be brought and carried around the world, and reasons to make risky endeavors to travel with resources between captured points. Now, it seems that there is a noob island that allowed up to R8(???) farming and people are still allowed to access a global bank at any point in the game. This is still discouraging me to play because I've yet to see any reason to develop my character when there is no sense of conflict and reward (these "trial of the gods" are just not enough and fortunately they are going to run out of gods soon)

    Edit: I understand some of the reasons for allowing this for now - mainly because it is a testing environment. I just wish they were more open with their development process because otherwise I see this game taking at least another two or three years.


  2. 8 minutes ago, Samulus said:

    I just want to ask one thing, but first, let me posit a few assumptions (obviously, my assumptions may be wrong so pay attention to those first and call me out if needed):

    Assumptions:
    1. God's Reach, ultimately, will be a place for noobs to gain their sea legs without all of the normal penalties or dangers of a campaign. 
    2. God's Reach, secondarily, will also be a place for players between campaigns. 
    3. God's Reach will not contain Graveyards in order to encourage players to join an active campaign and farm there. 
    4. ACE is aware that they wiped gear/items/banks with this patch (of course they did, sounds ridiculous right?)

    NOW!
    Previously God's Reach was limited to rank 5 nodes and parcels. These were arranged in a random fashion just as every other map previously generated in CF was from the past 7 months. It effectively preserved the exploration portion of the game along with providing the safety of a supposed "Noob Island". That may or may not have been what ACE was intending, but it was consistent with prior applications. 

    In the current iteration we are allowed up to level 8 parcels/nodes in a very accessible and predictable mapset; we have smaller maps that are not only limited in their level ranges, but labeled for our convenience. I would wager the majority of experienced players in the past week never bothered with entering into anything but the 6-8 zone once we figured out how easily things were tuned. 

    What changed to warrant this re-ordering on God's Reach?
    Well, the recent gear wipe. That is the only thing I can imagine that made them "up" the viability of farming in God's Reach. I would imagine rank 8 nodes are temporary things in God's Reach, right? I think including their availability was a legitimate strategy to keep players engaged (I haven't seen this many players on the server, considering the absence of sieges, in months) so they build their toons. If that was the goal, it was a good move. I know my group and I would've just waited for the campaign to start if we had been limited to rank 5 mobs and resource nodes.

    My Question:
    If ACE made these changes to the previously implemented version of God's Reach in order to accommodate players dealing with a fresh wipe, why WOULDN'T graveyards be subjected to the same standard as everything else, and thus included?
    I get that graveyards don't fit into the long-term view of God's Reach, I agree 100% on that... but Rank 8 parcels don't fit that vision either, right? Noobs should not be able to farm Rank 8 nodes without a little risk, right?

    Why would ACE not remove Graveyards from God's Reach at the same time that parcels of any rank higher than 5 were removed? You have people farming the poorly made socks out of both in either setting. 
     

    That's crazy that they are allowing up to R8 resources for "noob island"..


  3. 5 hours ago, Tia83 said:

    I like strategy a lot and for this reason I tend to play characters that are very sturdy, with lots of sustain, something that can eventually grind/fatigue the opponent. This adds a lot of thinking because the fight gets longer and there's a lot more to take into consideration, also this lets me stay more time on the battlefield and opens more strategic options for objective completions or mindgames. I used to play healers in wow, which I really enjoyed, but only in small scale fights, so I wonder if there's anything that could play similarly in crowfall. 

    I don't care if I don't deal damage, support or anything other than surviving really. I just want to be an annoying fly tricking enemies to attack me and waste their time 😂

    Also it doesn't have to be meta or mainstream, I like to play niche stuff, so don't be afraid to propose wierd non tested ideas

    Unless its had some significant class changes i think Myrmidon fits this profile. They were the most annoying to try and kill because of their self heals and lots of HP.


  4. 1 hour ago, Blaky said:

    Hi all,

    is it possible to extract a Minor Discipline from the Slot or change it to another?

    I am not able to change it or make the slot empty again.

    Hey Blaky. If it is still the same from a few months ago, you have to drag it off of the slot off the inventory screen. It will remove and destroy the discipline. There is no way to keep the disc after it is removed like this.


  5. On 7/25/2019 at 5:55 PM, Duffy said:

    In the long run you’ll only be able to access the campaign bank at “safe” locations: forts, keeps, and the temple. This is being added when they add resource bags supposedly.

    Thanks Duffy. This statement you said here was what I thought the "embargo" changes were going to be. I guess we still have some time before that is in place. 


