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Mogres

Testers
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  1. Sad
    Mogres got a reaction from cliffgrr in [Deutsch] -NM- Nordic Marauders   
    Eine weitere Gilde kehrt crowfall den Rücken. In meinen über 2 Jahren habe ich viele Gilden Crowfall verlassen gesehen und traurigerweise ist es jetzt meine eigene. Wir hatten viel Spaß in der Vergangenheit in crowfall aber die Entwicklungen seit 6.3 rauben uns jegliche Motivation noch viel Zeit in das Spiel zu stecken. Änderungen am Progress System favorisieren jetzt stark große Massen Gilden. Mann muss jetzt extrem viel Harvesten um seine Crafter vorwärts zu bringen statt pvp zu machen wenn man gleichwertig ausgerüstet sein möchte. Die pvp Balance favorisiert reines Aoe skill gespame im Fernkampf ohne jeglichen skill, nur noch Masse zählt. Die Performance ist nach wie vor sehr schlecht und Zonen crashen schon bei 35 Spielern im Kampf. Sehr niedrige fps Werte schon bei kleinen kämpfen und der culling bug aktuell bei dem man gefühlt 5 m Objekte sieht macht es auch nicht besser. Statt auf ein Territoriales System zu bauen wird auf scoring Karten gesetzt mit pve und pvp content welcher sehr einfach mit Absprachen und zweit Gilden exploited werden kann. Es ist quasi nicht viel übrig von ihren einstigen Versprechen. Wir hätten dieses Spiel gerne gespielt aber es entwickelt sich immer weiter davon weg und hat nach wie vor massive technische Probleme. Ich danke unseren Alleierten und Feinden für Die Zeit und hoffe ACE kommt wieder zur Vernunft, seit 6.3 wird das Spiel immer schlechter mit jeder "großen tollen Änderung".
  2. Thanks
    Mogres reacted to CrusaderW in [Deutsch] -NM- Nordic Marauders   
    Meine Lieben Freunde, ich werde euch vermissen, aber es ist die Beste Entscheidung eine Pause zu machen, wenn einen alles andere unglücklich machen würde. Vielleicht sehen wir uns ja zu release wieder. 
    An dieser Stelle möchte ich mich für die tollen kämfe und die Zeit mit euch im Spiel bedanken.
    Haut rein und auf bald.
  3. Thanks
    Mogres got a reaction from CrusaderW in [Deutsch] -NM- Nordic Marauders   
    Eine weitere Gilde kehrt crowfall den Rücken. In meinen über 2 Jahren habe ich viele Gilden Crowfall verlassen gesehen und traurigerweise ist es jetzt meine eigene. Wir hatten viel Spaß in der Vergangenheit in crowfall aber die Entwicklungen seit 6.3 rauben uns jegliche Motivation noch viel Zeit in das Spiel zu stecken. Änderungen am Progress System favorisieren jetzt stark große Massen Gilden. Mann muss jetzt extrem viel Harvesten um seine Crafter vorwärts zu bringen statt pvp zu machen wenn man gleichwertig ausgerüstet sein möchte. Die pvp Balance favorisiert reines Aoe skill gespame im Fernkampf ohne jeglichen skill, nur noch Masse zählt. Die Performance ist nach wie vor sehr schlecht und Zonen crashen schon bei 35 Spielern im Kampf. Sehr niedrige fps Werte schon bei kleinen kämpfen und der culling bug aktuell bei dem man gefühlt 5 m Objekte sieht macht es auch nicht besser. Statt auf ein Territoriales System zu bauen wird auf scoring Karten gesetzt mit pve und pvp content welcher sehr einfach mit Absprachen und zweit Gilden exploited werden kann. Es ist quasi nicht viel übrig von ihren einstigen Versprechen. Wir hätten dieses Spiel gerne gespielt aber es entwickelt sich immer weiter davon weg und hat nach wie vor massive technische Probleme. Ich danke unseren Alleierten und Feinden für Die Zeit und hoffe ACE kommt wieder zur Vernunft, seit 6.3 wird das Spiel immer schlechter mit jeder "großen tollen Änderung".
