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Feathercoat

Testers
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  1. Like
    Feathercoat got a reaction from Fefner in Post 6.4 Changes for a Better Crowfall Overall   
    I agree with near every observation made here, but I do not share the optimism. The level of disconnect between ACE and the players outside the whale forums makes me believe that they have no idea about how the game is being played, what they want with it, or how they would get there if they eventually settled on a vision. The fact that players need to write out essays pleading for something as basic as a trading system, this far into development of a game that supposedly wanted a player driven economy, is grotesque.
    And no matter how much I agree with the post here, it really doesn't matter. A studio that needs to have things that basic explained to them will not have the ability to implement it, because they do not understand it on a fundamental level. The team is long overdue a serious investment in outside consultants, because whatever it is they are doing now, simply does not work.
  2. Like
    Feathercoat got a reaction from MacDeath in Post 6.4 Changes for a Better Crowfall Overall   
    I agree with near every observation made here, but I do not share the optimism. The level of disconnect between ACE and the players outside the whale forums makes me believe that they have no idea about how the game is being played, what they want with it, or how they would get there if they eventually settled on a vision. The fact that players need to write out essays pleading for something as basic as a trading system, this far into development of a game that supposedly wanted a player driven economy, is grotesque.
    And no matter how much I agree with the post here, it really doesn't matter. A studio that needs to have things that basic explained to them will not have the ability to implement it, because they do not understand it on a fundamental level. The team is long overdue a serious investment in outside consultants, because whatever it is they are doing now, simply does not work.
  3. Like
    Feathercoat got a reaction from BarriaKarl in Post 6.4 Changes for a Better Crowfall Overall   
    I agree with near every observation made here, but I do not share the optimism. The level of disconnect between ACE and the players outside the whale forums makes me believe that they have no idea about how the game is being played, what they want with it, or how they would get there if they eventually settled on a vision. The fact that players need to write out essays pleading for something as basic as a trading system, this far into development of a game that supposedly wanted a player driven economy, is grotesque.
    And no matter how much I agree with the post here, it really doesn't matter. A studio that needs to have things that basic explained to them will not have the ability to implement it, because they do not understand it on a fundamental level. The team is long overdue a serious investment in outside consultants, because whatever it is they are doing now, simply does not work.
  4. Like
    Feathercoat got a reaction from BehindYou in Post 6.4 Changes for a Better Crowfall Overall   
    I agree with near every observation made here, but I do not share the optimism. The level of disconnect between ACE and the players outside the whale forums makes me believe that they have no idea about how the game is being played, what they want with it, or how they would get there if they eventually settled on a vision. The fact that players need to write out essays pleading for something as basic as a trading system, this far into development of a game that supposedly wanted a player driven economy, is grotesque.
    And no matter how much I agree with the post here, it really doesn't matter. A studio that needs to have things that basic explained to them will not have the ability to implement it, because they do not understand it on a fundamental level. The team is long overdue a serious investment in outside consultants, because whatever it is they are doing now, simply does not work.
  5. Like
    Feathercoat reacted to Communist_Puppy in Post 6.4 Changes for a Better Crowfall Overall   
    I want to start by saying that overall the direction of the game has been moving makes me think that a decent bit of progress has been made. That being said I think the loot drop system is a more complicated way of solving an issue that in someways will still persist following the release of 6.4.
    For context for a good bit during 6.2 - 6.3 I ran a pretty successful econ/merc guild. In an average week we good turn over about a million gold in profits. Not bad for about 15 dudes. I 100% agree with you that the current in-game systems make purchasing gear or crafting gear not worthwhile. Making a sale with a player in game was something that was not frequent. When I sold a weapon or a gear set it was not something that was going to be replaced in days or even weeks.
    I 100% agree that there needs to be a better system to promote gear churn. But on the flip side there also has to be an incentive to want to push, craft, and desire crafted weapons. With the system on test right now WT out preforms crafted weapons in pretty much ever facet. I understand how ACE feels about crafting where in that is something that a player signs up for. 100% understand there, but why do I want to craft a weapon that is across the board worse than a dropped item in game. WT tuning needs a pass something that I think easily can be looked at. Sliding WT down and pushing common weapons up as a means would mean that those that don't have time for farming WT but can make gold or have surplus gold can still contribute to the economy. Make crafting matter more and drive it to be something that I want. I also would love to see if there was a way to put quivers on WT's as drop (This is a personal sentiment that I think archer players everywhere would love you for.) An option to mass create a good portion of items would also take away a lot of the frustration of crafting. Also the initial creation system of blueprints to be a deep and time consuming process that requires crafters to really think through what a weapon should look like stats wise and can do but then allow the crafters the option to plug and chug resources. I think there can be a common ground between unfun and too shallow. 

