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Brindylln

Testers
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Everything posted by Brindylln

  1. I agree that this can be a barrier to entry. I'm not entirely convinced the Crowfall skilltree is setup right. I should think that a good game would have a plethora of roles one could play, and that each role takes a fairly short amount of time to master. For some rough numbers I'm thinking along the lines of 1 month of casual play for most of them, 1 week for some easy roles, 6 months for some crazy specialized roles that aren't generally useful. Then you "pay your dues" to master one role and become just as useful as everyone else... in *that* role... even though other folks may have mastered 30 roles, at least you are no worse in the role you chose. You can compete with the best of them even after just 1 week of play. Taken to the extreme, you could compete with the best of them right away, with no "paying your dues," but then some of the major things that motivate people to play (a feeling of accomplishment) would be impinged, so there needs to be a balance here. Mortal Online had (has?) a skill points max, and you could max your skills in just a few days. Then it was all about re-specing your skills until you found some configuration you preferred.
  2. I think they will require all of the time available to deliver what they already promised. While I do expect new things to be announced, I expect them all to be broadly in line with the feature set we were promised at the KS. There is not going to be scope for blue-skying anything new. Everything that they build must be awesome (eventually, perhaps not quite at soft launch), but they don't have to build Everything. This seems too much to the other extreme to me. Yes, a lot needs to be done, but with "soft launch", the things that MUST be done prior to launch can be pruned back a bit. Balance passes can be post-launch (since we do not commit to a race/class we won't complain as much if the vessels themselves are not well balanced at launch). More disciplines? Personally I think they have too many disciplines already (try typing them all into a database ;-). We need one good campaign ruleset for launch, but other rulesets can come post launch. What we need before launch is: Item stability and a stable economy (no disappearing items (e.g. take bugs), no cloning stuff, no gold duping bugs), banks and characters will never be wiped again so if not finalized, there must be an upgrade path for all future changes to them.. Battle mechanics need to be "pretty good". Serious bugs will need to be squashed, but we could live with annoyances. Serious performance issues fixed. Skill trees must be finished, tweaked, balanced, and polished, because those we will commit to, so they should not change after soft launch except in the most extreme emergency. Kingdoms need that fealty system thing they've talked about, at some level. There needs to be advantages/disadvantages at some level. More work on the guilds and guild interfaces. Another pass at the chat system. And probably other things I'm not thinking about right now.
  3. I don't think it's a waste of time to compare, but I do think that you have to be very careful about what kinds of things translate well to a quite different environment. Some of the reasons Eve works include the following, and you'll notice many of these do not map to the Crowfall world: 1) While there is not much "terrain" to go explore, you can play for years and still not understand all of the mechanics of Eve. So "exploration" and "discovery" is provided. I find that to be critical for a game to be fun. With boring repeating terrain and no themepark attractions, the mechanics of Crowfall are going to need to be intricate and complex for this to remain interesting. Billions of combinations of character properties isn't enough to remain interesting. Eve has stupid CONCORD rules to learn (including ways to divert them!), stargate jumping issues and complexities, complex flagging rules that many people don't quite follow and so you can trick them. That stuff adds the right kind of complexity. What we don't need are mini-games that aren't tied into the main game very much (e.g. "action harvesting"). EDIT: I take back that last statement. Action harvesting does interact well enough with the game I think. 2) In Eve, space is so vastly big that you can hide in a system somewhere. And often you can "dock" somewhere and go to the toilet. You can't really hide in Crowfall (well, there are buildings you could go into, burrows to dig and stealth.... but you can't hide "safely" like you could in eve). So PvP becomes perhaps too intense with no real escape (except log out). 3) Eve has a very well developed market, with regional trading with bid/ask. This works well because almost everything in eve is a commodity - there is no custom equipment. Therefore, it can all be priced in the marketplace. With custom equipment, Crowfall is going to have a lot of stuff that people will find very difficult to market/sell, because nobody is going to know what price is right for that custom breastplate. 4) Eve does not try to do real-time aimed-by-the-player's-direction melee combat (which is impossible due to latency issues -- you have to approximate it and give up something important). They have a server tick, and they use targetting (not aiming), and due to the nature of ships, they can even delay the response on the client taking action (ships reacting slowly actually feels about right. With humanoids running around, delayed response would not be acceptable). So they hit the jackpot in terms of being "fair" to players all around the world. Really bright guys at CCP, at least early on. I didn't really like skill boosters, and I still dont. But I'm not an idiot -- I bought a bunch and jacked myself up, like everyone else did. I think modelling the skill system so close to what Eve did is unfortunate, as they could have done better. But it is a low-risk strategy, and I understand why they would chose a low-risk strategy. And they've got too much on their plate as it is, so I'm not too bothered about it.
