Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Grimmel

ACE Development Partner & Investor
  • Content Count

    47
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Grimmel reacted to Jah in 5.100 LIVE Feedback for 8/16/19   
    We need Guild Banks badly. Both in-campaign Guild Banks and out-of-campaign Guild Banks.
  2. Like
    Grimmel reacted to srathor in I do not like how gathering in Crowfall makes me feel   
    Ahh memories. 

    Most of the complaints that started this post way back when have been addressed over time. Or perhaps I have mellowed some too. 

    Nah.  Not mellowed, beaten down more than anything. 

    When I made the post I had gotten up early. and just wanted to hit rocks for a half hour or so. So I went to the only place on the map that had rank 5 nodes. I at the time had on gathering gear. Which was useless because the potions I drank every 12 minutes capped me, but at the time noone knew that. 

    We did not have the details page. We could only measure by results. 

    We had a camera zoom in at the time that when you held down F to gather it zoomed you in on the node. There were no weak points to track either. And the noise it made with the Dink dink dink. was so loud you could track gatherers by it. From 500 yards away easy. 

    There was no class/Race split I think back then. Memory is fuzzy on that.  Hell I don't even think we had discs back then Certainly not the combat discs we have now + harvesting discs. 

    We had 1x training speed not the 3 x we have now. And it was unrefined, still very raw. 

    So much has changed. 

    But I still think the risk of the wolves does not nearly match up to the risk of the gatherer/sheep.

    I do know over 2 years later that when I am serious about going out to gather I do everything in my power to mitigate that risk. I do everything I can to make sure that if/when I am jumped I get the greatest chance to keep my hard earned loot. Because I know I have almost zero chance of actually defeating the wolves.

    If it was a fair chance vrs a wolf then you are fighting a stupid wolf. 

    But we need the draw of the solo gather vrs the solo wolves. We need the people out in the game world, doing things. All sorts of things, we need ambushes, and ganks and squad fights, and patrols. We need the wolves and the sheep to make the game dynamic and fun.  

    That is the challenge for ACE. To give us the reasons to play and have fun doing so. 

    And I still do not like even today how gathering in Crowfall makes me feel.  It is needed, it is necessary, but it is really not fun with the effort and training required to get the tools that break so fast,  through the choices of discs that are really very little choice involved.

    For ore smalls with a maxed toon.  I use Miner and Lookout. With all bene harvest chance made gear. The nerfs to bene harvest duration and power and chance stripped out much of the  fun of trying other things at end game gathering.  

    I wish it had more of an impact when I harvested. I wish it was more fun. I miss the days before when I had the freedom to make a few different sets of mismatched gear to tune down to the exact stuff needed to make a GREAT harvester.  I really miss the epic ore doober moneyshots of the early game with the +10 Crit amount potion when people could see what popped and would freak out.

    If I could change harvesting here is what I would do.

    Harvest on enemy controlled lands would be worth x2 points to the scoreboards. 
    Harvest on contested lands would be worth x1.5 points.
    Harvest on your guild/faction controlled lands would be worth 1x points.

    More varied more powerful gear, coupled with training so that you can "build" on your skills like a combat spec. 
    Bene harvest effects should last longer. When duration was bugged and capped at 3 minutes it was quite a bit more fun. Also that made skinning MUCH more palatable.

    Action harvesting buffs would affect your group. Making different people do different roles would make that interesting. 
    Loot would come from multi bucket stats of the different people in your group. Not the person with the most damage to the node. Making people in a gathering group all have useful trainings. 

    Hitting weak points would have an effect on the node destruction table. Each one hit would add to crit chance and crit amount. Making that minigame really add some excitement back into the actions you do. (not subject to  player stat cap as well. Hit 5 weak points on a single node gets you a sploosh of doobers.)

    Give me an ability to hide some of my loot. Stashes with a treasure map.  Locked chests buried in a hillside, advanced chest/storage/bag that only shows half the loot to be looted. (50% of that bags loot is shown when you are killed. Mats only.)
     
