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About baerin
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Treepie
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Beyond the Wall
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JamesGoblin reacted to a post in a topic: The Music of Crowfall - Official Discussion Thread
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The Music of Crowfall - Official Discussion Thread
baerin replied to ACE_JackalBark's topic in News & Announcements
While clearly themed, the music just doesn't capture my imagination the way I think it should. Even in the dead of winter the human spirit fights on and burns brightly in the darkness. I think without that undercurrent in the sound design the wilderness will feel oppressive and combat the desire to explore. Our characters are not timid villagers, afraid of shadows and death. We go boldly into the unknown and danger seeking adventure, insatiable in wanderlust and conquest. -
baerin reacted to a post in a topic: Mid-Year Checkpoint - Official Discussion Thread
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baerin reacted to a post in a topic: Mid-Year Checkpoint - Official Discussion Thread
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baerin reacted to a post in a topic: Mid-Year Checkpoint - Official Discussion Thread
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Timelapse and Lineups - Official Discussion Thread
baerin replied to ACE_JackalBark's topic in News & Announcements
Ooh, very nice. Really like the glassy look of the wood elf weapons. I enjoy every update, but ones that add flavor and culture like this are my favorite. -
baerin reacted to a post in a topic: Timelapse and Lineups - Official Discussion Thread
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Armegeddon reacted to a post in a topic: Wildcrafting - Official Discussion Thread
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Wildcrafting - Official Discussion Thread
baerin replied to ACE_JackalBark's topic in News & Announcements
I do hope it's not LITERALLY instant gathering, Skyrim style, because that may get a little silly. Good news nonetheless! -
baerin reacted to a post in a topic: Wildcrafting - Official Discussion Thread
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baerin reacted to a post in a topic: Wildcrafting - Official Discussion Thread
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baerin reacted to a post in a topic: Wildcrafting - Official Discussion Thread
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baerin reacted to a post in a topic: Updated Gophers Crafting Sheet
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Pre-Alpha 5.6 Video - Official Discussion Thread
baerin replied to ACE_JackalBark's topic in News & Announcements
The pacing of the video was a little slow and could be about 50% shorter, but I agree with Anthrage, it makes me want to play! Really love the look of the forest adventure zone. -
baerin reacted to a post in a topic: Pre-Alpha 5.6 Video - Official Discussion Thread
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baerin reacted to a post in a topic: Days and Nights - Official Discussion Thread
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Live with Jon O'Neal - Official Discussion Thread
baerin replied to ACE_JackalBark's topic in News & Announcements
Those mountains look so damn good! -
Pre-Alpha 5 Live! - Official Discussion Thread
baerin replied to ACE_JackalBark's topic in News & Announcements
Markers for higher quality nodes was mentioned, and it occurred to me that that might be something that could improve with training. Like a more experienced Logger would have a better eye for good trees, and thus can see them further away. I think it fits perfectly in the spirit Exploration, and would improve the value of trained/experienced scouts. Edit: Another way to make this a bit more than just, "good stuff glows," would be to adjust the environment around high level nodes, or vise versa. In Fortnite new players quickly learn where the good stuff comes from, and the ches -
Spawl reacted to a post in a topic: FotW: Kingdoms and Vassals Pt. 1 - Official Discussion Thread
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Passive skill training is already a good candidate for a mobile app, but the more I think about managing a kingdom the more I think we will need to be able to interact with this stuff while we're away from our computers. At the least something to manage permissions and get push notifications when stuff happens. "HappyCastleBuilder97 has moved your Cottage." "xXBigGrieferXx would like permission to remove your Citadel."
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It sounds like we need permissions that go all the way back up the tree too. I'm ok with the Monarch moving my building, but I don't want him re-arranging all my furniture, or putting my merchant in the back alley while I'm logged off. Can there be a two way street here? You're the City Builder, I'm the Building Owner. I let you move my building, but if you want to move my stall to another socket on the building I want to be notified and have a window of time to log in and do that myself, or not and grant short term permission to the City Builder.
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Love the Exploration piece. I appreciate that it shows a true Exploration spec in action. The earthy blend of harvester, combatant, and scout is my happy place. Any idea what the red item is on the underside of the backpack?
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JamesGoblin reacted to a post in a topic: ACE Q&A for February - Official Discussion Thread
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ACE Q&A for February - Official Discussion Thread
baerin replied to ACE_JackalBark's topic in News & Announcements
What a great Q&A! Some of my favorite bits. "So what we didn't get into was Tracking and Hunting [...] That's the piece I've got some big ideas I want to get to, that I wasn't ready to talk about yet. [...] So that's [Stealth/Perception skills interaction] a baseline." ~ "And I'd still love to go back to roads and give roads a speed up" -
Tinnis reacted to a post in a topic: Moon gates to travel between continent (40x40) maps
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JamesGoblin reacted to a post in a topic: Moon gates to travel between continent (40x40) maps
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Gummiel reacted to a post in a topic: Moon gates to travel between continent (40x40) maps
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Moon gates to travel between continent (40x40) maps
baerin replied to Tinnis's topic in General Discussion
Now that you mention it I'm hoping we'll get the option to enter campaigns from one way moon gates in our EK's. So like high import campaigns you have huge pack animals and baggage trains going through these big gates that are only open for a day or so. Maybe gates are a POI of sorts that occur naturally in each campaign world zone, and they're called Moon Gates because they move with the cycles of the moon? In any case, the further we can get from lobby based world swapping and towards immersion the better. -
Jah reacted to a post in a topic: We Need Beheadings
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Dwartii reacted to a post in a topic: We Need Beheadings
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Title says it. In campaigns where the vessel itself can be looted, we need an option that results in vessel destruction like a beheading. "When you play the game of thrones, you win or you die. There is no middle ground."
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I wouldn't mind this for weapons or helmets in campaigns with equipment looting.
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elvo reacted to a post in a topic: Use Emails as Logins NOT Usernames
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I really don't know why every class doesn't just have a small dodge roll as a baseline.