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Khenjin

Testers
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About Khenjin

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    Magpie

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  1. It's easy, but way more painful than mining. also lack of motherloads. maybe make ancients like a motherload for harvesting, need 2 people and it gives a high chance for rare leather/more leather? also gotta think of the danger it puts you in gathering leather, way easier to gank someone fighting than someone mining.
  2. Its just i know already of around 5 people that don't want to run druids or assassins because of the leather cost on armour. i feel something really needs to change with it. I personally like my carcass idea because its a simple way of not having to sit there and skin each mob and you can at any time you want go and turn it into leather
  3. I had another thought on a possible solution. - Make skinning mobs drop a "carcass" that can be skinned at a table on a mass scale.
  4. so I think something really needs to be done about leather gathering. I know a few people just from my own guild that don't want to run leather only classes because of it.. I farm leather for blacksmith items and that alone is annoying. I couldn't imagine running 1 or more leather wearing classes and having to gear/re-gear them. A suggestion for a very simple fix - Leave everything the same, but reduce the maximum health of "skinning nodes" by around half. so you still have to kill and skin but it only takes half the time to actually skin.
  5. there was this one game which shut down but still has a very populated private server called "Warhammer: Age of Reckoning" (i think the original was warhammer online or something). Anyway it had what I felt like was a very good system for capturing the pvp points in that game, they really only had castles (not anything small like outposts in crowfall) and simply for attacking successfully (as in you win and take control of the castle) you would get a reward of basically crafting materials and experience. However the same went for defending (if you successfully pushed off the attackers after they had hit the door of the castle), also the amount of stuff each individual got was determined in 3 parts, who tanked the most damage, who did the most damage and who healed the most. depending how high you were in a column would determine how big the reward was. I feel adding say a "boss" mob to the forts would make this a possible solution to the whole not really seeing a need to defend the fort because we can just capture it back later. then adding in loot tables for the boss depending on how much "work" you did when attacking and also adding in a reward system for how much "work" you did while defending would make it even better. However only the winning side gets rewards. I also think maybe the doors of the forts should be the only thing that can be destroyed by melee and have significantly more health and give a warning when it starts to get hit by more than 1-2 people. The walls should only be able to be damaged by siege engines and should possibly break 2-3 walls instead of just the one. this would make it useful to use siege engines instead so you can swarm the place instead of being able to be bottlenecked at the door. Another thing I think should be implemented if this gets implemented is that the amount of people included in the siege total increases the rewards given at the end. I'm not saying make this the way to go instead of gathering but I think it should be enough for people to earn enough materials over time to make a suit of armour or a weapon so that people who really really really hate gathering have another way to earn their equipment. Short version: add boss mob to forts, give rewards (like crafting mats or somethiing) depending on how high you ranked in 1 of 3 things - dmg, dmg taken, healing, make it so you can only destroy doors with melee and walls by siege engines, more people included in the "siege" increases rewards, increased health on doors and walls (not significant) and a warning as soon as the walls are hit by siege engines or the door by more than 1 person.
  6. I'm not saying at all they should just do QoL changes only.... I was just making a point. I'm not angry at the game or need a break. I understand what it is and that it functions. you mention dregs though, that is where it will matter most in controlling and getting resources and if people simply don't lose stuff when ganked in dregs it will be a bit broken... also doing this one fix does not mean they can't do the other ones aswell.... so don't say it like that.
  7. I understand resources are finite. I understand it was placed there for a reason. this embargo system from what I heard is a complex system that sounds like it will take awhile to implement. we are tolerating it, that is why we are still playing the game lol... again why update LIVE at all if they just need to make the game... not an average gamer, I have done little and I do mean little amount of programming and I have programming friends who develop their own stuff. every time they update anything it has the chance to screw things up so why would this be any different to a normal update?? What angers gamers more than anything is quality of life changes not being implemented. Every SINGLE person I have discussed games with don't care about new content or fixing some things, the thing they care most about is having quality of life changes made sooner than later to the game. they prefer that over a expansion most of the time... all those steps have to be done for any update pretty much so why not include "this" instead of "that". such as adding in new content like these new mobs coming in 5.8.5.... I and I know MANY MANY others would prefer some quality of life changes over some new mobs being added to a game that already has a super short game loop... you can't say they are delaying their go-live date to implement a fix because they are delaying it already by having a LIVE server and updating it/already fixing things. TL;DR - don't talk about things if you don't know the full extent and understand they want people to enjoy the LIVE server.
  8. there was this one game which shut down but still has a very populated private server called "Warhammer: Age of Reckoning" (i think the original was warhammer online or something). Anyway it had what I felt like was a very good system for capturing the pvp points in that game, they really only had castles (not anything small like outposts in crowfall) and simply for attacking successfully (as in you win and take control of the castle) you would get a reward of basically crafting materials and experience. However the same went for defending (if you successfully pushed off the attackers after they had hit the door of the castle), also the amount of stuff each individual got was determined in 3 parts, who tanked the most damage, who did the most damage and who healed the most. depending how high you were in a column would determine how big the reward was. I feel adding say a "boss" mob to the forts would make this a possible solution to the whole not really seeing a need to defend the fort because we can just capture it back later. then adding in loot tables for the boss depending on how much "work" you did when attacking and also adding in a reward system for how much "work" you did while defending would make it even better. However only the winning side gets rewards. I also think maybe the doors of the forts should be the only thing that can be destroyed by melee and have significantly more health and give a warning when it starts to get hit by more than 1-2 people. The walls should only be able to be damaged by siege engines and should possibly break 2-3 walls instead of just the one. this would make it useful to use siege engines instead so you can swarm the place instead of being able to be bottlenecked at the door. Another thing I think should be implemented if this gets implemented is that the amount of people included in the siege total increases the rewards given at the end. I'm not saying make this the way to go instead of gathering but I think it should be enough for people to earn enough materials over time to make a suit of armour or a weapon so that people who really really really hate gathering have another way to earn their equipment. Short version: add boss mob to forts, give rewards (like crafting mats or somethiing) depending on how high you ranked in 1 of 3 things - dmg, dmg taken, healing, make it so you can only destroy doors with melee and walls by siege engines, more people included in the "siege" increases rewards, increased health on doors and walls (not significant) and a warning as soon as the walls are hit by siege engines or the door by more than 1 person.
  9. I agree with you to some extent. they obviously want people to play the LIVE server and want people to be happy and enjoy it right? so why not implement a simple change that would NOT take long at all but make everyone significantly more happy and the game much more enjoyable and add a lot more life and co-op to the game. you could say why make any updates to the LIVE at all if they should just focus on making the game.
  10. for example with the spirit bank, they have normal banks with the chests so why not simply disable the hotkey for spirit bank and add a spirit bank chest to the temple...
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