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Ironmike

Testers
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  1. Like
    Ironmike got a reaction from JamesGoblin in Will we improve EK browsing from current 'game lobby' to something more immersive e.g. like the universe of world concept art? Integrate 'moon gate' like travel?   
    I was thinking the same thing - something like the Mount and Blade map, where you control a little horses and move onthe map to instanced areas.
     
    1. To get your EK region on the map, you have to have a certain number of people, more people and thelarger your region appears on the map.
     
    2.You can see other players moving to EK regions, with trade lines and other UI and EK stats avail le for view. 
  2. Like
    Ironmike got a reaction from JamesGoblin in Crafting Master List   
    I enjoy working with harvesting, commodities (ore, rock, food etc), currencies and trade and crafting is essential to all of these things - please add me as crafting matters!
  3. Like
    Ironmike got a reaction from JamesGoblin in Worlds Parcels - Comparison and Overview   
    Apparently placing them around a stronghold is beneficial also.
  4. Like
    Ironmike got a reaction from JamesGoblin in Worlds Parcels - Comparison and Overview   
    Thanks - would these definitions in your opinion be accurate then? 
    Land Cell – (Recommended definition for clarity) This is the smallest defined division of “Land” as specified by Crowfall Geomancy. As a real world analogue in the U.S. – think “Acre,” as an acre of land simply is – a specified dimension of dirt, water, air or combination thereof, extending upward into space (the heavens) and downward (the abyss, or possibly china) . Since a land cell is the real world analogue of a unit of land, it can be measured geospatially and is tangible asset. The dimensions of one land cell is 256 meters by 256 meters.
     
    Parcel – A parcel is one or more Land Cells stitched together physically and also stitched together by some sort of intangible (but legally or ruleset) definition as an individual unit. Example is a Fort Parcel. (Same US real world definition). A parcel has both tangible (fort walls, a house) and intangible assets (ability to collect taxes, ability to grant access, ownership).
     
    Kingdom – 400 land cells, stitched together physically with the dimensions of 20 cells in the x direction, and 20 land cells in the y direction.
     
    Eternal Kingdoms – A collection of Kingdoms, not stitched together physically and to move between them physically requires some way other than by foot (physically) to reach.
  5. Like
    Ironmike got a reaction from JamesGoblin in Worlds Parcels - Comparison and Overview   
    From what you have looked at, are the population requirements restrictive or enabling - for example can a fort kingdom have 100 player parcels in it - it just enables the fort to be upgraded, or 
    One must build the next larger building in order to have more player parcels drop their lot in it? (If that made sense), or
     
     
    A kingdom, let's say farm, can support one "shop" within it, but all sorts of players could add their parcel to an adjacent free parcel area in the "zone"
  6. Like
    Ironmike got a reaction from JamesGoblin in Worlds Parcels - Comparison and Overview   
    Superb article and information- your the best!
  7. Like
    Ironmike got a reaction from Mayhem_ in Eternal Kingdoms as Campaign Marketplaces   
    You pretty much nailed it. Economic activity in a 100% PvP world (such as The CW's) will never have an economy, nothing will be traded at large at all except between those of the highest trust (and even then - not much). So what you see is not a dilemma, but the reality. EK will be the only area with economic activity because of law and order. 
    The item broken at the moment is the very thin import pipe from EK to the CW.'s The best resources come into the EK in a big fat export pipe, but only a trickle can be imported, if at all. If their model does not change, EK will become the dumping ground of worthless resources from the CW's. Yes, even the "rare" stuff from dregs becomes worthless, as a 1% drop rate times 100,000 is still 1000, and if the demand is only 100 in the EK, and one cannot import it to the CW's, one ends up with 900 extra in the EK. 
    Another way to put it, would be like going to Wal-Mart, only anything you bought can only be consumed, used, or worn in Wal-mart, They also provide lockers for a fee. If you go to the parking lot door, you can wear clothes or take some camping equipment and guns. If you take the door to the street, however, you cannot take out anything you bought or own and go naked. You can bring in a gun or money from the street though. 
     
  8. Like
    Ironmike got a reaction from Lumar in If you are new to Crowfall, introduce yourself here!   
    Hi all! I was referred here from Raph Koster's blog, (I'm a lurker). Old Shadowbane and SWG player. I PvP with money.Still looking for Shadowbane/SWG part two and maybe this is it:)
     
    MMOs Played:  (DikuMUD, EQ TZ (SinFae), WW2 Online (Leader Lafayette), DAoC (SinFae), Shadowbane - Mourning (Sinfay) MH, Vengance (Sinfae-JOW), Cataclysm Sinfae, Almost defeated FA but didn't lol.Good times. 
     
    Did level design for a small commercial wargame (Single player levels, they had a nice level scripting tool). Shipped title. 
     
    Then SWG from start till it sucked (Ahazi-SinFae) and was a miner, and commodities trader. Darkfall (Ironmike) but after a few months didnt have the time.Also EVE 2004 player, though havent played since 2007, (Hi Sec Pirate). 
     
