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Lephys

Testers
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  1. Like
    Lephys got a reaction from Doradur in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    I know the article/breakdown touched on it, but adding a random factor to your game/system isn't at all bad. Giving it too much weight is what's bad.
    A blatant example is a coin toss: heads results in you get 200 million gold, tails results in your account being deleted and you have to buy another copy/license of the game to play again. In this, the existence of a coin toss isn't bad. The the degree to which the sheer outcome of a random coin toss is affecting my experience, is. If the coin toss was to determine whether or not a given goblin in a group of 10 tries to flank me or tries to distract/engage me, that's much less ridiculous. That's actually a useful random thing. Why? Because I don't want to see a goblin with a purple hat, and go "Oh, all purple hat goblins try to flank me... I know exactly how to deal with this goblin, and it's exactly the same as the way I deal with every purple-hatted goblin in existence." So, when I don't want something to be the same, but I don't want the developers to just have to determine what's what up front, a random factor is excellent!
    As a general rule in games, the best use of randomness is to make the player deal with a variety of circumstances in an interesting/"mysterious" capacity. This moment of the day there's a strong wind in this area. Another time there isn't. That affects the way in which you, the player, interact with and make choices about combat. Maybe you forego ranged attacks because the wind's hard to deal with? Maybe you get upwind and cast fire spells, letting the wind gusts spread the fire across the part of your battlefield that your foes occupy? Who knows. But the numbers aren't determining what your character is doing. They're determining what you're confronted with.
    That being said, sometimes it's not so bad to have a sprinkling of little bonuses here and there that are just sort of jackpotish, direct random bonuses. But they should be rather small. Like... Critical hits get pretty out of hand in games. A critical hit, as another example, is way better as something that affects the factors of combat, rather than something that just grants you +X damage when it happens. If it, for example, rends armor (grants you +20% damage for the next 5 Piercing hits or something), that's a guarantee of more damage than you would've had, but it's more of a factor change. How exactly you manage that bonus from here on out is up to you. You can just attack 5 times, or hit with dots, or hit with super big attacks, etc. The random roll didn't determine what actively happens. It only determined a shift in circumstances.
  2. Like
    Lephys got a reaction from JamesGoblin in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    I know the article/breakdown touched on it, but adding a random factor to your game/system isn't at all bad. Giving it too much weight is what's bad.
    A blatant example is a coin toss: heads results in you get 200 million gold, tails results in your account being deleted and you have to buy another copy/license of the game to play again. In this, the existence of a coin toss isn't bad. The the degree to which the sheer outcome of a random coin toss is affecting my experience, is. If the coin toss was to determine whether or not a given goblin in a group of 10 tries to flank me or tries to distract/engage me, that's much less ridiculous. That's actually a useful random thing. Why? Because I don't want to see a goblin with a purple hat, and go "Oh, all purple hat goblins try to flank me... I know exactly how to deal with this goblin, and it's exactly the same as the way I deal with every purple-hatted goblin in existence." So, when I don't want something to be the same, but I don't want the developers to just have to determine what's what up front, a random factor is excellent!
    As a general rule in games, the best use of randomness is to make the player deal with a variety of circumstances in an interesting/"mysterious" capacity. This moment of the day there's a strong wind in this area. Another time there isn't. That affects the way in which you, the player, interact with and make choices about combat. Maybe you forego ranged attacks because the wind's hard to deal with? Maybe you get upwind and cast fire spells, letting the wind gusts spread the fire across the part of your battlefield that your foes occupy? Who knows. But the numbers aren't determining what your character is doing. They're determining what you're confronted with.
    That being said, sometimes it's not so bad to have a sprinkling of little bonuses here and there that are just sort of jackpotish, direct random bonuses. But they should be rather small. Like... Critical hits get pretty out of hand in games. A critical hit, as another example, is way better as something that affects the factors of combat, rather than something that just grants you +X damage when it happens. If it, for example, rends armor (grants you +20% damage for the next 5 Piercing hits or something), that's a guarantee of more damage than you would've had, but it's more of a factor change. How exactly you manage that bonus from here on out is up to you. You can just attack 5 times, or hit with dots, or hit with super big attacks, etc. The random roll didn't determine what actively happens. It only determined a shift in circumstances.
