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ShadowwBoi13

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  1. Like
    ShadowwBoi13 got a reaction from 1304049 in Disciplines   
    The Disciplines i just dont think most of them are high enough impact. Using 1 or 2 discipline skills once every 30 seconds doesnt really make it seem, like your playing differently because if your still doing your main Myrm rotation 90% of the time but once in a blue moon you drop a bubble or use a generic attack skill that puts a poison on the enemy instead of a bleed it just doesnt feel any different, and in a large fight people probably wouldnt notice those small changes to your attack pool.
    Also Personally i feel its cause the base classes offer to little. The reason a Rune Caster Myrm and Poisoner Myrm feel like they play the same is because they do. No matter what promotion you take as a class your going to have at most like one or two different skills (excluding druids probably since they get the entire healing thing or w/e).
    If they gave every class their current full kit (aka what classes had back in 5.7 and before) and instead had the talent tree give new general skills pre promotion (Like 6-10 new skills before promotion, and let the player pick which ones they want) and then more extra skills after promotion (Like 3 or so new skills for the promotion and like 2-3 skill variants [upgrading previous skills to do new things]) That would at least make the class feel a little less like it plays the exact same. But then disciplines would be in an even worse position.
    They could also update Majors to actually give like 4-6 skills that pair well together and a passive or 2 that brings the kit together. And maybe even add a new Discipline Tray (kinda like how sharpshooter and stuff work for non bow classes, but you know actually giving enough skills to slot into a tray) and then have tray swapping to the Disc tray be part of the normal combat flow.
    This will make it so a Runecaster Weapon master Myrm would actually play a bit different from a Poisoner Knifegrinder Myrm, because not only could their base bar be different with the new added skills but they would swap trays more and have more time in combat using the disc tray cause they actually have enough skills to do something with their discs in the tray before swapping back.
  2. Like
    ShadowwBoi13 got a reaction from APE in Good Time For Advantages and Disadvantages?   
    I know Advantages/Disadvantages were put on hold before or were waiting for post launch or something but with the addition of permanent non-slotted passives for 5.110 i was thinking that now would be a good time to get working on Advantages and Disadvantages when creating characters. The tech has already been made and it should be easy to implement with the passive changes. It could literally just be you buying passives that effect your character on character creation or something like that. 
    I only bring this up now because with the wipe and everyone starting fresh and passive training not being as far forward things are progressing a bit slowly on the crafting side and what not since no one is trained and wartribes drop the best gear obtainable right now. implementing advantages/disadvantages to add ways to customize characters and boost some stats a bit would be a good way to allow people to get head starts on what they want and bypass the early drought of training. Its also a good way for new players to actually be somewhat useful after starting and not be completely gimped behind waiting a month just to start crafting in their preferred profession or actually being able to harvest something better than whites.
    Having some advantages like +50 Blacksmithing Experimentation and +5 Blacksmithing Experimentation Points for crafters, and +1 Plentiful Harvest ALL OR +2 Plentiful Harvest Wood (or some other specific harvesting) or +20 Skinning etc for Harvesters, and then some +AP and +SP and other base combat stats for fighters. Would be a good way to jump start the players with needed stats to begin working towards what they are training towards, that over time can be traded for other things as they get more advanced vessels and have had time to train more.
    Disadvantages could be the flipped versions too, get some -50 Runecrafting Experimentation and -20 Necromancy Assembly, and Near-Sight reducing name tag range by 10m, and Frail which makes you take 50% more damage and other things like that. And they should always grant less points than the cost of their advantage counter.
    The numbers i used as examples might seem high but i think thats the point, these should be used to jump start a persons preferred playstyle if they are willing to take some downsides with it. Let them start with 0 or 1 Advantage point and let them get a max of 3 or 5 advantages but they have to take a bunch of small disadvantages or a few big ones, which ever they see more fit to do. If the crafters can jumpstart like 50% of their progression training with advantages, they can start pumping out semi decent gear right at the start. If the harvesters can jumpstart 50% of a specific harvesting (like ores) they can actually work on getting better materials early on and not be stuck getting only whites and only able to effectively mine rank 4 and lower nodes. If the fighter is willing to take a bunch of disadvantages to crafting and stuff (and we know the fighters will) they can boost their HP or Damage or Healing or other stats that are preferred for their class/playstyle and become a more competitive fighter.
     
  3. Like
    ShadowwBoi13 got a reaction from Xalon in More choice with passive training   
    What about we get rid of the trees for passive training and just have individual nodes for passive training and you pick what you want when you want. You can still block off progression by % trained before going to the next section of nodes (Ie. still need 50% of combat basics to move to weapons but you can pick to train any node in the combat basics whenever you wanted and not have to follow a path) but you let the person at least pick what nodes they want first before having to settle for extra nodes to meet the completion % to move on.
