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YodaDoge

Testers
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  1. Like
    YodaDoge reacted to DropkickMurphy in Capture Points - Official discussion thread   
    There are even Sides on EU.  
    Every Faction has strong Guild. 
    The only thing is who cares about captures and who dont care 
    The Performance at bigger Fights need a update. You will see much more ppl Fight. 
    Many "Guild" dont play atm. You Judge due the Leaderboard actually is not even? It says nothing .
    I think the First Campaign with a Reward will not look like this. 
    All Sides have shown that they are able to win. 
     
     
  2. Thanks
    YodaDoge reacted to Gorwald in 5.8 LIVE Feedback and Bug Reports for 1/3/19   
    After 15 grey/white items are not worth it so you can't be sacrifice them, but you can before level 15
  3. Like
    YodaDoge reacted to elowallo in 5.8 LIVE Feedback and Bug Reports for 1/3/19   
    This makes no sense XD

  4. Like
    YodaDoge reacted to PaleOne in 5.8 LIVE Feedback and Bug Reports for 1/3/19   
    regarding game balance..
    Assassins should be the king of DPS but..
    This is what Tanks can do in melee..
    Nerf Champions Buff Assasins kk thx
    PS Im a Mail Armour wearing Blackguard with all of the defensive traits maxed.. still got hit that hard

  5. Like
    YodaDoge reacted to moneda in 5.8 LIVE Feedback and Bug Reports for 12/26/18   
    Feedback:
    Sieges end far too quickly. The window for these events is an hour but most battles are decided in seconds. The Tree of Life and all the bane trees and siege equipment need HP boosts and/or defensive stat increases. There needs to be time for a back-and-forth fight and that is not happening right now.
  6. Like
    YodaDoge got a reaction from Synns in Fae Assassins overpopulated, op   
    But also the ganked person will lose durability.
    And the way to the next bank usually is not too long (at the moment).

    So if there is no further punishment for ganking that will always mean that a ganker risks the same or less than a harvester while having a way higher possible reward per time spent.
    Which seems to me to be quite inbalanced. 

     
  7. Like
    YodaDoge reacted to Tyrant in 5.8 LIVE Feedback and Bug Reports for 1/3/19   
    I don't see any server spikes, your highest msg time was 168 and most of the time it was in the 90-125ms range.  There is plenty of client lag though.   We're definitely working on all of it!
  8. Like
    YodaDoge reacted to Yumx in 5.8 LIVE Feedback and Bug Reports for 1/3/19   
    Had terrible performance all day.
    Whether it was 4v4, 5v5, 10v10, 20v20, all fights have been 5 fps for me, once the fighting started.
    Both on EU and US servers.

