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AngelikMayhem

Testers
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  1. Like
    AngelikMayhem got a reaction from Arkhan_the_Black in Final Thoughts from a Gatherer   
    With each update and with each subsequent passing second, Crowfall has figuratively screamed at me, "Why aren't you killing someone with that ax instead of felling that tree?"  Attempting to gatherer, craft, and sell in this game is an act of self-flagellation.  For what it's worth, here are my notes from 5.110:
    - Resource nodes are stunningly and unconscionably far apart now and about half the resource nodes are polluted by angry vermin.
    - Said angry vermin pull aggro from forever away and chase you for an hour until you're dead.
    - All previously passive creatures are now bloodthirsty Rambo-deer possessed by demons and capable of casting magical spells that can strike and kill from one city block away.
    - If you strike at a node and miss, you're automatically catapulted into battle mode -- which takes five seconds of standing still to deactivate.  Way to harsh my mellow.
    - If the game automatically swaps to combat mode now, why do we still have "spell trays"?
    - To even touch a rune pick I have to passively level my character for three real-life days, which means that you're telling new players, "Thanks for downloading, now don't play the game you're super excited about for a few days until it's no longer horrifyingly aggravating."  In the meantime, I have to stop mining every six nodes to re-craft my garbage.
    - The Fey's blast-forward dodge mechanic previously had an indicator to show me when the next dodge was available; now that indicator is gone preventing max efficiency while traveling the islands.
    - Nice snow flower.  What can I do with it?  No idea, you say?  Just look around at every single recipe in every single workstation until you figure it out, you say?  Okay, I'll be sure to do that.  Eat fire, snow flower.
    - The personal-store system is ghastly bordering on criminal.  Mark my words, if this game doesn't launch with an auction house then it will die within a month.
    - I walked through the city to the gates and transported to the--eh, next identical city--which I then had to walk through for two minutes to NOT find more ore.
    - I gained a level -- giving me two points.  I invested them into stamina.  I received +.2 stamina per point (not even a full point) because God forbid any one player has something that someone else doesn't have in this game like the ability to finish an ore node without having to pause gasping for breath.  I Tourette-screamed obscenities until other people came to check on me.  The quest for parity in this game is completely out of control: every single character is mathematically identical, the only reasonable option for investment points is damage, and there is zero min-maxing.
    How can an MMORPG survive without gatherers?  How can an MMROPG survive if it's on-rails?  Why must it be that if I choose not to kill medusa-bears and instead build weapons for everyone else that I be a leper?  Sadly, my time with this game has come to an end because the sheer volume of pills I need to take to remain calm make it prohibitively expensive.  I leave you all, then, with this final thought: the goal of every game dev should be to reward user creativity, not punish it.  If the devs fail to heed that maxim, then this game will not be long for this world.
    I truly wish you all good luck.  I'm out.
  2. Like
    AngelikMayhem got a reaction from Omne in Final Thoughts from a Gatherer   
    With each update and with each subsequent passing second, Crowfall has figuratively screamed at me, "Why aren't you killing someone with that ax instead of felling that tree?"  Attempting to gatherer, craft, and sell in this game is an act of self-flagellation.  For what it's worth, here are my notes from 5.110:
    - Resource nodes are stunningly and unconscionably far apart now and about half the resource nodes are polluted by angry vermin.
    - Said angry vermin pull aggro from forever away and chase you for an hour until you're dead.
    - All previously passive creatures are now bloodthirsty Rambo-deer possessed by demons and capable of casting magical spells that can strike and kill from one city block away.
    - If you strike at a node and miss, you're automatically catapulted into battle mode -- which takes five seconds of standing still to deactivate.  Way to harsh my mellow.
    - If the game automatically swaps to combat mode now, why do we still have "spell trays"?
    - To even touch a rune pick I have to passively level my character for three real-life days, which means that you're telling new players, "Thanks for downloading, now don't play the game you're super excited about for a few days until it's no longer horrifyingly aggravating."  In the meantime, I have to stop mining every six nodes to re-craft my garbage.
    - The Fey's blast-forward dodge mechanic previously had an indicator to show me when the next dodge was available; now that indicator is gone preventing max efficiency while traveling the islands.
    - Nice snow flower.  What can I do with it?  No idea, you say?  Just look around at every single recipe in every single workstation until you figure it out, you say?  Okay, I'll be sure to do that.  Eat fire, snow flower.
    - The personal-store system is ghastly bordering on criminal.  Mark my words, if this game doesn't launch with an auction house then it will die within a month.