  3. Like
    Grimmel reacted to Thimble in [RP] Corvus and the Fist   
    The corridor was adorned with tapestries depicting past battles. Thimble always loved walking through the Hall of Battle. Busts of vessels wielded by heroes of the Citadel dotted the walls as well, each one placed carefully on a pedestal that Stoneborn had shaped and grown out of the walls themselves.
    Coming to a large set of doors, Thimble pushed them open and entered the chamber beyond. The War Room was large and circular, with several cylindrical tables that were designed to be moved around the room to mimic the configuration of one of the many worlds they visit before the Hunger destroys them. Praelian, Battle Commander of a group that called themselves the Fist of the Empire, was next to one of the tables talking to Vanboozled, one of the Sergeants of the Citadel. As Thimble entered, they turned toward him.
    “Our forces will stage at the Temple in the Trial of Illara shortly,” Praelian said in his gruff voice, which Thimble noted was both strong and confident. “How many will you be able to bring to support us, Van?”
    “I’m hoping we can commit two squads to tonight’s siege. Many of our warriors have been busy with other … projects.” If Praelian’s voice was gruff, Vanboozled’s was pure gravel, coarse and grizzled, both broken and strengthened from a tremendous amount of experience leading forces in battle.
    “Great. Now that Thimble’s here, I’ll tell you about the plan for tonight,” Praelian began. He went on to describe what the Fist’s strategists had come up with.
    A few minutes later, two squads of Corvus Citadel and 3-4 squads of Fist of the Empire gathered at the Temple in the Trial of Illara, ready to move out. Suddenly, eight warriors bearing black shield crests with green triangles on them appeared. Though Chaos, they had become infamous for their past actions, and both Praelian and Vanboozled knew well to avoid them. Once the order was given to go through the portal to Aerynth, the black shields followed. The Fist broke off and went one way while the warriors of the Citadel went another, and the black shields split up as well, in an attempt to follow. Vanboozled led his two squads in a circular path, twice dodging around outcroppings, and finally one of the scouts reported that there were no more black shields following. The report came in that the Fist had managed to shake their pursuers as well, so the two groups met up in the forest named Wolf’s Cry, just southeast of the Tetuoria Taubaet Keep.
    Mere moments later, all eight of the black shield warriors showed up; they must have had a scout who was following undetected. Almost immediately following that, a horde of Balance was reported leaving the keep and heading straight toward where the Fist and the Citadel forces were gathered inside the tree line and behind a cliff. The black shields had somehow reported the hidden position to the enemy.
    There was not even enough time to pivot before the enemy was upon them. A bloody battle ensued, and right at the start the vessel that Thimble was wielding was netted and pulled into the middle of the enemy forces before he even had time to build up enough pyrotechnic energy to immolate. He managed to struggle out of the net just in time for his Elken hooves to carry him to safety - or so he thought. With one final bleat, the vessel succumbed to its wounds, and Thimble found himself in crow form at the nearby portal.
    It seemed that much of the rest of the force had met a similar fate shortly thereafter, because the order came to return to the Temple and make haste toward the Brookhurst portal. Intelligence came in that the force that had attacked them was Hy'shen Avari and that they had won despite the combined force of Corvus Citadel and Fist of the Empire outnumbering them.
    Once in Brookhurst, the Sunset Keep was only a short run from the portal they entered through. Because the order was to make best speed, Thimble immediately took off with the few who had gathered around him. His Elken legs carried him faster even than the pack pigs that the other warriors were riding, so he made the objective and met up with the Fist with his brothers in arms trailing behind him. Immediately, the Fist summoned an enormous trebuchet and began firing it at the walls. Before the rest of Corvus Citadel could catch up, though, a huge force of Order came flowing over the walls and out of the gates of the keep like a tidal wave. Thimble and his brothers and sisters fought valiantly alongside their allies, but it was impossible to last long against such an onslaught. Where they outnumbered the enemy by a small margin in the previous battle and still lost, they were now sorely outnumbered and they simply had no chance at all. Praelian gave the order for a tactical disengage, but by that time all of the Corvus warriors who were there had perished.
    Afterward, back at the Citadel, those who had taken part in the battles gathered in the War Room to discuss and learn from the events that had transpired. The next phase of Thimble’s plans for the White Crow was nearly upon them, and when he reported that to the others they became excited. Changes were coming, and as always Corvus Citadel would continue to work with their allies to defend the Chaos faction.
    Later, in his chamber within the Citadel, Thimble touched a piece of parchment in his pocket. A note, left on his vessel as it lay on the ground after the second battle, with three words: “Friendship is coming.”
     
