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killerkat

Testers
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  1. Like
    killerkat got a reaction from JamesGoblin in Nobody playing?   
    Well one thing to remember is right now at 10x skill progression, most vessels won't even be available at launch.  So many people who are killing it after 4 weeks, we still be using basic and intermediate weapons, tools, armor, etc.  So yes after 4 years someone who just starts will be at a disadvantage, but isn't that every game.  Larger guilds will always have an advantage because more people means more resources acquired.  But it also means larger equipment requirements.  There is a balance, it's just hard to see right now cause you have many people running around solo, which means you have pvprs smashing harvesters.  So all the harvesters are crying so they leave.  And then all the pvprs are crying cause no one is around.  Very rarely do you have two pvprs find and fight each other in open battle.  Sure there are some who will go and find a corner/ek to do battle to test, but in campaign rarely is it pvp vrs pvp... usually it's pvp vrs harvester/crafter.  Which is equivalent to special ops vrs house wife.
     
  2. Thanks
    killerkat got a reaction from Klandaghi in Parcel tokens not listed in the store   
    https://cdn.discordapp.com/attachments/260541078459908103/466379182365081602/Slide1.JPG

  3. Thanks
    killerkat reacted to yianni in 5.7 Live Feedback and Bug Reports for 8/9/18   
    For the love of malekai, please add an option for anything "zoom" related like map, character etc. to have a hotkey. like +/- . Not all of us use a mouse with a scroll wheel.
  4. Sad
    killerkat got a reaction from RikForFun in PreAlpha 5.7: Seasons - Official Discussion Thread   
    I gave the testing of the test a shot.  And the community made it sad.  Trying to help with a bug I found waiting on Jackal, and of course blood thirsty crowfallers ganked me.  Not that I had anything to lose as it's all given.  But makes wanting to test the test (still pre-alpha which is a test), unbearable.  But just running around looking for fights while we are trying to help find some bugs to get this test on live test.  Good luck people.
    bug
    Couldn't access ladder to a tower in the wild.  Want to call it a fort but it's really not a fort, so wasn't sure in general if people were refering to them as forts or not.  
  5. Thanks
    killerkat reacted to ShadowwBoi13 in 5.6.3 LIVE Feedback and Bug Reports for 7/13/18   
    Do you have any necklaces or rings on that grant harvesting bonuses? Others have stated that one of the stats on necklaces (i think) which is supposed to raise the damage you do to nodes is actually lowering it, so whats happening is probably the game is caping you at the 100 damage and then that stat is lowering your damage aftewards
  6. Like
    killerkat got a reaction from Armegeddon in ACE Q&A for July - Official Discussion Thread   
    Adreesing the first part of this.
    It's an MMO, the have (active guilds, large guilds) will always, and should, have more than the have nots.  I do not want to see a player come in and 2 days later be at the same place it took a guild full of harvesters and crafters who took hours upon hours to get material to equip their pvpr get rocked by Joe Smo Smucketelly cause he was able to get out of the beachhead/or other common area, gate.  Those that work hard will and should, have more than those that do not!  Haves and haves nots, as you put it. A regular player should struggle and it should be hard, that is the point of an MMO.
    I've learned early on this is a game of gear.  One of my first battles was a group of Balance (about 8 of us) fighting a Mino mermadon.  He dropped 1 of us but we couldn't even scratch him, until finally a geared balance guy came out and tides changed, granted only slightly.  But it's because of gear, ok a little known issue with mino merms.  But the fact that gear is such a big factor, those working hard on getting it should be better off than those that just playing 30 minutes a day.  That guy/gal should not expect to be at the same level as the Haves.
  7. Like
    killerkat got a reaction from Kraahk in Beneficial Harvest   
    Thanks Kraahk,
      So is there "hidden" benefits in any of the trees.  So I mastered Human and working on pureblood, as well as mastered Monster and working on underfoot.  Both are almost identical in harvesting stats for ore and stone, just flopped.  I also have the specialization node maxed for both of them.  However when I am on my hunam, there is a 5% difference in BH for ore over stone, and vice versa when I'm on the giunea.  So I am wondering if the skills are identical why is there such a diffence when the only differnce is a maxed tier one skill vice an incomplete tier II (human tier 1, pure blood tier 2 etc).  Anyone have insight.  
    I do check the skills with no tool in hand nor any rings or amulets equip.  I do leave my armor on, but as I stated when I switch the BH chance flops 5% from ore to stone (human to guinea).

  8. Like
    killerkat got a reaction from McTan in ACE Q&A for July - Official Discussion Thread   
    I agree.  I hadn't died this entire campaign in my current set of armor (knocks on wood).  But now I am still going to have to worry about replacement because a few bad players complain it's "too hard".  
    I feel like devs are catering to the soloist who wants to do everything on their own, instead of what this MMO is suppose to be, working with a team.  
    Well worded Anthrage!
     
  9. Like
    killerkat got a reaction from Anthrage in ACE Q&A for July - Official Discussion Thread   
    I agree.  I hadn't died this entire campaign in my current set of armor (knocks on wood).  But now I am still going to have to worry about replacement because a few bad players complain it's "too hard".  
    I feel like devs are catering to the soloist who wants to do everything on their own, instead of what this MMO is suppose to be, working with a team.  
    Well worded Anthrage!
     
