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Arkade

Testers
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  1. Like
    Arkade got a reaction from TenSixths in 5.110 TEST Bug Reports for 6/12/20   
    I'm having the same vault issue.
  2. Thanks
    Arkade got a reaction from Kraahk in Newbie : How can I craft vessels?   
    There's a lot involved in crafting vessels. You might not want to do it all yourself. Here is the list:
    Obtain body parts. This can only be done via gravedigging, which requires a shovel. To make a shovel, you need the Runemaking major discipline. To use a shovel, you have to train 5 pips into the Digging Basics node in the Excavation tree, and no one is close to that yet. So it's going to be a while before anyone can start harvesting body parts. Obtain Ambrosia. Ambrosia is crafted by an Alchemist. You need the Alchemist major discipline to get the recipe. To craft it, you need Halite and Cinnabar. These are minerals that come from stone motherlodes, granite and marble, specifically. In the Exploration Basics tree, the Quarrying Basics node will give you 3% mineral chance at 5 pips. Alchemists can also craft gem and mineral potions that give 10% chance to both gems and mineral, IIRC. To craft the potion, you need the Alchemist disc and 6 animal bones. Animal bones are obtained from skinning, but you need to have the Blood and Bone skill trained (5% at 5 pips) in the Exploration Basics tree. Motherlodes require 2 people to harvest, and you probably won't be able to harvest them with the tools we currently have. It might be doable to harvest rank 1 or 2 motherlodes with intermediate hammers (once you unlock them) if you have 3 or more people. But understand that the game uses the stats from whichever player does the most damage. So whoever drinks the potion will need to make sure they are doing the most damage. Optional Step: Philosopher's Stone. Alchemists can combine minerals and stone to make Philosopher's solutions, which then can be combined to make a stone. The stone gives additional attribute points (str, dex, dex, int or con based on the minerals/stone you use). You will only be able to add 2 solutions to the Philo Stone recipe unless you have the Emerald Tablet equipped. The Tablet opens up another 2 slots for solutions, so in effect making the stone twice as good. The Tablet drops from Captains (rarely) and Chiefs/Kings often. Some of these mobs can be found in the Infected world, but good luck finding one that hasn't already been killed by one of the big guilds. Your best bet of obtaining one is to buy it from another player. There are probably vendors that are selling them. Optional Step: Additives. You can also add stuff like eyes, lungs, hearts, hands, femurs and humeruses when crafting the body parts. The additive slots will not appear in the recipes, however, unless you have the Multipurpose Goggles equipped. Like the Tablet, the Goggles drop from captains, chiefs and kings. And again, you'll probably need to buy it from another player. Once you obtain the body parts and ambrosia, you just need the Necromancy discipline to craft the vessel. Though you'll also want the Sawbones minor discipline. Every crafting profession has a minor discipline that reduces the resource costs for certain recipes. Off the top of my head, I can't remember which recipes are affected by Sawbones, but I'm sure you'll want it. The other stuff, as I said, is all optional, but it's going to be a while yet before anyone can make a vessel.
  3. Like
    Arkade got a reaction from Sims in Newbie : How can I craft vessels?   
