Effeh

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About Effeh

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  1. POST STREAM NOTE: I wrote this a couple days before the announcement about the skills livestream, I held off on posting as soon as I read that they'd be talking about catchup to see if they already had a better system anyway. I do think Todd's is probably better, but I'm not certain so I figure'd I'd post. It ended up being very similar to my own thoughts, The main differences being that mine respects the maximum possible training time since launch, and that my skill progression currency is generated through active gameplay rather than passively (I figured we already have a passive system and the game could use a companion "active" system) but I'm sure it creates other problems. Obviously the second VIP train complicates my idea, but I can already see how it would be adapted for the second train. Unedited below this point. The only exception is that there used to be a long section arguing for the necessity of some sort of catchup mechanic, period, at launch - but that seems redundant now. Imagine a player who started right at launch, and made especially sure to start training the exact millisecond the servers came up - this player really needs every possible advantage he can get! Let's call him Gordon. So Gordon is the 1.00 Crowfall player. He was the first person to start skill training, and he will never miss a single second of potential training time. Noone can ever have more skill training than perfect 1.00 Gordon. So this "100%" marker is the global maximum that can never be passed, it keeps ticking on at the same rate of skill training forever. Now if someone slips significantly in their skill training, or they're just a brand new player, they aspire to reach this global maximum and become even with the launch boys and girls in character power/options - which they can do using "Kronos Orbs". Kronos orbs are an inventory object that are only generated in campaigns. Once banked, they can be consumed to fill skill pips instantly. They are subject to the import/export rules, loot rules, and they scale with worldband risk (more in riskier worlds) They are tradable, and I expect they would be adopted as the standard currency of the game. Obviously all skill pips are not created equal - the ones at the beginning of the tree are far easier to train than at the end, so the amount of orbs required would scale precisely as training time does currently. It's useful to think of the orbs as representing consumable units of time - hence why I named them Kronos orbs for the purpose of this example. They would be awarded for various activites in campaigns, and would be split evenly amongst the number of participants. They could be split into three tiers: Blue orbs are earned from any basic activity - harvesting, killing mobs, and if it's worth the time designing in a relatively unexploitable way - killing enemy players. They can only advance your skills until you reach 50% of the global maximum. Purple orbs are earned from completing campaign objectives like capturing forts and POIs, and other things on this level. They can be used to advance your skills to 75% of the global maximum. Golden orbs are only ever rewarded for winning campaigns, and they are the only way to increase your global maximum skill progression from 75% to 100%. The intention is that players will be able to climb to being 50% as strong as the maximum progressed player in perhaps a month, with the 75% goal being more medium term, and pushing to 100% proper being a long term, perfectionist sort of goal. Of course, players wouldn't have to perform any of these activites specifically - I imagine the main way people will interact with the catchup mechanism is veterans who are already maxed buying goods or services from people who aren't maxed for orbs. In one stroke, we have a valid catchup mechanism, a universal currency that will always maintain value as long as players old and new want to catch up on skills, and a great reward for winning campaigns that can be easily divided among the winners. Of course, all rewards would be static values that are then proportionally delivered to the winners, to discourage zerg behaviour. Could also be adapted in the long term into a respec system, whereby dumping a massive amount of currency allows you to respec your skill tree on a very long timer, perhaps once a year. Orbs are useless to maxed players except as currency to trade to others, or to use in case of missing their skill training.
  2. Interesting! I was just about to make a post about how important a proper catchup mechanic is at launch and that "Future Todd and Blair" better get on that. Seems like they were one step ahead of me as is usual for time travellers. Wonder if it'll be at all similar to my own thoughts.
  3. What, this is the jankiest aiming I have ever seen in my life. Take whatever this is and do the exact opposite of it. Are all true projectiles really gone out of the game? I haven't played in quite a while. If that's true, it is absolutely terrible. It's a massive limitation to what can be done with ranged combat if every single instance of it is hitscan... You're missing out on 50% of what 's possible.
  4. Yeah. They expanded the scope of disciplines and somebody asked them "So what are promotions now?" and the response was basically "We have no idea anymore." So I think whatever this reveal is, it has to do with that in some way.
  5. Throwing my hat in with Vectious' theory. It sounds reasonable - I'm not sure if the base classes will be exactly fighter, mage, cleric or whatever. When they've been discussing the discipline system, they've said they're working on "hundreds of powers". At this point there is way more of the game in disciplines than there are in archetypes... So it goes like: Pick a race, basic power choices in some form - > Massive discipline layer to customize your character - > Archetypes are now promotions to finally top off your specialized character and are race locked. How that all would work with crows & vessels is a mystery to me though. Also, I'm suspicious that Vectious' theory may not actually be that likely, and I just really like it so I want it to be true.
