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najorin

Testers
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  1. Haha
    najorin got a reaction from JamesGoblin in Killjoy - A competitive guild for NA/EU/OC players   
    You right you right. I sacrificed Jim Belushi to the Killjoy altar all for a shameless bump. That's almost as bad ironically bumping the thread while commenting on what you just said... wait...
  2. Haha
    najorin got a reaction from JamesGoblin in Killjoy - A competitive guild for NA/EU/OC players   
    I eat tapioca? The
      
    of puddings?
    How dare you Niv. I'll have you know I eat vanilla pudding. 
     
  3. Like
    najorin got a reaction from JamesGoblin in Killjoy - A competitive guild for NA/EU/OC players   
    Embrace the crow friends. Be a killjoy... wait... I mean mean join Killjoy the guild
  4. Like
    najorin got a reaction from JamesGoblin in Crafting Master List   
    I definitely want to be known as a crafter!
     
    Name: Najorin
    Profession: Crafting/Commerce
    Guild: To Be Determined
    Faction: Chaos (I'm not entirely sure this is what factions are)
    God: Malekai
  5. Like
    najorin reacted to daegog in Just say no to: "Hold F to Gather"   
    There has to be a better system to gathering, than just HOLD F.
     
    This game is entirely dependent on resource gathering.  Every aspect of the game requires resources. To get those resources,....
    You stand in front of a rock/tree/ore and.. HOLD F?!?
     
    We have gathered in mmos for years and arguably no game has ever put the emphasis on resources that crowfall plans. Here, we will spend countless hours and days gathering resources.  The notion that resource gathering doesn't deserve anything more interesting, than stand in front of tree and hold the F key is pretty blah.
     
    Even if you have no intention of gathering yourself, you still plan on buying or stealing resources for your gear, that means if too many people get bored of just HOLDING F, then you will be outta luck and then YOU will have to go and HOLD F yourself!
     
    We don't need the greatest mini-game ever devised, maybe something simple like Black Desert Online does with fishing (which is really just a simon-says kinda deal)  A person that ONLY wants to press and hold F could be allowed to do so, but if a person completes the mini game properly, perhaps they are given a boost to stamina, amount gained, rarity gained, etc..
     
    Seems like the team that created Crowfall, can come up with something a little better than HOLD F, for such a crucial part of the game.
     
    Thank you.
  6. Like
    najorin got a reaction from Nivhawk in Killjoy - A competitive guild for NA/EU/OC players   
    Hey all! Thanks for the well wishes so far. We're looking forward to getting some awesome recruits. If you have any questions feel free to get in touch with me!
    he ded
  7. Like
    najorin got a reaction from JamesGoblin in ViP benefits @Devs?   
    You blew my mind there. That's definitely an interesting idea. I really like this idea. Like mctan said, this would make EKs the 'free' aka non-subbed version of the game.
      By running free CWs, Artcraft could promote and give the free players something to look forward to. I'm gonna think some more about this idea.
  8. Like
    najorin reacted to ArthanM in Please scale down numbers   
    I agree.
     
    I would like lower the numbers too. Something like 12k health would be the super maximum reserved to the most geared player would be fine.
    If it goes lower then that I'll be happy too and if it doesn't well I'll still play the game but really theese large numbers are useless.
  9. Like
    najorin reacted to Tinnis in Please scale down numbers   
    If you want to take a zero off your numbers: play druid.
  10. Like
    najorin reacted to ClockworkOrange in Crowfall's Combat System is Flawed   
    I feel like that is what you are doing. Business writing which is direct and straight to the point is something you could learn much from.
     
    I agree with the title thread and feel that CF character creation is certainly lacking meaningful choices. Your point is lost by your wordiness and comparisons to Shakespeare. I would probably agree with a more compelling argument and specific examples instead of metaphors and analogies.
     
    Pretty cool what your dad and coworkers did though.
     
