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Arcadi

Testers
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  1. Like
    Arcadi got a reaction from JamesGoblin in Nobody playing?   
    Ah...you bring back the stressful memories at SWG launch to logging into to tell flood after tell flood.  I went full-on bio-engineer and my friend tailor and since we played like 20 hours a day we were soon the only ones making what people wanted from our trades.  Even raising prices and pushing back delivery dates, demand didn't let up.  Finally there was nothing we even wanted to charge, so we took a two day vacation and went and shot noob mobs with our starter pistols lol.
  2. Haha
    Arcadi got a reaction from JamesGoblin in Hi everyone!   
    My MMO history started with EQ, where I learned a sense of wonder and discovery and immersion in a massive online world inhabited by real people.  I hate single player games and puzzles, so this really opened my eyes.  I also learned the hard way after selling my book to the priest of discord that there were many who wouldn't even group with us "dirty PvPers".  It was an attitude I may never understand -- I have nothing but great respect for my opponents/compatriots be it in Chess or 18xx or Football/Soccer -- but it does mean I can't assume any given MMO will cater to my notion of "social" gaming. 
    Just as I find the growing popularity of cooperative boardgames startling (who wants to take turns playing a single player game? who wants to watch the alphas quarterback? who wants to get yelled at for questioning or not following the established conventions? or in the spirit of "cooperation" have your opinion belittled or your actions harshly criticized?) , the themepark explosion left a bad taste in my mouth.  I had a great time with the SWG launch and the first year or so, and, Anarchy Online's Tower War PvP (which because of the lack of the now ubiquitous level-based gear restrictions, involved a great deal of gear hunting and twinking and multi-box buff-bots) kept me occupied for the greater part of 5 years (~400 days /played time on main); but once updates slowed, friends quit, and population dwindled...I've mostly written the MMORPG genre off as "no longer for me".
    The Camelot Unchained and Crowfall kickstarters excited me, but, having been burned by kickstarters in the past, I have a firm anti-kickstarter stance.  I planned to buy them on release, but...it appears I couldn't quite stand the wait.  I have a great deal of free time right now and nothing to spend it on.  I moved away from my face-to-face boardgame group and I don't like movies/tv/fiction, so out of desperation and utter boredom I've decided to join in the testing phase.  But seriously, I am excited about this game, it was always just a matter of "when".
    I am eager to get connected with the community.  I would like to thank @Nudalus for crafting me a set of armor on my first day in pre-alpha.  I would also like to thank @Kraahk for inviting me his staggeringly awesome player city and giving me some encouragement.  I even had a chance to arrive right at the end of @MJayed solo-capping a fort and marvel in awe at a full-skill-treed uber.
    I am an older gamer (though we in the late 30s don't think ourselves old, we must recognize how the younger generation must view us).  I know nothing of memes and twitter.  I've never seen an episode of Game of Thrones--I don't even know if that's dated now.  Heck, I've never seen an episode of Simpsons or Futurama (and that's definitely dated).  I have trouble relating to people who aren't mathematicians or linguists or theologians, and know considerably more about how to dial the right settings in on a compressor than which Assassin's Creed was the best.  That said, I am very interested in finding a guild I can fit in and contribute to.  I am hardcore player who plays a lot and seeks to play efficiently and competitively.
    In any case, I'm happy to be sharing this experience with all of you.  I look forward to seeing you all in game.
  3. Like
    Arcadi got a reaction from ledeir in PSA: combine quality DOES affect stats   
    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.