  6. That comment seems a lot less insightful when over a third of the people flocking to your side of the issue are you
  7. I'm open to the idea of 3 simultaneous general training (I'm against it still, but I could possibly be convinced eventually) but not as a VIP benefit. It's too big of a change to be VIP and would make F2P truly second class citizens in a way they aren't right now. Triple train VIP Only = You can harvest the mats, craft them up into gear for yourself, and then hit the next person maximally hard. Whereas a new F2P player has to choose between combat viability and any interaction with the economy at all. That's messed up. It may as well be a subscription game. Yes it's still kind of messed up even the way it is right now, because the rich and the better prepared are just going to use crafting alts anyway. But I think your solution has even more negatives than there are right now. I'd much rather see a deepening/reimagining of what the general combat skill tree even is, which everyone (F2P/VIP) gets a training slot in. So it would be 1 skill training in combat (deepened tree) 1 training in general (encompassing all harvesting/crafting/exploration) and 1/3 trainings in archetypes depending on VIP. As for the problem of making VIP more attractive, that has to be tackled from other areas. So I don't really have a way to vote. I guess I'll vote no. Tarkbot25 reporting for duty! PS that was a really lame thing to do Tark. PS see you in RoA blazzen
  8. I agree, and if anyone asks it has absolutely nothing to do with my ratio being 1.9. The three key steps to winning this game that I didn't even know I was playing until now can be yours for the low price of only one like! 1. Try to make posts that either the hater hivemind or fanboy hivemind will appreciate. Early on in my career I made a lot of bank appealing to the hater conclave, but the problem is they all left because they hate Crowfall. Now, I try to be relentessly positive in my posts to milk those sweet likes, or either make really self aware and surreal posts like this one that people with a decent sense of humour end up liking. 2. If that doesn't work out, try shilling for the Winterblades. About half of this damn forum is winterblades. Watch this: woah, Winterblades, they sure were great in Shadowbane, the most fantastic game ever made. They did a lot of good battles and stuff, with centaurs probably. Wow. Jah seems like a smart guy, too. Oh wait, his puny ratio is only 1.7. Well, the guy tries hard at least. 3. Don't piss off the goblin. BONUS: 4. Pick someone out in a thread, quote their post, and put an abnormally large amount of effort into your reply. They'll be all but forced to like your post.
  9. I agree Nazdar: Traditional one button stealth is terrible, but they're way too deeply committed to back out now. Your stealth ideas are right up my alley. Many people raised the same concerns with the duelist, it's just too late I think. Maybe there'll be a big stealth overhaul down the road post launch but I wouldn't keep your hopes up. This is the second time they've more or less copy and pasted a WoW rogue spec into the game so I think somebody at ACE must be a huge rogue fanboy (though bird girl also rips off a lot of demon hunter stuff, she's actually a vanilla rogue/demon hunter hybrid ripoff whereas duelist is a straight copy paste job of the new "outlaw" spec.) Worth mentioning that when overwatch implemented a traditional "Button = Invisible" stealth character, they took great care to make her super crappy because the concept of someone popping out of invisibility and blowing you up is something that the world collectively stopped finding fun about a decade ago. But now in CF with *Stunlocks!* And *Burst!* It's been done to death. It's unimaginative, and it's pure cancer. Your quarry not being able to see you coming is the most powerful thing imaginable in small scale pvp, which is why all world pvp in WoW which this game keeps lifting its stealth design from for some unimaginably misguided reason is completely based around rogues. There are two types of people on PVP servers in WoW: Those having fun playing rogues/feral and those who can't afford to server transfer yet. Unless they surprise me with some ingenious anti stealth discipline design that is beyond me, which I won't rule out because I've been wrong before.
  10. Or a lot of those people left or just don't bother posting. I'm still not sure whether I like the profanity filter and other strict rules, but your argument implies a cadre of super serious hardcore forumbaners all had a negative opinion and now accept it, but in fact I think they just aren't here at all.
  11. I have zero respect, and I think 90%+ of players also have zero respect, for the fact that someone else happened to start playing Crowfall earlier, clicked more nodes than me, and thus are entitled to a massive advantage. If they made better skill decisions than me in the same time period, that's something I can respect - but if I'm entitled to absolutely crap on some newb simply because I clicked on nodes for two years this game will die a fiery and early death. People barely have respect for skill systems which require more input, like grinding mobs for skill gains, let alone ones that make you more powerful simply for existing. Gear is a different story - it takes "economic skill" for lack of a better term to acquire it, so it's allowed to be a lot more impactful than passive skills in my mind. Plus it's lootable. It's also pretty important for it to matter or the entire game falls apart. I wouldn't expect to see a massive combat power gap from skills in the final product especially general combat skills, because the devs are smart. Maybe that's the one thing they'll screw up that'll end up getting them, but every time I've thought that about something before I've been wrong. They always end up in the right place eventually so far.
  12. It's true that technically from a purist POV, EK parcels are "pay to win" in that you are paying for an advantage. It's also true that if you write "Hi Effeh" on a piece of paper and throw it out your window, there's a chance I'll find it some day because we live on the same planet. What I'm saying is that the advantage (as far as we know based on proposed mechanics) is so tiny, that calling it pay to win is stupid. And so is this topic.
  13. I'm so glad disciplines will retain their original proposed scope and won't be as limited as they were detailed in the first big livestream event. I don't really have a single problem with this system based on the article. Good job guys, this one's a winner.
  14. How am I the first person to mention how goofy she looks walking forwards all stiff with that giant sword sticking out like that? https://youtu.be/gsd6c2NVEi0?t=45 like there for 3s that's gotta be the worst animation you guys have done so far. I love it, never get rid of it.
  15. So the ranger has a full on laser gun now instead of a bow, I guess? Hopefully just a stopgap until you figure out how to make projectiles feel good. Will test to see how it feels of course, but those are my initial thoughts.