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Pann

Wipe coming with new trial

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The next Trial of the Gods will be announced soon, so we want to give everyone a heads up about the wipe that's coming with it. 

Characters, inventory, Eternal Kingdoms will be impacted by the wipe. Skills will not. Backer rewards and purchased items will be removed but returned via the Lobby. 


Valerie "Pann" Massey, Director of Community
 

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Bleh!

Should have the skill wipe as well. You need to test and retest the early game for pacing and fun. Right now you have zero tests for the leveling up process with all of the changes over the last year. The people with the training will be back to end game power in hours and days, and the ones just learning will be left, once again, so far behind to not even bother. 

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3 minutes ago, srathor said:

Bleh!

Should have the skill wipe as well. You need to test and retest the early game for pacing and fun. Right now you have zero tests for the leveling up process with all of the changes over the last year. The people with the training will be back to end game power in hours and days, and the ones just learning will be left, once again, so far behind to not even bother. 

The definition of insanity is doing the same thing over and over while expecting a different result :)

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17 minutes ago, srathor said:

Bleh!

Should have the skill wipe as well. You need to test and retest the early game for pacing and fun. Right now you have zero tests for the leveling up process with all of the changes over the last year. The people with the training will be back to end game power in hours and days, and the ones just learning will be left, once again, so far behind to not even bother. 

Could be a real test for the new gear power curve. That's the only positive I can see. 


Gen. Prom
Guild Leader of KDS
Recruitment Post - Guild Recruiting and Management - #warstory
Visit us at www.kdsguild.org

 

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They need to iterate, to test and retest. If the game is not fun for the first day/3days/week/3 weeks/Month/6months then noone is going to stick around to get to the end game numbers. 

It has to be tested before the soft launch. poorly made socks like the power progression for starting druids needs to be rejiggered. (first talent power is faerie fire a physical resistance debuff for a ranged electrical attack using class.)  If you use the ability you are making leveling harder for yourself due to mana and time wastage for an unhelpful zero damage debuff. 

They need to start making harder choices and stop kicking the can and hoping it will work out. 30 people on at primetime is not going to put food on the table. 

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Is there anything you can do to boost passive skills for newly active testers?

I am in the crafting/harvesting division of my guild and we had planned for a full passive skill wipe. Now we know that won't happen plans have changed, but myself as a newer returning tester with only a couple of weeks of passive points built up isn't able to pick a crafting specialisation to test. It will take at least 85 days to go from new arrival to being able to have one crafting tree bought out.

Is there a way to set your points to that you have 90 or 100 days under your belt for the next release?

The guild will find something for me to do, but I'm disappointed that I have to continue to be behind the curve for a new version of the code.

 

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So I am one of these newer...ish players and I do not want a skill wipe and to be quite frank I would be happy NOT having a passive skill wipe until final wipe (which is unreasonable I understand) and the reason I don't want a passive skill wipe is,  after diligently training my skills up I am finally getting beyond mediocre regarding my crafting, harvesting, and combat and a skill wipe would complety destroy that progress and would be really demoralizing.  All you experienced folk,  don't speak for us new people and what you think would be good for us please.... Thank you. :)  

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Just now, Surelia said:

if you want to test the endgame maybe give everyone the same passive time in points to spend where everyone loves to.

This implementing a catch up mechanic for new people would be a boon.

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No surprises there. What bothers me is that the communication between ACE and testers is very shallow. The information they gabe us almost a week after the CW is something that everyone expected since test was like that. Maybe next time an announcement like this comes place the date for the new trial/ wipe. Ty❤️

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59 minutes ago, srathor said:

They need to iterate, to test and retest. If the game is not fun for the first day/3days/week/3 weeks/Month/6months then noone is going to stick around to get to the end game numbers. 

I agree.  The game needs to be Awesome for the first week to grab players. Crowfall doesn't have a storyline questing system or anything close to real PvE gameplay to keep players engaged that first week. Crowfall instead gives you time gated skill training to wait for, grinding for gear, grinding for levels and in effect basic class combat skills. It would be different if there were PLAYERS enough to support PvP, but there isn't and if past decisions and trends foreshadow future results, there wont be in the future.

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Posted (edited)
19 minutes ago, mystafyi said:

I agree.  The game needs to be Awesome for the first week to grab players. