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ShadowwBoi13

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Everything posted by ShadowwBoi13

  1. Just to play devils advocate on the Keep Resources and stuff. I believe that Keeps/Forts should start lowering the ranks of all resources around them and think that higher tier resources should be spread to the outer areas of the map or just places decently far from Keeps/Forts. Like people have said you already get alot of bonuses for owning keeps/forts; You get more points, You get access to crafting stations (and ones with bonuses in the keeps), you get a safe place with walls that can only be attacked at a certain time, you gain access to storage, and you gain access to a respawn point. With all that i dont think they need to have all the good resources at them too. To me it just looks like its feeding into the Uncle Bob problem by allowing the faction that already won enough to lock down a few keeps, also have all the best resources in a pseudo safe location within a 30 second walk to a gate where most people wont be able to kill them fast enough to stop the banking. They already won and got the points and the locations they shouldnt be able to just spend the campaign camping just outside their walls racking up all the big resource gains, while the factions that lost their keep(s)/fort(s) has nothing and can only harvest in extreamly dangerous locations. If the faction that is winning can also gain resources alot more safely than those that arent winning, it just makes it easier for the winning team to keep progressing and gearing up and having more stuff overall to continue winning. With the new embargo changes coming soon this will make the storage at these locations even more valuable. If the best resources were further away from the Keeps/Forts, then it both stops the "harvest 5 mins walk to gate then bank rinse repeat cause of low spawn times on resources" and "the oh no people hit me pop my escape artist + juggernaut and walk 10 feet in one direction to the walls where only duelist will be able to follow me and be trapped inside walls without their allies and having NPCs shooting them". People now have to be prepared to actually tackle getting the better resources, if it puts them 10-15ish mins away from the closest storage location (if they own the closest). It theoretically would drive more PvP and encourage grouping and also would pseudo force people to have more mats on them if they do longer runs which means the Gankers can actually get materials from the harvesters if they dont prepare well enough. And by keeping lower rank resources near the keeps/forts the solo/smaller group/newer less trained people can still have access to the resources they need, just not at the high qualities they probably wouldnt be able to use anyways. It also makes it so both the faction that has more territory controlled and the faction(s) that have less territory controlled both still have to venture out of that pseudo safety net into the "danger zone" to be able to get the better materials and such
  2. I still think alot of these issues would just be solved if they put classes back to how they were 5.7 and sooner. The class grind should be either non existent or completely optional for small benefits/more overall options. Add new skills in place of the basic skills in the talent trees, and specialize more skills into the promotion paths. The gear grind can stay as it is (or be upgraded in a slightly meaningful way like the image from my last post suggested) as far as im concerned, its not as bad as people make it out to be. At the end of the day, and i speak only for myself in this regard, the only reason i dont play that much is because i dont like leveling my character. I never cared about the gear grind, i either gather the mats on my own and tossed them to a crafter i knew or i bought leftover/hand-me-down gear from a random vendor (or in one case offered to buy a white weapon from someone and they gave me a green for free [even though i later made them take a CE as payment]). But leveling a character is forking annoying as hell and i dont feel like smashing 2-3 buttons on crappy AI to get my levels, if i wanted to waste time leveling characters killing AI then i would play the hundreds of games that do it better (fyi, i dont play those games that often cause PvE based games bore the living hell out of me). Pre 5.8 if i didnt want to level my Champion/Duelist/Assassin i didnt have to (and mostly didnt, i only ever leveled 1 combat vessel to 20 and i only did it cause arrows were a thing back then, and even then i never got to 30 on anything other than my EK crafter cause sitting there making stacks and stacks of arrows is just as boring as killing trashy AI). It meant i had the CHOICE to decide if i wanted to level for the extra stats or not.The current implementation of talent trees forces players to take up the job/grind of obtaining levels. You get no skills to start, so if you want even half of your abilities you have to level. You get no discipline slots, so if you wanna slot a build defining discipline you have to level. Some abilities are inherently weaker (or non-existent) untill you take a promotion, so if you want your ability strength to improve (or have the ability at all) you have to level. Notice my last 3 points involve the statement "you have to level" not "You can choose to level if you want to for more options, or just choose to stay where you are if your comfortable there". My question is, what reason is there to not let someone get some descent gear (not intermediates, intermediate is for low level mob farming) and be a viable combatant in a siege at level 1? Why are we "Forced to kills rats spiders to fill another useless XP bar" to be able to accomplish anything at all on a character? Why was all the health that was taken off armor now put into leveling making a level 30 character have multiple thousands of more HP than a level 1? What is the reason for FORCING a grind rather than adding options that make the grind optional for the people that want that extra 30% power boost or w/e and still allowing the players that dont want to (or cant) grind to still be viable? There is a difference between being viable and being Min/Maxed. Players should be able to be viable without having to put in the efforts to min/max every little thing. Those that want to do the grind for a boost are free to go for it but it shouldnt be forced on everyone. Being 30-40% less effective then someone doesnt mean the end of the world, being only able to use basic attacks vs having a full kit of skills + disciplines does mean that. But thats just my 2 cents on the matter. I like things that add more variety and options, not things that make numbers astronomically bigger.
