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Gromschlog

Testers
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    194
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  1. Like
    Gromschlog got a reaction from Arcadi in Preventing multiple accounts for single users   
    the best way to discourage multiaccounting it rewarding playtime. you cant really play all those accounts with different playstyles at the same time, while doing something that increases their skills.
  2. Like
    Gromschlog got a reaction from JamesGoblin in Days and Nights - Official Discussion Thread   
    Day/Night cycles and creatures that only exist at day or night exists in many other games. For example lotro had it 10 years ago... doesnt sound new or cool in any way to me. 40m day&night sounds really short. I feel, its weird that night is time of hunger and that it goes away when the sun goes up... I thought of the lore in other ways... but thats not on me to decide... seasons coming will be a nice change, though.
  3. Like
    Gromschlog got a reaction from ironarm in Choices No Longer Have Consequences   
    I'm not sure if I like the tomes, but timebanks with 1d/1m time are a really good change. This is, what I hoped for from the beginning.
    However... It shouldnt be possible to buy tomes or whatever to reach more training than would have been possible normally.
    Like If I buy 2 tomes of 1 month combat training 1 month after game release, I would be better in combat than any legit player... this shouldnt be possible and encourages alt accounts to gather training time for the main account.
  4. Like
    Gromschlog got a reaction from JamesGoblin in Choices No Longer Have Consequences   
    I'm not sure if I like the tomes, but timebanks with 1d/1m time are a really good change. This is, what I hoped for from the beginning.
    However... It shouldnt be possible to buy tomes or whatever to reach more training than would have been possible normally.
    Like If I buy 2 tomes of 1 month combat training 1 month after game release, I would be better in combat than any legit player... this shouldnt be possible and encourages alt accounts to gather training time for the main account.
  5. Like
    Gromschlog got a reaction from JamesGoblin in Q&A Live: Race & Class demos - Official discussion thread   
    I like dark darkness, but please dont make it in a way that forces everyone to just up you gamma at night.
    If your fighting experience is bad without a "gamma hack" and better with, night is too dark. Better just reduce vision distance at night and create fog.
  6. Like
    Gromschlog got a reaction from Aullus in Q&A Live: Race & Class demos - Official discussion thread   
    I like dark darkness, but please dont make it in a way that forces everyone to just up you gamma at night.
    If your fighting experience is bad without a "gamma hack" and better with, night is too dark. Better just reduce vision distance at night and create fog.
  7. Like
    Gromschlog got a reaction from ClockworkOrange in Q&A Live: Race & Class demos - Official discussion thread   
    I like dark darkness, but please dont make it in a way that forces everyone to just up you gamma at night.
    If your fighting experience is bad without a "gamma hack" and better with, night is too dark. Better just reduce vision distance at night and create fog.
  8. Like
    Gromschlog got a reaction from Armegeddon in Q&A Live: Race & Class demos - Official discussion thread   
    I like dark darkness, but please dont make it in a way that forces everyone to just up you gamma at night.
    If your fighting experience is bad without a "gamma hack" and better with, night is too dark. Better just reduce vision distance at night and create fog.
  9. Like
    Gromschlog got a reaction from deiphoboz in Q&A Live: Race & Class demos - Official discussion thread   
    I like dark darkness, but please dont make it in a way that forces everyone to just up you gamma at night.
    If your fighting experience is bad without a "gamma hack" and better with, night is too dark. Better just reduce vision distance at night and create fog.
  10. Like
    Gromschlog got a reaction from Doradur in Der Mechanismus des Fertigkeitentrainings (Offizieller Beitrag)   
    Ich finde die Änderungen furchtbar.
    Vor langer Zeit spielte ich Ogame, ein browsergame, dessen Hauptmanko war, dass man um effizient zu sein, seine Spielzeit vorausplanen musste. Man musste immer wissen, wann man das nächste mal online kommt, um darauf angepasst Aktionen zu machen. Das war grässlich und führte dazu, dass ich damit aufhörte.
    Ich sehe durchaus ein, dass es sinnvoll ist, VIP in dieser Weise zu stärken. Aber ich möchte eine bessere Stärkung vorschlagen, denn auch als VIP ist es ineffizient, wenn man einen Skill anklickt und dieser irgendwann mitten in der Nacht endet, während man schläft. Für die maximale Effizienz wirklich auf die Sekunde genau aktiv sein zu müssen ist einfach Mist.
    Mein Änderungsvorschlag lautet:
    VIP können die nächsten 5 zu trainierenden Stufen auswählen. Unabhängig davon, ob das verschiedene Skills sind oder nur einer. Zudem können sie dies irgendwann über SmartphoneApps tun.
    nonVIP können nur die nächste Stufe auswählen und nur ingame.
    Das führt immernoch dazu, dass man früher oder später als nonVIP Zeit 'verliert', denn niemand ist alle paar Stunden ingame. Aber immerhin verliert man dann nicht zwischen JEDER Stufe Zeit.
  11. Like
    Gromschlog reacted to XiousDs in Skill mechanics - Official discussion thread   
    It says that if you stop training a pip it will save your progress.  A possible option could be to make it so that you can queue as many skills/pips you want up to up to a certain ammount of time say something like 30-36 hours.  that way  as long as a non-vip logs in daily they can requeue their stuff with some buffer time if they miss part of a day. When the queue timer comes to an end it will stop mid process and will continue when re-queued.  a couple tier 1 pips could be queued in a single shot, but high tier pips would take multiple requeues.  But this could be easily managed by just logging in once a day.
    The same thing could be done for VIPs; however, you could queue for like a month of pip training time.
    Also to make VIP better for crafters and gatherers ACE really needs to add non combat skills to each class.  that way a gatherer could jack of all trades their use of their global point between gathering, but then they could train mining stuff on their knight class, train wood working on their druid class, and skinning on their duelist.  that way when they hop on as their knight they would be better at mining, they would be better at wood working when logged on as a druid, and they would do better at skinning when logged in as a duelist.  that way non combat focussed players could take real advatage of the class skill points.  another option could be to make it so that if you have VIP and are not training any class skills you could get the use of a second global skill point for training in crafting or gathering.  you could not use the second global point for combat, though, to keep folks  from stacking the bonus damage which would give the VIP a clear comabt advantage over non VIP if it was allowed.
  12. Like
    Gromschlog reacted to Talve in Skill mechanics - Official discussion thread   
    With my schedule no matter what i'dd do even with the VIP at some point would lose out on training time.
    Loved Shadowbane. Have hated the skill system of Crowfall from the get go. I don't have to have everything maxed. Personally i just need the idea that when i put in the time it's actually a possibility. I know that even if i miss out on a 10 minute training window it would eat up my soul knowing that its for ever lost and there is no way to catch up by grinding.
    Personally I'd rather actively and pointlessly grind than deal with skill system like this if it at least gives me ability and possibility to catch up with everyone else (and i hate grinding).
