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Ranik

Testers
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  1. Like
    Ranik reacted to srathor in Crafting Progression Item Drop Rates 6.200   
    Take a day off and have some fun Blair. 
    There is this new game getting worked on called Crowfall!
    Make up a nice untrained toon. 
    Log in. Get that toon ready.

    Go play for a bit. On a non dev account. Go mine a few things. Go skin a little. Gather up the 45 Metal for a sword. (no wait, 90) Then do it again. And again. And again.

    Do it some 60+ times Click all the buttons needed. Go get the three knowledges needed to make a blue soul. 

    Why don't you try it for a bit. Let us know how it goes. Get a first hand idea of what you are asking people to pay for then do.
    For entertainment.
     
  2. Like
    Ranik reacted to APE in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Add decay to vessels, disciplines, belts (if they don't already have it) based on death and use. Add drop rate chance to vessels, gear, disciplines which require players to focus on actually being harvesters and not guild swarm until XYZ is obtained. Add more difficulty to obtaining resources.  Lease elite mobs to motherlodes Make motherlodes harder to take down with less people. Send out notifications when they are interacted with. Make high value resources in contested areas that can't easily be farmed. Remove or decrease number of banks in the world. Risk vs Reward Campaign Rules: No farming in GR/Infected for Runes that can be upgraded. Just basic tiers. No import, Low Export have higher drop rate. Add upkeep costs to guilds so swarm isn't the default way to get everything done. This game is/was already full of grinds and little else. That is the cost of not having traditional content. Removing passive training isn't all of a sudden introducing grinds to the game. It adds an extra layer to obtaining certain things in a particular time frame, but the game as a whole isn't drastically changing.
    These are items I thought of in the time it took me to type them (not long). Assuming others in the community and devs themselves can think up some better options given enough time.
    Passive System needed to go as it was junk, plain and simple. Will the new system be better? No idea, but I doubt it will be much worse. I can already see plenty of things to work into the game that engage players that the passive system had no place in.
  3. Like
    Ranik reacted to fahrenheitM in Livestream 12/1/2020 Discussion, Feedback and Questions   
    j Todd Coleman says a statement like "I don't want you playing in god's reach, i really don't want you playing in infected, either. For lower vessels like Green and Blues, that'd be okay. But for higher vessels I don't want you there."
     
    If you want to force all players to go to Campaign, then you need to put mechanics in the game to allow ALL guilds to feasibly play in Campaign. You CANNOT have a world where 6-8 guilds control and entire world, they turtle up against the other 5-7 guilds and destroy everyone else. You have to allow the guilds that have 10 active players to play the game without being run through by the 40-man skill-less blob of Legendary vessels, with legendary equipment (because they have unlimited resources from forts), and just hide in safety of numbers. There has to be actual consideration for mechanics to enhance the gameplay of ALL, not just the half dozen Vocal zerg guilds that mass recruit and spam the forum feedbacks for their own benefit. Solo players are important. Small guilds are important. Medium guilds are important. Large guilds are also important. Do NOT just cater to one playerbase, for the love of god. Or you will continue to have an influx of smaller guilds that just stop playing. There are at peak 150 something people in a campaign or a world. 100 of those are those big guilds you talk about, because the rest keep getting run off due to the mechanics of the game continuing to cater to those vocal guilds.
    A Few examples:
    "Smaller maps because we need more PvP, and it takes too much effort"
    Having played many games in the past, the most fun aspect on a daily basis in games like Shadowbane, DAoC, WAR etc was the normal group based roaming warfare. That's not saying large scale sieges are not enjoyed, or should not be a part of the game. It needs to be. But the depth is what makes it great. Have a game that allows all different styles of play - all different ranges of players and guilds to have a viable chance to enjoy their experience. If you make everything about controlling 12 different forts in a world where the majority of all high end benefit is stemming from those forts, then you've just killed the game for what COULD BE the other 75% of your playerbase. You want the game to be fun for Winterblades? for Hax? for le frenchies? for the 4g's? Make the game have the depth to where the 5 man guilds, the 20 man guilds can fight for something legitimately. Resource nodes, small keeps, outposts, etc on a large spread out map where there is a carved out piece for plenty of others to utilize and enjoy. That'll keep the smaller folks playing to where they aren't running up against a wall of the zerg guilds controlling everything. Then you'll have people staying and not getting disgruntled a month in game and just stopping. Player retention will lead to those aforementioned guilds having fun, because they'll have more players to combat. There will be more overall strategy to carve out a node here or a node there, not just controlling everything under the stars.
    "Forts need to mean something"
    Like mentioned before - If you're giving out loads of resources to keeps daily, the gap between the 100 man that is fielding 30+ regularly, vs. the 10 man guild that fields 5 regularly is so great, that the 5 man guild will eventually just quit the game. As of now, you see skilled smaller groups getting absolutely destroyed by the gear disparity, and we're only a couple months since 6.2 launched? How big do you think that supposed gap will be a year after launch? Make the forts mean something. Definitely. That is a must.. But don't just dump money to the big guilds in the form of resources so the rich just keep getting richer. Let's be creative. Examples: Only Crafting of Highest tier forges, workbenches etc can be done inside a player controlled keep. Crafting bonuses are given within the keep. Within a certain radius around the keep (for example 500m) the players for that guild are given a buff, based off a building, or monolith, or totem that is built within the keep. But these things aren't given.... The keep has to be won, and then the guild has to invest in those buildings\crafting resources, etc to unlock. Don't have just the 6 guards or whatever spawn, allow the clan to invest money into the keep to "hire" additional guards. Or higher ranking guards. Level up the guards using money. Those keeps should be investments, not a hub to print more "money". This is where the game is all wrong, in my opinion. Then the bigger guilds will have to pick and choose what they are controlling, instead of just owning everything, all the time sitting back getting fat off their riches.
     