  11. Like
    najorin reacted to Hyriol in What does the crafting game look like?   
    It will probably always be a matter of how much space you own and how many things you can fit there.  They're planning on a "token" system which determines how many things you can fit in a building and how many buildings can fit in a parcel of land.  One player may own a single house that only supports one or two crafting stations, but a wealthier one may be able to afford much more.  They mentioned in the live stream the other day that there will probably be a quality level for crafting stations which will affect your skills.  It's a toss up at this point, though, since none of these systems aren't currently in the game.
     
     
     
    The maximum number of charges on a blueprint will be determined by your skills, but you'll be gated by your access to resources and components.  The important part of the system is the idea of identical parts.  Each component (e.g. sword blade) you create will have a unique serial number.  A blueprint of a complete sword that uses that component will *only* accept that serial number.  So, if you only have 20 blades left, then your sword blueprint will be useless once they run out. (assuming you cannot produce any more of the same serial number).  You will probably end up being gated more by your access to sufficient quantities of quality, mass produced components rather than raw resources.  At any given time, you'll have to decide if you have enough of X component to justify a new Y equipment blueprint.
     
     
     
    From the game's thrall faq:
     
    "Thralls can serve as vendors managing your sales, craftsmen to help you make items, unearthly trainers who assist you in learning certain skills faster, guardsmen who protect your ramparts, and bind-spirits – fallen warriors who can be inscribed into the runes to make your weapons and armor more powerful."
     
    Thralls will definitely be of interest to crafters since they'll be making your mass produced items, and perhaps even "baked into" them for more power.  You won't necessarily be tasked with collecting them, though.  The game is built around the idea that everything can be traded, and it will probably work the same with thralls.  Collecting them will likely be yet another skill tree, so you can either train it yourself, or rely on a guild member to get them for you.  If that doesn't pan out, you can most likely trade for them, or take them from someone else by force.  Again, this system is quite a ways from being implemented into the game, but thralls will most likely be transferable like any other item or piece of gear.
     
     
     
    I think so, yes, assuming your friends are able to keep you supplied and working.  You'll want to have ready access to raw materials, and for your sake I hope your guild has chosen to keep it someplace secure.  Assuming we're talking about Campaign Worlds, though, we won't see any truly safe zones.  The only thing protecting you and your loot will be your city walls, your guild members, and whatever npc guards you've managed to install (probably?).  
     
     
     
    This would be entirely up to what kind of player you are and whether or not you enjoy this sort of thing.  For me, the "menu hopping and playing slots" is the least interesting part of crafting.  The fun in crafting comes from making the most of the game's recipes and resourcing; it's another part of the exploration game.  It's about planning, coordinating with your harvesters and fellow crafters, making the most of what's available to you, dealing with scarcity, and doing your part to supply an entire guild with the gear they'll need to win campaigns.
     
    Bear in mind that Crowfall is being designed with a "shallow power curve" when it comes to skills and equipment.  This means that a player that is 100% crafting trained and a player that is 100% combat trained can still compete in a pvp environment.  They'll certainly have the advantage, but it shouldn't be an insurmountable difference given enough preparation or enough friends to back you up.  Time will tell on this one!
  12. Like
    najorin reacted to Hyriol in What does the crafting game look like?   
    Hi Najorin,
     
    Crafting in Crowfall is highly influenced by the system found in Star Wars Galaxies.  If you happened to play that one, then you already know the majority of what you'll find here.
     
    Most crafting will be centered around your various crafting stations which must be placed inside your structures.  This may be your private house, public shop, or something else (keep or stronghold? who knows).  These stations allow for experimentation to improve your items, the creation of blueprints for mass production, and the slotting of worker thralls to create items from said blueprints.  
     
    As a dedicated crafter, most your time will probably be spent iterating on your collection of blueprints to allow you to improve the end result of your crafts.  Most of the gear in the game thus far is built from components that assemble into your final item.  A sword, for example, is made from a blade and a hilt (which is made from a crossguard, grip, and pommel).  Each of these pieces will contribute to the stats of your final item, so you'll want them to be as good as you can manage with the resources at hand.  The game uses an alloy system that allows you to combine several of the base resources into a wide array of stats for your gear.  These stats cover many facets of the game including combat, stamina and health, and crafting/harvesting bonuses.  All of these systems combined will give you a large palette of choices for designing and producing all the items you'll need in Crowfall.
     
