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Silverion

Testers
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Reputation Activity

  1. Like
    Silverion got a reaction from JamesGoblin in Crafting Master List   
    +1 cheers to all crafters 
  2. Like
    Silverion got a reaction from JamesGoblin in Worlds Parcels - Comparison and Overview   
    Thanks 
    Kraahk 
  3. Like
    Silverion got a reaction from MiracleMax in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    EU morning 6 people online and still lag, 24ms but ....
     
    puting on armour dont update effects window, i take off and put on all my 5 piece leather armour and i didnt see any change on numbers below.
     
     
    when i come to boar place ALL 9 boars was stuck somewhere and after i start kill all of them only 3 unstuck and started chasing me.
     
    Lost item to inventory bug after crafting gold pick sigl,
     
    buffs are not saved so if i log and relog all potion effects are lost
  4. Like
    Silverion got a reaction from JamesGoblin in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    EU morning 6 people online and still lag, 24ms but ....
     
    puting on armour dont update effects window, i take off and put on all my 5 piece leather armour and i didnt see any change on numbers below.
     
     
    when i come to boar place ALL 9 boars was stuck somewhere and after i start kill all of them only 3 unstuck and started chasing me.
     
    Lost item to inventory bug after crafting gold pick sigl,
     
    buffs are not saved so if i log and relog all potion effects are lost
  5. Like
    Silverion reacted to Caenth in Fri, Dec 16 – Sun, Dec 18 - Bugs, anomalies and tech issues FEEDBACK   
    Serious, you need to hotfix the Field Camp bug not regenerating food. The game will become unplayable quickly because I'm bleeding Apples like no other. I'm not in the mood to chop trees all day long.
  6. Like
    Silverion reacted to th3gatekeeper in Skill tree comparation with EVE and crafting.   
    I never played Eve, I tried to read up on the passive system and from what I could tell... it seemed like a pretty cool system. tier/level 1 was very quick to train. People could get up to tier 3-4 easily and then tier 5/level 5 took a LONG time. So people would start going throuh the trees leveling things to tier 3-4 and it SEEMED like a cool design.
     
    So what makes crowfall so different?
     
    Is it that there are less total number of "nodes" to train and each one has so many levels in it?
     
    In Crowfall, I would imagine levels 1-20, being the same as "level 1" in Eve. Levels 21-40 being "level 2" etc etc.
     
    Ive personally thought about Crowfalls 1-100 and really wish it was just 1-10 or 1-5. Make each level have more weight to it.... So "level 1" would be the current equivalent of levels 1-10 combined. 
     
    I also wish they would allow you to progress ~lvl 80 (which is supposed to be the halfway point in time). So on a 1-10 system, this would be level 8. On a 1-5 system it would be level 4.
     
     
    In Eve, can you guys explain the time training. Was it multiple DAYS to level something? Was it hours? Etc. Im a little curious.
     
     
    I think the current tree system could use some work. I would LOVE to see many times over the sheer number of nodes, with multiple paths to proceed to any given thing. So maybe they could take all the current nodes and split them all in half, doubling all the number of nodes, halving the "total" benefits and then doubling training time. So that you progress faster, but there is 2x the number of things to train = same total amount of time? 
  7. Like
    Silverion reacted to pang in Skill tree comparation with EVE and crafting.   
    Well to clarify 100 is only the base max level. With better quality vessels, runes etc you can raise that max past 100. So yes in a way there are higher tiers for skills and such. Id check the FAQ for better explanation of the systems.
  8. Like
    Silverion got a reaction from Eaden in Skill tree comparation with EVE and crafting.   
    Hi all i wished to say i started playing eve in 2005 and i liked a lot its passive skill tree system. As I like to craft things a lot it is my pass time so even when i have some 10 - 15 min break it was always great to check my crafting que, or check prices on auction board.
     
    Still when im at home i like to go on mining runs or get in some fight, and in eve i was able to do right this all time from start.
     
    Now as i tried crafting and skill tree in crowfall, crafting is AMAZING but skill tree get me totally @what for@, i was thinking a lot why it was and after some time it become clear.
     
    In eve from the start i have TON of short skills that i can start and i feel FULLY involved in game and thinking about millions of different ways to program my training que.
     
    Every thing i train OPEN A NEW item or SHIP or New ability, so after day or two in EVE i have basic skills, i can drive fey ships and i can start working on improving quality of items i can use.
     