    Heck why even have the different sections gated by a % trained in a previous section anyways. If someone knows they are only gonna play a certain type of play style or a certain class or 2, why make them wade through combat basics then weapon basics then melee then Great melee if they wanna play two handed classes. Let people start from any section and train what they want in that section.
    If i want to CHOOSE to sacrifice general power gains for specific power gains i should be able to CHOOSE to do that. It would be a decision i had to make, do i CHOOSE to train combat basics and get +5 AP and +3% Physical Penetration to all weapons which would help me on multiple characters/classes OR do i CHOOSE to go for +25 AP and 15% Physical Penetration for Great Axes Only which would help with a limited number of characters/classes OR do i choose to get +15 AP and 9% Physical Penetration for all melee weapons which would spread out to a few more characters/classes but isnt so generalized it applies to all of them.
    Same thing applies to crafting classes, if i want to focus on blacksmithing IMMEDIATELY i should be able to start training it and choose which stats i want first (experimentation, or experimentation points, or assembly, etc) by doing so im sacrificing some global crafting benefits from crafting basics which means im going to be worse at crafting extra materials from other professions but i would start out already progressing towards what i wanted to specialize.
    For a game that boasts about choices and how choices matter, there seems to be alot of places where the devs dont really give the players any real choice.
  4. Thanks
    ShadowwBoi13 reacted to Pann in ACE Q&A for October - Official discussion thread   
    FYI - After the stream, I chatted with Blair about doing a write-up on the Discipline changes. He's in the middle of some high-priority work this week, but hopes to have a first draft done sometime next week. Stay tuned for that! 
  5. Like
    ShadowwBoi13 got a reaction from Pann in ACE Q&A for October - Official discussion thread   
    thank god for passive changes
  6. Like
    ShadowwBoi13 got a reaction from JamesGoblin in Poll: Bring Back good minor discs   
    They really just need to go through and change up the way most discs work (mainly minors).
    They always talked about choice choice choice blah blah blah. But most Majors follow the same principle (3 Abilities, 1 Passive. Excluding a few like force mage or rune caster and maybe a few others) and minors are pretty  much always a passive (Except Far Sight and Reaper and the old DP and EM that they trashed) but they only give us 3 passive slots (Yes there are "6" for 1 bar classes and "9" for 2 bar classes and an extra for any Human classes, but alot of times there is redundancy between the combat bars, and some people dont fully slot out their combat bar AND survival bar, if they arent a harvester, the survival bar just gets left over passives that could be slotted in it if available like sturdy, etc.)
    So they want us to potentially slot in 5 Disciplines (2 Major, 3 Minor) for 5 Passives when we can only use three, then they wondered why literally EVERYONE ran DP back in the day because it brings you up to 4 Passive slots for 4 Disciplines (your 5th is being used by DP to make the 4th passive).
    In all honesty the passive system is just stupid, if tomorrow they added a large list of minors that just gave flat bonuses (like how elven eyes and such work) most people would never slot more than 1 minor that had a passive, because minor passives are rarely worth it when compared to major passives.
    Personally i think they should just get rid of Passive Slots and just make anything that gives you a passive always give you the passive (like how capstones work now) and only restrict the passives they give by which tray a person is in so that your "stealth tray passives" wont be active during combat or survival trays. but thats just my opinion and i doubt it would change anything this late in the game
  7. Like
    ShadowwBoi13 got a reaction from wabben77 in Poll: Bring Back good minor discs   
    They really just need to go through and change up the way most discs work (mainly minors).
    They always talked about choice choice choice blah blah blah. But most Majors follow the same principle (3 Abilities, 1 Passive. Excluding a few like force mage or rune caster and maybe a few others) and minors are pretty  much always a passive (Except Far Sight and Reaper and the old DP and EM that they trashed) but they only give us 3 passive slots (Yes there are "6" for 1 bar classes and "9" for 2 bar classes and an extra for any Human classes, but alot of times there is redundancy between the combat bars, and some people dont fully slot out their combat bar AND survival bar, if they arent a harvester, the survival bar just gets left over passives that could be slotted in it if available like sturdy, etc.)
    So they want us to potentially slot in 5 Disciplines (2 Major, 3 Minor) for 5 Passives when we can only use three, then they wondered why literally EVERYONE ran DP back in the day because it brings you up to 4 Passive slots for 4 Disciplines (your 5th is being used by DP to make the 4th passive).
    In all honesty the passive system is just stupid, if tomorrow they added a large list of minors that just gave flat bonuses (like how elven eyes and such work) most people would never slot more than 1 minor that had a passive, because minor passives are rarely worth it when compared to major passives.
