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ACE Development Partners
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Everything posted by Waikikamukau

  1. I have a question regarding the new Skill Training layout. In the current system there didn't seem to be a hard stop when you had enough time to complete a tree. As a result, if you didn't get to log in and spend your time in the time bank...you ended up with a surplus you couldn't do anything with and the time just sat there in that particular tree. I have several days/hours banked in completed trees that sit there taunting me like 'that'll teach ya for having a life!'. Is this being addressed in the new system somehow? Will banked points be able to be spilled over into the next evolution? I.E.: Let's say I complete the Monster section and the points continue banking, will I be able to spill off the excess into Underfoot? How about those that don't have a next evolution like...Runecrafting...could excess points be spilled into another craft at a reduced rate? Even a half return would be better than zero.
  2. There are 3 types of PvPers in my opinion: 1) Honorable White Knight/Lawful Good type - The guys that want level playing fields as much as possible. Equally matched sides (skill level/gear/troop numbers). All things being equal, victory comes down to someone slipping up or seizing the moment when a tactical opportunity arises. They don't want to gank as there is no honor or fun for them in it. Stabbing a peasant in the back? No thanks. 2) Ganker/Chaotic Neutral type - The guys that appreciates a fair fight as much as an unfair fight. Our forces outnumber them 3:1? Awesome! Let's kick their butts! Passing through an area and come across someone who they can defeat with little to no risk? Won't even hesitate. They have catapults, we have ballistas, let's gooooooo! Free For All! 3) Griefer/Chaotic Evil type - The guys that will go out of their way looking for those who can't defend against them. And will corpse camp you. And will prevent you from doing whatever activity you were doing when they came across you. Over and over and over and over and over and over and over and over and over. To the point of causing you to either A) gather a group to stomp them into the ground or logoff and go do something else. Find a complete and total overriding pleasure in pushing the limits of a game's rules when it comes to PvP. Devs, in general, don't particularly like #3s. Why? If they cause someone to logoff because of a negative experience, they might never logon again. Thus, costing the company a customer and revenue. And if they do it enough times, to enough people, there goes profitability. Unless the griefer is a billionaire that can single-handedly fund a game company. Devs will usually encourage (by means of game mechanics or events) #1s to come to the rescue and take a stand against #3s to aid the victims. And usually there will be enough #1s to balance against the threat of the #3s. All three types will be represented in Crowfall I have no doubt. And all three bring something unique to the game that adds to it. After 20 or so years of PvPing I've firmly settled into a #2 mindset. Take what you can, give nothing back. Keep to the code...they're more guidelines than rules.... Exploiters/Hackers/Cheaters are a completely separate group. I don't consider them griefers, though they could utilize exploits/hacks/cheats to grief. I consider them clear violators of the TOS/EULA and are subject to disciplinary action by ACE. Period.
  3. Everything you put into your character is one facet that contributes to that character as a whole. Your experience as a player. The vessel you are using. The skills you've trained. The disciplines you're using. Everything. And unlike gear-based games, one of those facets will not tip the scales so far in your favor that others won't have a chance. So, yeah, I'm completely okay with no skill cap. Because even if there isn't one, there really is if you look at the overall picture. It takes time to train skills. Real world time. They've said they've got 600 skills in right now. That's a metric crapton of skills to train assuming you're not going to focus and are taking the shotgun approach to train them all. By the time you've trained the current 600, they'll add in another 50...100...500 more skills. Which will open up new avenues, new specs, new ways to work things to your advantage and, yes, require more time to train. It's a neverending challenge. Veterans will have the advantage of having certain skills which will aid them. Veterans will have the advantage of knowing combat tactics, class weaknesses, counters, etc. Noobs will be at a disadvantage until they learn the game and train certain skills. That's the way things work. The noobs won't be at such a disadvantage that a veteran with an uber sword of power will decimate them by blowing them a kiss. But the veterans will have the advantage that they have earned over time. As it should be.
  4. I did like "unpinning" but it didn't seem to flow quite right in the context which is why I stated I thought they meant "underpinning". The author could have just as easily explained unpinning like the crone could unpin the universe like hair or something so that she sees all the strands of what is and could be..I dunno.
  5. "As one of the siblings of the All Father, Yaga manifests a foundational aspect of the universe itself: Knowledge, All Things Known and Unknown. She is the embodiment of how-things-work, the unpinnings of reality." I think underpinnings is what was meant there.
  6. "She is temperamental and given to short fits of anger when she does get her way." Is that supposed to be doesn't get her way or is she really the epitome of the spoiled child?
