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Yoink

Testers
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Everything posted by Yoink

  1. Added in quick view stats that will be visible as you scroll down. Shows basic combat stats with a drop down for harvesting and crafting.
  2. Could be added for sure. Would be a whole lot of work though I think. Also, I don't know the cost for all the nodes.
  3. Of course not. Might want to wait until later today. I'm adding a few things that should be pretty nice.
  4. Since I was not allowed to leave the house I decided that I was going to play around in Google Sheets and sort out the new talent trees in 5.110. One thing turned into another and about 100+ hours later ....... https://winterblades.net/crowfall-calculator Should be a useful tool for theroycrafting, character building, account planning. There is a whole lot of data here and I expect that a good amount of bugs, incorrect value, formulas, etc need to be found. If you find something wrong or just have an idea or opinion please let me know. Have fun. @Pann @jtoddcoleman
  5. They had said this current test was for testing lvling 1-30. There will be more to test when they open infected / dregs maps
  6. The actual cost is probably 1.x pips. So you need more than 1 pip to activate but then it rounds down because you can't spend .x pips. It's something to do with how pcm works for pip classes.
  7. Do you mean that crafting something gives character (vessel) XP and passive skill XP? As in, my passive skill tree advances when I craft something in addition to the skill points I accumulate over time passively? Looking forward to learning more.
  8. I can get on board with that. It doesn't need to be drop quality but something useful would be fine. Even if its something as small as a sharpening stone that grants a little buff like food does. Something that these guys can do and provide with out waiting for the sake of waiting.
  9. I agree that we need a phase where white gear is the baseline and it progresses through the qualities. I like the idea of running around in 'noob' gear for a while. It just so happens that their are 3 tiers of 'noob' gear that drops (white, green, blue) so blue becomes the baseline. The larger issue is that white/green are useless to a crafter when, 1. wartribe is better than what you can craft when passive training hasn't caught up. And 2. the exp difficulty is backwards for the white-orange quality materials. For what its worth I think the values on the blue wartribe gear are fine. They top out at about 100 damage. The best crafted weapons, fully tricked out legendary weapons topped out at about 140, 140? Just need to make the steps in-between 100 and 140 make sense.
  10. The larger issue is the passive system itself. I've felt strongly about it since it was implemented. I am going to selfishly repost this here because it might get seen.
  11. No one is going to become a blacksmith to make items only as good as the most common drops. Green wartribe gear is the most common drops. I just don't understand the curve here then. I understand I don't have the full picture yet. But from our perspective it just seems like a barrier for the sake of barrier. I get that eventually with time it's no longer an issue but how long after launch should @srathor have to wait to be of any use crafting? Crafting has no practicle use until you can surpass vendor trash. In the next few weeks we will have a much better idea of what's possible. I'm content to wait and see. But it just feels weird that the crafting game cycle is, 1. day 1 - spend 2 hours lvling, equip discs. 2. Literally shelf the character until passive training catches up. 3. Start crafting. People are not going to PVP on Crafters. You make a character that can equip combat discs for that
  12. I want to see some way where you break down a war tribe item and get to extract a stat from it to use when you craft. If we could make gear with the different stats wartribe gear has it would open a lot of builds/choices. Things like barrier bonus, specific resists, pe, stats. Blow it wide open.
  13. Well that's the assumption that green war tribe gear is starter gear. You really can't get worse than that with how easily obtainable it is. White war tribe gear is only used as you level. You I pretty much have full green before lvl 30. I don't even loot the green stuff to vendor anymore and we are only a few days in. It would also be much more effort to craft than to just go get it. But if it lets people who want to craft be useful...
  14. I think day 1 Crafters should be able to make comparable to high end green war tribe so that they have a place. How many days should a crafter have to wait to be on equal footing with common gear drops?
  15. You mean you cant make one of these?
  16. If work as taught me anything its that if you want something done now, you put 'COVID-19' in the subject. Only works if it has nothing to do with COVID-19.
