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

ringhloth

Testers
  • Content Count

    93
  • Joined

  • Last visited

Everything posted by ringhloth

  1. I dunno. I don't feel like this system is every going to really add much to the game. I mean, will I be able to recognize someone's weak points and target my attacks? Not really, most people will probably go all or nothing on sets of armor. Full mail, full plate, or full leather, for example. Will I be able to anticipate someone's strongest attack, and shift around my armor to compensate? Not really, because no class will be centered around only attacking feet or the head, and I can't really even expect to only be fighting that class. So why is developing this system worthwhile when it isn't going to really change how I use my gear and abilities?
  2. In reality, there aren't many (if any) mobs on the servers right now. AFAIK, their pathfinding algorithms are too intensive for the game to handle well right now.
  3. I trust the word of god on how it looks now, rather than how they wanted it took look years ago.
  4. Well, it might not be unlimited. You can only import x value of goods per day or week, and have to give up a certain amount of goods in exchange, either to be taxed into nothingness, or sent to your EK. It'll also almost certainly be part of campaign rules, so at the highest tier, we can see very limited importing to give room for newer players to run around without worrying about older players clubbing seals, and at the lowest tiers, we could see a subset of players not wanting to play with any imports at all. Well, that's not how they phrased it. It seemed to me like the spirit bank was going to be kept mostly the same, with limitations on how and where you can use it. That doesn't seem to be a guild vault, at least not to me. That isn't saying they aren't going to be in the game, but that's just not what I picked up.
  5. Interesting thing they mentioned is that you'll be able to take stuff out of your import/export box mid campaign. I wonder if this is going to be "you import things once and then have to slowly take them out over the campaign at a specific location" or a "continually import/export things based on the rules of the campaign.
  6. You said it's stupid for enemies to trade with each other, and I agree. And in the lowest two tiers, guilds and individuals are the smallest groups. Alliances will occasionally happen, but aren't going to be frequent or reliable enough for an economy to rely on them. And guilds probably won't be able to sustain a currency economy all on their own.
  7. I think you underestimate how big of a deal it will be that 2 tiers of the game just won't have an economy.
  8. Why do we have to trade? The systems of Crowfall don't seem to encourage it, at least not what we've heard. There's no currency, so we'll have to work out exhaustive barter deals for large scale transactions. There's no higher power to ensure that one side doesn't turn on the other and just slaughter them and take the goods. It can be very dangerous to move around large amounts of goods, with people constantly preying on each other. There's a lot of risk and no reward, if my guild can get all the resources we need ourselves. Why risk trading away our excess for goods we already have? A lot of the time game designers assume that if they put players in a sandbox, they'll trade and ally with each other. That's just not true. Alliances can occasionally happen, but that's really quite rare, especially in an adversarial game like Crowfall. There's nothing gained by working with my enemy, if he's ahead of me, if it's an equitable deal, since I'm just pushing him closer to victory. When you look at board games, the best alliance and trade mechanics come from rules that are specifically designed to encourage alliances and trading between players. You cannot just expect multiple groups of people to work together, when one of them is a winner, and the rest are losers.
  9. Is this functionality guaranteed to exist in the campaign world? Worries about non-existent economies are very justified, imo. I mean, if I can attack you, and take all your inventory, why should I trade? If you can use the sword I'm trading to you to kill me and win a campaign, why should I trade? This assumes that we'll be able to bring more than a handful of items into the campaign world - it doesn't take more than 10-20 minutes to craft what you will be able to take into many EKs, and again, this doesn't impact the Dregs, and probably barely effects the GvG tier. Some players. GvG and dregs will likely see almost no importing, at least from the few impressions we have right now. Others will have almost no value in trading in EKs if they're only there to get items for importing into the game. This game is supposed to be built on crafting and gathering. The game has to be designed around a sound, functioning economic model, and if Crowfall doesn't get that right, it's going to fail. It's never to early to be talking economics.
  10. 14 are online playing that campaign.
  11. I'm pretty sure the design philosophy is trying to discourage the jack of all trades.
  12. Potions show what skills at top tiers look like. Take one potion. You don't see much of a difference. Take two potions. There's a modest difference, definitely bigger than the gap between no and one potion. Take three potions. The difference is massive. No, it isn't.
