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GhostEye

Testers
  • Content Count

    82
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About GhostEye

  • Rank
    Magpie

Profile Information

  • Interests
    Gaming, Anime, Tech... The usual.
  • Gender
    Male
  1. This was really encouraging to see. Great improvements to harvesting. Well done ACE!
  2. If these half-elves follow traditional tropes (scorned by human and elf alike) then perhaps they would be adept at disguising themselves. So an active power that somehow makes use of a temporary disguise of some kind? This seems way more interesting and useful than a flat run speed buff.
  3. That is a really fantastic idea. That's the first suggestion I've heard that would give me any clue as to why someone would actually WANT to train into harvesting.
  4. Yeah, there must be a way. Maybe only apply the restriction if there is a certain type of trend for say a given account always connecting on the IP as several other accounts. That way the IP restriction isn't necessarily the issue.
  5. I like this idea, but it might make it difficult for people who like to do LAN parties, or for off-campus university housing and such.
  6. I think this system is perfect for players who only have time to dip their toe in on the weekends. It helps them feel like they aren't rapidly falling behind everyone else, and also gives them a reason to keep playing the game. ACE is building a game where the main content in the game is people. If nobody is playing, then there is NO GAME. They know this, and so they are trying to find ways to keep players interested. If they don't have systems like this, they are going to get a ton of people who pop in for a few hours, realize it's going to take them months to get anywhere, become a complete time sink for them, and then they are going to log out and uninstall the game. Games that rely on players tend to release with a concurrent player base of like 60K and then 2 weeks later there is maybe a thousand people still playing. It happens all the time. Crowfall is one of these games, so try to keep that in mind and see it from ACE's perspective.
  7. So... "action" harvesting is standing in place while facing the thing you are harvesting and clicking a button... mmk. If people like it, fine I don't care. Moving on, there seems to be a lot of issue with in/out combat states and how you switch between them. Was manual switching specifically a design goal? I thought this problem was solved ages ago by having the game detect your combat state for you... Is the whole point of manual switching simply to provide the opportunity to take advantage of someone who is not "in combat"? I'm seeing a ton of complaints about that mechanic anyway. Food for thought maybe.
  8. Firefall had a cool system for gathering. It obviously wouldn't directly translate to crowfall, but basically you had these thumpers that you call down and they would harvest the material over time while making lots of noise and attracting monsters. You were tasked with defending the thumper until it was full of resources and then it would take off and fly back to base. If it got destroyed you got nothing. The higher quality thumper would net your more resources, but also would draw a lot more, and more dangerous enemies. I think there were also some variance in how long it would take to become full. It wasn't perfect, and sure it still felt tedious after a while, but it never was as boring as standing still and pressing a button on the keyboard while looking at a hunk of rock on the ground. I think something like this could be implemented in crowfall and it would probably be pretty badass. Hell I have absolutely zero interest in harvesting but even I might be tempted to partake in an activity like that. I know ACE is trying, and listening, and I appreciate that. Whatever we end up with, I just hope that the majority of players who are interested in gathering/crafitng enjoy it.
  9. Okay, now I'm getting excited for this game. Nice work.
  10. Fair enough. I guess we'll see if any of that actually matters or is even possible to accommodate in a reasonable amount of time. I'm not saying there should be one damage type, I'm saying there shouldn't be 16.
  11. Never been in a large guild that wasn't full of 12 year olds with superiority complexes. Seriously, please if you know of a guild with functioning humans let me know.
  12. Exactly. Solo and small group players aren't looking to "win" a campaign. Honestly, I may have 10 hours a week tops to play this game. There's no way in hell I'd ever expect to win a campaign. What I want is the opportunity to make a viable contribution somehow, and also be able to experience what the game has to offer (for the most part). In the context of crafting, based on the system described, I'm wondering how that will work. Crafters need protection and a supply chain. What, if anything, does the game provide to accommodate this? "Nothing" is an acceptable answer, I'd just like to know one way or the other.
  13. I agree completely. Would love to hear what the devs have to say. The feeling I get from most people in this forum is that solo/small group play will be frowned upon and discouraged. I'm hoping the guild structure is such that small enterprises can ally themselves for protection and not necessarily have to deal with guild politics and drama.
  14. The issue then boils down to making sure that realism doesn't become a substitute for "fun". In my opinion (which may be wrong) it seems like they are banking on crafting appealing to people who enjoy calculations and spreadsheet management in their games. Fair enough I guess... I will just not craft, and that is fine. Unfortunately the same mentality seems to be bleeding into the armor system with what (again in my opinion) seems like an unnecessary amount of damage/resistance types that are only going to make choosing which equipment to wear another exercise in calculations and spreadsheet management. I guess we'll see soon enough how it plays out.
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