    There's a lot involved in crafting vessels. You might not want to do it all yourself. Here is the list:
    Obtain body parts. This can only be done via gravedigging, which requires a shovel. To make a shovel, you need the Runemaking major discipline. To use a shovel, you have to train 5 pips into the Digging Basics node in the Excavation tree, and no one is close to that yet. So it's going to be a while before anyone can start harvesting body parts. Obtain Ambrosia. Ambrosia is crafted by an Alchemist. You need the Alchemist major discipline to get the recipe. To craft it, you need Halite and Cinnabar. These are minerals that come from stone motherlodes, granite and marble, specifically. In the Exploration Basics tree, the Quarrying Basics node will give you 3% mineral chance at 5 pips. Alchemists can also craft gem and mineral potions that give 10% chance to both gems and mineral, IIRC. To craft the potion, you need the Alchemist disc and 6 animal bones. Animal bones are obtained from skinning, but you need to have the Blood and Bone skill trained (5% at 5 pips) in the Exploration Basics tree. Motherlodes require 2 people to harvest, and you probably won't be able to harvest them with the tools we currently have. It might be doable to harvest rank 1 or 2 motherlodes with intermediate hammers (once you unlock them) if you have 3 or more people. But understand that the game uses the stats from whichever player does the most damage. So whoever drinks the potion will need to make sure they are doing the most damage. Optional Step: Philosopher's Stone. Alchemists can combine minerals and stone to make Philosopher's solutions, which then can be combined to make a stone. The stone gives additional attribute points (str, dex, dex, int or con based on the minerals/stone you use). You will only be able to add 2 solutions to the Philo Stone recipe unless you have the Emerald Tablet equipped. The Tablet opens up another 2 slots for solutions, so in effect making the stone twice as good. The Tablet drops from Captains (rarely) and Chiefs/Kings often. Some of these mobs can be found in the Infected world, but good luck finding one that hasn't already been killed by one of the big guilds. Your best bet of obtaining one is to buy it from another player. There are probably vendors that are selling them. Optional Step: Additives. You can also add stuff like eyes, lungs, hearts, hands, femurs and humeruses when crafting the body parts. The additive slots will not appear in the recipes, however, unless you have the Multipurpose Goggles equipped. Like the Tablet, the Goggles drop from captains, chiefs and kings. And again, you'll probably need to buy it from another player. Once you obtain the body parts and ambrosia, you just need the Necromancy discipline to craft the vessel. Though you'll also want the Sawbones minor discipline. Every crafting profession has a minor discipline that reduces the resource costs for certain recipes. Off the top of my head, I can't remember which recipes are affected by Sawbones, but I'm sure you'll want it. The other stuff, as I said, is all optional, but it's going to be a while yet before anyone can make a vessel.
  4. Like
    Arkade got a reaction from DocHollidaze in Newbie : How can I craft vessels?   
    There's a lot involved in crafting vessels. You might not want to do it all yourself. Here is the list:
    Obtain body parts. This can only be done via gravedigging, which requires a shovel. To make a shovel, you need the Runemaking major discipline. To use a shovel, you have to train 5 pips into the Digging Basics node in the Excavation tree, and no one is close to that yet. So it's going to be a while before anyone can start harvesting body parts. Obtain Ambrosia. Ambrosia is crafted by an Alchemist. You need the Alchemist major discipline to get the recipe. To craft it, you need Halite and Cinnabar. These are minerals that come from stone motherlodes, granite and marble, specifically. In the Exploration Basics tree, the Quarrying Basics node will give you 3% mineral chance at 5 pips. Alchemists can also craft gem and mineral potions that give 10% chance to both gems and mineral, IIRC. To craft the potion, you need the Alchemist disc and 6 animal bones. Animal bones are obtained from skinning, but you need to have the Blood and Bone skill trained (5% at 5 pips) in the Exploration Basics tree. Motherlodes require 2 people to harvest, and you probably won't be able to harvest them with the tools we currently have. It might be doable to harvest rank 1 or 2 motherlodes with intermediate hammers (once you unlock them) if you have 3 or more people. But understand that the game uses the stats from whichever player does the most damage. So whoever drinks the potion will need to make sure they are doing the most damage. Optional Step: Philosopher's Stone. Alchemists can combine minerals and stone to make Philosopher's solutions, which then can be combined to make a stone. The stone gives additional attribute points (str, dex, dex, int or con based on the minerals/stone you use). You will only be able to add 2 solutions to the Philo Stone recipe unless you have the Emerald Tablet equipped. The Tablet opens up another 2 slots for solutions, so in effect making the stone twice as good. The Tablet drops from Captains (rarely) and Chiefs/Kings often. Some of these mobs can be found in the Infected world, but good luck finding one that hasn't already been killed by one of the big guilds. Your best bet of obtaining one is to buy it from another player. There are probably vendors that are selling them. Optional Step: Additives. You can also add stuff like eyes, lungs, hearts, hands, femurs and humeruses when crafting the body parts. The additive slots will not appear in the recipes, however, unless you have the Multipurpose Goggles equipped. Like the Tablet, the Goggles drop from captains, chiefs and kings. And again, you'll probably need to buy it from another player. Once you obtain the body parts and ambrosia, you just need the Necromancy discipline to craft the vessel. Though you'll also want the Sawbones minor discipline. Every crafting profession has a minor discipline that reduces the resource costs for certain recipes. Off the top of my head, I can't remember which recipes are affected by Sawbones, but I'm sure you'll want it. The other stuff, as I said, is all optional, but it's going to be a while yet before anyone can make a vessel.
