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KrakkenSmacken

ACE Development Partner & Investor
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KrakkenSmacken last won the day on September 9 2019

KrakkenSmacken had the most liked content!

About KrakkenSmacken

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    Ancient Crow

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  • Language
    English
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  • Location
    In an 80's music video filled VR world.

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  1. It's not useless, in fact there are some rather good points. The problem is, the tone, and even the title. With a sensationalist title like the above, it doesn't scream to be noticed, it just becomes more noise that is easy to dismiss or even more importantly, requires the dev team to deal with a strong internal negative emotional response to simply ignore what appears to be hyperbolic hate at first glance. If I had a very limited time to review feedback, a title and first three paragraph tone like the above, "This game should have NEVER left its Shadowbane roots" would make me at least want to skip right over it like a resume with 3 spelling mistakes in the first sentence. If I read the salient points correctly, this is what I surmise the main point was. Characters don't feel unique or powerful enough, especially in regards to what should be a capstone power. If you look at 5th ED D&D, capstone powers and distinguishing powers along the way literally define the character, while what CF has built does not. They *feel* homogenous and very much the same, as basically level = DPS scaler, not real variety. That is actually a valid criticism. There are differences that if you know how to use each class and have explored them are in fact there, it is just hard to get any sort of sense of that without direct experience. But really, if you want to be read and your points to have the most impact, I would suggest dropping the click baity hyperbole.
  2. Waiting is boring. Maybe just put one of those "fill/heal" totems like they have in the Temple shaped like the food cart, and call it a day. Take a camp, hit the totem, and your all ready to go again. Solves the "stockpiling" issue because you simply can't take it with you.
  3. I know for a fact those tables have not changed. Changing that part of the game has not been any sort of priority. There are too many other moving parts to start tweaking those. Just trying to get the Caravans output to not totally eclipse the harvesters makes that dial the first to adjust, then possibly training/harvesting effectiveness in early game, and then maybe looking at these tables. That was one table of one node type. Not sure how each copy/paste works on the back end, but that change could be a metric crap ton of snow shoveling to change the 50+ tables for all the materials and harvest types.
  4. So you are replying to a post asking a million questions (which is how some people learn), that would take a guide to fully answer for exactly what reason?
  5. Except when you have players that have built macros to do it for them. Since you can code your way out of the problem, that is not really a good way to add risk/reward. There are other very good reasons to not have players go full loot pinata when killed. But risk/reward doesn't seem like a good one. One way to do the pinata doober thing for players, and not base risk/reward on coding skill's/knowledge, would be to have it require decapitation. So PvE deaths, and casual dual/test fighting would not result in a frequent doober spray. There is already a doober mechanic in place at that point, because a head goes flying. That would be to the way to do a doober spray model for PvP.
  6. Yes, but those don't get placed in the GR general market for every noon to trip over the moment they enter the game. That would be a good model. So and So's vendor with an Icon. Could be changed to Guild/Icon as well. Let the icon be whatever any inventory icon can be. People then get to know the names of the actual shop owners, and will seek out the best/favorites. That I think would work quite well.
  7. The problem with free text, is now you have to deal with free text trolls typing in vulgar descriptions. It will be bad enough for players to have to deal with trolls marking stores with Armor Icons, and only being filled with carrots.
  8. It would also be nice if that icon would change to have a circle/slash over the originial icon if the store didn't have any of what was represented by that icon in stock.
  9. Could have him travel around from camp to camp on a schedule. If you own the camp you get notice, but if you don't and you know the schedule, you would know where he is going to be.
  10. I've always thought the motherload content would be more interesting as large, very difficult to kill, golumns that disgorged piles of material doobers when killed. Putting something like that on a schedule, and now instead of disgorging doobers of regular mats, they drop the construction blocks, would make for a different way to try to drive the same sort of competition as the caravans. Maybe put only white materials in the caravans, and better materials in something like this. TLDR; I'm all for PvE content that drives more PvP and you compete over. I do not however want more PvE for the sake of just PvE.
  11. It used to be far more extreme, when even making things like parchment took passive training unlocks. I made a good amount of gold just making leather padding for armor back in the day. At least now that dependency is more optional than required. You "can" make a white vessel, and with the correct runes and no training, make pretty much every dependency item, albeit poorly.
  12. This is just wrong. They are not going to "turn off" war tribes gear. The whole point of war tribes gear is so a new player can get to a minimum viable baseline in under 3 hours and get into the PvP. Being a crafter is the "long game", and will take a long time to realize success in. Once that has been realized, crafters will have better things to sell than the war tribes gear, but war tribes gear is meant to feel like you can contribute within hours of joining a campaign. It will always be an avenue for getting geared up quickly, that is not going away.
  13. I see your point, but there is an auto logout timer to mitigate that somewhat. If someone is deliberately preventing that from doing its job, then that's on them.
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