  10. Thanks
    killerkat reacted to Anthrage in ACE Q&A for July - Official Discussion Thread   
    Personally I feel the move to unavoidable durability loss while being in combat is an absolutely terrible idea. It doesn't matter if the loss is far less than what you might suffer in X deaths - you could play for 11 hours and never die, or die and be revived, avoiding that loss completely. There is currently some in-combat tray loss but it is far less than what is being proposed. This new change is in my view entirely unnecessary and takes an issue that was affecting a minority of people and spreads it around to the entire player-base.
    The changes to crafting requirements - less materials needed, fewer required components, more optional components, and the free premium materials, address the issue quite sufficiently in my opinion. These durability loss changes...it's going to create all kinds of new problems. If anything, do the first set of changes and if the slippery slope is deemed to still be too slippery, then do the durability changes...
  11. Thanks
    killerkat got a reaction from DocHollidaze in Beneficial Harvest Stone   
    Good Morning,
       I posted this in general but I think it's a bug so here I am.
     
    So I switched to my half giant and noticed that the grave digging is up at 5% as well.  So I can only guess that the stone one is bugged in some way for humans in the pureblood branch.  I posted picks of the skill trees that I have trained for pure blood vrs underfoot.  Those two trees are are opposite so you would think the results would be identical when looking at beneficial harvest, however they are not.  there is a 5% difference between stone and ore.  Since there is no rhym or reason why this is the reason, or there is some hidden bonuses.  Some insight would be helpful.
     
  12. Thanks
    killerkat got a reaction from Armegeddon in ACE Q&A for July - Official Discussion Thread   
    No there really would still be no need for farming less than R5.  Because R5 would drop those same things, so to maximize efficiency you would still farm only R5+ to get those same items you talked about, with as little junk as possible.
  13. Haha
    killerkat reacted to miraluna in ACE Q&A for July - Official Discussion Thread   
    Hmm, did I hear Elk are coming in 5.7 ?  Elken vs. Elk 
  14. Like
    killerkat got a reaction from Kraahk in Parcel tokens not listed in the store   
    https://cdn.discordapp.com/attachments/260541078459908103/466379182365081602/Slide1.JPG

  15. Thanks
    killerkat reacted to Armegeddon in ACE Q&A for July - Official Discussion Thread   
    This... Here's a point or two.
    On Sunday 7/8, I harvested the R5 Iron nodes on Brazil... for hours. Out of that I got (Approximation) 1700+ white ore, 350+ green ore, 250+ Blue ore and around 35-40 purple ore. This means that the vast majority of my yield (and time spent) has been devalued greatly with the introduction of vendors.
    These changes will also basically make anything under R5 Worthless. On R3 Nodes on East aboul 20-25% of my yield would be grey... R1 and R2 Nodes, you may as well eliminate them from the game now unless the loot tables are going to be significantly reworked.. 
    But otherwise.. great stuff!
  16. Thanks
    killerkat reacted to Grivyn in ACE Q&A for July - Official Discussion Thread   
    I just don't see more positives than drawbacks to the "gameplay" with commons on vendors in CW, flat out kills the common market for harvesters and makes sub R5 spawns nothing but visual clutter in the game. Also going to be salty when killing mobs only to find out when go to skin they sub R5.
    Also turns "poor" resources into slag, knotwood, cobblestone level of usefulness.
    And can we please get confirmation on the SB wipe for 5.7, as not knowing has effectively killed the population count on the servers as most cant be bothered doing anything as expect a wipe to happen.
    So when a campaign starts players will now do 1 of 2 things;
    1: farm mobs for gold to buy the common mats they want as this is easier and less time than running around looking for the node types you need for what you want.
    2: group up with your basic tools and run around looking for R5+ nodes to harvest.
  17. Thanks
    killerkat reacted to Arkade in ACE Q&A for July - Official Discussion Thread   
    I'd like to get a better understanding of how these vendors will operate. In the video, Blair mentioned that the vendors are in keeps. Does that mean that only the people who control the keep(s) will have access to these vendors? If so, I don't see how that fixes the slippery slope issue. If you have 2 groups fighting over a keep, the losing side isn't going to have access to those resources.
    I'd also like to know what the limitations are for these vendors. Do they have a limited amount of resources available per day/week? Is there a limit per player? Is there a cost for these resources? 
    When we harvest, we predominantly get white resources from any node that is rank 3 or higher. Even if we are harvesting rank 10, we will get more white than any other quality. What are we going to do with all of those resources? It seems like there will be way more white resources than we will need and still limited quantities of higher quality stuff. 
  18. Thanks
    killerkat reacted to Kraahk in Beneficial Harvest   
    Beneficial Harvest is a short time buff which can be triggered (only) after the destruction of a node by a specific chance. If triggered, you will see the buff in your usual buff list.
     
