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ACE Development Partner & Investor
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Posts posted by Caenth

  1. 2 hours ago, Pann said:

    Pardon my all caps but WE NEED MORE GUILD SHOWCASE SUBMISSIONS! I very badly want to launch this section of our site, but it's going to be really empty with only three guilds to highlight. There are so many awesome guilds that are active in our current testing. C'mon Crows! Flock with me! 

    We are working on it. But you caught us right in a conversion period. Don't worry, we'll submit, but I can't promise exactly when.

  2. The use of excessive amounts of white-space in the UI design makes it all very unnecessarily big. For me an UI needs to be functional first before making it pleasing to the eye. This is certainly not happening right now. For a short while ACE went into the right direction by moving away from full screen windows, but the new inventory/character sheet window is a step back imo.

    Some examples:

    • The skill trees. The amount of white-space here is nuts. Sometimes you even have to move the tree to see everything. The tree branches could easily be compressed. Even better, with the compressed trees I'm certain you can even show more trees on one screen thus reducing the amount of going from tree to tree. The amount of clicks I have to do to go from one tree to another is almost cruel. Take an example to Path of Exile.
    • Inventory/Character Sheet. Not only takes this combined window 40% of my screen, it also forces me to look at this window when I do other things, like configuring my power trays. The forced combination of inventory and character sheet is not something I like or need. That this window works 'just like in Diablo 3' is fine for single player games where you don't have to worry about enemies and where the game can be paused when looking at windows like this. I want my windows as small as possible.
    • The power icons. Sorry, but personally, in hindsight, I don't like them that much. Maybe it is just me, but I have to look twice to see which power they are associated with. The color scheme, the shapes. I can't follow. I get it, they follow a design philosophy that should make sense. Again form over function. The single color icons don't make me recognize them instantly. Yes, I could memorize the keybindings. But what was wrong with the beautifully square art icons from back in Hunger Dome? Like in every other mmo they work just fine for most of us.

    I know you are chasing console with this game. I can see it throughout the whole game, throughout the whole design. It doesn't annoy me too much. But the console/controller friendly UI does. Crowfall is a PC game first. A game UI on the PC platform doesn't need big windows with big text and buttons that look they are designed for fat fingers on a mobile phone. Don't develop an UI that will work on a TV and/or with a controller. We use mouse and keyboard and our monitor is right in our face.

    The current 5.4 UI has other flaws, which I won't mention for now. Besides, Soulreaver already covers some of them. I don't want to turn this post into a multi-page rant.



    The more a server is humming with people/activity, the more likely new entrants are to stick around.

    True, but the cause of inactive servers (currently) is because there is nothing to achieve in the campaign. There are no win conditions, nothing to aim at. Fix this and you'll see a lot more activity. There needs to be a goal if you want players playtesting your game. The current tests are not the proper source to come up with a system that is designed to fix the game. How do you even know the game is broken?


    The biggest is that this advancement is typically contingent on grinding monsters, which is something we want to avoid.

    Yeah, and now you have replaced it with grinding resources. Harvesting is not that exciting, I rather kill a challenging monster. But for that you need great AI. Like the BAM's in TERA were. You don't have the resources to implement AI like this? With that 6 million you could hire an AI guy too. I rather see the money spend on something like development than marketing.


    The answer we came up with is the Sacrifice System, a secondary advancement system for vessels ...


    Due to the quantity and quality of resources, Dregs players will level much faster…

    No, they don't. Players don't level. Vessels do. In Crowfall this is a BIG difference. And when you loose your vessel, due to damage or death, you have to grind again for your next vessel. Feels like a proper time-sink for sure. Not seeing how this fits with your passive skill training that wants to avoid just this?


    ... to speed the characters through this progression (i.e. you can max a new build in a weekend), to keep the power curve very shallow (meaning that the power differential between min and max level is very shallow, i.e. < 10%)

    What is the point of this then? If it is this quick there is no challenge, no satisfaction of completing something substantial. Especially combined that it is on your vessel. A short, repeating time sink that is unrewarding? Doesn't sound like fun to me at all.

    The only silver lining is that collecting high quality gear is worthwhile, and thus creating more PvP. This won;t protect the solo player much though. Gank squads here we come, or run with a proper group of friends, being in a guild or not. This system will only bolster the already strong players and weaken the less fortunate even more. If the weak get slaughtered even more, they will log off even faster.