  3. Like
    Lephys got a reaction from Scorn in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    I know the article/breakdown touched on it, but adding a random factor to your game/system isn't at all bad. Giving it too much weight is what's bad.
    A blatant example is a coin toss: heads results in you get 200 million gold, tails results in your account being deleted and you have to buy another copy/license of the game to play again. In this, the existence of a coin toss isn't bad. The the degree to which the sheer outcome of a random coin toss is affecting my experience, is. If the coin toss was to determine whether or not a given goblin in a group of 10 tries to flank me or tries to distract/engage me, that's much less ridiculous. That's actually a useful random thing. Why? Because I don't want to see a goblin with a purple hat, and go "Oh, all purple hat goblins try to flank me... I know exactly how to deal with this goblin, and it's exactly the same as the way I deal with every purple-hatted goblin in existence." So, when I don't want something to be the same, but I don't want the developers to just have to determine what's what up front, a random factor is excellent!
    As a general rule in games, the best use of randomness is to make the player deal with a variety of circumstances in an interesting/"mysterious" capacity. This moment of the day there's a strong wind in this area. Another time there isn't. That affects the way in which you, the player, interact with and make choices about combat. Maybe you forego ranged attacks because the wind's hard to deal with? Maybe you get upwind and cast fire spells, letting the wind gusts spread the fire across the part of your battlefield that your foes occupy? Who knows. But the numbers aren't determining what your character is doing. They're determining what you're confronted with.
    That being said, sometimes it's not so bad to have a sprinkling of little bonuses here and there that are just sort of jackpotish, direct random bonuses. But they should be rather small. Like... Critical hits get pretty out of hand in games. A critical hit, as another example, is way better as something that affects the factors of combat, rather than something that just grants you +X damage when it happens. If it, for example, rends armor (grants you +20% damage for the next 5 Piercing hits or something), that's a guarantee of more damage than you would've had, but it's more of a factor change. How exactly you manage that bonus from here on out is up to you. You can just attack 5 times, or hit with dots, or hit with super big attacks, etc. The random roll didn't determine what actively happens. It only determined a shift in circumstances.
  4. Like
    Lephys reacted to ACE_JackalBark in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    Find out how we'll prevent streaking (no, not that kind of streaking)!
    FULL STORY
  5. Like
    Lephys reacted to Toadwart in Divine Sacrifice - Official Discussion Thread   
    So, you cant go out into the campaign world solo, because your friends arent on and going out solo would be suicide, but this system would have you go out into the world solo to gather sacrifice items to pass the time until your friends log on.
    Am I misunderstanding how this works?
    How does that remotely solve the problem of having nothing to do when your friends arent online if going out solo is a suicide mission?
    Anyway, appreciate the thought process, but it seems boring. Really boring. After "one weekend" of effort your gonna soft cap on this minimal increase then this system will keep someone wanting to log in for 0.001% increase thereafter doing boring fed ex task. I cant see it.
  6. Like
    Lephys reacted to Talizar in Hunger in Crowfall   
    Wrong any annoying thing is a game is annoying and not positive.  Annoying for the sake of being annoying is bad bad bad game play,
    Feeding my army is fine, feeding my face is stupid.
  7. Like
    Lephys reacted to thomasblair in MotherLode generic output seems much better   
    I have been refining the tables as part of the general harvesting work. You should notice in the next drop that once you have Plentiful 3 there is a small perhit chance for greens for r5+ nodes. I'm trying to keep the colored resources out of the hands of folks who don't invest in harvesting. (At some point the chests will go away)
    Nice to see you guys noticing the changes. Keep up the feedback!
  8. Like
    Lephys reacted to Gummiel in Action Harvesting Part Deux - Official Discussion Thread   
    Interesting ideas, kind of like it, but you do have to keep in mind, that yes you want to try and get as much doopers as possible, but there is ALSO a reason to get it done as fast as possible, since every 2nd spent harvesting that node, will be another second an enemy can come and attack you. That said that whole thing could be interesting to play with, giving you an option to take it slow but get a lot more out of it, but maybe only get stuff (or at least only the bonus) at the end, making it a sort of risk vs. reward, so if you are properly protected by good combat player, you could got for a slower but more rewarding approach, where as if you escort is not as great, or you are alone, you might want to opts for a faster destruction, but at the cost of getting less mats from it, but takes too long you might never get your bonus since you never got the node down. Ofc such a system would need very obvious clues, maybe the node would start to glow more and more as the bonus grows, or you could have maybe have more straight cracks/cuts/etc. as the node begins to go down (ie you been doing cleaner cuts in the rocks trees etc, making more parts of it usable after) vs cracks/cuts/etc. that are jsut all over the place, essentially meaning a lot of wasted and useless rock or splinters etc.)
