I always hear things like fix the alingment system and make crafting better but I never hear suggestions on what people would like. What is a better crafting system? How could you fix alingment. I agree that these parts of the game are boring/broken, but seriously how can we fix them.
How to fix crafting ? Just make every crafting skill like enchanting: useful at lvl 1.0, more than 20 different materials, each of 5 different qualities, none of the materials can be gathered under towers or bought from NPC vendor, and some materials are regionalized (e.g. there is no single source of cinder on whole Niffleheim).
How to fix alignment ? It's enough to make it time based. Murdering 3 guys = red alignment for next 30 hours in-game.
I always hear things like fix the alingment system and make crafting better but I never hear suggestions on what people would like. What is a better crafting system? How could you fix alingment. I agree that these parts of the game are boring/broken, but seriously how can we fix them.
How to fix crafting ? Just make every crafting skill like enchanting: useful at lvl 1.0, more than 20 different materials, each of 5 different qualities, none of the materials can be gathered under towers or bought from NPC vendor, and some materials are regionalized (e.g. there is no single source of cinder on whole Niffleheim).
How to fix alignment ? It's enough to make it time based. Murdering 3 guys = red alignment for next 30 hours in-game.
1) That requires a complete redesign of the crafting system. Not likely to happen
2) Making alignment time base only affects a person's willingness to PvP anything that moves if being red makes playing the game difficult (stat loss etc). If being red makes the game difficult then time based red status is game breaking.
I always hear things like fix the alingment system and make crafting better but I never hear suggestions on what people would like. What is a better crafting system? How could you fix alingment. I agree that these parts of the game are boring/broken, but seriously how can we fix them.
How to fix crafting ? Just make every crafting skill like enchanting: useful at lvl 1.0, more than 20 different materials, each of 5 different qualities, none of the materials can be gathered under towers or bought from NPC vendor, and some materials are regionalized (e.g. there is no single source of cinder on whole Niffleheim).
How to fix alignment ? It's enough to make it time based. Murdering 3 guys = red alignment for next 30 hours in-game.
1) That requires a complete redesign of the crafting system. Not likely to happen
2) Making alignment time base only affects a person's willingness to PvP anything that moves if being red makes playing the game difficult (stat loss etc). If being red makes the game difficult then time based red status is game breaking.
The crafting system could use an overhaul. Specializations may help but I think the devs realzie this. They have shown that they are good at fixing one thing at a time which is far better than tryign to fix every thing and ending up half assed. I think this is a wait and see item.
2) The issue with alignment is the starter city predators. In fact this is the only purpose for the alignment system. Adding a timer would certain curb newb gank squads in the city. As it stand alignment is 99% meaningless.
- Harvesting and crafting become games of their own . .. you could just click and go AFK but you will get more experience (stat gains and skill) by playing some sort of game while you tap the node or whatever.
- More depth to owning a clan. Being able to name your different ranks whatever you want with capability to setting different permissions for each rank. Being able to create notes about members only viewed by those with permissions . .. a couple different ways of doing this so that you can have notes that everyone sees and have permissions to set for certain people. This could help leaders in finding spies in zerg clans, help decide on how is the best canidate for given task, etc.
- Get rid of the different keys for different chests. Have certain mobs drop certain keys for certain chests that ALL have a very small chance for some epic loot that is very rare. No more selentine keys for any selentine chest . ... the uniqueness factor is almost as bad as the chaos chests.
- RvR PVP quests . .. many focused on giving scrolls/book/stat pots to noobs as a means to level outside of PVE. These quests should not take away from world-PVP so they would only be available at certain times for a short period of time. Imagine picking up a quest to kill racial enemies or to recover an artifact (with a story line that meets the lore of the race). You are given the loction of a random chunk where there are no chaos bindstones or bindstones of any kind to prevent exploitation. If it is a killing quest, than you can only get credit for killing the same person a couple times. If it is a artifact quest than you simply have to find the artifact in the random zone that spawns much like a chaos chest (harder to spot from a distance though) in a random area in that chunk and click on it and return to your quest-giver before anyone else does.
