MICFILLER
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Everything posted by MICFILLER
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Unless they committed legitimate fraud give all who apply a second chance. Unless Tiggs and co suddenly started keeping good and strong records and what not of why people got banned then all should be unbanned. I get the concern for fe's economy but FE's economy has always been shit. 90+% of the money ever in circulation through FE is likely due to an exploit. Hell even when harvesting was huge it was during a time when numerous merchants had bugged social requirements and harvesters required zero investment. FE's economy was a joke from day 1 lol: An exploit that has a potential income of 2 yellow an hour? Meh we will take a year to fix this and do the most basic change of removing the nodes and a 1 week ban when people spent 6 months bitching about it, and then add in nodes with bugged mats that sell at 10 times their expected value and don't ever directly fix it.
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This guy does basically surface level investigating and has a tendency to get things wrong or not know what he is talking about. That's why you could essentially sum up his video in 30 seconds: -Isn't Fallout 76(which has no gameplay) -Plays like a decade old game so could use an engine upgrade like APB is getting(APB's was scheduled for about 5 years now) -Has bugs At least with APB he went into some depth with rtw and how rtw ran, but this he misses many points and says very little. Very little especially for a 17 minute long video. More was said in this thread in regards to its issues than the video really.
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50 Rothium Harvesters Operation Center Keep Sunday July 1
MICFILLER replied to Crow Bennett's topic in PvP
Good luck with this. -
I'd agree if an actual anti-cheat had banned them not all manual bans. Nevermind with Tiggs at the helm there was plenty of overreaching bans that didn't do anything legitimately worthy of permabans. Plus this is likely an APB topic as scammers were rarely if ever a big concern in FE but were a concern in APB. Alesia try filing another ticket maybe? Or message LO staff on discord.
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Yes you should read again.
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Ehh this doesn't even kill off pvp though. This still caused pvp if the opposing side will suck it up. It's when active denial happens, people run when similar numbers appear or in this situation if people can throw ragtag teams together. I'd say outside the old 'pvp denial' nyseks would hurt current pvp the most as currently numbers are only brought within reasonable amounts by pulling people together and nyseks idea would crush that(hell itd prob of crushed pvp outside of direct clan vs clan fighting over the last 8 years).
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Hope for paragraphs at best or short novels.
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Ahh yes inner faction conflict wasn't an issue for you in a thread with: Wow I can't imagine what 'faction griefing' falls under. Really gets you wondering, but yeah you have no issue with it. The only other instance where faction griefing could be considered to exist is keep cloners, but that's a poor design in general(all these should have a port out to a nearby neutral cloner). Yes and it is a rather important part of FE's. This is why it is a wheel and historically factions have been grouped in triads by players. This seems closer to something that should then be addressed when/if trinkets/consumes get overhauled/updated to the current system. Even still the better format would be to stick to where it currently is and have the factions excel in certain areas and be poor or nonexistent in others. As people can go into 3 factions there is no real reason to not allow some uniqueness. Active trinkets are an odd case in general(should prob be expanded and all share cooldowns, or categories share cooldowns or remove them all together). 1. Then explain the logic behind this suggestion. As currently it does little but push towards lopsided factions with grinding required to temporarily balance them out compared to historically where people would band together against a common enemy. When omni was an issue factions would join together and when 1 was too powerful the others would band together. This happened with foe, wolves, exile, saints, heretic, poker etc. Allowing people the option of working together adds more than removing that. This suggestion only seems like it would be to the detriment of pvp. 3. This just like consumes is beyond the faction system and requires a more indepth change. Factions should be a minor point here anyways as this group of things again is typically outside factions. 6. The main issue is FF tagging with passive systems and this seems like a nonsense thing to bring in anyways for 'faction griefing' when there would be far better mechanics that could be brought in. Unless you are thinking of particular instances or something it seems like an excessive system, and even then a passive system with it opting same team/raid members out of punishment would be a better one(if trying to prevent exploiting make it so this is decided by greater than 50% total damage done in the last 10 seconds or so). This is assuming it's possible in the first place. Sure if it was the only way then I'd say no passive system as it will always be exploited in some fashion, but if I had to choose between passive or 'trusted members' I'd take passive every time. Sure I can agree on that, but removing healing between different factions is an odd change to 'streamline' things. This isn't alliance/horde style factions you can be chota 1 day then enfo the next if you so choose so a hard restriction seems stupid. Especially as there is no balancing mechanic between the factions so this is always played by ear by pvpers. Itching for one? Nah. This was the only real topic that bothered me as it screamed one trying to stack their own deck, especially with your guys clan at the moment...how overprotective they are of it and how bizarre the first suggestion was and the last one. Even more so considering your previous influence in G1. So that was the only reason this topic irked me. Like I said though most of the stuff outside that is agreed upon and trinkets like consumes should be overhauled in general. Meh outnumbered or not I couldn't careless at the end of the day. Pvp is pvp and as long as the numbers are capable of being fought I'm game, but when something comes off as trying to change others being able to balance the scales then it bothers me. And numbers in pvp have always been empty banter.
