PopeUrban

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PopeUrban last won the day on July 19

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About PopeUrban

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    Flames of Exile
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    Fort Wick

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  1. Eating

    According to ACE it is in fact a survival game, and starving to death in winter, raiding other players for food, and having some characters require more costly food upkeep than others when the going gets tough is an intended part of crowfall's campaign loop.
  2. Finite usage on vessels?

    TBH we need time to see the impact replacements have on vessels. Look. I get it. I'm my guild's necromancer. However there are two important things to keep in mind here: 1. The drop rates and RNG attached to necromancy additives is immense. 2. Vessels can't be mass produced. According to the last time @thomasblair talked about the system, this "hand crafted" nature of vessels combined with the limited vessel slots is the decay mechanism they want to try initially. The idea being that because vessels are one of a kind and can't be mass produced that necromancy experiences entropy through players attempting to upgrade vessels. Since vessels are bound to the account once used and can only be destroyed to free the slot the idea here is that vessels as a commodity function as a more traditional rpg progression mechanism than they do a piece of gear. This has the effect of driving down the price of low to medium quality vessels over time, but keeping the value of necromancy materials reasonably high as all necromancers are in a battle to constantly attempt to roll perfect vessels. As every player has 6 to 9 character slots per account, and the necromancy and race/class systems heavily reward having a diverse roster of vessels I think it is a reasonable assumption that this mechanism may by sufficient long term to keep necromancers in business as a 'treasure hunt" style RNG crafting profession rather than as a "production line" profession. For instance, lets look at this scenario: You have two decent purple vessels, Maybe a combat vessel and harveter or crafter, and you'll always have them unless you replace them. You know you'll want to replace them eventually, but you also have four more slots you use for low rank spec disposable spec toon comps depending on campaign needs. You're constantly replacing those four slots because its really cheap to run through low rank green vessels since necromancers are constantly rolling vessels trying to get better rolls and selling off the slightly less good ones for profit. You're also constantly on the lookout for purples and legendaries or wealth to trade for purples and legendaries that are better than your current vessel. If anything I think it would be cool to give necromancers a set of crafting recipies specifically to craft XP items, and add a cost in levels as a one time fee to use the vessel in a new campaign. In the unlikely even a player has a full account of literally maxed out legendary vessels they would still need necromancers as higher tier vessels are supposed to take more XP to level. If it costs you 20 levels worth of XP to "manifest" in a campaign, you might be able to farm that easily on a green vessel, but on a legendary 20 levels of xp might be a matter of a month and a half were you to simply farm the xp. You're now the market for "post-vessel" sales from necromancers, while the guys in green vessels are still in the vessel market. The XP cost idea also discourages "throwaway alts" by ensuring players will easily be ably to go from one campaign to the next with vessels they actually use (as those will already be level 20+ so you can just click "manifest" and bring them straight in to the next campaign) but will require significant upkeep if they wish to use a wider roster of throwaway alts (as a level 1 vessel couldn't be brought in to a new campaign without first using sacrifices in an EK to bump it up to 20 to pay the manifestation cost)
  3. Cartography 2.0