  3. The answer to the power curve is to add more practical bonuses rather than straight up stat bonuses on everything. Doing things that impact play rather then just make a number bigger so you do more with it. First, remove the obscene leveling required to be even slightly competent in PvP. Theres no reason for it. "Its to help people learn their class better blah blah blah" is not an argument if people play a class long enough they will figure it out. Make some method of transfering xp when making new vessles, or change the system so level 1 characters can actually be viable just with less overall options. Hell just make all Basic Starter vessels start at level 30 (or 25 if you really want to make them have some grinding to do). Basic vessels already have trash stats (what is it like +6 or +10 in all stats compared to crafted vessels?) So why not just let them start at max level so people can actually try different things out, and just have the leveling come into play with crafted vessels? Cause not many things will drive more new people away then coming into the game spending a weekend leveling a class and realizeing they dont like it and having to start all over again from scratch. Second, add more Stuff like this (old image but i liked what it offered), stuff that isnt expressly tied to Rarity of the gear or pure stat boost but slightly augments how certain skills function. (This might also help with the always wear plate dilemma if that is still a thing since the HP nerf, if different pieces of different types of gear effected skills differently in a meaningful way. idk if the plate issue is still a thing or not anymore though). Add augments to gloves, helmets, and boots too so people can mix and match the specific bonuses they want. and more horizontal options like i mentioned in the lower part of a really old post (before promotions were added) things that change gameplay or play style slightly. More new skill type things rather than things that expressly boost an already existing skill. Boosting skills power just feeds more into the power gap between a slightly lower level vessel and a slightly higher one, but access to new skills just give the higher level person more options and utility (and more choices for what to slot vs what not to). My thought on this is that classes should be viable with or without their promotion. Promotions should only offer different style of play + more options but dont become the backbone of what is needed to be competitive PvP wise.
  4. I hope we get at least some actual information about FW before summer starts. FW being good is literally the last leg i have to stand on for this game sadly. So i really hope whatever they are waiting so long to push out is actually worth it
  5. I wasnt asking about the skill trees (Passive Training) i was asking about Talent Trees (Active Progression) Because i really hate that i have to waste points on certain things just to progress through the tree itself. Example, why is Go For Broke the first branching skill for duelist? I Dont like go for broke and ill never use it or even slot it on my character, Snipe and Ambush are way better skills in my opinion especially since i play dirge and stealth for me is more about a quick initiation before i go into brawl mode. Thats 1 Whole wasted Talent point, then if i dont plan on doing any exploration stuff im forced to take both exploration discs because they are located on the default line of progression (most of my characters dont even slot exploration disc, only my harvester which i havent actually made since the last wipe). Thats 2 More wasted talent points. Thats a Total of 3 wasted skill points i could have put somewhere else. And Tinnis asked an interesting question about what will happen when disciplines require Talent points to gain abilities. If they force you to go in a certain Order or Tree style approach, Thats even more wasted points if i only wanted 2 of the abilities from a major but they locked it behind the 2 abilities i didnt want. Thats another 2 talent points PER Major that are wasted also. For a whooping total of 7 Skill points wasted in crap im never gonna use. The game is supposed to be about choices. if i CHOOSE to not wanna have any bonuses to harvesting at all and dont wanna slot disciplines. Thats for me to decide, it shouldnt be forced on me to at least attempt to take 2 exploration disciplines if i dont want to. Therefor i should be able to CHOOSE to not take 2 exploration discs in the talent tree if i dont want to. I should also be able to CHOOSE not to take Go For Broke if it doesnt fit my playstyle and i wont slot it. I dont care if Go for Broke actually happens to be a good skill and that other can use it really well, Its my opinion that the skill is shyt and it my CHOICE to not take it. I shouldnt be forced to take it just because the devs said "welp lets put that skill here in the tralent tree cause clearly everyone would wanna use this skill".
