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Everything posted by VaMei

  1. ^ 100% agree. The reward for playing a game should be the enjoyment of having fun while playing the game and/or the satisfaction of whatever personal goals were achieved during your play time. Daily login rewards are a tool of designers incorporating addiction principals into their game to pump numbers for their advertising sales and shoving micro-transactions at you that allow you to bypass content, while they make that content intentionally unfun.
  2. For gold to really work, it needs to be generally useful to everyone and/or very useful to a few that have stuff everyone else wants. My hope is that the Dregs and EKs is where mountains of gold go to die and we just haven't seen that piece of the puzzle yet. If maintenance fees/taxes in the dregs & EKs operate in a similar manner to the sovereignty and maintenance fees in EvE, then players will need to get gold from other players in GR and Faction campaigns by selling them stuff that is only found in the dregs or only produced in EKs. Not that I have any real basis for that hope. With the import/export/embargo restrictions, and potentially very long campaigns, each campaign could be it's own isolated micro economy that is born, grows or withers, and dies within the confines of its world.
  3. This has long been a nagging concern of mine. It really comes down to how many players of what mindset make up the player base, what their personal goals are, and how much strategic value is attached to gold and treasure (or gold vs treasure?). Factions CWs might play out much like the Rebels vs Imperials in SWG; everyone had to choose a side, but most players only looked at it as a rivalry if they cared at all, and were perfectly content to sell goods to anyone willing to pay for them. What passed for a ‘war’ there was closer to what we’d call a scrim. On the opposite end of the spectrum, in the dregs even your closest ally is a potential rival. That could play out much like EvE where wars may rage in null sec and a war target’s ships are fair game anywhere, but credits know no allegiance inside Jita station. Or it could be a situation where no one will trade with anyone; provide for yourself, because no one else will.
  4. After you've amassed your 1st million gold and it still won't buy a set of gear, you realize that all the while you were playing the market game you were the one being played.
  5. Crowfall currently has NO sinks that will pursuade high end players in organized guilds to part with high end goods for gold. Gold is useful for nothing more than starter discs, and food & weapon components from vendors. I get all the food items I need from chests, and a weapon head mold every couple of weeks is not a compelling sink. Worse, if I did need gold it's easier for me to go get it for myself than to offer goods for your gold. Gold needs to bubble up if high end goods are going to bubble down; I need to want YOUR gold, and the biggest guilds really need to want your gold. For now, chaining bosses is the best source of both gold and loot. That has to change if gold is going to be an accepted currency.
  6. As I see it, there are two directions Ace can take the game. 1. The guilds and individuals take care of themselves with only limited trade. In this scenario random and rare drops and forced interdependence are a bad thing. Players will want to go get whatever their next item is that allows for personnel advancement, and they will expect to know how/where to get it. Random and rare drops will frustrate them, and forced interdependence and professional specialization will present roadblocks that may be very difficult to overcome for individuals and guilds that have not achieved critical mass. 2. Allow and encourage a player driven economy to solve most problems through specialization and trade. In this scenario, a player obtains personal advancement by adding value to the economy by whatever means (s)he chooses, and takes those profits to the market to buy what they want. If you want to farm gold, harvest, craft, farm minors, or whatever job the economy needs filled, you can do that and earn gold for your time. Here, RNG and rare drops are not a bad thing, because anything of value you get from your time can be sold to those that want it, and you can use that gold to get what you actually want. OTOH, adding aspects to the game that undermine professions also undermines the economy. Managing an economy that potentially spans multiple campaigns, each with its own specific ruleset, will present a daunting task that may go places Ace doesn't want to follow.
  7. Count me in the nervous group. Rather than improving the economy, I see this as competing with the economy before it's born. Master craftsmen will be competing with loot for market share on anything but their best work. Entry level craftsmen will be left out entirely. The harvesters that feed them will see lower demand for their goods, particularly after salvaging and refining is implemented. IMO, give us the tools for a real economy (a valued common currency, manufacturing & storage inventory), and we will fill the need for gear. Then change loot from finished goods to components that are better, or just different, than a craftsmen can produce but still require crafting to become useable gear. SWG's Acklay bones, Night Sister vibro motors, Krayt tissues, Geonosian power cubes and all the other loot only components made for incredible gear and were all well worth chasing and fighting over, while adding to the economy by demanding the best craftsmen and the best materials for assembly,
  8. Those are base stats at level 1. After leveling up and putting points where they actually matter the difference is not nearly as significant. Is a blue vessel and blue gear a big upgrade over white? Absolutely. Is it 9-10 times better? Not by a long shot.
  9. Either this is a typo, you are badly misinformed, or you are intentionally misstating the truth. A blue vessel, fully geared in good blues, is not even close to double a geared white vessel, let alone 10x.
  10. I agree with everything you said, and it boils down to the juice being worth the squeeze. In a post release game with a working and well supplied economy making surplus items available to players that actually want them, I don't see anything wrong with where the game is today. In this pre-alpha environment we don't have that. The only currency that player run vendors accept is not accepted as currency by the players that would run them, so we're all farming for everything we need in our own little world. At best, we might arrange a face to face bartered trade. With the placeholder inventory system, for each player to maintain personal stores of everything they want and need, and everything they should want to sell is not really feasible. We don't have manufacturing, so hand crafting every single item is a pita. Storing materials and vending finished goods is also a pain. The RNG based discipline system is also a pain for now, with no good way to store unwanted loot, get it to players that do want it, and get the stuff you do want in return. Sacrifice items are in the same boat. Those should be valuable items, but but in the current environment they're trash. IMO, the big 3 items that would calm things down are inventory, manufacturing, and a common currency that is both accepted by vendors and valued by players; if not gold, then dust would work just as well. When we have these tools, we'll solve our own problems.
  11. ^ This. Since the beginning of the trials, not once have I chased points on the leaderboard. My only concern is helping my team win by insuring they have the materials and tools they need to win, and helping them maintain the lead through holding points. In the current campaign, players are ranked on number of captures and K/D, while faction victory comes from holding POIs and denying those POIs to the enemy. The best path to one is not the best path to the other.
  12. That's working again in 5.92 on test.
  13. "Vessel Name Here," glad to see this functionality restored. Even if it's only seen in the lobby, it helps us know which vessel we're selecting.
  14. lol, all the collective 'we' need to do is figure out what we can agree that we want. I haven't seen a We Want This thread in a while that didn't end up with people going in a dozen conflicting directions.
  15. Would love to see more choices in how a piece of gear is made. I brought up something similar some time ago based on elements of the SWG crafting system. One of the things about the SWG crafting system that players recall most fondly was the depth of the resource and experimentation systems. There were literally hundreds of specific types of resources, each with specific properties that would add or detract from the final creation. Each spawn of a given resource (lasting 6 to 21 days) was unique, with random values for the properties associated with that material. When it came to experimentation, there were many different categories for the player to place available experimentation points, and the properties of the materials used during assembly greatly affected the number of pips available for each category. For example, experimentation on a Mind Disease Delivery unit was affected by: Charges: Overall Quality 66% Unit Toughness 33% Effective Range: Conductivity 33% Overall Quality 66% Potency: Overall Quality 66% Potential Energy 33% Skill Required: Overall Quality 66% Potential Energy 33% Duration: Decay Resistance 50% Overall Quality 50% Power: Overall Quality 66% Potential Energy 33% Since there was never a perfect material for anything involving experimentation, a good craftsmen was always looking for materials that would give the best balance for the things they made. While all this depth was great for players, it was horrid for the server and the devs. Players hoarded material from any spawn that might ever possibly be useful in the future, even if that material was made obsolete by a newer spawn since we never knew how long our stores would last or when another great spawn would happen. Stacks of 1000s of different materials sitting in boxes waiting for the day they might become valuable. It also meant that balance from one server to the next could be greatly skewed due to the random nature of available materials. On one server, a specific material for the T21 rifle (the BFG9000 of SWG) did not spawn for so long, that the devs had to step in and force a spawn. Rather than reopen that can of worms, I'd love to see harvesters gather the generic resources as we do today, and allow refiners to enhance specific traits of the resources. Craftsmen could use the raw stuff out of the ground, or get the good stuff that better met their needs.
  16. Once you get a vessel to Lv25 (with your capstone talent) and have some good white/green gear, you are viable for keep fights. Better gear makes a difference, good group composition and execution makes more difference, but sheer numbers is rarely a bad thing. You are more valuable to your team fighting poorly than sitting on the bench, and you can't learn how to fight well if you don't fight.
  17. The cauldron wasn't a bad starting baseline value, but I'm looking for an even higher value for gold than 1xp. We should want to sell sacrifice items to players for their gold, rather than just having them throw their gold in the fire. IMO, the cauldron should be the last line against inflation, not the baseline.
  18. I agree. Rare drops are good, with the caveat that we need to be able to easily sell the things we don't want, or have an abundance of, and buy the things we do want. When we're all swimming in our own little pools, rare drops suck. Rare drops suck less for guilds, and the larger the guild the less they suck, but then we're back to inventory management.
  19. Gotta watch the belt items with durability. I lost a chisel to the death penalty.
  20. There's a ton of crying right now about how players can't find this important thing, can't make that, and don't want to grind on this that or the other. We need a working economy so that players can sell what they don't want or need, and buy what they do. Before that can happen, gold needs value. Gold needs to have enough inherent value that we'll trade away dust for it, we'll trade away embers for it, we'll trade away vessels, weapons, armor, and disciplines to our hated enemy if they'll give us enough of their gold. Gold needs to be easy enough to get that newer players in moderate gear can get it, but it should not be easier for organized high end players to get more gold from high end content. Organized players focusing on high end content should be getting the stuff we want to buy, or parts that become the stuff we want to buy; and they need to want to sell that stuff to get gold. Where is that underlying value for gold going to come from? Not from weapon molds and basic discs from vendors. If there's no plan to give real value to gold, then gold should be eliminated, dust should become the vendor currency, and alchemy should allow bi-directional conversion between dust and embers at a loss.
  21. Gold needs to be worth something to end game players if it's going to be be the currency of the vendor economy. End game players need to want gold badly enough that they'll trade that perfectly rolled legendary runic weapon of ultimate power to a potential rival in order to get their hands on a fat pile of gold. That value is not there today. Not that restoring gold sacrifice would create that value on it's own, but it's something. In a healthy economy where gold had value, we would be selling high end sacrifice items to each other for better returns than we get from throwing gold in the fire; but if there's enough gold in circulation that players want to throw it in a fire, let them throw it in the fire to get rid of it. Edit: Having a healthy economy solves many of the grind problems as well. Don't want to beat on trees and rocks to get resources? Don't have the skills to craft the gear you want? Don't want to farm for disciplines? Get gold and buy stuff. Gold sources should be ground level so that solo players with moderate gear can get about the same gold per hour farming solo content as high end players in groups chaining bosses. High end content should be where the stuff we want to buy comes from. Organized players will have access to stuff, but maybe not the right stuff, so they sell what they get and buy what they want. The question is, how to create that value for gold?
  22. On logging in, I received notice that order has won with option to view map and score. viewing map & score brings you to an infinite loading screen. Cancel does not work. alt-F4. This same screen popped up for several past campaigns. Thought it was a loop at first, but I kept closing them and eventually it stopped. Possibly add campaign name to the window? My rare vessel can equip common, rare, and epic major disciplines. If discipline quality needs to match vessel quality, we need an indication of vessel quality. Major disciplines cannot be right-clicked from inventory into Refine recipe crafting window.
  23. Really... @Phylor.the.Jester
  24. This brings us back to point disparity between play styles. DPS classes get kills, utility and healers do not. Craftsmen get crafting points, harvesters do not. Whack-a-mole circle standers get caps, defenders do not. Scouts get... We like scouts. Ranking players for real rewards in an MMO that requires diversity will not take us to places we want to go.
  25. "That's not going to come back and haunt you" @jtoddcoleman This clip will outlive CF 😘
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