SkEyesOGrey

ACE Investor & Tester
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About SkEyesOGrey

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    Magpie

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    Male
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    Maine
  1. This is definitely an issue. One that I'm pretty sure is only present because they currently need us in one place so that the people on the server are seeing conflict and they can test what happens when there are groups on a plot, how combat is working, and for that matter.... can the crafters get away. As I imagine it, exploration will be more important after launch, because that stand alone node isn't going to be tier 9. It'll be mineable by a small group and not everyone's going to immediately know where it is. Knowing the location of the resources and getting the people qualified to mine them out there safely will be an important part of the game. I like the idea of being able to ditch loot in an attempt to get away or simple method of trade hell I like the idea of having hidden caches to stash things in.... but now I'm going off into fantasy land. The impression I've gotten is that we're running up against two things with this option. 1. System resources. All the doobers about are potentially a resource drain. I know very little about that. 2. Programming time. As in all things, I think the devs are weighing things like this against getting functional core mechanics up and running. Do we really think that it would make such a large difference that it's worth them diverting time and memory resources to it? I'm curious too. I am more often than not a solo player in other games, and prone to allowing hours of mind numbing grinding for myself. How have you experienced the positives in other games? What would you take away from other games and hope was a learning point for our Devs? @srathor
  2. Me building a mountain citadel lol
  3. Roleplay Aspect of the Game.

    Sorry, I should say the concepts are gorgeous. My mind may or may not extrapolate...
  4. If its as grindy as Albion Online I'm OUT

    ::sighs:: At the moment? It has been since they first started talking about the systems. I have faith they'll find a good balance. Might not happen immediately but nothing about this has ever been expected to be immediate.
  5. I wanted this so bad. Heh, a little asocial though, never gonna happen.
  6. If its as grindy as Albion Online I'm OUT

    I love an involved crafting system. If they really get into alloys like they have proposed (My limited experimentation makes me think they haven't yet) Weapons and armor are going to be real fun to play with. Already I've found one of the status effects just from playing with yew wood, and it has me excited for the potential.
  7. If its as grindy as Albion Online I'm OUT

    Fair enough
  8. Again in Live 5.2.7 *Catapults can not damage half constructed walls *Walls can be built during a siege - not sure if this is an error. *Walls can not be repaired during a siege - figure this is as intended, but figured I'd add it as a double check
  9. Here's a new one, Logged into the EK in live. Spawned at the edge of a rock, could not jump off of it, could not move away from it or mine it. I thought it might be a loading issue but it persisted for several minutes with no change before I logged out. Logging back in did not resolve the issue and I had the same problem. In this same instance, I could remove items from my spirit bank, but was unable to move them in my backpack once they had timed into the EK.
  10. If its as grindy as Albion Online I'm OUT

    Crowfall will be very Grindy. For one subset of players. That's the part of This game theory that amazes me. By making specialization so valuable - limiting the number of skill trees learned at a time - They have pushed the idea of player roles beyond DPS, Tank, and Healer. If it plays out as I hope it will - and as I believe the Devs envision - if you don't want to grind, you never will. The harvesters and crafters will do what they do best and grind away at weapons armor and resources. The fighters will (hopefully) protect them, and never grind.
  11. I'm pretty firmly against this idea. But the reason's I'm hearing in favor of it seem totally covered by the vessel system people are railing against. You like trying lots of different things out - cool you can totally do that. Not only that, you can do it in one session. Switch vessels. Don't like the new thing, switch again, or switch back. Don't like the generic half rotted corpse you get at the temple? Befriend a talented necromancer, have them build what you want to try next. The new direction skill have gone also blows the skill training issues out of the water. Each skill line starts with generics anyways. When you find the build you like, advance it all the way. It's practically custom built for people that want to try a little of everything. That said, I still hear the complaint that you'll be limited to either 1 or 2 lines in each category. Ok, yeah this is a thing, but it's a trade off for the amazing flexibility of being able to change class whenever you want. And that came off grumpier than it needed to be... At any rate, my opinion is that the Dev's have gone above and beyond to give us flexibility, while still making specific roles valuable. I personally really hope they don't make it more broad.
  12. Ek Wars

    At the beginning there was a huge misunderstanding about this. Many of us understood that EK wars were endgame. It was a fascinating idea. Further into development it came down that EK's were strictly player housing. Has this been reversed in some sense? I don't follow the news half as well as I ought. As for general PVP, it's my understanding that they intend to allow pvp permissions to be modified by the EK owner by plot. Also this could be wrong or outdated. While I think that Being able to flag 'Available for challenge' in Ek's is a very cool idea, there were concerns it would draw people away from the campaigns. Personally I think the drive to go get materials to rebuild would counter this. Another issue with this is that currently structures can not span plots, no large walled cities crossing plots and limited spaces for buildings on said plots. One amongst many cool ideas that's absolutely not needed at launch, who knows though, if there continues to be a lot of support for the idea, it may come to fruition down the road. More than any other game I've witnessed Crowfall is conscious of the community's desires.
  13. Mobile/Web Support for skill tree.

    Missed this, Source? Really hope this is a thing. But let's let them finish the game first yeah?
  14. Spawn Parcels

    Lorewise, it would be kind of weird to have hunger elements in the EK's but having some monster spawn plots available in EK's would be pretty awesome regardless.
  15. Roleplay Aspect of the Game.

    The in game lore is gorgeous, I've had some good times on several threads with RP already. I think if you combine Kraahk and Akineko's thoughts you're probably spot on. We don't really need systems for it as long as we strive to build it in game. It seems a consensus already reached but Elvo, I don't see emotes as a need at launch. I also don't see the game going on years before some appear - our Dev's are too creative not to, and sometimes too easily distracted by "Oooh Shiny!"