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Cantruss

Testers
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    22
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  1. Like
    Cantruss got a reaction from JamesGoblin in The Trial of Illara - Official Discussion Thread   
    Haha /who gets taken out to prevent spying and now its "Hey can you tell us how much gear we're allowed and when the sieges are gonna be so we can plan our attacks" ! lol
  2. Like
    Cantruss got a reaction from JamesGoblin in 5.8.6 Snap Test Feedback and Bug Reports for 4/4/19   
    Is the double reroll in as intended based on the way you've worked the system? Large then small so you can do both?
  3. Like
    Cantruss got a reaction from Nueby in So much for 24/7 testing   
    Only problem aside from the afk timer killing the Lawn is that they didn't run the regular campaign yet so the vets are forced to sit in God's reach and do nothing because they've already got to the top end stuff. When the campaign starts I'm sure you'll only see the new players here learning as was intended.
  4. Like
    Cantruss got a reaction from JamesGoblin in So much for 24/7 testing   
    Should not have import/exports in God's Reach
  5. Like
    Cantruss got a reaction from JamesGoblin in So much for 24/7 testing   
    Only problem aside from the afk timer killing the Lawn is that they didn't run the regular campaign yet so the vets are forced to sit in God's reach and do nothing because they've already got to the top end stuff. When the campaign starts I'm sure you'll only see the new players here learning as was intended.
  6. Sad
    Cantruss got a reaction from Devonic in Remove Classes Altogether   
    They've already done half the work with the talent tree system and the changes coming to it, changes to gear etc  I just think it would open up more individuality and less cookie cutter builds. Only a suggestion though based on everyone saying all the trees are the same across the classes and everyone playing in plate armor etc.
  7. Sad
    Cantruss got a reaction from Devonic in Remove Classes Altogether   
    Just make all the talent trees generalized and focused on unlocking disciplines then put all the class skills in to disciplines so people can custom make whatever they want.
  8. Like
    Cantruss got a reaction from JamesGoblin in Remove Classes Altogether   
    Just make all the talent trees generalized and focused on unlocking disciplines then put all the class skills in to disciplines so people can custom make whatever they want.
  9. Like
    Cantruss got a reaction from Ceegore in Faction Names   
    Ya I was talking about this set of Trials that are completely unbalanced because everyone wants a gold trinket and some people are quitting or taking time off because of it.  
  10. Thanks
    Cantruss got a reaction from Ble in Zone Caps   
    Ble you have earned my respect, thanks for viewing it as testing.
  11. Sad
    Cantruss got a reaction from JamesGoblin in Big Mug o'Thanks - Official discussion thread   
    And now you've imported a lopsided campaign that everyone is waiting to end.
  12. Like
    Cantruss got a reaction from JamesGoblin in Uncle Bob via Mega Alliance?   
    People all jumped ship for the sake of the colour of the badge. How about you give everyone who competed a blue, the top 20 on each faction a purple and if you are on the winning team it gets upgraded to gold. This should get people going back to their factions to be in the top 20 and having a chance to get the best looking one. Will also promote continued fighting to stay in the top 20 instead of letting it slip away to us night cappers. Will also need to work on the scoring system to accommodate for people who don’t fight at all but build gear for everyone else to fight. 
  13. Like
    Cantruss got a reaction from Nueby in Uncle Bob via Mega Alliance?   
    People all jumped ship for the sake of the colour of the badge. How about you give everyone who competed a blue, the top 20 on each faction a purple and if you are on the winning team it gets upgraded to gold. This should get people going back to their factions to be in the top 20 and having a chance to get the best looking one. Will also promote continued fighting to stay in the top 20 instead of letting it slip away to us night cappers. Will also need to work on the scoring system to accommodate for people who don’t fight at all but build gear for everyone else to fight. 
  14. Like
    Cantruss got a reaction from Mayhem_ in Call to Order on NA   
    This just forces Order and Chaos to band together until the time comes when Chaos tries to stab Order in the back to get the win. 
  15. Like
    Cantruss reacted to Pann in Feb 16 playtest delay   
    Start time now estimated to be 9 pm Central, an hour later than the scheduled 8 pm Central start time. 
  16. Like
    Cantruss reacted to Anthrage in Pick a faction - Official discussion thread   
    So as a consequence of this, we should see more group fights, and of course POI-based conflict, both of which I've been calling for. Couldn't be time better for me personally, I have the next 2 weekend off.
  17. Like
    Cantruss reacted to Weebles in Pick a faction - Official discussion thread   
    I wish the factions would be auto-filled or random to stop imbalance since all the current guilds could all join onto one faction and cause a pvp realm to become another sanctuary but lets see how this test rolls out.
  18. Like
    Cantruss got a reaction from MiracleMax in Fri, February 3 – Mon, February 6 - Bugs, anomalies and tech issues FEEDBACK   
    It has also spread into the inventory now. Not just equipped items.
  19. Like
    Cantruss got a reaction from coolwaters in Fri, February 3 – Mon, February 6 - Bugs, anomalies and tech issues FEEDBACK   
    It has also spread into the inventory now. Not just equipped items.
  20. Like
    Cantruss reacted to Durenthal in Fri, February 3 – Mon, February 6 - Bugs, anomalies and tech issues FEEDBACK   
    The log out with gear, login without gear bug is still present.  Lost 3 pieces of plate armor and an advanced mace all at once.  Unrecoverable.
  21. Like
    Cantruss reacted to Rhast in Fri, January 27 – Mon, January 30 - Bugs, anomalies and tech issues FEEDBACK   
    Hey all.
     