  5. Like
    Arkade got a reaction from SAM_BUKA in Newbie : How can I craft vessels?   
    There's a lot involved in crafting vessels. You might not want to do it all yourself. Here is the list:
    Obtain body parts. This can only be done via gravedigging, which requires a shovel. To make a shovel, you need the Runemaking major discipline. To use a shovel, you have to train 5 pips into the Digging Basics node in the Excavation tree, and no one is close to that yet. So it's going to be a while before anyone can start harvesting body parts. Obtain Ambrosia. Ambrosia is crafted by an Alchemist. You need the Alchemist major discipline to get the recipe. To craft it, you need Halite and Cinnabar. These are minerals that come from stone motherlodes, granite and marble, specifically. In the Exploration Basics tree, the Quarrying Basics node will give you 3% mineral chance at 5 pips. Alchemists can also craft gem and mineral potions that give 10% chance to both gems and mineral, IIRC. To craft the potion, you need the Alchemist disc and 6 animal bones. Animal bones are obtained from skinning, but you need to have the Blood and Bone skill trained (5% at 5 pips) in the Exploration Basics tree. Motherlodes require 2 people to harvest, and you probably won't be able to harvest them with the tools we currently have. It might be doable to harvest rank 1 or 2 motherlodes with intermediate hammers (once you unlock them) if you have 3 or more people. But understand that the game uses the stats from whichever player does the most damage. So whoever drinks the potion will need to make sure they are doing the most damage. Optional Step: Philosopher's Stone. Alchemists can combine minerals and stone to make Philosopher's solutions, which then can be combined to make a stone. The stone gives additional attribute points (str, dex, dex, int or con based on the minerals/stone you use). You will only be able to add 2 solutions to the Philo Stone recipe unless you have the Emerald Tablet equipped. The Tablet opens up another 2 slots for solutions, so in effect making the stone twice as good. The Tablet drops from Captains (rarely) and Chiefs/Kings often. Some of these mobs can be found in the Infected world, but good luck finding one that hasn't already been killed by one of the big guilds. Your best bet of obtaining one is to buy it from another player. There are probably vendors that are selling them. Optional Step: Additives. You can also add stuff like eyes, lungs, hearts, hands, femurs and humeruses when crafting the body parts. The additive slots will not appear in the recipes, however, unless you have the Multipurpose Goggles equipped. Like the Tablet, the Goggles drop from captains, chiefs and kings. And again, you'll probably need to buy it from another player. Once you obtain the body parts and ambrosia, you just need the Necromancy discipline to craft the vessel. Though you'll also want the Sawbones minor discipline. Every crafting profession has a minor discipline that reduces the resource costs for certain recipes. Off the top of my head, I can't remember which recipes are affected by Sawbones, but I'm sure you'll want it. The other stuff, as I said, is all optional, but it's going to be a while yet before anyone can make a vessel.
  6. Like
    Arkade got a reaction from Esdeath in Game not updating?   
    Click on the repair button on the launcher.
