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Showing content with the highest reputation on 09/22/2018 in all areas

  1. 1 point
    Bosshogge

    What is the purpose of an EK?

    What is the purpose of an EK? I understand that you can make it neat looking and build it up from scratch but why? If things that can be brought into campaign worlds is limited why spend the time building up a EK. The only answer to this that I had seen is to make market place and such, but even that is confusing. If you can't take everything into a campaign world then why sell things in a EK and if you can't buy or sell things then there is very little value to money. I am having difficulty understanding the purpose of an EK other than a cool hub for you and your guild/friends. Someone please clarify this for me.
  2. 1 point
    Jah

    Aerynth Traders is open for business

    Hosted by the Winterblades, Aerynth Traders offers a wide range of products and services. Crafting stations, raw materials, components, and gear of all types!
  3. 1 point
    BasicBrute

    Bought 199$ package

    It says alpha 2 access.. Do I get to play alphas and betas since I paid 200? Says 2 months vip. Does that mean 2 months free after game is finally released? Or do I have to pay 15$ during pre alpha, alpha, betas per month?? Even though I spent 200$ on adventure package?
  4. 1 point
    DravoiX

    Guild Presentation

    Friendly fire in the Dregs is unlikely. There are no announced differences between the Dregs and Shadows, so I can't imagine why one would be better than the other. i think it will just a diffrent in joining (balance wise) guilds will be 30+ players while Dregs will be maybe online 5 players can join a campaign at the same time and that you can group up in the campaign
  5. 1 point
    Synns

    A simpler passive training system

    I’m ok with the slow and steady levelling through the branch for majority of it if I’m honest but When it comes to crafting I do think it is silly that it takes weeks or months if they decrease the levelling to 1 point each 10 seconds to even start making anything useful, This system will make crafting none existent for months at launch, when it comes to the other aspects race trees, class trees, etc these will have no real impact on the game play so are fine with the current system.
  6. 1 point
    McTan

    A simpler passive training system

    JTC said in the Gamescom livestream that the passive training system would be getting an overhaul. I'd like to suggest that the system be simplified in several ways: Training points accumulate over time, without having to pre-select where you are going to spend them. We can make the choice where to spend them after we have them. A simple, short, mandatory, training tree that introduces people to reading the nodes. Once completed, then players need to make their first choices of what to train. No recipes gated through the passive training system. All recipes we currently have can be given to everyone, and the arcane scroll system can be a robust actively sought recipe system. If you insist on gating, put it into the crafting table mechanic, with building cost, upkeep, and risk of loss. Rather than recipe gating, improvements offered by spending points in a particular tree will sufficiently organize who makes what, because players will seek out the better quality and those who specialize in that tree will advertise and fill their vendors likewise. Similarly, harvesters will seek to harvest what they train in, and combatants will seek out the best crafters of the weapons and armor they are training. Simpler, more direct trees instead of the convoluted trickle-down system. Races has 12 Race trees (one for each Race). Classes has 12 Class trees (one for each Class). Crafting and Harvesting with simpler breakdowns (e.g. exactly one first-level tree for each type of harvesting and crafting and exactly one second-level tree for each sub-type [travertine, slate, marble, granite, limestone]). The current "crafting" track is close to what I am suggesting (though secondary trees should exist within them, IMO, with clear labels). All types of choices get full trees in training. Crafting example: I can be a blacksmith, focused on armor, focused on plate, focused on plate helms, focused on plate helms with int improvements. Harvesting example: I can be a miner, focused on iron, focused on quantity Combat example: I can be melee, focused on 2h, focused on hammers, focused on crit chance The nodes are not "completed" with five pips, but instead work with a decaying improvement system, so you can continue to train for crit chance, but your points spent give lower and lower marginal value. However, the crit chance node found in 2h-hammers only applies to 2h-hammers, as opposed to generally. This requires that stats are calculated based on what is equipped. This type of system addresses what I see as the biggest weaknesses of our current system: Time-gating superficially hindering certain player choices, with no underlying logic (e.g. fae and stoneborn vessels, confessor weapons) Failure to specialize within specialization: any player who attempts to become an armorsmith will eventually become exactly the same. With this type of open-ended system, this will happen much less frequently. Instead, a Stoneborn Vesselmaker can hyper-specialize into int-based vessels. The odd trickle-down system (e.g. monster->underfoot->stoneborn) replaced with a simple and obvious selection of training exactly what I want to be. If I want to be a Stoneborn Cleric who is a Miner, I pick the "Stoneborn" + "Cleric" + "Miner" trees as my top-level choices. This has the added benefit of specializing players earlier in training. Simpler "unlocks" - no issue knowing whether it's 50% or 75% or five-pips in a particular node. The miner tree would apply to all types of ore, whereas the iron tree would apply only to iron. There is no "excavation" tree. Iron would be nested in, but not contingent on, training in the Miner tree. If you want to keep contigencies, make the unlocks consistent and natural. For me, this is training 5-pips in the final node, and allowing players to take whatever route they can to get there. Thoughts?
  7. 1 point
    MJayed

    100% Assassin free! And no MSG!

