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Showing content with the highest reputation on 05/12/2018 in Posts

  1. 5 points
  2. 3 points
    ITS ONLY GETTING WORSE! Crowfall: The Fight for Apples.
  3. 3 points
    The differences in crafted weapons is insane. Crafters will be a necessary component for any group of pvpers. The sword on the left is an amazing success, the middle is an avg success, and a basic was added to illustrate the difference.
  4. 2 points
    AOT: An Odd Thought. Subject: Too Many Soldiers, Not Enough Coal Miners. So, gals, guys, I assume this topic has been tread or covered in some manner...somewhere in this games alpha history, at least, I can only hope it has in some manner; because I see a future problem on the horizon the more I think about this. Sadly I have been unable to find anything about it. And this thought process has been sparked by a single sentence in a single thread; "Right now, skills are training at a 10x rate. When it drops to 1x, things will change dramatically. " @ Is that really the case? Are we training at 10x the rate? Does this also apply to even basic skills? Or is it just the ones higher in the skill trees? If so, there is bound to be some extreme issues coming down the pipeline. Not in the usual bug-manner; but that of player choice. Whom here can say they have EVER played an MMO that had more healers and support members (Harvesters, Crafters) than combat focused classes or jobs? What even incentive is there for the crafters? Are we hoping campaigns that benefit and directly are affected by crafters/harvesters because of win conditions, would fix this issue? (Hopefully the later is not the answer, as it will mean the small numbers being spread out further) The war on self-sufficiency will help this issue, sure, but we are going to see such a huge focus disparity at the beginning, that its going to create a massive demand with so few to fill it, that will be ONLY feast or famine for whatever side gets the majority of the players whom WILL take those thankless classes/functions. Thus we have the Captain / Coal Miner issue. You got more than enough people to fight, but not enough people to outfit those people TO fight, and it creates a vacuum that either gets filled by someone whom doesn't want to do that (making the experience unfun and more than likely to hurt player retention) or those whom already do it, gimp (even if argued its only a 'tiny' difference) themselves from playing any other way for months and months due to the skills coming so slowly. This is a PvP game, people are gonna wanna be doing THAT over spending time hacking up flora and fauna in general. Am I just kinda overthinking this or has this been addressed in some manner and I have been unable to find anything about it? This all becomes moot in time though for players that stay, since over time people will unlock more and more on their crow. But the beginning may be...very rough due to this, and hurt the population to such an extent that it BECOMES a bigger problem than it actually is in turn. People like to complain and negativity sticks far more than positive things, just take a look at all the 'pay to win' stuff still floating around about CF (simple youtube search brings up a lot of stuff). Had even a coworker go "oh, you mean you are in the alpha for that pay to win game?" when I talked about this topic to him even before posting here.
  5. 2 points
    No clue whether ACE reads this particular forum on a regular basis or not, but here it goes anyways: - I'm not a big fan of discs in their current form (for various reasons I won't detail here), but something Todd said this week in the Q&A made me think they should be tied into the Sacrifice system, NOT gear slots. Here's why: -Todd has stated this week they want to promote and upgrade their active progression system a little more, the Sacrifice system as it's currently called. I think spreading out the disciplines in the form of thematic trees (support, offense, defense, utility, etc) and allowing you to acquire and access them through the Sacrifice system would be a great way to make this system meaningful and impactful. -As gear slots, I think discs have a huge potential for hard snowballing inside a campaign (they're the most important and impactful part of our builds) and add even more to an already exhausting gear grind. NPCs that were intended to drop disc materials can still be around and provide Sacrifice points instead. Sacrifice provides more variety in gameplay in how to acquire them (or at least has the potential to): capture POIs, pvp, harvesting, killing NPCs, exploration, etc. Plus it reduces that snowball potential of discs as gear. -If the devs really want disciplines to be something you can swap during a campaign, they can have a system in place where once you max out your Sacrifice/disc points, you can acquire more points to swap things around later on. That gives players the incentive to keep engaged in the Sacrifice system for more than a weekend. -Since discs would be scattered in the form of power trees, this also has allows the devs (if they want to) to limit a little more how players can progress and access discs. More powerful discs could require pre-reqs to balance things out for example. One of my beefs with discs for example is how it waters down class identity and class roles inside team comps. Or how it allows "do it all" builds that have virtually no weakness. This system could further limit which class can access which discs, or how you can stack them for example (again, only if the devs want to). @jtoddcoleman
  6. 2 points
    Yeah everyone I knew was saying buy gold with silver right away, and of course it turned a tidy profit, but unfortunately it wasn't anything near as grand as being an early crafter.
  7. 2 points
    Ok I'm sorry, my bad, might have been sloppy (and incorrect) from my part to clump the entire proposal under the term "Sacrifice". But yea, it's exactly how you described in your previous post, that's the idea at least.
  8. 2 points
