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9 minutes ago, Staff said:

It was a healer, we didnt know until after we gathered it all, clerics and templars still need good weps though right?

Eh. 

The cleric damage is moot and without any stats other than support power all you need is a green to hit the 1k support power cap.  Weapon damage does nothing for healing (the tool tip is hard to decipher).  It would help with your auto attack and root damage (if that matters to you).  

The Templar benefits a little more but not enough for it to matter imo.    Weapon damage will buff your auto attack, determine dmg for devotion (caps at 200 healing plus all the additives) and divine light but won’t make or break the character.  

 


This post was paid for by "Mandalore for Emulated CF Community Manager 2032™". 

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11 hours ago, Gaulwa said:

I'm sorry, but that's the point, and where the problem lies.

You shouldn't feels like you're burning out after making 4 sets of blue equipment. For a skilled harvester&crafter, blue gear should be the norm. If people are burning out from making a few blue gear after 6 months of skill time (bear in mind current skilling speed is x3, ergo 6 months), then it shows the game's economy is out of wack.

Sure, I understand your pain, but the idea behind the item wipe is to reset the gear/material advantage some people obtained through uses of unintended mechanics.

Some are saying "let me enjoy my blue a bit longer", I also understand, sadly while you enjoy your blue, these bugs have made purple the norm (at least for weapons), so your blue is still a rank lower than your opponents. Would you rather farm an insane amount of time to get your purples and remain competitive, or would you prefer to wipe, bring back the norm to blue at best, and be just as efficient as you currently are with a new set of green?

My main argument in favor of wiping the items is to collect more data about the real state of the economy as it was intended without exploits. We "could" wait until next patch or whatever... but this is a pre-alpha game, in active development. It would be beneficial for the game to wipe sooner rather than later to collect ueful data about actual balance.
I know this is painful from a player's point of view because you just want to play your game. And I understand, sadly this is a pre-alpha, and regular wipes should be expected as soon as a major bug screws the economy and the current data.

This is what a real tester response is. I agree! Everyone that is changing this to be about how people feel or using to say thats why this guild is ahead have gone so far off the path of the topic I haven't responded and just been reading. key things to read in this are "obtained through uses of unintended mechanics."  "My main argument in favor of wiping the items is to collect more data about the real state of the economy as it was intended without exploits." If you think I enjoy starting over just cause then your sorely mistaken, It's about testing and getting the game to a better state and getting the right data thats needed to get it to that better state, unless you want unintended mechanics. This is part of "testing" and "developing" a game and again if 5.9 is close of course wait till then, however, as I have said a few times if 5.9 is a ways out then why wait? This is about the changing of mechanics to work properly and to get data so they can tweak it even better if needed etc. We need to stop making this about "they want a wipe cause they feel like they are behind" "they don't want a wipe cause they are ahead" this is stinking thinking and doesn't help the development at all. From the forums, discord, team speak etc conversations I have had with alot of people the majority think if 5.9 is a ways out still a wipe is good, if its not then stay the course. Thank you all for adding your input on this topic, been a good topic for discussion and yes I may have worded the original post wrong and it may have been misinterpreted by some and I am sorry that has happened.

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Posted (edited)
24 minutes ago, PAINDOTCOM said:

been a good topic for discussion and yes I may have worded the original post wrong and it may have been misinterpreted by some and I am sorry that has happened.

 

3 minutes ago, Jah said:

Read your OP again.

I apologized for the mis-wording or misinterpretation of the original post.

Edited by PAINDOTCOM

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Posted (edited)
2 hours ago, mandalore said:

Eh. 

The cleric damage is moot and without any stats other than support power all you need is a green to hit the 1k support power cap.  Weapon damage does nothing for healing (the tool tip is hard to decipher).  It would help with your auto attack and root damage (if that matters to you).  

The Templar benefits a little more but not enough for it to matter imo.    Weapon damage will buff your auto attack, determine dmg for devotion (caps at 200 healing plus all the additives) and divine light but won’t make or break the character.  

 

Divine Light Heals aren't really changed by weapon damage. My 107 top end sword Heals just as much as a 112. Pretty sure they morphed it to full Support Power support with the Paladin changes.

Devotion capping out bums me out, not so much for Paladin but for the other Templar variants, it was such an awesome tool that got kneecapped.

Beneficial Harvest has always been problematic in my mind. Especially the short term duration of it.
It takes away from the consistency that is desired for large amounts of harvesting shifting an even more luck based rng system on top of what harvesting already is.
Personally I would love to see Beneficial eliminated and replaced with nodes that did some of what Beneficial does passively (Stamina on Node completion, increases to Crit %)
There is already a system to get Stamina back from hitting Weak Spots.
Due to me seeing Crowfall as a zoomed in strategy game I would much prefer a more consistent approach to Harvesting/Crafting and even Combat.
Crafting has gotten this consistent approach due to the ReRoll system.
This of course takes away some of the RPGesqe aspects of CF, but RNG in my mind is a way to simulate skill, a game of actual skill doesn't need RNG.
I would prefer to see Crowfall lean more on the Strategy and Survival esque aspects for more consistency and evaluation of investment and competition.
Much easier to balance this route as well due to establishing a baseline concept of what should do what.

How laughable would it be if in any RTS game the Harvest units got a random amount of that resource when completing a node?

