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koregen

Testers
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  1. Like
    koregen reacted to Angelmar in The increasing PvE Requirement   
    How much of this angst is because we've been testing this game for almost 4 years? How much of it is because the game is wiping every 30-45d? or because ppl (almost entirely those that don't play) are constantly calling for wipes?
    I am concerned that ACE doesn't get the acceptable time demand for a LIVE game that doesn't wipe is different for a pre-alpha TEST that is wiping regularly.  I'm not sure they are taking respect for Pre-Alpha Testing player's time seriously.
    -------
    That said, you can level a blue vessel in a weekend. Some have done it in a single day.  That's relatively very quick.
    ACE is making efforts to add reasons for ppl to be out in the world rather than logging in for 1hr a day.  (If we want a PvP game for 1hr a day there are better options out there.) The systems they are adding need work and overhauls, especially discs, but I see what they are trying. The game in general needs more content and better conflict drivers.  We need dregs, player keeps, caravans, mines etc...
    In the end, guilds got setup and running within 2 weeks of a wipe.... For a live environment that's not terrible.  
    I wonder how much of this thread is thought of having to put in this effort after a 5.90 wipe, a 5.100 wipe and a 6.0 wipe?
  2. Like
    koregen got a reaction from Ikas in Unpopular Opinion about the Discipline Changes   
    Major disciplines drop rates are fine and I actually like the system in place for them. Minor disciplines and crafting belt, googles etc. drop rate needs to be seriously increased or guaranteed on a specific mob. 
  3. Like
    koregen got a reaction from Fredao in Unpopular Opinion about the Discipline Changes   
    Major disciplines drop rates are fine and I actually like the system in place for them. Minor disciplines and crafting belt, googles etc. drop rate needs to be seriously increased or guaranteed on a specific mob. 
  4. Like
    koregen got a reaction from JamesGoblin in Is this what crowfall has become?   
    I like the leveling system in place.
  5. Like
    koregen got a reaction from JamesGoblin in Unpopular Opinion about the Discipline Changes   
    Major disciplines drop rates are fine and I actually like the system in place for them. Minor disciplines and crafting belt, googles etc. drop rate needs to be seriously increased or guaranteed on a specific mob. 
  6. Like
    koregen got a reaction from silhaku in Unpopular Opinion about the Discipline Changes   
    Major disciplines drop rates are fine and I actually like the system in place for them. Minor disciplines and crafting belt, googles etc. drop rate needs to be seriously increased or guaranteed on a specific mob. 
  7. Like
    koregen got a reaction from JamesGoblin in Performance?   
    Performance is still bad and pvp to me is unplayable as a result. Stutters, fps drops abilities not going off etc. It's the reason the servers are dead and nobody plays/tests this game. Maybe one of these years it will get fixed.
  8. Like
    koregen reacted to InfernusDL in New Campaing, same problems... Almost Quiting...   
    Im realy thinking in stop playing like most of my friends, why? Because new campaings come and problems still the same... What am i talking about?
    Spirit Bank and Mount...
    If you are a ranged class, it is impossible to kite... 
    If your opponent dont wanna fight, zoooooooooom, he's gone using his mount...
    If you kill somebody, you get nothing because he press B and throw everything inside spirit bank...
    Simple solution...

    Spirit Bank usable only inside the temple...
    Mount cant be cast in combat... If you hit somebody on mount, he dismount and mount start 1 min CD to cast... 
    Im realy enjoy the game, but it is hard to play with this problems... 
     
    BTW where is our Malekai Accessory?
  9. Like
    koregen reacted to Jjusticar in Are Roles Too Homogenized?   
    When you look through all the various classes and their promotions, you can really see how homogenized all of the classes are. And as a result, none of them really fill specific roles. The issue I see moving forward is the same issue we've had for a long time: because so many of the classes are so similar, many promotions will not see the time of day because something else does what they can do but better.
     For most of the classes, we see the basic 3 lines; damage line, tanky line, and CC line (with healing classes being the obvious exception). When you look into the lines, almost every promotion is just a copy/paste of all of the other promotion lines. You get dmg bonus stats and then random added effects onto abilities. Nothing substantial really gets added in the way of changing the play-style of the class for the role you want to fill. There are no interesting mechanics added, not many cool new abilities, and random passives that should be baseline but aren't (and aren't that fun to play with anyways).
    I'll break down a few of them below as an example.
    Let's take a look at a few CC role promotions: Fanatic, Barbarian, Sentinel, X
    Fanatic --> 3 nodes for CC durations, cc added on 2 abilities, heal passive
    Barbarian --> 3 nodes for CC durations, cc added on 2 abilities, dmg bonus on cc passive
    Sentinel --> 2 nodes for CC durations, cc added on 4 abilities, literally same passive as Barbarian but an added bonus for some reason
     