    I play a LOT... i mean, it's a problem. I loved Shadowbane and was sad when it died. Every time i got in game, it meant something. I was farming resources, or killing legitimate enemies, and I had fun doing it. Crowfall needs to look at some of these very basic fundamental things and say, "you know what, we really kinda left this out and it was a big part of what made SB great. We should look at that, again." This game has all the potential in the world, it's just falling flat on it's face, currently for everyone except those 100 or so people in the big guilds that are logging in and being vocal here on the forums.
  4. Like
    Ranik got a reaction from BarriaKarl in Livestream 12/1/2020 Discussion, Feedback and Questions   
    I've been harping on this issue for months I think. There are at least 14 or more bleed abilties across 6 classes and 4 disciplines. People don't want bleeds to refresh existing ones, they want the system to work in a sane manner for god's sake. The swordsman gets an upgraded Obliterate bleed that would be nice if it actually was stackable in group fights.
    @thomasblair If you claim to have budgeted a certain amount of power to each class, why do you have 6 different classes ALL competing for a single DoT Slot? In what world does that make sense? Why would I even bother using a bleed ability in a 20 vs 20 Blair? Why would I build for a stronger bleed if 70-80% of the time it's going to not even apply after I maneuver to get as many targets as I can? At least 50% of those other 19 people in my group are also competing for that same DoT slot Blair.
  5. Like
    Ranik got a reaction from Charas in Livestream 12/1/2020 Discussion, Feedback and Questions   
    I've been harping on this issue for months I think. There are at least 14 or more bleed abilties across 6 classes and 4 disciplines. People don't want bleeds to refresh existing ones, they want the system to work in a sane manner for god's sake. The swordsman gets an upgraded Obliterate bleed that would be nice if it actually was stackable in group fights.
    @thomasblair If you claim to have budgeted a certain amount of power to each class, why do you have 6 different classes ALL competing for a single DoT Slot? In what world does that make sense? Why would I even bother using a bleed ability in a 20 vs 20 Blair? Why would I build for a stronger bleed if 70-80% of the time it's going to not even apply after I maneuver to get as many targets as I can? At least 50% of those other 19 people in my group are also competing for that same DoT slot Blair.
  6. Like
    Ranik got a reaction from APE in Livestream 12/1/2020 Discussion, Feedback and Questions   
    I've been harping on this issue for months I think. There are at least 14 or more bleed abilties across 6 classes and 4 disciplines. People don't want bleeds to refresh existing ones, they want the system to work in a sane manner for god's sake. The swordsman gets an upgraded Obliterate bleed that would be nice if it actually was stackable in group fights.
    @thomasblair If you claim to have budgeted a certain amount of power to each class, why do you have 6 different classes ALL competing for a single DoT Slot? In what world does that make sense? Why would I even bother using a bleed ability in a 20 vs 20 Blair? Why would I build for a stronger bleed if 70-80% of the time it's going to not even apply after I maneuver to get as many targets as I can? At least 50% of those other 19 people in my group are also competing for that same DoT slot Blair.
  7. Like
    Ranik reacted to APE in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Bleeds
    Bleeds not stacking or overriding to the best version totally negates classes, promos, disciplines, powers, passives.
    It goes beyond "make a better group comp" when so many use the same mechanic and factoring in this isn't only a 5v5 game. 
    Please give classes unique dots, even though such things are such a lazy form of damage and why most game stick it on only a couple classes and not half of them.
  8. Like
    Ranik got a reaction from Tofyzer in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Bleeds: Blair's explanation of Bleeds failed to address the actual problem with no bleeds stacking. Why build for powerful bleeds (Swordsman + Bloodletter) when someone elses left click bleed or instant cast ability will cause your bleed to not apply? 
    Your DoT system is screwed up and you aren't addressing it at all. Theoretical vs Lost DPS or ability upgrades that probably won't even apply in any given 10 vs 10 is not a functioning system.  "Oh yeah swordsman gets an upgraded bleed but it probably won't even apply in any given fight" is not good game design Blair. 
     