    On top of making changes to WT to balance out crafted and WT I think a loot needs to be taken at why a player wants to push for crafted. Even with sliding the numbers up running crafted in a 6.4 for world becomes less of a fun experience and more of a liability. Even on test where gear is 100% free and I can easily replace my losses there were times where I found my self in the test dregs not wanting to take fights. This was a similar feeling shared by a large part of my guild as well. For a large part of the community the system and loops in the game have lead to pushing for crafted gear because it made you feel strong. It was fun to see your work pay off. Now it feels like a liability losing crafted makes you feel as if you screwed over the work of many systems in the guild. Simply said it's no longer fun to run crafted. It's a liability. It feels awful killing 5 - 6 people and getting nothing that I can actually use for my class and then dying and losing half my kit. I really want to make this clear. I 100% agree that crafted especially late game crafted needs a pass. As it stands now on live you get a end game crafted set of weapons and armor then sit on them for a good portion. To tie this back into my earlier statements on crafting and creating an economy in the game I think a happy medium can be struck. Ditch item drop on death but also drastically raise the durability hit on death. When I say this I mean for context a piece of WT gear would last ~10 deaths. Vendor would last around ~5. Weapons along similar lines. This would lead to many different meta shifts. For one crafting could still feel like a essential part of the game. If a crafted gear set lasts for 20 deaths with higher stats than WT or vendor gear then players would still be able to live the crafted power fantasy while still churning through gear. Econ focused guilds could actually curate a healthy player base and maybe even look to make deals with dregs focused guilds looking to take strain off their internal crafters. Smaller and non-aligned guild could have a direct line to items as well through a more robust econ or by fielding WT only. I feel this would also lead to more world interactions as those looking to curate their gear through gold, WT, or harvesting would be more hard pressed into the world. A core problem I see with the 20% drop system is when you win you will snowball very hard. A dominant guild would get to silly heights of snowball something that I personally think would push me away from the game. 

    A very big problem that I see in all of these systems no matter if you swap to a durability system or keep a drop system is that fundamentally there is no good way to find gear. With the amount of items dropping from dregs even if an econ guild wanted to run a successful business model it would be near impossible to have the sheer selling space to even list and sell items. Another thing that I have always found odd is that the free city does not allow for easy trading between members. It would be nice if you were able to freely trade in the free city as this could lead to more interesting in game interactions. A real game example I can share is that during one of my contracts a GM wanted to pay me in gold. We both had to spend 30 - 40 minutes finding a random spot in the middle of dregs where we could go with 2 of our members to kill on another and exchange the gold. It was clunky and something that I feel could be easily rectified. We need to also address the elephant in the room which is that EKs are not succifecent trading spaces. A comment made in the last Q&A that really worried me was the thought that players would look to eks for goods and weapons. The current search options for the EKs are...inadequate to say the least. It's very frustrating as a system because you end up playing roulette to find an ek selling anything worth a damn. It feels very clunky and honestly without a trade channel in game where people could even attempt to direct people to an EK, I think pushing EKs as a trading hub is a little unrealistic. The parcel system is also one of the most frustrating and purely time consuming things that even a guild working together can do. Some of the numbers to create parcels are outrageous. I highly recommend you take a Saturday afternoon and make a shire parcel as a single player in test where you can grab all objects. You will want to have a move on your other monitor.

    A love the game. I really want it to be great. And for a lot of the problem I think you are dead on. Most of these changes are thing I would have suggested even before 20% drop rate was an option. At this point I am almost certain that is a slider that you will turn down but I really feel that a lot of the changes suggested hear would still apply and make the game overall as a whole feel better.  