  4. Like
    Grimmel reacted to Thimble in [RP] The Fall of Storm Haven Keep   
    A cold wind stirred above the white snow. It swirled and eddied before finding its way to the precipice, coalescing into an invisible wave as it tumbled over the edge. Down it went, leaving the peak in its wake, flowing around trees as it descended. When it reached the bottom, it sped out from the base of the mountain, heading south, losing intensity as it ran into obstacle after obstacle. Finally, nearly depleted in strength, the last tendrils reached out before dying and managed to barely move a banner on the walls of the Sunset Keep.
    Dark eyes surrounded by fur took notice of the movement, as they took notice of everything in sight. This vessel had revealed to Thimble even the most skilled assassins with its eyes, once thought to be a curse by Gaea, the Earth Mother. Now prized for their eyes above all else, Elken had become the vessel of choice for Thimble when seeking to expose the sin of his enemies to the Flame of Truth.
    He had wrestled with the White Crow for what seemed an eternity. Finally it had begun to struggle less, tiring from the constant fight against the magical energies harnessed deep within the Corvus Citadel. Soon the Citadel would control its powers completely, strengthening their forces, further solidifying their victory on the battlefield. Already Thimble had been able to siphon some of the power of the White Crow, giving the Sergeants of the Citadel the real time combat intelligence they needed to command successfully. Soon, he would be able to infuse the Citadel’s Artificers, greatly increasing the efficiency of their operations.
    The present suddenly rushed back to him as Duffy gave the order to move northwest, skirting the mountain on the way to the portal to Calinor. Without hesitation, Thimble leapt from the walls of the Sunset Keep, landing with the agility only an Elken could achieve, immediately transitioning into a sprint. The order was unexpected; the baneful trees hadn’t even spawned. Duffy was taking a risk with this move, but being bold was often necessary when fighting Balance. And, truthfully, Order had in recent weeks shown itself to be quite formidable as well. The Death Alliance leaving the freedom of Chaos for the rigidity of Order made no sense to Thimble, but as adversaries they had earned the respect of the Citadel, and it felt like that respect had been returned in kind.
    Bounding up the rocks below the portal to Calinor, Thimble caught a brief glimpse of Grimmel as the scout stepped through. Immediately the report reached them that the Free City was clear of enemies, and the order was given to proceed. They waited only seconds on the other side; the army of Corvus Citadel, for that was what it was becoming, had practiced squad movements and had become efficient at force projection. Grimmel had already reported the all clear on the other side of the portal, so when Duffy began giving the order the entire force was through the portal before he could finish.
    Swiftly they raced as one cohesive unit along the road through Thracia toward Storm Haven Keep. Stilling their breaths while positioned behind a hill near the keep, the forces of Corvus Citadel managed to remain hidden only a hundred yards from the walls. While looking for the flat ground necessary to perform the summoning ritual for the mighty siege engines, Duffy noticed a breach in the wall and quickly consulted the Sergeants to devise an attack plan. Mighty Vanboozled, grizzled veteran of the Citadel, suggested an immediate attack without waiting, to try to take advantage of the boon presented to them. The order was given, and five full squads of warriors streamed into the breach, pivoted left and flowed into the corridor inside the exterior fortifications. Emerging from the ramp at the top into a hail of arrows and seeing their desired avenue cut off by a ruined bridge, Thimble and Duffy, brothers in arms, ran along the top of the wall toward their secondary objective: a bridge, still in tact, to the left of the inner keep. The order was given for a small group to break off at the back to distract the Order defenders as the main force cut down guards left and right. Unfortunately, the enemy was not so easily fooled. When Thimble and Duffy reached the end of the bridge, with their brothers and sisters streaming across behind them, they ran headlong into the bulk of the enemy force. Worse still, Order had the high ground, and with great defensive positioning. Thimble could only assume that Chroma, who had shown his tactical cunning, was leading the defense.
