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Posts posted by Arcadi

  1. Continued Feedback:

    Crafting has no interaction.  Nor is it interesting.  Easily solvable static puzzle.  It can be fun because it is the gacha model (feed the machine over and over to get the toy you want), but this is a visceral, gambling type of fun, different from interesting interaction and competition.

    Once factories come at least it will take less time, but it will be just as uninteresting.  Forcing crafters into campaigns for keep buffs or because of import/export restrictions would at least make it as interesting as harvesting.  Adding a system to bet on campaign outcome, or bid on guild contracts, or invest in or against other crafters/shops could make it interactive.


    The most interesting thing about harvesting is that it may be contested.  You may be attacked, or you might run into someone else and attack them.  For this to work it is critical the population vs map size is carefully considered.  More specifically for testing we should have only one campaign, and get pack pigs ASAP to replace exports with contested objectives.

    Hopefully factories and large structure decomposition into materials will decrease the amount that needs to be done.  I'd much rather the "little" harvesting that needs to be done be hotly contested, than a lot of low risk harvesting like we have now.

  2. I have a lot more data, it just wasn't relevant for this conversation.

    You are right, if you tested blues and purples as well, you might notice a pattern in the modifiers (such as +1 for each quality stage).  That said, +1 on 32.6 is a lot different than +1 on a 208.7 (e.g. I'm on my phone, not at my hidden numbers spreadshert) durability base hidden number.  So +1 in all situations might be less likely than 5% (incidentally 1 is 5% of the base 20, though goes less evenly into 32.6).

    At any rate, the point of my post was not to provide my data, spreadsheets, or formula; just to inform that a commonly accepted idea regarding mat rarity's effect on stats was incorrect. I encourage everyone to confirm on their own.

  3. The astute reader may observe: well, if the +% is applied to a Hidden Number (and not actually the base stats), then do sub-component stats only affect the base number, or do they affect the hidden number as well?

    I feel like I'm giving a lot of information away for free, but...yes, yes the hidden number is modified by the stats on the sub-components.

  4. There was a recent Q&A and a LOT of in-game chat misinformation that combine quality only affects available pips (it also affects assembly success rate, but that's before the combine exists).  @thomasblairsaid something like "No, you're wrong it does" and then went on, but didn't explain how.  Many people, especially @KrakkenSmacken, keep telling me not to invest any time reverse engineering the crafting system because "it's all going to change in 5.8" -- and that might be true, but I just wanted to say that a few simple tests will demonstrate that material quality does affect stats.

    Your first clue should be the +% that shows up on the right side during experimentation.  Maybe you mostly ignore this, but anyone with a basic understanding of arithmetic has probably looked at it and said: "In what world is 20 plus 42.28% equal to 33.783?!?!?!"--I know I have!

    Well, that's because it lies.  Or what I've heard affectionately referred to as "Blair math".  The formula isn't Base Stat * 1.4228, the formula is actually Base Stat + Hidden Number * .4228.  This is why a low Base Stat like 6.5 on rune tools can jump into the 80s when experimented on but you can add 60% to a base intellect 60 vessel and only get 10 points.

    And the important thing for this discussion, is that hidden number is DIFFERENT depending on the quality of the gear you are experimenting on.  For example the Hidden Number for adding health to metal plates in white is 32.6 (why??? only @thomasblair knows), but the Hidden Number for adding health to metal plates in green is 33.6.  So while it's true the Base Number is still 20, whether you use white mats or green, whereas +42.28% may equal 33.783 in white, it'll get you 34.206 in green.


  5. Most of the nodes in the harvesting branches are fairly useless, but a few are really worth getting.  That said, investing in combat is more worthwhile if you are trying to do everything on one character.

    I don't think the harvesting system is  finished yet, so future updates may change things, but I also generally disagree with adding too much "power" to the skill tree.  Since it is just gained passively, I'm ok with the benefits being really small.  Is there equality between the harvesting/crafting/combat trees in terms of node impact towards those sphere's gameplay?--not even close.  But that seems to be a different topic.  I'd rather them nerf the more impactful trees than buff the minimal ones (just me personally).

  6. A capture can also show if you are trying to access the wrong uri, for example you have a cached or corrupt serial number being used in the open socket call.  If that were the issue, and not caused by an interim web cache between you and ACE servers with outdated responses, then simply deleting all local files and redownloading the client would resolve that issue.

  7. Doing a quick pcap, I can see that the remote json metafile is hosted on:


    resolved as:

    which returns checksums and filenames for your directory to help get your local directory to match the correct server directory and you can play the game:


    (Edit: it's base64 encoded, but after you decode it you can see it in plain text like I posted above)

    the information is transferred over http, so ssl is not an issue from a network layer sense, however, the json itself is signed via JWS x5c:


    0}10	UGB10UGreater Manchester10USalford10U
    COMODO CA Limited1#0!UCOMODO RSA Code Signing CA0
    190504235959Z010	UUS10U7870110UTexas10
    UAustin10U		Suite 31310U	815A Brazos St10U
    ArtCraft Entertainment10UArtCraft Entertainment0"0
    +0	`HB0FU ?0=0;+10+0)+https://secure.comodo.net/CPS0CU<0:08642http://crl.comodoca.com/COMODORSACodeSigningCA.crl0t+h0f0>+02http://crt.comodoca.com/COMODORSACodeSigningCA.crt0$+0http://ocsp.comodoca.com0
    Z.xb;5bCdCbx'Fa5CHIb[ [b"m"UE0ETo
    N@+9nIvW4h2%$XTkpM\M&S(WkH6IQ|:[~-6L}"2M,#XdgeZT $*o[<i%e(@


    You should confirm you can reach the above host via hostname and ip, and if that all checks out, take a packet capture while logging into the live launcher and verify the signature and json file you receive.

