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

codex

Testers
  • Content Count

    25
  • Joined

  • Last visited

Reputation Activity

  1. Like
    codex got a reaction from JamesGoblin in Parade of houses - Official discussion thread   
    question: why is a 2016 manor upgrade package cheaper than a single manor? O_O 
  2. Like
    codex got a reaction from JamesGoblin in Pre-Alpha 4.0   
    I Wish, then I would start testing again
  3. Like
    codex got a reaction from JamesGoblin in Most anticipated EK building?   
    Well, I'm getting the small castle so that's the one I'm most excited about  
  4. Like
    codex got a reaction from Nivhawk in Most anticipated EK building?   
    Well, I'm getting the small castle so that's the one I'm most excited about  
  5. Like
    codex reacted to Pann in Founders' Update: Persistent World Testing   
    Note: Our website is still undergoing some major work, so we're publishing this update here on the forum again. We hope to return soon to our usual method for delivering news. - Pann
     
    Hey, gang!
     
    Two great announcements for you today!

    First, we just crossed the line of $3 million in crowdfunding! Add that to our investment funds and licensing money and it puts us right at $10 million in project funding. Both of these are huge financial milestones for us, and we will be forever grateful for your continued faith in our team and in Crowfall®.
     
    Second, we have successfully started our first persistent world test!  This means:
     
    -       Expect the servers to be up for days at a time (instead of hours!)
    -       Size of the world map has increased dramatically
    -       You can log in and out of the game, and then pick up from where you left off from the last test session
    -       Skill training (and equipment) are persistent between game sessions and test windows
    -       You will continue to advance your skills even when the game world is offline
    -       Skill training can be changed from the lobby any time – even when the game world is offline!
     
    This is a huge step forward for Crowfall. Our first test run, last Friday/Saturday, went off without a hitch. This test had relatively low concurrency (with only 250 people invited) but the server stayed up for 27 hours without interruption until we decided to take it offline.
     
    Our second test, which started last night at 5pm CST, brought the total number of invites up to 800. We did a game update this morning, and sent out another round of invites – bringing the number of invited players up to 1600. The test group now includes ALL backers with the Pre-Alpha1, Pre-Alpha 2 and Alpha 1 reward (in other words: Sapphire pledge packages and above). 
     
    We’re going to extend the time window on THIS test by 12 hours because we also made a significant change to combat movement (with the Myrmidon) this morning, and we want to collect additional feedback. The current test will now continue until 11pm CST tonight (11/02/2016).
     
    Next Test Window
     
    Our next test will run for 50+ hours.  It is scheduled to start on Friday night, 11/4, at 5pm CST and to end on Sunday night, 11/6,11pm CST. 
     
    Our current plan is to invite the Alpha 2 Kickstarter test group first (~3,000 people invited), and – subject to server performance – we will look at adding the rest of the Alpha 2 test group folks during this same test window. 
     
    Everyone in the Alpha 2 and 3 test groups should be in by the next weekend, 11/11 (unless we have some kind of development setback). Problems in development are to be expected, so don’t be too distressed if that happens. Every problem we find and fix now is great for the future stability and scalability of Crowfall!  Remember: we want to invite people as quickly as we can, but that is limited by the performance and stability of every test version.
     
    We’ll continue doing mid-week tests, followed by weekend tests through most of November. Your skill training and inventory will persist between tests**.
     
    Exciting times! As always, we appreciate your help as we create and iterate on Crowfall, and we can’t wait to see you in game!
     
    J. Todd Coleman and Gordon Walton
    Co-Founders, ArtCraft Entertainment
     
     
    ** unless we have a development need to wipe the database, which will happen from time-to-time. We are still in pre-alpha, after all!
     
  6. Like
    codex reacted to Keaggan in Size comparison of S/M/L Forts, Keeps, & Castle (Pics)   
    CASTLES
     



  7. Like
    codex reacted to courant101 in Borders of the EK?   
    Would be cool to have some portals that you can build in one EK that goes directly to another player's EK. The different EKs could feel more connected together, without having to change everything to the design.
     
    I can imagine a caravan full of resources crossing the portal to land in another EK. 
     
    (image teleported to suggestion forum)
  8. Like
    codex reacted to Keaggan in Free Lands of Azure [Now Accepting Guilds & Members!]   
    World Architect: KeagganWorld design and layout. EK resource quartermaster. Community Overseer: NocturnalDemise
    Enthusiastic & Creative “Idea Person.” Strong desire to EK growth. Leads recruitment & events. Head Hunter: **VACANT**Establish relationships with potential EK citizens. Handle citizenship applications. Work to place guilds and individuals in desired locations. Reports to the Community Overseer. Master of Ceremonies: OridiBuild variety of events including PvP or RP focused ones. Create event layouts.Set rules, gather prizes and determine winner(s). Reports to the Community Overseer. Loremaster: **VACANT**A creative writer and story teller. Inscribe the origins of the FLA. Coordinate with Scribes to maintain a cohesive RP Zone. Work closely with the World Architect in creating a consistent narrative.
    Are you a guild looking to be part of a larger community? A PvP clan searching for a keep to hang there Campaign World trophies but don't want to deal with the fuss of building and maintaining your own EK? Are you a crafter that is in need of a town to sell your goods? Do you enjoy RPing and immersing yourself in lore? Or maybe you would just like to socialize more? If you said yes to any of that, we are looking for you!


