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Everything posted by Brindylln

  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 cart is before the horse here. Custom items cannot be easily priced and marketed as commodities with bid/ask prices. Buying and selling of custom items, each one being unique, is much less liquid and difficult for players, both mentally in terms of pricing and in terms of travelling to and from the vendors. This is a heavy drag on the economy. I argued this point way back when they announced the crafting of custom items. Commodity items (e.g. harvestables, basic tools/weapons/armor, foodstuffs, etc) have no more liquid method of being bought and sold, and in particular of being priced. A centralized (or regional) marketplace with bid/ask pricing would completely solve that. As it stands, they are bought and sold using the same clunky mechanisms under which custom items are bought and sold. I've never heard even a peep out of the developers that they intend to do anything about this. Some things they could do to improve the situation include the following. IMHO, even if they do all of these, the economy will remain heavily choked: Make EKs startable by anybody who wants to enter them Allow selling by consignment on any vendor that has it enabled. Provide temple vendors that sell by consignment Use something other than a limited slot inventory for vendors, so they can sell much more than you can see on screen. Create a commodity marketplace as described above Provide basic vendor stalls and basic vendors, easily craftable by people with no particular skill, which cost zero upkeep but which take a large cut of the sales. ... just off of the top of my head. All my comments above are related to my personal goal of being able to play this game solo. If they intentionally wish to exclude that possibility and require guilding and grouping then a choked economy is not a big deal... but I'll probably not play the game because I'm not a very social person.
  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. Unless they change this, soloing looks not very viable until after 3-5 months of skill development. But the thing is they only need to make a few changes to make it a lot more viable. All they need to do is add "sell by consignment", and then a lowly lumberjack could sell wood though somebody else's vendor, and use that money to eventually buy armor, weapons, and what not. Then you wouldn't have to try to do everything yourself, you could always just do the one thing you want to specialize in and make that your livelihood.
  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 to you.
  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 (forward+ improves on that though with tiled light culling). So... I'm just curious which rendering strategy you guys went with as Unity supports both.
  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: Use a chat/voice service like discord (or teamspeak, ventrillo, mumble) Are organized about who-does-what Have at least 8 members already Mature atmosphere. Semi- hardcore (pushing hard to win, but within reason... we all need to sleep from time to time)
  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 security actually exists. No software that I know of handles usernames with the same reverence and care as it handles passwords... and there are plenty of points of attack that would work to reveal a username that have been locked down when it comes to passwords. There are ways to suss out your email address too, so dont think that using your email address to login is somehow more secure. What is orders of magnitude more secure is adding more characters to your password. Each character multiplies the search space significantly. Do not use the same password that you use somewhere else - either get a reliable password manager (e.g. Bitwarden) or use a mental scheme for constructing a password based on the domain name. And if you actually care about your account, use 2FA -- yes it is less convenient, but not so inconvienent as losing your account.
  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. Generally, if you join guilds with experienced people they will guide you. As for Ethereal Dusts you should be able to get them much much faster. I could get 3 per minute without trying very hard. You say you slotted the minor discipline, but did you slot the passive power that it grants? If you really trained "all the skills that increase drop rates" Im impressed because there are like 30 of them spread out all over the place. Your race will matter too, each race gets skills granting bonuses to certain activities. Match oroper race up with proper activity. You can put crafting tables in your EK if you have enough buildings/slots for them, and the dusts to make them.
  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 fit your non-HDR monitor. Monitors tend to have lower input lag and response times, in response to gamers asking for that. But TVs can be fast too. Check the specs. I'm skeptical that it makes much difference. Your human response time is around 160-190ms if you are young and spritely, and gamers that think that 4ms difference is going to help them win are just fooling themselves, buying into the marketing hype and wasting money. In my opinion, higher refresh rates are also more about marketing and less about need. Everyone wants to have the highest numbers. Greater than about 72 Hz and you cannot tell the difference. I'm totally happy with 60Hz and 60FPS. High refresh rates are really only useful to avoid 3:2 pulldown and other framerate issues (which cause some frames to be displayed twice as long as others). In summary, get the TV!
  15. Alliances are a thing if you make them a thing. I don't know if the game will make them a thing, but I'm quite sure people will. I'm also quite sure people will break their alliances at opportune moments, and turn on each other. Even (especially) the top dog alliances and guilds will have in-fighting and attrition, spies, deception, theft. I'm not too concern about the larger zerg alliances, I think they rot from the inside over time. It is extremely difficult (and time consuming) to manage a successful empire.
