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aelfkins

Testers
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    18
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Reputation Activity

  1. Like
    aelfkins got a reaction from Sloppy in 5.125 is now Live, Yeralon Campaign, and Live Wipe   
    It refreshing to see companies take risks, but passive skill system is lame, and doesn't encourage people to actually play the game.
  2. Like
    aelfkins reacted to Sloppy in 5.125 is now Live, Yeralon Campaign, and Live Wipe   
    Passive skill wipes sucks.  In fact I'm not at all impressed with the passive skills system.
     
    I need to wait like a month before I can use a proper pick axe?  So f'n stupid.
  3. Thanks
    aelfkins reacted to Soulreaver in Why are Assassins so gimped in this game?   
    Ps using Disengage - Engage is fine - it sounds cocky but it is a matter of pratice and lots of it.
     
    Tip : Use the compass when spinning 180.
  4. Like
    aelfkins reacted to Sinwise in This shouldn't be allowed   
    The problem is they need to "git gud" just to kill this one class. They wouldn't have had to for any other would they? Does that seem fair? 
    All I know is they need to change something if they don't want a huge majority of the population playing one class.
  5. Sad
    aelfkins reacted to Zatch in game mechanics leans too far on gathering   
    I can get over 500 ore in an hour. I'm sorry but this is a l2p issue.
  6. Like
    aelfkins reacted to blazzen in Druid Orbs Suggested Change   
    They could just make enemy orbs red similar to how enemy ground effects have a red border. There’s a whole lot of effects on screen right now though and this would add to it.
  7. Like
    aelfkins reacted to KrakkenSmacken in Weapon disciplines.... include picks/farm tools   
    Terrible idea.
    One of the big features of this game is that if you can get the gear, you can put it on and use it.  The training time gate is for building things, I NEVER want to see that gate applied to using gear you find.
    Leave that sort of thing in PvE games that need to manage power at level so that the theme park quests can be balanced.
     
  8. Like
    aelfkins reacted to Madmolar in Disappointed in the direction   
    Have to agree. The skills system is by far the worst I've seen for a long time.
    You practically have to train all of each tree to get to the next skill tree.
    Where is the individualisation in that?
  9. Like
    aelfkins reacted to ClockworkOrange in ACE Q&A for December - Official Discussion Thread   
    And you have failed at making a competitive PVP game. If we start with a max skill ceiling of booger eating 5 year old low, what do we build towards?
    The competitive PVP games on the market require skill. Most are shooters (Overwatch, PUBG, Fortnite, Rainbow Six: Siege......) I am having a hard time defending Crowfall at this point. Its a game for senior citizens who wants to feel like they are playing a competitive PVP game.
  10. Like
    aelfkins reacted to Helix in Divine Sacrifice - Official Discussion Thread   
    I might be alone when I say I prefer active progression over the passive progression we have now.
  11. Like
    aelfkins got a reaction from Brindylln in 5.3.4 Playtest Feedback and Bug Reports for 20, December 2017   
    So I came home from work tonight and said to myself. Let's turn on Crowfall and try more stuff out.
    Cool. Let's make a bow. Farmed all the mats necessary to make (thanks to the time I spent yesterday farming buggy boars that don't drop hide and have the "weak spots" off of their bodies). 
    So my journey tonight  will take up two hours of my free/leisure time. 1/12 of a day, 1/4 of the time an average person will spend at work each day.
    While making a bow there are 19 points of failure that can destroy your mats (threw no fault or any meaningful input on the players end), and as you get farther and farther down that 19 point you stand to loose an increasing amount of your materials(time invested).
    Mine failed at the end of this chain. All I did was click one button, the "do you want to make this item" button. I can't express how much lack of control I have over the outcome of this crafting session. I can barely express how
      custard disgruntled OFF THIS MAKES ME!
    I wanted to make a count of how much of which type of mat was destroyed with that one click(that I had no direction on the outcome of).  But I'm so mad I can't see straight, and counting up all the stuff isn't helping calm me down(it's doing the opposite)
     
