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About StarrFall

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  • Language
  • Interests
    DB Manager and an aspiring DIY Robot Overlord
  • Guild
    Corvus Citadel
  • Gender
  • Location
    Lost in the Corn

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  1. Strongly, strongly agreed. I already regret feeding the trolls as it is.
  2. Lets call it like it is: there are no points to truly refute what I said so you are just going to spew more bile about how money is more important than life because you did some googling and think you are now an expert on disease patterns and that the rest of the world is just trying to pull a fast one collectively (note: neither you nor Mr. "cure is worse than the disease" have the slightest clue wtf you are talking about, or worse you do and just give that little of a poorly made dergs about humanity). You say you don't want to take the thread in this direction, but until you and Armeg
  3. @Armegeddon @Arkhan_the_Black If you haven't lost anyone then you should consider yourselves lucky. Lost job or no, thousands of people are dying a day and that doesn't even include those who die from other ailments because they can't get necessary care as hospitals are swamped. I'm sorry that people have lost their jobs, I really am because that really sucks, but other people are actually losing their lives. I don't personally know a single person who has had it as of yet (though almost every friend of mine in a big city have many in their orbit that are infected with some having su
  4. Even a quick and dirty implementation of the first suggestion using current trees, coupled with a lowering of the overall % needed to progress between nodes/trees would make for a major improvement; not being able to meaningfully craft at all for so long after jumping to a fresh instance sucks and I'd guess the logic for progressive costs is the only "knob" missing from the current build's management kit. Scaled back stats/durability for dropped gear would help crafting even more, and that may yet be part of the plan too (makes sense to have good drops in 5.110 where they are debuting a new c
  5. Very fortunate to have a job that I can absolutely crush from home, under ideal circumstances, but having a young child makes working extremely challenging. The Mrs. and I are essentially splitting 3 full time jobs and not getting much down time; pretty excited for babysitters to be a thing again. That said, we are pretty much guaranteed to see some first steps, so silver linings Stay safe out there folks!
  6. I thought of this during a response to another thread, and after thinking about it for a while I thought the idea strong enough to mention here. First, an assumption: I think the general consensus is that NPC drop gear should NOT be better than anything crafted, contrary to the current state, and I am 200% behind that. Given that, if ACE wanted to continue to provide at least some higher quality NPC drop gear then I'd propose that more advanced level gear COULD be made to drop from NPCs but that it would be exclusively sourced from players who sell gear to NPCs for modest amounts of gold
  7. Has ACE mentioned whether the current plan is for mobs to drop gear at all come launch? I always thought the design plan was that either they didn't drop gear at all or dropped utter garbage that was essentially one step up from being naked and better suited for recycling for materials. If the drop gear stays then it should all be Nerf brand with low durability and untrained crafting should produce similar quality with higher durability. I'd be just fine if they nixed drop gear all together; would put all on the same footing at launch but those training crafting would be relevant much
  8. I would do some testing/fighting on Srathor's Lawn if we got that!
  9. @Febreze, trust me, they will be happy to sell you an account. Your timing is good as there is about to be a new patch dropped that will be very close to what the game will be like at launch. Ping support@crowfall.com and they can set you straight.
  10. Ha! Make that Dergsvid-20 quarantine work for you!
  11. I was thinking shapes primarily for any colorblind crows; personally I'd be happy with just colors as well. +1 for a range indicator running off of local data
  12. That's where I'm at. I don't care so much about Dergs at this point in all honesty (beyond the hilarity of randomly shouting "DERGS!" of course), I'm just pumped to start working through stats, builds, etc. because it will indeed take some time. Looks like they likely tweaked all the numbers, and you know their isn't any documentation coming any time soon, so will be plenty to do
  13. They could even take that a step further and make the indicator on the compass/group list pulse when that player has taken enough damage to see the red.
  14. Suggestion #1: Make it easier to identify the location of specific group members when attending the inevitable zerg-fest. Each group member gets a uniquely colored/shaped marker on the compass, which would correspond to a color indicator on the group list. Shape could be something akin to Monopoly pieces and are auto-assigned when group members are added. This way you know who on your team is in what direction, at a glance, and can toss out comms commands like "rally on the purple shoe!". Suggestion #2: Introduce an in-game means of directing a groups attention; a visible "r
  15. New patch hotness coming any day now! Get your butts over here and join the fun!
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