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Posts posted by chancellor

  1. Quote

    In the new model, the question of what-happens-when-I-left-click is now context-sensitive to your situation. If you walk up to a tree and left-click, the game is smart enough to recognize you are trying to chop a tree and it automatically sheaths your weapon and pulls out your axe. If the situation is questionable at all (and from what we’ve seen, there rarely is a situation where the game has to decide if you intended to harvest something or engage in combat), the system assumes that you intended combat.

    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. 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.

  3. On 6/12/2019 at 2:00 PM, jtoddcoleman said:

    You'll be able to craft better gear across the entire progression of the game and, on top of that, still have exclusivity over the best gear in the game.  Your gear will be far more durable, have better stats, and the item effects will be bespoke. 




    On 6/14/2019 at 9:34 AM, soulein said:

    Yes there is.... Standing in the ashes of another guild's city after a four hour siege.

    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. 

    On 6/13/2019 at 9:56 AM, praelian said:

    I believe you are underestimating the player base. There is no greater reward than taking loot from a player's inventory you just killed.

    (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.

  4. On 5/1/2019 at 9:05 AM, mandalore said:

    Gaia is Cybeles mother?


    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.

  5. 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.

  6. On 12/3/2018 at 10:10 AM, blazzen said:

    Wouldn't work with the way some of the talents are designed.

    Myrmidon battle rager for example gets a whirlwind that prevents berserk crash damage.

    Mymidon conqueror gets whirlwind that makes you CC immune.

    How would you kill a myrmidon that can take both of these talents? 

    I'm sure there's examples of this in other classes also. 


    On 12/3/2018 at 10:17 AM, PaleOne said:

    This could be fixed by putting them at the end of the trees so your couldn’t max both.

    This still doesn't fix the problem of doubling-up on the specific promotion class advantages once you get the time in and train multiple promotion classes. Since Blair just said he doesn't want that possible, a simple, better fix is to lock the vessel into a specific promotion class. This way a veteran player can train and play different promo classes with the same crow, but he doesn't have an insurmountable advantage over newer players.

  7. 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.

  8. 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.

  9. 12 hours ago, mystafyi said:

    If the withdraw rate from lost campaigns is only a 25% penalty, then why bother? I can fill up banks in 2 campaigns spring/summer while you finish out a dead campaign in order to get out 25% more then me? And this is only if your side manages to win. If you are on a losing side for whatever reason it is in your best interest to cut losses and start on another campaign. If ACE would have staggered campaigns now players would be able to see this will happen. This whole system would work only in a PvE environment due to PvP requiring a healthy playerbase in all campaigns and this system actively discourages that.

    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.

  10. 16 hours ago, blazzen said:

    Thanks for the stream today.

    I enjoyed the format today a lot better where you read a few notes, then take some questions, then read more notes. Better interaction that way.

    @thomasblair @mhalashace I don't think I conveyed my question at the end of the stream about damage types on class abilities very well. If a tooltip says "weapon damage" but doesn't call out a specific damage type then the damage type is based on the weapon equipped, correct? 

    For example, the champion hurlbat is piercing, neck breaker is crushing, but vicious stomp / disarming shout / rend doesn't specify a damage type so is it then based on whatever weapon type is equipped? 

    The reason this is important is if a class has mostly crushing based class abilities (like the champion does) then they may be better served using a crushing based weapon (instead of slashing from an axe) so they can stack crushing penetration. Make sense? 


    A hurlBAT is piercing, not crushing?


    This is yet another reason why weapon bonuses shouldn't be so closely tied to class, IMO.

  11. 1. Maybe they are. High elves may be able to contest this if they were interested enough to share their records.

    2. All the races seem to be enchanted in CF.

    3. You may want to find a better phrase than "servicing the worlds". Someone will likely make sport of this target.

    4. I already mentioned that Stoneborn are made of stone. I suspect that their beards just resemble tree roots rather than being wooden, otherwise they'd tend to burn up in the forge.


    None of this invalidates my statement, but you get points for sticking to your RP character.

  12. Since the stoneborn are made of stone, I would expect them to get bonuses in blacksmithing, stonemasonry, gem cutting, ore mining, and stone quarrying. That's a lot of bonus areas, but it makes sense.

    Runemaking should, in fairness, be the province of another race. Please share your reasoning why it's so obvious that stoneborn should be best at yet another craft. Remember that ACE doesn't really want too many players in any particular race, for any of the 3 focus areas.

  13. Honestly, soft launch doesn't feel as fair as a wipe for commercial launch.

    Having said that, I honestly don't think the servers could handle everyone creating a new character for launch day and trying to get into new campaigns as well. The servers would also possibly have troubles recognizing VIP status properly that first day as well, with everyone going from automatic free VIP to skin in the game VIP. 

    So long as soft launch doesn't lead commercial launch by more than a month, I don't think the difference will be too big a handicap. It's just one of those things that we'll have to live with, or not if this straw (combined with other minor drawbacks) breaks the back of your game tolerance camel.

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