Grimmel reacted to Brautigan in Player Retention Rate is way too low for launch.
I've only been around for six months but I've seen the same results with each beta wave and it's kind of grim. I spent my own time the past few days trying to help people in GR/Infected and visiting streams of new players and I always see the same thing:
A huge pile of new players floods the GR and Infected worlds. Many finish the New Player Experience and just stop there. Many more play for a few hours wandering around God's Reach doing things like harvesting poor quality mats, trying to figure out crafting (and craft their intermediate armor), or just fighting the low level npc camps there. They get bored or say "now what?" and then stop playing.
Some make it to the infected server (and I'll grant that it's more than before because the NPE now directs you to go there). They will try to grind out levels, or give harvest or crafting a go, but few make it all the way to 30. The biggest complaints I saw in infected was the "emptiness" of the world, no actual instruction about where to go, what to do, or simple mechanics like sacrificing lore items to help you level faster. None of them understood what those forts and keeps were for and most found the lack of things to kill frustrating. When I was grouping with players we were bouncing between two camps to keep things going and still had to wait on respawns. (If there were more players also levelling this would have been even worse!) The one's that do actually make it to 30 and get over to sky point might cap a few outposts if they made a friend along the way then see there's hardly anyone else around and nothing else to do just kind of peter out.. this is now compounded by the lack of communication by having no general chat ("It just feels dead"). Kingdom and Faction chats are barely used and even though I tried to start conversations and get people to start talking I'd say only about 2-4 people would actually be using those chats at any given time, and that's when prodded into talking. If I encountered a player in another faction, my only choice was to emote/dance and they would either run away or try to fight. If we fought I'd get them to a certain point and stop fighting so they could kill me or just run away/heal. At no point can I tell them if they did well or poorly, help them understand the mistakes they were making, or just try and talk to them to give help about how to fight.
Very few make it all the way to the "end game" experience of group v group content. I think some guilds have been more successful than others at pushing new players there but for the most part I'd say less than 3% of all those new beta wave players actually make it to the end where the "real game" starts, and of those, few actually get the "hook" you mentioned and purchase a backer pack to stay in the game before their 30 days are up. Even still, a majority of those people don't have the tenacity to actually stick around more than a few weeks to a couple months. I've seen so many players join in the game enthusiastically, jump head-first into crafting/harvesting, keep progression, or outpost and other off-hours small pvp stuff, and participate in sieges, but after a couple weeks of the same old routine they eventually get bored with the repetition and just move on to something else.
I've also seen several other complaints from new players who were really trying to give the harvest and crafting systems a try, but there is absolutely zero information on how that's supposed to work or how a player is supposed to progress in this "temporary placeholder system". They were annoyed when I tried to explain how those systems worked because there's no way they would have been able to figure it out without the off-chance that someone was around to explain it to them. There is also almost no information online about crafting or class guides, and a few expressed ire about how a lot of the information they were able to find was outdated because systems, classes, or powers have changed.
I suggested that all of the people I encountered along the way the past few days leave feedback on their experience, but I know some just quit the game and never looked back.
This game absolutely has a major retention problem. Is it because it's "too niche"? Or is it just because there are bad systems in place, poor quality instructions to guide them to the true end-game, or simply a complete lack of "game" to play if they're one of the stubborn few who actually have the tenacity to make it all the way to the "real content"? I don't know, but I'm hoping the developers and staff are looking at the same things I saw and trying to come up with ways to correct it.
Grimmel reacted to McTan in Small to Mid-Sized Guilds
Yeah, they have really dropped the ball when it comes to designing actual game mechanics that incentivize interesting play. I'm not sure where they go from here, but I hope they are prepared for a 1-campaign long game lifetime. I hope they do future rulesets, but I think it'll be too little, too late.
No force projection/splitting, no identity building with cities, no engaging mechanics for small guilds, all incentive to zerg and consolidate...it's really looking ugly at this point.
Grimmel reacted to galvia in Game Direction - Losing Crowfall as an MMORPG Throne War
I agree with a lot of this, so I'm only going to comment on "Easy come, easy go".
