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ACE Development Partner & Investor
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Everything posted by miraluna

  1. Part of the problem here is that ACE is designing a game for the launch state, and that will hopefully have longevity in the economic systems. Playtesters focus on what is happening right now in the testing environment, and it's hard to extrapolate to how it will play at launch. I think it's good to have a system where veteran crafters will be selling to new players, but as you mentioned it's not functioning as intended yet (gold sinks etc).
  2. Copy posting a couple of bugs reported on Community Discord from tester SILENUS: "I have noticed Leadership Buff has a big problem stopping as Leader even if you are and as the Footman receiving it. Especially if the Leader goes stealth having it slotted on all 3 bars including stealth... But moreover it really has a RANGE issue now. It will never hold up to 50 meters and really stops working after 25 over and over again. Moving the group closer will sometimes restart it but other times even after a minute or so you have to remove and replace Leadership passive on the bar to force it to work again... It is all very frustrating... BUT That is not the only thing I notice different with Range... Capturing post you practically have to stand on top the flag to change it or capture it... LITERALLY like 1 meter away from it... Anywhere in the Circle will not work at all..."
  3. For Crowfall the goal was trade based around communities of players - friends, guilds, factions, alliances, marketplaces. If they added a centralized, universal Auction House the economics would no longer be connected to community. Some of the systems we have are not fully working yet, or need to be developed more (like how to deal with available vendor slots, how to make marketplace EKs stay open and easy to find, etc).
  4. I agree with that - the point when there are no more data wipes IS the launch and I want a clear announcement of that date. The question of how much money do you need to spend on marketing at that point is more difficult though. I don't think ACE has the budget for a TV ad during the Superbowl
  5. No wipe - let it ride (5.100) and get 'er done (5.110)!
  6. All the KS MMO projects I backed had 2 years est for delivery of pledge rewards, I think that might have been the max you could put on it 🤔 .
  7. I take breaks to play other games, then come back to CF testing to check out new patches. Many will show up to try out the Dregs when it hits LIVE I'm sure, it's the next major update planned (no date announced for it yet).
  8. If you have a Kickstarter package, you have the option to sell it to one of the Trusted Traders: https://crowfall.com/en-US/faq/trusted-traders/70nTRagsdGSmWgsSiuYQg0
  9. The Kickstarter video? Or the core concept of resetting Campaigns with different rulesets and import restrictions for different types of players?
  10. A catch-up mechanic is planned (details on how it might work not confirmed).
  11. There is an option for "Mouse Sensitivity" that you can try adjusting to the lowest setting - might help for now.
  12. You are not missing anything, in fact you win 🏆 because this is is how the game is designed to be played!
  13. Just a note - when you start your characters in God's Reach, it's a new player world without PvP. That gives you a chance to try out some different race/class combos (leveling a basic vessel is fast in CF) and learn about how the harvesting, crafting, and combat systems work in the game without any PvP pressure. Guinecean race might be a fun choice because of their native burrow stealth, and you can add some escape/defense type discs. If you and your partner know you don't want to focus on pvp, I think you would be fine using each of your 2 passive skill trains on exploration + crafting. You can each start with basics, then branch into complementary specializations (e.g. one trains ore and one trains stone) farther into the trees.
  14. We're discussing Crowfall, not Black Desert Online 😛
  15. If you have to be at max crafting skill to be "useful", it doesn't matter if you gain the skill actively or passively - the only factor that counts is time to max skill. I don't think the problem is active vs passive, the problem is crafting not being "useful" enough at lower levels of skill training. Either not enough items to create at low skill that have value, or the power curve not flat enough. In EVE, as a new player you can manufacture something easy and useful like ammunition, but you aren't going to be crafting capital ships anytime soon. Passive training accomplishes other goals like equalizing some progression between hardcore and casual players (good for attracting a wider audience), and creating some role specialization (good for attracting dedicated crafters and building a diverse community of players). I do not want CF to be a game where everyone has a stable of easily-created crafting alts they only login when they need a new piece of gear. As a newer guild you want to be in legendary gear right now so you can compete against the veterans in the same testing environment. In a post-launch situation, newer guilds would be moving from GR > Factions > Dregs over time as they learned the game, and passive training, gear quality, and economic status would increase at each stage as well. W/HoA will be in the Dregs, and if new players jump in there at the start, they should get crushed.
  16. It's not irrelevant. IF the passive training to max blacksmith took 1 week to complete, would it still be an issue? The reason people want to "actively grind" the skill is not because grinding of worthless items is fun - it's because they want it to go faster, and braindead grinding is easier than putting effort into learning complex systems, building a crafting character, getting properly geared, and working up the supply and economic chain. All of those things I consider to be the more important parts of being a "great crafter". So the core of the active vs passive issue is how long should it take to max your skill tree?
  17. How much time do people expect it to take to be a great crafter?
  18. At level 5 in GR, everyone is Earth faction 😛 Most of the F functions now are press (not hold), with Runegates being an exception. I assume this is to create a time delay for porting that can be interrupted by combat? If so, that is a good thing to have for Runegates in open pvp zones or FFA ruleset Campaigns.
  19. Try sending email with the problem to support@crowfall.com - they can figure out why the name doesn't show in your search.
  20. I think there are fun possibilities like this example the devs could do with the Infected persistent world. Making it focused on more fast-paced, short duration pvp objectives in an open-world setting (as an alternative to the Campaigns).
  21. Warhammer Online is the one I was thinking of as an example of this issue. The open world pvp was fun and it had a territory system with capture objectives, but it was way more efficient for XP/char progression to just grind instanced BGs - so that is what players did instead. Ultimately having BGs is not a solution to a poor end-game design in a sandbox style game. It works better in themeparks because it's an additional ride to keep players busy, and it doesn't compete with the main endgame (pve gear progression).
  22. No, most of the backers only login briefly to check out major patches or are waiting on beta/launch - the majority don't even care who is trying to win prealpha All of these issues of hardcore vs casual are 20 years old though and happen in all open-world pvp games. ACE obviously recognizes the potential problem (hi Uncle Bob from KS video!) and is at least being proactive about designing tools and rulesets they can use to help solve the problem.
  23. This would be a cool idea for a progression reward in the future. Something like you have to accumulate enough Campaign points or meet certain in-game goals and then you are able to make an Aracroix character.
  24. I don't like the idea of queued, instanced BGs for Crowfall because I've seen that kill open-world pvp in other MMOs. I do think the Infected world ruleset could be evolved to fit that role in the CF universe with some additional changes. Keep it open-world, and focus the siege play and map design around more fast-paced, short duration, accessible pvp. Anyone that played DAOC at launch might remember Thidranki zone. It was a persistent zone with a small map, and one center Keep - it was intended to be the tutorial for mid level players on siege mechanics. It was so fun though that many players (including myself) kept a character at that level range just to play it if there was no action in the frontiers.
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