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Deioth

Testers
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Reputation Activity

  1. Like
    Deioth got a reaction from APE in As You Experiment With "Lunge" Weapons, Consider This   
    For classes with a Block RMB, holding shift and then tapping Block should trigger their dodge/move skill.
    For classes with only a dodge RMB, consider hold shift+hold RMB to trigger the lunge at the expense of a dodge pip.
  2. Like
    Deioth got a reaction from Tyrant in So long and thanks for the fish!   
  3. Like
    Deioth got a reaction from Zankara in FPS   
    There is a crap ton of optimization they still need to figure out, sadly.  Playing with culling settings and shadows as well as disabling motion blur seems to do the most for FPS boosts for me, and there are tons of instances in which higher than Medium will just be massive FPS drops in certain areas and camera angles.  It's pretty annoying considering I am on a system that can handily max Witcher 3 or Mordhau at 2K and still clear 60FPS without even trying and yet I am consistently 25 FPS in temple.  Hell, while I've not played it since getting my 2K monitor, I was pulling well above 60FPS 1080p in BDO at high settings even at the Heidel storage ffs.  They have a long way to go.
    Still better than how bad TERA was last I played... Shouldn't be that hard to beat TERA's optimzation lmao.
  4. Like
    Deioth got a reaction from MrErad in As You Experiment With "Lunge" Weapons, Consider This   
    For classes with a Block RMB, holding shift and then tapping Block should trigger their dodge/move skill.
    For classes with only a dodge RMB, consider hold shift+hold RMB to trigger the lunge at the expense of a dodge pip.
  5. Like
    Deioth got a reaction from blazzen in As You Experiment With "Lunge" Weapons, Consider This   
    For classes with a Block RMB, holding shift and then tapping Block should trigger their dodge/move skill.
    For classes with only a dodge RMB, consider hold shift+hold RMB to trigger the lunge at the expense of a dodge pip.
  6. Like
    Deioth got a reaction from JamesGoblin in So long and thanks for the fish!   
  7. Like
    Deioth got a reaction from TheMadEmperor in So long and thanks for the fish!   
  8. Confused
    Deioth got a reaction from DoomYa in Passive Training Needs Help - Introduce "Active" Training   
    Original post in Spoiler.
    I'll keep this revamp short and sweet and too the point as possible.  The passive training tree, no matter what additional changes may need to happen to it and related systems (namely, harvesting and crafting and their viability below blue (really, purple) rarity/rank nodes)), really needs to be supplemented with an active contribution system.  While a lot of people like it or at least tolerate it, the fact of the matter is that many more people could live without it or even are directly turned off by it--At least, that has been my experience whenever it is brought up on the forums and in guild.  So, I propose two additional supplemental systems to really make the passive training tree feel fun to grow without it feeling stifling and arbitrarily time gated.
    First, I propose an "Active" training mechanic where actively playing the game starts to reduce the tick counter for when a passive point is provided.  Second, I propose Vessel Points that can be universally applied to any node your passive tree has access to that are gained much the same way and are specific to each vessel
    Active Training System
    All game activities (PvE, harvesting, crafting, PvP, sieging, caravans, sacrificing) will build up an "Active Training" bar that, once filled, reduces time to tick a passive point by 1 second.  This caps out at 4 seconds per tick (slightly slower than during 5.100 testing of 3 every 10 seconds; this would be the equiv of 3 every 12). The speed at which the bar fills begins to soft cap after filling once which resets every 24 hours.  Performing the same activity over and over could also build less and less of the bar over time; or perhaps instead of the bar itself soft capping, the activities themselves cap.  PvE would begin to soft cap at 25% of the bar, sacrificing at 50%, harvesting/crafting/caravans at 75% of the bar, and PvP activities would soft cap at 1 full bar. Your active training tick bonus, after 3 days of inactivity, would begin to reduce back to 10 seconds per tick, one tick per day.  For VIP, this inactivity and reduction time could be tripled. A modest play session, depending on activity focus and variety, would take only 1-2 hours to fill the bar and soft cap it.  More hardcore play of 4-6 hours per day would hit 4 seconds per tick in 3-4 days.  This rewards play without significantly setting the "I have a life" players too far behind in the training treadmill and, once you're capped to 4, would require very little play (like, just kill one mob every 3 days levels of play) to retain that tick rate. With this system, players feel like their activities in game have a genuine affect on their progression.  People are rewarded with more passive training points by playing, thus incentivizing play.  This will help keep the population up, but with the passive system always there at a flat minimum the more casual and "I have a life" types will still have something to look forward to, as well, with minimal "punishment" for taking a Crowfall break such as due to a family vacation.
