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About Kalsomir

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    Utrecht, The Netherlands

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  1. Archetype A having a stun and archetype B having a stunbreak does not sound very exciting. Its simply a matter of if stunned, press stunbreak. There needs to be a tactical decision involved in placing the stun and similarly a tactical decision involved in dispelling it. Regardless, there is merit to the idea that CC doesn't really fit as well in a combat environment with active attacks/blocks/dodges compared to say a hotkey/tabtarget based combat environment. Or rather, the CC systems we're used to from 2nd gen MMOs don't necessarily translate 1:1 to a game with a different combat system. Personally I'd like to see daze, encumbrances and fatigue type of effects that limit mobility and active defensive tools, instead of hard stuns.
  2. Thanks. Yes, if possible, we do very much like to open a diplomatic channel with the attacker, but depending on who they are or how auspicious their timing is, it may not be possible. It will also depend a lot on how skirmishes and battles will work out in the game. Lets say our scavenging party is intercepted, how exactly can we reach out to the raiders? Can we chat with them before they attack? How exactly we would engage in in-game diplomacy will depend on the timeframe of events and the availability to chat with your opponents. What exactly does 'being attacked' mean? This is why the vision can't really be translated 1:1 to in-game actions, but rather it tells how we would like to experience the game. We will let the vision guide our gameplay where it makes sense, but they are by no means hard rules. The most concrete I can get is that we want to participate in the FFA campaigns (Shadows/Dregs) and will actively pursue diplomatic contact with other guilds/groups and try to organize joint operations to eliminate otherwise threatening groups. What exactly 'diplomatic contact' will entail is currently hard to say. EDIT: I can see most of our diplomacy happening outside the game as well, who knows. In regard to success, its also hard to say. In fact, I would go so far as to say its currently impossible to determine what will lead to success and what will not. However, we hope that because our vision of diplomacy/politics matches some of the core aesthetic ACE is pursuing, it should at least be somewhat successful.
  3. Things that could make me regret backing really quick: - Tacked on features that muddy the core game aesthetic. - Compromising of core vision/philosophy - PvE as a separate game experience. Minor tidbits here and there I don't mind. - 'acquire target, push buttons' as Psy elegantly put it. Risk/reward, tactical decisions, high analogue skill ceiling are plus plus. The less 'if A, then B' combat is, the better in my opinion. Nevertheless, I remain quite confident in ACE.
  4. I've spoken with Higgz and he will help found the guild as its first co-leader. He is also very ambitious, and where I tend to be over-serious, he is a chill, relaxed man. I feel very confident in him. However, we'd really like one or perhaps two more co-leaders on board to ensure our success. Although the guild's vision is the only thing that is set in stone, everything else, including power and authority within the guild is still up for discussion. Do you feel that guild relations, alliances, guild wars, cooperative (with other guilds) Shadow/Dregs campaigns and diplomacy are the most important aspects of making Crowfall a lasting and both enjoyable and exciting experience for you? If you want to help start up a guild, we would be really happy to have you with us.
  5. We will make it get us far. Of course, we won't do solely joint operations, we will do independent operations as well.
  6. Not everyone of course, that would be insane. Just the people we like What I meant is that we will use diplomatic relations as our primary way to claim success.
  7. Was away for a week, good to see there is support! Still working on details and thinking about the specifics. Still need co-founders, this might be an auspicious opportunity for anyone wishing to build something up. Just PM me