    I don't think I...
    I can't even form decent sentences. I can't fight because people with good gear kill me in seconds. I can't build good gear because it keep breaking during construction.
    I have six other games on my desktop that don't piss me off with the regularity this game is.
  12. Like
    aelfkins reacted to Toadwart in Divine Sacrifice - Official Discussion Thread   
    So, you cant go out into the campaign world solo, because your friends arent on and going out solo would be suicide, but this system would have you go out into the world solo to gather sacrifice items to pass the time until your friends log on.
    Am I misunderstanding how this works?
    How does that remotely solve the problem of having nothing to do when your friends arent online if going out solo is a suicide mission?
    Anyway, appreciate the thought process, but it seems boring. Really boring. After "one weekend" of effort your gonna soft cap on this minimal increase then this system will keep someone wanting to log in for 0.001% increase thereafter doing boring fed ex task. I cant see it.
  13. Like
    aelfkins reacted to Mirshann in 5.3.4 Playtest Feedback and Bug Reports for 20, December 2017   
    Unplayable. My first attempt ended up with me being disconnected and having to log in every 10 seconds while still in the menu. Second attempt I was able to enter the first part of character creation, I chose my faction then appear as a blue bird under the world... I could see statues and stuff above, but no ways of reaching them. 
    The time based skill tree is kind of a turn off... I like to try many different class and play style, but if it takes me a month to train the basic of a profession, and that not play time, it's just waiting for a damn talent nodes, I will give up. 
  14. Like
    aelfkins got a reaction from whiskeydrunk in 5.3.4 Playtest Feedback and Bug Reports for 20, December 2017   
    So I came home from work tonight and said to myself. Let's turn on Crowfall and try more stuff out.
    Cool. Let's make a bow. Farmed all the mats necessary to make (thanks to the time I spent yesterday farming buggy boars that don't drop hide and have the "weak spots" off of their bodies). 
    So my journey tonight  will take up two hours of my free/leisure time. 1/12 of a day, 1/4 of the time an average person will spend at work each day.
    While making a bow there are 19 points of failure that can destroy your mats (threw no fault or any meaningful input on the players end), and as you get farther and farther down that 19 point you stand to loose an increasing amount of your materials(time invested).
    Mine failed at the end of this chain. All I did was click one button, the "do you want to make this item" button. I can't express how much lack of control I have over the outcome of this crafting session. I can barely express how
      custard disgruntled OFF THIS MAKES ME!
    I wanted to make a count of how much of which type of mat was destroyed with that one click(that I had no direction on the outcome of).  But I'm so mad I can't see straight, and counting up all the stuff isn't helping calm me down(it's doing the opposite)
     
    I don't think I...
    I can't even form decent sentences. I can't fight because people with good gear kill me in seconds. I can't build good gear because it keep breaking during construction.
    I have six other games on my desktop that don't piss me off with the regularity this game is.
  15. Like
    aelfkins got a reaction from Doomshadow in 5.3.4 Playtest Feedback and Bug Reports for 20, December 2017   
    So I came home from work tonight and said to myself. Let's turn on Crowfall and try more stuff out.
    Cool. Let's make a bow. Farmed all the mats necessary to make (thanks to the time I spent yesterday farming buggy boars that don't drop hide and have the "weak spots" off of their bodies). 
    So my journey tonight  will take up two hours of my free/leisure time. 1/12 of a day, 1/4 of the time an average person will spend at work each day.
    While making a bow there are 19 points of failure that can destroy your mats (threw no fault or any meaningful input on the players end), and as you get farther and farther down that 19 point you stand to loose an increasing amount of your materials(time invested).
    Mine failed at the end of this chain. All I did was click one button, the "do you want to make this item" button. I can't express how much lack of control I have over the outcome of this crafting session. I can barely express how
      custard disgruntled OFF THIS MAKES ME!
    I wanted to make a count of how much of which type of mat was destroyed with that one click(that I had no direction on the outcome of).  But I'm so mad I can't see straight, and counting up all the stuff isn't helping calm me down(it's doing the opposite)
     
    I don't think I...
    I can't even form decent sentences. I can't fight because people with good gear kill me in seconds. I can't build good gear because it keep breaking during construction.
    I have six other games on my desktop that don't piss me off with the regularity this game is.
  16. Like
    aelfkins reacted to Tinnis in Tyranny 5.3 Map on LIVE   
    it bugs me so much we can't turn maps to face north on the world map....
    don't encourage them ;p

     
  17. Thanks
    aelfkins reacted to Jah in Tyranny 5.3 Map on LIVE   
    If anyone spots any errors, let me know.

  18. Like
    aelfkins reacted to Salamar in 5.3.3 Playtest Feedback and Bug Reports for December 12, 2017   
    Would be great to be able to orient the map in cardinal directions.
  19. Thanks
    aelfkins got a reaction from JamesGoblin in 5.3.3 Playtest Feedback and Bug Reports for December 12, 2017   
    Druid stuff
    Quick burn "Tip the scales towards death increasing essence gain" This is only equipable in the death tray, where you don't gain essence. It should be equipable on the life tray, where essence is generated. 
    Quick burn increases the cost of skill when equipped  in the death tray.
     
