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sarcandosa last won the day on March 22

sarcandosa had the most liked content!

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About sarcandosa

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    Marysville, WA

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  1. Stacking Artifacts really needs addressed, the impact to inventory space is ridiculous. This image is the Artifacts collected while just doing circles around Parkforton Keep while slag harvesting for cutting grit and killing the mobs that get in the way. Additional, the amount of time in training just to be able to have a chance for cutting grit seems a bit excessive. There should be a small chance, even without the skill for it to drop and the skill would then increase the rate. Hitting J or interacting with a Crafting bench needs to stop automatically expanding the basic Crafting section, basic Harvesting Tools. Additionally, the Upgrade Items, Basic Ritual, Basic Weapons should be removed for the J option and all crafting tables but a Basic crafting table. At a crafting table of a specialty, say Stonemasons Table, we should only see the Recipe list for that table. It would be a major QOL improvement to not have to constantly close the Basic Crafting Section to start crafting what I went to the table to craft and the rest of the sections are just clutter. This would also give a reason for the basic crafting table. Crafting Platforms need their snap points adjusted to allow them to be chained. This way we can build decks that extend further that one from the house allowing for multiple crafting stations, building a stage or collection of vendors. Additionally it would be nice to have more snap points on most structures. Currently implementation of the EK building is extremely limited and doesn't allow for creativity. Placing a crafting station inside a building, the camera needs to be looked at as it default to throwing your view into the sky outside of the building, preventing from seeing where the socket is located. Add additional functionality to allow a socketed item to be turned without un-socketing it would also allow for better control and creativity. Looking around Parkforton Keep, there are lots of interesting decor, non of which we seem to be able to craft and add to our EK's. This is probably a feature that is coming in the future, but I am concerned if it is also a socket based system. Housing (EK's) need to be epic, both in what they do for you but also in how diverse we can populate and decorate them. My currently feeling is that is not the direction they will have as the placement, attachment and options are very limiting in the current state.
  2. Someone really built their tent in a bad position, though the ability to have things floating in the air is pretty cool.
  3. Quality Assurance Control Kits utilizing placeholder images.
  4. Getting an Invalid Resource Combination Resources Returned to Inventory error when attempting to to create Stitched Leather. I tried with every Hide type in my inventory, same in all three slots and multiple combinations with different types in each slot. None seem to be working for me at the moment. Additionally. It appears basic resources obtained via the refinery will not stack with the same resource type harvested by hand. Note the Aurelium, Granite and Tin in the image above. Moving them to the bank does not stack them either. Shields not show in Bank filter for Armor or Weapons.
  5. Today's observations. "Excavation Basics Mastery” node: There is no space between "Additives" and "when" in title description. “Command” node: members is spelled "memebers" in the description “Group Leader Inspired Partial Rerolls” node: STAT is Inspired Partial Rerolls, instead of the standard Group Leader Inspired Stat. Recommend removing Group Leader from the front of all Inspired stats, seems unnecessary and makes the titles extremely long. All Command nodes: STATS show 20 – 100 as the value when the descriptions list percentages or values. For example, Command Leadership says up to 12.5 additional Attack Rating, which means that the STAT should be 2.5 for the first PIP >> 12.5 "Group Leader Inspired Bonus Thorns" node:, gains up to 6 additional Bonus Thorns, is this correct? You are going to award 1.2 Bonus Thorns per PIP invested? Bundles on Pack Pigs animation swing up and down like they all rolls of fabric as they move even if they are Stone, Logs and Ore.
