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

5.100 Snap Test Feedback Reports for 7/23/19

Recommended Posts

5.100 Patch Notes and Known Issues

Please share any feedback you may have from your time playing the game. This includes subjective observations about your gameplay experience. Bugs that you have encountered should be directed to The Bug Thread.

If you encounter disconnection problems, showstopper bugs or any other issues preventing you from entering or playing the game, please send an email as well as your client logs* to support@crowfall.com.

*Client logs can be found here: C:\Users\[username]\AppData\LocalLow\Art+Craft\Crowfall

Share this post


Link to post
Share on other sites

Overall starting to look like a game. The five pips with the harvesting skill is interesting, once I realized the number of pips did different things rather than just something more powerful that system gained a lot of depth. It might be nice if the harvest Q bound skill could be cast without stopping like the combat Q bound skill.

Harvesting nodes being all the same level makes a certain amount of sense for testing, but was a bit frustrating. I'm hoping that later on, the nodes rather than spawning 4 L10's will spawn a mix, at least in some areas.

Crafting being divided among all the tables is counter intuitive, but I think it's really going to drive home the desire for many specialists. The main one that had me running all over was building a shovel. Obviously, ideally in game the necromancers will be buying shoves, not making them.

Share this post


Link to post
Share on other sites
Posted (edited)

Would it be possible to have the new Account Vault usable again from a chest in the home Temple? It wouldn't change the functionality, but it would make it easier to track and use the feature without having to log out every time.

Also the real problem we had with old Spirit Bank (having a loot safe-haven you can open anywhere, anytime) hasn't changed with the World Bank's functionality... Will that eventually become restricted to home Temple [edit: and banks at Forts/Keeps] only in Factions rule set, or is such a restriction being saved for Dregs?

Edited by Xarrayne

:^)

Share this post


Link to post
Share on other sites
8 hours ago, Xarrayne said:

Also the real problem we had with old Spirit Bank (having a loot safe-haven you can open anywhere, anytime) hasn't changed with the World Bank's functionality... Will that eventually become restricted to home Temple only in Factions rule set, or is such a restriction being saved for Dregs?

^ Harvesters are never at a significant risk for loss if they can bank at will, and the players that would feed on them stand little to gain. This defeats the purpose of the conflict drivers.

The ability to recall with an inventory full of goods isn't helping matters.

As a harvester, where is my risk?

Share this post


Link to post
Share on other sites
3 hours ago, VaMei said:

^ Harvesters are never at a significant risk for loss if they can bank at will, and the players that would feed on them stand little to gain. This defeats the purpose of the conflict drivers.

The ability to recall with an inventory full of goods isn't helping matters.

As a harvester, where is my risk?

Without full paperdoll loot, the person ganking harvesters has no significant risk. 

Share this post


Link to post
Share on other sites
32 minutes ago, mystafyi said:

Without full paperdoll loot, the person ganking harvesters has no significant risk. 

Everyone risks the same thing-- their time. If a harvester spends an hour harvesting and then gets killed and looted, he loses the product of an hour of effort. If a ganker spends an hour ganking and then gets killed and looted, he also loses the product of an hour of effort.

That said, one of the features that Crowfall offers is different campaigns with different looting rules. There may be campaigns where harvesters won't lose their whole inventory, and they may be campaigns where even equipped items can be lost.


IhhQKY6.gif

Share this post


Link to post
Share on other sites
4 minutes ago, Jah said:

Everyone risks the same thing-- their time. If a harvester spends an hour harvesting and then gets killed and looted, he loses the product of an hour of effort. If a ganker spends an hour ganking and then gets killed and looted, he also loses the product of an hour of effort.

I agree with time lost. I consider time lost to be a wash for both cat/mouse and therefore not part of the equation. The issue I bring up is your assumption that the hour spent by the cat is productive and that the cat also has goods on hand like the mouse would have after time spent. There would be little to no risk for the cat unless he too had goods to lose. Also the mouse will have tools on hand that the cat would not have. Small point, yes but it starts to add up. Lastly, the mouse generally will not kill the cat, so their is also little risk of death for the cat. 

Share this post


Link to post
Share on other sites
7 minutes ago, mystafyi said:

I agree with time lost. I consider time lost to be a wash for both cat/mouse and therefore not part of the equation. The issue I bring up is your assumption that the hour spent by the cat is productive and that the cat also has goods on hand like the mouse would have after time spent. There would be little to no risk for the cat unless he too had goods to lose. Also the mouse will have tools on hand that the cat would not have. Small point, yes but it starts to add up. Lastly, the mouse generally will not kill the cat, so their is also little risk of death for the cat. 

In my experience, the cats do risk getting killed while out on the prowl. While an individual mouse may be at a disadvantage, that is not all that the cat will encounter while hunting. They'll encounter other cats, or whole packs of mice that can kill a cat.

