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Hungry

Testers
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  1. Like
    Hungry got a reaction from JamesGoblin in 5.100 Snap Test Bug Reports for 7/3/19   
    @thomasblair
    A 30% increase seems like a fairly reasonable increase in power for a game that is supposed to have a shallow power curve.  However, I'm really worried about how the middle of the pack qualities will suffer by comparison.
     
    With a completely kitted out crafter with all the leadership buffs, food buffs, training, and gear it is pretty effortless to get lots of Amazing Successes on white items.  That baseline value of 963 armor will be a reliable value.
     
    Once you get up to blue and beyond it becomes much harder to chain Amazing Successes like that.  Yes, a perfectly rolled legendary Mail Chest might have 30% more armor, but how many hours is it going to take for me to acquire the resources and craft one of those items, much less enough that I finally get Amazing Successes on each one?  What is the ceiling on a blue Mail Chest, and how much effort will that take?  Mind when I say it is a challenge to get perfect Amazings on gear, that's including utilizing both kinds of rerolls to fix unlucky rolls.  I really want to see what a perfectly rolled white would be vs a blue, and how hard it would be to make the blue.  Taking the drop rates into account and the odds of success into account it would take time but would not be hard to graph out man hours invested vs power acquired with each color grade.  
     
    As it is right now, with no changes to harvesting and no mass production to help reduce variance in crafting it seems like most of the gear won't be worth the squeeze outside of very low cost items like the occasional runic weapon or jewelry.  With blueprints and factories to help us get value out of good rolls and refineries providing us with quality ore I could totally see this system being viable, but as it stands right now in the current game it feels like harvesters and crafters are going to be left feeling unrewarded.  It will take so much effort to achieve these shallow increases in power that most people won't bother.
     
     
  2. Like
    Hungry got a reaction from JamesGoblin in 5.100 Snap Test Bug Reports for 7/3/19   
    You can select Knight as a class for the Fae race on character creation.  I didn't see anything in the patch notes about this being added and you cannot select one on LIVE so I am unsure if this is intended. 
  3. Like
    Hungry reacted to KatzeWeiss in Defender's advantage is too powerful at present   
    This is the biggest issue IMO. Ever since death shroud was introduced the problem was that it could be cleared by reloging or dodged entirely on res. I really like the new death mechanic of flying to a safe place, but if that safe place is 10m away from where I died there should at least be something preventing me from rejoining the fight immediately.
    I also agree that the shroud on resurrection is backwards.
  4. Like
    Hungry reacted to Phr00t in Defender's advantage is too powerful at present   
    It's been debated at length that defenders usually have an advantage in these kind of siege games, given positioning and tactical advantage of being able to stay static versus an approaching force. However Crowfall takes this to another level.
    Let's look at the advantages that a defending force currently have at a Fort or Keep during a siege window:
    1) Positional advantage - defenders are able to sit on walls or in fortified positions, and attackers must move to them. 
    2) Ability to launch defensive siege from walls or fortified positions - Ballista are another topic altogether right now.
    3) High rank guards hitting attackers for 20% of their life per hit, from 100m away. 
    4) Respawn economy - Defenders are able to spawn nearby, without any penalty other than a timer.
    I'm going to focus mostly on point 4) in this post. 
    Testing has shown that the first death penalty incurs a ~90 second respawn timer. https://gfycat.com/zealousmagnificentamericancreamdraft - Proof of 90 second respawn on first death.
     
