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Osegrim

Testers
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    266
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  1. Like
    Osegrim got a reaction from Ailios in First Look: Harvesting - Official discussion thread   
    On another note, since everyone seems to be talking about the animation/resource interaction, is anyone else bothered by the design of the lumber mill?
    As in, attaching a circular saw to a water mill is kind of a ridiculous notion that would not work at all. Just seems a bit silly to me, that's all. And the easy fix is that all you need to do is change the shape of the saw.  
     
    Just a silly thing, would accept it eventually as many such technical errors often appear in games and you're kind of forced to get used to it...
  2. Like
    Osegrim got a reaction from Makii in any game mechanics that discourage alternate crafting accounts?   
    The key thing is though, there will be SO MANY THINGS in the game that need to be crafted and all those will need disciplines, recipes and resources to function. So it would be extremely hard, if not impossible, to be both self sufficient and competitive. Because you would always be out competed by those specialists who just put more of their time and resources into getting all the stuff to make the best stuff or to kill the hardest.  
    I don't think that'll make specialized crafters obsolete, especially if they'll make the system as complex as they promise. 
  3. Like
    Osegrim reacted to coolster50 in Sorry. I really think you need to gut the skill tree system.   
    You forget Diminishing Returns. A newbie skills up faster than a vet, so they'll catch up quicker than a vet can pull ahead.
     
    I, personally, think that the skill tree forces choices, not limits them.
  4. Like
    Osegrim got a reaction from JamesGoblin in Caldera [EU] - Playing with Fire   
    An application has been sent...  
    ...the waiting has begun.  
        
      
     
    Oh god I can't wait to play this Thursday! (Friday) 
      
    Side note question: Do you guys use Discord or Teamspeak?
  5. Like
    Osegrim got a reaction from Soulreaver in Caldera [EU] - Playing with Fire   
    An application has been sent...  
    ...the waiting has begun.  
        
      
     
    Oh god I can't wait to play this Thursday! (Friday) 
      
    Side note question: Do you guys use Discord or Teamspeak?
  6. Like
    Osegrim got a reaction from Tinnis in Caldera [EU] - Playing with Fire   
    An application has been sent...  
    ...the waiting has begun.  
        
      
     
    Oh god I can't wait to play this Thursday! (Friday) 
      
    Side note question: Do you guys use Discord or Teamspeak?
  7. Like
    Osegrim reacted to Brindylln in Implement a better mechanic for 'pvp' while testing.   
    Step away.  Take a deep breath.  Come back when you are ready.
     
    Becoming enraged, even "Rage-quitting," is an emotional phase of learning to love PVP games.  Once you get past it, once you accept death, accept total and utter loss of hours even days of work, then you can and will find PVP games like this to be enormously exciting.  That risk of death, REAL loss, REAL pain, REAL tears.... that is what makes the game one-hundredfold more exciting than playing games without it.  Because you get nervous when you might die... you get excited when you escape death... you get even with the guy who killed you.
  8. Like
    Osegrim got a reaction from Kith in Skill specialiazation:(   
    The tree layout isn't final. As they say one video, I believe this one https://www.youtube.com/watch?v=og_DJoG08T4&ab_channel=markeedragon
     
     
    As you say, it wouldn't make sense. So it's not really the case, it's just all of them feed into the Mastery tree and you need a minimum amount invested in the whole tree before unlocking it, something like that.
  9. Like
    Osegrim reacted to Kith in KS backer just started playing   
    Big World is super buggy, but please login to help squish the bugs!  There's a checklist in the testing forums.
     
    Crafting is super complex, in a wonderful way.  Root motion is being removed from most (all?) basic attacks and that's awesome.
  10. Like
    Osegrim reacted to Vectious in FEEDBACK for Fri, November 4   
    Alright, i have spent many many -many- hours testing, i will hold off on the bugs for the bugs forum.
     
    Okay i think in general, crafting has alot of depth and complexity, however, with that being said. There honestly does not feel a point to alot of the hard work of adding extra materials to add stats to items. The scaling of the bonus's are micro, getting a amazing crits on increasing stats up to like 60% gave me a extra 5 hit points on a armor. So in total i got like 15 hit points from a piece of armor. On a knight, thats a 0.02% increase in a health stat. This was the best item i have been able to make, and again, hours of trial and error to get there. Same with almost every other stat.
     
    So what you have here, is tons and tons of risk and time and hard work for a total of <1% advantage over other people. Thats potato. Obviously alot of revision needs to be made and im sure alot of the attributes haven't even been scaled or flushed out per point wise. Just saying, revision 1 feels way off the mark stat wise.
     