    In an attempt to avoid total annihilation, a hasty retreat was called. Their numbers cut in half, Thimble and the remaining warriors of Corvus Citadel maintained discipline as they retreated down another ramp, taking shelter inside the fortified walls. That allowed Chroma, or whoever was leading, to order the defenders to advance across the bridge and attack from the top of the ramp, while splitting their force and attacking simultaneously through the courtyard into the chamber below. Performing the incantations and required movements as fast as he could, Thimble summoned tornadoes to toss the enemy left and right, granting a momentary reprieve to the now very small attacking force. That reprieve lasted only a moment, though, for the heavy hitters of the enemy were within their ranks. With a mighty bleat, Thimble charged, using his antlers to knock three of the enemy away. Instinct took over, his movements faster than his mind could even comprehend. He summoned a blast wave, blowing several of the enemy away and lighting them on fire. He then leapt into the enemy, pivoted on his hooves, and immolated an entire group as he teleported back into the chamber.
    It was a last ditch effort, however, and ultimately proved to be futile. Despite valiant efforts by Thimble and his brothers and sisters, they fell to the overwhelming forces of Order. At Duffy’s command, they flew back as crow spirits, recovered control of their vessels, and formed up on the other side of another hill close to the keep. Once all forces had been accounted for, they began an ordered retreat.
    Then, suddenly, Duffy received intelligence that the powerful forces of the Winterblades had been spotted near the keep, on the other side. Immediately the Corvus Citadel forces turned and advanced hastily on the nearest baneful tree. Arriving in moments, they found a squad of Order hacking at it with all the effort they could muster, clearly hoping to destroy it before anyone could interrupt them. It didn’t work. Five full squads under the banner of the Citadel quickly overwhelmed the squad attacking the tree, and then the healers began immediately healing it.
    Before they could bring the tree back to full health, word reached them that the Winterblades had done the same thing at another tree, and that the Death Alliance had retreated back into the inner keep for a last stand. Grimmel, who was able to use the shadows to stay hidden, relayed information as the Winterblades streamed into the keep, killed off any remaining guards that got in their way, and ran straight to the inner keep. He described a quick battle in which the defenders of the lower room were overrun almost immediately, then gave the recommendation Duffy was waiting for: if Corvus Citadel were to attack again, it would be at that moment or never.
    With a mighty roar, minotaurs and half-giants running in front, Corvus Citadel’s attacking force charged through the breach and straight into the inner keep, behind Balance. They ascended the ramps swiftly and saw an unbelievable sight at the top: the Death Alliance had repelled the Winterblades assault. Hesitating only a moment, Thimble began firing tornadoes at the small groups of Order left in the room with the Tree of Life. He charged with his antlers, blew up the enemy with blast waves, and summoned more tornadoes. Over and over, his pyrotechnics and antler antics forces the enemy off the edge and into the courtyard below.
    It looked like Corvus Citadel was going to be victorious in the pitched three way battle. Until, of course, the Winterblades streamed in, having regrouped from their earlier defeat. Corvus Citadel was able to hold them off for awhile, but in the end the Winterblades and their vassals were able to destroy the Tree of Life and plant their own Golden Apple.
    Corvus Citadel’s attack had failed. The Death Alliance, and the rest of Order, had lost their keep, but not to the forces of Chaos. For the first time in the Trial of Illara, the Winterblades controlled two of the three keeps. Still, even though Duffy’s plan was bold, Thimble knew that it was better to have tried and failed than to have not shown up at all. After all, Corvus Citadel had earned a reputation for not backing down from a fight without good reason, and they had proven that again today.
     
