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ArtCraft Dev
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thomasblair last won the day on September 11 2020

thomasblair had the most liked content!

About thomasblair

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  1. This is not a bug, the amount of attributes granted from vessel's was tuned using the Fae in 6.400 and the final data unfortunately did not get propagated to the other races in 6.400. (This is why the Fae has had lower attreibute potential than the other races in 6.400).
  2. In order to add the Quantity option I would need to take away the Rename item functionality from them, and people have made too much cool content with the notes to do this. Maybe it would be better to add the old Velum paper recipe back into the mix, and allow it to be used for notes instead.
  3. As part of 6.400 we can now on a per recipe basis set the recipe to bypass the take button. This ultimately saves you 2 clicks in crafting. The downside is if a recipe is flagged to do this, you can no longer re-name the resulting item. We have already flagged most items that don't have a serial number to bypass Take, however Based on what you have seen on 6.400 Test Server, which recipes do you think you don't need the ability to rename? (ie Do you need to be able to rename Rivets, Pommels, Hilts, Crossguards, Hilts?)
  4. For those of you actively playing 6.200 I am looking for feedback on the ease of which you think the various "souls" are obtained. This will be useful for tuning the 6.300 proc values of the crafting disciplines. I have heard feedback that feels like some of the professions proc too often and others not enough. Something like: Armorsmithing - Felt reasonable, saw one every 10 pieces of armor. Weaponsmithing - Felt too slow, saw one in 30 weapons. Alchemy - Runecrafting - Felt too fast, saw one every 5 tools, and tools are easy to make. Necromancy - Stonemasonry - Jewelcraftin
  5. There is no uniform GCD as you would see in game like WoW. All powers have an animation time. There are very few powers with "cast times" in Crowfall. Most powers are "instant" type that execute when you press the button. What you are noticing is that we prevent you from starting your next power by the animation time of the current power.
  6. That would negate the purpose of them being progression items. If everything of value unlocks instantly, there really isn't any progression. After the proc rate tuning we have done already, ideally it shouldn't be too hard to get souls. (We will keep tuning as we identify specific professions with issues.) Alternate way to get to AtD is the first belt upgrade, I will go ahead and enable the belt upgrade recipe so you can at least get to the rare belts in 6.200 if you want a different route to get the passive. Epic belts may not be ready in time, we will see.
  7. Well that is because combatants and harvesters act more as faucets and the crafters turn the resources from those faucets into sinks to be used to harvest/acquire more resources. Advancement mechanics for crafting are pretty standard in any MMO, go harvest a bunch of stuff, make low level stuff to raise stats, make slightly better stuff to raise stats, make even better stuff to raise stats, etc. Pretty much the only thing slowing anyone down is how fast they acquire resources.
  8. Those passives are part of the 6.300 belt progression, but it not a bad idea to have a few shrines available in the open world for those who haven't progressed as far. The souls are essentially "crafting xp" if you look at it from a mechanical viewpoint. Craft something = chance to gain currency to make you better at crafting. When you reach the top of the progression tree, you can still use souls to sell or give to guildies to twink them. (tradeable crafting xp) The largest complaint we have seen over the course of the project has been "I just have to wait to get better". With
  9. These values are based off the partially implemented values that went up on Test day 1 with as global profession based proc rate. Over the past few days on Test we have changed it to a recipe based proc rate, so baseline recipes within a profession can have different proc rates, and we have been tuning the rates / finding recipes we missed with each Test update. (Ideally on vessels now you should see a 1 in 7ish rate) As you craft more within a profession you will see more souls, those can be used to upgrade disciplines or upgrade belts. The goal with this was to match th
  10. Just to give everyone a heads up on mounts for the near future. The current system of being able to claim an inventory item and import that inventory item is not our long-term solution. It is merely a way to get most of the pieces and parts in-game and player tested. In a future Beta milestone, when we have what we call "the Skins" system online, purchased mounts will be an account entitlement that unlocks a "mount skin", which can then be used to override the appearance of your in game mount slot. (We will use the same system for weapon appearances from KS.) Until the Skins system is
  11. The only recipe for minor disciplines is an upgrade recipe which upgrades their quality. (Ie 3 blue quality "thornshields" = 1 purple quality "thornshield".) You get the minors as NPC loot drops. We really don't intend on changing on the minor disciplines drop/upgrade process. (The NPCs who drop them will change in the future however) Major disicplies all require the "Thrall Major Soul" plus a few other resources. You can also upgrade the Major discipline quality via a recipe which combines 3 of the same Major into the next quality level.
  12. What recipes do you think are yet to be implemented? I don't think anything is missing recipe-wise, and we could pretty much go with Runecrafter as is.
  13. What @Shadow_Disciple said. Flat increase added to the min/max base roll.
  14. Kronos Laughs at you! But in all seriousness, the Sentinel's Debuff are intended to apply to everyone on the Stronghold. These are intended to be Meta Changers for the Defending team to adapt Sieges to play to their particular teams strengths. (usually based on class/discipline/player skill selections)
  15. Keep calling out bugs, especially the new UI ones, there was a very low level UI optimization incorporated into this update which while super awesome overall caused quite of few breakages to specific UI's.
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