- Visual customization. It does not have to be spectacular but simple things like being able to wear a clan-made banner for example or being able to dye armor, design sails & flags, etc. would bring more diversity and uniqueness that would encourage players to become more attached to their characters and clan with more pride.
- Added meaning to dungeons and quests by having a purpose for going into dungeons, etc. I would like to have a little guidance to why I am going into dungeons besides turning in a key or camping mobs.
- Add epic loot to the game that is very rare. If someone had an item that was one of a kind than that would create a lot of motivation for others to gain an item such as this. The item will be lost eventually because of durability and never again would anyone else be able to have that same item (but maybe a similar one with a different name would work).
- Add some named mobs to the game. Hell, the DEVs enjoy playing the game as well so even if it was a spawn of some creature (played by a DEV) that you had to defeat for a chance of epic loot. There could be a giant trying to take over some NPC city . .. or an evil witch alchemist down in the buttom of a dungeon, etc. If these creatures were controlled by the DEVs than they would be a lot more challenging than any UI.
- More archery/melee skills. There are already critical hits. What is a critical hit was different using each skill? Knockback could force them to rest when they land. Come hither could snare them for a second. Whirlwind could spin your opponent around to confuse them. Power attack could have a bonus if sprinting. Etc.. .
- Make sure that every skill/spell is worth having. There are some spells that nobody really uses because everyone thinks that another one is better. Please create reasons for using every spell to make the unused more valuable than they already are.
- Provide more options for the grinding mage so that they are not at the buttom of the food chain competing with destroyers, etc. and other mages who have more skill. Perhaps specializations of a certain school, etc. Anything to encourage one to not have to grind everything and still be primarily a mage.
- Larger dungeons. I have been lost in some of the dungeons before but I would like to be lost more often . ..
Hopefully some of these things will already be introduced in the expansion . ..
NEWS FLASH!"A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore gamer and knew just what to do!" Download my music for free! I release several albums per month as part of project "Thee Untitled" . .. some video game music remixes and cover songs done with instruments in there as well! http://theeuntitled.bandcamp.com/Check out my roleplaying blog, collection of fictional short stories, and fantasy series... updated on a blog for now until I am finished!https://childrenfromtheheavensbelow.blogspot.com/Watch me game on occasion or make music... https://www.twitch.tv/spoontheeuntitled and subscribe! https://www.youtube.com/channel/UCUvqULn678VrF3OasgnbsyA
Self Heal, Mana To Stamina, Stamina To Health, Health To Mana, Confusion, Pestilence, Witches Brew are a "must have" in a Battle. It's not that much of an issue, but this is just to say how important in a battle, Magic is. It's not a "choice", it's something that is necessary, which is what I believe Splinki was asking, as he "absolutely detest the magic".
I've seen warriors fighting in heavy armor, and not using magic at all, being fully dependent on support mage. Even if they haven't blocked their high magic with "Indestructible" spec, casting for 10 seconds with high chance of fizzle is just not practical in the heat of the battle. Even "universal" transfer spell "Stamina to Health" is less important after Vitality patch, when everyone has more HP with the same amount of stamina.
Thank you for posting this. Too much misinformation enters these forums from those who don't actually play the game but think they know how the game is played. Those who once played really have no idea how much the game has changed. You are referencing the impact ones armor choice has and many who once played wouldn't know this, as it wasn't always the case.
Cheers -CC
Of course you can run in heavy armor and not rely on your own heals. But! That requires...dun dun dun...teamwork! Many people feel that they can reach a certain skill level and they can beat ANYONE! Wrong. You are very applicable once you have archery maxed, which is very quick, and maybe a melee mastery. This would all take in under one month. Don't go expecting you are an elite character though. You will get rolled, but if you use the proper amount of teamwork and self ability to keep yourself alive and yourself low on enemy radar you can be quite a factor.
I don't understand how people don't get this.
Most never will, i play for year now solo and sometimes with clans im friends with but ive np as solo player from launch untill now, and im not heavy into magic eather.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009..... In between WoW few months AoC few months and some f2p also all very short few weeks.