    You will also be creating more unique, hand-made items that will be more powerful because of the rarity of the ingredients you can include.  These kinds of items will probably be commissions for friends or customers, or simply to fill the gap when your mass produced goods are running short.  In the future, this will probably include one-of-a-kind items that cannot be mass produced to any degree due to rarity of the components involved and the limitations imposed on blueprints.  (This bit is a guess based on functionality from SWG).
     
    This is what I believe a full-time, dedicated crafter will experience when the game goes live.  Naturally, there will also be times when you need to join the harvesting or combat teams based on the needs of your city or guild, but I think the above is where and how you'll spend most of your time.
     
    Feel free to drop any more questions you may have.
  13. Like
    najorin reacted to jasta85 in What does the crafting game look like?   
    I'd say most crafters would have to have at least a bit of skill in gathering, because unless you've got a guild that's going to farm materials for you, you need to get those resources somehow.  I'm sure once some master crafters reach the top of their craft plenty of people will be willing to pay them a bundle for making top tier gear, but until then there's going to be a ton of low level crafters available so it will be hard to make a profit only making stuff.
     
    plus the fact that skills are time based means there is no way to power level your crafting skills to the max anyway, so unless you plan on mass producing low quality swords for the majority of your early career most crafters will probably be joining in the harvesting teams early on so they can stockpile enough resources to properly experiment later on.
  14. Like
    najorin got a reaction from JamesGoblin in What does the crafting game look like?   
    Let me re-phrase the topic title: what will crafter's be spending their time doing?
     
    Is crafting going to be a series of menus? Does it depend on place in space?
     
    When I ask myself what a combat specialist will be doing, I get an easy enough answer. They're going to be fighting and killing other people. A harvester is going to go harvesting out in the CW. A crafter is going to... craft, obviously. But where?
     
    I seem to remember Blair talking about adding a mini-game or something, but I don't want to have my entire, envisioned Crowfall experience a mini-game.
     
    I can't quite place what I'll primarily be doing. If I log in on a given day, besides sifting through menus and playing slots, what will I be doing?
     
     
    Please share what you think the crafting experience will be. It had me excited to be among its ranks at first, but I'm starting to rack my brain how I'll have fun doing just that. I mean strictly gameplay, of course. I expect crafters to have to interact more than other players.
  15. Like
    najorin got a reaction from RogueSix in Hey Fellow Crows   
    That all seems to be exactly what I want in the game. One thing I haven't really seen addressed (but I haven't looked too hard, either) is whether I'll be able to effectively do multiple things. I understand that each person is to have a niche, but say I'm a crafting/economic-side player, and I want to go off dueling (a situation I'm predicting I'll eventually be in). Can I be competitive, or will I get steamrolled? Adding some context to this example, say I'm making a trade for my guild with another guild since we have a huge surplus of lower-tier weapons that we want to get rid of. During our trade, we get ambushed/another guild ganks/my contact turns on me. Will I be able to handle myself? I expect not in a situation requiring bodyguards, but what about in a 1v1?
     
    If you got all that and can think of a reply/reference to point me toward, that would be awesome! Thanks.
  16. Like
    najorin got a reaction from RogueSix in Hey Fellow Crows   
    Hey everyone my name is Najorin. Nice to greet you!
     
    I've been following Crowfall's development for a while now, and after seeing some crafting/Big World videos, I finally felt compelled to contribute to the game. I'm only a contributor, so I'll see you guys in the Beta.
     
    I'm mostly interested in economic and political games in Crowfall. I always loved the idea of player-run economies. This game seems like it's built on a foundation of trust, as far as guilds go. So, I'm thinking it's probably wise to get in on a guild ASAP. Do you guys have any thoughts, tips, or suggestions about any of that?
     
