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Bashar

ACE Investor & Tester
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  1. Like
    Bashar got a reaction from FyeFey in Harvesting is outdated!   
    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 to harvesting rather than a replacement for it.  Caravans generate risk and risk is good, but I think it needs to reinforced that their core function is fort infrastructure and resource generation is a secondary affair.
    The issue I have with forts isn't that they produce resources but do so with no risk attached.  I think this is a missed opportunity which is why I suggested creating "gold pigs" that have to be escorted to a mint for refinement into coins.  This would accomplish three things.  1) it would retain the potential economic reward of holding forts; 2) it would generate more combat opportunities as the gold pigs can be intercepted by bandit guilds; 3) it complements rather than competes with harvesters and crafters as generating gold promotes the player market, i.e. good besiegers can translate their spoils into better equipment crafted by players who are less focused or less adept at siege.
    Where I really have a problem with are the mob villages.  They make sense in God's Reach as XP farms and in helping new players get a basic grasp of combat mechanics but I don't see a place for them in the PvP campaigns.  By the time a player is good enough to participate in the campaign, most level 28+ mobs are no threat to them.  At that point the only difference between harvesting rocks and farming mobs is that one drains stamina while the other drains health, and not very much health at that.  And since the rewards are so much better than harvesting, there's less of a reason to harvest.  And if there are no harvesters on the map to serve as targets, it just pushes combat players more toward the villages.  Not to mention fewer harvesters means it's harder for crafters to put equipment on the market which, again, pushes players to the villages.  You get a feedback loop that I think takes away more gameplay than it adds.
  2. Like
    Bashar reacted to xary in Auction House   
    They could of used the DAOC model. People were able to sell there goods but you could use a marketplace to find out who had what and where it was located so you could go to that persons house and buy the item off the vendor. 
  3. Like
    Bashar reacted to Pystkeebler in Harvesting is outdated!   
    Ya this is pretty sad state for harvesting.
    Forts and Caravans providing crafting materials is a major blow to what should be a core gameplay system. I mean 1/3 of the passive training is dedicated to harvesting, yet it feels pointless to do. It also just inflates the economy in such a terrible way; basic resources have essentially no value. To have a functioning player-driven economy, you need items and resources to have a tightly controlled cost in terms of ingame person time to acquire. Forts, Caravans, and War Tribes are currently driving that in such a bad direction.
    In addition, the reward per time investment in world is terribly skewed right now. Farming War Tribes gives a steady rate of: gold, dust, crafting supplies, sacrifice items, advanced gear of various qualities, and minor disciplines. It can also be effectively done solo in off-peak hours. Harvesting on the other hand gives: dust, crafting materials, eventually crafting additives. You need a stack of advanced tools and a major investment in passive training time to make it even close to worthwhile (also not to fall asleep at your PC).
    If you want to use those resources you schlepped all over the map for, say to craft advanced gear of similar quality to War Tribe gear, you're going need several different crafters and a hefty stack of crafting materials of various types. For the time investment, War Tribe gear should really be good quality intermediate items, which would actually be pretty well balanced if there were intermediate leather, mail, plate recipes. Sure the balance shifts towards crafting/harvesting as passive skills are trained up, but even then I would bet War Tribes is going to be the only reasonable way to gear people for 0 import campaigns, unless something changes with the loot drops.
    Makes sense the only things people are doing right now are: farm wartribes, run pack pigs, try to cap stuff during siege. It's fine I suppose, I just wish it was a little more diverse.
  4. Like
    Bashar got a reaction from RedSRichy in Harvesting is outdated!   
    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 groups were heading straight to the villages and grinding mobs for gold and gear.
    When I backed Crowfall I looked at it as an RTS where players took the role of individual units.  With the shift of emphasis to combat roles, though, I feel like it's sapped a lot of the strategic elements that I was looking forward to.  I can completely understand wanting to make the game easier for combat oriented players to jump into the fray, I just wish that ACE's solution was to make it easier for harvesters, crafters, and merchants to supply this than to make these roles redundant.  For example, I would rather have a regional auction house (with a substantial markup to ensure the primacy of player vendors) set up in the free city in lieu of the temple merchants.  I don't mind the merchants selling intermediate tools and equipment to get players started, but if something requires a discipline to craft then it I don't think it should be sold ad infinitum by an NPC.
