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  1. jonnycab

    jonnycab

    ArtCraft Developer


    • Points

      14

    • Content Count

      25


  2. Gradishar

    Gradishar

    ACE Development Partner & Investor


    • Points

      13

    • Content Count

      1,017


  3. blazzen

    blazzen

    ACE Development Partners


    • Points

      9

    • Content Count

      3,544


  4. raeshlavik

    raeshlavik

    ACE Development Partners


    • Points

      9

    • Content Count

      747



Popular Content

Showing content with the highest reputation on 01/02/2018 in all areas

  1. 7 points
    Some good points and questions in here Anthrage, thanks for posting. One thing that stood out to me was this "I'd love to hear Jon talk about these curiosities some day, assuming he has some insight on how things work and why." I will for sure one day soon (when things get a bit more ironed out bug wise) have an updated video or lives Stream on destruction and our thoughts on it. Not surprisingly, destruction is a HUGE pain the ass to get to work properly. One of the hardest aspects of the game (tech wise) and why most other MMO's don't truly do full on destruction. I can tell you this. When it comes to fixing certain things like destruction for example. Things can be very different from test to live. (naturally). It is an on going process. Any feed back and I mean ANY feed back is always greatly appreciated. I'll take a look at this fort you're talking about. Should be made with all the same pieces we make all the other forts. So it could be something else or something hiding in there that is killing FPS. I know I don't post very much but I do read a lot of what you guys and gals have to say. (I'm working on posting a bit more in 2018 lol) I do love connecting and hearing form all you bad-asses. Keep it up!! Hope all you Crowfaller's had a great holiday!! -Jon
  2. 6 points
    Gradishar

    Crowfall should feel like Overwatch

    I wonder what Overwatch felt like in pre-alpha... hmmmm
  3. 6 points
    Tapsteady

    Siege at Archenstone

    @Tinnis VFX LODs will help. We're also adding an FX priority system that will tone down / cull FX less important to you only on your client to help solve visual overload in dense fights. When the "FX on screen" threshold is passed, the system will prioritize anything that directly affects you (powers you use, hits/buffs on you) while FX between other players will be toned down in different ways (less glow, less opaque, less particles, etc). I can't say much more about specifics right now, but it'd make a cool update in the future!
  4. 5 points
    While I absolutely love a number of the elements of the new Campaign Worlds...I greatly miss the diversity in resources of the old maps. With higher populations and 24/7 servers I'd really like to see a return to those old maps (in terms of resources). It used to take a LONG time figuring out where and how many resources were found on those maps... here's a reminder (just in case folks have forgotten)... Replace the old temples with Beach Heads...replace the old keeps with the new keeps...add 4-6 forts...and give us a counter system for the campaign win conditions (10pts for every 10min of control of a keep and 1pt for every 10min of control of a fort...winner is the faction with the most points at the end of the campaign)...and you've got one hell of a campaign world IMHO.
  5. 5 points
    Unfolded

    Unfolded's View from Siege Fights

    My view from the siege event fights on the 30th. I didn't add the last fight when we lost a few people and held out in Bastion's Hallow. Too long of a fight.
  6. 4 points
    I have seen this. We know there is a bunch of bugs in the placement as well as destruction itself. Posts like the one you made are very helpful with getting these things all fixed up. Together , we'll all get there!
  7. 4 points
    There have been a few videos posted from the Chaos perspective. Here is an Order perspective of the defense from a Ranger:
  8. 3 points
    blazzen

