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miraluna

ACE Development Partner & Investor
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Everything posted by miraluna

  1. Thinking about EVE in comparison, you can't craft everything when you start as an industry player - you have to start with ammo or whatever low tier items. So if the intent in CF is for blacksmith/woodworking/leathercrafting to be advanced crafts only, the skill training design should reflect that (you have to train alchemy/runecraft/jewelcraft/necro first then move into other ones). Or if the intent is for crafters to pick a specialty on day 1, then there should be something you can craft in each area that has value as a starting player.
  2. That would be my question also - is this possible? I ended up with several blue items and rest green at level 30 (wasn't really hard to do that just the 2-3 hrs of normal leveling) but it's all random stats. Getting a full green set with exact stats I wanted would be a big reason to seek out crafted gear early.
  3. Guild storage has been requested many, many, many times - dev team has said they will implement it but no ETA.
  4. The CF crafting system is highly inspired by SWG, and that is a crafter+merchant system. It's absolutely what I was expecting CF to have, and ACE has always said no auction house.
  5. This is similar to what my main gameplay was as a crafter in SWG, without the global auction house. It was managing harvesters, coordinating with suppliers, trading to other crafters (components), designing my shop and what to stock, and building relationships with customers. I wasn't trying to make the most money, it was all about the community for me. Not sure how I would get any of that with a mini-game!
  6. Another option would be Primary Skill at 2x or 3x, and Secondary Skill at 1X. We've tested with different speeds like this before.
  7. I see one of them on my rewards list now (not sure what the others are called): "Corrupted Horse Mount Skin [Crow Reward 2]"
  8. Artifact stations are hard to find/see - they look too similar to other "prop" items in the Warcamps.
  9. Yay, strategy game appears - really excited to see more! 😍
  10. My understanding was that ACE was going to add the NPE tutorial as one of the last things before launch, so I'll test it then and give feedback.
  11. Spending a couple hours to learn to play your class in a safezone, and get some starter gear is really needed for an open-world pvp game. You cannot drop noobs into a full competitive pvp environment and not expect them to ragequit when they get crushed. Infected should be the pvp and siege training ground for noobs that complements GR. It has the potential to be turned into something fun that bridges GR and Campaign.
  12. I personally dislike active minigames for crafting, so that's a preference thing I don't agree with. My favorite crafting mmo was Star Wars Galaxies - I really enjoyed being able to set up and experiment on what I want in a menu, put in the resources, turn on the factory and go do something else until items are made.
  13. Good timing! Some newness to check out TEST.
  14. Try running repair at the launcher (wrench icon).
  15. Worth considering if post 5.110 we still need more of a gold sink. The nice thing about this idea is it's simple and the recipe could be adjusted later for balance reasons if needed.
  16. For server status updates, it's helpful to join the official CF discord (announcement only): https://discord.gg/yeFfdKQ
  17. Good hunch on that haha! Thanks for keeping us informed, hope issue is resolved soon™.
  18. Thanks for the update, I'll be singing the Frostweaver song to keep my spirits up until the patch! "Let it go, let it go...."
  19. 5.110 War of the Gods will be patched to TEST servers first (any day now) - that will be officially Alpha. After some weeks of playtesting, 5.110 will move to LIVE with a full wipe - that will be the start of Beta.
  20. 1. Unique markers for each group member would be a nice QOL improvement. 2. A shared map (and/or in-world) marker would also be a nice QOL improvement. Team tools for a team game!
  21. I think they have the tech now to do something like 2X for 1 train and 1X for the second train - that would be a nice solution if the 1X only turns out to be too slow to be fun.
  22. Yes it should, and it needs to be corrected for launch. In the current testing build not all the tokens are balanced correctly. I would suggest you email support@crowfall.com with the info, just to confirm they are aware of the bug.
  23. I hope they keep adding skill lines as new content gets added too (crop farming, animal husbandry were two that were mentioned early on). I like the idea that if you stick with a game for a long time, you will have more playstyle options to explore. This is one of the good reasons for having part of your character building be passive training, it does give you a way to stay engaged with the game and progress even during busy times. All we need now is a mobile app for our skill tree! 😁
  24. If they do try this at some point in the future, it would be a special Campaign only that you wouldn't have to play if you weren't interested in it. Definitely would not be fun for everyone. I'd like to try full loot eventually to see how it changes the strategy game, but I think inventory loot is fine for now and the best ruleset to launch with.
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