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sarpedon

ACE Investor & Tester
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About sarpedon

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  1. So I made one for the other resources: https://community.crowfall.com/index.php?/topic/16040-visual-resource-guide/ And then re-read your request. You specifically said "stat"... so I may not have quite created what you were asking for. The ores and stones don't have as nice stat summaries as wood does. Unlike iron (and leather) wood types can't be mixed. And AFAIK there is no stone equivalent to metal bars and wood planks. So... a visual guide isn't as easy to map to stats. But there are spreadsheets! Here are the ones I've found on these forums (mainly on this thread: https://community.crowfall.com/index.php?/topic/15209-auroch-stitched-leather/&page=3) Ore/Stone/Seals/Tools https://docs.google.com/spreadsheets/d/1CP5ZrCt1tsDdJ6AvmjduHklJ0BvLExHh0Z_BG8rGRLo/edit#gid=0 Leather: https://docs.google.com/spreadsheets/d/1-zi2lfdVAmh3iWrdSkG3cqXkpfZM70sQZYmwQcw9_HE/pubhtml Seals: https://docs.google.com/spreadsheets/d/11GBqsRH03HaE9ocN5hESURO1Z9s9DRgM8q-L6V9PWQ4/edit#gid=914050213 And my own attempt at summarizing the above into a spreadsheet to figure out what metal or leather you need to get your desired crafting bonus: https://docs.google.com/spreadsheets/d/1qU_aBaamyEjRC_Y16YhTV7vEfUYmIXuZRemkBnTvZWw/edit#gid=0
  2. As a request for a follow-up to: https://community.crowfall.com/index.php?/topic/15870-quick-visual-tree-guide/ here is the one for all the resources... Hopefully this helps newcomers tell the difference between slag and cobblestone! I'll probably do one more iteration near release, so feedback welcome ( I'll get a better picture of travertine...)
  3. I didn't even consider making some for stone and ore.. I'll see what I can do.
  4. Yew should be ASHamed of yourself!
  5. I've been trying to condense the information here into a form that's not quite as overwhelming. ​The idea behind the following spreadsheet is to start with the skill you want to improve, choose the buff, and it'll let you look up the seal materials and the metal bar or stitched leather materials "easily". https://docs.google.com/spreadsheets/d/1qU_aBaamyEjRC_Y16YhTV7vEfUYmIXuZRemkBnTvZWw/edit#gid=0 ​It would have been much shorter, but turns out the mats are different for each crafting skill unlike harvesting, where they are always the same for each buff. Feedback welcome on how to make it easier to navigate!
  6. I had just dipped my toe into the crafting seals this weekend. Thank you for sharing this useful info! I also had the stat shock when wrapping my ahead around it. My own mental model of crafting seals is there are 3 categories: Harvesting, Crafting, and the general crafting seal. That can reduce the number of columns in a spreadsheet to convey information (though for testing purposes hopefully we verify all the combinations!)
  7. Long read! I've tried to read through most of the thread, but may have missed a few finer points. Apologies if any of the following has already been hashed out...Here's my ramble at an attempt to add to the discussion. First I'm interested in understanding how multiple accounts will affect the game for various reasons. One is I want to explore different aspects of the game without feeling locked in. Note that for some that could be an emotional component there as well. Feeling locked in, and actually being locked to any degree in may be two different things to some. Second, I do think that that, under some circumstance multiple accounts can be a pay-to-win mechanic. I mean that as a general statement, and am not saying that is the case for CF. ArcheAge is an illustrative example I think. An account had a max daily allotment of labor. More accounts = more labor. Under the right economic conditions, having a second account was a cheaper way of getting labor than buying in the cash shop labor potions. Further, the tax owed on houses scaled exponentially per number owned. So splitting land owned over accounts was an effective way to keep costs down and still own lots of land. Third, I personally do not see the difference between one time cost versus subscription. At the end of the day there is a Total Cost of Ownership. Subscriptions obfuscates that as it depends on how long the subscription is active. But once the subscription ends it is possible to compare the two costs directly. Looking back the costs of a 4 month $15 subscription is almost identical to a $60 one time cost. (I say almost, because inflation, and the right to have cancelled the subscription after say 3 month carries value to some. But the bigger point is those things have value, and they too can be calculated). Finally, a bit of a question/possibility I'm not sure how much is known about campaigns, and being new I certainly have not read everything there is to read about them yet. I imagined (and this could be completely off), that campaigns could be locked after some initial setup. Say, for example 500 people from each faction have signed up... and after that only those people can access that campaign. Because ultimately a player's focus is a limited resource, having one physical player use up say 20 of those slots is a disadvantage to that side. You want crafters locked in, but you also need fighters and active players there. Under the right conditions, balanced skill trees split between crafting and fighting (because of diminishing returns on skill trees), may be the better option to have. You want someone that can fight, and craft gear that's slightly better than basic, but too much crafting on your team and you're always losing because there's not enough combat capable bodies to wear that sweet crafted gear.
  8. Not from DarkTide, but I was in AC1 starting from Beta on TD. Then after a break was in AC2 TD in a shadow guild. I fondly remember the KvK fort battles on Aramora, and have been looking for a similiar experience ever since.
  9. I was having trouble differentiating spruce and ash. So I spent 5 minutes making this as a quick reference for beginners like me: Crafting bonus information taken from: https://docs.google.com/spreadsheets/d/1-fch6RxjRdCYNGBfdbYzNtrnAaXcfXwjXiV4v_witAk/pubhtml#
  10. So, not a lawyer. Have a few questions about creating a site or an app relating to Crowfall and what non-commercial use means. For example, say it uses the Crowfall skill tree structure and names or crafting recipes in some way. Would any of these be allowed: Showing ads on the site or in the app. Charging for the app or paying for usage or the site or some portion of it. Having a support or donate button. Or, instead of money, what about VIP tokens: Providing features or access to the app or site in exchange for VIP membership tickets in-game? Thanks!
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