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Everything posted by Snorbot

  1. Please remove the rez timer when reviving after recalling to the temple. There's no reason to have a timer at that point.
  2. As a woodworker, having the crafting menu auto-select the basic axe recipe when opened from the woodworking bench occasionally results in accidentally making axes I don't want instead of the wood planks I intended to make, since both are the same recipe. Could the crafting benches instead open up to a recipe under their specific craft instead of the general crafting section? Or not default to any recipe? Or maybe even not have the general crafting recipes display at all when using a craft-specific bench.
  3. Feel like a broken wheel bringing this up with each update, but woodworking still has some broken parts: Runic staff recipe is available with no recipe scroll equipped Runic bow recipe doesn't work (the riser takes a polished spherical gemstone, making a "jeweled bow riser" which then does not work in the final assembly where a "runic bow riser" is required - the bow rest made by a blacksmith is the "runic" part and goes into the bow riser recipe) Less bug and more feedback: In addition to the bugs, woodworking recipes also take far more components from other crafts (especially blacksmithing) than they do wood parts or steps, which doesn't feel like it's intended. By comparison, blacksmith recipes take 1-2 planks or 1 padded leather, and leatherworking recipes take at most 1 blacksmithed buckle or rivet. This heavily impacts crafting score when you use that as a scoring mechanic. Bows: 7 pieces woodworking (4 planks, riser, limb, final assembly), 6 blacksmith (4 metal bars, sight and rest,) 6 leatherworking (4 stitched leather, grip, string), Tome of Arkon: 5 pieces woodworking (2 planks, book casing, bound chapters, final assembly), 5 blacksmithing (4 metal bars. book clasp), 6 leatherworking (5 stitched leather, 1 lacing sinew), 3 runemaking (book chapters) Mystical Staff: 9 woodworking (5 planks, parchment paper, staff head, staff limbs, final assembly), 11 blacksmithing (8 metal bars, 2 weapon grips, staff heel), 5 runemaking (2 unmarked runestone, sigil life and death, runestone life and death)
  4. I definitely think the updated schedules are a big improvement. Not having nightly keep sieges is much better, and the reduced fort schedule gives the forts more value. Having them available primarily when most of the player base is online is the right direction. As mentioned by others, two sieges on Saturday is a bit much. I'd say keep the earlier one and either drop the late one or move it to Sunday night. I'd also like to see the timer on forts increased to give defenders time to rally, as well as some changes so last-second sniping to avoid PVP when capturing them isn't the default. In addition to those, keeps should probably not be available to siege on the same night a campaign starts. A lot of people end up missing out because they have to patch, import vessels, etc. As a general observation, the large-scale PVP has been much more active since these changes went in, which is good for everyone.
  5. Nope, shields don't show up under armor either - the only ways to find them are to hope searching for "shield" works or to scroll through the list.
  6. 100% agree here - archers/rangers are WAY overtuned at the moment. As they are now, they can take a player wearing full plate from 10K to 2K health in one volley from almost 70 meters. There is no counter to that.
  7. Account vault: Shields do not show up under the "Weapons" category, even though they are classified as weapons.
  8. If there's *one* thing that desperately needs to be improved right now, it's the inventory situation. I find myself no longer wanting to play, because roughly 2/3 of my time ends up being no more than shuffling items between vessels and storage rather than actually playing the game. Things that are causing this: Removal of local storage Reduction of world bank size when the spirit bank was split int vault/world bank Excessive number of items we now have to collect and are dropped - junk war tribe items, disciplines, etc Unstackable items / small stack sizes on items where we need to collect large quantities (war tribe artifact scrolls and sacrifice items are a prime example) Excessive number of resources we have to hold onto for crafting
  9. Another woodworking / staff construction bug: the runic staff recipe is available without any recipe scroll equipped.
  10. Staff head crafting appears to have an error in it. With only Support Power + Critical Healing Amount components, the resulting staff head adds Critical Hit Damage to the list of stats. That in turn pushes Support Power off the list of stats the crafter can improve during experimentation.
