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VaMei

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VaMei last won the day on May 6

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About VaMei

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  1. 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.
  2. 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.
  3. 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 sinks on things the average mid-game player wants. EvE uses insurance and fees on offices, labs & manufacturing to give credits value to the average player. I think CF needs something in the same vein. Once there is a game loop that makes the average player want gold for something more than their dragon's bed, then gold convertibility makes a lot more sense.
  4. 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 stuck with face to face barter for anything of real value.
  5. 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.
  6. What if Twisting was revised to allow 2 active songs, rather than eating half your bar slots to improve one song?
  7. 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.
  8. 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.
  9. 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 not able to make gear better than war tribes drops (top line damage numbers are higher than loot, but the secondary stats are bad, real bad), and harvesters have barely touched their final profession tree, if they've reached it at all (I'm getting close to the end of the skinning side of Reaping). Without the Harvest Critical Chance and Critical Amount from the profession tree, you are not harvesting at anything close to a high level.
  10. 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 of issues, and any long term progress made on test will be lost as soon as Ace migrates to Live, and lost again at soft launch, the fact that the players that are playing choose GR over Infected is not conclusive evidence that PvP is bad and GR should be buffed.
  11. again, unless stamina is how you get close enough to begin dealing damage. Then stamina is no joke.
  12. In a sad twist, CC is only useless if your target isn't sprinting to get from one target to another. With both sprint and retaliate using the same resource, CC is very useful against melee, especially melee with few gap closers and short dodge.
  13. The mouse risks the tools, pots & food he's carrying and didn't plan to bring home, the durability of his gear, and his time. I carry about an hour's worth of supplies, and when I run out it's time to go bank & resupply. The potential reward is known if the mouse is planning ahead. Until he gets home with the cheese, it's not his. If he gets home safe with the cheese, he wins. The cat risks bandages, food, durability of his gear and his time for an unknown reward. If he finds a mouse, that mouse may have a treasure trove, or may only have an hour's worth of supplies. The cat may not find any mice, may find a dog playing as a mouse, or may be found by a pack of dogs. If the cat finds a fat mouse, kills it, and gets home without being eaten by the dogs, he wins. Assuming the dogs are allies with the mouse, if the dogs kill the cat after the cat kills the mouse, the mouse still wins.
  14. What's more, after the harvesters leave the wolves will have to harvest for themselves; something many of them detest. I'm a carebear at heart, but farming in complete safety isn't a challenge. I prefer to be a sheep among the wolves, but there has to be a balance that's fun for everyone or it'll be fun for no one. Being a harvester in a PvP game is different from being a PvPer who is harvesting, it's a zen thing. You get into a rhythm that's relaxing compared to your daily life. Getting ganked breaks that rhythm. Getting ganked often keeps you from ever getting into it; but with out any threat I'd do as well to play minecraft. (nothing wrong with minecrafting, it's just not my thing) What people have been pushing for, smaller worlds with more concentrated resources, these mean I'll need guards to do my job. Harvesting like this sucks for the guards, the harvester, and the ganker. The guards & the gankers won't get good PvP because a solo ganker won't engage if I have 5 guards, but a war party will roll over us, and a bigger war party will roll over them. For the harvester, the players guarding you give pressure to maximize output so we can get done, rather than going at your own zen pace, when you want to do it, until you don't want to do it. Myself, I prefer a wide open sparely populated world with widely scattered mid level resources with a few gems sprinkled in here and there, where you have to find me to gank me. The threat of PvP is real and ever present, but so is the potential to make my run & get home safe. My 'guards' don't need to babysit me directly, they can do their job by roaming; outriders looking for contacts, and then the party collapses on any enemy they find. Edit: In a wide open world, the game of cat & mouse is actually dog, cat & mouse. When the dogs bark, the mouse hides. It's the cat's job to find the mouse without being seen by the dogs, and then escape before the dogs catch him.
  15. That is precisely my point. You're new here, so you've only seen what CF is right here and now. 2 months ago it was a different game. A year ago it was a VERY different game. Over time CF has attracted players that liked CF for what it was in that moment and how they imagined it would grow from that. Ace needs to be clear on what CF will be, because after my 18 months here, most of that very active with -W-, I really have no idea where things are going to end up; but I also know that the community at large has no idea where they hope it ends up.
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