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McFear

Testers
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Everything posted by McFear

  1. I have the amber kickstarter package but no option to start a guild shows up anywhere. Only to join other guilds. There's no option to redeem reward for it either. Any idea what might be wrong? Never mind, I sold it for $80 store credit back when they were doing that....
  2. I'd just like to say that I feel the character model is too humanoid in the limbs. I feel that an elkens limbs should be lean and slim not muscular and thick. My son was also thrown by the look although his dislikes had something to do with the face as well as the limbs. It is simply my opinion and I wanted to express it.
  3. This is true, but the point to the system is that players can train as many characters at one time as they can pay for but they are not easily going to be able to harvest the best wood, leather and ore and craft the best bows and plate armor without sacrificing all (not ALL but a lot! I've spent a lot of time chopping trees to get what's needed) their combat play time. You're going to be better off knowing someone who get's lots of great Heartwood and another person who's getting great gems than trying to do that yourself AND still have time to fight? srathor makes a good point about how early skills should train fast so that everyone can do basics in quick order but they should scale up fast once you get past the basics to keep this dependency mechanism viable. So back to "alts as banks", I guess a mule is a thing but is it a problem? The case described uses them as long term storage and I think building storage in forts etc. will outweigh that benefit provided their size makes an alt feel like a 6 slot bag. In the short term, storage for crafters and such may benefit from alt stockpiles until they have built up needed defenses and storage facilities. I don't like the inventory decay idea because it hurts more casual (weekenders) players, but banks are a sure thing.
  4. McFear

    Guide to Druids?

    Thanks guys! Very helpful. Don't know why I couldn't find these searching here on the site or in the wiki sites. Video says 80% but I coulda swore I was taking damage around 60%
  5. McFear

    Guide to Druids?

    Now that I'm back to testing Crowfall I chose to start with the Druid but I was focused on looking into crafting and harvesting until now. And on my first look at the skill set and dual trays I figured I'd try out some of the moves and see what they all looked like. To my surprise I started taking damage in my non-PVP EK and looked to see what could be doing this. Essence burn is a thing, but I didn't know anything about that yet so I figured I better heal myself before I die from this essence burn, which as I'm sure you all know only amplified the problem and I was dead before I could figure out what exactly was going on. No big deal except I had just unloaded a pile of stuff from my spirit bank and I was killing time testing out moves while the cooldowns to use the stuff were up. Again, no big deal if I had known I could rez at the temple instead of choosing a new avatar/vessel. Ok, one lesson learned but now I've been looking in this forum and in the media for anything that explains the Druid mechanic and haven't found anything, so I figure a starters guide to the Druid and it's mechanics is needed. Anyone who feels like they've got druids down and would like to share some of their wisdom is welcome to please add it here but I'd first like someone to please explain the essence burn deal. I had my essence up to about half the bar and I died in seconds from the burn, is this normal? I thought you needed to build up essence to use more powerful damaging moves... Please educate me.
  6. Holy CR*P! I just got a feeling I haven't had in years! I'm very excited about this game again! Well done.
  7. I've been waiting a long time for this. Looks exactly like what I wished for! Now hurry up and let me test it all out My only concern is the potential for small guild crafters being gated by not having access to materials that big guilds hoard. I'm hoping the information on guilds and "Sub-Guilds" may include some good news for small guilds in general pertaining to the cooperation of multiple small guilds.
  8. I multibox and put one family member in front of each one, I don't get the concern.... And I'm totally selling things for cash too! And for in game currency, I don't discriminate
  9. I know devs never give credit to individuals who make suggestions that get taken and implemented, but I'm sooooo glad to see they took this and did at least part of it. Great job Billy Garretsen! I would still like to see something in the icon that indicates the method of implementation (IE. press and hold to charge and combo moves)
  10. So can they cast "STAKE" while concealed since it's not an attack? Yes, you can, I already do.
  11. Very happy to see that you guys don't limit your ideas based on available tech. If you wan't to do something you make the tech that allows you to do it instead of saying "Can't be done with what we have". Thats the attitude I hoped to see! I noticed that the skill icons in the tray have changed a bit and appear to be colour coded. Before I go trying to categorize them based on what you've shown, do you have a definition table for the colour coding? I suggested a while back that skill types should be easily identifiable by a illustrated border around the skill icon so it would be easy to identify a "press and hold" charge up type move or "combo" triggering moves from other types. Is this the start of an implementation of something like this?
  12. McFear

