Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

End

Testers
  • Posts

    61
  • Joined

  • Last visited

End's Achievements

Newbie

Newbie (1/14)

43

Reputation

  1. Murdering peers: check Scavenging dead bodies for organs: check Making Frankenstein-like creatures out of pieces of rotten corpses sewn together: check Burning random belongings in a camp fire and pretending it's a sacrifice to the gods: <cries of outrage>
  2. I won't ever what? Reach the maximum level of a given speciality branch? You just said it takes 2 years without missing a second of training. So even wasting a few hours or even a few days between skill upgrades will make it take about 3 years instead of 2. Hardly a big deal at all. Someone who doesn't have VIP and doesn't manage closely her account will be at the same level of progress after 3 years as someone with VIP who joined 1 year after launch, of which there will be legions. Maxing out the entire skill tree is precisely what you aren't supposed to be aiming for in Crowfall. Crowfall is about building higly specialized characters. If you are going to play Crowfall like if it was Pokemon, you'll need many accounts anyway because being good at everything won't require only the entire skill tree but also an awful lot of highly specialized vessels and equipment well in excess of what a normal account will be able to store. Is every second you aren't spending working to pay your mortgage lost forever? No, because there is only that much mortgage you need to pay back. And so is the skill system in Crowfall. The max skill level for a specialty is capped and reachable in a reasonable time, and like everything capped, you'll get there eventually. Nothing is lost. By the same logic, nobody would start playing Crowfall after the launch because it would be impossible to catchup on earlier players.
  3. Wow, an analogy-n*zi within 10mn of posting. How lucky. Yes, this was an analogy. No, ACE doesn't sell capsules and Nespresso machines don't have timing variance. Guess what, analogies aren't perfect. Nespresso is premium coffee, you buy it to optimize the time it takes to make good tasting coffee, and this comes at a premium cost. Nespresso doesn't make coffee you can't also make with a normal expresso machine. It just makes it faster and in a less messy and labor-intensive way. Likewise, Crowfall VIP is premium skill levelling: you buy it if you want to optimize the time it takes to reach the maximum skill level for a given speciality branch. Whether you buy it or not, you'll be able to reach the maximum level anyway, but it will just take longer and require more work. That busy professionals and parents can't afford to spend the time to optimize manually a process is the reason why there are premium services. And premium services come at a cost. Nothing new under the sun.
  4. You are assuming that the entire player base is made of perfectionist nerds with a severe case of obsessive compulsive disorder. In fact, 80% of the player base won't care about being somewhat suboptimal in queuing their skills training. This is much less of a problem than having to start with equipment made of slag, knotwood and cobblestone while running for their life to escape older players with top-notch equipment and vessels made of legendary materials by a top tiers craftsman. By the time a new player manages to get somewhat decent equipment, he will have reached a part of the skill tree where bips take days to complete, so the relative loss of missing a few hours of training by logging in only once a day will be negligible. No matter what, anyone joining the game any time later than the launch has to expect to have a lot of catch up to do all accross the board, and will be way worse off than a non-VIP players who joined from the start and has been loosy about queuing her skills. Everyone bitching and moaning about how unfair this system is to non-VIP players should spend a few minutes introspecting and realize that it's absurd to hold that position, and not also complain about how mindboggingly unfair the entire concept of MMORPGs is to later comers. People who join 6 months after the launch still get to pay for the game, right? Why can't they have the same level of skills as everyone else? And while we are at it, it's also pretty unfair that skillful people get to do better than people who weren't so lucky to be born with badass gamer skillz. Maybe we should just get rid of all that unfairness and flatten the playing field so that nobody has a edge on anyone else, and we can all be equal in a beautiful rainbow colored utopia.
  5. This is outrageous. I bought a Nespresso machine, and in addition to buying the machine, I have to buy capsules at 50c a pop! It's no point telling me I could just make filter coffee instead and not have to pay for capsules: I'm working, I don't have 20mn to waste every morning waiting for coffee to be ready. It's really unfair that I can't have my cake and eat it too. Nespresso is just a bunch of greedy bastards. I'd boycott them if I wasn't such a sucker for their product. /s
