
Dirkoff
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Posts posted by Dirkoff
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Small comments on the skills text: highlights of stats is good, keep the text short. If a skill does lots of things then perhaps you need to break it into several skill nodes. Just like software keep the nodes cohesive and loosely coupled (i.e. a single node should do one thing only but do it well).
I posted this in discussion thread but thought it was better in feedback.
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Small comments on the skills text: highlights of stats is good, keep the text short. If a skill does lots of things then perhaps you need to break it into several skill nodes. Just like software keep the nodes cohesive and loosely coupled (i.e. a single node should do one thing only but do it well).
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Big World V3.11
1) I had the Spirit Bank, Inventory and Main Menu Window open I closed the Main Window, then right clicked a potion to transfer it to the Spirit Bank and instead of transferring it drank it. So there is a confusion about 'right clicking' items - do they get transferred to Spirit Bank or action-ed (i.e. drink).
2) Resource tool-tips stay on screen.
3) After re-logging into the world all the stats (stamina, health, food) were zero. These continued to be zero whilst walking around until an action like chopping wood occurred when they were all restored to their proper levels
4) Creating a basic one handed book. Transferred resources to the crafting window, but then changed my mind - right clicked on the resources in the crafting window to transfer them back to the Inventory and only two of the resource stacks were successfully transferred back to the inventory: loosing 12 wood.
5) Spirit Bank. My Spirit Bank was partially wiped only. There didn't seem to be any pattern as too which items were lost and which ones stayed.
6) Slag ores on the terrain are difficult to distinguish from common cobblestone.
7)There was a patch to v3.11 which I loaded sometime Saturday am. Login, joined a campaign but as the campaign world was loading the game crashed out, closing all clients. Re-logged back into the client and the 'Searching For Players' is continuously animating and the usual JOIN button is now WAITING. I can look at the skill trees as normal but can't log onto any game servers. Tried relogin a few times but still the same problem - can't login to any servers.
- Xionraseri, MiracleMax and JamesGoblin
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3
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Need to make sure the micro management is kept to a minimum.
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2. Combine Desiccated Body parts into a Vessel of the appropriate type. There is a unique recipe for each vessel type which generally have similar requirements.
This must be incorrect it should read
2. Restored Desiccated Body parts into a Vessel of the appropriate type. There is a unique recipe for each vessel type which generally have similar requirements.
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A farmer of body parts .....
- Ironmike and ImaVampire
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The inventory wipe was necessary because they replaced the inventory system with a new code base. The Spirit Bank may have been modified but it remains largely intact hence a wipe of that was not necessary.
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It also depends on the rule set. If you are in a Dregs campaign where the losers get nothing, you are going to commit every resource necessary to winning that campaign. In the God's Reach, I think you'll see a lot more solo players who just run around with other people in their faction. Many of them won't be in any sort of organized guild. Any resources they get above and beyond what they need to keep themselves armed, armored and fed will go to the export embargo. I think the people who want to build up their EKs will spend their time in God's Reach, exporting as many low quality resources as they can.
Yes, this maybe the case.
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As long as the 'Take' bug is fixed anytime is good.
- Rhast and JamesGoblin
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2
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At the moment with 'Big World' mobility is a key attribute to chase down opponents and win encounters. That doesn't mean to say that it will always stay that way. However, saying that - with all 'Open World' encounters mobility will still be a key attribute but there will be many objectives in the campaigns, choke points, POIs, sieges etc that mobility will not be as important.
So its not as 'black and white; to say that mobility is the best or it isn't. It will depend on the situation.
Also the ATs will never be perfectly balanced 1v1 given the same skill level of the players. To all those player who think it will that is not the design aim and I believe it will be impossible to achieve.
At the moment the ATs are broken and very unbalanced - that will change when ACE get round to all the other ATs that are not implemented. The ATs will be better balanced but you will not get perfectly balanced 1v1 fights.
Each AT will have their roles in group fights and that is where the skill will be. Choosing the right AT mix for a certain situation.
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Hmmmm, lot of assumptions on player behavior here.
It depends on the guilds and the loyalties of the players. I believe most of the serious guilds will have players that put their guild first before their own stockpiling of resources~ the priority will be to win the campaign.
- JamesGoblin and Mytherceria
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Yes, as if anybody would do such a thing as wall up a graveyard.
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Man, the advantages of higher tier vessels look like they're going to be significant.
It definitely looks that way.
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Try email support - this is for community question and answers.
- JamesGoblin and Kraahk
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2
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I feel sick ....
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Long live 'Burke and Hare'
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A good read that expresses many of the same thoughts and opinions from the community here as well.
Also, it sports a comment from JamesGoblin at the bottom which I agree with. Given that some of the core principles of Crowfall (industry, economy, player control of gamespace & resources) are direct comparisons to EVE Online.
They may struggle to reach Eve Online player numbers, if they do it will be awesome!
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If they manage to get the server's up earlier it's more testing, that's good!
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There's a good deal of information about randomness in game design. In fact there's a good book by Raph Koster http://www.theoryoffun.com/ on game design. Which is kinda ironic in that he discussed the crafting system with Blair.
But essentially, a player makes some decisions or moves or acts in some way and as a result there is an outcome. The player uses this result to assess his skill in the game. The outcome is used as a skill feedback loop for the player, This outcome is used to make future decisions or moves. In a shallow game, there might not be many of these moments, whereas a deep game can continue delivering this feedback loop longer.
However, the vast majority of outcomes in Crowfall's Crafting system no longer have meaning. I crafted an item using a recipe and I rolled the dice. It came up as a “failure”, and I lost all my time/resources. That event – me crafting an item – is not deterministically linked anymore to the actions or skills I have acquired beforehand. The feedback loop has been broken.
Output randomness does not increase the depth of a game, in fact its the complete opposite. What the randomness actually does is obscure the outcome. You may have played perfectly, and still lost when in fact your play wasn’t the problem; dice rolls were.
These theories are not mine they can be read in any book about good game design.
- KrakkenSmacken and Teufel
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There is probably a good reason why it occurs but for all 'intense and purpose' its random. Hopefully, the new inventory code will be in the next patch
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Fri, Jan 20– Mon, Jan 23 - Bugs, anomalies and tech issues FEEDBACK
in Bugs and Anomalies, Pre-Alpha 3.0 (retired)
Posted · Edited by Dirkoff
2017-01-25 Snap Test:
Tried entering a realm twice and it just dumped me out of the game to the desktop.
After third attempt to join the server managed to enter the world.
Confirmed inventory and spirit bank wiped clean.
Got many failures crafting potions: just don't get why there should be a chance of failure on these items which are present to help us test. It just wastes time!