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ACE Development Partner & Investor
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Everything posted by KrakkenSmacken

  1. I would rather see an equipable belt slot item like a book or scroll that you carry around when you want XP to go into it, instead of on your person. Auto creating something just seems janky, but a craftable "XP Journal" you can carry around on a belt slot, has some lossy behavior like only collecting 20% of your XP, and requires a quality level that matches the vessel or better does seem interesting.
  2. CON's, you can farm dust endlessly in your own EK and will always need to so EK crafting can be supported. Gold you cannot, and with the removal of gold from the average critter, ACE can consider letting us install temporary monster generators and other nodes, knowing that at least one currency, gold, is not subject to endless EK farming. I think the gold shortage is partly due to people having become dependent on it for leveling as the best way to get past the point where the XP drops, and creature XP fall off. With the "XP for all the things" in the pipe, we need to see that in action to know if in fact gold is too scarce. If there is any problem currently with stores and taxes, it's the rate is high given the current input volumes. (240GP/Day). We took a huge squeeze hit on it with the removal of it from a huge number of sources, but what I would rather they do at this point is fix the XP curves so gold is no longer the "best" way to level, and add in different avenues to getting gold like a vendor that will purchase anything for a couple of coins, added to the random treasure chests in the wild, and give more to the humanoids that actually could carry currency. I think we need to see a few more pieces fall in place, before we can definitively say what's already planned won't cover off on the problem.
  3. 58:50 https://www.twitch.tv/videos/406031529
  4. Depends on how you trade. If you do vendors, they can only take gold. If you do custom orders, most of those are paid in dust/embers.
  5. As I said, put the training on something not ready to expire in that short of time period. Then, when you are playing, or are sure of your ability to get on, switch to fill out the final of the one your working on. The Tome system is the long term plan for catch up and to smooth the edges, but that is long term past launch. If tomes are past launch, building a queue system or allowing points transfer would be in the same time frame anyway.
  6. Time bank is slated for 30 days. If you are going to be away long enough to pass the cap in your current tree, change the tree you are training before you go.
  7. That was not the direction I expected comments about that remark to take.
  8. If I was going to make a food/alchemy buff division, I would put all body stuff (HP, Healing, Base stat buffs etc) into food, and all magical stuff (Powers, SP, damage types, etc) into alchemy. Harvesting buffs are already in food, but maybe the more or less magical kind could also migrate away or even overlap with an alchemical version (dust finder, etc). It would make "sense" from the perspective of what food does for people, and what magic does. Very few veggies make you actually fly.
  9. Well since it's still a test and not a production game, with things changing so fast that an announced 3 week campaign was switched at the 11th hour to a one week because of this issue, (you can still see three week language in the post), I would say that ACE has been doing pretty good job since I suspect even they don't know sometimes what will be ready for prime time from week to week. Could they be better, sure. Do I want them to divert focus from development so they can act more like they are in live production, nope. Still in test, is still in test, and information out of one official channel is still technically "informed" in my estimation.
  10. Depends on what you call inform. Timestamp 11:37 starts conversation about "why" for the short campaign, (1 week) including a "wipe coming", for 5.8.6 "literally in the next week" AND that it would be at the start of the next campaign. This, and the usual player chatter on the forums, is to me more than enough to say they "informed" us that a wipe was coming, and that was said more than one week in advance.
  11. So will God's Reach be available after he patch and wipe before the new Trial?
  12. This would be neat if it was tied to the day/night cycle. Every night (game cycle night) a random parcel enters a "week" long cycle of ranking up every night, until it hits a cap, and resets back to default, with a new parcel being selected to start the rankup. Would add exploration, and once discovered, add contestation for that parcel. It would be unpredictable, and be I think a rather interesting way to handle T5+ nodes. All nodes start at T5, and then rank up for a "week" of game cycles, and then reset back.
  13. Have you considered alchemy as a avenue to what the "classic" term for alchemy was, transmutation of materials from one to another? E.G. Iron to Silver. Is this maybe where we could see conversion of dust and metals into gold coins? Why not cook up a bunch of recipes that make things out of currently unrelated mixtures instead of making new things to drop/gather. Alchemical recipes like mandrake + granite + iron + oak = Resolution potion with the same effect as resolution minor rune.You could make Alchemy the gateway to experimentation with the now drop gated runes, and may get away with just reusing a bunch of existing powers and materials.
  14. Actually, thinking about it, unless they deal with gold different than other base materials, this is exactly accurate. On test I have not noticed any sort of issue with the free vendor filling my inventory with stacks of 99,999 gold or dust. Might be worth a test to see if filling everything with 99,999 gold has any apparent opening or loading speed impact.
