PopeUrban

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PopeUrban last won the day on June 10

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About PopeUrban

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    Flames of Exile
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    Fort Wick

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  1. Tinnis found the concept rotos you lost guys. You can fix the male wood elf armor now. Its a great day for everyone!
  2. 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.
  3. Ok then. P.S. I still love and cherish everyone at ACE, and I know you're all doing your best for us. I'm not really mad I just have a lot of time on my hands today. <3 P.P.S I'm serious about the male wood elf though. Please review. Please.
  4. First it was the face of a ten year old. Then it was the doofy pompadour. Now you've gone too far. Whoever is in charge of male wood elf art, please go back and check your references. You screwed up. Top: Medium armor chestpiece on a male wood elf (Ranger) in game Bottom: Medium Armor on a male wood elf (Druid) on the front page of this site. How you can nail it so perfectly on the female model and be so far off base on the male model is beyond me. He looks like a human making fun of a wood elf. Like "Hey bill, look what I did to my armor, lol I'm an elf!" and bill is all like "Dangit dave take that crap off we have a war to fight, quit screwing around." Edit: Tinnis was nice enough to post this. Why did you decide to go from super smexy man of the woods to "High Elf's kid brother?"
  5. Feedback Re: Caps and Increasers. You've added a bunch of cap increasers in to the necromancy and jewelry crafting systems, as well as altered caps on a race by race basis. However I can't figure out where you expect us to get attributes to put in these new attribute caps. The base values of an EXTREMELY well rolled vessel still have a rough time reaching cap in one attribute, even after the 87 points from leveling. These cap increasers are a dead stat for all but those with tippy top end legendaries and the ability to routinely replace legendary gear to equip those vessels with. @thomasblairI'm looking at a guinecian cleric here with a modestly rolled Epic vessel. I have 245 dex at level 1. if I invested literally all of my level up att points in to dex (which I won't, because I'm a cleric) I would still only reach 332 of my 350 natural cap. If I rolled a much better LEGENDARY vessel I might reach that cap, but the attributes would be so tight I would scarcely have any use for dex cap increasers, or cap increasers for any of my other attributes. I guess I don't see the point in making these base level additives when nothing less than a legendary (possibly epic) vessel can make use of them, or making them a base stat on jewelry when there is virtually zero demand for a ring with, say, worse base crit damage in exchange for dex cap. Even if a pair of rings could get me +20 dex ap, and I could actually fill it with vessel stats somehow... I'd still be better off just rolling the ring for crit damage in stead. 20 dex isn't worth nerfing my ring. I'd be better off minmaxing every single jewelry stat option that isn't cap increasers, and selling all of the necromancy additives to just buy more legendary parts and roll more vessels with no additives. What is the point of itemizing attribute caps so heavily when it is so difficult to reach the natural caps? Is there some additional source of attribute points yet to be revealed or what? What am I missing here? Does someone else have better data that makes this stuff seem useful?
  6. Skill Point System Pretty Underwhelming

    I don't get how you extrapolate "must find a thrall and put it in a rock to get a major discipline that never decays" or "mobs drop minor discs that you equip three of and they never decay" in to "major time sink" How does this differ from the entire concept of equipment with stats on it? The entire design of the game is built around being dependent on systems of acquiring material from the world (in the form of mobs or resource deposits or chests) which is highly dependant on the RNG used to generate that world, the RNG on the loot tables, and the RNG of the crafting system all working on concert to ensure you need people with better RNG mitigation than you to fill up all of your equipement slots because no one person can do all of the above at maximum efficiency. The whole design is built around the idea that in terms of combat efficiency there is always a potentially bigger fish, and that you don't get to just be as mechanically capable as the people you are fighting because you installed the game. The struggle for resources necessitates something valuable to do with them. In a game about fighting other players, the most valuable thing we can do with them is turn them in to advantages when fighting other players. Your stance on these issues has been pretty consistant as far as I can tell. You understand that this paradigm is important, you just don't want to be inconvenienced by it. The thing is if you're never inconvenienced by it, neither is anyone else, and the entire model is unsustainable.
  7. Cartography 2.0