  6. 2 hours ago, Extintor said:

    Restrict access to the world bank to certain areas is in the work, I think. Right now the difference is in campaings you access to a world only bank and in Gods Reach you access to an account bank.

    Hmmm I guess I just have to log in and see it, because now I am more confused. Before it was local banks for the campaigns and the spirit bank that was tied to the account. It looks like they still have the same thing but they are just calling it something different?


  7. 1 hour ago, Extintor said:

    The vault will behave as the spirit bank in worlds without import/export restrictions (eks gr), but in worlds with imports/exports restrictions you won't have direct access to it. You'll have a world bank (accessible everywhere in the world for now) and you can move items between the vault and the world banks you have from the lobby. You can try it in the Test server joining the campaign.

    Thanks. I guess my misunderstanding was that embargo changes meant that in campaigns you won't be able to access the world bank from anywhere. I haven't been able to see if that has been implemented or plans to be implemented in future campaigns.


  8. On 7/22/2019 at 7:28 PM, Rikutatis said:

    Honestly at this point I don't really care about roadmaps, development updates or w/e. I'd rather they just turtle up and focus all their resources on getting the remaining missing features done asap, that way they can move on to polishing, optimizing, balancing, etc. It'll be done when it's done. IMO a roadmap would just make people more frustrated when they keep missing deadlines, delaying, changing things, etc.

    This could be a good argument for not having a roadmap, but I don't think its very strong. They should really have some transparency on where they are focusing their resources rather than leaving it for Q&A sessions and the very rare "announcements". Take Camelot Unchained for example, they do a very simple readout of their main development areas and what progress has been made if any. This isn't a way to criticize their development (which shouldn't be taken negatively!), but a way to have transparency in the investment players have given to the game. 


  9. Sorry but a wipe isnt what is needed to bring new people in. In my opinion they haven't had any significant changes since 5.9. They need to bring in Dregs, do away with spirit bank, fix the gold and trade economy, or some other drastic change (having named a few) before I am returning. These cosmetic "God Trials" are just not appealing enough.

    See the posts from before like "If I were Todd, what would I do to get people motivated again", or the "What would bring you back.."


  10. I agree with this approach of fewer, more substantial, news posts. I would like to see distributed attention to ongoing programs and their development progression - i.e. development tracker reports on known major bugs, key development areas, etc. This would fit better in the blog post format. 


  11. On 6/13/2019 at 10:25 AM, Nextelum said:

    WHAT MARKET ARE YOU RANTING ABOUT? well if in Factions we had an auction house in our temple.....harvesters don't have to wait on crafters to make money, crafters can get what they need ...WHEN they need....for a price....and then "make stuff "to sell to npc vendors"for a slight mark up value to make it "worth it" and better yet now there is competition for the "high" end mats. Now take it to the next step...set up a universal AH in "free" city so now enemy harvesters can compete for their goods(ARE U INSANE????? SELL TO THE ENEMY???)

    First I was going to come here and say that I don't like the idea of a free-city auction house because it would reduce the movement of materials around the map, however, thinking about it more it might actually improve it. As you said, harvesters would be more inclined to travel to the free city if it meant there was a potential profit. And if the spirit banking is removed, then those same persons would have to transport that valuable gold back to their storage in their nearest town/safehaven. I like it! I feel like that should be the only place for an auction house though (i.e. no faction-only auction houses). That said, not sure how all this will be relevant for Dregs, unless there was a neutral city for trade. (Edit: Weird, just after I wrote that I read the post above and it related to what I was saying about a neutral trade city).


  12. On 6/16/2019 at 1:52 AM, miraluna said:

    That would be a fun system - I like pve events like that, where you have a specific goal and that leads to a certain reward (rather than high RNG).

    It would also provide further incentive to actually engage the War Tribes. Not sure if that incentive currently exists in the game so far.


  13. 32 minutes ago, Pathfinder05 said:

    I have major Disciplines in my Slot,  Can I replace them, with another one in my bag?🙋‍♂️

    Not sure if I am answering your question right, but you may just need to unequip or "drag off" the discipline first. Then it should leave an empty slot to drag the new one in..


  14. I honestly thought those chicken legs were just a placeholder for an improved hunger mechanic. My small voice in this wants to say to remove the chicken legs and instead just have a few status indicators for hunger (e.g. starved, satisfied, full, and well fed). This would remove those gimmicky chicken leg icons and still add value to avoiding the "starved" condition and staying "well-fed". 


  15. 13 hours ago, Ble said:

    Jtodd has recently stated he’s not fully satisfied with the interaction around and availability of minors, since they are so vital.  I personally don’t care how they are obtained but I need to be able to focus my efforts towards a specific few rather than complete on a loot table that includes them all.  Aka, less grind, less rng.

