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About DocTrine

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  1. The economy is probably worse for them because they decided to go Order, so their Temple area is probably mostly devoid of vendors. For my part, I think the economy is fairly decent again with the addition of gold from WarTribes. With currency velocity again people have a means of exchange that fits into the vendor system to allow for asynchronous trade. I've managed to get about 10 characters geared up, and outfit some of my harvesters with premium discs like Foreman and Connesuer, get an epic mount recipe, etc. all from other player vendors.
  2. You can, but as is evident by your posts your guild has not accepted help from others and you don't seem interested in doing all the things in game that are designed to boost your crafting ability apart from passive training. What's funny is I don't think you realize that it use to be the case that recipes were actually gated by passive training. lmao But anyway, the core thing here is you at least stated what your time frame expectations are which is what you should have said more concisely from the very beginning. You want your small guild that is brand new to be equally competitiv
  3. I've basically stopped including that stuff on purpose because it's realistically not going in the game. Just like UDL.
  4. You guys chose to play on order which was expected and known to basically be an empty faction. You could have chosen to align closely with the main Chaos guilds and worked together with them, etc. Again, I'm not saying the system works well, but I also think your statements are mostly off-base. The economy does work, maybe not as well as it did 1 year ago, but with vendors in temples there is all kinds of stuff being sold. Not a lot of crafted gear, but there is nothing preventing that. The crafting system needs to be improved but making it all active training is a big leap
  5. No, it shouldn't now, though it use to more than a year ago when melee weapons were stat sticks for rangers. You can test and look at details when in melee vs ranged tray, and check your penetration ratings for the different damage types.
  6. More than a year ago we had a map occasionally called "Abattoir" which was essentially a one zone map with tons of resources everywhere. It was kind of fun because it was mostly a large arena and people did lots of dueling and stuff. The current population could probably do decently in the main campaign right now, but seems like at least half the people just stay in the Gods Reach and Infected maps. The main problem as I see it is ACE has fundamentally failed to attract enough of the *kinds of players* it needs for this game to be vibrant at this stage. I suspect they are not concern
  7. It is not entirely time-gated. Attribute stats comprise an enormous amount of the source for crafting and experimentation points. Disciplines add more. Food, like Bon tippers, helps more. Crafting gear add more. Crafted vessel with the right racial bonus and enhanced stat pools allocated to the specific crafting line add tons more. Potion of sapho, adds more. Crafting inside a keep adds more. Using a group with one player/character running Leadership with crafting, adds more. This poorly made socks is literally for sale by people, you just n
  8. The only thing significant left to add is Dregs, and that will not change core combat mechanics, only the manner and style of siege gameplay. The only other main missing mechanic is for crafting, and honestly it won't impact 90% of players.
  9. Go pro and use color and hair dos to distinguish vessel/class builds. At least you can name necromancied vessels and the name label shows when you lock in the vessel.
  10. The problem isn't that some players are hardcore, the problem is that not enough hardcore players have decided to stick around and play Crowfall. I keep seeing casual guilds and players pop in. Lot's of new and soon to be gone names I'm sure. Sorry, casual doesn't fuking cut it here, this game requires way to much logistical grinding for casual to have a chance. Dude keeps complaining about faction stacking, but I'm guessing hasn't been around long enough to know any real context. Factions were decent at various points but also one side gets completely outnumbered all the time.
  11. One of the primary counters to this is that some completely new to the game can level up a white (free) vessel in an hour, or in 5 minutes if they have friends give them gold/artifacts. They can then immediately equip and wield the most powerful gear in the game. The idea of late game is more a factor of your groups organizational and logistics capability. If people don't have a group they are largely fukd. According to ACE, that is not a problem in their mind.
  12. What you are seeing is the result of ACE tinkering with the crafting system, passive training, and recipe unlocks, multiple times without ever fully removing elements of the previous systems. Like, these systems have literally been overhauled like 4 times that I can recall. In general, the reason the system seems fuber is because it is.
  13. GR Temple should be capped at R4 or lower, Campaign temple should be capped at R6 or lower. Adventure, siege areas for the GR servers should probably not go higher than R6. People can farm up green gear in R6, to be minimally viable in a campaign, but blue and higher should be restricted to roaming around the adventure areas of a campaign world, IMHO.
  14. I mean, that basically describes 99% of the content generated for the gaming industry.
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