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About theDoctor

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  1. Blair, I think you guys got really close to the solution to the problem you were seeing, but not quite there. I get the problem, but the solution is just unintuitive. It's functionally illogical for an ability to do just suddenly do less damage to a person because someone else was somewhat within range of the aoe damage, for a few reasons. If I always do the same total damage as long as I hit at least 1 target, there's very little times when "how many targets do I hit" is a truly interesting decision. As long as I hit someone, I'm not missing out on any total DPS, so in the long-run
  2. You're missing an important metric, which is how much the "Price of the Ticket" increases the odds of winning. That's the point in high-import campaigns: you can come in with a huge advantage over people who couldn't bring anything in. That's what particularly makes Regulus's arguments mostly nonsensical.
  3. This is a relatively unique idea and pretty interesting, but ultimately I'd like to posit that it's more touching on an aspect of an overall abstract solution. If ACE wants to prevent the Uncle Bob and maintain the original idea that Campaigns are new worlds, where people hop on and duke it out with little other than what they can muster individually, within the campaign, why not turn off the feedback loop of campaign imports entirely? Wouldn't it be great if they just turned all import to 0%, keep campaigns as the soccer match analogy, everyone going in equal and coming out based on thei
  4. It means that people don't go in with a fair shot at victory. Which is the entire beginning premise of the entire game and kickstarter originally. That the Campaigns would be a equal-grounds battle. They compared it directly to a soccer game. I don't think it's "a bit far" at all to claim that ACE's original vision seemed to imply that Campaigns, on average, were intended to start everyone off on an equal footing. To deny that is to have missed their entire vision.
  5. Again, I think you're mostly hitting the nail in the head...I just kinda want us all to acknowledge that's not what ACE has generally described, and is certainly not a game in which Uncle Bob is in any way removed. And mostly, I want ACE to acknowledge that fact. If the whole core of the game becomes these guilds competing across a ton of campaigns and managing their economy, that's really not any different than Eve or Albion Online or w.e open-world high security/low security MMO. And their consistent promise that full time Dregs players would be a core audience is just a bit conflicted wi
  6. This is a fairly logical estimation, but also seems at odds with some of what ACE has said/promised, which is largely my concern. It's not that I can't think of ways the economy works, it's that I can't think of any that really fit with what ACE claims they want. What you describe essentially becomes less of a "Campaigns are a single entity where a winner emerges," and instead more of a "Campaigns must become small stepping stones, varying zones of utility, and the real game takes place between Guilds competing across the whole game." Which is functionally ok, but in the end is just go
  7. This too would seem like a potential plausible conclusion, if it wasn't for the fact that they seem to imply the Dregs and high-risk campaigns will largely be characterized by low-import rules, therefore meaning that players won't actually be able to bring in many resources. Plus, each campaign has been described to have it's own internal economy, and once a campaign is started as far as we know you can't bring anything in. So a campaign world, even in the Dregs, has to have enough resources to sustain the players inside actually fighting.
  8. Except isn't ACE's entire point that the Dregs has the more valuable stuff? So how exactly are the other CWs contributing to the economies? That's literally waht I've been asking since the first point. What are the God's Reach campaigns contributing that the Dregs players would want? This entire example is the antithesis of everything that Crowfall has been described as so far. The Dregs is just a third world nation of people being exploited for their resources? The Dregs was supposed to be the heart and soul of their target market, where the toughest competition and politics
  9. Except even assuming import rules are loosened for a Dregs campaign, the Dregs players will already be the ones with the access to the good resources, so they still won't need the God's Reach players for anything...
  10. Goods for services is fairly standard, sure, but you have to actually explain wtf the goods or services there are that are being exchanged, which is literally what I've been asking. None of what you've said sounds very accurate so far. Why can't a crafter in the Dregs have a high enough crafting skill? What exactly makes a crafter from God's Reach have a higher skill in anything from someone in the Dregs? What about the non-crafting non-Dregs players? You have on one side of this economy, people with an absolute resource advantage. Dregs players find rarer resources. On the other
  11. Well thanks for your non-answer then? I'll go back to waiting for the devs to hopefully actually answer my question. No, I'm just assuming that, like in what I originally quoted, they want a large thriving economy between all the bands, not just an economy where the Dregs convinces everyone to play in the Dregs in return for their goods, since that doesn't really make any sense. Edit: damn you editing your post and confusing everything
  12. So basically only crafters that want to come into the Dregs will have any value to the Dregs players. Meaning that my original question of what a God's Reach player has to offer to a Dregs player is still unanswered, since the only way for a God's Reach player to be relevant to a Dregs player is to come into the dregs, by your suggestion.
  13. You just named multiple things that the Dregs players can provide for the God's Reach players, but absolutely nothing from the other end. You entirely missed the actual problem. What do the God's Reach players have, that I as a Dregs player want? What would I provide them resources and or protection in return for?
  14. What will the players in the riskier bands possibly want from the players in God's Reach? Considering there isn't import in the high-risk bands, what do players within the dregs actually want from these other players to generate an economy, especially when the best stuff is already in the Dregs? An economy has to have bargaining power on both sides to function.
  15. If you are still using IP.Boards, they do actually have a db concept in their offerings that allow for rating and sorting and all that jazz. Might be worth looking into.
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