    Atlas Reactor

    Yeah, I actually had a really good time playing this during the sneak peek. I wasn't sure if I'd like it due to the turn based system but I found myself playing for hours and having fun.
  13. The "totally unnecessary" part I disagree with. Simply put, getting a charge ability that is not tied to your stamina is a perk that is worthwhile to me. As a knight I like to keep as much stamina for using my shield as possible. We all use sprint in combination with moves already, so what you suggest is no change at all except removing the charge part of the charge move. I can't say I agree with that.... There's lots of room for lots of moves including those that have synergy as you suggest without "wasting space with more keys" as you put it. You're correct that I should have suggested forwarding the current version of this move to the Ranger rather than the Assassin, and chancellor pointed out that the assassin should jump up and over body blocks instead of slinking through them AC style which I also agreed with up there. You confuse me with this part though: "Features designed around single player gameplay lack the counterplay appropriate for PvP.". I'm not sure what feature you're suggesting is designed around single player gameplay. (AC is after all not just a single player game) but I hear it as "a move that counters body blocking lacks the counterplay appropriate for PvP". Which translates to "it ain't not at all not gonna be good for things that it ain't not bad for" in my head... Like I said, it confuses me, countermoves lack counterplay? I get the feeling that you want the body block to be insurmountable and that other strategies to counter this (Single strategy) don't belong. physics and obstruction are key strategic features which aid tactical play. And evasion, escape, teleport etc are not tactical play? I'm with you, a knight is a blocker and I understand the fun in using this strategy for tactical play.... But if the only way to get around body block is to... Well I don't even know what you suggest would be acceptable, but it's starting to sound like boring gameplay to me. Thanks for sharing your opinion. I for one do not agree with it on these points though. You either mean that by combining moves to effectively create moves on the fly that have different effects depending on the combination OR you mean that the effect of using different moves together or in macroed combination is like having more moves without making a button for each possible combination. Either way... Yes. And on that note it would be VERY cool if moves had differing outcomes depending on combinations like if you're sprinting or a stance you're in, buuuut, not the topic at hand. Have you proposed this idea in another thread? I hear ya, I didn't actually mean to give this to the assassin, only meant to illustrate that as this move is now it FEELS much more like a move that should belong to the assassin (Which I have been corrected about, and it should be Ranger instead). I agree with your suggested changes as an option as well, but I still don't want to be pushing people around with it, I want and IMPACT on first full collision.
  14. Right! Take the move as it is, but instead of moving others, the assassin snakes around them in the path of least resistance (With knives drawn out at sides slicing everything they pass with a light bleed effect) and leaping up and over as you describe had also crossed my mind as a possibility which gives the move double utility as an escape as well. OP? nah dynamic use for strategic players? ya. The Assassin version could be tweaked many ways, my point here is that the current version of this move for the knight feels like more of a finesse move than the chase and impact move I feel a tank should have. Adding a stagger (Animation included) would make the whole thing look and feel better than pushing a confessed along while they continue their casting animation the whole time. EDIT: and a side note to those who were demanding friendly fire be included at this point in development - This is one example of friendly fire effects that are already present. I'm not great at avoiding my allies yet and find myself pushing them all over the place from time to time.
  15. Pursuit is bound to the 1 button and is a charge move with a shield slam when you release the button / or it reaches its max range. I like this move but find it doesn't feel like I'm a heavy knight charging at a target. Instead I feel more like an assassin in "Assassins creed" running through a crowd pushing everyone out of my way as I slink past quickly and nimbly until finally I slam my shield down. I feel the current version of this move would be very cool for an assassin and could be comboed up with an optional stealth activation or some other additional move option at the end. As for the knight I think it would feel more fitting if everyone contacted along the path were staggered and/or on the first direct contact with another character the knight slam move automatically activates stopping the knight in place and staggering everyone near, opening up the ability to charge up and use shield slam. Ideally I feel the pursuit move should stagger any grazed targets in its path and finish on the first target that full contact is made with or when button is released or upon reaching max range where the area effect stagger is then applied. In contrast, an assassin version will slink through any crowd, pushing enemies aside without stagger (Perhaps a bleed effect gets applied to grazed targets along the way) until hitting the first target directly where a stun or crit hit is applied and a combo option to stealth or attempt another finishing move is given. Hit and run fun, and that's what the current version of pursuit feels like to me.
  16. It occurred to me that visual indicators on the ability toolbar could help newcomers remember what abilities do what and how and thus improve the retention of people who try the game because they find it easier to understand. This suggestion is specifically directed at the different TYPES of ability moves that each class has but could be applied to assist intuitive controls across all systems in the game. EXAMPLE: Icons for "click and hold to charge" abilities should all have an identifiable border around them that indicate this ability can be charged by clicking and holding the button. Moves that will trigger combo options can also have a unique border design that indicate activation of this button will lead to choices. Icons for each move are great identifiers when you already know what a move does and how it works, but when you're learning it actually does nothing. This will take the art team a couple of hours to design and no complex systems to implement but would make the game more welcoming to new players and improve the chances of retaining players who can learn faster.
  17. Hello, I'm with Vaeryx. Getting close to testing time so I better get set up with you guys.
  18. I know I was baiting you, but you bit that one hook line and sinker.
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