  6. To bring Crafters online more quickly to compete with and then outpace dropped gear, I propose a couple of options, booth which give the the recipes to start crafting very quickly. Once you equip a Crafting Major Disc, you are allowed to start passively training in that Skill. This will all those that want to craft to start getting bonuses to their chosen craft sooner and allowing higher quality gear to be made. This does mean you have to choose between training in Crafting Basics or your Specialization (Runecrafting ect), but that is the compromise. Another option is to allow you to choose 1 Crafting Specialization (Only 1, you still have to work through crafting basics for the rest) after spending 5 PIP's in Basic Crafting. This works similar to the first option, you get the choice to passively train and improve your chosen craft capabilities sooner. You will still want the crafting basic nodes eventually. I believe something this simple (maybe not technically) would alleviate the frustration in early crafting, make drop gear an option but probably not the best one for long term and doesn't requiring complete revamp of the entirety of the systems currently in place. Additionally, allowing a Specialized crafter (New node in the tree) the ability to salvage for parts and resources dropped gear would keep the market on them always moving once everyone has moved beyond the lower tier gear.
  7. In an effort to review all the skill trees, I decided I needed a way to visualize and review them even if the servers were down. So I took the weekend to screen shot every Skill Tree, every detailed node description and the label the Skill Trees. Knowing I can't possibly review in detail every node and tree in a timely manner. I thought I would share my efforts with the community so others can help. I have an Imgur folder for each tree linked below. I will not link every image as there is a lot of them, however here is an example of each type of image you will find. Note: The albums are hidden but using the links will allow you to view them. If you want to use my images on another site, your free to do so keeping in mind we still in testing and things are subject to change. Also be courteous and let us know where you are using them and let those on your site know where you got them originally. Alchemy https://imgur.com/a/ICbLt9Z Animal Specialization https://imgur.com/a/tG3KIJA Armor https://imgur.com/a/pkkmInq Blacksmithing https://imgur.com/a/atJ11oe Combat Basics https://imgur.com/a/EErI7Sx Command https://imgur.com/a/W7CCF2J Crafting Basics https://imgur.com/a/5naaW9f Excavation https://imgur.com/a/wYeSqQR Exploration Basics https://imgur.com/a/mP70V0f Grave Specialization https://imgur.com/a/GQWli3I Great Melee https://imgur.com/a/61KfFih Great Ranged https://imgur.com/a/Cp1k1Na Jewelcrafting https://imgur.com/a/KmiWz2Y Leather https://imgur.com/a/ICk7Jf7 Leatherworking https://imgur.com/a/m4F1R2Z Mail https://imgur.com/a/1BS9aky Melee https://imgur.com/a/yAJzT4P Necromancy https://imgur.com/a/UVJxd8c One-Handed Melee https://imgur.com/a/JgUCqff One-Handed Ranged https://imgur.com/a/2NUQNl9 Ore Specialization https://imgur.com/a/JzKTYlG Plate https://imgur.com/a/FavL9YN Ranged https://imgur.com/a/CL0g4bq Reaping https://imgur.com/a/v7TfL1t Ruemaking https://imgur.com/a/tHq892r Stone Specialization https://imgur.com/a/EFQTziJ Stonemasonry https://imgur.com/a/x1Z0w4L Weapons https://imgur.com/a/Q3gvzTv Wood Specialization https://imgur.com/a/QVZKxzH Woodworking https://imgur.com/a/1FllogK The information is now at your fingertips, let the analysis begin, there is nothing stopping you but time. Your Humble Tester Chief Sarcan
  8. Let's all take a deep breath, step back and look at the numbers. To start your path of specialization a Craft only needs 360 Points to purchase their first PIP. Those that choose Exploration for either harvesting, command or mounts need 6 times that much at 2160. To Specialize in combat out the gate you need 12 times that of a crafter and 2 times that of a harvester with 4320 points needed to purchase your first PIP. They have already taken in consideration with these starting point numbers the desire to get crafters making better goods sooner. You don't need any points spent to craft, harvest or fight, points just make it much more efficient to do all those activities. Crafting Basics - 360 Per PIP Exploration Basics - 2160 Per PIP Combat Basics - 4230 Per PIP Since you can pick two, no one is really hindered in progression, only in how long it will take to be truly specialized in your chosen professions. Looking at the amount of training needed to be completed to specialize. The skill trees that require to most points will take the longest where crafting which needs the least amount of points needs the least. In fact by the time someone fully specializes in Combat, a dedicated crafter will have probably mastered numerous trade skills. The balance is already there. Combat - Specialized in Armor and Weapon of Choice - 7 Trees Crafting Specialized in at least 1 Craft - 2 Trees Exploration Specialized in Harvesting - 3 Trees (or 2 Trees if just going for Command) The speed of earning points is a great topic as there is concern of people stepping away and waiting for the points. However I suspect we haven't seen everything they plan to put in the game and there may be things coming to help with that. Focus on what we know, provide quality dialog and suggestions, the devs will read and consider them. We may not change anything and then again we may change a lot, but be careful what you ask for. We are not here to change the vision, just to help test and make sure the vision is the best it can be.