  6. Like
    Feathercoat got a reaction from pamintandrei in Opinion: 6.2 is missing the mark   
    I'd love it the other way around. Very low base damage for AoE, that then increases depending on number of targets hit. Create some counterplay to blobbing and give players a reason to develop tactical awareness beyond "Stand next to your friends". An added bonus is that it would slightly offset raw numbers advantage in fights.
  7. Like
    Feathercoat got a reaction from Wayoun in Continuity   
    The point is/was for the Eternal Kingdoms to serve as the long term goal: You use the spoils from the short term campaigns to build up your personal, and permanent, area. When/if that'll actually manifest as a functional system remains to be seen. It's the feature I'm personally holding out for before I start playing again. I need them to prove that they can tie short term and long term together in a cohesive fashion, where one doesn't dwarf the other, before I'm willing to invest further time.
  8. Like
    Feathercoat got a reaction from JamesGoblin in Just joined.   
    That was very helpful. Thanks a lot
  9. Like
    Feathercoat got a reaction from JamesGoblin in Just joined.   
    I'm gonna piggyback off of this topic, rather than create a completely new one.
    Noob question 1: How big is the discrepancy between good character builds, mediocre builds, and bad builds? Does it automatically decide the outcome of fights, or is there still some amount of wiggle room in terms of player skill? In short, how reliant am I on aping "meta" builds?
    Noob question 2: How much worse is solo play than the intended group play? I know, and love, that the game is group/guild focused, but some times I'd like to just mess around on my own, doing minor stuff. Is this 100% pointless, or is there some classes and/or activities that allow me to still do something when solo?
    Noob question 3: Do guilds have to have access to every single crafting focus, or is there enough options for trading that smaller guilds can sell what they're good at and buy what they're lacking? Again, I'm aware that having everything covered internally is the optimal approach. My question is more about if it's possible to get around the downsides to some degree.
    Noob question 4: What the poorly made socks does "vessel" mean? I see the word used, and it's clearly referring to some late game way to optimize a character, but I'm unable to find any sort of in-depth description of what it is, how it's made, how important it is, or even how you use it? It looms like some arcane mystery, and it's driving me absolutely nuts
    Noob question 5: How often are live servers wiped, and does the passive skills reset as well when it happens?
  10. Sad
    Feathercoat got a reaction from APE in 5.110 TEST Feedback for 5/21/20   
    I get a rock solid 40 fps in temple. On a machine that runs warzone at 144. Great work!
  11. Like
    Feathercoat got a reaction from Raindog in Passive Gating is not fun for harvesters   
    It's an insane problem to be facing, and one that shouldn't exist in the first place. Crowfall already asks a LOT of a new player. They're asked to find and join an established guild long before they're even half comfortable with the game, since every aspect is gated behind guild play. They're prohibited from crafting because they will never be able to make anything remotely useful compared to the established players, and won't be able to compete with wartribe drops for several months. They can't play a real part in any sort of PvP, because they don't have the vessels to be competitive. At best they can spent 20 hours farming NPCs with an AI from a few decades ago, in the hope of getting some gold and wartribe gear.
    And now, on top of that, they're not allowed to gather any more. They're being prevented from contributing in any way, shape, or form to the ecosystem of the game. What does the core design document say about how these systems are going to not just introduce new players, but also give them a reason to stick around after they realize that they're second class customers? Every part of the game tells them that they are not welcome. They are not of equal worth. Literally. They don't have access to the same game as the rest of us.
    "Welcome to Crowfall, come back in three months and you'll be allowed to play the game."
    There's a million and three different changes that could, and should, be made to the existing systems. Gathering being the most acute of the problems. But the underlying problem needs to be addressed as well. Slapping one shoddily thought out bandaid after the other on top of a gaping wound will do exact nothing in the long term.
    Hard gating fundamental game mechanics behind account age will keep out new players. You can gate effectiveness and efficiency. You can gate choice impact. You can even go as far as gating choice breadth. But you can not gate core mechanics if you wish your game to survive long term.
  12. Like
    Feathercoat got a reaction from Tyrant in 5.110 TEST Feedback for 5/21/20   
    I get a rock solid 40 fps in temple. On a machine that runs warzone at 144. Great work!
  13. Like
    Feathercoat got a reaction from mdonley in 5.110 TEST Bug Reports for 5/21/20   
    "Restructured the shape of the entire Reaping Tree. "
     
    Observation: The reaping tree is identical to the old one.