    Removing the passive system: This feels like a good immediate change but will remove all concept of long term progression other than endless grinding unless replaced with something.
     
    You really need to replace passive training with something other than pure asset grind.
  9. Like
    Ranik reacted to oneply in Livestream 12/1/2020 Discussion, Feedback and Questions   
    i want to play this game 👆

    not a korean grind fest.
  10. Like
    Ranik reacted to Soulreaver in Crafting Progression Item Drop Rates 6.200   
    Sorry Blair, but the -whole- system felt too grindy and unneeded. Comments about the whole idea of having was -wasting- ressources to get these items was just really annoying and a general sense of : I wish they would have left things alone and invested their time on other things such as performance was much more important.

    The above comment you make isn’t what I can relate to when listening to the crafters and harvesters of the guilds I frequently visit.

    Edit: 
    Wasting 10 armor sets for 1 drop.  Well that is 2000 Ressources down the drain.  Not to talk about the Dust grind you have forced us back into... Things crafting wise are horrible, because of these changes you have imposed.  
    Please stop making more grinding systems it’s not what ppl want.  They want things which will making crafting more fluent, and dynamic.  Where you dont have to click a million times placing mats INTo the crafting window
  11. Like
    Ranik reacted to APE in Livestream 12/1/2020 Discussion, Feedback and Questions   
    I expect post launch patch 10.28 to bring people back. 😄
  12. Like
    Ranik got a reaction from JamesGoblin in JOIN THE ACE Q&A LIVESTREAM DEC. 1 @ 11 AM CST / 6 PM CET   
    <Question> Are there plans to further expand the domain system per class?
     
    Choices in the body of the talent tree, either via starting nodes or nodes in the middle. Included with Promotion nodes as part of the package. in the "domain branches"  EX: Going from 3 choices to 4 or 5  
    <Question> When can we expect a second pass on the Talent trees? Some classes are still severely lacking.
     
    <Question> Will active play contributions be included to passive skill training at some point? Both worlds can be satisfied with passive training and up to 10 hours of "Bonus time" per week. 
     
     
  13. Like
    Ranik reacted to royo in Livestream 12/1/2020 Discussion, Feedback and Questions   
    passive tree was the things that can could make an no life player and a casual player or just someone who have a job to be  equal on crafting or harvesting capacity. I hope dev team will make something interesting for us and not a grind fest. But first feeling is pretty bad to see that you will no more force to cooperate with other to create craft or to harvest all kind of ressources. 
     
  14. Like
    Ranik got a reaction from Aedius in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Bleeds: Blair's explanation of Bleeds failed to address the actual problem with no bleeds stacking. Why build for powerful bleeds (Swordsman + Bloodletter) when someone elses left click bleed or instant cast ability will cause your bleed to not apply? 
    Your DoT system is screwed up and you aren't addressing it at all. Theoretical vs Lost DPS or ability upgrades that probably won't even apply in any given 10 vs 10 is not a functioning system.  "Oh yeah swordsman gets an upgraded bleed but it probably won't even apply in any given fight" is not good game design Blair. 
     