  9. Sure thing, checked after shutting down the client fully and starting it again. Now it is applying points correctly, only spends up to the next PIP. Looks like a one off bug that could have just been server or communication issue.
  10. Actually no, I originally had over 7200 Combat points, went to purchase the next PIP in Combat Basic Training, it consumed not just what was required but all the points and gave me. I repeated the test by attempting to spend my Exploration Points in Movement, it did it again. I started up my recording, clicked each button again to show that I would continually repeat what I considered a bug of consuming all the points to submit. What you pointed out is true, it is consuming point to work towards, purchasing the next PIP even if you don't have enough points, I didn't catch that, thanks for pointing it out. I would say we still may have a bug or an system that needs adjusting. It shouldn't spend all the points even if your have more than needed to buy the next PIP. Or it should give us the option to spend just what is needed on the next PIP or consume all points available to work towards completing all the PIP's i that node. If someone is trying to fast track their progress to the next node by only investing in 4 PIP and using the remaining points in the next node for the first PIP, always consuming all prevents that unless you do your training at exactly the right time.
  11. BUG: Currently having an issue where when clicking on a node to purchase PIP's in the skill trees, it consumes all points you have and does not purchase the PIP. Is repeatable, you can continually reset your points to zero over and over. https://i.imgur.com/8ll0Ris.mp4 Reaping Basics is showing Stat Name, should be Plethora of Dust: Plant if holds to previous version.
  12. Let's take a look at the numbers just for the Exploration Tree – 23 Nodes, Assume 6840 Per PIP cost of all of them, 34200 points per node, to 100% the tree that is, 786,600 points at 1 Point per 10 seconds, 6 Points per Minute, 360 Points per hour, that comes to 2185 Hours or 91 Days to complete it. To Move to the next tier of Specialization, Excavation requires 5 PIPs in Gathering Proficiency, which is 9 nodes with at least 4 PIPs each, and the 5 PIP in the last node. That is 6840 + (6840 x 4 x 9) = 253080 Points. 42180 Minutes, 703 Hours, 29 Days to be able to even unlock Excavation. Then you have to proceed that that skill tree to unlock either Ore, Stone or Grave Specialization. I can’t say whether the Per Point cost is to low, it depends on the goal of the game with regard to having specialized harvesters, specialized crafters and specialized combat people. With the time it requires in Months to 100% your chosen specialty and the length of time campaigns will last, how many campaigns it will take to have truly qualified teams going head to head? If we can get some guidance on the goals with regard to time, we could provide better input as to whether it is to slow and by how much. With what is given thus far, it does seem to low. It assumes you that the game will hook people and keep them around for many months. However it more likely they will log in start training, get to level cap and then go play something else until the passive training has enough points to make them feel specialized enough to be productive. Unless there is something in place that stops the passive training if you haven't logged in and played x amount of time with x amount of time, this means you could have people missing for months, especially with the point investment cost for the Combat trees. Just food for thought. I like the idea of the active and passive training, but they need to be balanced with regard to feeling satisfying when you hit certain tiers. A potential solution would be to increase the amount of passives received while actively playing and keep the earn rate while offline the same. This runs into the issue of those that have more playtime can outdistance those that can't play as often, which is not a good solution either. Don't really know what a good solution would be, but that why we here, to discuss it in civil dialog.