  4. Like
    Arcadi got a reaction from Omen in Metagame flow observations and clarification   
    Hmm...yes, each sentence you write makes sense, but when I put them together, I don't understand what you are trying to say.  Is it simply that you are saying I'm wrong, nothing more?  I think my confusion is I am looking for an alternative model or suggestion or continuation of discussion, but your replies seem merely dismissive.
    I'm trying to consider how people will try to "win" the game.  Specialization seems to provide better opportunity to win than suboptimal and inefficient spreading of playtime, resources, and/or skill points--even if you can.  It is the part of the discovery portion of games that there are plenty of bad choices that can be made, but considering these while strategizing is rarely productive.
    If you are saying a portion of the player base will not really be contenders, then I agree, but how will the game be played in the hands of the best players?  What does the idealized state look like?  When you model a Chess exercise playing both sides, do you intentionally make mistakes because "people make mistakes", or do you try to find the best way it could play out?
    Do you think guilds should not emphasize specialization, but instead have a bunch of jack-of-all-trades members?  Or are you commenting on the other case, the viability of a freemarket crafter?  Are you saying that everyone will either be in a guild or content with the inferior versions they can obtain themselves and so there will be no economy, online self-sufficient guilds and content-with-inferior-versions casuals and anti-socials?  That might be an interesting idea to explore.  Maybe the concern about this game needed an economy is invalid and aside from the guild vs guild aspect (which exists outside a game economy) there is no demand at all?
  5. Like
    Arcadi got a reaction from Omen in Metagame flow observations and clarification   
    I did mention the implications of the different rules sets in my post and I completely agree.  That capability has potential to be real game changer.
    However, some of the flexibility is one-way.  If you commit to a 3-6 month no import no export campaign (which I personally think would be a lot of fun), you lose 3-6 months of resource and wealth accumulation against players who are using imports/exports.  I think people might be willing to "try" that type of campaign, but at the opportunity cost of losing serious ground in the "eternal" campaign probably not?  At least not in the first couple years.  Maybe later once it's clear they are have dropped far behind in the accumulation curve.
     
    As far as multiple accounts go, as I said, I only see that viable for crafting.  Definitely not a good strategy for combat / harvest players unless they are harvest-botting.  I concur players will inevitably have some leaning one way or another, but players who can do both will be more useful, and there's no reason why you shouldn't be able to.
     