  16. Passive training is not entirely vertical. You have horizontal choices: which race, which class, which weapon, which harvest node, etc. Nonetheless, I think I understand your concern. It would be cool to specialize highly in something that is so niche that you could be pretty damn sure you were the best.... say, axe handles. It's not everyday that you need the best axe handle, usually a piece of common Ash turned by a mediocre woodcrafter will serve. However, if you want the best of the best, head through handle, metal core, soft outer wood for better grip, fine silver wire turnings... you turn to that wierd old hermit out behind Pentos. He's the best of the best. And while iI'd never take him into battle with me, and I'd never let him watch my kids, I always go there to get axe handles to make weapons for my elite warriors. I would get an absolute kick out of being in such a role. I wouldn't care if I ever set foot in a campaign world, if I could be fairly certain that I could be the best at something.. some little thing though it may be. Axe handles may not be such a niche thing. Maybe squeezing juice from fae wings, that's gotta be rare. Or the guy who puts those plastic things on the ends of shoelaces. I don't think it will be fun if we are all blacksmiths, and we are all [insert every other role here] and whoever brings the largest party to the battlefield wins.
  17. 47+ as well (July). DikuMUD or CircleMUD waasn't sure. Had Midgaard, beastly fido, cursed stones that I never realized I shouldn't be picking up. Got into pick-up groups and was killing knights in some castle far above my level. Really cool stuff for the time.
  18. I play from New Zealand. The high ping makes some things more challenging, but generally it is still playable. Here is some playability advice: Choose a server with the lowest ping. If there are Asia/Oceania campaigns, join those. They have had servers up in Sydney already. They can start up servers wherever the demand is, so if there are enough of us, it is just like flipping a switch for them to start a server in Sydney. When harvesting, you may or may not be able to hit the "weak spots" in time. I find on some types of resources it's pretty much impossible. So choose different harvesting skills/strategies, ones you have a better chance at. Battle is a mixed bag. Sometimes I find the lag doesn't matter that much. If I am aimed properly, it seems to register a hit, even though the message is lagged (the server knows the duration of the lag and calculates whether or not what we are seeing would have been a hit, without trusting the client, if you get what I mean). OTOH, sometimes you can go from full health to dead without any opportunity to respond because the messages were all delayed and you didn't even know you were in a fight yet. SO... the best strategy in battle is to be the attacker.
  19. This issue is mostly irrelevant for PvE MMOs, where the race to have the best stuff is more or less only in your head. Among PvP MMOs, you have to tread lightly. If the incumbants have a huge advantage (and I'm not saying they have one in Crowfall), new players might be facing an impossible obsticle. The early players didn't have established enemies squashing them at every turn, but new players will, and that is unfair enough to dissuade some new players. I joined Ultima Online late. I could not get out of the city. As soon as I stepped outside of the gates, any of the gates, I was insta-smashed. I didn't rage quit, I kept trying, I tried nighttime, I tried training to higher levels. I put a battery on the F11 key and let it "hit the training dummy" all night long while I slept. But alas, I could not survive as soon as I stepped outside of the gates I was insta-dead. So eventually I quit, having experienced very little of that game. It's unfortunate because that game left a positive memory on a lot of people, a memory I unfortunately cannot share in. That being said, with Crowfall there are LOTS of mitigating factors: You can JOIN the powerful established players by finding a good guild, rather than starting as an underdog. Established guilds fall apart due to in-fighting and attrition. Skills, while long to train, only count for 20% of your overall lethality. I'm not sure I agree that this is true for Crowfall, but the point has been made. But that becomes a problem for ACE if new players are hard to come by. Then that becomes a problem for us if ACE can't maintain funding. I want Crowfall to succeed over the long term. That means I want ACE to have funding for the long term. That means I want new players coming into the game. That means new players must have a compelling story. That's all I'm saying. I'm just saying "I care about newbies," I'm a carebear. So there, I said it.
  20. Population has gone down a lot because the 'patchnotes from the future' indicated 5.6 will probably need both a skill wipe and a bank wipe. But yes, they need to fix the message ping. They got to put on their zero-copy run-in-a-debugger less-context-switches low latency async profile-and-optimize lock-free core-pinning multithreaded hats and go to town baby!
