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blazzen

ACE Development Partners
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  1. Like
    blazzen got a reaction from miraluna in So why the hell can Elken not be Druids?   
    Has to do with the animation rig/skeleton I believe. Certain races share certain animation rigs. Then they animated certain rigs for certain class abilities. 
    So I'm guessing they never did druid animations for whichever rig the Elken has and it would be a lot of work to do so. 
    This goes for the war tribes also. You'll notice the Embarri are obviously centaurs and get all the same classes that centaurs do.
    Satyrs are Elken. That's why you have knights, templars, clerics, confessors and rangers. 
    Uguru are Minotaurs so there's myrm's, champions, and rangers. 
    Arachoix are Fae which are assassins and druids. The Fae Knight was recently added so maybe we will see some Arachoix knights soon? Whenever the frostweaver comes out I imagine we will get an Arachoix frostweaver also.  
     
     
  2. Like
    blazzen reacted to galvia in 5.100 LIVE Feedback for 8/16/19   
    Connoisseur only provides 5% more harvest chance for 8 seconds, and you only roll that 5% chance on the 75%, 50%, and 25% breaks of a motherlode, so make sure it is up if you want to feel any difference. It is pretty minor, and I prefer to run Villien and just do more motherlodes with the same tools.

    On the drop rate, I've noticed that gems actually drop MORE these days than previously. Here's a screenshot of the haul from 1 pot last campaign in Darilu:


    This doesn't include the 1k dust and 10 embers we found, a lot of the souls and the body parts we got from the zombies.

    We run 2 foreman, 1 main hitter, and 2 mob clearers in our group and exclusively motherlode in mines when we're looking for gems. You have to run the potion, you need to use a gemfind pick, you have to clear quickly, and you need to make sure that the person running the potion with the best gem find chance snapshots the node (deals the most damage) in the first 25% of the node.
  3. Like
    blazzen got a reaction from Arkade in So why the hell can Elken not be Druids?   
    Has to do with the animation rig/skeleton I believe. Certain races share certain animation rigs. Then they animated certain rigs for certain class abilities. 
    So I'm guessing they never did druid animations for whichever rig the Elken has and it would be a lot of work to do so. 
    This goes for the war tribes also. You'll notice the Embarri are obviously centaurs and get all the same classes that centaurs do.
    Satyrs are Elken. That's why you have knights, templars, clerics, confessors and rangers. 
    Uguru are Minotaurs so there's myrm's, champions, and rangers. 
    Arachoix are Fae which are assassins and druids. The Fae Knight was recently added so maybe we will see some Arachoix knights soon? Whenever the frostweaver comes out I imagine we will get an Arachoix frostweaver also.  
     
     
  4. Like
    blazzen reacted to Ussiah in Please add a Loot/Take all function   
    You really think its hard to program clicking where the loot appears using a macro? hint: it's not
  5. Like
    blazzen reacted to cyjax in Please add a Loot/Take all function   
    Greetings,
    A good quality of life addition to looting PVE mobs would be a take all / loot all function.  I can understand where you would not want to add it to player corpse looting but for the love of QoL please add one for PVE.  Most of the PVE mobs are nickel slot quality garbage loot, can't expect an enjoyable experience individually looting each piece of garbage loot.
    PS.  Keep up the good work, game is looking better every time I come back.
  6. Like
    blazzen got a reaction from McTan in visual noise: health bar options?   
    I've been complaining about this for a while. We really need options to toggle/scale all of the UI elements is what it comes down to. The UI is a FPS hog too if you ever try turning it off and then on you'll gain significant FPS with it off. 
    We need a much better HUD for what you do have targeted that shows name, hitpoints, buff/debuffs, etc. That way we don't need all of the names/hitpoint bars everywhere which clutter the screen. 
    In Darkfall there were no names or hitpoint bars above peoples heads, just different colored crests (blue = alliance, green = friendly, red = enemy, etc.). What many did in big fights was leave crests on for ally/friendly and off for enemy and then it became really easy to ID friend from foe even at long range. 

    There's a lot of good examples of visual clutter in Glavia's War Story video around the 7:00 mark.

     
  7. Like
    blazzen got a reaction from Tinnis in visual noise: health bar options?   
    I've been complaining about this for a while. We really need options to toggle/scale all of the UI elements is what it comes down to. The UI is a FPS hog too if you ever try turning it off and then on you'll gain significant FPS with it off. 
    We need a much better HUD for what you do have targeted that shows name, hitpoints, buff/debuffs, etc. That way we don't need all of the names/hitpoint bars everywhere which clutter the screen. 
    In Darkfall there were no names or hitpoint bars above peoples heads, just different colored crests (blue = alliance, green = friendly, red = enemy, etc.). What many did in big fights was leave crests on for ally/friendly and off for enemy and then it became really easy to ID friend from foe even at long range. 

    There's a lot of good examples of visual clutter in Glavia's War Story video around the 7:00 mark.

