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ACE Development Partners
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PopeUrban last won the day on June 14

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About PopeUrban

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  1. Fashion statement is a negative to stealth to offset the bonus from equipping more necklaces. The thematic expression is that you're more flashy, and thus less stealthy. Originally this disc granted +2 neck slots, and unofficially it was known as "the Mr. T discipline" for the legend that inspired its creation. A man who was much more interested in calling attention to himself and pitying fools. It was nerfed to +1 because +2 neck slots was too powerful. In short, yes it makes sense. you take a penalty to stealth for a bonus to other stats. This makes it a difficult choice to take for stealth based builds, but keep in mind the stealth stat is only ever calculated as an opposition to perception abilities. Having less stealth doesn't matter unless someone is using a stealth detection ability, in which case a combination of their perception stat and your stealth stat determine the range at which you can be successfully seen with such abilities. I haven't tried it but you can easily test if pound of flesh slots in the stealth tray. It is important to note, however, that the way passives work your damage and other effects are calculated based upon your current state and not the state of your character when an effect was applied. For instance, if you equip a damage bonus in your stealth tray that damage bonus will only effect the initial damage dealt from stealth but not any additional damage, like a DoT dealth as a result as every tick of that DoT is based upon your current state, which in this case would be unstealthed. You can observe this effect by testing brigand traps most easily. Equip damage bonuses in your melee tray and none in your ranged tray, hit a target with a trap, and watch the damage ticks drop if you swap to ranged while the dot is still running. This is also why taking a damage minor and only using it for the stealth tray is usually a bad idea, as you are sacrificing a minor slot to effect the damage bonus of a very small number of the overall sources of damage you would need to kill a target.
  2. You can not combine white runes. You can only equip white runes on a white vessel.
  3. Many times in Europe the actual deciding factor was who could make a big enough alliance to have the biggest zerg of footmen and knights. A bunch of peasant conscripts up against a professional army wasn't a war. It was a last resort or a rebellion. Even then, if you and I have 1200 footmen and 15 knights... I'm still gaining an advantage by conscripting 500 peasants for cannon fodder. War was always a numbers game first, and a tactics game second until the march of technology made mechanized force multipliers so extreme that one guy with an automatic rifle or high velocity fighter/bomber could kill 500 guys in less than a minute. The concept of "numbers don't matter" assumes your enemy is stupid and worse than you. This is a common talking point from people who'd rather complain about an invading army than do something about it. In reality the functional zerg is every bit as skilled and every bit as well equipped as you in nearly every game you play because video games are generally built around ensuring an equality of equipment opportunity being readily available. That's why the zerg wins. It does everything you do but it doesn't waste time complaining that you're not playing fair. You're virtually never in a situation where a squad of well trained knights fights an unruly gang of peasants. Numbers matter. Numbers will always matter. You will always need numbers. The power fantasy of reliably winning at a significant numbers disadvantage assumes your enemies are both incapable of learning from defeat and incapable of improving their equipment, builds, and tactics. This is not how real life works in any sandbox PvP game. You might win that fight occasionally, but it always has an expiration date. In the end, you will always need an army to fight an army, and having a bigger army is always the most direct advantage. The only way to keep that record up is to dictate the terms of engagement. That's a luxury you don't have when you're trying to do it in a territory conquest game. You can't tactically withdraw from a fight to save your KDR if you also require taking or defending a static structure to win your battle. I find that people that complain the most about "zerging" are also the people least inclined to actually do anything about it. I find that people who complain the most about numbers are also the people that send "1v1 me bro" tells after a gank. I find the people that shy away from applying a numbers advantage rationalize their experiences as morality to shield their own egos from the simple fact that the rules of these game don't care about fairness, and in most cases are directly designed to encourage players to be unfair to one another. It is a romanticized version of heroic warfare that neither resembles actual classical warfare nor actual effective tactical and organizational play in mass pvp video games.
  4. I also think its worth noting, in addition to antiheal being to weak and heal stacking being too strong, the entire concept of the PHM stat is a festering sore on the already tick-eaten rear end of healing balance. These are granular "when we do a balance pass later" items in the current production pipeline I guess. Like stealth traps, fixing teleport exploits, etc.
  5. We already have anti healing mechanics. Black mask, assassin toxins, and plaguelord are direct healing debuffs. There's a solid argument that anti healing isn't strong enough compared to healing, or that healing is too strong. I think the latter is the case. Healing is fine. The problem is that while ACE had the foresight to disallow healing effects from identical sources stacking, but not the foresight to prevent merely similar effects from different sources from stacking. This is the source of the 2 healer meta, essentially. Healing was designed around the assumption of a single healer in a group, but because stacking heals is as easy as bringing a different healer class people just stack healing effects. If in stead healing effects were more broadly types we wouldn't have this issue. E.g. "Ground AoE heal" is its own effect which covers cleric circle, templar circle, and druid rain. "Single Target Heal" Covering both druid balls and cleric hots (perhaps by picking up orbs canceling single target HoT) etc.