    Let's take a look at a few DPS role promotions: Inquisitor, Alpha Warrior, Swordsman
    Inquisitor --> 3 nodes for passive dmg bonus, 2 nodes for active dmg bonus, dps passive
    Alpha Warrior --> 4 nodes for passive dmg bonus, 2 nodes for dominance,  dps passive
    Swordsman --> 5 nodes for passive dmg bonus, 2 nodes to slightly modify abilities, dps passive
     
    All of these promotions are almost literally just reskins of the same promotion line. They are currently giving close to ZERO unique gameplay elements and mechanics to the classes in my opinion. I think they really need to be looked at. In the DPS promotion lines, the most unique mechanic is Dominance for champions and that's just literally free crits. The Archer promotion does a somewhat ok job at bringing in uniqueness to the role since when you go archer you can see you become this ranged suppresion role.When you look at other promotions you see you're nothing more than just another DPS. 
    At the end of the day, I think we really need to see some more unique gameplay mechanics and elements injected into these promotion classes. Not only do a lot of them add nothing but passive bonuses to a class, they don't make the class feel more unique in any way. If say Alpha Warrior is really strong, there is no reason to bring an Alpha Warrior champ over another DPS because there are no other damage focused roles so you just bring the best DPS. If Alpha Warrior was really good at single target burst, while swordsman was really good at displacement, while archer was really good at suppression, while inquisitor was really good at tank busting, while Slayer is really good at controlling groups, while Titan is really good at area control, you would have the freedom to make choices between promotions and classes based on the role they fill.
    TLDR; classes/promotions are too homogenized and as a result promotion viability will be hurt. The promotion lines are uninspired and boring, adding nothing new in the ways of class and gameplay mechanics. Gameplay will be dominated by the one promotion that is strongest at the moment that fills each of the only roles needed currently in groups: DPS, tank, heal. As a result, group creativity and composition will stagnate and overall gameplay will suffer.
     
     
  10. Like
    koregen reacted to Jah in So much for 24/7 testing   
    Sure, but I don't think it was a good idea to try solve that set of problems with one combined solution. The needs of new players and vets between campaigns are very different. The contradictions keep God's Reach from providing for either of them well. Combine that with effectively shutting down the market eks and this was pretty badly screwed up, imo.
  11. Like
    koregen reacted to Jah in Love the role of resources in PVP... BUT... there is exploit   
    It lets people avoid the need to caravan their loot to safety, which was one of the core concepts of Crowfall.
    Spirit-banking from everywhere, and safe recalling with loot are both bad for Crowfall.

  12. Like
    koregen reacted to PaleOne in A campaign win reward that would keep people playing--   
    What I remember from SB and DF was the pride of ownership when looking at the world map--but that world map was permanent unless it was taken from us.. It was all about the ownership of real estate
    I'm worried about a few scenario's for CF
    1) Will people truly be motivated to put in the work for a temporary win condition? Would you be willing to jump through all the hoops necessary to win a campaign ( Harvest/ craft/ gear/ vessels/ Forts/ Keeps) if none of it results in a sense of permanent progress for your guild or character? Look at the current loop. Most people aren't even playing because they expect a wipe. I went through the trouble of creating a new vessel and set of gear.. only to find no one to fight...  If the only reward is more exports-- that basically means half your progress is wiped with new campaign if you don't win..
    2) With multiple campaigns running Will people just leave early if they don't see a win as possible resulting in empty campaign worlds.
    3) Will people feel a sense of ownership in a temporary world? Will they fight to hold territory? Will they care?
  13. Like
    koregen got a reaction from Skittery in Long weekend and nothing to do in Crowfall, sigh   
    I backed this game in February, 2015, it got funded with a healthy amount of money in March, 2015. At the time they expected to be in beta by late 2017. I'm not sure if this was just good marketing(lying), lack of experience or the inability to hire in house talent. We are nearing 2019 and the games proof of concept is not even complete.
  14. Like
    koregen got a reaction from Skittery in Long weekend and nothing to do in Crowfall, sigh   
    It's winter yay, I mean ugh.
    - The peak server population during prime time is like 30 players, so there is no pvp.
    - Resources are non-existent unless you are fully trained.
     
