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Anthrage

Testers
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  1. Like
    Anthrage got a reaction from Kaysin in Choosing a Race for your Crafter or Harvester   
    For all you number-crunchers playing @crowfallgame , I recently calculated the Attribute totals for all the races - minus anything you get from the Vessel/Class you use - useful for those trying to figure out the best choice for a particular Harvesting or Crafting role:

    This when combined with the information below should help making the Racial choice a bit easier for Crafters and Harvesters:

    (Credit to Tark for the above image. I know, it hurt me too. )
  2. Thanks
    Anthrage got a reaction from Hitsaus in How much pay to win there is?   
    If I paid 2000$ more than you for my gaming computer, have a faster internet connection as well, and as a result, have a better ping and faster framerate, have I paid to win? I think it would be fair to conclude that yes, I have. This is unavoidable of course. Players and their means will never be equal, nor will their skills and capabilities - so we have to accept that some people will always have an advantage over others.
    The issue of whether a company allows players to pay directly for an advantage is a different point, but it is important to keep the above in mind when evaluating what exactly is being done and how bad it is.
    In Crowfall's case, it is very important for the game to have a source of steady revenue, so some form of ongoing influx of funds is necessary. This could be in the form of a subsciption or purely cosmetic items, or other cash-shop purchasables, which is what CF has gone with. While most of the items or their value is purely cosmetic or non-affecting on gameplay, some things do have a small impact...and I am completely fine with that.
    The thing you are selling to players to keep your game afloat must have some value, or they will not buy it - but not grant so much advantage that those who choose not to purchase whatever that thing is are left feeling the only path they have open to them to victory is one that requires them to spend more money. I personally feel Crowfall has - as far as we know - done a good job in finding the balance between these extremes. We do not yet know all of thing things VIP will grant you, but in terms of the cash-shop items - EK assets for the most part - I feel they are on solid ground.
    In my opinion, calling Crowfall Pay to Win - which the OP is not necessarily doing mind you - is pure fantasy.
  3. Haha
    Anthrage got a reaction from JamesGoblin in Crowfall Pledge Reward Comparison   
    Thank-you for scaling that wall - much appreciated!
  4. Like
    Anthrage got a reaction from JamesGoblin in Crowfall Pledge Reward Comparison   
    So up until very recently, I had held off on buying more than 1 account. My experience with such things has taught me that sometimes committing and supporting something early does not always mean you get the most for your investment. With the repeated warnings by ACE that the store packages would be changing at the end of the year, there was the feeling that buying any of these older packages would mean you would be getting better value than the newer one, so I went against my long-held feeling and made purchases just before the deadline.
    Today the new packages are out, and I have some questions about their relative value. There are a few examples of this, but for simplicity's sake I'll focus on one.
    The 2017 Amber Package in the store the night before the changes cost 249$ and granted the following:
    Up to Alpha 2 Access
    Digital Copy (Store Value 50$)*
    3 Months of VIP (Store Value 45$)*
    1 Medium Fort (Store Value 320$)* (includes wall pieces, 1 Fort Lodge, Store Value 65$, 12-cell Shire Parcel Rank 1 Store Value 150$)**
    1 Cottage (Store Value 65$)**
    5 Tax Free Parcels (20 cells - Store Value 75$)**
    Quarterhorse Mount (skin) (Store Value 10$)
    Warhorse Mount (skin) (Store Value 15$)
    Nightmare Mount (skin) (Store Value 30$)
    Knight Title
     
    The new Adventurer Package, costs 199$ and grants the following:
    Early Access, level unknown
    Digital Copy (Store Value 50$)*
    2 Months of VIP (Store Value 30$)*
    Hamlet Parcel, Rank 1 (8 cells - Store Value 75$)**
    1 Manor (Store Value 180$)**
    Quarterhorse Mount (skin) (Store Value 10$)
    2 Merchant Pack Pigs (Store Value 30$)**
     
    The value of some things is not known, but looking at the items of 'practical asset value' only - tagged * or ** -  you have:
    2017 Amber Package
    Cost: 249$
    Total Value: 610$
    Corrected Value: 550$ (using old value of 1$ for each tax-free parcel, instead of 15$)
    Practical Asset Value: 450$*,**

    Adventurer Package
    Cost: 199$
    Total Value: 375$
    Corrected Value: 375$
    Practical Asset Value: 365$
     
    At first glance, these compare fairly well, even if focusing on those items of in-game practical value - discarding cosmetic things like titles, skins and so on. The Walls and other assets which are granted with the Fort Pack do have practical value, but only if you have the PvP flag on for the parcel they are placed in.
    The key difference here and the area I am questioning, are the relative values of the buildings these two packages grant - comparing the Cottage and Fort Lodge granted by Amber, with the Manor granted by Adventurer. These are priced and described as granting the following:
    Cottage, 65$ - "The Cottage is a small player house (with almost 1800 square feet of interior space) that can be installed in your Eternal Kingdom and used to house a crafting station!"