    Crowfall should feel like Overwatch

    Overwatch and Crowfall are two different types of games. Overwatch is an arena FPS type game. Crowfall is an open world MMORPG. That said, the aiming needs to be tightened up on Crowfall. You might find the thread above interesting.
  9. 3 points
    P.S. Thank you for the complements Anthrage, it means a lot to me seeing you guys like the things we're making. Also would LOVE to see your EK. Post some pics - This right here was one of the reasons we made the whole EK system like it is and why we spent SO much time and hard work on it... So you guys could go out and make your own awesome worlds!!
  10. 3 points
    So, i know this will make me sound like a party pooper but this isnt the kind of news you should be releasing on the first update of the year. You guys already missed Christmas and new year special dates. I mean, It is okay to not do anything crazy but the forums was almost dead these days with nothing to show except some good player made threads. Heck i would be satisfied with just some new art to show. Sigh... Forget it. I dont really wanna start ranting because of this. I guess i just had high expectations.
  11. 3 points
    I might need to complain about something later .. let me grab this spot
  12. 3 points
    I don't think your going to be happy. From the dev forums postings, the intent is eventually to differentiate the relationships, buffs and weaknesses of each God. It's not going to be just about XP or leveling up. No details at all yet, probably because they have no idea about specifics, but that is where ACE eventually wants to take it. I don't usually drag dev forum quotes out without first getting permission, but this one seems innocuous enough I don't think I will get in trouble. I will take the chance so you understand up front where things are going since this seems to be a moral issue for you. Sorry, but I suspect no matter how hard you try, if you have a real life dilemma due to your belief system with sacrificing to any god, I can't see how you can even play a MMO fantasy setting game without running into some degree of cognitive dissonance. I know some Christians can't cope with Harry Potter and other "mystical" stories, even though writers like C.S. Lewis (Chronicles of Narnia), and JRR Tolkien (Lord of the Rings etc), both devout Christians, delved very deeply in mystical themes (magic rings, Dragons, Witches, spells, etc) for story telling, to the point of Lewis even putting the Son of God sacrificial archetype into the form of an animal. (Aslan the Lion) If you can't separate fantasy from reality, you probably should stay away from fantasy that breaches your moral code.
  13. 2 points
    Soon (TM) Vigil (my guild) has the palace parcel and parts, and a huge assortment of everything else ACE offers, so it should be pretty spectacular. I'm importing the RP setting we've been using in SL for ages now, so there's pre-made history, events, names, locations, etc, etc. I'm also writing a lot of new material specific to the lore of Crowfall as ACE releases bits and pieces of it - so when the time comes we'll be all set to bring the Empire to life.
  14. 2 points
    After all the hoopla we've gone through since the Kickstarter about how Crowfall seems "more MOBA than MMO" you want it to veer in the direction of an FPS? Oh gods.
  15. 2 points
    blazzen