    Vessel Training System
    As with the Active Training System, there would also be a Vessel equivalent.  Every activity that would net a bar gain will also start to net flat amounts of passive points attributed to that vessel only that can be universally applied regardless of tree being passively trained. A post-30 experience bar will start to fill based on the activity performed.  Each fill will net 10 points (or whatever feels right and at a good pace, like 500 or 1000) and each subsequent fill after so many points will start to take exponentially more experience to fill.  This could be compared to many other MMO's post-max leveling systems like ESO's Champion points.  A vessel would also hard cap at a certain amount per 24 hours, with a higher cap (but slight increase in time to gain points) based on rarity, starting at maybe 10k for white up to 15k for orange.  VIP could also mean the exponential increase in exp per VT point gain is removed, but the cap will remain the same. Hitting level 30 on a vessel nets a flat boost of VT points based on rarity.  Whites, 50k.  Green, 70k.  Blue, 85k.  Purple, 95k.  Orange, 100k.  This means an immediate jump into any direction the player wants to go with that vessel.  If the vessel is replaced (once that system is introduced) then you only gain the amount you would that has not been acquired, so replacing a level 30 white with a blue would only net 25k VTP after the blue vessel hits 30. VT points are universal and can be added to any passive training node you have access to regardless if the tree is being passively trained or not.  Points are amended on top of any passive training currently added to a pip.  If you add passive training to a pip that has VT on it, you're refunded any VT overflow from filling the pip. Replacing a vessel (when the Replace feature is added) will require replacing it with the same race and class type.  You lose 35% of gained VTP each for a different class and a different race. Unlike the ATS, the VTS will actually gain "rest" experience the longer a particular vessel remains unplayed.  Not only will there be an experience boost to earn each VTP gain faster, the cap increases at a similar rate, up to maybe 30k on a white and 40k on an orange (which would take just as long as 10k under normal circumstances to gain).  VIP could again gain a benefit from this, maybe getting an extra 50% to that cap and a faster rate of acquiring "rest" experience for max level vessels while they go unused.  This way, the "I have a life" players can reliably in their more casual playtime still stay within spitting distance of the hard core players. With this system, players can immediately jump into any direction they want with that particular vessel.  If you're a combat player, you can just supplement that vessel's particular needs in a combat tree.  For harvest and crafting focused players, they can get a combat vessel a decent start without sacrificing their passive training at all.  This also means those who really like harvesting or crafting can have multiple vessels for multiple harvests/crafts, each building up their own tree without sacrificing their focus via passive training.  This also would apply to combat players because if their main focus is healer classes but they dabble in DPS they can keep their passive training going focused on supporting their main healer vessel while their alt vessels branch off with VTP.  With the Rest system, more casual players are given a built in catch up mechanic to keep up with the more hardcore players.
     
    I truly think these two additions to the passive training system will greatly enhance player engagement, sense of progression, and reward for effort.  It will allow players to feel they are progressing by playing but still retain the innate design goal the passive training system exists to achieve without being "punishing" to less active players.
  9. Like
    Deioth got a reaction from Zankara in Harvest Node Ranks Need a Pass - Not Enough Harvest Risk   
    Something tells me things may have been tweaked since then, a lot of versions have come and gone since that post.
  10. Like
    Deioth got a reaction from Tofyzer in Harvest Node Ranks Need a Pass - Not Enough Harvest Risk   
    Something should be done (hopefully 5.115 if it can't be done sooner) to address the nagging concern that even though GR is restricted to the rare R4, Infected is at risk of becoming the new "safe" option for harvesting.  Given how all the calculations and everything behind the scenes plays out, you can feasibly harvest epic and legendary at high enough training/stats/gear even from R6/7.  Either the node ranking system needs a pass or there need to be ruleset restrictions on a world basis.  That way Infected can hit R7 but you can only harvest up to green.  While it is less of an issue now, it will become one, and it helped drive the low campaign population issues we faced in 5.100.  Since harvesters could safely get rare mats on GR as well as on Infected, we didn't see as much emergent PvP on campaign because few people bothered harvesting there.  This will absolutely need to be addressed for Beta.
