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tsp_maj

ACE Development Partners
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    392
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  1. Thanks
    tsp_maj got a reaction from JamesGoblin in Hi im new   
    Hello,
    Not pay to win.
    Unfortunately the best answer is, we don't know, or "when its done".
    The game is in pre-alpha, the population of testers is still small.
    I'm not sure what wipe out is, but the server will wipe prior to the official launch and surely many times before that.
  2. Thanks
    tsp_maj got a reaction from JamesGoblin in New to the community   
    Welcome
  3. Like
    tsp_maj got a reaction from Pann in New player confused about EK/Campaign.   
    Old player, also confused about EK/Campaign.
  4. Like
    tsp_maj got a reaction from Aguise in Is crowfall fundamentally boring?   
    I think it’s interesting that we’re talking about crafting and economy as though guilds won’t do what they always do in situations like this.  They power farm material to feed to a handful of guild crafters that then provide the service of crafting all of the guilds equipment.
    This system is and always has been unethical and broken.  Fueled by the promise of glory you force players to do literally the most boring thing possible.  It’s not even player vs environment, it’s player vs their own tolerance for monotony.
    “You don’t have to” is grossly overused as a defense against concepts like this.  This game is highly competitive, and highly competitive people will do exactly the thing which is most productive to their success in the game, often to their own detriment.  This means that people will burn out quickly when they finally sit back to recognize the trap they’ve fallen into.
    Testing will continue to show that this is not the right road for the health of the game and I anticipate they will make corrections.
     
  5. Like
    tsp_maj got a reaction from Shnoo in Say No to Shadowbane Style Mines   
    The idea is old and static, with many flaws that have been laid out in different threads.  Search it if you want to know what an SB style mine is, but it’s not necessary for the rest of this discussion.

    This is what I believe a night should be like in Crowfall. 

    Guild is online doing what guilds do.
    **World Event Message** A fissure has just opened up in Srathor Swamp.
    (The fissure would represent a significant benefit, worth fighting to claim it.)
    Guilds form up and head to the fissure.

    The first thing a guild needs to do is to establish a base of operations (A keep perhaps) near the fissure to fight from.
    For that you need materials:  a supply line from your closest stockpile of materials should then be established.
    (I picture someone loading a caravan that travels x meters outside of the source location and then warps to x meters outside of the destination, which means you would have to protect it on either end, but we're not talking an extremely long time to get things going, as this is a nightly event and not a big siege.)
    Supplies arrive, a keep is built and the tools needed to process the material to be gathered are also created.

    In theory, if 2+ guilds are contesting the same node, you've now created a regional hungerdome that will last for a couple of hours, depending on how efficiently the resources have been captured amid the fighting.  My personal opinion is that something along the lines of sending out NPC miners to harvest back and forth between the processing facilities in your keep while defending them would be ideal.  I'm aware, however that many people would prefer that actual players do that action, which I'm not totally against. 

    Details:
    *Caravans are on a timer. (You can only send 1 every 10-20 minutes or so, having a scout that times the enemies resupply might be important).
    *Players respawn at their closest major asset.
    *New players and respawning players can re-enter the region by riding the Caravan.
    *It would require siege equipment to breach the walls of a keep. (meaning you'd have prioritize that material over other things on your caravan.)
    *Processed materials would be put on a returning caravan in the same manor, requiring protection.
    *After the reason for initially being there is over the keeps would require upkeep, perhaps kept for regional control, dismantled for raw material, or left to rot.

    Additions:
    I picture a groups forward keep expanding based on the needs and intensity of the fight.  I initially pictured, if the fight drags on, crafting stations being built for crafters to come forward and resupply gear but that concept is counter to the current design of the game.

    Personally I think that the participants in these battles should be clear and whats historically been called "scroaching" should be limited by debuffing anyone entering the region that isn't a member of a guild with assets built.

    A system should be concieved where several of these events happen each night.  However, the strongest guilds should be most interested in only one of them, allowing lesser guilds to fight over the other ones. 

    To me, it seems like in most events like this, all sides that made a serious attempt should walk away with some of the loot.  Perhaps, when you build your keep in that reagion, "pockets" of that rare resource can be discovered while building the foundation, at varying degrees based on RNG.  The reason for this is just a little more incentive to nudge people in the direction of deciding to attempt it.


     
     
  6. Like
    tsp_maj got a reaction from Gorantu in Say No to Shadowbane Style Mines   
    @Nyamo  死んだ馬を打っていそうだ。
  7. Like
    tsp_maj got a reaction from KrakkenSmacken in Say No to Shadowbane Style Mines   
    All, probably just some arbitrary number made up on the fly.

  8. Like
    tsp_maj got a reaction from KrakkenSmacken in Say No to Shadowbane Style Mines   
    I appreciate your enthusiasm, and hear your plight.  This is where I feel your logic breaks down however.

    From what I read, you're coming from an RvR perspective instead of a GvG perspective.  It's a little easier to understand why you don't seem to quite get it.  That may be a little rude but no insult intended.

    First I'd like to understand what you really want. 
    From reading most of your comments you basically seem to want the ability to do anything at anytime. 
    When you realized that, that might not be popular, you pitched the idea of multi-day sieging with windows changing to cover a 24 hour spawn.
    To be clear.  You'd like this to be the primary ruleset for GvG/Dregs or an extra CW type?

    I can only speak from my experience in Shadowbane and Darkfall Online, both of which at one point had 24 hour sieging.  24 hour sieging in this kind of game is a detriment to the experience.  How?  The attacker had far too great of an advantage.  It has nothing to do with balancing the makeup of your guild by timezone.  In GvG everything you own, especially something like a capital city, was made through great personal effort.  The level that things become personal when this is the case is extremely high.  Just look at this simple forum thread as an example, some of us have spent hours defending our argument and a lot of emotionally based words have been thrown.  That effect is off the chart when it comes to sieging in GvG. 

    So, what was sieging like with 24 hour vulnerability?  My guild would plan in secret a day that we were all willing to either get up early, stay up late, take off work, etc. and siege our enemy at the most opportune time for us.  No matter how many people they had to support playing during that hour, there was no way they would be able to match the force of my entire guild.  Often times before they could react, and wake enough people up (sacrificing their own real life) the city would be under our control and now we would have the advantage of defending from inside the walls.

    So what though right, once every so often you had to miss some work or sleep.  Not that big of a deal.  You have to understand though that when you use tactics like this to destroy something someone spent a month plus to create when you couldn't be there to defend it, personal is hardly sufficient to describe it.  You don't really care that much about anything except making the other peoples lives as miserable as possible.  The outcome of this was fake sieges.  People started to drop sieges at 3-4am, or during working hours forcing the enemy to muster a defense and simply not show up.  I saw that happen to some guilds dozens of times.  It didnt take many fake sieges for the enemies numbers to be much lower when you actually decided to attend one.

    Because of the personal nature, and the time investment of these kinds of games, not showing up to defend your city is not really a choice, its a requirement.  Work is a little different but I don't think anyone in this thread would not sacrifice sleep to defend their guilds assets.  Many of us will do that to such an extent that it would greatly affect our personal lives.  That is why a game like Crowfall has to make an ethical choice to protect players from themselves.  Something has to give, and most likely it's going to be the population.  Siege windows were not something that were forced on us, they were something we asked for. 

    Others in this thread were right, the tactics that I explained here were precisely done to avoid a good fight.  Windows ensure that the maximum number of people are able to participate.  Unfortunately that means that the minority now has a choice, to make the same kinds of sacrifices, or not play.  Either way, its a necessary evil.

    I also urge you to stop making any reference to what is "historically accurate".  It doesn't matter.  Historically, people couldn't move their entire army to an enemies wall within 20 minutes, and log off, wait 6 hours until people have gone to bed, and log back in and immediately take down the city.  Historically, a person wouldn't go to bed in their room in a keep, and wake up the next morning standing on a pile of rubble.