  9. Thanks
    Lephys got a reaction from JamesGoblin in Action Harvesting Part Deux - Official Discussion Thread   
    Looking good! Definitely keep up the good work, though. Don't get complacent with it. Now it's at least an engaging system. I honestly still think the whole quarter thresholds system could be made more intuitive, or replaced with something that's more intuitive. Actively juggling combos and timings of buffs and such to maximize efficiency doesn't group together very well with "but make sure X things are in effect whenever the node hits Y health, exactly!". I'm not saying it's impossible to do or too hard. It's more that it just doesn't flow together very well. I honestly believe that stuff like the weak spots, and other direct rewards to your active engagement with the system is what should be focused upon.
    Maybe I'm crazy, though. *shrug*. I still say the idea of "you get bonus harvesting time because the node didn't break yet!" would be a great idea. Or, rather, before I was describing a system in which maybe people were trying to do as little damage as possible to the node, then award doobers either per-whack (based on chance), or per-critical-whack, etc. This made sense to me, but wasn't quite as intuitive to others. Well, I realize now that the purest idea there was simply to prolong the harvesting window to increase the quantity of opportunities. So, what if, instead of trying to do as little damage as possible to the node, you had a system of effects that contributed to the node's chance of not-breaking?
    Think of old side-scroller beat'em ups, when you'd get to the boss, and he'd have like 2 health bars or something at the top of the screen. You'd take him down, and you'd get a little "cut-scene" of him seemingly being defeated. But he'd go "GRRRGH!", angrily rip his shades off his face and crush them in his hand, wipe the blood off his mouth, throw his coat to the ground, then "grow" another health bar and keep fighting you. Well, in that instance, you were upset, because it was just more fighting you had to survive. However, with a resource node, it would be a "Yay! I get a chance at further doobers!" So, instead of the 1/4, 1/2, etc. thresholds, you could just give the nodes stacking health bars. Then, either give some kind of chance to add a health bar in the middle of the harvesting process, OR have some kind of chance on the last hit that the node won't die, but will rather just degrade and proc another health bar.
    *shrug*. It's a very general idea. I couldn't say exactly when and under what circumstances to do this. Maybe only do something like this for Motherlodes? But, if you're going to have active "action" harvesting, then the thought process for maximizing doober gains needs to be an active one as well. It doesn't need to be a cold, calculated "Okay, so, 23 whacks from now, what state do we want things to be in when we deliver the doober-granting whack?" while you're getting into an action rhythm of in-the-moment effect juggling. I very highly recommend making the doober gains and bonuses of effects shift towards rewards for best-exploiting these short-term active bonuses and effects. The easiest system that comes to mind is a cumulative gains system. As in "for these 10 seconds, you used a bunch of effects really well so that 3 of your hits earned you 2 bonus doobers of +1 quality level." If you want to pay out the doobers at each 1/4 of node health, that's fine. Just make the payout points very visually clear. OR, wait 'til the node breaks and make it doober-pinata. Either way. I think the earning of doobers during the active process works better than worrying about which effects will be in-place during a break-point event.
    Just my eleventeen cents.
    To re-iterate, THIS IS LODES BETTER THAN THE SYSTEM FROM ONLY A COUPLE OF MONTHS AGO, so good on you guys, and keep up the good work! Definitely headed down a much better path for this stuff!
  10. Like
    Lephys got a reaction from Cordite in Action Harvesting Part Deux - Official Discussion Thread   
    Looking good! Definitely keep up the good work, though. Don't get complacent with it. Now it's at least an engaging system. I honestly still think the whole quarter thresholds system could be made more intuitive, or replaced with something that's more intuitive. Actively juggling combos and timings of buffs and such to maximize efficiency doesn't group together very well with "but make sure X things are in effect whenever the node hits Y health, exactly!". I'm not saying it's impossible to do or too hard. It's more that it just doesn't flow together very well. I honestly believe that stuff like the weak spots, and other direct rewards to your active engagement with the system is what should be focused upon.