    Thanks in advance, and I look forward to seeing all of you in-game!
  17. Like
    najorin got a reaction from coolwaters in ViP benefits @Devs?   
    You blew my mind there. That's definitely an interesting idea. I really like this idea. Like mctan said, this would make EKs the 'free' aka non-subbed version of the game.
      By running free CWs, Artcraft could promote and give the free players something to look forward to. I'm gonna think some more about this idea.
  18. Like
    najorin reacted to Leiloni in How would you feel about training resets?   
    This thread is like a how-to guide on how to quickly get 4k+ posts. Step 1 - make thread on controversial but fairly useless argument to get lots of replies.Step 2 - disagree with as many people as you can as often as you can and make sure to add in a slight touch of condescension to encourage more angry replies that you can reply back to (remember, we need that post count!), Step 3. Drag it out as long as you can until folks wise up or move on to the next big thing (hint: Best to make the next big thing, YOUR next big thing).
  19. Like
    najorin got a reaction from JamesGoblin in Crowfall In-Depth Skill Tree Overview. INSANE CUSTOMIZATION + Theorycrafting!   
    I'm having a hard time reconciling the depth of the skill tree with having multiple accounts.
     
    This type of game is going to be next to near impossible to balance with its depth. A continuum of better and worse specializations to take in the tree will emerge. With the massive investment you have to put in to a given skill with your only resource (time), we're going to have some serious disparity in utility among accounts. We're dealing with a mix of the choice paradox and decision theory. I don't want to wake up one day and realize my time investment into the skills I've chosen is completely outclassed by other skill choices. I get that there's an element of making your playstyle reflect your choices, but obscurity arises from the depth of the tree.
     
    Take the combat spec vs leadership Zybak talked about - that's just one aspect of the tree. He even mentioned the opportunity cost associated with speccing differently. I'm worried that there's going to be a ton of alts, or people constantly tearing down and rebuilding in new trees because they made the 'wrong' initial choice.
     
    Then, if we scale this issue to the level of the guild, there's going to exist an optimal number & diversity of members. If you have the wrong makeup, or your guild just isn't big enough, you could be seriously disadvantaged. The natural population of the player-base is going to be heavily skewed toward some specs (I'm guessing combat), and seriously lacking in others. You can fit a logistic model to whatever discrete segment of the population you want. Wherever that population hits critical mass, guilds are going to fill the role in one way or another if the utility of that segment is deemed necessary. Back to the population limit - if these niches can't be recruited, they'll still be filled by people who are likely in the guild and already have at least one account.
     
    Serious, consistent, and constant re-balancing (rather, spot cleaning) is going to be necessary to manage an ebb & flow for skill specs to not be relegated to the dregs of utility/completely overwhelm and outclass others. To accommodate the changes, players are going to want multiple accounts to keep above the water that is the current bar for utility, which will be set by the competition between players & guilds.
     
    tl;dr: I think that without an adequate player base, too much diversity in specializations will 'force' players into multiple accounts to stay competitive.
  20. Like
    najorin got a reaction from Mytherceria in Crowfall In-Depth Skill Tree Overview. INSANE CUSTOMIZATION + Theorycrafting!   
    I'm having a hard time reconciling the depth of the skill tree with having multiple accounts.
     
    This type of game is going to be next to near impossible to balance with its depth. A continuum of better and worse specializations to take in the tree will emerge. With the massive investment you have to put in to a given skill with your only resource (time), we're going to have some serious disparity in utility among accounts. We're dealing with a mix of the choice paradox and decision theory. I don't want to wake up one day and realize my time investment into the skills I've chosen is completely outclassed by other skill choices. I get that there's an element of making your playstyle reflect your choices, but obscurity arises from the depth of the tree.
     