    I think the best and perhaps most simple fix would simply be to apply rulesets to different bands and campaigns that restrict the highest rarity of materials you can find there to encourage harvesting on campaign.  This would also make it easier for us with the 5.110 wipe, the upcoming beta wipe, and launch itself to have the same mid and mid-high rank nodes on the CWs that Infected has (because no one is going to want to harvest R8-10 on a white vessel with no harvest training) and still ensure we can get rarer mats.
  11. Like
    Deioth got a reaction from Prometeu in So long and thanks for the fish!   
  12. Like
    Deioth got a reaction from TheMadEmperor in CrowFall current FPS/Hitching status   
    I hitch significantly less myself on LIVE compared to TEST, but the optimization still is miles away.  I'll average with minimal activity around 30-40 (depending on where my camera points at times) on everything maxed, but then certain points of certain zones and I'm at 5 with nothing on screen until I set back to Medium.  Haven't had an opportunity for big fights yet, been fairly inactive.  Resolution makes no apparent difference as I had the same overall FPS (or comparable) with the hitching on TEST to now on LIVE and I've since gone from a 1080p monitor to a 2k monitor and changed Crowfall's resolution to match.
  13. Like
    Deioth got a reaction from Raindog in Passive Training Needs Help - Introduce "Active" Training   
    Original post in Spoiler.
    I'll keep this revamp short and sweet and too the point as possible.  The passive training tree, no matter what additional changes may need to happen to it and related systems (namely, harvesting and crafting and their viability below blue (really, purple) rarity/rank nodes)), really needs to be supplemented with an active contribution system.  While a lot of people like it or at least tolerate it, the fact of the matter is that many more people could live without it or even are directly turned off by it--At least, that has been my experience whenever it is brought up on the forums and in guild.  So, I propose two additional supplemental systems to really make the passive training tree feel fun to grow without it feeling stifling and arbitrarily time gated.
    First, I propose an "Active" training mechanic where actively playing the game starts to reduce the tick counter for when a passive point is provided.  Second, I propose Vessel Points that can be universally applied to any node your passive tree has access to that are gained much the same way and are specific to each vessel
    Active Training System
    All game activities (PvE, harvesting, crafting, PvP, sieging, caravans, sacrificing) will build up an "Active Training" bar that, once filled, reduces time to tick a passive point by 1 second.  This caps out at 4 seconds per tick (slightly slower than during 5.100 testing of 3 every 10 seconds; this would be the equiv of 3 every 12). The speed at which the bar fills begins to soft cap after filling once which resets every 24 hours.  Performing the same activity over and over could also build less and less of the bar over time; or perhaps instead of the bar itself soft capping, the activities themselves cap.  PvE would begin to soft cap at 25% of the bar, sacrificing at 50%, harvesting/crafting/caravans at 75% of the bar, and PvP activities would soft cap at 1 full bar. Your active training tick bonus, after 3 days of inactivity, would begin to reduce back to 10 seconds per tick, one tick per day.  For VIP, this inactivity and reduction time could be tripled. A modest play session, depending on activity focus and variety, would take only 1-2 hours to fill the bar and soft cap it.  More hardcore play of 4-6 hours per day would hit 4 seconds per tick in 3-4 days.  This rewards play without significantly setting the "I have a life" players too far behind in the training treadmill and, once you're capped to 4, would require very little play (like, just kill one mob every 3 days levels of play) to retain that tick rate. With this system, players feel like their activities in game have a genuine affect on their progression.  People are rewarded with more passive training points by playing, thus incentivizing play.  This will help keep the population up, but with the passive system always there at a flat minimum the more casual and "I have a life" types will still have something to look forward to, as well, with minimal "punishment" for taking a Crowfall break such as due to a family vacation.