    It IS clear, but you are not understanding what I am saying, nor what the word sacrifice means. Capturing forts has nothing to do with sacrificing, the examples you cited - killing other players, killing guards, mobs and ToLS - none of these things have anything to do with sacrificing, which is specifically putting items into a brazier, to sacrifice them to the gods. You continue to conflate the concept of sacrifice with the system of Vessel Leveling or generating XP. It's not that we're stupid and don't understand your clear OP, it's that your use of language and terminology in this regard is sloppy, incorrect and bizarre. That may be due to a language issue, which is fine, but my point is, it would help your case if you stopped using the term sacrifice - which has a lot of associated baggage as it very specifically relates to the collection of items, which relates to particular activities that some people find unappealing as they can involve an unnecessary grind etc. What you are proposing is A ) New/more ways of generating Experience B ) New/more ways of using those Experience Points, to do more than just get Attribute Points by leveling your vessel... It's an incredibly important distinction which I think it would be very helpful for you to make more clear, by not misusing the term sacrifice.
  9. 2 points
    @jtoddcoleman If I could sacrifice specific things or combinations of things for specific rewards this sounds interesting. This wouldn’t necessarily have to be limited to discs either. Rewards could be all kinds of things. This could be Crowfall’s form of gathering “quests”. Gather 10 slag, knotwood and cobblestone and get a set of starter gear. Could do all kinds of things with this. If it’s random rewards then I think that would give it a “loot box” feel which I don’t like. No more RNG please.
  10. 2 points
    Yeah I wasn't telling any fibs. Its really a problem that fixes itself fast because people see dollar signs.
  11. 2 points
    I think the problem with this system is that the frequency and rapidity of change makes a very cool event quickly lose all novelty and become boring. I would suggest a slight tweak on the system: To make "Hunger Night" seem much more special, rather than the mobs/hunger shards/other night effects occuring literally every ingame night, make it a probability tied to the seasonal progression and tied to some kind of easily visible celestial anomaly, ala Zelda: BOTW blood moon (Image), coupled with some special ominous music, and maybe increase the probability of a "Hunger Night" every time it doesn't happen. So in early spring, there may be a base 5% chance of the world proccing this night event. Every night it doesn't happen, increase the probability by 40% (7%, 10%, etc) until it does happen, and then reset. The base probability would increase with time by season, until maybe in winter you'd want it every night and the nights to last longer (that part of the system seems fine).
  12. 2 points
    Not a fan of mobs becoming hunger versions at night and then vanishing during the day. I much prefer the older idea of all mobs gradually becoming hunger versions over season progression. Alternately, controlling the mob version based on the spread of hunger shards would be good, all the way to indestructable humger shards when the world is near the end, which would necessarily make all the mobs in the world hunger mobs. Swapping them in and out of hunger mode every day just by existing makes the entire concept of the hunger feel less important and way more gamey.
  13. 2 points
    I posted this in the devs forum, but it more chatty out here so. So with this comment. Your sort of start running back into crafting, with just a different mode of exchange. Getting items as a result of sacrifice is a not a lot different than getting items as a result of giving other items (raw materials), to players. I naturally start to think about "sacrifice X to get Y" ,and it becomes simply a different material combination issue. There are really only two things that advance independent of gear. Sacrifice leveling stats, and passive training. An obvious third would be a simple vessel level active training/sacrifice analog. Training skills tied specifically to the vessel. Another possible is to go down the enchantment line with this. You carry around and equip a soul stone, that charges/upgrades with the essence of your experience, which can then be added to already crafted things to give them a further enhancement based on how much experience they have accumulated. You could make a race, class or profession slot or stone type for each vessel, with each race, class or profession having a role specific bonus. So maybe after fully charging a Fae stone, you could enchant an item or discipline with the glide ability. With a class, maybe one of the class specific attack powers. This could be a potential alternate source to high quality thrall soul gems. The partial souls of the crows themselves. It might also influence trade. A Fae would not need a Fae stone, but a Stoneborn might. It would give every player, even new ones, something of value to trade besides just gold. It would also help the PvP /PvE combat guys have something they could harvest, in the form of XP that became transferable soul gems.
  14. 2 points
  15. 2 points
  16. 2 points
    Not sure if you have been on 5.6, but the basics have had a significant cut down in time required per node. They went from a resolution limit of 3 days minimum to 500 points (83 minutes at 1X). I'm not sure how many they applied that to, but they also took out much of the top end hockey stick of the 5th pip, so things are training faster. If they keep it where it is, and my 10x napkin math isn't completely out to lunch, then a person can push in crafting basics from zero first table/profession in around 96 hours at 1X. If they implement an "everyone gets a free 3 days", and my math isn't totally bonkers, you could start Friday and be into your chosen profession before the weekend is over. There is a marked speed difference now between profession and race/class. They have really opened up the flexibility of the system for themselves.
  17. 1 point