    Take the combat spec vs leadership Zybak talked about - that's just one aspect of the tree. He even mentioned the opportunity cost associated with speccing differently. I'm worried that there's going to be a ton of alts, or people constantly tearing down and rebuilding in new trees because they made the 'wrong' initial choice.
     
    Then, if we scale this issue to the level of the guild, there's going to exist an optimal number & diversity of members. If you have the wrong makeup, or your guild just isn't big enough, you could be seriously disadvantaged. The natural population of the player-base is going to be heavily skewed toward some specs (I'm guessing combat), and seriously lacking in others. You can fit a logistic model to whatever discrete segment of the population you want. Wherever that population hits critical mass, guilds are going to fill the role in one way or another if the utility of that segment is deemed necessary. Back to the population limit - if these niches can't be recruited, they'll still be filled by people who are likely in the guild and already have at least one account.
     
    Serious, consistent, and constant re-balancing (rather, spot cleaning) is going to be necessary to manage an ebb & flow for skill specs to not be relegated to the dregs of utility/completely overwhelm and outclass others. To accommodate the changes, players are going to want multiple accounts to keep above the water that is the current bar for utility, which will be set by the competition between players & guilds.
     
    tl;dr: I think that without an adequate player base, too much diversity in specializations will 'force' players into multiple accounts to stay competitive.
  21. Like
    najorin got a reaction from JamesGoblin in Hey Fellow Crows   
    That all seems to be exactly what I want in the game. One thing I haven't really seen addressed (but I haven't looked too hard, either) is whether I'll be able to effectively do multiple things. I understand that each person is to have a niche, but say I'm a crafting/economic-side player, and I want to go off dueling (a situation I'm predicting I'll eventually be in). Can I be competitive, or will I get steamrolled? Adding some context to this example, say I'm making a trade for my guild with another guild since we have a huge surplus of lower-tier weapons that we want to get rid of. During our trade, we get ambushed/another guild ganks/my contact turns on me. Will I be able to handle myself? I expect not in a situation requiring bodyguards, but what about in a 1v1?
     
    If you got all that and can think of a reply/reference to point me toward, that would be awesome! Thanks.
  22. Like
    najorin got a reaction from JamesGoblin in Old Follower, New Contributor   
    Thanks for the warm welcome, guys!
     
    And thanks for all of the resources!!!! I'm going to dive into all of them to get a better understanding of the game mechanics.
     
    What aspects of the game are the most interesting to you? I've been reading that combat isn't all that substantive at this point. Personally, I'm hyped for the economic and political metagames.
  23. Like
    najorin got a reaction from JamesGoblin in Old Follower, New Contributor   
    Hey there fellow Crows. After loosely following the development of Crowfall for about a year now, I finally felt compelled to be a contributor. As a contributor, i won't have access to the Alpha. Does anyone have any tips/references for digging into mechanics that I should know about the game whenever I get in on the Beta?
     
    Thanks in advance for the welcome, and I look forward to seeing all of you in game!
  24. Like
    najorin got a reaction from Kith in Old Follower, New Contributor   
    Hey there fellow Crows. After loosely following the development of Crowfall for about a year now, I finally felt compelled to be a contributor. As a contributor, i won't have access to the Alpha. Does anyone have any tips/references for digging into mechanics that I should know about the game whenever I get in on the Beta?
     
    Thanks in advance for the welcome, and I look forward to seeing all of you in game!
  25. Like
    najorin got a reaction from Zushakon in Hey Fellow Crows   
    Hey everyone my name is Najorin. Nice to greet you!
     
    I've been following Crowfall's development for a while now, and after seeing some crafting/Big World videos, I finally felt compelled to contribute to the game. I'm only a contributor, so I'll see you guys in the Beta.
     
    I'm mostly interested in economic and political games in Crowfall. I always loved the idea of player-run economies. This game seems like it's built on a foundation of trust, as far as guilds go. So, I'm thinking it's probably wise to get in on a guild ASAP. Do you guys have any thoughts, tips, or suggestions about any of that?
     
    Thanks in advance, and I look forward to seeing all of you in-game!
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