    Vessel Training System
    As with the Active Training System, there would also be a Vessel equivalent.  Every activity that would net a bar gain will also start to net flat amounts of passive points attributed to that vessel only that can be universally applied regardless of tree being passively trained. A post-30 experience bar will start to fill based on the activity performed.  Each fill will net 10 points (or whatever feels right and at a good pace, like 500 or 1000) and each subsequent fill after so many points will start to take exponentially more experience to fill.  This could be compared to many other MMO's post-max leveling systems like ESO's Champion points.  A vessel would also hard cap at a certain amount per 24 hours, with a higher cap (but slight increase in time to gain points) based on rarity, starting at maybe 10k for white up to 15k for orange.  VIP could also mean the exponential increase in exp per VT point gain is removed, but the cap will remain the same. Hitting level 30 on a vessel nets a flat boost of VT points based on rarity.  Whites, 50k.  Green, 70k.  Blue, 85k.  Purple, 95k.  Orange, 100k.  This means an immediate jump into any direction the player wants to go with that vessel.  If the vessel is replaced (once that system is introduced) then you only gain the amount you would that has not been acquired, so replacing a level 30 white with a blue would only net 25k VTP after the blue vessel hits 30. VT points are universal and can be added to any passive training node you have access to regardless if the tree is being passively trained or not.  Points are amended on top of any passive training currently added to a pip.  If you add passive training to a pip that has VT on it, you're refunded any VT overflow from filling the pip. Replacing a vessel (when the Replace feature is added) will require replacing it with the same race and class type.  You lose 35% of gained VTP each for a different class and a different race. Unlike the ATS, the VTS will actually gain "rest" experience the longer a particular vessel remains unplayed.  Not only will there be an experience boost to earn each VTP gain faster, the cap increases at a similar rate, up to maybe 30k on a white and 40k on an orange (which would take just as long as 10k under normal circumstances to gain).  VIP could again gain a benefit from this, maybe getting an extra 50% to that cap and a faster rate of acquiring "rest" experience for max level vessels while they go unused.  This way, the "I have a life" players can reliably in their more casual playtime still stay within spitting distance of the hard core players. With this system, players can immediately jump into any direction they want with that particular vessel.  If you're a combat player, you can just supplement that vessel's particular needs in a combat tree.  For harvest and crafting focused players, they can get a combat vessel a decent start without sacrificing their passive training at all.  This also means those who really like harvesting or crafting can have multiple vessels for multiple harvests/crafts, each building up their own tree without sacrificing their focus via passive training.  This also would apply to combat players because if their main focus is healer classes but they dabble in DPS they can keep their passive training going focused on supporting their main healer vessel while their alt vessels branch off with VTP.  With the Rest system, more casual players are given a built in catch up mechanic to keep up with the more hardcore players.
     
    I truly think these two additions to the passive training system will greatly enhance player engagement, sense of progression, and reward for effort.  It will allow players to feel they are progressing by playing but still retain the innate design goal the passive training system exists to achieve without being "punishing" to less active players.
  14. Confused
    Deioth got a reaction from Silkhe in Passive Training Needs Help - Introduce "Active" Training   
    I genuinely want them to keep the passive system, but it needs more pillars to stand on.  As it is now, it comes off as a stick of balsa wood trying to hold up a bowling ball.  It is wobbly at its best and falling under its own weight any other time.
    I'd suggest that you re-read my proposal.  I am not sure how--especially in a PvP game where players are the content--that bots could in any way possibly generate any value in any meaningful amount of time.  The "Active" training I proposed is in quotes for a reason as normal game play merely allocates passive points faster, and vessel training would feature daily caps and be vessel by vessel only.  Players need to be able to hit a journeyman's level (say a 3 or 4 on a scale of 10) within a single typical campaign's time on a dedicated vessel and averaging 5-10 hours active gameplay a week so they can harvest decent goods, have decent combat stats, or craft decent gear.  Right now, that simply won't happen.  And with crafting especially, there simply is no value other than precise choice of (some) stats on gear that even journeymen level crafters can bring to the table over decent level 25+ wartribe drops.  Some of the issue is the crafting system itself (which IMO also needs some overhauling) but at least players can feel they are making real progress by buttressing the passive system with active components.
     
    One thing is for sure, basic harvesting takes way too long to complete and genuinely gives nothing except for about 4 or 5 nodes (blood/bones, saddle slot, grit to name a few).  The passive tree seriously needs to feature as few "bad" nodes as possible.  A horizontal with vertical branches could be a good start to improve the passive tree's general issues, but we'll still need supplemental systems to enhance players' sense of accomplishment.  The fact that I can play 60 hours a week and my guildmate 6 and we still achieve the same level of training progress is a surefire way to drive people away.  I can appreciate the passive tree for sure and the idea behind it, but damn it needs more to it.
