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Fefner

Testers
  • Content Count

    137
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Reputation Activity

  1. Like
    Fefner reacted to Xarrayne in 5.100 LIVE Feedback for 8/16/19   
    Background on the map (or the lines between zones) still don't contrast well: 
  2. Like
    Fefner reacted to galvia in 5.100 Snap Test Feedback Reports for 8/15/19 and 8/16/19   
    The Gods Reach map is still the same, and we have another level 20 locked campaign
    Rank 8 resources being available in Gods Reach is antithetical to the purpose of Gods Reach. Someone shouldn't be able to safely farm quality materials in Gods Reach. Crafted vessels shouldn't be affected by the level 20 limitation. It is a bad experience to have to export a vessel in the middle of a campaign to then level that vessel in Gods Reach extremely safely and mostly without your guild. This is exasperated by higher quality mobs. I'm not a new player and I don't want to hang out on Newbie Island every time I progress my vessel.

    The crafted vessel limitation wouldn't be so bad if it didn't eat one of my precious exports.
  3. Like
    Fefner reacted to Ussiah in 5.100 Snap Test Bug Reports for 8/15/19 and 8/16/19   
    Can we please at least change max rank to 5 in GR and beachhead and min level to CWs to 10.
    This will take VERY little time if you are concerned about that.
    You already allow people to spirit bank everywhere, at least let us have the chance to attack harvesters even if there is almost zero chance of loot.
     
  4. Like
    Fefner reacted to PopeUrban in Fire/Slashing Quiver suggestions   
    Classes gain far more drastic equip related features from promotion classes already, most notable would be the multiple specs that acquire additional armor unlocks, or those that completely replace the functionality of abilities like cleric. Assassins are also required to spec in to their toxins individually in their base trees, and Rangers themselves require spending a talent point to unlock their offhand weapon slot.
    I agree, quivers, like all other equipment in the game should remain crafted items. Arrows should simply by removed from the game and the default piercing arrows should be replaced with a default piercing quiver with identical stats, and rangers at level 1 should in stead have the the ability to equip piercing quivers. You could easily remove all other arrow recipies because literally zero people use them as all sources of arrow equip unlocks (except being the bow class) also unlock the quiver equip unlock.
    There's no reason to make one class in the game require consumable ammo, especially when that class already needs more weapons to equip itself than every other class in the game. No other class in the game requires 4 equip slots just to access its base abilities. The ranger by default is already substantially more expensive to play than any other class without the added sink of consumable ammo. The only comparable item in the game is assassin toxins, and those are functionally equivalent to quivers in terms of being a single equipped item that obeys the same decay rules as everything else.
    Pistols don't require ammo, its just assumed to be built in to the item. Nor do books require ink, or champion require stacks of consumable hurlbats, Myrmidons require crafted nets, or druids require consumable spell reagents, or clerics require holy water to power their abilities. There's no logical reason for arrows and only arrows to remain consumable ammunition.
  5. Like
    Fefner got a reaction from TowB in 5.100 LIVE Feedback for 8/9/2019   
    New siege times are annoying, i find and probably anyone with a family will probably also find that having a siege in the middle of the day on a Saturday is absurd, its just to hard to find the time to attend.
  6. Like
    Fefner got a reaction from ACE_FancyHats in 5.100 Feedback Reports for 7/30/19   
    You had any luck yet as we are finding it hard to get any of those as well.
     
  7. Like
    Fefner got a reaction from ACE_FancyHats in 5.100 Feedback Reports for 7/30/19   
    Just some feedback:
    The Good:
    1.Faster to level
    2. faster to gear up with those item drops
    The bad:
    1.GR has to many high lvl resources so ppl can farm without risk.
    2. The temple area has to high lvl of resources making it also to safe to farm without risk
    3. Bank space is still far to small and it's hell to find something in the world bank. In the old system at least you could of organised it and placed certain stuff in the vaults in the temple and forts to keep the spirit bank less cluttered.
    4. Having lvl 9/10 resources all over the campaign world is just ridiculous, they need to be restricted to around keeps/forests and canyons.
    5. Drops seem to be still to randomized.
    6. Can still bank in the campaign world anywhere, i thought this was the update that would of stopped that?
    The ugly:
    Performance is still crap in fights over 50 players in a single area. Was really good last campaign due to the lack of players now its all gone breasts up again for me. Small skirmishes remain good though.
  8. Like
    Fefner got a reaction from Raindog in Wipe coming with new trial   
    yep i agree with what most if not all have said on here, if your going to do a wipe please do a full wipe. Would be interesting to see how long it will take for players to get fully geared starting with scratch, with all the skill training in place i reckon it would take 24 hours before we see blue geared guys roaming around, very unfair on the newbies who have just entered the game.
  9. Like
    Fefner got a reaction from Xarrayne in 5.100 Snap Test Feedback Reports for 7/23/19   
    That would be a great addition to help newbies get around the crafting, i hope this hasn't been abandoned.
  10. Like
    Fefner got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/19/19   
    Can we please revert it back to when you move any windows open automatically close, its feels really horrible atm.
  11. Like
    Fefner got a reaction from Nueby in Wipe coming with new trial   
    yep i agree with what most if not all have said on here, if your going to do a wipe please do a full wipe. Would be interesting to see how long it will take for players to get fully geared starting with scratch, with all the skill training in place i reckon it would take 24 hours before we see blue geared guys roaming around, very unfair on the newbies who have just entered the game.
  12. Like
    Fefner got a reaction from DrakanoWOW in Wipe coming with new trial   
    yep i agree with what most if not all have said on here, if your going to do a wipe please do a full wipe. Would be interesting to see how long it will take for players to get fully geared starting with scratch, with all the skill training in place i reckon it would take 24 hours before we see blue geared guys roaming around, very unfair on the newbies who have just entered the game.
  13. Like
    Fefner reacted to srathor in Wipe coming with new trial   
    Bleh!