    You can increase the chance and the power and the duration of this buff via skills in the race and excavation trees. However, the buff will only be applied i you trained the [resource type] specialization. These:

     
    In order to do so, you need to train the first skill, just like Extintor said. It is, though, (at least currently) enough to train the first pip of this skill.

     
    You can also build/buy runetools with an additional bonus to beneficial harvesting. Ask your local runemaker.

     
    If you are more interested in harvesting, you might find this harvesting dev blog from 2016 interesting, where Blair spoke about the first version of it. Some things changed since then, but it's still an interesting read and provides some insights.
  19. Thanks
    killerkat reacted to MisterBunny in Parcel tokens not listed in the store   
    At the moment, for xs, s, m, l, xl,
    Estate is 1,1,0,0,0
    Shire is 5,3,2,1,0.
    A crafting station is s,
    A cottage is m,
    A Villa and a Manor are l.
    A Manor has slots for 6 crafting stations, 
    a Villa has slots for 3 crafting stations,
    a Cottage has 1 slot for a crafting station.
    ... all I know for now.
  20. Like
    killerkat reacted to Anthrage in Stats and race   
    @Gradisharhas just put together this excellent sheet based on the new cap data:
     

     
  21. Thanks
    killerkat reacted to Destrin in economy   
    I am also really looking forward to when discs are not able to be hot swapped.
  22. Thanks
    killerkat reacted to goose in Whats the point of crafting taking time?   
    I mean, the way I test is by logging in 2-3 times a month to see what's different, because I don't like testing. I've done it for a paycheck, I've done it for free, and ...I don't do it for fun in either case, 'cause I don't..find it...fun.
    At the end of the day, feedback like yours is good, and more of it is more good, so I don't mean to seem like I'm poorly made socksting on your opinion - I am not. Just saying that pre-alpha often benefits from a shift in mentality that, anywhere else, might be considered detrimental to the gameplay experience. But it isn't my opinion that pre-alpha testing is more about how to break the game than how to optimize it, just so we're clear. Until pre-alpha ends, every new patch is a chance for everything to break, because pre-alpha is building the bricks and the foundation that will be used to construct a house, and sometimes the bricks come out round and no one is quite sure why.
    The more round bricks you can ensure come out brick-shaped before you need to start layering them on top of one another, the fewer bricks will need to be taken back out later on. Best analogy I can come up with.
    But every little (or large, from the sound of it) bit helps, and like you say, we all test in our own ways.
    Edit: hmm. in retrospect, I guess it is kind of my opinion that pre-alpha testing is "MORE" about breaking the game than about optimizing it. honestly, you're laying the foundation to do both in roughly equal measure, so..I might be putting more emphasis on the part of that equation that I got paid to deal with. coders optimize; game testers break. neither part is necessarily more important than the other, but only one of them requires someone know how to talk to Unity.
  23. Like
    killerkat got a reaction from goose in Whats the point of crafting taking time?   
    That is you opinion, and mine differs.
    Bugs in my opinion are exploits, whether low priority or otherwise, to me it's an exploit so refrain from doing it.
    And I believe that things are far enough along that the things I am testing, which are the things I care about mostly, are going to be in the finished product and resemble the intentions of the designers.  Is there work to be done and things to be change, yes.  But I do not think they will be so different that the things I enjoy are going to make the unenjoyable.  I test the parts that I plan on playing, and I test the crap out of them and give feedback.
    But me throwing out common ore by the hundreds is minor to the outcome of the game design.  I only said that to prove a point in my statement about having excess where he was saying there wasn't going to be any.  Come live the guild I'm in will have 5 times as many people if not more activly playing, so I am sure I will not be dumping or selling ore as I am atm.
    But I understand your position and have nothing against it.  It's just not my style so don't.  But have nothing wrong with those that do.  As we all test in our own ways.
  24. Thanks
    killerkat reacted to Hammur in Parcel tokens not listed in the store   
    With the new token system in place now I think the parcels in the store should list the number and type of tokes each parcel has assigned to it. 
  25. Thanks
    killerkat reacted to Kraahk in Whats the point of crafting taking time?   
    I dont see the problem at all.
    Time is a resource. A resource we need to invest wisely. Just like any other resource. If an enemy castle is guarded by 100 fighters and you have only 20, you will think about the risk and the possible rewards. If letting your thrall craft 50 blueprint items will bind it for 6 days, you will think about the risk and the possible rewards. 
     
    What is the point of physically running from this point of the map to the other? Why can't we just click on "superduper keep in the east" and immediately be there?
    What is the point of having to hit a resource node over and over again until we get the resources. Why can't we just click on it once and get the resources?
    What is the point in fighting each other one on one or in a siege over minutes or hours. Why can't we just click a button and the most powerfull immediately wins the battle or the stronghold?
     
    This game is not about getting everything immediately. It is about evaluating risk and possible reward/loss. It is about investing your resources wisely. And time is one of them.
    We live in a time where immediate results get more an more important to us. But, that is not like it really works. You invest. You evaluate the chances. You make decisions. You get the results and better learn to live with them. If Crowfall becomes a game that leads us back to understand this, i am perfectly happy with it. And may those who are not have the luck to learn it one day. 
     
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