  13. As soon as the Test server came up, I jumped right in with a deep review of the Professions (Passive Training Skill Trees) to update my spreadsheet. Specifically, Basic Combat, Crafting Basics and Exploration to see what has changed and how it made change ones approach to the leveling progression as a primarily crafting focus individual. Here are my initial thoughts, Combat Basics - Format of the spokes skill trees jumped out at me as really pushing for specialization. I love the look of it and the concept of going for just what you need out of the gate. The buy in cost of Combat Basic Training seems rather steep initially but considering the tree is focused on helping with PVP more than PVE combat, that cost will be easily attained while leveling. The progression through each line slowly builds on the initial concept of that line of the tree and builds on it. Like the changes. Crafting Basics – Once again the change into the spokes skill tree is excellent. The fact that the three main craft boosting choices are the same on your way to selecting your chosen Crafting skill tree, even if they in different orders is great. No longer do you work towards a line for the Experimentation boost and then break off to work towards a different craft. Plus once you work towards multiple crafts, you double up on those stats. Nicely done. Exploration – Here is where things started to fall off the bus for me and prompted me to write this feedback. In exploration the streamlining of specialization has gone haywire in my opinion. Skills that branch from other skills don’t make sense. Other skills are hidden behind skills that most would not take if they weren't necessary, as they are outside their area of focus. So let me dig in and explain what I am seeing and what I am feeling. Gathering Line (Going up) – This line starts off as a Ore and Stone Focused line, giving a boost to Picks and Hammers. Then right behind it, you have Knotwood, which is confusing since the Axe boosting is in the Survival Line. We carry on through the line, everything is fine, we still pick and hammer focused skills. It does feel like it should have split into two lines to encourage a focus on one or the other, but I digress. The next confusing item it Beeswax branching off from Slag. Completely unrelated skills that do not build on each other or encourage specialization. Recommend moving Knotwood and Beeswax to Survival or a Wood Chopping specialized like. I understand that it is probably expected at some point everyone will have the entire Exploration tree completed to get the Exploration Mastery, but early and mid game shouldn’t be about completionism, but about specialization and teamwork. Speaking of the Exploration Mastery, why Apples here? Energetic Harvesting should be a Mastery of Wood Cutters only. Movement Line (Going right) – The main thing that didn’t feel right is this line was having those that specialize in personal movement stats had to also take mounted movement skills. Seems like generic skills like Enhanced Sprint should be first, then split into 2 lines, one that bolsters the Mounted, Caravan items, the other for the Movement Offense and Defense. See the modified image. Survival Line (Going left) – Starts out suggesting it about being Tree focused. Then once again it gets confusing by having Harvest Bone, then Consumption. The first about skinning which does not anywhere in the Skill Tree have a decreased decay for Skinning Knives. The second about eating, which everyone will want, but may not want to chop trees or skin to get to the eat drink abilities. The whole line seems all over the map ending with a Mastery that gives a Survivalist Campfire when the Exploration Mastery also gives a Campfire. Recommend this line gets split into two separate lines, one about Food and drink with another about trees and animals. If we ever get a specialization for picking plants (using a Sickle) for greater harvests, then a Tree and Plant line would be a great combination, related skills together. Then a Skinning (Butchery) and Eating Buff Line, both food related. Would still need twin paths, so one could specialize in one or the other. For an example, say I want to specialize as a skinner, bring back meat, hide, bones and blood to the clan. No other quality tools needed, no skill points spent to boost my vessel outside my chosen profession. Implement mini masteries for each