    - I walked through the city to the gates and transported to the--eh, next identical city--which I then had to walk through for two minutes to NOT find more ore.
    - I gained a level -- giving me two points.  I invested them into stamina.  I received +.2 stamina per point (not even a full point) because God forbid any one player has something that someone else doesn't have in this game like the ability to finish an ore node without having to pause gasping for breath.  I Tourette-screamed obscenities until other people came to check on me.  The quest for parity in this game is completely out of control: every single character is mathematically identical, the only reasonable option for investment points is damage, and there is zero min-maxing.
    How can an MMORPG survive without gatherers?  How can an MMROPG survive if it's on-rails?  Why must it be that if I choose not to kill medusa-bears and instead build weapons for everyone else that I be a leper?  Sadly, my time with this game has come to an end because the sheer volume of pills I need to take to remain calm make it prohibitively expensive.  I leave you all, then, with this final thought: the goal of every game dev should be to reward user creativity, not punish it.  If the devs fail to heed that maxim, then this game will not be long for this world.
    I truly wish you all good luck.  I'm out.
  3. Like
    AngelikMayhem got a reaction from Rawdawg in Final Thoughts from a Gatherer   
    With each update and with each subsequent passing second, Crowfall has figuratively screamed at me, "Why aren't you killing someone with that ax instead of felling that tree?"  Attempting to gatherer, craft, and sell in this game is an act of self-flagellation.  For what it's worth, here are my notes from 5.110:
    - Resource nodes are stunningly and unconscionably far apart now and about half the resource nodes are polluted by angry vermin.
    - Said angry vermin pull aggro from forever away and chase you for an hour until you're dead.
    - All previously passive creatures are now bloodthirsty Rambo-deer possessed by demons and capable of casting magical spells that can strike and kill from one city block away.
    - If you strike at a node and miss, you're automatically catapulted into battle mode -- which takes five seconds of standing still to deactivate.  Way to harsh my mellow.
    - If the game automatically swaps to combat mode now, why do we still have "spell trays"?
    - To even touch a rune pick I have to passively level my character for three real-life days, which means that you're telling new players, "Thanks for downloading, now don't play the game you're super excited about for a few days until it's no longer horrifyingly aggravating."  In the meantime, I have to stop mining every six nodes to re-craft my garbage.
    - The Fey's blast-forward dodge mechanic previously had an indicator to show me when the next dodge was available; now that indicator is gone preventing max efficiency while traveling the islands.
    - Nice snow flower.  What can I do with it?  No idea, you say?  Just look around at every single recipe in every single workstation until you figure it out, you say?  Okay, I'll be sure to do that.  Eat fire, snow flower.
    - The personal-store system is ghastly bordering on criminal.  Mark my words, if this game doesn't launch with an auction house then it will die within a month.
    - I walked through the city to the gates and transported to the--eh, next identical city--which I then had to walk through for two minutes to NOT find more ore.
    - I gained a level -- giving me two points.  I invested them into stamina.  I received +.2 stamina per point (not even a full point) because God forbid any one player has something that someone else doesn't have in this game like the ability to finish an ore node without having to pause gasping for breath.  I Tourette-screamed obscenities until other people came to check on me.  The quest for parity in this game is completely out of control: every single character is mathematically identical, the only reasonable option for investment points is damage, and there is zero min-maxing.
    How can an MMORPG survive without gatherers?  How can an MMROPG survive if it's on-rails?  Why must it be that if I choose not to kill medusa-bears and instead build weapons for everyone else that I be a leper?  Sadly, my time with this game has come to an end because the sheer volume of pills I need to take to remain calm make it prohibitively expensive.  I leave you all, then, with this final thought: the goal of every game dev should be to reward user creativity, not punish it.  If the devs fail to heed that maxim, then this game will not be long for this world.
    I truly wish you all good luck.  I'm out.
  4. Like
    AngelikMayhem got a reaction from JamesGoblin in I Climbed the Mountain in Jotun 4   
    Ta-daaaaaaaaaaaaaa!
    https://pbs.twimg.com/media/EPuywU_XUAog13f?format=jpg&name=large
  5. Like
    AngelikMayhem got a reaction from miraluna in I Climbed the Mountain in Jotun 4   
    Ta-daaaaaaaaaaaaaa!
    https://pbs.twimg.com/media/EPuywU_XUAog13f?format=jpg&name=large
  6. Like
    AngelikMayhem got a reaction from RedSinistra in Idea: Reverse Crafting Lookup   
    As a new player, I would love to right-click on an object or crafting resource and choose a "See Recipies..." option that lets me see what I can do with this new resource I just picked up.  Right click on "slag" and have it say "this is a basic ore" and then "basic ores are usable in..." then "- metal belt buckle",  "-metal nails", etc.