"Easy come, easy go" has lost it's original meaning. It is meant to apply to the process of acquiring stuff to be viable (and consequently losing it). We have departed from that applying to the player and their own agency/actions and applying it purely to systems designed to keep a new player logged in.
The wartribe loot system at it's core is a good idea, I've agreed with it since it came out. The issue is that it has basically overtaken the entire economy in order to keep a fresh player competitive with a guild of 50~ putting all of their time into improving their logistics. You should be able to login and equip some temporary wartribe gear to get started in a campaign, but it shouldn't be the only thing you wear until the absolute late game in crafting. This causes all sorts of problems with the loop that you've mentioned.
A few things you didn't mention that are worth bringing up. Player vendors are currently stocking:
Wartribe gear. Stuff you can't get out of wartribes like vessels, quivers, toxins etc. Extras from their massive crafting grind in an attempt to overcome the Wartribe gear hurdle This causes problems, because it basically creates two states in crafting logistics. Wartribe gear (months even with active grinding) and then Legendary/Legendary disc + belt + potentially vessel and gear. Otherwise it isn't worth it to craft gear.
It is very important to keep barriers of entry low. Hungerdome is a great mode to introduce players to what the MMO can feel like. Wartribe gear is a great way to get someone equipped without needing to bash rocks. We still need to have something to engage people who want to push past the surface level of the game.
Grimmel reacted to damebix in Game Direction - Losing Crowfall as an MMORPG Throne War
Crowfall is quickly moving away from an RPG, from an MMO, and from a throne war simulator and morphing into a MOBA (yes, even the "MMO" side of it). I'm going to start by highlighting how this occurring, why this is a problem, and then how it can be fixed. I make this post as a strong urge to reconsider some of the game direction philosophies and mechanics changes that have happened over the past many months.
Crowfall is no longer an RPG: There is no progression. The "Easy come easy go" mantra that has ruined the game has made the crafting system near worthless, and 100% not worth the time investment. On day 1 of the dregs campaign, you can run to a wartribe and pick up epic (purple) gear with top end damage and stats that a crafter will be lucky to make within a month of torturous grinding (by the whole guild) and leveling up. The crafter needs to have legendary disc and legendary belt to have a hope in making a weapon better than what can be picked up on day 1. In MOBAs, you can jump in at the same level as everyone else and compete just the same as everyone else. The difference is, in MOBAs the only thing that really matters is player skill and team coordination. Crowfall does not have a robust enough combat system (especially at larger scale) to where player skill really comes into play (at least to the extend of a MOBA). So what you end up with is 2 blobs of people going at each other with practically the same skills and abilities, but the lack importance of player skill so it turns into (in a lot of cases) who has more numbers. This is NOT working! Crowfall is no longer an MMO: There is no sense of progression. People play MMOs for different reasons, but they are almost always played to win...something. In WoW, you have end game raids to get better gear and progress your character. This works the same is most other MMOs. When winning a campaign, you should be rewarded for doing so. You should be getting items that otherwise are not attainable. There is none of that in CF (or almost none if you consider sparkly mining tools that let you knock down a motherlode in 4 swings instead of 5?). In most cases, the time and resources the guild puts into the campaign is far more than the victory rewards we get, all of which can just be farmed in less amount of time instead of trying to win. We've lost what an MMO is about unless we're working towards something. Crowfall is no longer a Throne War Simulator: There is no victory. "Easy come easy go" has ruined the sense of ownership, the sense of controlling territory, and the sense of securing your borders. There is very little incentive for me to own a fort in my zone because it doesn't really do anything for me if I own that fort or a fort on the other side of the map. It's easy enough for me to get anywhere so why bother owning the single ingot fort in my zone if there's a double timber in the next zone over? The forts and outposts don't really provide any benefit or hindrance to the people who have nearby keeps so who cares who owns them? Why bother with forts and outposts when I can just claim and rank a castle with the same amount of resources as any other keep and get 2.5x the points of other keeps immediately? Where's the challenge when I can just import hundreds of stacks of building materials and level my town up within a few hours of claiming it? The Solutions:
