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Cejo

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About Cejo

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  1. A lot more random feedback: When selecting a race, it would be helpful when hovering over the icon to see a popup giving the racial traits. Would like to see more colors in customization, and accents doing something on more of the races and styles. More customization is always good, so really any new kind of customization option or feature, I like it. Dodging breaks auto-run on most races. Not wood elf, but I think all others. I don't think it should. Jumping (spacebar) doesn't break autorun, neither should a somersault or cartwheel or charge or whatever. The amount of time you have to hold the button to change maps or interact with things like crafting benches feels way too long. The recall point seems like it should be near the sacrifice altar, if that's possible. When opening the crafting screen, it starts with Basic Crafting list open and Basic Harvesting Axe selected. This should start with everything closed, after my first time in the crafting screen (I no longer need to be shown where a basic axe can be found). I would probably be interested in expanded cooking options, if there was potential to create some decent or unique buffs or effects. Highly-consumable stuff like food seems like a good niche market for enterprising crafters in the long-run, as demand should never run out. It also seems to naturally fit; we have animal parts we're not really using to much effect, and reaping seems like it would otherwise lack much purpose. And above all, I think food should be more than just something you need to consume in order to start regenerating health again. I think it would be good to reward well-crafted food by providing nice buffs. For the budget-minded survivalists, there's always trail mix and spider kebabs, which should still stave off hunger, but just provide lesser buffs. There should be more options for how to make assassin toxins. I had to go farm for grubs, because I had unknowingly roasted them, thinking them basically junk. You wouldn't require rangers to use only knotwood for their arrows. I actually still can't find bloodworms, but really want to try disease toxins. The main landing screen (with the crow) seems unnecessary. You can make the same three choices in the next lobby. When changing zones, I typically start out at 10 FPS. Edit: Opening my map seems to solve this. Vault space should be increased. Or alternatively, runes, building items and artifacts should have separate slots. Related to above, if we're going to need mules, then we definitely need a shorter logout timer from in town. Right now it's way too long, and it adds up to wasted time just swapping characters only to manage inventory. This is one of those annoying aspects of MMOs we could at least streamline. I'd like a way to view base/naked attributes (aside from taking off my gear). This would help keep track of where I need to spend my points while leveling. Maybe in the detailed popup next to Current and Cap. Dodging off a boulder or something feels awkward. It feels like a somersault should turn into a flip when you get air, instead of a weird glitchy jump. ------------------------------------------------------------------------------------------------------ Passive skill tree: I'm not a huge fan of this, as implemented. My basic gripe is that I don't want this game to feel like a virtual pet that I have to worry about leaving alone for a while, and that's basically how the tree feels. It doesn't encourage actual game play. I guess it's one way to reward VIP members, but that's all I can see, and that's a pretty limited horizon unless you keep expanding the tree, but I feel like that can't (or at least shouldn't) go on indefinitely. To me, the value to the players' experience seems marginal, since there aren't actually any choices, if we're patient enough. It's a simple time gate, and it provides a pretty low amount of interaction with my development/customization. The only thing it challenges is my ability to log in on a semi-regular basis. In other words: it's boring and tedious. Further, when I come back to find a stalled tree (when I reach max accumulation), I wouldn't describe it as an encouraging feeling, or one that makes me want to play, or even particularly like the game. I know point accumulations are accelerated at the moment, but whatever the final balance is, I really don't want a game that ever even remotely feels like it is punishing me for prioritizing life, or feels like it's demanding anything from me. In most of the scenarios where I could imagine suddenly being away for a few months, I feel like I'd want a pretty warm welcome when I come back, but this is kind of the opposite. You come back and it kind of feels like one more thing you weren't able to keep up on because of whatever tore you away, and that's not necessarily a good feeling. I want my game to be like "Nah, it's ok buddy...look at all these points you accumulated while you were away! You're like a millionare! Oh, and here's a beer." So I guess my main requests: 1) Make it impossible to ever stop accumulating points if you're away for even several months. Real life commitments should not be punished. I can't say I really understand the point or purpose of the tree, so I don't know if this runs contrary to it, but it would make the thing more tolerable to me, at least. 2) I think if we're going to have a tree, it should feel rewarding, rather than punishing. I guess removing an accumulation cap, or making points transferable/universal or something would help, but there are probably other ways, too. 3) The tree itself would ideally involve real choice (ie: mutually-exclusive paths), because right now it feels like mostly just a waiting game, which to me is a pretty non-engaging way to advance. -------------------------------------------------------------------------- Related to above, not sure I like the idea of guild ownership defaulting after 90 days absence, either.