    In the case of an object, there could also be a "See Ingredients..." option to break down how to go about crafting this object by showing a tree with all the resources you'll need and the steps you'd need to take to craft it.
  7. Like
    AngelikMayhem got a reaction from miraluna in Great cosmetic way to monetize?   
    I'm concerned about how this game will survive after launch.  I think they should look to Path of Exile for applicable solutions:
    1) sell costumes and dyes for costumes and hair
    2) sell special effects like particles and such
    3) sell inventory tabs and force all users to work out of the account stash so those tabs fill up quick
    I also wouldn't mind a pet bunny.  Just sayin'.
  8. Like
    AngelikMayhem got a reaction from Pann in My 11 Gathering Improvements   
    So, I get it.  This game is 99% about slaughtering randos with big swords.  Not my thing, but I get the appeal.  I'm here for the other 1% of this game -- smashing rocks as a way of remaining calm in real life.  I'm one of the six people who saw the promo videos for this game and thought, "Yes, exactly, I want to beat the poorly made socks out of that rock for an hour and then sell what it craps out so I can buy a huge town and become a mayor not dark but beautiful and terrible as the dawn" and then plunked down fifty bucks to give it a shot.  If this game is going to make my dreams come true, here's what I need ACE to add (listed here in order of importance):
    #11: If I fall six inches, don't take half of my life.  The words I am sparing you on this issue are stunningly and unconscionably profane.  This is rage inducing.
    #10: Put some of the ore/stone/wood nodes on the side of Mount Juliet so I have a reason to explore.
    #9: The dodge mechanic actually has three charges but only shows two in the nav bar.  Also, sometimes you can use all three at the same time and at other times you only get two and then have to wait three seconds for the third one to finish charging.  But there seems to be no rhyme or reason for why this changes.  Gatherers need a solid four dodges.
    #8: Correct the descent time on a floating Fae.  These are creatures with wings.  If you're unwilling to let them fly (and I still don't understand your point of view on this), then at least make it so my Fae doesn't plummet like a stone while gliding.  Even better, make Fae the slowest walking race and speed them up why gliding.
    #7: Gatherers need a class.  Call them "Lumpers" or whatever, make them available on every race (especially Fae), and instead of being great with a sword or a bow, give them a leveling tree based around gathering, selling, exploration, dodge regen time, and building towns.
    #6: It should take sixteen (16) whacks to end a node.  No more.  Just change the quality and quantity of the ore that comes from those sixteen strikes to scale with level.
    #5: Stores are absolutely broken.  After I spent an hour building one store, it turns out it costs 2,100 gold per day to run the thing.  It's impossible to make up that cash selling ore.  So now I've got three-thousand ore and no way to sell them.  Build one universal trading board where anyone can post (limit 20 unique items, buy more slots in the account shop) what you have and how much you're selling it for.  I found one purple amputated hand that is desperately needed by the necromancers and it's doing squat right now.
    #4: Add "resources" to the inventory sorter so I can see only ore/wood/stone.  The other way to do it would be to change "Limestone" to "Stone: Limestone" so they'll naturally sort themselves alphabetically.
    #3: You need to shave exactly two seconds off the regen time of ore/stone/wood nodes to make the LVL 5 island work.
    #2: For the love of God, let me turn more than two ore at a time into ore concentrate.  Mulch, gravel, ore concentrate, and like six other things will only accept two base components at a time during crafting.  That's insane!  I need to turn 1,400 logs into mulch to make a town, but can only process them TWO AT A TIME!!!!  I've got all the logs; let me put them into a hopper and come back in an hour.
    #1: Give gatherers experience points.  I'm trapped at level 22 because I'm a gatherer, not a warrior.  Everything in the game should grant 1XP so that I can convert 1,000 ore to 1,000 XP and join everyone else at level 30.  The idea that someone buying 6,000 apples and jumping straight to thirty is somehow cheating is crap.  Who cares how you get your character to thirty?  And if someone does trash all those apples, congratulations: you just solved all of your game economy problem.
    Anyway, those are my thoughts.
