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Faes and Guinecians Keep Entry


ACE-Tiggs
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26 minutes ago, BlackfeatherCo said:

They may know that the bug exist but not be able to reproduce it internally and/or have a fix for it yet. Game development isn't just magic that you speak into a box and it does what you imagine you asked it to do.

Rather than just complain about the issue, if you know how it's being done, send a support ticket with a description of the problem. That's how software development works and how users can help developers improve their products.

thanks buddy

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1 hour ago, BlackfeatherCo said:

It always was intended design. nobody is backpeddling. The world, not even inside your keep, is intended to be safe.

If you need absolutely safety while in game, go to one of the temples if you can't bare to be at any amount of disadvantage. Or even better, the lobby screen. You can't die on the lobby screen.

The multiple patches/attempted patches to stop characters from getting into keeps say otherwise, it’s only when they were called out on it did they issue the statement that it is intended…. Like why else would they say they planned on stopping Fae from double jumping into Keeps etc and change the terrain to remove things that assisted Fae getting into keeps or adding a failed damage effect in off siege hours? 

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1 hour ago, Notional said:

The multiple patches/attempted patches to stop characters from getting into keeps say otherwise, it’s only when they were called out on it did they issue the statement that it is intended…. Like why else would they say they planned on stopping Fae from double jumping into Keeps etc and change the terrain to remove things that assisted Fae getting into keeps or adding a failed damage effect in off siege hours? 

Baloney. Why on earth would you believe that keeps would be PvP free zones? That's just absurd.

Blackfeather.png

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1 minute ago, Solstar said:

Both can be true. 

 

Fae and Guineceans can be intended to have a way to get into keeps,  AND the way Faes are doing it currently could be an exploit. 

FYI, any Assassin should be able to get in as well. maybe even a ranger (haven't tested it yet but in theory).

Blackfeather.png

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27 minutes ago, BlackfeatherCo said:

Baloney. Why on earth would you believe that keeps would be PvP free zones? That's just absurd.

If it’s blimey why have they attempted multiple times to patch it out? Interesting… it’s only after multiple failed attempts to stop the behavior have they stepped in and said that it’s intended game play…. 

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1 hour ago, Notional said:

it’s only when they were called out on it did they issue the statement that it is intended…

No, methods of infiltrating keeps have been in game for years and it has been discussed many times. That is the whole point of the Guinecean Tunnel power.

IhhQKY6.gif

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2 minutes ago, Jah said:

No, methods of infiltrating keeps have been in game for years and it has been discussed many times. That is the whole point of the Guinecean Tunnel power.

Then explain the multiple patches to stop Fae from getting into keeps or the new one of damaging effects supposed to be in the keep…. 

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5 minutes ago, Notional said:

Then explain the multiple patches to stop Fae from getting into keeps or the new one of damaging effects supposed to be in the keep…. 

The damage effects are ONLY inside the actual building,  not the walls. 

 

Second,  the act of flying is, by itself,  the exploit.  Getting into the Keep walls is not. 

As I said before, you are both right, and literally talking about two different aspects of the game. 

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4 minutes ago, BlackfeatherCo said:

Getting on roofs as a Fae is fairly easy and not an exploit. I'm not sure where this is somehow connected to a "flying" exploit.

I'm just going based on the descriptions people are providing that fae flying without touching down. Obviously double jump, gliding, and mid-air dashing is not flying. 

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14 minutes ago, Solstar said:

The damage effects are ONLY inside the actual building,  not the walls.

Is that true? The only time I saw the damage effect working was the first day of dregs when it was doing damage in the middle of the courtyard outside any building.

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15 minutes ago, Solstar said:

The damage effects are ONLY inside the actual building,  not the walls. 

 

Second,  the act of flying is, by itself,  the exploit.  Getting into the Keep walls is not. 

As I said before, you are both right, and literally talking about two different aspects of the game. 

Then why would they attempt to change double jump from getting into keep walls or move/delete terrain that allowed for Fae to glide into keep walls?

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1 minute ago, Notional said:

Then why would they attempt to change double jump from getting into keep walls or move/delete terrain that allowed for Fae to glide into keep walls?

because they don't want it to be that easy. Just because game play isn't easy or not ubiquitous doesn't mean that it's not intended.

 

Blackfeather.png

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35 minutes ago, Notional said:

Then explain the multiple patches to stop Fae from getting into keeps or the new one of damaging effects supposed to be in the keep…. 

The patches haven't sought to completely stop people from getting into keeps. They have sought to limit unintended methods. In some cases it was too easy for too many types of characters to get in. That is why they removed some rocks near the walls, etc. The damage effect is meant to provide some safety in keeps, specifically inside the stronghold building. It is not meant to completely stop infiltration of keeps.

IhhQKY6.gif

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43 minutes ago, Tngybub5 said:

Is that true? The only time I saw the damage effect working was the first day of dregs when it was doing damage in the middle of the courtyard outside any building.

The notes specify "Keep Interiors", and part of the conversation in this thread is specifically about crafting inside keep walls and getting ganked. That ganking isn't happening during siege windows. 

Edited by Solstar
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Keeps aren't safe zones.

ACE have acknowledged that is not the intent at all, and that if you are in a keep you are vulnerable to being killed in and out of siege windows. There are several techniques outside the "Fae" flying issue that can get you into a keep and run free. This is why when you place your bank for example, you are careful where its positioned and not in some cases right next to a tower with a ladder for safety (which I suspect is what triggered this post - apologise but we get content where we can :D ).

Should the FAE be fixed. Absolutely I don't think anyone has debated this beyond "hurry up".

Several folks and myself asked ACE directly about this issue this week and we've asked them to be more direct on these points to help clear up confusion here. Which they've agreed to take on board.

The overall summary of that conversation is that Keeps aren't safe zones and are expected to be vulnerable to being attacked inside. The Fae is a recognised issue they are addressing.

Nerfing several other legitimate techniques to get into the keep, it isn't enough to warrant the changes to keeps overall designs. There could be better ways to handle certain features within keeps, like moving crafting inside the buildings instead of being outside as sockets etc, but that would be something for ACE to ponder at a later date (it appears its just not enough of a high priority at this point).

But again, how much safety is afforded in the open world, as the moment you leave the temple everyone really needs to assume that death is a risk regardless of your activities being carried out.

 

You can linger in a forum of a game you dislike and be toxic, or you can just move on play something different. If you can't move on then its probably time for you to seek some mental respite. 

I choose to play Crowfall - problems and all - because its a fun game. Why do you hate fun?

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Remove guards from keeps

 

Eliminate the damage aoe from the last patch

 

All Guild members drop a keep key along with their head on drop, the keep key is 1 time use for entering the opposing keep, and let the games begin and the QQ END

Edited by Represent
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5 hours ago, Represent said:

Remove guards from keeps

 

Eliminate the damage aoe from the last patch

 

All Guild members drop a keep key along with their head on drop, the keep key is 1 time use for entering the opposing keep, and let the games begin and the QQ END

I was thinking something similar with the key.

Blackfeather.png

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