  4. (from memory, and I have a bad memory), press K or hit the STAR looking thing in the toolbar (lower right area). Drag skills onto skillbar slot in whatever position you want.
  5. Hi Monx. Glad to see that you are passionate and that you have thought about these things. For the rest of us who haven't thought down the same thought paths as you, I think you've left us behind a little bit. I get the gist of most of what you are saying, but I think specifics spelled out a bit more would help us understand what exactly you are on about. My take on these issues is as follows 1. Game balance is much less critical in this game since characters do not fully commit at the start to a class that ends up underpowered. Instead, if we all learn that Confessors are top, then we all become confessors. The downside is that the game degenerates somewhat, but at least it remains fair. ACE will try to balance things to avoid degeneracy. 2. The skills/powers/disciplines are rather haphazard. From my study of them, I do not think they were designed with a hell of a lot of thought into the dynamics of the battles and interplay that will ensue (some thought, but not as much as I would have expected). I think the devs feel that if they are complex enough, complexity will arise from them. I suspect they will be "tweaking" for a long time to come and things will eventually be complex and dynamic enough to be perpetually interesting. This approach is quite different from attempting to design the dynamics into the game, such as starting with rock-paper-scissors and then carefully adding complexity, testing certain properties as you go. But the approach they appear to be taking is no less valid... it's more like natural selection -- throw in a bunch of stuff and see what pops out, then tweak it until it tastes right.
  6. I completely understand why the game developers shouldn't spend any time building an API right now. But doesn't ACE have website developers who are not game developers? Maybe they aren't so swamped. An API framework that has fingers into the game itself is not reasonable until after launch, but a simple ID check can be done entirely by the website team. I'd even be willing to write the pseudocode for them, if they wanted, or the actual code if it was a language/framework I'm familiar with. Turns out that the way the forums authenticate is actually kind of broken. I had to just now clear my cookies and relogin to get the forums to recognize me. OpenID could fix their forum login too. As for the discord thing, that verifies their discord name, but doesn't guarantee a match up with the game itself. BTW: malekai.org... pretty impressive. My database is only half full.. unfortunately my weak points are about the same as yours (skills and crafting).
  7. And race/class split was announced in May, over 5 months ago, and has not made it to testing yet. It is hard to remain excited about something for a very long time. We are all feeling the blisters of this long march. But realistically, ACE has a continuous series of very hard decisions to make. Even answering your question is committing to something, and they are currently committed to so damn many things they simply cannot make any more commitments. Saying "Oops, we won't make 2017, and we are unwilling to commit to another date right now" could easily be misinterpreted by people (investors) as failure, which their situation most certainly is not. So what are they to do? Human instinct drives people to procrastinate any weighty decisions for as long as they can.
  8. Many of us are building websites for our guilds. What would be incredibly helpful is if the Crowfall website acted as an OpenID Identity Provider. This way we could have "Login with Crowfall" on our guild pages, and after the OpenID connect protocol completed, we would know for sure which crowfall account the user controls. Nobody could call themselves "Scree" on my website unless they really were the crowfall "Scree". See what I mean? Otherwise there will be impostors, and we would have to resort to tactics like "login to the game and say this magic password to me, that way I know you really do control that crowfall account." You might already have OpenID setup .. I notice the forums and the main website seem to be served separately, and the forums login seems to do something very much like OpenID to get the login from the main website. If that is true... all you would need is to allow us to register our applications (websites) returnURLs and to be issued a ClientID, ClientSecret for the website. Cheers! PS: The name "Scree" was used in this example without permission from any person with such a name. Any resemblances to any real crowfall account are not at all coincidental. Opinions expressed herein are wholy my own and not necessarily the opinions of my employers.
  9. Ok. I also realized that non-VIP accounts only get up to 24 hours, but you need 3 days time to make a tome, so you can only farm them on VIP accounts. I very much support the training cap.