     
  9. Like
    tsp_maj got a reaction from soulein in Say No to Shadowbane Style Mines   
    The current ruleset is only the way it is because there are huge pieces to the game missing still.  They basically made it just playable enough to test things.  I think what we're trying to say is that, although you think that having a special ruleset that I wont play on wont affect me, in reality it will.  One, in the loss of development time towards other projects that are more vital to the game, and another in the form of splitting a population even more.  
    I mean you made your own case against yourself in my eyes.  How many italian people, living in japan, that are interested in playing crowfall, that are interested in having no event windows on major activities in the game are there?  I get it, that is a bit ridiculous but the facts remain.  Ping is a major issue, and regional publishers is a major issue.  
  10. Like
    tsp_maj got a reaction from Nyamo in Say No to Shadowbane Style Mines   
    If they solved the latency problem in the world I could see your argument, and would definately love to play on a truely international server.  Unfortunately I'm not willing to play with a 150+ ping anymore and I wouldnt expect less from anyone else in the world.  I'm not against trying out a ruleset CW that does it but I think people are more likely to go where the population is, and this server would be a novalty at best. 
  11. Haha
    tsp_maj got a reaction from Kraahk in New player confused about EK/Campaign.   
    Old player, also confused about EK/Campaign.
  12. Like
    tsp_maj got a reaction from Malignus in Whats the point of crafting taking time?   
    Recently crafting in game and it struck me that crafting time is pretty pointless.  I know what some of you might say, that "time = value", but there is already a large investment of time in the raw materials.  Like most games, an item is going to be valued by the value of its raw materials and its quality, not the time it takes to make one.  Crafters almost always get boned over in a game when it comes to the value of their time, there is always someone willing to undercut the price by devaluing their personal time investment.
    I can see how, when using thralls and factories, time can make sense, but I'm specifically talking about when someone is sitting there clicking the buttons.
    I also believe that the "time = value" argument doesn't really take into the equation the fickle nature of equipment in the game.  A person can lose a piece of armor almost as fast as it can be made (including gathering).  Of course that's a pretty extreme case but it's possible.  The point is that time added value is simply lost when an item is destroyed and the cycle starts again. 
    I'd like you to consider, at the very least, reducing the time to craft based on these reasons.
     
  13. Like
    tsp_maj got a reaction from Dao in Whats the point of crafting taking time?   
    Thanks for the honest answer but this is what everyone says when I ask that.  Tons of people like the theory that you need to work hard to gear up to be combat effective but nobody wants to say how hard.  Nobody wants to put down a number that could be used to develop the game around.  One of my old mentors used to say, don't complain unless you have a solution to offer.  That applies here in my opinion.  How can we debate if you don't even know where you stand?
  14. Thanks
    tsp_maj got a reaction from Dao in Whats the point of crafting taking time?   
    Where is the sweet spot though?  I assume you don't think its a good idea to have crafted armor take a month to make.  But following your logic, wouldn't that make for super thrilling intense PVP?  It's all a gradient.  You are right about wanting to do something else with my time, like live the life that apparently you just welcomed me to.  There is absolutely ZERO value in making your player sit there and watch a bar go across the screen for more then a few seconds.  It's unethical and as someone else pointed out disrespectful of your players time. 
    I'm assuming you haven't been playing in the pre-alpha, if you were you'd realize that the gathering of resources is already a huge time sync, and your theory that you could just pump out 20 GOOD sets of armor is ridiculous.  The reason that you will want factories is because you will save a TON of time on wasted resources compared to how the game is now.
    In your opinion after I die how long should it take me to gear back up before I can fight again?  Hours?  /quit
    You're part of a tiny group of people that are extremely dangerous to this game.  You want to drive it down a road that the vast majority of interested players wont enjoy because of some grandiose vision, without any regard for what actually makes an enjoyable game.  Players make a game, not mechanics.  If you get your way it really wont matter how long it takes to make a set of armor because nobody will be left to fight you. 
  15. Thanks
    tsp_maj got a reaction from Dao in Whats the point of crafting taking time?   
    Recently crafting in game and it struck me that crafting time is pretty pointless.  I know what some of you might say, that "time = value", but there is already a large investment of time in the raw materials.  Like most games, an item is going to be valued by the value of its raw materials and its quality, not the time it takes to make one.  Crafters almost always get boned over in a game when it comes to the value of their time, there is always someone willing to undercut the price by devaluing their personal time investment.
    I can see how, when using thralls and factories, time can make sense, but I'm specifically talking about when someone is sitting there clicking the buttons.
    I also believe that the "time = value" argument doesn't really take into the equation the fickle nature of equipment in the game.  A person can lose a piece of armor almost as fast as it can be made (including gathering).  Of course that's a pretty extreme case but it's possible.  The point is that time added value is simply lost when an item is destroyed and the cycle starts again. 
    I'd like you to consider, at the very least, reducing the time to craft based on these reasons.
     