    Fort Lodge, 65$ - "central stronghold building (Lodge)" (no slots listed, has potential physical space for 4 crafting stations)

    Manor, 180$ - "The Manor is a large, sprawling player house (with over 15,500 square feet of interior space!) that can be installed in your Eternal Kingdom and used to house a multitude of crafting stations and NPC vendors!"
    From this perspective, the manor clearly offers more practical value. Over 8 and a half times the amount of interior space, and a multitude of crafting station slots - 8 to 10 perhaps? - as compared to the combined possibly 5 maximum from the cottage and lodge. Then the important and valuable NPC vendor slots on top of that...as well as relic/shrine slots, not mentioned but present, in this regard, make the Adventurer package significantly better than the older and more expensive Amber package.
    Some of my assumptions and valuations are no doubt questionable, but the definition of what is of practical value is very clear in my mind - what has impact or influence over gameplay, especially over the primary game space, campaign worlds - and crafting stations, NPC vendors and relic slots absolutely fall into this category.
    So I guess my general question is to @Tyrant - can you tell us what the exact numbers are for crafting station slots for the Fort Lodge and Manor respectively, and if my analysis of these relative values is correct, if there are any plans to 'buff' the older package in this regard?
    Thanks kindly for reading through my wall of text, for those that made it. ;P
  5. Thanks
    Anthrage got a reaction from JamesGoblin in Nobody playing?   
    Just a note regarding the whole gear or skill/experience question, I carried out an experiment not long ago with a new player, where I switched to an account with zero training and put on basic gear, where they were on their trained account with intermediate gear, and we fought one another. The fight lasted a long time, and though he ultimately won - he was on an assassin with the stealth advantage, and I was on a druid with the bugged druid orbs, where the enemy could see them, so no bombing - but he came within 50HP of dying at one point and he admitted it was only due to luck that he won.
    The point being, yes, of course, gear and skill training makes a difference - and really, it should make some difference - but what makes this problem seems worse than it is, is that as was pointed out, those people with the better gear are also often the ones with more gameplay experience, with conversely those lacking gear or skill training being newer players. It is absolutely the case that tactics can defeat gear and training, and even greater numbers, something that has been demonstrated many times...but while I do think you cannot nor should not code out the advantage some players will have over others, you do have to be sensitive to the equation.
    CF thus far does a decent job I think of providing the tools new players need to overcome these challenges, though there is definitely some improvement that could be made in informing the players of these tools - and that is something we in the community can certainly help with.
  6. Thanks
    Anthrage got a reaction from JamesGoblin in How much pay to win there is?   
    If I paid 2000$ more than you for my gaming computer, have a faster internet connection as well, and as a result, have a better ping and faster framerate, have I paid to win? I think it would be fair to conclude that yes, I have. This is unavoidable of course. Players and their means will never be equal, nor will their skills and capabilities - so we have to accept that some people will always have an advantage over others.
    The issue of whether a company allows players to pay directly for an advantage is a different point, but it is important to keep the above in mind when evaluating what exactly is being done and how bad it is.
    In Crowfall's case, it is very important for the game to have a source of steady revenue, so some form of ongoing influx of funds is necessary. This could be in the form of a subsciption or purely cosmetic items, or other cash-shop purchasables, which is what CF has gone with. While most of the items or their value is purely cosmetic or non-affecting on gameplay, some things do have a small impact...and I am completely fine with that.
    The thing you are selling to players to keep your game afloat must have some value, or they will not buy it - but not grant so much advantage that those who choose not to purchase whatever that thing is are left feeling the only path they have open to them to victory is one that requires them to spend more money. I personally feel Crowfall has - as far as we know - done a good job in finding the balance between these extremes. We do not yet know all of thing things VIP will grant you, but in terms of the cash-shop items - EK assets for the most part - I feel they are on solid ground.
    In my opinion, calling Crowfall Pay to Win - which the OP is not necessarily doing mind you - is pure fantasy.
  7. Like
    Anthrage got a reaction from JamesGoblin in Is Progress saved at this test ?   
    Never.
  8. Like
    Anthrage reacted to Stumpstuff in 5.8.1 Snap Test Feedback and Bug Reports for 1/21/19   
    We believe that we have fixed the stealth issue that you all saw. Please give it another shot and see if you can reproduce the issue.
  9. Like
    Anthrage reacted to Stumpstuff in 5.8.1 Testing Focus For 01/23/2019   
    Hello All!

    We are trying our best to get 5.8.1 out to LIVE as quickly as we can. To help with that process, we need your help! Here are some objectives we would like to focus on in this snap test: 
    Outpost, fort, and keep captures. We made some changes to the values of holding a stronghold object. We also added capture bonuses. Getting some extra eyes on these changes and if there are any bugs with them would be helpful.  We made changes to how the talent tree grants certain powers. This should have resolved powers and passives becoming removed after zoning or logging out then back in. If you find any powers that are not granting properly or not working properly please report them and we will look into the issues reported.  There were a number of powers that caused many flytext or fx to trigger at the same time. This caused client freezes. We believe this is resolved, but if you find any combinations of powers that may cause this, please report it asap.  We made value changes to sacrifice amounts on items. Feedback on the sacrifice values and reports of any xp values that do not add up properly would be greatly appreciated and will be reviewed.  We changed guards and tried to rebalance them. Feedback on these changes and any bugs with them would be greatly appreciated.  Please post all bug reports here -> 
     
    Thank you!