Edited by Scorn

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3 minutes ago, Scorn said:


Beneficial Harvest has always been problematic in my mind. Especially the short term duration of it.
It takes away from the consistency that is desired for large amounts of harvesting shifting an even more luck based rng system on top of what harvesting already is.
Personally I would love to see Beneficial eliminated and replaced with nodes that did some of what Beneficial does passively (Stamina on Node completion, increases to Crit %)
There is already a system to get Stamina back from hitting Weak Spots.
Due to me seeing Crowfall as a zoomed in strategy game I would much prefer a more consistent approach to Harvesting/Crafting and even Combat.
Crafting has gotten this consistent approach due to the ReRoll system.
This of course takes away some of the RPGesqe aspects of CF, but RNG in my mind is a way to simulate skill, a game of actual skill doesn't need RNG.
I would prefer to see Crowfall lean more on the Strategy and Survival esque aspects for more consistency and evaluation of investment and competition.
Much easier to balance this route as well due to establishing a baseline concept of what should do what.

How laughable would it be if in any RTS game the Harvest units got a random amount of that resource when completing a node?

You got a pretty good point, but this isn't really an RTS. 

With RNG, and enough triggering events, you will achieve an expected distribution.  Casinos are not gambling, and quite frankly they don't care and even want some people to win, because the RNG distribution is always in their favor.  

That said, the active harvesting can/does add some real "skill", as you can effect the frequency of triggering events by doing more damage, or restoring stamina, as well as the RNG results so it's not really entirely RNG based.

I think the RNG in harvesting is not about simulating skill, it's about creating a emotion similar to slot machines. Just look at and listen to the doobers. Sometimes you "win", sometimes you lose, but every time you play you are not certain how it's going to turn out. 

It is not about producing the kind of consistent results that you get from RTS farm units.

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9 minutes ago, KrakkenSmacken said:

You got a pretty good point, but this isn't really an RTS. 

With RNG, and enough triggering events, you will achieve an expected distribution.  Casinos are not gambling, and quite frankly they don't care and even want some people to win, because the RNG distribution is always in their favor.  

That said, the active harvesting can/does add some real "skill", as you can effect the frequency of triggering events by doing more damage, or restoring stamina, as well as the RNG results so it's not really entirely RNG based.

I think the RNG in harvesting is not about simulating skill, it's about creating a emotion similar to slot machines. Just look at and listen to the doobers. Sometimes you "win", sometimes you lose, but every time you play you are not certain how it's going to turn out. 

It is not about producing the kind of consistent results that you get from RTS farm units.

I call that 'The Purple Fever'
8 }

It manifests in an extra heightened strength when harvesting a consistent and regular rotation of nodes where one is being extra productive and not much time is wasted.

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Maybe there should be a more deliberate distribution of resources on a map. Instead of having all kinds of materials available over all biomes, there should be some rationing regionally. For example: 70% of the iron for a campaign would be in the northern maps whereas the south is more dense with trees. Obviously factions would have different advantages based off what their gates are near, but it would make harvesting an investment and a mildly serious endeavor. Your group would have to plan how to get iron for equipment or how to trade to get it. This might also encourage people to use vendors more seriously. 

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a bunch of hours of not having 100% bene harvest hKoSQ83.png

vs

 

A few hours of "broken mechanic" KR4vHrQ.png biu9cFy.png

the people using it get so many high quality resources white/greens get dumpstered 

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21 minutes ago, PAINDOTCOM said:

a bunch of hours of not having 100% bene harvest hKoSQ83.png

vs

 

A few hours of "broken mechanic" KR4vHrQ.png biu9cFy.png

the people using it get so many high quality resources white/greens get dumpstered 

@PAINDOTCOM I don't actually know what you mean by this.  Can you clarify your statement?


This post was paid for by "Mandalore for Emulated CF Community Manager 2032™". 

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If they are gonna do armor changes within a campaign or two away, I would say wait till then. It sounds like they gonna tackle that before 5.9 and armor changes will in my opinion definitely come with a wipe.

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On 3/14/2019 at 5:47 PM, mandalore said:

@PAINDOTCOM I don't actually know what you mean by this.  Can you clarify your statement?

Silly goose, pretending he doesn't know about the broken beneficial harvest mechanic that his guild has publicly alluded to in stream chats.
 

Sneaky little Feller

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7 minutes ago, Hamlet said:

Silly goose, pretending he doesn't know about the broken beneficial harvest mechanic that his guild has publicly alluded to in stream chats.
 

Sneaky little Feller

What broken beneficial harvest mechanic?  Could this poorly made socks have helped me dig graves better and I got robbed? 


This post was paid for by "Mandalore for Emulated CF Community Manager 2032™". 

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On 3/16/2019 at 6:06 PM, mandalore said:

What broken beneficial harvest mechanic?  Could this poorly made socks have helped me dig graves better and I got robbed? 

No, there is no armor buff for Beneficial Harvest: Grave, or Crit Harvest Chance/Amount. We'd need a Specialty Seal for Grave Digging to make that.

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15 minutes ago, VaMei said:

No, there is no armor buff for Beneficial Harvest: Grave, or Crit Harvest Chance/Amount. We'd need a Specialty Seal for Grave Digging to make that.

Well then the problem, as I see it, is that I can't personally abuse it so it needs to be removed. 


This post was paid for by "Mandalore for Emulated CF Community Manager 2032™". 

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