  13. Like
    Gromschlog got a reaction from Teufel in Skill mechanics - Official discussion thread   
    They should change to allow VIP to chose the next five Pips to be trained instead of just ending all Pips of the chosen Skill.
    Thats still bad if the active one ends in off-peak-hours and just activating the next five to-be-trained Pips would be much more relaxing.
    Plus, nonVIP should be able to set the next to-be-trained Pip. Otherwise, they lose time between EVERY Pip of EVERY skill, just by having the delay of clicking at the right time. Calling that "just be active" is really nonsense and far from reality.
    I thought, they'd change it in a way to allow VIP to queue up the next to-be-trained-skills. And instead they even put more to-be-trained pips with timegaps by inactiveness in every single skill... Thats so sad...
    I even hoped for the opportunity for VIP to be able to select any Skill in any Skilltree and have the Skilltraining system automatically train up to that skill in an optimized way... Like "I want basic crafting tree made full, click on highest tier, come back a month later and be done".
    That would be a nice VIP perk... Now, we have to come back to the game every some hours as nonVIP and every other day as VIP... I just hate it.
    Imo, one loses enough time with the old system for just not being there when a Skill is trained full without a queue for the next. Now VIP stay with that crap and nonVIP get the crap multiplied by 5? ouch.
  14. Like
    Gromschlog got a reaction from JamesGoblin in Der Mechanismus des Fertigkeitentrainings (Offizieller Beitrag)   
    Ich finde die Änderungen furchtbar.
    Vor langer Zeit spielte ich Ogame, ein browsergame, dessen Hauptmanko war, dass man um effizient zu sein, seine Spielzeit vorausplanen musste. Man musste immer wissen, wann man das nächste mal online kommt, um darauf angepasst Aktionen zu machen. Das war grässlich und führte dazu, dass ich damit aufhörte.
    Ich sehe durchaus ein, dass es sinnvoll ist, VIP in dieser Weise zu stärken. Aber ich möchte eine bessere Stärkung vorschlagen, denn auch als VIP ist es ineffizient, wenn man einen Skill anklickt und dieser irgendwann mitten in der Nacht endet, während man schläft. Für die maximale Effizienz wirklich auf die Sekunde genau aktiv sein zu müssen ist einfach Mist.
    Mein Änderungsvorschlag lautet:
    VIP können die nächsten 5 zu trainierenden Stufen auswählen. Unabhängig davon, ob das verschiedene Skills sind oder nur einer. Zudem können sie dies irgendwann über SmartphoneApps tun.
    nonVIP können nur die nächste Stufe auswählen und nur ingame.
    Das führt immernoch dazu, dass man früher oder später als nonVIP Zeit 'verliert', denn niemand ist alle paar Stunden ingame. Aber immerhin verliert man dann nicht zwischen JEDER Stufe Zeit.
  15. Like
    Gromschlog got a reaction from BarriaKarl in Skill mechanics - Official discussion thread   
    They should change to allow VIP to chose the next five Pips to be trained instead of just ending all Pips of the chosen Skill.
    Thats still bad if the active one ends in off-peak-hours and just activating the next five to-be-trained Pips would be much more relaxing.
    Plus, nonVIP should be able to set the next to-be-trained Pip. Otherwise, they lose time between EVERY Pip of EVERY skill, just by having the delay of clicking at the right time. Calling that "just be active" is really nonsense and far from reality.
    I thought, they'd change it in a way to allow VIP to queue up the next to-be-trained-skills. And instead they even put more to-be-trained pips with timegaps by inactiveness in every single skill... Thats so sad...
    I even hoped for the opportunity for VIP to be able to select any Skill in any Skilltree and have the Skilltraining system automatically train up to that skill in an optimized way... Like "I want basic crafting tree made full, click on highest tier, come back a month later and be done".
    That would be a nice VIP perk... Now, we have to come back to the game every some hours as nonVIP and every other day as VIP... I just hate it.
    Imo, one loses enough time with the old system for just not being there when a Skill is trained full without a queue for the next. Now VIP stay with that crap and nonVIP get the crap multiplied by 5? ouch.
  16. Like
    Gromschlog got a reaction from Kraahk in Der Mechanismus des Fertigkeitentrainings (Offizieller Beitrag)   
    Ich finde die Änderungen furchtbar.
    Vor langer Zeit spielte ich Ogame, ein browsergame, dessen Hauptmanko war, dass man um effizient zu sein, seine Spielzeit vorausplanen musste. Man musste immer wissen, wann man das nächste mal online kommt, um darauf angepasst Aktionen zu machen. Das war grässlich und führte dazu, dass ich damit aufhörte.
    Ich sehe durchaus ein, dass es sinnvoll ist, VIP in dieser Weise zu stärken. Aber ich möchte eine bessere Stärkung vorschlagen, denn auch als VIP ist es ineffizient, wenn man einen Skill anklickt und dieser irgendwann mitten in der Nacht endet, während man schläft. Für die maximale Effizienz wirklich auf die Sekunde genau aktiv sein zu müssen ist einfach Mist.
    Mein Änderungsvorschlag lautet:
    VIP können die nächsten 5 zu trainierenden Stufen auswählen. Unabhängig davon, ob das verschiedene Skills sind oder nur einer. Zudem können sie dies irgendwann über SmartphoneApps tun.
    nonVIP können nur die nächste Stufe auswählen und nur ingame.
    Das führt immernoch dazu, dass man früher oder später als nonVIP Zeit 'verliert', denn niemand ist alle paar Stunden ingame. Aber immerhin verliert man dann nicht zwischen JEDER Stufe Zeit.
  17. Like
    Gromschlog got a reaction from XiousDs in Skill mechanics - Official discussion thread   
    They should change to allow VIP to chose the next five Pips to be trained instead of just ending all Pips of the chosen Skill.
    Thats still bad if the active one ends in off-peak-hours and just activating the next five to-be-trained Pips would be much more relaxing.
    Plus, nonVIP should be able to set the next to-be-trained Pip. Otherwise, they lose time between EVERY Pip of EVERY skill, just by having the delay of clicking at the right time. Calling that "just be active" is really nonsense and far from reality.
    I thought, they'd change it in a way to allow VIP to queue up the next to-be-trained-skills. And instead they even put more to-be-trained pips with timegaps by inactiveness in every single skill... Thats so sad...
    I even hoped for the opportunity for VIP to be able to select any Skill in any Skilltree and have the Skilltraining system automatically train up to that skill in an optimized way... Like "I want basic crafting tree made full, click on highest tier, come back a month later and be done".
    That would be a nice VIP perk... Now, we have to come back to the game every some hours as nonVIP and every other day as VIP... I just hate it.
    Imo, one loses enough time with the old system for just not being there when a Skill is trained full without a queue for the next. Now VIP stay with that crap and nonVIP get the crap multiplied by 5? ouch.
  18. Like
    Gromschlog got a reaction from Mr.Kurtz in Falling damage should be proportional to weight   
    in vacuum
    in air, mass, or better density has an effect as denser material gets less air resistance and therefore accelerates faster and reaches higher maxspeed.
    however, as long as all races are made of flesh (hello stoneborn), their density is the same. Difference would of course be whats in the inventory. an plate-armed rat with alot of iron in its inventory is of course denser than an unarmored fae with nothing in its inventory.
    stones fall faster than feathers outside of vacuum
  19. Like
    Gromschlog reacted to Dondagora in Unofficial "pretend to design a runestone" thread   
    This is a combo-heavy magnet-themed discipline. Thought it would be a neat way to give non-guineceans a use for bullets. Has some neat mechanics I thought would be fun.
     
