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goose

Testers
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  1. Thanks
    goose got a reaction from JamesGoblin in Chaos embers!!!   
    Other people have made this point for me above this post, but I'm going to summarize anyway.
    I hate to always hammer on with this point, but the reason for this specific issue is that pre-alpha.
    We're *so very close* to proper alpha now, to the point where you can see the individual pieces of what will eventually constitute the endgame grind, but you have to remember that at this point in time, you're seeing an incomplete picture.
    First of all, farming for anything is harder if it isn't spring. Drop rates across the board are just...lower.
    Second of all, major systems that will either reduce the need for or increase the efficacy of these things are not in yet (thralls, blueprints, factories)
    Third and finally, there is a distinct lack of the interconnected market system that is supposed to be a huge part of the game's economy (thralls, blueprints, EK marketplaces, player-populated vendors, multiple types of campaign worlds).
    It is true that, right now, the grind for the things at the endgame probably sucks. But that doesn't mean it's broken - that just means this is a test, and people really need to keep that in mind.
    Edit: one day soon, I will have to change my signature, but until then, it remains relevant.
  2. Like
    goose got a reaction from JamesGoblin in Nobody playing?   
    Ha. I actually didn't know it was quite so hectic at the launch of SWG; my experience with their marketplace is all secondhand, and after things had chilled out a bit, apparently.
    But even still, if the market behaves anything like that at launch, it'd probably be considered a resounding success, so stressful or not, fingers crossed? xD
  3. Like
    goose got a reaction from JamesGoblin in Nobody playing?   
    I agree with this, but I think it would also be helpful to have some kind of marketplace on the forums to both help people facilitate material sourcing without having to log on, and also to help organize things without clogging up your in-game UI, at least until they find an effective in-game way to sort things in a useful way.
    Blair has talked about this since the Kickstarter: in his ideal vision, people will develop a reputation for being the best at a particular thing, and people who need that thing will seek those people out to commission work. I'd like to see that implemented as well as it was in games like SWG, and it would also be nice to see some more immediate benefits to having people using things that you crafted, again like in SWG. But so far, you are correct that an actual roadmap is not present, and one would be welcome.
    Edit: also, the video from today may have given us an inkling of how we would actually access the marketplaces in-game, without having to lobby-hop 40 times to get all the things we need to make a suit of armor.
    https://youtu.be/UcRG5XwwNEE?t=2m15s
     
  4. Haha
    goose reacted to PopeUrban in Big Mug o'Thanks - Official discussion thread   
    Crowfall gold mug vs gold mug crowfall
    battle of the century
  5. Like
    goose got a reaction from Oaths in Reasonable Racial Balance Post   
    I like italics.

  6. Like
    goose reacted to KrakkenSmacken in Chaos embers!!!   
    Chaos embers are one of the things any level of player can harvest.  I don't see a problem with setting up hooks for the little guys to have something they mostly don't need, but can provide the big guys with.
    There has to be bottle necks somewhere, and making higher end crafters feel obligated re-roll and burn chaos embers voluntarily is actually a pretty good one.
    The real issue is nobody can set up shops to purchase chaos embers from said little guys.  I'm sure there are piles of them converting them to dust, or doing other things less valuable than putting them into high quality gear, that with a bit of economic connectivity grease would make both sides happy.
  7. Like
    goose reacted to KrakkenSmacken in Chaos embers!!!   
    Spring != Summer != Fall != Winter
     