specialization that leads to the deeper skill trees that support your profession. Leaving the 100% completion of a Skill Tree to come back to later. This would support the already encouraged point spending in the tree to fast track your path of choice by allowing only 4 out of 5 PIPs purchased to buy the next level. That sums up my initial feeling on reviewing the trees. In summary, love the approach to specialization, consolidation of like-minded abilities. The standardization of the ability point names and symbols. But feeling jaded with the perceived mess of the Exploration Skill Tree. Below list my stab at how it would make sense in my head focusing on specialization and getting people to the next tier of trees past exploration. New Gathering Line – Gathering, Cobblestone, Slag, Plethera of Dust, Hunger Shards, Soulgem, Proficiency New Wood Line – Apples (Harvest Chance: Apples, remove from Exploration basics) Survival, Foraging, Knotwood, Beeswax, Survival Proficiency (Changed to Harvest Chance: Apples that is removed from Exploration Mastery) New Provider Line – Provider (New Skill, Decay Reduction: Knives), Harvest Skin, Harvest Bone, Harvest Blood, Provider Proficiency (Currently labeled Survival Proficiency) New Vessel Line – Basic Cooking, Improved Consumption, Improved Ingestion, Improved Metabolism, Vessel Proficiency (Well Fed: Ability to have a food and drink buff active at same time) Personal Movement Line – Enhanced Sprint, Improved Dodge, Split to Stealth Movement Speed and Pathfinding (Most won’t need both), come back together to continue, Enhanced Defense: Slow, Movement Speed Damage Bonus Assisted Movement Line – Movement, Herding, Enhanced Defense: Slow for animals, Weight Reducing Movement Speed Bonus (Reducing Impact of Vehicle weight on animals), Movement Proficiency Thanks for taking the time to read my input. Please note that I am not criticizing in any way, just providing an explanation my thoughts when presented with new information. Games succeed of fail on the initial impressions in many cases. This is by no means a fail, just a simple observation. I hope you find it useful to get a different perspective. I applaud the improvements so far, keep up the great work. I will digger into the deeper skill trees as time permits. Your humble tester, Chief Sarcan
  14. Additional observations as I continued to try and use all the remaining items in my bank. 1. Any ramp type item can't be extended to actually meet the ground and be used as a ramp due to the elevation placement issue. Note the following images to highlight what I am saying. 2. Additionally you can't build up to terrain to seal the area, the elevation issue prevents that also. 3. There appears to be no way to build a T section with the Fencing, everything snaps straight. We need a way to allow snapped at 90 degrees, 45 degrees would also be nice, to provide more flexibility in building. This does posses the problem of collision with the catwalks. 4. Making a T with Castle Walls requires you to use a wall end cap which can close your passageways depending on placement. 5. Collision can also be an issue with different types of castle wall tops. 6. The Octagon Towers can only be snapped to at the base level and only with wall pieces. Bridge pieces, which would make sense to be able to connect with them, can't. Ended up building a walkway around my gate towers since I couldn't connect to them. 7. EK pieces count against your total allowed bank space. While I see the reasoning behind this, feel that you should have two bank totals, one EK resources, parcels and structures that is only accessible while in your EK. Then you bank which is everything else, resources, vendors, crafting tables, gear IE what we have now. 8. On the not of banks, I hope that in the future we will be able to organize our banks. I would love to place my wood and ore in an order then it stays. Or have fixed bank locations for resources. Either method works as it helps a craft take stock of what they have and what they need. This is especially important in a game where the type of resource used in a craft affects the stats of the item made. Well that will have to be enough with EK's for the time being until I can make or acquire more pieces to play with. Time to dig into crafting. Your humble tester, Chief Sarcan Full Gallery https://imgur.com/a/fE3rt4G will add more images here as I make them.