  7. Like
    Arkade got a reaction from Tofyzer in Vendors need descriptions   
    We used to have this and they took it away. If they make EKs relevant again, we can at least add info to the parcels/world descriptions.
  8. Like
    Arkade got a reaction from Aedius in Vendors need descriptions   
    We used to have this and they took it away. If they make EKs relevant again, we can at least add info to the parcels/world descriptions.
  9. Like
    Arkade got a reaction from Aedius in Automatic Starting of Passive Trees   
    This is a biased argument. If it's easy enough for crafters to switch when they log in, then it's easy enough for everyone to set their skills when they log in. 
  10. Like
    Arkade got a reaction from Aedius in Game not updating?   
    Click on the repair button on the launcher.
  11. Like
    Arkade got a reaction from JamesGoblin in So long and thanks for the fish!   
    Thanks for everything. Good luck in whatever you decide to do next.
  12. Like
    Arkade got a reaction from Tyrant in So long and thanks for the fish!   
    Thanks for everything. Good luck in whatever you decide to do next.
  13. Like
    Arkade got a reaction from APE in Crow time!!   
    I don't think this is a big issue, but it would be nice if upon returning to the temple, we automatically respawn and were instead given a debuff that disables us from entering a portal for a time. It would accomplish the same thing without forcing us to wait out the timer before we can do anything.
  14. Like
    Arkade got a reaction from royo in Crow time!!   
    I don't think this is a big issue, but it would be nice if upon returning to the temple, we automatically respawn and were instead given a debuff that disables us from entering a portal for a time. It would accomplish the same thing without forcing us to wait out the timer before we can do anything.
  15. Thanks
    Arkade got a reaction from Pann in Did i miss something?   
    There are no Dregs campaigns on the Live server yet. If you want to play Dregs, there is a campaign up on the Test server, though I think that only has a day or so left. You can download the Test launcher at the same page you downloaded the Live launcher. There are a few things that they are still working on before Dregs gets moved to Live. Hopefully it will be soon.
    In the meantime, if you don't want to level another character on the Test server, you can join the Infected world on the Live server. Under God's Reach, click on Browse and you will see the infected world. It's faction-based PvP without looting, and while there is a scoreboard, it's more of a tug of war that never ends. The points just show which faction is holding the most stuff at any given time. There is no winner.
  16. Like
    Arkade got a reaction from Shadow_Disciple in Bring content to LIVE for Europeans   
    Because we are in alpha testing and there aren't enough people playing to warrant having a separate campaign for each geographic area. They have been alternating the siege times for NA and UE on the Dregs campaigns on Test. Once we get to beta and they start inviting more people, I'm sure there will be both UE and NA servers, and possibly others as well.
  17. Like
    Arkade got a reaction from mythx in Returning Player   
    Number 2. The new content is on Test, not Live. There is no Dregs up on Test currently, so if you are looking for PvP, you can check the Infected world, but all of the city building and the divine favor system is in the Dregs. We are expecting a new patch early next week and with it, a new Dregs. 
  18. Like
    Arkade got a reaction from Tofyzer in Bringing War of the Gods to LIVE   
    I would expect that once Dregs moves to Live, Test will be taken down, or at the very least, there will be no Dregs there. There's no reason to keep both going.
  19. Thanks
    Arkade got a reaction from JamesGoblin in Bringing War of the Gods to LIVE   
    You forgot to add the link.
  20. Like
    Arkade got a reaction from JamesGoblin in Alpha, beta and beyond   
    Will we see phase 3 (NPE) rolled out in the near future?
  21. Like
    Arkade got a reaction from Aedius in 1x is too slow for passive explor. skill points, 3x+ needed   
    Basic tools can absolutely be used to harvest blood and bone. The +skinning stat is the extra damage you do to the node. Yes, you can craft advanced knives that have +blood chance, but you don't need that to harvest blood and bone. You just need the training in the exploration basics tree. 
    That said, there are still issues with skill training. I don't know that making it 3x is the solution, but something needs to be done so that crafters and harvesters can become viable more quickly.