  6. Sorry but that's not true. I played on Tahyang server in archeage and one faction had such an obscene zerg the other may as well not have existed. That zerg specifically rolled on tahyang to ply that numbers advantage against what they assumed would be weaker competition as it was the official RP server. "Zerging" is a product of logical thought and a will to win. Having more dudes is never a disadvantage, and in the context of open PvP, is pretty much the point of the game. What do you think "Build your army" in the trailers of literally all of these games means?
  7. The closest analogue for dregs is shadowbane. Generally, in shadowbane one or more players would build the equivalent of a 'trade city" that contained shacks and such to slot vendors. Everyone knew where this city was, everybody used it, people ganked each other there, generally the merchants were anonymous. This was the practice on pretty much every server, and usually people knew which player's alt (and it was generally a single player) owned the city. Often that player would just be an alt account of someone in an enemy guild, but the "gentleman's agreement" usually made the trade city exempt from formal declarations of war, and its owner generally hosted it as a neutral space without any specific banning behaviors or anything like that for enemies, with no guards and taxes only enough to keep the place running. This behavior was born out of a need for an anonymous free market which otherwise did not exist in the game, and the general glee of ganking people between the bank and the vendors to take their stuff. Since the trade town was good for everyone, everyone treated it as neutral territory, and everyone enforced that. In my experience the only time such cities WERE attacked was by massive Chinese zergs trying to gain a foothold because nobody would sell them a city, or just to make a point as trade citieswere generally placed in strategically important locations like at a nexus of several runegates. Attacking your server's trade town was a great way to get an entire server banded together against you and all your stuff burned to the ground even faster than just showing up with half of china and saying your goal is to destroy the server.
  8. No thank you. Save the login reward garbage for games that need to trick you in to logging in every day to shove microtransactions in your face. You already get a reward for doing activities ingame. Its called loot. If that isn't enough, then that's the problem we need to fix. If the game is not compelling enough as a holistic design to get people to log in, the correct response is to make it compelling enough. Pasting over a game that isn't enough fun to get people to log in with a wide brush full of bribes and chores doesn't make the game better, nor does it make the user experience better. People should be able to take breaks from MMOs without feeling like they're gimping themselves. Login rewards are not fun. They're not a game play system. They do not make any game that uses them better. They're just an annoying chore with the sole purpose of psychologically manipulating the player's fear of missing out as a substitute for having something interesting enough to do they'd log in anyway.
  9. With a single mighty swing of his basic axe Nextelum destroyed every node in crowfall. The dustpacalypse began that day, and Nextelum sat astride his pile of riches tapping the plus sign on his basic calculator application, the cleverest man alive. Who among us could have prevented this? Who among us could have discovered the arcane secrets of elementary school mathematics? Woe was crowfall in the wake of Nextelum. A man simultaneously in all places at once and powered by the revolutionary idea of equipping items. Never again would any other harvest dust, for all now belonged to the Destroyer of Nodes, Harbinger of Arithmetic, the only man in crowfall with a dust harvesting account. What secrets lie behind his ascent to power? What techniques lost to time did he employ? Why did no one else in the entire game have these revolutionary ideas?
  10. Whatever the reason, I am happy to hear that you've parted ways with Travian. As a US customer this decision does not affect me, but based upon my interactions with support staff at both companies I will say I have a lot more confidence and trust in ACE as a company than Travian to ensure those territories are served the best possible version of Crowfall and its associated services.
  11. No offense, but you have a tendancy to willfully deny the basic economic principles of supply and demand which makes it very difficult to have this conversation with you. Currency is not knotwood. If you want to be the best knotwood hoarder ever, you can do that, and that's not a problem. The game is in no way designed around knotwood being a fundamental unit of value that must remain somewhat consistant. This is not the case with gold coins, which is why the need for gold is important. For an item to represent value in an economy it must also maintain a relatively static value. Dust does this handily because its uses in crafting make it an extremely high trade velocity item that stacks in large easily stored amounts. It has very high collective value but very low individual unit value, which makes its value during trades very granular. It is very easy come, very easy go, and crucial to any player that wants to play the game, because it is crucial to all forms of crafting. These are the behaviors of any good MMO currency. Gold has most of this except the needs-backed value. Gold simply isn't important to anyone after a week of play unless they're running a vendor. Anyone running a vendor can produce enough gold to upkeep that vendor with minimal effort. The remaining giant pile of gold is quite literally useless unless someone like yourself simply desires gold for the sake of having gold. That's great and all, but I've got to ask what good all that gold you've piled does you if you can't spend it on anything. It's like selling your house for monopoly money. Currency having value means everyone has to agree it has value. The usual way to do that in a video game is to directly enforce that value through game mechanics. People want gold because some stuff costs gold and there's no other way to get it, thus gold has value, thus people are willing to trade their farmed items for gold. Even people that don't need to buy NPC items or services for gold at the current moment are willing to trade their items for gold because the need for gold is so ubiquitous they're guaranteed that anyone they want to trade with will accept gold. If you offered me five million gold to make a legendary vessel right now I wouldn't take it. I can't spend it anywhere. I'd be wasting a poorly made socksload of materials and gaining nothing in return. Merely having gold is not wealth. Having gold that can actually buy stuff is wealth. Otherwise you may as well be collecting knotwood. Supply (of gold) radically outpaces demand (of gold) in the current market. As everyone has stated, pretty clearly there are two ways to solve this problem. Add more gold sinks (which are already planned) or replace it with dust which already has a much healthier supply/demand based valuation due to its ubiquity in crafting and the importance of crafting to every single player. Jah and I have had the dust vs. gold conversation at length and I won't go over it again except to say that because faction servers exist, and because EKs are optional I do not feel that property tax and EK costs alone will solve this problem. I could be wrong though.
