
Malchome
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Joined
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About Malchome
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Rank
Magpie
Profile Information
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Interests
World of Warcraft, FFXIV. TT Gaming, Skyrim, LoL, Heroes of the Storm
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Gender
Male
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Location
Pennsylvania
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5.125 LIVE Feedback for 8/11/20
Malchome replied to LordofCake's topic in Beta 5.125 Playtest Feedback
So for these type of action RPG style games I really like using a Controller rather than mouse/keyboard. I was surprised that for the most part my xbox controller worked somewhat. Key mapping was a difficult to decode and was not able to easily re-map for the controller. I hope before "Live/Launch" controllers will be supported. On a separate not I could not get sprinting to work, it may have been due to Stoneborne and Half-Giant characters I played but not sure on that. -
I just want to be able to use a controller for all of this action crap.
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Malchome started following JamesGoblin
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Yes, EKs need base level critters for their skins.
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So currently we have 3 levels of storage or at least to my knowledge. Shared Account Wide - Spirit Bank (SB) Shared Within a Server to All - Storage Items (chests, ect...) Character Inventory - Just on 1 Character (Lootable when killed, with restrictions) (CI) The new type I am suggesting would be Account EK Bank, this would be specifically for EK items (Land, Buildings). This would be for your personal EK or use in an Public EK and is tied to your account and is specifically for building/managing a Kingdom, eventually maybe even a Guild EK Bank. This space should be muc
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Malchome reacted to a post in a topic: Hardcore setting idea: Remove enemy information.
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Malchome started following Guild Upkeep costs, Poll: Have you ever managed a MMORPG City/Kingdom? Would you do it again?, TELEPORTERS! and 3 others
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Since I am currently the Division Caption for Crowfall in The Older Gamers <TOG>, whether I want to or enjoy leading a City/Kingdom in an MMO I will have to at some level. It is one of the reasons that I am always siding on the requests that make information easier to access and manage. The vast majority of those that want to make everything hard or hidden just show us the players that are either not in charge of actually organizing a group of gamers or want to be the Bad Apples that we don't want in our in game organizations to begin with.
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Tofyzer reacted to a post in a topic: TELEPORTERS!
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Setting up Gates/Teleportation Nodes is a good idea, it can also have strategic implications which is also good. It says nothing about making them free to build so if you are willing to invest the resources it should be possible.
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Malchome reacted to a post in a topic: TELEPORTERS!
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Malchome reacted to a post in a topic: TELEPORTERS!
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Malchome reacted to a post in a topic: Hardcore setting idea: Remove enemy information.
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Hardcore setting idea: Remove enemy information.
Malchome replied to VIKINGNAIL's topic in Suggestion Box
How do you learn of other people socially? If you run into someone in the normal servers they are red to you and most likely you of they will start to fight and try to kill and take the resources of the other. The only place where social interactions will occur with people not already your ally will be in the Eternal Kingdoms. Since we can rename our vassals every-time they kill themselves I don't see how we can keep track of anyone without the game systems telling us who is who. I see what you are saying but unless it is in a game like that is in SAO or Log Horizon the subtle details y -
Hardcore setting idea: Remove enemy information.
Malchome replied to VIKINGNAIL's topic in Suggestion Box
Please do not do implement any of these suggestions. If every player had an infinitely power video card and 10ms latency and the servers could handle 100s of players in 1 small area such that the 2^n graph information update processing was doable without time-dilation mechanics that EVE implements some of these may be possible. No matter how immersive any developer makes a game, it is still a game and an abstraction of reality. If you want to make it hard fine, if you want to make it low information fine. Just do not make if harder or with less information than what is needed to be e -
Malchome reacted to a post in a topic: Making salvaging a thing
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I liked how Archage did it with the cloaks and sails on boats.
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No it is not, I realize it is early in Alpha and you want to get everything else working before implementing the alternative control mechanism. I was not saying that it should be in the game now, I am saying that when it goes "live" that it should or better be. They were pointing out that 1 special controller does work by mimicking a keyboard because it is overly programmable.
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coolwaters reacted to a post in a topic: Combat Ability Queueing
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I have been away from this thread for a few months as we are still waiting to see what Guild systems/mechanics are actually initially implemented or at least more concrete information.
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It should not be an issue, there are free and or cheap control modules for Unity, hell my wife's research lab tinkered with some of the additional controller modules and they are in a Psycology lab. It should not be a stretch to allow regular controllers with USB to be used, Xbox1/PS4 controllers or a joystick if that's your thing.
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coolwaters reacted to a post in a topic: Combat Ability Queueing
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I just want to be able to remap all of my abilities and hopefully use a gamepad/controller. I hate Action FPS games using Key&Mouse anymore.
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JamesGoblin reacted to a post in a topic: Guild Upkeep costs
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Dominate reacted to a post in a topic: Guild Upkeep costs
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Ok, everyone saying groups need more difficulties than the task of herding cats that is guild/alliance management are obviously not involved with running a guild or organization. This is a game. This is a hobby. To run a guild while always work does not need to be made harder, it should be made as painless as possible so that many guild and alliances will arise. This is not a paid job. The harder you make something the more likely you will get the super sized zerg guilds that you fear because the level of effort you are now requiring be done to maintain said guild will only be done
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Akineko reacted to a post in a topic: How i envision the EK worlds
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LordBinz reacted to a post in a topic: How i envision the EK worlds
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I like the idea. However I would initially like the extra space be what ever is the easiest/fastest to implement and have customization come later. Also lava, clouds, space (stars), space (orbit as single star), ocean, a bubble that is under an ocean as the skybox.