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ACE Development Partners
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Anhrez last won the day on May 5 2018

Anhrez had the most liked content!


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  1. I get this now for both live and test on my laptop but PC is fine? Like something changed in my Windows Defender rule set? I have added the CFLive and CFTest to the process ruleset . nope I added the Folder still nope Anyone got some suggestions?
  2. Can we start seeing a resurgence of the original vision of CF on things like this? Give Stonemasons a Craft for Chests that require some tough items, heartwood, a gem who knows and a socket in EKs and in Dreg buildings. You are taking value out of the Professions and the Economy with choices like this.
  3. I won't dive into the crafting pieces much, there all ready a lot of people with input on various threads. One piece of the puzzle that has seemed to have moved to the back of the bus a bit is Gathering, so I wanted to break down some gathering thoughts from in game and the passive tree. Don't hide Energetic Harvesting behind a training gate - The current requirement to open it up seems crazy. Gathering is a meh activity in most games, here you all created a small mini-game to allow ppl to use choices in solo and group gathering and now the players will not see it. Its wasted design effort in my opinion if its not out front as a way for the players to see that gathering in CF is just a little better than some other games. Training anything for 5 pips to get 2% or 4% is bad - We are talking simple Pavlovian response. If a player spends 50000+ points to fill in a skill they expect to see that skill in action. If you think Bone, Blood and Wax is too powerful then increase the amount we need to leverage in the recipes but up the proc rate. If we can't see bone, blood or wax proc it makes us feel like the 100+ of hours spent was wasted. If I am a highly trained Logger ... why do pinenuts not fall for me? They come from chopping trees and seems like they should be in that path that Logging is tied too. The basic resources need some love why do we have knotwood, cobble and slag? Remove Poor quality in the remaining areas. Why is there Poor quality Minerals, Bone, etc and in some other cases the rare items no longer can be Poor in quality. This ties to the next line item. Please consider an inventory management pass. Not to change your inventory mechanic but to evaluate the complexity of the grades and differences of what we loot and store. Wartribes should not be dropping resources. Its 3 clicks to make and ax if someone needs wood for bandage. Dropping wood or other materials just chips away at the relevance of the gathering path which is important enough to be its own training option. So why should untrained ppl be swimming in green/blue level materials when the same level and highly trained gathering player is sitting with a bag full?
  4. I don't want to be uber day one ... I want to be relevant. We have been up for a week ... what is in the vendor shops from Blacksmith, Woodworker and Leatherworker ? nothing Decrease training on page one for crafting and gathering ... why is it the same pace as Combat? your attacks work without the needed training on that first page but for crafter and gatherer? failure Give crafters something of value to do early game ... hell give them craftable Sacrifice items ?! create a sink for the white mats. Its like you just want crafter accounts to be non-played. Scale back the stats on WarTribe gear ... you talk of all the knobs how about using them?
  5. I just have to disagree as a player that was promised to "play how I want to play" ... at Kickstarter did you tell me that I can be a good PvP player day one but I will suck for 10+ days as a crafter with no one wanting my efforts if I choose blacksmith, Leatherworker or Woodworker? I understand frustration .. hell I embrace it but it is too far out of whack. Why do you give us white materials to craft with? Right now white mats are plentiful, hell so plentiful that ppl are barely gathering but useless to a crafter. The XP is not worth the clicks and the time to craft versus just killing things make it so leveling from them makes no sense even to a lite killer like me. That bow above gives a a player +1 Blacksmithing Assembly and 0.4 pips .. all by itself A full white set crafted today gets me around .76 Blacksmithing , .60 Experimentation Now I add in 4 Blue level Wartribe armor pieces with Int Totaling +32 (a day of farming) and +1.6 Experimentation So for all the extra clicks, etc and the minimum xp Its not even close and its far and away more useful. We can convert the above example to gathering armor ... same outcome. So again why would anyone buy combat or crafting armor from a Blacksmith ... it the same with all of the non specialized crafting. Woodworker, Leatherworker, Blacksmith Why does a crafter just have to sit tight till you are relevant?
