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Arkade

ACE Investor & Tester
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  1. 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.
  2. Haha
    Arkade got a reaction from VaMei in On boarding New Players with Passive Training   
    This is a new and exciting topic.
  3. Haha
    Arkade got a reaction from blazzen in On boarding New Players with Passive Training   
    This is a new and exciting topic.
  4. 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. 
  5. Thanks
    Arkade got a reaction from JamesGoblin in Beta Testing   
    Nope. There will be a free beta for everyone who has created a Crowfall account, so you'll get to play then, but that won't happen until just before soft launch.
    They are still targeting this year for the soft launch, but we'll see how that goes. They are working on 5.11 now, which includes the Dregs. Some time after that alpha will officially start, and then beta, free beta and soft launch. The game should be mostly feature complete by the time alpha starts, so alpha and beta should be relatively short. Still, I think the first half of next year is more likely.
  6. Like
    Arkade got a reaction from Kraahk in Beta Testing   
    Nope. There will be a free beta for everyone who has created a Crowfall account, so you'll get to play then, but that won't happen until just before soft launch.
    They are still targeting this year for the soft launch, but we'll see how that goes. They are working on 5.11 now, which includes the Dregs. Some time after that alpha will officially start, and then beta, free beta and soft launch. The game should be mostly feature complete by the time alpha starts, so alpha and beta should be relatively short. Still, I think the first half of next year is more likely.
  7. Like
    Arkade got a reaction from miraluna in Beta Testing   
    Nope. There will be a free beta for everyone who has created a Crowfall account, so you'll get to play then, but that won't happen until just before soft launch.
    They are still targeting this year for the soft launch, but we'll see how that goes. They are working on 5.11 now, which includes the Dregs. Some time after that alpha will officially start, and then beta, free beta and soft launch. The game should be mostly feature complete by the time alpha starts, so alpha and beta should be relatively short. Still, I think the first half of next year is more likely.
  8. 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.
  9. Like
    Arkade got a reaction from JamesGoblin in New and have some questions!   
    Every player gets their own Eternal Kingdom (EK). Each EK is its own server, so from that perspective, housing is instanced. However, each Monarch (owner) of an EK can invite other players to place parcels, buildings, defensive structures and vendors. So a guild could have a single EK where everyone has something they own (up to a point). 
    CF is very much a sandbox game, with deep harvesting and crafting systems. Guilds are extremely helpful, though you can be successful as a solo player (again, up to a point). There are some things where you will need the help of other players.
  10. Thanks
    Arkade got a reaction from JamesGoblin in New and have some questions!   
    During peak times, the population is probably 200 to 300, and that can be spread over 3 servers. There are fights to be found during those times, and there are scheduled siege times, which provide opportunities for PvP. Depending on when you play, you might not see a lot of people, but there are things to do outside of PvP. If you like crafting and finding rare loot, the game may appeal to you as there is a good amount of depth in those areas, and they should improve as the game gets close to launch.
    Understand that the game is still officially in pre-alpha and there will be wipes before and at launch. Alpha isn't far away though, and the game shouldn't need to stay in alpha for very long before going to beta. They are still targeting this year for launch, but I wouldn't be surprised if it slips into 1st quarter next year. 
    The game still has some rough edges and there are lots of things the game won't tell you about that you either need to figure out on your own or ask someone about. You can always ask questions in chat or on the forums and you are likely to find someone to help you, but I recommend joining an active guild. You'll have people to play with, and they will help reduce the learning curve.
    If your expectation is solely to have fun, it might be best to wait. The game is fun, but it can be frustrating at times too given its unfinished state. We are here to help test the game and make it better. That doesn't appeal to everyone, and some people get irrationally upset when the game doesn't play like a finished product. But if you are okay with some rough edges and occasional wipes, then jump in and start testing. You'll get a leg up on the learning curve and help make the game better at the same time.
  11. Like
    Arkade got a reaction from JamesGoblin in Multi boxing is really bad lately   
    Having an active and supportive guild will always be more efficient than having multiple accounts.
    I have 4 accounts. That allows me to train multiple crafting and harvesting trees in addition to combat. It also allows me 4 times as much storage, imports and exports. All well and good. However, it also requires 4 times as much time to level and gear the characters on those accounts. If I want to be good at all of those crafting professions, I need vessels, armor and jewelry for all of them. And since I am actively doing 4 different crafting professions, I need 4 times as much stuff, which uses up all that extra storage, import and export space.
    Having multiple accounts enables players to be more self sufficient, but the player who is part of an active and supportive guild will easily surpass that solo player. I can't fight with all 4 accounts at the same time. When I'm out harvesting, I'm almost always on one account because it's too hard to manage 2 accounts in dangerous areas. I don't need a hidden mule because the character I'm harvesting on has stealth usually, and I can put stuff in the bank whenever I want. That will probably change, but it just means I need to be more careful, and recall more often to bank stuff.