    Repro steps: Log into the game and look at the reaping tree
  14. Haha
    Feathercoat got a reaction from Ble in 5.110 TEST Feedback for 5/21/20   
    I get a rock solid 40 fps in temple. On a machine that runs warzone at 144. Great work!
  15. Thanks
    Feathercoat got a reaction from Judas5 in Passive Gating is not fun for harvesters   
    It's an insane problem to be facing, and one that shouldn't exist in the first place. Crowfall already asks a LOT of a new player. They're asked to find and join an established guild long before they're even half comfortable with the game, since every aspect is gated behind guild play. They're prohibited from crafting because they will never be able to make anything remotely useful compared to the established players, and won't be able to compete with wartribe drops for several months. They can't play a real part in any sort of PvP, because they don't have the vessels to be competitive. At best they can spent 20 hours farming NPCs with an AI from a few decades ago, in the hope of getting some gold and wartribe gear.
    And now, on top of that, they're not allowed to gather any more. They're being prevented from contributing in any way, shape, or form to the ecosystem of the game. What does the core design document say about how these systems are going to not just introduce new players, but also give them a reason to stick around after they realize that they're second class customers? Every part of the game tells them that they are not welcome. They are not of equal worth. Literally. They don't have access to the same game as the rest of us.
    "Welcome to Crowfall, come back in three months and you'll be allowed to play the game."
    There's a million and three different changes that could, and should, be made to the existing systems. Gathering being the most acute of the problems. But the underlying problem needs to be addressed as well. Slapping one shoddily thought out bandaid after the other on top of a gaping wound will do exact nothing in the long term.
    Hard gating fundamental game mechanics behind account age will keep out new players. You can gate effectiveness and efficiency. You can gate choice impact. You can even go as far as gating choice breadth. But you can not gate core mechanics if you wish your game to survive long term.
  16. Like
    Feathercoat got a reaction from BarriaKarl in Passive Gating is not fun for harvesters   
    It's an insane problem to be facing, and one that shouldn't exist in the first place. Crowfall already asks a LOT of a new player. They're asked to find and join an established guild long before they're even half comfortable with the game, since every aspect is gated behind guild play. They're prohibited from crafting because they will never be able to make anything remotely useful compared to the established players, and won't be able to compete with wartribe drops for several months. They can't play a real part in any sort of PvP, because they don't have the vessels to be competitive. At best they can spent 20 hours farming NPCs with an AI from a few decades ago, in the hope of getting some gold and wartribe gear.
    And now, on top of that, they're not allowed to gather any more. They're being prevented from contributing in any way, shape, or form to the ecosystem of the game. What does the core design document say about how these systems are going to not just introduce new players, but also give them a reason to stick around after they realize that they're second class customers? Every part of the game tells them that they are not welcome. They are not of equal worth. Literally. They don't have access to the same game as the rest of us.
    "Welcome to Crowfall, come back in three months and you'll be allowed to play the game."
    There's a million and three different changes that could, and should, be made to the existing systems. Gathering being the most acute of the problems. But the underlying problem needs to be addressed as well. Slapping one shoddily thought out bandaid after the other on top of a gaping wound will do exact nothing in the long term.
    Hard gating fundamental game mechanics behind account age will keep out new players. You can gate effectiveness and efficiency. You can gate choice impact. You can even go as far as gating choice breadth. But you can not gate core mechanics if you wish your game to survive long term.
  17. Like
    Feathercoat got a reaction from Marklarr in Passive Gating is not fun for harvesters   
    It's an insane problem to be facing, and one that shouldn't exist in the first place. Crowfall already asks a LOT of a new player. They're asked to find and join an established guild long before they're even half comfortable with the game, since every aspect is gated behind guild play. They're prohibited from crafting because they will never be able to make anything remotely useful compared to the established players, and won't be able to compete with wartribe drops for several months. They can't play a real part in any sort of PvP, because they don't have the vessels to be competitive. At best they can spent 20 hours farming NPCs with an AI from a few decades ago, in the hope of getting some gold and wartribe gear.
    And now, on top of that, they're not allowed to gather any more. They're being prevented from contributing in any way, shape, or form to the ecosystem of the game. What does the core design document say about how these systems are going to not just introduce new players, but also give them a reason to stick around after they realize that they're second class customers? Every part of the game tells them that they are not welcome. They are not of equal worth. Literally. They don't have access to the same game as the rest of us.