  6. My Main question is will there be another pass on Class/Talents, sometime after frostweaver is out, that would make it so classes started with their base kit (Similar to 5.7 and before) with the talent system itself being more of a way to pick and choose new skills+stats for each class on the way to each classes promotion. Locking core class features behind a 15 level, level gate is kinda bland and i see no real reason for it. Why does a druid (supposedly) have to wait to level 15 to heal? why does an assassin have to wait till level 15 to stealth? Why do the talent trees force players to take certain things to get through them? What if i dont ever plan on touching a resource node, why are 2 of my Talent points gotta be wasted on exploration disciplines (although with the scout/thief disciplines that showed up briefly in test, that might sway my opinion in having exploration discs depending on how they function)? What if i dont want a specific skill and that skill is the one you put right at the starting point of a section where it starts branching off? Now i gotta sit there and take a skill i probably wont even slot just because of the way the devs decided they wanted to set up the skill list which is another completely wasted skill point.
  7. I apologize for my earlier retort. I guess it turns out people can decide to have a civil conversation about these things sometimes, and not just turn everything into a massive flame war. Color me surprised.
  8. Congratulations Your The 1 Millionth person to make this exact thread. Your reward!? The same sarcastic retorts as all the others and the ability to not carry on this conversation in any meaningful way since everyone else has already talked this topic into the ground a billion times over. Welcome To the Forums, you will find the search bar in the top right of the page.
  9. If we making Mino Clerics and RatBoi Archers Then i want a Half-Giant Duelist (Yes this includes the burrow)
  10. ^ This is the biggest Hurdle/Problem to overcome. PvPers gank Harvester cause the Harvesters have the stuff. PvPers never carry anything but the bare minimum to PvP (Full Set of Gear + maybe a couple Buff Foods + maybe a few apples for food bar if you dont wanna waste buff foods early) and unless there is something in the game that forces PvPers to carry stuff OR encourages them to have something valuable on them, then no ruleset other than Full Loot will ever have any worth from PvPer vs PvPer fights, But then with Full loot you run into more uncle bob stuff cause the people losing by large margin are now completely unable to complete, and a guild thats close behind another but has a few bad battles in a row can get knocked completely out of the running. Sadly i cant think of anything that would actually encourage PvPer vs PvPer fights other than Seiges, but that just keeps the game in its current loop of (Long in an hour before Siege, Participate in Siege, Log Off)
  11. Just a small suggestion for creating a new character. Make it so a person can click on Race or Class at the top and change how the listings grey out certain things. Clicking Race will leave it as is. Colors all races and by selecting a race it colors all the classes that race can play and grays out the ones it cant. Clicking Class will flip it, So all classes get colored in and when you click a class it colors all the races that can play it and grays out all the ones that cant. Just a small QoL thing because i cant always remember which races specifically can play each class sometimes, and clicking through races to figure out where the 4th race that can play x class is, only to find out i misrememberd how many races could play a class or click through 9/12 races before finding the fourth.
  12. ShadowwBoi13

    1

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  13. I want just want to know which god is next for the trials and if they have any interesting tweaks to the Victory conditions or reward structure
  14. Thank god the took the free city and changed it to only connect with beachheads and no longer connect to siege/adventure zones for people to stand in and wait around while being unkillable.
