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Angelhearth

Testers
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Posts posted by Angelhearth

  1. 1 hour ago, Surelia said:

    well i see a sense in the mechanic and in your words. yes, we should be able to manage that gold. but there are other things that would bring me to emotions.

    you should place that as feedback in the test forums. btw there are female vendors, but is this crucial to make the game work for now in alpha?

    Well, I'm playing this game as a crafter + gatherer, so vendors are one of the most important thing to me.

  2. 24 minutes ago, Surelia said:

    that it is the vendors payment for his work, otherwise he will start "consuming" your items! so maybe we should be able to handle that gold, yes.

    NO! The vendors payment is a part of that amount. And if there aren't enough gold in the registry he (why aren't there any female vendors?) will take from the wares. Everything the vendor has is yours! You are free to do with as you will! You can take the wares, right? SO why can you only take gold that has come in through sales? Are there 2 different registries on him? It's completely idiotic!

  3. First I thought: That was strange, because I can't withdraw gold from my vendor, which seems, well, strange.
    Then I got annoyed: Because I can't even use that gold to list new items, which is totally idiotic.
    The gold on my vendor is MY gold, not the vendors. It's the vendors to use as needed, yes, but it's mine to take, if I want to!

  4. 1 hour ago, Arkade said:

    Regarding #2, I think the intention was for artifacts (pre-combine) to all stack based on tribe and quality. In 5.100, the artifacts for each tribe were numbered 1 through 10. They have removed the numbers and the tooltips are all the same now, but they still don't stack. Hopefully they will fix it. They previously only stacked to 20. I haven't seen yet whether they stack higher than that now.

    Purchases should absolutely be a separate thing, though I don't know if they'll be able to do unlimited. There have been tech issues which have prevented us from getting more/better storage. We need more filters on the vault, and the existing filters need to work better. Stuff like potions end up in purchases, which they shouldn't, and shields don't show up in either weapons or armor. Add filters for food, crafting resources, etc. Of course, it would be even better if we could just have different bags within the vault and we could use them however we wanted.

    I do miss the old spirit bank. It was much easier to know what you had.

    Even so they will take a large portion of your bank vault.

  5. There are a few modifications I would like to see with the bank:

    1. Purchased items should have their own, unlimited container.
    2. There should be a document folder or similar for Artifacts, they take up way too much space.
    3. There should be a pouch for Disciplines, they take up way too much space.
    4. A container for crafting resources for food would be great.
    5. Gold and Ethereal Dust should probably have it's own bag. What about a bag all the vessels have access to on their character, all the time (unlootable)?

    There are probably other things I haven't thought about. The thing is that contrary to other games,  all your "characters" share the same bank, as it is your crow that is the one and only real character in the game. I know it sounds much with 200 slots, but looking at my own bank 52 slots are taken up by minor Disciplines, 21 by artifacts (they don't stack very well, and the max, if stacked correctly would probably be around 5x3 (items) + 5x3 (binds)) , 22 by purchases (I should probably not have imported them yet), and 16 by food reagents and such. That's well over half the space of my bank account. Ordinary harvested items will take up 4 (types, haven't even included necromancy as I have no idea) x (5 ranks) + 5 different types of meat = 30 slots + necromancy (not sure how many can be in each stack, haven't reached 200 on any of them, yet). And then you have all the other stuff, like armor, weapons, and miscellaneous. All in all, the number of slots are way too low for up to 10(?) "characters".

  6. Bank.

    There are a few modifications I would like to see with the bank:

    1. Purchased items should have their own, unlimited container.
    2. There should be a document folder or similar for Artifacts, they take up way too much space.
    3. There should be a pouch for Disciplines, they take up way too much space.
    4. A container for crafting resources for food would be great.
    5. Gold and Ethereal Dust should probably have it's own bag. What about a bag all the vessels have access to on their character, all the time (unlootable)?

    There are probably other things I haven't thought about. The thing is that contrary to other games,  all your "characters" share the same bank, as it is your crow that is the one and only real character in the game. I know it sounds much with 200 slots, but looking at my own bank 52 slots are taken up by minor Disciplines, 21 by artifacts (they don't stack very well, and the max, if stacked correctly would probably be around 5x3 (items) + 5x3 (binds)) , 22 by purchases (I should probably not have imported them yet), and 16 by food reagents and such. That's well over half the space of my bank account. Ordinary harvested items will take up 4 (types, haven't even included necromancy as I have no idea) x (5 ranks) + 5 different types of meat = 30 slots + necromancy (not sure how many can be in each stack, haven't reached 200 on any of them, yet). And then you have all the other stuff, like armor, weapons, and miscellaneous. All in all, the number of slots are way too low for up to 10(?) "characters".

