Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

UnleashTheKraken

Testers
  • Content Count

    28
  • Joined

  • Last visited


Reputation Activity

  1. Like
    UnleashTheKraken reacted to KrakkenSmacken in so tired of failed crafting   
    What risk?
    It's simple mathematical material attrition.  It always happens at a fixed rate.
    There is zero choice from the moment you harvest the first doober, to the time you have a finished item, when it comes to taking the chance that the RNG is just going to take your stuff.  
    You can't train out of it, you can't avoid it by picking certain formulas, you can't do a damn thing except NOT CRAFT to avoid it.
    That's not risk/reward, that's risk/punishment, and it's stupid and terrible.
     
  2. Like
    UnleashTheKraken reacted to KrakkenSmacken in so tired of failed crafting   
    They quit Frykka.
    A whole guild interested and motivated to craft just gave up and said custard it, because of this one mechanic. A group of players that have already bought in, and tried in pre-alpha.  The hardest core of the hard core.
    If that, and the scientific studies around operant conditioning isn't enough to tell you there is a core problem with the mechanic, then maybe you can explain how the game is better, and what the game is gaining for driving players away, that can't be accomplished with better mechanics.
     
  3. Like
    UnleashTheKraken got a reaction from LordBinz in Templar Build v5.0.1 -> Analysis and Thoughts   
    nice build !
    I've tried a few more damage variations instead of banshee but I love field surgeon
  4. Like
    UnleashTheKraken reacted to Teufel in An Open Letter to the Devs - 5/22/2017   
    I'm excited about this, I like longer fights, and wish this would be the norm.  Nothing you've said gives me any cause for alarm.  I guess it's just a different way of looking at how you like to play.  Personally I've always hated quick 15 second gank fights, and a longer 5-20 minute fight between good players sounds awesome.
     
    So do you need me to open up my EK with a few walls thrown up, where people can play 24/7?  A lot of testing of builds is going on, but I guess it's not being seen because it's guilds doing the testing and not a lot of single players.
  5. Like
    UnleashTheKraken reacted to Tark in An Open Letter to the Devs - 5/22/2017   
    I think once battles get larger in scale you might have a kill group with disciplines that focus on slowing down a target to finish them off.
  6. Like
    UnleashTheKraken reacted to BionicFox in An Open Letter to the Devs - 5/22/2017   
    Winter is Coming 
  7. Like
    UnleashTheKraken reacted to Angelmar in An Open Letter to the Devs - 5/22/2017   
    A lot of great points made so far.  Legio is a decent kit, but he's not what I consider unbalanced. Especially compared to the unbalanced state the game has been in previously.
    Healing reduction was very significant. The amount of CC flying (fessor still queen of the battlefield) around and the damage out of runes like troubadour are kicking out.  
    Also generally agree 2v2 or even 3v3 is not the place to balance. Even in SB there were hard counters that would be unbalanced at that scale  (trying to jump a deflar, with a rogues for example).
    Also... like vect said, massive new content dump. Stuffs going to be unbalanced.  Not like this is myrms one shotting people with instacast abilities like the good old days.
  8. Like
    UnleashTheKraken reacted to Apok in An Open Letter to the Devs - 5/22/2017   
    Nothing wrong with raising concerns early imo, at least it will be in the back of their minds during development at the very least.
  9. Like
    UnleashTheKraken reacted to excelsias in An Open Letter to the Devs - 5/22/2017   
    I'm not even suggesting that they be part of the long-term game.  I just think Arenas would be useful for combat / balance testing, and hope they make a comeback in some limited fashion.  Or even with a "CTF" type variant, to help test POI combat.  I don't think they belong long-term, actually, because you can't balance for them, but they could be modeled and designed in a way to replicate the type of fighting expected in the actual CW.  Again - like they did before with Siege Perilous and Hunger Dome testing.  They probably need to come back in some way to help with the balanced OP posted about?
     
