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chancellor last won the day on January 9 2016

chancellor had the most liked content!

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  • Language
  • Interests
    To crush my enemies, to see their loot in my inventory, and to hear the lamentation of the carebears!
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    Devil's Courthouse

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  1. So, if a player is harvesting and a stealther walks up behind him, the player would automatically pull out his combat weapon? Maybe because his spidey sense was tingling?
  2. This is a worthy after-launch project for the ACE team.
  3. It's probably too late to change it now, but I'd prefer that weapon choice not be tied to race or class at all.
  4. Pann just called me a spade and a digger. Should I be insulted?
  5. So Paladins are just OK healers, maybe that's intended. But rather than making the Paladin just as good at healing as a cleric, ACE should IMO beef up Paladin's support powers in other ways, like when a Paladin Retaliates from stun or knockdown, every ally in a 10m radius could get a retaliate too, or reset their timers if they're still up. That Castigate attack could combo into a 15m radius DoT debuff instead of a weak AoE attack or a heal. Mobility is definitely poor for Templars, and they should be more mobile than any other tank class, since templars were envisioned as the "Dodge Tank" class. They don't even carry shields FFS, and 2-handed weapons are most effective for skirmishers rather than massed troops in ancient warfare. So that dodge should be a go-to power for Templars. Giving the templar a free pip every time he dodges should make him seem more mobile, build pips faster, and be more survivable in the long run. A pip for each dodge should let templars start most fights with a full board, but I don't think that's OP.
  6. This reminds me of a great way to address the banking issue. Every stronghold in CF should have a storage area (guild/faction bank) that changes ownership when the structure changes hands. Then the winning group, after a siege, can loot that bank and run if they're unable to hold it or stockpile their own stuff there for sale or sharing later if they plan to keep the stronghold. (this quote was previous to the former quote) Sacrifice Value Gold works well as currency basis in most games because, like fiat currency, it has no inherent value in those games. In CF, gold is a crafting resource and, unless it is the most sought-after inherently, gold value fluctuates with its availability and usefulness. Artificially tying gold's value as the basis of CF economy will unduly strain crafting with gold, just like gold in the real world is almost never used in wiring, even though it is inherently the best material for wiring if metal values were more equal. For this reason no single metal should be the pricing basis for items in CF. I noticed that in this article's "Boots of Clarity" example, all 5 boots had the same sacrifice value, even though they were progressively better. This is an example of how the sacrifice value (SV) system is unbalanced now, but after such inconsistencies are removed, I think SV would make an excellent basis for pricing everything traded between players in CF. Since the inherent SV of any resource, material or item (stuff) evaporates into XP the moment it is sacrificed, barter is still the necessary method of trade, but SV could be used to reflect the "fair trade" values of stuff for barter. Because we'd still be bartering, players get to haggle and justify "imbalances" as we wish, but SV could be the quick valuation method for most transactions. Also, I would like for crafted items to get an inherent SV boost over dropped items to encourage players to process resources before sacrificing them.
  7. Yes, these R all valid reasons not to even waste your time training jewelcrafting.
  8. No Cybele (Maiden), Gaia (young adult?), and Yaga (Crone) are the triple goddess in CF pantheon. The exact nature of their personage is a mystery until JTC clarifies, but Christians, at least, are used to this. We're all different people at different times in our lives. IMO Yaga seems like a better fit for order, and Cybele is definitely chaotic. It's not too late to switch them, ACE.
  9. The article shows a shovel and says excavation, not mining, to clear Hunger infestations. It looks like grave-diggers will be collecting those Hunger shards.
  10. In the latest news thread, Path to Alpha, JTC seems to describe the Dregs as what we expected the Shadowlands (GvG) band to be, with POI capture points based on guild affiliation rather than faction, and friendly-fire so badly done that no one will want it. So, unless guild affiliation can be toggled off at campaign creation, the original Dregs concept is dead; as is the name, Shadowlands.
  11. I agree. If ACE gets creative about certain recipes, super-rare resources, and artifacts; they can have fun with it and so will we. I think they should wrap this stuff into the game lore in multiple ways. That way the scarcity/availability of these things makes some sense, and players can get hints (and red herrings) from the lore.
  12. 1. Not gonna happen. Repeated suggestions of this have not piqued ACE's interest. 2, 3, & 4. These are already planned and ongoing. Some of that customization should keep going even after launch.
  13. These animal environment hazards look great! Please take the gold off their loot tables, though. If they don't wear clothing, they don't value gold either!
  14. You're assuming a fixed season change rate. The length of a season in a campaign can (and probably will) be dependent on player census.
  15. I guess the race name, "Orc" was copyrighted? There's your Bacon Rune, Hillbilly!
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