  4. Thanks
    Mogres reacted to Kraahk in [Deutsch] -NM- Nordic Marauders   
    Alles Gute auf euren weiteren Wegen. Vielleicht führt der ein oder andere Weg ja irgendwann wieder zu einer Berührung mit Crowfall. Dass an dem Game noch einiges zu ändern ist, bevor es veröffentlicht werden kann, steht ja, denke ich, außer Frage. Vielleicht geht es ja noch in die richtige Richtung.
    Derweil vielen Dank für euren mehrjährigen beständigen ingame Einsatz in der und für die deutschsprachige Community. Er hat anderen geholfen, sich auch einzusetzen.
    Have fun, good luck
    Kraahk
  5. Like
    Mogres got a reaction from Sloppy in [GERMAN] -NM- Nordic Marauders   
    Another guild turns its back on crowfall. In my 2+ years I have seen many guilds abandon Crowfall and sadly it is now my own. We had a lot of fun in crowfall in the past but the developments since 6.3 rob us of any motivation to invest a lot of time in the game. Changes to the progress system now strongly favor large masses guilds. You have to harvests a lot to get your Crafters forward instead of pvp if you want to be equally equipped. The pvp balance favors pure Aoe skill spame in long-range combat without any skill, only mass counts. The performance is still very bad and zones crash with 35 players in combat. Very low fps values even in small fights and the culling bug currently where you can see objects 5 m does not make it any better. Instead of building on a territorial system, scoring cards are used with pve and pvp content, which can be exploited very easily with agreements and fake guilds. There isn't much left of their former promises. We would have loved to play this game, but it keeps evolving away and still has massive technical problems. I thank our allies and enemies for the fun and hope ACE regains its senses, since 6.3 the game has been getting worse and worse with every "awesome great change".
  6. Sad
    Mogres got a reaction from Fefner in [GERMAN] -NM- Nordic Marauders   
    Another guild turns its back on crowfall. In my 2+ years I have seen many guilds abandon Crowfall and sadly it is now my own. We had a lot of fun in crowfall in the past but the developments since 6.3 rob us of any motivation to invest a lot of time in the game. Changes to the progress system now strongly favor large masses guilds. You have to harvests a lot to get your Crafters forward instead of pvp if you want to be equally equipped. The pvp balance favors pure Aoe skill spame in long-range combat without any skill, only mass counts. The performance is still very bad and zones crash with 35 players in combat. Very low fps values even in small fights and the culling bug currently where you can see objects 5 m does not make it any better. Instead of building on a territorial system, scoring cards are used with pve and pvp content, which can be exploited very easily with agreements and fake guilds. There isn't much left of their former promises. We would have loved to play this game, but it keeps evolving away and still has massive technical problems. I thank our allies and enemies for the fun and hope ACE regains its senses, since 6.3 the game has been getting worse and worse with every "awesome great change".
  7. Thanks
    Mogres reacted to Surelia in [Deutsch] -NM- Nordic Marauders   
    Es betrübt mich das zu lesen. Schade euch als Gegner zu verlieren. Vielleicht treffen wir uns ja mal auf einem anderen Schlachtfeld.
  8. Thanks
    Mogres reacted to Raindog in [GERMAN] -NM- Nordic Marauders   
    Respect. Been a pleasure to fight you. Good Hunting wherever you go.
     
    Rain
  9. Sad
    Mogres got a reaction from Raindog in [GERMAN] -NM- Nordic Marauders   
    Another guild turns its back on crowfall. In my 2+ years I have seen many guilds abandon Crowfall and sadly it is now my own. We had a lot of fun in crowfall in the past but the developments since 6.3 rob us of any motivation to invest a lot of time in the game. Changes to the progress system now strongly favor large masses guilds. You have to harvests a lot to get your Crafters forward instead of pvp if you want to be equally equipped. The pvp balance favors pure Aoe skill spame in long-range combat without any skill, only mass counts. The performance is still very bad and zones crash with 35 players in combat. Very low fps values even in small fights and the culling bug currently where you can see objects 5 m does not make it any better. Instead of building on a territorial system, scoring cards are used with pve and pvp content, which can be exploited very easily with agreements and fake guilds. There isn't much left of their former promises. We would have loved to play this game, but it keeps evolving away and still has massive technical problems. I thank our allies and enemies for the fun and hope ACE regains its senses, since 6.3 the game has been getting worse and worse with every "awesome great change".
