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Teufel

ACE Development Partner & Investor
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Teufel last won the day on June 4 2018

Teufel had the most liked content!

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About Teufel

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    Raven

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  • Language
    English
  • Guild
    Winterblades
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  1. Just hit some of the new addditions after taking a few months break. Here are a couple things I noticed. First, not letting players into the campaign until level 20 means players can't join their friends; don't like this move. Updated graphics are nice and character controller feels a lot smoother. Not able to name your character felt hollow after being able to name them in previous versions. Not sure I like the removal of the altar/XP trade in at the Pre-Earth starter area. New players should get a chance to level up higher before even going to "Earth". Changing the
  2. My first thought without reading anything, is why didn't we get the Aracoix as a playable race? Overall more things to do in CF besides straight up fighting is good.
  3. I do not like the idea of vessel decay, the core concept was never about vessel decay it was about dying worlds. Having said that, there is a way to still make necromancy viable, and that is through the use of dying pets. Necromancy would be the perfect path to create pets (which are supposed to be in the game anyways). As to the OP, I like the idea of being able to sacrifice an old vessel for the points. Yes we would need a change to the overall sacrfice mechanics so points did carry over. Also agree with some posters that we should get the value of the current vessel at a reduced ra
  4. EvE also made the 0.0 resources scarce for moon goo. We don't need the best materials spread over the map (I don't like their spawner algorithm), instead we need a secure area that guilds control. Imagine a locked door, that keeps most people out, but if a large enough force breaks the door they can come in; that was how EvE worked. Space in 0.0 was safe for the miners, what was in danger was access to the safety of mining in owned systems. Wars were fought over the areas that safely produced high end resources. Control a system, you can safely rat or mine in it, want a system to safely m
  5. The art for the food items are nice. While complexity is good, please remember that sometimes we need simplicity too. I love the variety, but could it be made simpler with just one recipe being used instead of make "A", then "B" then combine? The system for crafting armor seems so much simpler than for crafting food, and I feel like it's due to the base ingredients we start with while cooking; thus my suggestion, make cooking complex by needing lots of ingredients or having lots of variety, but make the cooking process simpler by making the actual recipe a 1 step process.
  6. This makes me wonder what will be used for frostweaver. Confessor and Frostweaver were going to share the orb.
  7. Point systems in a game like Crowfall don't make sense. This isn't baseball or basketball, where the highest point wins after time has expired (at least it shouldn't be at it's core); it should be more like capture the flag, either I have the flag or I don't. We need solid mechanics for territory ownership, with future maps being so volumous that no one alliance can own the whole map. Faction warfare IS the problem. I think that even within the 12 god ruleset, we would see better results. The dregs breaks it apart even more where there are hundreds if not a thousand guilds that act as min
  8. I always wondered why Crowfall didn't make the gods and favor with them something like EvE has with earning rep with mission givers. Choose a faction and it would take real work to change faction by doing deeds for another factions gods. I want to be able to see personal favor with a god, and each god gives a unique in game perk. However you could never have more than 1 god's favor at a time; a threshoold where you are positive with them, but just not in favor with them. Again work hard and you could change who you were in favor with. However factions in and of themselves are not
  9. He was talking about the difference between getting your first white vessel leveled, and then having to relevel everything when moving to a green/blue/purple/orange vessel. When you get a colored vessel you start off at 0 xp and have no skills. A vessel (any color) once leveled, will stay that level in perpetuity. The problem is that a lot of classes (read most) don't have access to their core skills until level 15+. So we are stuck grinding out opening up the skills over and over.
  10. Pets as a durability item is a great win for the necro. I am partial to no durability on the vessel, but absolutely like durability hits on pets.
  11. Yep, I loved being able to come home from work and miss out on sieges tonight. It was a great game experience. Going from 1830PST to 1630PST was too drastic; a simple one hour change to 1730 would make it so much better. Of course wife and kids may not see you when you first get home, but hey gaming comes first right!
  12. Also your map is specific to that faction, not all factions have that layout. For instanced, Order, has the Crypt out of your "Main Gate"; nothing out of the "Crypt Gate" and the "Temple Gate" leads to the Runegate. Everything within the walls is the same across all factions, but not where all of the other parcels are at.
  13. Our differences come from personality, and I don't like being able to make something and then never having access to it again. That would frustrate me as a player, to get a cool new recipe with a limited amount of runs. So I recognize that's my personal stance. I still don't think it will be an issue to have them be permanent similar to how BPs were permanent in EvE. Material scarcity and, as I suggested material quantity could still play a huge part in why some times arcana items wouldn't be crafted, even with a permanent recipe. I've seen this same type of recipe/BP system work i
  14. Overages will be tedious. When one has multiple accounts, they will take a certain amount of overage points and apply it to one of their alt accounts (using tomes). Then take that same amount of points from the alt account to give back to the main in a different area. End result is the main account (and probably the alt) end up with the points allocated exactly where they want. When we can bypass the system, why make it harder? Just allow us to queue a new skill when a tree line is finished. I will share on a lot of things, but giving points from my account to a new player is not someth
  15. Making these permanent does not negate the need to explore for more recipes. They should be lootable (unless equipped), but beyond that I want to see them as permanent and not a consumable. My wish would be for these recipes (later down the road) to allow classes to use a variety of weapons, and not be limited to one or two. This is an after launch item, that would help to differentiate builds. I don't like Krakkens idea of having the recipe be like a rune, that is destroyed is replaced. These should be swappable, but not necessarily easy to come by. Permanent recipes are not a ba
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