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dawgs4ever

Testers
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    186
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  1. Hi all, Timezone: PST Play Times: Typically 7pm-midnight M-Sun, some additional times on weekends, more frequently on Wednesdays (yes, I know that's random). Play Style: Focused casual. If I'm on, I'm playing rather than socializing. I'll be harvesting or crafting (or managing the shop) if I'm playing. I will probably average 15-20 hours/week. Been playing around with harvesting and crafting at various times during Crowfall's early testing, starting with the earliest stages of IT. Now looking to settle into a more regular cadence of testing and playing, so looking for a guild of like-minded individuals to explore the world with. About me: 40-ish year old West-coast based gamer. Been playing MMOs since the UO days. Primarily intend to spend my time in Crowfall crafting and/or harvesting because I have a 4 year old son and another child on the way, and as a result my playtimes are sporadic and often require logging off without much notice (which would put adventuring/death squad teams in an unfortunate position of being short handed). I primarily play on weeknights and a bit on the weekends. What I'm looking for: Either (1) a large guild with an internal harvesting and crafting organization, or (2) a mid-large sized, well organized crafting/harvesting guild. Prefer mature guilds. Not interested in some guild that enforces political correctness, but not interested in a guild full of folks who get off on griefing either. Thanks!
  2. Yeah, I wasn't really complaining. Just making a note. I'll have to find some folks to group up to harvest with or just focus on crafting and buy from gatherers.
  3. So am I understanding correctly that solo'ers can't gather the mats needed to do jewelcrafting? The whole concept of group gathering/crafting is just so weird to me. Typically I harvest/craft when I just want to chill at my own pace or do my own thing and group up when I want to explore/fight.
  4. Would prefer not to see this. I don't think your toon should be more powerful by virtue of you winning the lottery. Even one person having these in a campaign could be gamebreaking.
  5. I like the idea of crafting and repairing while offline. How about if you have a shop or structure you can set up as a crafter where players you authorize (or your guild) can deposit items and "you" will repair them at some certain rate (likely a slow rate with a queue order based on FIFO). Likewise for crafting. I hope it takes a decent amount of time to create any single item, with longer crafting times for more advanced items. That way you limit the # of items coming into the world and reinforce scarcity. Perhaps the lower quality items of the same type can be crafted much more quickly, making them more commonly available and thus used. Then, allow me to queue up build orders in my shop before I log off. Perhaps even allow me to login via an app (android or ios) to queue additional crafting orders even if I can't login to the game using resources that I have deposited into my crafting structure.
  6. I hope not. I want an MMORPG, not a game that lends itself well to arena style matches.
  7. I really like that idea. The difference between, say, a magical missile type (assisted aim) spell and a fireball (aimed) spell. The first can be mitigated through cover, resistances, and abilities/buffs. The second, more powerful attack, can be mitigated but also must be aimed and hit the target. I've seen too many pure aim games that sounded awesome on paper that ended up terrible. DFUW is one example, although it was mostly the other designs/lack of dev on that game that did it in as opposed to the combat itself.
  8. He's occasionally offering assistance on the crafting. I've never had the feeling he's playing a huge role in it. I think in part they just wanted to have his name attached to the project and so they may have been overhyping a bit what his involvement was. It would've been great, IMHO, if Koster had been made an integral part of the team and been put in charge of crafting, though.
  9. No, and I don't want it to be. For it to be a "WoW killer," it will have to appeal to a demographic that has not at this point been the target demographic for the game.
  10. I'm mainly worried the Crowfall devs will listen to the very vocal people who incessantly demand a twitchy game.
  11. Not at all. There are three types of fantasy games I'm still waiting for and will play: 1. Fantasy game that is a true equivalent to EVE, with deep harvesting/crafting/market systems, persistent conquerable territory, and excellent guild/clan systems. For some reason nobody has tried to make this game. Crowfall is close, but it still is based on short term campaigns that somewhat reduces the political intrigue present in a persistent campaign like you see in EVE. If the Eternal Kingdoms had a greater meeting or were part of the conflict, then this might be closer. 2. A hybrid of DAOC/Shadowbane/SWG. This is closer to where Crowfall is falling in terms of my tastes for games. I love team-based PVP. I like being able to build up cities/houses (EK), although I do wish the EKs were more tied to some sort of persistent world of conflict and not instanced. 3. For my PVE tastes, a remake of EQ1 with the focus on community/grouping and dungeon delving... less focus on dungeon finders, solo player-oriented content, instant travel, quest hubs filled with random npcs giving out tedious "collect 10 of these" and "run this to here" quests that make me want to gouge my eyes out.
  12. I don't care about "twitch" skill. They can remove all of that for all I care. I want tactical/strategic skill in my game.
  13. Me! I'll still fight as needed, but I'll be a dedicated crafter. I'm hoping that crafters can prove particularly valuable in siege warfare (both offense and defense).
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