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VaMei last won the day on May 6 2020

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  1. CF is many things to many people, and many of those visions are mutually exclusive unless CF becomes a mainstream game with a very large and diverse player base. *IF* CF was supposed to be an MMORPG, and if Hungerdome 1.0 was little more than proof of concept for the combat engine, it was also poor messaging to many players about what CF would eventually become. *IF* CF was supposed to be a BR/MOBA, then all of the crafting and progression elements were poor messaging, as well as not shutting down any player impressions that this would be a child of SB meets SWG that you can win.
  2. The best I've been able to come up with is playing with the guards and the rewards so that taking it early is easier and holding it is more rewarding. When the window opens that's shift change. There are no guards and taking an undefended fort is easy. Every couple of minutes the guards gain a level as they settle into their shift. At the end of the window the guards are up to hard mode and a real force is required to take it. When there are no enemies inside the fort, guard respawn is very short, so repelling an attack immediately gets you reinforcements. On the rewards side, I'd pr
  3. SWG is often hailed as being among the best crafting & economy models ever, and many of the CF devs were part of the team that created it. Most of the elements necessary to recapture that magic are still, or at one time were, part of CF. I have always hoped that's the mark they're aiming for, but over the last year they've been moving farther and farther away from that target. SWG's unique resource properties and near infinite storage is obviously not in the cards. The database creep that created was a serious challenge that I'm sure they don't want to repeat. That said, the array of
  4. I'm still hoping for a salvage mechanic that will allow us to extract components from tribes gear, allowing us to add tribes stats to crafted gear.
  5. I strongly agree with this. *If* Crowfall is going to be a MOBA then so be it, but if it's going to be a progression MMO & throne war simulator, then HD is a distraction from that and will draw opinions contrary to that vision.
  6. For now, the only way would be to set up a private EK with the special pricing and then invite each of the guild members (and kick anyone that leaves the guild) or give rebates to guildies that buy your stuff from public vendors. I'm sure Ace plans to have better options available after launch, but for now that's what we have to work with.
  7. The 1st task in the NPE should be telling you to choose your passives and get them ticking. If it's automatic, the player didn't make a choice, and doesn't know they're there.
  8. A good while ago (5.7? 5.8?) I suggested that gold be convertible to all basic mats, including legos. The exchange rates would need to be high enough that harvesters would be happy to undercut the NPCs so that they wouldn't be commonly used in a mature game environment with a healthy economy, but while the economy isn't healthy, it would give a floor to the value of gold. That proposal was not met with any enthusiasm back then. Now that the game is filled with gold fountains and woefully short on sinks, I don't think it'd take us places we want to go. What I think we need are gold si
  9. The fact that dust & embers are being used as currency doesn't mean there's any problem with them, it means there's a problem with gold. Gold is not scarce, a good store of value, or universally useful, 3 of the defining characteristics of money. CF has tons of gold fountains, but it's way short on sinks. I've been railing on the need for gold to have value since shortly after I started the game. That was my 1st real thread on these forums; Gold Needs Value. Until the vendors deal in a universally accepted currency, there will be no vendor economy in high end goods and we'll be s
  10. IMO, the CC shouldn't automatically end the song, just prevent it from refreshing if you cannot use powers when the timer is up. This makes Sustaining Note useful by making it less likely for CC to break songs. While we're at it, Minor Accompanyment needs to be strong enough to be a serious contender. Bard and Troub are not bad on the surface, but I do think that being an effective buff bot for your team should take more than tossing in a major and using a power slot; but using up those minor slots to buff bard/Troub needs to be worth it.
  11. What if Twisting was revised to allow 2 active songs, rather than eating half your bar slots to improve one song?
  12. There's a huge gulf between 'task management' and letting the community know what the focus points are that will let us help you. Pick any aspect of the client from front end gameplay and gameloop interactions to back end memory optimization and network activity, and you'll likely pique the interest of someone knowledgeable in that area of the game or technical field. Help us help you.
  13. This is a rehash of the gambler's dilemma. If you walk into a casino with $100 in your pocket, ride the casino roller coaster and both win and loose $20,000, and walk out of the casino without either the 20K or the original 100, you are not $20,000 poorer for having gone to the casino. IF you had chosen to leave earlier you would have been much better off for having done it, but when the night is over and you're back home, you are only out $100.
  14. ACE likes to point out that you can level up in as little as 2 hours and join in the action. For combat activities, this is true. A good player with a carry from friends can participate in high level PvP or PvE combat on day one.They won't have the combat passives, but that is not a major detriment, and is certainly not a hard gate. Harvesting and crafting are sadly not that way. Without the passive skills you CANNOT harvest or craft at a high level, and there is nothing you can actively do to improve your rate of progression. Where are we, 6 weeks from server up? Craftsmen are still are
  15. While we're in pre-launch, on test, without multiple concurrent and overlapping campaigns of various types, and no competitive campaigns, there is no game for most of the players so they don't log in. Without high availability of good loot on infected, there's little reason to farm there, so the players that are left farm GR. If we have GR, Infected, Shadows, and Dregs campaigns running concurrently in a persistent and competitive environment, and players still prefer GR, then your argument has merit. While most of the game loop isn't in play, and the gameplay on test is exhibiting loads
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