  7. Agreed. But we aren't talking about transferring to the real game. We're talking about the Hunger Dome testing now. People are lingering over empty chests because there isn't any obvious signal they are empty. Either a graphics change (take away the yellow tint and make them flat brown/grey) or a despawn would push things ahead.
  8. Could always just despawn the chest if it is emptied.
  9. All Father - 1 Khronos - 2 Yaga - 3 Three siblings.
  10. Someone needs to create a Hunger Games/Mad Max Beyond Thunderdome mashup to promote this. Are you still reading? Get on it. Stat!
  11. And now he will live on in infamy in the history of Crowfall.
  12. I like the idea of naming a campaign after the winner emerges. Like the American Civil War Battle of Bull Run (North name for it) vs. the Battle of Manassas (South name for it). It's almost always referred to as the Battle of Bull run in the history books because they are written by the victor. I can see it now: Campaign of Asskickery by Goonswarm.
  13. I disagree. You are equating gamer/player with tester. They are not the same. While it is possible to be a gamer/player and a tester, it is difficult for most to draw a line. Tester in alpha/beta - documents bugs, reports bugs, pushes an unfinished system in the hopes of uncovering loopholes and exploits for the developers to correct so they don't become glaring issues once it goes gold. Player in alpha/beta - minimal documentation/reports sent to the devs as issues are found, uses the time spent during testing to become intimately familiar with the game and maps a route to take on release to maximize their advantage once it goes gold. Bad Player in alpha/beta - finds loopholes, exploits and other anomalies and does what they can to mask them from the dev team in the hopes they will make it into release giving themselves a massive advantage once it goes gold. A player or a bad player would do what they could to make the game easier/give themselves an advantage. A tester knows enough to put the future of the game over their own self-interest. That's just my opinion. I hear where you are coming from, I want to see Crowfall succeed. I would rather we have more tester types and less bad player types in alpha/beta but money talks and we'll see what we end up with as time goes on.
  14. There's been a lot of talk about 'bad quality testers' providing less than helpful feedback on the combat system. I would be worried less about the 'bad quality testers' and more worried about Gordon and J. Todd taking their words for it early. I mean seriously, the pre-alpha group is under 1000 people I believe. Would you really expect a knee-jerk change based on a tiny subset of a small subset to begin with? I wouldn't. I'm not afraid of 'bad quality testers'. I'm not afraid of Gordon and J. Todd jumping to appease an initial group. I expect them to look at it with an objective eye and maybe (big maybe) consider modifying the system 6+ months down the road if the trend shows a significant portion of the testers think it needs a tweek. In that case, the hardcore, twitch-based crowd would prove to be a minority and would either accept it and stay or move on. They've said it numerous times: they're not making a game for everyone. Same token, if the complainers about the ranged targeting system are a minority and it doesn't change, then they are the ones with a decision to make. Stay and work with it or move on. Bottom line: We haven't even experienced the current incarnation of the system. We'll have to wait, try it and then give our feedback.
  15. 1) Some people are all about the dress up. They will relentlessly purchase cosmetic items from a cash shop if they don't have to pay a sub every month. 2) Some of the items the backers will receive (i.e.: mounts) will decay over time or are temporary. This may change but I believe it was J. Todd that stated this. 3) Saying that because backers have already paid for items so they won't buy much over the first year is faulty logic. The kickstarter backers have A) either completely paid for their packages or Are paying off a package upgrade on layaway and have 17 months to pay it off. The game isn't slated for release until Winter 2016. If items they'd like and don't already have show up in the store there won't be any reason they wouldn't purchase them. Personally, I'd like a few tangible items like shirts and whatnot to display and spread word of mouth advertising. You don't know what Crowfall is? Let me bring you into the fold...
  16. Pretty much everything at this point is a matter of interpretation since they've still got a long way to go until release. They have the rough framework, obviously, but I'd imagine everything is pretty fluid for the time being. If Support has a tertiary build mechanic (primary - shield/protect, secondary - damage) of some kind, I'd be down for that.
  17. The support icon to me looks like a Rubik's cube with missing areas. To my mind this means support characters fill in missing gaps that are left by other roles. My chosen main (Duelist) is a Specialist class with the specific ability to burrow. I'm hoping *fingers crossed* that means he'll be able to modify the environs to favor his side. Digging tunnels, pit traps and the like would make this class super fun as I'm more of a tactical engagement kinda guy rather than a....Leeroy Jenkins.
  18. This is big reason I usually have alts. Play different classes so you are intimately aware of how things work and you'll know your enemies inside out. A step ahead isn't a plan. Three steps ahead, meeting your enemy's move before he makes it. That's a plan.
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