  13. Potions illustrate the multiplicity of the power gain when it comes to skills. And it shouldn't be surprising when you look at it - if I have a skill that gives me 10% more ore, that's 110% of the value I was getting before. If I have a skill that gives me 10% better quality ore on top of that, I don't have 120% of the value I was getting before - I have 121%. That might not seems like an issue, but when you're getting 5-10x more materials, of 5-10x quality, 2-3x as fast, that's a huge multiplier - way more than just adding the numbers together. Ultimately, diminishing returns do not solve the problem - someone will still always be ahead, it just looks like they aren't as far ahead.
  14. But that doesn't really fix starting an account 3-4 years after the game starts. That's more of a thing for someone who starts a few months later. And that isn't even necessarily true, because if skills are multiplicative in giving power, which they certainly can be as you can see in the gathering tree, and using multiple potions versus just one (gathering faster, gathering more, and gathering higher quality materials is definitely a multiplicative relationship), then you might be getting power faster than your friend who is getting more stats.
  15. Most of those players are new, and didn't want to start on a PvP server, and would rather get a handle on the mechanics in a PvE environment. Which is smart, because people will gank you right outside the temple. They also probably don't know that PvP servers have different item spawns, since this is explained nowhere in game. Besides, there's no reason to do crafting in PvP areas because you can teleport materials between PvE and PvP without any cost or danger.
  16. Then VIP would be too much of an advantage. You'd need it to stay relevant in the top tiers of combat past a few months.
  17. We need a guarentee of scarcity in CWs - if you put resources into the CW, more resources have to come out to bring those resources in.
  18. Then what's the point of the siege window? This doesn't make any sense. Yeah, if the point of high end equipment in EKs is to just stomp people trying to learn the game, that's pretty bad design.
  19. Is it? Where do they say that EKs are just going be something that many players will visit once a campaign is over, and then ignored the rest of the time? Pretty sure they have said over and over again the EKs will be central marketplaces, which means frequent visits. Having safe spaces doesn't mean crafters are safe. You could say the same about embargo - it takes resources out of the campaign economy, giving crafters a safe place to put materials; even if they can't get them out, they won't get them if they die. Obviously, embargo does not work this way as currently designed: the areas you go to place things in embargo are not safe. You have to basically run supply caravans through disputed lands with a lot of traffic. So what if temporarily visiting outside EKs went the same way? Besides, to some extent, a lot of towns will be safe spaces already. I mean, they've mentioned that they'll have times where towns can't be attack, and if they can't be attacked, it'd kind of ruin the design if the enemy guild can run in and slaughter everyone 5 minutes before the siege window starts, yeah? So the only purpose of good equipment in EKs is to import into places where new players are going to be naturally attracted to, and stomp them? That sounds awful. Hell, why would I even do this? If I can get a decent amount of goods from the dregs, whats the point in going back to 3 faction mode? I guess if my guild held some sort of event, but I don't see a lot of top tier guilds going to 3 or 12 faction campaigns. I think Svenn's idea is better than what we have been told so far. EKs won't be central marketplace as currently designed. If they have one account, the best players playing the most rewarding content won't have any reason to buy or sell anything in EKs. That makes absolutely no sense. If they buy something, they'll never be able to take it into a campaign. If they sell something, what do they get? I guess they could buy more materials so their pointless guild hall that they can visit four times a year looks bigger. Wow. Very rewarding. Hell, mostly people won't have reasons to buy things in EWs. I mean, it's not like other import rules are going to let you take in too much stuff. No one knows for sure, but mock-ups show being able to only take equipped gear, even in the highest tiers. At the same time, I don't think FFAs are going to be lively marketplaces. Why should I trade with someone who's my enemy? Trading in pvp heavy mmos works well because the guy your trading your goods too will probably never see you again with those goods, much less in a competitive sense. In a Crowfall FFA campaign, giving someone an advantage actively harms you - your competitors are now stronger. Chances are pretty good that that sword you traded away might be later used to kill you. Hell, if you're trading in person, that sword might be used to kill you the instance you exit out of the trade window. And why wouldn't they? If they're combat speced, and you aren't, they should be able to wipe the floor with you, and take all of your equipment, including the stuff they just gave you.
×
×
  • Create New...