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Armegeddon

Testers
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Reputation Activity

  1. Haha
    Armegeddon reacted to Ble in Pricing difference for EU/US   
    Costs more to translate the game from US English to English English.  Like “butter” for example, becomes “buh uh”
  2. Like
    Armegeddon reacted to xary in Map Idea to Promote PvP   
    That's not the kind of pvp wanted. 7 months of the same tells you that with more joining that faction.
  3. Like
    Armegeddon reacted to TowB in Map Idea to Promote PvP   
    My idea for better pvp would be to have Veteran guild number one and veteran guild number two to go opposite factions! That would bring some nice pvp! Stop crying about gods reach you literally did this to your selves.
  4. Haha
    Armegeddon reacted to blazzen in The Trial of Arkon has begun   
  5. Like
    Armegeddon got a reaction from gracen in Regarding God's Reach graveyards   
    We can all guess (know) who will have a ton of "crafted vessels" to kick off the campaign with. When a certain "Faction"  rolls out with "vesseled crafters" and stacked toons, we'll all just have to play catch up. GG ACE!
  6. Like
    Armegeddon reacted to veeshan in Regarding God's Reach graveyards   
    Personaly feel that yes the GY shouldnt in in gods reach but however once they were ccidently added to it they should of remained there so some quicker players couldnt be the only one to get a leg up before the campiagn started which some have. You should of left the GY in until the campiang began then remake the Godsreach without the GY that way everyone would of had a chance to be on the same level field when the campaign starts this is no longer the case where a few guilds/players will have a rather decent leg up having max level blue combat and crafters before the gates even open for the campaign.

    Having max level crafting vessels before the campaign starts in a guild is a multiplying affect where they  can get the best blue gear due to stat differences between white and blue vessels for their entire guild.
  7. Like
    Armegeddon reacted to gracen in Regarding God's Reach graveyards   
    if anybody was able to  take advantage of it then that is too many if it was not intended. so close to server up would be the best time to wipe because of an internal "screw up".
     
    @Pann
  8. Haha
    Armegeddon reacted to praelian in Fist of the Empire [FoE] (NA)   
    We will host another Friday Night Fight this Friday (12 July) at 9pm EST. Its a great time to hang and get to know the guild and others in the Crowfall community. Come pay homage to the Crowfall Devs (pictured below) by spilling your digital blood in Bastion's Arena.

  9. Like
    Armegeddon got a reaction from whisky in Trial of Cybele Extension   
    All I hear is bitching.... log out, come back .. or don't. If you are burn't out and not willing to play, by all means, here's a bag for your marbles. First world problems...
  10. Haha
    Armegeddon got a reaction from Bzra in Trial of Cybele Extension   
    All I hear is bitching.... log out, come back .. or don't. If you are burn't out and not willing to play, by all means, here's a bag for your marbles. First world problems...
  11. Haha
    Armegeddon reacted to Staff in Trial of Cybele Extension   
    we've already prepped our end of campaign memes, just end this damn thing
  12. Like
    Armegeddon got a reaction from dolmar in Make a evil type of race   
    Grobold....

  13. Haha
    Armegeddon reacted to PopeUrban in Thursday Q&A?   
    This is a really different sentiment than the word I think you were trying to use, which is "peon"
    I really hope we're not pee ons that's gross.
  14. Thanks
    Armegeddon reacted to Nazgal in Make a evil type of race   
    Could you guys make a evil race like a demonic being or a goblin race very few games have playable goblins or maybe a fusion of both a demonic imp but there should at least be one evil race the playable races are way to friendly.
  15. Haha
    Armegeddon reacted to makkon in Your game can't handle a siege of 50-60??   
    this picture illustrate at the best evolution in every aspect in the world start from 1999 year imo.
    MMOrpg creating is also here.
  16. Like
    Armegeddon got a reaction from Bazgul in Your game can't handle a siege of 50-60??   
    Wolfpack Studios created their own engine, The Arcane Engine for ShadowBane. There were no "middleware" or adaptive third party engines back in 1998 (Big World, Unreal, Unity etc).