  8. Like
    goose reacted to VaMei in Chaos embers!!!   
    ... anxiously waiting for manufacturing thralls...
    Once manufacturing is a thing, we probably won't need to reroll on every single assembly of the process, only while making a blueprint. Once we have a blueprint, we'll be able to mass produce that item up to the limit of the blueprint.
    In the meantime, if you're drowning in mats and only short on embers, you can craft without rerolling after offering prayers to RNGesus. You may get lucky, you may get junk. If you're not happy with the rolls but it's not bad, put a fair price on it & sell it off. If it's trash, at least your not drowning in those mats you can't use.
  9. Like
    goose got a reaction from Valgrim in The longer campaign ... why?   
    So I'm a little late, and my first post in weeks is another one partly about ESO, but it's the only MMO I've been around for the entire lifespan of, so whatever.
    One possible fix for the longer-term campaigns is a way to end them earlier the longer they go on. That is to say, the longer a campaign goes on, the less strict the requirements to end it early are: 90% control for 3 days down to 75% control for 3 days at day 30/90 and 60% control for 3 days on day 60/90, or what have you.
    That way, if there is a truly dominant faction, the campaign will wrap up quickly and people will cart their lower-quality springtime loot back home sooner. However, the longer a campaign goes on, the easier it becomes for a faction's lead to be "dominant," which will A: mean that only the most engaging and engaged campaigns will actually stay live, and B: may engender additional investment from the people on the losing side, if the fall and winter prizes are important or interesting enough to warrant staying in the game for.
    It's hard to say how to tune this, or if my theory will even hold up to actual gameplay, but I think it's important to let player engagement dictate the length of campaigns until we have the data, so that nobody gets locked into a 90 day campaign and burns out because they feel obligated to participate even when nothing is happening.
    Another way to avoid this is more obvious: add meaningful, but small-scale, engagements that can be interacted with multiple times a day, or whenever you want, and leave the main attacks up to something vaguely resembling the old Bane system. That way, at least people know when something is going to happen, so even if it takes a degree of the wartime element of surprise and associated realism away, it will give players a chance to set time aside to log on, to prepare, and to actually be present for the epic parts of a 3 months story.
    Now, as for my foreshadowed mention of ESO, I want to point out that when that game first came out, the big large-scale campaign PVP was the only PVP, and...a lot of people just didn't give a poorly made socks. It took them two years to add matchmade battlegrounds, to which they attached meaningful (but not overpowered by any stretch) prizes that made them worth doing. Now, THOSE are popular. More popular, in fact, than either the faction wars OR actual endgame content. I will be the first to admit that there's a degree of frustration involved in having people who want to go through high-difficulty endgame content who have never played the endgame content despite being at level cap because they got there exclusively through PVP, BUT I DIGRESS.
    I feel like this should be one of the options. Matchmade PVP in the Dregs would, while not something that I think most of us signed up for, be an interesting addition to the game, and would likely draw and help retain a lot of people who would otherwise not engage. Additionally, it would be something for people to do if they are already logged in and their campaign is in downtime. Further, the Dregs as a campaign world leave open the thematic option of having any number of different matchmade fights in isolated pockets of it. You can do 4v4v4 or free-for-all; you can have people bring their best gear and duke it out in an arena; you can have people spawn in naked and have to hunt down resources and try to escape within an hour while fighting enemies, the elements, and each other (The Division's Survival Mode was the best thing about that game; fight me). The only thing that these things really need is to be readily accessible and matchmade, and the people will try them out.
  10. Like
    goose reacted to Jah in Trial of Zaleena begins - Official discussion thread   
    Scarcity for the gold sigil, everyone else gets the participation trophy. That isn't really a contradiction.
  11. Sad
    goose reacted to Pann in Big Mug o'Thanks - Official discussion thread   
    Earn a unique golden tankard for your character 
    FULL STORY
  12. Like
    goose reacted to KrakkenSmacken in Is Release any closer   
    Wow two of these in one day. 
    People must really want something to do over Christmas holidays now that Fallout has shall we say, fallen out. 
     
  13. Like
    goose reacted to KrakkenSmacken in When will CF be released?   
    Welcome.
    The answer is "When it's ready."
    If ACE isn't happy with the product, as in they don't think it's worth people paying for yet, they are not going to rush it out the door to meet some publishers deadline. They want a quality game more than to hit some arbitrary deadline.
    But know this, they are pushing hard, very hard, to get it done with quality ASAP.
    Since you backed, several big and great changes have pushed back the timeline.  Things like the race/class split have added time to the initial estimate.
    5.8 is going to be from all appearances, a very playable game though.  
     
