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Farblue

Testers
  • Content Count

    113
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About Farblue

  • Rank
    Piapiac

Profile Information

  • Interests
    Online gaming, reading and some writing.
  • Gender
    Male
  • Location
    Birmingham,Alabama

Recent Profile Visitors

1,127 profile views
  1. When trying to log in game I placed my username and password in as usual but a red popup said I lacked some sort of entitlement. I can log in to main website and access forums but when I try to access the Support I get another popup saying I do not have a proper or complete email client. I have paid for a Bronze package last year in March. When first trying to access the tests listed in your emails I got to the page showing servers at the times listed but was unable to get any further. After 3 attempts I simply gave up. Today, when accessing game icon I got the log-in page but was refused entry entirely per above. Please help!
  2. From the posts I see that the 'problem' is that you get to play one character locked into a CW, which is basically a PVP arena. Not only that but this 'arena' will run for possibly weeks or months. All the gaming time will be in the same location with the same surrounding, same combat elements and, generally same opponents. In addition the former Archetypes will be like suits so you may be allowed to swap suits (presumably in the EK) if you have them. For crafters this may also be a bit of a problem since playing in a CW will degrade the crafting aspect, especially in lower CWs. All in all I have to admit the original concept of Archetypes now being 'junked' as well as very long CWs locking you into possible multi-death penalties within a losing campaign is not a particularly eager prospect. I am really afraid any real immersion in the 'worlds', except for maybe the EKs, along with the swap out of archetype suits with availability difficulties...Things do seem, to me at least, that the basic design may be way different from what brought me to this game. And yes, I know, if I do not like the way things are going to be then I can just write off my hundred bucks and say goodbye. I did not invest my cash to just bail at this point and, having been a game designer till I have retired, I am very aware how a designer HATES to be told something is wrong with your design. Accepting criticism is hard for anyone. I believe tho, that this game is already 'designed' out and only tweaks can be made to change anything. The multiple posts in this thread are an example. apologies - hit the wrong button
  3. From the posts I see that the 'problem' is that you get to play one character locked into a CW, which is basically a PVP arena. Not only that but this 'arena' will run for possibly weeks or months. All the gaming time will be in the same location with the same surrounding, same combat elements and, generally same opponents. In addition the former Archetypes will be like suits so you may be allowed to swap suits (presumably in the EK) if you have them. For crafters this may also be a bit of a problem since playing in a CW will degrade the crafting aspect, especially in lower CWs. All in all I have to admit the original concept of Archetypes now being 'junked' as well as very long CWs locking you into possible multi-death penalties within a losing campaign is not a particularly eager prospect. I am really afraid that any real immersion in the 'worlds', except for maybe the EKs, along with the swap out of archetype suits with availability difficulties...Things do seem, to me at least, that the basic design may be way different from what brought me to this game. And yes, I know, if I do not like the way things are going to be then I can just write off my hundred bucks and say goodbye. I did not invest my cash to just bail at this point and, having been a game designer till I have retired, I am very aware how a designer HATES to be told something is wrong with your design. Accepting criticism is hard for anyone. I believe tho that this game is already 'designed' out and only tweaks can be made to change anything. The multiple posts in this thread are an example.
  4. When playing MMOs I have always gotten a great deal of pleasure from healing powers. Other players seem to appreciate the assistance during combat and this can make a player who can heal feel very welcome. The combination heal/fight mechanic is an interesting twist. I had to smile when I saw the model, T&A is a standard in MMOs. For the guys it is Conan. When playing WOW several of my male friends liked playing female characters and the first thing they mentioned was the 'sexy' talk, then the abilities (which are the same as the male of course). It might be a little interesting if they 'modified' the heal or nuke powers to be a little different from each other as to male/female Archetypes. Archetypes are no longer the central point of the game any more but are mostly like suits of armor with different characteristics you can obtain and use then change for different reasons. Not everyone feels the same about this but that is the direction of the game and no longer a point of consideration. The description of the Druid has certainly caught my interest. I have a 2015 $100 package and I assume that I will be allowed to 'start' with the Archetype of my choice and then, thru play, get additional Archetype 'bodies'. I would like to know if I purchase an additional 2016 package that includes the game would I then be allowed to 'start' an additional character Archetype? I want to get an Archetype for crafting for my guild but also be able to begin play in a combat role from the start with a combat Archetype without waiting for gameplay to get one. Frankly the character slots issue hasn't been explained as best I can determine. I want to be able to start a crafter character (with off line training) while being able to immediately enter into combat with my Guildmates. The Druid seems perfect for me in this role so if anyone has any info about character slots and 2015/2016 pledges, please enlighten me.
  5. I think they said you can set your personal EK to PVP if you wish. Since I do not want to run a kingdom myself, I will offer my EK to my guild 'king' as a PVP enable battleground for guild events that are PVP. Since the EKs are singular then there would be no real uncontrolled crossover for the guilds regular EK central operation.