    If your flight time is short, such as when defending a keep or fort, your first death is essentially meaningless and you can respawn quickly. 
    Let's envision a scenario when you are the defending force at a Fort, and you venture outside of the walls to confront attackers. Let's say the fight is relatively even, and each faction loses 5 members during the battle. Given even numbers, this fight essentially means that the attacking force has already lost the battle. Defenders simply wait the 90 seconds, resurrect and are good to go, while attackers need to fly to the nearest spawn location, which may not even be in the same zone if you are sieging a Fort.
    So now each side has lost 5 players, and the attacking force is essentially down 5 members. It takes longer than 90 seconds to regroup, destroy a wall and be ready to push in. Defenders are now all alive, and can resume with their original numbers.
    Attackers must continue into another compromising situation: attacking the throne rooms, or killing guards. Some guards cannot even be reached at this stage, as they will be up on walls that in most cases, cannot be climbed, as most defending teams will not repair ramps, only ladders, which attacking teams cannot use. 
    In the current game, generally you don't even bother with killing guards, because that gives the enemy team more time to resurrect and regroup.
    So the attacking team charges the throne room and the enemy players (and at least 4 guards). Should they manage to kill anyone that didn't die in the first attack, those players can resurrect 90 seconds later and rejoin the fight, however attackers cannot reinforce with new players. Most battles last much longer than 90 seconds, so it's not rare to kill the same person 3-4 times in one siege.
    See this video for part of an example. 
    Just in this video alone:
    Bzra dies 2:15
    Taloc dies 3:30
    Samwell dies 3:45
    Samwell is back in the fight visible at 6:00
    Bzra is back in the fight at 6:05
    Taloc is back in the fight and dies at 6:23
     


    Although the POV person from the video dies, I can assure you that when we pushed into the throne room, we fought Samwell, Taloc, and many others that we had already killed multiple times again. 
    The fight ended when uXa reinforced with superior numbers, but we would have likely lost the battle eventually due to pure attrition, an issue that the defenders do not have to deal with.
     
     
    In summary, defenders have too strong of an advantage in the current state of the game. 
    Attackers must push through long range and sometimes impossible to reach guards, overpowered ballista with invisible spell effects, and advantageous defender positioning. 
    Attackers also have to deal with respawning defenders who are able to rejoin fights at full strength, as Death Shroud doesn't apply when you resurrect at a Dragon statue. 
    And on top of all of this, attackers have to succeed in eliminating the opposing force in one singular push, as they cannot reinforce in a timely manner. Defenders get multiple chances to win.
    All this combined means that for attackers to win a Keep, they must either vastly outnumber, out-skill or out-gear the enemy, or defenders decide not to protect the keep at all. There is no situation in Crowfall right now where an attacking force can squeak out a win and claw out a victory after a hard-fought, even battle. 

    Suggestions
    Add a 3-5 minute death shroud timer from time of death. If a player resurrects via a dragon statue, they have the death shroud debuff until that time runs out. (Players resurrected by allies should not be given death shroud, ACE you have this one backwards in the current game) Remove MKIV ballista from the game or see other suggestions regarding eliminating targeting inside your own keep walls. Tune or tone down fort and keep guards. They are either too powerful, or have too much range, or both. We are not here to fight insane guards, we're here to fight other players. Having NPCs be so strong and possibly turning the tide of battles is not what we signed up for.  Thank you for your interest
     
     
  5. Like
    Hungry reacted to galvia in 5.100 Snap Test Bug Reports for 7/3/19   
    @thomasblair I hope it is clear what this signals to the player base. To get that type of armor increase you are investing 60 Chaos embers, + hours and hours of farming the ore and hide (no custard thank you) for a 29% increase assuming you roll max on every single pip which on Legendary Gear is practically impossible even fully buffed out.

    I ran a quick test, with no re-rolls on live with 20 pips (I can get 24 but it isn't worth the investment here) and 140~ experimentation skill. Here is a blue scale and ring:



    Now here is white rings and scales on a white vessel, no BS gear, no rings, no re-rolls, just passive training on test with 13 pips.





    The durability is actually higher somehow (maybe a buff?) and the overall stats are very close. I assure you that if I had the same gear and rolled all amazing on these components they would be extremely similar, for a completely trivial amount of effort in comparison. If these changes stay, it will be extremely unlikely that any large guild will use quality ore for anything other than luxury weapons or something, because the difference is not significant in practical play.

    Unless you do something drastic to the output of all of the harvesting professions why would we go past white if the results are practically the same, aside from being completely rich on materials because we can use white to compete until mega lategame? This seems short sighted. I'm all for flattening the curve, but there should be a curve.
  6. Like
    Hungry got a reaction from Ble in Racial Starting Attributes, Abilities, Slots, and Modifiers   
    Minotaurs get frontal stun immunity and a charge power. Powers that move you quickly are very strong  considering how slowly you move in combat.  The races are not balanced perfectly but they are balanced asymmetrically. 
     
