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Everything posted by Gromschlog

  1. Day/Night cycles and creatures that only exist at day or night exists in many other games. For example lotro had it 10 years ago... doesnt sound new or cool in any way to me. 40m day&night sounds really short. I feel, its weird that night is time of hunger and that it goes away when the sun goes up... I thought of the lore in other ways... but thats not on me to decide... seasons coming will be a nice change, though.
  2. I'm not sure if I like the tomes, but timebanks with 1d/1m time are a really good change. This is, what I hoped for from the beginning. However... It shouldnt be possible to buy tomes or whatever to reach more training than would have been possible normally. Like If I buy 2 tomes of 1 month combat training 1 month after game release, I would be better in combat than any legit player... this shouldnt be possible and encourages alt accounts to gather training time for the main account.
  3. I like dark darkness, but please dont make it in a way that forces everyone to just up you gamma at night. If your fighting experience is bad without a "gamma hack" and better with, night is too dark. Better just reduce vision distance at night and create fog.
  4. They should change to allow VIP to chose the next five Pips to be trained instead of just ending all Pips of the chosen Skill. Thats still bad if the active one ends in off-peak-hours and just activating the next five to-be-trained Pips would be much more relaxing. Plus, nonVIP should be able to set the next to-be-trained Pip. Otherwise, they lose time between EVERY Pip of EVERY skill, just by having the delay of clicking at the right time. Calling that "just be active" is really nonsense and far from reality. I thought, they'd change it in a way to allow VIP to queue up the next to-be-trained-skills. And instead they even put more to-be-trained pips with timegaps by inactiveness in every single skill... Thats so sad... I even hoped for the opportunity for VIP to be able to select any Skill in any Skilltree and have the Skilltraining system automatically train up to that skill in an optimized way... Like "I want basic crafting tree made full, click on highest tier, come back a month later and be done". That would be a nice VIP perk... Now, we have to come back to the game every some hours as nonVIP and every other day as VIP... I just hate it. Imo, one loses enough time with the old system for just not being there when a Skill is trained full without a queue for the next. Now VIP stay with that crap and nonVIP get the crap multiplied by 5? ouch.
  5. what I said applies to ALL objects. The effect is just MUCH more obvious and practically neglectable for dense objects. Its still there. Always. A ton of feathers has the same weight like a ton of iron. still, as long as you dont compress it to the same volume, it falls slower. aerodynamics can be ignored for dense objects and falling heights of less than 20m and everything above will be deadly anyway. that it can be ignored for practical reasons doesnt mean its not there. let a car and a truck fall from 10km height, and they will NOT hit the ground at the exact same time. its irrelevant to the game, but its real.
  6. agree, turning item quality to lowest on fail would be much better than losing everything completely. and it wouldnt even hurt newcomers that much, which is a bonus, too.
  7. in every game, some players are just there to annoy others. nothing else
  8. and why do tanks even get AT at all... why not a much clearer focus on defense? Why isnt there a class with only defensive buffs and other classes with only offensive buffs from training? In the end, everyone that plays a certain class will trait everything anyway. so why then should everyone trait everything, no matter which class he plays?
  9. Assassin already has AT training ingame... while others dont... sounds very much like assassin is next.
  10. Now that AT are changed and there are many new possibilities and abilities... What do you think is the best Race/Class/Disciplines combination for people that dont want to fight? So target should be high defense, good escape skills, high running speed, while damage and utility are less interesting... which would you choose and why?
  11. wasnt there a timewindow in testing, which got longer whenever a defender died and shorter whenever an attacker died? sounds reasonable to me. and it might even be a rule for some dregs campaigns to have 24/7 vulnerability.
  12. Yea, skill based crafting would have been nice. However, it seems the only skills one needs for crafting is patience for passive skills to rise, luck for experimentation and some knowledge about which material gives which bonusses. Only the last point is interesting, I'd prefer to get rid of the first two. Seems like waiting for CoE and what they do as they target skill based crafting.
  13. Sad but true. Parts of me giggled as you wrote funny, parts got depressed because its so true... If there was the option to highlight a post per week to make a dev think about it, this one would be it for me.
  14. So then, choices are only relevant for fighters? Soo cool...
  15. Soo... after some weeks i finally reached a point in the skilltrees, where I realize that I cannot train the final trait because I just unlocked one path there and not every single path... If everyone needs to train every single trait in a traittree to unlock the final trait and therefore the following traittrees... Then where do decisions matter and where is diversity? If this stays as is, training might as well be completely linear within each traittree.
  16. Login each two days from day one for passive training, then after a month or two, I will start to play, if the way crafting and harvesting is stays till release. Then play for some month, find out that it will be an annoying grind to get anything done in my eternal kingdom and be happy about CoE getting released some months later.
  17. I'm pretty sure the design philosophy has nothing against jacks of all trades as long as they are masters of none. Decisions should matter good groups will clearly prefer 5 masters in their field over 5 jacks of all trades where none of them is able to produce anything really good. so for everyone interested in groupplay, it should be much better to train something as masterful as possible. however, there will always be solo-players, no matter how bad their playstyle fits into this game. For a solo-player, training everything and being able to do everything (even if bad) is clearly better than being able to craft the best weapons, but being naked and starving.
  18. Okay, the relative power gap is not. The absolute power gap is. As soon as the first player is done with the first tree and starts a new one, which second player wants to train too, the exact same thing happens. they dont come nearer which they would if they trained the same thing forever, they always have the same absolute power gap (which raises whenever player1 starts a new tree and then slowly gets smaller until player one starts the next tree), if they train the same skills.
  19. and if you wait a bit longer, until they reach the top of the skilltree and start a new tree, the power gap is the same like in the beginning this only works for skills that have endless training time and always get better.
  20. Concerning the "While there is an advantage in this system to starting earlier, skill gain is set up on a diminishing results curve; it’s easier to gain the first 20% than it is to gain the last 2%" point: This would be kind of catch-up if it were real for the whole skilltree however, its not. its just real for each node. This is the fundamental problem. As long as I need to train every node until its full to get access to the next, there is no real DR in the training. The way the nodes themselves work now should be how the whole training trees work. I dont even see the point in having nodes with DR inside as long as everyone has to train the whole nodes to advance in the tree. If it has to be everything or nothing, then it can be linearly anyway. DR inside single traits only make sense if i can skip parts of every trait to get faster to the higher tiers.
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