  15. Recently starting testing again and have spent a majority of the past few days in the EK, placing parcels, building and wall. These are a list of observations I have made, some may be bug, some may be me not knowing all the aspects of the systems due to no tutorials. So without further ado, in no particular order. Woodland Creek Parcel - No water Build Mode - While in the EK, every item is always in the build mode providing the tool tip of Move or Loot. We need to be able to toggle this on or off. No Sky view - Need the ability to view the world from a sky view perspective while building to facilitate better planning, placement of items. Encountered a bug that threw me into the sky and realized this need to be a feature. Hunger - While spending hours building in EK, having to stop to eat is rather annoying. In a build mode, hunger should be greatly reduced or eliminated to encourage creativity. Map or Parcel edit view does not show buildings once constructed. Cycle Rank - Would be nice to able to cycle rank once snap point acquired to allow to see which version will fit. For example building a gatehouse near a deed edge, selecting your rank only to find it won't fit, having to break the link, adjust and then reconnect. Since the rank and the terrain can make the piece jump, reconnecting takes time to align. Deed Use Failure - Fort Defense Sentry Tower, Fort Defense Gate unable to be used. Stronghold Building: Castle Throne Room Ladder in tower is unusable currently. Elevation can cause the steps to have an invisible barring that will require you to jump climb the stairs, this also occurs on wall pieces with stairs. No Sockets for crafting stations, appears all keeps are this way. Fort Defense: Sloped Wall - Upward and downward are used to describe what side of the fence the catwalk is on, this is confusing until you place them. Upward has catwalk on left of fencing, downward also has catwalk on the left side of fence by default. You can't connect these two pieces and can a solid wall. Recommend you improve the tool tip or the image that represents the shape to help clear the confusion. Or just make the up/down the same piece that you can change the style of to suit your need. No access to cat walks on Fort Defense pieces with current pieces available as ramps can't be combined to reach all the way to the ground. Ramp Pieces do work but then your left with a section of the wall that touches the ground and you can just jump over it. Castle Defenses - No piece besides ramps allow you to transition from the bottom to the top. However using the ramp closes the path through the bottom. Looting pieces that contain connected pieces, IE Wall with windows and doors can bug the game, kicking you character off the edge of the map when attempting to place them done again and freezing/crashing the client. Returning pieces to the account vault retain the properties of the piece as placed preventing stacking. Recommend all pieces returned to the account vault be separated into their individual pieces and default state. This will allow stacking and help prevent the previously mentioned bug. Have a wood or stone top to the walls eliminates the ability to add windows, doors, buttresses, so on. While you can see the connection points when placing another wall piece, they do not appear in most cases when placing items that need sockets. Castle Wall Panels: Door - Need a stairs option to connect. Terrain is varied and placing the door often times will leave the doorway to high to enter even jumping. Terrain will bleed through a structure when placed. Castle Defenses: Wall 2x1 - Title is misleading since it is only a door structure. We need a 2x1 wall piece as well as the door piece. No doors for doorways beyond the gatehouse that has the built in gate. Castle Attachable: Rampart and Fence appear to have no place you can attach them, to anything I have anyways. Castle Attachable: Buttress and Fin - When snapping in, they attach at random angles rather than just straight out as they should. Castle Defense: Octagon Tower - Attaching any Fort Defense wall section a door at the snap point which is accessible from both sides of the wall. Castle Attachable: Rampart - Snap point suggests it can connect to a Fort Defense wall, snaps in position but provides a collision error. This collision makes sense but on the other hand, it would be nice to connect them, see the attached picture. After numerous attempts from scratch and iterations, I was never able to make a completed wall around the Keep, came close, but that is as close as it will come. See Picture. Terrain elevation has a huge impact on placement of pieces requiring to use the sloped pieces to follow the terrain. While this is understandable, it feels a bit to restrictive considering the default size of the pieces. Account Vault - Not strictly EK but also noted that lack of additional filters. Consumables, Resources, so on. Assume this is a feature coming in the future, but figured I should mention it also. The Search Filter does work extremely well in the mean time for resources at least. I am sure I encountered more that I forgot to write down, but this should be enough for you to chew on for now. My Ek is public so feel free to tour and there are crafting benches in the House. Your humble tester, Chief Sarcan Full Gallery https://imgur.com/a/fE3rt4G will add more images here as I make them.
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