  22. Like
    Arkade got a reaction from APE in I've been thinking...   
    Ominous title, I know. Well, buckle in, because this thread is going to be long. There are a number of things which I would like to see changed or improved with the Knight class. This thread will detail those issues, as well as offer some ideas on how to fix them. 
    Knight's Base Kit
    I have some radical ideas for the knight's base kit, but for now, I'll stick to the simple changes.
    1) When Shield Bash was added as part of the "New Knight", Shield Slam was "temporarily" moved to the #7 slot, with the caveat that the two abilities would be combined into one once they had the tech for it. Rather than do that, I would suggest that they just drop the Shield Slam ability. It was the knight's best ability back in Hunger Dome, but the game has changed so much since then, to the point where Shield Slam has little value. Not only does it root the knight, but it has to be charged, and it does pathetic damage for an ability that has a 100% crit rate (when charged over 66%). On top of that, the Shield Fighter discipline has the exact same ability, except it does good damage and counts as blocking without spending a talent point. Bottom line, there's no need to have both of these abilities in the game, so just drop Shield Slam. The only benefit to Shield Slam is the knock back, but you can get that with Shield Fighter or Force Mage.
    2) Can we just combine Noble Blood and Oath of Will into one ability already? There's no reason for this to be a combo. 
    3) Make the cooldowns on Shield Swipe and Shield Stun the same. Currently, Swipe is 23 seconds and Stun is 30 seconds. Make them both 25 seconds. What's the point of having them be different cooldowns? If Swipe were half the cooldown of Stun, then I could see it. Maybe that's the change to make. Make Swipe 15 and Stun 30. Either way, the current cooldowns don't make much sense.
    4) At some point, Pursuit needs to be fixed so that we can control the length of the animation, the way it used to work prior to the implementation of the new movement controller. 
    Swordsman
    This is the Knight's best promotion class, but I feel like a few simple changes could really make it shine.
    1) Why limit this spec to just swords? Every swordsman is going to take Blade Master because the only ability in the base kit that counts as a sword attack, other than basic attacks, is the Obliterate combo, and there are a limited number of disciplines that can work with the capstone talent. Why not instead make the promotion Weapon Master, and allow players to choose among all the different weapons and disciplines available to a knight? The mechanics can be exactly the same, just with different weapons and discs.
    2) Can we change the Critical Obliteration talent to just give all bleeds 100% crit? Let us choose which bleed we want to use. Blade Master gets the Blood Strike Combo, which does a lot more direct damage than the Obliterate combo, and the bleed is on par with the Obliterate combo, even with the crits. In addition, Knife Fighter has a bleed on the 3rd basic attack. Give us options, instead of forcing us to use Obliterate. None of these bleeds stack, so let us pick the one we want and still gain the benefit of the talent.
    3) Change Fortified Shield Slam to something more useful.
    Secutor
    For a promotion that is supposed to be the knight's best in terms of defense, it really leaves a lot to be desired. 
    1) The capstone talent is focused on damage and CC. Why? I know there are people that like this talent, but I think it would make more sense in the Sentinel promotion. The capstone should be defensively focused, a la Frostguard.
    2) Board and Board is a completely redundant talent. How this made it through the design phase is beyond me. It does exactly the same thing as Shieldmanship, except it only affects Shield Slam and doesn't give a damage bonus. There is no reason to ever take this talent.
    3) The Armor talent increases Personal Damage Modifier by up to 4.5%. This talent, however, doesn't benefit the knight while blocking, due to the cap. I would suggest changing this talent to also modify the cap by the same amount.
    Sentinel
    This is probably the hardest promotion to fix, as I feel like it needs a complete redesign, but for now, I will just focus on the issues with the existing talents.
