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IdeaMatrix

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Everything posted by IdeaMatrix

  1. I read this today and wasn’t even aware that they had taken passive training away. It makes me sad that in a couple of months this game will have been in development for 6 years and they haven’t even finished the core game that was promised in the Kickstarter. I’m not even sure it’s the same game. It’s definitely not marketed to the same audience. I hope they release so I can sell all of my rewards to people via trusted traders, but that’s pretty much all I have to look forward to.
  2. So, I've been gone from the forums for...I donno, like 3-4 years. I kind of expected Crowfall to be live by now. Anyways, is anybody maintaining a current game system wiki or info dump? It doesn't seem like artcraft has an official one.
  3. It's interesting to see where the conversation has migrated over the last 6 years. While the person who created this thread has a point from a general MMO perspective, I wonder if the marketing and vision of the game has failed along the way. The system was created to provide complexity and progression over a long period of time. So what if it takes 2 days to craft crappy gear when you first start playing? What about when you've been playing for a year? Do you want a crafting system that amounts to hit rock, make item? Maybe something else would be more enjoyable for you. If the game is unplayable without gear, that's a design flaw, but if everybody starts without gear it's a feature. Having an initial campaign where people are punching people while naked seems like a perfectly fine scenario to me. The process doesn't need to be painful, but it should be difficult because that's what gives the game meaning and replay value. Yes, it's important to have a good experience on day 1, but good experience is subjective and this game is more "Wash up on beach naked" than "Start with tutorial items."
  4. 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.
  5. 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.
  6. 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.
  7. I still don't have reliable internet but, I'm going to try and update this soon. Stand By.
  8. (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?
  9. 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.
  10. 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?
  11. 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.
  12. @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
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. There's also an RSS feed style list somewhere on here...let me see if I can find it.
  19. Guys, this is a good thing. The more complicated the system is up-front, the longer it will take people to perfect it. That translates into a longer shelf life for the game. Also, the complexity of the crafting system controls EVERY aspect of the gameplay and balancing. It's like Diablo 2s itemization without the randomness.
  20. Only a joke of course, congrats on the degree progress.
  21. Right now my interest is in tailor because it doesn't seem to exist within the game concept as it stands. If it ends up being similar to SWG where it allows for cosmetic changes to be made and custom clothes with sockets and stats, it will be very in demand. The problem with choosing at this stage is that all the hype professions are based on speculation or forum coverage. I'd be willing to bet 80% of people are going to choose something they've played in another game or something like necromancy because it sounds cool. I'm going to base my final decision on whatever nobody else wants to do. I'll probably end up being a farmer.
  22. Just an idea that might be useful to some people. Why not make a quick craft option that will auto-populate your UI with any materials in your inventory (you could have it select the best, worst or random). This would allow people who don't feel like spending the time to experiment an option to speed through the process. I could see this being useful for making tools or low quality throw away gear. You could also give players a way to save templates or "load-outs" which mimic a certain set of perameters (ex. Always spend all crafting points on durability or damage etc) If this seems like too much of a convenience, a simple "craft last item" button would also be helpful in small production for when you need to make a lot of the same item but, you can't use a factory. We see versions of all of these suggestions in games that Crowfall borrow from like UO and SWG and these could even be a custom part of a tool bench if you want to restrict its use in the field. Thoughts?
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