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Arkade

ACE Investor & Tester
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  1. Like
    Arkade got a reaction from JamesGoblin in ACE's August QA communication failure   
    I wouldn't say it failed. Low population with no real incentive to win is why it hasn't worked. Faction-based PvP has worked to varying degrees in other games. I'm sure it will work in CF once they add campaign rewards and we have a higher population.
  2. Like
    Arkade got a reaction from JamesGoblin in ACE's August QA communication failure   
    I would imagine there will be a lot of marketing stuff associated with 5.110. Unfortunately, for marketing purposes, the information comes out at the same time as the update, while we are all sitting here jonesing for any tidbit about what's coming. I miss stuff like patch notes from the future. Big picture, we know what's next, but a couple details would be appreciated. The Dregs is the big thing, but there will be plenty of small things too, I'm sure, that they can give us to nibble on while we wait.
  3. Haha
    Arkade got a reaction from Dern in Crafting mini game closing the gap btwn. new players & vets   
    Congratulations. Two bad ideas in one post.
  4. Like
    Arkade got a reaction from ConstantineX in Crafting mini game closing the gap btwn. new players & vets   
    Congratulations. Two bad ideas in one post.
  5. Haha
    Arkade got a reaction from VaMei in Crafting mini game closing the gap btwn. new players & vets   
    Congratulations. Two bad ideas in one post.
  6. Haha
    Arkade got a reaction from Groovin in Crafting mini game closing the gap btwn. new players & vets   
    Congratulations. Two bad ideas in one post.
  7. Thanks
    Arkade got a reaction from Ahurazor in Crafting help required   
    1. You can harvest very well with a full combat character, depending on training and gear. Skill training is account based, so all of your characters will benefit from it, and you can train in both combat and harvesting. Disciplines are divided into majors (combat and crafting), exploration (harvesting) and minors (combat and crafting). There's 1 harvesting minor, but you don't need it depending on the exploration discs you have. Harvesting is also affected by the seasons. In spring and summer, players get a buff that helps to get more/better resources. In fall and winter, it's a debuff, so without some combination of skills, disciplines, potions and food buffs, you will have a hard time. The God's Reach worlds are eternal spring, so you get the max buff in those worlds all the time. The campaign worlds are currently in summer and have about 10 days left.
    You can also improve your harvesting via armor and jewelry. Harvesting stats can be added to combat stats on armor, so you don't lose any combat effectiveness there. With jewelry, you have to choose between combat and harvesting (and crafting) stats, but that's something you can swap as needed.
    2. You can go that way. It's up to you. All characters have the base combat ability for their class. It mostly comes down to your discipline and gear choices. I run around solo all the time on characters that have little to no combat training and I do okay. Often avoiding a fight is just a matter of playing a stealth class and keeping your eyes open. Again, it's important to remember that skill training is account wide, so if you want to do crafting, harvesting and combat all on the same account, you won't be able to train them all at the same time. You can do them all, but you won't have the training to make you better at all of them. You also can't double up on your training. By that I mean, you can't train both blacksmithing and leatherworking at the same time, for example. You have to choose 2 out of combat, crafting and exploration. Many people play multiple accounts and have one for combat/harvesting and others for crafting/harvesting.
    3. As I said, you have to choose 2 of combat, crafting and exploration. You can only train one harvesting tree at a time, but there is some overlap in the earlier trees. For example, if you train the first skill in the Excavation tree, it increases your stats in mining, quarrying and gravedigging. As you get further into the skill trees, they get more specialized. The Ore Specialization tree, for example, only improves your mining.
    4. Most stuff in the game can be harvested solo. The only harvested items that require more than 1 person are minerals and gems, which come from stone and ore motherlodes, respectively. They require at least 2 people to harvest. There are other things you will want/need that are drops rather than harvested, but you can usually find someone selling them, or you can kill mobs to try to get them yourself. The tougher mobs have a higher chance of dropping good stuff, as you would expect.
    5. Anything with stealth is generally good if you are harvesting alone. You won't escape all the time, but against a single ganker, you'll have success if you are smart about it.
    6. You (your account) is an immortal crow. You inhabit bodies (vessels) and play as them. When you create a character, you are given a common quality vessel of whichever race you choose, and you select which class you want to play. Better vessels can be crafted by necromancers. When you get/craft a vessel, you use it to create a new, better character. 
    7. It's an npc. You have to give them gold to keep them running, but they stay up as long as the server is up. Finding open spots to place a vendor can sometimes be a challenge, though. The best spots tend to get filled quickly.
    8. Check out the guild recruiting forums.
    9. The game has a pretty steep learning curve, and the new player experience still needs some work. Feel free to ask questions in General chat. General is all servers and factions. Faction is only the people in your faction, on the specific server you are currently on. Zone chat is just the specific zone you are in. 