Wartribe Loot (fixing the RPG): Reduce wartribe top end damage and stats to max out at blue quality, and have appropriate damage values to what a blue vesseled crafter would have with a blue crafting rune and a blue belt on average Reduce wartribe armor to max out at blue quality, and adjust armor values and stats to reflect what a blue vesseled crafter would have with a blue crafting rune and a blue belt Rationale - Crafting should mean something, and crafting should be able to compete with wartribe gear at lower end crafting levels. Currently the system requires Leg Disc/Leg Belt to have any hope in being comparable, and even then you have to hope for good rolls. Campaign Rewards (fixing the MMO): Campaign rewards should include "end game" additives that can only be acquired for winning conquest or divine favor. These additives can be like hunger shards, but should significantly improve armor, weapons, jewelry, potions, or vessels. Campaign rewards should include cosmetic upgrades - people love their sparkly things. Campaign rewards should include weapon/armor additives that are unique to the campaign and are visually appealing. For example, these additives would allow your sword to glow red with fire or blue with ice. These cosmetic rewards should only be available for winning conquest or divine favor. Campaign rewards should include skins for not only weapons, but mounts, and maybe even siege equipment. Rationale - If "uncle bob" is holding you back from making meaningful rewards, you are truly misguided. We need to make a game that rewards logistics, planning, training, skill, hard work, and effort. People like shiny things, give the people what they want. Meaningful Assets (fixing the Throne War Simulator): Forts and outposts should mean something. We are moving in the right direction by giving them loot chests, but they need to affect the outcome of the game. Have the points earned by owning the asset work towards a pool that increases the defenses of your keeps. At different tiers, you could have the buffs give you access to more wards, increase the health of walls and buildings, increase the power of the guards, etc. Have these assets freeze in the zone when a siege starts, so that attackers are required to "prep" for the siege by trying to take forts and outposts ahead of time. Rationale - Owning an asset should mean something and the owners should have ownership over their land. Give them a reason to keep the forts in their zone or to fend off people trying to take outposts. Conclusion:
The original vision has gone completely off the rails this past year, because loud voices want to turn this game into a MOBA that they can pop into any time and be just as competitive as the people that spent the last year working towards something. That is NOT what an MMORPG is. This is NOT an MMORPG Thronewar anymore, and if we don't start to right the ship, people's interest will quickly wane after launch, just as so many MOBAs and "MMOs" before it.
(P.S. This is not an exhaustive list of what needs to be changed. The point of this post was to bring to light the dangerous path we are on if we continue going down this road.)
Grimmel reacted to MacDeath in ACE Q&A Livestream April 8th 11 AM CST / 6 PM CEST
<QUESTION> Will ACE commit to giving us a 6 weeks (or longer) advance notice to launch? Here's the issue, most of my guildmates AND many other players don't want to burnout from being in beta for months prior to launch. We want to know when to hop in with enough time to work out how to play the game so as to be ready for a fast start at launch. We can't do that if ACE has a 'surprise' announcement, ie. CF will be launching next Tuesday. We had very short announcement lead times for Alpha and Beta.
Thanks for listening.
Grimmel reacted to CreepLordGodKing in ACE Q&A Livestream April 8th 11 AM CST / 6 PM CEST
<QUESTION> Campaign reward card descriptions are a little vague as is the scoring system behind them. Would you be willing to make that transparent so we can assess how we are doing on these tasks during a campaign? Could you also inform us of the math behind how the points are calculated? For instance, when a card says "per member" is that per guild member in the campaign or total? Another example from current campaign, does sacrificing items to "any God" mean the God shrines in the Earth/Moon/Sun Temples work as well as those in the world?
Grimmel reacted to zoal in ACE Q&A Livestream April 8th 11 AM CST / 6 PM CEST
<QUESTION>What will the long running campaigns look like? If campaigns start to get the population to fill a server will we also be seeing campaigns with more than 5 combat zones? What is the expected "size" of a typical campaign in launch?