    Druid ground targeted skills are still not hitting elevated levels. There effect happens inside the item/floor.
  20. Like
    aelfkins got a reaction from Scorn in 5.3.3 Playtest Feedback and Bug Reports for December 12, 2017   
    Druid stuff
    Quick burn "Tip the scales towards death increasing essence gain" This is only equipable in the death tray, where you don't gain essence. It should be equipable on the life tray, where essence is generated. 
    Quick burn increases the cost of skill when equipped  in the death tray.
     
    Druid ground targeted skills are still not hitting elevated levels. There effect happens inside the item/floor.
  21. Like
    aelfkins reacted to Helix in 5.3.3 Playtest Feedback and Bug Reports for December 12, 2017   
    Bugs
    I was getting roughly 50 fps, however I noticed that the fps on the doober pop animation was SIGNIFICANTLY lower; in the single digits. I encountered a strange bug with transitioning from spirit bank window to the inventory window. It left a blurred smear on the screen which greatly reduced my overall FPS till I opened up the window again. Reticle
    Something I didn't really notice till now, the reticle is extremely offset from your character. A little jarring, wouldn't mind an option to adjust the position of the reticle. General
    It takes way too long to get started in this game and get into the action. Harvesting and crafting an advanced SLAG weapon takes roughly 45 - 1 hour depending on competition and that's excluding and potential critical failures. Throw in basic armor for an additional 10 - 20 minutes. That's roughly an hour and a half of doing nothing but hitting on rocks, the most unfun and boring experience I've ever had in a video game. No exaggeration. There needs to be a fix to this. Basic armor and weapons should be easily available IMO. Your average player that has little to no financial investment in the game will not stick around with the current system. Trading needs an actual UI. I think some kind of social UI, where you hover over a friendly,  hold G (or whatever button) and it use the mouse to select an option. Please don't stick with text commands. Abilities like healing fountain and chain healing need a better animation. Something that better fits the description of the ability.
  22. Thanks
    aelfkins got a reaction from JamesGoblin in 5.3.1 Playtest Feedback and Bug Reports for December 1, 2017   
    Skills are not training to full when off line. Time goes into the "Time Bank" but only up to one day. When I came back 30ish hours later I had one day in the Time Bank for each skill I was training, but only one pip in each skill. Spending time from the Time Bank goes fine till I try and buy the fourth pip. When trying to buy the fourth pip it takes all of the time out of the Time Bank(regardless of the time needed for the pip). Leaving me with no fourth pip or time in the Time Bank. This happened on Profession, Race, and Class skill trees on the first skill of the Basic category.
    After relogging the skills visual shows one and a half pips, but the info give the points for three pips.
     
    The TZR/H key toggle is incredibly cumbersome for a druid character.
  23. Thanks
    aelfkins got a reaction from JamesGoblin in 5.2.10 Playtest Feedback and Bug Reports   
    I believe you need to destroy the runestone, instead of trying to put it back in your inventory. 
  24. Thanks
    aelfkins got a reaction from JamesGoblin in If you are new to Crowfall, introduce yourself here!   
    When I wrote that only Pre-Alpha 1 - Alpha 1, Kickstarter Alpha 2 were eligible for the test server(This is from the email they sent out on the 17th).
    As of 5:04 last night, they opened it to all of group alpha 2.  
    The cost of getting alpha 1 access is $500, and since one can't go back in time and pledge the kickstarter campaign, that was the only option for getting access.
  25. Like
    aelfkins reacted to Sindothyx in This crafting system ROCKS!!!   
    I haven't touched the system in a while as I have been waiting for further changes and the availability of additional skills and updates.  Edit:  Most of this writing is based on what I think is a good system in terms of player interaction.  Some of it, Crowfall may already have in a way.  But there is always room for improvement and I intend to be harsh (and oft over the top / exaggerating ) since I think the team is doing a great job as a whole.  Timestamp of this edit takes place after my second post for clarity (and wasn't seen by the OP).

    Though as it stands now -- as I haven't heard of any substantial updates -- it's just a mini game or side feature to the much improved Harvesting system.  A slot machine RNG system, if you will.  Therefore, I'd say that it's just an extension of harvesting without any charm of being a crafter.  There is nothing but gathering materials and then playing the slot machine; no chance to feel like a crafter at all and therefore doesn't deserve its own tree.  It should be moved to the Harvesting tree in its current state or combined into an "economic" tree with them both, as it has no right to be called crafting.  