    You do not have to be in a guild to join. We will have several “free cities” that offer room for smaller guilds and individuals to find a home in.








    Guilds: Guilds that reach a sufficient size will be given their own territory. All guests in another guild's town are expected to be respectful of the wishes of the guild.

    Free Cities: These are open to individuals and smaller guilds that would like to be part of our EK community.
  9. Like
    codex reacted to coolster50 in Next Big World Playtest (#2) Nov 1st-2nd 5pm to 5pm CST   
    You can go ahead and sneak Kickstarter Alpha 2 backers in there as well, or just me. Just sneaking me in there will be fine   
  10. Like
    codex reacted to Rikutatis in Next Big World Playtest (#2) Nov 1st-2nd 5pm to 5pm CST   
    I'll be hiding in coolster's luggage when he's sneaked in. 
  11. Like
    codex got a reaction from tempest in ACE Q&A for October: Testing 'Big World' - Official discussion thread   
    they are only doing this for the testing, so you can try out the higher level skills... 
  12. Like
    codex got a reaction from tempest in ACE Q&A for October: Testing 'Big World' - Official discussion thread   
    What I'd love to test out is the EK *__* but I'm guessing that wont be part of the "big world" testing (yet) >_> 
  13. Like
    codex got a reaction from JamesGoblin in ACE Q&A for October: Testing 'Big World' - Official discussion thread   
    What I'd love to test out is the EK *__* but I'm guessing that wont be part of the "big world" testing (yet) >_> 
  14. Like
    codex got a reaction from JamesGoblin in ACE Q&A for October: Testing 'Big World' - Official discussion thread   
    they are only doing this for the testing, so you can try out the higher level skills... 
  15. Like
    codex got a reaction from Tinnis in ACE Q&A for October: Testing 'Big World' - Official discussion thread   
    What I'd love to test out is the EK *__* but I'm guessing that wont be part of the "big world" testing (yet) >_> 
  16. Like
    codex got a reaction from Tinnis in ACE Q&A for October: Testing 'Big World' - Official discussion thread   
    they are only doing this for the testing, so you can try out the higher level skills... 
  17. Like
    codex reacted to Caenth in ACE Q&A for October: Testing 'Big World' - Official discussion thread   
    Good to adjust peoples expectations for the first big world milestone. Otherwise people would be disappointed. That said, I'm still very excited about it and can't wait to log in! #testallthethings
  18. Like
    codex reacted to Durenthal in Founders' Update: 'Big World' development - Official discussion thread   
    From the document, it looks like we'll be randomly assigned a faction when our first character enters the world, and that all our other characters will share that faction.
     
    This would appear to preclude friends and family from joining the same faction.  Is that, in fact, the case?  Are you really going to promote strife between my wife and me?
  19. Like
    codex got a reaction from JamesGoblin in Unofficial Looking for Guild Thread   
    Guilded!
  20. Like
    codex got a reaction from JamesGoblin in MMORPG Update: Harvesting Reveal   
    hmmm, so I noticed something, there doesn't seem to be plants/farming/food resource types (for like alchemy and cooking)... this is coming later on right?  
  21. Like
    codex got a reaction from Ziz in So... how's that Friendly Fire going?   
    Oh, I'm sorry... didn't realize people from other countries were obligated to write perfectly in a foreign language... this is the internet not a f... English exam.
  22. Like
    codex reacted to Eaden in So... how's that Friendly Fire going?   
    I stepped away from this topic when I came upon it the first time, and it was just 2 pages long. Now, for some reason, I had to know what it was all about. After roughly 1 hour of reading, I got through the 10 pages of love, hate, debate, constructive and destructive comments you guys (you all) have posted.
     
    Before someone quote me and add a "you should have stayed away" sort of response, please take a minute to read my post, as I took the time to thoroughly read yours, and as I will try to be constructive and reasonable.
     
     
    What I will NOT talk about:
     
    - what have been, or have not been, promised / said / speculated / theorized / thought about during the KS campaign, because I have no knowledge of it, and it would be irrelevant today in my opinion. However, I understand that some may be disappointed, as their expectations will not be met, or may have not been met yet.
     
    - the whole debate about vocal minority, vast majority, the Wizard 101 public, who is right, who is wrong, who can quote links and proofs, who cannot, etc. We are all players, with different experiences, different backgrounds, different expectations from CF, different ways of enjoying gaming. In this regard, we will obviously always find point of disagreement. That is the way of things. Know now something, if CF development would be a democracy (which is not really), then we have elected the ACE team to develop it by voting with our money. So we may approve or disapprove their work, but we have to embrace it, or withdraw our money.
     
