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Charas's Achievements


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  1. I made it myself before 6.3. I was making green tools and was on the verge of making green armor and next would be weapons then 6.3 dropped and the only way to get back to where I was is to farm insanely huge amounts of gold which I will not do (I put two months into testing already so I no longer fell any obligation to do that). If I had gotten to green gear I would have made my second foray into a campaign (first time I couldn't really even harvest anything so I went back to Infected and started building up to where I could make greens and let my passives build up). I am not here to playtest anybody's guild, nor am I here to playtest Discord or anything else so don't bother telling me to use stuff outside the game to create a functional game loop. If my beta access is still around when they do a balance pass I may decide to help with that but otherwise no more for me without a functional game loop (which as I see it only needs a functional economy for there to be a game loop then I could do the grind(s) I want and sell the mats for gold to progress). I am a RP PvPer. I would want to bring that Crazy Cow Carnage (Minotaur w/ Corrupted Soul) and give everybody Mad Cow Disease (Shrivel).
  2. Before I stopped testing (I will not call it "playing" since I do not acknowledge the presence of a game loop) I "fought over PvE activities" but I really wasn't and I don't think many others are either - what we are doing is looking for PvP and the best way to do that is to pretend to be engaged (lol at calling PvE here engaging) in PvE when in fact all you are really doing is blowing off time waiting and hoping that someone will try to gank you. I stopped running around for discs at night because I found it works better to just stay punching rocks at night and hope someone roaming for discs finds me and tries to gank me. Same is true of the outposts, I went around taking outposts, but only in the hope that someone would come and fight me, and chasing after others doing the same. I looted one outpost chest once and was like "oh these have loot chests now? Ya I vaguely remember something about that in the patch notes." and then totally forgot they even had chests and never looted another; I don't care. That's not why I took outposts to begin with. What I am saying is that this is not a game where PvE drives or leads to PvP, this is a game where a desire for PvP drives the appearance of PvE (it can't be said to be actual PvE when I have no interest in the trees or rocks or whatever).
  3. You can't retain players without a game for them to play. Literally everyone who gets a free beta invite (including me) expects the game to be late beta, not mid alpha. Practically nobody who signs up for these beta invites is interested in testing (this is the rule I am an exception to), they want to try playing the game before release. The two extremes of feedback I have seen are roughly: 1) this is a straight up money grab and not a serious effort at game development and 2) wow, earlier in development than I was expecting but I checked it out anyway, here are the most glaring issues I found and here are some things I like; looks like this could become a decent game and I will check back in a year or so to see how it has progressed. My own initial view was per #2 but the more I have seen of development and the more I have learned about the game from testing the more I gravitate towards #1. I do not ascribe any malice to the developers, I see enough to make me think the developers are sincere in their efforts but just lacking in competence/clarity of vision. All of the socks here are poorly made and some socks are completely missing. Some of the poorly made socks (like PvP) are less poorly made than others, but all are poorly made. Not horribly bad for a game in mid alpha, but it is horribly bad for a game in late beta.
  4. I like friendly fire as well, possibly with kill-shooter mechanic in place for some situations. Just wondering if Rangers with crushing arrows and mudman self AoEing themselves for the procs would become a thing?
  5. I don't understand why they haven't updated their information. It looks like Tiggs is even out of the loop. I was invited with 9.1 on October 2 and I am still here over 60 days later. Looking at how the invites have progressed it looks like it will be another month before 9.1 is dropped from beta. I agree that all free beta accounts should be left active until launch though.
  6. Rangers only regenerate energy in the Ranged Tray until after they promote.
  7. Huh, just last night I was thinking for the new crafting grind since only some crafters can get procs making things that players want to start with you could make guard upgrades only available through sacrifice of player-made gear. I was thinking more armor and weapons and hadn't thought of vessels though. Sounds good to me.
  8. I play solo on one account with 6 of my toons as crafters. I thought the change would make it impossible for me to progress, but then I got a proc on my leatherworker and started grinding, burnt though a lot of mats and got the three I needed to progress and make crafting/harvesting armor. Making one full set of armor for my skinner, runecrafter and leatherworker and I have procced 4 more knowledges. I haven't gotten far enough to know in absolute terms if the proc rates are high or low but I can say for some in relative terms. Leatherworker/Runecrafter about the same. Alchemist/Weaponsmith much lower. I got one Alchemist Knowledge but then I grinded a whole bunch of potions/poisons (mostly poisons) and I have yet to get another. The resource cost of grinding weapons is so high I had to back off trying to grind that. Armor et al - I haven't tried to grind these so I don't know. I am not sure why it isn't straightforward to normalize proc chance based on material cost of recipes. Also you should look into how POE uses an 'entropy' system with one of their RNG mechanics (evasion) so that if you have say a 70% chance to hit then you will hit 70 out of 100 every time no matter what. "Evasion does not calculate the chance of each hit independently. Instead, it uses a system of "entropy" to ensure that enemies won't get long strings of hits or misses by chance." This is how you should handle crafting procs: a) proc chance is based on total resource cost of the activity b) proc chance includes entropy system so that if you set proc rate at 3% you will get 3 procs from 100 tries no matter what.