    Last MMO was A'therys Ascended - it is honestly the minecraft mirror image of what Crowfall could be, seriously, similar rule set and lasted a long time. 
     
     
    Anyway, Hi! Look forward to helping out in beta 2 and beyond
  9. Like
    Ironmike reacted to ringhloth in Eternal Kingdoms as Campaign Marketplaces   
    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.
  10. Like
    Ironmike reacted to Svenn in Eternal Kingdoms as Campaign Marketplaces   
    That's easy. Two reasons. 1) There is nothing to fight over in the other worlds and 2) you can freely transfer your resources from one to another. It's really not relevant to what release will be like.
  11. Like
    Ironmike reacted to Kraahk in Eternal Kingdoms as Campaign Marketplaces   
    The interesting thing is, that this suggestion has caused two pages of discussion within one day. Not many got this far.
    I love the kingdoms (they were my biggest reason to join crowfall during kickstarter), i will provide at least one community kingdom, so generally having more people joining the EK's should be in my interest. Nevertheless, my first thought regading this idea was 'NO - just doesn't sound right for the crowfall vision'.
    However, asking about the reason why players should enter EK's and how to connect EK's and CW's in the best possible way are solid questions. Beeing creative about possible solutions regarding possible problems is a great thing that has to be supported. This suggestion IS very creative and out-of-the-box. I have to applaude to the general type of thinking that lies behind it. Quiet frankly, i don't know what to think about it right now, but i will give it a thought. At least some parts have some potential to be a great addition to the game.
  12. Like
    Ironmike got a reaction from Armegeddon in Eternal Kingdoms as Campaign Marketplaces   
    You pretty much nailed it. Economic activity in a 100% PvP world (such as The CW's) will never have an economy, nothing will be traded at large at all except between those of the highest trust (and even then - not much). So what you see is not a dilemma, but the reality. EK will be the only area with economic activity because of law and order. 
    The item broken at the moment is the very thin import pipe from EK to the CW.'s The best resources come into the EK in a big fat export pipe, but only a trickle can be imported, if at all. If their model does not change, EK will become the dumping ground of worthless resources from the CW's. Yes, even the "rare" stuff from dregs becomes worthless, as a 1% drop rate times 100,000 is still 1000, and if the demand is only 100 in the EK, and one cannot import it to the CW's, one ends up with 900 extra in the EK. 
    Another way to put it, would be like going to Wal-Mart, only anything you bought can only be consumed, used, or worn in Wal-mart, They also provide lockers for a fee. If you go to the parking lot door, you can wear clothes or take some camping equipment and guns. If you take the door to the street, however, you cannot take out anything you bought or own and go naked. You can bring in a gun or money from the street though. 
     
  13. Like
    Ironmike got a reaction from IHeartFargo in Eternal Kingdoms as Campaign Marketplaces   
    You pretty much nailed it. Economic activity in a 100% PvP world (such as The CW's) will never have an economy, nothing will be traded at large at all except between those of the highest trust (and even then - not much). So what you see is not a dilemma, but the reality. EK will be the only area with economic activity because of law and order. 
    The item broken at the moment is the very thin import pipe from EK to the CW.'s The best resources come into the EK in a big fat export pipe, but only a trickle can be imported, if at all. If their model does not change, EK will become the dumping ground of worthless resources from the CW's. Yes, even the "rare" stuff from dregs becomes worthless, as a 1% drop rate times 100,000 is still 1000, and if the demand is only 100 in the EK, and one cannot import it to the CW's, one ends up with 900 extra in the EK. 
    Another way to put it, would be like going to Wal-Mart, only anything you bought can only be consumed, used, or worn in Wal-mart, They also provide lockers for a fee. If you go to the parking lot door, you can wear clothes or take some camping equipment and guns. If you take the door to the street, however, you cannot take out anything you bought or own and go naked. You can bring in a gun or money from the street though. 
     
  14. Like
    Ironmike reacted to Otto in EK Overview - Official discussion thread   
    Nice EK update and video.
    Sadly the EK in the video is infested with rodents.
  15. Like
    Ironmike got a reaction from Anhrez in My concerns on the current Social Gathering requirements   
    Harvesters will just use alts for the MLs, mainly to get minerals and gems. 
     
    Guilds will have a platoon of miner / harvester alts from their core player/fighter types. It is a necessity because no one can count 100% on random harvesters they do not know, so alt harvesters are needed to make walls and etc. 
     
    Sure the outer circle of guilds or factions will have some harvesting capability, but ya just can't count on it, (unless a trade system is established). Yhis is the reason why "group" harvesting is really a mirage, (was in SWG, is in Eve, will be in CF) - its alts you see, not a group of different players!
     
    Most harvesting will be done solo, or in the case of a pro harvester, their main and alt. So yeah, I think the limit of ML to 2+ people is non-sensical. One can say a player "should" be doing this or that, but a harvester will always maximize efficiency of their time for highest profit and one can easily do it solo/with mule alt. 
     
