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Jagour

Testers
  • Content Count

    51
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Reputation Activity

  1. Haha
    Jagour got a reaction from Remlap in The Hordes of Chaos vs The League of Extraordinary Balance   
    It’s not. What’s up @Parfax?
  2. Like
    Jagour got a reaction from JamesGoblin in ZYBAK 1 - Crowfall Cutthroat Assassin PvP Montage   
    Yup
  3. Thanks
    Jagour got a reaction from Anhrez in Crowfall Victory Point Mechanic for Crafters   
    With the addition of Warbands of varying species and factions and the fact that you plan on sticking to a mostly victory point oriented win mechanic for campaigns here is an idea I have been brainstorming for awhile given the new information about what is coming down the pipe. Let’s say for example there are three different Warband factions within this pretend campaign Orcs, Bandits, and a Roman Legion Tribe. Now let’s say each one of those has a faction leader who is sort of a mini boss. What if each of those mini bosses had a small chance to drop a different specific recipe for a component. Now if you collected all three component recipes and crafted them they could then be combined into a final item. Now if you successfully escort this final item to the Embargo Chest your faction or guild in the dregs gets a substantial chunk of victory points. I would also recommend that each of the three component recipes that drop from the Warband leaders require a different type of crafting as well as small components from the more obscure types of crafting. So if one was Blacksmithing, one Woodworking, and one Stone Masonry but maybe they required little bits from Jewelcrafting or Runemaking in them as well. I would recommend that these require significant amounts of resources too. This would give crafters/harvesters a more direct way to impact the victory point scoreboard. Also if on your trip to “submit” the final item into the Embargo Chest you got jumped and killed if it was looted it could then be used by the looting faction but maybe for slightly less points if the name of the crafter on it was not from that faction. Just some ideas I have had for again a more direct way for crafters/harvesters to impact the end result of a campaign. Thanks!



  4. Like
    Jagour reacted to srathor in Death Shroud is dumb   
    I would have rather seen the shroud on the crow. Ticking down while returning, rather than once you stand up.  So stand up early and be weak but functional, but not have a run back then 3 minute wait. 
  5. Like
    Jagour reacted to miraluna in Death Shroud is dumb   
    A better solution would be a crow form timer that prevents you from rezzing at all for X minutes to prevent spawn rushing. 
    I don't really see much point in letting people rez into an unplayable state - if the goal is to remove people entirely from the zone, just make the respawn always be beachhead.
  6. Like
    Jagour got a reaction from miltenacious in Time to Try Twitch Streaming, again   
    Twitch Stream Delay!!!
  7. Haha
    Jagour got a reaction from SoIace in 5.8 Snap Test Feedback and Bug Reports for 11/20-23   
    Opened Winterblades vendor in middle zone, closed vendor walked a few steps away, swapped to combat tray had 0 abilities, checked talents and they were all reset. Went to open vendor again and game crashed.
  8. Haha
    Jagour got a reaction from JamesGoblin in Group Harvesting 101 - Official discussion thread   
    He's famous!
     
