hamon

Testers
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  1. The Apocalypse mode is autonomous. In fact, they want to make a game focused on PVP and another focused on PVE similar to the game modes of Fortnite. They will try first to make the PVP mode attract many players and as it matures it will be the basis for the PVE gradually. The player will be able to play solo, in small groups, great guilds. Anyway, I think CF needs to have a great versatility and having a minimalist and closed vision will end up making the entire project not successful.
  2. You think it's a moneygrab, but they adopted BR because they need players to test the mechanics of PVP bases consistently and this is only done if the player can play solo and not be forced to form a great group like in CF. You think two years is the time to develop an MMORPG? They want to first consolidate a good playerbase to then invest in the promised PVE exactly like Epic games make with Fortnite. They are super correct and create a game mode that can attract a good playerbase and then go differing the gameplay with more e more RPG elements as they get a financial return.
  3. I think you have a very narrow view and it does not even give feedback that can really make the game great because you think CF should be an old school mmorpg and it's going to be a niche hit. You're wrong. If you think a sandbox should not have multiple styles of play in one, you do not know what sandbox is. I'll give you an example just to show how limited you are in your feedback: Ashes of Creation is a very good MMORPG that is alpha, has a battle royale mode, will have siege mode, open world PVP and very advanced PVE system. If you think that CF being a niche game is going to be a success without pleasing a really good player base is wrong.
  4. Unfortunately the game is designed to force a PVP player to make PVE grind and force a PVE player to go to PVP zones, ie the game tries to force the player to do things that he does not want or to specialize in something and lose other aspects about the game. Many restrictions for a Sandbox game. In my opinion the DEVs should follow three strands in the game: 1- Create a complete and competitive PVE mode, where players must face another players through Craft Tournaments, competitions where players would compete to know who can forge the best weapon in a given time , who can manage to make more healing potions, who can sell more things in market, who can collect more ores or build the biggest castle... PVE events focused on craft expertise against another crafters. 2- Create a full PVP mode where the PVE grind is within a PVP zone from the beginning. Of course, this mode could have a system to avoid powercreep and zergs and would be focused on the competitive side with a balancing system. 3- Doing this same thing they are doing now. Mega Zergs, obligation you to enter a guild, VETs killing noobs without these can get away, full loot and those things that are annoying to new players that you are complaining about.
  5. If you consider 10x1 a true open world PVP ....
  6. @ScreePhasing is a invisible balance system very good and the new dreg is the same of Albion (only mega zergs and no open world pvp)
  7. DEVs should never create a full loot PvP game and let players balance the population among the factions alone. This is asking the players to crowd in the safer and more populous side. it is human instinct for self-preservation. Analyzing the current design I find it best to implement the system that creates hunger in the real world where the human population grows in geometric progression while food in arithmetic. That is, the larger the population in a faction guild, the more difficult it will be to supply everyone. I think it would be interesting to have a campaign with very limited resources to force the war bettwen cities. Limited resources without respawn and players divided into city maps belonging by small, medium, ou large guilds and resources arround. When the supplies run out (food mainly) the world war begins focused on steal another guilds and the last living city wins. We do not need campaigns with predetermined time. This is unrealistic and just forces players to stay in a bad environment. Players in larger guilds would have fewer resources per member due division bettwen all and each one could be killed by players in smaller guilds, but with more resources per soldier (best equipment due less division in guild). That is, there would be a balance between total population in one guild and individual power per member (inversely proportional). All guild members need to help each other and will have to hand over all collected resources to the Guild Bank that who will divide for all members a value into gold used to buy items. Of course, the player receives a guild score for contributing. There may be patents in the guild according to the player's score. The goal would be to create a guild capable of making its members individually strong and numerous, which would be very difficult in a world with limited resources and with very large number of players in same group. GREED, WAR and HUNGER like real world.
  8. Join Guild or Quit

    It is a politic for players from the same country to come together over the same faction, but that ended the fun for the rest when CN went on to beat the numbers of all the other players and stayed with all the cities. Shadowbane dead due chronic stagnation...
  9. Join Guild or Quit

    I did not know that being forced to vassal or enslaved disguise is "politics." Everyone knows where this end up like CN with all cities in shadowbane or else POE in Albion (Alliance leaders do not make PVP, but have the title of best in GvG because they pay for others to fight using slave guild tax). You're forced into a mega guild / alliance and you do not even know who's bossing you, but you know that if you do not follow the train you'll be overwhelmed by zergs. I do not need a job simulator.
  10. RIP chaos NA

    Another rage quit because "the uncle bob cenario"... Predictable
  11. Join Guild or Quit

    I think it would be interesting to have a campaign with very limited resources to force the war bettwen cities. Limited resources without respawn and players divided into city maps belonging by small, medium, ou large guilds and resources arround. When the supplies run out (food mainly) the world war begins focused on steal another guilds and the last living city wins. JUNGLE RULES!!! Players in larger guilds would have fewer resources per member due division bettwen all and each one could be killed by players in smaller guilds, but with more resources per soldier (best equipment due less division in guild). That is, there would be a balance between total population in one guild and individual power per member (inversely proportional). All guild members need to help each other and will have to hand over all collected resources to the Guild Bank that who will divide for all members a value into gold used to buy items. Of course, the player receives a guild score for contributing. There may be patents in the guild according to the player's score. The goal would be to create a guild capable of making its members individually strong and numerous, which would be very difficult in a world with limited resources and with very large number of players in same group. GREED, WAR and HUNGER like real world.
  12. I'm not talking about just strategic positioning, I'm talking about guerrilla techniques. CF characters sleeps? Are supplies in warehouse that are permanently destroyed? Are there plantations that can be destroyed to prevent the enemy from feeding and starving? Is there vegetation that allows you to attack the enemy and flee? Mortal traps to kill enemies? Can we poison the water of the enemy? Are there uniforms for you to go on the enemy base and disguise yourself to sabotage? Is there any way to make the enemy feel afraid with warnings not to invade the territory (skulls or impaled corpses)?
  13. Is there a night attack while the enemy sleeps? fires in enemy supplies? scorched earth to avoid the enemy recovery? combat in dense forests? disguise in allied troops to surprise attack? Advertising to lower enemy morale?
  14. Exactly: Crowfall does not allow guerrilla tactics and therefore is incomplete. There are many methods for a small force to be extremely effective against a large army in IRL, but in CF they would be too complex to implement. DEVs may try to create unrealistic bonuses in capture points to creat a false balance in total score, but they will have no effect on the actual gaming experience and will be only abstract bonuses.