    Half elves are arguably the worst race in the game.
  7. Like
    Hungry reacted to VaMei in 5.100 Snap Test Feedback Reports for 7/3/19   
    Many builds I've played with followed this scenario. Between the capstone and the major disciplines, passive slots are already full or over full. Using the Demon's pact minor allows another minor to be slotted and its passive to be used. What do you do with the last minor slot? Add a power bar slot to get one more ability on the bar, add a jewelry slot, or just use Elven Eyes and its stat buff.
    If loosing Demon's pact, Expansive Mind, Fashion Statement, and Hand of Glory is a done deal, then I really think we need more minors like Elven Eyes that have flat stat buffs, and more compelling choices in the talent tree competing for the talent points players are dedicating to minors today. Choosing to talent for 5 more stamina points or 1% physical resist vs a jewelry slot, a power bar slot or Spirit Whip is not a difficult choice. Every time a player makes a talent choice, they should be weighing that talent against all of the available minors, and even the majors if they are truly optional as the tree might suggest.
    Availability of slots from class to class should also be considered. A Brigand Ranger has 4 bars to spread their passives and powers across; they can split their discipline and talent choices between the melee, ranged, stealth, and survival bars and insure that everything they choose has a place. A knight has only 2 bars and must make due with the slots available.
  8. Haha
    Hungry reacted to Bzra in Ballistas are too OP   
    As someone who's died to ballistas around 100 times, I consider myself somewhat of an expert. Here are the problems with the current state of ballistas:
    1) The Graphics - There is no indication that you are about to die... just the pain of death. Before you realize you're being spam fired by ballistas, YOU'RE ALREADY DEAD! I don't see this as a huge problem. I think people need to "git gud" and learn to dodge the invisible fire @ 800+ Damage a tick.
    2) The Different Types - It's really frustrating to have all these different types of ballistas. Some go WHOOOOOOOSH BOOM and some go WHOOOOOOOOOOOOOOSHHHHHHHHHHHHHHH BOOOOOOOOOOOOOOOOM *CRACKLE*(firesound). Ouchie. Again, it's not that bad, we really need to work on derp gitgud de derping.
    3) My face - When they dun get pointed and fired at me my face hurtz. The trajectory of the missles when fired 4 degrees north of my beer belly at the tree room dun derp diddly made my face hurt. Derk dar derp. Derp.

  9. Thanks
    Hungry got a reaction from Angelmar in WIPE   
    Zybak was pretty notorious around that time for having crazy good weapons and killing random new players who had bad white gear.  At the time of this video weapons were also much stronger than they are now and assassins had a bug where their damage was basically doubled.
     
    Without being there in the time and place of when this footage was taken you have no idea what it represents.
     
    You should find the Zybak Q&A with ACE where they announced the nerf to weapon damage and the bug fix for assassins, Zybak had a pretty good facial reaction when he heard it.
  10. Thanks
    Hungry got a reaction from VaMei in WIPE   
    Zybak was pretty notorious around that time for having crazy good weapons and killing random new players who had bad white gear.  At the time of this video weapons were also much stronger than they are now and assassins had a bug where their damage was basically doubled.
     
    Without being there in the time and place of when this footage was taken you have no idea what it represents.
     
    You should find the Zybak Q&A with ACE where they announced the nerf to weapon damage and the bug fix for assassins, Zybak had a pretty good facial reaction when he heard it.
  11. Like
    Hungry got a reaction from oneply in WIPE   
    Zybak was pretty notorious around that time for having crazy good weapons and killing random new players who had bad white gear.  At the time of this video weapons were also much stronger than they are now and assassins had a bug where their damage was basically doubled.
     
    Without being there in the time and place of when this footage was taken you have no idea what it represents.
     