Self Heal, Mana To Stamina, Stamina To Health, Health To Mana, Confusion, Pestilence, Witches Brew are a "must have" in a Battle. It's not that much of an issue, but this is just to say how important in a battle, Magic is. It's not a "choice", it's something that is necessary, which is what I believe Splinki was asking, as he "absolutely detest the magic".
I've seen warriors fighting in heavy armor, and not using magic at all, being fully dependent on support mage. Even if they haven't blocked their high magic with "Indestructible" spec, casting for 10 seconds with high chance of fizzle is just not practical in the heat of the battle. Even "universal" transfer spell "Stamina to Health" is less important after Vitality patch, when everyone has more HP with the same amount of stamina.
Thank you for posting this. Too much misinformation enters these forums from those who don't actually play the game but think they know how the game is played. Those who once played really have no idea how much the game has changed. You are referencing the impact ones armor choice has and many who once played wouldn't know this, as it wasn't always the case.
Cheers -CC
Of course you can run in heavy armor and not rely on your own heals. But! That requires...dun dun dun...teamwork! Many people feel that they can reach a certain skill level and they can beat ANYONE! Wrong. You are very applicable once you have archery maxed, which is very quick, and maybe a melee mastery. This would all take in under one month. Don't go expecting you are an elite character though. You will get rolled, but if you use the proper amount of teamwork and self ability to keep yourself alive and yourself low on enemy radar you can be quite a factor.
I don't understand how people don't get this.
Most never will, i play for year now solo and sometimes with clans im friends with but ive np as solo player from launch untill now, and im not heavy into magic eather.
Most people don't. Simply because they have farmed up their Elemtental Buffs (Stoneskin, Haste, Brawn, etc) and can solo mobs that drops 10k per kill. Of course some players will group to take down stronger mobs, but when it comes to grinding mobs, most prefer to solo if they can, because the game allows them to and it's more rewarding.
More players is the only sand DF need. 10 000 players in one server is the main goal. Problem, players leave early because they are not patient enough teal they can finally be pvp viable. Hyperion was the biggest DF clan and most of them left, but i dont really know what is the reason for that.
If AV change the grind on stats and add some limit to skills, new players will feel confortable while getting along with vets. After the grind will be fixed, after prestige and a way to make new players bieng viable vs vets quickly, players will get their 10 000 players in one server and will finally take over EVE online.
When a EVE player try DF, he leave and go back to EVE only because he dont want to grind again right after he left the EVE big grind.
More players is the only sand DF need. 10 000 players in one server is the main goal. Problem, players leave early because they are not patient enough teal they can finally be pvp viable. Hyperion was the biggest DF clan and most of them left, but i dont really know what is the reason for that.
If AV change the grind on stats and add some limit to skills, new players will feel confortable while getting along with vets. After the grind will be fixed, after prestige and a way to make new players bieng viable vs vets quickly, players will get their 10 000 players in one server and will finally take over EVE online.
When a EVE player try DF, he leave and go back to EVE only because he dont want to again right after he left the EVE big grind.
When hyperion got "destroyed", the zerg tactic wasn't so effective anymore and a lot of players were more along the lines of "carebears". Many left, the remaining players splitted into various other clans, many who were also destroyed from both the inside (see Sick Bastard's several clan bank theft) and the outside.
Back around launch, 100vs100+ battles were very common, nowadays clans have to get into larger alliance to be able to field only 50-60 players on each side.
Perhaps a soft-cap or a hard-cap is the solution, I don't think it will happen though and I'm not quite sure if Aventurine will be able to make these Prestige Classes actually worth it. The main issue players have right now is that Hybrid is the most viable way to compete in PvP. Other methods are still used but not as viable as Hybrid.
More players is the only sand DF need. 10 000 players in one server is the main goal. Problem, players leave early because they are not patient enough teal they can finally be pvp viable. Hyperion was the biggest DF clan and most of them left, but i dont really know what is the reason for that.
