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APE last won the day on January 15

APE had the most liked content!

About APE

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  1. Infected 2.0 (AKA training wheels PVP/Siege) - NPE 3 4 Maps 1 Map for 3 Factions (Order/Balance/Chaos) 1 Siege Map with 3 entrances, 1-2 POI near each side (3-6 total), 1 central castle No Imports/Exports Vendors with Free basic/green gear Vendors with Free resources to craft siege weapons and build up castle a small amount Castle can be sieged every other hour or free siege window No player looting Faction gate is protected so no camping Respawn (no timers) at Siege map gates or Faction temple map LVL 20-30 (or lowe
  2. Wouldn't hurt but with how little sub forums like Classes get used, it wouldn't be very active.
  3. I don't know how development works exactly, but I can't imagine it is overly efficient to build and support a game loop so players can play 24/7 when every single aspect of the game is still being worked on over time. JTC said he wouldn't do it like this again so guessing it isn't the most favored by devs. How many times have they redone systems to make a more enjoyable experience now instead of long term? Passive Training barely changed on the basic level but they redo the nodes, numbers, layout, options, etc multiple times. Now it is gone. Overall it was a complete waste to the fin
  4. Campaigns ending was the big new cool idea but that video and other early talk had a good amount more that played into the concept of getting away from uncle bob: Some of their comments of which some exist, some barely do, and some certainly do not: Intensity of GOT (GOT has a scoreboard?) Allies, enemies, alliances, betrayal, conquest They showed a pretty conquest map animation of forces spreading across the land (Not standing in circles for points n chests) Would be dozens of campaigns with unique maps, rulesets, and victory conditions (players could control outc
  5. Despite making what I consider a big deal about it originally, they've never had anything to deal with "uncle bob" directly. Campaigns ending and having no or low import is about as far as they've gone. Passive training didn't really do much. Now without passive there is even more value and power put into permanent vessels/disciplines, it's a huge advantage for those that have them to bring in. Sounded good but having permanent progression and rewards that carry over pretty much goes against any chance of "uncle bob" not showing his face. Must stick with eSport/lobby formats to
  6. There are multiple ways to handle respawn timers, locations, costs, etc. Despite what it wants to be, it is being marketing with PVP front and center. Territory control doesn't exist unless owning a POI is considered territory which this game doesn't do as well as "themepark" games. Siege is no different. More exciting siege in games 15 years old. I'm not looking for a PVP arena game as there are much better games for that, but I'm also not looking for a PVE grinder (better games for that too) that has limited meaningful PVP. Not sure why everything has to be extreme. Games d
  7. Wasn't the point of spending so much time on procedural worlds with dials and knobs to be able to produce different maps? Hopefully it wasn't to produce maps all the same size that look 2% different. Would be a massive waste of resources. If the population is X currently the map should fit that number. When the population is Y, adjust accordingly. It isn't like today it is 5 and tomorrow it is 1000 and the next day it is 250. It seems to be fairly consistent for the last few years minus the beta starting. Pretending anything about the current game reflects what launch will look
  8. Everyone? I don't understand why only one role would be rewarded. Maybe depending on the exact reward structure it might matter, but a generic system could easily work for everyone. If you are in a group and anyone attacks someone else then everyone gets rewarded. Regardless of KDR, who gets the killing blow, does the most damage, or any of that. Plenty of games work like that. Shouldn't be hard for 3 groups to tag at least one if not every other player in 3 other groups with how AOE and random target spammy targeting and combat are. "Scouts" that are not part of combat at all would
  9. As I mentioned above, ranks and PVP rewards don't have to be fair as they can simply be a form of progression tied to PVP. Titles, ranks, gear, disciplines/powers/passives/talents, cosmetics, etc. I kill someone, I get a point and slowly work my way to whatever reward. No penalties. Relatively simple. There is plenty that could be tried to make it "fair" but any system will have flaws. These games aren't fair so that concept should be thrown out the window. With strong broken classes/builds, zergs running down smaller numbers, people throwing money at the screen, no lifers outpacing
  10. I like PVP ranks or more so any form of PVP progression (titles, cosmetics, ranks, PVP specific powers/passives/gear, etc). I don't see any of that having to reflect "skill" as these types of games require a variety of skills. Defeating someone in PVP doesn't exactly mean I'm better without looking at the list of variables. This isn't a eSport game with attention to balance and making the most fair competitive experience possible. For me, I'd simply like something I could work towards as a PVP specific goal that is mine. Even if it doesn't mean I'm the best gamer ever, at least I mig
  11. I understand wanting a game to focus on a few particular features and a crowd that wants them, but those features need to be top quality. Content being low in quality and quantity is not going to be a recipe for success, no matter how "niche" it is supposed to be. It amazes me that a game hyping up it's combat, character building, siege, world building, economy, crafting, etc has not managed to make one system equal to or better then what others have done before be it with or without more resources. Hopefully the niche Crowfall joins isn't of MMOs that didn't make it.
  12. All likely true, but for someone like me that looks at Crowfall as a PVP game, where is the progress, achievement, and overall content that isn't ganking or timed with neither be remotely complex. They have and continue to focus heavily on character stat sheets and RNG PVE grinds. Which I understand as JTC and Blair seem to be comfortable with and enjoy such things, but for those that actually want to have a fuller PVP experience, I don't know why they'd look at this game. By the time they reswizzle the starting experience and the same few PVE systems for the whatever time, I hope th
  13. DAoC did so many things well for the time and considering the resources that team had compared to Crowfall/Camelot Unchained, it amazes me that neither game is as content rich or launched by now despite all the advantages. Wish I could play DAoC or Phoenix, but tried and the rubber banding and outdated performance gets to me. Usually don't go back to a game once I move on. So many great systems though that other games should of copied. ESO at least got some of the RvR elements.
  14. Achievers will burn through this limited content quickly. How many legendary blacksmith characters does an individual or guild need? What comes next? As there is no full loot and vessels/disciplines are permanent (even more so with 6.4), players will be hitting the content/progress wall faster then before. Which I have no issue with as I believe players should have control of their progress and experience, but there is 20 years of evidence that once players reach the wall, they start looking for something new. The game has to have more to it then casino RNG PVE systems. For those loo
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