killerkat

Testers
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  1. Infernal [NA/PvX]

    Pre-Alpha is ongoing, 5.7 dropping soon. We are still recruiting, EK is up and running with tables and vendors. Come check us out and see what we are doing, join us and be a part of what we are doing.
  2. Beneficial Harvest

    Ok. But that still doesn't explain why on human I am only getting 30 seconds for BH bonus. I could understand on the Monsters side, but on the monster side I get 30 seconds on ore and 3 minutes on stone. So thanks for catching that for me, but still does not answer the question for bonus times. I see the lifetime difference for plethera of dust on the stone side.
  3. ACE Q&A for July - Official Discussion Thread

    I didn't call anyone, I made a statement. Again, I used the extreme for months for legendary. So take it as you want.
  4. ACE Q&A for July - Official Discussion Thread

    If that milk is through the battlefield why wouldn't I. I used an extreme and I guess the trolls can't read between the lines. The point is I need to be geared well enough to be able to defend and/or escape if some rando happens to come across where I thought was a safe spot to harvest. It has happened. So I need to be geared and ready. I don't play the cookie cutter fae assasin harvester to just run and hide. I play what I plan to play at launch to be able to support the fight in hostile harvesting areas. So I need to be geared just as everybody else who is out to farm me. As far as risk reward, the nodes I am harvesting are the reward, if I can't protect that in my inventory the best way possible I might as well farm it and hand it over to who ever comes by. So yes I need to be geared just as everyone else, especially since my skills might not be all combat centric.
  5. ACE Q&A for July - Official Discussion Thread

    Adreesing the first part of this. It's an MMO, the have (active guilds, large guilds) will always, and should, have more than the have nots. I do not want to see a player come in and 2 days later be at the same place it took a guild full of harvesters and crafters who took hours upon hours to get material to equip their pvpr get rocked by Joe Smo Smucketelly cause he was able to get out of the beachhead/or other common area, gate. Those that work hard will and should, have more than those that do not! Haves and haves nots, as you put it. A regular player should struggle and it should be hard, that is the point of an MMO. I've learned early on this is a game of gear. One of my first battles was a group of Balance (about 8 of us) fighting a Mino mermadon. He dropped 1 of us but we couldn't even scratch him, until finally a geared balance guy came out and tides changed, granted only slightly. But it's because of gear, ok a little known issue with mino merms. But the fact that gear is such a big factor, those working hard on getting it should be better off than those that just playing 30 minutes a day. That guy/gal should not expect to be at the same level as the Haves.
  6. ACE Q&A for July - Official Discussion Thread

    I understand the econ part of what you are saying, I understand those that say winning should still have a consequence. My only problem is my Legendary gear, that took months to get resources for will still degrade as fast as the person who slapped some slag together and is out fighting. Now you all are going to argue well your legendary should have more durability so should last longer. Well just cause I have more points in durability doesn't change the fact that I am losing the same 2pt/10sec as everyone else. Where is the benefit to putting together that awesome gear you were going to help you survive many engagements. Now every time I'm killing a boar cause I need hides I'm taking a hit. For the pvp game I see this as a good thing. As eventually win/lose you will need to replace your gear. But if I'm out slaying tier3 boars/spiders/etc and I know I am not going to lose, but because I have to be wary of the combat peeps out farming harvesters I still need to be geared. This is going to force me to pick lower tiered gear, which then increases my chances of dieing and being looted by a pure pvpr. So the slippery slop is already in place with disciplines and combat skills. Harvesters get wasted day in and day out by pvpr. Yes I know go get yourself some guards blah blah blah. Well this initial spot from my perspective just like the vendors was to help those people solo, solo. I am in a guild, so I know I'll have protection, I know we will be out fighting, but know do we really waste the resource for gear that will break just as fast as everyone else? It seems like we made higher tier ore/stone/hides irreverent other than squeezing a few more hours of game play. And for those of us that play 12+ hours a day, I'm having to get a new piece every 2 days for killing boars. The whole game isn't just pvp.
  7. ACE Q&A for July - Official Discussion Thread