Grimmel got a reaction from ArtCraftQA in 6.400 LIVE Bug Reports for 2/18/2021
It does not seem possible to remove the Divine Cathedral Parcel from an EK.
Simply removing the parcel with the statue attached results in a bug where the statue disappears and an error message is given when attempting to move or remove the parcel.
We also tried removing the statue from a different Diving Cathedral, but the same problem resulted where we could not get access to the Divine Cathedral parcel to move it to another EK.
Grimmel got a reaction from ArtCraftQA in 6.400 LIVE Bug Reports for 2/18/2021
In an EK, after placing 11 parcels, no additional parcels could be placed.
After a wait of several seconds, the error message was "Network Error" - "Please try again later" <OK>
This result occurred with various permutations of parcel type.
Grimmel got a reaction from ArtCraftQA in 6.400 TEST Bug Reports for 2/9/2021
When approaching a bindable respawn statue while mounted (and not in crow form) the tooltip says “Unable to HOLD to RETRIEVE BODY while Mounted”
The tooltip should probably say something like “Unable to BIND to RESPAWN STATUE while Mounted”
Grimmel reacted to ACE-Tiggs in Status on 6.400 Release Wipe
Hello fellow Crows!
We want to confirm that with the release of game update 6.400 on LIVE, we will need to do a full wipe, including characters, items and Eternal Kingdoms (all purchases will be reset so they can be re-imported).
We try to avoid wipes whenever possible and we always evaluate all available options to avoid having to remove player progress. We value your support and testing feedback, and we know that having your Beta gameplay progress wiped is frustrating.
For the upcoming 6.400 release, both the new attribute system and vessel changes require significant underlying data changes, along with server performance changes, and are driving the need for us to wipe both characters and items.
The decision to wipe characters isn’t something we make lightly. We evaluated what it would take to transmute the existing data to the new formats, and it is prohibitive in both development and QA time (it would add multiple weeks of delay).
Our priority is delivering a great game at the quality you expect, and launching it as soon as possible with the final game data wipe coming at launch.
Your support is critical to Crowfall’s success, we appreciate your patience and understanding. As we continue to advance the game, your input and feedback are helping us to move the game closer to launch and that is the priority for all of us!
Grimmel got a reaction from Brautigan in Issues with flicker and frame loss using borderless windowed
I messed around with this a little bit this morning and I could not replicate your problem - I am using a GeForce RTX 3080 and Version 457.30 of the NVIDIA driver.
Grimmel got a reaction from Tyrant in 5.125 TEST Bug Reports for 7/22/20
I got stuck at the step where I harvested the mother lode. Each time I harvested a mother lode, I went back to the quest giver but the quest was not advanced (I harvested all three mother lodes, checking each time). It did not appear that not having room was the issue, as harvesting the mother lode yielded ore and dust, which fit into my available inventory slots just fine. But because I was loaded down with stone from the previous step, I decided to g back to the bank and deposit it all to free up some room. When I went back to the mother lode step after I harvested one more mother lode the quest step did advance and I was able to continue to the end of part 2.
Grimmel reacted to Fefner in 5.115 LIVE Bug Reports for 7/2/20
yes, mobs and resources gain ranks every season change, it sucks unless you have maxed out training which we dont atm so from after summer harvesters are screwed unless your doing ML. I think it should be the opposite, the ranks get weaker in Fall and Winter as the world is dying it makes more sense, that will keep the harvesters happy for longer i reckon.
Grimmel reacted to Duffy in The Root Problem with Crowfall’s Passive Training
We finally got to experience passive training in a way that reflects a launch scenario, unfortunately as predicted it does not feel good.
