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About Judas2

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  1. There needs to be a bell curve to the passive skill gain that allows newer players to catch up. We need this now.
  2. Thanks APE! You pretty much hit the nail on the head. I know that this game has always been designed around the intention of making people work together. I'm for it. However, that should be more of a sliding scale and not feel overly forced at every turn. I want to contribute to crafters, rather than be one. However, when I need something, I want to go to a crafter for higher tier needs than to trouble them for basic stuff. PvP should be the metric that pulls people to work together. I shouldn't be forced to be handcuffed to others for everything. As far as the crafting, I want
  3. Guy down below explained his frustration better than I did. You all got hung up on the self sufficient phrase and really missed the point. This game is needlessly complex in areas that make no sense. Almost nothing about this game is intuitive. That fact alone is going to scare off a lot of people who come here looking for a great PvP game to call home when Open Beta begins unless this gets reworked and streamlined.
  4. To your point, due to the sprawl of crafting, almost EVERYONE will need to be a crafter just to cover the basics. What I'm sure is an all too common scenario.... "Hey, need to get a sword made.... Is the blacksmith on? Ok, great! Can I get a sword made? Need the Leatherworker, Woodworker, and possibly the Runecrafter. Cool! Are they on? Nope." !@#@#$%!!!!!! Look, ACE raised over 30+ mill over the last 5 years. They're going to need a LOT more people to join in this game to make things work. Do you think this game will appeal to enough people for it to survive?
  5. PvP is what most of us are here for and will also be why the majority of new blood will sign up. Thank you for pointing that out. On the flipside, just numbers, but ACE has had between 30-40mil in funding, right? If this is going to remain a VERY niche game, then those numbers aren't going to add up. The crafting system can be robust AND enjoyable/intuitive at the same time.
  6. I think there's a whole continent of middle ground between where we could be and where they currently are. If you want this game to serve a niche population, you have it. If you want this game to support thousands of people looking to have fun, we're nowhere near that currently.
  7. Having played Shadowbane, I've been a backer of this game for several years. However, I haven't played much except for a few peeks to see where the game is at. When I got the email for an invite to Phase Two I figured it was time to once again take a look. Consider me to be one of the thousands that we all hope to see join in the action when Open Beta begins. The game has a lot of potential, and I see the light, but as it stands, it is simply not fun and does not deliver on the premises that made me want to become a backer. -Passive System: I thought this system was put into place t
  8. Long time listener, first time caller. Having played Shadowbane, I've been a backer for over two years. However, I have been waiting for the game to mature before playing, so when I got my email to join Phase Two of the Testing, I figured that it might be time to circle back to have a look. I knew going in that Test would have some imbalances, bugs, whatever. What I found was that the same poorly made dergse crafting system is still in place after two years. I don't even want to be a master crafter. I just want to make basic gear/items to be self sufficient. Just about every part of the c
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