  15. So basically my suggestion is to remove the large chests in the different zones completely and put the Big Iron/Big wood/Big Stone (Dont know what they actually called) recipes in stonemason's recipes. Make the recipes cost 10 stacks of 10 Non Basic mats (100 total) for which ever you build (ie 10 stacks of 10 non basic stone for the Big Stone Slabs) and make having some stone masons around a requirement to actually build up forts and stuff in CWs. (Werent they intended to be the builders in campaigns anyways?) I suggest this mainly because i dont see any reason anyone would be a stone mason in a CW. Secondly it would create a resource dump for all the whites people trash. I would rather dump all my whites, that i would normally destroy, onto a local stonemason in my faction so they can make a stockpile of building mats so my team can keep walls up at the forts and keeps and such, rather then just deleting whites since ACE still doesnt wanna give us larger storage space in CWs or any kind of storage in EKs. Thirdly it kinda acts as a gateway to slowly weakening an enemies defenses over time (especially in winter when less people are gathering = less throwaway resources available) because even if you continue to fail at sieges if you can do enough damage to their walls enough times over you can slowly drain them of their resources till it gets easier to press your attack (Also gives more reason to actually break more than 1 wall section when fighting in a fort/keep) Afterthought: They also mentioned in the patch notes on test that the barriers on wall will now replenish after a siege. They could also just make them not replenish automatically and take some of the Big resources to repair them or something like that
  16. Just a throw away idea, add faction caps first then let the top 50% of leader board players of each faction have 1 reservation token they can apply to a siege zone up to 12 hours before a siege starts. Make it first come first serve so the people that put their tokens in early are higher up on the list so the first 50 (lets say its a 50/50 cap for each faction since there are only 2 factions 😏) get priority on the server,then 30 mins before siege allow anyone else who put up a token fill the left over slots, Then have the tokens expire within the last 10 minutes before the siege if that player isnt in the zone and allow any other people to potentially get in. This makes it to where guilds can coordinate those who have tokens wherever they wanna send them (and force guilds that are "to large" to actually figure out how they wanna divide their groups and not just try and out stack their enemies), it allows smaller guilds to group up and find ways to split their forces coherently and not have to worry to much about randoms getting in the way (so two guilds with 40 members each could say put 25 + 15 in one zone then 15 + 25 in another to push from multiple sides). It stops the ability of anyone to use a spy alt to waste space in a siege zone because a spy wouldnt have participated enough to get high enough on the board to get a token. It allows the guilds/top contributors the ability to make sure a random squad of lowbies doesnt roll up and eat like 10 spots and not even participate in the siege. And it still leaves open the possibility of extra people (those lower on the board that want to participate) getting in if there are no shows or the larger groups end up not having enough tokens to get all the spots. (also there would be a boot timer 1 hour before siege that kicks all non token players back to the temples to clear the zone of any afkers/non siege participators). Didnt fully think all that through all the way so there might be holes in it but it sounds like a decent starting place to me at least.
  17. ^ This. Last time i checked, no one puts on a short sleeved football shirt and jeans and leaves their house as Tim (with ID, SSN and all the things that identify a person). Then the next day puts on A cowboy hat, some overalls and a T-shirt and is now Billy Bob (with an entirely new ID, SSN, etc). Then the day after puts on a jacket, some hair junk and some tight jeans and is now Fonzie (again with entirely new identity documentation). Last time i checked their are not 60+ iterations of *insert generic anime/video game character here* at a convention. Doesnt matter how many people dress up as *insert generic anime/video game character here*, they are not *insert generic anime/video game character here*, they are still whoever they are before the costume was put on they just changed their look. The Crow is the character, the vessels are the clothing.
  18. I dont believe time has anything to do with harvesting (i could be wrong or it could be a hidden thing not 100% sure) First question is you understand that every 25% of damage you do to a node is when it procs its drops correct? (not a stab at you or anything but just making sure to get that out of the way and make sure your not saying that when you hit a rock 10 times with a good hammer you got something and when you hit it 10 times with a bad hammer you didnt, Or you hit a rank 4 node 10 times you got a few drops but when you hit a rank 8 10 times you got nothing) Second what tools are you useing and how long does it take you to mine a single node or mother load. Third question is, how trained are you in harvesting. And lastly how many people are you mining with and how trained are they in harvesting. These are the questions we need to look at first because the way harvesting works (if i remember correctly), it uses the stats of the player who has done the most damage up to the point where it procs the drops. So if its taking you to much time to clear a node i can only assume your using lower tier tools, if thats the case then especially for higher tier nodes, it will take you way longer to hit that first 25% tick to possibly get some drops than if you were hitting lower ranked nodes (which lower ranked nodes would also be faster to mine cause you do more damage meaning you would hit those breakpoints sooner)