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Good times and yet still vaguely relevant.
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Yes let's ignore the fact you consistently bring more until you win and leave. You like to pull the ol condemned strats. And your 'well people wanted to pvp'. I'm going off in general. So don't give me this 'was by choice when people leave'. Again you are ignoring the point of factions in the first place. You are ignoring subfactions and those things. If you want to put in a system like this pick one where it is passively enforced by the game then sure. Thanks but no thanks to putting this sort of thing in the hands of other players. Ohh stop getting your panties in such a bunch because you died to same faction people. This is stuff that has more discussion and depth of discussion than you care to give it. This is the sort of thing that can and will be reinforced infaction as it always has in pvp. You don't need a special council system and that would be literally 1 of the worst ways to do it. The point of the 'lore' discussion is the layout and working of the factions, which shockingly all have traitor subfactions. That work against the general factions goal or in spite of it. That is the reference here. Also only mutations are vaguely covered in factions with skills amounting to slight weapon preferences. No the value is completely lost. The focus on bringing passive buff trinkets to every faction ignores the nature of the game and the other buff trinkets that counteract those. All passive trinkets for factions have similar neutral ones. The only things that don't are activation trinkets and these are gimmicky at their best. In general the only decent ideas here are 4/5 and that was more or less accepted long ago before they were fielded by nysek. 1 is an awful idea with no purpose and has no usefulness and screams selective bias now with his current pvp group...it is only about to do harm to pvp. With 2 well friendly fire should always be on with the exception of bloodsports. 3 is a derpy point that serves no real purpose, but just sounds like they want the gimmicky chota active trinkets. 6 is an idiotic system that would have poor reasoning here due to how grey area factions are and would be better served by a passive system.
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Clean up the drool please it's fucking everywhere. Nice let's 'make factions matter' by ignoring lore and the basis of factions in FE because the toddlers in pvp, who have historically laughed in it's face, decided that now that it will benefit them it would be good to add. Restricting off faction healing would do nadda. Faction wouldn't matter anymore than it did before. You would merely add a shit ton of extra headaches and kill off what pvp there is. I get it you guys like being able to call on a cute little zerg and force the other people to form mishmash parties to have similar numbers, but forcing this wouldn't fix anything it would merely break shit. This is also ignoring the intrinsic point of the 6 faction system...grey area, murkiness, betrayal etc. That's the entire point behind it and handholding the pvpers because the ritalin kids need a gold star will cause more long term damage than you would stick around to see the patootie end of. That's also assuming it works even half as expected. Friendly fire is moot and shouldn't ever be questioned. At least you got that checkbox right. Trinkets are minor things and should be thought about later. Plus the boost trinkets were typically mirrored on the other side and/or have neutral trinkets of equal effect. Activation trinkets are odd, but these are gimmicky at best typically. Also wouldn't make any faction matter more than another. Also cloning shit removes faction worth...hurr durr. AP/gt tier would be good, but nothing that special again. Also wouldn't make factions matter. Council systems are idiotic. I get it you wanna pull an idea from aroa to help em fit in but this is idiotic. If you were to add anything at all it would be a rogue system not some trashy out of place system that further ignores the factions and will easily be used and abused for peoples own devices. There are far better ways than trying to force faction nanny's in...THE WASTELAND. Can you paint chip eatters maybe go through archived posts and old forums so as you can rip some half decent ideas rather than some moot points with some hamfisted 'this benefits me now gais pls add i know so much and think long'.
