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Diage

Testers
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  1. Top Crowfall likes I Overall enjoy the approach of importance of crafting in the game. Love the way the game has thought about CC. Provide relatively large amounts of CC with a healthy number of CC breaks to choose what deserves removal and what doesn't. Top 5 Crowfall dislikes and how can we make it better? When farming for gold, spots tend to only support 1-2 people. If a single Raid Boss is on that spot, you can no longer farm it. The Raid Boss mechanic is not good, it shouldn't just shut down an entire spot because RNG decided so. Farming gold in general feels terrible in this game because of how hard it is to just even find a spot where you aren't constantly competing against your own faction for the resource. IMO - Raid Boss aggro should be fixed up to make it so you have to opt in to a raid boss fight and a quick fix to the second portion is to increase respawn. Please Please Please - I would love skill queueing. I don't understand why it doesn't exist, combat would be so much more fluid if you could skill up queues during execution of current actions. Not having this makes combat feel clunky and makes it harder to execute properly, especially with the way combos are supposed to work. Getting trained by people who cannot be CC'd is not a fun experience in a game where CC is a pretty critical part of the game. I am all for upping the CC break game, but work them in a more skill-based way rather than, 'this class just can't be cc'd' This turns the game into more of rock paper scissors than a skill matchup. UI in general needs a LOT of work. I gave it a pass in alpha/etc because, well it wasn't released. But now there are so many things without UI, or with poor UI, or with incomplete UI. More of a minor thing, but I am not the biggest fan of the idea that your combat stats impact crafting stats. I get that it sort of aligns some professions with classes, but it's nonsensical since you can just respec for free as a VIP anyways. So now it just means you have a decent chance to unintentionally be specced in a strange fashion because you forgot to change between crafting and fighting. Also - Is there really a point to levels in this game? Why waste my time with that.. I just want to further emphasize getting gold in this game is problematic IMO. Combining all of this with losing it during a death, it just seems arbitrarily limited and not to the benefit of the player experience.
  2. I didn't watch it - which video did they mention something about arrows?
  3. For me, I only sometimes need to validate in game skills that i may move around or change and I would generally do this with my peripheral rather than look directly at it. In this context, the mono color scheme is a bit of a hindrance if the two icons are of a similar style (both orange down arrows for example.) However, to me I think a bigger problem than the monochromatic approach is simply that they made many of the icons extremely detailed which actually makes them much more difficult to identify when you only have one color. Even adding some shading would probably go pretty far, I don't think I have taken a deep look at WHAT the icons actually have on them a single time yet. I just remember what hotkey does what. Personally, I think they either should add a second color, reduce the overall detail in the icons, or at least shade...
  4. Not sure if you meant to quote me or not, but i never said anything about a discipline. If you meant to quote me, then I'm afraid your understanding of what i tried to argue for is off mark a bit. This would just piggyback any discipline with archer skills in it, not be its own. That is to say, it would be a core mechanic of having a bow. It would be pretty silly to make it a separate discipline. Additionally, It doesn't produce ACTUAL arrows you move in your inventory. It's a reload mechanic that would give you say 250 arrows that apply poison. You use the skill again, it would replace that 250 arrows with a different type. Not an actual object that consumes any inventory.
  5. I still think putting an extra physical resource that requires monetary investment on ranger is a pretty big turn off. As noted elsewhere, I would like to see an actual skill, say a preparation, which has some cast time (4s as example,) has a meaningful cooldown, a combo system (so you can make perhaps 'heavy arrows' that deal more damamge or poison or etc.) and they would give you x number of arrows that would last pretty much indefinitely, but they can't go into your inventory and cant exceed some x amount. You still get that resource management people are interested in, it adds some versatility as well as a unique resource to the rangers that does not have a monetary investment tied to it. Technically speaking, regardless of which implementation, so long its a physical implementation, rangers will have an additional gold sink no other class would have. Not a particularly fair trade.
  6. I'm just waiting for a game to simply integrate discord (or some other already existing chat service) directly rather than trying to hash out their own chat.
  7. No disrespect at all, dissenting opinions is how you progress ideas. So then what about making it a skill would 'break' the class? And in addition, the preparation direction would most definately open you up to having condition or elemental based arrows (condition makes more sens for a ranger imo.) And yes, ranger is the only class I have played and I will say as a side note, I do not like the entirety of the ranger as it is implemented. I think the melee form is a bit uninspired a cliche for the genre but doesn't hit the mark for what I imagine a ranger would be. So your idea of broken and my idea of broken probably differ by quite a bit, but that's a different discussion entirely.
  8. Honestly, at this point I have yet to see an actual argument for why arrows really should exist as a thing. The only question past that is what do you replace arrows with? I personally still strongly believe a skill would be best, implement a preparation that has a decent timed cool down and gives you a limited stack size or arrows so you will have to manage your arrows in the time period of the cooldown. Use the combo system to let you choose arrow type and you get the adaptability people want as well, move any extra stats into the bow itself to balance it so the arrows don't actually have to be a source of damage. I think a quiver is only marginally better than stacked arrows in that its just another item that lets you customize your character a little further, it really doesn't hit all the fun points of adaptability and etc that people spoke to as being things they would like from the ranger.
  9. Couldn't agree more - I didn't know assassins had that mechanic, but i mentioned early a preparation mechanic that is pretty much identical to that and adds far more versatility that arrows as physical objects ever could. Especially with the point soulreaver made. If you try to carry multiple types of arrows on you and you die, you lose all the other kinds. Really turns the who versatility argument into more of a facade.