    However, the weapon difference between default->basic->'advanced' is pretty big. From default to the advanced weapon (the best weapon you can make) its roughly 2.5x~ the damage. This feels impactful and the first priority to everyone i played with was get people a new weapon. This felt like a goal to work forward to with payoff. The stats didint matter(except of course min, max damage attributes), but the raw weapon did.
     
    With all that being said, the higher quality material in my inventory, by large, felt useless. The quantity of it rarely was enough to craft anything with it and the bonus's it gave when i finally gathered enough were moot. Also, what added to this feel was in effect, with the right RNG in your disfavor, you could make better items with common material then with rare material. RNG is fun unless its pure RNG and material quality crafting is pure RNG. I feel there needs to be a baseline bonus per tier, not big, but enough that there is always a difference, then the rest = RNG.
     
    That brings us to armor. I felt, the choice between armor was painful to make. Almost to the point most of us went with out armor. Leather made us take more damage from physical. Thats right, MORE damage then going naked. Thats at least what the tooltip seemed to imply. The mail and plate slowed us down and this game can quickly turn in to a game of cat and mouse so no of us wanted that burden. I think this also needs a 'baseline', like all armor inceases everything by 10% then depending on the type that is increased by different amounts, or not at all.
     
    The gathering is fun but its completely one dimensional. One side effect is we noticed quickly if someone in our group didint have potions they were not allowed to hit on the nodes. I think this will have a unintended side effect after release for new players entering the game. Basically, you join crowfall 4 months after start, join a guild and now you have to wait another 4 months before that guild lets you hit on nodes. You are useless if you go harvesting, you will suck up nodes that more trained players should use. Not sure how to get around this, the same thing with crafting, the guild will only funnel resources to people who are trained, basically new players should only go combat, more meat for the grinder.
     
    Okay this brings me to my last part. The runesmith tool section. I think this needs to be adjusted quite a bit. What we found is once someone got access to gold in one way or another the entire system was now bypassed. Everyone made gold runestones and ignored all the others. So the goal is a single person get access to gold and then never have to worry about it again. Also, skill wise the current setup is silly, you have to train in skills in series in order to get the last gold runestone one. Basically, once you trained the gold runestone skill the other ones became useless. That shouldnt be how the skill system works, the last is the best for sure but the other ones that feed it should stack bonus's.
     
    So my suggestion is this; all material types should be able to mine all other material types, that means copper can mine gold. However, you get bonus's if you use a particular type of material on another. Like using copper on silver would net you additional resources, or even a higher crit chance. The skill training increases this so there is a desire to have all of them. So what this does is you may have different type runestones in your inventory so you can swap them out to get the best one for the job. Or you dont and ignore the bonus's but theres still a possibility for a reward for a little bit of extra work.
  11. Like
    Osegrim reacted to Hyriol in Crafting Failures   
    I'm not ready to call it quits on this system just yet, but I think an acceptable trade off would be to have a significant durability hit to the final product depending on how bad your failure was.  Having a sword that lasts only 15% of the original time is still much better than having the entire thing fall flat.
  12. Like
    Osegrim got a reaction from JamesGoblin in FAQ Revision: Crafting & Economy   
    Who else here feels like the terms "resources" and "materials" are semantically and thus, confusingly swapped around?  
    I don't know, English is not my first language.  
     
    I know this is nitpicking by the way, I'll probably get used through it through usage within the context of the game.
  13. Like
    Osegrim got a reaction from Kith in FAQ Revision: Crafting & Economy   
    Who else here feels like the terms "resources" and "materials" are semantically and thus, confusingly swapped around?  
    I don't know, English is not my first language.  
     
    I know this is nitpicking by the way, I'll probably get used through it through usage within the context of the game.
  14. Like
    Osegrim got a reaction from JamesGoblin in Caldera [EU] - Playing with Fire   
    Oh don't worry. I understood fully, no need to explain actually. (hence my wording: "...I might join you guys later") 
    I actually think the more selective, slow, recruitment policy is quite commendable. It's part of why I actually replied here with 'Interesting, shame bla bla'.  
    I'm not really going to participate that much until I can actually play anyway. I'm a patient guy, very patient. For example, I chose not to play Fallout 4 in its current state, because even though it's a game I really love and have been waiting for for a very long time, I just can't afford it (time and money wise) at the moment and I want to wait until they fix some of the major issues I've been hearing about.
     
    Just know that I have my eye on you guys.
  15. Like
    Osegrim got a reaction from JamesGoblin in Caldera [EU] - Playing with Fire   
    Hrm. Interesting, shame I don't have the funds to be in the current phase of testing. But I might join you guys later.
    Btw, I'm from the Netherlands as well.  
     