    The issue with group dependency of harvesting is time and return. Every other real person not only reduces yield/profit but also is a mega time waster, when by the time things get organized one may need to logoff (complete loss) or could have harvested more solo / withalt. Harvesting should be modeled after the crafter, individual action, collective dependencies.
  16. Like
    Ironmike got a reaction from JamesGoblin in My concerns on the current Social Gathering requirements   
    Harvesters will just use alts for the MLs, mainly to get minerals and gems. 
     
    Guilds will have a platoon of miner / harvester alts from their core player/fighter types. It is a necessity because no one can count 100% on random harvesters they do not know, so alt harvesters are needed to make walls and etc. 
     
    Sure the outer circle of guilds or factions will have some harvesting capability, but ya just can't count on it, (unless a trade system is established). Yhis is the reason why "group" harvesting is really a mirage, (was in SWG, is in Eve, will be in CF) - its alts you see, not a group of different players!
     
    Most harvesting will be done solo, or in the case of a pro harvester, their main and alt. So yeah, I think the limit of ML to 2+ people is non-sensical. One can say a player "should" be doing this or that, but a harvester will always maximize efficiency of their time for highest profit and one can easily do it solo/with mule alt. 
     
    The issue with group dependency of harvesting is time and return. Every other real person not only reduces yield/profit but also is a mega time waster, when by the time things get organized one may need to logoff (complete loss) or could have harvested more solo / withalt. Harvesting should be modeled after the crafter, individual action, collective dependencies.
  17. Like
    Ironmike reacted to Vectious in My concerns on the current Social Gathering requirements   
    I can see your point. You are confused why they require harvesting to be a group activity while crafting would not be a group activity. Push restrictions on one type of player while not putting the same restrictions on another.
     
    Its actually a very valid question. However, its important to note that you CAN harvest by yourself, you just assume all risk and harvesting deficiency. 
     
    Although, in theory the restrictions exist for a crafting as well. It comes in the form of requiring crafted components that another crafter can produce.
     
    Example would be making a 1 handed book. It requires a metal clasp that is made in blacksmithing, also requires chapters that are made in rune crafting. But the last recipe step is in woodcrafting.
     
    This sort of creates the dependencies. However, i would argue that these are passive dependencies, not active dependencies that harvesting has. After all, you can always just buy this stuff from a vendor, a harvester does not have the luxury of buying a slave to help them harvest.
     
    But i mean, not all game play is supposed to be equal, right?
     
    (But lets ignore the elephant in the room that in practice, the crafter will have 2-3 other accounts to make themselves the other components, so the passive dependencies actually dont exist.)
  18. Like
    Ironmike reacted to Helix in Balance Zerg?   
    I was sent by grocery clerks to collect a bill...
  19. Like
    Ironmike reacted to Anthrage in Factions - Which will you choose?   
    So, it's finally here - some structure. Factions and POI-based resource hubs. Things are about to get interesting, even with so many other pieces missing, we're going to see some first hints of release gameplay.
     
    Open question for everyone - and I understand many will want to keep the answer to themselves: What faction will you play?
     
    For myself, it will be Balance. My guild's lore is based around the concept, and I can't wait to see if and how the ideal can be manifest in game...
  20. Like
    Ironmike got a reaction from JamesGoblin in Crowfall's Combat System is Flawed   
    Its all about mobility, stuns and crits (except for the siege part). 
     
    Resources that enable this will be in the highest demand. Those that don't won't. 
  21. Like
    Ironmike reacted to monsterfurby in Poll: Have you ever managed a MMORPG City/Kingdom? Would you do it again?   
    I ran a UO shard once upon a time and had a fairly substantial leadership role in a larger SWG group. Can only echo what most people said here - when it works, it's great, but once it doesn't, you have to be extremely careful not to trigger a runaway domino effect that has the whole thing crumbling down in tears and personal drama. 
     
    In the end, the main thing one manages is how seriously people take the project. If the lead (by whatever description/title) doesn't manage to compel others to see the city/project/guild as an actual commitment to actual people, it's bound to fail. In a purely virtual environment, that's really bloody hard and something experience has taught me is not necessarily my forte.
  22. Like
    Ironmike reacted to VIKINGNAIL in Crowfall's Combat System is Flawed   
    Crowfall's combat is low skill-ceiling, the archetypes imo suffer from the gw2 syndrome of small skill bars.  I doubt this is going to change much.  Optimization will increase the skill-ceiling a little but this game will never have that precision action combat that we see in some of the eastern mmos. 
     
    What it does have though is the potential for intrigue and the social elements will help give combat meaning. 
  23. Like
    Ironmike got a reaction from JamesGoblin in Wanted: Community creations - Official discussion thread   
    I second this. My strategy was to spin a Kingdom vs a guild also, (Nation, city state etc). 
  24. Like
    Ironmike reacted to Kraahk in Wanted: Community creations - Official discussion thread   
    Is there a specific reason why this is restricted on guilds and don't include other groups, like community kingdoms or roleplay sites and such?
  25. Like
    Ironmike got a reaction from JamesGoblin in Wanted: Community creations - Official discussion thread   
    @Pann - is using CC-BY OK? (Music)
     
    https://creativecommons.org/licenses/by/2.0/
     
    Its just attribution, no other restrictions. 
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