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koregen

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  1. Like
    koregen reacted to Durenthal in State of the Knight 5.100   
    It's been a while since we did one of these, mostly because nothing has really changed - all the problems we've mentioned over the past few years are still present.
    Knight remains the worst solo class in the game, primarily due to a lack of self-sustain.
    Knight remains a decent contributor to group play, primarily due to the chain pull and dodge pip steal abilities that let a group isolate an enemy target and burn him down.
    With the change to 3m melee range (from 5m), melee characters are suffering more whiffs and misses than ever before, which tilts the playing field towards ranged at the moment, too.  Edit to add: The loss of surging spirit, demon's pact, and expansive mind really hurt knight as well.
    Knight's toolkit and playstyle are fun, more fun than many of the more effective classes out there, and so people still play knight quite a bit, despite the fact that it mostly sucks.  Knight has been my main since the early greybox days of hunger dome.
    There are three knight specs:  Swordsman (nominally the dps spec), Secutor (nominally the tankiest spec) and Sentinel (the CC-heavy spec).
    Swordsman - the swordsman gets more AP than the other promotion classes, but only a little.  It generally has less AP than a similarly geared DPS Myrmidon or Champion, for instance, because it gets less AP from the talent tree.  The swordsman's primary dmg boost comes from the mighty surge power, which can be triggered by using a non-shield non-ranged attack power.  There are a few issues with this - it's not predictable when you're going to get it, as it doesn't trigger off every instance that it could; it has a pretty long internal cooldown; and it is only triggerable by one native knight power (the onslaught combo).  So you get a dps increase for LMB (only) attacks that can't be triggered on command and that leans on only a few powers granted by disciplines to trigger, which limits your discipline choices.   Other features of swordsman include a reduced cooldown time on the pursuit (charge) power, guaranteed critical hits on bleed ticks, and an increased critical hit chance.  
    Secutor - the secutor is the shield spec for the knight. It has better anti-CC than the other specs (meaningless, really, with the ease of retaliate in the past few builds), more health than the other knight specs (1500 more), and more damage on shield attacks.  Given that most native knight powers are shield attacks, this holds promise.   It also introduces a different playstyle for knight, as the best damage on secutor comes from shield bash crits.  Shield bash is activated after using another shield power or 3 LMBs in a row, and is guaranteed to crit if it's been used in the past 5 seconds already.   So the playstyle for secutor is shield power - shield bash - shield power - shield bash - 3 LMBs - shield bash - shield power - shield bash etc.  If your target is willing to stand in front of you and let you constantly shield bash them (like, say, a target dummy), the damage is quite strong for a knight.   Secutor also takes reduced stamina drain from blocking, so they can last longer than the other specs when focused, although they still can't do anything but block while they block.
    Sentinel - the CC spec.  With the current state of retaliate (everyone has all the retaliates they could ever want, really), CC builds are weak in general.  That said, the Sentinel does have some nice features.  They get an increased power efficient cap which lets them use maces (maces are too heavy and inefficient for the other specs).  Their chain pull has a slow, their charge gives them a stun, their shield slam adds a suppress, etc.  And they get a 15% dmg increase for a few seconds after stunning or knocking down an opponent.  Unlike the swordsman's mighty surge, this gives the knight a consistent way to trigger a dmg increase on demand.   It's not a big dmg increase, but it's consistent.
     
    Now let's look at damage mitigation.   The knight wears plate, and with training and good gear can easily reach the mitigation cap of 65% to physical attacks.  They can generally also get about 50% resistance to the non-physical dmg types.   When a knight uses block, he can further reduce the dmg he takes by 50%.  So a knight blocking will take about 25% dmg from non-physical attacks and about 17% dmg from physical attacks.  But he can't do jack whilst blocking (compare this to the myrmidon and champion mitigations where they can continue to attack whilst enjoying their extra mitigation powers).    The knight has no self-sustain beyond a passive that grants a 16% heal once (4 4% ticks) when the knight falls below 20% health.  The lack of self-sustain is what is most crippling about knight.   With a pocket healer, a well-geared knight can do very well.  Without a healer, nope.  Compared to the other tanky classes, knight is pretty poor at overall damage mitigation.  The knight takes dmg slightly more slowly than the other tank classes (assuming he blocks and deals out no dmg of his own as a consequence), but can't recover any health.  Myrm has much better dmg mitigation from vengeance and berserk, and can still attack whilst using those.  Champion gets ridiculously good self-heals (especially pitfighter).  Templar healing (paladin in particular) is very strong.  All those classes will last longer in a real fight than a knight due to the self-sustain.  Healing beats armor in every case.
    Ok, so what about damage?   More bad news here.  Knight dmg output is lower than the other "tanky" classes - myrmidon, champion, and templar, and by a significant margin.  The swordsman spec, which is nominally the dps spec for knight, does significantly less damage than the dps specs of those classes, with same quality gear.  And the same down the line for tank and cc specs.  
    Knight is very gear-dependent.  With top end gear (epic or legendary everything) and end-game training, a knight can do quite well.  The gap between it and the other classes I'm comparing it to here is closer at end-game than it is earlier on in the game.  But it's definitely still a gap.
     
    After all this negativity, why does anyone play knight?  Why do I play knight as my main?   Because knight is fun.  It feels good to play, if you ignore the constantly dying while solo part.  In a group, knight has a clear role (pull an opponent, steal its dodge pips, and help your group burn it down).  I honestly don't like that isolating and burning down a target is the be-all and end-all of Crowfall group combat, but as long as it is, the knight has a place in groups.
  2. Sad
    koregen got a reaction from Kraahk in Can we add more stairs to the main area?   
    I created an account with imugr but I'm having the same problem when I copy the link after clicking on 'insert image from url' it just blinks red and does not submit.
    Strange.
  3. Thanks
    koregen got a reaction from Kraahk in Can we add more stairs to the main area?   
    You are right Kraahk constructive criticism would be more usefull. I'd love to upload some screenshots, however this feature is not built into the forums directly and relies on 3rd party urls. I have tried a few but have given up because the link they produce is not accepted. Another pet peeve...
    But to give written constructive criticism the shaders are broken, anti aliasing doesn't really work on low settings(I have not tested max settings) so when you add those problems to the fact that the layout and composition is poor then end result is not pretty. That being said, even if the technical part of the design was dialed in 100% the composition is very amateur and valuable poly count is being wasted. We need stairs and they add to the look but sometimes less is more!
  4. Haha
    koregen got a reaction from oneply in Can we add more stairs to the main area?   
    What an eye sore! I really hope those were at least built procedural, because I'd really hate to think that you had an artist spend a significant amount of hours under the direction of management to put something like this together. 
    So disappointing.
  5. Confused
    koregen got a reaction from Damarus in Can we add more stairs to the main area?   
    What an eye sore! I really hope those were at least built procedural, because I'd really hate to think that you had an artist spend a significant amount of hours under the direction of management to put something like this together. 
    So disappointing.
  6. 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?
  7. 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. 
  8. 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. 
  9. Like
    koregen got a reaction from JamesGoblin in Is this what crowfall has become?   
    I like the leveling system in place.
  10. 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. 
  11. 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. 
  12. 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.
  13. 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?
  14. 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.
     
     
  15. 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.
  16. 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.

  17. 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?
  18. 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.
  19. 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!
  20. 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. 
  21. 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!
  22. 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. 
  23. 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!
  24. 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.
  25. 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?
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