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Jubileet

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  1. This is just more proof the game cant handle 200 player battles. We should still remove aoe caps for all fights between 2-100 players to be more realistic, immersive, and fair. If it still causes lag or unregistered hits, then there is little hope for cf longterm success. 🏌️ It really shouldnt be that difficult to implement. Also before they consolidated the regional servers into 1 global dregs/shadow because of low populations, it was less likely for na ping to fight against aus pings. I still think no aoe cap should be attempted, it will drastically improve variety in strategies and lets face it; balls of nameplates are the least immersive concept in medieval fantasy reality.
  2. Remove Area of Effect Damage Caps. Shrink Gear Stats Disparity Gap. Make a FvF zone with a planetside 2 grid layout where each faction has its own border containing its spawns and captures that must connect as a unified territory to the main hub so the faction can push the warfront on many fronts in a conquest style. This map layout would singlehandedly save crowfall from sinking.
  3. They don't even play their own game anymore, let alone stream it... They got their money and they moved on. So did the streamers. We've all been dooped! Where is Kiratv to cover this story?
  4. Me thinks they got their millions$πŸ€‘πŸ₯Έ$ for this facade of an mmorpg and have laid off devs and are moving on to their next scam project, probably partnered with Gamigo for it. The blasted easiest fixes to make this game less boring are held ransom by the largest guilds. It has been obvious for years. Cant believe i gave 100$ to this project. Kitten mittens was more genuine than SecondJob -- I mean Craftfail or whatever this supposed game is called.
  5. Remove aoe damage caps, force people to split up instead of ball up while adding a sense of realism. Reduce alliance cap per zone to 100 max so an alliance can put 100 players on each zone but not 250 in any one zone. Make some keeps and stuff either handshake or just no lock-windows at all and then in downtimes just increase npc guards instead of locking them from any capture at all. Shrink the gear disparity gap greatly so weak uncrafted blue gear can actually compete by being only 5-10% weaker stats than fully crafted top end gear. More competivie skill based pvp starts with this aspect alone. Currently weak uncrafted gear cannot drop a crafted suit of armor below 90% HP in any fight. Its not competitive skillbased when the fight is over before it starts bc of severe gear stat disparity gap. Its grind to win. Put tons of more difficult mobs(not raid bosses) out in the world all over so it actually is challenging pve that feels dangerous. Make the pve grind more about keep maintenance/progression and less about replacing durability broken gear. Hire a lead designer who has passion for this project and hasnt already moved on to another video game.
  6. The roadmap is meh.. I am talking about simple concept changes to the overall system of how the game is played. Experiment, try new short test campaigns until you find something people are excited with. What on earth do you have to lose at this point? 🎯
  7. Is this a valid hypothesis? 4v10. On one side of a keep. The rest of both guilds are fighting on the other side of the keep. The 10 are on offense in the siege. Scenario #1- no aoe cap: The 10 ball up and try to get through the chokepoint gate. A frostweaver rains blizzard down and slows all 10 and damages all 10. Then a pitfighter or something jumps into the ball and starts spinning around and hits all 10. The 10 decide to brave sir robin it and splits outward away from the keep in a circle so each individual player is isolated away from the aoe chokepoint. Now the 3rd defender, an assassin pops in and ganks an individual who was too slow to get away from the keep chokepoint, so theres 9 left. The 9 try to nuke the 4th defender a healer keeping the pitfighter alive. But now the assassin and the pitfightet and the frostweaver are focusing the attacking healer who is struggling to heal a non- balled group of 9 who took heavy damage. In this scenario it feels more like realism because strategy has caused problems for the big group, and has given merit to the skill/strategy of the outnumbered defenders. If you see 10 enemies in real life and you drop an aoe fireball on them, you expect to damage all of them. Scenario #2 - aoe cap. The 10 attackers rush the gate chokepoint. The frostweaver tries to blizzard slow all of them. Only half get slowed and take damage. The other half rush the healer and nuke it down. The pitfighter can only slow/dmg half of them and they nuke him down. The frostweaver gets nuked. The assassin runs. And the attackers barely took any damage. πŸ€” I prefer realism over balls of people that cant take damage. Its unimmersive when you see your spell hit people and the game says no no thats too many people we are just gonna nip that and pretend it never hit them. Now I dont know if I did the math right, I didnt even use math here and I dont even play this game anymore lol. But is this a valid hypothesis?
  8. You two are both arguing against removing aoe caps but your established dispositions contradict each other lol. 🌠
  9. That is more realistic and fair. It would effectively cause groups to spread out instead of ball up. Your logic is busted, Bronz. OP is right. But the lead designers always cater to the power hungry zergs/large guilds. Aoe cap is a fail design. And no matter how many times someone posts ways like this to make this game better, ace continues to give all the power to zergs/large guilds, because they have hijacked the devs by the balls. Further decimating the population and laying off employees and driving the game into the ground. Removing aoe caps would make the game much more fun and fair and realistic because people would spread out instead of ball up in a pile of nameplates and bodies standing inside eachother ---- and would possibly revive crowfall. (Also maybe add friendly fire, body clipping, and reduce guild/alliance per zone caps might further help) But that would upset the large guilds/alliances and they own the devs. So theres little chance they ever save this game with progressive changes like OP's idea. instead they change nothing, and the game is on life support. Go figure. \o/
  10. People still play this game? It's ranked the third worst disappointment in kickstarter gaming history behind chronicles of elyria and earth 2.0 lol absolute ripoff quick cash grab scam rubbish i popped in to discuss the layoffs and maybe see if they were willing to fix the sinking ship but my thread got deleted for no apparent reason. See ya in another month or two.... I'm goin back to MO2 at least that feels sort of like darkfall.