     
    What I see as a problem are the loot tables rather than the ranks.  To me ranks should be on a spectrum where at 1 you can rely on a steady output of white items with nary a special drop, essentially non-basic knotwood or slag, and at 10, a node supplies a smaller, less reliable payload but with a guarantee of rarity for what resources are spawned.  The ranks in the middle scale accordingly.  That would vary the strategic value of map tiles so that regions might be weighed differently by guilds based on what their current needs are.  Clusters of high level tiles on a map are going to be ignored on a young server and fought for tooth and nail as it matures.  That kind of dynamism is what I'm looking for in Crowfall.
  5. Like
    Bashar got a reaction from Pystkeebler in Harvesting is outdated!   
    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 groups were heading straight to the villages and grinding mobs for gold and gear.
    When I backed Crowfall I looked at it as an RTS where players took the role of individual units.  With the shift of emphasis to combat roles, though, I feel like it's sapped a lot of the strategic elements that I was looking forward to.  I can completely understand wanting to make the game easier for combat oriented players to jump into the fray, I just wish that ACE's solution was to make it easier for harvesters, crafters, and merchants to supply this than to make these roles redundant.  For example, I would rather have a regional auction house (with a substantial markup to ensure the primacy of player vendors) set up in the free city in lieu of the temple merchants.  I don't mind the merchants selling intermediate tools and equipment to get players started, but if something requires a discipline to craft then it I don't think it should be sold ad infinitum by an NPC.
     
    What I see as a problem are the loot tables rather than the ranks.  To me ranks should be on a spectrum where at 1 you can rely on a steady output of white items with nary a special drop, essentially non-basic knotwood or slag, and at 10, a node supplies a smaller, less reliable payload but with a guarantee of rarity for what resources are spawned.  The ranks in the middle scale accordingly.  That would vary the strategic value of map tiles so that regions might be weighed differently by guilds based on what their current needs are.  Clusters of high level tiles on a map are going to be ignored on a young server and fought for tooth and nail as it matures.  That kind of dynamism is what I'm looking for in Crowfall.
  6. Like
    Bashar reacted to PopeUrban in Harvesting is outdated!   
    Sorry lemme clarify this.
    I don't think it is for me or anyone to tell guilds whether or not to adopt red is dead, and I don't want to propose nor enforce systems that prevent their ability to do that *if they want to*
    My issue is that the design of the game uses a shadowbane model of city ownership without a corresponding shadowbane sized world, shadowbane style crafting and harvesting automation, or worlds big enough to support for shadowbane style play for more than a handful of guilds.
    Fact is they decided to adopt this idea that harvesting and crafting are full time jobs, and created a game in which harvesting and crafting are not playable as full time jobs, and a world in which there is not enough real estate or terrain for anyone but a handful of guilds or alliances to own very important crafting buffs.
    What I've proposed, divorced from the fluff is pretty simple. If you want to build a game that sells people the fantasy they can be professional war profiteers you need systems that support their ability to operate as and profit from war profiteering with a full gameplay loop. The only full gameplay loop we currently have is the conquest loop. That's fine, but the way that the conquest loop interacts with the harvesting and crafting loops is busted.
    Having only the conquest loop was fine in shadowbane because the entire game revolved around it. There were no player crafters and no player harvesters. There were combatants that owned NPCs that did harvesting and crafting. There was nothing the game expected you to do BUT fight.
    ACE chose to require players to do these other jobs in crowfall, so I think it's on ACE to also choose to support these jobs in its ecosystem as full time and competitive fields in their own right divorced from the requirement to also fight over and own POIs, or be permanently attached to people that do. I believe this would be a healthier system that supports the desires of both people that don't want to do these jobs, and people that do.