    Removing the passive system: This feels like a good immediate change but will remove all concept of long term progression other than endless grinding unless replaced with something.
     
    You really need to replace passive training with something other than pure asset grind.
  15. Like
    Ranik reacted to Soulreaver in Livestream 12/1/2020 Discussion, Feedback and Questions   
    The removal of passive skilling, and moving into “belt”, also has the draw back that Crowfall falls under the catagory: Everyone can once more do -everything-, and the whole pitch “HARD CHOICES” isnt valid any more.
    While I get why, it’s just also playing up to the impactient players seeking instant gratification whom don’t want to be dependent others.  

    All they need to do now is make sure they have enough belts, it’s a twist which will greatly profit those players that can no-life the game and while the boost they get by being online to get more ressources, they can now also create a -faster- and -larger- gap to other players purely by how fast their online time allows them to get betls/tools/gear/vessels sooner than anyone else.

    It’s imo a shame that this is the solution you choose to use.  You could just have given new accounts the same skill training as old, making a new account just as valueble as an old.  Much simpler way of doing “catch up.”
  16. Like
    Ranik reacted to Spawl in Livestream 12/1/2020 Discussion, Feedback and Questions   
    If they are getting rid of disciplines and items that are changing, such as toolbelts, you might as well just have a full wipe. Everyone's training for harvesting/crafting is going to be reset to 0 until they start finding the disciplines, which they will have to find out there doing that activity. The only people that benefit are those that have a large quantity of raw mats stored to try to push up their crafters. You might as well wipe it all and just start fresh. 
  17. Like
    Ranik reacted to McTan in Livestream 12/1/2020 Discussion, Feedback and Questions   
    I think getting rid of passive training is the correct decision for the health of the game. I hope that it was not lip service that this replacement is simply the first draft, and that the discipline RNG is only the baby step toward a more robust system.
    I think a healthy progression system in the game would be wonderful, and it should be connected to the vessel itself. So, if I have used my crafted purple vessel to mine a lot, then my mining skill is higher. Some of that can come from a discipline, sure.
    What needs to be avoided is the 100% completed twink vessel.
    The problem with the passive system is that people were not playing because they weren't strong enough. The problem with a twink system is people won't play because they are already max strength. RNG is okay, but active progression per vessel is best.
    A tried and true method would be three different leveling vectors: combat, craft, harvest. As you kill mobs/players you level combat, as you craft you level craft, as you harvest you level harvest. Respec costs gold or some other currency, as well as time.
    People will gripe and moan endlessly about having to do things in the world. We will all call it grindy. But, if you are in the dregs doing something, there is the threat you get murdered. That is the point of the game. This current watch everyone log in for precisely 1 hour, then off for and hour, then on for another hour - every night...it's awful. Make us live in the world in order to be well prepared for the most important fights.
  18. Like
    Ranik reacted to srathor in Livestream 12/1/2020 Discussion, Feedback and Questions   
    There goes the baby in the bath water again. 

    Old system
    "You have to wait 3 months before crafting becomes relevant." 
    "Nah don't bother, I can get better stats from king drops"

    New system|
    "You have to craft hundreds of things at vastly increased costs that noone wants for god knows how long before you might become relevant." 
    "Nah don't bother, I can get better stuff from king drops."

    Hey I honestly can't gripe too much, it is going to be a brand new system. But it is going to be just like every other game out there. The final tenets of what yall wanted to make out of the kickstarter idea is now gone. 



    We will see what comes of this. At least the treadmills will be safe and measured and of little consequence other than to be endured.The math will be perfect, and the little unicorn rainbow farts will be the second or third coming on 5.3esus
  19. Like
    Ranik reacted to galvia in Livestream 12/1/2020 Discussion, Feedback and Questions   
    I think this is one the most valid criticisms of this upcoming system, and the game itself. Winning things in this game feels more like a relief than a victory. Being successful is not a reward in and of itself today. The rewards systems do help but I think there are more things to be done to keep people chasing the carrot so to speak.

