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ACE Development Partners
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Posts 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. Anyone ever see Men In Black 2?

    At the beginning when Agent J (Will Smith) has to take care of Jeff (600 ft worm) in the subway tunnel.  He takes care of it and as he's going up the steps to leave he stops 2 guys on the street trying to enter and tells them that the station is shutdown...for their safety.  Their response is something to the effect of 'can you believe these putzes?'.  To which Will responds under his breath 'you're welcome'.

    You're those 2 guys right now, Zeul.

    ACE didn't do what they did to personally ruin your weekend.  There was a problem.  They made a decision (as companies will often do) that may upset some of their patrons but is necessary in the long run.  Every AAA company that has games in production (not pre-alpha) will take servers down for maintenance and will let their patrons know as soon as possible.  It may be an emergency downtime when something unexpected happens but they will keep people apprised of the situation.  Which is exactly what ACE did.

    Relax.  Breathe.  It's not the end of the world as you know it.

  3. 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 B) 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.

  4. 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.

    • Tooltips not disappearing if someone loots an item while you are examining in the loot window

    Game froze and couldn't get back in for a few minutes (confirmed as server crash by Gordon)

    Mob difficulty seemed to be a little on the high end

    Constant F interact button in the middle of the screen even when there is nothing to interact with in range

    Ping was good even connecting to VA from NV

    FPS on any setting was about the same, 26-36 with a Titan Black

  5. This sort of appeal to sentiment is gross.  Just because I play the same game as you doesn't give you the right to pester me.  This site is for discussing Crowfall, not begging for new pots and pans.  Disgusting.


    You didn't have to click on this thread, nor did you have to continue reading.  I fail to see how this is pestering.


    FYI, my Extra Life Nov 7th 2015 Gameday stream raised $275 for Kapi'olani Women's and Children's Hospital on your island.


    I'm also helping Nocturnal out.


    Just because someone helps with one thing doesn't mean they can't help with another.  Charity isn't exclusive to one cause or organization.  We help because we have the ability to help those in need.



  6. "Unpinning" vs "underpinning" =  Fixed

    In my defense, I need to explain that editing around here isn't so much a process as a negotiation. Punctuation purists must need Valium by the time they get to the end of one of our longer updates. We will bend the rules to suit our artistic needs even if that means defying the laws of grammar, creating new words or abusing the hell out of some exclamation points.


    That said, when I saw the word "unpinning", I knew there was a chance the author may have meant "underpinning," but I also knew it could have been intentional because, in the context it was used, I got it. Unpinned, unhinged, undone. Made perfect sense to me. Still, I texted the author (who was out of the office) to ask for clarification and then went ahead and ran the article as it was written knowing that I could go back later and make the correction if needed. 


    That said, thanks for pointing it out. When I saw the posts, it reminded me to follow up, which I did; it was indeed meant to be "underpinning" so the article is corrected now. Frankly, I liked 'unpinned' and wanted to keep it. =)


    The weird link thing with the graphic = Fixed

    Budkin and I are both stumped. Our CMS will throw some random, weird crap into the HTML code from time to time but we've never seen that before. Thanks for pointing it out. 


    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. 

  7. After my first 2 games the msg went down to a reasonable level (100-200), net was hovering around 70-80 most of the time with spikes up to 100.


    Assisted my team as a Legionnaire getting 2 wins in the process, though the last one Cinnabar had to pull out the big W at the end.


    For my first actual hands on without massive msg distorting reaction time, etc. it felt very solid.  Still getting used to the combo system but it is headed in a good direction.

  8. For the hunger dome itself this would be fine but Im not sure that would transfer to the real game well as you wouldnt want to remove containers from the game the moment they are empty.


    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.

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