    I think its a tragedy that a guy like Ahnrez has one and only one option to engage in his preferred method of play, to be part of a large conquest organization. I think Ahnrez should have that option, and that his market PvP exploits are his to do what he wants with. I also think that we should have some systems in place that allow him to do what he does all on his lonesome and force said guilds to compete for his services.
    Its about options, not mandates, that provide context for multiple scopes of play without also destroying the core ethos of campaigns.
  7. Like
    Bashar got a reaction from yasha in Harvesting is outdated!   
    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 groups were heading straight to the villages and grinding mobs for gold and gear.
    When I backed Crowfall I looked at it as an RTS where players took the role of individual units.  With the shift of emphasis to combat roles, though, I feel like it's sapped a lot of the strategic elements that I was looking forward to.  I can completely understand wanting to make the game easier for combat oriented players to jump into the fray, I just wish that ACE's solution was to make it easier for harvesters, crafters, and merchants to supply this than to make these roles redundant.  For example, I would rather have a regional auction house (with a substantial markup to ensure the primacy of player vendors) set up in the free city in lieu of the temple merchants.  I don't mind the merchants selling intermediate tools and equipment to get players started, but if something requires a discipline to craft then it I don't think it should be sold ad infinitum by an NPC.
     
    What I see as a problem are the loot tables rather than the ranks.  To me ranks should be on a spectrum where at 1 you can rely on a steady output of white items with nary a special drop, essentially non-basic knotwood or slag, and at 10, a node supplies a smaller, less reliable payload but with a guarantee of rarity for what resources are spawned.  The ranks in the middle scale accordingly.  That would vary the strategic value of map tiles so that regions might be weighed differently by guilds based on what their current needs are.  Clusters of high level tiles on a map are going to be ignored on a young server and fought for tooth and nail as it matures.  That kind of dynamism is what I'm looking for in Crowfall.
  8. Thanks
    Bashar got a reaction from goqua in Harvesting is outdated!   
    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 groups were heading straight to the villages and grinding mobs for gold and gear.
    When I backed Crowfall I looked at it as an RTS where players took the role of individual units.  With the shift of emphasis to combat roles, though, I feel like it's sapped a lot of the strategic elements that I was looking forward to.  I can completely understand wanting to make the game easier for combat oriented players to jump into the fray, I just wish that ACE's solution was to make it easier for harvesters, crafters, and merchants to supply this than to make these roles redundant.  For example, I would rather have a regional auction house (with a substantial markup to ensure the primacy of player vendors) set up in the free city in lieu of the temple merchants.  I don't mind the merchants selling intermediate tools and equipment to get players started, but if something requires a discipline to craft then it I don't think it should be sold ad infinitum by an NPC.
     
    What I see as a problem are the loot tables rather than the ranks.  To me ranks should be on a spectrum where at 1 you can rely on a steady output of white items with nary a special drop, essentially non-basic knotwood or slag, and at 10, a node supplies a smaller, less reliable payload but with a guarantee of rarity for what resources are spawned.  The ranks in the middle scale accordingly.  That would vary the strategic value of map tiles so that regions might be weighed differently by guilds based on what their current needs are.  Clusters of high level tiles on a map are going to be ignored on a young server and fought for tooth and nail as it matures.  That kind of dynamism is what I'm looking for in Crowfall.
  9. Like
    Bashar reacted to BarriaKarl in Harvesting is outdated!   
    I dont think Keeps and forts should magically give their owners stuff. You have a safe base, a respawn point, buffs. Is that still not enough? If it is not, well make it better dont just add a random lazy solution like giving stuff "for free".
    If you want to reward people give tthe ones winning the cards such rewards then. At least those are hard to argue against because it requires constant work. Nothing crazy of course, but it would certainly be a better way to reward people. Stronger buffs, Extra builds slots, harversting bonuses... Just match those to the cards and make them temporary...
    More on topic, I do think Caravans and harversters shouldnt overlap. Caravans = Building, Harverster = quality resources. Seems easy enough. Refining should be white only, and require some well done bootstrapping (is what it is called?) to be used by crafters.
  10. Like
    Bashar reacted to PopeUrban in Harvesting is outdated!   
