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oridi

ACE Investor & Tester
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oridi last won the day on March 20 2015

oridi had the most liked content!

About oridi

  • Rank
    Raven

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  • Interests
    The Crowfall Chronicles - a backstory that turned into a novel. http://community.crowfall.com/index.php?/topic/1348-the-crowfall-chronicles-part-1-of/

    KOS list! Whoohoo I'm tough!

    doomgrin
    thestarsareright
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    Female
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    Land of Trees & Water

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  1. It's been a bit since I've checked the forums and I was hoping that the crafting professions would have shaped up by now. It looks like the same imbalance still exists. If you love PvP and that's all you want from Crowfall then you're all set. If you hopped on the Kickstarter and invested in the game cause you thought it was going to be a balanced experience that required both supply and demand - if you thought that Koster was going to bring some magic to the harvesting and crafting - you're outta luck. Keep this in mind devs. If there's no one that likes harvesting, folks won't do it after a while. If there's no one that likes the RNG trashing their crafting process over and over, folks won't do it after a while. To make the player economy you want Crowfall to have, there has to be both supply and demand. You've got demand handled with import restrictions, item decay, and player looting. Now you need to work on the supply side. Get busy.
  2. Thanks for the video. ---Starting with the meh part of things - not excited about the harvesting process. It can get excruciatingly boring over time, even with folks trying to kill me as I hack away at nodes with my magically summoned axeshovelpickknife. ---Really happy with the impact of resource quality on the final crafted product. Glad that end product is impacted by resources and crafter choices as that leaves room for excellence outside the dictates of an rng. I've not posted in a while but some folks may recall my dismay/trepidation about the crafting system going the scattered nodes/static recipe route or being such a secondary system that no skill would be involved. This looks challenging and interesting and I am looking forward to discovering what each resource does as far as stats. Thank you for choosing to go in this direction for crafting. ---Ways you can screw this up/ways you can make this amazingly great. You probably have run through all of these but my fingers are flying. Keep a very close eye on the success/fail rng for the first few campaigns. Too easy and folks will get bored crafting. Too harsh and you'll lose folks as we're trying to get resources in the midst of battles, defend poi resource points, transport the resources to our safe spots and/or get resources out of the campaign back to the EK. NOONE is going to be happy about fails/losing resources and while I see the value of tossing in a nod or frown from the gods, if the god frowns 9 times out of 10 nothing decent gets made. LOTRO had an issue with this - not in crafting but in festivals- and it gutted a section of their playerbase. (I can hear folks now hollering that CF should be hard and it should be for players that are tough and can take it but I'm saying this now so that we crafters can at least gear you people up well enough for you to crush your enemies 5% easier with decent gear.) Having a range of resources seems like it will be key. I get that the better quality resources will be in the harder campaigns, but a full range of resource types should be on every planet so that we can have flexibility in the stats we offer our customers. While PvP and combat focused players may have a built in thick skin some of us crafters do not. Please make the crafting something that we can actually do well enough and consistently enough to become skilled at and earn a decent living ingame. You've already got us killing and dying to get the resources needed - and we're willing to make endless pitiful products as we learn choice point balance and the nuances of the crafting process. But please don't rng us to death or make resources so rare in the campaigns that we can't get the basics. There's no grind to skill up but there will still be several dozen experiments with gold combined with A, combined with B, combined with C etc. and I don't mind slogging through that as long as I know that somewhere in the first few campaigns I stand a chance of making something good. Thanks for the video and the crafting system setup. I'm actually looking forward to playing the game again.
  3. I'm glad to see that the alloys will have use as crafting levels up and I'm looking forward to the metal/stat combinations and relationships. I'm pretty weary of the "run up to a node and a magic tool appears that harvests for you" approach to harvesting however. I loved SWG's harvesters and I'm disappointed that the actual harvesting will not take more effort/strategy.
  4. There was discussion a while back about player built tunnels and I'm not sure whether that turned out to be feasible or not. It seems to me that if tunnels are an option then every defensible building should have a secret way in/out. I'm not sure if covering all the POI's and still having enough players left to wage a strong enough siege to keep a stronghold wrapped up tight is going to be very common. It will require guilds joining together to cover everything and anytime there's an alliance, there's betrayal. I think that part of the being under siege skillset will involve myriad ways to keep mats coming in for repairs and crafting, ranging from 1off 3am surgical strikes on POI's to distraction inducing suicide runs.