  7. No, you didn't fix the dutchy! The nodes are still rank #"%¤&&/

    Can you please, please, please start to think about the harvesters/crafters? You know, there are some of us that has been drawn to this game because it's supposed to cater to those of us who like to make stuff, not only destroy it. At the moment I find the game incredibly boring. Leveling a vessel from 1 to 30 takes 2-5 hours, depending on how lazy you are. After that it's just leveling a new one, and a new one, and a new one, nothing else, absolutely nothing else to do. I would suggest you auto-fill the basic levels for exploration and crafting, then give each and everyone 250,000 point to use as they like, and get some damned higher rank nodes into the game, so we can start testing crafting too.

  8. Pack Pig

    While mounted: If you use F to pick up something you seem to be auto-dismounted. You will then have to actually dismount and then remount to get back on it (will there ever be any animation of you sitting on the damned animal? And why is it called Pack Pig when you don't get any increased inventory? I bought it just because I thought my inventory would be larger. To get speed I would think a horse would be the thing.

  9. 1 minute ago, Helix said:

    This is going to be controversial but I feel like the passive skill lines / eve-esque type of progression no longer fits this game. If the wipe has shown us anything it's that crafters are left in the dust with nothing to do for an extended amount of time while they wait for their points to accumulate so they can unlock stuff. What are crafters supposed to do in the beginning?

    I think a switch to ACTIVE progression when it comes to skill lines might be a good possibility. If not total active progression, than at least partial. Want to get better at being a lumberjack? Cut that tree down. Want to get better at crafting armor? You craft it. Obviously that's a huge ask, and the obvious answer will most likely be "no way we're going to refactor that". Unfortunately I don't see a good solution.

    I agree 100%. Actually all skills should be dependent on usage with a few extras thrown in as you progress, like the ability to make certain moves etc. This is the way it worked back in good old Ultima Online, where we stood and hacked and slashed on dummies to build our fighting skills (although some made macros and just left their character standing there while doing other stuff hehe).

  10. As a crafter/harvester I'm extremely disappointed with the test. I finally hit lvl 30 and took a round in Dutchy of Marconia (26-30) and found that the only thing you can harvest is rank 1 to 3, nothing above. Go to the previous zone (21-25) and you'll find plenty of rank 4. Why? And please, for the love of god, get the lowest level of exploration and crafting down to a reasonable level! With the skill points coming 1 every 10 seconds, and the insane number of them needed for the lowest - LOWEST - level, it takes way, way, way to long time. Because it's so easy to reach lvl 30 I had the explorer and crafting badges I wanted even before I had finished Exploration Basics! Crafting is a little easier, but even that should require less points (or you should get 3 per 10 seconds as on Live). You are scaring those of us who wants to play the game for the sake of crafting, away, far, far away, to other upcoming games that seems to take crafting more seriously.

  11. 3 hours ago, APE said:

    Yes that's why I asked.

    UI is better looking and less laggy but still needs work. Receive experience from harvesting/crafting now. Map has improved but like the UI overall, needs more love.

    Beyond that I'm not sure what specific items he mentioned weren't correct or why his reported experience is "worthless." He clearly isn't a big fan of Crowfall itself, but as he mentioned, he should fall into the target audience for it. Have seen similar comments made from people that backed during KS and return every once in a while and new players.

    Hopefully he does more videos in the future as he has a large following, but hopefully the game is in a better state then as well. 5.110 is welcome but it isn't night n day difference IMO.

    He just did a Ashes of Creation video as they showed of their Alpha preview a couple days ago. Can tell he is excited for Ashes so his overall opinion is more positive, but as someone that has backed both, I am in a similar position. Ashes is 2 years behind Crowfall and so far looks like it has a lot more potential. Will have to see once I get my hands on Alpha and not just devs showing what they want, but I'm impressed. On paper, Crowfall is a much simpler game design. Unfortunate if another game with a similar situation out does them in quantity of features but quality as well.

     

    It looks interesting, but the one question for me is: Will crafted items be the best available items? I'm into crafting and exploration. I love a game where the players are the ones that makes most of the high quality stuff (as opposed to games like WoW, where player crafted items are basically worthless). The only negative I see with Crowfall this far, is that the world is small, divided into small patches and that everything is about the campaigns, which I don't even consider joining.

  12. I've been wondering, since this version went up on test, what was wrong with the skill points, and I started checking. For someone holy's sake guys, you've all but removed the progress. 1 point per 10 seconds! That's 8,640 points per 24 hours, about a third of what's on live! And in addition basic exploration is way harder than basic crafting. Have you listened too much to those crying about latecomers to the game being left behind, so now you'll make it so hard no one ever get's all skills, no matter how many years they play? The basics of the 3 trees should be easy peachy, done in a few days, then you gradually make it harder. You don't start with making it impossible, and then make it even harder. There are times I wonder if this project is your swan song, never to be ended, but last until you go into your graves, and that customers is fun just until you have enough to give yourself a decent living.