  10. Like
    Anthrage reacted to moneda in Stats for scimi druid?   
    Yea, they need to change a small facet of their UI to make this less ambiguous, but boosting Intelligence will raise the Attack Power of your Druid. Boosting Strength will raise the Final Damage Modifier, which is a multiplier used in calculating damage, but I'm unsure as to how significant that modifier is.
  11. Like
    Anthrage got a reaction from Xarrayne in This shouldn't be allowed   
    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.
  12. Like
    Anthrage got a reaction from Marth in This shouldn't be allowed   
    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.
  13. Thanks
    Anthrage got a reaction from Deernado in This shouldn't be allowed   
    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.
  14. Like
    Anthrage got a reaction from VaMei in Stack Splitting +/-   
    You can click in the box and type a number.
  15. Like
    Anthrage reacted to vkromas in 5.8 Live Release Patch Notes for 12/18/18   
    Welcome to Crowfall Pre-Alpha Build 5.8
    Welcome to The March to the First Campaign
    To report any issues, bugs, or feedback you have for this playtest session, please go here:
    For an up-to-date list of known issues please go here: 5.8 Known Issues
    Please Note: Resources in this campaign are still relatively scarce, as we opted to restrict spawners to increase server performance.  We are aware of the issue and will address it as soon as we can.
    New Items for 5.8
    The first Campaign is here! Players can now win the Throne War! A new 10 zone campaign map has been created along with a new starter area experience. More details in “Campaign” below. A new vessel talent system has been introduced! Please see “Talents” for a more detailed overview. Significant updates to the player map! Campaign Leaderboard has arrived. Plants, a new harvestable resource has been added and populated throughout the campaign world. New plants include, button mushrooms, chanterelle mushrooms, ginseng, mandrake root, garlic, and wild onion. Plants can be collected by pressing F, which will spawn their associated doobers for pickup. A new mob, the Auroch, has been added and populated throughout the campaign world with a hunger variation that spawns at night. Player created vendors can now be placed within the Market parcel. An open vendor socket is required to place the vendor within the parcel. An event trigger system has been added that include tutorial tips and tricks to better understand the core game. New login flow and character creation has also been added. Character creation now occurs at the lobby level rather than at the entry point of a campaign. A Queuing system on login has also been created which include soft caps for factions, runegate teleportation, and campaign entry.  Several new changes and updates have been made to the crafting system. Please see “Crafting” for a more detailed overview. Web support for guilds and guild banks have been added. In game support for Guild Crests. More training videos with an abundance of information have been created to also encourage a quicker ease of use for Crowfall. Combat logs are now visible within the player chat window. An expansion on the current social services aspect of in game functionality has been expanded upon including a guild chat channel and the creation of custom chat channels. Vendors now have an icon above their nameplate. Mount prototype testing is now in. There are a few crafting recipes that you can use to craft a mount. Currently, it just increases speed, there are no visuals yet. Resurrection of any kind (including temples) will now place a Death Shroud on characters. Death Shroud: Reduces max health by 75%, and sets damage bonus and healing bonus to -75% for 3 minutes. Tutorial videos in the Crowfall game client are out of date and have been removed.  Campaign:
    New Beachhead area has been created. Please note that this area is still in the process of being textured and visually updated, which means “Temp” textures are currently being used.  New campaign map “Roanoak” has been created with 10 zone clusters for US. New campaign map “Hyperia” has been created with 10 zone clusters for EU. A new map system has been integrated into campaigns and EKs. Press M to open!  More zone aware toasting notifications have been added. A new leaderboard has been integrated into the map.  Fix for resources coming in at minimum rank 2 (instead of rank 1). Banner map icons for outposts and camps added. Fixes to remove visible grid from parcel icons, and start of Beachhead parcel icon. Added new zone gameplay rules configuration (Noted below in “Siege Rules”) and set up a “free city” zone to be a sanctuary zone. Added a rule to graveyards that any graveyard in a sanctuary zone is usable by any player, regardless of factions. Also, players can join a campaign now with any number of characters. Runegates have had dragon temple's added to them. Siege Rules:
    New siege rules and scoring elements have been added.  All keeps now become vulnerable to Siege across the entire campaign.  The time frame currently for siege testing is a one hour window of sieging.  Sieges are now defender vs. attacker. The defending faction must defend their land against all other attacking factions.  Banewood trees now spawn in auto-generated locations fifteen minutes after the siege has begun.  Three Banewood trees appear near the keep, if destroyed by the defenders the siege of that keep will end early (The Banewood trees are an optional siege mechanic meant to either draw out the defending faction from the keep or allow the attacking factions to gain more leverage). Changes to Tree of Life claim rules have been integrated. If the tree is destroyed within the one hour time frame of the siege, the next faction to plant a Tree of Life will own that keep. A more intuitive UI for siege scoring has been added to the player interface. You should no longer be able to capture a Fort or Outpost while in the bleeding out state. While mounted in a catapult, you should no longer be able to change trays. This means that the only tray visible is the Catapult Action Tray; The Survival and Combat trays are no longer accessible while in a catapult.   Interacting with a catapult should now require a 1 second hold, which will break stealth so that you won't be able to enter the catapult while stealthed. Tree of life and banewood tree should now switch to the destruction state 4 when they die, and hang around for ~10 seconds to give time for the animation/FX to play. Character Creation:
