hamon

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Everything posted by hamon

  1. 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.
  2. If you consider 10x1 a true open world PVP ....
  3. @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)
  4. 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.
  5. 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...
  6. 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.
  7. RIP chaos NA

    Another rage quit because "the uncle bob cenario"... Predictable
  8. 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.
  9. 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)?
  10. 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?
  11. 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.
  12. I find it funny that you do not quote the list of troops who have faced each other in Japanese territory on purpose: JAPAN STRENGTH MONGOL STRENGTH 1274: 2,000-6,000[1] 1281: 40,000 (?) Reinforcements by Rokuhara Tandai : 60,000 (not yet arrived) 1274: a force of Mongol, Chinese and Koreansoldiers, numbering 23,000–39,700[2] with 600–800 ships (300 large vessels and 400–500 smaller craft) 1281: two forces of Mongol, Chinese and Korean soldiers, numbering 100,000 and 40,000 with 3,500 and 900 ships (respectively) Casualties and losses 1274/1281: Minimal[citation needed] 1274: 13,500[3]–22,500[citation needed] 1281: 100,000[4]–130,500[citation needed] 20,000–30,000 captured[5] The propotion was from 3 to a 1 or worse. Yes, as I said the terrain factor and environmental help in tactics of guerrillas that are used by enemies in smaller numbers. You know full well that the Americans were desperate on confront the vietcongs in the dense forests due guerrilla tactic and this motivate United States of America to use stupid methods like chemical weapons condemned by their own people. "We did not lose the war because of the vietcongs..." JOKE.
  13. https://en.wikipedia.org/wiki/Mongol_invasions_of_Japan
  14. Vietnam war... There are no terrain advantages in game with narrow passages, bridge blocks, dense forests, rivers or swamps that could prevent numerical advantage with the use of guerrilla tactics, so yes the game needs to compensate for this with some system.
  15. Leveling

    I think the biggest issue is crowfall was sold like a game of thrones with full loot, but when the player starts playing it looks like a farm game. You start by killing pigs instead of killing enemies. I do not know exactly who had the ingenious idea of creating a PVE grind without any PVP in a full-loot game of thrones... I want to start the game already in a competitive environment, where I have to fight against real enemies, even if indirectly for resources like food, wood, ore, but I want to compete against PLAYERS in a PVP open map e with many PVE elements to progression.
  16. Burn It To The Ground - A Solution to 'Uncle Bob'

    I remember something similar in Company of Heroes about break the enemy's supply line, but experienced players always left some units in guard to avoid this ... There's one question you did not think about: "espionage." If someone spies on the enemy faction just to get information about an attempt (players may have more than one account), they will know that a dive is being planned and warn their allies to be able to anticipate the whole move with a ambush and even increase plus the unbalance between the faction points easily. The faction with more players will continue to have an advantage as it may have a larger information network that prevents surprise attacks. I think the mechanics of dives in enemy territory are very flawed and in many games they are nothing more than suicides in the kamikaze style and may seem strategic, but in fact they are very likely to cause more damage to your own faction.
  17. Could not the craft system be improved to allow the player more interaction during the gathering and creation of items? Active commands instead of just waiting passively like:1- observe, 2- adjust, 3- manipulate, and 4- rest instead of just changing the tool?
  18. Just put something logical: For example, a player of the stronger faction could go to the weakest and be accepted by faction god, because your army really needs help to stay in war, but the opposite would not be allowed, because by the logic nobody wants a weak traitor on his side if the god is already winning the war. Entry into a new faction depends on the personal opinion of the gods whether they will accept it or not. As I said, instead of players being trapped in factions during the campaign they could switch sides to try to earn more points through more opportunities (betrayal). Instead of waiting to finish the campaign defeated as now, they can try to hold the ranks and earn many capture points with much PVP followed even being in small numbers, because even in old wars a small group could decimate a great army with tactics that annulled the number of enemies, but in CrowFall this does not exist.
  19. This self-balancing system creates an element that does not exist in this game: betrayal and side shifting. When a player feels constrained by making less PVP, he can switch sides and join in minor faction to make more score. Betrayal is part of the game of thrones and simply does not exist now. In addition the issue of balancing numbers will not rule out the importance of logistics. The better prepared faction will continue to win and this will only curb the mass migration of players to just one side.
  20. @cyjaxYou know full well that the natural tendency is that most players simply leave the campaign due lack of competitiveness or go to the larger faction, do not they? The DEVs themselves want to make up for this by adding abstract buffs at capture points to mask the unbalance, but that will not improve the real fun factor.
  21. Eu não acho que um 100 vs 100 vs 100 em uma zona PVP com a guerra de cerco é um simples Battle Royale ... Eu acho que seria uma guerra do trono em que ambos os lados podem ganhar! Melhor do que um 100 vs 10 vs 5, como aconteceu em outros jogos fracassados predecessores de Crowfall.
  22. And who said it will be a 5x5 or 10x10? I said the participants on each side will be automatically balanced. If there are 100 players from each faction in the PVP area at the time the event begins, everyone enters the battle simultaneously. Now if there are 40 players in a minor faction and large faction have 100 players, the 60 remaining will wait in a separate phase and will only be brought to battle if someone in the 40 players of same faction leaves the PVP phase or more enemies enter in PVP zone with a invisible balanced MM. In practice this makes it better for players in the smaller faction as they are more likely to actively participate in more PVP events and have a chance to score more points than players who have chosen larger factions. Large factions have a natural progression penalty to balance the faction points without any complex system.
  23. I think it's a good idea for you to take a look at the awful balance of the old "factions" in the game called shadowbane (crowfall is considered by gamers as shadowbane 2 since it has the same DEV) before saying that I can not say that DEVs are committing the same mistake. There is even a question on reddit Q&A about the total unbalance that occurred in shadowbane and is possibly already being repeated in crowfall: "I'd like to know how they plan to prevent super zerg guilds from forming. Coming from Shadowbane, the Chinese nation killed the game. They would field 500 players, while the biggest NA/EU guilds at the time could only field 100 or so. Eventually, all cities were CN owned, then the game died." PS: You would possibly be a "chinese" faction player and would just look for your own fun in the game would not care if the players are stopping playing and suddenly you realize that your game is empty because all the enemies have given up. How wonderful!!!