Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Sinwise

Testers
  • Content Count

    6
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Sinwise reacted to McTan in My Top Ten Improvements for Crowfall   
    This is a long post, and I intend for it to be my last post of this kind. Here's to the game finding success.
    Obligatory comment on performance. Improvement has been notable, but more is necessary.
    Now to the game.
    Spread us out more. Let us choose where we live and build.
    Shadowbane was awesome because each city was its own center of gravity. We need to be able to bind places other than the temple. Shadowbane was a cult success because guilds had different centers of gravity. The temples are a misunderstanding of how important that is.
    The simple move of choosing where to plant (where to live) was the lifeblood of the connection to that game. Not having it here is very sanitized and emotionless. Ring each adventure zone with empty parcels where we can plant a seed which converts the parcel to a mini-keep/keep blueprint. Limit the number of mini-keeps/keeps per adventure zone. I know this is a pipedream, but I swear it would make the biggest difference to longevity of the game, from my perspective.
    Fewer gates. Every temple should have exactly one gate and no more.
    We need more simultaneous vectors for victory that pressure larger forces to split and attempt multiple things at once.
    Fort siege windows and capture mechanics need improvement. It is almost always 50 minutes standing around and 10 minutes engagement (maybe even 55 and 5). This is a very boring way to spend play time and has already caused people to quit from my guild (within one week of trying the game). One idea is king of the hill style, where whichever tags have the most time at the end of the open hour, they get the fort.
    There is not enough of a volume of forts vulnerable at the same time. The experience this dregs has been groundhog’s day, with the same three guilds/alliances basically playing out the same story every siege hour, three hours a day, every day. The simple truth is that guilds had no incentive not to full force cap a fort every window. I did not see any guild split forces. If anyone did, it was exceedingly rare.
    As I argued after TEST dregs, the per member cards were incredibly important to this multi-vector pressure on large forces. I got shouted down by members of bigger guilds, but I stand by the claim. I recognize the pressure it has on not wanting to keep casual players in your guild, but that is an important downward pressure on force size that is largely absent from the game. Casual players can play in infected or play a short dregs or join a different guild. 
    Put a minimum on guild size denominator (10), so that a solo cannot sabotage easily.
    Many daily divine favor cards (more details now)
    Throw a ton of daily victory point cards at us. Make rewards scale to guild size and rank.
    The divine favor system is the unique system for Crowfall. Go all in. Make a million mistakes. Do not shy away from experimenting like crazy.
    Hourly cards, player cards, secret guild cards, either-or cards, simultaneous goal cards (kill 100 of each Wartribe), crazy difficult to execute cards (kill exactly 100 of each wartribe), kill the most alpha spiders, kill the most elders, harvest the most motherlodes, sacrifice chaos embers, sacrifice gold, and on and on and on. 
    Let us choose which we want to do, and make us feel like we cannot do them all.
    When a player logs in, they should be able to survey a bunch of different options and find what they can contribute that day.
    Throw many, many things at us, so big forces have reason to split. Make it so that a giant zerg cannot possibly accomplish all of them during the day, unless they split up to do so.
    Scale the seasonal card point values to continue their relevance as a reward for longevity of focus. Move cards like “hold 5 outposts at the end of the season” and “landless guilds holding a god outpost” to dailies. These do not make sense as seasonals.
    Passive training still desperately needs an overhaul.
    Fast to slow. Passive training in its best form should feel like welcome improvements that slow down and lessen over time. The current system feels like a steady slog of necessary but non-player controlled improvements, which creates a sense of helplessness - not something primary crafters (read: people) want to feel.
    Passive training should never gate the ability to contribute to the guild via my crafting and harvest selection. Remove the “need x pips to unlock…” and replace with discipline organized unlocking. Want to use advanced picks? Buy and equip Miner. Add to NPE.
    Ideal seems to be some kind of active/passive combo, but I’m not sure that’s in the cards. Worth saying again, however.
    Fix the map and remove the chicken ticker.
    Orient map with north up on the screen (not up and left). Please, please do this. You have no idea what percent of players made fun of this relentlessly.
    Simplify it dramatically, so that visual and loading lag is not relevant.
    Use more symbols and a key (tower outpost, ground outpost, god outpost, respawn outpost, wartribe [enbarri, urgu, etc.] as opposed to mouse overs (which are noisy and buggy)
    You already have food buffs, which can be the entire system.
    The chicken ticker and the map are by far the most complained about things (aside from performance and bugs) from my guild members who joined at beta.
    As much as possible, balance by improving what feels bad, not nerfing what feels good.
    Let’s get some love for promos and discs that are not used, and then come back to those that are disproportionately used.
    The recent tweak to stormcallers is the best example of the scalpel instead of the hammer. More of that on over-tuned things. Illusionist and Frostguard got mauled.
    Disciplines are really, really fun for character and group building. Making some of the bad ones good would go a long way, IMO.
    I am hopeful for the overhaul that was just announced
    Make all crafters relevant from day one. You’re bleeding players who want to be crafters because their harvesting and crafting is not relevant to the guild quickly enough.
    Shift gear drops down another tier (blues from kings/chiefs only). 
    Let gear be disenchanted for its prefix/suffixes. 
    Let us combine 10 prefix/suffix disenchanted items of the same type to make an armor or weapon additive.
    Let crafters optionally put on 2 prefix and 2 suffixes when they craft.
    Restrict by piece, as necessary.
    Inventory and bank management
    Have all loot drop as doobers (like thralls).
    Give each class of item a symbol and color them like harvestable doobers. “Hey a bluegreat sword” - from the doober.
    Significantly reduce the wartribe loot table.
    Move blended cloth to a crafter.
    Remove all wood.
    Limit every wartribe to exactly one kind of sacrifice artifact (keep qualities)
    Remove most cooking related drops. Maybe push them to animals/harvesting.
    Adjust the red overlay from cannot equip. We need to be able to see the quality of things that we can’t wear at a glance. Maybe make it a red stripe to indicate cannot equip
    Guild UI in-game.
    List of normal commands
    UI that shows online/offline, guild related stats.
    Ability to invite, kick, promote
    Guild banks
    Guild ranks with permission attachments
    Make groups sized 8-10 and have friendly fire outside of group.
    This game shines in 5v5 to 10v10. As you start getting more than that on the field (with only two sides), it gets to be a massive blob fest that feels and looks really disjointed and messy and noisy.
    The more I experience the big fort fights, the more apparent the need for out of group friendly fire. There is simply nothing you can do to a hunkered down group of 35 people, because AoEs do not get stronger after the group is bigger than five, they get weaker because you cannot choose who is hit.
    When a truly big guild shows up in Crowfall, we are going to have massive problems. You can see the arms race beginning with some of the guilds mass recruiting heavily. When alliances enter the fray, woo baby.
    Downward pressure on guild recruiting and guild size, upward pressure on organization and tactics.
    I am sorry if this means you need to make guards and vendors have a friend-list mechanic, but it is desperately needed.
    The alliance system is going to make this even more obvious when it is literally an uncoordinated blob of 50 people fighting 50 people just standing among each other.
    Tune up aoes to target up to 10 people. A well-coordinated and timed attack should be rewarded. Blobbing up defensively so that aoes spread out among 50 people should not be rewarded.
     