  5. As the game moves further along in development the unfinished areas like crafting are becoming more and more like a weird 6 pronged puzzle piece that clearly was designed with the main task of fitting the last open spot and connecting everything else together. Crafting impacts everything - combat, the EK's, builds, game storage, player to player interactions. I have an image in my head of a huge scrolled list half hanging from a wall in CF HQ with the title "Crafting has to accommodate or provide the following:" heading up a 20 foot long ream of scrawled notes. On the plus side, one of the better aspects of Crowfall overall is that the devs are willing to at least explore going outside the box to solve gaming issues. I'm not sure how the balance of a Diablo style inventory vs. enough room to actually harvest mats is going to work out, or how feasible actually crafting in campaigns will be, but at least I'm reading in this particular article that there's awareness of the impact that crafting and its various components will have on the game. So far there's been a pretty high level of creativity so I'm banking on crafting being a unique system that fits CF well. I have the feeling they're waiting to do crafting near the end of the game build and it will be that bizarrely shaped puzzle piece, designed to bridge together all the other systems.
  6. Got the survey on one account's email and not on my other account's email. /begin conspiracy theory
  7. Billykillsemdead sneaks forward without a sound, his bow notched with a poison arrow. Will he be seen? Not likely with his stealth skills and custom crafted Boots of Shush. As he approaches the castle wall he keeps covered by the ragged brush, unseen by the sentry on the top of the wall who is busy frowning at a distant roar in the forest. The wall is rough stone, festooned with vines, animal nests, and the occasional beehive. Billy aims carefully, angled up to hit just the right spot in the sentry's throat. At the moment he releases the arrow his focus is diverted by a scurrying rodent at his feet and the arrow goes off course RIGHT INTO A BEEHIVE! BEEES! AAAAAAAAAHHHHHHHHHH! OK so maybe beekeeping may not relate to combat but it would make a lot of sense as a skill that could impact a wide range of crafts.
  8. +1 for the onesie. Waiting for the tote bags, bumper stickers and umbrellas. Just go all PBS on that merchandise...
  9. *looks at C. Silver's sig and files away the name for future use*
  10. I think I'm understanding your post - you're saying that a fun idea would be to have a campaign world where the players could choose some land from their EK's and bring it into the CW. They would risk losing the land and all that was on it but they could also win big. I salute the outside of the box thinking but tbh I think this is a terrible idea. ---The EK's are tied into the cash shop. There has been a very specific approach of selling EK items in the cash shop and there's no way to separate out paytowin from your idea. ---Controlling imports and exports from the CW is the primary way that Crowfall is balancing risk vs reward. To be able to import anything from the EK into the CW there needs to be a uniformity of imports. For example, everyone can wear gear, or everyone goes in commando, or everyone can wear armor but no weapons, or everyone can bring in 5 stacks of resources etc. Everyone starts on a level playing field. With your idea anything goes as far as what people can bring in. A castle for one person (because they bought it off the store) and a rock and some trees for another. A hut with a chest of gear in it for one person and a fully furnished fort with weapons for 40 guild members for another. I'mma go with no on this one - not that it's an uncreative idea - but because it conflicts with too many of the basic precepts of the game.
  11. Something that is not being mentioned is the "if a high skilled player attacks you and kills you, go get your friends, come back and kill them" scenario that the devs have mentioned several times now. I think that if you're only thinking of 1v1 PvP then these concerns seem realistic. The moment you move into more of a free form sandbox approach then suddenly things are not about making sure there's balance between players 1v1, but about finding ways to fight your enemies with whatever advantages you can summon/invent/use/find. CF is not arena PvP where you're slotted into a fight with one other player and that's it. You're not even slotted into a fight with your team against another team. You fight when and where and with whatever/whoever. There's no need to make sure that a 3 month veteran won't over power a 3 week player because the 3 week player should have the sense to travel with a group of friends that can overpower/outthink the 3 month vet. Not even gonna mention stealth and pit traps.
  12. TBH I'm hoping that in CF it's more about the skill of the player wielding the weapon rather than the weapon itself. I think that great crafters will rise to the top through reputation/word of mouth as long as there's a spot to put a "made by" tag on crafted items.
  13. The minigame idea has been discussed quite a bit in this section. For folks that come from more intricate SWG like crafting experiences mini games are pretty much non-starters. There's no way at this point to discuss crafting in any real way as there's no info on crafting. We have a few bare bones concepts (see the crafting thread in the dev announcement section and the crafting FAQ's) but other than that there's not much to go on. While I doubt that crafting will be swayed at this point by ideas from players, I'm also aware that it's possible. However, I hope that this particular idea and any minigame approach that artificially creates structure by tossing in random required actions is not a part of crafting. Annnnnd here's where I am supposed to say, "keep posting about your ideas!" but tbh until there's more crafting info there's not much point in going down any particular road until they've at least set the landscape.
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