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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. StarrFall

    Hi, how are you?

    Strongly, strongly agreed. I already regret feeding the trolls as it is.
  2. StarrFall

    Hi, how are you?

    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 Armegeddon opened your mouths this thread was simply to check in and see how people were doing, so in fact you two are the ONLY 2 that want to take it this direction and the rest of us simply can't sit here while morons spew bile on the forum that we all belong to. If you really don't want to take it that direction then can the troll act and shut your mouth on the topic. On another note, hope everyone is well!
  3. StarrFall

    Hi, how are you?

    @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 subsequently died), but I have a lot of folks in my direct orbit that are in the danger zone from a health perspective and if this makes it to my area then we will almost certainly see loss directly related to the pandemic. Jobs are replaceable while people are not so have at least a little class and keep that bile about this being overblown to your damn selves, please and thank you. The question was "how are you?", not "how are you? Please answer by downplaying others' tragedies".
  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 class and need to provide gear to run it through the wringer immediately in a fresh instance where no one can craft anything of variable quality). Breaking the trees down a bit more, particularly if they want to add in stubs for future subsystems to flesh it all out (see below), would likely represent quite a bit more work and planning I'd imagine, but it would drive diversity much more effectively. While I appreciate the symmetry of the current layouts more than most people probably do, that is really more related to my borderline OCD compulsion to make things symmetrical if possible and less so with my desire to be able to start having fun as a meaningful crafter ASAP or to have the ability to make intelligent choices that give me advantage over those who don't and choose the shiny cup. Reducing the % to progress over the current trees would help but would mean that the biggest driver for diversity would simply be impatience to get to mastery (which of the nodes, the same nodes everyone else trained too, you chose to shortchange to hit the min to progress may differ from those others chose to shortchange) and not so much choice of HOW to get to mastery (where others may not even train the nodes you chose at all). I hadn't thought about this until reading this thread today, but after chewing on it for a minute, I am 100% on board. Maybe some combat-tangential training belongs at the account level and that could make sense (account stats that buff stats of siege equip used, for example), but direct combat itself is supposed to be flat curved and about skill/coordination.
  5. StarrFall

    Hi, how are you?

    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 or dust. I imagine some shifty looking NPC (or possibly a rotation of them, 1 for each race/campaign) hanging just outside the temple who plays the role of "buyer", and that the gear would show randomly in NPC loot tables until it is dropped (perhaps gear quality and NPC level will need to be balanced but you get the idea). Gear would retain all descriptive details but would lose let's say, somewhat arbitrarily, 60% of the remaining durability upon sale to the NPC buyer while any gear below 50% durability is refused, thus ensuring there is always a fresh wave of gear out there to be dropped and that we don't play hot-potato with the same crappy gear on a loop until the campaign ends; if a crafter's name shows up repeatedly then it should be because they are working hard and not because their gear sucks and no one wants to use it. It would be a good way to keep the economy's wheels greased and give crafters that much more meaning at the same time, it adheres to the non-PvE-centered spirit of the game design, and it could be an interesting way for crafters to advertise to random new prospective customers across a given server. Thoughts?
  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 earlier on even without a great amount of skill. Basics training should provide just enough skill to make it worth passing mats to someone with the training as opposed to just crafting it with no skill yourself, to grease the wheels of the in-game economy. Perhaps a mechanic allowing player crafters to sell armor to NPCs could provide a pipeline for drop gear (with most durability used up upon drop from NPC), which would ensure that said gear quality is available directly from player crafters but with full durability; could even be a cool way to advertise for crafters since the item would presumably retain their stamp.
  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 "rally call" if you will. Combat leadership should grant an AOE-like power that will shoot a beam of light in the sky (or some such), which should be visible to group members only. Would be even cooler if there was a small indicator on the compass for all team members, pointing to the location to help orient when the meatball is thick (compass shape should be something other than diamond or any shapes used for suggestion #1, maybe a target shape or some such). The color of the beam and compass indicator would match the color assigned to that group member at the time. Beam of light goes away when the power is used again (1 per account), when the summoner dies, or when the summoner leaves that particular map. No cool down. Would be even cooler yet if the power could be used on the map to drop a marker on a distant location, but that's a whole different can of worms, functionally speaking, so just mentioning it as an afterthought. Thoughts?
  15. New patch hotness coming any day now! Get your butts over here and join the fun!
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