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About Brindylln

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    Splatter (Ehttp://splatter.guild.rocks)

    We have data mining tools to optimize your play experience.

    We are run by a constitutional monarchy Westminster-style government, where the monarch yields almost every power to a council.
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  1. As others say, many of the concerns here are due to the game not being complete. But some of them are not. The following concerns have nothing to do with the incompleteness of the game (I'm adding my own concerns): Requiring players to craft vendor stalls, and then craft vendors, and then pay an upkeep is a VERY heavy price on participating in an economy. You need to specialize in about 4 different crafting disciplines just to participate in this way... but the point of the marketplace is so you can specialize in just ONE thing, and buy and sell to get all the other things. So the car
  2. Welcome @LyteKrame and @Strahmhv. Make sure you start your skill training right away... training happens even when you're not playing. The game is rather grindy at the moment and it takes a month or so to get your skills up to a useful state. But don't worry, every now and then they wipe everything and make us start over from scratch, at which point you'll be starting from even footing. So use this time to figure the game out. And good luck!
  3. This is my gripe too. Waiting on skils (and choosing which ones) matters A LOT. Equipment (armor, runes, etc) matters A LOT. Attributes barely make any difference at all. That was in 5.8.6. It seems like its super easy to fix: adjust some multiplier somewhere and the build complexity would go way up. So perhaps they have it dialed down in order to balance the other systems first. I'm hoping that's what is going on.
  4. @shadowthorne my hopes are on improvements to marketability. If you can ninja harvest, sell that stuff, and eventually earn enough to buy the other stuff you need, then soloing becomes a viable (albeit long and lonely) play style. Towards that end, I'm concerned that it takes quite a lot of playing before you can afford to build a vendor stall and put an NPC shopkeep in there, and then you've got to pay upkeep... it is just too much overhead for one person... and since you can't get money this way until you've completely setup a vendor, it's pretty much a borked strategy at present. Unle
  5. I play from New Zealand where my ping time is 199ms. It plays just fine. I believe that the game honors your perspective for whatever you are aiming at... so you can run behind something and attack (as an assassin, for example) before the message gets through the server to your opponent, and the game says "yes you were behind from your perspective, your attack counts as from behind" even though the defending party has no chance to defend themselves from this because they haven't even gotten the network packet that says you ran behind them yet. On the flipside, everybody else can do this
  6. Fully dynamic was the right choice. The sun moves across the sky. The terrain is dynamic. In the future, people might even carry torches (can't prebake that). Prebake is okay for Mario Bros, not for Crowfall. Are you guys using forward or deferred rendering? WIth deferred rendering and a g-buffer, you can have lots of lights (thousands) at reasonable cost per-light. With forward rendering w/ an early z-pass, you can have much lower data bandwidth, esp on 4K devices, and transparency is easy, and you can support multiple lighting models, but the number of light sources is limited (forw
  7. I agree, remove the immunity the moment you take ANY action, not just attacking. But also, the immunity should go longer in case your client or network hiccups.
  8. Guilded. Me: Kickstarter participant Old (nearly 50) school gamer (was working on MUD code back in 1992) In New Zealand (but prefer US West Coast times as I'm early to bed) Do not want to organize people, I just want to be assigned a job to do. That doesn't mean I wont voice my opinion from time to time. Will work diligently on any job when assigned if I accept it, but I cannot promise to always be available for new assignments (sorry I have a real life) IRL web developer and hobby game developer Playing current trial as Balance You: Us
  9. As a general principle you want to give players plenty of ways to fail so that success has meaning. But this situation takes it too far It is just not practical for players to be logging in every night. Eve online (the game where time-based skill training came from) lets you build up a skill queue that goes for months. The situation could be ameliorated if we could update our skill trees via the website.
  10. This issue has been brought up before. Website uses your email. But the client software uses your username. I dont know why. As a former security researcher with a MS in CS, I can say fairly difinitively that since the dawn of (username:password) authentication, username has never been considered to be a secret. In the unix world, login names are used in log files, for home directories, output by the old 'finger' command, etc. Many websites use your login name as your public username. Relying on login name to be secret or obscure will give a false sense of security where no real
  11. I don't think having an external bug system is a bad idea. It could also help in holding ACE to account, if you are the type to cast aspersions. However it is a huge commitment, not just setting it up, but maintaining it long after you become bored with the idea.
  12. I could explain my strategy for how to get awesome gear as quickly as possible. But, well, the game is competitive and I'd rather have the advantage by keeping my mouth shut. Maybe you should consider doing some 'science' and seeing what works and what doesn't work. Study the skill trees. Study the disciplines. Read the forums. Theorycraft a bit. Many people here have been playing since pre-alpha began, and have been slowly amassing knowledge so that they can have an 'edge' when the game launches. So you might get some details here, you might not. You might even be led astray. Ge
  13. Great stuff Pope man. I remember that in Mortal Online, and the dynamics it provided were awesome. But I"m a bit confused. I don't remember the bridges looking like this:
  14. TVs are usually physically bigger. Some people find this a problem to put a TV on their desktop, or conversely to use a keyboard and mouse from their sofa. Most TVs tend to ship with HDR, whereas only a few high-end monitors offer HDR. HDR is a significant improvement, for source material that supports it. It's a bigger jump forward than 4K was, IMHO. TVs tend to be ahead-of-the-curve with improved display technologies. I don't know if Crowfall will support HDR or not, but rendering engines have been supporting it internally for the last 10 years or so, and tonemapping at the output to
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