    Should have the skill wipe as well. You need to test and retest the early game for pacing and fun. Right now you have zero tests for the leveling up process with all of the changes over the last year. The people with the training will be back to end game power in hours and days, and the ones just learning will be left, once again, so far behind to not even bother. 
  14. Like
    Fefner got a reaction from Xarrayne in 5.100 Snap Test Bug Reports for 7/19/19   
    Can we please revert it back to when you move any windows open automatically close, its feels really horrible atm.
  15. Like
    Fefner got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/3/19   
    knight chain pull while playing a fae knight seems to be limited to 10m range instead of 30m not tried any other races though.
    The dodge bug, it seems you get it when you loot a lot then pressing mouse wheel button to close all windows, could be a coincidence but thats how i am making it happen, if i dont loot or open any windows it seems fine.
  16. Like
    Fefner got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/3/19   
    As above, the windows that remain open when you move is a really bad idea they really should close as soon as you press any movement key.
  17. Like
    Fefner reacted to ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/3/19   
    You should now find a fresh God's Reach available. 
  18. Like
    Fefner got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/3/19   
    No campaign or Gods Reach maps can be found to help test
  19. Like
    Fefner got a reaction from Raindog in Your game can't handle a siege of 50-60??   
    ive always said that using unity would be the biggest problem, ive never played Rust but considering most other survival games have a rough limit of 50 players per server i would imagine its the same for that? and Albion Online struggled when 50 players fighting each other at release, seems a bit of a trend with the number 50. 
    Daoc could handle big battles inside keeps, i think the biggest i was involved in was around 200-250 players in a playable state and ive heard reports of that CU was having more than that on their tests using their own engine, why oh why didn't Ace use an engine that was proven to take the strain of big battles? unity to me is mainly used for mobile and single players games. I do however think performance has slightly improved recently but that could be a fact that there are far fewer players playing.
  20. Like
    Fefner reacted to veeshan in Your game can't handle a siege of 50-60??   
    From my experience with games like this such as darkfall, Albion and all that if your engine cant play with 200 or so players on the field at a time your gonna have issues. I hope they can figure out how to make that happen but it gonna be hard with unity from what ive seen.

    I will say this though i rather a game with say runescape graphics than can run 300 or so people on the field at once then one that looks amazing but struggles with 50 😛 
  21. Haha
    Fefner got a reaction from JamesGoblin in Fae Knights on TEST!   
    wouldnt the wings get in the way of the shield when placing it on their back?
     
  22. Like
    Fefner got a reaction from JamesGoblin in Defender's advantage is too powerful at present   
    Eso did a siege tent for attackers and i thought that worked pretty well but defenders need that bonus of allowing players to respawn at the statue. I think Ballista's are the real issue, make them only face outwards and see how that goes? its a test after all!
  23. Like
    Fefner got a reaction from JamesGoblin in Your game can't handle a siege of 50-60??   
    ive always said that using unity would be the biggest problem, ive never played Rust but considering most other survival games have a rough limit of 50 players per server i would imagine its the same for that? and Albion Online struggled when 50 players fighting each other at release, seems a bit of a trend with the number 50. 
    Daoc could handle big battles inside keeps, i think the biggest i was involved in was around 200-250 players in a playable state and ive heard reports of that CU was having more than that on their tests using their own engine, why oh why didn't Ace use an engine that was proven to take the strain of big battles? unity to me is mainly used for mobile and single players games. I do however think performance has slightly improved recently but that could be a fact that there are far fewer players playing.
  24. Like
    Fefner got a reaction from APE in If I were Todd, what would I do to get the players motivated   
    1. A pvp progression system like a ranking system similar to Daoc's Realm rank system would be ideal. When you kill or assist in a player kill you gain rank points (call it whatever, realm points, title points etc) for that toon your playing. Points gain you ranks pretty simple. Have a leaderboard on the website to show how your progress is going against other players who play that class would be a bonus. To stop abuse with ppl with multiple accounts, points can only be gained once per (enter time here)  if you kill the same player.
    2. The embargo system but with plenty more bank space.
    3. Stop the random drops on disc's - like what ppl have already stated, make mobs drop a certain type of disc
    4. Xp - make xp easier to get to help leveling so players can enjoy the pvp endgame, xp for capturing and defending outposts, forts and keeps would be great, harvesting and crafting xp would be a bonus as well. Player kills maybe? if you use an anti abuse system like the one above?
    5. Outpost bonuses- make outpost fun to keep, like a bonus to xp while killing mobs nearby and/or harvesting buffs.
     
  25. Like
    Fefner reacted to Jah in If I were Todd, what would I do to get the players motivated   
    I want specific Discipline droppers, but I wouldn't announce where they are. I think it would be better to explore and find where they spawn on each new campaign map.
    Basically, I think the location of the Discipline droppers should be randomized when the map is created, but should remain constant for the duration of that campaign.
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