  19. A small suggestion for forts i was thinking about, was to just add 2 saplings of life in the courtyard one a few meters to the left of the dragon statue and one a few meters to the right, then just require both saplings to be killed before being able to capture the fort, this could also be a kind of resource sink if they required a golden apple or something like 10 normal apples and 100 gold each to start growing. So if you take a fort and wanna keep it a bit longer and have that extra buffer, then spend the resources to grow the saplings. If you dont wanna spend the resources, then the next cap is gonna be easier for your enemies Or another suggestion, make it a requirement to kill all guards before being able to take a fort. Its kinda pointless to have a bunch of guards around the fort lodge and walls when all the attackers have to do is hug one wall (and only get shot by 1 maybe 2 rangers) until they smash one hole, then just rush the the center and corner hug while taking out the inner guards 1 by 1 since nothing outside can do anything to them. Either way makes it to where the attackers have to deal with the guards in some way. If you go with the sapling idea, then they have to remain out in the open where the rangers can attack them while they try to break the saplings, so either turtle up real good or deal with the rangers. If you go with the require all guards to be dead, then they have to deal with and fight all the guards, then it would require even more coordination to take a fort and not just a group of 3 with a healer and someone with defensive skills rushing the center building because you would have to be able to actually fight all the guards and have enough time to start capping before they start respawning cause each one that respawns now has to take people off the capture point to go kill them before they can start capping again. But seeing as how they are gonna be adding capture windows to forts, my suggestions are kinda moot, unless capture widows still result in a lack of PvP somehow
  20. My bad on that part, but i did put in my thoughts on the matter in 2 other posts and didnt feel like making an already long post even longer by rehashing what i had already said. The posts im referencing that i made are Here and There . The gist of the 2 posts i made in terms of the first post was that i liked the OPs suggestion to basically remove the tree layout (cause ive always hated tree layouts) and give the players a little more freedom in getting what they want when. If i can get all my skills by level 5ish by only taking skill nodes then thats fine, but locking me behind what turns into 3+ hours of grinding to get the main feature of my class while still missing a skill or 2 is just kinda trash. The second post was just a suggestion to change the current skill allocation in the talents tree to skill upgrades OR entirely new skills for the classes while allowing the classes to have their base kits so that people have the ability to actually fight with a new vessel and still be able to "try out" a class without dumping a bunch of time into finding out its not what you want. Time =/= skill , What you call a "dedicated player" i call a "No lifer". Just because i dont play a game 60+ hours a week doesnt mean i cant be competitive unless the game adds mechanics that make my lower play time a determent to me overall. Just because i dont know every characters abilities in LoL doesnt mean i cant quickly pick up on them while playing against them. The ability to read a situation and adapt is also a competitive skill. Not every person who plays LoL 60+ hours a week is a professional player getting payed hundreds of thousands of dollars to play the game. Some of those people that play that much are probably still Gold or lower in ranked (if they even play ranked). Competitive is a mind set to do what needs to be done with what you have and what you can do, not something that should be dictated by time. I dont have nearly as much time to play Comp in overwatch as i used to, but im still diamond basically every season (except a few where a really long break had me playing a little lesser than normal), and i still play at a diamond level (most of the time) even though i dont play everyday like other people in diamond. Hell im still a bronze border and most comp games i get in people are silver to gold borders and maybe a few plats, they play way more than me but im still able to compete with them having 1000+ hours over me because that time doesnt put them at any more of an advantage. My Skills, My Decisions, and sometimes my ability to aim (only sometimes though) dictates that im just as competitive as them even if i dont have the time to play that they do. Except thats fine cause back then you didnt have to do anything with a vessel either. Trading out vessels every 2 weeks woulda been fine when you dont have to constantly redo everything from scratch. Make sure your runecrafter has an extra set of the 6 runes you use, pop in your new vessel grab your gear out of a box and slot your runes and you have your character back in full force, 30 seconds of work. It also stopped people from rolling 1 good legendary vessel and just using it forever which i was fine with, gives more use to necromancers and runecrafters (when disciplines actually get added to them and arent free). Yes, your first points are exactly what i expect. I want to be able to play 3 different characters with moderately different play styles so i have a few option when deciding my plan of action for a session (They have this). Thankfully ive had experience with all of them so i dont have to learn much about them, this cant be said for newer players though. I do plan on upgrading vessels whenever the option arrives because it keeps my power level slightly closer to those ahead of me (But now im screwed if i do cause of leveling). Yes i plan to compete with whoever is my groups enemies in every world, better or worse is subjective (My ability to compete should be based off of my Skill and the Decision i make, not dictated by the time i have). The 1-3 hours isnt a plan its just something ill have to live with intermittently whenever my schedule changes to force it on me. My plan is for at least 15 hours a week BARE minimum if i can help it. But who said i didnt have a guild or wanted to play guildless? I do have a guild (although a couple of them have scattered into larger groups) im just currently screwed out of playing with them currently cause of work. Also not every guild magically has enough stuff to instantly bolster their entire group or have large groups of people online at every hour of every day to make sure a drastic schedule shift doesnt leave someone out of the loop. Final note, as i know ive drawn this out way to long. The idea that adding leveling as a resource sink is kinda dumb. Every crafting profession is a forver ongoing resource sink (except necromancy) so why would we need to add another arbitrary sink for resources. And when Stone masonry actually becomes the foundation for building up defenses thats gonna be a MAJOR resource sink, cause that stuff will be breaking constantly.
