ACE Investor & Tester
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  1. Good point. And that may be a good reason to give VIP a slight advantage in vertical training. But I don’t think it’s a huge issue either. There are other aspects to VIP that are valuable, like the 30 time bank, among others. So these other factors could go a long way in making up the value at least to some people.
  2. I am not sure I fully follow, but I agree to the extent that if everyone has the opportunity to do some vertical skill training, then it significantly reduces concerns about there being an unfair difference between VIP and non-VIP. My initial suggestion was based in part on this.
  3. Per your own words, I think you are wrong. I thought that Todd said that you can can’t train along the same branch of the tree. So you could train Mage and Knight, but not Mage and Druid. But if I interpreted him wrong (and something Blair said later did seem to contradict it, if I recall), then they would definitely need to institute this restriction. Also, I would get rid of the “basics” skill trees all together, and build those skills into the main lines. They seem redundant and just serve to allow for vertical training under the current system. The skills in the basics categories can be built right into the branches (e.g. Fighter, Mage, Rogue), or bundled into their own Basics top level category of skills, separate from Race, Class, etc...
  4. Yeah, ideally there would be a subscription fee for everyone and everyone would be on the same playing field (or, I should say ideally, a pay-once model could actually finance the game). That’s just not the MMO market right now, and there are many people who just won’t touch a game with a subscription fee. So offering them a buy-once tier is a good way to expand the gaming experience to more people. It is then a matter of keeping the subscription tier valuable enough so that some people keep paying, while also not hobbling pay-once folks so that they feel it is pointless to play. For some people, just the knowledge that there is a subscription level that they can’t (or are unwilling to) afford will make them think that they can’t compete (I think these may be the “P2W purists”). AC will never win them over. But as long as the subjective experience of playing the game does not make it feel like there is a difference between VIP and non-VIP players, then I think AC will have succeeded.
  5. No system is immune P2W concerns given sufficient money. There is always a black/grey market given sufficient interest. MMO game operators don’t have the level of controls to quash them (they would need the power on par with a government that could throw people in jail, and even then who knows). So I don’t know what a “P2W purist” is, but it is sounds like they are unreasonable and naive... to put it nicely. When dealing with this issue, the question is ALWAYS just about how much does a particular system resist the influence of outside money. By reducing the impact of skill gain through diminishing returns, and all the other methods AC is using, that they have baked into the structure of this game, I think Crowfall is probably going to be one of the most resilient systems out there when it comes to P2W concerns. I am glad that AC is getting a thorough vetting from its supporting community, but I think they are on the right direction here, and the system only needs a few tweaks IMHO.
  6. To address this, maybe you could break skills down into 5 top level categories like you have them in the “windows explorer” (Combat, Crafting, Exploration, Race, and Class). Everyone gets one training slot in each of the skill categories. If you want to specialize, you can forego training in up to two categories in favor of training a second or third skill in another category, though there would be diminishing returns in applying the cross-category training slots (say 75% and 50% skill rate, to throw some numbers out there). This would allow anyone (even non-VIP) to specialize and “double dip.” VIP gets you access to additional training slots for Race and Class (one each, at 100% rate) with the same skill tree restrictions as you initially described. VIP gets you access to one additional training slot that can be applied (at 100% rate) to either of the Combat, Crafting, or Exploration categories. As a VIP, you still would be limited to training no more than 3 skills in any one category. I am not sure this fully solves the issue of vertical training... but it seems to address at least some of the issue.
  7. Encountered a couple bugs/issues while crafting harvesting tools: I had some grey paper in my inventory, I then crafted some paper using a green log. When I took the new paper, it didn't show as green, and it got added to the grey stack in inventory (although I believe some of the sheets in that stack ended up contributing to better stats later on in the process) I had crafted a green hammer sigil and green rune stone blank, but when I combined them I wound up with a grey hammer rune, and I could only spend 2 points on Grade and Durability.
  8. After I press 'C' as a duelist, I get stuck on the barrel for a second or two every time. This is frustrating, especially in the heat of battle. So it would be great to get this changed/fixed.
  9. Logged into Sorrow, but the skills screen was blocking everything except HUD elements:
  10. This. Also, pressing F is simple enough so that it doesn't really matter if you bot it. And it allows you to pay attention to your surroundings. A mini game is more likely to make you a sitting duck, and could make solo harvesting non-viable.
  11. I was able to train two Universal skills at the same time, Vessel basics and Animal harvesting basics. EDIT: Actually, I am now able to train ALL available (non-grayed) Universal and Archetype skills simultaneously... While it is training these skill, the skill progression does not show up. But when you stop training them, it will show that you have gained X amount of skill.
  12. 1) I logged in and we confronted with an inventory error screen. It would not go away when I pressed "ok" and it covered over the exit to lobby and desktop options, so I had to force quit. 2) Ran into a few trees that weren't there. They had no health, but I could still chop at them. 3) I chose a few skills to train, and they seemed to be working, although when selecting them I was confronted with a pop-up that said "unable to start/stop training." The the left side of the main skills screen also did not show the correct # of skills being trained.
  13. Have experienced most of the crafting bugs that many others have noted (items not going to inventory, blank inventory slots, etc...) I was kicked out of a server while finishing a pistol, when logged back in neither it nor the components were in inventory. On the Duelist, after exiting stealth, my char often remains slightly translucent (at least to me). Sometimes can, but usually can't, enter stealth if I'm in fighting stance... not sure which is "correct" Sometimes starting to harvest will make my char go into fighting stance after i let go of the 'F' key.
  14. Was able to patch, but nothing loaded after I pressed launch. Just stays on a black screen. edit: eh, nvm, still on 3.1 it seems
  15. So is voxel based tunneling dead? If not out-right promised, it seemed to be heavily implied during the Kickstarter or soon thereafter. When did this become a stealth mechanic? Seems like AC should at least acknowledge this change of direction... or inform me that I was just in a fever dream and that I'm making things up... which seems equally possible.