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Cejo

Testers
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  1. Like
    Cejo got a reaction from ACE_FancyHats in 5.100 LIVE Feedback for 9/4/2019   
    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. Like
    Cejo got a reaction from ACE_FancyHats in 5.100 LIVE Feedback for 9/4/2019   
    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. Like
    Cejo got a reaction from Treyjan in 5.6.1 LIVE Feedback and Bug Reports 06/01/18   
    All my skill tree banks were maxed at 259200, which certainly wasn't anywhere near enough to complete most of them, and was about 90k more than I needed for one of them. The completed skill tree says "All skill trees max out at 259200," which is not true. 259k got me less than halfway through most trees, but some seem to have quite different costs.
    Also, a "complete this skill" button would be helpful instead of having to click each one 5 times. That's probably the last thing I'm going to want to do after a week of accumulating pips and just want to play.
  4. Thanks
    Cejo reacted to PopeUrban in 5.6.1 LIVE Feedback and Bug Reports   
    Not a bug. Movement buffs from different sources do not stack.
  5. Like
    Cejo got a reaction from Kraahk in Flip/Mirror Segments   
    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.
  6. Like
    Cejo reacted to MiracleMax in [NEW] Fri, May 19th - Sun, May 21: Bugs, anomalies and tech issues feedback   
    Hi n0ra,
    We're sorry you're having difficulties getting the game up and running. We are actively investigating the crashes, but it is unlikely we will have a fix in this weekend. If you haven't already, please send your crash logs to support@crowfall.com.
     
    For those of you who were experiencing issues with the patcher, please follow these steps:
    1) Open Crowfall in the file explorer.
    2) Find the "CFTest" folder and delete it.
    3) Re-open your launcher and attempt to patch again.
    This should resolve the problem. I am going to edit the original post to include these instructions.
     
    Happy hunting, and please let us know if the problem persists.
  7. Like
    Cejo got a reaction from JamesGoblin in Dual Daggers are Silly - Let's get the ranger a more respectable melee weapon   
    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.
  8. Like
    Cejo got a reaction from JamesGoblin in What type of Player are you ? (Bartle's Taxonomy)   
    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.
  9. Like
    Cejo got a reaction from Fantastikon in Testing environment futile   
    I won't be the d-bag to tell you to get good, cuz I'm not good. 
     
    But I will say that the key will be (for some of us) to get used to losing.  I'm already seeing that in a game where I'm pretty much beset upon (as a basically solo player amidst gankers and early-organizers), I often have plenty of room to operate.  When I'm not getting ganked.  On recent tests, I could go a good stretch of accumulating, if I was out on the fringes of the map.  Some was pretty good stuff, too (silver, yew, birch).  On the thursday snap overload test, I joined with a few people for the first time, and I mean...I was on ranger.  We were pretty bad.  But we still controlled access to a pretty high-quality node, and were able to do OK for a bit. 
     
    Ganks shouldn't hurt you too bad.  There's a point at which you should just turn into them (even without a weapon) and start swinging.
  10. Like
    Cejo reacted to coolwaters in Crash Test   
    Was fun. Lag was crazy, especially at first. It did calm down to almost playable levels.
     
    Oddly, I still found the fights entertaining. Probably because everyone else was having the same issues I was having.
  11. Like
    Cejo got a reaction from JamesGoblin in ACE Q&A for December 2016 - Official discussion thread   
    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!
  12. Like
    Cejo got a reaction from martar in ACE Q&A for December 2016 - Official discussion thread   
    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!
  13. Like
    Cejo got a reaction from Soulreaver in ACE Q&A for December 2016 - Official discussion thread   
    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!
  14. Like
    Cejo reacted to thomasblair in ACE Q&A for December 2016 - Official discussion thread   
    Any lucid, calm, non snarky, and well written post is always candidate for answering.
     
    As a team we all try and do a group playtest everyday we have a good build. Each developer is also checking stuff out as they are implementing. (However, the game is getting so big there are always going to be bugs we miss) Since BW launched we have been doing an update near every Friday. This means code written on Thursday or even that morning might be included. (normally stuff put in that late is to fix showstopper bugs we found in internal playtesting) We also have 2 guys who playtest all day and enter bugs into the system all day.
    We have hundreds of bugs in JIRA, and more get added every weekend. Unfortunately we just can't stop like we did in sprint 9 and do nothing but bugs. We must keep making forward progress and this means bugs linger for awhile. On the positive side we try to get a few fixed every week.
     
    Here's an old video from 1.1 days that shows how bugs are handled. (about the first 10 min of the video that goes over sprint 9)
    https://www.youtube.com/watch?v=3MkS2WyzVQM
     
    As you saw in the video even easy bugs can chew up a couple of hours, and that adds up. Then are elusive bugs like the crafting "take" bug which we are having a hard time tracking down how to reproduce. Finally we have bugs that we just won't fix because a new system is replacing an existing system or UI. (like lobby UI, we decided to stop doing anything to the lobby because the entire current lobby is getting thrown away for the new vessel based lobby. Any time spent fixing bugs is just lost time when you throw the current one away)
    There are many more of you than us, writing many more posts than we can even read. We are going to miss entire threads, unfortunately. There is only so much time in the day, and we try to use it as best as possible.
     