  5. Like
    Grimmel reacted to Thimble in [RP] Corvus Citadel Rallies!   
    News from the front had reached Thimble mere moments ago. He had been busy helping run things at the Citadel and had been unable to help the war effort aside from the occasional flight into the Trial of Kane to quickly craft armor before he had to return. Raising the White Crow had proven to be a more difficult affair than anticipated, but the results would be worth it.
    As for the news from the front lines, it had been good, to say the least. In the face of overwhelming odds, three small groups of Corvus Citadel forces had managed to secure two keeps from the Winterblades and their vassals through the use of cunning tactics and swift decision making.
    The Balance faction began the night with three keeps, so their defenders were spread thin. Duffy Swiftshadow, Commander of the forces of Corvus Citadel, gave the order to the small group to assault Umbressa Keep, which was particularly light on defenders. Within minutes, the warriors of the Citadel overran the token defense and were able to destroy the Tree of Life and plant their own. Immediately, the band pivoted and marched at best speed to Rose Knights Grove Keep. The first to arrive were the scouts, and they reported back that the forces of Balance and Order were fighting over one of the Bane Trees outside the keep. Quig, Sergeant of Corvus Citadel, and Dirty, one of several Crowguard involved in the operation, quickly devised a plan while Duffy was commanding from the rear, helping the several recruits in attendance to catch up to the main force.
    It was a bold plan, and a risky one. Once Duffy and the recruits caught up, the small group of warriors began creeping along the wall of the keep, careful not to draw attention. Twice Grimmel, Corax Councilmember and forward scout, motioned for the force to stop all movement and cover their armor with their cloaks as they waited for a distant enemy scout to pass, hoping beyond hope that the scouts' attentions were always directed outward rather than inward toward the keep. Their luck held, as they were able to enter the keep through the breach without being discovered. Immediately they broke into a run, Quig leading the attackers in a glorious charge, straight to the objective: the Tree of Life. The brave warriors knew that they would only get one chance.
    Within seconds, Grimmel reported that the Winterblades were on to them. They must have had their own scouts watching the Tree of Life because their entire force turned on a gold piece as one and began streaming back toward the keep. The order was given to the warriors of the Corvus Citadel to throw everything they had at the Tree of Life in an attempt to take it down before they were overwhelmed. They grouped up, packing themselves tightly together, to maximize the effect of the beneficial magics of their clerics and other casters. The Tree of Life was nearly dead when the vanguard of the Winterblades slammed into the small force, but the phalanx held, though not without heavy loss. Zerst called out that he would begin the Resurrection Ritual, to try to save as many Corvus Citadel vessels as he could, to allow them to continue to fight. He was able to bring four of them back to life before he was knocked out of the ritual, more than anyone could have expected. Quig gave the order to blow novas, and one after another of the brave warriors gathered their energy and released it explosively, knocking the Winterblades off of the building. Finally the Tree of Life succumbed to its wounds. Quig and Grimmel, each with one hand on the same golden apple, dropped to their knees simultaneously, smashing the apple into the ground, causing a new Tree of Life to sprout, this one attuned to Chaos.
    The small band of warriors, half of which were green recruits wearing bits and pieces of hastily made armor, had done the impossible. Corvus Citadel had taken two keeps from the overwhelming forces of the Winterblades and their vassals.
    Thimble leaned back in his chair, taking two puffs on his pipe, the sun streaming in through a window illuminating the smile on his face.
  6. Like
    Grimmel reacted to Angelmar in Fight the Zergs, Join Chaos Today!!!   
    Due to the expansive nature of the Undead Alliance structure, Pest UDL has starting to hire contractors to help with his admin.
    For those looking for the primary guild experience theres the core of the 10 year old alliance:
    Undead Lords (70+)--the Knights of Myrkul, a death cult RP! Lords of Death (70+)--Another death cult. and Sinister (50+)--vaguely brooding folks that missed the memo on the naming scheme. For those seeking a more unique experience, UDL offers a full range of subguild options:  
    TheBalance (not to be confused with the faction) for the discerning roaming killer.  Obsidian for the stealth obsessed Screeling  Mostly Harmless, for the un-ironically named.  Mithril Warhammers for the dwarvishly inclined For the more independently minded Chaos member there is always Lords of the Dead (30+)(LotD, not to be confused with LoD)--another death cult not quite ready to make the jump to Undead Alliance. 
    Any Elves, Former Elves, and Wannabe-Legolases  wishing to join the Undead Alliance may contact @nerion and @MarsJust, UDL Chief Ministers for Elven Re-education and Immigration. 
    @Ginko's door is always open for any new guilds that have yet to hear about a Death Cult near you!  Preferred communication is through multiple PMs and spammed discord messages.
    Join the Undead Alliance Today! 
     
