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Zachdidit

Testers
  • Content Count

    135
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Reputation Activity

  1. Haha
    Zachdidit reacted to Nazdar in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    *snort*
    Okay, which artist...
  2. Haha
    Zachdidit reacted to ACE_JackalBark in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    Of course @davegreco is responsible for that masterpiece.
  3. Like
    Zachdidit got a reaction from JamesGoblin in Crafting Stations and Recipes - Official Discussion Thread   
    @Anhrez from the sounds of the post intermediate items will have the bases of base stats with no experimentation allotted to them. That's a huge difference between that and even a green with decent rolls. I wouldn't be too worried yet.

    As far as the new UI goes. GOD BLESS YOU! Hunting for components was one of the most painful things about the game. I'm delighted at the change and it's better than I thought the improvement would be. I have one minor QOL suggestion that would be to show the stats of each material/component when you add it to the tree to give a visual breakdown of what's going into the end product. Something displayed on the tree to take away from hovering over each metal bar(etc) to see what its stats are. Not necessary but would be a great nice to have.
  4. Like
    Zachdidit reacted to thomasblair in Crafting Stations and Recipes - Official Discussion Thread   
    Basic Recipes- No Experimentation.
    Intermediate Recipes- These recipes all use new intermediate sub-components that don't have custom stats on them. Can only experiment on PCM and Damage. The point of these recipes is to introduce a new person to Crowfall crafting and not be more than 1 sub-component deep as well as create an upgrade path for all players in the Beachhead.
    Advanced Recipes- Can use Alloys for stats. Can use Additives.
  5. Thanks
    Zachdidit reacted to Ranik in Crafting Stations and Recipes - Official Discussion Thread   
    Please tell me that second picture with the flowchart will act as a screen where you can put all the materials and craft from raw mats. That'd be a lot better than jumping from recipe to recipe.
  6. Haha
    Zachdidit reacted to DocHollidaze in Time-based "skill generation" is nothing but paradoxal.   
    Totally entitled to your opinion. Not guaranteed any of us will give a poorly made socks about it. You have to pay a lot more for that. My paypal account is dontcarewhatyouthink@gmail.com
  7. Like
    Zachdidit got a reaction from JamesGoblin in Money   
    So far all we know is that the dust you mine is going to be used in factories and for paying taxes. So that'll probably be the defacto form of currency. How it's going to be seeded and how the economy will be jumpstarted...well that's what we'll have to find out.
  8. Like
    Zachdidit reacted to Tark in ALT prevention   
    Yawn
  9. Like
    Zachdidit reacted to Yoink in Analysis: Crowd Control in Ranged Roles   
    I think I know who you are.
  10. Like
    Zachdidit got a reaction from JamesGoblin in extremely low population   
    Guys this thread was made 5 months ago. He's long gone. For anyone new coming across this however there's usually around 15-30 odd people on during the week dueling in eternal kingdoms (player owned land) and a decent amount more during Campaign World testing that happens on the weekends. While it's not a massive amount, it's definitely grown since OP made this post.
  11. Like
    Zachdidit reacted to Duffy in Tone....Respect and Logic when dealing with the Dev's   
    No I understand you, I just don't agree with you. I more or less agree with Viking on this topic. While we cannot be treated or expected to organize as professional testers for many reasons (most of them just practicalities), technically speaking the environment ACE has provided is closer to a typical dev test environment than it is a game. Thus based on that and the many caveats and warnings provided by ACE, I expect it to be treated as such. While they might not expect nor are they entitled to any sort of professionalism from us, I can assure you it would be far more useful to them if we were versus if we were not. Since we really aren't organized at all, most of what we catch is going to be random based on how obvious a problem is when it's shoved in front of a hundred something eyes instead of twenty, so basically stress testing/sanity check level stuff. Still useful to them, but only in a sort of brute force way. 
    The problem I think Viking and I are having is that your trying to argue that 'being a hooligan' is somehow justified, when we can't understand how it ever is useful. If no one wanted to listen to someone when they're polite, changing to being a jerk is probably not going to suddenly make them interested in what their saying. 
    Anyways, we don't have a playable 'game' yet, and it's not going to suddenly become a playable game because anyone demands they 'fix all the things that make it not a playable game (aka finish the game)', so really I don't know what is being argued for at this point. Either it is what it is for now or they close it down til it's something more like a final beta. I don't know what anyone thinks could be different at this point. From all my experience this is what pre-alphas are, it matches my professional expectations and historical comparisons, but apparently doesn't entirely match yours. I don't know what else to tell you.
  12. Like
    Zachdidit got a reaction from JamesGoblin in Knockout   
    This guild is best guild.
  13. Like
    Zachdidit got a reaction from scribbles in Knockout   
    This guild is best guild.
  14. Like
    Zachdidit got a reaction from coolwaters in Playtest Feedback for June 15 to June 19, 2017   
    I'm going to have to agree with the common sentiment here. Location based damage in an RNG state doesn't really add much more than over-complication. There's no play vs counter player here. It's just the roll of the dice. 
  15. Like
    Zachdidit got a reaction from BarriaKarl in Playtest Feedback for June 15 to June 19, 2017   
    I'm going to have to agree with the common sentiment here. Location based damage in an RNG state doesn't really add much more than over-complication. There's no play vs counter player here. It's just the roll of the dice. 
  16. Like
    Zachdidit reacted to blazzen in Playtest Feedback for June 15 to June 19, 2017   
    I think all they plan to add for location based damage is back/front and it'll just be a flat increase for back damage (backstab) that will then be run through the random roll targeting system.
    So this random roll system is still overly complicated for no apparent reason. 
    The question becomes is it more work to change the UI to accommodate this overly complicated system or is it more work to change the system itself to something more traditional. I'm guessing they're going the UI route and this is here to stay because it would be more work to change the whole system. 
    I really don't see multiple hit boxes (and by that I mean hands, feet, head, torso) ever coming to Crowfall due to performance issues. 
  17. Like
    Zachdidit reacted to taroskin in Playtest Feedback for June 15 to June 19, 2017   
    It's very important for us as a community to raise these issues at early junctures, too. Overdesign really can be a problem when you are in the trenches and can't see the wood for the trees.
     