  10. Sad
    Mogres got a reaction from Jamin in [GERMAN] -NM- Nordic Marauders   
    Another guild turns its back on crowfall. In my 2+ years I have seen many guilds abandon Crowfall and sadly it is now my own. We had a lot of fun in crowfall in the past but the developments since 6.3 rob us of any motivation to invest a lot of time in the game. Changes to the progress system now strongly favor large masses guilds. You have to harvests a lot to get your Crafters forward instead of pvp if you want to be equally equipped. The pvp balance favors pure Aoe skill spame in long-range combat without any skill, only mass counts. The performance is still very bad and zones crash with 35 players in combat. Very low fps values even in small fights and the culling bug currently where you can see objects 5 m does not make it any better. Instead of building on a territorial system, scoring cards are used with pve and pvp content, which can be exploited very easily with agreements and fake guilds. There isn't much left of their former promises. We would have loved to play this game, but it keeps evolving away and still has massive technical problems. I thank our allies and enemies for the fun and hope ACE regains its senses, since 6.3 the game has been getting worse and worse with every "awesome great change".
  11. Sad
    Mogres got a reaction from Surelia in [GERMAN] -NM- Nordic Marauders   
    Another guild turns its back on crowfall. In my 2+ years I have seen many guilds abandon Crowfall and sadly it is now my own. We had a lot of fun in crowfall in the past but the developments since 6.3 rob us of any motivation to invest a lot of time in the game. Changes to the progress system now strongly favor large masses guilds. You have to harvests a lot to get your Crafters forward instead of pvp if you want to be equally equipped. The pvp balance favors pure Aoe skill spame in long-range combat without any skill, only mass counts. The performance is still very bad and zones crash with 35 players in combat. Very low fps values even in small fights and the culling bug currently where you can see objects 5 m does not make it any better. Instead of building on a territorial system, scoring cards are used with pve and pvp content, which can be exploited very easily with agreements and fake guilds. There isn't much left of their former promises. We would have loved to play this game, but it keeps evolving away and still has massive technical problems. I thank our allies and enemies for the fun and hope ACE regains its senses, since 6.3 the game has been getting worse and worse with every "awesome great change".
  12. Like
    Mogres got a reaction from CptTryhard in [GERMAN] -NM- Nordic Marauders   
    Another guild turns its back on crowfall. In my 2+ years I have seen many guilds abandon Crowfall and sadly it is now my own. We had a lot of fun in crowfall in the past but the developments since 6.3 rob us of any motivation to invest a lot of time in the game. Changes to the progress system now strongly favor large masses guilds. You have to harvests a lot to get your Crafters forward instead of pvp if you want to be equally equipped. The pvp balance favors pure Aoe skill spame in long-range combat without any skill, only mass counts. The performance is still very bad and zones crash with 35 players in combat. Very low fps values even in small fights and the culling bug currently where you can see objects 5 m does not make it any better. Instead of building on a territorial system, scoring cards are used with pve and pvp content, which can be exploited very easily with agreements and fake guilds. There isn't much left of their former promises. We would have loved to play this game, but it keeps evolving away and still has massive technical problems. I thank our allies and enemies for the fun and hope ACE regains its senses, since 6.3 the game has been getting worse and worse with every "awesome great change".
  13. Sad
    Mogres got a reaction from Thon in [GERMAN] -NM- Nordic Marauders   
    Another guild turns its back on crowfall. In my 2+ years I have seen many guilds abandon Crowfall and sadly it is now my own. We had a lot of fun in crowfall in the past but the developments since 6.3 rob us of any motivation to invest a lot of time in the game. Changes to the progress system now strongly favor large masses guilds. You have to harvests a lot to get your Crafters forward instead of pvp if you want to be equally equipped. The pvp balance favors pure Aoe skill spame in long-range combat without any skill, only mass counts. The performance is still very bad and zones crash with 35 players in combat. Very low fps values even in small fights and the culling bug currently where you can see objects 5 m does not make it any better. Instead of building on a territorial system, scoring cards are used with pve and pvp content, which can be exploited very easily with agreements and fake guilds. There isn't much left of their former promises. We would have loved to play this game, but it keeps evolving away and still has massive technical problems. I thank our allies and enemies for the fun and hope ACE regains its senses, since 6.3 the game has been getting worse and worse with every "awesome great change".
