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TheRealStupid

Testers
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Everything posted by TheRealStupid

  1. Why do people play Overwatch or Starcraft? I mean, you can play and play and play, and your stats never get higher, you never have a better DPS and you don't advance at all! The only thing you get after hundreds of hours of playing is a vanity skin that does nothing to help with your gameplay!! What a stupid system!!!! /s
  2. Land's not going cheap these days - I'd take that parcel if you still have it. Maybe we'll see you in another game, too.
  3. I think what is getting lost here is that for the first 7.5 days on a crafter account, they literally do not have any crafting advantage over a combat player. Yes, they're training the basic crafting tree, but that doesn't unlock anything until they hit the 'advanced' crafting stage (at least not currently). Also, many of the skill nodes in the basic tree don't even make them a better crafter. For example, I decided to go into Leatherworking and all of the skill nodes on the way to unlocking Leather give me "increased speed in basic crafting". Which is absolutely valueless. It doesn't allow me to make "better" gear, or even have a better chance at making intermediate gear. Joe CombatPlayer has the exact same odds and opportunities to make an intermediate weapon that I do... I can just do it one second faster. The only nodes in the basic tree that actually DO anything are the ones that increase the chances of success in basic assembly. And once you train past those, you're literally only a few hours away from unlocking 'advanced' crafting. You never actually "need" the bonuses in Basic once you progress into 'real' crafting. The system in it's current form is only working for dedicated crafting alt-accounts that log in to craft a few goods for their guild, and then log out to sit idle on the skill tree the other 90% of the time. Do any of the "big" guilds have crafter/players or are they all just crafterbot/accounts? That should be a big red flag right there.
  4. I don't know about 2018, but I would estimate there has been ONE skill wipe for 2018! (So far.)
  5. Yeah, I'm playing as a half-elf too, and it feels like I'm never going to be viable without a CC "helper" to slow people down. Caltrops helps, but it's too easy to "miss" or have the opponent use their CC break and then they can move out of the area before the snare is re-applied. I'm hoping Fae helps with their double-jump and glide racials. With a pocket CC-er though: Stealth->Mark->Stun->Backstab(x3)->Kidney Punch->Backstab(x3), repeat. If the opponent stops running, I hit "Call Darkness" (from Black Mask) and just facespam backstab(x3)->Kidney Punch until they die.
  6. Yes, but what does SEVERE CORRUPTION actually do?! At least with the poison and disease toxins, there is some kind of listed effect (slow and damage, and prevent healing respectively). But it looks like ALL of the toxins require the Diffusion attack to take effect, which seems clunky to me. Attack attack attack, wait for a poison proc and then use a highly situational ability that triggers the toxin effect. I mean, I'm all for high-skill ceiling abilities, but this seems... unusual... to me.
  7. Weapon: Master of Daggers Major: Agent Provocateur + Black Mask Minor: Careless Whisper + Demon's Pact + Shadow's Caress I would change out Shadow's Caress for Uniform Leather if/when I get a set of non-basic crafted armor.
  8. This is why I am extremely hopeful about crafting in Crowfall. A semi-complex system that allows a knowledgeable player to out-perform a less-knowledgeable player with similar (in-game, statistical/numerical) "skill" is one that I definitely want to be part of! For the first four months after DAoC's release I crafted for 4 to 6 hours a day and a year later people still remembered my character's name. I knew that system inside and out and I used that knowledge to make the best possible goods that I could and I sold them at a fair (but not inexpensive) price. Even though this predated the 'shop' mechanics that were added two years later, I would have a half-dozen players literally lining up outside my (in-game) "home" and wait until I could take their orders. Wealthy patrons would pay double my asking price because they knew I would produce quality goods. Because I knew the game systems and what was important and what wasn't. I often would tell people who asked why I charged as much as I did that it was because "Crafting skill is more than just a number." I'm still learning about the crafting system in Crowfall. My biggest complaint is that the passive skill system is stopping me from even making the attempt (so far). But as I learned earlier today, that's just a temporary pre-alpha situation, so that's okay. I also learned today what "sheen" is and why it's probably the most powerful stat for a crafted item. So, yeah. I've forgotten what my point was.