    Allright, back to lurking.
  16. Like
    Osegrim got a reaction from pang in any game mechanics that discourage alternate crafting accounts?   
    The key thing is though, there will be SO MANY THINGS in the game that need to be crafted and all those will need disciplines, recipes and resources to function. So it would be extremely hard, if not impossible, to be both self sufficient and competitive. Because you would always be out competed by those specialists who just put more of their time and resources into getting all the stuff to make the best stuff or to kill the hardest.  
    I don't think that'll make specialized crafters obsolete, especially if they'll make the system as complex as they promise. 
  17. Like
    Osegrim got a reaction from JamesGoblin in Environments: What a wonderful world! - Official discussion thread   
    Awesome tech! Though the seams were very noticeable to me, personally (extremely picky), I really love the method used to achieve the parcel stitching.
    I wonder how you did it, actually (being a Unity dev myself). Did you just create a linearly interpolated blend of the heightmap information on the borders, before applying those heightmaps to the ground plane? And if so, are the heightmaps then applied in realtime, so one could possibly... edit them during play?
  18. Like
    Osegrim got a reaction from Chaqaron in Organ harvesting   
    Thought about it, and it's actually technically quite feasible (and not requiring a lot of new unique models to be created), though the solution I have in my head might not be the prettiest or most optimal, just functional.  
    It's just a matter of priorities, but seeing as how many (or how frequently) people are asking for it, I think it'll likely be in the game in some form or another, eventually.   
      
    What I am wondering if corpses will explode like other resource nodes will do and if you will have pretty organs floating around on the ground.
  19. Like
    Osegrim reacted to ZaphodBeeblebrox in Organ harvesting   
    Same here. I didn't want a lumberjack simulator. I don't want to cut down trees, skip and jump, or press wildflowers (although putting in women's clothing and hanging around in bars isn't so bad).
  20. Like
    Osegrim got a reaction from Teufel in any game mechanics that discourage alternate crafting accounts?   
    The key thing is though, there will be SO MANY THINGS in the game that need to be crafted and all those will need disciplines, recipes and resources to function. So it would be extremely hard, if not impossible, to be both self sufficient and competitive. Because you would always be out competed by those specialists who just put more of their time and resources into getting all the stuff to make the best stuff or to kill the hardest.  
    I don't think that'll make specialized crafters obsolete, especially if they'll make the system as complex as they promise. 
  21. Like
    Osegrim got a reaction from ZYBAK in any game mechanics that discourage alternate crafting accounts?   
    The key thing is though, there will be SO MANY THINGS in the game that need to be crafted and all those will need disciplines, recipes and resources to function. So it would be extremely hard, if not impossible, to be both self sufficient and competitive. Because you would always be out competed by those specialists who just put more of their time and resources into getting all the stuff to make the best stuff or to kill the hardest.  
    I don't think that'll make specialized crafters obsolete, especially if they'll make the system as complex as they promise. 
  22. Like
    Osegrim got a reaction from JamesGoblin in 03/04/15 - Crowfall Is Using Unity 5!   
    I really love Unity for its flexibility and its rapid prototyping capabilities, and all the lovely goodies that come packaged with it. The new audio stuff is absolutely amazing! Not to mention that it finally has the better garbage collection (memory management) it should have had years ago, making it significantly more powerful as well and really suited to make large scale games like an MMO.
     
    I made prior estimates on how many players there could be on the screen and such, but man, I based that of the previous version of Unity. Now I don't know...
     
     
    Question! I would love, if you have the time of course, to hear about how you're going to tackle the procedural generation, I'm really into that stuff and I want to use it for my own games as well.
  23. Like
    Osegrim got a reaction from bahamutkaiser in Friendly Fire isn't something you tack on at the end...   
    Does this mean we are all absolved of our sins? Like general stupidity, nearsightedness, being judgmental and mean to people (so terrible!), impatience and the worst sin of all: bad spelling.
  24. Like
    Osegrim got a reaction from vucar in Friendly Fire isn't something you tack on at the end...   
    Hmmmno I'm pretty sure it is, at least, the devs want it to be. It's just not that testable yet because of the current state of the tech that is necessary for FF to work properly (and still be playable) and they're focusing on getting the most of that right first. After that it'll probably quickly get in, because I believe they'll recognize it as a vital design challenge (or part of one: combat) that needs extensive testing.
     
    Look at question 15 here from the Physics FAQ:
    https://backers.crowfall.com/#/faq/physics
     
    And hidden at the end of question three in the Combat FAQ "...hitting accidental targets":
    https://backers.crowfall.com/#/faq/combat
  25. Like
    Osegrim got a reaction from JamesGoblin in Friendly Fire isn't something you tack on at the end...   
    Does this mean we are all absolved of our sins? Like general stupidity, nearsightedness, being judgmental and mean to people (so terrible!), impatience and the worst sin of all: bad spelling.
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