    I took a 6 month break came back 5 days ago hoping to be excited about ALL THE MASSIVE CONTENT patches that I have ignored and instead I log on to see this, and to be quite honest not that much new content. 
    Man this game has a long way to go and development isn't moving that fast, although I do appreciate the much faster load times(significant time and effort) and the reduced durability loss in pvp(2 hours of time and effort?)
    To be quite honest I would personally stop worrying about cosmetic things like the seasonal cycle and start focusing on the game loop and objectives. 50,000 backers and 30 players online during peak? If I was in your shoes i'd be looking at this and seeing a major problem.
    Completing the game loop should be top priority, as proof of concept even if it is bare bones. Everything else is secondary. This will at least allow you to modify it based on testing and feedback to actually make it good. In all honesty the amount of time and effort that has been spent on EK is crazy to me considering the game loop isn't even finished, I mean let's face it it's basically player housing with perks.
    If I were in charge I would focus on:
    #1 Game Loop, let's get the bare bone mechanics in place ASAP
    #2 A more engaging skill tree
    -skill tree locked recipes are really bad, they should be rare drops THAT DO NOT REQUIRE SKILL TREE TRAINING TO FIND, same goes for things like gems etc. Why? you might ask, because even in it's current state there would a point in me gathering for that rare chance of a valuable drop, with the current skill tree locking out any surprise rare loot it's really blend and quite frankly boring. Everyone loves random rare loot drops get it implemented! The skill tree should increase the drop chance NOT create it, that goes for all material quality levels and loot! Let's be honest it won't break the cycle of having to level up, because a handful of random rare drops won't allow you to craft anything of value but collectors and crafters might be willing to pay a lot!
    The basic node for crafting and survival is just a sit around and wait before you can actually do anything, currently around 5 days and we are at 300% speed! I would make this node optional and allow people to specialize right away if they choose to do so.
    -
    #3 AI(very poor, hobbyist/student level at best), I'd love to see some good encounters and eventually boss fights, but current AI + risk vs. reward design is light years away.
    #4 Client optimization and this is a huge one even though I rank it at number 4. Unless you are rocking a 1080TI, 12 man fights pvp are basically unplayable on a competitive level.
    #5 A much more diverse character customization via disciplines, glance at shadowbane for easy solutions.
    #6 unique armor sets so we don't all look the same, it's actually super easy to at the very least change the color set using unity and shaders.
     
    P.S. - improving map design was going to be on my list as a top priority 6 months ago, but it seems to be the one area where we are seeing very steady improvement. Keep up the good work!
  15. Like
    koregen got a reaction from Skittery in Long weekend and nothing to do in Crowfall, sigh   
    Right so why would you waste time implementing a mechanic that is dependent on the  game loop, before the game loop is complete? It makes no logical sense especially considering the thing you want and need to test the most is your primary game loop. Heck I could probably name close to 50 things that are in game that shouldn't be because the game loop is not complete.
    Spending man hours on this stuff before the game loop(proof of concept is complete), is just really bad direction from management. Quite frankly it's a complete waste of time and resources because until the game loop is done and you have feedback it's near impossible to know what will and won't help the game loop be better. All this leads to is even more wasted man hours trying to salvage a lot of work and trying to make it work without a clear vision.
    The one thing they did do right is focus on combat first, it's far from perfect and still needs a lot of work but it gets a marginal pass in terms of PVP, a complete fail on the PVE though due to bad AI.
    I'll be generous and say there are currently 500 active players(winter). That's 0.01% of the backer population that paid to play this game and have access, it is also about the number of people that check this forum. You have to ask yourself what are the other 99.99% waiting for? Obviously it wasn't player housing!
    Just to clarify, I'm not trying to be rude or upset people I really do want to see this game succeed and it's the only reason I bother posting some constructive criticism(which I focus on the big picture) in the first place. 
  16. Thanks
    koregen got a reaction from makkon in Long weekend and nothing to do in Crowfall, sigh   
    It's winter yay, I mean ugh.
    - The peak server population during prime time is like 30 players, so there is no pvp.
    - Resources are non-existent unless you are fully trained.
     