    I know I have an older computer, but it was more or less impossible to play right.
    Example:
    Frame 1: I pop berserk
    Frame 2: 4,5 sec left on the timer
    Frame 3: Next frame I get berserk crash
  9. Like
    YodaDoge reacted to Kreigon in Capture Points - Official discussion thread   
    +1 
    This is absolutely needed @jtoddcoleman
  10. Like
    YodaDoge reacted to Zorph in Capture Points - Official discussion thread   
    It doesn't matter how small the boost is, any advantage won't be looked as good.  Giving any handicap to veterans just because they played longer will drive away new players.
    This is why most games give handicaps to the new or inferior player.
  11. Thanks
    YodaDoge reacted to Doradur in Capture Points - Official discussion thread   
    It's a big mistake to treat Crowfall like an old-school MMORPG, which mostly centers around PvE. Crowfall has more in common with a MOBA and where it does not, it shows to have very negative effects on the gameplay. This is a fundamental issue and was obvious from the beginning.
    While I am very happy with the technical advances of this game, I am still puzzled by the bad state of fundamental core concepts of the game as a game. The victory condition system right now feels like a placeholder. Introducing new knobs to tune the counting system is like adjusting the speed of a ski lift that only leads to a dangerous area, where each step sets off an avalanche of snowballing. The main problem of Crowfall is the massive exponential power curve of multiple sub-systems reenforcing each other. As mentioned by others, the first step is already the pure knowledge. This leads to faster leveling, faster harvesting, better items, better harvesting, better gear and so on, because I don't even know exactly where it stops. And all that even at a fresh start after a wipe – it'll be much worse after some months of passive training.
    You have to focus on this core problem and shouldn't be afraid of looking at how MOBAs tackle the problem of the slippery slope. League of Legends is very good at giving a reward for killing opponents, while at the same time giving the weaker side the chance for a come-back. No to turn Crowfall into a MOBA, but to see the key of their success! Just to mention some concepts quickly: 1) different power curves, 2) map design which favors the defending side, 3) power cap (full item build after 40-50 minutes).
    I want to give a probably extreme example of how to find a solution for the slippery slope:
    Capping of all combat stats that gradually grows during the campaign
    So in short I propose to make a global capping of the relevant combat stats for all players. For example on day 1 the max level could be 5, you could only use basic or intermediate gear and there would be caps on stats that limit the effect of passive training. (I know, level 5 is probably too low, but the number doesn't matter.) The caps will increase each day, and at some point in the winter be lifted totally.
    The goals are
    to make the playfield even to encourage PvP on day 1 to limit the effect of game time invested to make the game experience generally more diverse, because the available powers vary drastically in each phase to introduce a power curve differentiation to protect beginner and casual players without punishing veterans: win-win Point 5 is especially important to consider:
    Each class could have a different power curve. That would mean that the faction, which was very weak at the start, could turn out to be superior in the end and conquer back the map. Limit and distribute the population to the factions by sophisticated rules that take into consideration the different actual power levels of each Crowfall account. For example a veteran crow could count as two or even more beginner crows. This way you could have a scenario where a guild of veterans is the core of a faction, which is totally outnumbered and very weak in the beginning, but at the end of the campaign will be much more powerful than a faction with only noobs and lack of epic gear. Beyond this capping, there are other ways to deal with a massively dominant hegemony of one side. In a 3 faction war an obvious solution is that the weaker factions work together to fight the winning one. The game could give incentives for that or even an in-game hard coded alliance (f.e. no friendly fire) of the losing factions, which will have the opportunity to win the campaign, albeit with a reduced reward.
    As said, one major problem is the current abstract victory condition system. It is so detached from actual gameplay that it's very hard to balance it right, or even to make it appealing to play. It would be much more effective and satisfying, if the victory were tied to some actual in game event, like winning a decisive battle or achieving some concrete goal (to own a certain number of keeps, to destroy a huge hunger crystal, to defeat the avatar of Malekai, whatever, it's your job to come up with a better idea than a victory point system that would be even too boring for a board game). There are many good suggestions on these forums to make the control of the map more meaningful. Giving vision of enemy movements, access to better resources, granting buffs or making them conditions to conquer neighboring camps / outposts / forts / keeps. There are lots of opportunities.
    One thing is sure: The current iteration doesn't work well for newcomers. They expect a PvP game and are forced to grind for hours without having any chance to find a fair and decent PvP situation.
  12. Like
    YodaDoge reacted to siunotaco in Ranger : Archer Slight adjustment   
    I have been playing Archer for about two weeks now, I love the class, it feels great however the passive of standing still landing 2 shots to gain a buff seems very useless. Yes standing still in certain areas ( I.E Keeps/Forts ) doesn't seem like a bad idea. However as squishy as the archer is standing still almost always means death in a very quick time. I'm always finding myself blinking ( wood elf movement ability I think also needs a very slight CD reduction... very slight ). Which means I can almost never get my passive to start kicking in considering once your standing still and fire 2 arrows then the passive turns on, however once you move the passive is lost. 

    There lies the problem, if we cannot stand still then whats the point of that particular passive? I would suggest possibly changing that passive to something slightly more helpful to the Archer without absolutely breaking the Archer. I was thinking instead of standing still why not make the passive give a slight buff to draw time on your auto's and slight attack power. Now I'm not saying give Archers 100 attack power added per shot because I know there will be some people who take that to a new height lol. However what i'm talking about is simple. With every landed auto the Archer will get a stack of Precision Aiming. Precision aiming ( or name it to whatever you'd like lol ) would give 3% less draw time and 1.5% attack power stacking up to three times lasting 15secs. If you do not land an auto within 15secs the passive is lost, and yes which means the archer can move and shoot and gain this buff. Now stacking this buff 3 times means that at the 3rd stack the Archer would get 9% less draw time on the auto's and only 4.5% added attack power, which isn't a lot but I feel this would help the Archer more than the current passive. 

    Please let me know what you think about this!
     
  13. Like
    YodaDoge got a reaction from Tofyzer in Capture Points - Official discussion thread   
    Agreed. wipe everything!
     
    I also think night capping and circle capping are one of the biggest issue right now. 

