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Jjohnsin

Testers
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  1. Like
    Jjohnsin reacted to ZYBAK in A Holiday Message to ACE   
    I disagree.
     

  2. Like
    Jjohnsin reacted to chodie in The Gathering Life   
    Gathering will be just as important as crafting, and in some respects more so. One crafter can go through mats faster than one gatherer can gather. To this end, gathering (and keeping) mats is going to be paramount. 
     
    There are people who are dedicated gatherers, and actually enjoy doing it; I assume because wealth accumulation is something they find cathartic or enjoyable, I haven't asked. I know I, personally, get a small sense of accomplishment by stocking my inventory full of stuffs, not so much that I'd main a pick swinger but enough that I can acknowledge the feeling.   
     
    I think it would behoove any guild that wants to be effective to have dedicated gatherers. I can see one or two out of a group of five being gatherers and three to four guards as being the norm (assuming 5-man party stays) for harvesting runs. I also see people who main skilled gatherers being a highly sought-after commodity by guilds, or even really hardcore guilds forcing members to skill up gathering because of its importance. Of course, the longer people play and skill up the more the lines between roles gets blurred and gatherers/guards will eventually become one in the same. 
  3. Like
    Jjohnsin got a reaction from JamesGoblin in My first impressions   
    First off, were you using basic runestones? If that's the case then you really should invest in actual runestones, they're super easy to make (like 2 wood, some parchment paper, and an ore I think). Their durability lasts WAY longer. Also you need to know the order of resource levels, I.e. you really should start with finding a copper node and making copper runestones. If you try to mine tin nodes with the basic pick then yah, it's going to take forever...because you need better runestones to harvest better resources.
     
    Also utilize the potions for testing...after finding one set of copper nodes you should be able to make harvesting potions which give you easily 6-10 doobers per node. Harvesting is fine stamina wise, i mean it's kinda annoying, but still fine.
  4. Like
    Jjohnsin reacted to Greenfox21 in Testing environment futile   
    For starters,
    it's a bloodbath test.
    Get some friends tojoin you or make some ingame/ forums.
     
    This is a test and not a playing field.
    And sadly, you're fairgame if you go into a world outside the EK simulation one.
     
     
    So hit either that or get company.
  5. Like
    Jjohnsin got a reaction from Tofyzer in Snap test set for Thursday   
    Same as Destrin and Dreaden. My FPS was fine (30-45 usually) but the network latency could spike upwards of 2000 ms, and sat usually around 400-600 which made it kinda unplayable, at least for me. But it was a really great time and we had some pretty epic fights...really looking forward to next tests. 
  6. Like
    Jjohnsin got a reaction from dinorage in Skill system need rework - proposal   
    I disagree as well. I think the passive system, with some tree reworks (which will happen as we are still in alpha) is a fine system. The entire point of the system is that you CANT be everything, or in your post; gatherer, crafter, and fighter. It SHOULD take a long time to get through a tree, because when you do you become super specialized which leads to communication and the MMO/social connections that this game will lead to, which is great. Being able to train all 3 generals takes that away tbh. It's not a solo game
  7. Like
    Jjohnsin got a reaction from Buckly in Skill system need rework - proposal   
    I disagree as well. I think the passive system, with some tree reworks (which will happen as we are still in alpha) is a fine system. The entire point of the system is that you CANT be everything, or in your post; gatherer, crafter, and fighter. It SHOULD take a long time to get through a tree, because when you do you become super specialized which leads to communication and the MMO/social connections that this game will lead to, which is great. Being able to train all 3 generals takes that away tbh. It's not a solo game
  8. Like
    Jjohnsin got a reaction from Thyr in Skill system need rework - proposal   
    I disagree as well. I think the passive system, with some tree reworks (which will happen as we are still in alpha) is a fine system. The entire point of the system is that you CANT be everything, or in your post; gatherer, crafter, and fighter. It SHOULD take a long time to get through a tree, because when you do you become super specialized which leads to communication and the MMO/social connections that this game will lead to, which is great. Being able to train all 3 generals takes that away tbh. It's not a solo game
  9. Like
    Jjohnsin got a reaction from JamesGoblin in 3.7 Duelist Opinions [good and the bad]   
    I'd like to start off by saying this thread should be a community effort, so if you've spent time playing Duelist and have some suggestions, put em here! I hope this is an ok spot, and I didn't see if AT threads should stick to AT forum areas but here it is. Tl:dr at the bottom.
     