  12. This is not a theory, its an economic reality that you see playing out in this very game. It isn't that the game won't operate if gold is worthless. The theory is that the economy won't operate. MY guild will be fine. SoloNoob420, however is gradually more screwed as time goes on. That's a huge barrier for retention as time goes on, and that currency will gradually be replaced by something with actual value just as gold coins were replace with stones of jordan in diablo 2. Player good will is not a balancing mechanism. The honor system doesn't work. It doesn't work to prevent lopsided faction play. It doesn't work to make currency valuable. Runaway inflation and currency that people literally don't want is a problem. If I have to engage in charity for the economy to work, the economy sucks. I'm not the cause of this problem. I'm a symptom of its underlying issues. If you have to rely on me to act against my own interests for the economy to work, the economy doesn't work. This is why virtually every MMO exists on a system of gold sinks and faucets, to maintain the value of said currency. Faucets usually come in the form of necessary and recurrent NPC purchases. often new items that are released with new content, consumables, and other such things. In other cases its the only method by which decentralized trade on an auction house can be conducted, and the loot pool is purpose designed to prevent players from obtaining everything they need without interactive with others through said auction house. That gold is then "sunk" out of the economy through trade fees. When managed poorly (The release diablo 3 AH or the GW2 AH come to mind) the faucets can overpower the sinks and suddenly an item costs twice what it cost a month ago but the mobs still drop the same amount of gold. Its that the value currency represents decays over time to the point that generating currency becomes a waste of time. When your entire economy assumes that currency is the primary medium of trade, this is a systemic problem. Crowfall has, essentially, not enough sinks to cover its faucets.
  13. Players: "The economy is broken because of the loot grind." ACE: "Sorry about that. We'll put some gear in your grind so you don't need an economy."
  14. The game is designed around requiring you to delete characters to replace them with new vessels. You will delete the character you screwed up eventually anyway. You'll also delete all the characters you didn't screw up. The necromancy and character creation systems are built around people deleting characters in order to try something different or upgrade them. Every respec necessarily takes work away from a necromancer, with the exception of white vessels. For this reason, sure, gold respec for white vessels the same way white vessels get newbie-only discs for gold now. By the time you've graduated out of that white vessel, you should know better, and that's on you. You don't get to buy one purple confessor and decide a year down the line you want to just respec it in to plate or whatever because the meta changed. You don't get to experiment with a new build once you're in the vessel market. That's what white vessels are for. The only thing the leveling process needs are confirmation boxes for talent/att point spends ("Are you sure you want to put these points here?") to prevent a misclick from being permanent while putting in points.
  15. I'll just briefly say my piece about gold again since there's a new thread again. Gold is unnecessary because dust exists. Gold for XP did not fix gold. It just slightly delayed its rampant inflation. After a few months in the old system gold was just as worthless as it is now as nobody needed it for xp any more. We have been here before. If gold is going to exist, it needs to have a necessary and recurring spend for every single player. If my guild provides everything I need I have zero incentive to sell items to other players. I don't need things from player vendors. I don't need things from NPC vendors. I accumulate coins and do nothing with them because I have nothing to do with them. When the most efficient and successful players simply amass giant piles of currency because there's nothing to spend them on, runaway inflation ensures that new players, or smaller groups of players can't afford what little may be for sale. These are the people for whom the economy is most important, and the people for whom the economy works worst under the freefall of mechanically useless gold. Vendors are not a good gold sink. Vendor fees and taxes assume gold already has value and that sellers must mark up items to cover the convenience of using the vendor. This means gold is only necessary for people who want to run a vendor. A vendor who is only useful for people who want to obtain more gold than it costs to run a vendor. See the issue here? When the only reason to acquire gold is to pay the vendor the only profit objective is to keep the vendor alive. This is simply not worth trading the effort required to craft or loot items. I could be selling great purple vessels tricked out with all the optional stuff for thousands and thousands of gold right now. I'm not because I have zero use for thousands and thousands of gold. Unless you can convince other people to sell their hard earned minerals and purple body parts to me for gold which... they also can't use for anything... I will permanently be sitting on a massive pile of looted coins useful only for emptying the shops of people dumb enough to trade work for worthless yellow garbage.
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