    This doesn't quite work out in the current economic model because the only people who value gold are people who want to take another keep. If you're collecting taxes, the idea is you're doing that to use your economic might to turn people beneath you in to serfs. You get gold and now you don't have to farm stuff because you can just buy it from other people. Thus you can continue to conquer while all the proles do the grunt work right?
    The thing is, unless we add some functional gold sinks the proles don't want your gold. Only YOU want the gold, and you also have to spend a bunch of time doing peasant work on top of that. There's nothing the proles are producing you want to buy.
     
    In stead, lets look at a different model:
     
    Harvesting - Provides raw materials. (This is what noncombatant peasants do)
    Mobs - Provide gold (This is what combatant peasants do)
    Pigs - Provide building materials (This is what professional noble armies or peasants under implied noble protection do)
    POIS - Provide services (This is why peasants want to give you all their mats, gold, and building materials, or become part of your army, or become your passive income source so you can pvp more and farm less.)
    Crowfall includes multiple systems to create a peasant class, but no systems to reward a peasant class for tolerating the nobility, or the nobility for tolerating the peasant class.
    Merchant or harvesting people should have a service the big dogs want to buy, not a service that is made obsolete by already being on top. A keep should represent an opportunity for people either disinclined or disinterested in owning it, not an obstacle. That opportunity should fuel the war machines of people that are interested in owning it. The context for owning stuff shouldn't be passive income plucked from thin air, it should be passive income derived from all the nobody guilds over which you rule that do your grunt work because it is a mutually beneficial arrangement.
    I'm sure proper alliance mechanics will help this somewhat, but in a game with so much harvesting and crafting it is very odd that the default systemic position is hostility to people that pose no threat rather than exploitation.
    Taking a throne should mean you don't have to harvest and craft, not that you harvest and craft the most and best. All those nobody guilds shouldn't be hiding in temples, they should be somehow using your stuff as a form of quest hub and doing all your grunt work so you can go kill the OTHER guy's peasants.
    Can we use the quest log system for this? Some sort of temporary job-based declaration of fealty for a specific purpose or something. Say W needs 20 boulders. now you can go run those boulders yourself OR post a job. FOEX can see that job, click it, and for its listed duration FOEX is blue. We can only accept these jobs if we don't own anything, and if we aren't blacklisted. If we are exploitng the jobs just to get blue and not completing them, you blacklist us. If we did something to piss you off, you blacklist us. If you just plain don't like us, you blacklist us. Your castle, your rules. You can choose your involvement with the poors as you see fit. Your reward can be anything from "job pays X gold" to "job pays keep access and services for X hours" or "job pays the following crafted items" or whatever.
    Now you've got a functional throne to lord from, and the proles have a world in which they're connected and relevant without also having to just sub. This is the kind of system that would get all those "small and new guilds" out from under their rocks by giving them a task system relevant to their scale and ability, as well as additional context to day to day pvp.
  11. Like
    Bashar reacted to corvax in Harvesting is outdated!   
    I remember when we used to fight Sugoi over mother-lodes, harvesting was a guild event, I miss those days.
    My pet peeves with ArtCraft is the useless redundancy in some systems. Can't mother-lodes provide crafting resources for gear, and Caravans provide building mats for Keeps, with each type being exclusive of each other. 
    I mean that's the way it was originally preached. 
    Let Forts supply gold, we can RP that it's tax money from the serfs who live on the land around the Fort.
     
  12. Like
    Bashar reacted to APE in Cost of Major Disciplines   
    I'd like to see a reset for white/free vessels as long as they haven't left God's Reach. Beyond that, lock it in and require a reroll for mistakes.
    They'd likely decrease total points if the cost was less or zero so the issue is more of people not realizing the cost is 5 which should be presented more obviously, same goes for the few options that are free as well. Maybe having 5 pips or lines leading to the major would make it easier to see. There are other parts of the talent tree like that where you can visually see that you need to train 2-3 points into something to unlock the next option. Maybe just a big "THIS COSTS 5 POINTS" above it. If not forever, at least while the game is still so fresh to many.