    Perhaps a greater concern is what happens when you crush the other factions so bad they quit and run to another campaign?  Do you just have a free zone all to yourself to harvest and craft and export without any risk at all?  "Farm status"?  Maybe that's when you send out the ALL CLEAR for your non-VIP gatherers to come in and fleece the land?  Or does a GM push a button somewhere and accelerate the Hunger or the campaign end?  It's not like a guild needs to all be in the same campaign.  Go gather in the one-sided ones to get gear for the actually close ones?  And if the enemy doesn't do the same, they'll be at a huge disadvantage, because all the resources in the close campaign will actually be contested.  How much world hopping will be viable will also dictate some of the meta playstyle.
  6. Like
    Arcadi got a reaction from Omen in Metagame flow observations and clarification   
    After purchasing this game on Thursday, I've now taken the time to read all the official articles, as well as most of the mechanics threads for the last year.  I would like to check my understanding of the current gameflow and vision, and perhaps gain some clarification in areas that draw concern.
    Billed as one of the first "winnable" MMOs, Crowfall includes intentional goals in addition to the standard ones encountered in MMOs (reputation and accumulation).  So far no "winnable" campaigns have been available for test, but generally these will involve controlling forts and keeps.  Theoretically the system allows for more creativity -- e.g. perhaps there could be a campaign to be the first to craft an item above a certain stat threshold -- but generally we can assume "winning" will require combat on a medium to large scale.  Winning will typically be at the faction level (again while the system affords guild or individual level, the faction approach seems most common in current discussion), so as usual, players will have split allegiances between personal goals, guild goals, and faction goals.
    In reality people's interests spawn multiple categories, but let us consider the three classic types this game is designed around:
    (1) Combat PvPer
    On the reputation and accumulation end of the scale you have gankers or griefers or tea-baggers or screenshotters or epeen high score chart types--same as every other game.  Towards the goal-oriented end of the spectrum you simply have a player who wants to contribute via combat to the victory of a campaign.  They like the real time -- not as twitchy as FPS, but more twitchy than Chess -- Paper-Rock-Scissors with accumulated character progression shifting the odds minigame that is MMO combat.  They create demand for gear: weapons, armor, consumables, etc.  But what do they supply?
    In other games which try to support multiple spheres, they typically supply money and create inflation.  There is no need to make the role more attractive, because it is usually the most exciting.  Certainly when campaigns are winnable by controlling forts and keeps, these are the strikers/forwards and everyone else supports them.  So perhaps that is enough.
    (a) Counterpoint: They supply protection?
    I like this idea.  I would love to see this realized.  But it doesn't seem like crafters need protection.  Crafters craft in their safe, instanced player-housing (aka EKs).  Harvesters export goods out of the campaigns to them, and PvPers go to the EKs to buy the gear and import it into their campaigns.  PvPers could only protect crafters if crafters could only create the best items from within a campaign at a contested location.  But then how do you get people to visit other people's EKs--not to mention simultaneously creating value for the virtual goods which make up these displays?
    (b) Counterpoint: They can supply unique items?
    The problem here is there are two main ways to distribute campaign rewards, both flawed.  Either equal rewards to everyone on the winning side (so people can join and idle for the reward) or based on contribution numbers (which are not only easily exploitable and rarely represent actual contribution, but also disadvantage crafters who might contribute a great deal to their guilds victory in a campaign without ever even entering it).  But even if this problem were resolved, and a PvPer takes away something awesome from a campaign victory, what could this be?  What item could a crafter want that a PvPer wouldn't?  If it's a status item, surely the PvPer would want to display it in their EK, not simply sell it to the highest bidder.  And if it is a crafting component, then a crafter doesn't really want it unless they get to keep the end product, which is precisely the same dilemma.
    (2) Harvester
    Ok, but what about Harvesters?  Harvesters need to venture to risky, contested locations to get the best resources.  True...but if we are honest, all the serious PvPers will be VIP and have harvester secondary.  And vice-versa.  Anyone who wants to be a dedicated harvester will buy VIP with combat secondary.  It's a much better solution to send people who can defend themselves out to harvest, than to send harvesters out with an entourage who sit around do nothing 99% of the time.  This isn't security guard simulator.  The few who aren't going to pay for VIP will likely be PvPers who rely on their guild to keep them supplied, or perhaps they should play a Crafter instead, which doesn't require VIP.