    My harsh criticism comes from the fact that I exclusively play games and MMOs for any type of crafting system that they have.  It's just been my favorite thing to do every since Ultima Online.  Though crafting systems as seen in Crowfall are in the category that I've dubbed "half-assed" as, by comparison, nothing about it makes me feel like a crafter.  I don't have any control over certain "RNG" and "Gambling" aspects of it.  It's just pull the slot, with the currency being what I harvested (thus me saying it might as well just be a part of harvesting, or a harvesting mini-game).  If it had choice and skills and rotations, then I could see a bit more value.  To be able to decide if I want to craft something with a low chance of super stats, but 100% completion rate, or risk some things.  It being my choice, and me saying "I shouldn't of done that" as opposed to the game deciding for me that it should be RNG.  Then additional mini-games similar to how crafting is a mini-game of harvesting now.  Break/melt down feature for materials, convertion system into a different type of item, etc.  Perhaps even targeting specific stats once I'm a proficient enough crafter so that I have some actual input.  

    My current favorite system is where crafting is a meta in of itself; you have dozens of abilities, rotations, gear, story, etc. for it (though I don't expect story in a PvP / World building game like Crowfall).  You have to know your stuff and know what button to press in case something messes up -- which each button having percentage chance of success or failure (though able to sacrifice some durability to move that to 100%).  Then the durability, quality and craft meter whereby if you reach 0 Durability before 100% crafted it's a failure automatically.  Have to decide if you can put more % in quality or not.  With high quality materials giving bonuses to quality usage.  It moves things from "I HATE THIS GAME." when it decides it fails for you, versus "I shouldn't of done that... ugh!  My bad."  That's the difference between a crafting system and a mini-game subsystem of harvesting.

    It's a bit more complex, yes.  There is a lot more to it than I'm writing here (went into more depth in another post).  But you're actually involved.  You feel like a crafter that has to make decisions and acquire new abilities.  Even using new abilities on old crafts to ensure they're the highest quality avilable of that type / resource used.  With harder metal and the like increasing difficulty, as well as technique required to make.  I'd even say it makes things harder as a whole, as you new a harvester's stuff while also knowing your way around an anvil.  The game right now just uses "RNG" as a basis of getting something "good" to be "difficult" and "valuable".  I say it could make crafting more involved and still do that.  Give more depth.  Allow the targeting of certain things to experienced crafters (and not just harvesters).  There could still be the usual form of "this has max value stats of what you chose" versus "this is okay" -- a Diablo 2 sort of thing where you could have something like +15-+25 minimum / perfect stats for a chosen category.  

    A general weakness in RNG is both a lack of control and feeling great (most of the time instead of a slot machine "finally!"; the system itself can feel great and you can still get perfect stats as described above).  How much control versus random you have.  With there being sprinkles of both from the get go.  The percentage of each ability's success or sacrifice of durability and pips to make it happen for sure.  100% success if you manage to get 100% crafted meter at the cost of some quality meter.  Then the stats, with a potential for higher amount depending on the quality.  Or flat out Higher Quality versions that also increase armor slightly.  Then perhaps a random stat(s) of ones you didn't target.  Difficulty to create can make highly sought after items -- though that difficulty need not be an exceedingly easy (previously described as "half-assed") slot machine.  The complexity and depth involved in the craft of something also deters from people flooding items (or at least more meaningful ones; there could be an auto-create feature that has a much lower chance of being good and without a targeting prospect as you aren't personally involved).  Suddenly even weak items have some worth -- or there are systems in place to use said items in other ways with additional break down systems.  With the breaking down of valuable items potentially giving unique crafting items that are only available from such (or a higher percent for those with higher quality).  Needed to craft amazing items.

    As it stands now, I just collect items and press buttons.  Then potentially get angry.  What if I were to call my item the "Lightning Blade of Kalzinath?"  ...And it proc'd a low level fire attribute?  This is just as an example as the system for such is based on materials (edit for clarity since this is mentioned in the next paragraph, 3:05 AM: Example of the importance of control, and not of how the system works; originally did not have these parentheses and didn't mention materials, though I did state it was just an example not to be taken seriously due to the system we have -- For new crows' information, materials can determine this, which is part of the reason of what I meant when it came to talking about crafting just feeling like a mini-game of the Harvesting feature.  Especially after it's action updates), naturally, but also shows the importance to a crafter of targeting things or having a certain level of knowing that comes from know how.  Not just as a crafter, but from a role playing perspective.
     
    As for the crafting system "Rocking"... Well.  I agree with you.  As the main thing is hitting rocks to be able to play this harvesting mini-game.  It has some mild input, but it's so mild that I don't even recognize it as such in its current state or it is a part of the harvesting system to begin with.
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