    [BLiK] Blacklight Knights

    ________________________________________ ________________________________________ 「Welcome to the Blacklight Kingdom!」 Looking for a guild? Not sure where to go? WANT TO HAVE SOME HECKIN' FUN?? Not only will we help you out if you're just beginning to adventure through the wonderful world of Crowfall, we'll continue to help you out with whatever you need! I can't wait to become the best and most fun community in the univer- I mean on Crowfall! We are going to have so much fun mah doods. You like to have fun, ay? Well then just join BLiK! Here's why you should: ~ ~ ~ ________________________________________ ________________________________________ Oh, you wanna join us? It's pretty simple. Here are the requirements! Friendliness: This is a necessity. We can't have fun if you're hella rude, right? Fun: I know it seems like I've said this a lot, but this is sooooo impooortant! We like to laugh and have a good time, I hope you do too. Interest & Activity: Despite the fun atmosphere, we'd really appreciate some activity. We want you, as a member, to have an interest in playing Crowfall on a semi-regular basis. As well as enjoy playing the game. Discord Account: Although not necessarily a requirement, we would love to have you in our Discord server. It's a sort of public server about a lot of different topics, but we have a corner specifically designated for Crowfall! Hope to see you there! Community: We want people who enjoy helping out, and are willing to contribute to the guild in any way possible! ________________________________________ If you're interested, please reply to this post with the following format to apply! _______________/\_______________ Hope to see you in-game! I'll message you if we accept your application. ~ May your crow's wings find their vessel ~
  18. 1 point
    They did remove the slider some time ago. I believe the plan is to add scale to individual UI elements instead of the entire UI at once (which is what the old slider did). Unfortunately this is probably one we just have to wait on a for a while longer.
  19. 1 point
    let's not turn Crowfall into 7 Days to Die.
  20. 1 point
    The next fun fact is in Albion Online you had 2 Ingame currency's, Silver you got though killing mobs and Gold from buying it with real Life Currency. But also you could switch Gold to Silver and Silver to Gold, in the early stages of the Game the conversion factor was quite low. So you could invest all your Silver into Gold, and after some Months you made a huge amount of Silver if you sold your Gold. (I dont know if there will be a System like that in Crowfall too, like switching between Currency's.)
  21. 1 point
    To the OP, I agree that most people are going to want to do more than just harvest which is why I like the VIP model which lets you fill two professions if you subscribe.
  22. 1 point
    Sorry, maybe I haven't been explaining this part of the idea very well (although I thought it was pretty clear in the OP). There's already capping forts on top of material donation. And there's been talk in the past of expanding the system to include other activities. This is a main part of my proposal, that the "Sacrifice" system as a whole be expanded to include a bunch of different activities that can earn you points towards leveling up in this active progression system. I cited several as examples, like killing other players, capping forts and keeps, donating materials, killing infested mobs (or whichever mobs), exploration activities such as map making/discovery, etc. Just stuff that you'd normally be doing on a daily basis.
  23. 1 point
    Just a quick Story about Albion Online and its start. In Albion Online you have weapons from "Tier 1" to "Tier 8", at the start of Albion Online i quickly leveld to craft "Tier 4" Daggers. I bought ressources from gatherers, crafted them to Weapons (Daggers) and sold them, for like 250% of the normal Price... Just a few others could craft them at this moment, few Offers / much Demands. Like you sayd a lot of People are Pvp focused and thats the Jackpot! And this exact thing will happen to in Crowfall, and thats the Reason why i will be a crafter/gatherer at the Start. "To earn a golden nose" (Like we would say in Germany)
  24. 1 point
    This would be an interesting change to the game. If its doable I would love to see this implemented.
  25. 1 point
    Good conversation, guys. I don't envy the devs for the decisions they have to make.
  26. 1 point
    I think material donation is pretty much the only method possible to 'level Sacrifice', a phrase which makes no sense. Do you mean 'Vessel leveling'?
  27. 1 point
  28. 1 point
    Exactly! That is my point in a nut shell!
  29. 1 point
    No need for all of them, or all thrall types, to be represented in what a crow could train up. Also, it was my expectation that training up soul gems would be just as gated as recipes are. Only fully finished clerics could train the full cleric one. Sturdy maybe only fully trained Centars. (I don't know what sturdy does, just sounds like something with four legs is better at.) So a bit like how once you've maxed out you skills, building training tomes is an option, once your the best stonemason, and other arrow in your trade quiver is the ability to train up the soul stone that new stonemasons use for a boost.
  30. 1 point
    I could see them doing it for generic disciplines that are valuable to every class like Juggernaut. The more specialized discs I would like to see on specific monsters or locations.
  31. 1 point