    Lode-Born
    Struck by lightning, these individuals learn to harness electrical magic with their magnetized selves to manipulate metals with their newfound control over magnetism.
    Stats:
    +20 Electric Resist
    -20 Fire Resist
    Slots:
    Gain Ammunition Slot [Bullets]
    Powers:
    Gauss: Shoot a bullet with an electromagnetic pulse. Combo into Positive/Negative Charge, electrocuting the target and giving them a +/- “Charged” Debuff. This debuff will apply a small force onto the debuffed towards those with the opposite charge and away from those with the same charge.
    Electromagnetic Shield: Reduce Pierce/Crush/Slash/Electric damage from a direction. Uses 5 Bullets. Combo into either Repulse or Attract.
    Repulse will reflect damage blocked. Attract will give a +/- "Charged" Debuff to the next five individuals blocked. Control Metal: Cone AoE, stun any enemies equipped with metal armor, weapons, or trinkets. Combo into Cone AoE Pull or Push. Uses 2 Bullets.
    [Passive] Magnetic Personality: All enemy compasses in a 75 meter radius will shift North to point at the player. Landmarks and players and the like marked on compasses will stay relative to the compass and not their actual position. This means if a temple is to the East, but the Lode-Born is south of the compass, the temple will still be seen as "East" on the now skewed compass, though "East" will now be pointing towards the actual West.
  20. Like
    Gromschlog reacted to srathor in so are the EK resource parcels even needed?   
    Especially since they made premium ore more important that boring old slag. I still hate that by the way. Slag and cobbles and knotwood deserve better. Rank 1 and rank 10 and all in between. And all ore trees and stone should be in the EK just in rank 1-2 nodes. 
     
