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GhostEye

Testers
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    82
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  1. Like
    GhostEye got a reaction from Gummiel in Crowfall Q&A Live for October - Official Discussion Thread   
    This was really encouraging to see.  Great improvements to harvesting.  Well done ACE!
  2. Like
    GhostEye got a reaction from JamesGoblin in Crowfall Q&A Live for October - Official Discussion Thread   
    This was really encouraging to see.  Great improvements to harvesting.  Well done ACE!
  3. Like
    GhostEye got a reaction from JamesGoblin in Meet the Half-Elf - Official Discussion Thread   
    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.
  4. Like
    GhostEye got a reaction from Makishima in More on Action Harvesting - Official discussion thread   
    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.
  5. Like
    GhostEye reacted to KrakkenSmacken in More on Action Harvesting - Official discussion thread   
    They have already built that into the baseline node types.  Tier 1 nodes are weaker (have less armor) and are easier to take down than Tier 9.  You do more damage per swing with the same gear and skill against a tier 1 node than a tier 9.
    Again, there is no choice or personal skill on the part of the player.  
    If you want to push a trained skill that does that, then some sort of ability to temporarily bump a node up in type would cover it off, without all the convolution.  
    The key problem there is, that would have to be very tightly controlled, to the point of being useless, because each Nodes tier is tied to the parcel type it is on, and the band the campagin is in.  This is the material gate so that legendary materials NEVER drop in the outer bands.
    Start adding things that can improve a nodes tier, and you start risking nodes distributing materials that should never be found in that band.
     Again, my suggestion of triggering more rolls on the resource tables, the less swings you took to break the node sections, keeps things along the natural line of "more damage = better results", which is what the entire system is based around already, without adding the risk of changing the quality tables in regions that should not have higher quality.
    -----
    Now if they replaced the parcel quality modifier completely with a harvester power, that could actually be interesting.  You enter campaigns where ALL nodes are the same, and the upper limits of resources can only be pulled by players who have trained the ability to upgrade the nodes they come across.
    So a fully trained ore harvester for example could push a tier 1 node up to 6, making that the last node on each material type they could train, would greatly improve the importance of having dedicated harvesters, since the Labor disk has greatly diminished the importance of that role.
  6. Like
    GhostEye got a reaction from Leiloni in Tomes P2W Model   
    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.
  7. Like
    GhostEye got a reaction from Leiloni in Tomes P2W Model   
    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.
  8. Like
    GhostEye reacted to Leiloni in Tomes P2W Model   
    I've said this before but I don't think it would be hard to control. TERA had a problem with people multi-accounting for a while and what they did was limit the amount of different account logins per IP per day. So if they limited it to 2 accounts per day let's say, you could have 30 accounts but would only be able to use 2 per day because once they see 2 accounts logging in from the same IP, they cut you off. You can still log in repeatedly from those 2 accounts, just not any more.
    Even if you went to the trouble to change your IP, you'd still only get 2 logins unless you kept on changing it throughout the day just to gain access to your numerous alt accounts. I don't see most people bothering with changing it even once. Unless I'm missing something, the multi-account problem is not really a problem. It's just up to ACE to track IP logins and decide on a limit. I only say 2 because if a husband and wife are logging in from the same IP that might be a problem.
    Besides, isn't this something a lot of game companies track anyway for security purposes? Like if some Chinese gold seller gets a hold of my log in info, for some games you get an email warning that another IP has tried to log in. I believe GW2 does this. 
  9. Like
    GhostEye got a reaction from Leiloni in Tomes P2W Model   
    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.
  10. Like
    GhostEye reacted to Kith in Tomes P2W Model   
    Hilariously easy stop on feeder accounts:  You can only produce Tomes in a tree you have trained to 100%
  11. Like
    GhostEye got a reaction from JamesGoblin in I do not like how gathering in Crowfall makes me feel   
    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.
  12. Like
    GhostEye got a reaction from KrakkenSmacken in I do not like how gathering in Crowfall makes me feel   
    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.
  13. Like
    GhostEye got a reaction from JamesGoblin in Meet the Fae! - Official Discussion Thread   
    Okay, now I'm getting excited for this game.  Nice work.
  14. Like
    GhostEye got a reaction from JamesGoblin in Playtest feedback for Fri, April 28 – Mon, May 1   
    EK gets stuck on "Waking Up" occasionally.  
    I have gotten in after importing my test parcels, but I could not figure out how to get them to show up in the Edit EK screen.  
    UI is... well definitely a WIP.  Options screens almost completely unusable while in a campaign/EK.  When trying to open the key bindings screen it always loads mostly off screen and I can't tell if there's even anything on it.  Have to hit F12 to close options in-game.  Esc key stopped working once.
    One time I loaded in and was just seemingly floating in the air (I couldn't tell because I had no character model), all I could see was a blue background and the UI.
    My Radeon R9 Fury temp went up to about 59 C which kicked the fans up to about 90% and sounded like a space shuttle taking off.  This didn't happen right away, but slowly built up while I was in the EK over the course of about 5-10 min.  I have experienced this in one other game (CS:GO) but not to this extreme.  No other games have caused this to happen, and I've played a LOT of other games on this card over the past year-ish.
  15. Like
    GhostEye got a reaction from JamesGoblin in Still no Shadivak sighting?   
    Good luck mate!  I feel your pain though, Shadowbane consumed 6 months of my life in the blink of an eye.  I literally can't remember anything else that happened during those 6 months.  Had to put it down to salvage my marriage.  12 years later and I can't even remember what guild I was in or the char names of friends that I made.  Would love to hook up with that crowd again in Crowfall. 
  16. Like
    GhostEye got a reaction from JamesGoblin in Crowfall Live! Oct 27 - Harvesting & Crafting + Duelist animation   
    Fantastic!
  17. Like
    GhostEye got a reaction from JamesGoblin in FAQ Revision: Crafting & Economy   
    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.
  18. Like
    GhostEye got a reaction from Armegeddon in FAQ Revision: Crafting & Economy   
    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.
  19. Like
    GhostEye got a reaction from JamesGoblin in FAQ Revision: Crafting & Economy   
    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.
  20. Like
    GhostEye got a reaction from JamesGoblin in FAQ Revision: Crafting & Economy   
    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.
  21. Like
    GhostEye got a reaction from Armegeddon in FAQ Revision: Crafting & Economy   
    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.
  22. Like
    GhostEye reacted to McFear in FAQ Revision: Crafting & Economy   
    I've been waiting a long time for this. Looks exactly like what I wished for! Now hurry up and let me test it all out
     