    Siege at Archenstone

    The forces of Chaos and Order battle over the Archenstone Keep! Thanks to Winterblades for coordinating this event with us. Good Fights! EDIT: I think this was the largest battle to date in Crowfall. Peak numbers were 24 order and 28 Chaos (not including @ACE_Jackal who was spectating on Chaos). Framerate was low but the server held up for an overall enjoyable experience. EDIT #2: For those wondering I'm on a pretty old computer. i5 2500k @ 4.4gighz, GTX 780, 16 GB ram, SSD. This is on default settings (I should've gone to basic for this but forgot).
  16. 2 points
    Say no to a bunny hopping mess. That said, a lot needs to be tightened up in CF combat to make it feel better.
  17. 2 points
    I think this is where the EKs start to really shine - in the right hands of course. The design spec for the EKs indicates that there will be some user-definable flags at a pretty granular level for things like PvP and whatnot. So, I'm currently operating under the assumption that for my guild's EK we can have an episodic series of events following a 'local' storyline of political intrigue and inter-kingdom tensions. If the PvP flags are as granular as indicated, then the palace area will be PvP enabled to allow players to try and dispose of various faction leaders who will be protected by bodyguards, mercenaries, etc. in bids to claim those factions (and the problems that entails!)... Even the throne of the land will be claimable - a group will simply have to get through the house guard and kill the crown. We will (if possible) even open this up to groups from other guilds who might like to participate in the RP-PvP storyline as they can carry that back to their guild and use it to create inter-guild tensions for flavor. In theory, once a player is killed I (or my officers) can lock out a player from the EK for the three day death cool-down - to limit the rinse-repeat on failure and give losing some teeth. The area around the palace will be markets and manufacturing, and will be safe from general combat - so if you're in town for the story-driven PvP or just general RP, feel free to do some shopping while you're there. This drives commerce for crafters, which drives desire for gatherers, which makes the world go 'round. Weekly random 'cells' will be spawned, flagged PvP, and set up for various storyline events; a quick example would be group-A needing to get the supply cart from one location to another, while group-B gets to play highwaymen and stop this from occurring - winner gets to keep what's in the cart (rare mats or something)... Stuff like that will be going on every week. The rest of the EK will be player housing for anyone who wants to be local to the action. This is basically the stuff I've been doing in SecondLife for over a decade now, so I have literally volumes of storyline events and interactions that can be re-created in the EK to entertain folks... So, if the EKs actually end up with a lot of the functionality that was proposed early on, I (and others like me) will be the themepark elements.
  18. 2 points
  19. 2 points
    I used to play a roleplay-enforced MUD (think text-based WoW literally decades before WoW) where the Gods weren't just the source of all magic in the world, but were characters played by the dev staff who literally came down from the heavens and interacted with the player base. There were people in that game who chose to play atheist characters. Needless to say, atheists were unable to use magic, and were often given poorly made socks in-character by the actual literal Gods. That always struck me as dumb, but it was a roleplay decision made for fun within the confines of the game, not a choice driven by their beliefs in real life. What we're talking about here isn't roleplay - we're talking about someone who is so opposed to the existence of a fantasy that contradicts the one they have chosen to believe that they are unwilling to play a game in which that contradictory fantasy is part of the game loop, and are asking that a way to circumvent the game lore be coded in using dev time and money so that they don't have to blaspheme. Apples and oranges. Apples and oranges that I have tried to ignore, but that somehow keep showing up in my email inbox. Edit: that said, your point about someone being unwilling to roleplay something that they consider blasphemous is well taken - I just have to draw a line between "I am unwilling to roleplay a character who has different religious beliefs from me" and "I am unwilling to play this game unless it is coded to reflect, or at least respect, my religious beliefs." Everyone is entitled not to engage in something that goes against their religion or morals. No one is entitled to have someone else's art changed to match their religion or morals.
  20. 2 points
    Have you read the lore of Hero? Hero is not one of the gods, Hero represents all of the fallen warriors. Lore and roleplay-wise sacrificing to Hero might be a possible choice for you and others with similar issues because it would be like a memorial rather than worship.
  21. 2 points
    Sacrifice: That is literally the entire point of the lore of the game. If you have a challenge with the word and definition, or relating to or some moral problem with a crow who's entire job is to bring things back (sacrifice) for the gods, your in the wrong game. What exactly would you propose as an "alternative"? You have said ZERO about what your specific problem with the lore is, only vague "I don't like it" statements. How can you ask them for an alternative, when it's not clear what alternative could even possibly appease you?
  22. 2 points
    Jjohnsin

    Please, no advantage for $$$

    1. Because the developers have said it's a niche title that will appeal to a niche audience. If you read comments on those videos most of the people are turned off because it's full PvP and very punishing in certain aspects. The people who signed up for beta are simply interested in trying the game...emphasis on trying. There is no guarantee all those players will stick around for the long run. 2. VIP is not game changing, not sure where you got that idea. It's true that many games do that, but many games are not MMORPGS with a lot of overhead. Plus bigger player bases with easier to develop assets. 3. It's not a viable business plan, especially at the launch of a game, because it is not guaranteed. It is not steady. And it is not something you can reliably build a budget around. Especially not until you have purchase data from time that the game has already spent being played after launch. I'm not saying that it's not possible to run a game on cosmetics...I'm saying it's unreliable when you don't have data to build a budget around. 4. Because the devs have again stated that skill progression is a long-term shallow curve power system. Most of your immediate power will come from gear, vessels, and disciplines. A lot of this stuff you think everyone is "assuming" are not assumptions. Because we have been testing for at least a year, personally, and much longer than a year for other people. We've already had these debates a long time ago. We've already gotten responses from the devs about the issues we raised
  23. 2 points
    Tinnis