And the fact that the cat's time is often less productive than a mouse's is part of the equation to me. Harvesting is a more directly productive activity than ganking. That reward is balanced by the risk.


IhhQKY6.gif

Share this post


Link to post
Share on other sites
2 minutes ago, Jah said:

In my experience, the cats do risk getting killed while out on the prowl. While an individual mouse may be at a disadvantage, that is not all that the cat will encounter while hunting. They'll encounter other cats, or whole packs of mice that can kill a cat.

Both cat and mouse will face other hazards while in transit or could face none, so lets discount that activity since it can apply to both. During the encounter between the cat and mouse though, the cat will win the vast majority of times. 

I think if tools were treated like paperdoll gear, that would help balance the equation. Personally though, I want paperdoll looting of some form, be it 1 item to full loot.

Share this post


Link to post
Share on other sites
Posted (edited)

With banking available anywhere, the cat risks spending his hour looking for a mouse and failing to find and catch one. The mouse risks little more than the possibility of being chased away from the cheese.

Neither is going to loose anything from inventory.

Edited by VaMei

Share this post


Link to post
Share on other sites
21 minutes ago, VaMei said:

With banking available anywhere, the cat risks spending his hour looking for a mouse and failing to find and catch one.

Two separate issues. Not being able to find other players is an issue of map size, tracking not implemented and low population. I don't like the current banking system, but that's a whole different monster.

Share this post


Link to post
Share on other sites
Posted (edited)
14 minutes ago, mystafyi said:

Two separate issues. Not being able to find other players is an issue of map size, tracking not implemented and low population. I don't like the current banking system, but that's a whole different monster.

The question was what does the cat risk. Time and gear decay. There are many separate components to the risk reward equation for the cat & mouse game, and none of them can be considered in isolation of the others.

So, I'll refer back to my original question: as a harvester with bank access from anywhere, what do I risk? Certainly not the tools, food & pots that I keep in my bank. Not the resources that I've already harvested, they're in the bank too. Gear decay from death? I suppose, but it's been a long time since I've died to a gank, and the cat risks the same by hunting in enemy territory.

Edited by VaMei

Share this post


Link to post
Share on other sites
4 hours ago, mystafyi said:

Without full paperdoll loot, the person ganking harvesters has no significant risk. 

Personally i would like to see equipment crafting cost reduced by like 75% of what they are now and have full paper doll looting.


Veeshan Midst of UXA

Share this post


Link to post
Share on other sites
Posted (edited)
3 hours ago, Jah said:

In my experience, the cats do risk getting killed while out on the prowl. While an individual mouse may be at a disadvantage, that is not all that the cat will encounter while hunting. They'll encounter other cats, or whole packs of mice that can kill a cat.

And the fact that the cat's time is often less productive than a mouse's is part of the equation to me. Harvesting is a more directly productive activity than ganking. That reward is balanced by the risk.

From my experience with games like darkfall, the mouse often harvest around there player city area and the moment the cat attacks them there often starts a clock where you x time to kill and loot them before the 10 or so people in the guild city rushes out to save the harvester. :P

which will probaly be the case in the Dregs, not so much in the campaign world cause your not necessarily on voice coms with your faction unless your winterblades :P attack one of them somewhat close to a fort and you wil get 5+ of them cming after your real quick :P which kinda simulate what it would be a like once guild/guildalliance things become a thing in the dregs.

on the topic of spirit banks they should only be accessible imo at beachheads, forts and keeps should have a local/area Bank however should not have access to your spirit bank. These banks need to be larger than they currently are in live aswell.

Edited by veeshan

Veeshan Midst of UXA

Share this post


Link to post
Share on other sites
Posted (edited)
32 minutes ago, veeshan said:


which will probaly be the case in the Dregs, not so much in the campaign world cause your not necessarily on voice coms with your faction unless your winterblades :P attack one of them somewhat close to a fort and you wil get 5+ of them cming after your real quick :P which kinda simulate what it would be a like once guild/guildalliance things become a thing in the dregs.
 

can confirm on the winterblade cat mouse hybrids swarming out of the keep when one dies, i remember we mined like 1 ore around a keep and about 10 winterblades came out immediately, at least they were honorable and dueled instead of straight zerging

Edited by Staff
grammar

Share this post


Link to post
Share on other sites

Two bits of feedback from a relatively new player:

  • Crafting seems, clunky. Several windows that could be condensed into ~2 max in my opinion, even taking into account experimentation.
  • Did mob levels get changed in a recent patch? Instead of stating a level, it has R2/R3? Intended?

Otherwise enjoying working things out and exploring so far. Combat seems decent, though I'm at a disadvantage due to ping.

Share this post


Link to post
Share on other sites
3 hours ago, VaMei said:

The question was what does the cat risk. 

Prestige.  There needs to be a "Craggin was killed by Mortella" call-out, and it needs to display permanently on your character bio as a reminder.

 

"Yeah you talk big but show me your last 10 killed bys... Oh look, all harvesters...."

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...