    Overall:
    So overall, the Duelist is an awesome AT. It really is a fast and fun AT to play, albeit a little one dimensional in my opinion. I really like the direction of it, kinda of in and out of the fight, resetting burrow and getting recon openers. Inconceivable! is a fun ability but I'm not a huge fan of the RNG factor. I found it a little weird to get used to the height of the Duelist, especially with aiming (but mainly because I'm used to playing top down games competitively so my muscle memory wants to pan the camera down, but again just my own experience) but when I got used to it, aiming seemed pretty solid. Overall, fun AT but could be improved aa I'm sure every AT is at this point of development.
     
    Combat:
     
    Burrow tray --> so I want to start off talking about the burrow tray. I LOVE this skill, lots of fun. I do wish I had a few more options for openers, but maybe that will come with time.
    - The #1 ability is pretty ok, animation looks nice imo, and does decent damage. It took me a while to figure out the range, and I'd like maybe 5m tacked on to it (although that could be because people can see you so easily in burrow atm and can't always reach them).
    - #2 is the reason I picked up Duelist to start. This ability is really cool, and gets the most effect when you cruise around the edge of the fight popping out of burrow and then back underground, paired with #4, you can be super slippery and put out some good supporting damage. This paired with #3 can provide a lot of control as well for your group.
    - #3, the recon ability. I would like to see the Duelist go more towards this type of ability. It raises the skill ceiling on the class, and can really allow for some high level plays. Especially without cast bars in the game, recognizing enemy animations and interrupting them during important skills is exactly what a specialist should be doing imo. I'm not sure how to further add this into the Duelist kit, bit if you guys do please comment and let me know.
    - #4, great mobility ability...seems a little strong to me tbh. At least in combat. It doesn't take stamina and is on a 4 (5?) second CD on top of sprint while burrowed. But that being said, it can be paired with the rest of the burrow tray and be used to great effect.
     
    Main tray --> I'm going to lump all this together or else this post will be WAY too long. But I really want to see diversity in this tray. Atm it's pretty boring, and too one dimensional for my taste. Spamming saber strikes and praying for pistol procs so you can actually do something is fun...but not necessarily engaging. Duelist atm has too many pip spenders I think, and although that provides choices for certain situations, having an ability other than pistol shot and LMB spam would be appreciated. If there was an ability that took advantage of recon, generating pips on successful interrupt, that would add a lot of depth to this tray. In group play, the #5 isn't necessary and could be replaced. It's super nice in solo play though so not sure what to do with it. Inconceivable! is....ehh, the buffs are relatively minor except for the double pip generation and double saber strikes. When these proc, you can pepperbox spam someone into the ground. That said, the animation is great, and it does allow you to kind of play to a reactive style depending on what you roll. I think, at least in group play, you should always start the fight with a full pip Inconceivable because it has the potential to be Duelists strongest ability.
     
    Bugs:
    - jumping/tunneling while burrowed on vertical terrain sometimes kicks you out of burrow.
    - I've read a few coin bugs, haven't been able to recreate it myself
     
    I think that's all I have written now but... tl:dr I like the direction of Duelist, it has fun and iconic abilities that does seperate it from others. Outside of burrow it feels really one dimensional, just waiting for pistol procs (especially when everyone runs away these days) when you more pip spenders than you have pips for (w/out Inconceivable! buffs). I'd like to see it move towards more of the "recon" ability and integrating that into the Duelist regular tray, increasing the skill ceiling. If y'all have feedback or comments or suggestions, let me know. Cause until stalker comes out, I'll be putting lots of time on duelist
  10. Like
    Jjohnsin got a reaction from Xenotor in Skill system need rework - proposal   
    I disagree as well. I think the passive system, with some tree reworks (which will happen as we are still in alpha) is a fine system. The entire point of the system is that you CANT be everything, or in your post; gatherer, crafter, and fighter. It SHOULD take a long time to get through a tree, because when you do you become super specialized which leads to communication and the MMO/social connections that this game will lead to, which is great. Being able to train all 3 generals takes that away tbh. It's not a solo game
  11. Like
    Jjohnsin got a reaction from JamesGoblin in Craftfall   
    It kinda sounds like you want the whole pie...but a major part of this game is not having the whole pie. The cool part is you're just one piece and you have to work with others to be successful. Like others have said, in a guild the harvesters will need protection to get resources for the crafters who make everyone gear.
     