    You should find the Zybak Q&A with ACE where they announced the nerf to weapon damage and the bug fix for assassins, Zybak had a pretty good facial reaction when he heard it.
  12. Like
    Hungry got a reaction from VaMei in 5.92.0 Feedback Reports for 6/6/2019   
    There is always more work to be done. They still need to provide avenues of progression that players with few friends and less gear to level more efficiently than they do now. They are adding gear drops to wartribes, caravans, fixing XP awards from kills, and XP for all activities at some point we just need it sooner rather than later.  I have a guild I run that supports each other and we are all farming these mobs for discs anyway, so these targeted farming methods is how we level since it is so much more efficient for us than solo avenues we would never bother doing anything else.  Some random Order player that is playing the game with no guild is stuck getting 50 XP a mob and using bandages every 3 pulls. I've been there, it sucks butt.  With my initial post I wasn't trying to say that leveling was fixed for everyone, just I was one of the nerds who farmed wartribes and ancients every respawn timer when 5.9 came out (when people were still playing the game) and the buff to their drops makes me much happier.
    I think I'm in the minority when I say people on the forums overblow the grind. My green cleric alt was made by a white vessel necro pre-goggles and using white gear with no jewelry until about a week ago and I performed just fine in PVP. Most of my guild was in white armor and all but a few select DPS players with white weapons (DPS got blue runic) and blue jewelry. Weapons and jewelry are the least resource intensive stuff to make.
    We are all in blues everything now but it's been how long since the wipe? And most of us only play 3-4 hours a night. I think they still need to add systems to lower the grind but I don't think it is as egregious as most people say. Either that, or we have different expectations about how a sandbox PVP MMO works.
    The reason we need a grind loop, in my opinion, is because the difference between a sandbox MMO and a MOBA or something is how we vie for wealth, resources, and power. If none of those things are at stake we are simply fighting for the sake of competition. Which can be fine, but Crowfall will never be as purely competitive as something like Dota or Quake so why bother trying to bring that same experience.  I don't see value in Crowfall being a persistent MOBA.
     
    From the EVE players I know that operate in nullsec they say the thing that makes the game exciting are the things they have to lose if they don't perform. Territory, money, items, prestige. That is how I felt playing Shadowbane as well.  From what I understand that IS the point of this kind of MMO.  The problem is right now there aren't enough people playing for pretty much ANY PVP to happen between all the PVE, and spirit banks along with no true ownership of holdings makes it so the only thing that is ever at stake is who wins the campaign.
  13. Like
    Hungry got a reaction from KatzeWeiss in 5.92.0 Feedback Reports for 6/6/2019   
    There is always more work to be done. They still need to provide avenues of progression that players with few friends and less gear to level more efficiently than they do now. They are adding gear drops to wartribes, caravans, fixing XP awards from kills, and XP for all activities at some point we just need it sooner rather than later.  I have a guild I run that supports each other and we are all farming these mobs for discs anyway, so these targeted farming methods is how we level since it is so much more efficient for us than solo avenues we would never bother doing anything else.  Some random Order player that is playing the game with no guild is stuck getting 50 XP a mob and using bandages every 3 pulls. I've been there, it sucks butt.  With my initial post I wasn't trying to say that leveling was fixed for everyone, just I was one of the nerds who farmed wartribes and ancients every respawn timer when 5.9 came out (when people were still playing the game) and the buff to their drops makes me much happier.
    I think I'm in the minority when I say people on the forums overblow the grind. My green cleric alt was made by a white vessel necro pre-goggles and using white gear with no jewelry until about a week ago and I performed just fine in PVP. Most of my guild was in white armor and all but a few select DPS players with white weapons (DPS got blue runic) and blue jewelry. Weapons and jewelry are the least resource intensive stuff to make.
    We are all in blues everything now but it's been how long since the wipe? And most of us only play 3-4 hours a night. I think they still need to add systems to lower the grind but I don't think it is as egregious as most people say. Either that, or we have different expectations about how a sandbox PVP MMO works.
    The reason we need a grind loop, in my opinion, is because the difference between a sandbox MMO and a MOBA or something is how we vie for wealth, resources, and power. If none of those things are at stake we are simply fighting for the sake of competition. Which can be fine, but Crowfall will never be as purely competitive as something like Dota or Quake so why bother trying to bring that same experience.  I don't see value in Crowfall being a persistent MOBA.
     