    I know people that would just bot apple harvesting and buy it with that. I just think it would be better to require teamwork or a skilled single person to outsmart the team. Just sounds like wanting easy mode rune's
  32. 1 point
    If the guy is an enthusiast apple harvester, yea sure. Why not. It'll give him access to the same builds everyone else has. Except he'll be doing his favorite thing in the game. Point is, doesn't have to be apple harvesting, but anything allowed by the Sacrifice system. Which should be varied enough. Rune droppers would still be there from how Todd described how the mechanics currently work. And other than rune droppers, as I already said before, there's mats POIs, forts, adventure zones, and more to come with future stuff like bloodstones.
  33. 1 point
    I mean, I get that, and I agree with you. Something that generates a point of conflict and pvp is a great thing. However I think the game will already have plenty of that when it comes to forts, keeps, bloodstones (when bloodstone campaign or something similar comes online), materials POIs, etc. And while one more in the form of disc "bosses" would be cool, as you said it yourself "regional control" just screams snowball to me, for the amount of power discs currently grant. Imagine being the underdog guid/alliance, that would already be challenging enough on its own to fight the other guild/alliance that has more people, more access to better materials, crafting tables and spawn points, etc. Now imagine fighting them in vanilla builds vs their optimized disc builds. I just think discs are core enough to the combat and progression system that tying them to the Sacrifice system just gives you a lot more agency in how you build your character. Plus it gives the Sacrifice system proper weight and keeps players engaged in it throughout the course of a campaign. Why do you always discuss things through rethorical questions?
  34. 1 point
    Getting disc from regions created regional control and huge amounts of pvp at the locations of commander ect. Its okay while i respect your idea i just disagree with using sacrifice points as currency or even a lottery.
  35. 1 point
    It's not a grindfest, or doesn't have to be. If the ways to acquire Sacrifice points are robust and varied enough, you can be doing the things you'd normally be doing on a daily basis and be acquiring them. Capturing forts, pvp, pve, harvesting, uncharting new map territory, etc. I mean, how is that a grind, as opposed to having to camp the disc mobs and harvest a ton of materials to craft the discs? I'd rather have more options to get discs through different gameplay other than harvesting.
  36. 1 point
    Im not sure . Yes we need something more to work for in game. But, A lot of stuff is not in yet . Like capturing the disciplines from creatures like shadowbane. The entire body creation is a minmax char design gamers wet dream. Sure increase the levels you can reach if you want . Add in more ability to grind on monsters and sacrifice. Possibly short term buffs for chars from the sacrifice system. But, PLEASE don't turn this into a forced grind fest.
  37. 1 point
    Thanks for the reply Todd. Yea, that would definitely work and have the same results as the idea I proposed.
  38. 1 point
    I completely agree this game needs both vampires and werewolves... and werepyres... You should totally be able to be a werewolf vampire...
  39. 1 point
    Just from reading the forums a bit and looking at the active members (and searching for threads about player population), it seems like a really healthy game. An has a lot of the same sort of crowd this game is really meant to cater too. I may give it a whirl even as well to see what its like, since it seems there is a 7day free trial! That is good to hear actually, quite a lot to be honest!
  40. 1 point
    Guess then this fits more of a niche crowd, more like MWO does for robot sims. That is not necessarily a bad thing. I know I won't be able to pitch this game much then to most of my discord buds or coworkers, it doesn't fit what they would want. This game then is meant to appeal to a different mindset than what is usually considered the 'norm' in the mmo industry. Kind of refreshing, looking at it that way. Depends on if you luck into killing someone whom WAS a crafter and had hold of a weapon you can use, or a plethora of other variables, but yes, the win conditions make sense. What then is the benefit of winning a campaign outside of transferring gear/items out from said campaign then to make the win worth it? Ofcourse bragging rights is a given. "WE WON YOU LOST! YAH!" kinda dealio. This is actually really useful as a sort of graph to see the differences. Interesting. And reinforces my own choices, but also means that even IF you are a crafter and are not spec'd in combat-you can have a good advantage with powerful gear alone of your own making to give you a slight edge in that manner. That was a smart move on ACE's part to make the differences so great between crafters and non-crafters basic weaponry. That is a very useful perspective...kinda eases some of my own thoughts on this a bit more. Their really trying to create a symbiotic relationship between the players themselves in order to create a ecosystem in earnest. And I agree, the first campaign I believe will be a...fairly drawn out one. Probably will be one of the more grueling ones for everybody till some semblance of power is built up, and the economy settles. May take several of them even to actually get to a 'situation normal' for the economy. That is good to hear! Means that it may not be as much a wait, and as harsh a 'your choices are your grave' feel to it then. Thank you guys for your responses and info, btw!
  41. 1 point

