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Showing content with the highest reputation on 08/11/2018 in all areas

  1. I have played Crowfall since 5.3, I am a pvper/harvester and have never crafted anything for anyone. I have never played Shadowbane, I never even heard of it until I was about a month into Crowfall. I played Everquest, Everquest 2, and LOTRO for about 5 years each and I have tried SWTOR and Archage. I only mention this because if this game is to be truly commercially successful people like me are at least half of your new audience. While I am not familiar with the Shadowbane player counts my understanding is that they are not enough to be the core audience for this game. This means that a lot
    4 points
  2. I think you’re whinging on your soap box and trying to argue for things you think you understand and don’t. The system as we know it is far from perfect but to assume they are going to 100% scrape it and change it is just foolish. How much money and how many months of work is it worth? We don’t know how the system will change. We don’t know if it will remain as rigid. We don’t know what the new skill nodes will be in the classes or what the warmth nodes will be changed to. There’s lots of things we don’t know. I vote you keep whinging and posting posting inaccurate in
    3 points
  3. The timegating thing is my biggest concern. Yes, you SHOULD be more powerful a year down the road than you were when you first started playing, but the real concern is locking many of the important mechanics behind weeks or months of skill training. If it takes players a month to fully experience the game, they aren't going to stick around to find out what it could have been like. This isn't a quest/dungeon progression game, there is not storyline other than the one we make, so if many of the crafting and base building recipes are locked behind weeks and months of x1 speed skill training, the
    2 points
  4. You are making the assumption that what you are playing right now is a base shell of what the game will be. Take for example that graphics overhaul video we saw not to long ago, that slow steady fly through of the village full of NPC's going about their business. When this game goes live you'll log into the world, into what I imagine will be a starter town of sorts which is generally the case. You'll have your initial gold and poor gear based on the class you picked. You'll make your way out over to the fields and begin killing creatures, either for their materials for humanoids for
    2 points
  5. With this tech does that mean adventure zones can have entrance caves / portals and thus be decoupled from the mainland? If that’s possible maybe we can have public dungeons, or is it the intention for adventure zones to substitute for dungeons? I know one of the bigger hurdles was “digging” into the terrain for unity and hollowing it out to create a subterranean looking biome, but maybe this could be the solution. Fighting against players for tusker / olthoi dungeons on dark tide in asherons call was some of the better experiences I had in an mmorpg
    2 points
  6. Hopefully the way training skills works will be changed before release. Currently, you can over-train a skill, resulting in wasted points. This is really a bummer if, say, you take a vacation or don't hang around to micro-manage your skill training. At a minimum, when you reach enough points to take you to 100% trained in a skill, those extra points should be able to be rolled over to another skill.
    1 point
  7. Meet the Clusterizer! FULL STORY
    1 point
  8. Ceollach

    Crow Spotlight

    Have you ever wondered who’s behind the character you’re about to clash swords until only one of you remains standing on the bloody field of battle as glorious victor? FULL STORY
    1 point
  9. Skills Time based leveling is fine. You got to remember that the patches now are doing FULL wipes. Meaning your skills, time bank, spirit bank etc are all being wiped just about every time they do a major update and sometimes in between to squash bugs. There is only going to be ONE campaign where you are going to be time gated and that is going to be the very first campaign that launches as everyone's skills will carry over into successive campaigns from then on. A month is really not that long of a time, I suppose it is for todays standards where everyone wants everything now, but that
    1 point
  10. Jubenei