    Reading general chat and comments here, seems some are really hung up on making the most min/max perfect character day 1. Everyone wants to know what is "best" and all that.
    Considering the number of vessels/characters one is likely to try and or play over time, it is almost irrelevant what anyone does with a starter character, especially if they are new to the game.
    Mistakes will be made, but it gets a bit easier every time.
  13. Thanks
    Bashar got a reaction from Lux_Adrastos in Unofficial Looking for Guild Thread   
    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 off, repeat. Miscellaneous: I'm interested in playing primarily in Infected campaigns.  I'm not against playing on Dregs but it's not my priority.  I'm open to RP guilds but, again, it's not my priority.  I will not wear a helmet; nobody touches the hair! Experience: 
    Guild Wars 2: WvW The Secret World: Fusang & Eldorado Crowfall: Alpha Voice-Chat services:
    TS3 or Discord
  14. Like
    Bashar got a reaction from DravoiX in Unofficial Looking for Guild Thread   
    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 off, repeat. Miscellaneous: I'm interested in playing primarily in Infected campaigns.  I'm not against playing on Dregs but it's not my priority.  I'm open to RP guilds but, again, it's not my priority.  I will not wear a helmet; nobody touches the hair! Experience: 
    Guild Wars 2: WvW The Secret World: Fusang & Eldorado Crowfall: Alpha Voice-Chat services:
    TS3 or Discord
  15. Thanks
    Bashar got a reaction from Azerlin in Unofficial Looking for Guild Thread   
    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 off, repeat. Miscellaneous: I'm interested in playing primarily in Infected campaigns.  I'm not against playing on Dregs but it's not my priority.  I'm open to RP guilds but, again, it's not my priority.  I will not wear a helmet; nobody touches the hair! Experience: 
    Guild Wars 2: WvW The Secret World: Fusang & Eldorado Crowfall: Alpha Voice-Chat services:
    TS3 or Discord
  16. Like
    Bashar got a reaction from JamesGoblin in Player Suggestions? Ok here it is.   
    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 think @Rikutatis hit the nail on the head about good ideas on paper not translating to enjoyable gameplay.  The only way we're going to figure out which ideas work, though is to try them.  Most games don't actually become fun until six to nine months before release.  So we have to playing, keep suffering, and keep complaining until it gets done right.  The hard part is not getting discouraged because things can definitely get worse before they get better.
  17. Thanks
    Bashar got a reaction from Zenatos in Not the Hair!   
    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 still like to have the option to not wear a hat or helmet without going into battle stupid.  So I figured, how about making it into a minor discipline that removes or blocks the headgear slot in exchange for a bonus?
    Now, I'm not sure what exactly that bonus should look like.  One thought I had was to add a unique retaliation so the user can respond appropriately to anybody who would date disturb the do.  Another was to add a jewelry slot as a testament to vanity, but that's already been done.  Perhaps other forum goers can contribute more ideas.  Whatever the impact, though, it should be sufficient enough to warrant the loss of both an equipment and discipline slot.
  18. Thanks
    Bashar got a reaction from JamesGoblin in Player Suggestions? Ok here it is.   
    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's still new systems being brought online that will have to be taken into consideration.  Once the vendor system is more fleshed out and version upgrades become consistent enough to make EK development a bigger part of the economy, I expect to see an impact on player interactions.  White materials might have little value in crafting equipment but you need a ton of them to build EK plots.  That could be a good way for lowbies to earn gold to buy the equipment or resources they need to be a warrior or tradesman.  I wouldn't take the current build to be representative of what the finished game will be like.
    But it's important that the people at ACE hear these criticisms so that they have an idea of which way to, as seastodd put it, adjust the knobs.  Have you written over on the 5.9 feedback forum yet?  That would probably be a more direct way to get your concerns looked at by the developers.
  19. Like
    Bashar got a reaction from Leftnut in Biggest Problem   
    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.
  20. Like
    Bashar got a reaction from KrakkenSmacken in Player Suggestions? Ok here it is.   