  6. The entire guild can be assigned at random to a faction.
  7. I have read the whole 6 pages of this thread and don't remember reading anything that even remotely suggested that there was any misunderstanding in anyone's mind that this was indeed a test, a test about campain mode that naturally brings its lot of on-topic questions about campaign mode gameplay and game mechanics.
  8. There is one surefire way to make that highly impractical: allocate factions at random. This has many advantages: - the game can make sure camps are well balanced including accross timezones to ensure a minimum presence in each faction at all hours of the day. - you have only 1 chance out of 3 that your alt spy account will be allocated to a specific ennemy faction and 2 chances out of 3 that it will be allocated to an ennemy faction at all. If you want to have exactly one spy account in each ennemy faction, your chance is 2/3 * 1/3 = 2/9 or 22% chances. Which means that to have a good expectation of having a spy in each camp you will need 5 alt accounts, and variance will still make it fail once in a while. Another thing that would help would be to force all accounts heiling from the same IP to be in the same (randomly assigned) faction. This makes cheating even more complicated as the cheater will have to use a different VPN for each session. As for people genuinely heiling from the same IP (LAN users), they shouldn't really mind being in the same faction. One more way to make this painful and costly to cheat would be to restrict access to the faction chat and community chest to these players that have been actively playing for the last 10 minutes, making it necessary to actively operate the alt accounts or use a bot.
  9. Difficult to prevent as a form of vandalism, but removing the economic incentive would help limit this greatly and prevent it from becoming a case of tragedy of the commons or systematic treason. For that, community chest resources should be strictly faction-bound and inventory-bound and shouldn't be exportable to the spirit bank. That property would also have to be transitive through crafting. Loyal craftsmen can use that mechanism by using at least one stack of community chest resources to make sure that the advanced items they craft and give away can only be used to serve the cause of their faction. This could also be implemented by adding an optional "faction / guild seal" to the recipe just like some recipes already allow a "specialty seal". Factions could craft for cheaper without adding the seal but then they accept the risk that items lost on the battlefield or smuggled to the ennemy by a traitor could be used against the faction or stolen by their own corrupt and self-serving members.
  10. > To facilitate this idea (that Balance constantly shifts alliances), we set it up such that when one side takes the lead, BALANCE is automatically considered an “ally” to the losing faction in terms of both targeting and friendly fire Making Balance change camp automatically is going to create an oscillator with neither Chaos or Order being able to win, which means that most of the time Balance will win by default. To avoid that, shouldn't Order and Chaos be able to decide whether or not they want to be allied with Balance? Given the winning condition, Balance HAS to make sure to help the weaker camp anyway even if that camp is hostile to them.
  11. I agree that the test environment should allow for faster training and user driven skills resets to maximize the number of combinations that are tried. But then what reasons does that leave to copy over existing skills trees to the live server, other than giving to older players an unfair advantage, which of course isn't what anyone here had in mind (right?)
  12. There is still the test environment for testing features. Devs can easily speed up learning if they wish to have the entire tree covered quicker. The objective of the live environment is more to test scalability, and for ACE to make good on their promise to let more backers in as things progress.
  13. @ACE_Jackal If the goal of the live environment is to let an order of magnitude more players in, a fresh start with a reset of the skills tree is a must if you don't want new players to become hunting game for the old timers. Knowing how the game works, how to fast track build creation, and well honed combat skills are big enough advantages that will ensure that current testers will quickly recover their dominant position on the server. More than that will likely cause a lot of frustration and feeling of unfairness among new players. You don't want thousands of players getting a negative first impression.
  14. Thanks for the replies. I just realized there are some "test" potions in Alchemy. This changes everything. Getting better quality materials now!
×
×
  • Create New...