    Open your character sheet (press I) and click on the details button. Familiarize yourself with the various stats used for combat, crafting and harvesting. Understanding how the stats work and how you can raise them will go a long way toward understanding the game.
  8. Like
    Arkade got a reaction from ConstantineX in The New Guild Experience - The Passive and Crafting Problem   
    There already is an active component to training. Get yourself a better vessel and level it up. Get yourself crafting gear and the discs you need. You don't have to craft these things. Gather the mats and find those more experienced crafters to make them for you. 
    Make use of the economy. Just because you can't craft something doesn't mean you can't obtain it.
     
  9. Confused
    Arkade got a reaction from Fahennel in The New Guild Experience - The Passive and Crafting Problem   
    There already is an active component to training. Get yourself a better vessel and level it up. Get yourself crafting gear and the discs you need. You don't have to craft these things. Gather the mats and find those more experienced crafters to make them for you. 
    Make use of the economy. Just because you can't craft something doesn't mean you can't obtain it.
     
  10. Thanks
    Arkade got a reaction from JamesGoblin in There is no payment selection button   
    Russian players have to go through 4game. This post explains the reasons:
     
  11. Like
    Arkade got a reaction from JamesGoblin in Crowfall unveils 'The Infected' - Official discussion thread   
    One of the major reasons why people spend so much time in GR is crafting. On one of my accounts, I have a full set of Runemaking gear and a full set of Necromancy gear. Importing and then exporting all of that isn't an option, so it's either craft in GR with my gear or craft in campaign, but be significantly worse at it. The buff from the stations in the keep, assuming Chaos ever owns a keep, doesn't come close to offsetting the loss of my gear.
    If campaigns lasted months instead of weeks, then it would make more sense to have crafting gear inside the campaign, either by importing it or by crafting it there. At some point we will no longer be able to export stuff mid-campaign, so that will change where we craft to an extent.
    Another issue is the level requirement. Every time I craft a new vessel, I have to level it to 20 in GR before I can enter the campaign. Or if I just want to try out a different race/class/spec, I need to level a new vessel in GR.
  12. Like
    Arkade got a reaction from VitnirTL in Some ideas for the Vendor-System   
    Players can place vendors in their EKs. Before vendors were added to campaigns, everyone did their shopping in EKs. 
    At some point, that will hopefully be a thing again. They have talked about wanting to make EKs important again, but have yet to reveal their specific plans. We'll see.
  13. Like
    Arkade got a reaction from Marth in Some ideas for the Vendor-System   
    Players can place vendors in their EKs. Before vendors were added to campaigns, everyone did their shopping in EKs. 
    At some point, that will hopefully be a thing again. They have talked about wanting to make EKs important again, but have yet to reveal their specific plans. We'll see.
  14. Thanks
    Arkade got a reaction from Kraahk in Naming Vessels in the Login screen   
    I second this. It would really help in keeping track of which characters are which. 
  15. Like
    Arkade got a reaction from m4ma in Solo players?   
    I'm in a small guild and the others are rarely on, so I play solo a lot. I've crafted and leveled 5 blue vessels, though I have 4 accounts, which helps with being able to train a lot of different crafting professions. If you only have 1 account, then you'll need to engage in the economy more.
    You probably don't have the skills/gear to make a high end vessel, so instead of making an epic one, I would recommend you make a rare vessel and save your CE for trading for the stuff you need. You can occasionally find other people willing to help you harvest motherlodes if you have the appropriate tools/training/discs. The quality of the halite and cinnabar doesn't matter when making ambrosia, so you can harvest the lowest rank motherlodes, though of course you'll want higher quality minerals for the philo stone.
    You have no choice but to wait on skills, but you can increase your crafting in other ways. Get yourself some necromancy armor and jewelry. If you can't make it, find someone who can. Your best bet is to get all of the resources you need and then find a maxed out crafter who will make what you want. You can also work on getting the goggles, which enables you to include additives when crafting the body parts. You can farm for the additives and/or buy them from other players.
    It's totally possible to be a solo player, but at times you'll have to connect with other players who can help you get the things you can't get for yourself.
  16. Like
    Arkade got a reaction from Marth in Keep/fort/outpost upkeep   
    The problem with using your spoils to help win the next campaign is that it risks the Uncle Bob scenario. That's why imports are limited. That's why EKs have little effect on CWs. There needs to be enough of a reward so that you care about winning, but not so much that it gives you an unfair advantage in the next campaign. It's tough to balance.