  9. You know, that would address 99% of my current concerns with the base game design. Thanks for that tidbit!
  10. If it were a democracy (and it isn't) I would vote against a full skill wipe for 5.4. I think it is vitally important to test what a "fresh start" feels like, and we should probably do that multiple times at some point. I don't think we are at that point yet. There are still far too many un-implemented systems still to be developed in order to get a reasonable look at what the early game is going to look like. Maybe 5.5 will have a bit more "stuff" included and a wipe will make sense. Maybe it wont make sense to have a full wipe until we throw off the title of "pre-alpha". Who knows? We'll see.
  11. As I said in another thread, that "fresh start" is where 99% of players will be seeing Crowfall for the first time. That experience needs to be polished to a WoW level of sheen and if it isn't the most fun game you've ever played, then it needs more polish! I, for one, think that we, as testers, should be repeating that experience as many times as possible to make sure that it is the most fun part of the game possible. If ever anyone calls it "painful" or "tedious" or even "something to not look forward to" then that New Player Experience is fundamentally broken and needs fixing. Having said that, repeating that experience before the much ballyhooed 'Tutorial' is in the game might not really add much value, as we would be pointlessly repeating an experience that new players wont even have.
  12. I think you're conflating the idea of "I want to craft" with the pipe-dream of "I want to be able to craft the best stuff right away." As a new player, I -expect- to be locked out from crafting the biggest and best stuff. I -know- that people who have more advanced skills are going to make whatever I'm doing seem pointless. But, here's the thing, as a new player (in the current state of the 5.4 build) I can't even make pointless, crappy (slag) gear! Playing on 5.3, I was pleased as punch when I made my first slag weapon. Sure it's lower quality than someone who has been playing for several weeks/months and it probably has an overall in-game value of next-to-nothing. So what? I made it! It took me several days to figure out the game systems to gather the 'right' materials, to find the right places to gather them, and then to assemble them... all while dreading the notorious "You get nothing, good day sir!" And at the end of that effort, I had created a near-worthless slag weapon and I was overjoyed by that! Want to know what I did after that? I farmed boars for a few hours to collect hide and made a pair of leather gloves for myself. Again, low-level, and low-quality, but I MADE IT!! Only a fool would expect to be instantly competitive within moment after they log in and create a character. But time-gating crafting for over a full week after logging in for the first time is simply beyond the pale. Crafters want to craft for the sake of crafting. And on 5.4, I just can't (at least not yet).
  13. EDIT: It turns out you CAN make better quality Basic items. I went out and farmed a bunch of white/common raw materials and crafted a white/common Basic Dagger. As expected, it's not as good at the white/common (Intermediate) Rapier I had already crafted. Aside from the requirement for 25 Dust, there is no reason to make a Basic anything. The intermediate level stuff is so much better. And, I assume that the "advanced" gear is better still, but I can't verify that for another week or so. Either way, it ultimately doesn't matter. Gathering higher level materials is time-locked on the Exploration tree. Creating higher level rune-tools that would increase the chances of better materials is time-locked at the end of the Crafting tree, just like Blacksmithing and Leathercrafting. Just as crafting is hamstrung with a 7.5 day wait, so is gathering higher level materials. Personally I think it would be interesting to see what would happen if ACE did a complete skill wipe every time they pushed a new revision to LIVE. I suspect many of the testers saying "It's not a problem, really, just play the game and wait it out" might have their heads explode.