  14. Like
    Mogres reacted to Kunter84 in Konveryn 2 - Campaign Rewards System   
    Didn´t you tell us in the 5.6 Q&As that rewards should only be visual. (Mounts, Skins, Badges...)
    Imho the "Trial of X" Badges where a nice solution.

    With Mats, Crafting and Exploration Discs as rewards you just snowball "Uncle Bob", the biggest Zergs can bypass the harvesting grind and they get endgame mats without any risk.
    oh and I still think there should be a participation fee per member for divine favour!
  15. Like
    Mogres got a reaction from Zirone in 6.300 LIVE Feedback for 12/18/2020   
    Crowfall is so much worse with the changes since 6.2. In pvp you just need around 13 or more Players with only aoe spamers and healers and everyone dies in seconds, you can be happy if your Client notice the health drop before you hear the death Sound and drop from 100% to 0 (allready send some Videos about it to support). You allways talked about Systems against uncle Bob and now with the removal of passives where crafter progression is tied to how many Players you have to combine Disziplins on single Players and togehter now with the rewards for the allready strongest force is absolutly the opposite of what you aimd for. Such a Bad snowball System. The game itself i dont know what to say but we have more gamebreaking Bugs, glitches and connection problems then then in the last 2 years togehter with no Performance improvements in bigger fights, we Crash the Zone with 35 players. I saw many guilds bites the Dust in my over 2 years of playing crowfall and now it looks like my one is the next because of what you did in the last months with this game. Your gamedesigner should check what this game should have been, what was promised and then what we have now. Since the last 2 years this is the build i have at least fun with, i played nearly every day for around 5 hours and i have a hard time to Login at all right now. Its so bad i dont know what to say. I had high hopes for this pvp game but i dont get what you aim for, hours of farming/crafting, mobile banking, brainless aoe spam where you need no skill at all. If you release anything like that you will have a dead game in weeks.
  16. Like
    Mogres got a reaction from Nits in 6.300 LIVE Feedback for 12/18/2020   
    Crowfall is so much worse with the changes since 6.2. In pvp you just need around 13 or more Players with only aoe spamers and healers and everyone dies in seconds, you can be happy if your Client notice the health drop before you hear the death Sound and drop from 100% to 0 (allready send some Videos about it to support). You allways talked about Systems against uncle Bob and now with the removal of passives where crafter progression is tied to how many Players you have to combine Disziplins on single Players and togehter now with the rewards for the allready strongest force is absolutly the opposite of what you aimd for. Such a Bad snowball System. The game itself i dont know what to say but we have more gamebreaking Bugs, glitches and connection problems then then in the last 2 years togehter with no Performance improvements in bigger fights, we Crash the Zone with 35 players. I saw many guilds bites the Dust in my over 2 years of playing crowfall and now it looks like my one is the next because of what you did in the last months with this game. Your gamedesigner should check what this game should have been, what was promised and then what we have now. Since the last 2 years this is the build i have at least fun with, i played nearly every day for around 5 hours and i have a hard time to Login at all right now. Its so bad i dont know what to say. I had high hopes for this pvp game but i dont get what you aim for, hours of farming/crafting, mobile banking, brainless aoe spam where you need no skill at all. If you release anything like that you will have a dead game in weeks.
  17. Like
    Mogres reacted to Charas in 6.300 LIVE Feedback for 12/18/2020   
    Crafting and Gathering progression are upside down, Combat progression is right side up; the biggest jump in power should be from white to green, then a little less jump from green to blue and so on. Right now the biggest jump for Gathering is Advanced Tools, these should be available from the green disc and then spread the rest out in decreasing chunks up from there; the biggest jump for Crafting is the extra reduction in recipe costs and this should be available from having a green disc and a green belt. Having the threshold capability which enables one to participate meaningfully in the game (Advanced Tools and Reduced Recipe Costs) tied to high, more less highest, quality discs and belts is mind boggling.