    Siege at Archenstone

    Or just bug out a wood-elf above the fight But then it would probably look like crypt of the necrodancer IMO: We need to have focused windows of Siege Perilous style testing to drive the numbers and repeated testing that sieges require [e.g. 2 hour block of a siege only map on Y day] And fixing how ground target powers work on elevated surfaces [and refining intended behavior of say teleports versus duelist burrow] Especially if and when they change the attacking of walls and trees to use spirit tools instead of combat powers... [divine light interrupting will be OP! :P] Get catapults moving again. Get defensive ballista back.
  24. 2 points
    Sepowchu

    Frohes neues Jahr!

    Ach, das erste Mal, all dieser Schmerz!? THIS IS CROWFALL!!!
  25. 2 points
    srathor

    You Get NOTHING!

    I have had such a string of just poorly made socksty weapon experimentation rolls that I took a night off. Full potions, Grouped with leadership crafting dude. (Not fully trained yet for me or the leadership only 2 weeks in.)I made 8 long swords. 1 I would consider acceptable to hand out at a 98 damage roll. 6 of them had a failure or crit failure on the 60% risk second roll. I had 5 pips when making those and do a 1 3 1 split on the rolls to keep risk low and still get a boost on the 3 pip.Then I made 2 pistols and both came out with the 3 pip failure as well. This is just not fun. And this is with cheaty potions. And doing everything but making more poorly made socksty barely helping gear to make the unfun system not be broken even worse. Very simple really, I don't want to spend weeks training to still suck ass at my chosen roles.The RNG is excessive, the 5% YOU GET NOTHING is idiotic, the skinner box and lack of player agency is infuriating. Couple this with the chore of gathering and you have fumbled it badly. I do not want to take months to suck at a gated system that is designed to waste my time.
  26. 2 points
    Xarrayne

    You Get NOTHING!

    This would also put the "experiment" in "experimentation"; right now we're not really experimenting, we're gambling.
  27. 2 points
    McTan

    You Get NOTHING!

    Yes, you could make it so that people can gain a Pip in experimentation at the cost of Risk of Failure increase. Baseline Pips = 0% chance to fail.
  28. 1 point
    dubanka

    Ordo Castum Carnifex (OCC)

    Ordo Castum Carnifex (OCC) was created as a Temple lore pvp guild at the outset of Shadowbane's corruption server back in 2004 from a conglomeration of Mourning guilds (Tribunal, Vets of the Hi Watch, some UDL). This group quickly got a lesson gun boat diplomacy as we watched its 6 weeks of server-up 'work' go up in flames during the infamous 2004 Thanksgiving Day Bane. Shortly thereafter the vast majority of the guild evaporated...the challenge set forth by Saint Malorn was just too much for them. So with a remaining membership of about 6 (from 70ish), and a change in leadership (those of us who were left kind of found ourselves in charge) we went about cleansing the world with our special kind of fiery love. From these humble beginnings we grew and prospered, having a relatively major presence on subsequent servers. And then Shadowbane died. And we were sad. And sadly nothing that has come to market since has brought the same experience...and while we've been active in most of the major releases....When you're used to fighting for your collective virtual existence, everything else just seems kind of tedious and pointless. Looking forward to crowfall...While it is still uncertain if we will try to take on some level of 'lore-play'...Probably likely, if for no other reason than it makes things a bit more entertaining...too much is currently unknown to really make a commitment there. We will be taking on folks as testing progresses. burn.
  29. 1 point
    I think, given that only some of the farm parcels I got with my kickstarter pledge are marked "tax free", that even real-money EK assets will have upkeep fees - if only to cover the server instance costs... Being as at the end of the day it's all about making a real dollar so that employees can eat, I'm guessing that EK asset taxes will be paid either via in-game assets (campaign materials) or via real money. This will allow people like myself with spare cash but not a lot of spare time to contribute just as well as people with a lot of spare time but not a lot of spare cash. People playing is a very valuable resource in an MMO, so it's only fair that their time nets a monetary reward - even if it's only covering their subscription cost or building upkeep in Crowfall's case. As for me personally? I'm okay with paying real money for EK upkeep as it's not having a direct impact on campaign PvP - and someone has to pay for the server/bandwidth costs for that EK instance... For example, I pay ~$300 a month to SecondLife for the "land" I have there, which is mostly to cover server/bandwidth costs - so Crowfall won't be too terribly different in that aspect if EK assets can be paid for with real money. Ultimately entering (and winning) campaigns will still be the fuel everything runs on though. Even if I can just pay for all of the buildings each month, all of the materials needed to make, well, anything must come from the campaigns. Which is why Vigil has a pretty amazing combat and crafting team.
  30. 1 point
    entityofsin