    1) Grip Strength increases Power Efficiency and Power Efficiency Cap by 5% per point. This talent is only necessary because maces, for some unknown reason, weigh 15 more than all other 1-handed weapons. Make maces the same weight as the other weapons. If that means the damage ranges on maces have to be adjusted, fine. We can always add weapon weights if we want. Forcing players to spend 3 talent points just to offset the penalty imposed by the weapon they are forced to use makes little sense.
    2) This promotion forces the knight to use a mace. Why? I realize that there are other classes that have much more limited options when it comes to weapons, but you went to the trouble of allowing knights to use a lot of different weapons. Don't take that away by forcing certain weapons into promotions.
    3) The Heartless and Pinning talents are each 3 point talents, and improve Hard Crowd Control and Movement Crowd Control, respectively. The net effect of these abilities isn't worth the talent costs. At the very least, both of these should be combined into one 3 point talent. 
    The Rest of the Talents
    1) If Shield Slam is going to be removed, then the talent that grants the Shield Slam ability has to be replaced. 
    2) The Hardiness talent is a waste of 3 points. Every class has a similar talent and no one spends points in it unless they are forced to.
    3) The Unbreakable talent says that it increases the damage reduction of Block by 10%. The tooltip should be updated to indicate that it also increases the Personal Damage Modifier cap by 10% while using Block.
    A Bunch of Ideas
    Some of these ideas would require much more work than others, and some of them might be too weak or too powerful. I'm not expecting to get any of these, but maybe they will spark some ideas for the devs.
    1) Replace the Hardiness talent with:
    Lingering Pain: Increases the duration of the damage bonus from blocking big hits by 2 seconds per point 2) Modify the base kit to have a ranged tray by default. Knights can get a ranged tray via the Arcane Archer and Sharpshooter disciplines, so this should be pretty easy to implement. No melee weapon abilities can be placed in this tray. This would give Knights a place to put Throw Illusion Shield, so it might actually get used, as well as providing space for other disc abilities (Standard Bearer, Bard, Troubadour, etc.) without having to take Arcane Archer or Sharpshooter to get the space.
    3) Drop Noble Blood and replace with 4 different Shouts which can be placed in the ranged tray:
    Energizing Shout: Restores 350 energy over 3 seconds and you gain a Barrier for 500 that lasts for up to 15 seconds. 23 second cooldown. Protective Shout: Raises your armor by 1000 for 10 seconds and you gain a Barrier for 500 that lasts for up to 15 seconds. 23 second cooldown. Intimidating Shout: Deals 60 - 81 + 70% weapon damage to enemies in a cone and reduces their armor by 1000 for 10 seconds. Does not stack. You gain a Barrier for 500 that lasts up to 15 seconds. 30 second cooldown. Encouraging Shout: Heals for 300 HP + 20% Support Power over 3 seconds and you gain a Barrier for 500 that lasts for up to 15 seconds. 30 second cooldown. All of the shouts would share a cooldown. If you use Energizing or Protective, all 4 shouts would be on cooldown for 23 seconds. If you use Intimidating or Encouraging, all 4 would be on cooldown for 30 seconds. With the Break the Law talent, these cooldowns would drop to 16 and 21, respectively.
    3) Replace the Shieldmanship talent with one of these:
    Protector: Protective Shout now affects all group members within 20 meters On the Move: Removes the movement penalty while blocking and modifies the damage bonus from blocking big hits to instead increase Personal Damage Modifier 4) Add one or both of the following abilities in place of Shield Slam:
    Feint: A single target attack that does 50 - 100 + 50% weapon damage. 4 second cooldown. Lowers target's crit defense by 2% and lasts for 8 seconds. Stacks up to 3 times.  Biting Blades: A spinning attack that hits up to 5 targets in a 5 meter radius around the caster for 99 - 199 + 124% weapon damage. Cooldown 10 seconds. Whenever this attack hits 3 or more targets, you get a stack of Noble Intent. Lasts 30 seconds. Noble Intent increases the strength of your shouts by 10% per stack. Can stack up to 3 times. 5) Replace Grip Strength with a talent that provides 75 support power per point.