     
    The biggest problem in the transition from 6.2 to 6.3 is not the grind to get discs for crafting and harvesting before you are viable (like a combatant in all green a gatherer or crafter in all green should be viable to do meaningful things - gating the supposed game loop itself was the big problem with the way passives were implemented, it seems strange that it was just replaced with a different form of gating) but rather the grind for gold to pay for all the required Domination Dust. What has actually occurred is that the real time wait for abilities to unlock has been replaced with a game time grind to unlock those abilities, unfortunately most of the game time grind is NOT using those abilities (crafting stuff and gathering resources) but is instead farming the gold needed to rank up your disciplines and belt via Domination Dust.
     
    I am done for now; 6.1->6.2 was one step forward and one step back but 6.2->6.3 feels more like one step forward and two steps back. Perhaps now that you have apparently re-invited prior beta groups and are now up through 12.1 you will get a reality check and come up with a concrete plan of action going forward. I will come back for testing if/when the grind is reduced to manageable levels and only involves doing what you want. A functional economy would also get me back testing.
  18. Like
    Mogres got a reaction from Kunter84 in 6.300 LIVE Feedback for 12/18/2020   
    Crowfall is so much worse with the changes since 6.2. In pvp you just need around 13 or more Players with only aoe spamers and healers and everyone dies in seconds, you can be happy if your Client notice the health drop before you hear the death Sound and drop from 100% to 0 (allready send some Videos about it to support). You allways talked about Systems against uncle Bob and now with the removal of passives where crafter progression is tied to how many Players you have to combine Disziplins on single Players and togehter now with the rewards for the allready strongest force is absolutly the opposite of what you aimd for. Such a Bad snowball System. The game itself i dont know what to say but we have more gamebreaking Bugs, glitches and connection problems then then in the last 2 years togehter with no Performance improvements in bigger fights, we Crash the Zone with 35 players. I saw many guilds bites the Dust in my over 2 years of playing crowfall and now it looks like my one is the next because of what you did in the last months with this game. Your gamedesigner should check what this game should have been, what was promised and then what we have now. Since the last 2 years this is the build i have at least fun with, i played nearly every day for around 5 hours and i have a hard time to Login at all right now. Its so bad i dont know what to say. I had high hopes for this pvp game but i dont get what you aim for, hours of farming/crafting, mobile banking, brainless aoe spam where you need no skill at all. If you release anything like that you will have a dead game in weeks.
  19. Like
    Mogres got a reaction from Charas in 6.300 LIVE Feedback for 12/18/2020   
    Crowfall is so much worse with the changes since 6.2. In pvp you just need around 13 or more Players with only aoe spamers and healers and everyone dies in seconds, you can be happy if your Client notice the health drop before you hear the death Sound and drop from 100% to 0 (allready send some Videos about it to support). You allways talked about Systems against uncle Bob and now with the removal of passives where crafter progression is tied to how many Players you have to combine Disziplins on single Players and togehter now with the rewards for the allready strongest force is absolutly the opposite of what you aimd for. Such a Bad snowball System. The game itself i dont know what to say but we have more gamebreaking Bugs, glitches and connection problems then then in the last 2 years togehter with no Performance improvements in bigger fights, we Crash the Zone with 35 players. I saw many guilds bites the Dust in my over 2 years of playing crowfall and now it looks like my one is the next because of what you did in the last months with this game. Your gamedesigner should check what this game should have been, what was promised and then what we have now. Since the last 2 years this is the build i have at least fun with, i played nearly every day for around 5 hours and i have a hard time to Login at all right now. Its so bad i dont know what to say. I had high hopes for this pvp game but i dont get what you aim for, hours of farming/crafting, mobile banking, brainless aoe spam where you need no skill at all. If you release anything like that you will have a dead game in weeks.
  20. Like
    Mogres got a reaction from Fefner in 6.300 LIVE Feedback for 12/18/2020   
    Crowfall is so much worse with the changes since 6.2. In pvp you just need around 13 or more Players with only aoe spamers and healers and everyone dies in seconds, you can be happy if your Client notice the health drop before you hear the death Sound and drop from 100% to 0 (allready send some Videos about it to support). You allways talked about Systems against uncle Bob and now with the removal of passives where crafter progression is tied to how many Players you have to combine Disziplins on single Players and togehter now with the rewards for the allready strongest force is absolutly the opposite of what you aimd for. Such a Bad snowball System. The game itself i dont know what to say but we have more gamebreaking Bugs, glitches and connection problems then then in the last 2 years togehter with no Performance improvements in bigger fights, we Crash the Zone with 35 players. I saw many guilds bites the Dust in my over 2 years of playing crowfall and now it looks like my one is the next because of what you did in the last months with this game. Your gamedesigner should check what this game should have been, what was promised and then what we have now. Since the last 2 years this is the build i have at least fun with, i played nearly every day for around 5 hours and i have a hard time to Login at all right now. Its so bad i dont know what to say. I had high hopes for this pvp game but i dont get what you aim for, hours of farming/crafting, mobile banking, brainless aoe spam where you need no skill at all. If you release anything like that you will have a dead game in weeks.