     
  8. Like
    blazzen reacted to Tinnis in visual noise: health bar options?   
    and i'm too bad to pull that off well [paint.net for liiife]

  9. Like
    blazzen reacted to Tinnis in visual noise: health bar options?   
  10. Like
    blazzen got a reaction from Kiro in visual noise: health bar options?   
    I've been complaining about this for a while. We really need options to toggle/scale all of the UI elements is what it comes down to. The UI is a FPS hog too if you ever try turning it off and then on you'll gain significant FPS with it off. 
    We need a much better HUD for what you do have targeted that shows name, hitpoints, buff/debuffs, etc. That way we don't need all of the names/hitpoint bars everywhere which clutter the screen. 
    In Darkfall there were no names or hitpoint bars above peoples heads, just different colored crests (blue = alliance, green = friendly, red = enemy, etc.). What many did in big fights was leave crests on for ally/friendly and off for enemy and then it became really easy to ID friend from foe even at long range. 

    There's a lot of good examples of visual clutter in Glavia's War Story video around the 7:00 mark.

     
  11. Like
    blazzen reacted to Tinnis in visual noise: health bar options?   
    crappy minimal globe example

  12. Like
    blazzen got a reaction from mythx in visual noise: health bar options?   
    I've been complaining about this for a while. We really need options to toggle/scale all of the UI elements is what it comes down to. The UI is a FPS hog too if you ever try turning it off and then on you'll gain significant FPS with it off. 
    We need a much better HUD for what you do have targeted that shows name, hitpoints, buff/debuffs, etc. That way we don't need all of the names/hitpoint bars everywhere which clutter the screen. 
    In Darkfall there were no names or hitpoint bars above peoples heads, just different colored crests (blue = alliance, green = friendly, red = enemy, etc.). What many did in big fights was leave crests on for ally/friendly and off for enemy and then it became really easy to ID friend from foe even at long range. 

    There's a lot of good examples of visual clutter in Glavia's War Story video around the 7:00 mark.

     
  13. Like
    blazzen reacted to Tinnis in visual noise: health bar options?   
    (terrible) mass example of smaller width and hiding full

  14. Like
    blazzen reacted to Tinnis in visual noise: health bar options?   
    @nblottie
    mass fights still result in a large degree of 'visual noise'.
    a large part of this is the excessively large health bars, but there are obviously many other elements going on as well.
    any possibility of a client setting option that would allow you to automatically hide a health bar when it is full?
    bonus if you can set:
    - separately for enemies, allies and group.
    - to only display when lower than a defined %
    - to only display when either damaged/healed/shielded within last ~5 (X) seconds
    - controls over the maximum size/width of the bar (probably 2-3 times as wide as it should be atm...)
     or alternative shapes such as a minimalist globe [e.g. tyranny minimal 'traffic globe' example]
  15. Like
    blazzen reacted to Kest in Your game can't handle a siege of 50-60??   
    You guys crack me up.
    The situation is not as black and white as some of you may think.  ACE is using Unity true, but that doesn't mean they're handcuffed by the limitations of the engine.  We don't know what parts of the engine they're using and how they're using it.  A game engine only becomes a limitation when you are stuck to the confines of what its capable of doing.  For example, maybe you needed a specific algorithm that solves a problem in a precise way.  If you're not able augment the current engine with your own unique code, then you're stuck in a box until Unity adds that specific feature to their engine.
    Let's not forget that the current environment has debugging enabled on both client and server-side.  Debugging is extremely CPU intensive.  With debugging off, you could see a sizable increase in performance depending on the scale of debugging...how much data they're capturing.
    Also, let's consider server side performance.  I'm not sure if they're using containers or VMs...but...despite what you may think, this is not a single server with a maximum capacity of 2500 players.  Every single zone you load into is a server that lives in a larger cluster.
    Speaking of server performance - to make it relatable to you guys, think of GPU performance.  Let's say you spend $500 on a solid mid-tier card and you're feeling pretty great about it.  You also have the latest and greatest 120HZ monitor, so you have to maintain - at minimum - 120 frames to take advantage of the monitor's capabilities.  You load up a semi-intensive graphical game, and notice you're only able to maintain an average of 75-80FPS.  You spend hours tweaking graphical settings, your system, hell you even decide to start overclocking.  God damnit you spent a lot of money, you're going to squeeze out every damned frame your hardware is capable of.  Maybe you push your average to 90.  Well, that's great but it's still not good enough.  You decide - screw it - for my purposes I guess 90FPS will have to do.  I really don't want to drop $1000 or more on a high-tier card to get to that 120 mark.
    This is the most likely scenario of what ACE is dealing with.  At this given moment, they can't justify spending the extra money that would allow their server cluster to auto-scale beyond the limits they have set.  So they decided to address the problem as you did with your GPU tweaks.  It's a bit more complicated than google searching a GPU overclock template, but my guess is they made improvements.  Those improvements may have made things more efficient, but ultimately the bottleneck still occurs.  The point is, no matter how well constructed your code is, in some cases you're going to hit a hardware wall.  To get past the hardware wall, you need to scale.  To scale you need money.  So, do they spend the money now - in an Alpha build - on the server infrastructure?  Even if it was to prove a point, it's a waste of money.  In the process of checking their code and performing tweaks, they may have been wanting to know - ultimately - did we screw up in our design or are we hitting the hardware wall on our test servers?
    So yes, they may have tried to improve server performance, but just like you, they decided "screw it.  For now, this will do."   That doesn't mean the "unity engine is trash, this game is done."  My advice is pretty simple.  If you don't know how any of this works, you should be skeptical on what information you allow to accept as truth.  Being negative for the sake of negativity has never and will never serve any meaningful purpose in any aspect of life.  There was some mention earlier about Albion Online developers complaining about the Unity engine, as if it is the reason their game failed.  If true, that's a pretty bold statement considering their initial network and server infrastructure was developed by a 5 year old.  Oh yeah, it was a Unity Engine issue for sure.
     