    No matter what you specialize in you're going to be contributing and progressing. You're not going to be able to do everything in the game, and that's a really good thing imo. Choose what you want to do, get good at it, and there will always be use for what you want to do. Plus you will be able to make basic gear even if you go into combat
  12. Like
    Jjohnsin got a reaction from JamesGoblin in Craftfall   
    I don't think we are forcing anything. But here, you're concerned about not really being able to physically use the crafting system in game. But that's not true...you will be able to make a fair amount of different items, you just won't be able to make the BEST of those items, as it should be. You will still have to use those resources you get from killing people to replenish your tools, create basic building materials, create basic weapons and armor, etc. I'm not saying you want to be self-sufficient...I'm just saying that you're always going to have a use for resources, as you will ALWAYS be able to make something. However you won't be able to use the crafting system to its full potential because you aren't specializing in it...as the system was made for the people who do want to specialize. 
     
    A lot of people have explained this the same way. You can still craft even though you train into the combat tree, you just won't be able to craft the BEST gear in the game. But for the most part, you will always have use for resources to create buildings in your EK, in campaigns, basic gear, etc. Does this make sense? You aren't getting only 1 piece I suppose, you have the whole game...you are just specializing in one piece.
     
    EDIT: and if you're concerned about not being able to make the best gear yourself then idk what to tell you, cause that's the point of the game. To create relationships with people who can make that for you. But yah, there will always be use for basic resources, even as a fighter
  13. Like
    Jjohnsin got a reaction from goose in Big World Step-BACK   
    So first off, like others have said the game is still very early on in testing so I do expect some frustration, that's to expected and part of alpha testing.
     
    In regards to gear reqs for skills...cmon, it's not that big of a deal. It takes like 20 wood to make a full set of basic gear. It's not hard. Even if you happen to be handled at the graveyard, which happened to me a few times, I just ran like 5 minutes away to get my full set and I was fine. I get why it would frustrate people but idk, to me it seems super easy to get a basic set of gear so...in my opinion, not really a huge issue especially for alpha testing.
     
    In regards to hunger and food. I don't know what you guys have been doing but I get so many pine nuts and grubs and meat, and making a survivalist fire is only 12 wood. Pair that with harvesting potions and it's like...how can that even be a issue ever. Idk, I've put in a lot of hours this test so far and hunger has NEVER been an issue for me.
     
    I agree though that having a bank/permanent storage would be HUGE for testing. As someone said, it's like everything is your inventory right now, so you either have everything or nothing. I expect that to come shortly bit yah, mass production and storage will be needed
  14. Like
    Jjohnsin got a reaction from Gummiel in Big World Step-BACK   
    So first off, like others have said the game is still very early on in testing so I do expect some frustration, that's to expected and part of alpha testing.
     
    In regards to gear reqs for skills...cmon, it's not that big of a deal. It takes like 20 wood to make a full set of basic gear. It's not hard. Even if you happen to be handled at the graveyard, which happened to me a few times, I just ran like 5 minutes away to get my full set and I was fine. I get why it would frustrate people but idk, to me it seems super easy to get a basic set of gear so...in my opinion, not really a huge issue especially for alpha testing.
     
    In regards to hunger and food. I don't know what you guys have been doing but I get so many pine nuts and grubs and meat, and making a survivalist fire is only 12 wood. Pair that with harvesting potions and it's like...how can that even be a issue ever. Idk, I've put in a lot of hours this test so far and hunger has NEVER been an issue for me.
     
    I agree though that having a bank/permanent storage would be HUGE for testing. As someone said, it's like everything is your inventory right now, so you either have everything or nothing. I expect that to come shortly bit yah, mass production and storage will be needed
  15. Like
    Jjohnsin got a reaction from coolwaters in Big World Step-BACK   
    So first off, like others have said the game is still very early on in testing so I do expect some frustration, that's to expected and part of alpha testing.
     
    In regards to gear reqs for skills...cmon, it's not that big of a deal. It takes like 20 wood to make a full set of basic gear. It's not hard. Even if you happen to be handled at the graveyard, which happened to me a few times, I just ran like 5 minutes away to get my full set and I was fine. I get why it would frustrate people but idk, to me it seems super easy to get a basic set of gear so...in my opinion, not really a huge issue especially for alpha testing.
     
    In regards to hunger and food. I don't know what you guys have been doing but I get so many pine nuts and grubs and meat, and making a survivalist fire is only 12 wood. Pair that with harvesting potions and it's like...how can that even be a issue ever. Idk, I've put in a lot of hours this test so far and hunger has NEVER been an issue for me.
     
    I agree though that having a bank/permanent storage would be HUGE for testing. As someone said, it's like everything is your inventory right now, so you either have everything or nothing. I expect that to come shortly bit yah, mass production and storage will be needed
  16. Like
    Jjohnsin got a reaction from Eaden in Big World Step-BACK   
    So first off, like others have said the game is still very early on in testing so I do expect some frustration, that's to expected and part of alpha testing.
     