  6. Has anyone done any XP analysis for 5.10 ? is the xp curve still the same as it was in 5.9?
  7. ** Warning using older values so changes made in 5.10 or 5.11 might shift math ** I have been seeing a lot of dialog on the forums about leveling. The comments range from 'the defined way players can learn their class and uncover their powers' to 'useless treadmill filler' Crowfall is a game where replay-ability will be key. With campaigns starting and ending, rules set changes and other mechanics will entice players to improve their characters and even spin up new ones to meet their changing game play needs. the discussion about having to level my Duelist to lvl 30 on a white vessel, swap to a green and do it again seems to create a lot of differing opinions. it does not take that long so in imho I don't feel like its much a game play hurdle but many others do see it as a kin to the example @jtoddcoleman said about killing ten rats. Now they have to kill ten rats over and over again. The recent announcement about xp from gathering and crafting seems to be the place where we could mitigate some of the 'treadmill/wasted effort' feelings. I know it's not in place but the ability to sacrifice your previous vessel combined with an improvement to xp overflow in the sacrifice act would go a long way for people complaining about lost effort. When I equip a new vessel the destruction of the previous vessel could drop a sacrificial token into my inventory. The value of the xp is tied to the level and grade of the replaced/destroyed vessel. Here is my example: I level a white (given to me as I log in) vessel to 30. Estimated xp to get to lvl 30 - 17,545. When I decided to equip a green vessel a sacrificial token is dropped worth 55-60% of the total xp earned on that vessel so a token worth around 9700xp appears. I could sacrifice this token and poof I am now level lvl 15 on my new green vessel. Sure, there is more than 21,000 xp to go to hit lvl 30 but it feels like I can head out to the campaign and gather, fight war tribes or even pvp when I am sporting some minors, have a major slotted, spent 43 points in attributes and have 29 talents points used. The game has recognized my previous effort and I am rewarded for it. The 50-60% could mean than when I jump from green to a blue vessel I still am rewarded for the effort and time spent leveling that vessel by hitting 15(again the curve might need looked at). The missing part besides the token drop is the ability for the sacrificial pyre to let go of its requirement for all of its clicks. If I drop 9700xp into the pyre it needs to properly level me up till the xp is spent and not treat it like the Price is Right and make me lose anything over the minimum required xp amount for next level. The Econ PvPer in me does look forward to overcharging friend and foe for your next vessel in 5.11
  8. I want my EK to matter. Sure I can create a beauty of Kingdom there and maybe have a place guild friends can spar on .. but that has too little of an impact on Crowfall the game for me. '...but the characters are NEVER wiped. Instead, the participants take their winnings back home to the Eternal Kingdoms, to prepare and strategize for the next Campaign. ' - So I ask is this still going to be a thing? With Import/Export rules and tables in the starter area will ppl take their materials to the EK and craft items or just import stacks of 100 in raw materials and craft locally in the campaign to find better value in their import spend?
  9. As i work my way back into the game I am happy at many of the changes and upcoming changes I am seeing .. but I am really troubled about EKs and their connection to the Econ Loop now. From the Kickstarter, the concept of having a merchant kingdom was talked about by the CrowFall team in glowing terms. How spending the money on a larger package got you the ability to bring in other players, guildmates, etc into your Kingdom to setup tables, and vendors. As of right now Gods Reach defeats any value to an EK merchant effort. It was going to be a challenge anyway with Import/Export rules but I still saw a path for a social and economic hub. With all the tables safely under protection in starter area and vendors handing out resources is there any room for Fairly Honest Anhrez's EKpalooza ? Why have a Fort or Castle with table or vendor slots? I am I missing something? Sure we can build something beautiful, there are taxes and costs to in game vendors and I do realize relics are not implemented but will that be enough to help justify building out and EK, placing vendors and tables within it ?
  10. Hmmm I will dive deeper in the quality seen for weapons and armor. I guess as long as they are truly easy come quick to go it might not shift the Econ loop too much
  11. @blazzen I sure hope we get more info. Does that mean Dizzy is gone when I am gathering ? I have a lot of worries about the new format but I'll hold off on being to hyperbolic until we see it in action. My greatest gathering concern is something @jtoddcoleman and @thomasblair hit on with Caravans. If I have a Green Iron ore boulder that be refined to X pieces to craft with why do I solo gather? In the past I was told to get a team together to protect my harvesting efforts, now the body guards would get more impact possibly doing caravans then working with me? I thought I heard refining can also get you the rare spec'd materials. if so imho it could be a HUGE mistake in the econ game loop. Right now with the limited info I have it seems a specialist spec'd in caravans can do what a deeply trained gatherer can also do. I am not sold on that concept currently. We have a dedicated training path for gathering, combat and crafting. I am already seeing weapons drop from creatures, is caravan refining also lessening the impact of the non-combat training paths?
  12. Does this mean the active powers that used to be tied to Gathering discs will be triggered elsewhere or are they all gone? I mean where will 'take if down' be triggered so I can yell at @srathor that he missed the rotation? In the https://crowfall.com/en-US/news/articles/dev-diary-power-tray i am not seeing an alt trigger or anything
  13. its true , I'm like a tick that keeps filling itself with loot but it takes time to loot me with all the damn clicking
  14. Its not sacrificial act I believe. the sacrifice value is a score that I suspect gets added when crafted just like a kill gets added to your tally behind the scenes? So that 49K is actually wrong, roll up every part on the way there ... closer to 86K I suspect? So 9 legend ore turn into a bar get XP for the sacrifice of that bar added to your score. then take that bar and craft into a part, now add that XP to your total. The larger the complexity the more you build up the larger the end value you get (at least that is my assumption)
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