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Everything posted by Anthrage

  1. This is not a new problem, though it is an extreme example of it. A while back I tanked 5 to 10 players on a Druid, and while much of that was due to a strong build and skilled play, a lot was also due to a lack of experience or proper tactics on the part of the zerg. A long time ago, in a different game, myself and 2 other players killed 30 enemy...and it was nowhere near as imbalanced in terms of class mechanics as here. Yes, some balance tweaks are needed, but you cannot code away the need for coordination, intelligence and skill on the part of players.
  2. So there has been some dis-satisfaction with how armor has evolved from concept and through development, and in the recent Q & A video, @jtoddcolemanand @thomasblair mentioned some of these issues and design desires that we haven't quite seen full-filled, such as armor set bonuses and motivating use of a combination of armor types as a means of creating visual variety. I have given this some thought and think I have what may not be a ground-breaking or unique set of ideas, with specific values or variables, but definitely a solid foundation and methodology which uses existing mechanics only, that might result in an improvement across the board. Proposal demonstrating the principle: Plate Chest has best Physical Resists, a Crit Defense Modifier Stat and all Plate pieces have a Health Regen Stat Mail Chest has best Organic Resists, a Healing Modifier Stat and all Mail pieces have a Mana Regen* Stat Leather Chest has best Elemental Resists, a Damage Modifier Stat and all Leather pieces have a Stamina Regen Stat Plate Helms have a Hard Control Defense Stat Bonus Mail Helms have a Perception Stat Bonus Leather Helms have a Farsight Stat Bonus Plate Gloves have a Weapon Weight Stat Bonus Mail Gloves have a Cooldown Reduction Bonus Leather Gloves have an Attack Control Defense Stat Bonus Plate Boots have a Pathfinding Stat Bonus Mail Boots have a Movement Control Defense Stat Bonus Leather Boots have a Movement Speed Stat Bonus This assignment of stats to armor pieces and type is based on a principle of logic and what the corresponding armor would actually do in the real world. If you had to choose between wearing a plate helm versus a leather helm, why would you choose either? A plate helm would provide more protection against head injuries, being stunned or knocked out etc, while a leather helm might grant better visibility. Mail Boots might grant good stability for your feet without being too heavy, while leather causes your feet to be lighter. And so on. Some of the example assignments above may be a stretch or seem arbitrary, but the overall principle is pretty clear. The general idea here being to have the different pieces of different types grant specific stats, rewarding choice more than just slightly more or less in the same stat depending on which you choose. A nice thing about this system is how some of the existing stats work, and a way it can be taken advantage of to simulate set bonuses. Certain stats do not take effect unless said stat or a stat it relies on has either a minimum value - 1 versus .5 - or is a whole number. So 1.1 would effectively be the same as 1.9, whereas 2 would be twice as impacting, and you could have from 0.1 to 0.9 in a stat and have no effect, but once you reach 1, the related effects kick in. We see this currently with the Beneficial Harvesting set of stats for example. So, for the 'All Pieces Regen Stats' I itemized below, if each of the 4 pieces granted .25 of a stat bonus, then the effect would only kick in if you wore all 4 pieces. This SHOULD allow set bonuses using existing code. Obviously this is in the greater overall context of existing stats and modifiers, some of which are likely to change in 5.8, so it may not or need not be the only stats possible on armor - other choices would need to be made as regards what can be added through the crafting process, with the materials recipes, the optional pieces and so on. I prefer regen bonuses over straight pool size increases, especially for HP, as it gives some advantage but avoids the extremely high HP amounts which can be exploited by some classes. I see these increased gear stat modifiers as alternate paths to hitting the related caps, sooner than passive training would perhaps allow, in some cases acting as a temporary way to reach a stat goal, and one that could be set aside later in the account lifetime when training catches up, like we see done with many of the crafting stats. I think enhancing the association and strength of an armor type, the chest, in a particular damage category also makes logical sense and enables synergy with the other methods of acquiring resistance, such through the Disciplines. Again, not a complete over-haul as it doesn't speak to the mitigation caps and so on, but a more defined foundation. Thoughts?