    I've found better (certainly comparable) greens in God's Reach.  It is definitely not just passives that need help, but crafting as well.  I still feel like there's compelling reason not to craft until you're maxed/near max--certainly for weapon and armor crafting--given how important lots of exp points are, the perspective that you should only craft blue and better rarity, and how much of a difference additive slots can make.  At the very least, increasing the cap (and making that cap easy to hit for white and just a bit of dedication for green gear) of what the flat damage and armor values can be would go a long way.  The stat bonuses should be where master crafters shine.  A decent crafter should be able to make a "perfect" roll green weapon with at worst 15% less damage than a master crafter making an orange weapon, but the stat bonuses could absolutely be as much as double or more in difference (and these values would be with and without additives et al).  Because the damage/armor values are the most important, this should be the easiest stat to craft and cap out higher than wartribe drops and they really would only need to do this for white and green, a little bit for blue, and barely if at all for purple.
  15. Sad
    Deioth got a reaction from Silkhe in Passive Training Needs Help - Introduce "Active" Training   
    Original post in Spoiler.
    I'll keep this revamp short and sweet and too the point as possible.  The passive training tree, no matter what additional changes may need to happen to it and related systems (namely, harvesting and crafting and their viability below blue (really, purple) rarity/rank nodes)), really needs to be supplemented with an active contribution system.  While a lot of people like it or at least tolerate it, the fact of the matter is that many more people could live without it or even are directly turned off by it--At least, that has been my experience whenever it is brought up on the forums and in guild.  So, I propose two additional supplemental systems to really make the passive training tree feel fun to grow without it feeling stifling and arbitrarily time gated.
    First, I propose an "Active" training mechanic where actively playing the game starts to reduce the tick counter for when a passive point is provided.  Second, I propose Vessel Points that can be universally applied to any node your passive tree has access to that are gained much the same way and are specific to each vessel
    Active Training System
    All game activities (PvE, harvesting, crafting, PvP, sieging, caravans, sacrificing) will build up an "Active Training" bar that, once filled, reduces time to tick a passive point by 1 second.  This caps out at 4 seconds per tick (slightly slower than during 5.100 testing of 3 every 10 seconds; this would be the equiv of 3 every 12). The speed at which the bar fills begins to soft cap after filling once which resets every 24 hours.  Performing the same activity over and over could also build less and less of the bar over time; or perhaps instead of the bar itself soft capping, the activities themselves cap.  PvE would begin to soft cap at 25% of the bar, sacrificing at 50%, harvesting/crafting/caravans at 75% of the bar, and PvP activities would soft cap at 1 full bar. Your active training tick bonus, after 3 days of inactivity, would begin to reduce back to 10 seconds per tick, one tick per day.  For VIP, this inactivity and reduction time could be tripled. A modest play session, depending on activity focus and variety, would take only 1-2 hours to fill the bar and soft cap it.  More hardcore play of 4-6 hours per day would hit 4 seconds per tick in 3-4 days.  This rewards play without significantly setting the "I have a life" players too far behind in the training treadmill and, once you're capped to 4, would require very little play (like, just kill one mob every 3 days levels of play) to retain that tick rate. With this system, players feel like their activities in game have a genuine affect on their progression.  People are rewarded with more passive training points by playing, thus incentivizing play.  This will help keep the population up, but with the passive system always there at a flat minimum the more casual and "I have a life" types will still have something to look forward to, as well, with minimal "punishment" for taking a Crowfall break such as due to a family vacation.
