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Angelhearth

Testers
  • Content Count

    203
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  • Last visited

About Angelhearth

  • Rank
    Piapiac

Profile Information

  • Language
    English
  • Gender
    Male
  • Location
    Enger, Oppland, Norway

Recent Profile Visitors

554 profile views
  1. Can you please, for the love of god, do the minimum of testing before you put up a new test server? As other have mentioned here, I can't equip my runestone tools. I added a pip in one of those after the one that gives access to runestone knife (the segment I'm working on atm), and then I was allowed to equip a knife, but I have no points to waste, yet, on the ones after the one that gives us access to the others, which I have filled.
  2. The reason is very simple, and they must be aware of it, though they do nothing to fix it. There's nothing to do on Test, except leveling, and leveling, and leveling. Todd has expressed his intention not to fail, like Shadowbane did, but still they steer directly into the same trap, overpowered guilds totally owning the campaign. I've said it, again and again, we need crafting, and reducing the basic points to a third didn't exactly help. You can't start fine tuning the game when it's still full of bugs, and many things aren't even implemented.
  3. Why this need to be sarcastic when someone gives feedback you don't necessarily agree with?
  4. Why I don't think I will play this game much. My biggest problem with Crowfall, and one I don't think neither can nor will be changed, is that I want one single big world. I think the fragmentation destroys a game. The EK's is the same excuse LOTRO used when they implemented player housing. Having a house/fort/whatever outside the real game map isn't really that interesting. I want cities, where one can put up shop, or buy a house, or an apartment, a guild house, stuff like that. Or you buy a deed to land outside the cities. Ranks of nobility, with an area included. From barons that gets a small area to dukes that gets a huge area. All of them with at least 1 village, dependent on the size, area etc. Crafting is treated as a step-child by the developers. To the point where I wonder if there once was a developer that was really into crafting, but he quit. I also have a serious problem with PvP that doesn't have consequences. If you kill someone in the view of guards, your insta-killed, if you do it too close to a city/town it will get you flagged. To many flagged kills makes you kill on sight. It should be reversible, with time, until you kill too many players, and get flagged Red. PvP'ers should be able to hold their own forts, far out in the wilderness where they are unreachable by the law. Harvest nodes should increase in rank the furter out in the wilderness you get. There are more, but I guess this is enough. As most of this isn't possible to do in Crowfall, given the direction they chose early on, I don't really think I will play it much, sadly, because I like the graphics, and the way crafting was thought to be, and maybe gets back to (but using a month or more to learn the basics is just too much). ps Please no childish "Then why don't you get lost" etc. I posted this because I think it's valuable feedback for the developers to know why some players might choose not to play the game.
  5. Last night, right after the new server came up, I changed some gear and had 180ish or 190ish intellect (it was late, I didn't notice more than like ahh, nice number). When I got in to the campaign the int had been reduced to 140. I did not check my stats before entering.
  6. When will you start segmenting the download so we don't have to download the full game, every time, at 30-35Mbps (absolute max I've seen on my 300Mbps line)?
  7. Since there's a limited number of slots for vendors, might I suggest we get ranks there as well? At the moment I have 4 vendors, which is crazy, I know, but there's so much loot to sell, and it fetches money as well, so... I suggest Poor is as today, Common is double, rare triple, and epic quadruple. That way there will be more room for those that only want to sell the odd stuff. But don't make them more than double the cost for each rank-increase, that wouldn't help the situation. Why do I need so many? One is selling good blue armor, and is almost full. One sells good blue weapons and still have some room. One sells Artifact binds and is completely full. And the last one sells the odd stuff. Do I make money? Yes! What do I use the money on? As of now, not much, since I got most things I need. Earlier today I had 85000 gold, bought a vendor and cheap armor and weapons (people really have to start understanding what good blue armor and weapons are worth).
  8. Rare weapons drop of ordinary 25+ mobs. Is this as intended? I got 2 good rare weapons as drops from ordinary mobs (the winged ones, outside the fort) right after each other, which I found kind of strange, considering they ordinarily only drop trash (yes, green, at that level, is trash and takes up valuable space in your bag).
  9. Vendors Since there's a limited number of slots for vendors, might I suggest we get ranks there as well? At the moment I have 4 vendors, which is crazy, I know, but there's so much loot to sell, and it fetches money as well, so... I suggest Poor is as today, Common is double, rare triple, and epic quadruple. That way there will be more room for those that only want to sell the odd stuff. But don't make them more than double the cost for each rank-increase, that wouldn't help the situation. Why do I need so many? One is selling good blue armor, and is almost full. One sells good blue weapons and still have some room. One sells Artifact binds and is completely full. And the last one sells the odd stuff. Do I make money? Yes! What do I use the money on? As of now, not much, since I got most things I need. Earlier today I had 85000 gold, bought a vendor and cheap armor and weapons (people really have to start understanding what good blue armor and weapons are worth).
  10. Trying to name a vendor will disable all interaction with the game. The game still runs fine, you just can't do anything and have to Alt-F4 out of the game.
  11. I'll stop discussing now, all I want to do is seriously swearing and cursing you for not understanding how important time is.
  12. Of course it's hard work, it's god damned hard work, because it uses the most important resource you have in an MMO, time.
  13. Generally I am very negative to any special consideration of new players, if such considerations will make active players hard work less worth. If I have played this game for a year, and finally filled a second level passive, then I'm not in favor seeing a new player filling the same in a month, or, god forbid, less. That player should work just as hard as me to get the same reward. Anything else is what we call "sowing pillows under their armpits" in Norway.
  14. Catering specifically to new players is a great way of turning away old players that might then not overly enjoy the game, since their long and hard earned work is worthless. If you get into the game at a late stage (I take it it will be a total wipe, no exceptions at launch) then that's your problem, not those players that has invested countless hours in the game.
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