Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Adrienne

Testers
  • Content Count

    71
  • Joined

  • Last visited

About Adrienne

  • Rank
    Magpie

Profile Information

  • Language
    English
  • Location
    Austin, TX

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. There are icons on the compass indicating where to go to the nearest portal, and if there is a dragon statue in the same map where you died, a light column shows the way. You can always check the map to see where the nearest friendly fort or keep is and fly there.
  2. Thanks for the response. Knowing this was not just an oversight will let me plan accordingly in the future.
  3. In the previous mechanic, once you returned to your corpse to loot it, you could summon it from 100 m away. This was helpful if you died somewhere like the spider queen’s lair, or during a failed fort takeover. With the current mechanic of running back to your corpse to loot it, there is no way to summon it out of a suicidal location so you lose whatever you were carrying (and probably die a few more times just to confirm that you can’t get the looting done). Was this intentional? If so,, what purpose does it serve?
  4. Tried to capture Harrison's Fort and couldn't get the capture graphic to begin countdown. Ran in and out, sat in the circle for 10 minutes and it never started. I was able to capture the other fort in zone without difficulty although I had to run in and out of the circle several times to get the timer started.
  5. Thanks for the correction Arkade. I don’t know how many times I’ve been irritated by this. I suppose I should have been smart enough to figure it out, but my little Fae brain didn’t make the connection.
  6. Leather could be so much more useful. It should be the only armor Assassins want to wear. What stealth-based character wants to be clanking around in mail or plate? The sound signature of variously clothed vessels should take armor into account. Spec it so that it makes sense. Likewise, crafting armor or other clothing should be leather. I can’t imagine sitting at your crafting table all day wearing metal. Simple, appropriate changes, properly spec’d to make them equivalently useful to a core sector of the community seem to be easy fixes to revitalize the craft.
  7. Right clicking doesn’t work if you happened to open the recipe window before opening your spirit bank to retrieve an item into your inventory. You will need to close the crafting window after any export to inventory and reopen it to reestablish right clicking.
  8. Thanks for clearing that up.
  9. I was told the other day that the off-hand weapon does not contribute to damage, but only contributes stats. Is that true? If so, it doesn’t make much sense to me.
  10. Thanks. This represents a lot of work!
  11. The complaints about the passive skill training have been made numerous times, but short of a complete overhaul, I don’t see how they can effectively be addressed. It makes sense to me to accept that some sort of progression is necessary in skill development in order to make it possible to learn or develop more complex skills. No one starts off knowing how to repair a car without some basic understanding of the car’s systems and some time spent learning how those systems interact as well as time spent taking them apart and putting them together. While I think players would accept the idea of progression, they appear to reject gates as impediments, and pathing as overly restrictive. One way to avoid pathing, gates and inability to specialize would be to build a system around effort rather than following a tree. In actuality, a tree structure might still exist, but it would not restrict a player’s choices as it does in the current system. As an example, instead of having Int, or Sprint Speed, or Movement Control Intensity, etc. show up in several places, why not just put all the points necessary to be spent on any one of these items to master it in one basket, and let the player commit those points by how much effort he or she is willing to devote to it? If a player wants to devote 100% of his training effort to one major area (profession, race, or class), he should be able to do that. If he wants to split it 60-20-20, that should also be possible. As an example, a new player who doesn’t know anything about the game decides that he wants to run around and learn the map, fight some pve creatures and pick up some resources as he can. Maybe do some scouting to contribute to the campaign. He may decide that he needs some basic combat skills, some improvement to his sprinting and movement and stealth to provide some survivability. Right now, he would have to start at the first bubble of Combat and work his way through three complete trees to be able to train in his chosen weapon. That seems unnecessary. He should be able to begin training with his axe, sword or staff at the same time as he is training in things like Critical Hit Damage and Attack Control Intensity. Since Combat is within Profession and he wants to devote 60% of his total effort to Combat, he could then choose to put 30% into his weapon training and 15% each into Crit Damage and Attack. Likewise, since all movement related skill have been consolidated under Race, he would devote 20% of total effort to whichever of those skills he wanted, and if stealth skills are consolidated under Class, that’s where the final 20% would get broken up. This effort distribution would remain in place until changed by the player, or until he maxed out a particular skill area. With the large number of skills found in the current trees, the choices available to the player would be myriad. It would be possible to very narrowly tailor a special purpose character who could be developed relatively quickly while a well-rounded character serving a different function or player desire would take decidedly longer. However, in both cases, the player would decide what skills were important and how quickly any given skill needed to be mastered. This kind of system accommodates, single craft crafters, harvesters, main siege tanks, solo players who want more self-sufficiency and guild players who may have more focused roles. Even with a percentage of effort system, there is still progression in that the devs could structure the training payoff so that the farther toward a skill mastery you moved, the higher the reward. Now it is basically, earn a pip, get a reward point. There has been some discussion of including an active training component, and I tend to think that would be useful without generating a grind mentality. I would provide some benefit in terms of skill advancement for using a skill currently being trained. How much or how little would be up to the devs, but “practice” ought to count for something. I can think of several ways to provide the graphical representation of the skills, and how percentage of effort is represented, but that’s the easy part. The numbers behind each skill development are all available as they were developed to put together the current trees, so much of the effort to overhaul skill training would not be new, but rather consolidating items currently distributed over several trees, deciding under which major heading they belonged and how the “rewards” for training advancement would be distributed. I would welcome further discussion and critique of this approach as I think the current system is not as flexible as it needs to be, and I’ve been trying to figure out a way to do it differently.
  12. TY @Anthrage. I remember seeing that discussion now. I hope they implement child trees only. It would be nice to be able to train two crafts concurrently.
  13. Why can I not train Elf and Fae concurrently? My understanding was a prohibition against training two parts of the same skill tree if they were at the same tier level, but Elf is at tier 2, and Fae is at tier 3. They are on different branches of the Sylvan tree.
  14. It has been 2 months since 5.6 started in Live, and we all started over. I’m curious how everyone is feeling about where they are in their skill training. This would be the end of the 20th month when we are in “real” time. I am generally satisfied with where I am in Exploration, but have only just started Melee, and I am just finishing up my second crafting skill. I’ve progressed through the top tier for each branch of Race, the second tier for one race in each, and have completed the third tier for one of my chosen races about a week ago. My class training has been similar to Race: all top tiers, one second tier in each branch, and ready to start the third tier for my preferred class a couple of weeks ago. Knowing that those skills weren’t yet available caused me to train in other classes than I would have had they been available, and I imagine, like Race, I would have already completed at least one. My only disappointment at this point is with Crafting. It’s hard to imagine that almost two years into the game, I would only be mastering two crafts. I’d be interested to know whether that will be satisfactory for everyone, or need some adjustment.
  15. If you download the test client, you can log into the Test server when they are doing snap tests. On that server, you will find all mats at the various crafting stations loaded on vendors. You can get them at no cost, and craft up to legendary quality. You will still have to go to a fort or keep your faction owns to craft advanced items. On the Live server, the game is running as it is supposed to at this stage of development, and the game mechanics aren’t modified specifically for testing. Having said that, Im sure that ACE appreciates feedback on bugs found. if you have not read the How To Play the game FAQ and watched all the tutorial videos, I’d recommend it. That will save some costly errors in the future. Welcome to Crowfall!
×
×
  • Create New...