    Other potential uses/mechanics for pathfinding: Breadcrumbs/Epic treasure hunts - Pathfinding to reveal a map in another zone, which leads to a third map, and so on to a substantial final godveiled map and reward. Cursed Items - Not all hidden treasures are without risk. Some items are cursed by ancient magics of fallen kingdoms and long-dead lesser divines. These items bestow a debuff upon those who hold them until they sacrifice to the appropriate god to remove the curse. Cursed items are well received by the gods for significant XP or other rewards, but prevent the player from exploiting their connection to the divine to use their recall ability. Curses significantly hamper the user's combat utility, and the curse debuff is noticable on your effects bar for enemy players. Should you stumble across a cursed trinket you have two options, travel the length of the land to sacrifice it to an appropriate god for destruction and glorious rewards, or destroy it to free yourself of the curs and gain nothing. Should you come across an enemy in possession of such an item, perhaps you are inclined to take it for yourself, and assume their glory as your own... Cursed Places - Some hidden places accessed by pathfinder hidden paths are soiled by ancient sin. These regions bestow all who enter with a significant debuff. As a crow, you may appease these ancient malevolences with a sacrifice, allowing you to journey freely in these places for a limited time... should you reach their shrines alive. These regions contain superior quality materials and enemies, and the particularly enterprising may even choose to build fortresses around the shrines to bend the curse of the land to military and strategic advantage... should they be willing to take on the cost of constant sacrifice to the malevolence that taints it. These regional cults, formed organically through gameplay systems may be powerful political entities depending on the topography of the campaign. Alliances to gain access to their fortresses and tainted shrines within may be the only means by which to overcome their regional advantages, but living in such a place comes at a cost, as constant sacrifices to stave off the regional curse may tax the otherwise lucrative income gained from the local resources to the breaking point for the aspiring cult. Bargains with evil are, after all, seldom simple. Solvable Roadblocks - Some hidden paths may be "solvable" if pursuing the correct action. For example a collapsed tunnel may require pathfinding to navigate initially, but include a hippo on the other side which collects construction materials. Successfully feeding the hippo may permanently open the passageway. A mountain pass may be blocked by the patrols of an ice drake who flies overhead dispensing misery on the helpless crows below. Pathfinders may find a way to sneak in to its lair where it may be engaged and given final death on equal terms, with no open sky from which it may strike. These roadblocks are permanent fixtures for the duration of the campaign until solved, adding an alternate method of world progression within campaigns in addition to seasons. The hidden paths used to solve them, however, may not be usable until later seasons. It would be wise not to become too complacent when monstrosities beyond your control guard your flank. They may not remain as unassailable as they initiall seem. Combine the above to marry lore and gameplay within the sandbox (one possible scenario) - Passage to a new area is guarded by a seemingly invincible boss monster. When slain, it merely retreats for a few minutes, only to return to life. its domain, however, includes impressive amounts of resources or campagin-specific locations of interest (like a capturable keep) that are only unobtainable because of constant harassment by the beast. However, there are found hidden throughout the world clues that the legendary blade of <Randomly generated hero> is the only thing in the realm capable of slaying the beast. That blade, it turns out, is enshrined within the catacombs of <randomly generated necromance> in a cursed place locked away by the magic of Malekai, lord of secrets. Pathfinders may in time piece together the breadcrumb trail which leads to malekai's god veiled passage, enter it clear the path, revealing it to all from that point forward. All players may then enter freely and supplicate the evil thing entombed within, searching the area (and the inventories of other, weaker explorers) for the legendary blade. The blade itself, a flimsy thing of otherwise unimpressive (intermediate level weapon) power may then be equipped by those trained in its use to assault the boss. Within range the the boss, the weapon glown with arcane power, and functions against this foe as a much better weapon, delivering it a short duration debuff that removes its ability to respawn with every strike. If the wielder and his comanions manage to use the artifact in conjunction with their conventinal arms and ultimately deliver it the final death, the boss is now permanent removed from the region. This allows travel through and exploitation of the area for the rest of the campaign unhindered for all players. The players that delivered final death to the beast are granted a unique decoration piece for their EK, allowing them to display its head as a trophy for all time, and enshrine the artifact to honor the fallen hero whos weapon made it possible. If players can not complete this piece of "authored" procedural lore content within that campaign through disinterest or inability to complete all of the above steps the content may simply be reshuffled and used again in a future campaign easily.
  4. Say No to Shadowbane Style Mines

    I'm not saying it is impossible that this has ever been a thing. I'm saying if it has been, it is such a rarity that it merits no consideration when designing systems built to serve the broader player population. I'd also like to note that as far as the information we have been furnished goes, the "any time attack" objectives are intended to be the less valuable ones, namely the forts and outposts. In theory we could have any campaign settings you like, but my point is that your assumption of how such a thing would play out seems grossly off the mark given the historical context of player behavior patterns. There is certainly nothing wrong with a consequence-light any time approach. GW2's WvW mode uses this approach, which it cribbed from DAOC. This is also how the current testing environment functions. However it merits repeating that the investment in said structures must be part and parcel with the ease of taking them. The "easy to get and easy to lose" approach to siege mechanics is the standard in most MMO PvP at the moment for this reason. It also isn't the focal point of crowfall's underlying desgin where long term planning, gain, and loss have been advertised heavily as the underpinnings of the campaign model. But hey, some people are still advocating for a battle royale mode, can't stop them. However I do wonder why people put good money in to an unfinished game sold as "not your meaningless PvP" and proceed to advocate for making it that same easy come easy go system when so many other games are both feature complete and have much larger populations that already do exactly this. For the record, I think that the vision you have in your head of how such a campaign would play out, and how it would actually play out are two vastly different things, and that the current testing environment is an accurate representation of what you'd find, lots of claiming empty objectives. Far be it from be to define your fun, I just don't find "log in and fight over stuff that I don't have any investment in" all that much fun. But hey, that's just me. Best wishes on your campaign.
  5. Say No to Shadowbane Style Mines