First, let’s get a basic premise out of the way: there is nothing inherently wrong with passive training systems. It’s a different sort of trade-off than an action grind system or a simpler character and level-based one. Some people don’t like them, that’s fine, I personally don’t like action grind systems at all and prefer a passive one. Alas some stuff is subjective, but for the foreseeable future Crowfall will have a passive training system and I'm working under that premise. The problem we face is that as far as passive training systems it feels slow and thus unrewarding, and is fairly inflexible with a lack of real choice, which makes the few possible bad choices feel particularly punishing. So what are the issues and how do we fix them with minimum coding impact/effort?
Issue 1: Passive training feels very slow and unrewarding.
tldr: The general audience will struggle with or refuse to embrace a system that tells them to wait weeks, much less months, before they can start having fun or at least be effective in their areas of interest.
Training progress and noticeable returns are very slow at the current TEST speed, while it was better on LIVE it was arguably still not quite right. This is particularly noticeable for Crafting and Exploration, but at later stages of the player base’s passive training timeline also becomes particularly noticeable for Combat when comparing veterans to new players.
When a player first starts there are only two things they can really do: limited useful gathering and engaging in combat. The longer the game is live and passive training is progressing, the worse these gaps become and feel, but the biggest offender is Crafting (as was recently pointed out in another thread). The time to effectiveness in any of these areas seems to at least be measured in a minimum of months, but it’s not even worth bothering to Craft until you can surpass dropped gear - despite spending weeks of passive training and acquiring many stats for that purpose. This is a deathblow for anyone who wants to primarily be a crafter, and those people most certainly exist. Given the amount of actual time we spent outfitting new people back when the population was booming, such players most definitely serve a purpose and keeping them in the game is valuable. The same is true of Exploration, though the impact is less severe as gathering has a better ramp-up of usefulness, however, the best stats are deeply hidden in the Specialization trees.
The issues with Crafting and Exploration feed into the power gap issues with Combat training, resulting in new players feeling under-powered - especially if they don’t have access to veterans to supply them with well-crafted gear. Feeling under-powered for a long period of time pushes them away from the game, despite the fact that having more people is almost always better regardless of power level, and fuels the desire for catch up mechanics or an alternate training system.
Issue 2: Lack of Choice
tldr: Players rarely get to make choices that differentiate their account from any other account, and the few choices they make result in less flexible character choices.
The passive training system is limited to only 2 major choices (and for most, it’s only really 1 choice) per account for every couple of months at best, and almost no smaller choices within those 2 choices. All of the real choices, small as they may be, lie in Exploration. While Crafting and Combat only have the option to make the right choice and several wrong choices.
When an account is created they must choose 2 out of 3 areas, though ultimately if a player is ever going to engage in combat somewhat regularly they only have to make a choice between Exploration and Crafting. A purely Combat focused player will need to make no choices, they will pick Combat and Exploration.
Each of these areas have few choices, and the further you progress, the fewer choices you get. For example, in the Combat Basics the choice comes down to which six nodes you may skip. At least three of them will be a choice between taking damage oriented nodes or healing oriented nodes while almost every other node will be shared by all builds going through combat. As you advance to the next Combat tree (Armor or Weapons) your choices quickly disappear, or are again limited, to choosing between Support or Attack nodes. Once you reach the specialization trees your choices lock you into specific builds to gain their benefits, reducing your game-play options. Changing these choices require significant time investments, which can be a huge opportunity cost if you happen to make “bad” choices by choosing poor meta options (or a future patch imbalances specific builds).
Crafting is even worse, the only choice is which crafting you want to pursue. Then you pursue it to100% completion or fairly close. There are a few places you might think you could shortcut, for example you don’t need more than 10 Alchemy Experimentation points for Philosopher’s Stones, but unfortunately you will still need to maximize Assembly and Experimentation which will results in you taking the vast majority of the Alchemy training nodes anyways.
Exploration has the best scenario, the middle tier Gathering trees have good general use for their areas, but some of the best stats for gathering such as crit harvest chance, crit harvest amount, and beneficial harvest requires taking the majority of the specialization trees to acquire. Resulting in any gatherer going that deep almost universally taking all the nodes, with only slight priority adjustments for more useful or desired resources.