    Misc.
    Improve the launcher. Make the update bar and percent scaled to the size of the patch, instead of looking like it’s going to download the whole game again. Better buttons with better labels.
    Make the setting “Exit Cursor Mode on Player Movement” default OFF.
    Make the new setting where you have windows reopen default OFF.
    Keeps need player vendors.
    Stay away from language like “decrease/increase” when it comes to things like reductions (i.e. “Decreases Cooldown reduction: Short”). Change it to improves/worsens.
    Hybrid classes (Arbiter, for example) need a way to convert attack power to support power and vice versa
    Get rid of racial crafting and harvesting bonuses. Put them on disciplines only, this feels arbitrary and limiting (especially harvesting bonuses).
  2. Like
    Sinwise got a reaction from Marth in How's performance in 5.8.1?   
    Something changed for the worse for me. It says I am getting anywhere from 40 to 70 FPS most of the time. But it feels like I am getting 5 to 10 FPS. Just walking across the map is miserable for me. Sort of stop and stutter along. Picking up loot when harvesting makes it an even  worse experience. 
    I can't imagine how much worse it must be with a party in a siege. Haven't tried it yet and doubt I will even bother playing this campaign if my performance remains the same.
  3. Like
    Sinwise got a reaction from pappy in QUESTIONS NEEDED - Zybak interview with J Todd and Blair   
    What are their plans for end game character progression? Getting to 30, upgrading vessels, and passive training seems to be all their is.
    For example Dark Age of Camelot had a system where you gained realm ranks doing PvP that earned you new abilities. And it took a really long time to reach realm rank 12. I think that system really keep a lot of players motivated to pvp and grow their character to make it more powerful and also for reputation. The early ones who reached RR12 were really proud of that achievement.
    Expanding the leader boards might help a lot to keep players interested in playing for a long time. Being number one in deaths for example might be a long term goal for someone if that was tracked as a crazy example. But someone would do it if it were so. Tracking the stats of players over years instead of just campaign to campaign could make leaderboards competitive. But include healing, player resurrections, defense of keeps/towers/ forts. Maybe even include harvesting and crafting info. 
    What will keep them playing for years on the same character?
    Also, are there any plans to increase training for actively doing things? I like the whole passive "Eve" skill training. But I also feel that if I log in on launch day and actively break ore nodes for 3 months, and some other character logs in and activates his training and then does not play for 3 months, I SHOULD be a lot better at doing it than him. With the current system that will not be so. Why not combine passive and active training? The active could be a fraction of the passive...but at least I would feel like doing things in the game would be progressing my character.
  4. Like
    Sinwise got a reaction from Atome in QUESTIONS NEEDED - Zybak interview with J Todd and Blair   
    What are their plans for end game character progression? Getting to 30, upgrading vessels, and passive training seems to be all their is.
    For example Dark Age of Camelot had a system where you gained realm ranks doing PvP that earned you new abilities. And it took a really long time to reach realm rank 12. I think that system really keep a lot of players motivated to pvp and grow their character to make it more powerful and also for reputation. The early ones who reached RR12 were really proud of that achievement.
    Expanding the leader boards might help a lot to keep players interested in playing for a long time. Being number one in deaths for example might be a long term goal for someone if that was tracked as a crazy example. But someone would do it if it were so. Tracking the stats of players over years instead of just campaign to campaign could make leaderboards competitive. But include healing, player resurrections, defense of keeps/towers/ forts. Maybe even include harvesting and crafting info. 
    What will keep them playing for years on the same character?
    Also, are there any plans to increase training for actively doing things? I like the whole passive "Eve" skill training. But I also feel that if I log in on launch day and actively break ore nodes for 3 months, and some other character logs in and activates his training and then does not play for 3 months, I SHOULD be a lot better at doing it than him. With the current system that will not be so. Why not combine passive and active training? The active could be a fraction of the passive...but at least I would feel like doing things in the game would be progressing my character.
  5. Like
    Sinwise reacted to siunotaco in Ranger : Archer Slight adjustment   
    I have been playing Archer for about two weeks now, I love the class, it feels great however the passive of standing still landing 2 shots to gain a buff seems very useless. Yes standing still in certain areas ( I.E Keeps/Forts ) doesn't seem like a bad idea. However as squishy as the archer is standing still almost always means death in a very quick time. I'm always finding myself blinking ( wood elf movement ability I think also needs a very slight CD reduction... very slight ). Which means I can almost never get my passive to start kicking in considering once your standing still and fire 2 arrows then the passive turns on, however once you move the passive is lost. 

