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Baobhan

Testers
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    20
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About Baobhan

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    Hatchling

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    New Zealand
  1. Hi, Issue only seems to be in firefox, and may be related to addons. I will try again after disabling them and let you know. " There was an error. [sERVICE TEMPORARILY UNAVAILABLE] " ==> Resolved. Problem was Privacy Badger blocking a cookie from api.epicdata.io
  2. Minor 'bugs' ++++Skill Node Name Duplicates.++++ Name of the first skill nodes in the Woodworking/Blacksmithing/Runemaking etc trees is the same as the prerequisite skill node from the Crafting Basics tree. This leads to the slightly confusing situation of 'XYZ Basics' saying it is locked until 100 points are trained in 'XYZ Basics'. Could one of each duplicate be renamed 'XYZ fundamentals' perhaps? ++++Missing Quick Links++++ This is just an update oversight. not a bug. The quick access links (magnifying glass) to various trees are inactive. Thanks for your hard work on all this!
  3. @Gummiel in part yes, and I would much rather the tool crafting was changed by the developers than this - but gold, pretty much the first and easiest metal to be mined irl would still be the hardest metal in game. It isn't a big thing, but the trend in games is for gold to be set as superior. I just want CF to break that mold.
  4. Hi, I'm a NZ (gmt +12) player interested in joining the Lantern Watch. I appreciate your ethos. I'm new to PvP and will likely need a PC upgrade before I could take it too seriously but have a strong interest in the crafting and political aspects of CF. Hope to get to know you each better.
  5. Though I am sad to see the attention lessened on Engineering, Artistry, Ritual by including it in basic crafts - Basic armour is definitely a welcome addition. Thanks!
  6. @tinnis Given your reaction you seem to care a bit more than you suggest. Respect for your discipline, btw - Archaeology is an awesome field - but even so, your opinion is your own. This is a discussion, and the thread is open to anyone who wants to share their thoughts. Considering anthropology and mythology - what symbolic powers do you grant Gold? You might argue for the ideas of power, wealth, and superiority - but these are shallow symbols because at its heart Gold is merely symbolic. It is decorative trash that we ripped from the ground and rivers and declared shiny. Your 'magical spi
  7. tl;dr - Gold is pretty but Cold Iron is hard and deadly like the Hunger. Wikipedia - "In its purest form, it is a bright, slightly reddish yellow, dense, soft, malleable and ductile metal." This is nit-picking but I still get annoyed at the idea of gold being the best metal and the hardest to mine - Gold is soft, it would make decorative but overall useless tools and weak weapons. Gold was possibly the earliest of metals gathered / mined because it was easy to do so and gold looked nice. Symbolically it makes sense for it to give resource regen and support stats but in all other ways
  8. I think a partial solution like Mother_fable's is suggested in your comment here. Binary prefixes emerged in part to accomplish this, and are used in games like D3. Damage notifications could just flash up the appropriate notation rounded to a certain place, because 2k is actually fairly easy to digest, easier than 2003, easier even than 603. All they need is to code it so that we see 1 - 999, 1.x k - 99k, 0.1M+ etc. This would only affect damage display numbers but it is something. I would prefer all stats to limited to a smaller range but don't expect to see that.
  9. Great point. Hopefully this gets actioned as it should (hopefully) also then result in the developers removing the Copper insert-tool, Iron, Tin, Silver and Gold durabilty skills. Weapon skills get grouped by class (swords, maces etc) - tools should too. Thinking of which, if we have tool durability damage reduction skills then why not weapon durability reduction?
  10. You're right, but I wasn't really aiming at a means to gain advantage shrug - I just like depth of options and analogous inclusion of appropriate skills and technology. I would be equally happy if Metallurgy was a skill that improved your Blacksmithing skill, had a crit chance of refunding ores used in crafting and granted a 'Metal bar - advanced alloys' recipe. ...actually, I like that more than my original suggestion.
  11. Entirely true - though I will note that (AFAIK) experimentation point use will be limited by the quality tier of the resources used.
  12. I appreciate the arguments that are being made - Bots are a concern and human sweat shops will factor into the economy of Crowful. These are true regardless of the notion of refining ore through metallurgy. As a gut reaction, I wholehearted agree with a cost benefit analysis of the risk of having this ability appearing greater than the reward. But I think the risk is overstated, in part because of the economic argument - here is why. Presuming botting occurs in EKs, is employed to harvest and refine mass quantities of trash resources into legendary, Crowfall's economy would see more high tie
  13. Even bots would be slowed by node regen times, the need for sufficient runetools, inventory space, and - presuming that EKs cannot be made completely safe - fending off mobs. Still I wonder - if ACE were to allow thralls to be assigned to work the land, would that limit the number of botters who would bother setting their characters to mechanical drudgery? Coding for thrall workers to harvest essentially trash tier resources preempts botting and allows ACE to set the variables as they see fit for balance. It also gates passive harvesting by requiring thralls (liberated from CW). The Thralls w
  14. As the game is presently set, EK will possess harvestable resources but will be restricted to the lowest quality tiers. It strikes me that while restricting higher tier drops to CW is a good idea - being a sound way of requiring crafters to either venture into CW or rely on others to gather resources and materials for them - any other avenue to acquiring resources could be introduced. Metallurgy. Part of the physical sciences, metallurgy is an art pursued by alchemists and craftspeople reaching far back into the past. One of the key pursuits being the refining of low grade ores into hig
  15. Hey Eaden - Lost my first attempt at posting this (image wouldn't take). Hope this summary and rough image cover it. Key points - changed from the original suggestion. * Parcels have ley-lines - paths like rivers coded into them * Leylines are active when they form an ouroboros ring. * All parcels connected with an active ley-line can benefit from a blessing or curse. * This is represented and activated by placing a totem on any of the parcels. * Totems are a set of Ritual Crafting recipes available to Geomancers. (Small / Large) (Blight / Bounty) * Totems can be attacked and destroyed, othe
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