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Scree

Testers
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Everything posted by Scree

  1. Scree

    1500 Powers?

    Yea not sure how they got to that number either. Maybe its an aspirational goal ;)
  2. Its not about them being able to. Its about them having the time and resources to. They are trying to make an MMO, not a dev tracker. Priorities my friend. On the other hand, I have no such limitations and yes... I made a non-official dev tracker tool. Its live tweeted by the @ProjectMalekai twitter account, shared on the community discord, and will eventually be made public via the next version Malekai.org (currently can see it in action https://beta.malekai.org).
  3. Bout' time I think we can retire... Finally.
  4. Just tooling around over here working on the new UI...
  5. +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!
  6. 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).
  7. 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.
  8. 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.
  9. 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).
  10. 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
  11. 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
  12. @jtoddcoleman I assume 24/7 EK uptime would be an obvious benefit for VIP subscribers? How obvious, I guess, would be your reply
  13. 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).
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. You mean like this? This has been a feature of MalekaiBot for years now. And yea... Malekai's data is still a perpetual work in progress. Getting some good progress in lately though.
  19. This analysis will get worse when tracking is implemented. Assassins reliance on stealth to control encounters will be suspect at that point. Assassins as a result will grow weaker (as will all stealth classes). Introduction of tracking will basically be a stealth-class nerf.
  20. Scree

    Politics

    I see no reason for them to provide this "medium" to poop talk one another. Players and Guilds have several mediums available to them already; Discords being chief among them. If the need arises for a separate location, the community will provide it. Lowering the quality of the official Crowfall forums just to allow some to amuse themselves with forumbane is hardly a necessity.
  21. This isn't true in the US at all. Click wrapper terms of service agreements have typically been found to be enforceable across a wide variety of situations. While other regions might have rules governing interactions, the situation here didn't occur in another region. RE: Rest of this thread My only concern is that in-game behavior isn't policed in the same way the forum behavior is. You can't tell people to be mean and nasty in-game and just "turn it off" on the forums. I'm not a fan of this policy. It should be game wide, either way (strict or not). Having two separate "zones" with varying degrees of rules and acceptable speech is confusing and not very easy to manage. If ACE does intend to keep on with this policy, then they need to treat the two with separate punishments. If you act like a tool on the forums, then you can be banned _from the forums_. Similarly, in-game, if you are banned... well then the forums probably won't interest you anymore (but seeing as how the severity of actions in-game that are required to be banned, perhaps a total-ban would be required at that point). The easier the application of rules, and the extension of punishment from those rules, the better. Right now this is a swamp new players will constantly be forced to navigate; lets be honest, no ones going to read the rules up front either.
  22. Agreed. Have 60% of the disciplines updated before they did their weekend patch screwing over my ability to grab the rest. Switched gears to keep updating classes instead. Cleric/Confessor coming out shortly
  23. I think the OP-OPs post is spot on. The knowledge gap between new and veteran players is extensive. That's partially because Crowfall's been open to the public for effectively 3 and a half years. People joining this late in the development cycle are of course disadvantaged. Complaining about documentation isn't new either. Yet, try to understand that documenting _anything_ in Crowfall during this process has been mostly a waste of time. The things change so quickly from patch to patch, that any documentation created a year ago is probably obsolete and practically useless. Its one of the chief reasons I shut down the Stealthed blog. Not only were changes slow to come, but when they were it was difficult to get clear concise answers without extensive testing that arguably wasn't all that fun. Those who stuck with it and play Crowfall likes its a live game (and there are several people who self-identify as this type of player) are absolutely advantaged by playing the game. With all of this said, is this a bad thing? No. Depth in the MMO genre is great. Learning something new that changes how you play is incredible for an MMO. I wouldn't want a dumbed down simplified version of Crowfall, just to make people who joined last month feel better about themselves. If you get easily frustrated by poorly documented, mostly untested features, then playing Crowfall right now is NOT a good idea. I think if people stopped treating this as a game to be won, and instead a game to be tested; a whole lot more progress would be made. Instead we've had incendiary forum threads and nonsense political goings-on dominating the conversation; despite the chief architect of Crowfall making a rare effort to interact with the public community. So no, nothing needs to be "fixed" here. Documentation will come, either from the developers or the community. This is a big ole' nothingburger at this stage of the development of Crowfall.
  24. I'm unable to select a patron diety. This bothers me greatly.
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