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Badwolfe

Testers
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    354
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  1. Like
  2. Haha
    Badwolfe got a reaction from JamesGoblin in Centaur race   
    Highly doubt the centaur will get a mount - but maybe centaurs can become a mount for other group members
  3. Like
  4. Like
    Badwolfe got a reaction from ilogos in Which race will your cleric be?   
    Cleric rat all the way for me
  5. Sad
    Badwolfe got a reaction from Ajmes87 in Duelist - The only Class remaining with a single Race option? Lets remedy this by supporting other "Dextrous and Dashing" races ASAP!   
    Same here.....keep the Duelist as a Rat speciality
  6. Haha
    Badwolfe got a reaction from JamesGoblin in Which race will your cleric be?   
    Cleric rat all the way for me
  7. Like
    Badwolfe got a reaction from RileyStang in Not all training paths are equal or even equitable   
    Crafting in general needs looking at.
    A Blacksmith can craft a one handed weapon and only need 3 hides made into stitched leather from a leather worker.
    A woodworker wishing to craft a one handed book needs components from a blacksmith, a rune maker and a leather worker and currently contains 2.5 times more metal than it does wood.  Crafting is currently riddled with imbalances
  8. Like
    Badwolfe got a reaction from Thubub in Soulgems and Gems   
    The thing though Anthrage is that I believe minerals only come out of stone motherlodes like gems only come out of ore motherlodes. I don't believe there is anything that comes out of the normal nodes for stone where as both soulgems and cutting grit can be mined by a solo harvester from ore. To obtain a balance they either need to add two useful items to normal stone nodes or they need to take either cutting grit or soulgems out of small ore deposits and put them into small stone deposits. That way both mining and quarrying have both a solo and group harvesting reward. As it currently stands mining is far more useful than quarrying.
    Personally I think the soulgems should be moved into the small stone nodes. That way mining covers jewellery crafting (gems & cutting grit) and quarrying covers necromancy / thralls (minerals & soulgems)
  9. Like
    Badwolfe got a reaction from ledeir in Online/Offline   
    I've got a lot of craft stations in mine. Long term plan (if it becomes possible) is just leave it public for people to pop in and out of to use them
  10. Like
    Badwolfe got a reaction from Wolfwynd in Not all training paths are equal or even equitable   
    Crafting in general needs looking at.
    A Blacksmith can craft a one handed weapon and only need 3 hides made into stitched leather from a leather worker.
    A woodworker wishing to craft a one handed book needs components from a blacksmith, a rune maker and a leather worker and currently contains 2.5 times more metal than it does wood.  Crafting is currently riddled with imbalances
  11. Like
    Badwolfe got a reaction from Fitzchivarly in Why I am extremely dissapointed (waste of money)   
    The mood of this thread is quite worrying in places. Yes the guy approached his post the wrong way and yes as I said in my first post there was a lot of things he could have done to make his first experience of CF a lot easier but come on is there really all this need for quite drastic hostility in places.
    Its starting to become a worrying trend on these forums how some people are resorting to quite abrasive personal attacks when they read something they don't agree with.
    The last thing we need is for these forums to start giving new people visiting them the impression that the CF community is a rather toxic group of people. There's quite a large space game out there that has a community that is well known for doing just this and it has no doubt put off some people from participating or even trying the game. 
    We are all here to support the game and help it succeed and that includes showing courtesy to those who may annoy us. At the end of the day these people are prospective players of the game and may in time learn to contribute in a more constructive manner themselves.
  12. Like
    Badwolfe reacted to PopeUrban in Not all training paths are equal or even equitable   
    Honestly I think the experimentation mechanism is fine and suffers only from the lack of mass production. Its annoying to have to random roll literally every single item but keep in mind that the end goal is much more similar to the SWG system, in which you're random rolling for blueprints and mitigating RNG rather than controlling it entirely is the goal of the system.
    Random rolling every single component, and then every single second tier component, and then every single sword on top of that? That's arduous and irritating. However the end product here is that you can blueprint out one good metal bar, mass produce it in a crate of several HUNDRED metal bars, at which point you've "solved" half of the RNG for subcomponents for a long while, get a good roll on a component from said bars, and you've solved that RNG, and so on up the line. With a small amount of RNG and luck you've reliably produced 20+ swords with good rolls while actually only "rolling" the equivalent RNG of 5-10 swords, and making that RNG more likely to output a good (but likely not PERFECT) result as you go.