    IIRC, a Chinese company called Chang You purchased the rights to SB, not to ever revive or market the game, but for the sole purpose of studying the Arcane Engine's Archetecture. 
    Unfortunately, the rough launch may have sunk the project. Three to four years after launch, once the bugs were  worked out,  there were "banes" with 3-400 participants at one location. It was, tab target as well of course. Even the emulators have had success with launches of 1200 people and 300 man banes. Eventually... the Arcane Engine was actually pretty good..... for it's time of course.
  17. Like
    Armegeddon reacted to PopeUrban in 5.100 Snap Test Feedback Reports for 7/3/19   
    Listen please.
    The majority of minors grant a passive.
    Passives granted by minors are, for the most part, situational/low impact and not attractive compared to class/promotion or major disc passives.
    The only reason many of these got any play in the first place was because people could take a second minor to get a slot to equip them with.
    The majority of builds require at least one, and in many cases two passives just to function, before even considering passives from disciplines.
    The majority of builds are going to take a major passive over a minor one because they're flat out better powers in most cases.
     
    I understand that these passives were too good compared to other options, but without them, the majority of minor disciplines as a whole are virtually unusable for a LARGE number of race/class combos. Is this your intent?
     
    I'm all for removing these passives, but this greatly amplifies the already problematic issue of of not enough passive slots compared to passive options equipped on the character's discs. Most core builds have two passives spoken for, if not three. People were literally spending two minor slots in order to actually fit most of these effects on to their builds. If you want minors to be low yield and situational that's fine, but at can you please free up some of our slots so we can actually utilize them alongside our class and major passives? As is we're going to see a lot of people taking stuff like elven eyes not as a considered build choice but because they literally don't have any other method to utilize all their minor slots. The third minor slot (and indeed the second minor slot) on a large number of builds is functionally locked out at this point.
    Minors and class based passives need to be made innate if you expect many races to to actually have compelling choices for what to do with their minors now, or new innate minors need to be created (for example, flat HP, crit, or other core stats) so those templates have build options.
    I'm all in favor of being spoiled for choice and having to make some tough decisions, but in the current state of the game these are not tough decisions as the obvious decision in most cases is to just skip power granting minors (the majority of minors) in favor of the much more impactful passives afforded by the base class and majors.
  18. Like
    Armegeddon reacted to oneply in WIPE   
    The last wipe didn’t fare so well on the population. Between the leveling and RNG gearing, I don’t think I’d sign in besides to spend points for awhile. And I’m willing to bet I would be in the majority of the testers left. 
    At best you’d get some of the people who have been sitting on the sidelines back in. That is until they have to pray to RNG to get their gear for weeks.
    im all for a wipe when more systems have been completely fleshed out and the RNG is not so ridiculous. In its current state Crowfall is not a fun game. 
  19. Like
    Armegeddon got a reaction from ayeur in 5.92.0 Feedback Reports for 6/6/2019   
    Your changes basically custard suck. 
    I'm done playing, basically because, despite my time and investment (7 accounts + cosmetics), you are starting to make this too painful to log in to. Please, as a custard team, log in and play together.... mine the ore stone, leather, wood, bodyparts.. craft the vessels, gear.. and for custard God's sake Runes now.... ask yourself then.. "how anyone will sign up for this....?"

    You've got a great concept, but whoever is designing this for the masses is poorly made socksting the bed. 

