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IdeaMatrix

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IdeaMatrix last won the day on October 25 2016

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About IdeaMatrix

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  1. I did a minimal amount of searching to see if people had suggested this and didn't come up with anything so forgive me if I missed something. (I also haven't been active for a while) Are there any plans in place to add a refining option to increase quality of resources at a loss? Example: 10 grey ore refined to 1 green ore, 10 green ore refined to 1 blue ore etc I feel there needs to be a way to make up for the lack of quality in easier campaigns and also to make use of lower tier resource stockpiles.
  2. This thread is old but, I wanted to add my opinion anyways. If gathering is a chore, don't do it. You don't have to be a gatherer or a crafter or anything you don't want to be. There are a lot of games where people hate activities like fishing or gardening because they take a long time and they don't provide you with anything spectacular but, to some people that is the appeal. Some people may never leave the safety of their kingdom and spend all day chopping grey wood. Find a person who enjoys doing the things you don't like to do and make friends with them.
  3. I rarely have the time to visit the forums anymore but, I'd like to see a couple of changes to the crafting system. First, I love the SWG style component and experimentation system but, it's nearly impossible to find subcomponents unless you already know where to look. Please restructure the crafting GUI to allow easier access to subcomponent recipes. If I'm crafting an axe to chop trees I should be able to click on an "axe" recipe and then build it from sub menus without ever leaving the recipe page. Also, since harvesting tools will be separate now, please get rid of the upgrade path for basic tools. It works in minecraft because you rarely ever have to start from scratch but, in Crowfall it feels like punishment when you break a tool. The rest of it sounds good. Action harvesting is a big upgrade. It might be fun to have harvesting stats available on other weapon types so people can chop trees with a champion axe.
  4. I still don't have reliable internet but, I'm going to try and update this soon. Stand By.
  5. (This may have been answered already, please point me to the right place if it has) Since archetypes no longer exist which gets rid of race locking, when you train multiple "classes" that are usable by the same race...do you get access to all of them or do you have to choose which class is active?
  6. I have a question. Is that raw data in order of your attempts? If so, there's a distinct pattern of descending quality every 2 attempts.
  7. The Crowfall store is selling different resource parcels and it's my current understanding that all of these parcels still produce knotwood, cobblestone and slag. Since the changing of the way tools worked, I haven't heard anything about how these resources will interact with the harvesting system. Do harvesting skills even effect these resources? If not, how will these "for money" (although they can apparently be crafted) items be relevant within the economy. Also, if advanced harvesting doesn't increase stats for harvesting trash resources, then how will that aspect of the game be made viable?
  8. The crafting system is meant to be punishing because it's a fake economy and it needs mechanics to slow its progression. If you didn't have critical failures, every item would be useful and therefor everything would be less valuable. That being said, it is a little confusing that the color value of an item isn't tied to its actual statistics. My suggestion to the dev team would be, set a certain stat threshold for each color level and if it goes above or below that threshold you adjust to color to match the quality. In other words, if you critical fail a purple item, it becomes green or blue instead of a bad purple. This will help mend the poor perception.
  9. @Gordon I'm still involved with this program which overlaps a lot with your interest in permaculture. You should stop by the website. I can get you in contact with Caleb Harper. This is the Forum: http://forum.openag.media.mit.edu
  10. I agree with the OP. The reason sandbox style games appeal to me is that they don't have limiting rule-sets. Whether or not a person needs guards to be successful should be influenced by risk/reward not hard coded requirements. It doesn't make sense to say that I can't chop down a tree alone but, if I have a friend I can. Id rather have the option of harvesting alone and getting half the resources. If I'm traveling between 2 points on the map and I see a motherload node, I then have to stop what I'm doing, contact guild members and wait for them to travel to my location just to get some bonus drops? What if Im playing at 4am and my guild is asleep? I just take my 2 years of harvesting training and use it as a pillow to cry into? Here are some ideas that make the concept more fun: 1) When you harvest a motherload mode, it spawns an ore elemental and you have to kill it to get the ore but, its very hard to kill for a harvester. 2) You can harvest a motherload node if you've mastered all the harvesting trees. 3) You can imbue a tool with enough stats to allow solo harvesting. 4) The leadership buff applies to yourself if you have a pet like a pack pig. 5) Allow Thralls to act as second group members while harvesting ore. 6) Allow crafted vehicles which act as expensive harvesting tools (ex: excavators, threshers) 7) Allow vessels to increase the harvesting skill cap above master level. These are ideas I came up with on-the-fly that mostly require specialized gear or team play to achieve but, don't put a hard requirement on access.
  11. If Crowfall decides on a common currency like gold, it will be useful by nature. In other words, gold will be the primary way of buying and trading in the EK. Whether or not gold is worth exporting depends on its value compared to the items you want to trade for. Keep in mind also that gold is supposed to be an inventory item and its benefit is that it's stackable. So instead of taking a legendary sword back to your EK, it may be more beneficial to take a few stacks of gold. I predict that the most valuable items will be the things that have the best space to value ratio or things that can only be found in a CW. Things like discipline runes, thralls, gems, gold and breeding stock will take priority. More than likely, the first season of a campaign will be spent building up a stockpile of these items and hoarding them. Resources will be mainly spent on making gear and the purple and orange quality stuff will be exported for sale I expect that most campaigns won't even last till winter and if they do, it's probably due to a specific strategy (or rule set requirements). CWs that last till winter won't change the meta game much because most guilds will have farmers or food stockpiles.
  12. Blueprints are only usable if your materials match the same serial number as the original item (similar to SWG. This means you must have a sizable stack of the same type and quality and a factory thrall (which may have placement and durability restrictions). Also, the blueprint itself may cost additional resources and have a built in durability. The crafting system is perfect for its main purpose which is to let players take ultimate control over every aspect of an item. The problem is, there is no way to opt out of this process. In SWG, the experimentation phase was something to opted into. I'm asking for them to make it possible to opt out of it.
  13. I'm curious about the Divine Temples. It says you need to be at one to create a new body. Does this mean it functions as a "Crafting table" and if so, is it the only place to put parts together? It seems like that would create some issues with spawn camping for bodies.
  14. Kith, the biggest difference is that blueprints require you to use the exact same item type to fulfill, a good amount of experimentation and a significant investment to make useful. This is just an "I don't care, whatever works" way to skip over the details and just get an item made. Just an example, let's say you enter a new campaign world and youre the main crafter for your guild. You need to make 27 sets of junk grey tier gear for your guild members. You don't want to import random low tier resources and all you can't make blueprints because your ore is random. Do you sit through crafting all of the individual items and all of the crafting point additions when you're planning on replacing it anyways? Why not just have a button that plops some mats in the grinder and dumps out random quality items? You're not cheating the system and technically you're sacrificing quality for speed. The downside is, it's more development time. The upside is, it gives players a way to skip over some potentially frustrating experiences.
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