Sir_Miserable

Testers
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  1. Oldies v. Newbies balancing

    Absolutely, which is why I was offering some suggestions to enable that balance.
  2. Oldies v. Newbies balancing

    NchDu, we're I'm from sarcasm is seen as an art form.
  3. Oldies v. Newbies balancing

    As I said, using tomes to advance is deeply unsatisfying. Also if a tome is worth having, it will be expensive. What's the knotwood/skill tome exchange rate? (a rhetorical question). Obviously older players won't be unkillable death machines, but they will be at a significant advantage across the whole range of skills. Obviously there are going to be new players in spite of skills deficits, but people are more likely to play and continue to play if they feel they can meaningfully contribute. This is in the game’s and hence all players’ best interests. I mentioned p2w as one out of 6 variants and did not state this as being catastrophic, just not positive. I think the likelihood of being twinked to any meaningful extent in a (say) 750 v 750 campaign is pretty slim. NchDu – thank you for your very constructive input.
  4. Oldies v. Newbies balancing

    I've been thinking how you can effectively balance old players v new players given the skill tree. Old players will have a significant advantage due to skill tree progression which will discourage new players. If, however, new players get skill tomes, then rightfully the older players will be disgruntled. Here's a few thoughts - if you've seen all this before, pls ignore me. Free skill tomes - like I got in guild wars 2. I found this deeply unsatisfying - something to do with extrinsic v intrinsic motivation I guess. Paid skill tomes - makes the game pay to win which is toxic and discourages new entrants Tiered campaigns - like the battles in World of Tanks. Reasonable in theory, but spreads your players out to thinly across the campaigns. Beginner campaigns - to give newbies the opportunity to build up a few in game and playing skills. Needs poor rewards to prevent ganking but may work. Doesn't really resolve the original problem but at least players can experience and enjoy the game and want to progress. A cosmetic only tree that you can't get tomes for - the older players look more impressive, but (if skill tomes are available) it's a level play field. Campaign entrance capped either by number of skill tree nodes or by number of skill pips. Lets' say a campaign allows you to take 200 pips worth of skills from any of the trees you've researched. This means the newer players will be generalists (and don't have to make an immediate decision where they want to specialise), whilst the older players can be specialists and use their favourite builds. If someone wants to be a tremendous crafter, then they can be but they're going to have to sacrifice a lot. Likewise this gives groups and guilds the chance to co-ordinate their builds thus increasing the strategic gameplay. Of course this requires some build mechanic to be built. My fave is no.6 (that was probably obvious). (BTW why do people keep talking about socks and custard?)
  5. Attributes

    Would anyone be able to write a lengthy treatise (or a short note) or point me at a previous answer about attributes (strength, dexterity etc.)? If you can: what statistics do the attributes map to? According to the skill trees there seems to be a link between spirit and warmth as well as stamina. is progression linear? That is, 1 point of attribute = c points of stat, or is it a logarithmic curve (seems to be game standard approach), or other? Is there a linkage between attributes and crafting/gathering? I hope there is, it makes sense that a half-giant is better at logging/mining than an elf. Conversely, those big hands shouldn't be particularly good at jewellery making.. Danke in advance.
  6. Am I missing something?

    No Probs DocH
  7. Am I missing something?

    We're testing a semi-stable dev - I get it. A test requires feedback - i'm giving feedback. I can only give feedback on what exists. I understand this isn't the real game. BTW Skolven, its just marble etc. get it from the chests at the quarry.
  8. Am I missing something?

    Yes I realise this is a test, although without training skills for several months, I have very little to test other than pressing my F key. (Surely this is a flaw in the testing plan – it’s a test, yet I have access as though I’m a newbie in live. In other games’ tests, testers are given a huge sum of cash/skill points or whatever to test features). Anyway, I can only feedback on what exists at present, I can’t feedback on the infinity of possible futures. IF I trained combat basics, this would give me +45 damage (+96% to 210% damage compared to a basic 2 handed axe), +40 armor mitigation (+200% over basic armor), +40% boost to crit hit chance and so on. IF I trained Skilltree_58 it would give me +20 on strength, dexterity etc., and a bunch of other buffs. The attribute boost equates to a 50% to 150% increase on base attribute value (dependent upon race/class). These are pretty big advantages (and yes, I realise not everyone will choose these routes, but the same applies to crafting and gathering or any combination of universal training). Therefore old players will have a big advantage over new players. I noticed a relevant point on the FAQs: “While there is an advantage in this system to starting earlier, skill gain is set up on a diminishing results curve; it’s easier to gain the first 20% than it is to gain the last 2%. Additionally, we have a few ideas brewing that would allow players to “catch-up” to some degree. Our goal will be to strike a balance: early players will have a slight advantage, but competitive gameplay won’t be insurmountable for the players who come along months (or years) later.” The diminishing returns feature is absolutely standard in all online games, so no change there. However, this in itself brings a problem. An optimal strategy when there are diminishing returns is to train everything a bit and nothing a lot. This just means that old players will be significantly better at everything compared to new players, rather than immensely better at 1 or 2 things. And the more diverse the set of skill trees and routes there are to take, the longer this advantage will persist. As for the catch-up ideas – I can’t test or usefully comment on a feature that doesn’t exist.
  9. Am I missing something?

    Am I missing something? Have I misunderstood something fundamental? I’ve had Crowfall for one week. Here are my thoughts. Resource gathering - a tedious grindfest. Crafting – I tried making a non-basic sword. There are maybe 20 (maybe more) failure opportunities. The crafting failed. I tried something else. The crafting failed. I could not be bothered to go through the tedious RNG gather grind failure charade again. Crafting Skills – If I train crafting exclusively for 69 days, I’ll be quite good at crafting BASIC items. If I then train woodworking exclusively for another 168 days, I will have mastered woodworking. Wow. Combat skills - If I train for a mere 329 days, I can complete the knight skill tree. So I will have a full strength knight at this time? No. I need to train on the combat tree (but not at the same time as crafting). Basic combat tree 126 days. 81 days for melee weapons. 185 days for armour. Possibly another tree that I’m not sure what its for. However, to be a truly effective warrior, there are quite a few exploration skills you need. Skilltree 58, the one that buffs your stats, 186 days. I’ve just approximately added up the numbers on the trees. If there’s a different mechanic that I don’t know about, then whatever. Campaigns – 95% of the map is pointless filler – a problem with procedural generation. The website makes a big deal of Uncle Bob playing Risk without a restart mechanic and how this makes him unassailable and this is a problem which Crowfall won’t have. But of course it will. Due to the insane skill trees, new players will be at a HUGE disadvantage compared to the old players who will be able to gank them mercilessly. Guilds and organised player groups will just magnify this effect (more likely to be the old players). The view that everyone has the opportunity to start a campaign on an equal footing just sounds like absolute garbage. It’s like saying that the new born child and the fully grown grizzly bear are on an equal footing because neither of them has a sword. And if a campaign lasts a year? Do you not think that this is EXACTLY the Uncle Bob scenario? So I liked the concept – which is why I spent my money, but the strategic implementation seems hugely, fundamentally flawed.