    There lies the problem, if we cannot stand still then whats the point of that particular passive? I would suggest possibly changing that passive to something slightly more helpful to the Archer without absolutely breaking the Archer. I was thinking instead of standing still why not make the passive give a slight buff to draw time on your auto's and slight attack power. Now I'm not saying give Archers 100 attack power added per shot because I know there will be some people who take that to a new height lol. However what i'm talking about is simple. With every landed auto the Archer will get a stack of Precision Aiming. Precision aiming ( or name it to whatever you'd like lol ) would give 3% less draw time and 1.5% attack power stacking up to three times lasting 15secs. If you do not land an auto within 15secs the passive is lost, and yes which means the archer can move and shoot and gain this buff. Now stacking this buff 3 times means that at the 3rd stack the Archer would get 9% less draw time on the auto's and only 4.5% added attack power, which isn't a lot but I feel this would help the Archer more than the current passive. 

    Please let me know what you think about this!
     
  6. Like
    Sinwise reacted to KrakkenSmacken in Campaign seasons and full wipes (The Equity issue)   
    It's a fallacy to think there is anything like a "equality of the players". Good computer hardware, internet connection, time zone, proximity to the hosting centers, free time to play the game, and a host of other issues not even taking into consideration personal skill, will all be a factor. 
    The goal of CF is to make it so "Uncle Bob", or better yet "Uncle Bob's Team"  does not start with an overwhelming advantage.  
     
    Passive training takes YEARS to accumulate, players will never reach the end of what you call a "journey to power", and doing a wipe would be way worse for the games population than people dedicated enough to put in years finally losing interest.
    With the changes to the talents, and the ability to slot any profession and get the recipes, I would much rather ACE eventually make campaigns where all passive training is simply ignored, with zero imports/exports, than for them to even consider anything like a wipe.
    With that we could all see how popular the whole idea of an "equal" start is, without taking away other people's progress.
    I however suspect the interest in that world would be rather marginal.
  7. Like
    Sinwise got a reaction from aelfkins in This shouldn't be allowed   
    The problem is they need to "git gud" just to kill this one class. They wouldn't have had to for any other would they? Does that seem fair? 
    All I know is they need to change something if they don't want a huge majority of the population playing one class.
×
×
  • Create New...