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

Tiberius_Invictus

Testers
  • Content Count

    82
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    Tiberius_Invictus got a reaction from Carausius in WTB for 10 million gold:   
    I'm not saying the experimentation algorithm needs to be changed, I'd just like to know what it IS so I can go full bore statistician on that $#!%.
    I do agree that failing an assembly because of the 98% cap is a real kick to the groin.  Seems unnecessary to cap at 98% since crafted stuff has durability and won't last forever.  Durability of crafted stuff should be sufficient to keep the economy going without the rage-quit inducing unavoidable  2% roll.
  2. Like
    Tiberius_Invictus got a reaction from bignick22000 in WTB for 10 million gold:   
    I'm not saying the experimentation algorithm needs to be changed, I'd just like to know what it IS so I can go full bore statistician on that $#!%.
    I do agree that failing an assembly because of the 98% cap is a real kick to the groin.  Seems unnecessary to cap at 98% since crafted stuff has durability and won't last forever.  Durability of crafted stuff should be sufficient to keep the economy going without the rage-quit inducing unavoidable  2% roll.
  3. Like
    Tiberius_Invictus got a reaction from JamesGoblin in 5.92.0 LIVE Bug Reports for 6/6/2019   
    This is great info, since it helps reduce the grind by making the search more focused.  Any chance we can get similar info with the minor and major discs when those become enemy specific drops as well?  Same thing if there are plans on making the tool belt items and recipe scrolls enemy specific.
    Thanks!
  4. Thanks
    Tiberius_Invictus reacted to vkromas in 5.92.0 LIVE Bug Reports for 6/6/2019   
    Ok, I think I'm finally getting the question you're asking. Sorry, there have been some changes and more in the works so I'm trying to keep it all straight. 
    I'm going to toss a lot of info at you and hope this clarifies a bit on how to get all 10 exploration disciplines. As far as I know, they aren't actually dropping from NPCs or Mobs, but are in the harvesting loot tables now.
    Creating an Exploration Discipline: The first requirement is harvesting a rough soulgem.
    Rough Soul Gems: Drop from ore harvest nodes. Before a player can collect rough soulgems they will need to train within the Exploration skill tree to unlock the ability to harvest these soulgems from Ore Harvest Nodes. 
    After a player polishes a soulgem using the crafting system (under the “Jewelcrafting” category) players can slot that item into a harvest tool to collect exploration souls from harvest nodes. In order to unlock this additive in the recipe players will also need to have the Runemaking Techniques minor discipline equipped, which will then allow an additive slot on the harvest tools recipes to be added. Once that tool has a soul equipped then you can start harvesting exploration souls from harvest nodes,  rank 6 and above. 
    The following souls drop from Rank 6+ Stone nodes (Granite, Slate, Travertine, Marble, Limestone)
    connoisseur
    villein
    foreman
    quarryman
    The following souls drop from Rank 6+ Ore Nodes (Aurelium, Tin, Copper, etc)
    villein
    lookout
    connoisseur
    miner
    The following souls drop from Rank 6+ Skinning nodes (Spider, Elk, Wolf, etc)
    foreman
    hoarder
    lookout
    skinner
    The following souls drop from from Rank 6+ Graves (Human, Elven, Monster, etc)
    lookout
    survivalist
    hoarder
    grave digger
    The following souls drop from Rank 6+ Trees (Ash, Oak, Birch, etc)
    logger
    hoarder
    survivalist
    connoisseur
     
    Clear as mud? I know I threw a lot of info at you, and I hope this helps answer your question, but if not ping me again and I'll try my best to track that info down. 🙂
  5. Like
    Tiberius_Invictus got a reaction from JamesGoblin in How do you intend to pick up new players after launch?   
    For what good? Slowing down progress doesn't address the fundamental problems with passive skill gain, which are:
    1. Later players to join are permanently behind and can never catch up
    2. Greatly rewards players for buying more accounts, essentially P2W.
  6. Like
    Tiberius_Invictus got a reaction from JamesGoblin in How do you intend to pick up new players after launch?   
    If you really want to force people to specialize, just give people a set amount of skill points to allocate at the beginning of each campaign, then wipe the skills at the end.
    That way any new-comer can be just as useful, and the advantage for long-time players will be the gear & mats they've accumulated & exported from specializing in different things in previous campaigns.
  7. Like
    Tiberius_Invictus got a reaction from JamesGoblin in How do you intend to pick up new players after launch?   
    As a latecomer, the only thing keeping me from bailing on the game is knowing that there will be a skill reset for everyone sooner or later, putting us on equal footing again.
    I can't figure out how anyone joining the game after launch could feel like they'll ever be competitive.
    I know there has been talk of "catch-up" mechanics, but no talk of what that would look like.  Some activity or achievement you can accomplish in-game to gain skill faster?  If such a thing can exist, I feel like that should be the default way to gain skill over the nothing-you-can-do-about-it-watch-the-paint-dry current system.
    Also, the current system just makes the game pay-to-win for people who  buy multiple accounts.  Working as intended, perhaps?
     