    Maybe I'm crazy, though. *shrug*. I still say the idea of "you get bonus harvesting time because the node didn't break yet!" would be a great idea. Or, rather, before I was describing a system in which maybe people were trying to do as little damage as possible to the node, then award doobers either per-whack (based on chance), or per-critical-whack, etc. This made sense to me, but wasn't quite as intuitive to others. Well, I realize now that the purest idea there was simply to prolong the harvesting window to increase the quantity of opportunities. So, what if, instead of trying to do as little damage as possible to the node, you had a system of effects that contributed to the node's chance of not-breaking?
    Think of old side-scroller beat'em ups, when you'd get to the boss, and he'd have like 2 health bars or something at the top of the screen. You'd take him down, and you'd get a little "cut-scene" of him seemingly being defeated. But he'd go "GRRRGH!", angrily rip his shades off his face and crush them in his hand, wipe the blood off his mouth, throw his coat to the ground, then "grow" another health bar and keep fighting you. Well, in that instance, you were upset, because it was just more fighting you had to survive. However, with a resource node, it would be a "Yay! I get a chance at further doobers!" So, instead of the 1/4, 1/2, etc. thresholds, you could just give the nodes stacking health bars. Then, either give some kind of chance to add a health bar in the middle of the harvesting process, OR have some kind of chance on the last hit that the node won't die, but will rather just degrade and proc another health bar.
    *shrug*. It's a very general idea. I couldn't say exactly when and under what circumstances to do this. Maybe only do something like this for Motherlodes? But, if you're going to have active "action" harvesting, then the thought process for maximizing doober gains needs to be an active one as well. It doesn't need to be a cold, calculated "Okay, so, 23 whacks from now, what state do we want things to be in when we deliver the doober-granting whack?" while you're getting into an action rhythm of in-the-moment effect juggling. I very highly recommend making the doober gains and bonuses of effects shift towards rewards for best-exploiting these short-term active bonuses and effects. The easiest system that comes to mind is a cumulative gains system. As in "for these 10 seconds, you used a bunch of effects really well so that 3 of your hits earned you 2 bonus doobers of +1 quality level." If you want to pay out the doobers at each 1/4 of node health, that's fine. Just make the payout points very visually clear. OR, wait 'til the node breaks and make it doober-pinata. Either way. I think the earning of doobers during the active process works better than worrying about which effects will be in-place during a break-point event.
    Just my eleventeen cents.
    To re-iterate, THIS IS LODES BETTER THAN THE SYSTEM FROM ONLY A COUPLE OF MONTHS AGO, so good on you guys, and keep up the good work! Definitely headed down a much better path for this stuff!
  11. Haha
    Lephys reacted to ACE_JackalBark in Founders' Update: Target Dates & Victory Conditions - Official Discussion Thread   
    Don't be fooled. Doggett will make solid and unwavering eye contact while he steals your fries.
  12. Like
    Lephys got a reaction from Gummiel in Founders' Update: Target Dates & Victory Conditions - Official Discussion Thread   
    I'm gonna second (or third, or fifth, or whatever I'm at here) the whole "Thanks for this message, and I encourage you to be more transparent in the future" idea. Honestly, you're screwed if you do and you're screwed if you don't, as in people are going to misconstrue and complain no matter what you do. Just, if you don't tell anyone about stuff, they're going to do it with NO truthful info, rather than with at least some. I know that sucks. Humans are crappy at times/in ways. But, we'd much rather hear your ideas on your designs and goals, etc., than just sit around waiting, then hear what's been implemented. We'd love to hear how your week went. You don't have to go into extreme detail, but go into as much as you want, honestly. We just won't want to know "Ehh this thing is supposed to be done/implemented by the end of the month. It's supposed to be cool. Yay. Maybe it'll hit that date, maybe it won't? We'll see." for an entire month. We'd like to know at least what you're working on, why you're working on it, and how you came to decide on a particular design, etc.
    We got a lot of this earlier on, and it does seem like the last 6 months or so have kind of petered out. I don't know if it's because you're trying to control the complainers and misconstruers or what, but it's only effectively hurting the people who still actually care about this and who have your backs.