    In regards to gear reqs for skills...cmon, it's not that big of a deal. It takes like 20 wood to make a full set of basic gear. It's not hard. Even if you happen to be handled at the graveyard, which happened to me a few times, I just ran like 5 minutes away to get my full set and I was fine. I get why it would frustrate people but idk, to me it seems super easy to get a basic set of gear so...in my opinion, not really a huge issue especially for alpha testing.
     
    In regards to hunger and food. I don't know what you guys have been doing but I get so many pine nuts and grubs and meat, and making a survivalist fire is only 12 wood. Pair that with harvesting potions and it's like...how can that even be a issue ever. Idk, I've put in a lot of hours this test so far and hunger has NEVER been an issue for me.
     
    I agree though that having a bank/permanent storage would be HUGE for testing. As someone said, it's like everything is your inventory right now, so you either have everything or nothing. I expect that to come shortly bit yah, mass production and storage will be needed
  17. Like
    Jjohnsin got a reaction from BarriaKarl in Big World Step-BACK   
    So first off, like others have said the game is still very early on in testing so I do expect some frustration, that's to expected and part of alpha testing.
     
    In regards to gear reqs for skills...cmon, it's not that big of a deal. It takes like 20 wood to make a full set of basic gear. It's not hard. Even if you happen to be handled at the graveyard, which happened to me a few times, I just ran like 5 minutes away to get my full set and I was fine. I get why it would frustrate people but idk, to me it seems super easy to get a basic set of gear so...in my opinion, not really a huge issue especially for alpha testing.
     
    In regards to hunger and food. I don't know what you guys have been doing but I get so many pine nuts and grubs and meat, and making a survivalist fire is only 12 wood. Pair that with harvesting potions and it's like...how can that even be a issue ever. Idk, I've put in a lot of hours this test so far and hunger has NEVER been an issue for me.
     
    I agree though that having a bank/permanent storage would be HUGE for testing. As someone said, it's like everything is your inventory right now, so you either have everything or nothing. I expect that to come shortly bit yah, mass production and storage will be needed
  18. Like
    Jjohnsin got a reaction from JamesGoblin in Big World Step-BACK   
    So first off, like others have said the game is still very early on in testing so I do expect some frustration, that's to expected and part of alpha testing.
     
    In regards to gear reqs for skills...cmon, it's not that big of a deal. It takes like 20 wood to make a full set of basic gear. It's not hard. Even if you happen to be handled at the graveyard, which happened to me a few times, I just ran like 5 minutes away to get my full set and I was fine. I get why it would frustrate people but idk, to me it seems super easy to get a basic set of gear so...in my opinion, not really a huge issue especially for alpha testing.
     
    In regards to hunger and food. I don't know what you guys have been doing but I get so many pine nuts and grubs and meat, and making a survivalist fire is only 12 wood. Pair that with harvesting potions and it's like...how can that even be a issue ever. Idk, I've put in a lot of hours this test so far and hunger has NEVER been an issue for me.
     
    I agree though that having a bank/permanent storage would be HUGE for testing. As someone said, it's like everything is your inventory right now, so you either have everything or nothing. I expect that to come shortly bit yah, mass production and storage will be needed
  19. Like
    Jjohnsin got a reaction from pang in Craftfall   
    I don't think we are forcing anything. But here, you're concerned about not really being able to physically use the crafting system in game. But that's not true...you will be able to make a fair amount of different items, you just won't be able to make the BEST of those items, as it should be. You will still have to use those resources you get from killing people to replenish your tools, create basic building materials, create basic weapons and armor, etc. I'm not saying you want to be self-sufficient...I'm just saying that you're always going to have a use for resources, as you will ALWAYS be able to make something. However you won't be able to use the crafting system to its full potential because you aren't specializing in it...as the system was made for the people who do want to specialize. 
     
    A lot of people have explained this the same way. You can still craft even though you train into the combat tree, you just won't be able to craft the BEST gear in the game. But for the most part, you will always have use for resources to create buildings in your EK, in campaigns, basic gear, etc. Does this make sense? You aren't getting only 1 piece I suppose, you have the whole game...you are just specializing in one piece.
     
    EDIT: and if you're concerned about not being able to make the best gear yourself then idk what to tell you, cause that's the point of the game. To create relationships with people who can make that for you. But yah, there will always be use for basic resources, even as a fighter
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