Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

APE

Testers
  • Content Count

    1,851
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by APE

  1. APE

    1500 Powers?

    Once someone makes a crafting calculator for the public, all the time and effort to make a complex system goes down the drain. I have no interest in crafting and figured out how to make items on the Test server without a huge amount of time or effort. Passive training, RNG drops, and RNG craft results seem to be the largest hurdles once the crafting formula is figured out. I liked BDO for the most part and AoC seems like a Western version so I backed it to at least help it get out the door. Not really looking for another PVE heavy MMO, but it has some potential. I played DAoC/WAR instead of SB so I'm all for RvR. I want Dregs to work, but numerous games trying the GvG design likely paint the picture of Crowfall's version. Got at least a year or more for any of them so we'll see. Ralph Koster is making another game now too so add that to the pipe dream game pile.
  2. APE

    1500 Powers?

    Really hope Camelot or Ashes end of being decent as their character building looks so much more interesting. Crowfall has some decent ideas, but Disciplines, Talents, and Promos aren't close to what the other two games have planned. Which is surprising if SB had as much as you and others have said. Unfortunate that they kind of one and done the whole class design (after re-doing it multiple times) which to me is one of the most important aspects of a game. I don't care if a map looks 5% different every time or if crafting takes 10 or 1000 steps to make a axe handle which seems to have been a big focus.
  3. Thank you, completely forgot about the lake as well.
  4. APE

    1500 Powers?

    FAQ actually was updated somewhat recently with the new look and details within it, however some areas seem rather outdated and less then accurate. Combat being one. They might believe their version of healing isn't "fire hose" because it isn't a literal copy of WoW, but I hope some of us know better. Going by what they've created not by the FAQ nor anything they've said pre-Kickstarter to now, they missed the boat on this goal. While I get things change during development, they seemed to have walked back several of their plans that would of made this something more interesting/new compared to more traditional MMOs. Only advantage I see CF having over other games I've backed is it likely will launch first. Beyond that, other crowdfunded games seem more interesting on paper and in their current development stages. Hoping Frostweaver has a healing option to add variety but the class role design is out of whack even then. Just another DPS heavy game cause pew pew pew is the easier way to go.
  5. Do you remember where this was shown? I don't recall seeing it.
  6. Not sure if these would be considered core, but seem important to me: Advantages & Disadvantages UI overhaul (especially Crafting) Thralls Mass crafting production Campaign rewards EK being more then glorified housing for a handful of people at a time While plenty of games launched with "core" features and grew over time, they likely launched with a lot more in comparison to what Crowfall has or will have by launch from what they've announced. Some believe the current version is launch ready, doubt the larger gamer pool agrees.
  7. APE

    1500 Powers?

    Why do you have to bring a healer, this isn't WoW. The FAQ clearly points out there isn't fire hose healing and... deadly game because of light on in-combat healing support classes have key buffs/debuffs at a cost to damage and defensive capability healing requires aim moved away from healing adding a multiplier to a players hit points based on healers resources Just run without a healer, everything will be fine
  8. APE