  21. Fast and Shallow I'd like to throw in one more factor (if it was already mentioned above, I apologize). JTC has stated that Crowfall is intended to have a "fast and shallow" power curve. That is to say, it should not take very long to go from n00b to master. Now, current testing does not seem to indicate that they followed through with this plan very well, especially where the skill tree is concerned. At the sped-up training, I got to master in a few areas, but at normal speed training I would not call it a "fast and shallow" power curve. However, if they *do* tweak it to indeed be "fast and shallow," and if they advertise this point in their "funnel", then I think people will happily join late, catch up, and kick ass like the rest of us. ACE can't take back promises about soft launch and wipes, but they could make the training faster. So there is still some debate potential on this issue. As it stands, I would (if I didn't already KS the game) hesitate joining the game late. I think a lot of people would. Easy roles vs Advanced roles One thing CCP/EvE has going for it is that there are a lot of useful pilot roles that don't take a whole hell of a lot of training to get into, frigate based roles like target painting and what not. So you can be a very effective target painter on a team, without having been playing very long. Giving people satisfaction, purpose and pride early in their career like that really locks them in, gets them addicted. Crowfall skill trees all seem too equal-depth to have this effect as currently laid out in testing (I know 5.6 has big skill tree changes, I hope this is one of them).
  22. Thanks for that explanation. Any operation requiring multiple network trips is clearly going to be delayed, but this delay is about waiting for the packets to arrive, not about any processing node being overloaded. It affects latency, not throughput. So it should not affect how many players a server could handle. Also, I don't see where the extra communication is necessary. Whether tab targeting or action combat, the sequence is generally (1) attacker attacks (2) message goes to server (3) server computes what actually happened, considering the frame of reference of the attacker as well as its own frame of reference, carefully, for latency compensation reasons, and (4) server tells everyone in the region about it. Correct me if I'm wrong. I think what ACE is doing is utterly fantastic, and overwhelming to boot. So when I talk about poor implementation, I'm really talking about industry wide issues, performance expectations that haven't improved in 10 years, and engine issues. We've come through a good 15+ years of people saying "dont optimize until the end" when in fact you must optimize while things are still on the drawing board. Since 1990 people have been saying "dont worry about performance computers will get faster due to Moore's law" and people listened, and then they wrote layers on layers on layers each with overhead, and loops within loops, and realized too late that order-n-squared issues don't speed up as fast as they had hoped. I'm excited about technology, and I love the nuts and bolts, and it saddens me when I know things can scream (e.g. git) and yet people seem satisfied with tools that crawl (e.g. cvs). edit: Oh wait, I get it. 300 people within sight of each other moving 10 times per second send 3000 messages inbound. Every movement has to go outbound to everybody else, so that's 300^2 * 10, or 900,000 messages/second. N-squared problem. Too bad multicast is so problematic. ...and now I'm talking to myself.
  23. I don't really get why MMORPGs have such low limits on player population still, considering what has been achieved in the last 8 years. MigratoryData scaled a single 1U rack commodity server to handle 12 million concurrent connections back in 2013 (https://mrotaru.wordpress.com/2013/10/10/scaling-to-12-million-concurrent-connections-how-migratorydata-did-it/). That says nothing about processing each connection, which of course could get very expensive. But most MMO messages are subsystem isolated -- you can have multiple IP addresses (each handling 65535 ports) on up front message routing servers, and routing those messages to the actual heavy lifting servers on the backend: chat server, inventory server, position/movement server, skill/attribute server, battle server, harvest server, etc. Using in-memory representations of data (redis rather than postgres, for example, but much better to stay "in process") can significantly improve throughput and message latency on those back-end servers. I guess what I'm saying is... there is no fundemental "computers are too slow" problem here, so any problem must be one of poor implementation. And that yes, we should expect much better than the 150-300 range caps we see in testing. I think VIP should give priority access. Also non-VIP should have timebank overflow after 24 hours. These together give VIP enough value that people will actually buy it.
  24. This is not a "consume the artistic content" style of game. You don't move from a level5 zone up to a level10 zone eventually hitting level50. It's a totally different kind of game. Worlds will finish themselves... by winter, players will have reaped all the resources and will be fighting each other to see who gets to keep the lion's share of the spoils.
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