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The State of the Game (Updated 06/15/2018)
MICFILLER replied to MattScott's topic in General Discussion Archive
Yeah in low times it was always when you were on and a lot of IFs. I figured you were pre-gore when TC was properly active, but yeah post that stage it was a shot in the dark. Agreed I avoided bloodsports like the plague myself. I'd agree on gore weapons as their entire purpose was to garner themselves money as they couldn't pay people. That'd be why they came with such borked initial stats and ignored people. Nah I didn't play during round 1 of gore...that was during 1 of my complete break periods, but I stopped in on when they were showing them off and saw the numbers...not something I'd want to play against. Was rough even past the initial nerf. I never saw vehicles off the store as a big deal and fastbacks were put ingame as craftable. Other than that it was all the same statwise to my knowledge just with different designs/dye patterns. Can't say I've seen too many fights decided on dismount though...well at least until it was figured about hiding in cars then people wouldn't dare engage on cars to avoid that headache. Well injector slot was the big one in choice. Drink was moot from like level 15-55. Food varied slightly like you pointed out(forgot porcupine was ignored when power/precision was mapped out more by nysek). Well poisons/nades have always been pretty iffy and had a lot of mediocre overlap due to scaling and scaling hp. -
Well I think usually this is called the 'the cycle of life', but maybe Fe's potential is actually pve vs pvp region shit talk.
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Suggestion Missing AP Weapons / Fallen Earth
MICFILLER replied to Kinksta's topic in Feedback and Suggestions
Handcannon pistol is redundant though. As pistols were always light/med/heavy and it's the only weapon with all it's variants. Also what's it's purpose? It has a reload and is worse than dildos. If anything normal pistols are the 1 weapon that doesn't need something. Elephant gun is a burst weapon which follows a 2.0 weapon delay setup typically with the longer reload of 4.5. The thing is the sir shotgun is a hybrid as nysek said and the suggested one here doesn't really hold a role as it's barely better than the elephant gun due to the 1 sec reload. Unless the sir shotgun was changed this would just be weird and redundant. Auto-shotty should follow the lemke arms design in all honesty. Lower cooldown of 2.5...higher clipsize. Dps should be 150 or so minimum considering you are talking a dps weapon(150 is prob about good due to circle reticle). This would still be mediocre, but at least it would sort of be worth it rather than you know a 165 weapon with some regen. Yeah the Tickle should have higher damage due to them being the dps variant...similar to how lights have higher dps for this very reason. Crossbow is weird. It's regular crosshair by default I'm fairly certain and OP? It's a weapon that has to go on radar(i think) for burst and has a 2.4 refire. That edges out the normal sniper in damage. It should be like 250 or something and maybe bump reload to 3.5(follow the sparky design) so it has a burst purpose at least. Smg should probably go to 50m/55m and it would prob come with higher dps as it's a dps setup and similar weapons are at 200. That or give it other perks. Reload shouldn't be higher than 2.5(should maybe be lower)...ammo should be like 30...pistol bonus should be like 20. It's an offweapon so make it somewhat interesting. Maybe even 0.3 refire instead of the standard 0.4 for similar. Assault rifle should prob be similar to the one below it...refire etc. Weapon bonus shouldn't go above 10. 1 hand medium melee weapons should be like 1.1 or 1.2. Should augment to like 95/96 dps. Ehh can't be bothered working out the math, but skimming them and comparing ingame a good chunk are redundant or are like 165 weapons pushed to 180 weapons with ap augmentation. -
1 - As stated it's because even when FE was far more active you typically had the common raid leaders and the same handful of people building so likely you just have less people building stuff and due to FE's low activity it's a much lower concern to keep it built. Having mostly pvers or nonpvpers on doesn't mean it will magically be maintained just like having a bunch of pvpers on doesn't mean they are going for conflict town capturing. 2 - Necessity of numbers. PvPers will put their own groups/priorities first, but if they need more people to compete(3/4 are not about to be able to take on 10+ in any reliable fashion for example) then they typically put those aside to fight them. This was even true when it was early FE and you had faction clans vs omni clans...faction clans would temporarily peace to fight omni clans due to number differences. 3 - No idea what you mean by this. You could have any number of reasons, but it would depend on specifics as if they wanted to they would. Most don't last I checked or they may not want to fight particular groups for who knows what reasons. 4 - Time and lack of updates. Populations in every game gradually decrease and without reasons to keep players around you will not stem the tide or bring people back. Much of FEs population loss is a gradual loss of interest and due to it's rare or purely repeated updates there wouldn't be anything to stem the tide. Anti-cheat is pretty minimal imo. Cheaters have always been a low amount. Sever stability is the main concern and secondary are critical bugs like duping. Then it would be quality of life fixes or pve additions. The only real big 'ban wave' was probably RA.
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Also make all destructible objects in a keep destructible when it's immune to capture. Maybe if possible make the wall beside the cloner destructible and/or add a door or weak spot that can be destroyed. Have it have the defences of a 100 or 150 keep door but health of a 60 or 80. Maybe just have later areas have all older mats as well as newer mats.