  9. Sad
    AngelikMayhem got a reaction from Wilbur in My 11 Gathering Improvements   
    So, I get it.  This game is 99% about slaughtering randos with big swords.  Not my thing, but I get the appeal.  I'm here for the other 1% of this game -- smashing rocks as a way of remaining calm in real life.  I'm one of the six people who saw the promo videos for this game and thought, "Yes, exactly, I want to beat the poorly made socks out of that rock for an hour and then sell what it craps out so I can buy a huge town and become a mayor not dark but beautiful and terrible as the dawn" and then plunked down fifty bucks to give it a shot.  If this game is going to make my dreams come true, here's what I need ACE to add (listed here in order of importance):
    #11: If I fall six inches, don't take half of my life.  The words I am sparing you on this issue are stunningly and unconscionably profane.  This is rage inducing.
    #10: Put some of the ore/stone/wood nodes on the side of Mount Juliet so I have a reason to explore.
    #9: The dodge mechanic actually has three charges but only shows two in the nav bar.  Also, sometimes you can use all three at the same time and at other times you only get two and then have to wait three seconds for the third one to finish charging.  But there seems to be no rhyme or reason for why this changes.  Gatherers need a solid four dodges.
    #8: Correct the descent time on a floating Fae.  These are creatures with wings.  If you're unwilling to let them fly (and I still don't understand your point of view on this), then at least make it so my Fae doesn't plummet like a stone while gliding.  Even better, make Fae the slowest walking race and speed them up why gliding.
    #7: Gatherers need a class.  Call them "Lumpers" or whatever, make them available on every race (especially Fae), and instead of being great with a sword or a bow, give them a leveling tree based around gathering, selling, exploration, dodge regen time, and building towns.
    #6: It should take sixteen (16) whacks to end a node.  No more.  Just change the quality and quantity of the ore that comes from those sixteen strikes to scale with level.
    #5: Stores are absolutely broken.  After I spent an hour building one store, it turns out it costs 2,100 gold per day to run the thing.  It's impossible to make up that cash selling ore.  So now I've got three-thousand ore and no way to sell them.  Build one universal trading board where anyone can post (limit 20 unique items, buy more slots in the account shop) what you have and how much you're selling it for.  I found one purple amputated hand that is desperately needed by the necromancers and it's doing squat right now.
    #4: Add "resources" to the inventory sorter so I can see only ore/wood/stone.  The other way to do it would be to change "Limestone" to "Stone: Limestone" so they'll naturally sort themselves alphabetically.
    #3: You need to shave exactly two seconds off the regen time of ore/stone/wood nodes to make the LVL 5 island work.
    #2: For the love of God, let me turn more than two ore at a time into ore concentrate.  Mulch, gravel, ore concentrate, and like six other things will only accept two base components at a time during crafting.  That's insane!  I need to turn 1,400 logs into mulch to make a town, but can only process them TWO AT A TIME!!!!  I've got all the logs; let me put them into a hopper and come back in an hour.
    #1: Give gatherers experience points.  I'm trapped at level 22 because I'm a gatherer, not a warrior.  Everything in the game should grant 1XP so that I can convert 1,000 ore to 1,000 XP and join everyone else at level 30.  The idea that someone buying 6,000 apples and jumping straight to thirty is somehow cheating is crap.  Who cares how you get your character to thirty?  And if someone does trash all those apples, congratulations: you just solved all of your game economy problem.
    Anyway, those are my thoughts.
  10. Like
    AngelikMayhem reacted to bignick22000 in Great cosmetic way to monetize?   
    Not only is the cosmetics a good Idea I would really like to have this just as an option. I AM A CONSUMER and I would like to consume cosmetic items.  I think it would be cool of the type of items sold were things that would be additives that could be added a crafted item, they could various amounts of charges in them to make the sword look different or what not. 
     
    I would also pay for something akin to a AN EK for a campaign. But instead of Eternal its just a temporary kingdom for that specific Campaign. Maybe you pay a certain amount of money and you get access to a portal that allows you to build a small meeting area where people could access you shops and look around.
  11. Like
    AngelikMayhem got a reaction from Kraahk in Idea: Reverse Crafting Lookup   
    As a new player, I would love to right-click on an object or crafting resource and choose a "See Recipies..." option that lets me see what I can do with this new resource I just picked up.  Right click on "slag" and have it say "this is a basic ore" and then "basic ores are usable in..." then "- metal belt buckle",  "-metal nails", etc.
    In the case of an object, there could also be a "See Ingredients..." option to break down how to go about crafting this object by showing a tree with all the resources you'll need and the steps you'd need to take to craft it.
  12. Like
    AngelikMayhem reacted to Durin in gathering mechanic   
    I liked Wildstar's loot vacuum.  Just press "v" near loot and suck it in. 
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