    "Welcome to Crowfall, come back in three months and you'll be allowed to play the game."
    There's a million and three different changes that could, and should, be made to the existing systems. Gathering being the most acute of the problems. But the underlying problem needs to be addressed as well. Slapping one shoddily thought out bandaid after the other on top of a gaping wound will do exact nothing in the long term.
    Hard gating fundamental game mechanics behind account age will keep out new players. You can gate effectiveness and efficiency. You can gate choice impact. You can even go as far as gating choice breadth. But you can not gate core mechanics if you wish your game to survive long term.
  18. Like
    Feathercoat got a reaction from Toadwart in Passive Gating is not fun for harvesters   
    It's an insane problem to be facing, and one that shouldn't exist in the first place. Crowfall already asks a LOT of a new player. They're asked to find and join an established guild long before they're even half comfortable with the game, since every aspect is gated behind guild play. They're prohibited from crafting because they will never be able to make anything remotely useful compared to the established players, and won't be able to compete with wartribe drops for several months. They can't play a real part in any sort of PvP, because they don't have the vessels to be competitive. At best they can spent 20 hours farming NPCs with an AI from a few decades ago, in the hope of getting some gold and wartribe gear.
    And now, on top of that, they're not allowed to gather any more. They're being prevented from contributing in any way, shape, or form to the ecosystem of the game. What does the core design document say about how these systems are going to not just introduce new players, but also give them a reason to stick around after they realize that they're second class customers? Every part of the game tells them that they are not welcome. They are not of equal worth. Literally. They don't have access to the same game as the rest of us.
    "Welcome to Crowfall, come back in three months and you'll be allowed to play the game."
    There's a million and three different changes that could, and should, be made to the existing systems. Gathering being the most acute of the problems. But the underlying problem needs to be addressed as well. Slapping one shoddily thought out bandaid after the other on top of a gaping wound will do exact nothing in the long term.
    Hard gating fundamental game mechanics behind account age will keep out new players. You can gate effectiveness and efficiency. You can gate choice impact. You can even go as far as gating choice breadth. But you can not gate core mechanics if you wish your game to survive long term.
  19. Like
    Feathercoat reacted to Marklarr in Passive Gating is not fun for harvesters   
    Dear Crowfall Community and ACE Devs
     
    I come forward today to address an issue close to my heart, that being harvesting and keeping my new player harvesters interested in the game. There have been 2 changes that I feel have caused Crowfall harvesting to become very slow and more boring than the previous iterations and quite the turn off to a new player:
    1. Gating Energetic Harvest behind 95% completion
    2.Gating Runetools and Spirit Tools behind nodes that take some time to get to.
    Energetic Harvest
    I have always enjoyed Crowfall harvesting, before the current patch it was fun, interactable and rewarded good game play, between hitting the weakspots and nailing your energetic harvesting rotation and making the right choices it made harvesting very unique. I can understand the need to slow down the curve for harvesting but i don't believe this gating is the way to do it, I think it needs better sign posting as to what the different skills do (although im sure guides will exist for this in the near future), what i would like to suggest is:
    (1 or 2 or both!)
    1. Add Energetic harvest to the middle node in basic exploration tree so it can be introduced slightly slower.
    2.Gain Enable energetic harvest through the Miner/Skinner/Quarryman/Logger discipline, but specifically for that type of harvest
    I do not believe that harvesting is to overwhelming to begin with to introduce Energetic Harvest so late in the game, as most harvesters I have spoken to are bypassing it to go straight to their specialised passive training tree.
    Tools
    This one hurts a bit, sometimes i can understand the need to lock Spirit Tools as they are specialised, but runetools? Intermediate tools as they used to be known, I thought would be the introduction to crafting better tools, there is no lock for intermediate armour or weapons so I am not sure why this was done for tools. This has also had the effect that new players that want to harvest are hindered quite harshly in how they can feel useful for a while to unlock any tool. This also hinders their freedom to hit certain things and limits them to low rank stuff for some time without it feeling incredibly exhaustive (basic tolls use don anything but basic resources doe snot feel great). This makes it hard for guilds that take in new players to really allow that player to have freedom to do much, we can give them the best gear, rings, support possible and they still would not be able to do much and it would still feel very unrewarding for them and the income to the guild would also not be great (not something i worry about personally but i'm sure some guilds do worry about resource/effort put into newbies that then give up because harvesting doe snot pull them in like it could). What I suggest
    1. Remove passive Gating for runetools, Intermediete tools should be part of the learning curve for players and let them understand that tools made on the rune table are better than basics, this also sign posts the player as to where better tools are made starts to show the relationship between good tools and better harvesting.