    Please, no advantage for $$$

    Wildstar lost population cause of balance patches screwing with the pvpers that wanted to play. That game was mostly populated by pvpers and because their balance patches were more tailored to pve raiders, the decline in player population followed it up. ESO, it didn't really pick up much a population to begin with cause it was competiting against a lot of other games at the time. As new stuff came out it pulled players from it. Plus the whole combat (dodging or avoiding damage) and questing system (the terrible compass garbage at the top of the screen) of ESO probably is why people tried it out and then left. It didn't feel fun enough to them so they quit. Tera coming to the EU and NA markets was already setup for failure. If I am not mistaken it was a game that was already years in after a release in the Asian market. There for it was already behind the times by the time it hit EU and NA markets. I can't comment much on AION other than it failed to get enough of a hype for it. People were already playing other MMOs and games by the time this thing hit the market. You want to say that a subscription model means the death of a game. It doesn't necessarily mean that. What kills MMOs more often than a subscription model is how the developers behind the game fail to actually listen to their monthly regular customers. You don't make balance changes to certain classes that are so radical that it makes them dominate for the next 3-6 months (this happened to Rift and caused over half the players to leave) and then wonder why the game has a declining population. Poor game management is why these games start dying in population, servers get merged, and resources to support the game get tightened up. Albion Online is another great example of a game that started out strong in full swing but has lost a lot of its presence in the market because of how Sandbox Interactive fails to communicate things with the players, fails to listen to them, and continues to make content and balance patches nobody wants cause they don't make the game better. What I am tired of seeing is MMO devs that have a game which has pve and pvp content and they only balance for pve. It sours the experience for the other pvpers and if that's most of your game's players then say goodbye to a lot of that revenue. That's honestly one of the most common things I've seen to cause the decline in MMO populations. Balancing for PvE instead of PvP cause PvE can be tuned up to accommodate PvP a lot easier. This is only going to become more apparently as MMOs tailor more towards a pvp focused game design than pve.
  31. 1 point
    Finland

    DECISIONE FAZIONE NUOVA CAMPAGNA

    https://discord.gg/RdnmkJX
  32. 1 point
    Finland

    DECISIONE FAZIONE NUOVA CAMPAGNA

    Balance come sempre almeno puoi joinare entrambe. @Veyson joina discord, vieni a farci compagnia per quando ci buttiamo su CF
  33. 1 point
    KrakkenSmacken

    You Get NOTHING!