    I'm not lazy, but i promise you this, you come to market with this durability, this grind, this amount of painful gates to a mediocre experience.. even Shadowbane will have looked like a success to what you are offering..... which is all the harshness of SB gated behind the worst Korean grindfest game the world has known.
    TLDR:
    What in the actual hell were you guys thinking in your design team meeting with these rune changes given the grindfest this game has become?
  20. Thanks
    Armegeddon reacted to jtoddcoleman in Item Rewards - Official discussion thread   
    A few points, since there seems to be a lot of confusion and trepidation about this system.
    Part of our game vision has always been -- and remains -- fostering interconnection between players of different types.  That hasn't changed.  However, we can't pursue that goal to the exclusion of everything else.  In our current design, we haven't just encouraged interconnectivity, we have enforced it in dozens of ways.  Players aren't just more efficient or effective when working with others, they are completely dependent on others.  And by "completely dependent", I mean that.  If a player doesn't have access to a variety of crafters with a spread of disciplines, they can find themselves in a position where they simply cannot participate in the game.  And this happens early; you hit your first gate within a few hours of gameplay. If a player cannot find equipment of the appropriate type, their game play loop is broken.  This is not theoretical, or conjecture, we can see it happening now.  We can debate the reasons WHY it they might not be able to find that equipment -- I can name a dozen reasons, and I'm sure you can too -- but what cannot be debated is what happens, if a player finds themselves in this situation.
    They quit.
    Of course, our team will attempt to identify and fix every root cause that leads to this situation.  But that's not enough.  We need to have a design in place to correct for that situation, if and when it arises.  In an open world, there will be scenarios (Durenthal noted one, above) where players may simply choose not to do something.  Whenever a system is 100% dependent on the actions of other players, which we of course can't control, we are in danger of that system failing.  and if that system is critical to the game, that's a problem.  
    Randomized, disposable items is a solution to a very real problem.  This system is almost identical to the system that we used on Shadowbane.  I know that it works.
    So why don't people like it?  Let's look at the main concerns, as voiced in this thread.  Some of them I agree with, some of them I don't.
    Concern #1: "it creates more grind"
    I don't agree.  Players can ignore this system completely and use the previous method to harvest and craft items.  Adding an optional way to get something in the game that can be ignored isn't forcing an additional "grind".  Further, since these items can be sacrificed for XP, this system shortcuts the PvE loop (less grind) and since they can be salvaged, it shortcuts the harvesting loop (less grind).  For the last year, we have heard complaints from our PvP-focused backers that the balance of time I get to spend in PvP was being far out-weighed by things I have to do, in order to PvP.  This should dramatically help to address that problem.
    Concern #2: "what happens right after a wipe?"
    I agree with this concern.  This is a valid issue.  That said, I believe this is an issue that we already had, resurfacing: all of the top-tier items in the game are gated behind months of passive training.  This is definitely a problem with the current design, and once that I've been thinking about for some time (long before loot).  I have ideas for how I think we should address it, and of course I'm open to other ideas.  I absolutely agree that it needs to be resolved before launch.
    Concern #3: "this will cause even more strain on the banking system"
    This is also valid, and unfortunately I don't have a great answer... yet.  This isn't a design issue; I want more storage.  The reason for the limited bank space / guild storage options is purely technical; the engineering team has been working on a solution for some time I'll be delighted to launch it the moment it is ready.  I get that there is a lot of frustration in this area, and I look forward to the day when this problem is behind us, more than you can imagine.  
    Concern #4 (which I imagine is the most critical): "this means that crafters won't be important"
    I absolutely understand that crafters are nervous that this will undercut their role in the game.  But there is a difference between being something being "important" to me, and forcing me to be 100% dependency on it.  Food is important.  Oxygen is critical.
    We recognize this concern, and we're taking great pains to underscore the importance of crafting.  We aren't going to drop any legendary quality items.  Every attribute that can be found on a loot item can be created via crafting, but not vice versa.  Loot items are disposable; they are made to be used (and used up) very quickly.  They can be salvaged for resources and components.
    We are putting these safeguards in place because our intention is still to keep dedicated crafters at the top of the economic food chain.  We want crafting to be a full game experience and parallel advancement path. 
    However, we cannot go so far in this pursuit that we risk making a game that is literally broken for everyone else.  
    Todd
     
  21. Like
    Armegeddon reacted to Durenthal in Item Rewards - Official discussion thread   
    This whole economy thing is a problem generated by the devs having faction play as an option.  In the dregs, guilds/alliances will keep it all in-house.  They will craft for themselves, harvest for themselves, and gear themselves.  They won't be selling stuff to the enemy.   There will be no overall economy to speak of, especially in low-import campaigns.
    In faction play, and for those people wanting trade EKs, there's a lot of talk of the economy and making stuff to sell.  It feels like the economy will be casual unaffiliated players selling to casual unaffiliated players.  Or big guilds selling their surplus to casual unaffiliated players in high-import faction campaigns, assuming the devs can come up with a currency casuals can get that has appeal to the big guild sellers.
    I have been saying for a couple of years now that the economy in Crowfall won't work, and I still see nothing that indicates that changing.
    That said, I applaud the item reward loop presented in the article.  It will definitely help solo and casual players gear up to viable levels without having to take their harvesting rewards to multiple crafters who may or may not be available in the pre-alpha environment.  And because the gear won't be perfectly itemized, or as strong as well-crafted epic and legendary gear, crafters will always have work.  While my harvesting alts will almost certainly make do with found gear, my crafter alts and main characters will have purpose-crafted gear.
  22. Haha
    Armegeddon reacted to Sloppy in The UnDeAd Legion   
    Sometimes our leaders forget our own rules!  Dolmar recently recruited a druggie, and also spent hours trying to help him out.  A serious breach of protocol!
    SHAME! SHAME! SHAME!
  23. Thanks
    Armegeddon reacted to Ble in Upcoming Discipline Changes   
    Viable in what context?  Because the only context where this viable is vs. some spiders or other pve.  It's also viable in PvP vs other white/whites.  But white/white is not viable vs blue/blue and blue/blue is really the only combat-worthy set-up now since the way you've done discs.  White/white is also not viable vs ballistas, but blue/blue starts to have a chance if you maneuver correctly.
     