    I think you're getting at the interaction with the pathfinding buff though (the one that turns on/off your ooc move buffs) and yeah, that should honestly be a lot longer than 10 seconds base anyway if that's how they're gonna do it. I kinda avoid specific numbers when I do these to showcase intent, and the intent here is to assume pathfinding is actually not exploitable to kite in combat. That's the intent of pathfinding after all. It just kinda sucks at the moment.
  8. Pre-Alpha 5 Live! - Official Discussion Thread

    If the thought process for a given item in the current build is "people should want factory crates of this" and we can't actually make factory crates, why not just implement a recipe to output a stack and inflate the crafting cost, then flag it as "testing stack"? I know I'd like to be able to craft stacks of potions all at one time just to speed things up. I mean if you're cutting tedium in grinding why not cut tedium in consumable stacks like food and potions?
  9. I'm saying that attempting to predicatively analyze the metagame is often folly, since the metagame is a reaction to, and not the goal of, any specific design. Then I do my own analysis of the overarching design without any claims to its effect on the resultant metagame. But hey, yeah, if we're gonna try and forecast the metagame here, I'll give it a shot. People will attempt to "win" the game (if by "win" you mean "play most efficiently") by hyperspecializing among a large number of users if they have a large number of users avaliable, or by diversifying if they don't. That's true in any competitive multiuser system no matter what the underlying design is. The economy itself is, if this design carries through, more likely to be an expression of the base value of items rather than the training required to make them as time advances. This is just the way of MMO economies. For the first maybe year, yeah, having a niche as a specialized crafter might give you some economic wieght. Once that's done though, training becomes meaningless as relates to economic value as competition enters the market, mass production goes online, and cost becomes primarily about availability of material with a small amount of wiggle room for the randomization of rolls. E.G. you can be maxed out in logging and ave a perfect logging vessel with perfect logging gear, but neither of these is a guarantee that you'll be more efficient at turning that build in to profit than anyone else. 50 halfassed loggers could flood your market and make it more profitable for you to in stead go hit some rocks. As far as I can tell the game state is "people will use the systems on offer to try and play most efficiently" and "playing most efficiently is subjective from player to player" but this isn't unique to crowfall. What is (somewhat) unique to crowfall is the mechanics seem to be a bit more forgiving in the short term for the solist in an economic sense than similar models, while designed to edge players toward trade and inter-reliance more as they reach higher tiers of equipment and training.
  10. Cartography 2.0

    Thanks!
  11. Confused about rationale 5.7 intro of NPC vendors

    Have you considered that part of the lack of items for sale is the fact that gold is only useful to run a vendor? That's the bottom of the economy right now. For trade to happen at all someone has to want it specifically to pay vendor upkeep to.. make gold. That is preventing a widespread desire FOR gold and in turn resulting in less people willing to trade items with intrinsic value for a currency with insufficient value backing it. Backing gold with an item of value like white mats makes gold something with intrinsic value that does not fluctuate based upon how many shops are open and stocked, which in turn creates an incentive to open more shops to obtain it. Because backing it with xp hasn't worked so good.
  12. Age limit

