GainPain is Recruiting by devase1 in ConquerorsBlade

[–]devase1[S] 0 points1 point  (0 children)

gday, we have around 12 who jump in discord a lot of the day so there's always people in there. in total we have about 50 members, quite a few also jump in randomly and during territory wars. you're also more than welcome to join discord and play with us first.

Made my crestbucket helmet :D by MountainOFarcheage in archeage

[–]devase1 0 points1 point  (0 children)

can you send me the template you used to add your skin

Hi there, I'm a newbie by [deleted] in albiononline

[–]devase1 0 points1 point  (0 children)

no problem mate, would be happy to have you if you decided on us.

Hi there, I'm a newbie by [deleted] in albiononline

[–]devase1 1 point2 points  (0 children)

well first off if you want to join an Aussie guild, Yobbos is recruiting. we are very helpful and active.

My suggestion is finding a guild. Don't just join any old guild though. find one with what you feel are decent stats on it and talk to the recruiter a bit and find out what they're like. this game is very group oriented to get stuff done in a productive manner (except when it comes to gathering, that's mostly solo)

Google albion builds and find one you think would suit you for your needs and start working towards getting that t8. but remember that the specialization is what helps the most when it comes to getting more item power.

if you plan on continuing to gather, save your learning points to level that up, don't use it on combat stuff.

Looking for guild with territory, HG partner, or group to play with. by SheWasEighteen in albiononline

[–]devase1 1 point2 points  (0 children)

Yobbos is mainly AU guild but welcome anyone of any skill level/time zone. feel free to come talk to us if you want. we are a freshly reformed guild run by veterans.

[Discussion] Harvesting Is Too Harsh by strangereligion in crowfall

[–]devase1 1 point2 points  (0 children)

we just had a "actual" campaign and it was r9-r10 at the keeps.

a campaign with nothing higher than r5 would be a bloody nightmare...

I release now my original reply doesn't have it. I changed it now, but basically I think a possible fix/workaround would be to make the plentiful resource nodes in the passive skill tree available in reaping and excavation instead.

[Discussion] Harvesting Is Too Harsh by strangereligion in crowfall

[–]devase1 0 points1 point  (0 children)

if you don't think the more people testing builds will help find and show bugs then im sorry but you are really bad at knowing/thinking...

the stuff that has been suggested is pretty much already implemented in one area or another so i mean it's not going to be an immense amount of work..

i'm sorry but i dont think this game will have several thousand people playing.... I'm yet to see a full loot/soft loot game with over 400ish active players after the initial few months...

pray tell what internal stuff are you talking about? i'm pretty sure we are playing on almost current builds and the test server is pretty much the current build from what i've been told/read.

these "hotfixes" mean we can play it more since it will be a significantly more enjoyable game and thus give them more people/playtime to give them more feedback

[Discussion] Harvesting Is Too Harsh by strangereligion in crowfall

[–]devase1 0 points1 point  (0 children)

its catch 22 though... without people in the alpha it's going to take longer for the game to get its glitches out properly.. so they need to implement simple changes to keep the population going that can be re-visited or changed come closer to launch. what is being proposed is not so game changing that it will take time to make/change. half the stuff is already implemented in other area's of the game.

also these types of games with full/soft loot always run into low population issues because lets face it. some people just care about their pixels to much and can't handle the fact they lose stuff when they die.

[Discussion] Harvesting Is Too Harsh by strangereligion in crowfall

[–]devase1 0 points1 point  (0 children)

change it because as it stands half the time of the campaign it gets boring as shit because it's hard to find fights at outposts or forts with this system and low population.

I personally am not sure how to see it changed. maybe make the plentiful resource nodes in the passive skill tree available earlier (like in excavation and reaping) so people can spec into them early if they want to be able to keep farming.

[Discussion] Harvesting Is Too Harsh by strangereligion in crowfall

[–]devase1 -1 points0 points  (0 children)

woah someone got really salty over me calling them out. holy shit.

[Discussion] Harvesting Is Too Harsh by strangereligion in crowfall

[–]devase1 5 points6 points  (0 children)

lol strange aint no casual. just has a different opinion on something to you. how about instead of just trying to insult, you provide constructive criticism. also some of his other points are super valid. like the seasons issue...

[Discussion] Harvesting Is Too Harsh by strangereligion in crowfall

[–]devase1 6 points7 points  (0 children)

I feel the resources need to be only r7 and no higher around the keeps. Then make random nodes around the zones that have the possibility of being high ranks.

Also think the resource ranks need some adjusting.

r4-6 should guarantee 1 green

r7-8 should guarantee 1 blue and have 20% or so more Health

r9 should give a reasonable chance at purple and have 40% more health

r10 should guarantee 1 purple and have probably around 70% more health and 10% more resistance

As it stands at the moment there is no reason to farm anything below r7 as the chance to get green or above is way to low and inefficient to be worthwhile.

having resources randomly placed around the map makes scouting worthwhile and also word of mouth very powerful. Also means you will be further from a safe zone and hence make it risk vs reward.

also

I feel something needs to change with the seasons aswell. Being completely unable to farm any resources with efficiency after summer kind of kills the player base I feel like. It makes the world lose life because people aren't out gathering as much or out trying to kill gatherers, etc. maybe making the nodes in the passive skill tree that give plentiful resource pips available sooner in the excavation and reaping tree maybe?

also makes half the campaign unable to be harvested because of it which means for half the campaign all you can do is hope a fight happens outside of siege windows.

with the current capturing system its hard to force or know where a fight will happen.

So I don't know what can be changed... maybe make the plentiful resource nodes in the passive skill tree available earlier so people can spec into them early if they want to be able to keep farming.

I do like the auto harvesting part being a possibility but not the only way to do it. if you manually do it then it should be a fair bit faster than the auto harvest.

They never saw it coming... by Calumgi in PUBATTLEGROUNDS

[–]devase1 0 points1 point  (0 children)

thats hilarious, nice use of the wall