    Vessel Training System
    As with the Active Training System, there would also be a Vessel equivalent.  Every activity that would net a bar gain will also start to net flat amounts of passive points attributed to that vessel only that can be universally applied regardless of tree being passively trained. A post-30 experience bar will start to fill based on the activity performed.  Each fill will net 10 points (or whatever feels right and at a good pace, like 500 or 1000) and each subsequent fill after so many points will start to take exponentially more experience to fill.  This could be compared to many other MMO's post-max leveling systems like ESO's Champion points.  A vessel would also hard cap at a certain amount per 24 hours, with a higher cap (but slight increase in time to gain points) based on rarity, starting at maybe 10k for white up to 15k for orange.  VIP could also mean the exponential increase in exp per VT point gain is removed, but the cap will remain the same. Hitting level 30 on a vessel nets a flat boost of VT points based on rarity.  Whites, 50k.  Green, 70k.  Blue, 85k.  Purple, 95k.  Orange, 100k.  This means an immediate jump into any direction the player wants to go with that vessel.  If the vessel is replaced (once that system is introduced) then you only gain the amount you would that has not been acquired, so replacing a level 30 white with a blue would only net 25k VTP after the blue vessel hits 30. VT points are universal and can be added to any passive training node you have access to regardless if the tree is being passively trained or not.  Points are amended on top of any passive training currently added to a pip.  If you add passive training to a pip that has VT on it, you're refunded any VT overflow from filling the pip. Replacing a vessel (when the Replace feature is added) will require replacing it with the same race and class type.  You lose 35% of gained VTP each for a different class and a different race. Unlike the ATS, the VTS will actually gain "rest" experience the longer a particular vessel remains unplayed.  Not only will there be an experience boost to earn each VTP gain faster, the cap increases at a similar rate, up to maybe 30k on a white and 40k on an orange (which would take just as long as 10k under normal circumstances to gain).  VIP could again gain a benefit from this, maybe getting an extra 50% to that cap and a faster rate of acquiring "rest" experience for max level vessels while they go unused.  This way, the "I have a life" players can reliably in their more casual playtime still stay within spitting distance of the hard core players. With this system, players can immediately jump into any direction they want with that particular vessel.  If you're a combat player, you can just supplement that vessel's particular needs in a combat tree.  For harvest and crafting focused players, they can get a combat vessel a decent start without sacrificing their passive training at all.  This also means those who really like harvesting or crafting can have multiple vessels for multiple harvests/crafts, each building up their own tree without sacrificing their focus via passive training.  This also would apply to combat players because if their main focus is healer classes but they dabble in DPS they can keep their passive training going focused on supporting their main healer vessel while their alt vessels branch off with VTP.  With the Rest system, more casual players are given a built in catch up mechanic to keep up with the more hardcore players.
     
    I truly think these two additions to the passive training system will greatly enhance player engagement, sense of progression, and reward for effort.  It will allow players to feel they are progressing by playing but still retain the innate design goal the passive training system exists to achieve without being "punishing" to less active players.
  16. Like
    Deioth got a reaction from Vladthelad in Passive Training Needs Help - Introduce "Active" Training   
    Original post in Spoiler.
    I'll keep this revamp short and sweet and too the point as possible.  The passive training tree, no matter what additional changes may need to happen to it and related systems (namely, harvesting and crafting and their viability below blue (really, purple) rarity/rank nodes)), really needs to be supplemented with an active contribution system.  While a lot of people like it or at least tolerate it, the fact of the matter is that many more people could live without it or even are directly turned off by it--At least, that has been my experience whenever it is brought up on the forums and in guild.  So, I propose two additional supplemental systems to really make the passive training tree feel fun to grow without it feeling stifling and arbitrarily time gated.
    First, I propose an "Active" training mechanic where actively playing the game starts to reduce the tick counter for when a passive point is provided.  Second, I propose Vessel Points that can be universally applied to any node your passive tree has access to that are gained much the same way and are specific to each vessel
    Active Training System
    All game activities (PvE, harvesting, crafting, PvP, sieging, caravans, sacrificing) will build up an "Active Training" bar that, once filled, reduces time to tick a passive point by 1 second.  This caps out at 4 seconds per tick (slightly slower than during 5.100 testing of 3 every 10 seconds; this would be the equiv of 3 every 12). The speed at which the bar fills begins to soft cap after filling once which resets every 24 hours.  Performing the same activity over and over could also build less and less of the bar over time; or perhaps instead of the bar itself soft capping, the activities themselves cap.  PvE would begin to soft cap at 25% of the bar, sacrificing at 50%, harvesting/crafting/caravans at 75% of the bar, and PvP activities would soft cap at 1 full bar. Your active training tick bonus, after 3 days of inactivity, would begin to reduce back to 10 seconds per tick, one tick per day.  For VIP, this inactivity and reduction time could be tripled. A modest play session, depending on activity focus and variety, would take only 1-2 hours to fill the bar and soft cap it.  More hardcore play of 4-6 hours per day would hit 4 seconds per tick in 3-4 days.  This rewards play without significantly setting the "I have a life" players too far behind in the training treadmill and, once you're capped to 4, would require very little play (like, just kill one mob every 3 days levels of play) to retain that tick rate. With this system, players feel like their activities in game have a genuine affect on their progression.  People are rewarded with more passive training points by playing, thus incentivizing play.  This will help keep the population up, but with the passive system always there at a flat minimum the more casual and "I have a life" types will still have something to look forward to, as well, with minimal "punishment" for taking a Crowfall break such as due to a family vacation.