    Personally i think they should just get rid of Passive Slots and just make anything that gives you a passive always give you the passive (like how capstones work now) and only restrict the passives they give by which tray a person is in so that your "stealth tray passives" wont be active during combat or survival trays. but thats just my opinion and i doubt it would change anything this late in the game
  8. Like
    ShadowwBoi13 got a reaction from JamesGoblin in ACE Q&A for September - Official discussion thread   
    So is the 5.11 in 2020 the LIVE server update? or when its gonna hit TEST? and if it is the LIVE update time frame, when can we expect some 5.11 patches on TEST?
  9. Like
    ShadowwBoi13 got a reaction from oneply in Smaller Maps   
    Or just do the inverse, and only have 1 adventure map with 3 siege maps and have none of the siege maps connect form anywhere but the adventure map.
    S= Siege, A = Adventure, *Letter*T = Faction Temple
    S       BT        S
         \     |      /
              A     
         /     |     \
    CT       S         OT
     
    Then factions have to still make an effort to hold 3 locations and not just Mag Dump everyone at one point, and with only 1 adventure map, theoretically wartribes and stuff would be more contested which theoretically means more Open World PvP opportunities
  10. Like
    ShadowwBoi13 got a reaction from APE in Poll: Bring Back good minor discs   
    They really just need to go through and change up the way most discs work (mainly minors).
    They always talked about choice choice choice blah blah blah. But most Majors follow the same principle (3 Abilities, 1 Passive. Excluding a few like force mage or rune caster and maybe a few others) and minors are pretty  much always a passive (Except Far Sight and Reaper and the old DP and EM that they trashed) but they only give us 3 passive slots (Yes there are "6" for 1 bar classes and "9" for 2 bar classes and an extra for any Human classes, but alot of times there is redundancy between the combat bars, and some people dont fully slot out their combat bar AND survival bar, if they arent a harvester, the survival bar just gets left over passives that could be slotted in it if available like sturdy, etc.)
    So they want us to potentially slot in 5 Disciplines (2 Major, 3 Minor) for 5 Passives when we can only use three, then they wondered why literally EVERYONE ran DP back in the day because it brings you up to 4 Passive slots for 4 Disciplines (your 5th is being used by DP to make the 4th passive).
    In all honesty the passive system is just stupid, if tomorrow they added a large list of minors that just gave flat bonuses (like how elven eyes and such work) most people would never slot more than 1 minor that had a passive, because minor passives are rarely worth it when compared to major passives.
    Personally i think they should just get rid of Passive Slots and just make anything that gives you a passive always give you the passive (like how capstones work now) and only restrict the passives they give by which tray a person is in so that your "stealth tray passives" wont be active during combat or survival trays. but thats just my opinion and i doubt it would change anything this late in the game
  11. Like
    ShadowwBoi13 got a reaction from ACE_FancyHats in 5.100 LIVE Feedback for 9/4/2019   
    Just a question about barriers cause its really confusing for me. I have a skill that gives me "20% of your maximum health in barrier" but when i use it at lower health levels the barrier bar is extremely small. Like, scale wise if i use it at 2k/10k health ill see a very small sliver over my current health when technically the barrier should cover my entire health bar, and i cant tell if its actually preventing 2k damage or not.
    So are barriers supposed to scale with current health or max health? and if it is supposed to be scaled with max health, wouldnt it be better to start the barrier at the left of the health bar then fill in however much its supposed to, that way if i had 1k/10k HP then activated the barrier it would actually fill in up to where the 2k HP mark would be?
  12. Like
    ShadowwBoi13 got a reaction from ACE_FancyHats in 5.100 LIVE Bug Reports for 9/4/2019   
    Force Mages Reactive Barrier Passive has a weird interaction with duelist Redirect pain. 
    Whenever i activate redirect pain and i already have the small barrier from reactive barrier it consumes all my pips but doesnt give me the extra barrier OR the retribution from redirect pain.
    If i activate Redirect Pain first it works fine and the Reactive barrier will add onto it, but if i dont activate redirect pain first i just lose it.
    This kinda sucks because it literally stops me from useing redirect pain in tense combat situations cause ill most likely have the 100 barrier from reactive Barrier (Especially when using rapid fire), so i either have to make do without a primary skill of mine (Of which my slayer capstone does have interactions with) or i have to stop attacking untill i lose the barrier or it wears out. Cause losing 5 Pips and 10 stacks of Lucky on a redirect pain that does nothing is hella painful.
  13. Haha
    ShadowwBoi13 reacted to Yoink in Map improvements.   