    Item loss bug - logging out with equipped items and logging back in to discover that I no longer have said items.
  22. Like
    Cantruss reacted to Anthrage in Now that the Take Bug is gone (Thank-you!), it's time...   
    ...to shake things up a bit. I propose, now that a significant drain of materials out of the world has been closed, some minor but impacting changes be made to how resources enter into it. These changes would not only revitalize the test, but provide opportunity to test other dynamics which for the moment, have been lightly explored.
     
    Assuming it is possible, I would suggest making the following changes:
     
    -All resource nodes - Ore, Stone and Wood (trees), will spawn only Grey, White and Green materials
    -All house chests will spawn only Apples and Grey, White and Green Leather (players must harvest or fight for materials)
    -All Stronghold/Keep chests will spawn Blue Ore/Stone/Leather (those inside must go outside for food)
    -All Quarry chests will spawn Blue/Purple Stone (POI becomes a conflict generator)
    -All Mine chests will spawn Blue/Purple Ore (POI becomes a conflict generator)
    -All Mill chests will spawn Blue/Purple Wood (POI becomes a conflict generator)
     
    I believe these fairly simply changes will modify the dynamics of the gameplay considerably, and allow not only for more meaningful gameplay, but more meaningful testing.
     
    I am not sure it can be done, but I am 100% sure it should be done, and will improve the nature of the current testing phase considerably, and in theory at least, at very little cost, requiring only slight changes to the tables used by the respective chests.
     
    Lets take things to the next level...
  23. Like
    Cantruss reacted to Dreaming_Warrior in Bug documentation.   
    I am sorry to be posting this bug report here, if mods wanna move it fine by me, but I cannot seem to post in the reports section or the feedback section even though I have been in and testing in the pre-alpha all weekend.  
     
    The first is the Take Bug.  This bug is easily to replicate.  Craft any item and experiment on it, bonus points if it has experimented subcomponents.  I noticed it was only happening on items that were experimented on.  I was told by several people that that had nothing to do with it so I tried for several hours to replicate the bug with items that weren't experimented on and failed to do so.  I crafted several sets of armor with subcomponents, several weapons, and many other items without using any experiment points and the take bug didn't happen once.  I then switched to experimenting and made 6 planks, 2 bow stave limbs, this happened on the 2nd one.  
     
    https://www.youtube.com/watch?v=TNiqCBrK6Mo&feature=youtu.be
     
    Pure speculation but maybe the small %points of the experimenting is screwing up the item saving somehow, because it didn't matter what resources I used, what quality, what stats they added to the item, as long as I didn't experiment, I could craft whatever I wanted without the Take bug.
     
    The 2nd bug is the item logging out.  In the video I'm fooling with the arrows cause I made them after I made the daggers in my inventory. I have fresh made daggers on my character sheet, and 6 fresh made stacks of advanced arrows in my inventory.  Sorry about the cut in the video, but I didn't think you'd wanna see the 20 second timer and then my computer trying to kill itself while recording with FRAPS and trying to load crowfall at the same time.  But as you can see in the video, the daggers are gone and the 6 stacks of arrows that were crafted after the daggers are still in my inventory.
     
    https://www.youtube.com/watch?v=R97SekfH9Lk&feature=youtu.be
     
    I have since got in the habit of unequipping all my items and putting them in my regular inventory before I log off and have yet to lose a single one.
     
    Thank you, and once again feel free to move this to a more appropriate forum if you want mods, I just can't do it myself and I'd hate the work I put into trying to document the bugs go unposted heh.
  24. Like
    Cantruss reacted to th3gatekeeper in [DISCUSSION] "Basic" Skill Trees ruin the passive tree and goes against "Specialization"   
    Its taken me a while to really put my finger on why I, and so many others, really loathe the skill tree. It doesnt take more than 30 seconds on reading through the forums to find a thread discussing the passive tree and the many "dislikes" people have for it.

    I used to think it was "because its 100% passive" then I thought it was because "each level didnt mean much" and wanted to shrink the levels down from 1-100 to 1-10 or less. Then I thought it was training time (it was too slow) etc. Ive gone through and discussed MANY of these issues but I think I have finally figured out the problem.

    The Basic Trees. 

    Why? Ill give you an example. Lets say a new player comes into the game. His guild is lacking in Miners and tells him "Hey we could really use a Miner that specializes in Silver Ore". So the new player looks. Great, Ill go that route.