     
    This-Message-Paid-For-Jointly-By-Ministry-of-Elven-Re-education and Zerglings-for-Chaos-a-limited-liability-advocacy-group.
  7. Like
    Grimmel reacted to KrakkenSmacken in QUESTIONS NEEDED - Zybak interview with J Todd and Blair   
    What if any changes to vendors are coming?  Specifically are there plans to allow for setting up buy orders?
  8. Sad
    Grimmel reacted to srathor in Second test Campaign - Official discussion thread   
    Looks like no more crafting in the EK.

    So no more crafting, unless crafters have guards.
     
  9. Like
    Grimmel got a reaction from Rasabox in 5.8 Snap Test Feedback and Bug Reports for 11/20-23   
    I loaded my EK and placed some parcels and buildings and it worked great except a few times when I went to edit the map it failed to load (or was taking too long for me to wait).  It looks like EKs were not meant to be seen by other players for this snap test (I could not see Srathor's Lawn for example, and I made mine public but no one seemed to enter it).
    The first time I entered the Campaign there was only base terrain that was very poorly lined up and had many terrain tears - no objects.  I ran around and was discouraged that this build was so barren.  But then I logged back in and all was fine - I saw all the buildings and trees and other players.
    When I came into the campaign I had the items I had foraged and crafted in the EK.
    The new features in the Campaign are great.  Foraging is fun for me and I like how this feature works.  I went to use a portal and it said "This is not for your faction" but it worked for me anyway (I don't think it was meant to be locked from me, it was from a neutral place to a neutral place.  The message might have been from a different portal in that zone that was connected to Balance, but it was nowhere near me.
    It was slightly frustrating and confusing to not have any points to spend on Talents when I got into the campaign.  I understood that I was going to have to level up to get my first points, but it would have been neat to have 5 points or so to spend right out of the gate to begin my character's existence and make that first decision between two options and see how the tree works.  The requirement to earn some Talent points before slotting discipline runes is a big change from what we've been doing in builds so far, so it will take some thinking to figure out how to start up a character but I think I'm fine with how things work in this build and where things are headed.
    I took some outposts, took a fort, killed some critters, harvested each type of resource and did some foraging.  I didn't come across any enemies, I did see a few allies, performance was great at all times.  I did not notice the "jumpy screen" others were reporting - I was running a half-elf assassin.
     
     
     
  10. Thanks
    Grimmel got a reaction from JamesGoblin in 5.8 Snap Test Feedback and Bug Reports for 11/20-23   
    I loaded my EK and placed some parcels and buildings and it worked great except a few times when I went to edit the map it failed to load (or was taking too long for me to wait).  It looks like EKs were not meant to be seen by other players for this snap test (I could not see Srathor's Lawn for example, and I made mine public but no one seemed to enter it).
    The first time I entered the Campaign there was only base terrain that was very poorly lined up and had many terrain tears - no objects.  I ran around and was discouraged that this build was so barren.  But then I logged back in and all was fine - I saw all the buildings and trees and other players.
    When I came into the campaign I had the items I had foraged and crafted in the EK.
    The new features in the Campaign are great.  Foraging is fun for me and I like how this feature works.  I went to use a portal and it said "This is not for your faction" but it worked for me anyway (I don't think it was meant to be locked from me, it was from a neutral place to a neutral place.  The message might have been from a different portal in that zone that was connected to Balance, but it was nowhere near me.
    It was slightly frustrating and confusing to not have any points to spend on Talents when I got into the campaign.  I understood that I was going to have to level up to get my first points, but it would have been neat to have 5 points or so to spend right out of the gate to begin my character's existence and make that first decision between two options and see how the tree works.  The requirement to earn some Talent points before slotting discipline runes is a big change from what we've been doing in builds so far, so it will take some thinking to figure out how to start up a character but I think I'm fine with how things work in this build and where things are headed.
    I took some outposts, took a fort, killed some critters, harvested each type of resource and did some foraging.  I didn't come across any enemies, I did see a few allies, performance was great at all times.  I did not notice the "jumpy screen" others were reporting - I was running a half-elf assassin.
     