  21. I somewhat agree with the general idea of the post, the OP is right in that ACE did specifically mention things they didnt want in the game (things that might have swayed players like me into thinking this is the game i wanna back cause of the small amount of available play time of me and my friends who i would hope to be playing with) that they have now added to the game which is kind of messed up. But i do like the talent system and just wish it was changed slightly to be more inclusive to those of us who can only spare a few hours every couple of days (or an hour at like 1 in the morning before they pass out). But @KrakkenSmacken you also seem to be caught in your own fantasy about how simple the current system is. It doesnt matter that it takes you 1 hour maybe 2 to level a basic vessel. Thats you, that is a person who knows everything already. You know your class skills, you know which mobs to fight when, you know generally where to find these mobs, you know the best ways to farm, you know not to run into keeps at level 5. You know what type of gear you need to be relatively safe. So yes it takes you an hour. I spent about 4 total hours on the first 2 campaigns (1 of the EU, then the NA when it went up) and my champion is only level 10. Because after looking through and reading all my talents (which a new player would have to do to understand what their class is), i went out and killed the same 3 rank 3 spiders for 1 hour because i couldnt find any other mob groups that werent rank 8+ after spending a lil over 30 mins running around and i didnt feel like spending another 30+ mins trying to figure out where some good ranked mobs to kill were when was still at level 2. Then my last 45 mins or so i played i just kept taking the camps cause i was bored and wanted to see my score go up on the scoreboard. For any person who doesnt have that level of experience, they have to figure things out. So what takes you 1 hour will take someone else up to 3 or 4 maybe. People that come in and read about a class and think they will like it then after spending 5-10+ hours leveling it, find they dont actually like it (or slotted in a rune they thought they would like and turns out they hate it), now need to start from scratch and spend another 5 hours hopeing the next class is more their style. Players shouldnt have to do 20+ hours of research on every class + promotion + discipline combination before being able to jump into the game. Also your not taking into consideration the population density. Yes its easy for you to go out and level right now cause there are not hundreds upon thousands of players on your server also trying to farm what your farming. When i first logged in on the first Live EU campaign i had to leave the Temple instantly just to level because there were like 20+ people killing all the rank 1 spiders and 2 people in the boar area killing all those. So in the future when leveling takes longer (cause its probably sped up now) and there are a bunch of people (allies or enemies) killing what you need to kill, then your gonna be wasting alot more time just finding spots to farm (or respawning if you ended up in a bad place), and that time spent looking could be someones entire amount of playtime for one session if they arent lucky. Also just cause someone is max level, it doesnt mean all max levels are gonna stop grinding certain mobs for resources/hands/golds/other things, so even when a good portion of people hit that point where (for the moment) they dont need to level, its not like all these mob spots are gonna become empty for the people falling behind already. And in terms of progressing vessel grade, players who can only spare a small amount of time (1-3 hours each of their play sessions) now have to continuously grind for more and more hours any time their vessel gets better. What takes 1-3 hours on a basic vessel could take 2-5 hours on a white and 4-7 on a green and so on and so fourth. People who play less or dont win as often are already at the disadvantage of not having as much stuff to dump as people that play more/win more, so you dropping 17k gold might be a drop in the bucket, but that could be weeks worth of another person times to save up enough to sacrifice enough to get a white level vessel at a playable state. Sounds alot like a strong getting stronger while the weak falling behind kind of thing right there, the "Uncle Bob" problem. Lastly, we dont know if ACE plans on keeping the current XP method for groups or not. It might be viable to just group up with high level people and have them kill rank 10 mobs to speed level you know, but we dont know if it will stay that way. ACE may or may not keep it the same and thats something well have to see later down the road. But the point is, for people who came to this game to fight (and who dont have much time to do much else), the current system is a Grind to them even if it isnt a grind to you, and its a grind they have to do multiple times over any time they upgrade their vessel. And for people like me who like options, that means i now have at the very least level 3 basic vessels, then wait till i get a legendary version of each to level 3 more times while taking longer to do it (and thats only if i go straight from basic to legendary, for any other grades i might obtain along the way thats even more pointless grinding). Not everyone/group is gonna be able to OR want to fund each individual persons personal practices with their characters. If my guild is in a drought and running low on funds, they aint gonna drop me 200k golds to level my new vessel, which means im back to doing a mindless grind that i didnt wanna do.
  22. You must be new, cause literally 3 weeks ago thats exactly how the game worked. Every class had its base kit of 6-14 skills (depending on how many trays and such), and people had no issues ganking other people. Lone players were getting ganked left and right and coming to the forums to cry that they died while solo harvesting on a harvesting character. The difference between then and now is that the harvesting character back then had every class skill for their class right at the start so they had the option to fight back (or run) even if they were gonna be weaker overall. There were plenty of fights and ganks for a while when the servers were active, but once people found out about 5.8 and the wipes everything died down.
