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Everything posted by Decoy

  1. I don't even see an address section under the kickstarter options. Does ACE even know our addresses (i don't remember if they asked) or is that something they have to ask later? I just moved too.
  2. The problem is that the devs might not be able to rework it to the point that multiboxing doesn't have that huge an advantage without rethinking their whole design philosophy of account specialization (or provide other methods for attaining the ability to train multiple universal skills at once through something like VIP or some ingame mechanic). So unless someone has a better idea, the people who love the specialization concept are forcing themselves to praise it despite the infeasibility of it all and stick their heads in the sand on how big of an imbalance it creates.
  3. Campaign rules vary and people multibox in PvP games all the time. And stating an assertion isn't the same thing as proving a point.
  4. You can still send that kind of crafted gear to your other characters (even if not at all qualities at first, and it won't take much to give your combat character minimal vessel training for simply equip qualifications). Multiboxers can play multiple characters at once and wouldn't even need to swap between the combat toon, not to mention the separate gathering inventory at your disposal. Leadership buffs are shared in party, a party you can be in with yourself. I'm sorry but the benefits FAR outweigh any negatives you might be able to think of later.
  5. You are missing the point because you still didn't explain how it is any different for the player in either situation as far as what they are able to actually do, which is the whole point of the damn limit. Yes "by adding a second general skill to any account you double what a single account can do," but that is already the case anyway in regards to what I, as a player, can do. Upon adding a second specialization per account, the player can do more than one specialization activity on the same account, but the player can only do one specialization at a time, leaving their other skills idle..
  6. If I trick the game into thinking I'm two separate people with two different account specializations, yes, I have bypassed the specialization limit. It might as well not exist. How is it less acceptable having two specializations on one account instead of two separate accounts with one specialization each? Since you justify it by saying I'm idle in one specialization when preforming an activity under another, doesn't that apply to both situations based on your logic? If I'm in a fight/siege, are my crafting specialization skills not idle, no matter what account those skills exist on?
  7. pay for convenience (the lessening of time sinks) is not pay to win. Many subscription games provide cuts to the time sink via subscription model, including things like resource boosters in gathering, duration reductions for lockouts in various other types of farming, exp bonuses, faster training (as Crowfall is doing with archetypes). Typically this sales practice involves still pushing the gamer through the game processes they would already go through anyway, but bolstering the outcome so it takes less time. It gets so tiring having this debate every time a new game comes out as if every
  8. Hardcore players and average players exist in the community now and a year from now hardcore players and average players will be joining the game for the first time. It isn't really going to change the numbers, not unless you want to make some hogwash assumption that hardcore players are the early adopters and the later adopters are predominantly casual.... in which case, I'll be laughing at you more than arguing with your assertion. Incorrect. The argument was how multiple accounts are better than VIP when it comes to buying advantages in-game, both in terms of cost and what the pl
  9. Isn't surprising that the multi-boxers are a minority, hell you the one who claimed most people won't be "hardcore" enough to buy multiple accounts. I think it actually hurts your point that as many as 1/3 are looking at possibly buying multiple accounts, that is a huge portion of the player-base. But this is hardly the crux of the matter. The point of the thread was how undesirable VIP is. I think it is safe to assume nowhere near 1/3 of the player-base is going to continue a VIP subscription. Games with optional subscriptions never do that well even when they do have amazing benef
  10. ....like that does anything to address the point. It is moot. One month, one year, one decade... the point is the existence of a bypass to that wait, however long it may be.