    Harvesters supply crafting materials.  Harvesters create demand for gear.  Harvesters and PvPers are really the same thing.
    (3) Crafter
    The crafter role in this game is the most confusing to me.  It's the perfect second (third, fourth, etc) account.  You don't need VIP, you can just buy an account for each crafter (are there 9? $450 is still less than Sapphire was) and be completely self-sufficient.  Sorry, I never played EVE so I don't get the whole offline skill training thing, but with no grind -- and I'm not saying there should be a grind -- and no danger -- I do, on the other hand, think perhaps there should be some danger -- setting an account ticking for each crafter type at launch seems like a no-brainer choice for serious players.
    They're also a perfect candidate for botting.  You do a few clicks and watch a timer slide down, no thought or interaction.  If it's not meant to be botted, then it should be either dangerous or interesting.  If crafters can get ganked while crafting, you need to be at your computer.  If every combine generates a Bejeweled mini-game the score of which determines your end result...(while I hate Bejeweled, many people don't)...you at least have some engagement.  It's my strong preference not to do the minigame route because (1) I find any game which does have interaction with other human players tedious and uninteresting and (2) any solitaire minigame they can come up with can be botted with a little work; but if they find someway to make the engagement interact with other players, I would be all for that.  Otherwise, moving crafting to contested areas inside PvP campaigns seems the best solution.
    Crafter's supply is obvious: everything.  Combat gear.  Harvesting gear.  Crafting gear (tables).  Cosmetic gear.  Player housing gear.  But what a Crafter want?  I've got four computers on my desk which can all run multiple instances of this game.  If I have multiple self-sufficient crafter accounts, having a PvPer / Harvester account  to supply them isn't very taxing.  And it's certainly something engaging to do while I'm waiting for combines to complete (although I wouldn't be able to do that if Crafting were actually dangerous).  But...let's say this gets resolved and it becomes dangerous or engaging.  Then crafters create demand for materials in excess.  This is important.  Crafters don't need materials in the way combat players need equipment.  Crafters need mats + more (whether that more is extra mats or currency).  This is because only bots play the game to just make stuff at cost for their guilds and friends.  A real player wants to get the coolest looking houses and decorations and other status items before the other crafters (personal) or guilds (collective) do.  Because that's the crafter PvP game.
    --
    So, in summary, it seems to me the game has one full-time role -- Combat PvPer / Harvester -- and a second role -- Crafter -- that is well suited to second/third/etc accounts.  Hardcore guilds will see this fairly obviously and simply make sure each crafter type is covered (shared guild accounts would work fine too) and everyone else has VIP.  Since organized or hardcore guilds work outside the economy (I mean, they provide for all their own needs), the large guilds full of unorganized casuals (i.e. glorified chatroom) will have the most need of a working economy.  A solo player willing to micro-manage multiple crafter accounts for personal status alone (i.e. EK parcels and buildings for people to gawk at when they come to use your vendors vs. being the crafter for a guild that wins a lot of campaigns and gets tons of views on their youtube videos) stands a good chance of being able to provide for these guilds which probably want to focus more on Combat PvPer-type activities.  The question is really how many such solo-crafters the game needs and how many want to do that, which will establish how much they can get away with charging.
    I don't think this is a bad game flow, but it does seem like there is a lot of misunderstanding (miss-expectations?) throughout the forums.  I do think that without forcing crafting to take place in contested PvP areas it will be overrun with bots (not to grind xp, but just to make components and experiment and combine until you get the perfect combination of 100% Successes).  But again, that's not a failure, that just puts it in the same place as many other games.  Perhaps the most confusing thing is the frequent negative posts against the metagame flow, when it actually seems to be very close to the design vision.  I recognize there's very little opportunity to engage in (or test) PvP on the pre-alpha server, but certainly it is clear that with the systems in place that that would not remain the case even if the game were released today.  There is much reason for PvP combat in the design and if everyone's skill and gear were reset and had to compete over the same resources in a map size that fit the population, there would be quite a bit.  Add campaign victory conditions and rewards to that and all the more so.
    Anyway, already quite a long post.  Thanks for reading and I appreciate any clarification or response you may have.
  7. Thanks
    Arcadi got a reaction from Omen in PSA: combine quality DOES affect stats   
    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.