  3. There are certainly many similarities between the two titles, and Crowfall did come first, but there are also many differences. The most interesting thing to me about this is that both games will need to address the same long-standing problems faced by so many MMOs in this genre...in this respect it's a boon to everyone, having that much high-level brain power working on solutions to these issues. Can't wait till we get to the meat of development for both of these and see if one of them can undo this Gordian Knot.
  4. Cool stuff! I wonder if the tech exists for the variants of each mob to have different loot tables - that would make finding and farming a specific species of these mobs more valuable, and add a level of importance to exploration and area control. @thomasblairis this possible?
  5. The test is not over. The Live server is up 24/7. See this page for how to play right now.
  6. Good for you for doing this. The kind of class and care for the community I expect from House Avari and Hy'shen. Well done.
  7. Just an FYI to anyone with New World access. Check their forums for an announcement, something is happening you don't want to miss - not sure if posted the details here would violate the NDA so not going to say what exactly but yeah.
  8. Without gettings into details (NDA), I can see it is quite good. Had my first death (first PvP as well) so far, 15 or so hours in - reminded me of UO-launch days. Combat feels very good. I saw that LoD has a Claim on Server 2, good stuff. I'm on server one atm, grinding out levels and climbing the skill ladder. I like the way they have things set up, enjoying it so far. If enough people who don't already have a guild (Company) there from this community are interested, we could try to set something up. Otherwise if you're in an need assistance with anything on Server 1, send me a message, I'm Anthrage Stormrider there.
  9. Just got my invite last night, have played for 8 hours or so thus far. Looks and feels good, though some of the content is not very accessible solo or without information that's hard to get with the NDA. Waiting for my forums access, hopefully that will fill in the blanks. Anyone else here playing? Could use a SB/CF based Company, show people what's what.
  10. Yet another @BloodyPointBlog TIPS video is up, this time, a brief one on how to equip Vessels: Short Link to Tips playlist: TBP.TIPS Direct link to topic video: TBP.TIPS/vessels Standard YT Link:
  11. Wood-Elves seem more Aelfborn than Half-Elves, who are more like redneck Humans to me.
  12. Yeah that's an option but then you could have a whole force of crows, and basically use Crow like stealth, so spawn in all at once. I think they should actually make it function the same way stealth does - allies see it, enemies don't by default, but can detect you.
  13. In this first episode of Taking A Stab At It on the @TheBloodyPoint I wonder out loud about whether there is an issue with the 'fly back to your body as a Crow' mechanic, and I'd like your thoughts on it too. Also, since it's Crowfall, someone dies.
  14. I would love a 1-touch feature that turned the music off and on again, a toggle, that you could use on the fly, without having to open up settings. That would be awesome.
  15. A new @BloodyPointBlog TIPS video is up, this time - Seals! Learn what is needed to make and use Crafting and Harvesting Seals: Short Link to Tips playlist: TBP.TIPS Direct link to topic video: TBP.TIPS/seals Standard YT Link:
  16. Hey there BasicBrute. So right now the Live server is open to everyone who has an Early Access package, no matter pledge or purchase level it is. As Jah mentioned, sometimes a limited-access Test server is put up, and that's when how much money you've spent and what kind of package level you've bought comes into play. The Early Access levels are: Pre-Alpha 1 and Pre-Alpha 2, Alpha 1 and Alpha 2, Beta 1, Beta 2 and Beta 3. There are other levels but they are not related to current early access so we'll leave them out to not confuse things. As mentioned, these early access levels have nothing to do with the current testing phase, when it comes to the current iteration of the Live server. You will continue to have access to the Live server as the game progresses from Pre-Alpha to Alpha, then to Beta and so on till Release. The one situation, as stated above, is when the game undergoes a major build revision, especially one where a skill wipe is involved. When this happens, they stagger access to the new build long these access level lines, so that the people who supported the game more/paid more for their packages, get into the game earlier on that new build, and get a bit of a head start as kind of a reward. Lately, this head start can be as short as a day or two, in the past in has been as long as a week or more. Either way, the bottom line is, not only have you supported Crowfall's development in a big way with your higher-priced package and earned the rewards already mentioned here, but you also have a Hamlet parcel of land and a Manor that you can use in your EK right now, which is pretty cool. From what I saw in our encounter in game yesterday, you're already off to a great start and should be able to put those to good use pretty soon. It sounded like you got your new 2-hander made as well which is great.