    I agree. I hadn't died this entire campaign in my current set of armor (knocks on wood). But now I am still going to have to worry about replacement because a few bad players complain it's "too hard". I feel like devs are catering to the soloist who wants to do everything on their own, instead of what this MMO is suppose to be, working with a team. Well worded Anthrage!
  8. Good Morning, I posted this in general but I think it's a bug so here I am. So I switched to my half giant and noticed that the grave digging is up at 5% as well. So I can only guess that the stone one is bugged in some way for humans in the pureblood branch. I posted picks of the skill trees that I have trained for pure blood vrs underfoot. Those two trees are are opposite so you would think the results would be identical when looking at beneficial harvest, however they are not. there is a 5% difference between stone and ore. Since there is no rhym or reason why this is the reason, or there is some hidden bonuses. Some insight would be helpful.
  9. ACE Q&A for July - Official Discussion Thread

    I am not tunnel visioning. If you can get white resources, which is all they said (not just ore and stone), then those things you mention don't need to be farmed. And since blood and bone have qaulity, we can guess that in future builds it's going to matter. Just as stone masonry currently doesn't matter what they use for mats, later on it will. And day 1 yes I'll be farming r1+, but I also know that very quickly probably within the first day I'll be farming higher tier because our guild is efficient even if using basic tools. We'll treat every node like a motherload. So I am not tunnel visioned. I am looking at what having white resources does to an entire subclass (harvesters). If you are just a combat guy you love this idea. If you are a crafter you love this idea. You can get anything you need right out the gate. If you are a harvester, you lose out on a big part of your income as you have to compete with an NPC, no other subclass has to do that.
  10. ACE Q&A for July - Official Discussion Thread

    No there really would still be no need for farming less than R5. Because R5 would drop those same things, so to maximize efficiency you would still farm only R5+ to get those same items you talked about, with as little junk as possible.
  11. ACE Q&A for July - Official Discussion Thread

    People will pay for convenience. So this as you stated establishes a baseline, which is not a player ran economy. It's an npc baseline aka not player ran. And I would have to undercut so much that people would find the inconvenience of looking for my ek, using import slots, etc. People will pay for convenience as I stated earlier. As far as feedback, I also said I will reserve the rest of what I have to say once i see it.
  12. Parcel tokens not listed in the store

    https://cdn.discordapp.com/attachments/260541078459908103/466379182365081602/Slide1.JPG
  13. ACE Q&A for July - Official Discussion Thread

    Great update guys thanks, Not so happy about what I heard from Vendors and resources. You all want a player ran economy yet took away the bread and butter for a harvester. Whites are what I sell! People are selling resources constantly, yet you feel there needs to be one on the beachfront/fort/keep instead. So now you have an NPC running the economy. What's next armor as well? Grivyn, Anthrage, and Armegeddon pointed out many of my same thoughts I just had with guildies. There are already resource vendors out there, but because they are inconvienent no one goes. Sad Kat here,
  14. Nobody playing?

    Well one thing to remember is right now at 10x skill progression, most vessels won't even be available at launch. So many people who are killing it after 4 weeks, we still be using basic and intermediate weapons, tools, armor, etc. So yes after 4 years someone who just starts will be at a disadvantage, but isn't that every game. Larger guilds will always have an advantage because more people means more resources acquired. But it also means larger equipment requirements. There is a balance, it's just hard to see right now cause you have many people running around solo, which means you have pvprs smashing harvesters. So all the harvesters are crying so they leave. And then all the pvprs are crying cause no one is around. Very rarely do you have two pvprs find and fight each other in open battle. Sure there are some who will go and find a corner/ek to do battle to test, but in campaign rarely is it pvp vrs pvp... usually it's pvp vrs harvester/crafter. Which is equivalent to special ops vrs house wife.
  15. Moving Node palcement

    Good Morning Ladies, Gentelemen, Devs, and Trolls, After reading this artice, https://www.mmorpg.com/crowfall/developer-journals/exclusive-developer-blog-harvesting-1000011183 , I found it very interesting. One thing though that I would like to see, is Node movement. I can already see bots running around harvesting because all nodes respawn in the same place. Now I know the argument is that bots will just get killed and looted, but that can happen in pvp servers in other games and you see them every where. there is already in place a process for moving..... forgot what they are called the spires that come at night that was talked about in the June series ... at night. Oh well hope everyone understands that. But moving nodes goes more into the exploration that Thomas Blair talked about in the article. It means you always have to be looking for those nodes. Sure they will be on the same parcel as node level is tied to the parcel, but it means you can't just run to the same exact spot and start pounding away. For non harvesters I am sure this idea sucks monkey balls cause you hate harvesting for your mats. But for peeps like me who enjoy the harvesting aspec, I would enjoy that challenge for having to continually look for nodes, even though I have a general idea of where they are, instead of just running to the same spot day after day after day. thanks for reading.