    In CF i have to wait 3 DAYS to train one skill and open 4 other skills ... it totaly KILL MY MOD.
     
    Ok every skill in CW train up to 100 and in eve max is up to tier 5, but in eve every skill give you a lot of satisfaction, as i train shields it work better i SEE that i can use better modules and if i dont wish to start 24 day skill i will just share it to some other useful skills. 
     
    So im now seting relations between EVE and CW ... If you look carefully lets say that EVE ships are CROWFALL vessels, so we have Universal skills that are used by all Vessels and you can train only ONE, and `class` skills that you train one + 2 if you pay monthly subscription.
     
    to keep it short i will just say that what skill tree need is to give MASSIVE NUMBER of base skills that will create LOGICAL piramid or requirements for higher tier skills, for example:
     
    This can be done also with a lower skill requirements so you can start ore mining with only 10 / 100 in basic harvesting so that you dont need to wait  days or weeks to start seeing specialization differences.
     
    Uff it is getting late and if there is interest in this thread i will gladly explain more tomorrow.
     
     
  9. Like
    Silverion got a reaction from Kraahk in Eternal kingdom and WALLS !   
    that will be really SUPERB .. EK as PvE playground, winter comes ... snow cover all and you hear howls of hungry wolfs in distance ... still your Pig is so slow it moves step by step every step like eternity, will you bring this load to trade city ... question is in your head as wind is stronger and you feel cold grip around your heart ...
     
    Now i can imagine why walls  ,,,
  10. Like
    Silverion reacted to pang in Pet/minion - Archetype   
    Believe at one point they mentioned taming as a discipline every archetype could get. But a pet based Archetype likely isn't in the plans, at all.
  11. Like
    Silverion got a reaction from ledeir in Eternal kingdom and WALLS !   
    that will be really SUPERB .. EK as PvE playground, winter comes ... snow cover all and you hear howls of hungry wolfs in distance ... still your Pig is so slow it moves step by step every step like eternity, will you bring this load to trade city ... question is in your head as wind is stronger and you feel cold grip around your heart ...
     
    Now i can imagine why walls  ,,,
  12. Like
    Silverion reacted to ledeir in Eternal kingdom and WALLS !   
    My reason for having walls is they look cool. Its not a castle without walls! That is enough for me.
     
    If you want more practical reasons though...
    - Tourism: People who are too poor to afford their own fancy walled cities will want to visit people who can. 
    - Flaunting of Wealth: If you look rich, you are more likely to attract the wealthy. 
    - Organization: You can use them to sort your market districts by type of goods sold, races allowed, whatever. You could have a fancy invite only region.
    - Privacy: This depends on how the chat system is created, but you could have a private walled off area for secret dealings. (yeah, you could have a private channel and accomplish the same thing, but this could be more fun). 
    - Practice: We'll be able to build castles in campaign worlds. I'd much rather practice and design my plan in safety before putting it into effect. (And who knows, maybe you will be able to sell castle patterns)
    - PVE: As Sanctuary demonstrates, you could disable PVP but still have PVE combat. Walls will keep those monsters from attacking your customers. 
     
    How's that?
  13. Like
    Silverion got a reaction from Kith in Skill tree comparation with EVE and crafting.   
    Hi all i wished to say i started playing eve in 2005 and i liked a lot its passive skill tree system. As I like to craft things a lot it is my pass time so even when i have some 10 - 15 min break it was always great to check my crafting que, or check prices on auction board.
     
    Still when im at home i like to go on mining runs or get in some fight, and in eve i was able to do right this all time from start.
     
    Now as i tried crafting and skill tree in crowfall, crafting is AMAZING but skill tree get me totally @what for@, i was thinking a lot why it was and after some time it become clear.
     
    In eve from the start i have TON of short skills that i can start and i feel FULLY involved in game and thinking about millions of different ways to program my training que.
     
    Every thing i train OPEN A NEW item or SHIP or New ability, so after day or two in EVE i have basic skills, i can drive fey ships and i can start working on improving quality of items i can use.
     
    In CF i have to wait 3 DAYS to train one skill and open 4 other skills ... it totaly KILL MY MOD.
     
    Ok every skill in CW train up to 100 and in eve max is up to tier 5, but in eve every skill give you a lot of satisfaction, as i train shields it work better i SEE that i can use better modules and if i dont wish to start 24 day skill i will just share it to some other useful skills. 
     
