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Arcadi

Testers
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Everything posted by Arcadi

  1. I have a lot more data, it just wasn't relevant for this conversation. You are right, if you tested blues and purples as well, you might notice a pattern in the modifiers (such as +1 for each quality stage). That said, +1 on 32.6 is a lot different than +1 on a 208.7 (e.g. I'm on my phone, not at my hidden numbers spreadshert) durability base hidden number. So +1 in all situations might be less likely than 5% (incidentally 1 is 5% of the base 20, though goes less evenly into 32.6). At any rate, the point of my post was not to provide my data, spreadsheets, or formula; just to inform that a commonly accepted idea regarding mat rarity's effect on stats was incorrect. I encourage everyone to confirm on their own.
  2. The astute reader may observe: well, if the +% is applied to a Hidden Number (and not actually the base stats), then do sub-component stats only affect the base number, or do they affect the hidden number as well? I feel like I'm giving a lot of information away for free, but...yes, yes the hidden number is modified by the stats on the sub-components.
  3. There was a recent Q&A and a LOT of in-game chat misinformation that combine quality only affects available pips (it also affects assembly success rate, but that's before the combine exists). @thomasblairsaid something like "No, you're wrong it does" and then went on, but didn't explain how. Many people, especially @KrakkenSmacken, keep telling me not to invest any time reverse engineering the crafting system because "it's all going to change in 5.8" -- and that might be true, but I just wanted to say that a few simple tests will demonstrate that material quality does affect stats. Your first clue should be the +% that shows up on the right side during experimentation. Maybe you mostly ignore this, but anyone with a basic understanding of arithmetic has probably looked at it and said: "In what world is 20 plus 42.28% equal to 33.783?!?!?!"--I know I have! Well, that's because it lies. Or what I've heard affectionately referred to as "Blair math". The formula isn't Base Stat * 1.4228, the formula is actually Base Stat + Hidden Number * .4228. This is why a low Base Stat like 6.5 on rune tools can jump into the 80s when experimented on but you can add 60% to a base intellect 60 vessel and only get 10 points. And the important thing for this discussion, is that hidden number is DIFFERENT depending on the quality of the gear you are experimenting on. For example the Hidden Number for adding health to metal plates in white is 32.6 (why??? only @thomasblair knows), but the Hidden Number for adding health to metal plates in green is 33.6. So while it's true the Base Number is still 20, whether you use white mats or green, whereas +42.28% may equal 33.783 in white, it'll get you 34.206 in green.
  4. Most of the nodes in the harvesting branches are fairly useless, but a few are really worth getting. That said, investing in combat is more worthwhile if you are trying to do everything on one character. I don't think the harvesting system is finished yet, so future updates may change things, but I also generally disagree with adding too much "power" to the skill tree. Since it is just gained passively, I'm ok with the benefits being really small. Is there equality between the harvesting/crafting/combat trees in terms of node impact towards those sphere's gameplay?--not even close. But that seems to be a different topic. I'd rather them nerf the more impactful trees than buff the minimal ones (just me personally).
  5. Sample set too small. Also the skill increases in advanced trees are small. But if you harvest enough, it makes a difference--albeit not huge.
  6. I'd love to see this get 800k at release and the GROW from there. I hope the people who jump into early access and write it off will come back for launch...but first impressions are everything. A very sad part of this business model. And if the game is difficult for new players to come in late, even 800k is just going to drop and drop until it dies. The days when the server is populated is awesome. The days when it is dead suck. This isn't a themepark or single player game where other players don't matter. The enjoyment of the game is entirely dependent on people being in game and playing. Harvesting without running into other players is the most boringest thing in the world (I wish they would only have one campaign until population increases lol), but when you are running into groups smaller and larger than yours as you do, it can become interesting.
  7. Thanks for the correction. Thank you @Scree and sorry for missing the mention. Somehow I had the Stealthed blog associated with Malekai and I thought that was Anhrez. Anyways, thanks for all your hard work!
  8. I just wanted to give some public kudos to @Anthrage for answering so many new player questions over and over in game. To @Kraahk as well for always responding to new player questions on the forums and in game with grace and energy and love of the game. To @Scree @Anhrez and anyone involved with Malekai.org. Incredibly useful, but undoubtedly tedious to maintain with no db API hooks in the game yet. To @Jah for the campaign maps and to -W- (Winterblades) for maintaining the crafting combos spreadsheet. I'm sure I'm missing many people, but thank you all for your continuing contributions to the community. These forums can sometimes be toxic and bitter, but I want to recognize the positive contributions out there. We all want this game to succeed.
  9. Exactly. Agree 100%. Wish I didn't waste so many words trying to say the same thing. Well put.
  10. I want this game to have a healthy population. That is the single most important thing for its success. It is not a themepark or single-player game where it doesn't depend on other humans to be interesting or entertaining. This is shaping into a really interesting game. But you can't play it without people. People will quit. Real life will happen. You need to get new players into the game to replace them or it's just going to fall on its face.