    Vessel Training System
    As with the Active Training System, there would also be a Vessel equivalent.  Every activity that would net a bar gain will also start to net flat amounts of passive points attributed to that vessel only that can be universally applied regardless of tree being passively trained. A post-30 experience bar will start to fill based on the activity performed.  Each fill will net 10 points (or whatever feels right and at a good pace, like 500 or 1000) and each subsequent fill after so many points will start to take exponentially more experience to fill.  This could be compared to many other MMO's post-max leveling systems like ESO's Champion points.  A vessel would also hard cap at a certain amount per 24 hours, with a higher cap (but slight increase in time to gain points) based on rarity, starting at maybe 10k for white up to 15k for orange.  VIP could also mean the exponential increase in exp per VT point gain is removed, but the cap will remain the same. Hitting level 30 on a vessel nets a flat boost of VT points based on rarity.  Whites, 50k.  Green, 70k.  Blue, 85k.  Purple, 95k.  Orange, 100k.  This means an immediate jump into any direction the player wants to go with that vessel.  If the vessel is replaced (once that system is introduced) then you only gain the amount you would that has not been acquired, so replacing a level 30 white with a blue would only net 25k VTP after the blue vessel hits 30. VT points are universal and can be added to any passive training node you have access to regardless if the tree is being passively trained or not.  Points are amended on top of any passive training currently added to a pip.  If you add passive training to a pip that has VT on it, you're refunded any VT overflow from filling the pip. Replacing a vessel (when the Replace feature is added) will require replacing it with the same race and class type.  You lose 35% of gained VTP each for a different class and a different race. Unlike the ATS, the VTS will actually gain "rest" experience the longer a particular vessel remains unplayed.  Not only will there be an experience boost to earn each VTP gain faster, the cap increases at a similar rate, up to maybe 30k on a white and 40k on an orange (which would take just as long as 10k under normal circumstances to gain).  VIP could again gain a benefit from this, maybe getting an extra 50% to that cap and a faster rate of acquiring "rest" experience for max level vessels while they go unused.  This way, the "I have a life" players can reliably in their more casual playtime still stay within spitting distance of the hard core players. With this system, players can immediately jump into any direction they want with that particular vessel.  If you're a combat player, you can just supplement that vessel's particular needs in a combat tree.  For harvest and crafting focused players, they can get a combat vessel a decent start without sacrificing their passive training at all.  This also means those who really like harvesting or crafting can have multiple vessels for multiple harvests/crafts, each building up their own tree without sacrificing their focus via passive training.  This also would apply to combat players because if their main focus is healer classes but they dabble in DPS they can keep their passive training going focused on supporting their main healer vessel while their alt vessels branch off with VTP.  With the Rest system, more casual players are given a built in catch up mechanic to keep up with the more hardcore players.
     
    I truly think these two additions to the passive training system will greatly enhance player engagement, sense of progression, and reward for effort.  It will allow players to feel they are progressing by playing but still retain the innate design goal the passive training system exists to achieve without being "punishing" to less active players.
  17. Haha
    Deioth got a reaction from Staff in Are racists guilds/players bannable?   
  18. Haha
    Deioth got a reaction from Pann in Are racists guilds/players bannable?   
  19. Haha
    Deioth got a reaction from McTan in Are racists guilds/players bannable?   
  20. Haha
    Deioth got a reaction from Kraahk in Are racists guilds/players bannable?   