    Maybe they should stick to be play in the safezones to feel safe and enjoy the game? /sarcasm

    Sorry, but I don't see how this system fixes anything. It feels like a replacement for the Salvage and Repair systems that have been put quietly on the sideline or are even out of the picture. I rather have these two systems than this Sacrifice system that tries to fix a problem that doesn't (yet) exists.

  4. 4 minutes ago, BarriaKarl said:

    oogle tells me that 5 dollar equals 4.23 euro so you guys basically are overcharging euro people by an austounding amount of 20%.

    I know that prices listed in US are always (or mostly?) without VAT. In Europe you need to include VAT within your prices that you are listing! I know this sounds alien to you.

    So, 4.23 x 21% VAT = 5.12 EUR. Now we have to pay 5 EUR for it. We're getting a bargain.

  5. Just now, Destrin said:

    Absolutely.  I am not saying you or any other guild leader i know that is in CF would do this... But you can bet your ass that this feature will ruin some friendships and explode guilds... and we will all watch, point, and laugh.

    Totally. But I can't be sad about players trusting the wrong people. You learn by making mistakes I guess!

  6. 1 minute ago, Destrin said:

    Who's to stop Mr. Guild Leader from using that Wallet on stuff for him/her self?  "That new nightmare mount looks nice"... CHA CHING! This little feature could be disastrously explosive to some guilds.

    Well, you need to earn your trust as a (guild) leader. My members trust me in regard of finances. I've proven to the members they can trust me more than a few times by now. Transparency is key to gain trust. Especially where money is involved.

  7. Quote

    Guilds that recruit new (or existing) backers to join their guild between now the start of beta testing will receive 1,000 Crowns per backer in their guild wallet at the beginning of our official “Beta” test.

    Sorry, but this is silly and awful. If any guild recruits mindlessly and accepts anyone they gain an insane amount of Crowns and a monetary advantage. Hooray for zerg guilds.

    We are talking about a free 10 EUR for each member! Nuts!

  8. No one wants the boring patch notes readings. Q&A is what we want. Honest feedback and answers on ALL the questions we have. Not Blair cherry picking questions he is not willing to answers. It feels like you are hiding some things. Try to answer them all. Give us Suze. We loved her grilling Blair and making him sweat. Why? We finally got the answers we were looking for.

    Loved seeing Gordon last stream as well. He is brutal and honest. His down to earth, non-marketing answers is what I like and want to see.

  9. 34 minutes ago, Anhrez said:
    • No info on salvage, maybe this is a reference but some clarity would help  " Oh, and we’re also going to fix the experiment and crafting failure loop to be not so damned painful."
    • no info on repairing - is this at the advanced or intermediate table? as if intermediate then maybe untrained ppl can repair? that would be a kick to the nuts 

    I don't expect the features Salvage and Repair to be implemented at this point.

  10. Quote

    Intermediate recipes are a new type of recipe. While they appear for all players (of any skill level), they can only be accessed when the player uses a crafting station of the correct type.

    Yeah, I'm with Anhrez here, I don't like this one bit. This makes the need for dedicated crafters less. And this comes on top of the change to the skill system changes where you can dip into crafting and combat as VIP. Real dedicated crafters are not that important to ACE it seems. Very disappointing.


    Every Beachhead will have a limited number and selection of crafting stations, but only intermediate weapon and armor recipes will be available through these.

    You already know my stance on beachheads/safezones (for those who don't know, I ****ing hate them) and now you're giving players even less incentives to head out of these?! Very disappointing once again.

    I like the new UI though (maybe a bit less whitespace so the window is smaller?), but the crafting stations are needed in the game for a long time now.

  11. 6 minutes ago, thomasblair said:

    Single view. The new character sheet is what you see when you press ALT and go into mouse mode.

    Every single time? It is even worse than I expected. Why do I need to see my inventory, stats and playerdoll when I just adjusting some powers on my bar? I'm not even joking. This is a serious question.

  12. 1 minute ago, KrakkenSmacken said:



    1 minute ago, KrakkenSmacken said:

    Ok, so I have three suits of armor, and I want to see the stats changes between them.

    You have comparison tooltips for those. You know, those which have been present in a gazillion other games?

    2 minutes ago, KrakkenSmacken said:

    Care to do a mockup of what you think would be better?

    You want me to make a mockup to see a separate inventory screen? Really? You are a funny guy.

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