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2 - You are lucky to hit 50 people at cap level and even incorporating all ranges you barely pass 50 and weekends it goes up maybe 20% or so. Most people online are not pvpers therefor they are likely pvers. Well cit was typically kept up by the same few people and as it was their general gathering place. 4 - Nope. Most people who left, left due to boredom. That's pve and pvp. Although other games typically replaced fe for them if they were still playing games. 5 - Nah that timeframe is actually around the release of outpost. So that drop in numbers is due to people running themselves through it already. Sorry most of FE's numbers on steam are a gradual decline with most spikes being able to be attached to patches. 6 - That's great and all but you forget FE has never had consistent money generation ingame. Quests give barely pocket change and most drop trash that typically is worth less than a quest. If you want to earn money you use the money exploit of that time, grind easy mats that sell high(typically pvp zones after faction nodes were added) or you harvest/farm. Plus the big mat that was pvp exclusive was rothium which was idiotic. If rothium didn't exist or had a high respawn field(multiple people can farm it consistently) or 2 somewhere in pve then your point would be valid. 7 - That's still idiotic. A better system would be killing your own faction gives turns you into a rogue or something of the sort. 8 - You didn't care about faction lol. You grabbed anyone and everyone as well lol. 9 - This is called politics. This is how it goes in many games. Faction leaders don't really address or add to this.
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Please we still get team vs team fights, but alas it is no TC.
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Well you also likely wouldn't get attacked as everyone knows everyone and there is little animosity and killing crafters/pvers flagged up although at times kills some boredom temporarily it is rarely interesting. It's basically like doing any pve. Then again just like any other time in fe's history it depends on when you are flagged if you pvp. Ehh I agree for the most part with the rest. Pvers shouldn't have to enter pvp zones...pvpers will typically suck it up and do pve for pvp, but pvers don't ever really want to enter pvp zones and it bothers them. Different factions shouldn't be limited as the fun part of the faction system is it's muddiness. Factional clans and faction leaders shouldn't be forced and if systems to that effect were ever entered they should be centered around pve stuff and with no actual control over other players.
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I'm still standing by you are saying it was from the influence of the pvpers, when in reality the devs tended to be stubborn and have poor planning capabilities and tended to go the lazy/bandaid route rather than address the situation so it was for their own decision making rather than anything pvpers said. Yeah zerogravityse complained alot and I wouldn't be surprised about dodge being changed, but likely the devs nerfed this because old dodge was more detrimental to pve than pvp. Although maybe old dodge trivializing all content at the time was a good thing? Ahh the good old days of agroing entire camps of on level mobs and staggering dodge continguency plans to not take any damage, and if you are against a boss just debuff their weapon skill and buff your dodge and watch as el cadejo never hits a single time. You also forget that although zero cried incessantly he had large amounts of opposition who defended the combat system(then again this is likely where prom's ""high up" clan leaders" come into play). Also too many skills I believe the general complaint was there was too much redundancy so depending on the type of skill there was only resource risk rather than value risk due to the number of clone skills(like stuns). I don't remember any large discussion thread about how 'valuable mats' should only be in pvp zones to lure pvers. If anything this wouldn't be seen as beneficial by most functioning members of the pvp community due to this not only hurting their own crafters, but ultimately doing little to help what they were aiming for. There were discussions about how to make conflict towns valuable or more valuable, but these tended to be based around factions to my memory and didn't veer into 'exclusive material' territory. There is the chance this was another situation of a random suggestion the devs decided to implement even though it's a trash idea, but that is iffy. Then again let's just ignore that every single one of these situations were typically changed poorly and in a lazy way that could also be tied to larger issues to make it easier on the devs. Dodge and that system with pve. Too many skills as that would require tweak balancing which they never did. Mats being moved to random generators is easier for them to control or not concern themselves with. These systems in every situation were degraded rather than improved in any real way.
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Wow yeah pvpers pushed all those changes they disliked! That poor old combat change that drastically effected pvp and in basically every instance was disliked by pvpers. Yeah those changes to factions when most pvp groups wanted factions to mean more not less...but it was those pesky pvpers not lazy/incompetent devs. Yeah that resource change that pvpers also disliked as they also had node spots but that was pvpers as well because apparently all we want to do is fire at fish in a barrel...like citadel lol, but yeah it totally wasn't the devs at the time starting another 'part 1 of 3' project. Yeah man those pvpers actively being against all these changes in some form, but yeah they rallied for them and loved them all! Ahh how wonderful it must be to be that out of touch and disillusioned.