  9. Like
    Jagour reacted to Anthrage in Making armor great again! A proposal...   
    So there has been some dis-satisfaction with how armor has evolved from concept and through development, and in the recent Q & A video, @jtoddcolemanand @thomasblair mentioned some of these issues and design desires that we haven't quite seen full-filled, such as armor set bonuses and motivating use of a combination of armor types as a means of creating visual variety. I have given this some thought and think I have what may not be a ground-breaking or unique set of ideas, with specific values or variables, but definitely a solid foundation and methodology which uses existing mechanics only, that might result in an improvement across the board.
    Proposal demonstrating the principle:
    Plate Chest has best Physical Resists, a Crit Defense Modifier Stat and all Plate pieces have a Health Regen Stat
    Mail Chest has best Organic Resists, a Healing Modifier Stat and all Mail pieces have a Mana Regen* Stat
    Leather Chest has best Elemental Resists, a Damage Modifier Stat and all Leather pieces have a Stamina Regen Stat
    Plate Helms have a Hard Control Defense Stat Bonus
    Mail Helms have a Perception Stat Bonus
    Leather Helms have a Farsight Stat Bonus
    Plate Gloves have a Weapon Weight Stat Bonus
    Mail Gloves have a Cooldown Reduction Bonus
    Leather Gloves have an Attack Control Defense Stat Bonus 
    Plate Boots have a Pathfinding Stat Bonus
    Mail Boots have a Movement Control Defense Stat Bonus
    Leather Boots have a Movement Speed Stat Bonus
    This assignment of stats to armor pieces and type is based on a principle of logic and what the corresponding armor would actually do in the real world. If you had to choose between wearing a plate helm versus a leather helm, why would you choose either? A plate helm would provide more protection against head injuries, being stunned or knocked out etc, while a leather helm might grant better visibility. Mail Boots might grant good stability for your feet without being too heavy, while leather causes your feet to be lighter. And so on. Some of the example assignments above may be a stretch or seem arbitrary, but the overall principle is pretty clear.
    The general idea here being to have the different pieces of different types grant specific stats, rewarding choice more than just slightly more or less in the same stat depending on which you choose. A nice thing about this system is how some of the existing stats work, and a way it can be taken advantage of to simulate set bonuses. Certain stats do not take effect unless said stat or a stat it relies on has either a minimum value - 1 versus .5 - or is a whole number. So 1.1 would effectively be the same as 1.9, whereas 2 would be twice as impacting, and you could have from 0.1 to 0.9 in a stat and have no effect, but once you reach 1, the related effects kick in. We see this currently with the Beneficial Harvesting set of stats for example.
    So, for the 'All Pieces Regen Stats' I itemized below, if each of the 4 pieces granted .25 of a stat bonus, then the effect would only kick in if you wore all 4 pieces. This SHOULD allow set bonuses using existing code. Obviously this is in the greater overall context of existing stats and modifiers, some of which are likely to change in 5.8, so it may not or need not be the only stats possible on armor - other choices would need to be made as regards what can be added through the crafting process, with the materials recipes, the optional pieces and so on.
    I prefer regen bonuses over straight pool size increases, especially for HP, as it gives some advantage but avoids the extremely high HP amounts which can be exploited by some classes. I see these increased gear stat modifiers as alternate paths to hitting the related caps, sooner than passive training would perhaps allow, in some cases acting as a temporary way to reach a stat goal, and one that could be set aside later in the account lifetime when training catches up, like we see done with many of the crafting stats. I think enhancing the association and strength of an armor type, the chest, in a particular damage category also makes logical sense and enables synergy with the other methods of acquiring resistance, such through the Disciplines.
    Again, not a complete over-haul as it doesn't speak to the mitigation caps and so on, but a more defined foundation. Thoughts?
  10. Like
    Jagour got a reaction from ZYBAK in 5.8 Multiple Campaigns Import/Export Issues   
    It doesn't matter how low import/export numbers are if you allow people to harvest on EU/Brazil, export those mats to an EK, craft in that EK, import those items to US-East this milestone will fail. People will avoid conflict to farm the best gear and just use dozens of alt accounts for the import/exports. Also worse than being able to harvest on lower pop servers is crafting in EK's in the middle of the campaign. It removes all risk of crafting and the need for people to defend their crafters or even their harvesters out in the world. It's an issue already and when gear will actually matter for winning fights to win campaigns it will only be exasperated. Please reconsider!!!!
  11. Like
    Jagour got a reaction from Anthrage in 5.8 Multiple Campaigns Import/Export Issues   
    It doesn't matter how low import/export numbers are if you allow people to harvest on EU/Brazil, export those mats to an EK, craft in that EK, import those items to US-East this milestone will fail. People will avoid conflict to farm the best gear and just use dozens of alt accounts for the import/exports. Also worse than being able to harvest on lower pop servers is crafting in EK's in the middle of the campaign. It removes all risk of crafting and the need for people to defend their crafters or even their harvesters out in the world. It's an issue already and when gear will actually matter for winning fights to win campaigns it will only be exasperated. Please reconsider!!!!
  12. Like
    Jagour got a reaction from Marth in 5.8 Multiple Campaigns Import/Export Issues   
    It doesn't matter how low import/export numbers are if you allow people to harvest on EU/Brazil, export those mats to an EK, craft in that EK, import those items to US-East this milestone will fail. People will avoid conflict to farm the best gear and just use dozens of alt accounts for the import/exports. Also worse than being able to harvest on lower pop servers is crafting in EK's in the middle of the campaign. It removes all risk of crafting and the need for people to defend their crafters or even their harvesters out in the world. It's an issue already and when gear will actually matter for winning fights to win campaigns it will only be exasperated. Please reconsider!!!!
  13. Like
    Jagour got a reaction from blazzen in 5.8 Multiple Campaigns Import/Export Issues   
    It doesn't matter how low import/export numbers are if you allow people to harvest on EU/Brazil, export those mats to an EK, craft in that EK, import those items to US-East this milestone will fail. People will avoid conflict to farm the best gear and just use dozens of alt accounts for the import/exports. Also worse than being able to harvest on lower pop servers is crafting in EK's in the middle of the campaign. It removes all risk of crafting and the need for people to defend their crafters or even their harvesters out in the world. It's an issue already and when gear will actually matter for winning fights to win campaigns it will only be exasperated. Please reconsider!!!!
  14. Like
    Jagour got a reaction from Soulreaver in 5.7.1 Live Feedback and Bug Reports for 9/14/18   
    Suggestion: Make it so being in combat stance while inside of a Beachhead zone does not degrade durability. This would allow people to not feel punished for testing on the target dummies as well as allow very fresh out of the gate newbies to grind up low level boars without punishment. In a game with such immense customization in terms of play style I feel testing is a huge component to that and so being "punished" to test seems off to me.
  15. Haha
    Jagour reacted to blazzen in October 2018   
    There's nothing wrong with quoting Tom Petty!
     