  14. This may be true, but it's the start of the life of the account for most folks. You, having seen what you can do three months in, are willing to say "It's just a temporary condition." Meanwhile Joe the Gamer buys the product for $50, tries to play and find that he can't do anything, looks at the skill tree and discovers that he wont be able to do anything meaningful for X days/weeks/months. Guess what Joe does then? He returns the game for a refund and makes a zillion posts on reddit about what a horrible game Crowfall is. The mid- and end-game simply don't matter to a new player, and in today's game market there are more than enough games for people to completely abandon anything that isn't immediately compelling. The New Player Experience has to be fun, or the game is DOA. Now, we all know the game isn't done yet and maybe there are plans to add a lot of "fun" in that first week while waiting to get through the first (mandatory) tree. Maybe the tutorial (which we have ZERO knowledge about) will put the new player in a position where they've already completed the no-choice trees. Personally, I'm hopeful that something will be done at some point. But the current (unfinished) iteration of pre-alpha simply isn't there yet. I remain cautiously hopeful.
  15. Actually, that's not true. ANYONE (not just crafters) have access to the Intermediate level recipes. Why on earth would a player look for a crafter to make them a crafted intermediate level weapon when they can just do it themselves? With no demand, the supply (or lack thereof) is irrelevant. I still maintain that the first few crafting nodes (unlockable in a day or less) need to gate something. I'm perfectly fine with gating "advanced" gear behind a week (or even longer!) time-gate. I'm specifically thinking of the situation in a clean wipe (aka "launch day"): No players are going to "need" high-level advanced gear at first, and thus there is no 'need' for those nodes to be unlocked. The non-crafters will be busy training their combat nodes for whatever minor advantage those give. Over time, players will need/want better gear, and the advanced nodes should be starting to come online right about then (a week or two in to the game). So it "feels" like the week-long lag for end-game gear is about right, but the current build just doesn't have anything between "basic" and "advanced" recipes. And maybe that's the real problem.
  16. Having just gained access to the TEST server (beta 1 group here), I was extremely disappointed that as an aspiring crafter, there is literally NOTHING that I can do to craft until 7-1/2 days of Real Time training have passed. I want to craft! But even after grinding out 100 ethereal dust to place a crafting station... which I did by the way! I literally played for 12 hours straight, basically sitting at a bunch of low level nodes that I could chip away at with the Basic tools - the only tools I could make because Runecrafting is also time-gated! - until I had enough dust to build a crafting station... and then I discovered that even after all that effort, I still can't even START crafting because all of the recipes are time-gated to a skill node that is a minimum of 7.5 days investment. Admittedly, there are a lot of short-loop game elements that are not in place yet, but my point is that new crafters want to craft and the current design paradigm is that "No, you are not allow to do that until you make a 7.5 day investment in the game." So, now that I know this, I've completely stopped playing/testing. I just log in twice a day to manage my skill training and wait until the Node that I 'need' is unlocked so that I can actually look at the part of the game that I want to play. I agree that the artificially boosted crafting in 5.3 is not helpful. Crafting should require some kind of dedication to doing it right. It should NOT be: pop a potion and suddenly you're an uber-crafter. But there needs to be SOMETHING for low-level, unskilled, aspiring crafters to do.
  17. Speaking as one of the original alpha-1 testers of DAoC that was in daily contact with the dev team in 1999 (kinda the same situation as here and now), the backend tech for the map was running each "zone" as a separate server-process on a single hardware-server. For example, the "Frontier" was actually made up of six or seven "zones" per realm, plus four or five almost completely water-filled zones separating them. So it's wasn't really one big seamless zone. The servers would hand off players between each other as they crossed from zone to zone. And then each "server" (world) was a cluster of physical hardware-servers that each ran a number of server-processes. I still remember how excited the dev team was when they figured out how to run multiple server-processes on one piece of server-hardware, because it meant seamless loading between "zones", and made the world feel like one giant zone. (As opposed to how EverQuest was doing it - with a "loading" screen between zones.)
