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Bashar

ACE Investor & Tester
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  1. I'm in favor of an auction house or open marketplace in campaign maps to facilitate player trading and deprecate NPC vendors. I think it should be restricted to individual maps, specifically the Free Cities so that you still have to travel to the market's physical location in order to buy and sell goods from there. I also think that it should take a significant commission of 20% to 50% of the asking price to ensure that dedicated vendors are always operating at an advantage. This open marketplace would just be a convenience for players who aren't focused on trade but want a mechanism to
  2. I'm not sure where we're in disagreement here so I'll restate my case to clarify. When I say that no pillar should come at the expense of another, I mean we shouldn't have to nerf combat to make harvesters more appealing. Improving the value of harvesting shouldn't mean making combat suck or taking it away. This isn't a zero-sum outcome, we can improve both. I'm also not opposed to caravans and forts generating resources, though they could benefit from some adjustment. I think reducing the refine rate of caravan units from 25:1 to 10:1 would be more equitable, making it an alternative
  3. @PopeUrban Leave it to His Holiness to have a thumb on the pulse of medieval society. <g> Really good post and I agree with you that success in Crowfall should ideally transform the manner in which dominant guilds interact with the game, rather than enhance what they're already good at. If you look at economic games like the Patrician series, becoming the mayor of a city was an investment that allowed you to transform your power in ways that were otherwise inaccessible. I'm not sure how to achieve this in Crowfall but I think the player vendor system will partly simulate the job
  4. For me the issue started last year when they introduced the New Game Experience. I can understand putting a focus on mobs as a way to ease in players accustomed to traditional MMOs, but when you can completely outfit yourself through drops, sometimes quality drops, that limits the demand for crafters to supply that gear. And if you don't need crafters, the demand for harversers is in turn limited. This hit home for me last night when the "no import" Dregs campaign opened up and I was being attacked by fully geared vessels a whole forty minutes after start. I didn't realize at the time that
  5. I may be a little behind the times coming back into the beta but my recollection is that skill points would be tradeable. The skills get more expensive the deeper you get into the tree so veteran players would have the opportunity to box their skill points and sell them to incoming players. This would be serve as a "catch up" mechanic but it would require a mature server to function. I don't know if that system is still on the drawing board but I remember the developers being adamant about having some system in place for new players to speed up their progress.
  6. Status: Guild pending. Thanks to all the guilds that offered an invitation! Guild Criteria: Region: I'm available to both EU and NA guilds but I typically roll in 3PM British time and am offline by 7PM Pacific time. Size: Mid sized Crowfall-exclusive guild. I'm not interested in a mega guild. Casual/Hardcore: Mid-core? I play seriously but I play for fun and am more interested in team building than high score. Play-Style: Support healer (Paladin). Harvesting. Trade. Commitment: I routinely cycle through games so I'm usually a few weeks on, a few months o
  7. I just want to clarify that I don't think it's just a matter of letting the devs do their thing. Feedback and criticism are really important for them to get a handle on what's working and what isn't. The reason I haven't written a feedback post myself yet is because I only got back in to the game a week ago and I'm still gearing and levelling up from the last wipe. There's a lot of concerns that I would like to see addressed, many of which are in common with others on this thread. I just don't think it's because of any single person, be it Thomas Blair, Raph Koster. or Todd Coleman. I
  8. Blair's stated that he tries to err on the side of too difficult than too easy when initializing a system. That way when a balance adjustment has to be made, it's usually in the players favor than a nerf. I was without a computer for a couple of months so I jumped from 5.7 to 5.9. While there's still a long ways to go, I feel that Crowfall is easier to get started in now than it had been when campaigns were initialized. So I think Thomas Blair's direction is working, it's just a slow process that will require a lot of iterations before the game gets to a satisfactory point. There'
  9. That's a fair point. For me, and I should have clarified this more in my original post, the reason I don't like the invisibility toggle is because it obscures telegraphing. I play GW2 and that game has a lot of cosmetic customization, which is great, but it means that the information I can infer from glancing at an enemy is reduced. Even the light/medium/heavy class distinction is overridden by outfits. By not wearing a helmet, I'm currently telegraphing to other Crowfall players that I'm undergeared. With a discipline that translates the headgear slot to something else, it could ins
  10. I want to propose a minor discipline called "Not the Hair" or "Don't Touch the Hair". I was playing in a group event and another player remarked that I was undergeared. Now, I had all master level armor and equipment except for one small point, I wasn't wearing a helmet. Of course not! How could I risk it disrupting the luscious cascade of fine tresses emanating from my scalp? A lot of MMOs address this by making headgear optionally invisible. SWTOR even charges a premium for the privilege. I really don't like that solution for Crowfall since it feels cheap and gimmicky, but I'd sti
  11. This why I say resources, though I should have clarified that I meant harvested materials rather than crafted goods. As @Jah points out, these materials don't have individual stats and can be traded automatically without the presence of both parties. Every uncommon silver is identical to every other uncommon silver. The benefit here is to get newcomers and underdeveloped characters involved in the player market as early as possible. Unless you're part of a guild that can equip you, harvesting and crafting are requisite to gearing up. With the addition of buy orders for harvested mater
  12. I agree with points 1 and 2. I'm only quoting because I disagree on point 3. When you're in a combat or battle situation, looking at your map means sacrificing your environmental awareness. Having a minimap mitigates that tension. Even while ranging, you want to be careful where and for how long you examine your map to avoid being sneak attacked. That said, I would not be opposed to enabling a minimap as part of a discipline. It makes sense for players who want to be a dedicated scout have an awareness advantage at the cost of other functionality.
  13. I think a big issue here is that there's no way to set up automated purchase orders. I'd like to see the option for vendor owners to indicate that they want to purchase n amount of resources @ x amount of gold. Then, players can visit that vendor and deposit these resources and receive gold deducted from the vendor until either n resources are acquired or there's no longer enough gold in reserve to pay out. This would give entry level characters an opportunity to earn an income before they're able to gear up and grind mobs in the adventure zone, and does so in a way that avoids more magic g
  14. That's assuming that the income of the median gamer is the same as that of the median customer. A person who makes $15/hr is probably going to have less disposable income than a person who makes $75/hr, meaning that they have a slew of other expenses to consider before they'll think about unloading money on an MMO. These prices indicate that ACE is targeting customers who are in the $75/hr or more bracket. While I don't have any numbers to back it up, I don't doubt that ACE is using market analysis that indicates this demographic most likely to spend money on cash shop items in the first pl
  15. I agree with Arkade and PopeUrban that a little more granularity would be beneficial. SWTOR has a $5 minimum purchase, though I think the $10 minimum is fine. Arkade's solution of offering a $15 package sounds like the simplest, most straight forward solution. I'm more concerned by the 35% bonus for buying the $100 package. I'm trusting that you folks are using some marketing data I don't have access to for determining these prices but it feels a little high to me. Or also consider, in addition or in lieu of the straight up bonus, adding a bonus for being a VIP subscriber. Perhap
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