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IdeaMatrix

Testers
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  1. Like
    IdeaMatrix got a reaction from pantaro in Crafting is dead   
    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. Like
    IdeaMatrix got a reaction from Toadwart in Crafting is dead   
    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.
     
  3. Like
    IdeaMatrix got a reaction from groovykool in Crafting is dead   
    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.
     
  4. Like
    IdeaMatrix got a reaction from RikForFun in Crafting is dead   
    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.
     
  5. Like
    IdeaMatrix got a reaction from Kunter84 in Crafting is dead   
    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.
     
  6. Like
    IdeaMatrix got a reaction from Ranik in Crafting is dead   
    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.
     
  7. Like
    IdeaMatrix got a reaction from RikForFun in New player crafting experience   
    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."
  8. Like
    IdeaMatrix got a reaction from Aedius in any game mechanics that discourage alternate crafting accounts?   
    The simple answer is no, there's nothing stopping you from buying a second account. It will benefit you in many ways. It benefits ACE too. You won't be the only person with multiple accounts.
  9. Thanks
    IdeaMatrix got a reaction from JamesGoblin in Refining for increase resource quality   
    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.
  10. Sad
    IdeaMatrix got a reaction from JamesGoblin in Crafting Master List   
    I still don't have reliable internet but, I'm going to try and update this soon.
    Stand By.
  11. Like
    IdeaMatrix got a reaction from JamesGoblin in Crafting Master List   
    It's totally possible to build an empire outside of the CWs. There will always be a market for low quality resources but, I can't imagine finding a guild full of people who never want to experience 80% of the game.
  12. Like
    IdeaMatrix got a reaction from JamesGoblin in Crafting Master List   
    Currently, 
     
     
    Currently, I'm a member of Sugoi which has a very strong crafting group already. There are some crafting only guilds that exist but, as far as I can tell none of them are very successful. We'll have to see what the soft launch brings.
  13. Like
    IdeaMatrix got a reaction from JamesGoblin in Crafting Master List   
    Don't forget to update your info on the google sheet if you've already posted. If you're new here, update the sheet and say hello!
  14. Thanks
    IdeaMatrix got a reaction from JamesGoblin in Crafting Master List   
    Proto-Google Sheet is up and running.
     
    If you have posted your name before, please stop by and update your other information.
     
    If you are new and looking to add your name to the list. Please add all of your information to the bottom of the list and it will be automatically sorted with the filter functions.
     
    Until I can tie the data from all of the columns together, I have locked the ability to edit. Hold on.
     
    Fixed filters, adding filter view.
     
    Done.
     
    Okay, have at it folks. Don't worry if you make a big mistake, I can always roll the sheet back to a previous version to fix issues.
  15. Thanks
    IdeaMatrix got a reaction from JamesGoblin in Crafting Master List   
    Hello all,
     
    Sorry for being gone for a while. A little update, the company I was working for was sold and I was laid off. I don't have reliable internet right now so it's going to be a while until I can get back into gaming. Good news is I'm going back to school to finish a computer science degree and Crowfall is at the top of my list for projects.
     
    So until then thanks for all the support. Happy New Year.
  16. Like
    IdeaMatrix got a reaction from Wayoun in Crafting Master List   
    This is a master list of all the people who wish to be known throughout the Crowfall community as a crafter. No matter what alignment, faction, guild or god you decide to follow, you will make crafting your primary way of life until the hunger consumes us all!

    Post a reply if this describes you and you want to be on the list!

    *Updated 01/12/2017*
     
    NEW GOOGLE SHEET! Click the link and add your info.
     
    All names will now be added to this spreadsheet link which provides the community with the ability to add your information. For now the list will be wiki format (meaning everything is honor system). Once I get more time to work on it, I will update it with some cool new spreadsheet functions and a customer satisfaction system where people can leave ratings and feedback on different crafters.
     
    Link: https://docs.google.com/spreadsheets/d/1lGoXYdgSPhoUrwvcdSGnElkT07ukrEfRUZ9AiJohFv4/edit?usp=sharing

    Keep showing the Crowfall Devs that crafting matters.
  17. Like
    IdeaMatrix got a reaction from JamesGoblin in I was bored, so I made a thing.   
    Let me tell you a little something ' you may not know about me Joe Rogan...I break rocks...with the physics engine.
  18. Like
    IdeaMatrix got a reaction from shukin in Experimentation Roll Result Transference   
    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.
  19. Like
    IdeaMatrix got a reaction from JamesGoblin in Resource parcels   
    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?
  20. Like
    IdeaMatrix got a reaction from JamesGoblin in My concerns on the current Social Gathering requirements   
    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.
  21. Like
    IdeaMatrix got a reaction from Dakyn in My concerns on the current Social Gathering requirements   
    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.
  22. Like
    IdeaMatrix reacted to Anhrez in My concerns on the current Social Gathering requirements   
    I have spent some time attacking Motherlodes with a partner, and this was before we knew the drops rates where bad/non-existent. It does create a useful game interaction, I do like the social aspect. its just the hard limiter that keeps making me wonder why?
     
