Kastor

Testers
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About Kastor

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  1. The ability to chose is power. I'm sick of Artcraft saying that they want to give vip players choice not power, it's oxymoronic. I strongly disliked that archetype training was 3 to 1, vip to non-vip. This is new system is far worse. On average a vip player will have FOUR times as many options when it comes to race/class combos... but the situation can be so much worse than that average. If you want to play the original Nethari Confessor then as a Non-vip player that will be your only option... but as a vip player you can pick human,elf,arcane,rouge and have EIGHT options. Eight times as many options... that's nuts. If Artcraft wants to get my money beyond what I've already paid then they will need to give 2 sets of concurrent training to EVERYONE. At that stage I would be happy to play such a game and the benefit of the 30day timebank alone would make me want to pay. Not to mention the various other bonuses that they could give VIP players.
  2. Yeah that's the most obvious issue, however I think Guin Bard will be a given when bard is added, it suits they're racial themes well. Hopefully Stone Born get it as well, as strange as that might seem, that would make the space a lot more appetizing.
  3. If your happy to stay VIP then try Half blood, Underfoot, Barbarian and Divine. That way you have 8 options with at least one option for each one of the 4 races and classes.
  4. Firstly thanks to Tinnis for his chart that helped me confirm the groupings. https://community.crowfall.com/index.php?/topic/18170-visual-guide-to-new-race-and-class-tree-layout/ On to the main point, I present to you a sorted race and class combos table The thick black lines denote the tier two split (Man/Sylvan/Monster, Fighter/Mage/Rouge). The thin grey lines denote the teir three split. Now while moving through the basic skill trees (which I'll refer to as tier one) you will have a total of 40 possible race class combinations that will all be equally viable to you (ignoring balance issues that may occur). This is the case for both VIP and non-VIP players. When you move into tier two this changes dramatically. Presuming he's going for maximum depth and power in the skill trees a non-VIP play now can only use 2 to 8 of these combinations as his best options. Depending on his exact choice in trees. From most options to least options the color code is purple > blue > green > yellow > orange > red. Meanwhile a VIP player has far more variability at this level, at worst they have 13 options (mage,rogue,man,monster) and at best they have 21 options (fighter,mage,sylvan,monster). Then we move onto the current final level of specialization, the tier 3 split. At this level the Non-VIP player only has 0 to 3 peak options. (though only 0 if he's a real idiot) Green: Three options, Yellow: Two opposite options, Orange: Two options but both of the same race or class, Red: one option, Grey: ... Similarly to last tier the VIP has more options... but this time not to quite the same degree. At worst they can also have 0 options (Human, Elf, Barbarian, Scoundrel) but at best they can have 9 options (Elf, Fae, Arcane, Mercenary). TLDR: Good thing Minotaur Rangers are awesome because otherwise the trek to being a master Duelist would be pretty bland. Hopefully the eventual addition of bard will change this. Hope people will find this helpful, I'll try to upgrade the post as more combos are added to the game.
  5. Again, even the most money laundering "Free to Play" games understand that VIP should never give you more than double, most give mere 50% exp buffs and so on. VIP being able to queue what is effectively 5 pips a login while standard players only get 1 is crazy. Not in a good way but "crazy" as in "this insane idea will drive away players with self respect". A much better standard:vip ratio would be say... 3:5. (bonus points if you can queue pips from different nodes, that seems a lot better).
  6. I find melee abilities are really hard to hit with now. I thought the lower ping from the new Aussie server would help but it has don little to alleviate the issue. I'm watching my sword pass through my enemy again and again with no actual damage being dealt. I have no idea why this is but it's a real nightmare.
  7. It's us making judgments that force positive iterations. If something is broke you can't just stand to the side and say "It'll get fixed later" forever. I don't mind if this is put behind everything else in "things to do" but we've got to make sure it is added to the queue. I find the Dev's stance of Features and Bug Testing first, Balance later... problematic. Bad Balance leads to a bad testing environment, gonna be hard to find all the bugs in the other major disciplines when Field Surgeon is taking up one of everyone's two slots. I agree with ignoring fine balance but ignoring massive balance issues isn't helpful to testing.
  8. I have no problem with cowards, they're often very nice people. I do have a problem with people who insist that fighting should be the only option, this is a rpg, not a mindless hack n' slash. Either way. Plenty of hardcore survival games have surrender options, it's generally considered a good game function for allowing social minded players to team up.
  9. Yeah, that's optional, the emote it self would be useful in ending accidental fights between two unwilling parties (they happen a surprising amount) and fights with people who "Fight for glory and honor!" (if they say that then kill people who surrender they've kinda missed the point). The ability to open up your loot bag to someone is really to appease those who farm the farmers. Extortion rackets like that are the original basis of many historical kingdoms (not kidding, the first kings are bandits) so it would be a shame to miss out on it. Whether or not these two things should be the same... that's up to the devs.
  10. Ahh you have edited... yes that solution is the current state of the game that I do, a lot. Mostly this is about damage control. Anyone using a surrender button has lost anyway. It's still something to be avoided like the plague by the tactics you describe. Edit: Also I've already stated that I don't always like to kill so "or better yet, kill them." is kinda invalid.
  11. So your solution is that I 1. Have the third party chat details of EVERY single player including ones that don't have third party chats. 2. Hope that I survive long enough to... tab out, wait for TS connection, change to correct room, then tab back in. 3. Hope that people don't have passwords on their chatrooms. And some how this long shot strategy is part of playing the game better? (heck it's not even part of the game but sure) I would be better off attempting to convey my surrender by using shield block to speak in Morse code.
  12. The well equipped war band that just came around the corner tend no to wait long enough for me to get their teamspeak details.
  13. A bit more background on me and why this is so important to me. Comrades in an apocalypse, I love that situation. People that could gain more by ending each other but choose not to. That feeling of the uneasy truce. Which is why I love games like this, I can choose whether or not to fight and kill someone. It's not a competitive score game where you have to slay to win and it's not a PvE world where damaging the other person is impossible anyway. A large chunk of the vocal testing community seems to be of the mindset that a PvP open world means you must fight. With this I strongly disagree, just because we can fight and kill doesn't mean we must, or even should. Don't get me wrong I still enjoy beating people into the ground but sometimes I also enjoying... not beating people into the ground and most of all I enjoy making that choice every time someone new walks around the corner in a violent land. The communication in this game is pretty awful right now, partly because of bugs and partly because of how the channel system works. But even if we had enforced local chat... you still have to take the time to type and that's generally a death sentence. Voice comms? many people would just mute it. That's why I think this animation (and a few others) is so important and why it really needs to be a button press or two button combo... because /bow would actually take to long in most situations.
  14. Nice! That's definitely a big part of how sieges realistically play out and would help to smoothing out assured victories. But first we should implement it on a personal level.
  15. That's a reason for this feature not against. It's impossible to type out a surrender with the current time to kill. However something that activates as quickly as a the infamous 'C' abilities might be fast enough to save a life.