    Mass production makes RNG more of a choice in the process. You're choosing between "well this roll is pretty good, do I want to keep trying for a better roll and possibly wasting materials, or keep this one for a blueprint and stop rolling this component for a while?" rather than the only option being "roll again"
    The overall goal being that mass production is the counter to RNG, and that luck and scale have a much more complex relationship than they do now. In the SWG system such mass production mechanisms made the compexity of your entire supple and production chain very important as those were a much bigger point of how reliably you could output items with a desired stat roll than how good your individual dice rolls were. Currently, without that system, luck overtakes the crafting process as you're RNG for every single roll of every single part of every single item. Ideally your dice rolls are a much smaller part in the overall output of items. Crafting speed is a huge part of that I'd imagine, as the tradeoff with mass production is usually you can get more reliable mitigation of RNG, but it takes far longer to do so. Blair already stated on a stream, for instance, that the number of experimentation rolls done on an item lengthen the blueprint's crafting time.
    I think the bigger issue with crafting as is is that most of the stats are pretty boring and simply lead to building very cookie-cutter gear with a lot of false complexity rolls that do the same thing in practice even though they take up half of the crafting stats list. Like, what's interesting and fun about every single damage type having its own crafted piercing stat? We don't do that for crit chance or damage. Gear selection is directly controlled by disciplines. You put together a build based on discs, and that build dictates the optimal gear. I'd like to see gear have a slightly larger emphasis on functionality of a build than simply influencing its efficiency as it does now. All those "bonus thorns" and "bonus lifesteal" style stats for instance. Why couldn't those just... do the thing? Now I can choose between disc powers and gear for certain effects, or choose to double them up, etc. Where are the proc chances or resource return or other non damage/mitigation effects?
    If I have to fault the design of the crafting system for anything its for having boring practical stat distributions that seem to exist only to buff stuff people's build already has rather than add anything interesting to it.
  13. Like
    Badwolfe reacted to blazzen in Class Issue Fixed?   
    My hope is the game becomes more about player skill than how much gear/training you have. Gear/training matters too much right now which means mean fights are decided before they even start. 
    A well geared/trained player will literally do 3 times the damage a player who has less training and basic/intermediate gear can do. I'm not sure any amount of player skill could overcome such a disparity.
  14. Like
    Badwolfe got a reaction from Kiro in 2v6 noob smashing   
    Why does it need to go there? I think its good that everyone can see it and discuss it. Your comment comes across as ACE ignores the majority of their own forums and only really value the opinions of their whales
  15. Like
    Badwolfe reacted to Jah in What to do when new?   
    The ranks of the resources on the current campaigns are very high. It is great for the vets, but not so great for a new player. Perhaps this suggestion would help:
     
  16. Like
    Badwolfe got a reaction from Groovin in 2v6 noob smashing   
    Why does it need to go there? I think its good that everyone can see it and discuss it. Your comment comes across as ACE ignores the majority of their own forums and only really value the opinions of their whales
  17. Like
    Badwolfe got a reaction from Ipimus in State of Crafting   
    What you seem to forget though is that pre-Trammel UO was losing player numbers and the introduction of Trammel actually increased the numbers of people playing UO from that point onwards. Whilst your wolf / sheep analogy is a good one what you have to remember is for the balance to be maintained long term you have to make being a sheep 'risky' - you certainly don't make it 'unfair'
    Mother Nature has demonstrated this fact time and again in the real world where if predators get too much of an unfair advantage then the prey either moves on or dies out completely. Either way the wolves end up dying out themselves when there is no longer any prey to eat.
    You are right that the interplay between hunters and hunted is instrumental in the long term success of the game but this needs to be achieved through levels of risk and not through levels of fairness. Human nature dictates that anyone subjected to constant levels of unfairness remove themselves from that situation in one way or another. There always needs to be that element of a 'chance to escape' - the possibility that they may just get away occasionally to keep the sheep in the area. 
  18. Like
    Badwolfe got a reaction from KrakkenSmacken in State of Crafting   
    What you seem to forget though is that pre-Trammel UO was losing player numbers and the introduction of Trammel actually increased the numbers of people playing UO from that point onwards. Whilst your wolf / sheep analogy is a good one what you have to remember is for the balance to be maintained long term you have to make being a sheep 'risky' - you certainly don't make it 'unfair'
    Mother Nature has demonstrated this fact time and again in the real world where if predators get too much of an unfair advantage then the prey either moves on or dies out completely. Either way the wolves end up dying out themselves when there is no longer any prey to eat.
    You are right that the interplay between hunters and hunted is instrumental in the long term success of the game but this needs to be achieved through levels of risk and not through levels of fairness. Human nature dictates that anyone subjected to constant levels of unfairness remove themselves from that situation in one way or another. There always needs to be that element of a 'chance to escape' - the possibility that they may just get away occasionally to keep the sheep in the area. 