  8. Like
    Tiberius_Invictus got a reaction from Ranger in Why all the barriers to participation in the economy?   
    Yeah, I think that's what's going to end up happening.  Plus any who posts in such a site can include EK name and coordinates of their vendor.
    Problem with such out-of-game systems is that they don't have access to the server data to know when an order has been fulfilled, and users rarely update the status of their fulfilled trade orders.
  9. Thanks
    Tiberius_Invictus got a reaction from Ranger in Why all the barriers to participation in the economy?   
    I love that the crafting system is designed to require exchange of goods between players who have specialties at different things, and promote a vibrant economy.  What I don't understand is if a vibrant economy is the goal, why make it so %$&* difficult to actually exchange goods?
    So to sell something you have to build all the support infrastructure in your EK, pay for a dozen different vendors because each will only sell certain things, then watch the vendor salary get wasted because nobody's ever heard of you and they're not going to visit the EK of some scrub, and because your EK isn't even available when you're not around.  Even the most renowned trading EK's aren't getting much visitation
    Likewise, buying stuff is almost as difficult as selling; you have to leave the campaign, travel to different EKs, walk around to different vendors and pull up all 3 of the wares they're selling one at a time, then when you don't find what you're looking for go all the way back to the beach head in the campaign again.
    I don't understand this at all.  Do you want a vibrant economy or not?  Your crafting system seems to indicate yes, but your merchant system seems to indicate hell no.
    Maybe put a single trader in each faction's temple where any player can put up to 10 items for sale, and any player can buy from that vendor.  If you get more than 10 items that you want to sell, then use the EK system.  Just a thought.
  10. Sad
    Tiberius_Invictus reacted to Ble in Upcoming Discipline Changes   
    Unless the repopulated the zone, theres only ONE mob that is ancient R6+ in the entire CW.  I bet they don't even know that. I really don't think people understand what just happened.  There is ONE mob that will drop two blue discs of a random type every 3 hours for the ENTIRE CW.  Yeah, I hope you don't need any discs, ever.  If you're making a purple vessel, you'll need 3 of those to drop.  So you'll have to get the random disc you need and youll have ONE chance every 3 hours to get it.  You're talking weeks based on average RNG, and thats IF you are the only one killing it.
     
    Wonder how well folks are going to do now against people who have characters built and disc'd already.
    Basically, if you didn't already have your character fully leveled, disced and geared - you can no longer play this game.

