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Everything posted by kim-lee

  1. as some of you may have noticed, I don't like the idea of time gating/passive-skilling. However there was stated several times that there will be a catch-up mechanic. This at least sounds kind of promising. But I couldn't find any information, when and how it will be implemented, so I wonder how you would like to implement it? (my solution would still be to drop time-gating completely)
  2. passive Skill-Tree is a failure by design, it originated from the desire of being less discriminating towards non hardcore players, but actually leading to the total opposite and discriminating new players.
  3. You now entered stage 3: Stage 1: Core players will push developers to implement features which privileges day one players -> new players are heavily discriminated Stage 2: Core players are happy -> new players will stop playing because they can't compete due to passive skill system and grinding requirements Stage 3: Core players will find reasons not playing the game anymore Stage 4: Game dead Just for the record this game isn't even released yet and you already reached stage 3... wow
  4. @snuff still just trying to fix a broken system instead of getting rid of it.
  5. just the idea to make players login because of some reward is kind of stupid. Players should log in because they like to play and having fun playing a game. Not because off some log-in reward.
  6. yeah seems legit ask in the board, where no players who stopped playing will be. People stopped playing and won't see this thread, due to passive skill training. Of course those who are left won't vote for a wipe
  7. guess this game is actually selling quite good, but no one is playing due to the passive system. I'm just the voice of all those players stopped playing, so hopefully something will change.
  8. or just get rid of the passive system and most of the crafting
  9. actually I can say it, I told them so a year ago. I guess the only way to make your point is to stop playing this game and to encourage all other players in your guild to stop playing. And not to recruit any new players. This might be the only solution for them to realize that they are choking their own game by a mechanic that heavily discriminates new players.
  10. @APE at least people start to admit that passive training may keeps players away. Forcing players to have multiple accounts to stay competitive is pay to win. But my actual point is: Skill-Based also refers to a plain playing field, where you don't have to play years to max out your stats. Skill-Based also means, that players should have the same stats in combat... at least it shouldn't take more than 2-3 days to max out your character. Anything else will lead to a very limited amount of players... with multiple accounts playing this game since pre alpha 24/7.
  11. this is so ridiculous, a bunch of players with 4 accounts, telling you, you have to be patient to achieve something and don't support play to win, while having 4 accounts for passive skill maximizing. This is hypocrisy at its best. The game as it is right now just shouldn't claim to be PvP bases since it isn't. It's based on time gating. PvP means the player with higher skill wins. And not, whoever pays, has 4 accounts, or started playing early enough. Right now this game is zero skill based.
  12. ty you for mentioning Black Desert. It's both the same principle you have to invest a lot of time or money, which is basically the same, just to keep up stats-wise. I'm not opposing leveling or customization in general even time-gating might be an option but the excessiveness as it is used in Black Desert and Crowfall just destroys those games. Just limit it to a few days or hours and then let players have fun in PvP. Instead of forcing them to grind, wait or pay a lot of money. Those who want to Grind all day can still play WoW or Black Desert online.
  13. the I idea of an PvP game which requires players to grind, craft and wait for months or even years to compete with other players stats-wise is the stupidest idea I ever heard of, sorry. If you want a game to be PvP based it needs to be fair stats-wise. Wake up we have 2019 not 2004.
  14. it says: "User already has an active request for this guild" and for the guild leader it says: "Kim-Lee is pending" tried to relog already.
  15. you don't understand the reason why I'm discussing this issue. I don't want to bother anyone, I want to improve this game and make it successful.
  16. well kind of, I like mage non fps game, RvR also is nice. But crafting, leveling, skill-points are terrible, they will destroy this game although the rest might be nice.
  17. if crafting affects multiplayer performance "normal" people won't play multiplayer, so the game will die because it kills itself by hardcore players protecting their "cafting" privilege.
  18. this isn't even an alpha issue. It's an overall issue. Games like this won't work anymore, yeah sure everyone in community cries for crafting and stuff, but 30 active players atm on Eu-Server tells the real story. People don't want to craft, they want to play, regardless of alpha, beta or release and regardless of what some people in the public community say.
  19. sure but this actually the point actually the point so why even increase their disadvantage by such a skill system? Maybe one should try reduce it. Because only a large base of players will keep a game alive. And even Hardcore-players will stop playing if they are all alone, consider it. Buying experience tomes sounds quite interesting though, how does it work?
  20. No I'm 100% serious! What is the point of grinding if there are no players, just look at the game right now: 50 players Online, while in Fortnite are up to 1 million players online at the same time. And this is not only because of Alpha state. As I said, grinding should be limited to the personal kingdom. A multiplayer game that requires grinding won't be successful nowadays. Grinding is a single player thing.
  21. the time of grinding-games is over.The era of PvP games has begun: Overwatch, Fortnite, Pubg ... I know you dislike this fact but if you don't adapt even the grinders are disappointed because they will be all alone. Maybe you should even consider limit grinding to a 24 hour process instead of a lifetime process.
  22. if you want this game to become a commercial success with many new players and a broad basis of players you have to get rid of the real-time skill-system and limit progression to a point where new players are 100% as strong as other players after 4-10 days or this game will die a few months after release. There is no way any new player will start playing if he always trails behind because of the skill system and has to grind extensively. Just concentrate on the RvR-aspect and limit grinding to the personal kingdom-part so players who want to grind hard can create big kingdoms.
  23. is there a difference between Patron and Pioneer in regard to content access? Can I play live with Patron? Or only Test?
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