  17. TLDR: Been here since kick starter. Don't like the passive skill system. Never have. Have never heard anyone say they did. What is the point of the passive trees? I think initially it was just to have some sort of 'permanence' to your account or a way to slowly but surely get stronger. What are the pros/cons of passive training taking long time (months, even years) to become a master at something? PRO 1: It prevents you from doing everything on one account, I can get behind that. But eventually with enough time, you will have everything. CON 1: It 'rewards' you for having more time in the game. This was toted as a PRO but they have always talked about creating a catch up mechanic. Acknowledging the need for a catch up mechanic would imply that having some people farther ahead is a bad thing. It also negates the 'reward' of having more skills for having been playing longer. CON 2: It is non-interactive, limiting and boring. The time investment is a big hindrance to those without multiple accounts. Just in the combat tree alone, If I want a 2H plate wearing melee character and a 1H ranged leather wearing character, that is 6 SIX! different passive tree paths. I am going to feel either limited or gimped in my character choices. CON 3: It does nothing for 'character identity'. All the bonuses are applied at an account level and even then not all of your combat choices will apply CON 4: If you are too far behind the pack in crafting/harvesting you are obsolete (under the current systems we have access to) CON 5: You only get the 'Fresh Server' game experience once. The entire appeal of CF is that the game resets and you start over. This really is not the case. With enough passive training you are farming R10 nodes and making end game gear on day 1 of a freshly wiped campaign. I don't mean to speak for everyone but the wipes/sever ups are a blast. It is really a shame that we only experience that once. CON 5.5: We are currently experiencing a true 'Fresh Server' game experience right now. It takes too long to do anything useful with harvesting/crafting. Crafting on day 1 should be on par with what ever you consider 'minimum viable'. This means that crafting needs a quality baseline of advanced green War Tribe gear. This is either an issue of the passive tree or the loot tables. CON 6: Pushes you towards needing more accounts. (Good for ArtCraft, bad for Crowfall) --------------------------- At this point of what I'm writing here I went into Discord and told the 3 guys in there I was writing about the passive skill tree. Combined we have about 15 years in testing Crowfall. 2 of us have been here since the start. I told them I wanted to be objective about what I was writing and asked them for more PROs. They laughed. The closest thing they came up with was that it was 'easy' to manage and that it keeps you on equal footing with anyone else assuming you started playing the game at the same time as everyone else. What I would like to see.... You already have this in place, it is what the vision of the game was based on. Reset passive training After X amount of campaigns. Choose a base training speed that would culminate in the completion of 1 advanced skill line at around the start of Fall/Winter. This way you always complete your training to max and then get to utilize it throughout the reminder of the campaign. Here is how I would see this affecting each of the above PROs/CONs PRO 1: No change. You still keep this PRO CON 1: This con is all but eliminated. The only amount you can be ahead of someone is how much longer you've been in the campaign(s) cycle before the next wipe. You also eliminate the need for creating a catch up system. CON 2: Mostly eliminated. It is still non-interactive and boring BUT if I am focusing on 2H Melee Plate Blacksmith I know that the next campaign I can try a 1H Ranged Mail Grave Digger and not feel gimped. This would be amazing. I would feel much less that I needed to have multiple accounts just to play the game. CON 3: Really would not be any change here. Other than 'character identity' is no longer tied to the passive system because it is no longer a permanent thing. CON 4: This con is all but eliminated. The only amount you can be ahead of someone is how much longer you've been in the campaign(s) cycle before the next wipe. CON 5: Eliminated. CON 6: Somewhat diminished. You still can not do everything all at once, but you can do something different every campaign(s) cycle when you start fresh. Also, possibilities are endless here. Just off the top of my head you can start a campaign(s) cycle with... Increased / decreased training speed for different campaign(s) cycles. You can adjust/change/buff/nerf nodes in interesting ways each campaign(s) reset cycle. We could have a campaign(s) cycle where the melee weapon tree has double values or Iron harvesting nodes are inflated. You can have a campaign(s) cycle where different paths are some how connected. Things like, bonuses or negatives if you have certain trees trained. Managed to max out 2 harvesting lines? Get a huge combat buff. Things like that. Campaign(s) cycles where certain trees have increased/decreased cost. Or campaign(s) cycles where some trees are locked out. Campaign(s) cycles where you introduce new or different trees. Campaign(s) cycles where the training paths start at the end and you work your way backwards. With changing anything you would face a new set of CONS. Potential CONS for this proposed system might be... That you lose that sense of 'ownership' and uniqueness that your account has. I would argue that this was very weak to begin with and the source of this now is your vessel. Some people just wont like it.
  18. The exploration discs are free. They cost 0 talent points to acquire.
  19. WTF did I just watch and why could I not stop watching it?
  20. I know in the past that the version of the game we were playing was many builds behind what you were currently working on. Are we now caught up on test with 5.11? The reason I ask is that 5.11 has me worried if this is the version you are going to blast everyone to come check it out once it pushes to live. Don't get me wrong. I am excited for the game. I am not just bashing it. I've been here since before Kickstarter and I am not going anywhere. Everything below this is NOT in regards to game systems, content, features. The game is still too frustrating to play. There are too many things things that make it super annoying. I worry about releasing this to a wider audience in the state it is in. This is a list of frustrating things I encountered just this morning in the 2 hours I played. Performance UI Lag Limited UI functionality/customization Limited ability to set key binds Storage/banking is frustrating Redundant amount of items, many mostly useless. Grave sac items and artifact items are 2 good examples. Why are there multiple versions of the same item at the same quality? Serves no purpose other than to bloat inventory space. Grave sac items, along with many other things are not worth the time to sac them. The sac items are too numerous and sac values are too low for the amount of effort it takes to fight the UI. Looting is a PITA Map is frustrating to use Selling to vendors is laggy and cumbersome. When I farm I don't even bother to pick up things to vendor because I know how long it is going to take. NPC AI Lack of any sort of new player tutorial. Combat souring bugs. Many surrounding retaliate. Inability to name/sort vessels at character screen Incorrect tool tips Hovering over tool tips on the talents page Holding 'F' to enter, release, what ever. Super annoying. So I really hope that this isn't the point where you offer the game up to a larger audience to come try. Or I hope that you are still 6 months and many builds ahead of what we are playing on Test.
  21. While channeling Avatar on my Earthkeeper Druid I was hit by Wild Charge. It locked me in place and locked me out of all abilities for a good 20+ seconds. Look at the abilities on the bar, you can see a CD ticker with no numbers.
  22. You are not remembering wrong You are not going to find an all defense, 0 attack rating, + power damage, duel wielding, quad proc Cleric or ambidex, dagger chucking, forgemaster stoneborn in Crowfall currently. We got a race / class split and that was an awesome step in the right direction. But then we get 33 'specs' that are basically just 1. a dps spec 2. a tanky dps spec. 3. a bad dps CC sepc (and the CC doesn't matter with how DR, immunity and retaliate work atm) 4. a healer spec. There are a few outliers. Paladin, arch-druid, and sanctifier all do something different and are really cool in how they play. But mostly the 3 promotion classes per class just do not do enough different from each other. They don't change how the class plays.
  23. Definition of most likely. : more likely than not : probably It will most likely rain tomorrow.
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