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moneda

Testers
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  1. Like
    moneda reacted to Arkade in Necro Sustainability & Vessel Durability   
    Do we really need to have this discussion again? Necromancy is FINE. It doesn't need decay. There will always be new players (provided the game is successful and if it isn't, then it doesn't matter). There will always be new builds to make due to changing meta or new content added. The idea that everyone in the game will have the best legendary vessels possible on all the characters that they want (across multiple accounts, in many cases), and that they will never want to change them, is absurd. 
    The decay system for Necromancy is built into the fact that you have to delete ones you no longer want. You can't sell it or give it to someone else once you've used it. They don't stay in the game. They get replaced. If you replace a sword with a better sword, you can still keep the original one and use it again after the new one breaks. You can't do that with vessels. It's just a different kind of decay. Planned obsolescence. 
  2. Like
    moneda reacted to Fayde in 5.8.6 LIVE Feedback and Bug Reports for 04/10/19   
    Hi,
    With the requirement of finding a scroll for the epic mount plus using the minor discipline "scroll case" (3k gold at the minor disc vendor) to use the respective scroll to craft an epic mount, I think it's pretty weird that epic mounts are still tagged as a non-tradeable item.
    This has the consequence that everyone in a guild needs at least one character per account that uses the scroll case discipline (again: 3k gold) permanently just to be able to convert epic mount scrolls into epic mounts. In a scenario where the spiritbank is not functional (for example in a no import campaign) this means that every single time u need to (re)craft an epic mount, u would need to delete one of your minor disciplines, spend 3k gold for the scrollcase discipline, craft ur epic mount and then eventually replace that scrollcase minor again with a combat minor discipline.

    I think the effort needed to find the epic mount scroll combined with the effort to set up a character that is able to convert that scroll into a mount justifies the item to be at least tradeable. Or is it intentional design that every character needs to use a minor discipline slot to basically be able to use an epic mount?

    Please tell me if i am missunderstanding this mechanic and there is a more efficient way of supplying a guild/multiple accounts with epic mounts.


     
  3. Like
    moneda reacted to Yoink in 5.8.6 LIVE Feedback and Bug Reports for 04/10/19   
    I am not saying that the way things work now are good or that things do not need to be adjusted. But I would argue that the quoted statement is relative. Right now you do not need any major or minor disc drops to take outposts, take forts or keeps. You do not need them to harvest or craft. Right now everyone is in the same place, things are equal.
    Where I do see it becoming an issue, and its the same issue its always been, is that advantages in this game are not linear, they are multiplicitive and they snowball out of control. The first wave or hardcores that get leveled up, make advanced vessels, gear/armor etc will eventually and quickly outpace the competition and this advantage will make it harder to catch up, but that has always been an issue with this game.
    It's actually one of the core visions for the game, resetting the Uncle BoB issue with resets. Slowing everyone down at the start isn't the fix for this issue. The hardcores are always going to be better off. What we need is a way to shrink the difference in effectiveness between the hardcores and non-hardcores. That is going to be hard to do in a game where there are thousands of small % multipliers on every facet of the game that stack.
  4. Like
    moneda got a reaction from APE in 5.8.6 LIVE Feedback and Bug Reports for 04/10/19   
    @thomasblair regardless of the band of the world (Gods' Reach or otherwise) I think it's easy to ascertain the general consensus is that the drop rates are too low. If we were all new players getting our feet wet in GR not having anything drop wouldn't tell us "the drop rate is low" it'd be an indicator that these mobs drop nothing but a pittance of gold and maybe a cloth rag.
  5. Thanks
    moneda got a reaction from Nueby in 5.8.6 LIVE Feedback and Bug Reports for 04/10/19   
    @thomasblair regardless of the band of the world (Gods' Reach or otherwise) I think it's easy to ascertain the general consensus is that the drop rates are too low. If we were all new players getting our feet wet in GR not having anything drop wouldn't tell us "the drop rate is low" it'd be an indicator that these mobs drop nothing but a pittance of gold and maybe a cloth rag.
  6. Haha
    moneda reacted to ComradeAma in 5.8.6 LIVE Feedback and Bug Reports for 04/10/19   
    If Game of Thrones was based on Crowfall every episode would be like this:


    But we want this:

  7. Like
    moneda reacted to Hyriol in 5.8.6 Snap Test Feedback and Bug Reports for 4/4/19   
    Avernus snap test 4/8/18, Aracoix camp at S29 (2278, 3628) in Axis Mundi has a perma-stealth Assassin group boss.  I can see him via Molehunter Heads Up, but damage/powers won't remove him from stealth.  Damage done to him or received by him does not show up in the log.
  8. Like
    moneda reacted to Arkade in 5.8.6 Snap Test Feedback and Bug Reports for 4/4/19   
    In today's livestream, Blair showed a breastplate with Damage Bonus: Crushing. I've tried all of the combinations and the combos that used to give damage bonus now give the associated damage resistance. So instead of Damage Bonus: Crushing from Gold/Tin, I now get Crushing Resistance.
    Is there some accessory that I need to unlock an additive slot so I can make the armor with damage bonuses instead of resistance?
  9. Like
    moneda reacted to PopeUrban in Farming R10s 15 minutes into a fresh server. Why?   
    Here are a few problems with the thought process of "ranking up" through throttling resources or skills
    We're meant to begin in "harvesting season" with heavy incentives to do exactly what you (and everyone else) is doing. Hit the ground running and harvest up as much stuff as possible, as quickly as possible. If you can only hit the ground running for garbage, you're not going to stockpile garbage. You're going to make quick garbage gear, pvp other people in garbage gear, and wait until fall to do your "real" harvesting when its worth the time and effort for better materials. This flips the entire intent of the slow slide from plenty to scarcity and spring to winter on its head and essentially removes incentives to play for anything but mob farming in the early game due to less valuable objectives combined with less valuable materials.
    Also keep in mind that r10 nodes may not even be *available* in certain world bands and that the current spread of resources is likely not representative of a release era 3 faction campaign. While you may lament greens being obsolete, for many campaigns greens may be the norm. Rarity tiers are as much about the EK economy as the campaigns themselves, and the primary motivator to go to harder bands is better stuff while risking greater difficulty getting and keeping said stuff. For a dregs campaign with ready access to R10 nodes, yeah, whites and greens may be obsolete by design. That's the carrot on the stick for people thrashing the lower threat campaigns to move up to your level so they have to stop buying their purples from you. For a 3 faction campaign at soft launch, an R5 node might be the upper limit. In order for this system to work at all it only makes sense that lower tier goods become essentially obsolete in higher tier worlds. Note that the mechanics of harvesting place very little emphasis on having any pre-existing highly ranked goods in order to very quickly access highly ranked goods. Someone coming from a year of playing max r5 ranked campaigns could choose to join dregs, and assuming appropriate training levels, be rady to face that world. That's a good thing in my opinion.
     
    A few constructive thoughts
    Radical scaling of resource ranks is a very interesting campaign knob to play with. A campaigns that starts in a different season for instance, or one which requires sacrifices at shrines to upgrade the surrounding materials. While I think its a poor fit for the core gameplay, its a great concept to build variant rulesets around.
     