    I took a 6 month break came back 5 days ago hoping to be excited about ALL THE MASSIVE CONTENT patches that I have ignored and instead I log on to see this, and to be quite honest not that much new content. 
    Man this game has a long way to go and development isn't moving that fast, although I do appreciate the much faster load times(significant time and effort) and the reduced durability loss in pvp(2 hours of time and effort?)
    To be quite honest I would personally stop worrying about cosmetic things like the seasonal cycle and start focusing on the game loop and objectives. 50,000 backers and 30 players online during peak? If I was in your shoes i'd be looking at this and seeing a major problem.
    Completing the game loop should be top priority, as proof of concept even if it is bare bones. Everything else is secondary. This will at least allow you to modify it based on testing and feedback to actually make it good. In all honesty the amount of time and effort that has been spent on EK is crazy to me considering the game loop isn't even finished, I mean let's face it it's basically player housing with perks.
    If I were in charge I would focus on:
    #1 Game Loop, let's get the bare bone mechanics in place ASAP
    #2 A more engaging skill tree
    -skill tree locked recipes are really bad, they should be rare drops THAT DO NOT REQUIRE SKILL TREE TRAINING TO FIND, same goes for things like gems etc. Why? you might ask, because even in it's current state there would a point in me gathering for that rare chance of a valuable drop, with the current skill tree locking out any surprise rare loot it's really blend and quite frankly boring. Everyone loves random rare loot drops get it implemented! The skill tree should increase the drop chance NOT create it, that goes for all material quality levels and loot! Let's be honest it won't break the cycle of having to level up, because a handful of random rare drops won't allow you to craft anything of value but collectors and crafters might be willing to pay a lot!
    The basic node for crafting and survival is just a sit around and wait before you can actually do anything, currently around 5 days and we are at 300% speed! I would make this node optional and allow people to specialize right away if they choose to do so.
    -
    #3 AI(very poor, hobbyist/student level at best), I'd love to see some good encounters and eventually boss fights, but current AI + risk vs. reward design is light years away.
    #4 Client optimization and this is a huge one even though I rank it at number 4. Unless you are rocking a 1080TI, 12 man fights pvp are basically unplayable on a competitive level.
    #5 A much more diverse character customization via disciplines, glance at shadowbane for easy solutions.
    #6 unique armor sets so we don't all look the same, it's actually super easy to at the very least change the color set using unity and shaders.
     
    P.S. - improving map design was going to be on my list as a top priority 6 months ago, but it seems to be the one area where we are seeing very steady improvement. Keep up the good work!
  17. Like
    koregen got a reaction from Armegeddon in Long weekend and nothing to do in Crowfall, sigh   
    Right so why would you waste time implementing a mechanic that is dependent on the  game loop, before the game loop is complete? It makes no logical sense especially considering the thing you want and need to test the most is your primary game loop. Heck I could probably name close to 50 things that are in game that shouldn't be because the game loop is not complete.
    Spending man hours on this stuff before the game loop(proof of concept is complete), is just really bad direction from management. Quite frankly it's a complete waste of time and resources because until the game loop is done and you have feedback it's near impossible to know what will and won't help the game loop be better. All this leads to is even more wasted man hours trying to salvage a lot of work and trying to make it work without a clear vision.
    The one thing they did do right is focus on combat first, it's far from perfect and still needs a lot of work but it gets a marginal pass in terms of PVP, a complete fail on the PVE though due to bad AI.
    I'll be generous and say there are currently 500 active players(winter). That's 0.01% of the backer population that paid to play this game and have access, it is also about the number of people that check this forum. You have to ask yourself what are the other 99.99% waiting for? Obviously it wasn't player housing!
    Just to clarify, I'm not trying to be rude or upset people I really do want to see this game succeed and it's the only reason I bother posting some constructive criticism(which I focus on the big picture) in the first place. 
  18. Thanks
    koregen got a reaction from Armegeddon in Long weekend and nothing to do in Crowfall, sigh   
    It's winter yay, I mean ugh.
    - The peak server population during prime time is like 30 players, so there is no pvp.
    - Resources are non-existent unless you are fully trained.
     
