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ACE Development Partners
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About Silkhe

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    North of the Wall

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  1. Great post Yumx! I have several accounts and log in and play nearly every day. I have weathered the previous patch storms / wipes and continue to play... despite many of my friends & family members ditching this game (for the most part). I've generally always embraced the grind. Since patch 5.0, there has always been more than enough trivial tasks needing to be done towards addressing many more various meaningful tasks, which are then needed to address even more various essential tasks and/or combined group tasks towards probable successes... G wizz, lots of tedious tasks
  2. The down-sides to active progression systems have been clearly stated many times; It all too often excessively rewards neck-beards and botters/script-writers... while unfairly penalizing active players that work long hours or that are simply unable to play long hours (while not cheating the system). Passive progression is quite fair and even. It doesn't discriminate. I certainly hope that it stays in CF (regardless of time-gates and/or required patience). It certainly could use more tweaking & tuning, but I for one like it, and I generally like crafting/harvesting as well
  3. lol... dang, ya beat me to the punch Jah ๐Ÿ˜‰ ... my multi-tasking cost me
  4. If this were true, G-wizz, I must be all set and completely self-sufficient in the live build ... with my thirteen accounts all completely maxed in their individual passive specializations? But it's not true. I'm far from all set, even while playing regularly and being very active since the live server had it's last avatar/inventory wipe? Why is that? Hmmm, lets see here; every account needs a max level avatar with sufficient spec's. Each individual avatar needs the correct disciplines... recipes and/or knowledge... crafting and/or harvesting armor... jewelry... tools.
  5. I'm not referring to a change to the passive skill tree flow-chart, and the turning of knobs that are already built in. I am referring to any new 'active progression' game-play changes that likely require new code, back-end system support, inherent rounds of bug-fixing, along with the system server-side + player-side communication & support. Just look at how long the passive 'catch-up mechanic' has been such a hot topic... yet ACE has not provided any solid plans? It must not be all that simple, I am willing to guess? Regardless, active players that start a game like this months
  6. Hyperbolic wording, but regardless, I prefer my simpler approach mentioned earlier. Player engagement & supplemental systems are already imperative, and already working... for the most part? I suppose I simply find it less broken than you do?
  7. Yes .... script-writers can and will cheat any 'active' or accumulative game-play implementation, regardless of their player/vessel bots being ganked or whatever, during the off-hours times they shall typically run. And if mobile banking remains a thing, they shall likely even thrive, putting people that work long hours while not cheating your system at further disadvantage. We are too far along into development for such substantial & unnecessary changes. Passive training can be fixed with less effort and resources. Someone once told me to shorten my suggestions into deli
  8. Active training = in game bots running on scripts ... No thank you! It is easily 'cheated'. Passive training is there for players that work long hours yet play regularly ... thanks ACE! Passive training is fine if Done Right ... they just simply have not yet gotten it right. Every single player account is bottle-necked or time-gated by it, and that's simply a fair system and frankly a big positive. Current system is too slow at the start (to get to a viable point in certain specializations). An early One-Time Passive Points Bonus should be awarded as soon any vess
  9. Couldn't that also be considered a list of potential exploits? I just assume if something doesn't work, sometimes works, is very weak, or is plainly OP... it is not working as intended ๐Ÿ˜‰
  10. I agree with APE and Pope Urban on the current short-comings, issues, and over-all lack of content. My only question is, are the issues mentioned already being addressed by what we have not yet tested. For example, the "Glory, Wealth, and Power' mechanics and any resulting or potential increases in pvp scenarios and/or fun encounters? And, beyond that, will the game start with much more of a player-base, that hopefully fills the multiple various campaigns & rule-sets (like both 'The Infected' faction wars, the EK's or God's Reach, and 'The Dregs' guild wars for example)? IF so, might
  11. Just to clarify, I believe sargent (sergeant) = (mob) captain in the current build. The overall concept would certainly help. Or they could just make it more random & unpredictable ... but a more structured approach such as mentioned with benefits to basically slaughtering more of the tribe as a whole than just a chief/king (and moving on) is intriguing.
  12. Dissentient in Crowfall looks damn good. Had fun on those fort fights with you guys ๐Ÿ‘€ Your skills & motivation translate well already
  13. The Crowfall VooDoo Priestess created your prized pig-goat hybrid ๐Ÿ˜
  14. KGV still recruiting, as well as preparing for milestone patch 5.110
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