  23. Hi all, the title may be a bit confusing but the gist of what im suggesting is to bring back the basic class kits from pre 5.8, BUT Keep the talent system in with just a couple changes. Ive given my opinion on the talent system in a post on another thread, which i will link Here . And though that is one way i think the talent system could work, i think the way im about to propose will work a little better if ACE wants to keep the same general structure they currently have. (i still hate the tree structure though ) *Main point after Italics, skip if you want* The main reason i ask for this change is because one of the minor things for me (and one of the big things for my few friends ive been trying to get interested in CF) i liked about the previous system was that any character would start with enough in their kit to be useful at all times. Someone misses a week and comes back and everyone in the group has better gear with some left over? Just toss that extra leftover gear to your friend and they can be ready to fight then and there. You get a new friend start playing CF and join your guild, who collectively just got to blue tier armor and weapons? Drop them a set of gear and they are ready to fight by your side with no build up. You changed to a new slightly better vessel? Go to a storage box and grab your gear and your ready to roll. The current system in 5.8 completely removes that ability, unless you save up 15k gold or a bunch of sacrifice items to give them so they can spend 10 minutes opening and closing a sacrifice tab to level (Or god forbid you forget to tell them not to just drop everything in at once and they dump 20k exp work of stuff in at level one and only ding level 2 cause there is no carry over). And even if you did do that now they gotta try and fully understand what they are spending those talent points on, or they end up wasting points or not getting the desired build or playstyle they want cause they didnt fully research their whole class before picking talents. It takes away the ability to play with the class and get a feel for it, and makes getting a new player (or vessel) much more tedious to get ready for combat. So to my main point. What i would like to see is the 5.7 style classes brought back into the game. Let the knight have his full kit of abilities from the start, let the assassins have stealth from the beginning and all their basic and stealth skills, let the druid have death and life tray and all the abilities associated with them. For the talent system part, rather than having the talent system give small pieces of a class over an extended period of time, it would give new abilities/ability upgrades to add on to the base class (and also still be the means of unlocking rune slots) that the player can go through and get as they see fit. Yes every knight will start the same, but if you add a new array of skills players could get in the talent tree as they level, they could unlock the new abilities specific to their playstyle, or get upgrade abilities that further their playstyle, then work towards getting the promotion they want and further specialize how they wish to play. An example would be A Basic knight going a few talents in and unlocking and ability that upgrades onslaughts damage then another talent that adds a new ability "Sweeping Strike" (A 2 or 3 step Cone Based Melee attack thats final hit Knocks Down up to 3 enemies in its radius), then they continue through the tree until they can choose a promotion and take Swordsman to be more of a damage dealer and get the stuff associated with that promotion. Personally i feel building onto a class that has something to start with is way better than building up a class from nothing. I also enjoyed the ability to jump onto a new toon and just screw around in an EK with their basic kit to get a feeling for them before deciding if thats what i wanted to play for the next campaign or something. But im just me and i dont speak for the other players of the game. Maybe alot of people are actually liking the starting with basic attack only and grind your way up to some basic skills game play the game has now. Its just something i dont find quite as enjoyable, and is also a thing that has left a sour taste in the mouths of my friends that i have been trying to get hyped for this game.