  11. I know. Hilarious, right? If it's nothing, trivial, inconsequential like many claim, no harm in letting others have it. If it's not and actually matters--all the more reason. It's not like gear or runes or relics you can play the game and obtain, catching up with some friends, effort, and a few days off work. There is no way to obtain these things. They are not cosmetic, they are game balance impacting. Let new players buy them, just like you did. If you think they need to suffer for joining the game later than you...shouldn't it be the opposite? Shouldn't they be jealous of all the FUN they missed out on? People act like they'd rather be one of the players who joined late. Is the game such a CHORE to play? Is the only good thing about playing this game the gradual offline accumulation of skill points such that someone late to the party makes you so jealous? How dare they (for whatever reason) not get to play this game until now or only just hear about it!? I wish I hadn't wasted the last year of my life playing it... LOL If still you insist they suffer for joining late, at least don't make it impossible. Make it a premium box or something. $50 standard game or the $80 "catch up" version. Surely $30 is plenty compensation for the "horrible torture" of you actually getting to play the game while they didn't.
  12. People are playing EQ right now who weren't even born when it came out. Lazy, for sure.
  13. So instant access to a tree would fail to encourage new players to have to learn an uninteresting system. Sounds like a huge win! But, if you want to say, hey, they might make the skill system awesome and even in a way that new players aren't disadvantaged by it, then, sure, I'm on board. I'll believe it when I see it, but if ACE has some miracle design they won't push to test because it's a proprietary secret then...great. But until I see what that is, or have someone explain such a system, I've been solicited to give feedback.
  14. So why so desperate to keep it from new players? The only people who will think it's trivial are the people who are caught up and current on it.
  15. Lol, and we come full circle. Are you on my side now? That system is awesome. And new players won't get those recipes automatically. They will have to play and win campaigns to get them--same as you. Which is what I want to see new players doing. Which they won't do if they have zero skill points and others have a bunch. I just want to give them the skill points. Not the recipes and thralls you've earned. Not the relics and artificial. Just the skills. Again, they've done nothing for them--same as you. Fair on both accounts! So see we agree. Don't give new players all the hard earned recipes and relics and campaign victories for free. Just the skill points.
  16. Your question is leading. You don't need a player with a high skill level--as if they are rare or difficult to find. There are many of them. In fact, EVERYONE who started a blacksmith on day 1. You are looking for a player who started on day 1, instead of a player who joined the game late. If the game caps out then you will only have this issue during those beginning x months. If the skill system keeps expanding, you will always have that issue. With the current skill system, you will never need that one blacksmith who knows the perfect way to add +lifesteal to one-handed off-hand axes that no one else has yet mastered. No, you will always be looking for any blacksmith who started on day 1 and can make all the same crap and just as well as anyone else who started on that same day. If they want to make the skill system more granular, and make all the pips horizontal instead of having dependencies, and have them be enormously long grinds, then that is exciting to me. Then you would actually have some unique characters.
  17. Neither are meaningful. You can't fool me, haha!
  18. @Zatch, would you be opposed to new players getting enough points to catch up with current players just on ONE branch of each horizontal progression? Say take the respec option out of the equation, so they still can only make the choices once? Then they can at least be competitive.
  19. Ok, so you think the current skill system as implemented in 5.7 gives players meaningful choice to specialize their characters? Beyond simply saying "I want to be a Blacksmith" or "I want to be a Champion"? I disagree and honestly didn't know anyone felt that way. Interesting. Do you mind posting screen shots of your current skill trees from 5.7? I'm interested to see how you've distinguished your character from other people in the same combat/harvesting/class/race training.
  20. Yes, I agree with the second two. I would remove the word "meaningful" from the first.
  21. But the skill system isn't the game. You act like I'm talking about removing permanent meaningful progression from the game. You can still win campaigns, get relics and artifacts, put them in your EK, benefit from their passive bonuses. You still have a huge advantage over new players. I'm not arguing for a MOBA, just like neither you nor Zatch are arguing for an MMORPG. You guys want a game like Clicker Heroes where you just watch your "time played" accumulated and that entitles you to be better than other players. I'm saying let WINNING CAMPAIGNS be what makes you better than other players. Just like the object of the game. Winning campaigns is how you gain persistent progression.
  22. Wait. You're mad that new players might get advice on how to play the game from other players over the internet, so their journey through the game is slightly more efficient than yours? Do you get mad when people buy toasters and toilets instead of inventing them themselves? And you think the best way to prevent people from not making the same stupid mistakes you made in learning the game is to BUFF all your characters so you can trounce them easily and repeatedly while they try to figure out the controls? I don't know whether to laugh or cry.
  23. I actually like this model too (although it's debatable whether the current skill system properly does this or not). But I do think a system like this would work. Say, for example, every new account (day 1 or otherwise) gets to choose ONE crafting profession, ONE combat profession, ONE harvesting profession, and ONE race and get all their abilities, etc maxed. Then after one month you unlock a second combat profession. And the next month a second race. And the next a second gatherer. And the next a second crafting profession. That system sounds fine to me as long as new players get to start with one of everything so they are viable. They don't get all the variety older players get, but they do get to pick ONE and only ONE combination from each of the spheres so they are viable (but limited). As is, they have to join and play against people who are maxed out, which is something day 1 players never had to do. Since they were always playing against people with the same training. To be honest, this is really the system I'd prefer, but many people are against the idea of just unlocking the categories, they would rather make the obvious pip choices within them and "feel" the progression.
  24. Just try to put yourself in the new players shoes and really think about it from their perspective. The same meaningless "advantage" you are trying to protect, is going to be a huge stumbling block against anyone getting into this game late. It is exactly why I have never played EVE, because I was occupied in other games when it launched, and no matter how many times I heard how great it was, I heard offline leveling and knew I could never catch up.
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