    One of the possibilities talked about way back in the beginning was tournaments (I think that was the name Todd used for them). The basic idea is that guilds would earn their way into the tournament by winning campaigns. The tournament would be a special campaign that is only available to guilds that have won a certain number of campaigns. It could be a ladder thing, with rankings for each guild. Even if the tournaments were designated as no import, I think the ability to go against the best of the best would provide plenty of incentive to win. They may not care about the spoils (exports), but they would care about their ranking.
     
  17. Haha
    Arkade got a reaction from VaMei in On boarding New Players with Passive Training   
    This is a new and exciting topic.
  18. Like
    Arkade got a reaction from Kraahk in Formations   
    There used to be a discipline called Secutor. One of the powers was supposed to be basically what you suggest, but it was never implemented and Secutor was removed when they added the talent system. Will Secutor knights some day get this ability? No idea. Probably not until post launch, if ever.
  19. Like
    Arkade got a reaction from royo in Access to EK's from campaigns?   
    EKs took a couple hits when they added vendors to campaigns and added the AFK logout timer. There were a number of players who ran successful EK markets in prior builds, myself included. We do need something to make them more useful, but connecting them to campaigns isn't the answer. Neither is getting rid of them and placing housing in God's Reach. ACE has sold not just housing, but parcels as well, and given out some parcels as rewards. If you remove EKs, then you remove the ability to place parcels, so that isn't happening.
    Linking EKs to God's Reach might work. It could be a single portal that enables players to select an EK and travel to it. Basically, just a short cut to logging out and then connecting to an EK.
    That alone probably wouldn't be enough to make EKs relevant. One of the original ideas for EKs was that it would be a place to house relics and artifacts, which would provide players with buffs. What if they provided crafting buffs to everyone in the EK? That would certainly entice people to craft in EKs rather than in God's Reach. And if people are crafting there, then it stands to reason that they will shop there as well.
  20. Like
    Arkade got a reaction from Marth in Access to EK's from campaigns?   
    EKs took a couple hits when they added vendors to campaigns and added the AFK logout timer. There were a number of players who ran successful EK markets in prior builds, myself included. We do need something to make them more useful, but connecting them to campaigns isn't the answer. Neither is getting rid of them and placing housing in God's Reach. ACE has sold not just housing, but parcels as well, and given out some parcels as rewards. If you remove EKs, then you remove the ability to place parcels, so that isn't happening.
    Linking EKs to God's Reach might work. It could be a single portal that enables players to select an EK and travel to it. Basically, just a short cut to logging out and then connecting to an EK.
    That alone probably wouldn't be enough to make EKs relevant. One of the original ideas for EKs was that it would be a place to house relics and artifacts, which would provide players with buffs. What if they provided crafting buffs to everyone in the EK? That would certainly entice people to craft in EKs rather than in God's Reach. And if people are crafting there, then it stands to reason that they will shop there as well.
  21. Like
    Arkade got a reaction from Kraahk in Vessels in pre-alpha   
    You can't actually view your vessel's stats unless you mouse-over a crafted vessel, then the tooltips show both the crafted vessel and the vessel you are using. Though the stats on the one you are using include all the attribute points you have spent while leveling up and I think stats from gear, so it's not a true comparison.
  22. Like
    Arkade got a reaction from Kraahk in Access to EK's from campaigns?   
    EKs took a couple hits when they added vendors to campaigns and added the AFK logout timer. There were a number of players who ran successful EK markets in prior builds, myself included. We do need something to make them more useful, but connecting them to campaigns isn't the answer. Neither is getting rid of them and placing housing in God's Reach. ACE has sold not just housing, but parcels as well, and given out some parcels as rewards. If you remove EKs, then you remove the ability to place parcels, so that isn't happening.
    Linking EKs to God's Reach might work. It could be a single portal that enables players to select an EK and travel to it. Basically, just a short cut to logging out and then connecting to an EK.
    That alone probably wouldn't be enough to make EKs relevant. One of the original ideas for EKs was that it would be a place to house relics and artifacts, which would provide players with buffs. What if they provided crafting buffs to everyone in the EK? That would certainly entice people to craft in EKs rather than in God's Reach. And if people are crafting there, then it stands to reason that they will shop there as well.
  23. Like
    Arkade got a reaction from Doomshadow in News cycle— disappointing —   
    Getting updates two and sometimes three times a week definitely spoiled us, but the recent trend has left us starved for information. We rarely even get patch notes any more, which really kills my motivation to test things.
    Scheduling the Q&A, canceling it at the last minute, and then not giving us any kind of update going on 2 weeks is disappointing. We're quickly running out of time in August for the August Q&A. I understand the need/desire to market the game, but when everything is geared toward attracting new players, it leaves existing players feeling forgotten. 