  18. I'm a fan of complex systems, especially ones with non-obvious (but logical and easy-to-understand) requirements. For example, the "quality" stat in DAoC gear had a -huge- effect on performance, but most players just focused on the DPS or AF stat (to their own personal detriment). Heck, I've seen players look at a "damage" stat on weapons and think that Bigger is Better, while totally disregarding any attack speed stat that could have a major impact on "real world" DPS. Having said that, the system currently in the game is very convoluted and requires knowledge of some very specific steps you need to take in order to make meaningful progress. Some of the systems in place right now (admittedly in pre-alpha, so maybe not representative of the final game product) are not only unintuitive, but are artificial stop-gap measures implemented for testing purposes only. (I.E. crafting potions that boost skill levels.) Without those artificial boosts, the system as currently implemented is not only confusing, but is also very difficult to advance.
  19. I don't think anyone would claim that is a Bad Thing (tm) - long standing players can and should have advantages over a rank newbie. The problem is (to me anyway) that as a new player, there is absolutely nothing that I can do as a player to progress in the game (outside of wait for a Real Time clock to tick down). Consider a level-based game (i.e. not this one): when you first start, you gain a level or skill or gun or something within the first few minutes. How long does it take in WoW to get from level 1 to level 2? How long does it take in CoD to get your first gun upgrade? How long does it take in StarCraft to get the first tech tree upgrade? In any game in any genre, that time is not measured in hours, it's minutes or even seconds. I've been playing around in Crowfall for nearly three days now and I'm just now looking at getting the first node completed! I'm not arguing that the passive skill tree is a bad thing, or that it makes the game "too hard" for new players, or even that it provides too much benefit to veteran players. I am arguing that the time investment is far far too high for the tiny, insignificant incremental benefit that each node gives. The total time investment for a given tree (or even a row in a tree) might be tuned perfectly, but the first few (mandatory!) nodes require far far too long to unlock. Requiring a deep, long-term investment in the skill tree to do certain "high end" activities in-game makes perfect sense to me. Maybe that activity is some mythical PvE content (that probably doesn't belong in this game at all), or maybe it's some exceptionally difficult gathering task, or maybe even building/crafting some high end structure or siege engine... all of those can and probably should be gated behind skills that take the better part of a full campaign (or maybe even multiple campaigns) to unlock. But requiring days and weeks of Real Time to "unlock" early-game activities and equipment (like harvesting tools that last longer than 30 to 45 minutes and/or can be used to gather non-starter materials)? That doesn't seem like a good design decision to me.
  20. I'm new at this too, but here is how I think it works: If you look closely, you can see that there is a highlighted circle around the edges of the node that slowly fills in clockwise starting from the bottom. This circle is divided in five "pips", each of which takes some amount of time to train. The first pip might take (for example) 10 hours, the second one 20 hours, the third one 30 hours and so on. If that were the case, then getting the complete node trained might take 150 hours (of Real Time). What is displayed as "time remaining" is the time to finish the current 1/5 circle "pip" and not the entire node. Then when the current pip is completed, the timer shows how long it takes to train the next pip (which may or may not finish the circle/node). I think they do it that way so that they can have different "leveling" requirements for later circles. I.E. "You must complete three/four/five pips prior to this one". And depending on how difficult that skill is to train, it might be three, four or five.