    1500 Powers?

    I was curious if anyone knew where then number came from. Several folks on here have shown their enjoyment of looking at the numbers and data. I saw the number and it just hit me as very high, which it is unless the term used is encompassing more then is easily seen. Their gaming site articles are a form of marketing and shouldn't have any details that might give a false impression. Would be better to say there are tons, hundreds, over a thousand, insert whatever to give a more vague description that leaves more for the individual to find out about. Like using Disciplines as a form of "sub-class" is fairly misleading to me as I doubt the average gamer would agree. Same goes for other common terminology they use but in a CF specific way. When I read "game has 1500 powers" I expect the game to have 1500 powers that I can play with in some way or another. ACE's choice in terms has always annoyed me, but can't change that. I'll just accept them for what they are.
  9. I've yet to see anything that thwarts uncle bob much more then any other game. Campaigns end and there are import restrictions, that's about it. Small guilds will always have a place but I highly doubt small guilds will achieve greatness on their own. Which is how it should be. However their proposed reward systems might allow smaller guilds or even individuals to reap some rewards, but numbers will likely always rule. Open world PVP is home to the Zerg. Like uncle bob, I haven't seen anything that will keep this down more then any other game. Besides maybe poor performance and the literally inability to zerg because the servers will melt. I don't see it being poorly implemented in of itself, but the greater design as whole doesn't seem to be the magic bullet they somewhat promised at the start to fix the issues of similar past games. Uncle Bob, Zergs, Grinding will weigh heavily on outcomes.
  10. "Forcing" people to play a mode they don't want will likely not go over well. Large part of why I backed them was the plan to have multiple ways to play as rarely is it one size fits all. If people wanted to play XYZ, they would be. If ACE wanted players to play/test one option more then another, they'd simply not have them all going at once. We are at a point where they are trying out different options while the population is tiny and the result is what it is. They announced a big update and total wipe months in advance so likely the pop will remain the same or even drop until then. The next update brings the incentives to do things besides circle stand and keep fight. I'd rather they just copy over the TEST server stuff to LIVE and let everyone have unlimited access to making/creating whatever they want and just enjoy it while it lasts.
  11. This depends on what is considered a core system currently. Some things I consider "core" haven't been discussed at all for a good while and weren't mentioned during the latest Q&A. Beyond needing to push it out because of lack of resources, not sure how this will be good for the health of the game and its future.
  12. APE

    1500 Powers?

    When I did my estimate I gave every class 75 powers to account for them double dipping powers modified by talents. Believe Champ Base + Promos is <30 powers/passives and they are one of the more combo heavy classes. I'll maybe hop on tomorrow and check, but highly doubtful there is close to 1500 without ACE being generous as to what is considered a power, at least what we have access to.
  13. APE

    1500 Powers?

    That's understood. Maybe I'll waste a few more mins and do a better count, but even counting every combo step, passive, and double counting powers altered by talents the result will still likely be far from 1500.
  14. APE

    1500 Powers?

    That would make more sense as we've seen plenty come and go over the years and they might just use a running total which is a bit misleading to use as marketing. Is what it is, but can't help being irked when companies use buzzwords and inflated numbers that tend to be thrown back at them negatively.
  15. APE

    1500 Powers?

    The comment seemed to be specific to players and the numerous options we have. Even with mobs, there isn't 100 mobs with 4 unique powers or anything crazy. Most seem to be using player powers. the incredibly deep character advancement system (we have about 1500 unique powers spread across thousands of unique race/class/sub-class combinations).
  16. Totally agree. Some of us suggested making capstone free soon after they were revealed, took them a while but they did it. They could come around and change passives more later on. I'm all for choice, but having a large pool and few slots just removes creativity IMO. As the meta/fotm and likely overpowered options float to the top. What I'd like to see and seems feasible: 3 Minor Discipline Slots: Equip discipline, get passive or stat benefits automatically. 3 Passive Slots: Class specific passives. Could be base and promo, but likely would need a few more overall for each class. Exploration: Keep it how it is with the passives granted being used by the 3 survival bar passive slots. Major Disciplines : Not sure if it will be completed or scrapped, but the plan seems to be for Major Disciplines to become part of the leveling/talent point system. Where we would need to spent talent points to unlock Major powers/passives or maybe even enhancing them (doubt it). If this does happen, would like passives paid for with points to be given to us without needing to slot them. Besides creating new passives (which the game as a whole needs), this seems relatively doable within what is available. Still requires choices but allows for more build creativity. Not counting exploration, this could result in up to 12 passives factoring in compared to the current 5. Race x 1, Promo Capstone x 1, Class 0-3, Major 0-4, Minor 0-3 (races with extra passive would get another class slot) Still not as deep as many other games, but it helps. Add in the Advantages & Disadvantage system and I might actually buy into them saying this game has an incredibly deep character advancement system. Still not as deep as many other games, but it helps.
  17. APE