    Just looking at the Camelot Unchained Wounds system, it's similar to this - and used to be that body parts will randomly be assigned damage when you take damage. Then after that happens a bit too much, you take a 'wound' on that body part. Then someone has to specifically mend that 'wounded' body part, and until you do so, you suffer a unique debuff  - eg if your feet are wounded you move slower, etc. It sounds interesting in principle but it's not realistic - it's a lot of fluff and crowds the UI.
     
    If this was an action game where we can direct our attacks to specifically hit areas on an enemy, to specifically reduce their movement speed by attacking their legs, or to wound their sword weilding hand to reduce their attack speed? Or to temporarily blind them by hitting their eyes? Sure - that could be interesting and add to combat in fun ways. But we're not - we can't aim, and randomly assigning damage to body parts doesn't add to gameplay in a meaningful way - it's all RNG, and overcomplicates gearing/explaining the damage system, and the 'problem' it tries to solve isn't really much of an issue
     
    Keeping it simple and intuitive should definitely be kept in mind in regards to systems like these, and solutions to problems
  18. Like
    Zachdidit reacted to Pann in Playtest Feedback for June 15 to June 19, 2017   
    Reminder: Feedback threads are for feedback. Please refrain from additional, non-constructive commentary. 
  19. Like
    Zachdidit got a reaction from Torrent_Rage in Crow Control Productions [CCP]   
    I log onto the forums to see a post by Doomchinchilla and I chuckle thinking someone's copying the infamous Eve player. Low and behold it's the real deal. I am a bit insulted that someone beat me to the Rorq changes meme. But anyways o7 from a Hordeling who's enjoyed your Eve antics when you're not tackling blue rorqs Speaking of which has anyone told Doomchinchilla about the rorq changes?
  20. Like
    Zachdidit reacted to Scree in Playtest Feedback and Bug Reports for June 9 to June 12, 2017   
    @thomasblair I actually understand and appreciate this comment. It seems much more interesting if you can design a path where the best gear isn't identical to each class. I do understand why some people are upset, they consider this new default state a penalized one versus what they had 6 months ago.
    The design makes sense, you must start at a deficit for any stat to appeal to someone. We start at 0% crit (or whatever base is), a deficit of having little to no crit, and move up towards 100%. Attack Power too, you probably designed with an ideal "high end" number in mind and subtracted out what can be attained from gear, vessels and skills to reach the base each class has. In essence, every stat in the game that can be increased is basically putting a deficit in place and providing methods to get it back.
    The choice here is what stat appeals most to someone. What takes precedence in closing the gap. For the entirety of the test before now, it was Crit, Crit Damage, and Attack Power. It was boring. Stick to your guns, because after your explanation having a variety of needs within an organization adds strategic challenges in supply chain management that are mostly being overlooked this early on. 
    If you hadn't explained it in the way you did, I'd probably be on the other side of the fence. As it is, kudos. 
  21. Like
    Zachdidit got a reaction from Mox in extremely low population   
    Guys this thread was made 5 months ago. He's long gone. For anyone new coming across this however there's usually around 15-30 odd people on during the week dueling in eternal kingdoms (player owned land) and a decent amount more during Campaign World testing that happens on the weekends. While it's not a massive amount, it's definitely grown since OP made this post.
  22. Like
    Zachdidit got a reaction from thomasblair in Harvesting Passives ... Why they hurt gatherers   
    I don't disagree that right now the gathering line feels oppressive. But assuming the bolded words aren't typos, you trained into copper and mined iron ore with little to no benefit. Yeah that's how the system is designed and it's oppressive because this isn't implemented yet:
    Instead of having to go 100% into each of the copper lines to be a master you'd be going you'd spend that same time going through in all ores to get a pretty respectable bonus from their lines.