    From the EVE players I know that operate in nullsec they say the thing that makes the game exciting are the things they have to lose if they don't perform. Territory, money, items, prestige. That is how I felt playing Shadowbane as well.  From what I understand that IS the point of this kind of MMO.  The problem is right now there aren't enough people playing for pretty much ANY PVP to happen between all the PVE, and spirit banks along with no true ownership of holdings makes it so the only thing that is ever at stake is who wins the campaign.
  14. Like
    Hungry got a reaction from galvia in 5.92.0 Feedback Reports for 6/6/2019   
    There is always more work to be done. They still need to provide avenues of progression that players with few friends and less gear to level more efficiently than they do now. They are adding gear drops to wartribes, caravans, fixing XP awards from kills, and XP for all activities at some point we just need it sooner rather than later.  I have a guild I run that supports each other and we are all farming these mobs for discs anyway, so these targeted farming methods is how we level since it is so much more efficient for us than solo avenues we would never bother doing anything else.  Some random Order player that is playing the game with no guild is stuck getting 50 XP a mob and using bandages every 3 pulls. I've been there, it sucks butt.  With my initial post I wasn't trying to say that leveling was fixed for everyone, just I was one of the nerds who farmed wartribes and ancients every respawn timer when 5.9 came out (when people were still playing the game) and the buff to their drops makes me much happier.
    I think I'm in the minority when I say people on the forums overblow the grind. My green cleric alt was made by a white vessel necro pre-goggles and using white gear with no jewelry until about a week ago and I performed just fine in PVP. Most of my guild was in white armor and all but a few select DPS players with white weapons (DPS got blue runic) and blue jewelry. Weapons and jewelry are the least resource intensive stuff to make.
    We are all in blues everything now but it's been how long since the wipe? And most of us only play 3-4 hours a night. I think they still need to add systems to lower the grind but I don't think it is as egregious as most people say. Either that, or we have different expectations about how a sandbox PVP MMO works.
    The reason we need a grind loop, in my opinion, is because the difference between a sandbox MMO and a MOBA or something is how we vie for wealth, resources, and power. If none of those things are at stake we are simply fighting for the sake of competition. Which can be fine, but Crowfall will never be as purely competitive as something like Dota or Quake so why bother trying to bring that same experience.  I don't see value in Crowfall being a persistent MOBA.
     
    From the EVE players I know that operate in nullsec they say the thing that makes the game exciting are the things they have to lose if they don't perform. Territory, money, items, prestige. That is how I felt playing Shadowbane as well.  From what I understand that IS the point of this kind of MMO.  The problem is right now there aren't enough people playing for pretty much ANY PVP to happen between all the PVE, and spirit banks along with no true ownership of holdings makes it so the only thing that is ever at stake is who wins the campaign.
  15. Like
    Hungry got a reaction from Snorbot in 5.92.2 LIVE Bug Reports for 6/21/19   
    There seems to be an issue with the Ranger's melee Basic Attack Power 3 "Vile Slash" and the Shieldbreaker discipline power "Reveal Weakness" @thomasblair
     
    Vile Slash provides the Ranger with a +5% Physical Armor Penetration Buff called "Spot Weakness".
    The Shieldbreaker discipline power Reveal Weakness provides the Ranger and her party with a +15% Physical Armor Penetration Buff called "Reveal Weakness".
    It seems like for some odd reason Slashing Penetration will only be increased by 5% with both of these buffs on.  For Crushing and Piercing Damage you will correctly get a total of +20% Penetration, but for Slashing Penetration it will only account for Spot Weakness, thus you only get 5%.
     
    Steps to Reproduce:
    1.  Get on a Ranger and some short swords and grab the Shield Breaker Discipline.  Slot the Reveal Weakness discipline power in your melee tray.  Go find a target dummy to hit.
    2.  Use your Basic Attack combo to get to Vile Slash.  Note you get the Spot Weakness buff.
    3.  Check your character sheet to see your Slashing Penetration has indeed increased by 5%.
    4.  Cast Reveal Weakness.  
    5.  Check your character sheet again to see your Slashing Penetration did not go up by 15%.  It is still only +5% from normal even though both penetration buffs are up.
    6.  Likewise, you can reverse the order and cast Reveal Weakness first and see that you have +15% Slashing Penetration, then use Vile Slash and your Penetration on the character sheet will go down by 10%.
    Expected Result: Since they both stack appropriately for Crushing and Piercing Damage it should stack appropriately for Slashing.
    Here is my penetration with no buffs on, while standing in melee tray.