    PvP Options Outside of CWs

    Here's my thought: I like to play other games, go for walks, etc. I don't need basketball to also be football any more than I need this whole throne war simulator to also be an arena pvp game. It absolutely takes development focus to implement and update such things, and creates community fracturing in a game that already has by design a high degree of community fracturing due to campaign bands. What is so wrong with playing an arena game when you want to experience of an arena game, playing a battle royale game when you want to play a battle royale game, and playing a throne war game with farming and thievery and your gear breaking when you want that experience? Like, what's this fascination people have with only being able to play one game even though they clearly actually want to be playing two or three different games? If the game you're playing is boring because people aren't online or whatever, what is gained by playing a watered down version of what you could be playing if you just logged out and played a game entirely centered around that? That's what I don't get about these kinds of suggestions rooted in 'accessibility' or 'retention' or in a broader industry sense making "live services" out of games poorly suited for that monetization model. You're basically adding separate games to the one you're already playing for no good reason other than to bring in and retain customers that don't want to play your game anyway by either entrapping them in a skinner box or offering them a version of a thing they already sort of liked but got bored of that still isn't as good. You just end up with fractured products where most of the parts are simply never as good as they could have been if you simply focused on being one game and not one game and two or three crappy mods for that game.
  42. 1 point
    As Jah referenced, there will be a NEED to have people that want to craft and explore. Simply roaming and trying to "gank" for resources simply won't cut it, especially considering seasons and scarcity. Your guild/community will need to be well rounded, especially in the Dregs. If you are a Guild that wants to engage in PvP exclusively, you will not fare well. This designed symbiosis is integral to their planned design. Need for interdependence to succeed. JTC came from Shadowbane. The game, as great as some of its concepts were (and many find here again in Crowfall) had a giant flaw (besides SB.ExE and the brutal Launch/Rush to Market). The sheep were devoured, there was no outlet for them, no place to go. There were no cyclical servers, they were semi-permanent, only closing as population waned. Then the wolves started eating each other, because there was nothing else. The game's population bled out, cannibalizing itself. Eventually consolidating from 7 or 8 servers down to two. What they have created here is an inherent need for "sheep", which is a good thing and cyclical servers or campaigns which is great as well. No stagnation, no entrenchment. I probably didn't directly answer your concerns, I just wanted to lend perspective. To succeed, you better have people willing to put time and investment into things other than PvP if you want to play in the DRegs (Guild vs. Guild). This will be mitigated somewhat on the faction rule sets. All that being said, given the rate of training, I expect the first campaign to be tedious, and that's being kind. Though I'm bought in, sold on the game, I too have concerns about "new" players leaving in droves due to slow progression once the game goes live. I guess we'll see.
  43. 1 point
    To win.As a crafter you can't win without someone using your weapons and as a pvper you can't win without a weapon.
  44. 1 point