    If we look to other MMOs, most of this stuff is handled via cosmetics. Campaign rewards can help. Things like custom weapon effects/skins, unique mounts, titles or things like that will go a long way. I don't think making people want to login to keep passives rolling is good design - it's guilting people into staying engaged with the game. I think the real idea is to make the game genuinely fun as a driver for bringing them into the game.
  20. Like
    Ranik got a reaction from Hungry in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Bleeds: Blair's explanation of Bleeds failed to address the actual problem with no bleeds stacking. Why build for powerful bleeds (Swordsman + Bloodletter) when someone elses left click bleed or instant cast ability will cause your bleed to not apply? 
    Your DoT system is screwed up and you aren't addressing it at all. Theoretical vs Lost DPS or ability upgrades that probably won't even apply in any given 10 vs 10 is not a functioning system.  "Oh yeah swordsman gets an upgraded bleed but it probably won't even apply in any given fight" is not good game design Blair. 
     
    Removing the passive system: This feels like a good immediate change but will remove all concept of long term progression other than endless grinding unless replaced with something.
     
    You really need to replace passive training with something other than pure asset grind.
  21. Like
    Ranik got a reaction from galvia in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Bleeds: Blair's explanation of Bleeds failed to address the actual problem with no bleeds stacking. Why build for powerful bleeds (Swordsman + Bloodletter) when someone elses left click bleed or instant cast ability will cause your bleed to not apply? 
    Your DoT system is screwed up and you aren't addressing it at all. Theoretical vs Lost DPS or ability upgrades that probably won't even apply in any given 10 vs 10 is not a functioning system.  "Oh yeah swordsman gets an upgraded bleed but it probably won't even apply in any given fight" is not good game design Blair. 
     
    Removing the passive system: This feels like a good immediate change but will remove all concept of long term progression other than endless grinding unless replaced with something.
     
    You really need to replace passive training with something other than pure asset grind.
  22. Like
    Ranik got a reaction from APE in Livestream 12/1/2020 Discussion, Feedback and Questions   
    Bleeds: Blair's explanation of Bleeds failed to address the actual problem with no bleeds stacking. Why build for powerful bleeds (Swordsman + Bloodletter) when someone elses left click bleed or instant cast ability will cause your bleed to not apply? 
    Your DoT system is screwed up and you aren't addressing it at all. Theoretical vs Lost DPS or ability upgrades that probably won't even apply in any given 10 vs 10 is not a functioning system.  "Oh yeah swordsman gets an upgraded bleed but it probably won't even apply in any given fight" is not good game design Blair. 
     
    Removing the passive system: This feels like a good immediate change but will remove all concept of long term progression other than endless grinding unless replaced with something.
     
    You really need to replace passive training with something other than pure asset grind.
  23. Like
    Ranik got a reaction from AngryCatGirl in JOIN THE ACE Q&A LIVESTREAM DEC. 1 @ 11 AM CST / 6 PM CET   
    <Question> Are there plans to further expand the domain system per class?
     
    Choices in the body of the talent tree, either via starting nodes or nodes in the middle. Included with Promotion nodes as part of the package. in the "domain branches"  EX: Going from 3 choices to 4 or 5  
    <Question> When can we expect a second pass on the Talent trees? Some classes are still severely lacking.
     
    <Question> Will active play contributions be included to passive skill training at some point? Both worlds can be satisfied with passive training and up to 10 hours of "Bonus time" per week. 
     
     
  24. Like
    Ranik reacted to BehindYou in JOIN THE ACE Q&A LIVESTREAM DEC. 1 @ 11 AM CST / 6 PM CET   
    Are we going to see another round of balance tweaks for classes and skills in 6.3?
    Can we please let all the beta players back in and let them stay in until launch.
  25. Like
    Ranik reacted to coolster50 in JOIN THE ACE Q&A LIVESTREAM DEC. 1 @ 11 AM CST / 6 PM CET   
    <QUESTION> Are there any plans before launch to make the game less dependent on going back and forth from the Lobby?
    <QUESTION> What takeaways have you gotten from the Weekly Feedback and Campaign Feedback threads that you are planning to address in future milestones?
    <QUESTION> Will 6.3 complete the NPE?
    <QUESTION> What are you planning to do to Make Harvesting Great Again?
    <QUESTION> Are there still plans to streamline the crafting process like it was teased with the Crafting Project UI before launch?
    <QUESTION> What is Santa Blair getting us for Christmas?
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