     
    And here is my penetration with both Reveal Weakness and Spot weakness on, while standing in melee tray.  Notice how Crushing and Piercing Pen are +20% from normal while Slashing is only +5%.

  16. Like
    Hungry reacted to B_bbyAintSad in Map Awarness   
    Greetings!!!!
    Has been a while since the last time I've wrote down something.
    So, today I come forth to suggest a change in the Campaign Territory control.
    Right now, outposts are open 24/7, Forts usually open up once or twice per day. But whenever I'm in the map, and I am looking for a fight, if I am alone I probably will NEVER be able to find enemies unless they find me.
    Or I could just simply run in front of the enemies' faction gate and wait for people to come out but that's not the point.
    The point reguards Map Awarness. While I am harvesting some sweet ore, I would like to have an hint that the enemy is attacking the fort that is in a map nearby.
    Or it would be lovely if a map indicator would allow me to see which Outpost in the map is currently beeing attacked.
    You may say "But that would ruin stealth action, there would be no strategy in this" but at the same time it supports solo players to act and reach action points without the need to be in an actual guild.
    Also you may say "The game already gives signals on what is happening!", yes but actually no. It says "XXXX Fort is beeing attacked" and you have to open the map, read the names and see which is attacked. If you are in another map, it doesn't even say it is under attack until the enemy captures it, at which point you realize it has been attacked just because it was captured
    Same for Keeps. Same for Outposts. The game feels empty on PvP side.
    So basically: Give more dinamic signals to the map, something that shows us What is actually happening and where. Even a "Live Log" that says something like "The enemy is attacking a FORT in Aethradal!", shown in the map.
    If this game is Really PvP based, give more PvP informations.

  17. Like
    Hungry got a reaction from galvia in 5.92.0 Feedback Reports for 6/6/2019   
    (Disciplines, crafting resources, and accessories not pictured)
     
    This was acquired in a single hour of work by 2 people.  Thank you for making the wartribe drops more generous as it really helps reduce the grind.
  18. Like
    Hungry got a reaction from KatzeWeiss in 5.92.2 LIVE Bug Reports for 6/21/19   
    There seems to be an issue with the Ranger's melee Basic Attack Power 3 "Vile Slash" and the Shieldbreaker discipline power "Reveal Weakness" @thomasblair
     
    Vile Slash provides the Ranger with a +5% Physical Armor Penetration Buff called "Spot Weakness".
    The Shieldbreaker discipline power Reveal Weakness provides the Ranger and her party with a +15% Physical Armor Penetration Buff called "Reveal Weakness".
    It seems like for some odd reason Slashing Penetration will only be increased by 5% with both of these buffs on.  For Crushing and Piercing Damage you will correctly get a total of +20% Penetration, but for Slashing Penetration it will only account for Spot Weakness, thus you only get 5%.
     
    Steps to Reproduce:
    1.  Get on a Ranger and some short swords and grab the Shield Breaker Discipline.  Slot the Reveal Weakness discipline power in your melee tray.  Go find a target dummy to hit.
    2.  Use your Basic Attack combo to get to Vile Slash.  Note you get the Spot Weakness buff.
    3.  Check your character sheet to see your Slashing Penetration has indeed increased by 5%.
    4.  Cast Reveal Weakness.  
    5.  Check your character sheet again to see your Slashing Penetration did not go up by 15%.  It is still only +5% from normal even though both penetration buffs are up.
    6.  Likewise, you can reverse the order and cast Reveal Weakness first and see that you have +15% Slashing Penetration, then use Vile Slash and your Penetration on the character sheet will go down by 10%.
    Expected Result: Since they both stack appropriately for Crushing and Piercing Damage it should stack appropriately for Slashing.
    Here is my penetration with no buffs on, while standing in melee tray.

     
    And here is my penetration with both Reveal Weakness and Spot weakness on, while standing in melee tray.  Notice how Crushing and Piercing Pen are +20% from normal while Slashing is only +5%.

