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Hyriol last won the day on March 18 2017

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  1. Animal specialization Tree - Carnivore specialization cannot be trained once the prerequisites have been met. Error 412 Locked. Pic Monster Tree - Critical Hit Damage cannot be trained once the prerequisites have been met. Error 412 Locked. Pic ___________________________________________________________________________ Environmental sounds persist into the main menu after exiting a world. Missing texture on the cottage eave. Pic Also, on the armor dummy at the crafting station. Nameplates are visible through terrain at certain angles. (Edit: Trees, rocks, and buildings, too!) Pic Went to go make my first intermediate weapon: 1) Dust drop rates may be too low, since you can't get them from animals anymore. I have some training, but it still took much longer *just* to farm the dust then it did to make the basic weapon and the metal billet. 2) The assembly failed, but I still got a stock weapon that couldn't be experimented on. (Hurray!) 3) I tried to name the weapon. The character still took input while I was typing the name, which caused me to enter stealth when hitting a key, which closed the crafting window, which lost the item I just made and all the components. I tried to reopen the same crafting bench, but the item and the crafting progress were gone. (Boo!) (Edit: I saw this behavior listed in the patch notes. Hopefully it's a "we just don't have the tech to do it right" thing. How I miss thee, factory output hopper.) Keep crafting stations - you doubled up on the enchanting table, but left out alchemy. (At Archenstone, at least) Environment sfx are nice and add to the game, but a volume slider would be swell. Footstep sfx are intermittent at best, and the spacial balance doesn't work too well. It's difficult to tell who's making them, in what direction, or how far away. Overall though, sound fx not bad for a first pass with new tech, with the possible exception of that Dissipate sound. ._. Noticeable client performance boost in this one (except for Brookworst, of course). Keep these comin'. Harvesting the weak points feels worse with input queuing as a player who prefers to hold the button down. I think this would improve a lot if the hit detection fell at the end of the animation, especially on the long mining swings. (This is probably true for a lot of powers, tbh) The map feels a *million* times better with actual resources on them.
  2. I had the same issue a while back. I corrected it by deleting the Art+Craft folder inside the Documents folder, which contains the setting files. @Psych @Vodswy
  3. Help with crafting

    1. The basic crafting skills also contribute to the advanced crafting professions by a reduced amount. They just recently talked about it in their last live stream. 2. You're getting the stats explicitly stated, like a .2. If that is your only source for that particular skill, you'll need to wait for a full train for it to be useful. However, you could have other sources for the same stat (such as other partially trained nodes or potions) which combine to a full point you can use. For example, in current testing, the pre-alpha testing point for Experimentation Points only grants a .8, meaning you would earn another useful point with only that .2 trained in the tree. 3 & 4. These go together. The potions do stack with skills (whether trained or equipped) which means you can stop the potions whenever you have sufficient skills from other sources to cover the difference, or you're hitting a stat cap. Plentiful Harvest is the example Blair uses for this; you can get it from a lot of different places, but it caps at five points. If you continue to train at five points, it will allow you use those secondary sources for other things, like freeing up a Discipline rune slot or forgoing the harvesting potion. 5. If you have a specific goal in mind (e.g. become a Blacksmith asap), four pip is the way to go to move down the tree quickly. Otherwise, just keep an eye on the training time per pip. It's sometimes more time efficient to train the first two or three pips of the second node than the fifth pip of the first. It just depends on if there's a difference in tier between the two nodes.
  4. If you've adjusted the in-game brightness, the setting doesn't take effect on the next launch until you bring up the settings menu again.
  5. Vast majority of the powers granted by Discipline Runes are not benefiting from the long cooldown reduction from the racial basics tree. Intermediate, Expert, Advanced Vessels.
  6. Error while editing my EK

    I've seen a few posts about this in the bug forum. It seems to be a new issue in this build and it's affecting a lot of people (everyone?). We'll have to wait on a fix for this one.
  7. Questions from a New Player