    Why do you hate on my group support assassin??
  8. 1 point
    Jubenei

    A simpler passive training system

    I think the specilisation into combat or crafting or harvesting is quite ok. Its just the rest that has in my view no meaning. You train skill for race and class and get little bonuses every pip and there are no choises to make. Once you know what race and class you want to play there is not much to do. It gets interesting if you want to switch, but some people talked about some catch up mechanics so maybe thats not such a big deal if you really want to play another race/class after half a year. And if you look at it, any lets say human cleric will be the same if the all start at release and after half a year. There is absolutly no difference between them that comes from race/class skill tree.
  9. 1 point
    veeshan

    A simpler passive training system

    It was way to quick could be completed in like a month, however if the tree was like the size of path of exile tree per section then it may be fine at 10 times, but if you finished toon basicly in a month it kinda defeats the purpose of people suppose to specilise in things like crafting and harvesting. They want you to be reliant on others at 10times speed u solo dependant in what u wanna do in about 2 months tops
  10. 1 point
    Jubenei

    A simpler passive training system

    To be honest when it was at 10 times speed, the passive skill tree felt super amazing. Now as it is 3 times speed its really dull and boring. Even if you wait 3 or 4 days you make almost no progress there anymore. This whole system needs some sort of overhaul i think, because one day it will be 1 times speed and thats even worse. And what you get is not very exciting at all 5% here 5 stats there and so on its not like you have to make any decisions.
  11. 1 point
    McTan

    A simpler passive training system

    I had long argued that mutually exclusive power alterations should be in the passive training, but that ship has sailed. It'd be cool if they could push it into the active leveling, though, as opposed to only attribute improvements.
  12. 1 point
    Jubenei

    A simpler passive training system

    yeah but they could also add some disciplines to unlock in the passive skill tree, but you need more choises then other then just class and race.
  13. 1 point
    Metauriel

    A simpler passive training system

    I love those Suggestions! My favorite is number 7, having one node for each attribute in each area, enabling us to choose what to focus on, for how long... @Jubenei actives in the passive skilltraining is theoretically possible, but they conciously decided not to. Powers are obtained via other game systems, especially the disciplines.
  14. 1 point
    Jubenei

    A simpler passive training system

    I would rather see an even more dynamic passiv skill tree with active abilities locked behind training rather then more simple stuff. But therefore there must be more choises and not simply T1, T2 and T3 class and race skill trees. Don´t know if they can do it.
  15. 1 point
    100% Agree, having recipes gated is super stupid and only makes some classes/races more power for the first couple weeks/months. I agree with everything in your post ,awesome suggestions and great that it's in one thread so that ace can see it.
  16. 1 point
    APE

    A simpler passive training system

    I hope they go more in this direction but am not holding my breath. EVE, Albion Online, POE and others have great systems for those games but plenty of their concepts within those systems would be more enjoyable, challenging, interesting, fun, and overall make more sense for Crowfall. Trying to blend short term campaigns with less permanence with long term character gains that are "super shallow" along with trying to make it accessible sounds great, but the system doesn't accomplish much or improve the game as is, IMO. Looking at other games and systems out there, seems like they are trying to re-invent the wheel and it is ending up square. Sure it will sort of roll if you force it but it isn't going to be a smooth or enjoyable ride.
  17. 1 point
    miraluna

    A simpler passive training system

    Agree with this, the time-locked recipes felt frustrating in actual playtesting. It would be more fun to have recipes connected to some active system like the Scrolls or Discs, and the training nodes be specialized bonuses for each recipe category.
  18. 1 point
    veeshan

    A simpler passive training system

    I feel the devs should look at Path of Exile skill tree to a degree and see how that make that for there skill tree but smaller for each section imo. Recipes should be unlocked via exploration and mobs drops imo not time gated. For example Blacksmithing recipe fragments drop from mobs or hidden chests or what not (various grades, green, blue and all that) you require X amount of these fragments to unlock things in the blacksmithing recipe tree. Harder recipes require higher grade fragments for example lets say magic quivers may require 10 blue woodworking recipe fragments and these fragments on drop off harder level mobs X boss/named mob and what not.
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