     
    Have you actually tried to farm specific discs in your game?  Or have you just gone out and saw that a_disc_00 dropped and turned the page?  Because if you think watching 3 people get 3 random discs, half of which are always worthless crafting techniques, is a good and valuable thing, then you missed the issue completely.  There's no way to target the discs you want.  I have to compete between a full loot table on every disc-dropping mob I kill, all of which are on timers.    And btw, those rare good minors, yeah I need 9 each of those were I to go legendary.
    And as bad as that is, it doesn't hold a candle to how horrible getting majors is.  Not even talking legendary vessel.  We got us a 3 hour spider to kill.  And the "us" is EVERYONE IN THE CW.   Oh, and it spawns every 3 hours.  You've no way to hunt the ones you need/want or even the type (healing, defense, caster, melee).
    Lets say you're going for two majors on your legendary vessel.  Every time you kill that r6 spider you get 2 out of a possible 40 major discs.  Now lets say that all drop equally, meaning that you will get 1 each of the majors you need every 40 that drop.  So you get 1 major that you need per every 60 hours (40 majors will drop in 20 spawns of 3 hours) or 60 hours if you play 24/7 and kill the spawn every time it spawns.  I need 9 of each type, so 9x60 hours or 540 hours or nearly 23 days of logging in every 3 hours without fail.  Lets say you can only play 12 hours a day.  Now you need 46 days to complete your majors.  What if you can only play 6 hours per day, you need over 3 months to farm your majors.  Normal people prob average 1-3 hours a day, so lets say 3 hours.  You'll be able to complete your major discs in only 6 months.
    This accomplishment nets you a legendary disc that has the same stats as a white disc...
    No, this is not an accomplishment.  Accomplishment carries the connotation of a euphoric end, a sense of pride to go along with the completion of a journey or quest, a feeling that the time spent, although long, was worth the end result.  None of that here.
  24. Sad
    Armegeddon got a reaction from JamesGoblin in 5.92.0 Feedback Reports for 6/6/2019   
    Your changes basically custard suck. 
    I'm done playing, basically because, despite my time and investment (7 accounts + cosmetics), you are starting to make this too painful to log in to. Please, as a custard team, log in and play together.... mine the ore stone, leather, wood, bodyparts.. craft the vessels, gear.. and for custard God's sake Runes now.... ask yourself then.. "how anyone will sign up for this....?"

    You've got a great concept, but whoever is designing this for the masses is poorly made socksting the bed. 

    I'm not lazy, but i promise you this, you come to market with this durability, this grind, this amount of painful gates to a mediocre experience.. even Shadowbane will have looked like a success to what you are offering..... which is all the harshness of SB gated behind the worst Korean grindfest game the world has known.
    TLDR:
    What in the actual hell were you guys thinking in your design team meeting with these rune changes given the grindfest this game has become?
  25. Sad
    Armegeddon got a reaction from JamesGoblin in ACE Q&A for June - Official discussion thread   
    "What happens if one <DESIGN>team rises above and beyond all of the others to the point that they are insurmountable, causing other players to quit due to the custard grind given poorly made socks content?"
    Fixt!
    I used to have great faith...... that is about done now. It's painfully obvious that no one in the company has a clue.... or they don't care and are working to pawn it off. No one actually plays the game. 20+ million dollar budget, 60 people playing 4+ years in development. .. spin it any way you want.. this is becoming a failure.....there needs to be a shakeup in design and direction. Think of it, If I would have asked JTodd and GWalton if they would be happy with 60 people playing four years in, they would have looked at me like i had a third eye in my forehead. Truth.
    Every change that comes down the pike is viewed as negative..... 
    I don't know what you are hearing in the private contributor forums, if it's an echo chamber of the entitled, or if they are bitching as hard as me.. but...
    I feel like I'm watching this project go down the tubes at this point because lesser people with no grounding or understanding have been entrusted to make decisions that are above their level of competency. Every bad review or experience spreads exponentially. 
    Great patch guys!
     
     
     
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