    1500 Powers?

    I assumed this, but there aren't that many powers, combos, or even passives across all races, classes, disciplines. At least things that you can actively use or just slot for whatever benefit. Maybe they count the modified version of powers from talents or something but even then they seem to get several hundred more then what I see. Did a rough count being very generous and ended up with 1200. More accurate would likely be a few hundred less. No biggie, but when actual numbers are stated and being used to sell something, I like to know where they pulled the number from. One thing to say they have "thousands" of combinations and another to say they have ~1500 powers.
  18. The recent TTH article had this: we have about 1500 unique powers spread across thousands of unique race/class/sub-class combinations They've created a lot but that number seems a bit high unless I'm missing something. Blair math can only explain so much. Also, there is no doubt a lot of possible combos when factoring in disciplines (assume this means sub-class), but realistically viable options aren't that high. Marketing hype is what it is though. I'll give them the combos potential but not sure where 1500 powers comes from.
  19. Don't quote me but I believe they said they'd bring new features up on TEST here and there individually or whatever with the big patch milestone happening by end of Feb 2020. Some of the new features seem dependent on others so I imagine TEST will have everything at some point prior to going to LIVE.
  20. What features can't you test without a crafter? Which of those haven't been tested for years or a great deal at this point and or are likely on hold because of the next milestone?
  21. Since this game is heavy on stats, displaying race stats/benefits at creation along with which stats benefit specific classes would be helpful. Be it on the site or in-game this seems like a fairly easy thing to put in somewhere.
  22. Read suggestion again. Replace weekly War Stories with overall Campaign Story. 1 winner. However, now that you bring it up, they could very well start giving out other rewards besides the participation trophies. Naming lands, strongholds, POI, NPC, fallen heroes, whatever seems rather easy to implement and could be tailored to anything they are able to track (just about everything). Someone standing in a circle to help their faction win is doing a lot more then me currently. Not sure if they ever plan on having titles to earn, but seems like another relatively easy thing to do, even if they don't have the means currently to implement.
  23. Pretty much. Is what it is. Can't make them work faster or produce higher quality results. I don't regret backing anything on Kickstarter for better or worse, but I have the understanding that it's basically like lending someone money. Only lend what you are okay with not getting back. I expect/hope for something in return, but if not the world will continue. If you have a KS package, try selling it to a Trusted Trader. If not, hold on to whatever you have and maybe in a year or several they'll have something worth playing.
  24. There are rules for the forums and in-game, if you believe people are breaking them, report them. Very easy. No need to engage or attempt to have conversations. Almost every gaming community has toxic members, but considering Crowfall's population is a couple hundred, it isn't too hard to figure out who is doing what. However, very few people comment here so if you are looking for other views, good luck. You get what you get. I'd personally take advice from people that have shown they can perform well as an individual and as a team, going by years of examples during testing. Beyond that, you have to realize this is not a "game." We are in "pre-alpha" and while the devs do attempt to fix or balance things here and there, that is not a priority. Rangers for example have gone from too powerful to useless to powerful to useless, repeat. One change can fix/break several other things. Classes, promos, powers, etc are in no way balanced currently. Clearly some builds are much more useful currently (meta). ACE has focused on Stats being all powerful where it doesn't matter how good a PVPer you might be in another game, if you simply don't have the stats and or use them fully, the results will be less then optimal. Along with needing the proper good builds for group play and other factors. GW2 isn't perfect but has years to polish and adjust things. Can't think of one thing Crowfall does better or as well when it comes to combat, class design, build options, etc. Crowfall is more about crafting and grinding then quality PVP IMO. Trying to take pre-alpha seriously and break down all the data seems rather pointless currently. Sounds like the next big update (Dregs hopefully) is months away. In the meantime ACE seems to have gone quiet and I highly doubt we'll see major changes to classes/balance. Post and send them the data you obtain and cross your fingers. Until then, the same folks that have been winning and performing well will continue to do so. New players will struggle for obvious or less then obvious reasons.
×
×
  • Create New...