  2. I have a bunch of random feedback from a solid chunk of recent play. I don't doubt you've heard some of this before. ------------------------- Minor disciplines seem like a big weak area in making a build. I have a few suggestions on potential options to improve the system (which may or may not be mutually exclusive): 1) Make combat-oriented minor disciplines less dependent on passive/active skill slots, which are also used by major disciplines. 2) If the intention is to encourage non-combat-oriented minor disciplines such as The Reaper, there should be a greater variety of such options. 3) Many of the minor disciplines themselves seem strange. There are an awful lot of thorn-related and song-related minor disciplines, but nothing for some very universal things like movement speed, or stamina, or dodging. It's like a mix of really ultra-specific stuff alongside really generic combat stuff, but neither is a complete set. Pick one (preferably the generic/universal disciplines), and then give us the rest of the pieces so that we can really build with them. I think ultimately my suggestion boils down to a) more better minor discipline options, and b) untying them from Major Disciplines (via the passive and/or active slots) ------------------ Additional account vault sorting/filtering categories would be useful - ex. by components, runes, building type, etc. When in a non-embargoed situation, I found it mildly annoying to open my bank, scroll down to my stack of gold, withdraw it, close the bank, complete my purchase, reopen the bank, and re-deposit my money. Same with essence. Many games use a virtual wallet for such currencies, and I'd be in favor of this convenience. Ability to view and/or rummage around in my inventory while running would be nice. Rifling through a bag while walking is not hard. If I want to apply a bandage or something, yeah, I should have to be still, but simply moving shouldn't close my inventory. There's inevitably a decent amount of walking in open world pvp games, so the more we can get done while in transit, the better. The music is nice, and the ambient sounds are great in peaceful times (+10 for the whipporwill). The intense music seems to come on at the wrong or random times occasionally though. I was putzing around in town doing merch and crafting stuff to some very intense fight music for what seemed like an hour (probably actually 5-10 minutes). It was strange. I think it had somehow followed me from a previous encounter without resetting properly. It's otherwise been really good. Getting shot by lots of arrows is really cool to hear. ------------------------ EK stuff: I was able to place some walls (especially 3x1) at the limit of their height above the surface. However, applying attachables like stalls or even windows failed. If I can build the wall there, I should be able to apply any facade I'd like, as well. The ability to make right-angling staircases/ramps without using extra towers/walls would be very useful. Standing banners? I couldn't find anywhere to place these. Castle ladder seems bugged - I want to get to that platform very high up that one tower, and it seems like the ladder would be the way to get there. I suspect you can get incredible views from up there. A nice-to-have addition would be the ability to designate individual parcels as PvP or non-pvp. I want my kingdom to be a place my friends can use for fighting, but maybe not exclusively for that.
  3. Thanks to both. I DID manage to get it close, but if you're making a large structure the errors inevitably multiply. Though, I'm not sure I fully use your method, Kraahk...I will need to try. Seems like you might be able to limit/eliminate the offset/error. I tried many ways, but...I don't know if yours was one of them. Regardless, that shouldn't be necessary. It should snap what we want, and idk, maybe an alt-drag to disable snap? Something like that? I ended up with a tunnel on one side of basically a square that a umm...a guineacian (?) couldn't fit through. It needs to be plumb-level so we can make precise, but varied structures. (ie: we need to be able to flip/mirror our segments). I also felt that the camera was way off to start (it used to get stuck?) but has gotten slightly better. Regardless, it's still not perfect, and I hear you Omen. I feel like if you want full top down, you should be able to pan to that, and if you want full side mode (from any angle), you should be able to do that, too. There also shouldn't be a limit to how far forward/back you can walk. Though I think I've encountered that, too.
  4. Is there a way to flip/mirror (not just rotate) building segments? I didn't see anything listed on the placement menu. This would be super useful for the switch-back ramps. I was able to kind of replicate one of the ramps using stairs and corner pieces, but I can't quite get the alignment right.
  5. I like the idea behind that post Blair. I like what you guys are doing. But, let's not pretend ranger bugs come down to a long swap. We literally couldn't use melee skills. There was something VERY broken with ranger melee skills; they did literally nothing. So when you can't use melee skills, and bow-shots are like...entirely random given charge time, projectile speed, and server realities...it's not about the tray swap. My only way to play was to spam LMB on melee and eventually use my sustain (which, btw, was pretty beast - Ranger is actually the best boxer class). Pretty much sucks at anything else. Don't act like we've been saying "OMG it takes so long to swap!" We are testing ranger for you. It's broken. Hope that helps!