  19. Like
    Hungry reacted to galvia in 5.92.0 Feedback Reports for 6/6/2019   
    Hey folks and @vkromas @jtoddcoleman, have a bit of feedback for you around sieging in 5.9x from the perspective of a smaller guild but a very active one. Currently sieging is extremely defenders oriented for a couple key reasons, and it is making sieging without an overwhelming force pretty arduous. There are two primary contributing factors to this problem:

    First, balistas need to be looked at. Currently the fire AOE they shoot out creates no visible ground AoE but ticks for thousands of damage. If you do not instantly react to your health going down during the fight you will likely die without healer intervention, and even with healer intervention if you don't instantly run out of it you're in big trouble. You can check this out in action in YUMX's Slaughter of Kurro WarStory, I've linked directly to the part of the video that demonstrates this. There is a red circle AOE for the attacker, but nothing for the defender, and you can watch many players die to this bug.

    The Fire AOE is a unique and great mechanic for it's purpose, but it also is being used for what I think are unintended purposes that really stall out sieges. Which brings me to my next point of feedback on balistas - they should not be able to fire into your own keep. Currently the prevailing strategy on defense is to have a group of stealthers on defence spread out around the keep walls after the wall has been breached, holding onto MKIV balistas and waiting for the attackers to commit to an entry path to the tree of life. These evasive characters will place balista along the walls as the defenders push in, or when they have sight on them, and dump fire AOEs and healing boxes onto the clashing forces. This destroys the offence unless they can crush these players spread out across the entire keep before burning to death, and it strongly benefits the defending team to fight under the cover of balista fire into their own keep (standing in healing and damage circles is currently the strongest way to survive and fight). You can secure a single area of the keep but it's a losing battle to the combined might of the fire AOE and the defensive forces positioned favourably already. If balistas can only fire outward (as they do in real life) this would save a lot of balista headaches.

    The second thing, which is less oppressive but still bad, is the defenders rez advantage on defence. I believe that the defenders should have an advantage around resurrecting during a siege, but currently it is way too forgiving for the defenders. As it stands right now, even if you breach at the dragon statue, the defence has MANY opportunities to continuously reinforce their line after dying while the offence often has 5+ minute run backs after dying if a res is not possible (which it often isn't, due to the number of archers and the fact that the defenders can still fight you). The typical flow for our successful breaches looks a bit like this.
    Breach the wall after defending our siege equipment. Hope that the defence loses players to start up the longer respawn timers. Enter the keep and begin clearing out balistas that are being spammed while being poked at by the defence. This gives them time to setup blight bomb traps, spread people out around the walls. Hope we haven't lost too many people to bugged fire AOE or the defenders. Once we feel relatively safe on a particular entry vector, rush in with our whole force and hope we can win the tree of life fight. This means committing forces that can no longer clear out balistas, placing our own that aren't being threatened by archer fire, and hoping we can catch the defence in our own firebox from the 1 - 2 balistas we have space to put down. There are tons of counter play to this strategy by the defence, outside of the archer advantage and their ability to fight us in the first place in an even matchup between the two forces. We attempt to win the fight on the tree of life through fire AOEs and the defenders abilities and the archers. Killing a tree of life takes time with pesky defenders healing it and killing us. If we kill defenders, they rez and are back in the fight in a minute without death shroud and right beside their allies. If we die, that player is likely out for the rest of that push. If we start to lose the fight, we need to immediately back up to the bane tree. Retreating is a good way to lose straggling players in the keep. On a lost push we often don't have enough time to try again before our respawns make it back to the fight, and we are forced to fight on the banetree with a reduced force. Our time becomes a lot more precious when only a single bane tree spawns as well which is a common bug. On the banetree fight. If we kill their players, they respawn very quickly and can reinforce the fight - we usually kill 1 - 2 players every 30~ seconds against an organized force which means a minute respawn timer isn't always enough to actually gain a numbers advantage and meaningfully push them back. This gets worse as we lose players, because they are 5+ minutes out from reinforcing us, whereas the defenders are back in the fight within 1 - 2 minutes. The assaults we've won this campaign are a result of one of two things:
    An overwhelming force. We crush the defence with numbers and gear and they can't react in time before we take the tree. A huge tactical error on the part of the defenders. Wiping them out on the bane tree very quickly, they all die to a firebox, they don't realize they can spam balistas, etc. I'd suggest either increasing the respawn timer on fly back for rezzing, increase it when as siege is active, or make it ramp up faster in severity while siege is active. There are a ton of ways to fix these gameplay problems, but overall this is much better than the previous death shroud mechanics that could be easily circumvented.
     