How can this be fixed?
tldr: Use EVE’s progressive pip model to reduce training gaps and break up tree structures to create choices.
The most plausible solution is to take a page from EVE’s passive training system and adapt it to Crowfall. The first major component is that each Node’s pips should have a progressive cost. At the basic level it shouldn’t take more than a few mins to reach 1 pip, an hour or two for 2 pips, and less than a day for 3 pips. Succeeding nodes should unlock at 3 pips, not 4 pips. This will become important as the 4th and 5th pip for a node should be distinctly more expensive than the preceding 3 pips, using our basic example taking say 1 day for the 4th pip and then 2-3 days for the 5th pip. This creates a more rewarding scenario where players have reason to engage with their passive training regularly and receive their perks. It also makes it “quicker” for players to reach a base effectiveness that lets them compete with veterans. While a Veteran may have picked up those 4th and 5th pips as they dedicate more and more time to that specific training, the new player is reaching ⅗ of those stats fairly quickly, reducing the gap.
This also allows the ability to stretch the overall training times out longer, without restricting the feeling of getting a reward. For example, you could make maxing a specific craft take 6 months, but you could reach 40% effectiveness in a few weeks, 60% in a month, and 80% in 3 months. But that last 20%, which is primarily picking up the 5th pip in all the nodes, stretches out to 6 months while the gain for doing so is much smaller compared to the player that might have stopped at 80%, only resulting in 1% or so to each stat affected for spending the extra time to maximize.
The second component is to break up the trees into more linear options. Some tree structure can still work, but related nodes need to be more linear with multiple lines to pick from to create actual choices. Damage options should be related, but not pre-reqs, for support options and vice versa. While general options should be completely separate lines. This creates many more choices and differences between player accounts as the specific spread of nodes and pips used to reach a deeper tree could drastically vary between two accounts building to the same role. This also gives players more control over which stats to prioritize and should something change in the future due to patches, pivoting has a much lower time cost thanks to the progressive pip changes above. This may require breaking nodes into more incremental options, but as long as the overall times are not drastically elongated the net effect is still fairly positive.
The one weakness to this change is that there aren’t that many nodes to train overall. The current trees don’t currently have enough breadth of choices, or many interesting choices, and arguably too much depth. However, if they plan to add more sub systems and thus more training options to the game over time, the breadth problem could be solved and the outline above would make pivoting to new additions less dramatically time consuming to get a reasonable effectiveness level.
Grimmel reacted to Duffy in CF covid-19 impact?
I’ve yet to see a single statistic that shows coronavirus is less dangerous than the seasonal flus, as far as I can find it’s not even close. Every number I’ve seen ranges from 1-4% (based on location and healthcare access) compared to average flu’s less than .01% fatality rate. That’s a huge difference.
Ultimately the goal is to slow its spread down so we can hopefully get useful treatments, protect some of the at risk population, and importantly prevent strain on our limited healthcare resources. While there are short term reasons for the distancing and quasi quarantining, we’re really playing a longer game to ultimately save lives not just today, but months down the road.
Grimmel reacted to Sadic in A few quality of life improvements I'd like to see.
Hello everyone, first post here so please be nice!
I recently got the game and started testing, been loving it and I see a TON of potential, which makes me happy; but I would like to point to a few quality of life improvements I'd like to see:
1) The launcher should have an option to remember my account name at least, and an option to "trust this device" regarding the 2FA.
2) The talents tree could have better UI regarding what the new powers and abilities each new talent unlocks, it's not so clear or intuitive.
3) And not sure if this is even possible, but could we get the option to zoom out a little more? Something like twice what we currently have, or a 50% more would be nice... it's really difficult to have a decent spatial awareness as it is.
4) An option to "auto-order" the inventory would be nice, being able to chose by "name", "size" or "type" would be even better.
Thanks for reading, hope this things weren't posted a million times already.
Edit: having a web based "talent's tree planner" would be glorious.
Grimmel reacted to srathor in I do not like how gathering in Crowfall makes me feel
Most of the complaints that started this post way back when have been addressed over time. Or perhaps I have mellowed some too.