  24. Like
    Arkade got a reaction from miraluna in On boarding New Players with Passive Training   
    1) This would be true if passive training were the only way to improve your crafter, but it isn't. While you are waiting on your training, you can improve your vessel and gear, and obtain the resources, tools and disciplines you need for your profession.
    You can also improve your crafting via buffs. Sumptuous Pot Pies increase your exp points by 1. The leadership buff increases your assembly, experimentation and exp points. Bon Tippers reduce experimentation difficulty. The stations in the keeps give a buff that increases your exp points by 1.
    If you start the game late, you have an advantage that the early players did not, which is a more robust economy. They had to farm for everything. And they were every bit as beholden to passive training as you are. They had to wait for it, without the benefit of any catch-up mechanics.
    2) Disciplines, potions and food are always in demand and don't require any particular skill to make. Regardless of what you are training, you can make them. And you can make buildings and parcels as well. But yes, besides that, there isn't a lot that you can craft that will have a lot of value until you get better at it, which is why you should be doing the things I mentioned in #1 instead of just waiting for your passive training.
    Don't ignore the idea of becoming incrementally better. The crafting armor you make may not be very good, but it will make you a slightly better crafter, which means the next set of armor you make will be better, and the next set after that better yet. That's assuming, of course, that you don't just save your gold, dust and embers and use them to buy the best possible gear. I have 4 accounts and almost every profession fully trained, but I still went through multiple iterations on my armor, and I'm not done yet. I just finished leveling my blue vessel blacksmith and he is using blue gear. At some point in the future, I can upgrade him to an epic vessel with epic gear. My assembly and experimentation stats will cap at 120 either way, but raising my exp points will make my blacksmith better.
    3) The difference is that a maxed out crafter isn't going to waste his time crafting common gear. At this point, I sell almost all of my common resources to the vendor. I keep just enough to use in recipes where the quality doesn't matter, like for cutting blades and grinding wheels. The loot drop system has definitely impacted blacksmithing, to the point where most of the gear being sold is dropped items rather than crafted, but that impacts crafters at all levels. And there's nothing stopping you from setting up a vendor and selling mostly dropped items until your crafted stuff is good enough to sell. 
    No one, regardless of when they started, is going straight from 0 to 100. It's an incremental process of improvement. With a robust economy, catch-up mechanics, and the support of a guild, you can advance a lot faster than the people who started at the beginning.
  25. Like
    Arkade got a reaction from SnuwWulfie in On boarding New Players with Passive Training   
    1) This would be true if passive training were the only way to improve your crafter, but it isn't. While you are waiting on your training, you can improve your vessel and gear, and obtain the resources, tools and disciplines you need for your profession.
    You can also improve your crafting via buffs. Sumptuous Pot Pies increase your exp points by 1. The leadership buff increases your assembly, experimentation and exp points. Bon Tippers reduce experimentation difficulty. The stations in the keeps give a buff that increases your exp points by 1.
    If you start the game late, you have an advantage that the early players did not, which is a more robust economy. They had to farm for everything. And they were every bit as beholden to passive training as you are. They had to wait for it, without the benefit of any catch-up mechanics.
    2) Disciplines, potions and food are always in demand and don't require any particular skill to make. Regardless of what you are training, you can make them. And you can make buildings and parcels as well. But yes, besides that, there isn't a lot that you can craft that will have a lot of value until you get better at it, which is why you should be doing the things I mentioned in #1 instead of just waiting for your passive training.
    Don't ignore the idea of becoming incrementally better. The crafting armor you make may not be very good, but it will make you a slightly better crafter, which means the next set of armor you make will be better, and the next set after that better yet. That's assuming, of course, that you don't just save your gold, dust and embers and use them to buy the best possible gear. I have 4 accounts and almost every profession fully trained, but I still went through multiple iterations on my armor, and I'm not done yet. I just finished leveling my blue vessel blacksmith and he is using blue gear. At some point in the future, I can upgrade him to an epic vessel with epic gear. My assembly and experimentation stats will cap at 120 either way, but raising my exp points will make my blacksmith better.
    3) The difference is that a maxed out crafter isn't going to waste his time crafting common gear. At this point, I sell almost all of my common resources to the vendor. I keep just enough to use in recipes where the quality doesn't matter, like for cutting blades and grinding wheels. The loot drop system has definitely impacted blacksmithing, to the point where most of the gear being sold is dropped items rather than crafted, but that impacts crafters at all levels. And there's nothing stopping you from setting up a vendor and selling mostly dropped items until your crafted stuff is good enough to sell. 
    No one, regardless of when they started, is going straight from 0 to 100. It's an incremental process of improvement. With a robust economy, catch-up mechanics, and the support of a guild, you can advance a lot faster than the people who started at the beginning.
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