    I took a 6 month break came back 5 days ago hoping to be excited about ALL THE MASSIVE CONTENT patches that I have ignored and instead I log on to see this, and to be quite honest not that much new content. 
    Man this game has a long way to go and development isn't moving that fast, although I do appreciate the much faster load times(significant time and effort) and the reduced durability loss in pvp(2 hours of time and effort?)
    To be quite honest I would personally stop worrying about cosmetic things like the seasonal cycle and start focusing on the game loop and objectives. 50,000 backers and 30 players online during peak? If I was in your shoes i'd be looking at this and seeing a major problem.
    Completing the game loop should be top priority, as proof of concept even if it is bare bones. Everything else is secondary. This will at least allow you to modify it based on testing and feedback to actually make it good. In all honesty the amount of time and effort that has been spent on EK is crazy to me considering the game loop isn't even finished, I mean let's face it it's basically player housing with perks.
    If I were in charge I would focus on:
    #1 Game Loop, let's get the bare bone mechanics in place ASAP
    #2 A more engaging skill tree
    -skill tree locked recipes are really bad, they should be rare drops THAT DO NOT REQUIRE SKILL TREE TRAINING TO FIND, same goes for things like gems etc. Why? you might ask, because even in it's current state there would a point in me gathering for that rare chance of a valuable drop, with the current skill tree locking out any surprise rare loot it's really blend and quite frankly boring. Everyone loves random rare loot drops get it implemented! The skill tree should increase the drop chance NOT create it, that goes for all material quality levels and loot! Let's be honest it won't break the cycle of having to level up, because a handful of random rare drops won't allow you to craft anything of value but collectors and crafters might be willing to pay a lot!
    The basic node for crafting and survival is just a sit around and wait before you can actually do anything, currently around 5 days and we are at 300% speed! I would make this node optional and allow people to specialize right away if they choose to do so.
    -
    #3 AI(very poor, hobbyist/student level at best), I'd love to see some good encounters and eventually boss fights, but current AI + risk vs. reward design is light years away.
    #4 Client optimization and this is a huge one even though I rank it at number 4. Unless you are rocking a 1080TI, 12 man fights pvp are basically unplayable on a competitive level.
    #5 A much more diverse character customization via disciplines, glance at shadowbane for easy solutions.
    #6 unique armor sets so we don't all look the same, it's actually super easy to at the very least change the color set using unity and shaders.
     
    P.S. - improving map design was going to be on my list as a top priority 6 months ago, but it seems to be the one area where we are seeing very steady improvement. Keep up the good work!
  19. Like
    koregen got a reaction from weaponsx in Long weekend and nothing to do in Crowfall, sigh   
    I backed this game in February, 2015, it got funded with a healthy amount of money in March, 2015. At the time they expected to be in beta by late 2017. I'm not sure if this was just good marketing(lying), lack of experience or the inability to hire in house talent. We are nearing 2019 and the games proof of concept is not even complete.
  20. Like
    koregen got a reaction from Shnoo in 3rd Major Rune slot, harvesting only.   
    I hate the fact that i'm gimped in pvp because I also like to gather. As it stands you pretty much need the invulnerability rune(OP must have) and your class's main major rune to be effective in pvp.
    If I get jumped while harvesting I'm already at a huge disadvantage, I don't see the reason to be put at an even further disadvantage not having combat runes in place.
    What are your thoughts on it?
  21. Like
    koregen got a reaction from McTan in 3rd Major Rune slot, harvesting only.   
    I hate the fact that i'm gimped in pvp because I also like to gather. As it stands you pretty much need the invulnerability rune(OP must have) and your class's main major rune to be effective in pvp.
    If I get jumped while harvesting I'm already at a huge disadvantage, I don't see the reason to be put at an even further disadvantage not having combat runes in place.
    What are your thoughts on it?
  22. Confused
    koregen got a reaction from JamesGoblin in Long weekend and nothing to do in Crowfall, sigh   
  23. Like
    koregen reacted to mystafyi in Long weekend and nothing to do in Crowfall, sigh   
    You should look at ashes of creation from 9/27/18. I know its only 720p stream, but the devs explain why they did a BR mode alpha 1 instead of on their gameworld and how simple and fast it was to do. Amazingly the dev playing won the BR while streaming.
     
  24. Thanks
    koregen got a reaction from Kraahk in The state of the game   
    Some people obviously lack the intelligence to see the sarcasm in OP's post, and with that massive post count and being an ACE contributor it's worrisome to say the least.
  25. Like
    koregen reacted to soulein in State of the Knight 5.7.1   
    I hate to say this, but the only thing the Knight needs is the removal of the heal component of the Champion's Ultimate Warrior heal. The self healing potential of the Champion makes them far and away the best melee class for both solo/small scale and larger fights.
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