    For the final category, there are going to be areas where we just don't agree. You might think it is a bug, we think of it as intended and or good enough to ship. Because you think it is a bug, you add it to every post, and these issues start to piles up in the posts, eventually filling posts with many things we don't plan on changing. I wish we had time to respond to them all, we do try to cover some of these in our Q&A videos when we can.
    here's an example:
    Forum Post: "it takes too long for ranger to tray swap!" 
    Us: It takes .75 seconds to tray swap right now. It is as fast as we can make it without introducing bugs or even worse gameplay problems. Any faster than .75s and we end up with bugs where powers don't populate on the tray UI elements when you swap, and more importantly people spam pressing overlap the timer and ending up right back in the tray they just left.  
     
    Hope that helps!
  15. Like
    Cejo reacted to Soulreaver in FEEDBACK for Sat, December 10 – Mon, December 12   
    Ranger - Specialist:
     
    Bugs :
     Arrow stacks limited to 100!? (Unsure if this is intentional or not.  It has happened a few times now that mid fights I run out of arrows, even though I meticulously make sure to change arrow stacks between fights).Arrows of different quality doesn't stack, so you have stack sizes of 10, 4 , 18 and even 30's which won't be used basically cause you don't want to enter a fight with a player and run out of arrows.  -No- other class have this limitation, now please don't say ; But they have durability on their gear.  Short answer ; So do ranger weapons. Targeting UI - targets friendly players, placing their health on the UI rather than locking on the enemy behind. Using Sustain and LEFT CLICK will heal you for 15+ K health regardless of the damage dealt. ​Using Lacerate fills you to FULL Stamina ​Forest Step aren't working.  (While testing on US East)  
    Abilities :
    Disengage : Doesn't show the full animation and only works some of the time. Walking/Running (NOT sprinting) and using Disengage covers the same distance.  In other words when facing an opponent and using Disengage and your foe pursue you - means nothing really, only changed your face-to-face. Sweep-Disengange doesn't do the proclaimed high damage. Melee Fire Traps doesn't do any knockup. Rangers Stake - doesn't apply 250 Attack Power, only 100. Left Click Arrows disappearing or not shooting at all. Forest Step - Cooldown - far too long.  Remove the slow from this move and instead have it on a different key.  
     
    General :
    Using the Bow is cumbersome and not viable atm.  Different arrows but a lacking UI to allow switching arrows, makes utilizing this perk annoying. Ranger powers in ranged tray locks you in place.  
     
    General Game Feedback :
    Stack sizes are very welcome their sizes are to some extend good and some are annoying Bars not stacking is a frustration.  Even allowing them to stack in pairs would be desirable. Resources - stack to around 20 is imo a gold number. Wood to 20 (medium resource)  Food to 25 (very light resource)  Ore to 15 (heavy resource)  And so on.... When crafting or character screens -any- damage should close down these screens. ​A lot of rubberbanding and lag.  Also the famed camera glicthing is bacl where u can't control your camera and it has a life of its own.
  16. Like
    Cejo reacted to Brindylln in FEEDBACK for Sat, December 10 – Mon, December 12   
    Super minor issue, but.... too many damn flowers! It feels like I should be doing a ballet dance over the fields and singing the sound of music.
  17. Like
    Cejo reacted to ClockworkOrange in Big World Step-BACK   
    ...well now you know. Don't let it happen again.
     
    On a more serious note: The fact that Wor is commenting on this when he doesn't post often could be seen as a sign of how much he cares about this. He took the time to come to the forums to post only because he cares about what he saw this release. You going to hate on him for that?
  18. Like
    Cejo got a reaction from JamesGoblin in Dual Daggers are Silly - Let's get the ranger a more respectable melee weapon   
    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.
  19. Like
    Cejo got a reaction from JamesGoblin in Dual Daggers are Silly - Let's get the ranger a more respectable melee weapon   
    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.
  20. Like
    Cejo got a reaction from JamesGoblin in Dual Daggers are Silly - Let's get the ranger a more respectable melee weapon   
    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.
  21. Like
    Cejo got a reaction from groovykool in Big World Step-BACK   
    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.
  22. Like
    Cejo got a reaction from Kaiyla in Dual Daggers are Silly - Let's get the ranger a more respectable melee weapon   
    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.
  23. Like
    Cejo got a reaction from Ranik in Big World Step-BACK   
    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.
  24. Like
    Cejo got a reaction from JamesGoblin in Big World Step-BACK   
    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.
  25. Like
    Cejo reacted to Durin in Patch Notes: December 02, 2016   
    Let me be clear--it COULD be that required armor makes total sense and is really fun when the game releases.  It COULD be that ACE does something and we all love having to wear a helmet or boots to use our abilities in the future. 
     
    However, as testers, backers and supporters part of what some of us do is make suggestions about design and critique decisions ACE makes, hopefully in order to help make the game as amazing as it can be.  As a concept, armor requirements sounds to several vocal testers/supporters like a questionable or even bad idea based on what we know about the game (and our many prior years of combined game experience). 
     
    Finally and personally, I am beginning to be concerned that there may, perhaps, be an overemphasis on itemization and impermanence and we may be potentially going down a road of increasing of mundane tasks that, when taken together, may make playing a PVP MMORPG feel a bit like a chore instead of an epic fantasy experience (which is coming from that survival element).  Plainly, I do not like the idea that I cannot use my character's basic abilities unless I wear gauntlets.         
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