    No one expects you to do everything perfectly in one go. But the perfect approach can be had by designing, editing, and iterating in the proper manner. The right path is the one that keeps checking to make sure you're going in the right direction, not necessarily the one that has you never going in the wrong direction.
    We know it's tough, and you guys are working your butts off, and we appreciate that, really and truly. If I could move into your HQ and open a soda fountain and serve beverages and milkshakes to everyone at ACE whilst delivering stress-relieving puns, I'd do so, just to help you guys out. But, alas, all I can do is type words into this forum. But... we've got your back! We just want to help however we can, and we want to achieve the best Crowfall we can.
  13. Thanks
    Lephys got a reaction from JamesGoblin in Founders' Update: Target Dates & Victory Conditions - Official Discussion Thread   
    I'm gonna second (or third, or fifth, or whatever I'm at here) the whole "Thanks for this message, and I encourage you to be more transparent in the future" idea. Honestly, you're screwed if you do and you're screwed if you don't, as in people are going to misconstrue and complain no matter what you do. Just, if you don't tell anyone about stuff, they're going to do it with NO truthful info, rather than with at least some. I know that sucks. Humans are crappy at times/in ways. But, we'd much rather hear your ideas on your designs and goals, etc., than just sit around waiting, then hear what's been implemented. We'd love to hear how your week went. You don't have to go into extreme detail, but go into as much as you want, honestly. We just won't want to know "Ehh this thing is supposed to be done/implemented by the end of the month. It's supposed to be cool. Yay. Maybe it'll hit that date, maybe it won't? We'll see." for an entire month. We'd like to know at least what you're working on, why you're working on it, and how you came to decide on a particular design, etc.
    We got a lot of this earlier on, and it does seem like the last 6 months or so have kind of petered out. I don't know if it's because you're trying to control the complainers and misconstruers or what, but it's only effectively hurting the people who still actually care about this and who have your backs.
    No one expects you to do everything perfectly in one go. But the perfect approach can be had by designing, editing, and iterating in the proper manner. The right path is the one that keeps checking to make sure you're going in the right direction, not necessarily the one that has you never going in the wrong direction.
    We know it's tough, and you guys are working your butts off, and we appreciate that, really and truly. If I could move into your HQ and open a soda fountain and serve beverages and milkshakes to everyone at ACE whilst delivering stress-relieving puns, I'd do so, just to help you guys out. But, alas, all I can do is type words into this forum. But... we've got your back! We just want to help however we can, and we want to achieve the best Crowfall we can.
  14. Like
    Lephys got a reaction from entityofsin in Founders' Update: Target Dates & Victory Conditions - Official Discussion Thread   
    I'm gonna second (or third, or fifth, or whatever I'm at here) the whole "Thanks for this message, and I encourage you to be more transparent in the future" idea. Honestly, you're screwed if you do and you're screwed if you don't, as in people are going to misconstrue and complain no matter what you do. Just, if you don't tell anyone about stuff, they're going to do it with NO truthful info, rather than with at least some. I know that sucks. Humans are crappy at times/in ways. But, we'd much rather hear your ideas on your designs and goals, etc., than just sit around waiting, then hear what's been implemented. We'd love to hear how your week went. You don't have to go into extreme detail, but go into as much as you want, honestly. We just won't want to know "Ehh this thing is supposed to be done/implemented by the end of the month. It's supposed to be cool. Yay. Maybe it'll hit that date, maybe it won't? We'll see." for an entire month. We'd like to know at least what you're working on, why you're working on it, and how you came to decide on a particular design, etc.
    We got a lot of this earlier on, and it does seem like the last 6 months or so have kind of petered out. I don't know if it's because you're trying to control the complainers and misconstruers or what, but it's only effectively hurting the people who still actually care about this and who have your backs.
    No one expects you to do everything perfectly in one go. But the perfect approach can be had by designing, editing, and iterating in the proper manner. The right path is the one that keeps checking to make sure you're going in the right direction, not necessarily the one that has you never going in the wrong direction.
    We know it's tough, and you guys are working your butts off, and we appreciate that, really and truly. If I could move into your HQ and open a soda fountain and serve beverages and milkshakes to everyone at ACE whilst delivering stress-relieving puns, I'd do so, just to help you guys out. But, alas, all I can do is type words into this forum. But... we've got your back! We just want to help however we can, and we want to achieve the best Crowfall we can.