  8. Like
    Arcadi got a reaction from Omen in PSA: combine quality DOES affect stats   
    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.
  9. Like
    Arcadi reacted to soulein in Kill them all...   
    House Avari and uXa (Order -16)
    Soulein
    Balathan
    nineoneone
    Falco
    Retaliate
    Sobersoul
    Thallis
    Endless
    Gracen
    Dolmar
    ChuckZitto
    Shiner
    Dolgar
    Weaponsx
    Elii
    KrakkenSmacken
    UDL/LoD/TB (Chaos - 20)

    Ginko
    Scipio
    Panzer
    Uzziah
    MarsJust
    Grayhawk
    Innate
    Chroma
    Jagour
    Recdya
    Hunt
    Vengeance
    Yianni
    DarnHippy
    Milo
    Kingpin
    Lord Leonidas
    Lord Aleksander
    Hammur
    Blakerepot
     

  10. Thanks
    Arcadi got a reaction from Carausius in PSA: combine quality DOES affect stats   
    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.

  11. Like
    Arcadi got a reaction from JamesGoblin in Crafting and harvesting   
    Yes, as you'll see in my meta-thoughts thread as well.  The interaction and engagement of Combat and Harvesting *are* shaping out to be quite interesting.  How they will fit Crafters into that loop, remains to be seen.
  12. Like
    Arcadi got a reaction from JamesGoblin in Crafting and harvesting   
    Full disclosure, I cannot compare this game to EVE because I was furiously into Anarchy Online when it came out and ignored it.  After 5 years of heavy 50+ hours/week Anarchy Online play, many guildees had left and forming new relationships only to see people leave got more and more depressing.  At this point I looked into it, but I couldn't stand joining late to catch up and I didn't want to RMT an account.
    I am a huge fan of shareholding board games however.  1817 being by far my favorite--hands down the best way you can spend 8-12 hours face to face with 4-6 rational thinkers.  Short selling, mergers, acquisitions, bankruptcies (both engineered and inevitable)--if I could get real life friends together to play 1817 all day long, I would never need to play online games.  1830 is also great, or shorter (but still interesting) games like Medici, Wabash Canonball, or Age of Steam can also be quite interesting.  If you can round up face-to-face friends, that might be an exciting alternative.
  13. Thanks
    Arcadi got a reaction from JamesGoblin in Crafting and harvesting   
    I would recommend waiting.  In my opinion, the current state of crafting is not engaging for full time human attention and an economy is non-existent.  Crafting is for bots and alt-accounts.  Buying and selling is for people who just want to help new players and solo players out of the good of their hearts.
    I believe this will change.  But how exactly has not been explicitly laid out and its success is hardly guaranteed.  I would desperately like it to be better as I enjoy economic PvP, but unless you would like to buy in, test the game in its current non-existent state, and argue for change on the forums against many detractors, you are better off waiting until further down the line.
    You can read some more of my initial impressions here: 
    Furthermore, I'm happy to clarify or expound on any detailed points that might interest you. 
  14. Like
    Arcadi got a reaction from Anthrage in PSA: combine quality DOES affect stats   
    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.

  15. Like
    Arcadi reacted to srathor in PSA: combine quality DOES affect stats   
    Oh yeah. 

    Arcadi, fantastic job! Thanks for finding this and clueing me in, I will help spread the info. 
  16. Like
    Arcadi got a reaction from Scorn in 5.7.1 Live Feedback and Bug Reports for 9/14/18   
    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.
  17. Like
    Arcadi reacted to KrakkenSmacken in PSA: combine quality DOES affect stats   
    Could be that the base is 31.6, (grey), and it goes up by +1 for each quality grade, maybe even as a simple placeholder value in the formula till they give it a balance pass.  You might be able to get a better pattern with more than two data points.
  18. Confused
    Arcadi got a reaction from JamesGoblin in Crowfall 5.7 - HoA PvP Video Thread   
    Before ESAN?
  19. Like
    Arcadi reacted to soulein in Crowfall 5.7 - HoA PvP Video Thread   
  20. Haha
    Arcadi reacted to MJayed in 100% Assassin free! And no MSG!   
    Why do you hate on my group support assassin??
  21. Like
    Arcadi reacted to blazzen in PVP Spam   
    While I really enjoyed the kill spam in Shadowbane I think the planned toast messages from guards at outposts, forts and keeps will help with finding the action.  
    https://crowfall.com/en/news/articles/ace-q-and-a-for-september-combat-tweaking/
     
  22. Like
    Arcadi reacted to Scorn in PVP Spam   
    While I would like to see something like this, bringing back those Hunger Dome memories, there are certain other issues I see that interfere with PvP more than this.

    Almost all PvP in CF is currently consensual, people want to fight on their terms, and are allowed to. If they don't want to fight they don't have to.
    Harvesters can just Spirit Bank their Loot and even farm very close to a Local Bank. Also, Recall is on a pitiful Casting Timer.
    Common Resources, which make up the vast majority of what farming provides are available at vendors for a tiny 4.5GP per.
    The world is fairly large with spread out and varied resources, what Adventure Zones there are don't seem to draw people.
    With Multiple servers this issue only gets worse as people are free to harvest on a different server than others.
    There is no incentive to crafting in Campaign worlds, which leads to Crafting being done in complete safety of the Eternal Kingdoms.

    Overall, the world tends to feel dead most of the time, and it's not just due to a lack of Kill Feed in the chat.
  23. Like
    Arcadi reacted to soulein in Crowfall 5.7 - HoA PvP Video Thread   
  24. Thanks
    Arcadi got a reaction from JamesGoblin in Ore Specialization Modifiers Possibly Need Adjust   
    Sample set too small.  Also the skill increases in advanced trees are small.  But if you harvest enough, it makes a difference--albeit not huge.
  25. Like
    Arcadi got a reaction from ace-tyrant in Community Kudos   
    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.
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