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WizarDEAD

Testers
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    11
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About WizarDEAD

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    Hatchling

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  1. No info, no dates, no patch note, no user experince, .... this is a joke
  2. If that would be a free trial, a wouldn say a word. I would test it, decide its a crap, sorry deeply unfinished product, and leave. But I already bought this as a game, yes in testing period, but still a game, and in today scale very expensive one. I would understand if there would be some bugs, unbalances, lack of content, or anything else. But if a studio with 60+ ppl, and budget of dozens milions of USD, as someone said here, are not able in 5 years of development made such a banality as a talent reset button, make a few pages of describtion text, or even a chat where you can type question
  3. But you again looking at this issue with eyes of experienced player. And it surely will not be complicated to bring limitations to prevent abusing. For example you can give common vessel 3 resets, and lower this number in better tiers.
  4. This game is not new-players friendly, I have absolute opposite feeling, it's very unfriendly. You join the game and have to choose server (or realm, or how do you call that) and have no idea which. No simply info which is PVE or PVP anythink. You start to make a vessel and you again have no clue what to do. There is no info about race deferences, no info about classes, again nothink. So you pick one randomly just because is looks nice and start to play. As you start playing you again have no info about anythink, you have to find out that your skills depends on talent thee, b
  5. I would like to suggest to add talent point reset function (by some npc), at least now for testing purposes.
  6. Is there any idea when the beta shoud be released? From twitch video released in start of march i get it should be any day, but its a week and still there is no info at all.
  7. I agree with you in general, but this system will made game dead and bleed out players same way like in Darkfall, Mortal, and many more games did. You have to distinguish between pvp player who want to kill and be killed, and player which want to sit in their house of gold. If you cant leave city because you know anyone you meet will want to kill you its bad mechanics. Years ago, when we started to play Darkfall with friends we were group of 9. After month we were 3, and after another month i was alone i stopped playig even i liked the game. And only reason was when you are a noob with no
  8. You disagree with my reputation system, or with idea that everyone should have to right to everyone?
  9. Honestly not much. I have 20, maybe 30 hours played in total. That was reaction mostly for someone at the biggining of thread who said darkfall pvp model was good.
  10. Darkfall was very good game, but unfortuantely wrongly designed. You have to have right to kill enyone in case you need, player is toxic, or because you simply want to. But the game mechanics should prevent you from doing it. For example in darkfall penalities for killing ppl was very low so it leads to anyone you meet anywhere always wanted to kill you. And that is wrong. The right mechanic will learn you dont want to be PK: For example for killing mobs, farming, crafting, etc. you will get slowly "positive reputation", which will give you some % of PK defence. For killing an
  11. I would like to add my comment to this one. In every game i strongly prefer the healer or buffer classes. Even when Im mainly PVP focused type, I love to be in position who decides who will live and who will die. But i like when dmg make dmg, tank classes are made for tanking, and healers are for healing. This setup will ensure, that you need other ppl for playing, and you will group up. That is main goal for MMOs. So i think there should be one class, or one build with strong single target aimed heals (mana spent and sacriface), strong party aoe heals, in-battle ressurection, even w
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