    is there an Epic Boar that spawns that takes 2 players to skin?
    is there some magical talking tree it takes 2 players to chop down? (lol oh and imagine what its saying to us as we chop)
     
    From what I see so far Vessels are the best (and only crafted) path to gaining Attributes. We can add stats on our crafted weapons and armor but if you want + strength or + intellect you spec your skills for it and/or craft your Vessels for it. This could be just my limited vision into the mechanics so far, so if anyone has stumbled across something that is to the contrary please let me know.
     
    So a very impactful part of the game is now behind a forced social construct. The FAQs state
     
    ________________________
     
    10. WHAT DO YOU PROPOSE TO “BRING BACK” CRAFTING AS A PRIMARY ROLE?
     
    In the early days of MMO development, games allowed for a much deeper degree of role specialization. The design of our crafting and economic systems are similar to early MMO titles titles (such as Ultima Online, Star Wars Galaxies, Eve Online and Shadowbane).
    From a very high altitude, crafters need:
    To be able to craft unique items, explore new recipes, To be able to create customized items for all different styles of play, To have an audience to buy their goods, and Need the ability generate a profit (or a loss) from these efforts. This requires an interdependent loop between crafter(s) and combatant(s). Additionally, we want to make sure that crafters can “mark” their product, so that they can build a social reputation and a following
     
    ___________________________________________
     
    This mechanic in its current state (again I realize its my opinion) Social Gathering does not feel like an interdependent loop, but a more like requirement leash.
     
    I am supposed to be able to play as a crafter ....
     
    if i want to play as a Confessor what if a major part of your game play took 2 or more people to cast? 
     
    If you are a Knight and not in a guild through your hard work you can still beat another Knight one on one. you would have to maybe overcome their better armor but through your skill, your smarts in your skill options/training, effort in understanding your class you could still beat a large guild Knight in one on one combat.
     
    I just want a path (regardless how narrow) to succeed without limiters on my class that are not seen on others? 
  23. Like
    IdeaMatrix got a reaction from Anhrez in My concerns on the current Social Gathering requirements   
    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.
  24. Like
    IdeaMatrix got a reaction from sedside in My concerns on the current Social Gathering requirements   
    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.
  25. Like
    IdeaMatrix got a reaction from oban in Harvesting redux - Official discussion thread   
    So, I want to lead my post off by saying I am so SO glad that you are involved in this game Blix. This is not only a part of the system that I had a question about but, the solution you came up with mirrors the way I envisioned fixing it. I couldn't be happier with this change. I have a few questions that are related to this change though.

    1) Now that tools are general and resources aren't tiered (I mean by type instead of by rank), what is your plan for how the tools themselves will be built? Do people still have to use wood, then stone, then metal in order to build a pickaxe? This process worked in minecraft because it followed a difficulty tier but, without that system it just makes harvesting metal less efficient than other resources. It also makes high quality picks MUCH harder to make and extremely costly. Thoughts?

    2) I see that each resource type has a bonus ingredient attached to it but, wood has fruit harvesting? I know food is useful but, will these be included in crafting as well or just act as an alternative to farming for food? How is this better than getting meat from animals since skinning gets meat AND blood?

    3a) If low end tools always give low quality outcome and high quality tools require higher quality resources, does this mean using a high quality tool on a low quality resource will be a waste? In other words, high end tools don't get a bonus to durability vs low quality resources (a low and high quality tool take the same durability damage) but, since the armor of a low quality node is 0%, the high quality weapon does the same damage and takes the same durability hit. Doesn't this make force players to still carry multiple tools like before? Instead of giving tools armor piercing as a primary stat, why not give them flat damage values and then make armor piercing a bonus stat. This will make higher end tools scale against all types of nodes and reduce the need for carrying extra tools for efficiency purposes. (example: I need to harvest 1,000 knotwood trees to build a comfy bed for my EK, my amazing legendary axe harvests knotwood at the exact same rate as a crap-tier-noob-axe. Why would I ever use my Legendary Axe for anything other than hitting tier 10 nodes?)
     
    Thanks for all of your hard work!
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