  14. Like
    goose reacted to BarriaKarl in When will CF be released?   
    OMG, things took a dark tone there.
    Yo, Znick my man, how you doing?
    I don't think we have a official estimate right now. If I had to give a date I would say in more than 6 months and less than a year. So, late 2019?
    Six months 'cuz we still have stuff to do. Nothing too crazy but a couple of importants things. Like frostweaver.
    ! year 'cuz like I said we already seem to have gone through all the major stuff. The first proper campaign just went up on the Test Servers. They are working on mounts -- That would classify pretty low in my personal to-do List. It really seems we are moving to the final stage of development.
  15. Like
    goose reacted to miraluna in When will CF be released?   
    The only answer we can give is "when it's ready" - no date for launch has been announced yet.
    As a backer, you can login to the LIVE test environment any time and make your own wild guesstimate like we all do 
  16. Like
    goose got a reaction from Navystylz in The Talent System - Official Discussion Thread   
    You mean like in the vast majority of other MMOs through all of time?
    Back in Shadowbane, the level cap went as high as 70+ eventually, but it was fast enough that nobody complained. Here, it seems like leveling will be even faster and to a lower cap. You could make a new toon and level cap them in a weekend back when. I don't see this as an issue.
  17. Like
    goose got a reaction from Armegeddon in End Game Raid Bosses PVE   
    It's an old holdover from things like MUDs, where dev intervention was a major form of storytelling. But one misconception I picked up from your reply is that it involves dev time. It really doesn't use any - it's literally just a developer sock-puppeting an NPC body with dev commands. All the dev work for those NPCs has been done already - they're just controlling it manually instead of running the AI, and giving it superpowers with a few typed lines in the dev console.
    So..think of it more as a roleplay experience, used to drive the plot, and not as a dev time sink or a way to influence the outcome of a battle. Though..I suppose it COULD be the latter. Usually isn't, though.
    Edit: and then I posted this and saw a second page where someone else addressed this like a week ago, so custard me, right?
  18. Thanks
    goose got a reaction from entityofsin in End Game Raid Bosses PVE   
    It's an old holdover from things like MUDs, where dev intervention was a major form of storytelling. But one misconception I picked up from your reply is that it involves dev time. It really doesn't use any - it's literally just a developer sock-puppeting an NPC body with dev commands. All the dev work for those NPCs has been done already - they're just controlling it manually instead of running the AI, and giving it superpowers with a few typed lines in the dev console.
    So..think of it more as a roleplay experience, used to drive the plot, and not as a dev time sink or a way to influence the outcome of a battle. Though..I suppose it COULD be the latter. Usually isn't, though.
    Edit: and then I posted this and saw a second page where someone else addressed this like a week ago, so custard me, right?
  19. Like
    goose reacted to scipio in Mysteriously Refunded   
    Their support staff is amazing.  Really hard working
     