Nah. Not mellowed, beaten down more than anything.
When I made the post I had gotten up early. and just wanted to hit rocks for a half hour or so. So I went to the only place on the map that had rank 5 nodes. I at the time had on gathering gear. Which was useless because the potions I drank every 12 minutes capped me, but at the time noone knew that.
We did not have the details page. We could only measure by results.
We had a camera zoom in at the time that when you held down F to gather it zoomed you in on the node. There were no weak points to track either. And the noise it made with the Dink dink dink. was so loud you could track gatherers by it. From 500 yards away easy.
There was no class/Race split I think back then. Memory is fuzzy on that. Hell I don't even think we had discs back then Certainly not the combat discs we have now + harvesting discs.
We had 1x training speed not the 3 x we have now. And it was unrefined, still very raw.
So much has changed.
But I still think the risk of the wolves does not nearly match up to the risk of the gatherer/sheep.
I do know over 2 years later that when I am serious about going out to gather I do everything in my power to mitigate that risk. I do everything I can to make sure that if/when I am jumped I get the greatest chance to keep my hard earned loot. Because I know I have almost zero chance of actually defeating the wolves.
If it was a fair chance vrs a wolf then you are fighting a stupid wolf.
But we need the draw of the solo gather vrs the solo wolves. We need the people out in the game world, doing things. All sorts of things, we need ambushes, and ganks and squad fights, and patrols. We need the wolves and the sheep to make the game dynamic and fun.
That is the challenge for ACE. To give us the reasons to play and have fun doing so.
And I still do not like even today how gathering in Crowfall makes me feel. It is needed, it is necessary, but it is really not fun with the effort and training required to get the tools that break so fast, through the choices of discs that are really very little choice involved.
For ore smalls with a maxed toon. I use Miner and Lookout. With all bene harvest chance made gear. The nerfs to bene harvest duration and power and chance stripped out much of the fun of trying other things at end game gathering.
I wish it had more of an impact when I harvested. I wish it was more fun. I miss the days before when I had the freedom to make a few different sets of mismatched gear to tune down to the exact stuff needed to make a GREAT harvester. I really miss the epic ore doober moneyshots of the early game with the +10 Crit amount potion when people could see what popped and would freak out.
If I could change harvesting here is what I would do.
Harvest on enemy controlled lands would be worth x2 points to the scoreboards.
Harvest on contested lands would be worth x1.5 points.
Harvest on your guild/faction controlled lands would be worth 1x points.
More varied more powerful gear, coupled with training so that you can "build" on your skills like a combat spec.
Bene harvest effects should last longer. When duration was bugged and capped at 3 minutes it was quite a bit more fun. Also that made skinning MUCH more palatable.
Action harvesting buffs would affect your group. Making different people do different roles would make that interesting.
Loot would come from multi bucket stats of the different people in your group. Not the person with the most damage to the node. Making people in a gathering group all have useful trainings.
Hitting weak points would have an effect on the node destruction table. Each one hit would add to crit chance and crit amount. Making that minigame really add some excitement back into the actions you do. (not subject to player stat cap as well. Hit 5 weak points on a single node gets you a sploosh of doobers.)
Give me an ability to hide some of my loot. Stashes with a treasure map. Locked chests buried in a hillside, advanced chest/storage/bag that only shows half the loot to be looted. (50% of that bags loot is shown when you are killed. Mats only.)
Grimmel reacted to Thimble in [RP] Corvus and the Fist
The corridor was adorned with tapestries depicting past battles. Thimble always loved walking through the Hall of Battle. Busts of vessels wielded by heroes of the Citadel dotted the walls as well, each one placed carefully on a pedestal that Stoneborn had shaped and grown out of the walls themselves.
Coming to a large set of doors, Thimble pushed them open and entered the chamber beyond. The War Room was large and circular, with several cylindrical tables that were designed to be moved around the room to mimic the configuration of one of the many worlds they visit before the Hunger destroys them. Praelian, Battle Commander of a group that called themselves the Fist of the Empire, was next to one of the tables talking to Vanboozled, one of the Sergeants of the Citadel. As Thimble entered, they turned toward him.