     
     
  11. Like
    Grimmel reacted to Hi. in REWARDS AVAILABLE FOR GIFTING   
    I saw this thread title in the recent threads and thought it was a giveaway thread, but then saw it was a new player question thread, which is also good but not as exciting
    just in case anyone else clicks this thread thinking the same thing though: I'll gift the first two people to quote this sentence a VIP token
  12. Like
    Grimmel got a reaction from Xarrayne in Combat Tray hotkeys should NOT go to Survival Tray   
    I completely agree with this suggestion.
  13. Like
    Grimmel got a reaction from Jah in Combat Tray hotkeys should NOT go to Survival Tray   
    I completely agree with this suggestion.
  14. Like
    Grimmel reacted to Jah in Combat Tray hotkeys should NOT go to Survival Tray   
    Please change the Tray switching keys so they do not send you to Survival Tray if you are already in the Combat Tray you are hitting the key for.
    Z, U, and V should never take you to Survival Tray. They should only take you to the Tray you are hitting the key for.
    Only H should take you to Survival Tray.
  15. Like
    Grimmel reacted to MJayed in Let's Make Forts and Keeps Cool   
    *I understand that the current implementation of forts and keeps is not the final product*
    My understanding is that forts/keeps will be places to spawn, craft, and accumulate victory points. I would prefer that these structures have more of a use.
    Allow forts/keeps/other territory control structures to grant buffs to either the parcel or the structure's zone of influence. Buffs could be acquired through upgrades. For example: Upgrading the defensive capability of your fort gives every friendly in the zone of influence a 5% incoming damage reduction buff. While upgrading the fort's harvesting capability could increase the ranks of all nodes and/or decrease the respawn timer of all nodes in the zone of influence. Grant the ability to socket relics for specific buffs. Pretty self-explanatory. I don't know how relics would be obtained, but I heard they will be added to the game in the future. Passive production of victory condition items I think the current plan is to have forts/keeps give some imaginary victory points. My idea would be that a guild/faction would have to create and upgrade a castle like the one that appeared in the live stream. To prevent guilds/factions from non-stop farming to create the castle and win, territory control structures(forts/keeps) would be used to passively generate victory specific items. These unique items as well as other materials would be required to finish the "victory castle". The potency of the buffs/victory point production could be directly tied to the type of structure Keeps would have the strongest buffs while forts have the weakest. Structures could be captured or razed after a siege. Similar to city captures in turn-based empire games. My thought behind these suggestions is that guilds would want to establish multiple forts/keeps(all of which can be sieged) in order to grab significant harvesting buffs and to start working towards the victory condition. They will have to be careful because they will potentially have to stretch themselves thin defending a wide network for forts and keeps. I think a victory condition is better than an arbitrary point total. Let's say a guild dominates the server and controls 30 forts uncontested. That server will end earlier because they were able to generate an absurd number of victory items and completed their castle. Now in a contested campaign guilds can destroy/capture each others forts/keeps and destroy the enemy guilds castle.
  16. Like
    Grimmel reacted to Jah in Let's Make Forts and Keeps Cool   
    I'd also like to see some way to add player-owned vendors to forts and keeps.
  17. Like
    Grimmel reacted to blazzen in Let's Make Forts and Keeps Cool   
    I like all these ideas. 
    A really easy way to make forts/keeps important would be for ACE to set imports and exports to zero. Biggest reason they aren't important is because you can craft in EK's due to high levels of imports/exports. 
    Guards would need to be improved a bit to make them a bit safer though. 
    The keep needs guards within the throne room area to protect crafters. The forts already have this. 
    Both the keep and the forts needs guards on the wall towers that shoot at enemies AND alert the faction via toast message that an enemy was spotted at the fort/keep. This would give people inside a little bit more of a heads up and also give people outside more of an opportunity to respond to the assault. 
    Sieges need to give a zone wide toast message the minute a banewood tree is dropped. 
  18. Thanks
    Grimmel got a reaction from Kraahk in 5.6 Snap Test Today (Fri, Apr. 27)   
    Great to see the EK functions coming online!
    Nobles can add parcels, and remove the parcels they place, but they cannot remove the EK owner's parcels (as it should be).
    Nobles can currently rename any parcel, including EK owner's parcels (probably should not be able to do this).
    Adding a vassal and assigning tokens worked, but without knowing the size of buildings and what is allowed in a parcel so far I have not placed a building as a vassal.
     