  11. Seriously, the gear disparity is too much... I gave the game a real try as I felt it deserved one. The gap from grey gear to purple gear is too great. The stats gap should either be shrunk or there should be an easier avenue to get to a blue set. Even with blues, crafted gear and a green or higher vessel makes an unfair fight. If the game was skill based, a new player could have a chance against someone ganking. The reality I experienced was that in dregs, shadows, and even in the starter zones, I could barely drop an enemy player's health below 90% while they munch me out in under 5 seconds. I tried different builds and classes, and grinded for days, getting ganked while trying to save up some gold. Even with blue bought gear, I couldnt touch a ganker in even just the starter zones. The game is a slog. And durability runs out so fast when youre constantly ganked that hours of grinding ended up back at grey gear for me. Its too much grind. Its not balanced skill based combat. Its just gear stats prevails. I officially quit. Tired of busting my ass in a fight and the gear just doesnt compete. I tried everything and still couldnt get a ganker's hp down. I wanted to craft but it was so much grind involved, I just bought blue/green gear from free cities. But again, in even the starter zones, a grey vessel with blue/green gear, I could not even chip the HP of a ganker. There is no avenue for new players in this system. I dont have time to mindlessly grind anymore. I give up. Might come back for hunger dome, but the grind is too much and if you dont grind for hours and hours and hours, the gear disparity is too great to overcome. I tried joining a large guild in dregs but it was just hanging out in a keep during siege windows waiting for a siege but it never came and we didnt seem to want to attack anywhere. We just sat around defending the keep. I really gave the game a chance since fvf came out, but i'm done. Ign and lazypeon were right. Massive waste of time and money. Good luck to you all!
  12. Seriously, the gear disparity is too much... I gave the game a real try as I felt it deserved one. The gap from grey gear to purple gear is too great. The stats gap should either be shrunk or there should be an easier avenue to get to a blue set. Even with blues, crafted gear and a green or higher vessel makes an unfair fight. If the game was skill based, a new player could have a chance against someone ganking. The reality I experienced was that in dregs, shadows, and even in the starter zones, I could barely drop an enemy player's health below 90% while they munch me out in under 5 seconds. I tried different builds and classes, and grinded for days, getting ganked while trying to save up some gold. Even with blue bought gear, I couldnt touch a ganker in even just the starter zones. The game is a slog. And durability runs out so fast when youre constantly ganked that hours of grinding ended up back at grey gear for me. Its too much grind. Its not balanced skill based combat. Its just gear stats prevails. I officially quit. Tired of busting my ass in a fight and the gear just doesnt compete. I tried everything and still couldnt get a ganker's hp down. I wanted to craft but it was so much grind involved, I just bought blue/green gear from free cities. But again, in even the starter zones, a grey vessel with blue/green gear, I could not even chip the HP of a ganker. There is no avenue for new players in this system. I dont have time to mindlessly grind anymore. I give up. Might come back for hunger dome, but the grind is too much and if you dont grind for hours and hours and hours, the gear disparity is too great to overcome. I tried joining a large guild in dregs but it was just hanging out in a keep during siege windows waiting for a siege but it never came and we didnt seem to want to attack anywhere. We just sat around defending the keep. I really gave the game a chance since fvf came out, but i'm done. Ign and lazypeon were right. Massive waste of time and money. Good luck to you all!
  13. Therein lies the ultimate flaw of this entire design. One big slog. And skillful pvp? It's more pve-earned-gear stats based than skill based pvp. Bring out hunger dome already!
  14. Naeast fvf server was fun the first night or two, then shortly after that they released dregs with higher tier rewards than the faction campaign. Then the "light" pop shadows fvf felt like a ghost town, typing 'hello?' Into faction chat yielded maybe one response after a long wait, so i moved my char to "moderate/heavy" pop dregs. πŸ˜•
  15. What if a portal opened up in one of those unused gates at the temple and then held a world with an accelerated lifecycle? It could last 1-8 hours set to a random counter for each one. And have a small number of never locking capture points and like no mobs. Whoever holds the most captures for the longest amount of time gets points towards their dregs or shadows campaign scoreboards. And if one guild fills the entire zone we can just steal their lands back in the normal dregs/shadows. πŸŒ€οΈπŸ“‘πŸ›°οΈπŸŸοΈπŸͺ”πŸŽƒπŸ‘ΎπŸ•ΉοΈπŸŽΆπŸŽ₯πŸ’°
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