    So im now seting relations between EVE and CW ... If you look carefully lets say that EVE ships are CROWFALL vessels, so we have Universal skills that are used by all Vessels and you can train only ONE, and `class` skills that you train one + 2 if you pay monthly subscription.
     
    to keep it short i will just say that what skill tree need is to give MASSIVE NUMBER of base skills that will create LOGICAL piramid or requirements for higher tier skills, for example:
     
    This can be done also with a lower skill requirements so you can start ore mining with only 10 / 100 in basic harvesting so that you dont need to wait  days or weeks to start seeing specialization differences.
     
    Uff it is getting late and if there is interest in this thread i will gladly explain more tomorrow.
     
     
  14. Like
    Silverion got a reaction from JamesGoblin in Eternal kingdom and WALLS !   
    Ok so if i understand it well ... EK Eternal kingdom is peaceful place to trade, craft, socialize where nobody can attack you , steal, kill you , jump on your corpse, bring ex-your pig to trump your weak body with weight from ex-your resources ....
     
    But ahmm .. Why we have to build Walls around town if you dont have to defend from anything?
     
    Wall is normaly used to keep something from one side of it, enemy, weather, prisoners ... fans ... journalists ... WAAAGH!! .... 
     
    so If i declare my EK to be PvP i dont think any crafter will come in so the wall is of no use as there is nothing to protect in my castle ....
     
    if i declare it to be no kill zone to get crafters buyers, merchant tralls, travelers, girls etc .... i dont need walls at all ....
     
    Decoration ... oook but i really want people to move around easy to get a BIG market in middle of EK ... walls here just dont fit except if it is good to put around so crafters cannot get lost all over ....
     
    So ahmmm ... anyone can find a reason do we need walls for anything usefull in EK, or they are just for decoration?
     
  15. Like
    Silverion reacted to Tinnis in Concerns and thoughts about multiple accounts?   
    Bypassing import rules:
     
    I enter three accounts into my new campaign and then transfer all their imported goodies on to one of them
  16. Like
    Silverion reacted to Tinnis in Concerns and thoughts about multiple accounts?   
    started this here as general discussion does not allow polls
     
    Do you already own multiple accounts?
     
    Are you concerned many core systems will be undermined by players being able to do this?
    makes a mockery of the Crow system with regards to skill training bypassing the one general skill training limit people will make crafter alts - destroying player interdependence, training choice and specalisation people suggest the maths favors just buying multiple accounts instead of VIP in order to train multiple archetypes - making ACE lose money over time will also likely bypass: campaign locks, faction locks, god locks, guild locks (ACE appears happy to allow this in code of conduct)
     
    Yes having bought multiple accounts help ACE financially...
     
    And obviously there is only so much ACE can do to stop players having multiple accounts if players really want to
     
    EDIT:
     
    this is less about unenforceable ban hammers (not that i'd be against that approach as a baseline) - more about a suggestion of:
     
    should ACE design the systems so multiple accounts do not give giant benefits over single account users which go against the spirit of the game's systems
     
    currently the opposite of this from what we know
  17. Like
    Silverion reacted to KingJack974 in any game mechanics that discourage alternate crafting accounts?   
    I haven't ever played with an alternative account so this may seem a bit dumb, but aren't alternative accounts bothersome to manage ? having to log off/in every time ?
     
    Would it be a bad idea for ACE to "improve" the VIP system : rather than classic VIP "1 general skill / 3 archetypes", you can VIP+++ (2 general skill/ 4 archetypes") which can be improved in VIP+++++++ with "2 general skill/ 6 archetypes". Just make it a bit cheaper than managing 2 VIP-accounts (or more ?).
     
    That way everything is centralized in 1 account, crafters aren't forced to ONLY play crafting (cause now they can also train fighting abilities) and that doesn't really give you an advantage over other players since you can't join with several accounts the same campaign/manage multiple EKs. 
  18. Like
    Silverion reacted to Hyriol in Unskilled Crafters > Skilled Crafters   
    Hey crafting nerds,
     
    During testing this week, I noticed a quirk in the risk-based item experimentation system.  I can elaborate on any of this if ya'll would like, but here's the short-ish version:
     
    1) Crafting experiments at 50% risk or higher give you a 50% bonus per experimentation point spent on your result.  So, a "success" with three points spent (37.5% risk) gives you an increase of 3.15%, but 4 points spent  (50% risk) increases by 6.32%.  This is a 1.05% vs. 1.58% per point spent on your result (+50% increase).  This holds true all the way up through "amazing success" 8.05% vs. 12.08% per point spent.
     