     
  11. Like
    Tiberius_Invictus got a reaction from Grendel in How do you intend to pick up new players after launch?   
    If you really want to force people to specialize, just give people a set amount of skill points to allocate at the beginning of each campaign, then wipe the skills at the end.
    That way any new-comer can be just as useful, and the advantage for long-time players will be the gear & mats they've accumulated & exported from specializing in different things in previous campaigns.
  12. Like
    Tiberius_Invictus reacted to VaMei in What would it take to get you playing again?   
    lol, all the collective 'we' need to do is figure out what we can agree that we want. I haven't seen a We Want This thread in a while that didn't end up with people going in a dozen conflicting directions.
  13. Like
    Tiberius_Invictus reacted to VaMei in Gold needs value   
    There's a ton of crying right now about how players can't find this important thing, can't make that, and don't want to grind on this that or the other. We need a working economy so that players can sell what they don't want or need, and buy what they do.
    Before that can happen, gold needs value. Gold needs to have enough inherent value that we'll trade away dust for it, we'll trade away embers for it, we'll trade away vessels, weapons, armor, and disciplines to our hated enemy if they'll give us enough of their gold.
    Gold needs to be easy enough to get that newer players in moderate gear can get it, but it should not be easier for organized high end players to get more gold from high end content. Organized players focusing on high end content should be getting the stuff we want to buy, or parts that become the stuff we want to buy; and they need to want to sell that stuff to get gold.
    Where is that underlying value for gold going to come from? Not from weapon molds and basic discs from vendors. If there's no plan to give real value to gold, then gold should be eliminated, dust should become the vendor currency, and alchemy should allow bi-directional conversion between dust and embers at a loss.
  14. Haha
    Tiberius_Invictus got a reaction from JamesGoblin in Why training is important   
    <wipes away tear> I think I got some ethereal dust in my eye...
  15. Like
    Tiberius_Invictus reacted to VaMei in What would it take to get you playing again?   
    Gold needs to be worth something to end game players if it's going to be be the currency of the vendor economy. End game players need to want gold badly enough that they'll trade that perfectly rolled legendary runic weapon of ultimate power to a potential rival in order to get their hands on a fat pile of gold. That value is not there today. Not that restoring gold sacrifice would create that value on it's own, but it's something.
    In a healthy economy where gold had value, we would be selling high end sacrifice items to each other for better returns than we get from throwing gold in the fire; but if there's enough gold in circulation that players want to throw it in a fire, let them throw it in the fire to get rid of it.
    Edit:
    Having a healthy economy solves many of the grind problems as well. Don't want to beat on trees and rocks to get resources? Don't have the skills to craft the gear you want? Don't want to farm for disciplines? Get gold and buy stuff.
    Gold sources should be ground level so that solo players with moderate gear can get about the same gold per hour farming solo content as high end players in groups chaining bosses. High end content should be where the stuff we want to buy comes from. Organized players will have access to stuff, but maybe not the right stuff, so they sell what they get and buy what they want.
    The question is, how to create that value for gold?
  16. Like
    Tiberius_Invictus got a reaction from bignick22000 in Rare drops takes the fun out of the game. - FIX   
    This is another good reason to have these desired items be craftable from many mats that are more likely to be dropped. it's easier to distribute loot after a war tribe run.
  17. Like
    Tiberius_Invictus got a reaction from JamesGoblin in 5.92.0 Feed Back Reports for 5/31/19   
    Given this new system for obtaining disciplines for higher tier vessels, is there going to be an inventory wipe when 5.92 goes to live?  Right now most people with higher tier vessels there already have their disciplines equipped and won't experience this new system of obtaining disciplines, so feedback will be limited.
    Also, many still have the crafting major disciplines slotted, which, based on the non-availability of those on the test server, I presume are being retired (though it would be nice to still be able to get the bonuses they provided through some other means)
  18. Like
    Tiberius_Invictus reacted to Ussiah in Worlds worth defending - Official discussion thread   
    @jpollard
    Has there been any talks of making maps REACTIVE.
    A current issue with this map is it is too big for the population.
    Would it be possible for the map(or atleast accessible maps/areas) to be small at CW start and for more areas/runegates to open based on population, season, or other actions?
    Like map starts as 1 keep and 3 adventure zones and more keeps/adventure zones appear.
     
    This could make the game/maps become more interesting especially if other triggers were created for special zones.
  19. Like
    Tiberius_Invictus got a reaction from JamesGoblin in 5.92.0 Bug Reports for 5/31/19   
    Song twisting passive, from the twisting minor disc does not seem to work.
  20. Like
    Tiberius_Invictus got a reaction from JamesGoblin in Rare drops takes the fun out of the game. - FIX   
    This is another good reason to have these desired items be craftable from many mats that are more likely to be dropped. it's easier to distribute loot after a war tribe run.
  21. Sad
    Tiberius_Invictus got a reaction from Kianna_RuneMaker in Embargo Changes - Official discussion thread   
    Yeah, I'm getting pretty uncomfortable with how P2W this game is getting.  At this point, I'm only interested in playing a campaign with strictly zero imports/exports for that reason.  (This assuming zero import/export campaigns rain legendaries because, why not?)
    They should also abolish the passive skill training, and instead make skill advancement tied to actions done during campaign (and said skill advancement can be the permanence that carries over between campaigns)
  22. Like
    Tiberius_Invictus reacted to bignick22000 in Rare drops takes the fun out of the game. - FIX   
    I Agree i also think these mob drops should be more solo friendly. when I level or grind I like to do it solo when people log of. I want to spend peek hours pvping not pveing. To add more hurt to the group factor every time a mob dies every one in the group runs to the mob to get the loot first, I hate that.
  23. Like
    Tiberius_Invictus got a reaction from JamesGoblin in Poll on how much you enjoy rare loot drops   
    Read the post above yours.  There are ways of doing it that are neither instant gratification nor an RNG lottery.
  24. Like
    Tiberius_Invictus got a reaction from JamesGoblin in Poll on how much you enjoy rare loot drops   
    No loot table should include items below 10% probability IMO.  If you want us to kill 500 of a certain enemy before we get what we're looking for, that's fine.  However, make the item we're looking for require 50 mats that have a 10% drop rate, instead of being 1 thing that has a 0.2% drop rate.  At least in the former case there is a sense of meaningful progress.
  25. Like
    Tiberius_Invictus got a reaction from Samulus in Poll on how much you enjoy rare loot drops   
    Read the post above yours.  There are ways of doing it that are neither instant gratification nor an RNG lottery.
×
×
  • Create New...