If AV change the grind on stats and add some limit to skills, new players will feel confortable while getting along with vets. After the grind will be fixed, after prestige and a way to make new players bieng viable vs vets quickly, players will get their 10 000 players in one server and will finally take over EVE online.
When a EVE player try DF, he leave and go back to EVE only because he dont want to again right after he left the EVE big grind.
When hyperion got "destroyed", the zerg tactic wasn't so effective anymore and a lot of players were more along the lines of "carebears". Many left, the remaining players splitted into various other clans, many who were also destroyed from both the inside (see Sick Bastard's several clan bank theft) and the outside.
Back around launch, 100vs100+ battles were very common, nowadays clans have to get into larger alliance to be able to field only 50-60 players on each side.
Perhaps a soft-cap or a hard-cap is the solution, I don't think it will happen though and I'm not quite sure if Aventurine will be able to make these Prestige Classes actually worth it. The main issue players have right now is that Hybrid is the most viable way to compete in PvP. Other methods are still used but not as viable as Hybrid.
I do agree that either a hard cap or a soft cap is the solution.
As far as hybrid being the most valuble that partly has to do wth the lack of cap. Even with the prestige classes, losing all elemental magic for a slight melee bonus isnt worth it with no cap. Hybrid should be the most useful solo combination though. Where specialized players should excel with a cap is in groups. This was supposed to be a massive large scale clan vs clan war game. With a cap having maxed archers shooting arrows, pure mages cast spells, and pure melee characters charging the opponents should crush a clan of hybrids trying to do everything. One on one a good hybrid should be able to take down a equally skilled pure archer, pure mage, or pure melee. Thats just my thoughts anyway.
This could be alleviated to an extent just by making say elemental magics polar opposites that you can not level both of. So fire and water you have to pick one or the other. Earth and Air same have to pick. If you don't let people lvl all skills in all branches of elemental magic it might make the prestige classes more viable. This would be using the current capless situation to try to achieve the same results a cap would achieve.
More players is the only sand DF need. 10 000 players in one server is the main goal. Problem, players leave early because they are not patient enough teal they can finally be pvp viable. Hyperion was the biggest DF clan and most of them left, but i dont really know what is the reason for that.
If AV change the grind on stats and add some limit to skills, new players will feel confortable while getting along with vets. After the grind will be fixed, after prestige and a way to make new players bieng viable vs vets quickly, players will get their 10 000 players in one server and will finally take over EVE online.
When a EVE player try DF, he leave and go back to EVE only because he dont want to again right after he left the EVE big grind.
When hyperion got "destroyed", the zerg tactic wasn't so effective anymore and a lot of players were more along the lines of "carebears". Many left, the remaining players splitted into various other clans, many who were also destroyed from both the inside (see Sick Bastard's several clan bank theft) and the outside.
Back around launch, 100vs100+ battles were very common, nowadays clans have to get into larger alliance to be able to field only 50-60 players on each side.
Perhaps a soft-cap or a hard-cap is the solution, I don't think it will happen though and I'm not quite sure if Aventurine will be able to make these Prestige Classes actually worth it. The main issue players have right now is that Hybrid is the most viable way to compete in PvP. Other methods are still used but not as viable as Hybrid.
I do agree that either a hard cap or a soft cap is the solution.
As far as hybrid being the most valuble that partly has to do wth the lack of cap. Even with the prestige classes, l
Presige classes do not exist yet. Do not talk about them as if you know how they will work. K thanks. Prestige classes are suppose to fix your problem without forcing people to restict themselves if they are primarly solo PvPers. When in group combat, all we will see are prestige class speced people because they'll be too powerful to not want in the group.
Comments
How to fix crafting ? Just make every crafting skill like enchanting: useful at lvl 1.0, more than 20 different materials, each of 5 different qualities, none of the materials can be gathered under towers or bought from NPC vendor, and some materials are regionalized (e.g. there is no single source of cinder on whole Niffleheim).
How to fix alignment ? It's enough to make it time based. Murdering 3 guys = red alignment for next 30 hours in-game.
