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hamon's Achievements

  1. There is a very simple solution which is to make PVP events only happen if there is a minimum number of players on each side. This would force the factions to adapt your numbers to be able to do PVP, that is, it would force the sides to seek balanced matches that in the end would be fun for both factions, because an unbalanced game is only fun for the side with advantage and not even that in fact , if the player is honest. However, this would require the possibility of changing factions such as the mercenary role, for example. I believe that a call system for battles in open world PVP could be implemented, since there is already interference in the game in relation to the timed events schedules, so, yes, a queue system could be implemented for players to enable PVP and fight in a balanced way without necessarily close them on a map with limitations. Another solution would be to implement the original alpha preview idea, which really made CF stand out in the 2015 season. It would be great to have a direct PVP option instead of farming which may result in PVP.
  2. I never liked CF's way of abandoning the idea of Hunger Dome and already knew the game would get worse if it persisted in the idea of a giant world without enough players to even fill a test zone. In my opinion, it was their biggest mistake. Wanting to create a persistent world without a large and growing player base is simply suicidal. For me, they would put an immediate PVP map with an MM system to stimulate competition and testing, where the character would fight for resources against other players on a giant Deathmatch World and every minute a random area would be consumed by Hunger, gradually reducing the chance of survival as resources would become extinct.
  3. Exactly what I think. There has been a serious deviation in the direction of the project caused perhaps by feedback from veteran players who wanted to add powercreep mechanics through grind just to have a "Play to Crush" game and this inevitably generates uncle bob, ie the original project based on balance between players has been diverted to korean MMORPG with "play to crush" grind, where players have an advantage that is virtually invincible at certain times of the campaign while others virtually struggle in vain. How to solve this? Well in my view the first thing is to reduce powercreep and uncle bob. Reduce the advantage provided by gear to a new model based on percent advantage rather than absolute numbers. My project is that the player with more ilvl get a small percentage advantage over the player with less ilvl, ie instead of having double status, damage, healing, HP, he would have a 10-20% damage reduction (can be a damage bonus) against the enemy with lower ilvl, ie the player with better equipment would be more powerful, but not necessarily OP. Of course this would justify the grind and progression because reduction/bonus in damage is a great advantage in any PvP. Unfortunately, the DEVs heard a lot of players who just wanted a "play to crush" style PVP and abandoned the original design of creating a PVP game with low grind and focused on thrones war battles where anyone can win. The system I propose is something that avoids uncle bob scenario, decreases the powercreep permanently and balances new and old players. The grind would continue to be worth only, as a 10% -20% advantage can be important in battles, although not sure of winning and skill factor would be the main in a primary PVP game.
  4. Unfortunately, this is current CF, but DEVs are apparently already aware of the problems generated by powercreep and uncle bob and how this is damaging the playerbase. I just feel like they are very reluctant to make changes that really bring about constant and exciting battles for all players. They only modify the faction scores without balance the real fight and now we are with numbers so astronomical that they are ridiculous.
  5. This is totally predictable to happen and is repeating itself from ShadowBane. I have already said that the faction system is a game mode that needs to be focused on casual and needs a rigid system of balancing between factions or even an MM, but they prefer to continue to fix what has never worked out to maintain a player base healthy. The Dregs system might as well have no limitations, but Factions need the game to run with a self-balancing systeam to avoid best players do not end up competing against fighting each other and joining only one side.
  6. This problem is super simple to solve. It is enough for UI to have a question icon (?) next to the name of each character's status/profession. The player would put the mouse on top and would have information about that status and professions quickly. It is a simple thing that does not require much work and would help the new to know exactly what each decision will result.
  7. @jtoddcoleman As I had previously suggested the game needs a selfbalancing system based on scarcity of resources and Hunger. If the player chooses to go to the numerous side he needs to know that it will be more difficult to get the resources and food because he will have to share with his allies. Minor guilds / factions will have stronger players because they will have more resources available that will not be split among many players. This is basic self-balancing based on the system that creates hunger/poverty in the real world. Unfortunately many players want to play on the more comfortable side, but that ends the fun of everyone in the end. Stop thinking this is a utopian world where players go to the weaker side just to give a fight to the winners. No one wants to be on the losing side.
  8. They are only meeting the request of VETs players who have asked to take advantage of allowing them to easily win a battle with grind and more grind wall. For me, the game returned to the original base: a game focused on battle of thrones where everyone can win and no one can trust anyone with very much betrayal.
  9. Best solution? Create Dregs so that all hardcore players go there and make GR be for beginners and casual gamers. Each mode with rules for a specific audience type. The only solution I see for alt spy is to simply create a MM system of phases that makes gankers players only able to attack players of the same level.
  10. I think once DREGs are released and all the players from the old SB go there maybe the DEVs really have how to modify the Factions system to have an effective balancing system. Many VET players do not want to really compete and are looking for a victory as easy as possible. The faction system would work if there were competition across multiple worlds and the sum of the faction points in each world would be used to determine the winner of the campaign. That is, even if you were not at the end of the campaign, you would have made an important contribution. Perhaps a friendlier system for new players can be implemented when the "hardcore" players migrate to the ShadowBane 2 (Dregs) and kill there until the server closes again.
  11. I think the worlds should die fast and crows need run to another world and another and another... The campaign itself should last for weeks or months. In my opinion, a new world should be a race for survival with the player being pressured to fight all the time for the resources. Long campaigns and long worlds only encourage stagnation because this does not create a sense of competition. You know that your impact on the world will be insignificant if you can not stay 10 hours a day online. Most players are over the age of 20 and have out-of-game responsibilities. We want to stay a few hours online and make our PVP happy hour and not make the game a job.
  12. I do not really agree with a player being safe in a full loot PVP game. Everything has to take risk in a PVP oriented game. If a player wants PVE need to play on a PVE server. EKs should be for PVE players to craft tournaments and maybe PVP without risk. Noobs can learn the basics here. GRs should be for PVP players who want moderately difficult matches. Full loot, but unlimited resources, no penalty kill, and faction balancing system in PVP to avoid uncle bob scenario (quests system given by the gods that are orders that must be fulfilled by the crow like convocation to battle). PVP with medium risk. Crafters need to go to battle, but have better equipment and so have helped their team indirectly by providing ILVL advantages that will help during the fight to equalize the power. Dregs should be hardcore mode. Full loot, no missions from the gods, betrayal, one death per world (ressurection is possible if allies sacrifice vital energy - food meter) and unlimited per campaign, limited resources and starvation would be common. Wild worlds with fragile alliance guilds.
  13. I think the game system to direct the player so that he interacts more with others is quite valid. There is a very good system where the player could have a quest given by the gods that would give many faction points (after all we are champions of the Gods) for him to enter a certain battle and spread the strength of the faction, limiting the server overload in battles. Something more subtle and realistic rather than immune.
  14. WOODY WOODPECKER PVP in a utopic CrowFall!!! Best CROW ever.
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