  6. It does seem that social and trade activities will be dominated and centralized within an EK. Also. since each EK is a separate 'world' there is no continuity or 'one land mass' covered by 'kingdoms' so there will have to be some game system introduced so that players will even know about other kingdoms. Even exploration to discover other EKs is not mentioned. Still a long way to go. I guess 'parcels' will be sold in the shop to bring in revenue and I understand this if expense doesn't limit such things to a few well off players. The 'layaway' system actually sounds like a way to allow players who actually cannot afford to buy 'stuff' from the shop to at least get some access without real cash. Although I am not yet eligible to participate in the 'tests' I can see from videos that the UI is becoming a bit crowded. Also the Skills system is massive and will be intimidating to new players. I presume some sort of tutorial will be included, especially with all the icons that a player will have to remember, especially in PVP combat. All of these things will have to be thought through carefully. Some weaknesses show up only as major over time, usually seen in a drop in player retention, always a bad sign. When I paid my cash into what is, in all fairness, a Game Wall Street investment, I followed the mantra 'you pays ur money and takes ur chances'. I have every hope this game will succeed 'cause I bet it will.
  7. I am actually worried about the change of focus in the game to a 'vessel' system. One of the primary attributes of this game that attracted me was not the PVP, but the detailed and 'Special' design of the Archetypes and I was delighted to see the effort being made on them so early. Now they are a set of combat clothing you obtain and put on to play. Equipment leveling like so many other games out there. I too, like Lore and background in a game, it increases immersion and pleasure in the play but Crowfall lore is about some faceless 'gods' and we are their 'Champions'. Not to save the campaign worlds, or help them but as jackals to scavenge whatever we can at any cost. All the 'worlds' die, all our work decays, all our characters die so we put on a new set of 'clothes'. At this point what I have left is to hope for a robust development of the EK system. That, if done boldly and with immersion in mind can raise up the effort made in the campaign worlds for players. A 'Home' to which we can return and actually do something in is going to be very important to the longevity of the game. PVP alone will hold players for a while then they go off to the next 'new' PVP game. I have invested in the game and await a chance to participate in a test. Not complaining but concerned. BTW: I saw statements about a LOT of skills (thousands?) What this means in design is miniscule percentile increases that have very limited effect, in some cases un-noticeable, on actual game play. This can be frustrating (failed expectations) and detrimental, not positive. Complex trees can also be intimidating to any new players. I am not a troll, I am a retired professional game designer and online gaming is my retirement hobby. This is just a design opinion from experience. Criticism is important, including negative criticism. It actually can help a designer or team.
  8. It does occur to me that EK play where, if in a guild, you turn your own personal EK into a massive resource provider for the Guild. Since we can control who can enter our personal EK as well then it should be 'safe' to a certain extent other than 'infiltrators' in your main Guild who might be able to sabotage your EK. I was thinking of an EK where I have a massive mountain range with stone spawners and forests with wood spawners etc...then some space for crafters as well.
  9. I read thru the EK-FAQ with a sense of relief. Information about the parcels themselves was welcome. Now I know every player gets a 'parcel' to start with and can combine them with friends or a guild. Good enough there. What the EK-FAQ indicates is an inventory of items for use in 'creating' the layout and contents of that parcel from buildings to mobs of NPC spawns. What I would like to know, or get some idea about, is what kind of inventory will we have when we start playing the launched game? Does this inventory for the 'creation tool' we see in the EK-FAQ have more items based on pledge level? I have a bronze backer package and I would assume a Gold or Amber package etc...would have more starting inventory, and it should be that way but will we have those items available in the STORE, either before or after launch? We can buy forts and castles to place on lots in the parcel and can 'improve' the content of those buildings, as best I understand, from the CW play. Will some of those items be available in the STORE as well? The discussions about items placed in both selected and random locations, from a severed head on a pole to a venomous zombie village to a 'nest' of griffons or 'spiders' in an EK is a bright spot here. Looking forward to more info about this. It seems resource generation items (wood, ores etc,,,) will also be available for placing in an EK but only producing low level 'stuff'. Finally will we have the ability to purchase more parcels for development in game and can we simply add those parcels (if available) to our own or guild base EK? Also the change from an Archetype player centric style to an EVE like 'ship-vessel' where we change archetypes like changing clothes has received some very mixed reactions from the backer base. However, since those 'vessels' can be bought and traded in game ART can look for a 'grey economy' of RL cash. Unfortunate but it seems inevitable.
  10. Be nice if there was a stream when it occurs and especially afterwards for those of us who cannot attend.
  11. Now this is the kind of post that is most valuable. I read thru it and decided that there is a lot I should consider, and check into, about the development of Crowfall. I deeply appreciate the non-troll effort and specific addressing of any of my concerns. Thanks and will follow your advice.
  12. I saw that one of the devs indicated that Crowfall was out to emulate something like EVE Online. Does this mean meta-guilds running 90% of game? What happened to the first concept of FPS PVP at various difficulty levels along with 'Game of Thrones' play style? Politics among the big boys (EVE style)? Game being based on how much you lose vs how much you gain? Elitism epeen ruling all aspects of play? Not making any 'complaint' as yet, simply asking for comments on those questions that have become more relevant as we progress. I would ask that trollers and forum pvpers stand off but I know better. Will sift thru garbage for any honest comments and opinions and will LISTEN to what you have to say. Already invested as a Bronze backer so I have a spot at the table.
  13. I see that some players want a 'crow' to have little personal presence or interaction with the game itself. Simply a click/possess icon. From a designers POV that is unfortunate. Basically we could just select a 'vessel' from the log in screen. Getting more 'vessels' in game would increase the list on the log in screen. Neither new or particularly interesting. We are losing something here for a new game touting Archetypes and TOW types of play. I wonder if they intend selling Archetype Vessels in the 'Crow' shop? 'Lipstick on a Pig?'. Not really. A customizable crow with effects in the EK would be more like having 'Miss Piggy', a lot more interesting and fun. LOL. Just saying.
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