“Our forces will stage at the Temple in the Trial of Illara shortly,” Praelian said in his gruff voice, which Thimble noted was both strong and confident. “How many will you be able to bring to support us, Van?”
“I’m hoping we can commit two squads to tonight’s siege. Many of our warriors have been busy with other … projects.” If Praelian’s voice was gruff, Vanboozled’s was pure gravel, coarse and grizzled, both broken and strengthened from a tremendous amount of experience leading forces in battle.
“Great. Now that Thimble’s here, I’ll tell you about the plan for tonight,” Praelian began. He went on to describe what the Fist’s strategists had come up with.
A few minutes later, two squads of Corvus Citadel and 3-4 squads of Fist of the Empire gathered at the Temple in the Trial of Illara, ready to move out. Suddenly, eight warriors bearing black shield crests with green triangles on them appeared. Though Chaos, they had become infamous for their past actions, and both Praelian and Vanboozled knew well to avoid them. Once the order was given to go through the portal to Aerynth, the black shields followed. The Fist broke off and went one way while the warriors of the Citadel went another, and the black shields split up as well, in an attempt to follow. Vanboozled led his two squads in a circular path, twice dodging around outcroppings, and finally one of the scouts reported that there were no more black shields following. The report came in that the Fist had managed to shake their pursuers as well, so the two groups met up in the forest named Wolf’s Cry, just southeast of the Tetuoria Taubaet Keep.
Mere moments later, all eight of the black shield warriors showed up; they must have had a scout who was following undetected. Almost immediately following that, a horde of Balance was reported leaving the keep and heading straight toward where the Fist and the Citadel forces were gathered inside the tree line and behind a cliff. The black shields had somehow reported the hidden position to the enemy.
There was not even enough time to pivot before the enemy was upon them. A bloody battle ensued, and right at the start the vessel that Thimble was wielding was netted and pulled into the middle of the enemy forces before he even had time to build up enough pyrotechnic energy to immolate. He managed to struggle out of the net just in time for his Elken hooves to carry him to safety - or so he thought. With one final bleat, the vessel succumbed to its wounds, and Thimble found himself in crow form at the nearby portal.
It seemed that much of the rest of the force had met a similar fate shortly thereafter, because the order came to return to the Temple and make haste toward the Brookhurst portal. Intelligence came in that the force that had attacked them was Hy'shen Avari and that they had won despite the combined force of Corvus Citadel and Fist of the Empire outnumbering them.
Once in Brookhurst, the Sunset Keep was only a short run from the portal they entered through. Because the order was to make best speed, Thimble immediately took off with the few who had gathered around him. His Elken legs carried him faster even than the pack pigs that the other warriors were riding, so he made the objective and met up with the Fist with his brothers in arms trailing behind him. Immediately, the Fist summoned an enormous trebuchet and began firing it at the walls. Before the rest of Corvus Citadel could catch up, though, a huge force of Order came flowing over the walls and out of the gates of the keep like a tidal wave. Thimble and his brothers and sisters fought valiantly alongside their allies, but it was impossible to last long against such an onslaught. Where they outnumbered the enemy by a small margin in the previous battle and still lost, they were now sorely outnumbered and they simply had no chance at all. Praelian gave the order for a tactical disengage, but by that time all of the Corvus warriors who were there had perished.
Afterward, back at the Citadel, those who had taken part in the battles gathered in the War Room to discuss and learn from the events that had transpired. The next phase of Thimble’s plans for the White Crow was nearly upon them, and when he reported that to the others they became excited. Changes were coming, and as always Corvus Citadel would continue to work with their allies to defend the Chaos faction.
Later, in his chamber within the Citadel, Thimble touched a piece of parchment in his pocket. A note, left on his vessel as it lay on the ground after the second battle, with three words: “Friendship is coming.”