    EK SUBMIT MESSAGE - Submission failure

    While that error has been seen in the past, it has not been a persistent problem. It resurfaced again recently. I think it has been happening for a week or so on the LIVE server. Best place to report bugs is the appropriate bugs and feedback thread for the current build:
  45. 1 point

    Stealthed Magazine

    I am very saddened to see this blog going away. Your format and approach to sharing Crowfall news and design concepts was well thought out and the written format was extremely refreshing to see. However, I understand some things get cut when you have to reprioritize your own limited time. Wish you all the best in your future endeavors. Will continue to follow your work on Malekai.org, cheers!
  46. 1 point

    Stealthed Magazine

  47. 1 point
    1: Know your environment This means exploring. Things are purposely not signposted for you and soon the map on every single campaign is going to be different. Those higher tier materials are out there. Those forts with nobody defending them are out there. Your basic weaponry might not win a fight in PvP, but its also quick and easy to craft so who cares if you lose it. Your EK is useless to you without the things you need to acquire in the campaign worlds, and is functionally more of a trophy room or tradepost than a place you're meant to spend much time in. Sure, you can use it to farm dust if you want, but that's about it. 2: Know yourself Lets say you want to be a blacksmith. This means you have some early training choices to make (like setting your training to smithing) and you have some specific things you're looking for (like smithing benches and smithing materials) It also means you have some barriers specific to you (like players that want to keep your from those benches, and others competing for your resources) Your job is not to follow a set of signposts. Like any PvP sandbox your goal is to solve those problems with the tools available to you. All PvP is just an endless string of problems to be solved, whether by hook or by crook. Tools like stealth, misdirection, getting more friends, or exporting out full stacks. Consider what you're doing, not what other people are doing that gets in the way of you accomplishing this goal. If something doesn't go your way, first think to yourself "what could I have done that made that turn out better?" and then try that. All things are PvP. Competing over nodes, setting prices, and stabbing people are just different ways that other people are trying to make your life harder and their life easier. Be cheap. Be clever. Be ruthless. Your opponents will not cut you a break. Make your own. 3: You have multiple selves. Use them. Everyone else will be. If you can't take a fort, can't win a fight, or can't harvest fast enough, examine why not. Is it that you don't have enough friends or is it that you're attempting to use your fast moving but squishy harvesting character to fight npc guard? Is there a way to use your other 5 character slots that would be better for the job you're doing right now? Is the character you use for scouting a good build for smithing? Is it a good build for taking a fort? Do you even need the fort? 4: The spirit bank is a tool, not a barrier. Don't be afraid to burn import/export charges in the current system. Though it may change in the future, stop thinking of the bank as a bank. Think of it like a tool the same as your armor or weapons or pick. You don't leave your sword in your bank because you might use it up unless you don't need the sword, right? It might take some time, but you can replace the sword. Similarly, don't avoid using the spirit bank when you NEED to use it, but don't use it wastefully later. You will get more imports and exports, but the entire point of having them is for you to use them. Like any tool, you want to use it when its appropriate. If you don't have any gear and people with gear are cutting off access to a crafting station that sounds like an appropriate time to use that tool. Like any tool, you can always replace it. You wouldn't mine cobblestone with your +40 motherlode harvesting hammer. Don't use your spirit bank to export 2 rocks at a time. Use this tool intelligently and it will last you long enough to be replaced when the next campaign starts. 5: Live in the now. Nothing you do is going to make your training go faster. You can either be angry that you can't mine r10 rocks and make a legendary sword OR you can focus on what you can do RIGHT NOW that can help you toward that goal. Can you identify the location of resources so you can get them later? Can you mine resources you can't use YET so you have stacks ready to go when you can? Can you gain some gold and trade a bit that might help you punch above your weight class? Can you Help reinforce a friendly fort so its a little safer tomorrow when your training lets you craft there? Can you help other players so that they're more likely to help you in the future? Don't try to live in the future. Passive training means you don't HAVE to do anything specific to get your further along on your skill plan. That means you are free to decide what part of the supporting systems other than skills you want to invest in right NOW. 6: Make friends, minions, masters, or business associates You will never be self sufficient. Ever. You will need to interact with, directly or indirectly, at least 6 other players just to fill all your gear slots. You're going to be less efficient alone than in a group at any activity in the game alone. Figuring you what you want to do is important, but its more important to figure out who's going to do all the other stuff you need done. How you place yourself in the social strata is important. Use faction chat. Ask for help. Invite other players along to do your activities. Offer things for trade. Statistically speaking, the things you can do for YOURSELF are less impactful than what your social connections can do FOR you. 7: Remember that not everything can be wiped. If you're looking at the current unfinished state of the game, and wondering "what's the point" remember that your social interactions and knowledge are intrinsic meta elements that will persist through every wipe. Don't get too attached to all of that transient stuff that's getting wiped anyway. Your goal now is to play around with no consequences, and be vocal if something seems wrong, whether its a bug or a design flaw. Think of playing in early access as skill training the person behind the keyboard, and the developers on the other side of the server. 8: If you're bored, stop. The counterpoint to #7 - In a half finished game, you're going to get bored and it is going to feel pointless sometimes. You're not spending any money by not logging in, and you're here to have fun. If things get too boring, or you don't feel like there's any point to doing stuff because you heard there's a wipe around the corner, just take a break and play something else. If the game were good enough to capture your attention every day for the next year we wouldn't still be calling it pre-alpha.
  48. 1 point