    Id be happy with a map that faces North 
  14. Thanks
    ShadowwBoi13 got a reaction from Leftnut in Worlds worth defending - Official discussion thread   
    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
  15. Thanks
    ShadowwBoi13 got a reaction from JamesGoblin in Worlds worth defending - Official discussion thread   
    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
  16. Like
    ShadowwBoi13 got a reaction from JamesGoblin in Crowfall is not a PvP game.   
    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.
  17. Like
    ShadowwBoi13 got a reaction from ferrat in Crowfall is not a PvP game.   
    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.
  18. Thanks
    ShadowwBoi13 got a reaction from Navystylz in Crowfall is not a PvP game.   
    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.
  19. Like
    ShadowwBoi13 got a reaction from JamesGoblin in Crowfall is not a PvP game.   
    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.
  20. Thanks
    ShadowwBoi13 got a reaction from Samulus in Crowfall is not a PvP game.   
    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.
  21. Like
    ShadowwBoi13 got a reaction from xary in Crowfall is not a PvP game.   
    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.
  22. Like
    ShadowwBoi13 got a reaction from Dao in What Albion taught me   
    ^ 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)
  23. Like
    ShadowwBoi13 got a reaction from Thromdeir in Vessels live stream May 16 - Official discussion thread   
    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.
  24. Like
    ShadowwBoi13 reacted to APE in Arena PVP?   
    Sure you can, just a matter of dev resources and vision for their product.
    There are games that have dual or more systems running side by side. GW2 for example has sPVP with provided gear and "balanced" structured play along with WvWvW open PVP with obtained gear/level mattering.
    Crowfall could EASILY have a Hunger Dome option. Be it no passive training factored in, set amount to train prior to match, gear provided BR style or choose from a vendor. Play for the sake of playing without any need to impact the greater core game. Might distract some players away from Campaigns but how good are they if that is happening? Also might bring in more players as well or keep players around longer with more options.
    DAoC had accessible PVP as a whole, but specifically had Battlegrounds for different level tiers. I made alts just to play in them. While there was a long term (endless) campaign happening as well.
    To say that it can't work or hasn't is just not true or based on facts.
    Now do all games need to go in twenty directions? Not at all and while I wouldn't mind such things in CF, I don't believe the devs have the resources to do it any time soon if ever.
    Unless you play no import campaigns, am I right? 😎
    What should of been clear or is clear might not be so to everyone, especially with how vague many things have been and still are. Loot is obviously important, but I don't remember ACE saying "individual player ability in combat will be less important then what quality gear they have on."
    Depends on what that means. Compared to WoW where a level 50000 can look at a lvl 1 and kill them with a stare, ya it is super shallow. As time goes on, will be interesting to see what becomes the standard for competitive players overall and each campaign vs newer players trying to get into it.
    How slow should it be? What do we actually gain from grinding on mobs once we done it once or a handful of times? Unlike insert generic themepark where you can grind out everything at our own speed with incremental grinds once a year or whatever, seems ACE expects us to do just as much if not more on a regular basis. Vessel stats are an extra layer of grind that gear based games lack.
    I much prefer horizontal play as it can allow for a lot more creativity and skill, but I accept vertical is the easier route for these games.
    Agreed and Albion is not beloved by me. It does do some thing well that other games could take notice of though, especially games like CF that fall within the same area. CF and AO share many of the same issues as well.
    The spread of players seems to suggest winning the leaderboard game does matter.
    Due to the state of combat, fighting over the chance to stand in a circle is a double whammy. I like to play to play, but with the match design, there is a bigger picture and I just wish there was more to it. I want a work of art, not paint by numbers.
    Also dealing with a handful of people. They are playing (a test version) of what is available. Not sure if we can even see forum counts anymore, but things used to be a lot more active around here when things were still up in the air or simply different. Interest dies off for many reasons, but I find it telling that only a handful have stuck around or even bothered to show up over several years despite things actually coming together and improving over time. If more people are interested in talking about something then actually doing it, something might be screwy. Obviously those logging in and playing like what is there, that's why I don't log in to Live much. We have some dedicated folks with a lot of time on their hands and if that is all this game will be about, so be it. We all pick a grind we like and enjoy.
      I don’t want to kill more rats, fill another experience point bar or collect another meaningless badge. I want to play a GAME, against PLAYERS where my actions, my decisions and my SKILL will determine if I win or lose. Allies. Enemies. Alliances. Betrayal. Risk. Conquest. To compete with THOUSANDS of other players for a chance to claim the THRONE. Even if I lose, the experience won’t feel hollow. I don’t want another worthless trophy. I WANT TO PLAY TO CRUSH."   They got me with that unfortunately. As with many things, reading between the lines sometimes doesn't end up so well. Seems time played = skill and not what I expected.
  25. Like
    ShadowwBoi13 got a reaction from JamesGoblin in Vessels live stream May 16 - Official discussion thread   
    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".
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