    That error is in retrieving (network) or validating (the JWS signature) or reading the json (corruption) and the problem should be clear from a wireshark capture.

  8. I tried to duplicate by setting up an untrusted resigning proxy, but there is javscript that you won't be able to get past on https://crowfall.com/en/client/, so you wouldn't have even been able to download the client.  Did you download the patcher from the website on the same computer and from the same ISP/internet connection?  With no issues?  Or did you have to manually trust the cert?  (Did you look at the signer when you did?)

  9. Most problems should have been resolved by your VPN test, but maybe the VPN you used was a split tunnel or didn't tunnel DNS, etc.  You might want to remove your proxy, if any, in internet options.  Also, try switching your DNS to Google DNS.  A packet capture is really the only thing that will give you concrete info, people can only speculate here.

  10. I'm surprised VPN didn't work, usually that would get around your country's firewall (China, Israel, etc)...

    Error could be do to retrieval (network connectivity) or security (your client isn't able to verify the server's certificate or you don't have the proper root certificate).

    Your best bet to identify the problem would be to take a packet capture while attempting to update the client and see if you have timeouts or if you have client resets on the SSL handshake and then send that information to support.

    There's no reason to suspect that error has anything to actually do with JSON itself.

  11. I'd love to see this get 800k at release and the GROW from there.  I hope the people who jump into early access and write it off will come back for launch...but first impressions are everything.  A very sad part of this business model.  And if the game is difficult for new players to come in late, even 800k is just going to drop and drop until it dies.

    The days when the server is populated is awesome.  The days when it is dead suck.  This isn't a themepark or single player game where other players don't matter.  The enjoyment of the game is entirely dependent on people being in game and playing.  Harvesting without running into other players is the most boringest thing in the world (I wish they would only have one campaign until population increases lol), but when you are running into groups smaller and larger than yours as you do, it can become interesting.

  12. I just wanted to give some public kudos to @Anthrage for answering so many new player questions over and over in game.  To @Kraahk as well for always responding to new player questions on the forums and in game with grace and energy and love of the game.  To @Scree @Anhrez and anyone involved with Malekai.org.  Incredibly useful, but undoubtedly tedious to maintain with no db API hooks in the game yet.  To @Jah for the campaign maps and to -W- (Winterblades) for maintaining the crafting combos spreadsheet.  I'm sure I'm missing many people, but thank you all for your continuing contributions to the community.  These forums can sometimes be toxic and bitter, but I want to recognize the positive contributions out there.  We all want this game to succeed.

  13. 1 hour ago, MJayed said:

    The most important thing is that the game can maintain a large/active population. If these ideas bring and keep more players it will help the game much more than it may harm it. Games like this need population or it will be boring.

    Exactly.  Agree 100%.  Wish I didn't waste so many words trying to say the same thing.  Well put.

  14. 17 hours ago, Jubenei said:

    I don`t get why you get so angry about it. You have already an account and are going to play from the beginning so why do you need a catch up mechanic?


    I want this game to have a healthy population.  That is the single most important thing for its success.  It is not a themepark or single-player game where it doesn't depend on other humans to be interesting or entertaining.  This is shaping into a really interesting game.  But you can't play it without people.  People will quit.  Real life will happen.  You need to get new players into the game to replace them or it's just going to fall on its face.

  15. 1 hour ago, Talizar said:

     I suspect the advantages will be very very evident and I think this is why there is so much pushback to make sure nobody catches up.   


     They want to create large advantages to roll over lesser players.  It is obvious.


    I know.  Hilarious, right?

    If it's nothing, trivial, inconsequential like many claim, no harm in letting others have it.  If it's not and actually matters--all the more reason. 

    It's not like gear or runes or relics you can play the game and obtain, catching up with some friends, effort, and a few days off work.  There is no way to obtain these things.  They are not cosmetic, they are game balance impacting.  Let new players buy them, just like you did. 

    If you think they need to suffer for joining the game later than you...shouldn't it be the opposite? Shouldn't they be jealous of all the FUN they missed out on? People act like they'd rather be one of the players who joined late.  Is the game such a CHORE to play?  Is the only good thing about playing this game the gradual offline accumulation of skill points such that someone late to the party makes you so jealous?  How dare they (for whatever reason) not get to play this game until now or only just hear about it!?  I wish I hadn't wasted the last year of my life playing it...  LOL

    If still you insist they suffer for joining late, at least don't make it impossible.  Make it a premium box or something.  $50 standard game or the $80 "catch up" version.  Surely $30 is plenty compensation for the "horrible torture" of you actually getting to play the game while they didn't.

  16. 32 minutes ago, Jubenei said:

    It can be an issue for new players but it would be a big issue for old players as i see it. You invest months of time into skilling and even some real money for VIP account. And all of a sudden all new players are on your level without having to invest any of that? seems quite unfair. and why should that be so? the game is in developement for long time. people can know about the game if they are interested in PvP games. They can create an account on launch even if its not VIP this should bring alot if they skill and don`t play. Its just a question of how lazy people are.

    People are playing EQ right now who weren't even born when it came out.  Lazy, for sure.

  17. 4 hours ago, Zatch said:

    No one would argue that the current skill trees are particularly interesting.


    The ability to instantly gain access to one full tree from day one doesn't encourage players to learn how the training system works.

    So instant access to a tree would fail to encourage new players to have to learn an uninteresting system.  Sounds like a huge win!

    But, if you want to say, hey, they might make the skill system awesome and even in a way that new players aren't disadvantaged by it, then, sure, I'm on board.  I'll believe it when I see it, but if ACE has some miracle design they won't push to test because it's a proprietary secret then...great.  But until I see what that is, or have someone explain such a system, I've been solicited to give feedback.


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