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Angelhearth

Testers
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Posts posted by Angelhearth

  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. 2 hours ago, mystafyi said:

    And when this happens on the live server, what will be the excuse then? The reason is the game design is flawed due to adhock changes made over the past 18 months. Sadly, we are now at the point that ACE will push this game out, flop or not. At least they have added enough systems to crowfall as to flush out their artisan engine and their next game. 

    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. 20 hours ago, Brohmur said:

    I'm not 100% certain if this is the case with your stats but from what I can tell from my own stats and gear is that some of the gear values have been downgraded and the changes didn't appear to be affected until after i zoned.

    Just an early observation on my own vessels and i'm not entirely sure yet if this is exactly what is happening.

    I haven't had a lot of time the last two days to be online and be thorough enough. Hopefully later tonight I can look a little closer.

    Did you ever find out anything?

  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. 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).

  6. 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).

  7. 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).

  8. 2 hours ago, McTan said:

    It does not use time, it happens alongside of time. I cannot lump passive training into the same logic as fighting, harvesting, crafting, or leveling, sorry.

    Since it is not earned, it is not work, players do not deserve it, it simply happens to them.

    Simply put, if you play 20 hours per day and I play 5 minutes per day, we will be in the same place when it comes to passive training. So, either I am incredibly good at passive training compared to you, or you are wrong.

    I'll stop discussing now, all I want to do is seriously swearing and cursing you for not understanding how important time is.

  9. 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.

  10. 3 hours ago, McTan said:

    ACE have thus far claimed they would account for new players joining after launch through a catch-up mechanic of Tomes. This system will be a messy inclusion into the economy that will likely drive new players away within a week or two.

    Also, needing to manage my own passive training points accumulation is tedious at best and rage-inducing at worst. It is in no way fun.

    What I propose is a Global Passive Training Timer that calculates the amount of points that every single account in the game has.

    So, if I join the game a week/month/year after everyone, or have a significant life event that disrupts my ability to manage my passive training, I am unpunished. I also do not need to remember to change sub-trees at the maximally efficient time.

    Also, add real-money purchase respecs, that refund all spent points.

    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.

  11. 1 hour ago, Dualshanks said:

    Let me ask you a few questions

    Is there a player that is a thorn in your side but are unable to defeat them in combat? Have you become prey whilst collecting resources and had your profits impacts? Have you had a scavenger loot a foe you defeated but tired from the battle and unable to do anything about it? Has your guild started a rivaly, is cashed up but requires greater combat support? Are your forts constantly under seige and want to hire some additional muscle?

    Do you wish the gods would smite them for their crimes?

    Well the gods are rarely that fair, but player justice can still be achieved... for a price.

    If there was a player bounty system where a price could be placed on individual players or on a guild as a whole, it could drive some interesting pvp situations (and justice). The guild register already allows for the classification of 'Mercenary' and 'Assassin', so why not introduce a mechanic which allows guilds or players to accept contracts, or be given a just reward for vanquishing a foe.

    Some players will be resource rich, others will have higher combat prowess, this could be a balancing mechanic.

    Thoughts?

     

    How can the bounty hunter be sure the ones he's killing are "bad", and that it isn't the ones putting up the bounty that are the evildoers?  :)

  12. Using headset when you usually use speakers.

    I have some old Logitech G930's that I seldom use, since I have to use the troubleshooter, restart the PC to get them working. I got them working in Discord and with Spotify (which means they should be A-OK), but Crowfall is totally silent, no sounds what so ever, neither from the speakers nor the headset. And there is no way to choose audio input, as I can see.

  13. 1 hour ago, Surelia said:

    sun at discvendors for example. is the next question then why they are all humans?

    There are now actually 4 female vendors. 2 in the Sun temple and 2 in the Earth temple. ALL of whom were changed or placed there after I mentioned it, in parentheses, so everyone, even imbeciles, should understand that it was more of a joke and no serious accusations!!!! All of whom also seems to be dependent on their placing, strangely enough.

  14. 56 minutes ago, Staff said:

    there is a female vendor in that pic is there not? its not false information its just information you lack, and since you were rude i wont reveal it

    Then be kind enough to tell me exactly where, on the Test server, this vendor can be found!

  15. 37 minutes ago, Staff said:

    listen man im just here to tell you that youre wrong, im not here to tell you how to fix your problem

    Wrong in saying that there are no female vendors? I mentioned the vendor-gender thing in parentheses and you came back with fake information. Seriously man!

  16. 2 minutes ago, Staff said:

    Screenshot_888.png

    And where exactly is that vendor, and how do you get one? On Test I think I have been through all vendors, and they are male, and you can't make a vendor, just buy one, and it is male.

  17. 13 minutes ago, Arkade said:

    If you want to be able to take money out of the vendor, post it in the feedback thread. While I agree that it would be nice, it's not a high priority. 

    The most you can put into a vendor is 10k, and 10k is not much money. The vendor takes 5 gold every 30 minutes, or 240 gold per day. 10k will last you a long time.

    They actually don't seem to be interested in the feedback-thread. A guy from support told me to post stuff here, since they read this forum quite frequently.

  18. 40 minutes ago, Surelia said:

    okay, changes the perspective. still i see way more crucial things then... passive training ;)
    5 Gold per 15 min (or is it 10), you can do the math and just put in that many gold as needed. guess/hope they are working on more crucial things, but then your idea is in the right forums, as suggestion - when they have time for it. 

    The thing is that there are so many crucial things still missing in this game that it's hard to understand how they will ever be finished. Not to talk about the Idea of going beta any time soon.

  19. 25 minutes ago, Kraahk said:

     

     

    Hi. :)

    I think I understand your suggestion. I even partially agree that it would be nice and convinient to have it this way.

    But besides that, no, as soon as you give gold to the vendor, it's not yours anymore. You also can't just withdraw items from his shop at any time. You pay him (and it surely is "only a him" yet, because the other models are simply not done yet) to serve you. Once you paid, they are sunk costs. You are not buying a burger and after eating half of it saying: "ey, why didn't you pay my taxes, i've only eaten my burger half, and you need to do with my money as i wish!", right? It's just not the way things works - even for thralls. I don't see how and why this should change - though ... of course it's not impossible.

    However, that's just my opinion. The team will definitely read and consider your suggestion. So you've done the right thing.

    Have fun, good luck
    Kraahk

     

    I don't understand your train of thoughts here? I'm not talking about your vendor here (half eaten burger), I'm talking about my vendor, hired by me, to do a job on a fixed salary. I can understand the thought about not using him as a bank (although it seems strange), but if I want to place new items for sale, then he takes from the money the shop already has, he doesn't ask for more. As so many things in this game, the thought behind is so far removed from logic that it's hard to comprehend.

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