    It just doesnt make any sense that 3 people can undo the work of 100 people just over night. 
    Maybe scale the points objective give with the online player amount? (just an idea) 

    And the circle capping solely because it is a boring mechanic.
     
  14. Like
    YodaDoge got a reaction from FearMe in Capture Points - Official discussion thread   
    Agreed. wipe everything!
     
    I also think night capping and circle capping are one of the biggest issue right now. 

    It just doesnt make any sense that 3 people can undo the work of 100 people just over night. 
    Maybe scale the points objective give with the online player amount? (just an idea) 

    And the circle capping solely because it is a boring mechanic.
     
  15. Like
    YodaDoge got a reaction from KrakkenSmacken in Fae Assassins overpopulated, op   
    Oh i see. i thought about something different when you said gank rates. (How often you get ganked as a harvester) 
     

    That's indeed something that only happens once so i did not mention it anyway. 
     
    Well we have to see how it turns out.
    If the game stays as it is with just more players my critique points might come true but that's indeed not the case.

    As you already mentioned there is stuff like tracking and much more still to come.
    Probably the recall ain't staying as it is too.
    So how it really turns out will indeed just be speculation.
  16. Thanks
    YodaDoge reacted to Zorph in Fae Assassins overpopulated, op   
    Champions are going to get nerfed as expected.
    We are still in pre-alpha.  Stealth is almost always a huge issue. 
    This is how some people who want to craft/gather view it:
    I have to gather with protection, while the solo assassin is able to hunt alone. It is likely faster to gather by playing an assassin than harvesting I have to be on guard all the time and not too far away from the group. I have to gear to defend against assassins which opens me up to gathering less or fighting less. Even with all this a lone assassin is likely going to be able to catch someone in our group to far from the pack.  Groups of assassins will be very hard to defend against If we catch the assassin he is likely to get away because he can restealth. Yes there are counters and we should probably be talking about the best ways for the gathering people to counter assassins.  There needs to be balance.  If it isn't fun for gathering (many don't find it fun anyhow), because they get ganked all the time.   It is fun that there is a risk and that is very important.  But it is generally more fun ganking than being ganked.



    Maybe the 3 players, just played it terrible, but I am guessing if this happens all the time they won't enjoy the game.  The assassin should get the jump on people and should have an advantage.  But they should also be taking a big risk if attacking against larger groups. I feel Artcraft needs to keep a very close eye on this concern.  This is an issue were they could lose the sheep/prey.  Again I am not even calling for a nerf or a change.  We need to talk about people running the counters more first.

     
  17. Like
    YodaDoge got a reaction from Zorph in Fae Assassins overpopulated, op   
    But also the ganked person will lose durability.
    And the way to the next bank usually is not too long (at the moment).

    So if there is no further punishment for ganking that will always mean that a ganker risks the same or less than a harvester while having a way higher possible reward per time spent.
    Which seems to me to be quite inbalanced. 

     
  18. Like
    YodaDoge reacted to Yumx in Capture Points - Official discussion thread   
    I would very much prefer a spirit bank/character wipe for when the sanctioned campaign comes.
    As others have previous stated, there are just some guilds who do not know yet how to make vessel, where others already have Blue/Epic vessels running around, that is a huge difference in stats, and would suck for a big part of the new players.
    Also, I know passive training has come quite far now, but I know we have a decent amount in the guild(and outside of the guild) , who are behind due to vacation time (going home to families in christmas, traveling for new years etc.), and these people currently do not have a way to catch up to those who trained from minute one.
    Which is why I would say wipe everything.
     
    This would also make it so, people have no excuses when the campaign ends, and they lose 
     
    Edit:
    What you could do, is have everyone start with full trained basic trees in the skills, just to move it a bit further along.
  19. Like
    YodaDoge reacted to Ussiah in 5.8.1   
    Patch is incoming. Leave launcher open(don't hit green button) and when patch is pushed it will start to download.
    Cannot login until patch is pushed.
  20. Like
    YodaDoge reacted to Lylliannah in 5.8 LIVE Feedback and Bug Reports for 12/26/18   
    I'm brand new and just installed the game for the first time. I'm currently having the same issue as @Scorn . 
    Update: as of 3:23pm EST, I am now running around in-game. =)
  21. Like
    YodaDoge got a reaction from Lylliannah in 5.8 LIVE Feedback and Bug Reports for 12/26/18   
    After restarting the game i have the same issue. Reinstall form the website didn't help either....
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