  16. Like
    blazzen reacted to ZYBAK in 10 things to do in a Campaign   
    Sarcasm bro. I absolutely hate high tier resources in God's Reach. I honestly don't even care about the Spirit Banking right now...I just want people to kill!
  17. Haha
    blazzen reacted to ZYBAK in 10 things to do in a Campaign   
    Sounds scary. I'd rather farm high quality materials in God's Reach and only log in for zerg fights. 
  18. Like
    blazzen reacted to Yumx in Vanguard Minor Discipline Guide!   
    We in the Vanguard want everyone to improve, and have easily accessible information about the game.

    With the death of Expansive Mind, Demon's Pact, Fashion Statement and Hand of Glory - we often get asked "Which minors should I go with?".
    So to help the new players, and refresh the memory of experienced players, we have created a short guide, with the currently available minor disciplines in the game.
    *Note that we have left out minors such as those who improve songs, and thorns - as we would not recommend them to anyone currently.

    Enjoy.
    Remember to click to zoom!


    _______________________________
    We are recruiting!
    Looking for 2x flex players and 1 support player!
    Check us out here: GUILD THREAD
  19. Like
    blazzen got a reaction from mythx in Your game can't handle a siege of 50-60??   
    Darkfall had fights in the 100's of people with full FPS aiming, projectiles with bullet drop and physics based abilities. Darkfall launched a decade ago. It can be done but it takes TIME. 
    EDIT: Interesting read on how DF's game engine worked - http://www.sickenger.com/articles/the-anatomy-of-an-mmo-behind-the-curtains-of-darkfall/
    Worth noting that Darkfall was over a decade in the making. http://www.sickenger.com/articles/the_making_of_darkfall/
     
  20. Like
    blazzen got a reaction from Xarrayne in Why are Assassins so gimped in this game?   
    Biggest thing Assassins lack right now is good anti healing, IMO. It was way overpowered in the 5.7 era of stackable 2,500 pt heal blockers but it got nerfed way too hard also. 
    The disease toxin should do 50% more heal blocking than the poison toxin does direct damage and refresh instead of stack. 
    So if poison toxin does 1,000 damage then disease toxin should be a 1,500 pt heal block. 
    Would also be nice if toxin damage scaled either by weapon damage or by an experimental stat on the toxin itself. Having set, static damage levels causes balance issues also (strong early game, weak late game). 
  21. Like
    blazzen got a reaction from APE in Why are Assassins so gimped in this game?   
    Biggest thing Assassins lack right now is good anti healing, IMO. It was way overpowered in the 5.7 era of stackable 2,500 pt heal blockers but it got nerfed way too hard also. 
    The disease toxin should do 50% more heal blocking than the poison toxin does direct damage and refresh instead of stack. 
    So if poison toxin does 1,000 damage then disease toxin should be a 1,500 pt heal block. 
    Would also be nice if toxin damage scaled either by weapon damage or by an experimental stat on the toxin itself. Having set, static damage levels causes balance issues also (strong early game, weak late game). 
  22. Like
    blazzen got a reaction from KrakkenSmacken in Why are Assassins so gimped in this game?   
    Biggest thing Assassins lack right now is good anti healing, IMO. It was way overpowered in the 5.7 era of stackable 2,500 pt heal blockers but it got nerfed way too hard also. 
    The disease toxin should do 50% more heal blocking than the poison toxin does direct damage and refresh instead of stack. 
    So if poison toxin does 1,000 damage then disease toxin should be a 1,500 pt heal block. 
    Would also be nice if toxin damage scaled either by weapon damage or by an experimental stat on the toxin itself. Having set, static damage levels causes balance issues also (strong early game, weak late game). 
  23. Like
    blazzen got a reaction from Xarrayne in Trial of Arkon = Trial of Gods Reach   
    Players will always take the path of least resistance to meet their goals.
    It is on the developers to make sure the risk/reward equation stays balanced. Right now it's out of whack. 
     
     
  24. Like
    blazzen reacted to Jah in 5.100 Feedback Reports for 7/30/19   
    They actually told us there would only be white resources when God's Reach was first announced.
    Competition over resources is a very important driver of PvP in Crowfall. The option to accumulate valuable resources in safezones undermines that.
  25. Like
    blazzen got a reaction from Marth in Trial of Arkon = Trial of Gods Reach   
    Players will always take the path of least resistance to meet their goals.
    It is on the developers to make sure the risk/reward equation stays balanced. Right now it's out of whack. 
     
     
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