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About Zivu

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  1. Leap does work correctly if you jump to a higher elevation though.
  2. Champion's 2nd leap gets cancelled if the first leap was to something lower elevation than where you originally leapt. EX: first leap was over a cliff, you land, use second leap, cancels within 0.2 seconds of using it so you don't move at all just stutter.
  3. All the same level nodes as dregs. Make the map huge though so we can all stay in one zone to minimize loading with the temple portals in a triangular placement. People who want to push rewards can go hit dregs hard while the guild vs. guild constant server is more a permanent home base.
  4. Thank you for the input, Im digging all of these!! Do you have any ideas for any of them? Like how to anti zerg??
  5. It's not an issue with map size, it's an issue with how the maps are laid out. Everyone remembers when the gathering stuff first came out. We had 3 zone and all were FULL of people PvPing over resources. Maybe instead of minimizing map sizes we minimize the areas you can get the better resources?
  6. The reason you're the only player is because there is no room for smaller guilds. I updated my original post with a few more ideas I didn't have time to write out last night.
  7. Agreed, everyone deserves a chance at an identity in the world. A bigger map allows that.
  8. I think those reasons are only valid because there still isn't enough incentive to win or any chance with the smaller maps being dominated by WB, DIS and UXA. Largening the map seems to solve most of these.
  9. Excellent through and through, this is concise and to the point while also letting them see how to do it. Thank you for commenting!
  10. How about lowing the cap to 3 guilds and having them capped at 75 each. This keeps numbers in moderation and still allows crafter to be part of the guild. In addition to keeping in game alliances smaller it will also push the politics of the game creating more depth.
  11. I get it. Without any guild or much new content it feels very slow. Especially now with the new crafting and gathering systems, I'm scared people will be maxed out within a month of the game releasing. People have no reason to stay if they don't have engaging systems AND they get rolled by more experienced players. The crafting is where I think they should start with making things fun again. It's the most complete system but it still needs some tweaks so people know a bit more of what they are doing. Whether that being a little wiki that can help people look up where to get resources or accura
  12. I agree the future is grim but just saying that doesn't help. We as beta testers need to give active feedback so they know what to do. That's all we can do.
  13. Read my reply to Mad earlier in the forum, I tried thinking up some ways we could create a better PvE system so it pushes PvP around those points. I'd be grateful if you could think of some too.
  14. I did say after the player base starts growing, but I do understand what you're saying. I also think though that if the maps stay small, all of the bigger guilds can have a better hold since they are all within reach which for sure won't push the game in the right direction. If we deny new people/guilds then we might as well just be playing Infected with the amount of guilds that'll be able to be competitive.
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