Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


ACE Development Partner & Investor
  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by miraluna

  1. Team-based pvp with something to fight for - what really interests me in Crowfall is combining mmorpg elements (char building, crafting) with pvp strategy game (territory control, map strategy).
  2. One of the main reasons I like the resetting Campaign concept (with Embargo system) is it allows the game designers to create changing ruleset worlds for finite durations. There could be a Campaign that only allows Guineceans, or a Campaign with only certain types/qualities of resources, different loot items, changing maps, Campaigns that let you bring in whatever you want, or Campaigns that don't allow any imports. This wouldn't be possible with only one persistent world. It's similar to what Path of Exile does with their League system. God's Reach is there to help new players get started - the Campaigns are the main competitive part of the game.
  3. It could be a gold sink or an active system or whatever - the important part is to keep the skill point cap so that it only helps new players joining the game after launch (and doesn't become a grind-to-win or pay-to-win situation for veterans).
  4. There are 2 files under Documents>Art+Craft>Crowfall called settings.cfg and userinterface.cfg I haven't tested copying these yet but seems like a possibility. You can also email support@crowfall.com for a more official answer
  5. Mentioned on the last developer livestream: https://youtu.be/IRiJUcGcGbs?t=1604 Vaccum power would be great - we'd still get the fun of seeing the doobers fly out, and would be easier than trying to round them all up.
  6. Ideas are rarely the limiting factor Best mounts in an MMO award goes to GW2 right now (added in PoF expansion).
  7. 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).
  8. 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..."
  9. 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).
  10. 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
  11. No wipe - let it ride (5.100) and get 'er done (5.110)!
  12. 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 🤔 .
  13. 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).
  14. 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
  15. The Kickstarter video? Or the core concept of resetting Campaigns with different rulesets and import restrictions for different types of players?
  16. A catch-up mechanic is planned (details on how it might work not confirmed).
  17. There is an option for "Mouse Sensitivity" that you can try adjusting to the lowest setting - might help for now.
  18. You are not missing anything, in fact you win 🏆 because this is is how the game is designed to be played!
  19. 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.
  20. We're discussing Crowfall, not Black Desert Online 😛
  21. 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.
  22. 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?
  23. How much time do people expect it to take to be a great crafter?
  • Create New...