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Diz last won the day on October 3 2016

Diz had the most liked content!

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  1. No doubt. With the overall testing fatigue across the community and the reality that keeping up hype for years is difficult (impossible) that engagement helps a ton.
  2. And we've been in that hole, honestly, for a long time. Distracted by a number of mediocre at best offerings over the years... I think that makes this wait even more painful as we have 2 of the most promising titles in a decade in development... Soon... But never soon enough lol
  3. Ultimately, it comes down to the reality that having multiple accounts in CF is little different than having multiple characters in basically any other MMO. The primary difference being the ability to trade directly between characters without having to utilize some sort of account-bank to do so. I haven't seen ANYTHING in the CF Combat System that lends itself to the "Team Wizzy" style of multi-boxing, focus fire 1-man bomb squads. It's simply not viable to actively run 2 accounts at the same time, even with one on a laptop next to you. Even just trying to run the 2 characters to a location would be more cumbersome than anything. The only real benefit to Multi-Account in CF is for self sufficiency. Say you want to be a Ranger, and you want to focus the combat tree for obvious reasons. Well, you also want to be able to craft yourself a solid bow, and suit of leather. With 1 account, you're completely hamstrung as you need to be training Combat + 2 Harvesting Professions + 2 Crafting professions and you STILL need help from a miner/blacksmith for subcomponents (not to mention your melee weapons. Now say, you run 2 accounts. One is the Ranger with a focus in Combat and Logging/Skinning. The other Mines and handles Woodworking/Leatherworking. What advantage have you gained? The ability to mostly craft your own gear without the need to rely on someone else (other than still needing Blacksmithing until you're able to break into that tree as well). In a game that is designed for Guilds, most of which will have an organized system of coordinating who handles what harvests/crafts, this "advantage" amounts to little more than the ability to be anti-social if you choose. It's not going to lead to some crazy game-breaking advantage. It's not going to lead to one of the characters being more powerful than intended. The fact that the same limit applies, regardless, to any one character for how fast they can train combat, there's really no meaningful difference between a person playing 1 account, combat focused, backed by a guild with organized Crafting/Harvesting (which will be the majority) and a person playing 3 accounts, using their own "alts" to perform the same crafting. Sure, that individual may not have to wait for said guildy to be online or coordinate the effort, but the end result is still the same Character with the same Combat Skills equipping the same gear. If anything, it will allow smaller groups/guilds to remain viably competitive with larger guilds by virtue of being able to have all of the Crafting and Harvesting professions covered. They will still be outnumbered, but at least they can maintain a level of parity in terms of gear availability, theoretically, obviously not counting for the fact that more members = more man power = more harvested resources to work with, countered by more "mouths to feed" if you will.
  4. Fae Divebombing Squads inc? Probably not... just a squad of 1... because I can't help myself lol. Fae Stealth Bombers above, Guinea Pigs from below. Watch your Z Axis folks!
  5. It has, and it should. That's the double edged sword of a known Skills reset. Gives some of us a reason to take a little break from testing, and gives an opportunity for another wave of people to join. ACE giveth, and they taketh away.
  6. Of course, just referring to the map no longer containing the intermediate stations in the beachhead
  7. You don't miss getting stuck in the broken wall chunks during sieges? That was it's own Mini Boss!
  8. A. I totally agree on the wells being an EK parcel item since they are non-quality affecting materials. B. Man, I would totally love to have my own Boar/Cat/Spider parcel, even at Rank 1-3 lol
  9. I'm 100% with Anhrez on this one. I've tried getting creative to test out range, but ultimately, the test dummy set up is just not able to support it. Leads to us having to go to the EK with someone else to stand there as our living test dummy. It looks neat having them up on a platform like that, but it's not as functional for range testing as one would like.
  10. I'll be honest... if they suddenly pivoted and switched to BnS Combat, I'd walk away instantly. Many ability chains in the game are already effectively "combo" chains with multiple branching options. Chain stuns... because that's ever been fun. Certain classes I-Frames DO allow you to dodge/negate abilities, including stuns/suppress etc. I honestly can't understand what you are trying to say with regards to "triggers after a amount of time on an area of the ground" or "like on a full pip stack of a successful i-frame" Ultimately, the only thing that's not already there that I wouldn't mind seeing, are "reactionaries" which would fit into the conditional category (if X, Y attack option becomes available). We have a tiny sliver of this with the Retaliate ability, but I'm thinking more in the vien of DAoC's Block/Evade/Parry triggers enabling specific styles. I don't really know how that would fit in to the current combat system though, and it honestly feels fine without it. Blade and Soul is just a completely different game and different style. Suggesting to forklift that combat system into this game is kind of mind boggling.
  11. A timer showing how long until an item is unlocked from going into or out of the Spirit Bank. The ability to enter mouse mode without the Inventory Window being open. - This would also allow us to mouse over buffs in the Top Right corner and potentially see tootip information on them Having opening inventory not swap the visible bar to Survival Tray even when still in another tray. The ability to move the Assassin PIP counter... would prefer it in the center of the screen. - Would also require the Mouselook change above, as it currently ends up behind the inventory screen. Local Bank effective window size reduced to it's actual size. Currently effective size is the same as spirit bank causing an invisible area of it to cover inventory slots at times if it is positioned too far to the right of the screen. The ability to view inventory while moving. Crafting Window being closable with a key press (esc or "J") A pop up "Accept" option for trades. /accept-trade <name> is miserable. I know it's supposed to come later, but a freaking combat log! Fixes to chat windows. Swapping between them sometimes causes them to change order, and thus clear all text from them. - (also sometimes when you log in you are missing multiple channels). Decoupling the Abilities (K) window from Inventory. If you have both open and move, or hit I to close, when you re-open Inventory via "I" the Abilities window opens as well. Same with Spirit Bank.
  12. Very nice. Hopefully with 5.5 I can work on that with better quality Durable
  13. We're you able to get more than 1 Treated per item? Still fighting with that. Have managed mid-300s with just the 1 treated. Durable continues to be a problem, can't wait for 5.5
  14. I have to Necro Reply this just to ask how the (random censor message) you pulled that many HP?
  15. If I'm being completely honest... I'm fine with it being "late" this year, early next year. I'd much rather the final product be finished and more polished. As it stands today... I'm already enjoying playing it in development, so I'm in no rush.
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