  6. Yeah, I mean, I'm all for daydreaming, while realizing that I'm not making this game. I like "what if" threads. But, my main beef (and sorry tangent to your thread Raizex) is that the ranger weapons basically suck. I mean, I kinda like the daggers, but only for the dash. And the insanely long cooldown kinda spoils even that. I think we're still at the point where we can suggest that regardless of animations, ranger gameplay needs some re-thinking. That's how I feel, anyway. EDIT: I also think most of the big changes could be made without major alterations to the animation. If we want to stick with bow + dagger/dagger, the key comes down to skill timing, and some impacts. I mean, obviously, the LMB charge is not very good. But I've found the rapid fire suspect, and even ricochet. Then there's archer stake...which is like an invitation to get killed, it's like putting a bulls-eye up. Rangers should be about movement. Not about putting up some lame ass wall. So I guess that would have to go. Honestly,. aside from suppression, I pretty much hate the bow right now.
  7. Well, let's see how a lego works by the numbers: Lego: (needs Shield, Helmet, Polearm) Polearm: Weapon Head: Great Axe - 4 metal bars - 36 ore Weapon Shaft: Long - Metal Bar - 9 ore Weapon Hilt: Great - 2 Weapon Grip/2 Pommel/2 Crossguard - 2 weapon grips - 2 plank or animal - 6 wood or ? animal? - 2 pommels - 2 metal bar - 18 ore - 2 crossguards - 2 metal bar - 18 ore Total: 81 ore/6 wood (87 total) Shield: Shield Covering - 2 metal bars - 18 ore Shield Base: small - 2 Planks - 6 wood Enarmes - 2 stitched leather - 6 hide Total: 18 ore/6 wood/6 hide (30 total) Leather Helmet - 4 ore/15 hide Total Resources: 136 Also, my math was wrong on the ranger (I was short by 18 ore). The dagger pair actually looks like this: Dagger pair: 2 weapon hilts - weapon grip/pommel/crossguard - 2 weapon grips - 2 plank or animal - 6 wood or ? animal? - 2 pommels - 2 metal bar - 18 ore - 2 crossguards - 2 metal bar - 18 ore two weapon blades: short - 4 metal bars - 36 ore Total: 72 Ore/6 wood (78 total) Total cost for ranger build goes up to 149. As you can see, the polearm costs only 9 metal more than the daggers. And the ranger still needs the bow, 2 pieces of armor and arrows. Overall, ranger build is more "expensive" than the Lego by 13 resources.
  8. In order for a ranger to unlock every skill, they need to either take a 4% move speed penalty (basic gloves and boots), or use 63 resources (on top of those spent on potions, failures, "lost-on-take" and crafting tools). It's not terribly hard, but it is a significant undertaking, and that's literally just to make the class playable.
  9. Actually, here are the numbers (hopefully without too many math errors; adding is hard): One Handed Book: Book Binding - 2 plank/1 stitched leather - 6 wood/3 hide Bound Chapters - 3 chapters - 3 metal bar/3 stitched leather - 27 ore/9 hide Book Clasp - 1 Metal Bar - 9 ore Total: 36 ore/12 hide/6 wood (54 total) Recurve Bow: 2 bow stave limbs - 6 planks - 18 wood Bow String - 1 stitched leather - 3 hide Bow Riser - plank/bow sight/bow rest/bow grip - 3 wood - bow sight - 1 metal bar - 9 ore - Bow rest - 1 metal bar - 9 ore - bow grip - 2 stitched leather - 6 hide Total: 21 wood/18 ore/9 hide (48 total) Dagger pair: 2 weapon hilts - weapon grip/pommel/crossguard - 2 weapon grips - 2 plank or animal - 6 wood or ? animal? - 2 pommels - 2 metal bar - 18 ore - 2 crossguards - 2 metal bar - 18 ore 2 weapon blades: short - 4 metal bars - 36 ore Total: 72 Ore/6 wood (78 total) Leather Boots - 4 Ore /15 Hide (19 total) Leather Gloves - 4 Ore /15 Hide (19 total) Arrows: 10 arrowheads - 3 ore 10 arrow shafts - 3 wood Total resources for ranger: 149 Total resources for confessor: 54 This assumes non-basic weapons/armor, and a mininum gear set to unlock all skills. Basic armor is basically a no-go due to reduced movement speed, so 30 hide/8 ore is a minimum on the ranger. Even if you went with basic weapons you're looking at 63 total resources just to unlock ranger skills without penalty: Basic Bow: 12 wood Basic Arrows: 1 wood Basic Daggers: 6 wood/6 stone But that still gives you crappy weapons. A confessor "unlocks" their skills for 54, and they do it with a non-basic weapon. With a basic book, the confessor is fully playable with a mere 12 wood. That's not even addressing the fact that the ranger bow is largely inferior in the first place.
