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ACE Investor & Tester
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About SkEyesOGrey

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  1. Overall starting to look like a game. The five pips with the harvesting skill is interesting, once I realized the number of pips did different things rather than just something more powerful that system gained a lot of depth. It might be nice if the harvest Q bound skill could be cast without stopping like the combat Q bound skill. Harvesting nodes being all the same level makes a certain amount of sense for testing, but was a bit frustrating. I'm hoping that later on, the nodes rather than spawning 4 L10's will spawn a mix, at least in some areas. Crafting being divided among all the tables is counter intuitive, but I think it's really going to drive home the desire for many specialists. The main one that had me running all over was building a shovel. Obviously, ideally in game the necromancers will be buying shoves, not making them.
  2. The weak points on the animal carcasses seem to be spawning beneath their feet? On a slope this makes it inaccessible. Level nine ghost elk. Resources fall into or behind placed terrain. Happened with some knotwood on the brass steps by the gate, and in a rock elsewhere.
  3. Pine nuts show as something that can not be sacrificed. If you try, they report it will provide negative two xp. If you proceed anyways, it provides two xp that disappears next time you sacrifice something. The Recall skill text description asks that you "Also please submit add a forum post" Do you really want it to read both submit and add? The Energetic Harvesting Skill text reads "4 Harvest Pips: Gain Heightened Harvest, which increases the effectiveness of the any ....." and then lists the other pip triggered skills. Should it read "the" or "any"?
  4. All of my crafting basics skills show mastered, but it shows 95% completion. There's 194k points trained left over. A spider corpse in god's reach de-spawned while I was carving it. I had been interrupted by another spider attacking and then returned to carving it, but it still seemed fast.
  5. 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
  6. Sorry, I should say the concepts are gorgeous. My mind may or may not extrapolate...
  7. ::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.
  8. I wanted this so bad. Heh, a little asocial though, never gonna happen.
  9. 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.
  10. 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. 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. Missed this, Source? Really hope this is a thing. But let's let them finish the game first yeah?
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