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Scree

Testers
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Scree last won the day on April 29

Scree had the most liked content!

6 Followers

About Scree

  • Rank
    Raven

Profile Information

  • Language
    English
  • Interests
    World Domination, Politics, Stealth, Manipulation, Psychology, Deviant Behavior, Theorycrafting, Interesting ways of acquiring Redbull.
  • Guild
    Obsidian (https://obsidian.wiki)
  • Gender
    Male
  • Location
    Chicago, IL

Recent Profile Visitors

5,672 profile views
  1. Just tooling around over here working on the new UI...
  2. +1 for clearing up a comment that I've seen making the rounds. After watching it, you said it laughingly. It was very easy to see that quote pop up all over the internet and not understand the context and spirit in which it was said. That said, I think the live service part was a self-inflicted wound, as we've discussed. Yet, it allowed the player-nurses to course correct so many decisions we wouldn't have otherwise seen. I think this is largely going to be the reason Crowfall succeeds. That the players have had such an integral part of guiding the creation of the game at virtually every single stage of development (beyond the vision of course). That's pretty unique, even among the few titles that have been kickstarted; no other game listens and adapts to player feedback as much as this one has. Anyhow, the finish line is in front of your team, looking forward to making sure it crosses it. Cheers!
  3. Designing layers and layers of systems... it's very easy to overlook this aspect. A smaller development team means more pressure is put on the individual team members to produce. I imagine when they get done at work for the day, the very last thing they want to do is log in and spend 18 hours farming stuff; become pvp viable than discover that the moment they finally do produce that character, the servers are slated to be wiped. I know I certainly wouldn't (and I don't login unless I need to gather some data right now).
  4. He's guessing. BS. People who want to lose will do exactly that. People who want to win will invest resources to try out new builds. Right now though, the disciplines are such an integral part of so many classes, you don't truly get choices. If the classes could stand on their own, with disciplines to supplement purposefully designed shortcomings in those classes, this would be an entirely different story. The only thing forcing cookie-cutter builds is a lack of classes being competitive with one another on their own, without disciplines. Needing _any_ discipline to be effective at your class is a failure of design and balance.
  5. I disagree with the principle here; that players should be able to "experiment" with major disciplines in the comfort and safety of Gods Reach. This is the opposite of the original vision for this game where "choices have consequences". Another oversimplification to cater to a casual market. The game design lately has felt likes it falling down along a slippery slope towards casuals. Why do new players need Disciplines? To feel viable? Why aren't your base classes viable without disciplines? Why do they NEED these to be combat-capable in your game world? Disciplines shouldn't be adding power curve to a player, they should be about adding utilities that class might not otherwise have. They shouldn't be about adding "hard counters" just so you don't get murdered in the first 30 seconds; they should be able to providing alternative ways of entering into combat. This is a bandaid on a larger problem right now. One popular justification for this change was that it allows people to "theorycraft" whereas needing to farm disciplines to experiment with them isn't fun or a viable alternative. I disagree. The original vision for this game was that players could make mistakes with how they built their character. It might require you to start over. Sometimes painfully so. Yes this was quoted in context of the passive skill tree, but that vision could still be applied to this area as well. I don't understand why your team is making this change, it feels designed to cater to new players who shouldn't be experimenting with disciplines out of the gate, to begin with. I consider disciplines "advanced character customization options", not part of the entry-level character creation process. Give new players a target to go after in this game; stop giving them basic versions of everything. I'd point out that by doing so you are likely confusing/overwhelming the new player and not actually helping them decide on a route to pursue.
  6. Pretty sure it was slated for 5.100, so soon You can see the UI is in place already when you go to slot the regular talents (look in top right corner).
  7. The birth of my child delayed this work significantly. I want to assure everyone we are still operating and maintaining the site. The data has been updated to 5.8 levels, and we will continue to work on keeping the information updated. A few things to mention here; We had some big news to share, but these plans have been modified/pushed back slightly. This was going to change the nature of the site in a big way, especially in how we maintain the data. Unfortunately for now, these plans are on hold. This means we are pushing ahead with our own original plan. Malekai was never intended to be "just" a data site. The usefulness of this information goes down over time, really only offering value to new players as the game ages. This data is however important to build the "cooler" tools though and we are working to begin prototyping things like a character build-sharing tool as well as others. Some of this will require information from ACE, and as that has no ETA, nor do these features. Yet, ultimately, all of these are planned for this site. Despite expanding the scope of our goals, the site will continue to function as it always has; as a way to explore Crowfall. Thankfully, our hardwork over the last few months is beginning to pay off. Stay tuned for more
  8. Man, I think you meant "Complete" but you copied this video/post title everywhere with the wrong spelling. Nothing triggers me more. It's not one misspelling it's 15. Sigh. Otherwise good video
  9. @jtoddcoleman I assume 24/7 EK uptime would be an obvious benefit for VIP subscribers? How obvious, I guess, would be your reply
  10. Project Malekai is currently 85%ish up to date. Disciplines are 100% correct (and powers from them). Only 4 of the 11 classes are updated right now though to 5.8.5 version. Work is also in progress on a new version, but its slow going because I have a life outside of Crowfall and its chaotic right now https://malekai.org P.S: I know of at least one wiki that is using my data (not sure last time he pulled it though).
  11. This is an error/bug submission and should go to the appropriate forum thread dedicated to reporting issues. Also, including an image of what you are seeing can go a long way towards solving an issue.
  12. As of this weekend, all of the disciplines (major/minor/exploration) are now fully updated. 4 of the classes are fully updated. I still have a bunch of these to clear.
  13. I think the general idea is to time gate servers based on timezones they are associated with. Should be fairly easy for a non-standard play time player to pick the server that coincides with peak playtime.
  14. The goal of a siege window is to prevent nightcapping, where the game becomes about who can populate their faction with the most off-peak time zone players. As someone with a background in GW2 you'd think this would bother you. I played on one of the top servers at launch and it was pretty disheartening to win or lose based on our factions Asianic presence. What happened during NA didn't matter. What happened after they went to sleep did. Siege windows fix this. It's not a perfect solution, but I'd argue its better than the alternative.
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