  20. Like
    goose reacted to CursedLord in Mysteriously Refunded   
    They just responded (very fast response time) and have fixed the issue. I'm impressed!
    Thanks
  21. Haha
    goose reacted to dolmar in End Game Raid Bosses PVE   
    What kind of monsters would mock you if you die to a mob? Dunno about your guildmates/friends they sound like terrible people!
  22. Like
    goose reacted to KrakkenSmacken in End Game Raid Bosses PVE   
    I think it would be fun as heck if on last day ACE staff took direct control of some mobs and just made mayhem occur on the server.  
    Imagine Todd running around as the spider queen or a giant hunger shard golem, or ACE staff running as a hunger infected wolf pack, or guarding a relic of some sort.
  23. Like
    goose reacted to Nyamo in End Game Raid Bosses PVE   
    I foresee having nightmares of a giant spider queen Todd chasing me in my dreams. Thank you Krakken.
  24. Haha
    goose got a reaction from beandip in game mechanics leans too far on gathering   
    A lot of the discussion in this thread is why I try to focus so heavily on explaining to people what pre-alpha means.
    A LOT of the issues people are talking about aren't issues with the game - they are issues with the existence of time.
    There is a reason why things like starter zones aren't in the game in pre-alpha test stages - they are useless in pre-alpha test stages.
    To be clear, pre-alpha is the period in game development where basic features of the game have not yet been built, let alone added to the game.
    If the developers wasted time making a new tutorial zone every time they added a new feature - and we're talking basic features, like "crafting tables" and "armor types," then they would spend 3x as much time building new tutorial sections for every new feature as they spend building new features. All that would do is slow down development.
    As I am constantly saying, the point isn't "if you aren't having fun, find another game." I have literally never said that about Crowfall.
    What I have said, and what I will continue to say, is the same as in my signature, which has not changed in over a year: We are in pre-alpha. If you don't like it,
    COME.
    BACK.
    LATER.
    When we are no longer in pre-alpha. When the features you are upset by the lack of have been coded and added.
    When the bugs and stability issues you are lamenting have been identified and fixed.
    This poorly made socks all takes money and man-hours; it doesn't just happen magically, and pre-alpha isn't even the phase of game development where most of it happens in the first place.
    BE PATIENT.
    And for the love of all that is holy, if you're going to back a game that isn't out yet, do a little bit of research and save yourself some pain. Nobody - NOBODY - has bought this game yet. We backed it. We invested in its future. The game isn't out yet. It is not yet for sale. You cannot buy it, online or in stores.
    I cannot stress the difference enough. You have not purchased a product, nor was that what you agreed to when you handed over your money, and ACE has been absolutely crystal-clear about that, both legally and ethically.
    When I see complaints based on the idea that someone thought they had "purchased" a "game," it is all I can do not to reach through my monitor, grab them by the shoulders, and shake them until they understand the difference. If you clicked through all of the pages where ACE meticulously detailed what you were and were not paying for and when you would get it, but still came out the other end expecting a fully functional, finished product, downloadable as soon as your payment cleared, I don't know how to politely inform you of the reality, and there is a point at which I will cease to try.
  25. Thanks
    goose got a reaction from entityofsin in game mechanics leans too far on gathering   
    A lot of the discussion in this thread is why I try to focus so heavily on explaining to people what pre-alpha means.
    A LOT of the issues people are talking about aren't issues with the game - they are issues with the existence of time.
    There is a reason why things like starter zones aren't in the game in pre-alpha test stages - they are useless in pre-alpha test stages.
    To be clear, pre-alpha is the period in game development where basic features of the game have not yet been built, let alone added to the game.
    If the developers wasted time making a new tutorial zone every time they added a new feature - and we're talking basic features, like "crafting tables" and "armor types," then they would spend 3x as much time building new tutorial sections for every new feature as they spend building new features. All that would do is slow down development.
    As I am constantly saying, the point isn't "if you aren't having fun, find another game." I have literally never said that about Crowfall.
    What I have said, and what I will continue to say, is the same as in my signature, which has not changed in over a year: We are in pre-alpha. If you don't like it,
    COME.
    BACK.
    LATER.
    When we are no longer in pre-alpha. When the features you are upset by the lack of have been coded and added.
    When the bugs and stability issues you are lamenting have been identified and fixed.
    This poorly made socks all takes money and man-hours; it doesn't just happen magically, and pre-alpha isn't even the phase of game development where most of it happens in the first place.
    BE PATIENT.
    And for the love of all that is holy, if you're going to back a game that isn't out yet, do a little bit of research and save yourself some pain. Nobody - NOBODY - has bought this game yet. We backed it. We invested in its future. The game isn't out yet. It is not yet for sale. You cannot buy it, online or in stores.
    I cannot stress the difference enough. You have not purchased a product, nor was that what you agreed to when you handed over your money, and ACE has been absolutely crystal-clear about that, both legally and ethically.
    When I see complaints based on the idea that someone thought they had "purchased" a "game," it is all I can do not to reach through my monitor, grab them by the shoulders, and shake them until they understand the difference. If you clicked through all of the pages where ACE meticulously detailed what you were and were not paying for and when you would get it, but still came out the other end expecting a fully functional, finished product, downloadable as soon as your payment cleared, I don't know how to politely inform you of the reality, and there is a point at which I will cease to try.
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