  15. Thanks
    Lephys reacted to ACE_JackalBark in Founders' Update: Target Dates & Victory Conditions - Official Discussion Thread   
    An update on Crowfall's timeline, and a reminder of what our victory conditions are.
    FULL STORY
  16. Like
    Lephys reacted to Scree in Founders' Update: Target Dates & Victory Conditions - Official Discussion Thread   
    I'm glad you guys finally got around to making this post. It was becoming pretty clear that the Race/Class split decision would force this game back into 2018. No ones faulting you on this. It makes the game more interesting in almost every conceivable way. 
    This type of dialog with the player base is whats been missing from you guys lately. I get the feeling you received some backlash this year in a couple areas (the Tomes incident), and it made you gunshy about talking straight with us. You should never try to hide bad news from us, just like you never hesitate to share good news with us. When a developer uses the term "Transparency" to describe themselves or their development process, I tend to hold them to a higher standard. It feels to me lately you've shied away from embracing that concept.
    The only thing you could possibly do to truly anger your backers at this point is to fail to deliver Crowfall's Vision to us at some unspecified point in the future. The rest is the noise that most of us recognize as a swarm of entitled gamers who feel pre-purchasing something entitles them to something. That white noise will always be present in any gaming community. You can't avoid it. Much like you can't avoid "Pay to Win" criticisms.
    Keep on making Crowfall in the Vision™ you sold us on 3 years ago. The real community will have your backs. 
  17. Like
    Lephys reacted to Durenthal in Pre-Alpha 5 Live! for November - Official Discussion Thread   
    I must admit I was disappointed with the response to the knight questions too.  Saying that knights will eventually have 6-8x effective health with gear and training is misleading on three levels: 
    knights gain the same amount of value from scaling armor values that the rest of the classes do.  Everyone with 75% mitigations will have 4x the effective life of someone with 0% mitigations, no matter their class.    you cap mitigations at 75% so a knight with 75% mitigations who's blocking will still have 4x effective life.. block doesn't double effective life.  There is absolutely nothing to indicate a knight can get 6-8 times effective life.  making knights harder to kill without making them threatening means they will continue to be ignored and avoided until all the high threat targets are dead, and then will be finished off at leisure.  As to reasons to attack a knight:  1 - there's nobody else around to attack.  2 - you're melee and there's nobody else around to attack other than a templar.
    We've gone over it before.  There is a fundamental design flaw in Crowfall - your most mobile classes are ranged dps.  Your best CC'ers are ranged DPS.   There is no overall balance between dps/healer, tank, harasser, ranged, melee.  You undervalue range in your calculations dramatically.  You put far too much value on rate of attack and not enough on burst dmg.  It doesn't matter that an attack has a slow animation if it hits like a truck.  Burst dmg is dmg royalty in group combat. Burst dmg from range is king.  Little pitter patter dmg has far less value in a fight with healers.  Pitter patter damage from melee characters is the least valuable of all, because it is both the most easily avoided, and the easiest to heal through.
    I was also disappointed in the response to the "how do you respond to us flocking to OP race/class combos?"  Looking at the logs to see what's most played is useless.  Solo players and casuals skew the numbers too much.  What matters is which classes the big successful guilds are bringing to fights.  If a big guild brings 6 wood elf rangers and 4 wood elf druids to a 10-man fight, you can be pretty confident that the wood elf teleport is too good.
  18. Haha
  19. Like
    Lephys got a reaction from APE in Cleric Powers and Effects - Official Discussion Thread   
    The abilities feel a bit lackluster. Don't get me wrong... they look amazing, and the general idea is good, but I feel like they're just trying to meet the minimum criteria of a role in a class-based RPG. They're all just circles that heal or deal damage. The "tether" heal one is the most interesting. The rest seem hard to make feel distinct from any other damage/root/healing abilities, other than "the circle is a different size" or "the healing value is different," etc.
    Perhaps the intent of the current state of the class is simply to cover the basics of the role, and you're going to do more complex stuff later and/or want to leave room for disciplines to provide lots of cool customization. If that's the case, then okay, I suppose? I'm really not trying to be negative. The class is really polished in terms of VFX and aesthetic ability design. It just seems like the abilities could go a bit further into cool-tactical-option territory. The Druid (I think) little healy orbs that can be picked up for heals OR detonated by the Druid, come to mind. That's much more interesting than "If you're standing here, you get healed. Also, I can heal you a couple of other ways. Or I can hit people for damage. Also I can stun you maybe, and root you if you're standing here."