    Exploration basics ->Harvest Basics -> Harvest Penetration -> Choice between 3 Copper Ore nodes -> Copper Pick -> Ore Generic (3 choices) -> Plentiful Copper Ore -> Basic Mastery -> Ore Harvest Familiarity -> FINALLY! Silver Ore Familiarity. 

    This node, this "specialization" is 10 nodes deep. If he trained all those to 100, it would take him ~54 days before he feels he "specialized".

    He just repeated the SAME path, that every other Miner has repeated. Regardless of Gold, Iron, Etc. Before finally hitting his specialization.

    Also, along this path, he had to take a bunch of nodes he really didnt want... Gathering Apples? As an example.

    When ANY player joins. They get three choices: A, B or C. What makes it WORSE is because there are only 3 entry points into the skill tree, that new player is VERY likely "re-walking" the same path the majority of the player base has already walked. There is no sense in specialization from the get go! 


    Why not, get RID of the basic trees and just create 1 tree for each individual specialization you want. 
    Let me give an example.

    You want to be a Silver Ore Miner? Great! Hop over to the Silver Ore Mining TREE and from Day 1, you are leveling in that specialization.

    You want to specialize in fighting with 2H Axes? Great! Hope over to the 2H Axe Tree.

    You want to wear Leather Armor? Great! Hop over to the Leather Armor tree.

    You want to level Mail Armor-smithing? Great! Hop over to that tree.

    From day 1, hour 1, you are STARTING you "specialization". You get to FEEL like you are not "walking the same basic path every other crow has" you immediately feel you are part of an "elite" group of people who specialize in 1 area of the game. 

    Now, that guy who specialized in Silver Ore Mining? Sure he might say "Man, it would sure be great to get some Grub while mining, I constantly run out of food!" Ok, awesome. He hops over to the Survival tree, and starts training in some "foraging" skills. Not MANDATORY but the PLAYERS CHOICE. - Thats the key.

    If you were to split all the jobs (I think 23?+) and ALL the weapon types and armor types you would likely have 40+ DIFFERENT trees. Each corresponding to one specific aspect of the game - to specialize in.  

    If you want to become proficient in "Combat" Great! What type of weapon and what type of armor. THOSE are your choices for Combat Specialist. 
     
     
     
    Each tree can have any number of "nodes" to train. I went through and counted for each weapon type, how many possible nodes you could have in EACH tree. I got a large number:
    Attack Power
    Min Dmg
    Max Damage
    Crit Damage
    Crit %
    Damage Bonus
    Damage vs Beasts
    Damage vs Humans
    Damage vs Undead
    Inc resource on Crit
    REduces resource cost
    Reduces CD
    Inc Duration of stuns
    Inc duration of KDs
    Inc duration of Blinds
    Inc duration of movespeed reductions
    Etc. etc.

    That is like 16+ different nodes. For EACH weapon type, and ofcourse, you could double up on various options, such as min/max damage could both be on 1 node, then JUST min damage on 1 and JUSt max damage on 1, etc. 

    You could create an entire web for just ONE weapon type. You get the idea. You could even throw a "Bone" in there and for instance, in the 2H Axe tree offer Generic 2H bonuses. So a player leveling 2H Axes, would have some "carry over" to any other 2H weapon as well. The nice thing here, if a player wanted to go UBER 2H Axe, he would have to level all the other 2H trees to really max his damage with 2H Axes (this is optional and NOT my main point here so dont get hung up on this idea).



    What this does, is allows players to specialize from day 1. If you want players to have "basic" stats such as a 20% chance to forage apples? EITHER just give that to all players as a base already. OR, maybe the first "node" in "Survival" is "Increases forage chance of finding food from all sources: Grub/Meat/Apples/etc" Then from that 1st node it could further specialize into each TYPE as a followup node.

    So that Silver Miner would train the "Increases forage chance from all types" node, THEN the "grub from Mining" node, since guess what. He is a Miner! All within the Survival Tree. Then once satisfied, he hops back over to his Silver Ore Mining and continues his specialized training.


    This also addresses "catch up" since now even a NEW player can become "GOOD" at 1 thing in a relatively short period of time. Currently any NEW player is just going to re-travel the same linear path every other crow has trained. So after 2 years, Sure many crows may have "mastered" 3 or 4 trees of something, but that NEW player can start on a completely new tree to that CW and not have ANY nodes in common with him.... 


    In short. The current Skill Tree paths are, what I consider, LONG and Skinny (i.e. takes a long time to reach the end, redundant, non specialized until later, and little choice along the way). What I think they NEED to be is Fat/Short -> Remove "Basics" tree for everything, and just create each "JOB" having its own skill tree of ~10-20 various nodes so from day 1, hour 1 of a Crows training, he is immediately plunged into that question "what do you want to do" and not just "A,B,or C".

    If you want a "visual" of what this COULD look like. I would point towards Elder Scrolls as Inspiration: (Each thing has its own tree)


  25. Like
    Cantruss got a reaction from Anthrage in Patch Notes: January 06, 2017   
    Hehe dear thomasblair, the word 'sometimes' should be replaced with 'routinely' in your take bug description.
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