  9. There are many different awesome cards that one can imagine but that would not work because they would be gamed; the solution is for there to be a very large pool of cards that are made to be hidden and not revealed until the end of the campaign, but only one or two are used for each campaign. By keeping the odds of any particular card being active for a campaign very small you discourage gaming the cards. Nobody is going to make an alt guild to grind kills to win a card that there is only a 5% chance of being active in any given campaign. Crafter whos weapons get the most kills, whose armors absorb the most damage. Highest kill/death ratio with at least 50 kills, most total damage healed. Individual and per member cards lend themselves most to being hidden because they lend themselves most to being gamed. Also, by hiding the cards it feels less like a grindy quest thing and more like a reward for doing what you do better than others trying to do the same thing anyway just as a part of natural gameplay rather than a contest to see who can grind the cards the hardest.
  10. I have one which I assumed I got from crafting Advanced Toxins, so then I started grinding Advanced Toxins but no more Knowledges... Maybe I found it from a Thrall and it doesn't drop from making poisons? The only other things I have made are crafting and harvesting potions which have no experiment roll so I assume they would not cause a Knowledge to drop?
  11. I think what is compounding the issue is that there is a HUGE difference in how the dropped gear affects different crafts. After a bit less than 2 months I find that the best weapons I have are the ones I crafted, while the armor I can craft is so incredibly inferior it is pathetic so the crafting side of the equation is more about balance. What prompted me to make the OP was when a new player asked about Intermediate tools and I realized how very limited a new player is in gathering and how this adversely affects the supposed game loop.
  12. I don't feel we need the best on day 1, I feel we need something worth doing a lot sooner than we are getting it is all, days rather than weeks and weeks rather than months. EDIT - I really don't know about end of the tree crafting so maybe the endgame can be just as distant, but the beginning needs to spool up to a certain point a lot quicker.
  13. Well, the way I attempt to address it is to basically give a training boost at start so that it takes days rather than weeks for gatherers and crafters to catch up to where the rest of the game already is at the start. Though I haven't gotten deep enough into crafting to see when it gets better than the dropped loot if it never does then that is another problem.
  14. Seems too late in the development cycle but ya a hybrid system would be better although I am not sure it changes the initial lag unless you can grind 2 weeks worth of training into one or two days. Also would be better to have quality of crafting increase by ingame play/grind while efficiency is by passive rather than the other way around.
  15. Since I downloaded and launched the Live client before starting actual play on Test, by the time I got to Live I already had my passives trained so I never felt the impact of this though I have read others mention it as a problem. I am here to tell you it is a BIG problem that has to be addressed on launch. As-is on day 1 of launch, and all of the next day as well, everyone will be limited to Basic harvesting tools 🤪. 2.37 days to get even just Intermediate tools. 13.70 days to get Advanced tools. That's over 11 days with just Intermediate and almost two full weeks the game is live before anyone can use Advanced tools ☠️. I thought you could use Intermediate on day 1 with a disc but from what I gathered in chat it seems the ability to make the tools is gated through the passive so for the first two days people will have the ability to use them but nobody can make them? Crafting has a similar issue where for the first couple weeks or so the daily jump in effectiveness is such that there is no point even bothering to do experimentation the first couple of weeks. So for two weeks there can be fights over Keeps for resources, but no fights in the rest of the world over resources. Even worse there will be no way for an economy to start up even if there were the tools to have one. It seems that what is supposed to be the primary game loop is mostly gated behind two weeks of passive training 🤡. My solution incorporates a catch-up mechanic that can be used for new players who join after launch, simply apply the catch-up mechanic to everyone on day 1 as though the game had started weeks earlier. So here's the mechanic - you have tokens which apply skill points to a skill of your choice. Every player gets 6 such tokens, each token is worth 1/12 the total amount of skill points that have accrued since the game launched. So if you start 6 months after launch you get half the total skill points of a day 1 player, but you can allocate them all to the same skill, so Uncle Bob still has an advantage, but it is less overall and most importantly it can be zero in a skill of your choosing. To solve the initial lag when the game first launches just count it as though it launched a month earlier and give everyone tokens to get half that amount of skill points to start with.
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