  21. Like
    Deioth got a reaction from Aedius in I'm concerned and disappointed with "dregs"   
    Something tells me that we really only have partial systems being tested at this time.  Given they have free building with EKs and that we're only seeing our first real TEST iteration of Dregs and the ruleset and mechanics we'll see more come online as things are fixed.  Unless everything I've read and watched has given me the completely wrong idea, I'm willing to bet we'll be seeing improved siege window mechanics as well as free building leading up to LIVE Beta.  They've remarked a lot on how they've had to use stop-gap and half measures to keep LIVE interesting for people and we definitely are seeing how much of a distraction from the original game ideas and necessary features that has caused.  I have no reason to doubt that they're falling back on some of those to phase out testing specific mechanics, perhaps the easier to implement/fix mechanics, before moving on to the more complex.  This may only be educated speculation at this time, but I cannot fathom that they'd consider bland nightly vulnerable windows and static designs and no free building as feature complete.  Knowing what their backgrounds are (Todd's especially) and how Crowfall is a spiritual successor to Shadowbane I think peoples' immediate assumptions that this test environment proves we'll have no free building et al whatsoever are illogically reactionary.
  22. Like
    Deioth got a reaction from StormShadow in I'm concerned and disappointed with "dregs"   
    Something tells me that we really only have partial systems being tested at this time.  Given they have free building with EKs and that we're only seeing our first real TEST iteration of Dregs and the ruleset and mechanics we'll see more come online as things are fixed.  Unless everything I've read and watched has given me the completely wrong idea, I'm willing to bet we'll be seeing improved siege window mechanics as well as free building leading up to LIVE Beta.  They've remarked a lot on how they've had to use stop-gap and half measures to keep LIVE interesting for people and we definitely are seeing how much of a distraction from the original game ideas and necessary features that has caused.  I have no reason to doubt that they're falling back on some of those to phase out testing specific mechanics, perhaps the easier to implement/fix mechanics, before moving on to the more complex.  This may only be educated speculation at this time, but I cannot fathom that they'd consider bland nightly vulnerable windows and static designs and no free building as feature complete.  Knowing what their backgrounds are (Todd's especially) and how Crowfall is a spiritual successor to Shadowbane I think peoples' immediate assumptions that this test environment proves we'll have no free building et al whatsoever are illogically reactionary.
  23. Like
    Deioth got a reaction from StormShadow in Youtuber's review   
    I think we've said what we can say at this point, but the final thing we're all definitely in the same boat (because it isn't like there I disagree with general consensus).  The potential is there.  Let's hope they pull it off for launch rather than a fix 6 months too late and a freemium model out of financial necessity.
  24. Thanks
    Deioth got a reaction from StormShadow in Youtuber's review   
    A real current state would be with 5.110's launch.  I think it deserves that much, especially since he decided to post the video like 2 days after TEST went up.
     
    I certainly am not defending Crowfall's incompleteness because even the TEST GR certainly will still need work, but for a popular MMO youtuber and game reviewer to not seem to engage in even a cursory investigation of how far along the game is, admit he wasn't sure this was worth uploading, and then proceed to upload it anyway days after the TEST servers came up comes off as extremely unprofessional and just plain bad content.  He has turned off many thousands of his viewers to Crowfall because he didn't do his job.  A brand new player I don't expect to spend a lot of time researching the state of a game and it is their fault if they don't like the pre-alpha state, but Peon is a content creator.  He's held to a higher standard.  If he did this video six months ago when the patch drought began, I wouldn't have bat an eye, it is his timing more than anything and the sense that he took an extremely lazy approach to this video and to assessing Crowfall in general that has me so disappointed in this whole fiasco.  It just isn't a fair assessment right now on the cusp of the Beta update so I hope he does a follow up once 5.110 is on LIVE.  At that point, his criticisms would be a lot more valid.  You may as well assess the content, gameplay, and QoL features in WoW Classic compared to the main game and complain about everything Classic doesn't have and its progression speed.  Not the best analogy, but I think it expresses my point.
    And trust me, lots of us are giving things a skip.  The PvP can be fun enough, but the lack of features right now hurts LIVE a lot and sieges tend to be banging one's head against a brick wall right now with how broken ballistae are.  I and much of Eldritch have not logged in at all since, what, December (other than dabbling in GR TEST)?  So it isn't like I am disagreeing with the game feeling empty right now.  I am just shocked and disappointed at Peon's decisions here.
  25. Like
    Deioth got a reaction from APE in ACE Q&A for April - Official discussion thread   
    I recall that they had nothing yet, but being as that was a few Q&As ago, I'm hoping they have a better answer right now.  This and guild banks will need to be priority features for Beta.
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