    Ahh well I had a dream...
     
  21. Like
    Gromschlog got a reaction from Ranik in My Death Star sized worry about Crowfalls PvP campaign   
    in every game, some players are just there to annoy others. nothing else
  22. Like
    Gromschlog got a reaction from Dondagora in so tired of failed crafting   
    agree, turning item quality to lowest on fail would be much better than losing everything completely.
    and it wouldnt even hurt newcomers that much, which is a bonus, too.
  23. Like
    Gromschlog reacted to Anhrez in so tired of failed crafting   
    In creating the first parcel I needed 1100 wood 1050 stone and 1000 ore (no failure in the ore?) to create the 10 Earth ... its the big final combine that always worries me. Will Salvaging address some of this? maybe  ... what do you get back in a fail when you are crafting 2 4 space parcels into a Capital parcel? the parcels are worth 225 each ... so I could be failing 450 dollars ... what do I get back? 
  24. Like
    Gromschlog reacted to deiphoboz in Let everyone train harvest/crafting   
    I feel the exact same way there. Should make people have skillsets that others want if they put their time into it, so that not everyone is the same type of Joe or Jane. What would be cool would be if they had a system that actually meant that the more you gathered the better you got at it, so the passive training you have now is "kinda okei", but for a gatherer which is out in the field pushing F all day. They should probably have more incentive than just gathering, making passive training time faster by 50-100% when you are gathering ( I mean 100% as in double the time, not insta finished ). 

    Anyone we will have to see once they revamp some of the trees and training in general + how thralls and workshops will work. A stupid example is as a templar I have to train both plate, mail and leather to get to the next node... what if I only ever are going to want to equip plate armor on my templar? Hopefully things change there.
  25. Like
    Gromschlog reacted to deiphoboz in Let everyone train harvest/crafting   
    Why will I still not be dependent on other people ? This argument is kinda moot, since if I decide to go for one of the crafts I would still need to rely on other people that are skilled in other crafts to assemble the most powerfull armor/weapon/siege whatever it is. You need more pieces to each profession so you will still need people to depend on each other. 

    A woodworker will need a blacksmith to forge the arrowheads so he can make arrows is one example of dependancy.

    I also feel they should drop combat and integrate it into the class trees as well so that VIP get a higher incentive and so everyone in the game will be either a crafter / gathere / explorer which would be good for any guild.
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