  8. Yep, there is a certain trust required, but I am sure there is enough time to establish that yet.
  9. TL,DR: Looking for co-founders for guild. To everyone interested in Crowfall and still looking for a home, I will be creating a guild focused on diplomacy and GvG. I want to create a community that thrives on diplomatic relations with other guilds and provide other players the opportunity to experience this as the primary focus of the guild. Over the past month I have been working on the concept, but am currently stuck in that I need co-founders to solidify and expand the charter and vision. Overview The idea for the guild comes from the desire as a player to engage in the political PvP game. The ability to negotiate with other guilds and create meaningful relations such as alliances, trade agreements, truces etc, is what initially drove me towards Crowfall. The game markets itself as a throne-war simulator, a mix between Game of Thrones and EVE Online, and I seek to establish a guild that tries to be true to that as much as possible. The guild, styled as a kingdom, will focus on GvG gameplay. Its goals are to establish alliances and defeat common foes. We will seek diplomatic ties both in-game, but also within the community outside the game. There are already some well-established guilds what will be entering Crowfall, so how do I want the kingdom to be different and competitive? While the kingdom accepts anyone with any playstyle, its leaders and officers will employ a rigid structure. From scheduled war assemblies to formal council meetings to serious interaction with other guilds, we seek to establish a semi-hardcore community; one who takes all matters of the game seriously and with dedication, but not the point where it becomes a part-time job. Tl,dr: We are a semi-hardcore GvG guild with heavy focus on diplomacy. Our structure is derived from the historic concept of a kingdom and we will employ a serious schedule of war and council meetings to become an effective force within the established PvP community. If you are interested in knowing more, the charter, a WIP document detailing the goals, philosophy and structure can be found with the following link: https://docs.google.com/document/d/1xandob2ItgahKYcUn_oKQPLbiFYwodUQdZnlwUB4Ro4/edit?usp=sharing Note: some sections are intentionally vague because we lack information about gameplay. Timeline - First, I will be looking for additional co-founders while working on the charter. - Together with the co-founders, will will all work on the charter, until we have a complete documentation of the kingdom we all agree on. - We will create the website and set up the recruitment procedure. - At this point, everyone will be able to sign the charter and become a tentative member. - Once the guild registration goes live, the charter will be established and the kingdom will formally exist. - Then we will increase recruitment, aiming for a team of roughly 20-40 active players before launch. - In the meanwhile, we will develop strategy and game plans as we test during alpha and beta. Generally, we will learn together how to play the game. - The game launches. It is nearly two more years until release. There is no need to rush and more than enough time to sort everything out in detail. Personal Information I also wanted to share a bit about myself as I understand any potential co-leader will want to know what kind of person they will be working with. Currently I am a student at Leiden University studying International Relations and Organisations. I also have studied Computer Science for 1 year, but I dropped out due to the discipline not quite being my passion. I have academic experience in areas such as OO-programming, website engineering/design and interface design. Although I have never technically been guild leader before, I have co-lead a medium sized sw:tor community for almost three years with very successful results. Of course, I cannot undertake this endeavour alone, and even if I could I’d want it to be a collaborative effort, however together I feel extremely confident we can create something real. NB: If you live in The Netherlands (Holland/Utrecht regio) and want to help, I would not mind talking things out in a public area ^^. Interested? If you are interested in helping to found the guild, I do need a couple ambitious co-leaders. Please send a forum message with your interest and we can talk about how you can help. I consider this a serious and ambitious undertaking and I expect you view it as the same. If you do, we can truly make something grand. Of course, if you are interested in the idea of this kingdom, but do not want to commit yourself, you can simply leave a reply here with feedback and your opinion. It helps to spread the idea and to confirm that there are people who would want to be in such a guild as this.
  10. I share the concern that I highly predict EK trading will boil down hopping from kingdom to kingdom until there is a vendor that has the item you want. If you can list your kingdom in some sort of public catalogue, I can even foresee people using the title to advertise their goods. This is not how I quite would want EK trading to be. Hopefully there is something more I am missing. If crafting is specialized enough that not everyone can craft Badass Sword of Poorly Made Socks MK-XII, perhaps some people might be able to build up a reputation. Hopefully that is the case.
  11. Because it converges the value of the coin to a fixed value set by ACE. This in turn limits the influence the player has on the market. Whether that is a problem at all remains to be seen.
  12. While not a fixed price of 20k coins, the price will always converge back. If instead the value of a ticket is at 10k, on average, people will stop buying VIP with real money, causing the price to go up. If the price is instead at 40k, people on average will buy tickets to sell just for coins so they can get other items at discounted value. This causes the price to go down. No matter what the player does, the price always wants to be close to 20k, like you said. This limits 'players will determine how many coins a ticket is worth' severely.
  13. There are no flaws in your reasoning here, but you fail to address why coins having a fixed reference value is not a reason to be little concerned. If a parcel costs 50 coins/5$ and VIP (1 month) costs 15$, then the reference value is 0.10$ per coin. Nothing the player does can change this 0.10$ per coin value. If the actual value of the coin is too different from the reference value, players can exploit this (Arbitrage), causing the actual value to converge back to the reference value. Of course, this may not be as big a problem as I make it out to be. We do not know how important certain items or store items will be. But it is a concern because this limits the player influence and instead partially limits the value of the coin to a fixed value set by ACE.
  14. I never said outright currency alone was the problem (maybe in my first reaction, but I came to senses). Regarding the bolded part, I have seen to many ambitious projects flop to be confident. We have almost no information so instead of being confident I try to give ACE as many angles possible.
  15. The fact that you can use both coins as well as real money to buy certain items (parcels, store items etc) gives coins a real money reference value, a fixed unchanging value that the player absolutely can not influence. Say this value is 0.1$ per coin (hypothetical ratio), would you buy VIP tickets with coin at a 0.05$ rate? Would you at 0.2$? If the value is lower than the reference value, players are incentivized to not buy VIP with real money but with coins, causing the value to go up. If the value is higher than the reference value, it becomes more worthwhile to buy VIP tickets, sell them for coins and buy store items and parcels with coins rather than buying them outright with real money. This incentivizes players to buy VIP tickets with real money and sell them for coin to get store items and parcels at higher value. Do you see how in both cases the value of the coin converges back to the reference value? Its common sense I would almost say and the only thing that prevents this from happening is if either VIP tickets or store items are worthless to a vast majority of the playerbase. It may not be a problem or it may be. I don't know, but it is deff a reason to be at least a little concerned.
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