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Vesperre

Testers
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Everything posted by Vesperre

  1. Sounds horrible..almost sounds like errrr...'War'.
  2. Now the real question is. Will they have pure harvester escape skills or do we have all assassins and duelists harvesters? Since I've started harvesting on an assassin I'm never going back. Half-Elf to get ore/stone racials and assassin for stealth. Since I've harvested on assassin I haven't been ganked once. And for those say just switch to melee, the melee tree kinda sucks with all crafting runes equipped.
  3. I think this game gets rid of the chaff from the fact you actually have to do some research to learn how 2 play. I think thought it would be nice to have 4 harvesting slots. The one you have in the slot is the one u use. You can switch it out at your leisure. I get the switching picks things. I do it too. I guess my point is the game is new, there will be many UI improvements/Quality of life improvements. I'm not oppose to that.
  4. I think the main argument of this thread is a bit misconstrued. Idoll does not like some interface/quality of life aspects of harvesting. Others are arguing this game is hard To be quite honest, I think these are 2 separate things all together. Idoll can suggest things to make 2 clicks 1 click without fundamentally changing the game. I prefer 1 click vs. 2 in any task I have to 2 3000 times. I do think tools should last a good 300% longer but I'm happy with the fundamental design of harvesting atm. Crafting on the other hand.....
  5. Hi, This is simply a quality of life improvement but what I suggest once you combo ores to make a certain metal bar/plate armor layer/leather padding it should record it somewhere so you can remember what it gave you (slashing/piercing/regen etc). I''m all for spreadsheets but it's just a bit annoying tabbing in and out. Some sheets are complete in some ways and not in others. So when I add the ore/resource in to the slot I'd like to know what I get before I press combine and enter the experimental phase. I still like the discovery part of it so until you've done the combine
  6. Sure, I get that. 5.8 will totally obliterate 5.7 and maybe we'll be riding rainbow unicorns and shooting nerf guns. I'm down with that. What I'm saying if there are clear game play oversights/imbalances it effects the way people test. Instead of testing templars and confessors we have 3 gazillion assassins/champs/druids. That in itself I guess is data but only in a quantitative way not at all in a qualitative way.
  7. Which is the entire point of this thread. Leveling in this game is just not engaging. 1) Make it worth something tangible. 2) Make it fun/challenging to do. If they are doing that then there is really no point to this thread =p.
  8. Well I may be new'ish to CF but I see the only significant difference between people of the same class and level is 'gear' (discounting skill). Why don't you give each class/race combo a preset attribute amounts and just call it day. I find it a little disturbing a new player comes in and adds stats to their character but it doesn't really do anything (you can see how much it's actually effecting your bonuses (3 hps/constitution point? - really?)). Then people wonder, what's the point? Was this just to make me feel like my character is progressing when it's not really.
  9. That's a very selfish way to look at things. BD is entitled to his opinion and has paid his money as have all of us. Unless you contributed the main stay of the funding, your opinion is one voice amongst many. This is a forum where ideas should be explored not shut down.
  10. I agree that certain things shouldn't wait. The way we test are dramatically effected by certain environments in the game. When we see one glaring fault (poison bug) it's hard to look past that and post/test constructively in other aspects of the game (pvp, crafting, etc.) Despite what we like to think, people will test and play if they enjoy playing, call it human nature but testing is dramatically effected by glaring issues. People will not want to play if they feel like 1) the class is hugely under balance 2) they aren't enjoying it because of glaring faults. People say just crea
  11. Then please make those stats worth something more that a single green plate gauntlet can muster. People don't bother (well maybe crafter's do) leveling their characters, it's not worth the time sink currently. Now that characters are permanent maybe that will change.
  12. Though I agree with a lot of what you said, then why have it at all? Let's do a 'Fort Nite' and call it a day. Everyone equal, let gear determine the level, which is a whole other topic of power'ish leveling. Right now it's just confusing why it's even in there. Why get rid of attributes all together and just stuff like attk power, crafting skill bonus, hp bonus, crit chance as attributes . It would be a lot more straight forward than it is now.
  13. We could also consider crafting/harvesting part of the PvP process. Creation of trebuchets/catapults/repairing forts. Now vessels can move in between campaigns. Objects have serials, maybe we can give crafers exp for providing things for their factions. Sky's the limit really.
  14. Huh? When did I say that. BDO was pretty but too confusing and linear. Combat was fun though. BTW do you often misquote people?
  15. Hi, I know this isn't your average MMO but I would like leveling mean more that a mere 90 attri points. I'm really missing the dopamine hit when I ding. The fact that I'm simply crafting arrows or burning gold/frames to do it doesn't help. Simply seems like an after thought. A lot of people who have good vessels don't even bother. Here's what I suggest: Make leveling a little more fun to do. I know sacrificing might of been a stop gap for now but when true leveling is implemented make it dynamic and cool (i.e. thru PVP/harvesting/fighting monsters). Make the last 10 levels
  16. I really like this. That vessel i spend 50k for now isn't dead after 4 weeks. I will still buy more vessels for other tunes in other campaigns so Necromancy will still be a viable trade. Bravo Art Craft! Bravo!
  17. High Serotonin levels in boys. The advent of gratification thru digital media (video games and web Porn). When i was growing up in the 80s and early 90 all we thought about was how to get muscles and impress girls. Later that translated to getting good jobs and impressing girls by looking like a source of security. Things have definitively changed. Women have less serotonin tends to make them more stressed out about stuff and less tolerance for being the suck. Makes them better child rearers too. Bettet workers. How more easily influenced and worry more about thier self image. Hence al
  18. All i have to say to that is Thank you and I will.
  19. True. I'm green as the get so I'm kinda "short in the tooth/wide in the mouth" about this all right now. It's just my perspective as a newb coming in for a month or two. I think this game has some really innovative ideas. I find it odd about the 'don't leave a man behind' philosophy of it all. What I find is 'gear' is king in this game. You make up for a lot of missed skills with a couple purple. If a person doesn't play, does he deserve to be as well off as everyone else? I'm sure this is a dead horse well-beatened (not a word lol). It's all kinda very socialist I guess?
  20. Those are some interesting alternatives Krakken. So you go to which ever crafting tree to fancy every campaign. I like it. I'm was making use of hyperbole. IF we all had all the skill points the game would kinda suck. I'm just not sold that it needs to complete time dependent. Yes there are tomes...I guess I'll just have to wait to see how it will play out. Oddly it would be a new form of crafting. I will used it as a VIP to boost my own character if I can. Oh well, does the cap keep you from blowing a set limit base on how long u have trained? Picture this crazy id
  21. Hey Frykka good to hear from you. I hope the trees aren’t finite. I hope they add new crafting magic armies crafting beast taming and my favourite.., gnome engineering. Also someone told me would take years to fill out trees. My point being parity is going to be a long long road. Not sure the some kids are going want a pvp game they can’t min max in a relatively short time. so let say it takes 2 years to fill all the fighting trees. Till then someone will have an advantage barring no tomes. Why not just have a skill point amount that has been accrued from the
  22. Slippery slope my friend...slippery slope. The winners get stronger and losers by comparison get weaker. Winning should give you bragging rights ( TITLES, COSMETICS ) not the ability to win more. Unfortunately, with the current set losers get weaker with limited exports. Not much weaker but....
  23. Jah would be for snitzel dude. Like that idea.
  24. They are a huge power gap in crafting and harvesting. Fighting maybe not so much. I can he an idiot champion with no skills and kill pretty much everyone. But that's for another post =p. Vesp
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