  10. I am not being hyperbolic with the first piece actually. Concepts are implemented, true - they are also discussed. At current the concept that people in this forum are pushing for is the 'pit-stop' ranger. Which would mean in the the thousands. This concept is entirely different than the concept of a low stack size ranger which would actually take consideration to manage your arrows. Only one of these two concepts will be implemented in that the developers will say, 'I intend the resource to be an additional gold sink' or 'I intend the resource to be actively managed.' These two statements drastically alter your implementation and balance. And in the traditional term for un-fun, you are correct, that's why it is in quotes. We could go into an entire lengthy discussion about what the term un-fun means in this context, but to clarify I was referring to how the analogy about the .1% accuracy borders on objectively un-fun in that nearly no person would find that enjoyable. And here's the funny thing, I actually agree with you in that the second concept stated above would be much more interesting and fun to play with. However, as mentioned, concepts then get implemented. A concept need not have a single implementation. The proposal above (preparations) actually hits the concept perfectly without requiring you to externally pre-quip arrows. In fact, I would argue the preparation is actually far harder to manage and requires more skill than a reagent based arrow implementation ever could.
  11. My first question wasn't to differentiate between 200 and 250, it was to differentiate between say hundreds or thousands. One is a balancing question, the other is a conceptual question. Large stack sizes would almost completely remove your argument for wanting to see resource management since that would basically just make rangers the only class that need to make a pit-stop after a couple weeks of playing. The former would make rangers and by extension all bow users, nothing more than an add-on class. You take a bow to augment your melee because it would be impractical to play full range for any extended amount of time without needing to recharge. Sure, the latter would require foresight so you have to decide whether or not I use my arrows now or save them for a time when I could later use them, but the cost for this decision is effectively removing consistent ranger play from the game altogether. You will never see a build that is viable be 100% archer. So, either your argument falls flat with large stacks and quantities and there really isn't anything to manage, just a gold and time sink, or your implementation looks to completely invalidate entire play styles, which should not be an option for this game. Said another way, either there is no way to argue a gain or loss in skill or you're pushing the difficulty to play the game into the 'un-fun' region which is why my hyperbole is relevant.
  12. So if your interest to make requiring managing your arrow inventory part of the difficulty of playing ranger, what do you foresee the max stack size of arrows being? With that question - I also want to take a look at your term for being 'hard.' I would argue with you that a reagent system does not actually make playing the class hard or easy for that matter. In fact, it does not in anyway play into your ability to play that class or character. What it does do is introduce an additional mechanic into the game that required additional work to even get the opportunity to play your character. There is some work expected, but at some point you want to stop making players jump through hoops just so they can take part in your game. When we talk about something being 'hard' we have to be careful with how that's implemented and what that means for the overall health of the system in question. Lets use an example, this is a bit of an exaggeration, but look past that for a moment. Lets say we create a new class whose mechanic is that it has a .1% accuracy. However, whenever it hits, it kills what it hits. This would definitely be considered a 'hard' class, if not possibly the hardest. Seeing how only 1 out of 1000 auto attacks would actually hit, but you would kill them. The issue here being this mechanic is not fun to play with or against. We can start stacking mechanic upon mechanic upon mechanic onto a game to make it impossibly difficult to play and you would have your wish. However, no one would play it because it would not be enjoyable. You have to differentiate your goal for how something should be played and a mechanic you want. You should focus on the playstyle, not the mechanic. You stated, you want a class that requires managing resources, situational awareness, and adaptability. The stated mechanic of implementing arrows can certainly achieve this, but at a considerable cost of making rangers (and potentially other classes) arbitrarily more expensive and time consuming before you get the opportunity to get good at managing resources, acting on situations and adapting (the parts you said were 'fun'.) I would argue a better mechanic which i mentioned earlier would be a preparation. An example of an implementation would be you select the skill to prepare arrows on your bar, a series of combos come up to let you choose which type of arrows you want to prepare, there would be about a 4 second cast time to prepare them and you are given say 250 arrows (max only ever able to have 250 arrows in this example.) Then there is perhaps a 60s cooldown (example.) This hits all of your points without the arbitrary and tedious work of the current implementation.
  13. Regardless of pressing a button or holding a button, I/O is frankly the easiest part of botting. Whether you have to press f to harvest or hold it is just the same from a bot perspective. Honestly, annoying/tedious tasks on part of the game increase the opportunity for a bot to happen. I wouldn't put it past people to get basic macros just to hold the f key for them so they don't have to. And requiring macros is a gateway drug to botting - science says so.
  14. You can't have it both ways - you can't say 'oh we'll make crafting easy' while also saying those who don't want crafting want an easy game. Crafting arrows simply doesn't change the difficulty to playing. There is no skill involved in crafting arrows, it is an arbitrary task that doesn't bring any actual benefit. I am not looking for an 'easy' game, I am looking for a GOOD game. One which uses elegant and efficient mechanics as a form of communication to players to actually ATTRACT people to WANT to play that class. If you want to add a 'but' to a class, you better come with a justification to why that pain point HAS to exist.
  15. But logistics and tactics of skill usage and management can be implemented in ways that don't detriment entire audiences. You want to give players the flexibility to actually enjoy PLAYING the game. There really is no value in being required to spend some number of hours and resources before you are given a right to enjoy playing the game. Effective resource systems and cooldowns should more than suffice to give you that cost-benefit formula you're looking for while not making certain classes simply a source of work. Not sure why, 'crafting arrows and reagents' adds any actual skill to the game.
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