    Having more accounts doesn't make any individual character more powerful. It gives players more options, but not more power.
  12. Like
    Arkade got a reaction from RikForFun in Multi boxing is really bad lately   
    Having an active and supportive guild will always be more efficient than having multiple accounts.
    I have 4 accounts. That allows me to train multiple crafting and harvesting trees in addition to combat. It also allows me 4 times as much storage, imports and exports. All well and good. However, it also requires 4 times as much time to level and gear the characters on those accounts. If I want to be good at all of those crafting professions, I need vessels, armor and jewelry for all of them. And since I am actively doing 4 different crafting professions, I need 4 times as much stuff, which uses up all that extra storage, import and export space.
    Having multiple accounts enables players to be more self sufficient, but the player who is part of an active and supportive guild will easily surpass that solo player. I can't fight with all 4 accounts at the same time. When I'm out harvesting, I'm almost always on one account because it's too hard to manage 2 accounts in dangerous areas. I don't need a hidden mule because the character I'm harvesting on has stealth usually, and I can put stuff in the bank whenever I want. That will probably change, but it just means I need to be more careful, and recall more often to bank stuff.
    Having more accounts doesn't make any individual character more powerful. It gives players more options, but not more power.
  13. Thanks
    Arkade got a reaction from ACE_FancyHats in Details Tab in Inventory Screen   
    Yes, there are skills in the excavation tree that increase your chance to get gems and minerals from ore and stone motherlodes, respectively. There is also a potion that will increase it for a short time (5% IIRC) and picks and hammers can be crafted to give +gems and minerals. All of that adds up to your percentage change of getting gems or minerals at any of the 4 break points in the node.
    You don't necessarily need the training, the potion or the special tools though. It takes 2 or more people to harvest motherlodes, so if the other person has the training, just make sure that they are doing the most damage, as the game uses the stats from whomever does the most damage to the node. One of you will want to have the foreman disc also. You can harvest them without it, but you need really good tools.
    The chance to get gems and minerals is separate from the chance to get ore and stone. Gem and mineral chance is unaffected by the seasons. You can get just as much in winter as in spring.
  14. Like
    Arkade reacted to Jah in Passive Training and Catch Up (Might not be enough)   
    Only with regards to passive training though. That's just a small portion of what is needed to be relevant. You also need leveled vessels, disciplines, weapons, armor, etc. You need to know how to play well, and you probably need to form relationships with other players. Someone who just logs in to distribute passive training points, but doesn't actually spend time playing, will not be very relevant.
  15. Like
    Arkade got a reaction from Kraahk in Crafting/resource wiki   
    This should help:
    http://winterblades.net/crafting-combinations/
    To answer your specific questions, Timber is found in the big chests at the Mill POI. It is used along with boulders (Quarry POI) and ingots (Mine POI) to build keep and fort walls. 
    Cobblestone is basic stone. Non-basic would be Granite, Marble, Slate, Travertine and Limestone. Minerals come from non-basic stone motherlodes (the big stone nodes that require 2+ people). Likewise, gems come from ore motherlodes (aurelium, silver, copper, iron and tin). Special training and/or discplines/tools/potions are required to harvest minerals and gems. Each type of stone or ore motherlode will drop a different type of mineral or gem, respectively. You can see that specific information in the link above.
  16. Like
    Arkade got a reaction from ACE_FancyHats in 5.100 LIVE Feedback for 8/16/19   
    The world bank definitely needs some love, but the vault does too. We need more filter options. Give us a drop down and let us filter by weapons, armor, resources, specific resources like hide, stone and ore. Also by sacrifice items, additives for each profession, etc. It would be great if I could just filter the vault based on necromancy parts and see everything I have all at once.
    The old spirit bank was great because we could actually organize them and put certain things in certain places so we always know where to look. Hopefully when we get some sort of guild/group storage, it will be like that rather than like the vault/world bank.
  17. Thanks
    Arkade got a reaction from warpigeon05 in Racial Starting Attributes, Abilities, Slots, and Modifiers   
    Nethari gets an added passive slot. It's not listed on the tooltip, but it should be.
  18. Like
    Arkade got a reaction from Kraahk in Unable to join campaign. Too many items to import.   
    All of your equipped gear and everything in your inventory is included. Log into God's Reach and make sure your inventory is empty. Then see how many things you have equipped. There is a limit of 12 imports for this campaign.
  19. Thanks
    Arkade got a reaction from Ankner in Vessel System   
    To start out with, play whatever you want. Templars are very solo friendly once you get the Divine Light ability, but you can solo with any class.