    Its encouraging to see that people still have the best interests of new players and the overall impact of the NPE in mind.
  10. Like
    moneda got a reaction from Armegeddon in Trial of Kane EU is set to 0 imports/exports   
    No one is going to export anything from this campaign/trial. When this week is up they'll drop 5.8.6 and wipe all the items anyway.
    Everyone enjoy your week off and come back for good times. 👍🏾  
  11. Haha
    moneda got a reaction from DocHollidaze in Trial of Kane EU is set to 0 imports/exports   
    So when they add healing to the scoreboard the "focus" of every following trial/campaign will be all three? I don't think that's how "focusing" works but okay. 🤷🏾 
  12. Thanks
    moneda reacted to vkromas in Trial of Kane EU is set to 0 imports/exports   
    This is a really good question that I'll try to track down an answer for. Thanks for bringing this one up!
  13. Haha
    moneda reacted to DocHollidaze in Trial of Kane EU is set to 0 imports/exports   
    I see you find my post "funny". Either way, I was talking about the effort for the campaign not the reward. The trial of zaleena's reward was a bleed badge, if the way to win that badge was to do a sht ton of bleed damage, than yeah I would have said the focus of the zaleena trial was making people bleed.
    The, apparently, primary way to win the Kane badge is to do crafting, so yeah crafting is a focus of this campaign.
  14. Haha
    moneda reacted to DocHollidaze in Trial of Kane EU is set to 0 imports/exports   
    Seeing as how they made it 0 import to not skew the efforts of crafting, I stick to my opinion that this campaign has a not inconsequential focus on crafting.
  15. Like
    moneda reacted to Arkade in 5.8.6 Snap Test Feedback and Bug Reports for 4/1/19   
    I crafted all of the Specialty Seals and these are the results:
    Iron/Slate - Ben Harvest Chance: Wood/Ben Harvest Power: Wood
    Iron/Marble - Woodworking/Woodworking Experimentation
    Iron/Travertine - Jewelcrafting/Jewelcrafting Experimentation
    Iron/Limestone - Plethora of Dust: Wood/Spot Weakness: Wood
    Iron/Granite - Harvest Crit Chance: Wood/Harvest Crit Amount: Wood
    Tin/Slate - Ben Harvest Chance: Stone/Ben Harvest Power: Stone
    Tin/Marble - Stonemasonry/Stonemasonry Experimentation
    Tin/Travertine - Leatherworking/Leatherworking Experimentation
    Tin/Limestone - Plethora of Dust: Stone/Spot Weakness: Stone
    Tin/Granite - Harvest Crit Chance: Stone/Harvest Crit Amount: Stone
    Aurelium/Slate - Unexpected Results
    Aurelium/Marble - Runemaking/Runemaking Experimentation
    Aurelium/Travertine - Unexpected Results
    Aurelium/Limestone - Unexpected Results
    Aurelium/Granite - Unexpected Results
    Silver/Slate - Ben Harvest Chance: Animal/Ben Harvest Power: Animal (seal labeled as Grave Digging Seal)
    Silver/Marble - Necromancy/Necromancy Experimentation
    Silver/Travertine - Unexpected Results
    Silver/Limestone - Plethora of Dust: Animal/Spot Weakness: Animal (seal labeled as Grave Digging Seal)
    Silver/Granite - Harvest Crit Chance: Animal/Harvest Crit Amount: Animal (seal labeled as Grave Digging Seal)
    Copper/Slate - Ben Harvest Chance: Ore/Ben Harvest Power: Ore
    Copper/Marble - Blacksmithing/Blacksmithing Experimentation
    Copper/Travertine - Alchemy/Alchemy Experimentation
    Copper/Limestone - Plethora of Dust: Ore/Spot Weakness: Ore
    Copper/Granite - Harvest Crit Chance: Ore/Harvest Crit Amount: Ore
    There are no seals for Grave Digging, though the animal ones are labeled as such. Grave Digging should be from Aurelium. 
    The unexpected results on Aurelium/Travertine and Silver/Travertine make sense since there are only 8 professions. Room for expansion (enchanting?).
  16. Like
    moneda got a reaction from JamesGoblin in Trial of Kane EU is set to 0 imports/exports   
    I wouldn't say crafting is the "focus" of a whole campaign just because of the reward badge stats. I don't think the focus of the trial of Zaleena was bleed damage. 🤔 
  17. Sad
    moneda got a reaction from JamesGoblin in Trial of Kane EU is set to 0 imports/exports   
    No one is going to export anything from this campaign/trial. When this week is up they'll drop 5.8.6 and wipe all the items anyway.
    Everyone enjoy your week off and come back for good times. 👍🏾  
  18. Like
    moneda got a reaction from Marth in 5.8.6 Snap Test Feedback and Bug Reports for 4/1/19   
    Feedback:
    🤮 
  19. Like
    moneda got a reaction from Mayhem_ in Vessel solution   
    The vessel items have durability stats, as once vessels were going to degrade like armor, but once used to create a character it does not degrade.
  20. Haha
    moneda got a reaction from mandalore in 5.8.6 Snap Test Feedback and Bug Reports for 4/1/19   
    Feedback:
    🤮 
  21. Sad
    moneda reacted to Arkade in 5.8.5 LIVE Feedback and Bug Reports for 3/28/19   
    I finally got a minor discipline from a Satyr Captain, but it's one that I can buy off the vendor for 120 gold (Furious). Those disciplines should NOT be in the loot tables. That's a real kick in the teeth to finally get a discipline to drop and have it be completely worthless.
  22. Like
    moneda got a reaction from Doomshadow in First Look: War Tribes - Official discussion thread   
    😃
    1. With "intelligent" humanoids being spread among the dying worlds, will animal mobs still drop gold?
    2. Was describing encampments with orderly and chaotic meant to imply some of these humanoids may be friendly to some players depending on faction choice?
    3. pls gib dungeon つ ◕_◕ ༽つ  
  23. Like
    moneda reacted to Arkade in First Look: War Tribes - Official discussion thread   
    The game needs a full economy loop. Each sphere of gameplay needs to be complete and fulfilling. It isn't about adding PvE to a PvP game. It's about adding things that enhance the overall game experience. 
    If you can't find someone to fight, what do you do? Okay, you can harvest. Now it's winter, and you can't find someone to fight. What do you do? If you aren't trained for harvesting, you probably won't bother doing that. So what else can you do? That's the problem they are addressing. We aren't talking quests and raids here. There was always going to be mobs in the world and there was always going to be loot drops. We've known for a long time now that minor disciplines would drop from mobs and we would need to capture thralls to craft major disciplines. 
    In a MOBA, yes, there may be times that are focused on preparation rather than fighting, but you know when and where the fight is happening, and you don't have wait long for it. You don't have to go out looking for a fight or wait for a siege time.
  24. Like
    moneda got a reaction from DocHollidaze in 5.8.5 Snap Test Feedback and Bug reports for 3/21/19   
    Feedback:
    1. The resource spawns should be nixed from war tribe parcels. Chests should spawn instead, and they then should be removed from the majority of random places they spawn in the world.
    2. I imagine that at some point Death Shroud won't be removable by logging out and back in, so the Resting buff should remove it. 20 or 30 seconds should do it. A good reason to either control nearby outposts or carry around campfires.
  25. Haha
    moneda got a reaction from JamesGoblin in First Look: War Tribes - Official discussion thread   
    😃
    1. With "intelligent" humanoids being spread among the dying worlds, will animal mobs still drop gold?
    2. Was describing encampments with orderly and chaotic meant to imply some of these humanoids may be friendly to some players depending on faction choice?
    3. pls gib dungeon つ ◕_◕ ༽つ  
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