    EU server for 7.2 live

    Its now 24 hours later, but i can`t see EU server only north america and brazil.
    1 point
  11. It’s okay in times of great need the ace dev partners (and jah) come together to fight injustice and bad posts. Now about that foot in your mouth...pics?
    1 point
  12. No I was just trying to find a source for my current knowledge. I apologise for posting outdated information
    1 point
  13. Thanks for the updated information I missed that one, regardless of the the soft launch date we seem to be moving off topic here.
    1 point
  14. I remember using those, too, until I wrote my own map system for myself (I used to play Eve a lot). In other news, the Clusterizer is done today, aside from a bug I need to track down in the next few minutes.
    1 point
  15. There is so much running behind the scenes atm in Crowfall. Another example is the crafting where you need a spreadsheet to know what you have to combine for the desired result. Keeping things in the dark on purpose may sound "hardcore", but in fact it´s just bad design.
    1 point
  16. +1 to everything Balathan has said here. I would like to add though that while I know balancing is an ongoing effort even post launch this feedback is less about numbers and more about Discipline viability. You have loads of very neat and effective abilities in game already but the spread of useful abilities throughout disciplines is very top heavy on the "best" few discs of each holy trinity role. A glaring example of this is Field Surgeon. As Balathan said every group nearly requires both a cleric and druid healer to have the needed sustain to survive. Not to mention the fact that they both
    1 point
  17. This is kinda what I was thinking lets say you make 6 vessels ( 2 for crafting with specialized armor and items tailored just for this and 2 for PvP with combat type gear then 2 gatherers ) 4 pieces of armor 2 rings 1 amulet 1 cloak 2 weapons thats 10 special items per character 60 items in total I was thinking how it would be nice to not have to dig through tons of stuff to find that one set of gear for your Support healer or Melee fighter or Wood gatherer. wouldn't it be nice if it was already on the vessel you left it on. Maybe have a option so you can leave it on that vessel if you want
    1 point
  18. The system is still under construction. And yes, the current system is bad. It doesn't matter if we are running at x1 or x10, if you wanna complete (100%) a tree without "wasting" points into future tomes you need to be making a minute schedule to grab that remaining pip before you over produce points.
    1 point
  19. Why not just allow a user to re-allocate those points? I don't understand why you are expected to micro-manage that carefully, it's just annoying and it doesn't account for real life being a thing
    1 point
  20. This. Rearrange the tree. Have Control Mitigations and bonuses spin off into singular threads. Have Stats spin off into singular threads. Make it where you have to only one pip to move forward through the chain, but make it scale, say 5, 11, 18, 25, 41, bonus back for investing in the last pip. Require only a percentage (say 50%) to train the Mastery Pip. Same goes with Harvesting, why should I be forced to have to four pip dust drop or inventory? At this point one has "forced" choices... as you are forced to train things you don't want(at least initially). You always will have the a
    1 point
  21. I was not suggesting that the armor and weapons would move to the new Vessel I was wondering why they can't just stay on that old vessel just like Disciplines do. I can see how someone would use the Vessels as Banks if the inventory items would stay on them. I guess I have just become used to every other game out there that allows for this and I really did not think it was a big problem. But if it is a game breaker then I guess you can't have that happen. I was thinking more along the lines that it would be much more logical and enjoyable for a player to simply jump into another vess
    1 point
  22. Crazy thought, but maybe looking at making the skill system *more* interesting is the wrong direction? What if they got rid of the "node" choices all together and the only thing you chose were the high-level professions / races / classes? They would still gradually accumulate but take out the middle choices which people don't like for various reasons. Maybe it's this potential for choice and specialization, followed by the realization that there is very little choice involved and a lot of just clicking and watching pips grow meaninglessly, that is frustrating people. You can still have the
    1 point
  23. The complaints about the passive skill training have been made numerous times, but short of a complete overhaul, I don’t see how they can effectively be addressed. It makes sense to me to accept that some sort of progression is necessary in skill development in order to make it possible to learn or develop more complex skills. No one starts off knowing how to repair a car without some basic understanding of the car’s systems and some time spent learning how those systems interact as well as time spent taking them apart and putting them together. While I think players would accept the idea of p
    1 point
  24. A lot of the posts have given you theory or background to player state, but not game state. So I will try and let you in on why I enjoyed Shadowbane, and then relate that to what others have already posted. It first started with the races at character creation. There were 12 different playable races that had their own strengths and weaknesses. These were not just bland re-skins, but actual differences. A Half-Giant Templar was played slightly different than a Human Templar; humans were smarter and better casters, while HGs were stronger and better with a 2H sword. After choosing a
    1 point
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