    2. i would love to have spirit tools removed from gating completely and let the crafter ability and economy gate the progress of what is available to new players, if this cannot be the case then the Sprit Toll unlock should be where the current Rune tool unlock is so that it is easily reachable.
    I thank you for your time
    Kindest regards
    A very tired harvester and guy that wants to make harvesting great again for new and old alike
  20. Like
    Feathercoat got a reaction from moneda in 5.110 TEST Feedback for 4/29/20   
    On the overview map screen can we perhaps get another, ANY other, colour scheme than white on top of light grey for the lines that connect each map? I struggle to think of a worse colour combination for any sort of UI, unless the goal is to confuse the user and obfuscate information.
  21. Like
    Feathercoat got a reaction from Tyrant in 5.110 TEST Bug Reports for 4/23/20   
    Wood elf hiding is bugged. If you toggle it on and repeatedly jump while running, you will eventually hide fully. After that, the stealth is maintained as long as you keep moving. Tested on mobs and it's not just a visual but. You are fully stealthed.
  22. Like
    Feathercoat got a reaction from Soulreaver in 5.110 TEST Feedback for 4/15-16/20   
    From my, albeit limited, understanding, the assassin class lacks a clearly defined purpose. What role is it intended to fill on the battlefield? Currently it seems that it's specialized in nothing other than momentarily confusing the enemy, forcing them to look away from actual threats for a few seconds until they realize they're dealing with an assassin.
    What is it intended to *do*? Is it a 1v1 duelist? Is it meant to single out weak supports and either kill them or force them to retreat?? Is it used to debuff or hinder enemies? Is it meant to be used as a chaos factor, keeping the opponents on their toes, and forcing them to use resources on anti-stealth? Currently it doesn't fill any of those roles as well as other classes.
    A class doesn't have to be incredibly strong to serve a purpose. But from a design perspective it has to have an intended role. The current iteration of the class seems like it was once designed with a purpose in mind, and was then gradually stripped of all tools that allowed it to fulfill that purpose.
    What Soulreaver wrote above points out the lost identity of the class: It can can do neither one or the other. Its stealth has only a conceptual purpose, not a practical one. So what defines the class? It's a question that both can and should be answered with a single sentence. And once the testers have a clear answer, they can provide meaningful feedback on how the assassin fulfills the intended role. But they need information.
    What is the assassin meant to do? Once you answer that question, the rest of the equation solves itself.
  23. Like
    Feathercoat got a reaction from Kraahk in Just joined.   
    That was very helpful. Thanks a lot
  24. Like
    Feathercoat got a reaction from Dao in New World, Old Problems   
    Exactly. CCP has repeatedly stated that only ~10% of players ever enter nullsec. By any standard, the game is largely played by PvEers and very casual PvPers. But those people create the ecosystem that allow hardcore PvPers their gameplay. The irony is that most of us are unable (or unwilling) to understand that the we need that ecosystem for the game to keep going. So many of the nullsec inhabitants keep throwing childish tantrums whenever content for PvEers are introduced, without realizing that they would rule an empty galaxy if that very content didn't exist. Features can benefit a you even though you don't personally engage with it.
  25. Like
    Feathercoat got a reaction from APE in New World, Old Problems   
    Exactly. CCP has repeatedly stated that only ~10% of players ever enter nullsec. By any standard, the game is largely played by PvEers and very casual PvPers. But those people create the ecosystem that allow hardcore PvPers their gameplay. The irony is that most of us are unable (or unwilling) to understand that the we need that ecosystem for the game to keep going. So many of the nullsec inhabitants keep throwing childish tantrums whenever content for PvEers are introduced, without realizing that they would rule an empty galaxy if that very content didn't exist. Features can benefit a you even though you don't personally engage with it.
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