    Same! Several of the Crowfall devs worked on SWG, so it explains the similarity. (That's my Wookiee Weaponsmith there in my avatar pic) 1) As BarriaKarl mentioned, the skill trees are changing when the next major version is released (probably this week). In the old version, you couldn't train combat and crafting at the same time - you had to choose. Version 5.3 will change this when there's a proper launch with VIP enabled (extra training, if you're not familiar). The biggest change that may matter to you is they're adding Racial training as part of the archetypes breaking up into races and classes. The races have their own bonuses for harvesting and crafting, so you'll definitely want to look at those to plan out what you'd like to play. 2) EK resources (slag, cobblestone, and knotwood) can make quite a lot, though they'll be relatively poor quality. There's plenty of things you can't get there, but the most important one is probably animal hide for recipes that need leather. With the current three faction campaign map, you can skip the EK's entirely from the beginning. The starting faction area (beach head) is safe zone with all the same resources, as well as a boar spawn to harvest hide. Once you leave the beach head, you'll start to find the "premium" resources, like copper, oak, granite, etc. The premium resources are what allow you to add a wide array of statistics to what you craft, like adding attack power to a sword or blacksmithing skill to a pair of gloves. You can currently craft anywhere, but they'll be implementing crafting stations soon. You'll need to hold a building outfitted with the right station to make the advanced items. You played SWG, so you know these. In Crowfall, they'll double as factories where Thralls will mass produce your goods from your blueprints. 3) You're right with vessels; they're additional bodies you can inhabit that will be built and geared for specific purposes. You might have a Stoneborn Stonemason with appropriate gear and runes, but change over to a Human Knight built for combat when your town is attacked. Any vessel you choose, though, will still use the skills you've learned on your Crow. Bear in mind, we don't know *exactly* how they'll work, as they haven't been implemented yet.
  8. Questions from a New Player

    Hi @wanderlust If you haven't already seen it, there's also a "how to play" guide on the Crowfall site. It's very basic and covers starting the game from the very beginning. Regarding your crafting question, I think it really depends on what you want to get involved with. The nature of the Campaign Worlds means braving the dangerous worlds to acquire the high quality resources necessary for crafting, and winning the campaigns is the best way to bring those resources back home. The three faction campaigns would probably be a decent place to do your own thing, since a third of the players will be marked as allies. You could choose not to pay much attention to your faction unless you needed them as customers for your crafts or for mutual defense. It's a play style you could probably try right now, since three faction is what we currently have on the testing server. Is that what you meant by 100% crafter, or did you imagine a different scenario?
  9. My Kingdom

    Hi @rajcz The Eternal Kingdom assets (parcels and buildings) can be acquired through the store or crafted in-game using resources harvested from the campaign worlds. The pledge package you purchased may have included some, and the developers also included testing copies for many players. Check the "Purchases" tab on the main menu to see if you have any pieces to claim. FYI, this can only be done on the Live client at this time.
  10. kickstarter items for my EK

    Hi @spiritXC Eternal Kingdom sharing has not been implemented in-game yet, but you'll eventually be able to use your parcels and building deeds in any EK where you've been given adequate rights. They refer to this as the "fealty system" - the EK owner is able to split the area into regions and grant them to other people to build as they choose. You can see some concept art for this here. It should be a good way for you and all your friends to combine your assets into one big kingdom. Also of note, your EK pieces will always be yours, even if you choose to place them in someone else's EK. "If you decide to leave an EK – or if you are ejected by the players above you in the fealty chain – all of your assets will be moved into your Spirit Bank." (From the Game Faq)
  11. Crafting station locations and access

    I was mostly referring to the components necessary to make one item, a sword for example. A sword needs a blade and a hilt (which is made from a grip, pommel, and crossguard). If you wanted to mass produce all those bits simultaneously, you'll probably need a station for each one, plus another to produce the identical metal bars necessary for most of those pieces. This is just a guess on my part. It's possible they'll let us use one station for multiple concurrent components as long as you have the necessary thralls and blueprints, but I doubt that will be the case. If you already have a cottage and a keep, you're *probably* all set. In current testing, the keep has at least four(?) different stations in it. Again, they're just cosmetic at the moment, so this may not mean much. We'll have to wait for the next phase of crafting to be implemented to know for sure.
  12. Crafting station locations and access

    Hey Xilanxiv, It's a little too early on this one, as functional crafting stations haven't made it into the game yet. Some of the art assets have been added, but players can't yet make, place, or use them. In current testing, we do see crafting stations in the fort lodge and the keep building (as furniture), so it's reasonable to assume it will stay that way going forward. Each crafting discipline has its own station (Blacksmithing, Runemaking, Leatherworking, etc.), so you'll definitely need enough buildings to support them all. Unlike SWG, the crafting stations in Crowfall will also function as factories for mass production, so it's possible you'll need multiple of the same type of station to meet your needs. We'll have to wait and see exactly how the details shake out, but the takeaway here is that Crowfall will be largely be a game for groups and guilds, and crafting is no exception to that. The housing in SWG was amazing; if they manage to replicate that experience with Crowfall's player-built structures I'll be pretty happy with it.
  13. Sugoi vs -W- vs UDL/LoD/HoA+1

    I was waiting for an opening. . . . ... I'm still waiting.
  14. Will ACE Consider Tighter Hit Boxes?

    Didn't this come up in a video a while back? I think Blair mentioned they needed some tech to fix it.
  15. Will ACE Consider Tighter Hit Boxes?

    Assembly fail on a 95% success chance.