  17. For the health-conscious consumer, it's becoming harder every day to find anything that's Assassin-free. Difficult to digest, hard on the bowels - pretty much dominates the taste of any meal. Here's something that's 100% Assassin free! And no monosodium glutamate either!
  18. And THEN, this happened: These 3 events happened in sequence, separated by a minute or two - if you look at Global Chat, you'll see this is the case: here's a link to a playlist of them in order. Cool stuff!
  19. In Crowfall, you never know how an encounter is going to play out - the PvP is so fast-paced, tactical decisions must be made in an instant. One of the most important decisions a leader will make in the field is the choice between fight or flight... This was some good fun!
  20. So @jtoddcoleman@thomasblair, I was left a bit confused by this Q & A when it comes to Outpost guards and ranges. The quick fix to outpost guard ranges that changed their aggro and attack ranges from 100m to 15m and 80m respectively was recognized by the devs as being problematic and needing a fix, and it was even stated in the livestream from GamesCon that happened before the last 5.7 patch that the fix would be put in when that next update went live, that being the last one which has already been applied: There was however no stated fix to the Outpost Guards. Their aggro range is still 15m, which is laughably ineffective. 80 was certainly too long, but 15m is simply of zero use if guards are intended to well, guard anyone standing near them. Problems with 15m, in part, are: A druid can stand at 30m, place orbs at the feet of both campfire guards, and bomb them without taking any damage or drawing aggro A hostile ranged player which uses single-target attacks can hit a player target standing right next to an Outpost guard and the guard will do nothing - so a Confessor, Cleric or Druid, or a Ranger, Duelist etc, can fire all day at a target standing at an Outpost and not face any guard fire Players running to an Outpost who are being chased by enemy players have to get with 15m of the Outpost before the guards will support them with outgoing fire. Example of this here: 100m was too long and everyone agrees that was the case, but 15m simply does not work, and it seemed like ACE agreed and had a fix ready, but for whatever reason it wasn't in the update as was indicated it would be. Did I misunderstand, or was there a change of idea about what to do with these ranges? Am confused. You know when I saw the range was changed to 15m, I seriously thought it was entirely possible this was an error, and that a new range of 50m - half the original 100 and just a bit longer than everything but Ranger's range, was what someone told the coder making the change, but that perhaps they did so verbally - they said 50, and the person changing the variable heard 15 lol...anyway, I can't imagine changing 15 to 40 or 50 would be that hard to do, hopefully it makes it into an update before the next campaign starts, cause this 15m stuff is embarrassingly useless, and as Monty Python would say, silly. Except not in a good way. Other than that, good stuff, can't wait for 5.8!
  21. Yep I signed up as soon as it was available as well. Looks promising.
  22. The new environments in 5.7 really do make for some cool settings when it comes to conflict and combat - here @amaranthand I come across @veeshanhunting Risen in the canyon, and suddenly the hunter becomes the hunted:
  23. Yes my friends, druid bombing is back! Decided to celebrate with some fireworks:
  24. If they fix the Keep not being able to be captured, and fix or remove the 1 or 2 critically bugged powers, I think they could and probably should go to Live. Almost no testing is being done now, and no combat testing at any size or volume, and that is not good for development.
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