  10. I have not read this thread, TL;DR. But I watched the Q&A video partway and my immediate thought is: What stops me from creating 20 non-VIP accounts, collecting time on them all, and then passing those tomes to my main to jack him far far ahead of everybody else who plays more "normally"? Again, sorry if this point was already covered.
  11. Did Artcraft really just change 3 gigabytes of content? Because that is how big the patch is today. From a farm in New Zealand, this is excruciating to download... after the download is done, I won't have any time left to play. Artcraft: look into RFC 3284 (vcdiff), bsdiff (Colin Percival), and xdelta.org for ways to patch binary files without shipping their entire contents. I know you are all very busy. But this is my suggestion nonetheless. Maybe you already do this, and you really did just change 3GB of content. If so, my apologies.
  12. I am looking for a guild. You may know me as antmanelope or as a Myrmidon named Tarpaulin, or as Saraen (EVE online, discord), or Truss, but you probably don't know me. I am in pre-alpha testing as alpha group 2. I live in New Zealand, and would play early evenings, (5pm - 9pm) which matches up with West coast (9pm - 1am +/- 1 hour depending on DST)... and earlier on weekends. I want to be in a guild that prefers West Coast or AUS servers, so my latency doesn't get too high. I'm 46. I've played many other MMOs starting with MUDs and MUSHes and MOOs, Achaea, Ultima Online, Everquest, EQ II, Vanguard SoH, GuildWars, GuildWars 2, LOTRO, Rift, Eve Online, and dabbled in others (black desert, atlantica, mortal online, darkfall, neverwinter, elder scrolls, and others). I've done MMORPG development as well, but nothing that has been released. The guild must use voice chat, but I don't care which one. The guild must have more than 5 members. I'm looking for a bigger guild, preferably #2 or #3 (so we can have the goal of taking down #1). I get hardcore sometimes, but usually I'm not. So maybe for a week I'll be playing >8 hours per day, and writing calculators or code to help solve something, or documenting crafting discoveries, etc, or making a detailed map. Most of the time, however, I'll be more casual. I have a full-time job that keeps me busy. I'm not tied down to a particular play style yet, but I probably will not be using druid vessels much. I would like to focus my skill tree on something useful for the guild, and if the rest of the guild is not planning our skill trees to be complimentary, then you are not hardcore enough for me.
  13. This guild is unlikely to happen now. Please disperse. Nothing to see here.
  14. New guild. No obligations, very casual at this stage. Join for now and leave later if you want. Timezone is mostly US West. Founder lives in NZ but plays early, so more in sync with US West people than with AUS. Benefits: * STAY ALIVE IN BIG WORLD: We can group up on the Big World test while harvesting, and not get killed so damn much * TEAMSPEAK: Talk while we play, so we can keep in sync (crowfall chat is not good enough yet). * Discord server to keep in touch. * Website when we need one (I develop websites for a day job). I haven't done anything so far on it except reserve the domain: https://splatter.guild.rocks Join me on Splatter Discord, and I can invite you and tell you our secrets in the members-only channel: https://discord.gg/7kvJAkU
  15. Thanks Eaden for your input. I think people will specialise as "Traders", not just handing stuff to their thrall, but visiting the Eternal Kingdoms of other players and shopping around, and learning how to appraise stuff, etc. I compare things to EVE a lot these days because I'm currently actively playing EVE. In EVE, players go through a lot of stuff, and have a huge overhead of selling that stuff at reasonable prices, or refining it down and taking potentially big losses. Even there, with a liquid market, selling your stuff is a huge overhead and PITA. In Crowfall with a less liquid market (due to so much uniqueness, as previously stated) selling your stuff could be very time consuming. This is why I think specialised "traders" will emerge. Or perhaps there will be a lot less "stuff" to deal with in Crowfall than there is in EVE. We shall see.
  16. Unique items are clearly inspiring. I love being able to make unique items, and tweak them towards whatever ends I have in mind. However there is a huge downside. Unique items are DIFFICULT TO PRICE and thus DIFFICULT TO MARKET. In Eve Online, for instance, just about everything is a commodity. This makes the marketplace very liquid, with BID and ASK prices, and plenty of volume for market prices to emerge. Now that it is clear that Crowfall will have us crafting unique items, I fully expect the marketplace for weapons and armor to be A LOT LESS LIQUID than the marketplace for things like fuel or resources could be, due to the complexity and work we each have to put into the task of appraising things. We are to have thralls selling things for us, so we have to spend time pricing those things and people will need to consider a lot of items before they purchase any, and will not be able to plan for item availability, and will argue with their guildmates about reimbursement costs since there is no reasonable market standard to go by, etc, etc. Much of what CCP solved eloquently with commodity items will not apply in Crowfall. Can someone please talk about the other side of the coin? Other than unique items being "cool" and adding "complexity," what types of emergent gameplay do they bring about?