  21. Like
    Mogres reacted to Rhuddlan in 6.300 LIVE Feedback for 12/18/2020   
    Since the game is going further and further away from my personal expectations, here are some personal (but hopefully constructive) feedback and suggestions. So at least I can say I tried, before leaving the game.
    At the moment the economy becomes more and more meaningful, but the impact of PvP decreases further. Many people are grinding for hours, if not days and weeks, in infected (which needs to be disabled too, just get all the good stuff in campaign only!) to get ready for combat. Just to find out bigger guilds got presents like the current rewards, which enable them to craft on a high end quality after one campaign. These abilities come by building a keep! There doesn´t need to be a single kill or PvP engagement! Everything is built around accumulating huge amounts of materials to craft vessel and gear. Which takes a huge amount of time and organization. Also the sources of Material income are way to zerg friendly (forts e.g.). All this should only be secondary to the impact successful PvP has on winning a campaign.
    PvP itself needs to be more meaningful: kills / PvP action needs to be rewarding and punishing. Fights should give points regarding the victory more directly, so either do not want to die and give the opponent points plus you do want to kill someone to get points. You could add an actual PvP category to the existing ones (grind, manpower and building…).
    There would be no need for graveyards, if people drop bodyparts + additives when dying. The higher score of the victim, the higher the reward. There could be like no reward for killing player below ~50% of the score so it is harder to exploit. In general campaign rewards should be more scarce and rather cosmetic, than actually influencing the progress. You can get like bragging rights by having the shiniest horse, biggest axe or even a god outpost named after your guild within the upcoming campaign, or even tax a certain parcel (if you insist on useful rewards). You might say: ”but all the economy will encourage people to PvP”…..well let´s see how many people are looking for the easy way round and just cheese their way through without doing actual fights!? There are like gentlemen agreements to not fight over each other’s keep going on. What´s that even about in a pvp game!? Solution: There can only be 1 first place, 1 second place etc.. If you are tied: all get the lower rewards. Make us fight over it, not just getting it by holding hands and be the biggest party.
    !You can cover it up as much as you want behind forts, keeps and pig runs, but if PvP isn´t rewarded right away, people will try to avoid it or make it as easy as possible, even within a so called PvP game!
    Flatten the gear/vessel curve, so new player can catch up early and be competitive even at (green) blue gear, if everyone else is purple already (if they play good though).
    Increase the kill time, make fights more tactical and more skillbased:
    Make aoe more of a noise, than a killfactor. Lower damage and targets (3-4). There needs to be a short immunity whenever damaged by source X, so you can´t get damage by the same aoe spell at the same time. Make people think where and when to put their aoe, not just 3.2.1…boom. This way the combat gets spread out more and not so clumsy, where everyone tries to stand in as many heal/buff fields as possible. Just a personal opinion, but focusing a target, not an area feels way more exciting and is more difficult to accomplish! Currently it is easy to fight, if you have a critical mass of player. As soon as you get enough aoe heal and aoe dmg, it’s just a number game, nothing else. There are no actual decisions involved.
    Decrease the amount of cc and increase the effect. So people need to think again, when applying which cc. There could be craftable armor, which increases cc time and increases the stamina cost to retaliate the applied cc.
    Also invest more effort I balancing the abilities and promotions! Keep up the fun for the player, so you are left with some…
    Decrease the value of wartribe/chest gear so crafter become more meaningful early on. Alternatively make more crafting combinations, which are craftable only and decrease wartribe/chest gear to standard without bonus and attributes. This way everyone remains competitive at the beginning and people have the chance to optimize their setup in detail.
