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Azerlin

Testers
  • Content Count

    57
  • Joined

  • Last visited

1 Follower

About Azerlin

  • Rank
    Magpie

Profile Information

  • Language
    English
  • Interests
    Crowfall, D&D, Money ;)
  • Guild
    Clan of the Dragon's Claw
  • Gender
    Male
  • Location
    ON Canada

Recent Profile Visitors

170 profile views
  1. @jtoddcoleman You asked about siege timing idea's... I believe to make this more effective would be to have a system to "hold" zones a little different. Make each zone bigger. 3-5 forts in each zone, 1 keep/"Mini-Keeps". 4-24h timers on each fort, 1 guild/faction/pantheon to own the majority of forts in an area triggers an 1 or 2 hour window until siege begins on the keep itself. Each time a fort is retaken by the controlling guild add 4h to the timer, up to 24h max hold time. You could also get deeper into it be doing the same with the outpost to forts in a similar manner with the timers going from 30m-4h per outpost timer and 3-5 outpost to the fort. Once Castles/City's are in place, in these "State Zones" have 5-9 forts and as needed outpost. At the start of the campaign have each zone timers set for a specific time zone's and then let the chips land as players interact with it and change the targets timers to suit they're needs, or just be a thorn in the side of that defender. This way activity can be more predictive and at the same time player activated based off most active times. This also would promote alliances between guilds from different time zones, that many hope will be in further updates, or guilds with multilabel time zones in them.
  2. The issue with passive vs. active is time. In 1-2 hours I have a fighter ready to go, awesome. Then there's Harvester's and Crafter's that have to sit and wait to be relevant in anyway. If there is to be passive learning there needs to be classes for each profession. Also doing things in this way can future prof the game. They can add a new profession and a set of classes to go with it in future expansions. Just keep doing it the same way, race/class combo's, highly doubt you'll ever see a half-giant or a minotaur jewel smith with they're fat fingers, LoL. As far as Harvesters go I feel they are over shadowed by the other 2 professions and having this will give them the distinction they need. Lets take Harvesters for the example, because that is the easier path to give one in. Have 2 classes, "Excavationist" with Ore, Stone, and Grave promotions, and a "Reaper" with Logging, Animal, and Farming promotions. A VERY simple Crafters class, "Theorist" with promotions in Assembly, Exanimation, and Production OR "Specialist" Metal Working (Jewel, Weapon, and Armor smith) Carving (Wood, stone, and leather), Mystic (Alchemist, Necromancy, and Rune crafting). Give me about 2h for each class and I could easily have the trees set up with skills and buffs that are NOT over powered and will make sense as well. Not trying to argue, but reworking passives is not going to fix this issue, new active mechanics will and new classes would be the easiest and most effective way. @jtoddcoleman PLEASE feel free to take this and run with it. I get it, balanced combat IS priority, but the other professions need that equal balancing as well. All in all though things are coming along very nicely and I'm looking forward to the beta realise to got kick some ass! LoL
  3. I'm getting the exact same thing on a i5 3.1Ghz 8gb RAM and a 1080ti ( and that is why I don't stream LoL) The one thing I did notice though is that if you go into 1st person the hitching and lag spikes are lessened considerably. Not saying they are gone all together, but it dose not happen nearly as much.
  4. Professions are suppose to enhance skills in the game. Combat is the main focus of the game right now, so no one ever complains really about that profession. To make harvester's and crafters relevant off the hop, there needs to be classes for those professions as well. That will balance the game and make all 3 professions are of equal importance. I liked 5.10 line up of skills better, it made more sense and flowed better then in 5.11 IMO. They tried to rebalance/remake something that was not broken, the issue is having characters that are just as relevant in the game world regardless of the profession trained in. As is all classes are combat classes, not including disciplines here because they are augmentations not class skills. Combat based classes are getting upgrades on top of upgrades, where as a Harvester/Crafter has to WAIT at least a month+ (didn't do the math, but basic Harvesting or Crafting trees at 100% is ALMOST the same amount of skills a Lv 30 combatant has.) Personally this is where I feel the issue lies for crafters and harvesters, they need they're own specialized classes, but if they do this it will not be until after the game is fully launched.
  5. I think the question is straight forward. I'm thinking of upgrading the guild bundle to the Premium Pack from the basic Reserve Guild Name. Of course I'd like to be able to change the guild Crest and on screen Tag, as well as getting the guild hall bonus. I looked back in the forums and didn't find anything like this asked other then upgrading backer packs, so if this has already been answered, sorry about that.
  6. I know that they have said the current state of sieges windows will change to space them apart. Personal thought though would be to combine all of these things. The biggest issue I think will be timing. To make this more effective and to NOT just appease the zerg Guilds/Alliances would be to have a system to "hold" zones a little different. Make each zone bigger. 3-5 forts in each zone, 1 keep. 4-24h timers on each fort, 1 guild to own the majority of forts in an area triggers an 1 hour window until siege begins on the keep itself. Each time a fort is retaken by the controlling guild add 4h to the timer, up to 24h max hold time. You could also get deeper into it be doing the same with the outpost to forts in a similar manner with the timers going from 30m-4h per outpost timer. Cost after taking each should be sacrificed items, outpost 5 xp/guild member, forts 25xp/guild member and then 50xp/guild members for the Keep. So a 100 member guild to take an outpost has to wait for the timer/magic barrier to pop, then kill the guards, then sac 500xp worth of items. A fort would be 2500xp and a keep 5000xp, for a 100 membered guild. I know this isn't 100% clear but I hope you get the main idea of what I'm trying to get across.
  7. Azerlin

    Vendor

    Photoshopped! Staff why you messing with this dude? Jk's, Jk's LoL
  8. Only get the 1000 Crowns from each backer in your guild. I personally bought the Adventures pack and then many of the basic bundle for family and friends (7). So I think the game is worth the money, what pack you get is your own biz pending how much you think you'll be playing.
  9. As things are in the current state EK's are not stable enough and cost real world money to keep running 24/7. I truly believe that by the end of Beta testing this will be all put into place and GR player venders will be a thing of the past. It'll all be handled through EK's and in campaign temples/forts&keeps/ guild garrisons. My thought's anyways
  10. The game is still in an Alpha state. Once Beta is open the player base will flood from the current 135k accounts to nearly 500k by the end of beta testing.
  11. You dev's keep trucking away and do you thing. I'm still looking for more body's to get into the guild before beta is opened.
  12. Currently at 69 members and counting. Looking for a home? There's one here for you.
  13. I don't know if there is something in the works or on the table already, but will there be an option to make members of a guild have different ranks other then the current state of Guild Leader and Officer? Would like to make my own titles and privilege's associated with each rank.
  14. More use for gold... This could work, but not from an NPC vendor. This should be a player vendor that repairs THAT players crafted wares, just to make it interesting Taxes that apply go to campaign win "Pot" of gold. For the winner and from the Guild vault 100k gold can then be transferred to 1 Crown to the guild wallet (example). Total Gold in a guilds vault could also be a part of the scoring system, giving bragging rights to who has the most "wealth" on hand. In the end, we'll just have to sit back and see what they come up with.
  15. Or have a toggle to make it night mode for all of the main menu, Professions, and Campaign/Zone maps. Just my 2 cents.
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