    I would guess the eventual ESRB rating would clock in with a T (13+) with the "Online interactions not rated" rider that accompanies all games unless the direction of production goes significantly harder on gore, nudity, profanity, or drug use than we've seen. The depictions of suicide and non-graphic beheading may rate it up to the equivalent of PEGI 18/ESRB-M in other region's rating systems.
  13. Systems of mutual exclusion are virtually nonexistant in Crowfall (again with the marked exception of crafting recipies because of basic economic necessity) so introducing them might hurt rather than help the thrust of the design I think. Crowfall doesn't say you can't harvest with your combat training and characters, just that you're less good at it. I think this will get even more apperent when they release the planned crafting disciplines, as certain spheres of crafting become accessible at a character build level OR a skills level similar to how harvesting works. Ideally to marry them to the design these would be recipes you can't obtain through skills, but which would benefit from skills. For example a "cloak" recipe you need a disc to actually craft, but that benefits from training in basic for its experimentation points and assembly and that uses letherworking components. This would allow a midrange crafting setup without actually investing much skill training in crafting, similar to equipping a vessel for harvesting, say, wood, without investing in logging. This leads to players generally feeling empowered to do the thing and interreliance being a matter of efficiency rather than necessity for much of the economic loop. Stuff like the 5.7 vendors that sell white mats is a good example of this. I wouldn't be surprised to see an Armorsmith disc that granted armor recipies with less additive slots, and a few special purpose recipes (say, horseshoes) but not weapon. Anyone CAN make/do almost anything, but specialists will do it best, and do it cheapest, and be able to achieve a handful of things nonspecialists can't access at all. At least that seems to be the disc/skill/race balance model for combat and harvesting.
  14. Sorry, perhaps my verbiage was unclear. I'm not attempting to provoke anything here What I should have said was "Attempting to assess the design as mutually exclusive spheres is a potentially flawed approach." My observation here is that expecting harvesting and crafting to take up equal shares of player interest or systemic importance is kind of missing something. Or rather the idea that all of these things should be important isn't necessarily the same as the idea that they should be equal. What you're running down with crafting in the last bit is what I'm getting at. Its OK if crafting has a somewhat repressed profile because of its foundational necessity and where it sits in the overall design. When players attempt to extrude out these roles to their extremes it kinda seems to fray at not just player patterns, but what seems to be the design intent. That the loop both does and does not only expect, but encourages systemically interacting with the entire loop more than it expects and encourages hyperspecialization in one part of it like a more rigid system like, say, EVE. I guess the point I'm attempting to make here is that "X is a full time profession" in crowfall doesn't mean exactly what it sounds like simply because "full time profession" in crowfall also generally means "you can and will do all of the above in varying degrees because the game is designed to push you to do so" sort of like your profession may not be driving or cooking in your real life, but the design of real life encourages you up your driving and cooking game to do your real job as a vaccum cleaner salesman or whatever because there's not an economy of skill that allows most people to completely offload those tasks. Contrast that to EVE where there's a complete, deliberate set of systems to encourage players to completely isolate those spheres. Harvesters, by virtue of skill and ship design, can't PvP, or rat in any capacity that approaches useful. Combat ships can't, by virtue of skill and ship design, harvest. Crafters can't, by virtue of skill and ship design, do combat or harvest (because of freighter training and travel times) etc. etc. so the roles are designed to be mutually exclusive in the moment to moment play. You can eventually diversify, or slow down specialization to diversify as you go, but the game isn't designed for it. Crowfall's systems are a bit different, they encourage and enable the player to fluidly transition between all of the above and just be better or worse at specific areas of specialization from moment to moment, so I try to view it from that lens. Its designed from the ground up for you to diversify.
  15. You're making a flawed argument, that players broadly choose only one of these roles. In general terms, players always choose multiple roles. Even in the absence of VIP you'd be silly to think Combatant/Harvester wasn't a default, and I personally know several Combatant/crafters and Crafter/harvesters. Crowfall's systems deliberately hand those with zero combat training a full and robust suite of combat tools (the basic foundations of any combat build in the game in fact) for a reason. Combat is the soul of most MMOs, and that goes double for PvP MMOs. As well, they allow players with no training to undertake significant amounts of the harvesting loop through trade of tools and disciplines alone, and in minor aspects the crafting loop as well. Crafting being the stand out here as the hard locking of recipies is necessary to a functioning needs based economy. As well, crafting is already quite interesting in its own sphere, but that sphere is more of a social and dice roll sphere than "thing you do in the world. Crafting is shaped by the fact that it NEEDS things, and in most cases the crafter can't supply all of those things. If you're a crafter, and your supply runs dry, you're meant to have something to do that isn't crafting that can help shore it up, which is identical to the other two spheres, as all three spheres always run the risk of not being ably to use their specialization because of the intervention of other players, whether it be a superior force preventing you from fighting them straight up without comitting suicide, other players harvesting all of the nodes you need, or simply running out of crafting material. Players in crowfall aren't meant to choose one role so much as they are meant to specialize in one role while being familiar with all of them. Really efficient guilds may allow their members to hyperspecialize, but the game isn't built to require it or even encourage it. Its built to choose the thing you want to do BEST but also passively increase your ability to do secondary tasks better over time as well. This aligns with the general patterns of players in open world PvP MMOs.