    Decrease the grind, similar to the point it was pre 6.xx. Make it possible for people to afford the materials needed to craft a set of armor by themselves within a reasonable time.
    Sometimes I am seriously wondering…like who thought that 4420 dmg would be a reasonable cap on wreckoning, while having ult barriers and dmg modifiers infecting it. I mean that should not have made it past the desk. Now the chests at outposts and campaign rewards so much overtuned by so many levels… you could have just given out Christmas presents instead. I know we are testing here, but are we actually the first in line regarding spell values etc.?
    I have to repeat myself and quote Todd: “we do not want the vision to suffer, because we are trying to reach out for a broader and broader audience”. Stay with the ideas you had early on. They were really good
    At the end, yes I do agree, that the biggest party should have the biggest chances on winning. But it shouldn´t be easy for them and it shouldn´t be a torture for everyone else after one lost campaign to catch up!
  22. Like
    Mogres reacted to Rhuddlan in 6.300 LIVE Feedback for 12/18/2020   
    Last time i looked at the campaign rewards I saw that its now more divided by the final score, which is pretty nice. Now that i took another look, some of the rewards were revealed in detail... and it is ridiculous! To get crafting disciplines by crafting is painful and no fun. Now some guilds will be rewarded with legendary crafting disciplines (even necromancer!) in the end (after combining the rewards of all guild members + alt accounts). So the guilds who are strong (by numbers) will have an faster approach on getting these disciplines by harvesting and crafting and are more likely to get these from rewards out of the campaigns. You´ve created an awesome snowball system here. Like who is going to catch up to the ones winning the first campaign, getting high end crafters as a reward and outgear everyone else by far from now on? Its going to be boring on the loosers and the winners side fairly soon.
  23. Haha
    Mogres got a reaction from Nightmarian in Ninja Looters (Uglorious here's looking at you)   
    If you Think there is nothing more frustraitig then too loose chief loot from the children sandpit called infected then you are up for a surprise if you ever start playing the real game. 😁
  24. Like
    Mogres got a reaction from Rhuddlan in 6.300 TEST Feedback for 12/4/2020   
    I know, harvesting Discs looking to come at a fast rate. Try to get the crafting ones and look at the amount of stuff you need. Oh and please notice belts now also need disciplines, you need way more then just the ones to combine. Jewelcrafter or necro should be the hardest, tell the motherload harvesters you will grind throu their hours of farming in a few Minutes to produce crap no one wants for a Chance to get a disciplinen. I dont Think this is fun for anyone and just a waste of time.
  25. Like
    Mogres got a reaction from Rhuddlan in 6.300 TEST Feedback for 12/4/2020   
    I dont like a progression System based on random Drops. Its not fair, the lucky one could just be so much faster... i also dont Think many will start this heavy recource grind before release. Getting another wipe would feel so much more frustraiting then the wipes we allready sufferd. 
     
    The biggest Problem i have with the new System is that large zerg guilds will Progress so much faster then small/Medium guilds. Until now it was no Problem for small/Medium guilds to keep up with the progression Curve capped by passiv tree. Now you just need alot of people throwing Discs, recources and Gold at the crafters to Progress faster. small/Medium guilds were outnumberd ok, but now they will also be outgeard. And please dont throw the alliance card here, no alliance would Fokus their loot in a single guild and then their crafters would craft for everyone in this alliance. Crowfall promoted zerg gameplay in pvp,.. now also with harvesting and crafting. I dont like that and many in Nordic Marauders Think the same, we never wanted to zerg,.. to be outnumberd is our choice but we were never outgeard by any large guild, this Times will be gone if 6.3 release like that. 
     
    You would just have to introduce the catchup Mechanik like crafting skill point books and it would have been a working good System. Now you have to grind recources to grind more instead to go pvp and small/Medium guilds will be Pretty fast hard outgeard by large guilds. 
     
    If you want the Players out there to pvp make it rewarding and fun to go out. Not force us to Hit nodes for months. This is not fun pvp gameplay. Terretory Control and less timed events would have been a better Solution to get the Players out there to fight. With 6.3 iam not Sure if this game is for pvp or for hitting nodes. Economy is nice to give pvp a reason/more depth but please use it to Support the pvp gameplay and not Fokus on node hitting with pvp to distract from it.
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