  24. Great Post. I was like a day away from making a somewhat similar post about changing up the "tree" method of the talent progression. I love the talent system and what it can bring to the table, but like you said, there really isnt any choice when it comes to what your going for down the line, and in my opinion it feels really stupid to have to waste 1 point in a 5 stamina gain just cause i want 2 of the abilities it branches off too. Thats a wasted point that i have no interest in that i could have put into damage/crit/etc but was forced to take cause i wanted another minor rune and a certain skill that comes after it. I also hate the arbitrary "Must spend this many points" crap its just plain annoying and when leveling get slower and actually requires effort its gonna suck alot more to realize your next 2 or 3 levels is just gonna be dumping points into random crap cause you cant progress past that first gated node without spending 15 total talent points. Just get rid of it if they wanna keep the tree system, the players are already gated by the need to spend points in a specific order to be able to progress through, why cant they just let someone speed to the promotion if thats what they wanna do with the build I like your idea of a generalized stat pool and giving players a limited number of points to dump as much as they want in the stats they want and not have to waste time getting stats they dont want the only part i dont agree with is it seems you put attributes into that category too and personally i dont think they should be, considering attributes bleed down into many other stats they can just leave attribute leveling as is. If i wanna put all my points into crit chance and choose not to get any extra damage/health etc, why shouldnt i be able to? Am i playing a harvester that wants to dump all of my stat points into stamina so i can harvest for longer periods of time but sacrifice extra health/survivability/etc, why shouldnt i be able to? The game already has caps for all stats, so if someone wants to burn 250 of their 300 points in crit chance to get their crit chance to the stat cap, why shouldnt they be able to? They literally sacrifice damage/health/regen/armor/armor pen/etc to get to that point, so why cant that choice be theirs to make. If they end up not liking it they can just do something different when they get a new vessel or just remake theirs if its a basic vessel. I then think talents should be split into 3 groups, The stat point group that you mentioned (with the crit/damage/support/etc), the skill point group (the actual nodes that unlock abilities and rune slots), and the promotion point group (the stuff found in promotions and locked behind choosing one of 3 choice). Using your proposed system for the stat point group (play with numbers to balance it out). For skill points, have the players unlock a certain number of skill points at each level and allow them to choose which skills to buy. This will allow them to pick and choose what they want without being limited to having to get some random skill just to get to the one they actually want, they can just grab the skill they want. It would also allow them to go straight into runes from the beginning without having to level up multiple times, if thats what they want to do and know that their build will be heavily involving runes. Also, since classes no longer have default kits, hopefully the devs would consider adding more skills to each of the classes, that way there is truly a bit of variance in most characters of the same class. If knights have 20 (arbitrary number) skills to choose from instead of the like 8 they have now and can get up to 10 (arbitrary number) skill points to choose which skills they want then we will probably see more knights with slightly different set ups. Then have the promotion point group which you start getting points for at like level 20 or something, and have different nodes located in side them that also have to be chosen between (like your suggestion said) but not limiting it to a specific order. For example, using your above example as reference; Hit level 20 get first promotion point and choose which of the 3 promotions you want and get the stat or passive or w/e you get from the first node of the promotion, then at 21 be able to choose between getting a skill upgrade/ult upgrade/passive and have a choice between a few different in each (pretty much your suggestion but without being limited to the order you put it in, meaning if they wanted at 21 to get the "single target heal for death tray" they could choose to do that OR get one of the passives if they wanted). Inside each promotion have 1 set of ~3 passive choices (chose one and it locks out the other 2) have 1 set of ~3 ult upgrades/changes (same as before, pick only 1) and then have like 3 or 4 sets of 3 ability upgrades (either 3 different upgrades for the same skill [ie, A: Add Bleed to Cheap Shot, B: Gain barrier when using cheap shot, or C: Cheap shot drains 35 stamina from enemy on hit] OR 3 upgrades for different skills [ie, A: Leap Grants 1 Points of Dominance Per Leap, B: Rend Reduced Bleed Armor, or C: Whirling Pain now removes roots and slows] and only being able to grab one upgrade from each set. This will allow players alot more freedom in taking what they want and not having to waste points. The only things that would need to have any pre-requisite is skill upgrades requiring you to actually have the skill your upgrading.
  25. Actually Recall is probably going to disappear. ACE has stated in the past that they want travel time to have a serious impact on the game. They probably dont want any kind of heartstone or return to base feature because it takes away from the risk of over expanding or makes defending home territories extremely easy for defenders. If a group takes over a large amount of territory they better have either enough people to field in all locations if they plan on keeping them, and pushing deep into enemy lines becomes more and more dangerous as your spawn locations might start getting further away from the conflict areas. Recall literally exists right now because its a Pre- Alpha. Player can get stuck in terrain, clipped into structures/resources, or get frozen in an attack/harvest state and lose controll of their character. Recall exists so that those problems dont cause a player to be permanently stuck untill a GM can get on. The fact that its used the way it is is just a side effect of the fact that it has no risk, because if it did have a drawback like droping items or something no one would use it and the forum would be spammed with "GM GET ON I NEED TO GET UNSTUCK", or "THIS IS BS I GOT CLIPPED INTO WALL GMS GET ON AND FIX THIS CAUSE IM NOT LOSING ALL MY STUFF BECAUSE OF YOUR GAMES MISTAKES". As for spirit banks, they will continue to be in the game, they just wont work as we use them now with the freedom to drop anything in at will. The imports will be tied to campaign joining or have a time limit in the campaign for importing mats, and exports will happen at the end of campaigns and be influenced by win bonuses.
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