1) That requires a complete redesign of the crafting system. Not likely to happen
2) Making alignment time base only affects a person's willingness to PvP anything that moves if being red makes playing the game difficult (stat loss etc). If being red makes the game difficult then time based red status is game breaking.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher
The crafting system could use an overhaul. Specializations may help but I think the devs realzie this. They have shown that they are good at fixing one thing at a time which is far better than tryign to fix every thing and ending up half assed. I think this is a wait and see item.
2) The issue with alignment is the starter city predators. In fact this is the only purpose for the alignment system. Adding a timer would certain curb newb gank squads in the city. As it stand alignment is 99% meaningless.
- Harvesting and crafting become games of their own . .. you could just click and go AFK but you will get more experience (stat gains and skill) by playing some sort of game while you tap the node or whatever.
- More depth to owning a clan. Being able to name your different ranks whatever you want with capability to setting different permissions for each rank. Being able to create notes about members only viewed by those with permissions . .. a couple different ways of doing this so that you can have notes that everyone sees and have permissions to set for certain people. This could help leaders in finding spies in zerg clans, help decide on how is the best canidate for given task, etc.
- Get rid of the different keys for different chests. Have certain mobs drop certain keys for certain chests that ALL have a very small chance for some epic loot that is very rare. No more selentine keys for any selentine chest . ... the uniqueness factor is almost as bad as the chaos chests.
- RvR PVP quests . .. many focused on giving scrolls/book/stat pots to noobs as a means to level outside of PVE. These quests should not take away from world-PVP so they would only be available at certain times for a short period of time. Imagine picking up a quest to kill racial enemies or to recover an artifact (with a story line that meets the lore of the race). You are given the loction of a random chunk where there are no chaos bindstones or bindstones of any kind to prevent exploitation. If it is a killing quest, than you can only get credit for killing the same person a couple times. If it is a artifact quest than you simply have to find the artifact in the random zone that spawns much like a chaos chest (harder to spot from a distance though) in a random area in that chunk and click on it and return to your quest-giver before anyone else does.
- Visual customization. It does not have to be spectacular but simple things like being able to wear a clan-made banner for example or being able to dye armor, design sails & flags, etc. would bring more diversity and uniqueness that would encourage players to become more attached to their characters and clan with more pride.
- Added meaning to dungeons and quests by having a purpose for going into dungeons, etc. I would like to have a little guidance to why I am going into dungeons besides turning in a key or camping mobs.
- Add epic loot to the game that is very rare. If someone had an item that was one of a kind than that would create a lot of motivation for others to gain an item such as this. The item will be lost eventually because of durability and never again would anyone else be able to have that same item (but maybe a similar one with a different name would work).
- Add some named mobs to the game. Hell, the DEVs enjoy playing the game as well so even if it was a spawn of some creature (played by a DEV) that you had to defeat for a chance of epic loot. There could be a giant trying to take over some NPC city . .. or an evil witch alchemist down in the buttom of a dungeon, etc. If these creatures were controlled by the DEVs than they would be a lot more challenging than any UI.
- More archery/melee skills. There are already critical hits. What is a critical hit was different using each skill? Knockback could force them to rest when they land. Come hither could snare them for a second. Whirlwind could spin your opponent around to confuse them. Power attack could have a bonus if sprinting. Etc.. .
- Make sure that every skill/spell is worth having. There are some spells that nobody really uses because everyone thinks that another one is better. Please create reasons for using every spell to make the unused more valuable than they already are.
- Provide more options for the grinding mage so that they are not at the buttom of the food chain competing with destroyers, etc. and other mages who have more skill. Perhaps specializations of a certain school, etc. Anything to encourage one to not have to grind everything and still be primarily a mage.
- Larger dungeons. I have been lost in some of the dungeons before but I would like to be lost more often . ..
Hopefully some of these things will already be introduced in the expansion . ..