    So you're saying "they probably did it once, even though I've never seen it happen" Are you certain a thing that someone maybe did once in such an eldritch and forgotten time that even you, who are a staunch advocate of this implementation can not find evidence of it happening is a good basis upon which to design a siege mechanic? This is not an assumption. This is on record as literally the reason many, many games have completely altered their siege mechanics, by the developers of said games. I think I trust that data a little more than your vague assumption that a thing may have happened once. Again, I would love to be proven wrong. However, in a system of real time combat what you're asking for is a practical impossibility unless the goal of the game is to allow players to defend their holdings while AFK.
  6. Say No to Shadowbane Style Mines

    If it were that simple, why did no group of players ever do this once, ever, in any of these systems?
  7. Say No to Shadowbane Style Mines

    Travian is an ansynchronous multiplayer game in which combat is simulated without player interaction. When it doesn't matter if the player is online or not, and one can simply park defenders it works fine. You effectively have defending armies present 24/7 whether players are present or not. That isn't the sort of game crowfall is. You can not simply camp a defender at a point and log out, or click a destination and go to bed to read the battle report in the morning. You do not merely point an army in a direction and wait for the result. You are the army, and you and tens or hundreds of other players must be logged in to both attack and defend. You are making an apples and oranges comparison. This was tried in shadowbane (at launch) in planetside (for the entire game) in planetside 2 (for the entire game) In UO (for the entire game) in mortal online (for the entire game) It was also tried in many neuvo-survival games with base building elements like: Ark, Rust, H1z1 survival mode In all of these cases massive changes to the combat system, hot zones, softer penalties for failure, or a complete abandoning of the goal of creating massive player battles was enacted. In those systems that remain, the vast majority of structure based combat (as in nearly all of it) occurs when the structure's owner can not defend it. Now, if you'd like to present an example of such a system, in a real time combat system, both providing players a reasonable opportunity to defend their structures and requiring players to invest substantial time and effort in building and maintaining them I would love to hear it. I'd love to be proven wrong here. I'd love to find out about a game in which this actually works and players have round the clock schedules for defense and just log in to do nothing but defend against attacks that may never come. I feel like I would love that game. However I have searched long and hard for it, and unless you know something I do not I am quite sure it does not exist. If you'd like my PREFERRED method, What the shadowbane team implemented is IMO the best system. the atter declared intent to attack (in SB's case by dropping a bane stone, which are bane "trees" in crowfall) the defender has a week from from moment to set the time the battle commences, with a three day lock out (so the defender can not initiate vulnerability the moment it is declared and avoid a fight) Gaming the other team's schedule was part of that system because gaming the other team's schedule is an inevitability, but the actual time of battle was set be a combination of a broad window of attack (by the attacker) and a specific window for when the battle actually happens (by the defender)
  8. Hammer Weapon Rune Change

    To be fair the cleave passive would be really good if it worked. Auto-hitting 3 targets in stead of one is a good passive. Forcing the other abilities to melee is weird only because they are combos. I could see them being melee abilities if they were all single hit effects as a sort of panic button or risk-reward mechanism for closing range to the target.
  9. Say No to Shadowbane Style Mines