  10. I'd remove the bow entirely, and let them play as axe/dagger and dagger/axe. Each "stance" would have ranged and melee incorporated, but with different emphases, but it would require only one weapon set and at any rate couldn't be worse than the bow.
  11. If anything, I'm more against forcing rangers to use bows than worrying about the melee weapon types. Rangers are those who range. They get around, roam, patrol, whatever...they have mobility. It doesn't mean they attack from range. And I mean, just based on how bad the bow is right now, I'd be totally cool with a situation where the ranger had something like axe/dagger, and switched between stances without actually changing weapons. I personally don't go into the woods without an axe and a knife, but I can't recall the last time I brought my bow and arrows. I mean, I do think rangers should be completely versatile, so they need some range. But that doesn't necessarily mean bow and arrow, imo. Such a lame trope. Bow also means we have to build more weapons (melee set plus bow), as well as ammo, which is pretty different from the confessor, for example. Why not a stance where axe is melee and dagger is thrown, and another stance where axe is thrown and dagger is melee? Would be a pretty major overhaul, but I mean, ranger right now is pretty bad. Just some thoughts that I'm relatively certain no one will agree with.
  12. Overall, it has some fun parts: is it's highly active, and relies very heavily on movement and timing. But it's completely imbalanced, and rewards certain really boring play-styles, which is not fun. There is a massive availability of very potent AOE in the game, but there is a limit to the number of people any given AOE attack can hit (it's usually 5, or at least it was). So that means if you stack 10 people in the same space that your enemy stacks 5 people, only half of your team takes the damage. It's a ridiculous system (intended to counter server load/lag from what I understand), and aside from encouraging zegs, it directly leads to "balling up," or stacking. The game design not only actively favors zergs, it also encourages this "balling" tactic. This "balling" tactic further reinforced two things: emphasis on ranged skills, and further emphasis on aoe. Ranged because you can stay on your stack and still dish out damage, and especially ranged AoE because those skills require less aiming, so you concentrate on sticking with the stack while still more than likely hitting the same target as someone else on your team. This is one really huge failure of the game, and one reason I like the idea of less AoE. ArenaNet's solution to the technical problems caused by massive AoE in huge battles (huge as in 60v60v60) was half-assed, and it would be better if there was just less AoE in the game. But on top of that, the skills themselves were "balanced" to work in 5v5 PvP modes, PvE modes, and then open world PvP as an afterthought. Same skills in all three modes, and generally speaking, the devs seemed to favor 5v5 and PvE balance, so that skills were often simply not balanced for large-scale battles. This is one reason I'm in favor of having only one game mode. Addressing the OP, this is my main aversion towards instanced GvG or the like. ANet tried something similar, and balancing was apparently beyond their capabilities. Class-wise, anyone can do anything to one degree or another, and sustain is pretty high across the board on most reasonably good builds. Actually, every character has at least one heal skill, by design. Time to kill is fairly short under ideal circumstances; if you catch someone out, alone without support, no stun-breaks (there are a lot of these too), and no immunities active, you can spike them down on a scale of seconds. Damage levels are usually pretty high proportional to health bars. But active defense like evades, stun-breaks, temporary CC immunity skills, sustain, blocks, and active mitigation is so prevalent that in reality, even a marginally good fight lasts a good deal longer, and really good matches can last much longer. I've had some duels last over 10 minutes, though that was kind of rare for me. Active defense is a big part of the game, and GW2 fights often include relatively high levels of evades, mobility, interrupts, blinds, blocks, and probably some I'm forgetting. The equivalent of "stamina" is a very important resource, as it allows for more dodges. There is no mana (though there are a couple of other class-specific resources in some cases), but skills are all limited by cooldowns. Most are fairly short (the equivalent of CF's ranger 1 melee would not be anywhere near 45s), but the highest-impact skills (like elites) have CDs sometimes in excess of 1m. Landing a big skill-shot (they do exist in the game) can be a fight-changer, and likewise timing a dodge/block/interrupt or whatever against a big skill can do the same. Fights