    Character creation now occurs at the lobby level.  Crypts have been removed from the maps and EKs. Switching your active vessel now requires logging out and logging into that vessel. More customization options have been integrated into the character creation flow (Heads, hairs, horns, and skin colorization). Talents:
    Talent Trees are accessed through a button in the Inventory window, pressing “N”, or in the ESC menu. Skills continue to be an account-based system while Talents are tied to a character.  Each class now his its own specific talent tree. Skills that were race or class specific have been removed and integrated into Talents. Talent Nodes can grant powers, unlock discipline slots, grant recipes, grant stats, add or remove power trays, and grant equipment slots.  Each node has an associated shape to show what unlocks with each talent. (circle = power, square = stat or power modification, hex = major discipline, triangle = minor discipline)  Discipline slots are now unlocked through the Talent system. If you notice your discipline slots are unusable at level 1 this is not a bug. Two talent points are unlocked upon each successful character level. Three points are grant at 15th and 30th level. Removed automatically granted class combat powers from all classes, these are now earned via talent tree. Talent nodes can require multiple previous nodes purchased, vessel level, or total points spent in tree. Certain nodes will prevent the purchase of other nodes. (The promotion path nodes specifically). You will be warned before purchasing a node which locks out other nodes. Certain class powers were deprecated as part of the talent system implementation. The next phase of Talents will incorporate Disciplines more fully, generating multiple talent nodes for each discipline.    If the player has unspent talent points, the talent button will now flash.  Fully trained talent points change color to signify a completion in its training. Rearranged the text in all Promotion Capstone nodes to be much more legible. Rewrote description for Virtuous Light for clarification that it only removes the upkeep cost, not the initial cost of Divine Light. EKs and Vassals:
    Temples in EKs have been replaced with a Dragon Statue. Skills:
    The Race and Class Skill trees have been deprecated (The statistical power was migrated over to talents and racials). All players regardless of account status may train the same number of Skill Tree Banks. Plentiful Resources: Slag now grants up to 15% chance to harvest cutting grit. Skills: Passive - Way of the Leader is now granted via the skill tree. Crafting:
    Search functionality has been enabled. You can now search for available recipes using the Search bar. Expand all/Collapse all recipes toggle has been added to the crafting UI. Multiple new adjustments to experimentation.   Players can choose how much Risk they want to add to an experiment from “No Additional Risk” to “Are You Insane?!” Increasing Risk will increase the difficulty as well as increase the amount of stat multiplier per each point spent. Players must allocate all available pips now before attempting to experiment, however each pip is rolled independently of the previous pips. Experimentation roll results are based on a shifting curve where the higher the sum of players experimentation stats and bonus values vs the experimentation final difficulty (Generally if your value is higher than difficulty value you will see better results, if you value is lower you will see worse results). Post experimentation players may choose to reroll the lowest 2 stats, or reroll the entire experiment for an amount of ethereal dust or chaos embers. (Rerolling higher quality items costs more dust.) Experimentation stats are now much easier to identify during the experimentation phase, including more detail on which stats are being altered. “Grade” and “Luster” are no longer experimental stats (ie you know you are experimenting on Attack Power). New cooking recipes have been added! Food continues to increase the players chicken ticker in addition to potentially providing a small buff. Players may have one active food (Dined) and one active drink (Wined) buff at a time.  Reduced amount of experimentation pips for common quality items from 5 to 4. Assembly bonus values are now 0% for poor/common, 15% for uncommon/rare, 20% for epic, and 25% for legendary. Recipe Scrolls functionality has been added. Players can find and equip them (with the proper discipline equipped) and while the recipe is equipped they may craft that recipe. Recipe Scrolls may have a durability that decreases each craft. Upon reaching 0 durability the scroll with be destroyed. Reduced all crafting times to 1 sec. For 5.8 all non-basic Crafting recipes will be granted via the major crafting disciplines for that crafting type. (ie Major Discipline Blacksmithing grants the Blacksmithing recipes) Socketing the single discipline will grant all recipes which will be broken into talent nodes in 6.0. Skills will continue to display grants that they are no longer granting. Removed sacrifice value on gnocchi. Made it so any food recipe ingredient does not contribute stats or quality as this is redundant data. Outcome quality on crafted food items are forced. Crafted items that use Critical Hit Chance Modifier should now produce a negative (reduction) value. Stats:
    The Critical Hit system has been altered significantly. Each power now has a custom critical hit chance from 0-100. (Most are 0) Powers than used to be guaranteed critical hits are now set to 100% critical hit chance, and then adjusted by critical chance modifiers (Meaning it is possible to prevent criticals with the proper stats.) Added new stats for critical healing. Critical Healing Chance: Modify the chance to score a critical heal. Critical Healing restores more Health. Critical Healing Chance Cap: Increase the cap on your Critical Healing Chance statistic. Critical Healing Amount: Modify the bonus damage healed by Critical Healing. Critical Healing Amount Cap: Increase the cap on your Critical Healing Amount statistic. Critical Hit Healing Chance Modifier: Modify the chance that Critical Healing happens to you. Negative values decrease the chance Critical healing effects you and positive values increase the chance. Stats can now have a min and max value (Denoted as a Floor and a Cap in the Detail UI section of the character sheet). Food Meter will no longer decrement based on stamina usage or taking damage in combat. Energy, Fury, and Essence for Stormcaller Druids will now stop regenerating below 70% food. (Just like the Mana users!) Druid Orb Refund: Now refunds a portion of the Base and not Total cost. Disciplines:
    Most Discipline powers that damage enemies are now enabled to critically hit. (Who knew you couldn’t crit with a Discipline power?!) Updated Destroyer tooltip so it's clear you only get healed when the barrier breaks. New crafting Major and Minor Disciplines have been created and can be crafted.  Discipline Shield fighter - Molon Labe passive has been altered to cause Blocks to reflect elemental damage instead of reducing big hit amounts (this includes cleric blocks and shieldmaster blocks). Master of Bows: Now requires "Equip Basic Bow" to equip. Master of Bows: Added power Binding Arrows, removed power multishot. Arcane Archer: Removed power Binding Arrows, added power multishot. Master of Daggers: Crippling Stab 2 now applied a 20% Melee Power Damage debuff for 15 sec. Master of Daggers: Crippling Stab and Slow Demise Combos have had their damage values updated to account for Pip cost (both increased substantially). Master of Daggers: Crippling Stab and Slow Demise part 1 cost 1 Pip to execute. Master of Daggers: Crippling Stab and Slow Demise part 2 cost 3 Pips to execute. The Master of Pistols discipline is no longer available (Most of its functionality has been migrated to portions of the Duelist Talent Tree. Expect this to happen to all Weapon Disciplines as part of Talents Phase II). Poisoner: Switched poisoner cleanse to stomp major poison group instead of minor. Agent Provocateur:  Lay Low: Increased base cooldown to 30 seconds. Lay Low: Healing values changed to a flat 30% of maximum health from a flat value + weapon damage. Mail Proficiency: Deprecated this discipline. Plate Proficiency: Deprecated this discipline. Black Mask: Can once again be used by Rangers! They will be granted similar but slightly different versions of both Shadow Mantle and Call Darkness which use energy and have a fixed duration. Deprecated Master of Sickles Discipline and folded it's powers into the Druid Talent Tree. Deprecated Master of Mystical Staves, worked its powers into the Druid Talent Tree. Shieldfighter: Molon Lobe can be slotted into a power tray. Inventory and Equipment:
    Short swords are now considered swords instead of daggers. Item tooltips will now sort stats alphabetically. UI and Chat:
    Harvesting actions now look better written in the combat log. Fixed an issue where switching chat tabs could not be used after the window had been minimized. Added an Unread Indicator to show if new messages appear below the current lines of text. General Powers:
    Block no longer reflects elemental damage by default. Adjusted cooldown and duration of Thornshield. Items: Reduced Template values for Basic Bows Distance by 5m, Intermediate Bows Distance by 2m, and Advanced Bows by 3m. Quick pass on re-writing power descriptions for singular verb agreement since the name of the power appears automatically as the subject at the start of the sentence. Pass through all powers in the game to make sure the cooldown tooltips are accurate.  Rangers/Assassins with both Bow and Melee powers trays should no longer be placed into the melee tray when they are in stealth and attempt to go into the ranged tray. Added Buff status effect for when Walk mode is toggled on. Reduced baseline cap values for Attack Rating and Support Rating. (This will echo through all crafted items.Expect lower stat values for AP and SP on items) Lowered attribute and coefficient values that contribute to attack rating and support rating. Harvesting powers no longer animation lock the character in place while swinging. Expanded the transition out of combat resource generation pause to all mana users, energy users, fury users, and druids with essence regen. Food Hunger will now affect all mana users, energy users, fury users, and druids with essence regen. Punching / Basic Attacks while stealthed will now remove the player from stealth properly. All Bow types Basic Attacks now take into account the Basic Attack damage stat. All Bow types Basic Attacks now take into account Ranger Double Shots talent. Charged Bow Basic Attacks now generate combo points for classes which use combo points if those attacks are charged greater than 66%. Attacks that can cancel that current ability and its animation are now referred to as "Flash-Cast" abilities. This property is now called out in the ability's description. Class Specific Powers and Adjustments:
    While many classes needed adjustments to their powers for their powers to work with the new talents, not all did. Many bugs may have been fixed when the talent portion was added.  A large pass has been done to bring in the distance of ranged combatants. Statistic Ranged Distance Bonus - Set baseline cap value to 20. Statistic Ranged Distance Bonus Cap - Set cap value to 45. Multiple new powers have been created for all classes that are accessible through the talent trees. Please see classes below for a more specific list of new powers. Many old powers were not re-added to the classes. Assassin:
    From Behind Damage bonus should function with discipline powers. Diffusion should now re apply the disease DoT instead of the nature DoT when the target is diseased. Fixed issue where Toxins where proccing multiple times when toxin apply stat was above 100%. Deprecated power Curse Weapon,  Added power “In the Zone”. Increases your Power Efficiency by 20% and increases your Hit from Behind damage by 10% scaling the duration with pips spent. Toxins - Now flagged as equipable so they display in Red if your class can't equip them. Poison Toxin Weapon Damage now scales properly against a poisoned target. Nature Toxin primary target hit damage is slightly higher. Updated tooltip strings on all the toxins. Cleric:
    Cleric Hammers and magical ability damage are now considered damage type Fire instead of Crushing. Cleric Block: No longer automatically heals allies. Tuned Cleric basic attack costs up a little bit more. Added Radical passive which resets the cooldown on Searing Light on Spirit Hammer crits. Confessor:
    Only gain the Zealotry resource when they also have Master of Arcane equipped. Concentration passive power now grants The Righteous if the user is at max Zealotry and gains further zealotry. Range on Absolution, Flames of Truth set to 25. Absolution and Flames of Truth can now be modified by Range Increasing Stats. Confessor New Power - Arkon's Fury , Deal damage and apply an elemental vulnerability to the target. (it's like an armor break for elemental damage!) Master of Arcane Redemption: Increased base damage, reduced range to 25m, added a power blackout, increased cooldown to 9s. Master of Arcane: Reduced range to 25m. Druid:
    Druids now wear Leather armor. Reduced Druid Final mitigation caps to match that appropriate of Leather. Substantial rework to the Druid Class: Druids now fundamentally start out as a Damage Class with the ability to Promote into a healing class. Sickles replace Two Handed Mystical Staves as the Druid default weapon. Essence Generation is now a default function of the Druid Class and may change based on promotion. Stormcaller passive will now spawn orbs inside the caster instead of the target. Call Storms can now be used with a Mystical Staff. Deprecated Nature's Grace Combo Chain. Deprecated Forest Whispers Passive. Faerie Flames: Removed DoT from power. Faerie Flames: Added - Blocks target from entering Stealth for 30 seconds. Forest Whispers: Changed armor mitigations from 35% to damage reduction by 35%. Barkskin: Increased base amount of barrier granted.   Barkskin: Barrier component is no longer linked to the thorns component. (this means the thorns will last the full duration even if the barrier is knocked off.) Bark Skin can now be placed in the Death Tray. Weather Sense should grant a shield equipment slot. Increased resource cost and cooldown time of Stars Align. Stars Align reduced Damage Bonus from 30% to 20%. Might of Blight Should provide the 25% Orb damage bonus. Stormcaller Orbs should benefit from +Orb healing increases now. Reduced Force of Natures healing Orb bonus to 50%. Archdruid Talent Node now also is granted Wil o Wisps power. Flow of Nature Talent node is now a flat 50% increase to Orb healing. Removed Nature's Avatar from Nature's Cornerstone Talent. Added Nature's Avatar to the Chain Avatar Node. Focused Sparks: Stacking Crit buff now requires the Plasma Spark talent. Call Storm: Electrocution DoT now requires the Weather Sense talent. Swapped talent position of Dream Away and Magic Dance. Duelist:
    Main-hand Pistols are now available for the Duelist to use without requiring the use of a discipline.  Duelists can now equip pistols in either or both hands. It isn't necessary to have a special Offhand or Mainhand pistol. Duelist basic Pistol Shots have been revised to feel snappier. Impale now does increased instant damage to targets under 50%. Knight:
    Knight Resolve now also regenerates Energy over the 4 second period. Myrmidon:
    The Charge combo ability following Net Pull has been removed. Removed resource cost from Bull Rush racial. Ranger:
    Reduced Flare Range to 35m. Laceration tooltip now indicates it hits twice. Cross Slash 1 tooltip now indicates it hits twice. Cross Slash 1 2nd hit now hits for appropriate damage. Rapid Fire: Reduced Shot count to 7, removed stacking critical hit chance and removed the exposed knockdown. Ranger Rapid Fire: Adjusted base damage and weapon damage upwards to account for less arrows. Gleeful Strike: Passive has been updated. It now Increases your Power Damage Bonus: Melee and Power Damage Bonus: Ranged by 10%. Additionally, while the Melee Power Tray is your active tray, all critical hits you land have a chance to restore Energy. Removed passive Energy Regeneration. Laceration tooltip now indicates it hits twice. Cross Slash 1 tooltip now indicates it hits twice. Cross Slash 1 2nd hit now hits for appropriate damage. Flare Arrow is now limited to the Ranged Power Tray. Templar:
    Added stat for Moral Prerogative. Moral Prerogative enhances Righteous Stand to increase its channel duration by 50% allowing more time before another Pip is spent. Corrected an issue that would prevent Templar Righteous Parry from activating when Righteous Stand was re-used while a Righteous Parry opportunity was still available. Increased Holy Warrior cooldown and reduced health buff slightly. Zealotry can generally be gained by only one source at a time but the amount earned was increased so gains will be much more consistent. Reduced the extra gain by hitting a target with Sin. Templars can no longer equip the Surging Spirit Minor discipline. The Fanatical talent for the Paladin Promotion class now also causes Holy Warrior to heal your most injured group member in addition to yourself while scaling with Support Power, in addition to its existing effects. Martyrdom now also improves Support Power by 250 per point in addition to its existing stats Templar promotion class Paladin talent Profound Devotion now also enhances Devotion so that the healing scales with Support Power. Race Specific Powers and Adjustments:
    Racial Dodges are no longer modified by cooldown reductions or increases. Elken:
    Ranged Distance Bonus changed to Ranged Distance Bonus Cap and set to 5m. Fae:
    Faerie Fire: Removed erroneous instant damage from power. Faerie Fire: Added Blocks target from entering Stealth for 30 seconds. Bloodline: Tooltip reflects 50% movement speed boost while stealthed. Guinecean:
    Made extra guinecean ring slot available. Racial Burrow will no longer be granted to duelists (since duelists have access to the stealth power tray). Racial Saltpeter rounds will no longer be granted to non-Duelists. Activating any power will now remove Guinecean racial Burrow. Activating Guinecean racial Burrow will also deactivate active toggle powers. Stoneborn:
    Adjusted cooldown on Stoneskin. Stoneskin: Changed armor mitigations from 50% to damage reduction by 50%. Wood Elf:
    Camouflage: Interacting with an object, taking damage, or using a consumable will now shut off the toggle. This power is surrendered if the user has a Stealth Tray granted to them. NPCs and Mobs:
    When an NPC does the majority of damage to another NPC, or gets the killing blow, no corpse should be generated and no xp should be granted. Spider Slam now does damage type crushing. XP Diminishing Returns functionality has been added. There is now a falloff point with leveling XP granted by mobs and through sacrifice. XP won’t instantly go to zero, it will now gradually decrease as you progress through your level.  Sound:
    Fixing issue with Druid blight burst sounds (Wailing Spirits) stacking and getting really loud. Implemented batch of Ranger power sounds.  Sounds for Ranger basic attack arrows. Sounds for Ranger Barrage and Rapid Shot powers. Implementing hit sounds into all basic bow attacks a player can use. Adding hit sound for Ranger Forest Step. Adding variations for Guinecean death sounds. New Elken and Guinecean versions of Knight male noble blood power shout.  Elken death sound now has "VO". Further spacing out the additive tiers of Druid Blight Orb explosion sounds (wailing spirits).  New layer is added every 2 orbs instead of every 1 orb. Implementing sounds for certain Champion powers.  Mostly hits.  Also second tier versions for Ultimate Warrior. Updated to Druid LMB power.  Less loud. New sounds for Champion Hurlbat, Ranger Concussion Shot (AOE part).  Fixing issue with Fae jump sounds being 2D instead of 3D. New hit sounds for Champion Rend and Hurlbat. New VO for Guinecean version of noble blood Knight power. Implementing sounds for eating various food items.  New VO for Elken version of Knight yell power.  Update to Wolf morph day into night sound. Fall Damage now has sound. Lobby UI polish. Setting certain button sounds to only play when interactable (not greyed out). Fixing issue where other players' Fae jump sounds had too big of an audible range (P2 event was playing P1 sound). Adding new Music track for Lobby playlist. Ongoing pass on Lobby sounds. Adding more different music tracks to Temple (Beachhead) playlists. Environment:
    Several adjustments have been made to terrain shaders and environmental items to better increase performance.  General Bug Fixes:
    The Crypt parcel has been removed from campaigns and EKs and the crafting recipe for this parcel is no longer accessible.  Food related resource and test vendors have been added to forts and keep parcels. New stylized icons have been added for several inventory items. Map Icons should no longer display as a black texture. Updating the number of items granted by the necro test vendors and also added ambrosia as a necro additive. Setting guild hall to be craftable in 5.8 with the new socket changes added. Updated spider dioramas with newer webs. Stoneborn corpse should no longer remain after rez. Changed the range on the Outpost Guards to 25m with a max of 50m ranged attack. Adjustments to fix memory leaks and overall server performance. Dramatically reduced the amount of experience required to level starter and lower quality vessels. Fixed socketing issues between gatehouse and wings. Updated keeps to prevent players from placing keep on themselves in EKs. Performance improvements for lower end shaders.  Medium still looks pretty good.  Basic looks "less good".  But it does less, so it may be worth it. Guild crest should now display on the player’s nameplate. Bandage use will now remove Stealthed characters from Stealth. New jewelcrafting icons have been added to the gem creation phase. Skills: fix for combat basics tree not loading sometimes. Updated the burial mound assets on harvestable graves. Fixed Centaur female hair clipping on harvesting.  Some tuning to harvesting transitions. Fixed a typo in some stats that made harvesting hungershard additives impossible during fall/winter. Players are no longer asked “To Find a Tree to Harvest”.  Harvest nodes are now backless; they are no longer vulnerable to “From Behind” attacks. Fixed an issue where floating windows being dragged would be clamped to the wrong y-positions.  A “Loading” indicator has been added for entering an EK or a campaign. Fixed an issue where the wrong player count was being displayed for EKs and Campaigns. Fixing an issue with the Stoneborn's knife floating out of his hand during the skinning animation. Backend Projectile FX adjustments were made for further stability adjustments. All FX now playing properly from all perspectives.