  16. Like
    tsp_maj got a reaction from Angelmar in Whats the point of crafting taking time?   
    Recently crafting in game and it struck me that crafting time is pretty pointless.  I know what some of you might say, that "time = value", but there is already a large investment of time in the raw materials.  Like most games, an item is going to be valued by the value of its raw materials and its quality, not the time it takes to make one.  Crafters almost always get boned over in a game when it comes to the value of their time, there is always someone willing to undercut the price by devaluing their personal time investment.
    I can see how, when using thralls and factories, time can make sense, but I'm specifically talking about when someone is sitting there clicking the buttons.
    I also believe that the "time = value" argument doesn't really take into the equation the fickle nature of equipment in the game.  A person can lose a piece of armor almost as fast as it can be made (including gathering).  Of course that's a pretty extreme case but it's possible.  The point is that time added value is simply lost when an item is destroyed and the cycle starts again. 
    I'd like you to consider, at the very least, reducing the time to craft based on these reasons.
     
  17. Haha
    tsp_maj got a reaction from goose in Whats the point of crafting taking time?   
    @PopeUrban tldr but I’m going to assume that I agree.
  18. Like
    tsp_maj reacted to PopeUrban in Whats the point of crafting taking time?   
    I know exactly how this works.
    I am not self sufficient. In fact, I don't make any of my own gear. I'm an alchemist and necromancer. Last time I made my own gear was probably 5.4. Every time is "a time of war" and every single person who needs gear has room to store it. ESPECIALLY if they aren't gathering because "there are 5 crafters and 20 pvpers" The fact that I manage a group of people gives me insight in to this issue you may not have access too. In my duties as guild leader I do not now nor have I ever had a problem with handing people armor and them saying "actually I don't have room for armor and weapons"
    Because there is nothing more important to store. Literally nothing.
    You expect the game to function according to rules that do not exist. You expect resources to become abundant for... what reason exactly? This is the lynchpin of your argument. You assume that in a game where resource scarcity is the central lever upon which the rarity and avaliability of items is placed that at some point they're just go "hey, you know what, never mind, free mats for everyone!"
    If you were that bothered about storage in 5.6 you you'd be using all of those poors and commons you're throwing away to build more storage. Or more vendor stalls. To sell those mats.
    This isn't EVE. Mining isn't something I can do AFK while self running five clients in hisec. The fact that you waste materials you could be using because you only have yourself to worry about is not a stable economic indicator. I don't know where you get an idea that I want things instantly or that I want to solo anything. There's a big old guild banner under every post I make ffs. My complaints come from a person using these systems exactly how the game is designed for me to use them. I am dependant on others and they are dependant on me.
    What I want is for hand crafting to stop taking unecessary amounts of time when it ALREADY takes ENOUGH time in terms of interface interactions and resource acquisition. You may understand this if you've ever had to make a stack of potions. An item with no experimentation points that is 90% waiting for crafting timers.
    The fact that you play ineffeciently, mostly solo, and have no experience with what a wartime supply chain in video games actually looks like but still have the audacity to claim to know how a "war economy" should work boggles my mind.
    You actually have no idea what you're talking about, but feel compelled to keep talking about it.
  19. Like
    tsp_maj got a reaction from Kraahk in Whats the point of crafting taking time?   
    For the most part all of those are really good questions.  They all deserve well thought out answers that don’t include “just because” or “it’s always been that way”.  
    As for the original question, what’s an acceptable ratio of farming / crafting to pvping in terms of time spent in your eyes?  If I PvP for two hours, how long should it take for me to recover back to a fully geared state if I lose all my gear?
  20. Like
    tsp_maj got a reaction from Armegeddon in Whats the point of crafting taking time?   
    Where is the sweet spot though?  I assume you don't think its a good idea to have crafted armor take a month to make.  But following your logic, wouldn't that make for super thrilling intense PVP?  It's all a gradient.  You are right about wanting to do something else with my time, like live the life that apparently you just welcomed me to.  There is absolutely ZERO value in making your player sit there and watch a bar go across the screen for more then a few seconds.  It's unethical and as someone else pointed out disrespectful of your players time. 
    I'm assuming you haven't been playing in the pre-alpha, if you were you'd realize that the gathering of resources is already a huge time sync, and your theory that you could just pump out 20 GOOD sets of armor is ridiculous.  The reason that you will want factories is because you will save a TON of time on wasted resources compared to how the game is now.
    In your opinion after I die how long should it take me to gear back up before I can fight again?  Hours?  /quit
    You're part of a tiny group of people that are extremely dangerous to this game.  You want to drive it down a road that the vast majority of interested players wont enjoy because of some grandiose vision, without any regard for what actually makes an enjoyable game.  Players make a game, not mechanics.  If you get your way it really wont matter how long it takes to make a set of armor because nobody will be left to fight you. 
  21. Like
    tsp_maj got a reaction from McTan in Whats the point of crafting taking time?   
    Where is the sweet spot though?  I assume you don't think its a good idea to have crafted armor take a month to make.  But following your logic, wouldn't that make for super thrilling intense PVP?  It's all a gradient.  You are right about wanting to do something else with my time, like live the life that apparently you just welcomed me to.  There is absolutely ZERO value in making your player sit there and watch a bar go across the screen for more then a few seconds.  It's unethical and as someone else pointed out disrespectful of your players time. 
    I'm assuming you haven't been playing in the pre-alpha, if you were you'd realize that the gathering of resources is already a huge time sync, and your theory that you could just pump out 20 GOOD sets of armor is ridiculous.  The reason that you will want factories is because you will save a TON of time on wasted resources compared to how the game is now.
    In your opinion after I die how long should it take me to gear back up before I can fight again?  Hours?  /quit
    You're part of a tiny group of people that are extremely dangerous to this game.  You want to drive it down a road that the vast majority of interested players wont enjoy because of some grandiose vision, without any regard for what actually makes an enjoyable game.  Players make a game, not mechanics.  If you get your way it really wont matter how long it takes to make a set of armor because nobody will be left to fight you. 
  22. Like
    tsp_maj got a reaction from Treyjan in Whats the point of crafting taking time?   
    Recently crafting in game and it struck me that crafting time is pretty pointless.  I know what some of you might say, that "time = value", but there is already a large investment of time in the raw materials.  Like most games, an item is going to be valued by the value of its raw materials and its quality, not the time it takes to make one.  Crafters almost always get boned over in a game when it comes to the value of their time, there is always someone willing to undercut the price by devaluing their personal time investment.
    I can see how, when using thralls and factories, time can make sense, but I'm specifically talking about when someone is sitting there clicking the buttons.
    I also believe that the "time = value" argument doesn't really take into the equation the fickle nature of equipment in the game.  A person can lose a piece of armor almost as fast as it can be made (including gathering).  Of course that's a pretty extreme case but it's possible.  The point is that time added value is simply lost when an item is destroyed and the cycle starts again. 
    I'd like you to consider, at the very least, reducing the time to craft based on these reasons.
     