NEWS FLASH! "A bank was robbed the other day and a man opened fire on the customers being held hostage. One customer zig-zag sprinted until he found cover. When questioned later he explained that he was a hardcore gamer and knew just what to do!" Download my music for free! I release several albums per month as part of project "Thee Untitled" . .. some video game music remixes and cover songs done with instruments in there as well! http://theeuntitled.bandcamp.com/ Check out my roleplaying blog, collection of fictional short stories, and fantasy series... updated on a blog for now until I am finished! https://childrenfromtheheavensbelow.blogspot.com/ Watch me game on occasion or make music... https://www.twitch.tv/spoontheeuntitled and subscribe! https://www.youtube.com/channel/UCUvqULn678VrF3OasgnbsyA
Most never will, i play for year now solo and sometimes with clans im friends with but ive np as solo player from launch untill now, and im not heavy into magic eather.
Games played:AC1-Darktide'99-2000-AC2-Darktide/dawnsong2003-2005,Lineage2-2005-2006 and now Darkfall-2009.....
In between WoW few months AoC few months and some f2p also all very short few weeks.
Most people don't. Simply because they have farmed up their Elemtental Buffs (Stoneskin, Haste, Brawn, etc) and can solo mobs that drops 10k per kill. Of course some players will group to take down stronger mobs, but when it comes to grinding mobs, most prefer to solo if they can, because the game allows them to and it's more rewarding.
More players is the only sand DF need. 10 000 players in one server is the main goal. Problem, players leave early because they are not patient enough teal they can finally be pvp viable. Hyperion was the biggest DF clan and most of them left, but i dont really know what is the reason for that.
If AV change the grind on stats and add some limit to skills, new players will feel confortable while getting along with vets. After the grind will be fixed, after prestige and a way to make new players bieng viable vs vets quickly, players will get their 10 000 players in one server and will finally take over EVE online.
When a EVE player try DF, he leave and go back to EVE only because he dont want to grind again right after he left the EVE big grind.
C:\Users\FF\Desktop\spin move.gif
When hyperion got "destroyed", the zerg tactic wasn't so effective anymore and a lot of players were more along the lines of "carebears". Many left, the remaining players splitted into various other clans, many who were also destroyed from both the inside (see Sick Bastard's several clan bank theft) and the outside.
Back around launch, 100vs100+ battles were very common, nowadays clans have to get into larger alliance to be able to field only 50-60 players on each side.
Perhaps a soft-cap or a hard-cap is the solution, I don't think it will happen though and I'm not quite sure if Aventurine will be able to make these Prestige Classes actually worth it. The main issue players have right now is that Hybrid is the most viable way to compete in PvP. Other methods are still used but not as viable as Hybrid.
I do agree that either a hard cap or a soft cap is the solution.
As far as hybrid being the most valuble that partly has to do wth the lack of cap. Even with the prestige classes, losing all elemental magic for a slight melee bonus isnt worth it with no cap. Hybrid should be the most useful solo combination though. Where specialized players should excel with a cap is in groups. This was supposed to be a massive large scale clan vs clan war game. With a cap having maxed archers shooting arrows, pure mages cast spells, and pure melee characters charging the opponents should crush a clan of hybrids trying to do everything. One on one a good hybrid should be able to take down a equally skilled pure archer, pure mage, or pure melee. Thats just my thoughts anyway.
This could be alleviated to an extent just by making say elemental magics polar opposites that you can not level both of. So fire and water you have to pick one or the other. Earth and Air same have to pick. If you don't let people lvl all skills in all branches of elemental magic it might make the prestige classes more viable. This would be using the current capless situation to try to achieve the same results a cap would achieve.
Presige classes do not exist yet. Do not talk about them as if you know how they will work. K thanks. Prestige classes are suppose to fix your problem without forcing people to restict themselves if they are primarly solo PvPers. When in group combat, all we will see are prestige class speced people because they'll be too powerful to not want in the group.
Games:
Currently playing:Nothing
Will play: Darkfall: Unholy Wars
Past games:
Guild Wars 2 - Xpiher Duminous
Xpiher's GW2
GW 1 - Xpiher Duminous
Darkfall - Xpiher Duminous (NA) retired
AoC - Xpiher (Tyranny) retired
Warhammer - Xpiher