    2) Increasing your crafting skills (which is simulated in Big World via potions) decreases your risk per point spent from 12.5% to 11.1%.  Ordinarily, this sounds like a pretty sweet deal, however....
     
    3) Gray quality materials limit the number of experimentation points you can spend to a maximum of four (two in grade and two in durability).  A skilled crafter, then, spending all four points at once, will have an experimentation risk of 44.4%, which will not trigger the result bonus.  The unskilled crafter, however, will hit 50% risk with all four points, achieving a higher potential result when you factor in the risk bonus.
     
    Bored yet?  Good, here's a video:
     
    https://youtu.be/FPEsMUsaDZ0 (You'll probably want to hit 'pause' at the important bits)
     
    It did take about 25 tries before I scored an "amazing success" while unskilled, but the result was better than the skilled version could *ever* achieve.  It also *only* holds true for gray quality materials, since maximum experimentation points is the limiting factor.
     
    This could either be:
    A) a bug, since a noob scoring better than an expert doesn't make much sense or...
    an intended design, so that new crafters have a permanent "beginner's luck" to have some relevance until they start earning skills.
     
    Does anyone out there have any data that will support (or refute) these observations?  Have I made an assumption somewhere that I shouldn't have? Questions?  Comments?  Fell asleep from all the carebear?
     
    Have at it, gents and lady gents.
  19. Like
    Silverion reacted to narsille in Eternal kingdom and WALLS !   
    Conspicuous consumption
  20. Like
    Silverion reacted to Ricco96 in Eternal kingdom and WALLS !   
    I agree with you Silverion.
    If you have fans you might need them though x D. Jk. 
    I think your topic is valid simply because the walls would mainly be used if you declare your kingdom pvp. In which case, It's less likely that you'll benefit from crafters etc. 
    Perhaps, we will see more items such as statues, roads, lamps, whatever decoration it might be that will be released to put in the parcels.
  21. Like
    Silverion reacted to Kraahk in Eternal kingdom and WALLS !   
    You don't have to use walls in your kingdom. If you don't like them, don't build/place them.
     
    You can activate/deactivate PvP and destruction (siege training?) based on single parcels. So you can have both PvP and PvE in your kingdom if you want to.
     
    Next.
     

  22. Like
    Silverion reacted to Jah in Eternal kingdom and WALLS !   
    I would agree that there is a thematic issue.
     
    Why would Crows build walls and other military fortifications in places that cannot be attacked? The lore here doesn't seem to make sense.
     
    We can pay thousands of dollars to buy castles and walls for our EKs where they serve no purpose. It will be strange when people realize that those expensive walls serve no function and just get in the way of EK customers who are trying to efficiently move from shop to shop.
     
    That said, I think thematic reasons for walls in EKs could be invented.
  23. Like
    Silverion got a reaction from Kraahk in Worlds Parcels - Comparison and Overview   
    Thanks 
    Kraahk 
  24. Like
    Silverion got a reaction from JamesGoblin in Are there enough people in testing? Popularity?   
    1 st there is some 9000 people invited to do testing so it is not open to all yet, testing at moment is fun as all is new and crafting system is really deep so we all experiment with creating items but ... its good that there is no more people because it wil be hard to contain bloodbath. 
     
    At moment you need 40 minutes of material time you are blind to craft one item that is not basic ... + resource harvesting from 1 to 3 hours to get craft one item and if you are killed in middle all from start ...
     
    Crafters started to organize in groups to protect from lone raiders, of course raiders started to do the same ... so in 3.8 im expecting some interesting fights 
     
    but as soon as there will come safe zone to trade/ craft number of people interested in testing will skyrocket as game is already fun enough to be played 
  25. Like
    Silverion reacted to Kraahk in Eternal Kingdom PvP (Arena parcels, designated battlegrounds)   
    Thanks for your idea. As Jihan stated, this has been discussed in various threads before. Some people are afraid that such possibilities will turn people away from participating in the campaign worlds. While others try to defend their personal vision and ideas for eternal kingdoms.
     
    The focus of this game is and will stay pvp within the campaign worlds, while the EK's are designed to glue them together as a kind of extension.
     
    If there will be arena parcels or not: You will be able to do things like "Enable PvP" or "Enable Destruction" within your kingdom builder. As far as we actually know this will be on a parcel base. So arranging tournaments is possible. You just will have to organize them.
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