  11. Actually, many of us backed way before this iteration of the training system, the initial description/concept was a lot more shallow and didn't even go into specializations beyond specializing your individual "characters." It looked way different when we got it and it looks even more different now than it did over a year ago. The system changed... as it should. You back with that understanding that the game is very very early development and nothing you see is set in stone, as I did. The malleability of the game right now is a big part of why people even come to the forums right now, to se
  12. How? Most MMOs have the ability to learn all crafting professions on a single account and it doesn't break economies, typically because there is a time and energy investment in doing it all yourself. Obviously it isn't the only solution you've seen because you just repeated a middle-ground suggestion. And could I not just use your own argument to defend the change by saying that the compromise would reduce the instances of multi-boxing? I would also argue that the suggestion isn't necessarily coming strictly from those who want to "do everything." A lot of this is pushback is
  13. You haven't addressed the issue though. I'll say it again: We are talking about a limitation that doesn't actually work. Based on this and how easily one can get around the limitation, it begs the question as to what purpose the limitation is actually serving. You can make claims that it will reduce occurrences, but this does nothing to resolve the conceptual problem: that what you deem "buying power/pay to win territory" is easily doable and the game, in it's current form. I disagree with the rhetoric you use here, but based on your beliefs on the subject, it is already occurring. The thi
  14. I still have yet to hear a real response to the question on why would should have the limit on universal training, on why VIP shouldn't be able to bypass it, when it can already be bypassed easier and cheaper without VIP anyway. We are talking about a limitation that doesn't actually work. Based on this and how easily one can get around the limitation, it begs the question as to what purpose the limitation is actually serving. At this point, are those of you who are defending it doing so strictly for ideology's sake, because you like it conceptually, or can you actually see a purpose behind
  15. It is a pros and cons game. They will have the same time element of play restrictions someone training extra stuff on one account would. They would have to take an extra minute to swap accounts, but they would also have extra free inventory (protected from death of the other characters) and get to log in at a crafting station; strong pros in my mind. Gearing up would be a wash, you need backups for full inventory loss anyway if you play there and the alt can hold a set for you, if they even NEED gear for sitting around crafting. I'm just seeing waaaay more pros than cons here for multiboxi
  16. That's the thing about nostalgia, you get to remember the good, never the bad, sit in the limited perspective you had and say everything was great. I'm trying to take an objective view of something to come and the plan for its implementation, not evaluate personal experience of events unrelated. Evidence is what you have when something has already occurred. What I'm saying is that there will be a restriction system that doesn't actually restrict people and saying "ok, why is it even there?" Well that is some straight up projection right there. You are the one who made bold
  17. You are begging the question. You are attempting to hint that an unknown number of players buying multiple accounts to train multiple universal skills won't break the economy but an unknown number of players buying VIP to utilize multiple universal skill training will. It is all assertion on your part adding no actual weight to the discussion. Ok, let's be real honest here: we are past "breaking the system" here. They have been up front that the reason the restriction is in place, is because they like the system conceptually: players relying on other players and grouping. That
  18. So you are saying that we shouldn't care that people will choose to bypass the pseudo-restriction because it won't be everyone that does it? Isn't that just an excuse to exploit in other facets of the game? And how does that address the concern that the restriction has no benefit or purpose when anyone can choose to bypass it, nullifying its entire point of being? And at what point do you back down on what you are saying? When 10% of the population is "hardcore?" 15%? 20%? Where is the line to you? To me, the line is: the system won't work in accomplishing its intended goal as it doesn
  19. Actually, it is more convenient to have the crafters on alternate characters as you can just leave them near the crafting stations. Not to mention the additional inventory for crafting materials, materials safe from being looted when your combat character dies. This is all beside the point though... You haven't addressed why the developers should adhere so strongly to their ideal of players relying on other players for crafting and gathering when the restriction isn't actually enforceable. Your post was just a dodge and didn't answer the question at all.
  20. I think it has been outlined pretty clearly how the dev's desired limitations cannot be enforced, the obvious loopholes were already brought up in the thread's very title. It has been said before: everyone here understands the intent of the limitations, you aren't telling anyone anything they don't already know. We all have seen the youtube primers. The real question is: what is the point of the limitations when they are already so easily bypassed? Are they worth keeping in if nobody is forced to adhere to them? Additionally, since we know people WILL bypass the restrictions, can we
  21. What really bugs me about arguments like this is that people are missing the current problem being critiqued entirely when they are simply stating the restrictions like this that they think VIP/single accounts should have. When you have these restrictions at all on a single account, and then give people a way around the restriction by purchasing a second account, what is the point of the restriction in the first place? The restriction is pointless if there is a loophole around it, so the question then becomes: in what way could the devs possibly restrict players from additional universal tra
  22. https://twitter.com/CrowfallGame/status/832380987573149698
  23. But as many here have already outlined, every problem you listed will already exist in the current system through multiboxing. Just because you aren't looking at one singular account to see all the skills unlocked doesn't mean you've bypassed the issue. Getting multiple accounts negates the restriction and, when you look at the multiple accounts of a single person side-by-side, you still have the same situation of someone "being at least halfway through them by the end of year one." You didn't solve anything, you just made the problem you want to avoid harder to track while simultaneously g
  24. I like the food/hunger system. It seems like a simplified method of having food buffs like a lot of MMOs do and implements it in a more realistic way. Mark Halash had a crafting video where he was making stuff on the fly and specified that the later crafting at stations would simply yield better results. Maybe they will take the ability away to craft anywhere for some select items, that is a possibility, but it is misleading to say the station-less crafting is going away entirely.
  25. I see what you mean. I wouldn't say it is more "hardcore," but I share your preference to make my gaming more personal in regards to teammates, surrounding myself with those I know or trust. I wouldn't say my original statement really applies to you. There is a difference between those who have standards in who they play with vs those who put on an air of elitism over a completely arbitrary ruleset they favor. I wouldn't say you come across as the later.
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