  17. Sorry for this deeply belated response. I've been away from the Crowfall forums for months. This topic is near and dear to my heart, I wrote server code in an (unreleased and small-time) MMO and writing this part of the code was my favorite thing . It's been a while and I can't recall everything about this stuff, but I'll comment from memory w/o checking all my facts first... I think Crowfall absolutely has the right priority (no cheating, THEN be as smooth and responsive as possible). Consider a player who moves forward, strafes left, then jumps backwards, all in rapid sequence. Lets name these A. move forward, B. strafe left, C. jump backwards. In rapid sequence, with no locking or delays, none of these actions will have been "confirmed" by the server yet, so the client could (in order to look responsive) render them immediately. Now suppose the "strafe left" was invalid because another player got in the way. The client renders it, and the following move, because it is predicting and the server hasn't corrected it yet. Once the server correction comes back to the client, the client then has to "rollback" its view of the world to the last known good state (presuming it was just before A) and replay confirmed action A. This happens immediately in the client, it's not animated, it just nearly-instantly recalculates where the player actually is based on this new information from the server. It's important that the events are queued and replayed, rather than just putting the player to the known good position. Why? Because position isn't everything and events may have side-effects. Even if the entire state is transmitted to the client each time - sort of like a reset - the client still needs to replay the unconfirmed actions. This is something @Gaunsaku mentions in his first post: Also IMHO there should be some rubberbanding. Clients that don't predict at all will feel very unresponsive. Server corrections should be minimized via clients having as much data as possible. But when lag goes over some threshold, or when the server has to invalidate something, there will be client corrections -- either rubberbanding or some sort of smoothed over animation to get the same result in a more visually appealing way. When is the official timestamp of the event that a player initiates? It could be when the player presses the key, or when the server receives the event. In either case, other players will see that player's actions after a network delay, and will need to "catch up", so speeding up their animation makes a lot of sense, and looks like what Crowfall is doing. If the official event is when the server receives the request (which is most probable given what I'm reading) the client then needs to delay their animation until confirmation, or suffer the chance of it being rolled back (rubberbanding). But that sort of delay is generally untenable - it feels terrible. Unreal Engine used to have a tweak that let you do more client delay and less time correction / rubberbanding. After extensive testing, they removed that tweak because responsiveness was always more important... nobody wanted any delay at all. I'm not entirely convinced though for a competitive MMO, I think some small delay is still a good idea. Anyhow, I need to get into these playtests and see how this thing feels... exciting times!
  18. * Strategy/tactics vs. zerging. Needs to have a _lot_ of ways players can strategize. * Cheating - remains to be seen. * Latency issues where high latency players simply cannot compete Crows and vessels is very analogous to pilots and ships in Eve Online. Since EVE is one of the two big MMOs that never dies, copying what worked may be a good strategy. I like that some of my efforts (skills) are persistent beyond death, but others (vessels) are put at risk when I get into battle. Without real risk, the are no real heroes, no real sense of accomplishment when you kill your enemy, no sense of danger and excitement in battle. But with too much risk, you're just gonna rage-quit when you die. Correct me if I've mis-characterized the system, but I'm pretty sure that crows and vessels is going to work out just fine. I'm actually okay with slow combat since I'm older ;-) and since I will probably have a lot of Internet latency. This helps level the playing field.
  19. I tried again the next day and it worked. So this was temporary.
  20. Error:Unknown SSL protocol error in connection to payplus.lgelements.com:443 Stack frame 0: #0 /usr/share/php/LiveGamer/LiveGamerClient_v12/LiveGamer/ApiDao/LiveGamerClient.php(539): LiveGamer\HttpClient\HttpClient->sendRequest(Object(LiveGamer\HttpClient\HttpRequest)) Happy to send the entire stack privately, but as it contains my user id, not on the public forum.
  21. I like everything I'm reading. This sounds like the best way to start this game. Watch for my sign-up.
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