    Yeah agreed! I wonder if they will decide to implement the special discipline mobs.


  16. Hello, there has been a lot of posts and new topics regarding disciplines, loot drops, and RNG. With all that I have read the discipline drops are currently available from vendors (white quality), and there are plans to introduce disciplines in the future through RNG loot drops. There has been some debate on this, but it appears that there is consensus that this isn't a good way forward.

    I wanted to start a discussion here on tying discipline drops to war tribes and specialized discipline mob drops. This isn't my idea, for one it was something ShadowBane had and mostly worked, it combines some of the initiative with War Tribes, and also brings together a thought floating around in a few other posts. Thanks for any feedback!

    (For imagery, the War Tribes would roam around and occupy certain parcels, and in that "pack" of PvE npcs there is a named mob that drops a discipline 100% of the time. To make this work the War Tribes would have to happen a little more sporadically to keep a constant flow of disciplines in the economy. I feel like that would be exciting and would encourage PvE and PvP.) 


  17. Also known as "Zerging" or "Zergs" :)

    I saw this as a big issue with Albion Online, and not so much of an issue with ArcheAge. Both of these games had open world, free-roaming, PvP in a sense. I think you could compare these two and see how Zergs became more of an issue for one and not the other. I think part of it has to do with giving more options to the player in terms of what is available in the environment. Basically, in ArcheAge nothing was focused to the point where it bottle-necked the players (to some extent). You could create your own routes to trade goods and capitalize on rare resources and the world was large enough where a Zerg couldn't be practical to interrupt that trade mechanic. In Albion Online, it was flawed because you had to use certain entrances and exits in the map, and people would follow and gank you nearly without constraint.  

    All in all, I think it would be wise to diversify the world map where those alternate routes, trade ins, and rare resources are located, and allow the horde of players to gravitate towards city centers, War Tribes (for Discipline farming), and portal passages.


  18. 2 minutes ago, McTan said:

    You mean like the elite equipment droppers in SB? What about the highest level camps with increased drop rates for stat runes? Guards?

    You could have simply said, "yes I agree, discipline droppers would be a good idea, and possibly some other types of organizations that limit grinding and instead provide PoIs that help with 'war and engaging players,'" as the initial post in question stated.

    Instead you did not say anything like that, doubled-down on your hard-line that his comment only implied grind-based RNG drops (even though he said runes and has a SB icon next to his name). You portrayed him as an advocate for grinds because he suggested building camps that encourage dispute, "so people go there and fight over it" - if that is considered grind, then they should put in a grind.

    That was what was obtuse.

    Good luck, I understand -W- is really finding some great fights in CF, on the regular! I'll show myself back off these boards for another few months.

    I've seen this discussion on the "Item Rewards" thread as well. Todd said they are re approaching how disciplines appear in the game and doesn't like the RNG system. I think doing a War Tribes + Special discipline dropper is a great idea! It would provide more incentive to hunt these tribes down on the map, and keep the disciplines in the market that isn't entirely dependent on RNG. 


  19. On 6/11/2019 at 2:09 AM, Kianna_RuneMaker said:

    Its that failed game from back in the day that had graphics even worse than the era it came out in..   hehe  :)  *rubs hands together while laughing maniacally :)  

    That failed beautiful game. 


  20. On 6/10/2019 at 7:33 PM, Omen said:

    ^ yup.... IMO it was one of the worst changes to the game yet ;(

    I think it has potential, they just need to rework the active ability trees some more; Make them more relevant, and add only specialized class skills behind the skill tree instead of some of the "basic" moves. 


  21. Another point that I like this change is that it will make open world PvP a little more exciting when you encounter an opponent who has been out there farming PvE for Materials, Disciplines, or whatever. Instead of just finding 10 stacks of 100 white cobble stone we can sort through and maybe find some decent items. I agree that crafters should and will always have advantage, so please everyone give us this chance to not be so dependent on you all. Lets get these items into the economy, focus on the development of Dregs and the economy, and start putting to use those vendor stalls (and hopefully an individual player trading system) to work. 


  22. 9 hours ago, blazzen said:

    This is what I hope happens.

    If I kill an Aracoix assassin I expect to get leather armor and daggers. If I kill a Satyr Templar I should get plate armor and greatsword. Etc. etc. 

    The main gap in that plan is Duelists atm. Need a wartribe with duelists monsters :) 

    hmmm... roaming bands of human pirates and brigands? 

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