  15. It really is a balancing act. Give enough to do for one player, with one vessel, who has little time but adds a meaningful contribution, while at the same time putting enough effort is required to make passive training not lead to a proliferation of ALT accounts as the the go to power solution for many. The constant decay of gear, plus the time commitments for each role, puts an upper limit on how much a single player can do regardless of number of accounts. I think the system ACE has now is pretty close. Might be a bit XP gathering heavy right now, but I did notice that the new scrolls from camps drop for 500 XP each that level pretty much everything, with more "XP for everything" to come. I trust ACE to find the right balance, once they have all the dials in place to play with.
  16. The only way I could see it being an issue, is if at the engineering level every single item and stack are treated the same under the assumption that things like vendors can be stacked. So if that was the case, the internal process could be Look at item in stack If item is an item container Look at first stack in container Call If item is not container continue Look at second item in stack If however the individual items are NOT being examined one at a time, then it might look like Look at stack type Is stack type container Open container Call Not container continue. Look at next stack If it's the first example or similar, then stack size, and in fact total units in inventory, is a huge deal. If it's the second example or similar, then number of stacks is more important, because when Not container continue fires, the count of container is really only limited by the models size allocation for space, which is usually trivial to alter or increase. I sometimes really wonder what the DB looks like under the hood to be honest.
  17. If the need for some roles as a gear system happens, then those specifically should have minors that sorta fill the role, but which can be swapped. It's just a determination of what needs to be a temporary role, and what is a permanent one, that has to be sorted. Another option could be replacement of majors ONLY in EK, and that there be rules of locking/unlocking the same vessel multiple times. Heck, it might be interesting if vessels ALWAYS lost their disciplines and levels (NOT XP, that stays) when moving between worlds. Part of the reason to remain locked into a world, would be not wanting to lose your disks.
  18. Next wipe, this week most likely, is going to probably involve the ability to re-level because of the way CON/HP has changed.
  19. Your two statements are self contradictory. The second would only apply if accounts were locked to a single vessel, which they are not. If you have 6 slots, you can make one vessel "as effective as possible in pvp" and with a different slot make a vessel that is "as effective as possible in crafting". You have to choose how you want to use all six of your slots. How many combat focused vessels, vs how many crafting. The reason your struggling is because your trying to push a rope. No single account can do "everything".
  20. I would say the Campaign system, but not just what others have said above about resets, although that is a really good feature. I think it's more that when they reset they can try/have different rule sets. I don't think that aspect gets as much notice as it deserves. I look at it this way. Maybe the whole "Zero imports" is a total non-starter for certain kinds of players. Great, don't join those, join other ones. Maybe your more casual, only have a couple of hours a week and you hate the feeling of being behind and want a world of whites only you can buy quickly in an EK before the world starts and know your opponents don't have much over you on gear variation. Great, there will be a world for you as well. Maybe you don't even want the RPG permanent progression and grind aspects so much, so ACE eventually builds a world with huge drop rates but zero exports, because you really want it to feel like a longer battle royal. The ability to iterate on the game models to possibly find one that is really fun, that nobody even expected would work but ACE tried anyway, is to me the best aspect of the game. I see quite a bit of "the game should DO this" or "ACE needs to accommodate that because it's a 'better' play style". So many people seem to miss, CF has the potential to be all those things at the same time.
  21. To be honest, I don't understand the "why" of the limits either, other than it aesthetically seems to make sense. If you are out in the field, then taking full stacks of things is a huge risk. Die and it's all gone. If you are not out in the field but at a chest, then you are in a place where your inventory is safe from looting if you are killed while examining. I can see no reason at all for the limits personally. Walk around like a loot pinata if you want to. I would much rather the limits be on the inventory size, and pack whatever you want into for example the 16 squares you get.
  22. Todays live stream covered the next plan for siege timers. You may want to watch it, lots of good stuff in there. Forts/Keeps starts at 1:04:00 In short, forts will be tied into the vulnerability windows model, the quantity of exposed locations will be based on typical server population for time so night capping with be reduced,with the ultimate goal being to give people limited things to fight over, so that PvP is more likely to occur.
  23. Yet. There wasn't a crafting score last campaign either. If you find the development process problematic and require all the systems be finished, take a break until Beta.
  24. Its marked as "skills" on the top of the vessel/world selection screen. It also looks like a pair of dumbells in the left icons when you are in inventory. The passive training runs 24/7/365 as a progression model. You collect points over time, and spend them when you login. If you don't pick a train you won't accumulate as there are specific tracks and branches you have to select. If your planning on crafting, you will need to get to one of the nodes that specifies a certain field, like blacksmithing, or leatherworking. For combat the gains are marginal increases over time. (E.G. +3% slashing mitigation). For harvesting they will give you better results of the appropriate material types. Some buffs are by class (E.G. All Ore), and some are by specific harvestable (E.G. Iron). You will always start in two "basics", so you do have some time to examine the trees before making a tough choice. Cheers
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