  10. Like
    UnleashTheKraken reacted to Anthrage in An Open Letter to the Devs - 5/22/2017   
    I did indeed, and it was up for a while before EKs were wiped. I was in it for over 6 hours building it and pvping there in fact, but when the 'CWs' came up I started pvping there I crashed, and have since been crashing in EKs and the CWs, being stricken with the same issue everyone with ATI cards is. I will rebuild it however, once I can.
    I do understand what the OP is saying. I posted something similar, and shortly thereafter the Bloodbath server debuted. I think ACE has shown now they are willing to try new things in this sense, and I have no doubt they will put up a few more server variants as we go forward. They may even accommodate some community requests, or help facilitate things like an arena or game modes like CTF, with particular asset additions if we ask nicely.
  11. Like
    UnleashTheKraken reacted to BarriaKarl in An Open Letter to the Devs - 5/22/2017   
    Now that we are talking about arenas. Will we have those in CWs?  A lot of rulesets (1x1, 2x2, etc.) and instead of giving rewards make betting possible. Make it so that we can have multiple acess points so that everyone can acess them.
    This could be a fun time sink for people who complain "What can i do when my friends are offline?" and i can see the betting being some way to make some money while doing it.
  12. Like
    UnleashTheKraken reacted to excelsias in An Open Letter to the Devs - 5/22/2017   
    Yeah that's not quite the same as an organized, official arena-based server though?  I'm thinking something that provides quick access to discs, weapons, armor, etc. without the need to craft, and a sanctioned format (again, like CTF).
    But I see your point!
  13. Like
    UnleashTheKraken reacted to Tinnis in An Open Letter to the Devs - 5/22/2017   
    Well, that is already here.
    EKs are online even outside of playtest windows at this point and you can enable PvP and invite up to 12 players for a 5v5 or 4v4v4 or 3v3v3v3. Or set your EK to open and public.
    You can even build an interesting arena.....for awhile anyway.
    Also @Anthragei beilive made a 2FORT map
  14. Like
    UnleashTheKraken reacted to excelsias in An Open Letter to the Devs - 5/22/2017   
    This may be against the active testing philosophy, but some kind of arena based PvP server (like the old Hunger Dome) would be fun to test combat builds.  Or, maybe even a "CTF" style map to put address OP's concerns.  I know this isn't the long-term vision for the game (DUH ), but when the devs refocus on testing balance vs systems, I hope we get this as an option.  
    The current focus is obviously not on balancing combat and TTK, damage, engagement boundaries, etc.
     
  15. Like
    UnleashTheKraken reacted to Avloren in An Open Letter to the Devs - 5/22/2017   
    You may not be fighting over the nodes so much as the material your enemies have already gathered. The hundred or so ore in your pack after an hour of gathering are worth far more than the dozen ore you leave behind in the node. A gatherer that can escape the fight has won, for all practical purposes.
    Admittedly we don't know for sure this will be the case in a real campaign. Maybe some nodes will be scarce enough that fighting over the node itself is worthwhile. But judging by the pre-alpha so far (at least, before easy access to the spirit bank broke the whole system), and the way things worked in Shadowbane: in both cases the contents of the gatherer's pack is the real prize.
  16. Like
    UnleashTheKraken reacted to Tinnis in An Open Letter to the Devs - 5/22/2017   
    Indeed - they said on the stream they basically just threw the equivalent of eight new classes into the game all at once - basically doubling it...
    for reference comparing the number of tooltips i prepared (a combo counts as 1)
    ~300 new
    vs
    ~130 base class tooltips
    Yea...
  17. Like
    UnleashTheKraken reacted to Vectious in An Open Letter to the Devs - 5/22/2017   
    I mean, they did just add in almost 300 powers with relatively very very little restriction. 
    Im actually surprised that there is a clear indicator of just one of the classes being too strong. 
    At this point we are making a transition away from archetypes and to classes, and we just threw in 300 new powers. Things are going to be pure chaos for awhile. They are testing the discipline rune technology of what they can do rather than try and balance anything. 
     
    This can make things frustrating if trying to min/max and figure out a build.
  18. Like
    UnleashTheKraken reacted to Askari in An Open Letter to the Devs - 5/22/2017   
    or to put it very rude: Who gives a **** if the little rat escapes as long as you remain with the treasure .... (sry, brave duelists out there)
     
    - well, anyways, perma stealth and perma burrowing could also be limited to a certain time in case of Need later on 
     
  19. Like
    UnleashTheKraken reacted to Tinnis in An Open Letter to the Devs - 5/22/2017   
    i'm just glad that discipline runestone brings builds, tactics, compositions and counters to the game beyond "bring a bigger horse **** than the other guy"
  20. Like
    UnleashTheKraken reacted to Askari in An Open Letter to the Devs - 5/22/2017   
    now you can run away, but later on you would have to leave behind all the properties you have put on your transport-donkey (or whatever animal) ...
     