    While I like/love that the issue is being addressed, and if the template item you can't experiment with is the result, that might be good enough. It is still basically a punishment for trying to craft and doing nothing wrong other than making the choice to attempt to craft, rather than choices in the craft having an impact on outcome. I'll give that change a spin and see just how much it impacts the punishment operant conditioning effect before I decide if I ever want to subject myself to random punishment reinforcement. There are many questions, like what happens to components that turn into template items? Are they stuck to only being used with other template items? Will adding them to a non-template item ruin all possible experimentation, or will it simply reduce chances/quality like bootstrapping can/does. I have never liked the assumption that the problem with the system is that we have access to too many recipes, and that simply being able to use it is what is making it bad. The crafting skills, extra pips, and item material quality difficulty are already fulfilling the purpose as a filter. Still people who have and had dedicated to crafting training for over a year, as well as partnering with those dedicated to leaderships, are the ones that are on here complaining. Just how long do you expect people to wait before they get past "basic/intermediate" recipes? We had this problem with people who trained for almost a year before the reset. Surely by then they would have had access to all the good recipes. What the heck does recipe restriction even mean when it comes to an equipement tree that is so flat? I mean unless you have plans for a variety of templates based on quality limits, we have for example ONE two handed sword recipe. I'll reserve judgement, but it feels like your kicking the can down the road rather than even considering there could be a fundamental problem with some of the design assumptions about what will make crafting fun.
  34. 1 point
    DocHollidaze

    Please, no advantage for $$$

    I mean honestly, both of you are just wasting bytes posting here about this topic. You might as well go outside and shout at a tree. At least if you do that you'll get something for your effort, like I don't know perhaps you'll step in a pile of dog poorly made socks?
  35. 1 point
    Is it still the case that basic is still less optimised than medium and higher settings as in the past? How will you be addressing scaling optmisiation/performance? [we never really saw that "200 rangers running around" in action etc - especially if you then add on a larger world map and buildings etc to the scene let alone power FX] Will there be options to reduce the visual overload of power FX noise? [and general design actions to take place there as well] Will you address the severe resolution scaling issues that are present if you say attempt to play in 720p (e.g. giant flytext/nameplates, ui elements, blurry fonts/missing letters that do not scale as expected) Do you have sights on what your minimum or recommended system requirements will be?
  36. 1 point
    There is no "beta" yet, the game is still in pre-alpha, that said yes, so still several systems that not implemented and/or fully fleshed out yet, so not a fully playable game yet (though can still be plenty of fun in it, just be aware of this) That said yes if you buy an early access bundle you get instant access (or at least almost, if it dont go through right away send a mail to support@crowfall.com) and they fix it for your manually after you bought the package. that is not to say there will always be a campaign world up, but you will always be able to login and adjust skill training and enter your own and other players Eternal kingdoms
  37. 1 point
    Phylor.the.Jester

    [-W-] Winterblades

    Got some end of the year fights in at Reaper Ridge and at a Siege vs Chaos. Join us in Discord if you're looking for a group to play with in Crowfall or check us out at www.winterblades.net
  38. 1 point
    jetah

    Crowfall on XBox

    Look at the 15k backers from the Kickstarter stretch goals:
  39. 1 point
    Tinnis

    Siege at Archenstone

    @Tapsteady what are your thoughts and options when dealing with such large fights with regards FX visual overload [especially with stacking of large persistent area circles that produce alot of visual noise] collated videos:
  40. 1 point
    DravoiX

    Frohes neues Jahr!

    also Schlachten kannste jetzt schon haben und Gilden sind auch schon da
  41. 1 point
    Venark

    Siege at Archenstone

    *cough cough* *hint hint* devs could come to one of these sieges do an sky camera view of a Crow flying over and have "Actual Gameplay Footage" of 50+ players smashing into each other at the breach of a keep with some epic music and pan back to the crow sitting over a field of corpses or something but either way actual footage of players smashing into each other is a great way to hype up people to play
  42. 1 point
    the issue is its 10% of MAX durability lost every time you res and "recover" your body at the statue. So currently your options are to get a new vessel and lost 100% of everything or take 10% durability loss to everything. Cool got it but my and I'm sure several other peoples issue with this is simply- How on earth is the time investment of farming, crafting, failing, farming again, crafting again then finally getting a decent rolled item that in 10 deaths regardless of 100 durability or 2000 durability is gone to the ether. This system makes every single durability roll (aside from tools) absolutely pointless and a waste of time giving people the false pretense of if I get more durability it will last longer. The system should be 10% of BASE durability so if the base item is 750 durability with no rolls and you get some good rolls on the bars/sub combines and end up putting some rolls in and get 1500 durability overall then congrats your item still takes a hit on death/recovery but it now actually lasts twice as long as a basic non rolled item making the hours of farming and failing at crafting actually worth while. The current setup really makes me feel like its a system designed to be a time dump with giving you the ability to be better for 10 deaths but in the end you spent hours and lost it and I spend 30 minutes and lost it. Who actually lost more?
  43. 1 point
    Anhrez