  19. Like
    Badwolfe reacted to Jah in An Introduction to Vendors - Official Discussion Thread   
    I'm pretty sure we will find ways to use them. And even if we don't we can test functionality while we wait for the cart and the horse to get hooked up properly.
  20. Like
    Badwolfe reacted to PopeUrban in An Introduction to Vendors - Official Discussion Thread   
    I'll shortcut that and tell you how people are going to use them right now:
    People with houses will place some in personal private EKs for personal storage, putting a bit of gold on the purse so they remain open as storage space. Since every player owns a private EK, a large number of players own backer or test housing, current storage is really tiny, and the following usage problems exist,this will be hands down the most popular use. People who want to run public trade spaces will be required to have a client online to keep the EK open, as only the owner can put an EK online currently and it is virtually impossible that any EK will have at least one player in it 24/7 through the natural course of play. Those without alt accounts are essentially prevented from using the system in its current iteration, as only the owner can currently place and administrate structures, making it impossible to pool resources or designate a "guild afk bot" to keep the EK online. You will see a lot of idle server uptime with no activity in it. You guys will need to implement phase one of EK admin chain permissions so assets don't have to be surrendered to the owner to sell them, and change the way the current EK onlining permissions work if you want players in large numbers to use the vendors as intended You guys will need to make the upkeep function in real time if you want to dissuade people from using them as extremely low cost sotrage space.
  21. Like
    Badwolfe reacted to PopeUrban in An Introduction to Vendors - Official Discussion Thread   
    So for the first iteration the vendors are a bit useless in a practical context unless you leave yourself online 24/7 camped out in an EK.
    EKs go offline extremely quickly once empty and I can't exactly play in a campaign world and camp out in my EK to ensure it is open for customers at the same time. The use case for vendors here is nonexistant. They do the exact same thing as me sitting in my EK waiting for people to open trade with me unless I leave the client running.
    For this first iteration it sounds like vendors only have utility for players with an alt account they can park in their EKs, which is going to make it vitually impossible to accurately judge how players use them in a practical context.
    Further, if they don't actually charge upkeep when the EK is offline then their primary function will be storage, not sales as there is no practical long term cost, they can not be used as a storefront unless you're willing to camp out in your EK, and as such I welcome my new banks that may one day be useful vendors.
  22. Like
    Badwolfe reacted to Scree in An Introduction to Vendors - Official Discussion Thread   
    Honestly, that's exactly what they are hoping you'll do. Even if you can filter it down to just EK's with active vendors, they don't ever plan on centralizing it to the point where you can rapidly find the cheapest price. That's not what they are going for.
    Anyone expecting a central marketplace is at best going to find a popular market hub and work from there. Many will vie for this location, few will succeed.
  23. Like
    Badwolfe reacted to KrakkenSmacken in An Introduction to Vendors - Official Discussion Thread   
    I have found with groups of online people, that after a certain numerical threshold of participants has been reached, the structure begins to wobble and eventually collapse. 
    Large EK's will need to enforce rules, such as minimum inventory, regular shop maintenance, etc. This will lead to social friction, fractionalization, etc, especially since unlike other games, there will be no locational/travel controls of movements between EK's. 
    At least that's how I envision them working.
  24. Like
    Badwolfe reacted to blazzen in ACE Q&A for March - Official Discussion Thread   
    @thomasblair @mhalashace ultimate abilities are pre-charged on TARGET DUMMIES in the beach heads prior to going out to fight. That is what is meant by "pre-charging". 
  25. Like
    Badwolfe reacted to Nervontuxis in training points   
    Yeah well somewhat, tho what restricts the abuse heavily is the fact you need to cap the tree at 100% first, then you can fill tomes as far as i understood.
    And I don't think the market will be that huge for basic skills. Sure it's gonna be a long term invest if you see yourself running several accounts, maxing something say Hybrid tree and then toming it to sell. Gotta remember that the skill trees are now running with x10
    But yes, multi-accounting is and will always be an advantage in games that have any type of passive training or with limited points on skills. Crowfall is no dif in that way. It's definitely beneficial to example have 1 account for each crafting and a main account for combat + harvest. But I think a lot of this advantage gets eaten away by the fact you can't progress faster even if you had a 100 accounts. Crowfall is a guild based game which kinda evens the play field. Every guild will have their designated crafters who max a certain craft asap. So I can't really see my self falling from the competitive scene even if I only ran 1 account.
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