    Moreover, remember the hunger, when you were constantly pushed together by the fog?
     
    No, my friends, there will be days when you have to stand your ground fighting for scarce ressources or die ...
  21. Like
    UnleashTheKraken reacted to Yoink in An Open Letter to the Devs - 5/22/2017   
    I know what you mean. There are certain classes that are just basically unkillable. The fessor, druid, and to some extent the lego can just choose not to die in open field PvP if they chose to just run away. But this really only matters for small scale, non poi combat, so it really might not matter. But center the PvP around a stationary poi and it should be different, I think. Also, give time for builds to readjust with all these new disc.
  22. Like
    UnleashTheKraken reacted to Kraahk in An Open Letter to the Devs - 5/22/2017   
    I would like to agree to one of Clockworks superficial statements: Don't let critical feedback cause you to not give critical feedback anymore. And also don't take it personal. If you criticize (as constructive as it may be) it's very likely that others will answer with critique themself. And if only in order to balance. Thats normal. Be aware that voicing an opinion against a criticism doesn't necessarily mean that one really believes that the opposite would be best. Just stay with your point if you believe in it. Reflect yourself, but stand for what you believe and share it with others - as long as you are not extraordinarily obtrusive, though.  
    Every Feedback is important. In the end what counts is that we give it and that ACE will take it. They will build their own opinion and all we can do is trying to help to make the game as good as possible for as many people as possible. You've done your part. The rest of this discussion is, well, 'part of the game' ... soddasay.
    (Btw: Personally I don't think that the centaur is overpowered. Practice doesn't provide prove. If so, i think, there would be a lot more of Centaurs in the worlds. And thats not the case. But thats just my (current) point of view.)
  23. Like
    UnleashTheKraken reacted to BarriaKarl in An Open Letter to the Devs - 5/22/2017   
    Ugh guys whats up with this hostility out of nowhere? I wont re-read the thread but i am pretty sure nobody shot down OP because of his post.
    Saying "it is pre-apha" is a pretty solid reason. Not a helpful reply but right none the less. In the phase we are right now balance is secondary.
    Continue giving feedback but remember that those probably wont be read until later in developtment.
  24. Like
    UnleashTheKraken got a reaction from Mr.Kurtz in An Open Letter to the Devs - 5/22/2017   
    Hello, 
    My group of friends and I have been watching this game closely since KS. Many of us have invested hundreds of dollars and have watched CF develop with great anticipation. We've really enjoyed testing as well as speaking to Tyrant in-game. I can speak for everyone when I say we love the level of interaction and commitment of the devs. We appreciate your hard work, and we think the new iteration of the game looks more polished than ever. We're very much looking forward to seeing this game continue to develop and we will continue to support it with both our wallets and advertising by word of mouth. That being said, we have some concerns.
    Our group has been playing together for several years and through several games. In those games, we tend to push the boundaries of what "builds" should be run. We constantly theorycraft and try to build the better mousetrap. We're min-max freaks. While playing through that lens, we also realize that this is pre alpha and I want to stress that our concerns are towards different perceived trends.That being said, here are our concerns.
    While testing every weekend, usually battling in 2v2s as well was 3v3s etc, we've found that some archetypes are just better than others. For instance, a legionnaire has the highest base movespeed as well as a arsenal of heals. With some of the new runes, the legionnaire also has the ability to hit like a truck. We've recently seen legios running combinations where a couple of dps classes will kill themselves on the legionnaire. The legio also has the ability to reset the fight and kite around with his high ms. Simply put, the skill "floor" of the legionnaire is skewed in his favor meaning he can make many more errors than his opponent and not be punished for it. What we have, essentially, is a WoW death knight (early wrath of the lich king)  that can just do too much. We feel that this archetype needs to be reexamined (we've tested this and even build a full suit of armor / weapons with full lifesteal on a non healing archetype, and it was not enough to keep up with the sustain). This brings me to my next point.
    Currently, with the healing and self heals of some classes, the fights drag on for the better part of an hour. A champion can double leap and reset the fight and a legionnaire can simply run away and self heal while reengaging on his terms. The ability to reset a fight at will and control the tempo is very skewed towards certain classes. Everything equal, fighting certain combinations and classes has led us to fights that have lasted 20+ minutes until both sides have give up and move on...Likewise, we have participated in 2v1s where we can have just dodged around a knight / templar combo until everyone became bored and left (maybe they were really bad...I don't know). We have also played ranged archetypes where we can just perpetually kite melee pursuers around. 
    Keeping the above in mind, escapes and gap closers feel too easy. Currently, there are far too many ways to disengage and run, which leaves one player chasing anywhere from 15 minutes to an hour just to secure a kill. Also, some of the leaps and charges do not work up hills or become challenging to hit with max distances of disengages. 
    In short,
    We hope that damage / healing / hitpoints will be reexamined to make this game less forgiving and that certain classes will having healing drastically reduced. We also hope that the idea of every class having some form of healing is looked at, even as an emergency button. We feel that these changes would make a glass cannon truly feel like a glass cannon as well as a tank truly feel like a tank. We are also concerned about move speed and the ability to disengage from fights. Certain classes, mages, etc, should be punished for positioning mistakes and have less of an opportunity to deploy seemingly free escapes. There should be a need for classes to peel and stick to targets as opposed of buttons that put you across the map with the attackers having mediocre methods to reengage or pursue. 
     
