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baerin

Testers
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  1. Like
    baerin got a reaction from JamesGoblin in The Music of Crowfall - Official Discussion Thread   
    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.
  2. Like
    baerin reacted to jtoddcoleman in Mid-Year Checkpoint - Official Discussion Thread   
    Yeah, I do hate water.  we have some generating in some of the parcels -- it's just not working great, because we haven't spent any real time on it.   Flowing water, in particular, is annoying, because it causes issues at parcel boundaries (which is why the "riverlands" tile set is currently dry.)
    I'm sure we'll have to make it better eventually.  just not high on my list.
    Todd
     
  3. Like
    baerin reacted to ACE_JackalBark in Mid-Year Checkpoint - Official Discussion Thread   
    I'm a specialist at caring for the community.
    Yes, even you. <3
  4. Like
    baerin reacted to Jah in Mid-Year Checkpoint - Official Discussion Thread   
    Thanks for the update!
    Now, back to work!
  5. Like
    baerin reacted to ACE_JackalBark in Timelapse and Lineups - Official Discussion Thread   
    Check out this timelapse of a weapon being sculpted, with bonus racial weapon designs!
    FULL STORY
  6. Haha
    baerin got a reaction from Armegeddon in Wildcrafting - Official Discussion Thread   
    I do hope it's not LITERALLY instant gathering, Skyrim style, because that may get a little silly. Good news nonetheless!
     
  7. Like
    baerin reacted to ZYBAK in Wildcrafting - Official Discussion Thread   
    "A cook could be just as important as a blacksmith, a gatherer as necessary as a miner."
    Cooking a future crafting skill? GIVE ME THE COOK!
  8. Like
    baerin reacted to Weebles in Wildcrafting - Official Discussion Thread   
    @jtoddcoleman @ACE_Jackal
    Since there will be more focus on food and the harvesting/growing of said food.  Will there be a possibility of adding a food timer to cause said food to expire?  This would cause the minute to minute loop to stay intact for the entire campaign rather then a guild just amassing food during the first season when resources are plenty and then riding out that food store for the rest of the campaign.
  9. Like
    baerin reacted to ACE_JackalBark in Wildcrafting - Official Discussion Thread   
    Introducing wildcrafting: the act of gathering plants and reagents.
    FULL STORY
  10. Like
    baerin reacted to Gopher in Updated Gophers Crafting Sheet   
    I have re-worked my spreadsheet and here it is, it is a work in progress but have at it.
     
    https://docs.google.com/spreadsheets/d/1_0b3D4iXs5XWqSCGVjjyRZEjjMzJotPoZpAqXMuTJDk/edit#gid=1714338662
  11. Like
    baerin reacted to Anthrage in Pre-Alpha 5.6 Video - Official Discussion Thread   
    This video is insanely good, it makes ME want to play - great job to those who put it together!
  12. Like
    baerin reacted to Kraahk in Days and Nights - Official Discussion Thread   
    Mostly what durenthal said.
    40 minutes cycle with monster metamorphosis might be ok for test. Can't really imagine this in the campaigns,though. Playing several months in the same campaign and the monsters all the time changing their bodies every x minutes - strange.
    It think for me it would feel better if the spawners change by a certain chance per each season. So may be in spring 5% of them would become winter spawners, 15% in summer, 50% in fall, 95% in winter. Changing both the optic of the diorama and the hunger-type of the monsters (or their chance to be this or that variation). It would also provide some variation, because it's only by a certain chance. It could also be used to link the spawn types to the current campaign result. Let's say if order is on top (who fight the hunger), it would lower the possibility for winter spawners, while if chaos rules the chance gets higher.
    However, day/night/moon cycle being meaningful is a great thing. How about moonstone and moonsilver, glowing only at night, usable as components for weapons/armor/buildings? See my banner glow at night. And ... welcome to the Moonshine-Citadel! xD
      