  19. Like
    Grimmel reacted to PopeUrban in World-Building Pt. 1 - Official Discussion Thread   
    Re: Bridges
    Mortal online had a lot of problems but bridges was one thing it did right.
    Every bridge in the entire game was a hippo with drop points on both sides of the bridge. At the time of a server coming online you walked up to a bridge and it was unbuilt. You would have to supply it with wood in order to build it, and if it served you you had the ability to destroy the bridge again as well (to return it to hippo status)
    This was used in multiple levels of severity.
    Some bridges just went over little rivers you could swim across, so they were only truly inconvenient for people riding horses (as you had to dismount and lead the horses across) so if you're hanging about in the forest for a day or setting up an ambush it was in your best interests to take out the bridge. If you were running a bunch of stuff between two towns and needed to cross the river, it was a good idea to check if the bridge was up first, and build it again if it wasn't.
    Other bridges were multiple hippo things that spanned huge fall-to-your-death chasms that literally locked off areas of the world.
    Bridges, walls, rockslides, moongates, collapsed tunnels, and other neutral choke point control mechanisms as destructable unowned hippos can help pace and direct exploration as well as serve as interesting tactical wrinkles. When building these systems, please consider the tactical utility of destructable and rebuildable hippo POIs for these kinds of terrain features.

  20. Like
    Grimmel reacted to ledeir in Vendors and buy orders   
    Very much like the idea of being able to set up buy orders.
    My ideal world would be to utilize a barter system instead of gold, but at least we can pretend to have that with buy orders... 
  21. Like
    Grimmel reacted to Jah in Vendors and buy orders   
    Yep, ACE has said we'll get that functionality.
  22. Like
    Grimmel reacted to rivoth in Vendors and buy orders   
    One difficulty that new players will have is how to make money to buy equipment when you don't have the skills to set up a viable sell stall.
    A possible solution is to allow buy orders to be set up on vendors.  That way the new player can go to existing vendors and sell their stuff to the buy orders.
     
  23. Like
    Grimmel got a reaction from Anhrez in 5.5 Snap Test Feedback and Bug Reports for March 13, 2018   
    I can't start my EK.  I'd really like to do some testing....
    Just had to post... now it's working... thanks!
  24. Like
    Grimmel got a reaction from Gaiawyn in Lack of Guidance   
    Yeah, since Crowfall is still early in development, the in-game guidance is not strong yet, and lots of content is still under construction.
    However, there are a number of videos on youtube that provide info on what to do and how to do it.  Check them out...
    Also, asking questions in chat will often get a helpful response.
     
     
  25. Thanks
    Grimmel reacted to thomasblair in Crafters I feel sorry for all of us.   
    I'm working on a big pass of all the stats this weekend and I'll give you some background and the process!

    Step one for me is to break the stats into buckets of where they can come from.
    There is a stat budget that Mark and I are trying to adhere too. This means that we only want to give out X amount of a stat. For example lets say we only want to give out 150 AP across all items. This means we need to divide that 150 by the number of slot locations AP can come from, as well as the number of components in those slots. Currently there are way too many. (In fact because most stats can come from pretty much every component, each component gets only a fraction of the budget) So I am reducing the number of slots AP can come from to weapons and maybe jewellery(will see on jewellery). If it ends up as one slot (weapon) then this means the entire AP budget can get divided up by the number of metal bars/metal sections that go into making weapons/shield.  (This means each component has a much larger value)
    As part of this I am also pairing many stats into stat pairs. Ie HP_max + lifesteal_bonus is now a metal plate combination. Each can be experimented independently which will make novices pick 1 and masters be able to max one and do most or all of the other if they want to. Another example is harvest_crit_chance and harvest_crit_amount is a pair on metal plates. This will reduce the overall number of combinations on metal plates to 37 instead of 66.
    Based on limiting the number of slots a stat can come from, I can now also increase the amounts that are being given out. Most stats should see a 4x-8x increase per piece they come from.

    Based on what I did today metal bars ended up with CC/AP or CA/AP or AA/SP or CA/SP or CC/CA or AP/SP kinda options. There are more. But generally weapons ended up with offensive stats. Metal Sections are a new component I made and they replace metal bars in the shields, and those have some defensive stats available to them as well as the offensive ones.

    Armor ended up with some of what I would consider exotic damage bonuses like bleed damage bonus, move speed damage bonuses, lifesteal, thorns, etc.

    Jewellery is going to end up with the really exotics like stealth/percep etc. I was considering also applying the AP/CC to them as well, but that means I would need to reduce the budgeted amounts for weapons. (Will see where I end up if the list is too bloated or not.)
     
     
×
×
  • Create New...