    My only concern is the potential for small guild crafters being gated by not having access to materials that big guilds hoard. I'm hoping the information on guilds and "Sub-Guilds" may include some good news for small guilds in general pertaining to the cooperation of multiple small guilds.
  23. Like
    GhostEye got a reaction from JamesGoblin in FAQ Revision: Crafting & Economy   
    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.
  24. Like
    GhostEye got a reaction from Lephys in MMORPG Update: Harvesting Reveal   
    Either way, the guy doing the mining is still pressing F and standing still for a while... FeelsBadMan.  Also if you're in a large enough group to not get attacked, the guy doing the guarding is just standing around doing nothing while the miner presses F.  It's just a really boring idea for a system that is apparently so crucial for success in the game.
  25. Like
    GhostEye got a reaction from Lephys in MMORPG Update: Harvesting Reveal   
    Will Crowfall allow me to enjoy both combat and harvesting/crafting?  Why are these two mutually exclusive?  What if I enjoy the sense of accomplishment that comes with constructing my own gear from scratch or providing the valuable resources necessary to a fellow crow?  What if I also enjoy using that equipment to slaughter my enemies?  I get a greater sense of pride from knowing that I did it from scratch with my own two hands.  This mentality is what drove MMO's to provide solo content to players in the first place.
     
    I'm not saying Crowfall should compromise.  I do believe that this game will be great, and that it should not cater to the solo mentality.  What I'm suggesting is that you need to have systems in place to promote positive PVP experiences that are at least moderately balanced and enjoyable.  I think "gamify" was a poor choice of words.  What I'm saying is, putting a thing in a field, and hoping that the people interacting with that thing just have fun organically (while certainly possible) is maybe not a solid plan when the basis of your game revolves around player interaction and little else.  "Push F to harvest" isn't fun unless you know that by doing it you are inviting unpredictable consequences.
     
    I do like the social elements of group harvesting.  That is cool, Vanguard did something like that and it was a lot of fun.
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