    TL;DR
    Balista fireboxes need to show a ground AOE for the enemy + an animation for the shot. Balistas should only be able to fire out of the keep or on a sharper angle, so that you can't fire into your own keep. Balistas shouldn't be able to be placed by the attacking force on a defenders keep. Defenders have too significant a res advantage and stalling advantage against attackers. I love you longtime.  
  20. Like
    Hungry got a reaction from Doomshadow in Bon Tippers   
    It reduces the experimentation difficulty by 15 for the next craft.  So if the difficulty is 80 it will reduce it to 65.  It's the same as Experimentation Difficulty Reduction you find on things like crafting rings.
    Yes it also lasts for one stage, so if your final item takes 10 experimentation steps you need to drink 10 Bon Tippers total, one for each step.
  21. Like
    Hungry got a reaction from JamesGoblin in 5.92.0 Feed Back Reports for 5/31/19   
    Can we get some insight into how Refining is supposed to work, or should we ignore any strenuous testing right now and considering it just a basic functionality test?  I refined over 100 items (some stone, but mostly ingots) and every single result was 100 resource of the same type (granite and iron) and same quality (white).  My guess is that the tech to randomize the resulting base item and quality isn't in yet and that is why the mechanic is so simple, which is why I am asking for how it is designed to work.  I assume that the code is simply: Item A and Item B make Item C.  So the code can't take 1 ingot and 25 dust and sometimes give us 100 blue silver and sometimes give us 100 green tin and sometimes give us 100 white aurelium and the current results are placeholder for functionality testing.
     
    Right now as it stands refining is functionally useless.  White materials get phased out fairly quickly in the gear progression and you get an almost unusable abundance of white ore while trying to manually harvest the higher qualities.  Unless refining is specifically meant for building structures (which DO benefit from being able to refine mass quanities of white resources quickly) and not for crafting gear at all.  So please let us know what the USE CASE is for refining, and how it is supposed to work as an end-product.  
  22. Like
    Hungry got a reaction from JamesGoblin in 5.92.0 Bug Reports for 5/31/19   
    Where are you seeing the Refinery crafting stations? 
  23. Like
    Hungry got a reaction from JamesGoblin in Crowfall is not a PvP game.   
    We were originally Order when we first started playing in December back when HoA had allies there.  We quickly moved to Balance because there was no PVP to be had at the time (pop was low and Winterblades on Balance weren't very active).  We ended up going Order partially for the same reason, but also to prove a point about the 'Balance Zerg.' 
     
    This isn't specifically aimed towards you Jecht but I've wanted to say for awhile: we've since returned to Balance where we plan on staying for the future because, and I can't stress this enough, other guilds on the faction have taken action to make themselves an attractive ally.  This has nothing to do with winning either.  If you want allies you have to court them instead of call them a zerg for not being your friend.  
  24. Like
    Hungry got a reaction from JamesGoblin in Crowfall is not a PvP game.   
    Clams are barely playing the game right now due to some recent changes that make the game too annoying to play, but we have a handful of dedicated math nerds (I'm one of them) that spends a bunch of time on TEST monkeying with numbers.  I don't think it is much a surprise that we end up running some similar stuff to Winterblades when we actually have people log in, though if I had to say one thing we definitely value more mobile lineups since we always seem to end up fighting over bane trees or in an open field vs double our numbers since we're Commando like that.
  25. Like
    Hungry got a reaction from Snorbot in 5.90 LIVE Feed Back for 5/22/2019 and 5/23/2019   
    I agree with the above posters.  Durability loss while resurrecting at a dragon statue is too prohibitive.  Members of my guild are refusing to play the game until they are changed because of how much effort it takes to replace gear in comparison to how quickly it is earned.
     
    Making it easier to get the resources to create gear would help but there is a logistics hurdle (without resorting to account sharing or creative use of game mechanics) in crafting tons of replacement gear that makes this an unfeasible solution.
     
    That being said I'd love to see gear easier to make in general regardless of how quickly items break.  Especially in the light of full loot rulesets being something to consider moving forward.
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