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Everything posted by Whoom

  1. I don't know if you ever played firefall (while it lasted). But among its many faults, Firefall did the gathering well. You surveyed, then found a place to place the extractor (thumper) down. Once it was placed, mobs would swarm you while it was collecting - and you could stop at any time to get a fraction of the resources. This mechanism stayed fun the whole time I played the game. It essentially became a variation on tower defense to collect resources, and the difficulty ramped up with.... something, I forget what, but it wasn't a static difficulty. While this exact method doesn't fit into Crowfall, some variation might - something to keep the gathering fresh. As it is now, I find it to be painfully tedious - I just can't see people wanting to spend their time this way in the long term.
  2. I can only speak for myself on this - but I know that the timers have chased me away from crafting. I can stare at my screen doing nothing in better (and more fun) ways than watching bars go up. So, perhaps it does create scarcity - but only in the sense that people who have the patience for a crappy mechanic are scarce.
  3. In my experience it doesn't seem that the problem is related to the number of people on the server, but rather to the number of people interacting (fighting) at one time. With 80 people on the server has been more or less fine. However once a fairly small (8 on 8) fight starts the performance goes to complete crap (2-5 second message times). While I am not super-concerned with it now, the longer it goes on (patch-wise) the more concerned I get, given that this game is supposed to be large-scale combat oriented and currently can't even really handle MOBA-sized engagements without falling apart. To me, any other features are just icing - but if it can't handle the combat smoothly - the game just won't survive. I, frankly, don't really understand why this isn't priority 1.
  4. Lol... so what does this mean? Can you perhaps elaborate a bit?
  5. This is basically a simple question that I haven't been able to figure out: For healing are there critical heals? If so does the critical hit chance play into how often they occur? Thanks!
  6. I'm not really sure I understand the issue here. EQ2 gives everyone multiple houses, and just quietly puts them to sleep when no one is using them and wakes them up when someone wants to use them. So clearly this is a solved problem, and shouldn't really be an issue. Why can't CF just use a similar bit of tech so that no resources (memory/processor) are consumed when a world is "asleep", then just quietly wake them up when someone wants to connect? What am I missing here? EDIT: Just to be clear, this isn't just EQ2, WildStar also does similar things and does them well. I'm sure many other games do too - so I just don't get it.
  7. Whoom


    I think the issue is more that if you log out the cost still accrues, while the vendor isn't active. It seems like it would be fair to disable the upkeep cost when the vendor goes on holiday, since the upkeep should be balanced against (potential) income.
  8. There was a day where there were no mobs to kill on live. That was about 4 or 5 days ago, and due to a bug where mobs wouldn't respawn. It has now been fixed. Perhaps that is when you happened to log in?
  9. Maybe an update? This is how the game behaved (yesterday?) when they were updating the server.
  10. Thinking a bit about this, I suspect it is also the fault of a bad design in the skill trees where every node inside (for instance) Sylvan leads to a final node. That whole shape kind of screams out that you have to train the whole thing to get past it. It makes that tree look like a part of the higher-level tree and (at least) I felt that it was obviously the way to open up the locked trees behind it. Now I wonder how many days of training I wasted on stuff I didn't want. Probably best not to try and calculate it
  11. Nope. It is terribly confusing tbh. Hopefully this will get better! Thanks for the clarification I'll take a look when I get on later.
  12. Huh. I'll take your word for it, because it sure as heck isn't clear. What I found is that unless I trained all branches of each tree up, I couldn't train that last node which seemed like it was gating me from progressing to the next major section.
  13. I actually think it is a problem for gathering too. I haven't trained combat enough to have an opinion. For gathering, I wanted to specialize in ore gathering. But in order to get that to work, in the basic gathering tree I basically had to get it to 75% completion, getting a lot of nodes that were animal gathering, stone mining, and wood gathering (read extra time spent on things I wasn't all that interested in). Then in the excavation tree I have to get a bunch of nodes related to grave harvesting and stone harvesting to complete the final node so that I can go to the ore specialization. Now, that isn't close to as bad as the crafting where you can't do basically anything with crafting. But it still makes it a very very long time to pick a specialization and be good at something. You are basically forced into being a jack-of-all-trades for a long long time (at standard crafting speeds)
  14. I derailed the conversation a bit. Sorry. The above bit being the most important thing I said, and we kind of got off on a side-line. I think this is really going to be the meat of it. I am very interested to see whether the skill tree redesign moves a bunch of things forward so that you can quickly get up doing the bits you want to do or if they remain locked behind a month (or more) of training. I think that this is really what drives the game to be boring or not for people. If you can do the bits you like with reasonable efficacy, then I think it is fun. If it is a long slog to get there, then I think it will be boring.
  15. Maybe what you said makes sense to someone... but it sure as heck isn't me. On day one I didn't even know what the buttons did yet. I suspect you were in a reset where you already knew what you needed to do, and just worked from there. New people don't show up with that knowledge, and it is ridiculous to assume they should.
  16. Appreciate the advice, but I actually was that locked out. When the team I picked (at random) holds no forts, which was the actual case during the times I logged in, I was completely locked out. A month in I see some possibilities, like trying to organize groups to take them etc.., but in the first day that wasn't really something I could be expected to do.