     
  25. Like
    UnleashTheKraken got a reaction from BionicFox in An Open Letter to the Devs - 5/22/2017   
    Hello, 
    My group of friends and I have been watching this game closely since KS. Many of us have invested hundreds of dollars and have watched CF develop with great anticipation. We've really enjoyed testing as well as speaking to Tyrant in-game. I can speak for everyone when I say we love the level of interaction and commitment of the devs. We appreciate your hard work, and we think the new iteration of the game looks more polished than ever. We're very much looking forward to seeing this game continue to develop and we will continue to support it with both our wallets and advertising by word of mouth. That being said, we have some concerns.
    Our group has been playing together for several years and through several games. In those games, we tend to push the boundaries of what "builds" should be run. We constantly theorycraft and try to build the better mousetrap. We're min-max freaks. While playing through that lens, we also realize that this is pre alpha and I want to stress that our concerns are towards different perceived trends.That being said, here are our concerns.
    While testing every weekend, usually battling in 2v2s as well was 3v3s etc, we've found that some archetypes are just better than others. For instance, a legionnaire has the highest base movespeed as well as a arsenal of heals. With some of the new runes, the legionnaire also has the ability to hit like a truck. We've recently seen legios running combinations where a couple of dps classes will kill themselves on the legionnaire. The legio also has the ability to reset the fight and kite around with his high ms. Simply put, the skill "floor" of the legionnaire is skewed in his favor meaning he can make many more errors than his opponent and not be punished for it. What we have, essentially, is a WoW death knight (early wrath of the lich king)  that can just do too much. We feel that this archetype needs to be reexamined (we've tested this and even build a full suit of armor / weapons with full lifesteal on a non healing archetype, and it was not enough to keep up with the sustain). This brings me to my next point.
    Currently, with the healing and self heals of some classes, the fights drag on for the better part of an hour. A champion can double leap and reset the fight and a legionnaire can simply run away and self heal while reengaging on his terms. The ability to reset a fight at will and control the tempo is very skewed towards certain classes. Everything equal, fighting certain combinations and classes has led us to fights that have lasted 20+ minutes until both sides have give up and move on...Likewise, we have participated in 2v1s where we can have just dodged around a knight / templar combo until everyone became bored and left (maybe they were really bad...I don't know). We have also played ranged archetypes where we can just perpetually kite melee pursuers around. 
    Keeping the above in mind, escapes and gap closers feel too easy. Currently, there are far too many ways to disengage and run, which leaves one player chasing anywhere from 15 minutes to an hour just to secure a kill. Also, some of the leaps and charges do not work up hills or become challenging to hit with max distances of disengages. 
    In short,
    We hope that damage / healing / hitpoints will be reexamined to make this game less forgiving and that certain classes will having healing drastically reduced. We also hope that the idea of every class having some form of healing is looked at, even as an emergency button. We feel that these changes would make a glass cannon truly feel like a glass cannon as well as a tank truly feel like a tank. We are also concerned about move speed and the ability to disengage from fights. Certain classes, mages, etc, should be punished for positioning mistakes and have less of an opportunity to deploy seemingly free escapes. There should be a need for classes to peel and stick to targets as opposed of buttons that put you across the map with the attackers having mediocre methods to reengage or pursue. 
     
     
×
×
  • Create New...