    This is an idea that only works in theory. In a real, live game, it has been an abject failure literally every time it has been tried. The reason is pretty simple: There are not enough people in your game to cover your assets 24/7, even if the server is evenly split in to two teams. It doesn't matter what your game is. It doesn't matter how popular it is. We cover assets 24/7 in real life because we pay people to literally devote their lives to showing up at scheduled times to protect things and people literally die or starve to death (permanently) if they can not. Any system with 24/7 vulnerability quickly devolves in to an excercise in avoiding fighting over the things the game is ostensibly designed around fighting over because hitting an undefended wall is the lowest risk, highest reward action. This means either you're okay with that (and thus the objectives must be both quick to flip and trivial to lose) or you actually want people to invest time and effort in to the construction and maintainence of such things (in which players expect to have a chance to meet the enemy. This is a classic example of realism taking a back seat to fun because systems which encourage attacking undefended structures are fun for neither the defender (who is not there) or the attacker (who gets to fight a wall or a few guards at best.) Your assertion that "people should get coverage" displays an imperfect understanding of how players actually play territory conquest games, and how many people actually play them. Your objective can have either massive battles or 24/7 vulnerability. It can not have both. This is why some (less important) crowfall objectives are vulnerable 24/7 and some (more important and costly) objectives do not.
  10. No, they said higher quality vessels will require additional xp to level most recently. more attribute points per level was an early idea which appears to have been abandoned as far as I can tell. Now if I'm wrong about this and that's still the plan then these make a lot more sense. Adding even 20 more total att points per rank to leveling vessels would answer a lot of the "Y tho" of this setup. If the as-yet unfinished tier 3 class trees have attribute points in them this also makes a certain amount of sense. Even so, +19 to str cap compared to any slot in which literally any stat can go just seems like a waste. If I can either choose to get a buff, or I can choose to get horizontal customization, why would i take the horizontal customization? In the case of the jewelry increasers and many of the necromancy increasers this is the case. Choosing between a buff and a non-buff. Sure one could argue that at least in necromancy's case some of the "buff" choices are for harvesting and crafting so there's a compelling reason not to take them, but it doesn't change the underlying problem. Choosing one cap increase over another makes sense, if you have a slot that can't do anything else. Choosing a cap increasers over a buff just... doesn't make sense. The only situation in which I can see a compelling reason to opt for cap increasers on gear is if I have overcapped attribute points on the vessel after my training at level 1. Otherwise, I'd be much more likely to just put those extra level up attributes in to another stat for a net gain and use the slot or experimentation points for crit damage or stamina regen or whatever the non-increase option is.
  11. The female wood elf wears high heels made out of twigs, and her plate boots are open toed sandals. Her "chain" armor has less coverage than leather with greater mitigation. All Half giant armor has ridiculous horns on it. The most exploitative of fantasy tropes armor design imaginable (horns on armor as such don't exist in reality because they're extremely impractical and likely to get you killed) Half giant armor is extremely impractical. "Realism" isn't a concern as far as I can tell when it comes to crowfall's armor design. Nor should it be. A fantasy game with realistic armor would be pretty boring. I'll just reiterate that the older design was both unique and fitting to the look of its counterpart. The new design really doesn't other than the plate set. The human, and its offshoots (Halfelf and Nethari) have the most "realistic" armor which seems appropriate as they're cultural nods to our own "real" culture. Half giant picks up the fantasy berserker/viking trope and runs with it pretty well. Fae look like edgy hot topic fairy ninjas, again appropriate for their design. Guinecians have gaudy renaissance inspired duds, high elves wear overly decorative stuff, etc. etc. In fact everyone's armor looks pretty great within the context of their ingame lore. Except male wood elves (in my opinion)
  12. This. Give it to the cats. Their ridiculous teleporting nonsense needs something to compensate for its existence.
  13. And it is worse than the older design. And this design hasn't translated to the game well. This design is a mistake. I don't know who was in charge of it but the one bright spot in having to play a dirty knife ear to get the functionality I wanted out of my build was at least I'd look like one of the more respectable elves who murdered things in the woods and ate raw meat. In stead I look like a refugee from the elder scrolls. Feel free to have your own opinion, but my opinion is that the female design still looks as good as ever and the male design, specifically the ingame male design, looks so horrible I'm probably just going to abandon playing my preferred gender and go back to playing the female. Like its that bad.
  14. Tinnis found the concept rotos you lost guys. You can fix the male wood elf armor now. Its a great day for everyone!
  15. I disagree with you. I think it looks like they tried to replicate the carefully contoured vine look of the female model over a bog standard chestpiece and ended up with a mess. What makes the female armor work is that it looks like it was built in the woods and held together by plants. The male armor looks like they built it in a human forge, spraypainted it an unnatural green, then tickled a tree until it threw up on perfectly good armor. I'm not OPPOSED to a redesign, but the initial artwork actually looks like it belongs to the same race as the female. More and more as his art goes online the male wood elf doesn't even look like he belongs in the same room. He looks like he's badly cosplaying a wood elf. If they threw out the art book in 5.3, we should have seen a redesign of the female. We didn't. We saw minor revisions to the same visually coherant theme. That theme was "Wood elf armor is made of natural materials, sometimes enchanted for durability, held together by living vines." This armor seems made of treated leather and forged buckles that someone slapped bark on to because they remembered it was for a wood elf at the last second.