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Nikko

ACE Development Partners
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Nikko last won the day on December 15 2020

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About Nikko

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  1. "Since we wanted to put more power into the player’s hands, we actually still needed more Attribute points. So, we removed Attributes off of armor completely." And thus an alchemist is ALMOST useless and the value of minerals is now dust (and i dont mean ethereal dust) This is horrendous!!!! You still have not addressed general crafting and now you are making both Alchemy and Jewelcrafting less appealing. Additionally, I dont like that all races start with all stats capped at 200, no matter what adjustments vessels etc can make. A Half Giant is just potentially stron
  2. @Jah Well you cant please everyone.... I would say that one major reason people that have been playing for the last 4 years or so, and even those that have been active the last year, would not play after a full wipe, is because they would have to grind from a fresh start, and they dont want to grind again to get upgraded vessels and equipment. If drops were accelerated then maybe some would actually play and anyone that might join after things are dialed back, well, at least they would have people that have played the last 3 weeks to help them, sell them stuff, etc. Damned if you d
  3. My ideas are not meant to be permanent, just implemented for like 2-3 weeks so that, if there would be a full wipe, players that have blue or better vessels and equipment now would not have to spend hours and hours getting mats to get back to where they are now. Enhanced material drops etc would also jump start an economy.
  4. Ape, that is the test server you are describing. So you are saying put that on live too?? Here is what i think they might do to make things a bit easier. The objective here would be to enable most players to get into Blue vessels and crafted equipment within about 2 weeks, so they dont feel they have to spend months getting back to where they are now. 1. Leveling is pretty easy so we don't really need leveling dust, but they could bump up the drop rates of all sacrificial items to make it a little easier after a full wipe. 2. They could increase all drop rates (mobs, stone, ore, gol
  5. What if instead a campaign lasted a minimum of x months and a max of y. But if any guild satisfied certain winning conditions between x and y they would win the server and it would end. Else at time y, the guild with the most points/cards/etc. would win?
  6. @mystafyiit's pretty well documented that in the past they have said 1-3 months and i am talking 6 month minimum to feel like you own a city.
  7. To further follow up on this, for anyone who played shadowbane ask yourself this: "Why did I (we/the guild) spend endless hours farming the same spawn for the bajillions in gold we got doing it?" I think the answer goes like this "I did it to build the city, trainers, forges etc that we owned." Now look at crowfall, and ask yourself this: "Am i willing to spend those same endless hours farming for a keep that, whether or not it is ever attacked, will just disappear in 4 weeks?" In shadowbane, politics mattered. You could use politics to try to 'defend' your keep by negotiating w
  8. You are missing my point, i guess. Yes those are all problems etc. But the lack of the FEELING OF OWNERSHIP, control, something to fight for that wont disappear in 4 weeks. That is what i mean. Look inside yourself. How do you feel when you defend a keep? Is it something like "Well, if we lose we can always retake another one later"? Thats what its like for me. It's a temporary home, it's rented, not owned. Mystafyi, please reread my fourth paragraph above. My point there is even if they gave us free placement, and the ability to place buildings in keeps wherever we wanted, the fact
  9. Hello everyone, this thought struck me a bit ago and i have toyed around with it for a few days and i want to present it to you all to see what you think. What was the overall best thing about Shadowbane?? Well, in my opinion it was OWNING a city, OWNING the trainers, vendors, walls etc. What was the second best thing about Shadowbane?? Fighting to protect what i (or my guild) owned. The problem with Crowfall is that with the campaigns ending, the fixed locations, and no free placement of buildings, it kinda seems like i am RENTING in Crowfall. And there is an entirely different
  10. Looks like you are doing fine with that hard head of yours MacDeath! ☺️
  11. Unless I am wrong it takes some 324 green runes to make an orange rune and belt. If you get 3 runes per 1 hour of harvesting, that is 108 hours. 5 harvesting paths, gives 540 hours of pure harvesting in pvp zones. With travel time and time lost due to death, let's say 720 hours. If you play 20 hours a week that is 36 weeks of doing nothing but harvesting. No pvp, no crafting, nothing but harvesting. With the passive system, it might take longer that to get the same proficiency, but you could pvp and do other things other than harvesting. This system simply will not work. RNG or
  12. @thomasblairHere is another important factor to consider. With the passive skill trees If you had 2000 people on a server and 400 were going towards skinning, 400 logging, 400 quarrying, 400 mining, and 400 digging, then each of those 400 people were getting their skills from an infinite resource, time. Now each of them will be competing over animals to skin, rocks to hit, trees to chop etc. This could actually slow things down quite a bit. I think you would really need to look at how many resources you have on each map and increase them and put them into better clusters. Stone and Ore ar
  13. @thomasblairHere is another important factor to consider. With the passive skill trees If you had 2000 people on a server and 400 were going towards skinning, 400 logging, 400 quarrying, 400 mining, and 400 digging, then each of those 400 people were getting their skills from an infinite resource, time. Now each of them will be competing over animals to skin, rocks to hit, trees to chop etc. This could actually slow things down quite a bit. I think you would really need to look at how many resources you have on each map and increase them and put them into better clusters. Stone and Ore ar
  14. Yes, it might need some code written to do this. The idea: Force a player that loots the chest to stay in game for a period of time, in an area where they can be killed and looted. How we get to that is what needs to be explored.
  15. @thomasblairThis system is REALLY, REALLY broken. If you go over to live and try to craft an intermediate tool, even if your general crafting is fully trained, you will have a low (i think it was 19) experimentation success rate, and a much lower assembly rate, and less experimentation pips than we used to have. Before 6.2 i think i had around a 70 general assembly chance so 50 points are missing, thus i fail on alot of combines. I cant even make blue parchment paper consistently. Now bring that over to test, and remove general crafting totally. I now have a 0 assembly chance and fail on
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