    Vessels are crafted bodies. When you created your templar, you were automatically given a common quality body. Necromancers can craft higher quality bodies (vessels). Vessels are crafted for a specific race, but you can make that vessel any class that race allows. To do so, you have to put the vessel into your vault, then you create a new character of that race. When you select the race, you will see the vessel appear beneath the race name. You select the vessel, then select your class and create the character as normal.
    It's possible that we will be able to sacrifice existing vessels (ones we are actively using) to get a leg up on leveling a new vessel. I think they talked about it in the last Q&A and liked the idea, but I have no idea if that's something that will make it in before launch.
  20. Thanks
    Arkade got a reaction from ACE_FancyHats in Vessel System   
    To start out with, play whatever you want. Templars are very solo friendly once you get the Divine Light ability, but you can solo with any class.
    Vessels are crafted bodies. When you created your templar, you were automatically given a common quality body. Necromancers can craft higher quality bodies (vessels). Vessels are crafted for a specific race, but you can make that vessel any class that race allows. To do so, you have to put the vessel into your vault, then you create a new character of that race. When you select the race, you will see the vessel appear beneath the race name. You select the vessel, then select your class and create the character as normal.
    It's possible that we will be able to sacrifice existing vessels (ones we are actively using) to get a leg up on leveling a new vessel. I think they talked about it in the last Q&A and liked the idea, but I have no idea if that's something that will make it in before launch.
  21. Like
    Arkade reacted to blazzen in So why the hell can Elken not be Druids?   
    Has to do with the animation rig/skeleton I believe. Certain races share certain animation rigs. Then they animated certain rigs for certain class abilities. 
    So I'm guessing they never did druid animations for whichever rig the Elken has and it would be a lot of work to do so. 
    This goes for the war tribes also. You'll notice the Embarri are obviously centaurs and get all the same classes that centaurs do.
    Satyrs are Elken. That's why you have knights, templars, clerics, confessors and rangers. 
    Uguru are Minotaurs so there's myrm's, champions, and rangers. 
    Arachoix are Fae which are assassins and druids. The Fae Knight was recently added so maybe we will see some Arachoix knights soon? Whenever the frostweaver comes out I imagine we will get an Arachoix frostweaver also.  
     
     
  22. Like
    Arkade got a reaction from Raindog in New and have some questions!   
    During peak times, the population is probably 200 to 300, and that can be spread over 3 servers. There are fights to be found during those times, and there are scheduled siege times, which provide opportunities for PvP. Depending on when you play, you might not see a lot of people, but there are things to do outside of PvP. If you like crafting and finding rare loot, the game may appeal to you as there is a good amount of depth in those areas, and they should improve as the game gets close to launch.
    Understand that the game is still officially in pre-alpha and there will be wipes before and at launch. Alpha isn't far away though, and the game shouldn't need to stay in alpha for very long before going to beta. They are still targeting this year for launch, but I wouldn't be surprised if it slips into 1st quarter next year. 
    The game still has some rough edges and there are lots of things the game won't tell you about that you either need to figure out on your own or ask someone about. You can always ask questions in chat or on the forums and you are likely to find someone to help you, but I recommend joining an active guild. You'll have people to play with, and they will help reduce the learning curve.
    If your expectation is solely to have fun, it might be best to wait. The game is fun, but it can be frustrating at times too given its unfinished state. We are here to help test the game and make it better. That doesn't appeal to everyone, and some people get irrationally upset when the game doesn't play like a finished product. But if you are okay with some rough edges and occasional wipes, then jump in and start testing. You'll get a leg up on the learning curve and help make the game better at the same time.
  23. Like
    Arkade reacted to Angelmar in 12 Exports are far too Low   
    4 armor slots
    2 ranged weapons
    2 melee weapons
    3 jewels
    +1 utility slot for badge/mount or w/e else.
    --------
    Looks like a full set of gear.  If you got more stuff you just HAVE to Have, drop an armor offpiece and remake it in CW.
    Adapt and Overcome, not Immediately Go Cry on the Forums.
  24. Like
    Arkade got a reaction from Kraahk in Runic Weapons. How to make?   
    You need the 186 steps book to make the esoteric runestone and the other subcomponent (I forget the name, but the one from jewelcrafting). 
  25. Thanks
    Arkade got a reaction from Franck83 in Fall = depression by Winter they quit or kill themselves   
    The idea is to stock up in spring and summer. That will be easier when campaigns are longer than 2 weeks.
    That said, you can still harvest in fall and winter. Skill training, disciplines, harvesting gear, leadership buff, potions and food all help you harvest better. And there are many things which aren't affected by the seasons, like gems, minerals, hunger shards, souls, etc.
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