  20. Like
    Lephys reacted to BarriaKarl in Cleric Powers and Effects - Official Discussion Thread   
    I admit that i just realized that the cleric is a ranged class even though it uses a hammer and shield.
    Would it be possible to make the power effects inversely proportional to distance? The LMB power could do more damage the shorter the hammer flies making it a quasi-melee power. The same could happen with the other powers to varying degrees.
    I honestly think it would be a interesting playstyle. A cleric that must risk his safety going melee-ish to be as useful as possible. Well, it beats the kitting playstyle that i assume will happen...
  21. Confused
    Lephys got a reaction from JamesGoblin in Cleric Powers and Effects - Official Discussion Thread   
    The abilities feel a bit lackluster. Don't get me wrong... they look amazing, and the general idea is good, but I feel like they're just trying to meet the minimum criteria of a role in a class-based RPG. They're all just circles that heal or deal damage. The "tether" heal one is the most interesting. The rest seem hard to make feel distinct from any other damage/root/healing abilities, other than "the circle is a different size" or "the healing value is different," etc.
    Perhaps the intent of the current state of the class is simply to cover the basics of the role, and you're going to do more complex stuff later and/or want to leave room for disciplines to provide lots of cool customization. If that's the case, then okay, I suppose? I'm really not trying to be negative. The class is really polished in terms of VFX and aesthetic ability design. It just seems like the abilities could go a bit further into cool-tactical-option territory. The Druid (I think) little healy orbs that can be picked up for heals OR detonated by the Druid, come to mind. That's much more interesting than "If you're standing here, you get healed. Also, I can heal you a couple of other ways. Or I can hit people for damage. Also I can stun you maybe, and root you if you're standing here."
  22. Like
    Lephys reacted to ClockworkOrange in ACE Q&A for November: 5.3 Expectations - Official Discussion Thread   
    I believe Krakken presented this idea a while ago somewhere and I always liked it. I think the current progression system is a huge slow boring turn off with a p2w mechanic tied in, which is a bigger turn off.
  23. Like
    Lephys reacted to canvox in ACE Q&A for November: 5.3 Expectations - Official Discussion Thread   
    They're also selling the game, so here's my question: when will the game be done?
  24. Like
    Lephys reacted to jasta85 in Action Harvesting, and defeating harvesting bots (Dev video included)   
    I don't even see the point of bots in the first place.  There is no auction house, you have to start from scratch when going into a new campaign which is a new world where resources and harvesting locations will change rapidly so there are no efficient farming routes like there are in other MMO's.  Anyone trying to farm resources would literally have to just play the game and all non-vaulted resources get lost the moment the campaign ends so it's going to be extremely hard to hoard up enough valuable resources to interest other players enough to want to pay money for them.
    You would have to play through a several month campaign just to hopefully get the chance (if you win) to take some resources with you and then hope that you find a player dumb enough to pay you a few bucks for them.  That is not a reliable way for traditional gold farmers to make any kind of money.
    The only thing I could possibly see people selling for cash would be valuable manufactured stuff (valuable weapons, armor sets or maybe plots of land for EK's) but in order to get those in the first place you would need to invest a lot of time in the game, and those won't sell for nearly as much as in other MMO's due to the fact that they will break in time.
  25. Like
    Lephys got a reaction from Gummiel in ACE Q&A for November: 5.3 Expectations - Official Discussion Thread   
    Those are usually pretty relevant questions, as they deal with the inter-workings of mechanics and intended design. If stuff's doing something crazy and they didn't intend for that, it probably needs to be discussed.
    Also, "when will mounts be in" isn't a very good question. That's like asking "when will Thomas Blair die, do you think?". They could say "Well, I dunno... I mean he's pretty healthy, so probably another 40 years or so. But, really, I mean, a bus could hit him tomorrow. So... *shrug*"
    Would you like to waste your life with "an hour" of "Well, we're working on this, but it's not really ready to talk about yet, as we still don't even have it all figured out, nor do we have the tech ready to power an implementation of it" answers? Then be glad they don't answer those questions.
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