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Zachdidit

Testers
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About Zachdidit

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    Piapiac

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  1. @Anhrez from the sounds of the post intermediate items will have the bases of base stats with no experimentation allotted to them. That's a huge difference between that and even a green with decent rolls. I wouldn't be too worried yet. As far as the new UI goes. GOD BLESS YOU! Hunting for components was one of the most painful things about the game. I'm delighted at the change and it's better than I thought the improvement would be. I have one minor QOL suggestion that would be to show the stats of each material/component when you add it to the tree to give a visual breakdown of what's going into the end product. Something displayed on the tree to take away from hovering over each metal bar(etc) to see what its stats are. Not necessary but would be a great nice to have.
  2. It's in relation to the pool of points you have. But after rethinking they could approach zero instead of the max.
  3. This guild is best guild.
  4. I log onto the forums to see a post by Doomchinchilla and I chuckle thinking someone's copying the infamous Eve player. Low and behold it's the real deal. I am a bit insulted that someone beat me to the Rorq changes meme. But anyways o7 from a Hordeling who's enjoyed your Eve antics when you're not tackling blue rorqs Speaking of which has anyone told Doomchinchilla about the rorq changes?
  5. Sorry to break it to you bud but when things are this feature incomplete balance is usually the last thing on the list. Game breaking stuff, sure. But if you're looking for well balanced PVP you should think about coming back much later in the process.
  6. Guys this thread was made 5 months ago. He's long gone. For anyone new coming across this however there's usually around 15-30 odd people on during the week dueling in eternal kingdoms (player owned land) and a decent amount more during Campaign World testing that happens on the weekends. While it's not a massive amount, it's definitely grown since OP made this post.
  7. @thomasblair it would be nice to see the lower rank loot tables for comparison.
  8. I heard it mention that peripheral vision gives you a wider FOV while harvesting
  9. Yeah was my first thought too but he mentioned having that feature in the OP. @Texas everything seems like you're on the right track. I'm a professional web dev so if you have a github or bitbucket repo I can lend a hand from time to time.
  10. Bemoan all you want but as I said an hour ago, alts aren't a problem. I've given you data from one of Eve's developer. And that game encourages alts even more than this will, they don't see many people making alts. The world isn't going to end. You're not going to lose out on fun. The game isn't going to be ruined.
  11. I don't disagree that right now the gathering line feels oppressive. But assuming the bolded words aren't typos, you trained into copper and mined iron ore with little to no benefit. Yeah that's how the system is designed and it's oppressive because this isn't implemented yet: Instead of having to go 100% into each of the copper lines to be a master you'd be going you'd spend that same time going through in all ores to get a pretty respectable bonus from their lines. Also as far as I've heard the mining,stonecutting, etc stats only affect how quickly and efficiently you harvest nodes of varying ranks. Better skill better node. You did your tests on rank 5 nodes. A true test would see how well you fair against higher ranked nodes with 0 skill and higher skill. The passives have no affect on what nodes you can harvest. You higher level skills will let you knock down those rank 7,8,9,10's that'll give you better quality resources. Newbros with passives just won't be able to do that. source: https://crowfall.com/en/news/harvesting-redux/ I do not discount that there's going to be need to balance out the numbers but we sadly don't have the bigger picture in game right now to make nail on the head suggestions.
  12. But extra accounts are always going to be useful. Power gaming min-maxers are going to do it. And the more you allow a single account to do the more benefit they get from it. Allow us to train more general skills on one account? Great now I don't have to buy and maintain as many accounts. Fact of the matter is, more dedicated players are going to find ways to have an edge over others no matter what type of game it is. Whether it be grinding out crafting recipes to skill up faster or having multiple accounts to skill more. The best that can be done is to alleviate it, which I think this method does. Managing multiple characters/accounts is a big hassle and to many it just isn't worth it. Using Eve as an example, being designed similarly, a ton of people have multiple alt accounts. It's in no way necessary but if you want to be a one man production army without years of training that's what ye' do. Thing is the majority of people aren't dedicated enough to manage the hassle when they could much more easily just make friends and share the burden. Source:
  13. This will definitely be useful with a cleaner UI. Also including the alloy combinations and allowing for prototyping what a finished product may look like. I know a lot of the statistics for this are sitting in a google spreadsheet don't know how consumable the data is programmatically though. I'd definitely suggest whipping up your own sheet based off the one out there and using that as an input. That'd allow you to crowdsource the ever changing values.
  14. So far all we know is that the dust you mine is going to be used in factories and for paying taxes. So that'll probably be the defacto form of currency. How it's going to be seeded and how the economy will be jumpstarted...well that's what we'll have to find out.
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