  23. Like
    tsp_maj got a reaction from JamesGoblin in Whats the point of crafting taking time?   
    Recently crafting in game and it struck me that crafting time is pretty pointless.  I know what some of you might say, that "time = value", but there is already a large investment of time in the raw materials.  Like most games, an item is going to be valued by the value of its raw materials and its quality, not the time it takes to make one.  Crafters almost always get boned over in a game when it comes to the value of their time, there is always someone willing to undercut the price by devaluing their personal time investment.
    I can see how, when using thralls and factories, time can make sense, but I'm specifically talking about when someone is sitting there clicking the buttons.
    I also believe that the "time = value" argument doesn't really take into the equation the fickle nature of equipment in the game.  A person can lose a piece of armor almost as fast as it can be made (including gathering).  Of course that's a pretty extreme case but it's possible.  The point is that time added value is simply lost when an item is destroyed and the cycle starts again. 
    I'd like you to consider, at the very least, reducing the time to craft based on these reasons.
     
  24. Like
    tsp_maj got a reaction from McTan in Whats the point of crafting taking time?   
    Recently crafting in game and it struck me that crafting time is pretty pointless.  I know what some of you might say, that "time = value", but there is already a large investment of time in the raw materials.  Like most games, an item is going to be valued by the value of its raw materials and its quality, not the time it takes to make one.  Crafters almost always get boned over in a game when it comes to the value of their time, there is always someone willing to undercut the price by devaluing their personal time investment.
    I can see how, when using thralls and factories, time can make sense, but I'm specifically talking about when someone is sitting there clicking the buttons.
    I also believe that the "time = value" argument doesn't really take into the equation the fickle nature of equipment in the game.  A person can lose a piece of armor almost as fast as it can be made (including gathering).  Of course that's a pretty extreme case but it's possible.  The point is that time added value is simply lost when an item is destroyed and the cycle starts again. 
    I'd like you to consider, at the very least, reducing the time to craft based on these reasons.
     
  25. Like
    tsp_maj got a reaction from Anthrage in Hi im new   
    Hello,
    Not pay to win.
    Unfortunately the best answer is, we don't know, or "when its done".
    The game is in pre-alpha, the population of testers is still small.
    I'm not sure what wipe out is, but the server will wipe prior to the official launch and surely many times before that.
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