    - other games, and other FF game mechanics. I cannot compare with games I have never played. To me, CF would be the first game to introduce these mechanics. So I am an innocent virgin when it comes to FF. The good news is, I will be also candid approaching the subject.
     
     
    Now, what I want to talk about:
     
    - skill ceiling: Does adding FF would improve the skill ceiling per se? If we take the pure definition that has been posted earlier, no it would not.
     
    Now, the way I understand skill ceiling / skill cap (mainstream meaning), and the way I would like to talk about, is that, to me, skill ceiling refers to the maximum potency of a player to make good use of its gaming tools: i.e. being a "good" player. This means:
    > controlling its character correctly
    > making appropriate use of his skills in a timely manner (countdown management, resource management, combo order)
    > selecting and focusing on the good targets at the right time
    > being aware of its surrounding, and the battlefield evolution, to make strategic choices
    In this regard, implementing FF (of some sort) would raise the "skill ceiling", as players would have to be attentive to new elements, such as friend or foe, in selecting targets, timing correctly their actions, reading the battlefield, etc.
     
    This being said, will also hinder the impact and interest of FF during a combat:
    - latency
    - FPS
    - root motion
     
    - back stabbing and politics: this is to me one of the most important face of FF, the ability to plot against short or long time alliances, to take advantage of a situation, etc. But this will happen anyway, with or without FF. It will just not take the same form (the same "dramatic" form I would say)
     
    - the "perfect" anti-zerg solution: to my opinion, the root motion and the current gameplay is already doing a good job at it. Collisions, choke points, crowd "move" abilities, falling damages, and the variety of archetypes, force players to spread withing an area for maximum efficiency, as well as choosing carefully where to position themselves depending on their role and the fight unfolding.
     
    From my experience of SP and HD so far, the more a team clutters closely, or at the other extreme the more it spreads randomly, the less chance it has to win a fight. It is even truer when siege machinery are part of the deal. This being said, I've only experience 20+ players game, with almost never more than 15 players in the same fight (roughly 3 teams FFA). I have no idea what would happen in a 50+ player fight.
     
    However, I am quite sure that currently, a good team, or a couple of good teams, could make a serious dent in a 50+ zerg in the game with its actual setting without FF. This being said...
     
    ---
     
    My humble opinion and desire:
     
    I currently think that FF would not add much to the game in its current alpha setup. I think that FF would mix badly with current FPS of the alpha phase to start with. But...
     
    Is it compatible with current combat system? I think it definitely is compatible. It would just require us, alpha-testers to relearn what we know of the game. And may need a few tweaks from the dev too of course.
     
    Would it be a pain for some range and caster classes to deal with: yes, most probably.
     
    Would it be a pain in melee to deal with too: yes, most probably.
     
    Would AoE, cone, line, etc. skills become less "spammable": yes, but it would actually be a good thing. I think they are the main thing that should be modified to allow a proper FF. These skills should be game changers when used correctly. High on countdown, high on resources / channeling / preparation, but also high on damage / effect. But that is another topic.
     
    Should we keep theorizing about FF? I think we should stop. We are in Alpha, now is the time to give it a try instead.
    The incoming campaign module will be the perfect opportunity in my opinion. SP and HD being already too "close-quarter" and messy, adding FF would not help to figure out if it is adapted or working with the current combat system, and even less if it is fun at all.
     
    Could we imagine different sets of rules for FF? I think this is actually the best answer we could start brainstorming about.
    We will have different types of campaign, with different engagement rules. Is not excluded the possibility to have different set of combat rules (i.e. with FF, without FF, with any sort of FF hybrid, where some skills/attack/action or groups/friend/gathering could be partially/completely/temporary immune to FF) withing the same type of campaign. Why not giving the joy of FF for players who wish to have it, as long as it would be on specific campaigns, and clearly stated from the start? It would be, at the very least, an honest way to give a fair chance for FF to be field tested.
     
    ---
     
    Now, for the upcoming posts and answers to my post: I will not debate my answer, or try to justify it whatsoever. As far as I am concern, I am done with this topic.
     
    This is only my opinion, and I bring it to the table to give some material to think about. Nothing less, nothing more. I will of course keep an eye on it.
  23. Like
    codex got a reaction from JamesGoblin in So... how's that Friendly Fire going?   
    Oh, I'm sorry... didn't realize people from other countries were obligated to write perfectly in a foreign language... this is the internet not a f... English exam.
  24. Like
    codex got a reaction from JamesGoblin in So... how's that Friendly Fire going?   
    FF is an ennoying and useless feature, people still like to have something to b.... about >_>
  25. Like
    codex reacted to rajah in So... how's that Friendly Fire going?   
    Well, tbh investing heavily in to indie game development in any form, was a high risk undertaking from the start. Chances are 99 to 1, ACE currently does not have enough resources to commit to completely rework the combat system, otherwise they'd do it, because they understand that not delivering FF will piss people off.  Does it mean the game will be not perfect ? ? Yes it does. Does it mean that the game will be bad to the point where you will not want to play it ? No it doesn't. Just adjust your expectations, and leave room for development errors which are inevitable.
     

×
×
  • Create New...