  17. I just want to level set this discussion a bit from the perspective of someone who joined the game a month ago. The first day I logged in I was getting 1, maybe 2 if I was lucky, logs from a single tree. (remember no trained skills!) I happened to join the Balance faction (East US) we don't typically have any keeps when I play, so making anything other than a basic weapon is essentially out of the question. Also, it took me about 3 days to see my FIRST dust drop. So, crafting essentially anything (Discs, etc...) was totally out of the question even though it required no skill currently (I imagine it will eventually be done differently). I did go out poking around in my basic crap gear, and got repeatedly run over and had to start over. Now I, personally, don't care all that much. But it was a poorly made socksty experience and is only starting to level out now about a month later. I have run into many nice people willing to give me a hand and some advice. But, subjectively, this is a terrible experience. I -do- think that under the current paradigm it will be damn difficult to retain players. Most people won't invest a month of time into something to get to the bits that they want to play. The skill tree being passive is OK. But.... it is way too deep. Crafting anything takes over a week of training under the current system. I do wonder what dedicated crafters are going to do when the skill training goes to launch speed. Crafting at tables requires the second tier of skills under crafting which will be over a month away. It seems a strange choice, and liable to also chase people. I haven't played Eve in like 8 years, but I don't recall it having year-long prerequisites to choose the path I actually want.
  18. I think the problem is only likely to get worse as time goes on with the survival bar. I find switching bars currently to be a frustrating and lag-riden experience. I actually switched from the druid just so I had to tray swap less, because about 1/3 of the time when I try to tray swap it doesn't respond leading to either casting the wrong spell or me hitting the key again, then it registering both the initial swap request and the second key-press dropping me into survival tray. This whole lack of responsiveness keeps me from trying to constantly swap back and forth in combat - it just drives me too crazy when it doesn't seem to register the tray swap request (or it gets very delayed). So, I imagine that other people may not bother for similar reasons. But, once all the lag issues are fixed, I can see everyone going to this because of the massive advantage it confers.
  19. I don't think it is just the lack of these systems that creates a frustrating experience. There are many questions that arise upon starting and are essentially unanswerable without either knowing someone, or immediately finding a group or nice person to help: * Which of these skill trees are useful to train first? I still have no clue - have been told multiple different things, and no amount of google-fu really helps * What do the crafting trees do? (A week in, and I am still unsure how to just make axes or whatever that aren't completely crap - I have yet to understand what research points are though I had to devote about 1 day of training time to researching them) * How do I even -get- currency to buy anything? (took me 2 days to find the stupid boars - I was looking in the wrong place) I guess I could just endlessly knock down trees or break rocks. But, most people buying this game will expect a bit more from a week of game play I suspect I'm not saying that it is not going to bring things in that help. However, retaining people early is one of the only ways a game like this can grow, and as brutal and bumpy as the start of the game is right now (and even with the systems you discuss, I don't see that changing it in a major way) it is going to need to focus on what is the expected gameplay for someone for the first 4 hours, 4 days etc... The other point I'll make is that my time is valuable to me (as I suspect everyone's is). Grinding in some games is used to advance capabilities so that you have to grind less later. Right now in crowfall, grinding at the beginning is massively inefficient time-wise. Just waiting 2 weeks to start grinding actually makes gathering go way, way faster. This, to me, is a broken mechanic. Why waste 6 hours grinding now to be able to buy those weapons when I could wait two weeks, and just grind 2 hours for the same thing? The whole idea of this sort of thing in most games is the fulfillment loop of watching bars fill up or whatever. That doesn't exist here, so the grinding is just that much more painful.
  20. Yes, I know you can. But.... why? There is nothing to gather it -for-. The recipes don't take enough. And if I just log out for a week I can gather it tons faster. It is not very fulfilling to do something I can later do better, without it actually advancing me at all.
  21. I just recently (~1 week ago) got into Crowfall for the first time. After playing it for a bit I find that playing the game at first has essentially no engaging gameplay loop at all. In fact, the nature of the system effectively encourages me NOT to play for a while. Here is what I mean: * I get on for the first time and I don't have any weapons/armor/tools * I can craft only the basics. Great! Not exciting, but doable, I get myself some basic tools some basic armor a weapon, now I am good to go. * Now I go out to find PvP. Or maybe some boars. Or maybe I gather some resources. Only, what do I do now? I won't be able to craft anything else for days and days. PvP turns out to be so massively unbalanced against new players that I die very, very fast - clearly needing better gear and better skills having been trained. BUT... the solution to this is just to go away for days at a time - since I can't craft anything better since I don't have the skills. I can't gather anything better, since I don't have the skills. It seems to me that this actively discouraging people to play - having very little low-level growth for days is way out of balance. There needs to be some early recipes or early gear growth that allows people logging in on day 1 (and day 2 and day 3 etc...) to have valid, obtainable goals that keep them in the game. Otherwise many people will likely bail, and not come back. Purely passive skill growth worked ok in EVE - however there are early game, short term goals (quests?) that new players can achieve and feel that their character is growing - I just don't see any evidence of that here right now.
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