    Siege at Archenstone

    I have to say Order's effort to push back the initial push into the keep by Chaos felt like a real game of chess. very fast move, counter move and so on. Was really fun to be in the thick of it. As a non-PvPcentric player I had a blast. thanks to all of the Order players, UDL, HOA, LOD, TB and others for allowing this scrub to tag a long. hehe look I'm shooting things! Who would have thought?
  44. 1 point
    Zolaz

    Disappointed in the direction

    I love gatherers and crafters.
  45. 1 point
    srathor

    You Get NOTHING!

    Always having a chance to fail is fine when rolling dice and the gm is able to give context to make the roll fun. In a game like this with crafting the way it is and a roll meaning YOU GET NOTHING! You Lose! GOOD DAY SIR! Well that is rather infuriating. While skilling up it can make some sense, but we should have a choice, Like having 1 pip give 5% more chance to not fail. Let the risk and the reward make sense. Put the player in control of the risk. It then becomes worth it to push things. Give us a slot on the assembly combine to put a pip in to lessen the chance of failure or three or 4 pips to lessen our experimentation points later in the combine and all the complaints would be mitigated by the fair comment of you chose to take the risk. Players need the tools to counter the risk, and the risk needs to make sense. Right now you are telling the players they can never get enough skill and that you value their time at zero.
  46. 1 point
    Anthrage

    You Get NOTHING!

    Gordon stated in general chat many months ago that there is a known issue with their RNG, this is established fact and your results only underline it's existence. It manifests in 3 different forms that I'm aware of - too many failures, not enough failures and failure chains - and it most definitely has not been fixed. You are absolutely right in saying that what they make happen when you fail - changing full item loss to something else (which I want to happen immediately BTW) will not fix the underlying problem that RNG itself and those failures are not happening as they should. RNG in a game is a crutch, and just as in real life, crutches are a sign that something somewhere is broken. We need to get rid of as much RNG as is humanly possible, and keep it only where it enhances the player's experience, and not where it makes it more negative.
  47. 1 point
    Anthrage

    You Get NOTHING!

    It was absolutely absurd, harmful and wrong to keep final combine total loss in the pre-alpha given it is essentially no different from the universally condemned Take Bug...it is beyond that now given ACE has plans to remove it in future. They should remove it IMMEDIATELY. This can be done very simply as a hotfix by making the Crafting Potions boost success to 100%. There is ZERO reason to cause their paid testing base to experience something this negative, which wastes valuable testing time, and definitely hurts the game's prospects overall, when something like this can be suffered in a new player's first hours. It is inarguable that this is an unnecessarily damaging mechanic, they already have agreed this is the case or they wouldn't plan to address it in a future build. It is also inarguable that if they really took it seriously, they could address it right now, this moment, today, through the kludge of a potion boost. Unless success chance is not actually being used properly...
  48. 1 point
    srathor

    You Get NOTHING!

    3 More Failure! YOU GET NOTHING hooligan! 95% chance on these. just grips, just more wasted time. Just more frustration. Why do we not have combat attacks that have a 5% chance to kill you if you get a bad roll on every attack. Risk vrs reward right? Why is it okay for Crafters to get custarded with. Why can I not have a 100% chance of success. If I skill for it.
  49. 1 point
    How about a boulder arch, breakable with picks. Sadly i think the voxels as terrain is gone. Sure some of the walls have them, and the boulders and trees as well, but the world is not at all destructible for the skin of the land itself.
  50. 1 point
    Clerics don't need to be tested! You just need to have faith!
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