    Also as far as I've heard the mining,stonecutting, etc stats only affect how quickly and efficiently you harvest nodes of varying ranks. Better skill better node. You did your tests on rank 5 nodes. A true test would see how well you fair against higher ranked nodes with 0 skill and higher skill. The passives have no affect on what nodes you can harvest. You higher level skills will let you knock down those rank 7,8,9,10's that'll give you better quality resources. Newbros with passives just won't be able to do that. source: https://crowfall.com/en/news/harvesting-redux/ 

    I do not discount that there's going to be need to balance out the numbers but we sadly don't have the bigger picture in game right now to make nail on the head suggestions. 

     
  23. Like
    Zachdidit got a reaction from BarriaKarl in Gathering/Crafting Dedicated accounts, could RUIN the game..   
    But extra accounts are always going to be useful. Power gaming min-maxers are going to do it. And the more you allow a single account to do the more benefit they get from it. Allow us to train more general skills on one account? Great now I don't have to buy and maintain as many accounts. Fact of the matter is, more dedicated players are going to find ways to have an edge over others no matter what type of game it is. Whether it be grinding out crafting recipes to skill up faster or having multiple accounts to skill more. The best that can be done is to alleviate it, which I think this method does.

    Managing multiple characters/accounts is a big hassle and to many it just isn't worth it.

    Using Eve as an example, being designed similarly, a ton of people have multiple alt accounts. It's in no way necessary but if you want to be a one man production army without years of training that's what ye' do. Thing is the majority of people aren't dedicated enough to manage the hassle when they could much more easily just make friends and share the burden.  Source: 

     
  24. Like
    Zachdidit got a reaction from Xarrayne in Crafting Database and Tree Viewer   
    This will definitely be useful with a cleaner UI. Also including the alloy combinations and allowing for prototyping what a finished product may look like. I know a lot of the statistics for this are sitting in a google spreadsheet don't know how consumable the data is programmatically though. I'd definitely suggest whipping up your own sheet based off the one out there and using that as an input. That'd allow you to crowdsource the ever changing values.
  25. Like
    Zachdidit got a reaction from pang in Gathering/Crafting Dedicated accounts, could RUIN the game..   
    But extra accounts are always going to be useful. Power gaming min-maxers are going to do it. And the more you allow a single account to do the more benefit they get from it. Allow us to train more general skills on one account? Great now I don't have to buy and maintain as many accounts. Fact of the matter is, more dedicated players are going to find ways to have an edge over others no matter what type of game it is. Whether it be grinding out crafting recipes to skill up faster or having multiple accounts to skill more. The best that can be done is to alleviate it, which I think this method does.

    Managing multiple characters/accounts is a big hassle and to many it just isn't worth it.

    Using Eve as an example, being designed similarly, a ton of people have multiple alt accounts. It's in no way necessary but if you want to be a one man production army without years of training that's what ye' do. Thing is the majority of people aren't dedicated enough to manage the hassle when they could much more easily just make friends and share the burden.  Source: 

     
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