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About ClockworkWetwork

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  1. What's the scoop? There's no tooltip as to what Beneficial Harvest even is.
  2. I'm looking forward to those cool new food recipes. Finding new resources in the world sounds fun. I found the increase in rank on harvesting nodes to be helpful. The decrease in sacrifice value of things may be overtuned. I might have 10,000 common wood at level 9, but there's nothing I can make it into to sacrifice for XP.
  3. 1. What's the fallacy to the reminder that we're currently playtesting a pre-alpha? 2. I didn't present an argument, only a suggestion on a change in attitude from animosity over pre-alpha behavior to acceptance that it's just testing. 3. Is it a fact that there will "probably" be no additional players after launch? I disagree. You may be right, which means the game will fail and close and nothing now matters. I'm betting that the final product will be much better than pre-alpha and the population will swell such that there will be a fine diversity of players enjoying the r
  4. Set campaign times seem important to consistent testing. Perhaps everyone should take a few days off. That works better than complaining that other people take time off. If certain players want another hugfest campain to call their own, sure they can do this same thing again. So long as it serves the ACE objective of systems testing that brings us closer to launch, I don't care what they do. Every time players under the current design make the game too boring to play, I take a few days off and check back. It's great. No stress. Lots of passive training to spend. I just rem
  5. The importance of playing a game that isn't finished is to test and provide data. When I have the audacity to leave my gate parcel and get killed 6 times in a row in death shroud by the same guy who probably isn't level 12 in white gear like I am, I learn to do something else with my evening. I hope that ACE gets this data and incorporates it to make the game flourish upon launch.
  6. It seems that the player economy will address this. You can likely find another player in Bartertown who will trade you their 1 green for 10 of your basics. Win-win! :-)
  7. So you do like the idea of giving bonuses for territory control, you'd just like overall harvesting to be tuned down? There are bonuses that can exist other than Harvest. 3% healing, 5% mounted speed, and out of combat health regen are in and I haven't heard of any problems with them.
  8. Perfect, thank you for the info! I'll check out the specific testing requests as they publish them now that I know that exists. I'll help point other players there as well. Cheers! The Uncle Bob issue is passive training and item retention. Accounts that have been gathering XP and materials for 5 weeks are insurmountably ahead of new accounts. The barrier is hit at login, far before you can reach a capture point. Not only is a barrier to play (not that we are entitled to play in pre-alpha, we're testers), but a barrier to move about the world and test. I look forward to standar
  9. Perhaps we would all be better served, and our expectations managed, if the Devs were more explicit about what we're testing in each session. "This campaign we want to see if the harvesting is overtuned." Testers go out and hammer nodes and Devs collect data on how much loot is coming out each season and if there's some broken harvesting combos. Feedback from players regarding this is organized and specific. "Now that we've gotten some harvesting data. We're looking at the crafting systems based on the resource tuning. See what kind of gear you can turn out during this session."
  10. Adding a passive faction-wide bonus to certain zones would add some conquering satisfaction in addition to points. This would give zone control more meaning to your team and could fuel strategic choices in where to assault. In the future, there are many story and art reasons a zone might give a bonus. "We're short on wood for our keep. Let's take over the Forest of Plenty zone to give our harvesters a boost." Once you decide you like this idea, you can turn the knob however you want, from buffs similar to basic food buffs to buffs like a node of a passive talent tree. Combat rewa
  11. I just watched the December Q&A video. I read every news release. I email updates on the game to my friends. After your kickstarter video I bought a backer pack. Each video you put out is consistent in conveying your competence to make a game and your seasoned gamer experiences to make a game fun to play with friends. Very cool. My friends and I are all over 35 years old. We have full time jobs and families. We're probably not going to be in on any of the pre-release testing or posting on the forums, but we're here and we're excited. Glad to hear you're testing and balanci
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