    Stealthed Magazine

    Updated with link; https://stealthed.blog/the-end-of-stealthed/
  49. 1 point

    Carbon - how to get it?

    Be aware though that the blacksmithing tables in the EK are bugged. They won't have the fuel recipes, coal and carbon. In your EK, you need to use the Intermediate Crafting Table.
  50. 1 point
    I've been having some fun with this, but, I think I'm going to just uninstall this until it's closer to release. As it stands, the amount of resources needed to make tier 1 (non basic starter gear) is pretty severe. Even specced out with potions and gathering discs and crafter's gear, it's an unpleasant chore. People tend to think of Ultima Online as having a very good crafting system because the risk/reward was pretty fair. Eventually, however, they went from full loot to soulbound items. You still lost some durability, but, you could repair your Grandmaster items. A loss wouldn't set you back that far. At worst, you lost a point of durability on an item, and it would still last you many months or even years. Had one friend that had a mace for nearly three years, crazy as that sounds. Played Shadowbane too, and that game died for a lot of reasons (which I don't care to argue about). One of them was the roaming gank squads that pretty much destroyed the new player experience. Again, just one of many reasons why "Rome fell" so to speak. There was little to no player retention or growth after awhile. It was just the same bunch of guys swinging swords at each other until the servers went dark, much like Warhammer Online. Having a niche game is great, but, you gotta be able to keep the lights on. To that end, I think it's important development-wise to look at the action flow of the crafters/gatherers and ask, "Is this fun?" and "What is the normal action flow chart for this kind of player character?" Likely that's already been done, but it's nearly impossible to test things without all the systems in place. So yeah, not trying to gripe, but, people above have made some pretty good points. For a short term solution, you could vary the map so that all the resource spawns are not in the same place. Right now, most of the fighting is around the iron node, not the forts (which I'm gathering it's supposed to be given all the "such-and-such is attacking Bastion's Keep!" messages I get). The scenario is basically one giant watering hole in the Serengeti, and all the predators just hang around for easy pickings. It'll be way worse when there's some actual predator stealth, and when some of the higher skill players get their act together. I like the adaptation of the Eve-like skill system. It's a good way to go. Now, it might not be a bad idea to look at their model for resource allocation. They spread it all out for a reason. Still plenty of fighting and ganking, but, a solo player could do fine in that environment. The losses didn't set you back too badly, yet it was still profitable for pirates and rival corps to target "independent contractors". It's a hard balance to find, but, if I may make a suggestion? Losing resources is one thing, but, is it really necessary to have all the runic harvesting tools go poof as well? Talk about insult to injury. Hehe. And yeah, of course, I'll probably roll with a big soulless guild for meat shields, I mean protection, later on, but, a lot of new players won't while they're trying to get a feel for the game. Also, I remember how boring it was to guard newbie groups against gank squads. It felt like a job: endless boredom punctuated by moments of frenzied killing. Mostly terror because of Shadowbane's horrible clipping distance. Nothing like having 20 enemies just "pop" into existence. But I digress. It's a good game, but, the harvesting aspect is pretty un-fun right now. Risk/reward needs to go in the other direction a little, methinks.
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