  11. Hunger crystals can drop their items on top of the crystal where it's not possible to reach them, even with double-jump.
  12. In-campaign storage: now even worse than before. Storage is a *massive* struggle now for gatherers, even ignoring the added space that war tribe drops might take. The world bank is substantially smaller than the old spirit bank, which was already pretty limited, plus you've removed local banks. This means there is no longer space to hold the quantities and variety required for crafting. Previously I could keep my working materials for a current request in my crafter inventory, a small stockpile of commonly needed items and food in the keep local storage, and then my spirit bank filled with stacks of resources of various type/quality (it takes 25 slots per resource type for one stack of each quality/type, plus more for the secondary resource types). This has added to degenerate gameplay like vendors as additional banks, extra vessels and accounts just for more storage. We keep hearing promises about how storage is going to be addressed "soon" only to have it be made worse and worse, with each update either increasing the variety of items or now also reducing the space we have to store that increased variety.
  13. IF you have crafted bread in your bank and gathered (from trade chest) bread in your inventory or vice-versa, right-clicking the stack of bread in the bank swaps places with the bread in inventory instead of moving the stack to inventory. Really since they're both common-quality bread they should probably stack with each-other.
  14. Since this topic is hot right now, let's talk about how the current implementation of "kills" and "assists" are bad metrics to use for scoring and some ideas to make it better. First, for those new to the topic, "kills" on the scoreboard are granted for doing the last bit of damage to an opponent. That could be 1 damage or 1000, as long as it brings their health to 0. That encourages sniping the last hit on an already-low target. Assists are granted for doing any damage to a target. A lot of proposals suggest weighting those values so kills are worth more than assists. I would argue that kills, as implemented, shouldn't weigh more than assists. A more appropriate metric for tracking a player's contribution in a fight would be the portion of damage done to a target, either within a fairly short time before death, or since the last time that target was at full health, or some combination of those, such as resetting the scores after a target is at full health for a minute or so. A system like that could continue to include deaths as subtracting from the score (as opposed to K/D). That might even count deaths in a similar manner - the value is the proportion of damage that came from players, since PvE damage also wouldn't be counted in the positive score, unless "R10 Guard" gets an entry on the scoreboard.
  15. Soothing Winds from the Pixie Dust discipline has a bad tooltip:
  16. This combination of buff/debuff feels really odd. Maybe you shouldn't lose chicken legs while in a "dined" state.
  17. Sound effect when right-clicking to remove an item from account vault is REALLY LOUD relative to other sound volumes.
  18. I'm finding that on duelist, I fail to land basic attacks frequently, even when in the new shorter melee range. I'll land one hit and then miss several in a row (no damage, no pips gained). Also, enemies want to be completely on top of me - so close that it's nearly impossible to be sure they're still considered "in front" of me. Edit: watching this more closely, it appears to be trying to attack a target other than the one directly under my reticle. I can have my crosshair directly on the close target with an enemy a few steps back and off to the left but still within the circle, and it picks the distant enemy instead of the one more directly targeted.
  19. Another death-related bug: when reviving at the dragon statue if you have to wait for the timer, it goes into negative time remaining until you move away and back into contact with the statue.
  20. After trying for a couple hours today, 5.100 is way too bug-filled to have been pushed to live. When is 5.101 coming?
  21. Free-for-all cairn looting in God's Reach: needs to go away. There's no recourse possible against the other players who do so.
  22. When respawning at the dragon statue, you have to almost intersect the statue to be close enough. You can't get close enough if you're all the way at ground level - you have to be a half meter off the ground and pushing into the statue for the option to show up. The dragon statue needs a larger radius.
  23. Got killed by an Urgu Champion that appeared to be 100% invulnerable to all damage for the duration of the fight. It was behaving like his actual position was not where I was seeing him. After returning to the temple in crow form, no input worked and I had to Alt-F4 the client. Edit: logged back in after alt-F4 as crow in the temple. Was a crow at a war tribe location nowhere near where I died.
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