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That's rumored to be a 'battle royale' game akin to pubg and fortnite. That's not competition for FE.
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What possible reason? Bias. A good example of this is 'there is a pvp section but no pve section'. You looking at something from an angle that fits your current position while ignoring the more likely position in front of you. Yeah and that's great, but so have players with devs up to now and they have all been icarus remnants. The interesting part being they plan 1 step ahead and not much further. What was a relative concern with FE from it's launch is they didn't really have a plan(or at least this was a large complaint past the layoffs as people saw lee hammock as having the 'vision'). They always did fairly large changes and never tweaked things, and rarely addressed old projects. The interesting thing too with this timing is that the layoffs happened just before their next patch...bloodsports. So this sounds just like the same mo as usual with them only focusing on the next step while not knowing the race track. See maybe why I'm doubting you with this timing and your focus and bizarre claims in this thread? Also wasn't there a general argument within the community between solo pvers and group pvers with what people would like them to focus on? This being 1 of those ongoing battles like the 'HPC' argument people had? See this is why I attribute bias. You are framing it as 'pvp versus pve', when that is not the proper framing of it. The proper framing would be 'their understanding of sustainable and continued pve in the mmo genre was poor'. As yes going by your framework pve has never gotten love and is the dead redheaded stepchild in FE's basement, and for the general activity of pve this could seem fair. Although this would ignore progress towns, terminal woods, dome, most area of every sector, outpost, their general attempts to provide for both pve and pvp and the fact central systems of crafting/scavenging are largely pve focused. So rather than framing it as a 'pve versus pvp' situation frame it in the proper light...they did not understand this aspect of pve or couldn't come to a proper way of implementing it. Feel free to rally against pvp all you want, but there was rarely any actual bias until they were out of money and wanted to try to make enough to pay people, with gore. You won't reach any proper solutions that way though. Also note this is from me talking with and observing the devs like nysek above. Incompetence is a far higher factor than actual bias in many of their development decisions. This can be observed with how they patched and changed the game from launch to g1 acquisition as well as past g1 acquisition. I agree it should be added in some form(progress town is all they got and it was initially framed as much more), but it should be focused on how rather than trying to spin it as the result of pve vs pvp decisions. What nysek has stated about rebalancing older pve is entirely true as well. Also yes there was group raid content. It destroyed exile. It was actually fun though.
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The State of the Game (Updated 06/15/2018)
MICFILLER replied to MattScott's topic in General Discussion Archive
Open world pvp was about as fast as bloodsports if you could get it. The issue with group dt gain was addressed and that was the real killer for dt gain. BS was just a way to pass the time or reliably get less dt. Boss grind was basically gore until they decided to add dome. Before that you would scavenge mainly in pve zones. PvP wasn't huge for resources but had the potential for some rarer mats. p2win armor? Ohh shit brass goggles broke the game like it was said they would! The only 'p2win' was gore, and that's barely on the spectrum of p2win. Also what p2win vehicles? Most were crafted and the store ones they added down the line were same stat redesigns. Utility items? You do realize the only thing you listed that was mandatory was brandy as its best in slot with zero competition due to being dual stat regen. The other 2 are both optional depending on build needs. If you made nothing else or requested nothing else you had little knowledge of your build or were a generic gt/dual offense 129 emp glassboy. Earlier sectors had a similar consume setup depending on your need, but in these you would use a lower tier brandy. -
Also his point about solo pvers is completely true. Let's look back to the removal of dodge for pve. This caused some of these types to quit FE due to how laughable dodge made pve and the developers were changing it so avoiding damage chance was level based. Comically a quality of life fix for pve pissed off pvers. As to the comment from an Icarus content developer I doubt it was phrased or implied that fe is for pvp. This is questionable as a claim at best, and goes against their general changes and focuses across FE's existence. You seem to be attributing malice to where it should be ignorance. As otherwise pvers would of been railroaded far earlier than they eventually ended up being. It wouldn't of taken 5 years and empty wallets to cause it(2.4 being the start of it followed by cash grab 2.5). I'd suggest you sit down and analyze things a bit more thoroughly and maybe step back and try to examine them with a bit less of a bias. Was pvp that favored over pve? Remember pvp can fuel itself off of just any people fighting and drama, where as pve could only fuel itself off of crafting and scavenging and there was a finite amount of that. There's also the fact pvp content was't particularly well developed/balanced just as pve content wasn't.