  21. This hasn't been my (albeit brand new out of the box) experience. For reference: I started this game yesterday with zero expectations. I did watch a couple of YouTube videos on "How to start in Crowfall" so I guess I did have a slight knowledgebase advantage, but zero trained skills. (I should have the first node in all three categories completed sometime tomorrow - can't rush training!) Starting out, punching trees in 5.3.4, I got at least one wood from each tree. I built a basic axe as soon as I had three wood. After that, I consistently got 1-3 wood from each node. When the first basic axe broke, I build a basic hammer and farmed stone. When the hammer broke, I made a pick and farmed ore. That was my first hour of in-game time. Not typical I'm sure, but I'm here for the crafting primarily. I'm still unskilled, but as I'm learning the in-game systems and what affects what, I'm able to make "white" runetools pretty easily now. For me, the biggest thing holding me back right now is the the 100% dependence on Real Time for skill training. I can't make the clock go faster and the skill nodes that I want/need, that will give me access to what I really want to do, those node are still days/weeks/months out of range! And even with a wipe, older testers are going to keep the skills they already have trained. With offline training, the only reason for me to log in at all is to farm materials and experiment with the game mechanics. Once I learn the systems, I won't need to experiment any more, so it will simply be an exercise in farming. Which, I should point out, isn't fun! (And, again, I'm here primarily for the crafting!) If I had a guild willing to feed me materials, Crowfall would be a 100% passive offline game for me, watching skill bubbles fill up over Real Time until I got to the point where I could actually do something productive. EDIT: I forgot to add a suggestion! I would suggest that the time requirement for the starting "basic" skill nodes be cut SIGNIFICANTLY. The initial node in every skill tree (that is required by everyone just to get started) should take no more than an hour or two. Not an hour or two per node/pip, but and 60-120 minutes TOTAL, for all five nodes/pips. It should no more than a week to complete one "row" of the first tree and unlock the second level. (Obviously, the later nodes can and should take significantly more time than the initial nodes, and how much/how fast they scale up in time-cost is debatable.) Having the initial nodes in each "line" be a very small time investment encourages players to dabble in more things at a low level versus a larger time investment to "go deep" into a single line.
  22. So... I'm new here, and still learning my way around, but it seems like the undeveloped Knight is a perfect opportunity for the development of a reactive melee class. In other words, similar to the Reaver class from DAoC. (Disclaimer: I was the Reaver TL for about six years and the Reaver is and always will be my favorite class from any MMO.) Essentially, they do pretty mediocre damage, moderate mobility, and have only medium survivability. The catch is that when they get an "opening", they can use a situational "reactive" skill that is not normally available that not only does extremely high damage, but it also provides a permanent benefit to the character. For example (and this is/was an actual Reaver skill), when the character blocks an enemy attack, they have a second or two to perform a reactive bash that starts a three-part chain attack that stuns the opponent for a short time, followed by an unavoidable high-damage attack, followed by very high damage attack that includes a lifetap/bleed/knockdown component. (The stun is only a guarantee to hit the second in the chain, so the opponent can avoid or mitigate the final very high damage + effect hit.) Basically, the class is borderline underpowered until a specific even occurs, and then (if they take advantage of the opening) becomes a powerhouse. It takes a relatively high skill ceiling to play effectively, which makes it fun and challenging.
  23. The best "tank" I ever played was in the original Guild Wars as a Protection Monk. That "class" had an ability that could be cast every 20 seconds that would reduce the next hit on anyone in the party to 1/10 of it's normal damage. If used properly, the party almost never needed any healing because most of the incoming damage was mitigated before it actually hurt anyone. Something like (with obvious adjustments) that provides plenty of incentive to make the "tank" a priority in killing; you're simply not going to hurt anyone else while (s)he's still up and doing their job.
  24. I started this game yesterday - first time subscriber, less than 4 hours played, so take my advice with a huge mountain of salt - and I thought the same thing at first. I found that there are a lot of ways to extend the durability of the crafting tools. First thing once you get a small stack of basic materials, never craft a "basic" tool again. You can make ghostly rune-tools pretty easily with only a handful of materials. Second, when you are crafting the parts for the rune-tools, be sure and "research" durability on all the parts. With a couple of medium/good results, you can end up with a tool that has over 300 durability pretty easily. The extra damage bonus from the ghostly tools is not a ton higher, but since they do more damage, you need fewer swings to empty a node and fewer swings means the tool lasts longer. Be sure and hit the special damage point every time that you can! That helps with durability lasting longer too.
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