  16. Like
    Jagour got a reaction from Xarrayne in 5.7.1 Live Feedback and Bug Reports for 9/14/18   
    Suggestion: Make it so being in combat stance while inside of a Beachhead zone does not degrade durability. This would allow people to not feel punished for testing on the target dummies as well as allow very fresh out of the gate newbies to grind up low level boars without punishment. In a game with such immense customization in terms of play style I feel testing is a huge component to that and so being "punished" to test seems off to me.
  17. Like
    Jagour got a reaction from Vuris in Bestiary: Aurochs - Official Discussion Thread   
    Cannibalism! 
  18. Like
    Jagour got a reaction from mythx in 5.7 Templar Commentary   
  19. Like
    Jagour got a reaction from Soulreaver in 5.7 Templar Commentary   
    @Zatch @KrakkenSmacken Even in group fights it's mediocre at best currently unless there's a giant melee ball (except inside a fort throne room) but I have yet to see that in 5.7. I agree though that ofc it doesn't need to be able to beat a ranger in a 1v1 but I don't believe it should stand 0 chance. 
  20. Like
    Jagour got a reaction from Greyowl in 5.7 Templar Commentary   
  21. Like
    Jagour got a reaction from blazzen in 5.7 Templar Commentary   
  22. Like
    Jagour got a reaction from Xarrayne in My thoughts on some mechanics and balancing   
    +1 to everything Balathan has said here. I would like to add though that while I know balancing is an ongoing effort even post launch this feedback is less about numbers and more about Discipline viability. You have loads of very neat and effective abilities in game already but the spread of useful abilities throughout disciplines is very top heavy on the "best" few discs of each holy trinity role. A glaring example of this is Field Surgeon. As Balathan said every group nearly requires both a cleric and druid healer to have the needed sustain to survive. Not to mention the fact that they both must run Field Surgeon as one of their majors. This kind of mandatory discipline for competitive PVP gameplay is a huge pet peeve of mine. Of course there will always be a meta but I think some abilities within disciplines could be swapped to other discs to help balance this. A great example of a more balanced set of discs is Sharpshooter and Arcane Archer. While you can take both it is not advisable yet they both are incredibly useful while being similar yet offering different utility to your group.
  23. Like
    Jagour reacted to Scorn in 5.7 Live Feedback and Bug Reports for 8/9/18   
    Execute is only Templar 3 and Slashing Arrows to my knowledge

    The bonus is a noteworthy ~25%(or has been in the past) but only triggers if the target is below 25-30% so there's an odd middle ground where you get the Execute damage increase without Finish Him bonus.

    However RNG for damage values can be so extreme that while it increases the average some hits can seem as low or lower than without.

    Personally, considering this rune can be taken by pretty much anyone I would love to see it work as a weaker form of Banshee's Angel of Death passive where it increases all damage by 20% to targets below the Low Health threshold (30%) and that stat reworked once more to have a cap of 30% or so
  24. Haha
    Jagour got a reaction from Zatch in Chests   
    If you mean chest as in armor they already are. You just need Blacksmithing trained to a certain point.
  25. Like
    Jagour got a reaction from Soulreaver in 5.6.1 LIVE Feedback and Bug Reports   
    Blade Master Discipline passive "Blood Price" spawns all orbs off in a random corner away from you all stacked up instead of randomly spawning near where the strike that spawns it happened. Rendering the passive useless for now which is a huge disappointment for me. :-/
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