    For the passive skill points I suggest a common pool that you use on the trees/branches as you see fit. Not having to select what trees and branches to train. As it is now I see a lot of screaming from kids that has gone on holiday and come back to find they have 100,000 points in a branch that only needed 10,000 to complete, making the leftover 90,000 points totally useless. And all tress/branches cost the same for the same levels.

  13. 15 hours ago, Ble said:

    I'm going to be the devils advocate, the critical guy.  I'm sure what I say won't be that popular, we have a contagious defensive optimism here.

     

    Number one problem: This game lacks a dependable creative vision, it does not have internal accountability to successful development and implementation and the game does NOT communicate its greatness (yes, there is greatness) to the new player fast enough to keep them invested until they get there.

     

    If ACE doesnt SERIOUSLY look at this video and understand that this is what EVERY new player experiences, then this game is over.  There is no way people will get to the end game if the new player experience is this horrible.

    It's time to take a hard look at your company.  I had to do this myself about 12 years ago.  Some relationships got stomped on etc, but had we not done it, our company would have never grown.  You must remove or minimize the people holding you back, and lets be honest, something is holding you back.  Please please identify whats holding you back and make those changes.  I know it will be a set back.  You might have to take the game down completely etc, you might have to backtrack.  But the FOUNDATION on which you are building this game is fatally flawed.  The problems that exist in this game are not "something we can work on in Beta".  It doesn't matter how much flash and flare you add along the way.  Please, confront the hard choices.

     

    I am so offended by this release.  There are others like me.  We made huge efforts to bring many many people to this game with the expectation that this release would show us you guys (ACE) can get it done.   All we did was make excuses and explain away the problems until a week later, those same people start leaving in droves.

    This is in many cases absolutely worthless, in some cases spot on, and the rest is a person that seems less than intelligent, or he tries to be stupid because he thinks his audience is stupid.

  14. 1 hour ago, Ussiah said:

    Crafters have been forsaken by @thomasblair

    But on a serious note, this is the FIRST time, since I have been main crafting in this game for 3 years+, we have had a FULL wipe with wartribe gear out and it points to some serious issues for crafting.

    Early Crafting for lack of better words just sucks.

    PROS of Current System

    • I am happy with the power level of wartribe gear because I realize it needs to be relatively strong for players joining in later in the game.
    • I am also actually VERY happy my guildmates aren't all piling on me to make them gear early on.

    CONS of Current System

    • Even if I did want to make white or green harvesting/crafting gear, I will fail terribly for a month. Both on assembly and experimentation even if I choose right race, max right stats, and get all the disciplines I can.
    • No runemaking thralls (at least in GR) and no runemaking races making the ONE thing we can't get from wartribes very difficult to make early.
    • Helper Monkey and Risk Management got nerfed, also making it more difficult to craft.

    Suggestions

    • VASTLY lowering the difficulty of making and experimenting on white and green crafts. (Blue wartribe will be better than both of these, so why make it hard on us?)
    • Add other minor disciplines specifically geared for helping crafting just starting out.
    • Front load the crafting bonuses more. (Possibly make general crafting have a 1 for 1 effect and lower the nodes of the advanced trees)

     

     

    ARTIFACT Feedback

    • There are multiple versions of every color of artifact bind, I believe 6. Meaning there is at least 18 pieces for each wartribe.(Only saw up to blue, maybe higher and more item bloat). There is absolutely no difference or distinction or seeming reason for having different versions.
    • Artifact binds of the same color/type do not stack.

    Suggestions for Artifacts

    • Each wartribe should only have ONE version per color.
    • Each bind of the same color and type should stack.
    • This is to not only clear up inventory space but also take pressure off the server. Why should the server need to track all these extra items that have no distinction or effect?

    Man, I seriously love you! Finally someone else who seems to want to craft fulltime. Most people, as well as the developers, don't seem to understand that some players find it more fulfilling to create something, not only run around and hack and slash mobs or other players!

  15. Combat or not combat.

    It seems the new mechanic to distinguish between when the character is in combat or out of combat needs some tweaking. It can take quite a while (half a minute or so on occasions) for the game to understand that you're out of combat. And if you try to skin a fallen animal without looting it you use your weapon, no matter what, making it impossible to skin the animal without looting it (in case some want to do that ). The last part seems to make it possible to use as it as a cheat (although I'm not 100% certain, as I just did it by accident) by stacking up pips while "fighting" a dead animal.

  16. Using the mouse to move, and the damned forward roll.

    If your out of combat you can easily use the mouse to move (hold down both mouse buttons), but in combat you will roll forward if you touch the right mouse button, no matter what, it seems. I've moved it to the middle mouse button, but that's not so easy to use when you hold down both mouse buttons. Any way around this (except mapping it to the keyboard)?

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