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DeHei

Item durability lost with death maybe too high?! - Solution

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durability lost should be flat number and depend on quality aka color of item. OR quality items should get x2-x10 more dura compared to current amount.

OR there should be no durability lost on death but instead of it - during using as it is in most survival sandbox games (from using - weapons and such, from getting hits - armor)

 

and yes, I /signed. 10% each time as it is now - way to big

 

and I know what I am talking about. one evening (2-3h of active playing with almost non stop pvp) cost me 1.5 of full sets. the time I spend to craft it (gathering+crafting) incommensurably to quantity of time I have fun wearing it. ofc guild members and empty campaign can decrease time to get stuff but free space in banks hints that it's pointless advantage especially for blue+ items

Edited by makkon

crowfall pvp makkonMyrmidon statement: Out of Fury

Discord makkon#8550

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On 1/6/2018 at 7:53 PM, Fefner said:

 

I can see this happening. Already getting annoyed that I'm going around having fun, dying 6-8 times in fun fights then having to spend around an hour gathering and crafting just to go out there and have fun again. I don't mind the inv being looted that's part of the fun but something needs to be sorted about the duration loss on death, its far to high and just makes a pointless loop which makes the game boring.

You should be able to repair an item X amount of times before its regarded useless or 5 point duration loss per death, not 10% ( which I think it is atm), this means an item will last a nice amount of time (even longer if you get to make a large duration item) allowing you to have more fun without the constant loop issue.

 

I remember in a video Blaire made a comment along the line of: people would make these awesome +10 swords, but never use them because they didn't want to lose them on death, so they would just use their crappier gear (this isn't the exact quote, but it was the same overall concept). CF needs to not be that.. gear needs to be fairly easy to replace and without such high durability loss on death.

 

Also the game needs more ways to encourage/reward PvP. I know some systems are still in the works for this, but I think a fairly easy and fun addition would be people dropping body parts on death (i.e., Mykro's ear) and these are used in creating vessels and/or potions.

 

Lastly the campaign map (tyranny) is way too big for testing purposes -- its not fun to run around 30 minutes just to find a fight. 

 

Everyone says "well this is PRE-ALPHA!!" yes that is true, but they want to release this game within the year, and currently the game isn't retaining people because it simply is not fun. It is just 24/7 harvesting and a few minutes of PvP here and there. Changes will come, I am sure of it, but people need to have fun playing a game (even in the pre-alpha setting), for a game to meet its highest level of long term success. If the game turns off a lot of people now, some of those people will never return, and will probably also discourage their friends from trying the game.

I say this all because I want CF to succeed, but right now the game is not fun, and that is why the testing servers are essentially dead. Sorry to be frank, but sugar coating feedback and creating a group-think environment that everything is great and dandy is a dangerous potential pitfall for any company.

 

Mykro, MD

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On 1/12/2018 at 12:09 AM, ArcJurado said:

Well the thing is though that over time things will be easier to replace.  As gatherers and crafters train in their respective skill trees it will be easier to make that gear or gather those resources.  It hurts a lot at the start, trust me I know, but as time passes things will get easier or at the very least faster.  

 But currently getting the skills from the skill tree to make crafting/gathering easier takes a very long time to get. The game needs to make a good first impression on new players, and saying "well in 2 weeks you may be able to make gear slightly easier [and give up combat stats in order to do this]" -- isn't a good approach.

Edited by Mykro

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1 hour ago, Mykro said:

 But currently getting the skills from the skill tree to make crafting/gathering easier takes a very long time to get. The game needs to make a good first impression on new players, and saying "well in 2 weeks you may be able to make gear slightly easier [and give up combat stats in order to do this]" -- isn't a good approach.

Yes and after that I admitted that saying "It gets better later" isn't great but also you need to start being weak so that you can feel the difference in strength later.  Skills are one of Crowfalls main mrtjofs of progression and to make that progression feel meaningful you have to feel like your character is better than it was when you started.

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