  16. Thanks
    Anthrage reacted to vkromas in 5.8 Snap Test Feedback and Bug Reports for 12/10/18   
    This is a good question that I can answer. Seasonings are optional at the moment and are just placeholder. Ideally, these should work like additives in the future. We're still planning on expanding on the current set of cooking recipes in the future and we should have a wider range of options when that happens. 
    The hunger radius lack of notification when harvesting plants is a known issue, too. 
  17. Like
    Anthrage got a reaction from Tinnis in 5.8 Snap Test Feedback and Bug Reports for 12/10/18   
    A few Druid issues:
    Blight ground effect appears at feet of caster, not where it is targeted Blight-caused detonating orbs do not appear visually until AFTER they have detonated and done their damage Healing Rain's ground-applied circle and it's effect visual do not appear Leeching Seed is granted to the Stormcaller Promotion but it is Life Tray only so they cannot slot it The Earthkeeper Promotion line is not being visually excluded after you purchase the other lines, nor is it included in the 'exclusion warning' pop-up Orbs not appearing correctly
  18. Like
    Anthrage reacted to Balathan in 5.8 Snap Test Feedback and Bug Reports for 12/4/18   
    Druids in Earthkeeper tree do not have normal beam anymore they also have all druid capstone passives. Please save druid, thanks


  19. Like
    Anthrage reacted to Pann in Pre-Alpha 5.8: First Campaign snap test Tuesday   
    Moments ago, I sent an email to the Pre-Alpha 1 though Alpha 1 test groups announcing a snap test of Pre-Alpha 1 though Alpha 1 tomorrow (Tuesday) at 4 pm CST (22:00 GMT). 
    You do not have to receive the email in order to participate in the snap test, but you do need to be in one of these test groups: Pre-Alpha 1, Pre-Alpha 2 or Alpha 1. Go to the Client page and download/install the patcher for TEST. Please email support@crowfall.com if you need assistance downloading, installing or running the game. 
    Note that the Pre-Alpha 5.8: First Campaign update includes a full wipe of Eternal Kingdoms, Skills and Spirit Banks. 
    UPDATES to this post: 
    1. We politely request that you do not publicly share video, screenshots or live streams from this testing session. 
    2. The time was chosen in order for us to complete some additional changes to the client this morning before the snap test is scheduled to begin, and then to have the snap test early enough that we will still have a full crew on-hand to oversee the test. If it's possible to leave the test running longer than the one-hour allotted, we will. 
    3. Keep an eye out for announcements about additional snap tests, more test groups being added and so forth. We'll keep you updated as best we can. 
     
  20. Like
    Anthrage reacted to jonnycab in Performance - Global Illumination   
    This is exactly one of the main issues for why we can't bake any lighting at the moment. As it is now,  all lighting (and shadows) are fully dynamic, which can be costly. We're still exploring other methods to try and solve this to achieve baked lighting. Rotation is also a big part of this issue. (the ability to rotate a parcel, while super cool,  is another big factor preventing this).  We have some good idea's on improving the dynamic lighting  performance while also exploring other lighting methods.  
     
     
  21. Like
    Anthrage reacted to Noura in Super annoying things   
    Hey @idoll, whats your purpose?
    i'm just seeing ranting all the way around of your void comments...
    If you don't want to or don't know how to interact with people, Crowfall isn't going to be a good game for you... Instead, try to play singleplayer games.
    BUT if you want to cooperate with the game development and the community as well, we all appreciated your point of view, but we all agree that decay is a good thing to the game and there are MANY ways to decrease decay rate, like our community friends already said to you, but I'll say it again:
    Villen Discipline (Passive reduces the decay at 50% atm); Survivalist Discipline (You can use a skill with 4 gathering PIPS which boost your next 2 attacks in 100%); Gathering Skills (Slightly reduces the decay rate of tools and increase the damage to resource nodes); You can buy or craft better tools with Runecrafting, which are more efficient (More durability and more damage).  
    A good Runetool costs 150G, just kill some PIGS R2 and you'll have it.
    I used to farm in about 4 hours with the same tool.
    That's the way the game works right now, with all due respect i say to you, get used to it or do something else.
    I hope you enjoy the game!
  22. Like
    Anthrage got a reaction from Groovin in Making armor great again! A proposal...   
    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?
  23. Like
    Anthrage got a reaction from Jagour in Making armor great again! A proposal...   
    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?
  24. Like
    Anthrage got a reaction from KrakkenSmacken in Making armor great again! A proposal...   
    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?
  25. Like
    Anthrage got a reaction from Armegeddon in Making armor great again! A proposal...   
    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?
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