    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's still new systems being brought online that will have to be taken into consideration.  Once the vendor system is more fleshed out and version upgrades become consistent enough to make EK development a bigger part of the economy, I expect to see an impact on player interactions.  White materials might have little value in crafting equipment but you need a ton of them to build EK plots.  That could be a good way for lowbies to earn gold to buy the equipment or resources they need to be a warrior or tradesman.  I wouldn't take the current build to be representative of what the finished game will be like.
    But it's important that the people at ACE hear these criticisms so that they have an idea of which way to, as seastodd put it, adjust the knobs.  Have you written over on the 5.9 feedback forum yet?  That would probably be a more direct way to get your concerns looked at by the developers.
  21. Like
    Bashar got a reaction from aanyka in Not the Hair!   
    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 still like to have the option to not wear a hat or helmet without going into battle stupid.  So I figured, how about making it into a minor discipline that removes or blocks the headgear slot in exchange for a bonus?
    Now, I'm not sure what exactly that bonus should look like.  One thought I had was to add a unique retaliation so the user can respond appropriately to anybody who would date disturb the do.  Another was to add a jewelry slot as a testament to vanity, but that's already been done.  Perhaps other forum goers can contribute more ideas.  Whatever the impact, though, it should be sufficient enough to warrant the loss of both an equipment and discipline slot.
  22. Like
    Bashar got a reaction from Rikutatis in Player Suggestions? Ok here it is.   
    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 think @Rikutatis hit the nail on the head about good ideas on paper not translating to enjoyable gameplay.  The only way we're going to figure out which ideas work, though is to try them.  Most games don't actually become fun until six to nine months before release.  So we have to playing, keep suffering, and keep complaining until it gets done right.  The hard part is not getting discouraged because things can definitely get worse before they get better.
  23. Like
    Bashar got a reaction from miraluna in Player Suggestions? Ok here it is.   
    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 think @Rikutatis hit the nail on the head about good ideas on paper not translating to enjoyable gameplay.  The only way we're going to figure out which ideas work, though is to try them.  Most games don't actually become fun until six to nine months before release.  So we have to playing, keep suffering, and keep complaining until it gets done right.  The hard part is not getting discouraged because things can definitely get worse before they get better.
  24. Like
    Bashar got a reaction from Marth in Player Suggestions? Ok here it is.   
    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 think @Rikutatis hit the nail on the head about good ideas on paper not translating to enjoyable gameplay.  The only way we're going to figure out which ideas work, though is to try them.  Most games don't actually become fun until six to nine months before release.  So we have to playing, keep suffering, and keep complaining until it gets done right.  The hard part is not getting discouraged because things can definitely get worse before they get better.
  25. Like
    Bashar reacted to Rikutatis in Player Suggestions? Ok here it is.   
    I have similar feelings about the direction of the game as the OP, but I'm honestly not sure if this is just one man (TBlair) inside the team pushing the game into that direction, in fact I doubt it. 
    In the Kickstarter and around the beginning everyone was super hyped about Raph Koster's involvement as a consultant, but honestly this extreme and exaggerated interdependency, complexity and bloat of the crafting system seems like it was encouraged by him and inspired by his design theories and essays. And that's in part why Crowfall has been feeling more and more like an academic experiment or a PhD thesis from the MMO College rather than a fun game to play. 
    I saw the red flags all the way at the start when the game kept being compared to EVE all the time, a game better known for spread sheets and zergs, but I allowed myself to be led by Todd's awesome speeches on how he described the game he envisioned, along with buzz words like "skill based combat", "shallow power curve", "minimal grind" and all that stuff that to this day are still in the FAQs on the official website. Game is anything but that now. And I can't say that I'm surprised. 
    CF's design sounds awesome on paper, but it just hasn't been translating into a fun game for me for the past several milestones. But hey, there's probably a market for it out there, EVE has been successful for a long time. I just feel like they either weren't completely honest in their original pitch to spark the flames of the hype train and get as many initial purchases as they could, OR the development and vision of the game took some sharp turns along the way to become something else.
    Basically the game isn't trying to keep players logged into the CWs by providing a fun and addictive experience, but rather by submitting you through a long and arduous grind that requires a lot of time investment.
     
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