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ArtCraft Dev
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thomasblair last won the day on September 11 2020

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  1. You are just seeing us build our Campaign Configurator settings as we get ready for launch. The base group size has always been 5 and continues to be 5. We built a feature a few updates back with a variable group size setting in our Campaign Configurator, where we can make the Configurator set max group size to a value from +1 - +5 for that campaign. Group size is just one of many knobs available to us to make each Campaign feel different than the others in the Configurator, and as time goes forward we will continue to add more settings into the Configurator. I know in other MMO's once they make changes those changes are permanent and just the way it is from then on, however Crowfall's Campaign premise has always been there are tons of knobs and we will turn those knobs and see what kind of Campaign it produces. As Zybak pointed out, each time we dial Up a +1 to max group size, we have just increased the power of groups in that Campaign due to buffs and healing, so it is a tricky knob to turn. But turn it we will!
  2. They still are stat sticks, it even says so now when you hover over the equipment slot! Chaos Orb just has a huge contribution from weapon damage which is going to cause the power to have a wide damage range.
  3. @Yoink Could you explain why you want this one? There is functionality you lose with with bypassing the take screen if we change this is why I ask. You also risk someone else making factory copies off of items you crafted and changing the name.
  4. Thanks for the feedback in here! Some things will be tweaked because of it. First on the stop is a tweaking of resource costs. We are shooting for the baseline cost to be what the template item is + normal additives +- a few resources. In the case of armor, it is baselined at the resource cost of the armor + treated steel + specialty seals. What is currently on Live, most recipes are short about 14 dust and a Billet or Two. We are still figuring out how we can bake in the polish costs to the recipes. More than likely we will put a cost multiplier on the dust cost based on the rarity of the template being copied. The logic being if you are using blue, purple, orange resources, the odds are really high you polished every stage. A request is in to keep the name of the Crafter from the item template on the copies, and UI is figuring something out so you can see if an item is a copy from the account vault without needing to tooltip each item. Where we put the number of copies is still up for debate, currently in the 15-20 range and there is lots of feedback that is a tad too high. Keep the feedback coming!
  5. Great post @neven! I appreciate the effort that went into this, and some of these things are in the works (Factory Tables), and some of them this is the first time hearing about it, and will take some thoughts how to alter things like dust costs. Right now we have 1 cost per recipe, which is why we baked the costs of things like treated steel/seals into all armor even though at the point of use in the Factory, we have no idea if it was used in the original craft or not. Hearing feedback on the number of copies per template is great, because if that number is too high, there are all kinds of ripple effects to the economy and players who just want to craft.
  6. Now that the initial Factory implementaiton should all be on Live, we are looking for feedback from everyone who has used them.
  7. 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).
  8. 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.
  9. 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?)
  10. 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 - Jewelcrafting - Leatherworking - Woodworking -
  11. 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.
  12. 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.
  13. 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.
  14. 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 this model you can advance at your pace / guilds pace and aren't gated by the passage of time, but gated more by resource acquisition.
  15. 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 the gameplay to the activity type to the advancement model; ie crafting gives you crafting advancement, harvesting gives you exploration advancement, combat gives you combat advancement. Once we have the proc rates tuned, it should just feel every few end item crafts you get a soul. Which leads into... The Belts stats are still in flux and have a quality upgrade path as well based on souls, which lets you choose between upgrading disciplines / belts. More than likely we won't enable the Belt uprade recipe until 6.300 however.
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