  13. Like
    baerin reacted to Destrin in Days and Nights - Official Discussion Thread   
    Best news drop in a while guys!  5.7 is going to be dope AF.
  14. Like
    baerin reacted to Durenthal in Days and Nights - Official Discussion Thread   
    40 mins for the length of a day sounds awfully fast to me, but I'll reserve judgement until I see it implemented.
    Vampires and Werewolves - meh.  If they're strong at night and weak during the day, then the fast day/night cycle will likely be necessary for balance issues.
    The hunger shards on the ground and new skills in excavation sound alright.  Modifying weapons with DoTs and drains etc sounds good.  But you'll need more DoT removal discipline powers spread out among more disciplines (that's an ongoing concern with a lot of the discipline powers - there should be alternative means to get them, and counters to a discipline power shouldn't be in the same discipline as the power they counter).
    The day/night variation on monsters is interesting, but doesn't fit well with the lore, frankly.  The hunger-version of mobs disappearing at dawn feels meh.  "Winter is coming" feels better than "night is coming for 15 mins soon"
     
     
  15. Like
    baerin reacted to Nakawe in Days and Nights - Official Discussion Thread   
    Now your on to something!!
  16. Like
    baerin reacted to Jah in Days and Nights - Official Discussion Thread   
    Lycanthropy and vampirism tied to day/night cycles sound cool!
  17. Like
    baerin reacted to ACE_JackalBark in Days and Nights - Official Discussion Thread   
    The day/night cycle is just around the corner! Get a first look here.
    FULL STORY
  18. Like
    baerin reacted to Tinnis in ACE Q&A for May - Official Discussion Thread   
    good Q&A!
    here are the auto caption text
    - with timestamps
    - plain text only
  19. Like
    baerin reacted to ZYBAK in ACE Q&A for May - Official Discussion Thread   
    Looking forward to the desert biome. Super cool especially with rune gates and being able to fight in different environments over the course of a campaign.
  20. Like
    baerin reacted to KrakkenSmacken in ACE Q&A for May - Official Discussion Thread   
    Really liked hearing about them thinking of more active progression models, as long as it never gets out of hand.   
    The current level from 1-30 in a weekend or hard work type of thinking with more variety would certainly be welcome for people waiting for the first few passive skills to kick in.
    Probably one of the better Q&A's.  Things are really coming together.
     
  21. Like
    baerin reacted to ACE_JackalBark in ACE Q&A for May - Official Discussion Thread   
    Welcome to the ACE Q&A for May!
    FULL STORY
  22. Like
    baerin reacted to Destrin in From ArtCraft with Love Pt. 2 - Official Discussion Thread   
    MOAR FRESH MEAT!
  23. Like
    baerin reacted to Kraahk in FotW: Kingdoms and Vassals Pt. 1 - Official Discussion Thread   
    There was a lot of stuff in there that has already been said a long while ago. But nevertheless a nice video. Thanks for making it.
    Being able to move buildings without having to redeem them is a great thing.
    One problem i see with this is that people may not be able to find their stuff again. Let's say a vassal places a villa on a citadel parcel and the king decides to move it at the other side of the mountain. How will the player be able to find his villa again? Even more problematic if people build walls together, which wall parts are owned by whom? Will the player have to run several miles and check every single wall part?
    What i could imagine regarding this issue is people being able to blend out or highlight buildings of specific players (like a specific group of people or single people lower in the hierarchy or themselves). Items have ID's right? So is it possible that the map only shows buildings from specific owners? Maybe having a list with checkboxes in EK management, where you can toggle showing/not showing? I could also imagine to extend such a system. Like the monarch/noble being able to create name EK groups and set how is allowed to make the map show/blend out/highlight this group. Like making a group called Merchants, allowing every visitor to highlight the buildings of those people on the map.
    My opinion about the simultaneous building. I think one of the most frustrating experience could probably be to try 10 minutes to place something ... and then getting an error, because someone else moved it in between. I would expect buildings not being able to be grabbed at all, as long as someone else is currently moving it. It probably won't happen very often, though. So how about an opportunity for the players to kind of flag (or block) a building temporarily, so others can see that it is not to be moved now? Something that can be turned on/off only when needed.
  24. Like
    baerin got a reaction from Spawl in FotW: Kingdoms and Vassals Pt. 1 - Official Discussion Thread   
    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.
  25. Like
    baerin reacted to Tinnis in FotW: Kingdoms and Vassals Pt. 1 - Official Discussion Thread   
    how will you deal with booting up worlds going forward? can anyone on an invite list boot up an offline world if no one is in it - or only owner/admins etc?
    have you thought about 'griefing'
    e.g. timers between turning on and off of PvP
    e.g. kicking someone [or turning say your EK to private instead of public] as they are crafting/trading/spirit banking and losing their current work/inventory etc
    [likely *some* of that one solved by vessel slots that walk world to world now at least?]
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