    6) Replace the Macemanship talent with:
    Charity: Encouraging Shout now affects all group members within 20 meters and support power contribution is increased by 20% 7) Modify Board and Board to activate Shield Bash whenever a shield attack is used (Shieldmanship without the damage buff).
    8 ) Remove the Pinning talent and add the effect to the Heartless talent.
    9) Replace Pinning with a talent that increases healing crit chance by 2% per point.
    10)  Replace Fortified Shield Slam with:
    Increased Pain: Adds 5% to the damage bonus from blocking big hits (the way the Molon Labe passive does, but without the elemental reflection). 11) Not knight specific, but add a Major Discipline that is focused on the Axe (both 1-handed and 2-handed). It would have the following abilities:
    Get to da Choppa: Throw an axe up to 25 meters, dealing 85 - 115 + 100% weapon damage. Successful throws increase in-combat movement speed by 15% for 5 seconds. 9 second cooldown. Gonna Have Me Some Fun: Swing your axe wildly, striking up to 3 targets 3 times each for 85 - 115 + 75% weapon damage. 23 second cooldown.  I Ain't Got Time to Bleed: Passive ability increases bleed resistance by 10%. Payback Time: Passive ability reduces short cooldowns by 10%. 12) Modify Shield Whiz:
    Trick Shots: Targets struck with Throw Illusion Shield or Get to da Choppa are inflicted with a snare for 5 seconds. Targets afflicted with both are rooted for 3 seconds.  
    I think that's enough for now. 
  23. Like
    Arkade reacted to Kraahk in Question about to redeem backer pack   
    Welcome to the forums.
    You do not need to redeem your backer pack (= opening it and breaking it into its components) before official launch, unless you want to gift parts of your rewards to another account.
    You also don't need to redeem the package in order to be able to use the currently available LIVE and TEST servers for testing. You can just download the clients here and start testing.
    Once you redeemed your bundle, you can not unbundle it on your own again (for example to move it to another account). So it is generally recommended to not redeem a bundle until you really have to.
    However, redeeming your backer pack won't use up it's content. With every full wipe your rewards will be reset to it's initial status. The last full wipe will indicate the launch of the game. So you will get everything back once the game really starts ... except of those things you have been given away via the gifting system, of course.
    If you own a backer bundle and have any issues getting the client downloaded/running on your machine, please contact support@crowfall.com.
    I hope this answers your question.
    Have fun, good luck
    Kraahk
  24. Like
    Arkade got a reaction from Noc. in Why are there so many races and classes?   
    They originally started with archetypes, where the race and class was predetermined. Back in Hunger Dome, we had the Human Knight, Centaur Legionnaire and Nethari Confessor. They eventually made the decision to split archetypes into separate races and classes. Yes, it is tougher to balance, but it gives players more build options, which is always a good thing. It's a lot easier to balance when everyone is basically the same, but that isn't very fun either.
    They still need to balance a lot of things, so I wouldn't judge the balance based on what we have now. Will it ever be perfect? No, but it doesn't need to be. This isn't a 1 vs 1 game. It's meant to be group vs group combat. In that light, minor imbalances between classes or races won't make a significant difference. If there are major imbalances, those can be fixed as they would in any other game. There's no MMO out there, PvP or PvE, where balances is perfect.
  25. Like
    Arkade got a reaction from Raindog in Passive Gating is not fun for harvesters   
    The Energetic Harvest thing makes no sense. I shouldn't need to train the entire basic tree to get it. People wanting to specialize in one type of harvesting or another should be able to get it.
    That said, I would wait until we see what changes the NPE brings. Maybe the NPE "quests" will grant players skill points as a way to get them up to speed quicker. Maybe we will have to choose between combat, crafting and exploration skill points. I think that would make a lot of sense, as it would give players a way to get a head start on the skill training, while at the same time giving them a big incentive to do the NPE quests. 
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