rely heavily on good movement/mobility, and managing cooldowns on your active defense and escapes. I guess this is particularly true when you're outnumbered. I guess zergs don't worry as much about this stuff. I'm not arguing that this design is good; it has some terrible parts that spoil it overall, and overpower the truly enjoyable aspects (highly active and fluid, tight, movement-oriented combat - it "feels" good). I agree that GW2 provides a lot of examples of what not to do. I'm just saying that despite having almost everything stacked in favor of zergs, they were beatable even in GW2. In other words you don't NEED friendly fire to beat a zerg. This is a true statement. FF would shift odds more in favor of the outnumbered squad. I'm not disputing that. What I'm saying is that I think that might not be a good thing. The thrill for me is when it is quite hard to do. In an open-world pvp game, there has to be some kind of end-game for the person who doesn't really care about the scoreboard, or the in-game rewards like better loot, and who might in fact care less about how many fights they win, but rather more about HOW they win them. When a team gets pretty good, they can fight against other good players (which is awesome fun), but sometimes it's also fun to try your hand at a little 5v30+. They should lose most of the time, so if they do win it should be pretty epic. I'm not as passionate about it as the pro-FF side seems to be, for sure. I think I'd really enjoy FF "on" in a good 5v5 or 10v10, for example. I think there would still be challenges out there for a good team to find, and even with FF, zergs won't be completely gimped (and they certainly won't disappear). If anything it might just change their nature. Anyway, that's more than enough from me; just sharing the perspective of a recovering zerg-busting addict. If you really want an idea of GW2 game-play, here's a couple videos. Please excuse the video quality, and the player. (This was done without comms). https://youtu.be/gpnShbi9aME?list=PLzWKhydiiL05UDzwRhsIGAB_elXU0B-21 https://youtu.be/e6Mf5_e30PI?list=PLzWKhydiiL07Eu_hviwlAZQg9KMKNn5XL
  13. I agree the GW2 PvP isn't very good. My point is that despite everything being setup to favor zergs, it was still possible to bust them up without FF. Yes, I do think it would have been easier with FF, but I don't necessarily think that's a good thing. I have seen some good arguments put forth for FF, but this isn't really one of them. And I have played games other than GW2. I'm not entirely lacking in reference points.
  14. A - 13% E - 53% K - 60% S - 73% I think some of the choices were a little pigeon-holed. I figure in reality I'm a little higher on Explorer than this shows, because I like "theory-crafting," trying new builds that aren't "meta," and stuff like that, but don't really care to find Easter-eggs or hidden areas, etc. Low Achievement is no surprise though.
  15. Friendly fire is not necessary in order for a smaller team to stand against zergs. GW2 has some very zerg-friendly rules, but despite that there are and always have been people who play in small groups and consistently win against larger numbers. Would FF have helped? Probably in the long run, yeah. But adding FF wouldn't end zergs, it would just make it easier to bust them up. I'm not sure that's a good thing. I've always found zerg-busting to be one of the most enjoyable aspects of open-world pvp, but it's largely because of the challenge it presents. Basically, if zerg-busting were easy, then it probably wouldn't feel as rewarding. It should be earned through superior kiting, baiting, mutual support, management of team cooldowns (chaining cc, timing big spikes, not over-healing etc) and accurate "reading" of the fight. It should push the limits of the players' skills as individuals and as a team. There shouldn't be efforts taken to "statistically" re-balance in favor of the out-numbered players. Let's not cheapen the experience of a good zerg bust. As for IFF, I'm not convinced this innately helps a zerg in the first place. Readily identifying whether that large group coming over that hill is hostile or not will allow the smaller group to position/react appropriately. Often, it's a split second difference between a successful kite or a cc-chain death, and the small group usually has the finer margin of error. Also mentioned in this thread were siege engines w/ massive AoE. From my experience, all this really accomplishes is an arms race (siege leads to counter-siege), which means that it in fact favors zergs. They're likely to have resources to be able to withstand the siege engines; a small group can be stopped cold by a single person with a siege engine in a good position, while a zerg can absorb the damage and/or simply overwhelm the position. It's also not interesting game-play at all.
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