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Duffy

ACE Investor & Tester
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Duffy last won the day on July 28

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About Duffy

  • Rank
    Treepie

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  • Guild
    Corvus Citadel
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    Male

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  1. If your referring to the fact that they can trigger kneckbreakers quickly it’s due to the soul cost being reduced for them by a talent but still maintaining the same maximum soul power, allowing them to throw elbows rapidly. If theirs some other bug with them hitting twice or something that’s another matter (tho from what I recall the log sometimes shows double hits but one of them is always weak, again IIRC)
  2. On the one hand some get to double dip, on the other hand some of those doubles still get racial bonuses soooo not sure why they split them up the way hey did.
  3. RNG is RNG - those stats push the "worse" results farther down the line but they do not remove the chance of bad rolls, sometimes you just get screwed. Like the six 2% assembly failures I had in an hour...
  4. That’s the Leadership tree, it’s already in there under Explore
  5. The Citadel is still active and looking for recruits interested in playing NA. Swing by and say hello!
  6. It’s more a combo of good quality gear crafted with preferred bonuses, known ideal disc combos, better baseline vessels, and passive training. All added up a few brand new people will bounce right off the heavier specs, it’s very sad to see 10-30 dmg in your combat log. As for why you don’t see many fights it’s cause we only come out to play on siege nights for the most part, no reason to spend hours gathering atm. Come find us at siege and see how it goes.
  7. Need more not less, less will stagnate things as everything gets focused on one area. Whoever gets the upper hand will retain the upper hand as there’s no room to maneuver or change things up. The idea really seems to be for an increase in ganking, but there’s not enough people doing random things to gank cause once they reach a certain point they just need to occasionally maintain or upgrade gear. They don’t need to be sitting out there around the clock and with the import/export limits as low as they are it’s not worth stockpiling beyond a certain point.
  8. Sounds like grinding by a different name. Craft 1000 crappy daggers no one wants to sacrifice. Go grind the safest mobs for piles of gold. Go capture outposts points but avoid fighting cause it just slows you down and wastes times. These are all anti-objectives that benefit you or allow you to try and win via non engagement. These are bad ideas without even getting into the uncle bob side of things negating the perceived avenue to victory (without some sort of scaling mechanics anyways). If passive timing is still the main limiter why add these minor filler grinds? What actual benefit is there over just waiting a bit longer? The illusion of doing something to get your XP? But if the filler grinds are too significant a boost then folks will focus on these non engaging tasks and finding ways to optimize this pattern of negative engagement. It just doesn’t work when you start going down the tree of player behavior and mechanical complexities at play. The reason people want grind options is so they can reach parity “fast” cause they’re assuming they can just grind it out and catch up in such a system. People like passive systems cause they don’t have to grind out repetitive “useless” tasks and can just play the game til they get their skills. These two systems serve the same goal of limiting character growth by time but are strongly at odds with each regarding how to do that and for what benefits. Mixing them just removes the advantages of either.
  9. Doesn’t work, you just created a different grinding system if it’s done fairly as any activity contributes towards “winning” (which again creates a scenario where player seek the optimal grinding routes in exclusion to overall goals) or if you literally mean winning only gets XP then it reinforces uncle bob. There’s not a great way to combine grinding and passive in a single system. It removs the perks of either system when you do.
  10. Passive Training and Grinding Systems are at the core, equivalent. They are both time taxes on the player where they will seek optimizing gains over other productive activity patterns they would pursue once said skill/training level has been achieved. The perk of passive vs grinding is you don’t have to do activity X (like grind out 300 daggers to vendor trash) thus gaining that time to pursue more useful objectives in game. Also there’s no shortcuts, everyone has to spend Y passive time to achieve Z skill level no matter what, all are equal. The key to a good passive system is having activities you can do while you wait for your training. CF is hit and miss in this area. Additionally limiting power stacking effects from that time spent training is also important. While it’s not as big as some people think the Combat tree’s stacking power and depth is still noticeable and a problem area for CF’s passive system. Given the general weakness and focus on depth for he combat trees I’d be in favor or a revamp or removal of passive training. Nothing about it is that interesting when it comes to building your account.
  11. You’ll just get lots of people quitting til the big patch next year. So regardless of trying to prove the assumption that training is the big decider (which it’s not entirely), a possibly huge chunk of veterans stop playing is only gonna invalidate any observations. I’m sure as hell not gonna spend 1-2 months grinding and revving everything back up just for another known wipe a month or even two later. To hell with that.
  12. What VaMei said. The smaller the map the easier it is to use a numbers advantage if you have it. Focusing all the activity into a smaller area increases the likelihood of whoever has the numbers just dominating. Since it’s boring and unproductive getting beat often and in a small limited area that can be easily traversed there’s unlikely to be any sort of strategic variety to make things interesting, people will either stop playing the capture game or find away to entirely avoid the conflict that’s disrupting their gathering/leveling. Which then starves the side with the advantage of content too. The game and interactions between players and their motivations are more complex than an infinite Battlfield style setup. You want things to get interesting and fun you need enough locations and distance to make committing and maneuvering an interesting decision. Right now the world is just a tad too small for our numbers when things get revved up, and it looks like folks are building activity back up so it’s likely to start feeling a little claustrophobic strategically again.
  13. If it doesn’t the game is probably dead. Also not a huge surprise that the population for a pre alpha with wipes isn’t great.
  14. @Deioth Everyone else has covered the whole crafting and training angle but something crucial that’s been mainly alluded to needs to be stressed: group composition and disciplines are hugely important to success in the meta. And to a lesser degree if folks aren’t picking the right stats to focus on gear they may also not being doing as well as they could. I saw you mentioned eating a neckbreaker in leather, if you’re wearing leather and in such a position you are probably already dead. The game is not intended to be balanced one to one, thus the situation and the composition can drastically change the valuation of a single class. Certain discs can temporarily reduce/negate damage of particular types or make the player more resistant under certain conditions. Some combinations can help insure you stay in a state reduces your enemies effectiveness. Thus running a counter setup is needed. For example I mainly play a myrm and theirs a few high mitigation setups out there (Templar for example). I often find myself hitting them for sub 100 dmg normally. But to solve that problem I run Adjudicator and Shield Breaker for more penetration and armor break. Making it way more plausible for me to counter such resistant builds. Likewise you can run some anti heal setups (tho I feel they aren’t nearly strong enough atm) for small group and 1v1 situations involving healers. We were in the same boat way back, losing lopsided fights in our favor - but most of it was lack of mechanical knowledge in the end, not gear. And back then we didn’t have the advantage of wartribe drops to buffer our crafting. Talk to some of the vets, compare character build notes and disc choices. Gear and training is totally important to squeezing out every advantage, but it’s not nearly as huge as understanding the way the builds and counter builds work.
  15. Shrinking the map will just decrease the number of people playing the campaigns. Force projection is real. I still think they should go back to six keeps to make things interesting.
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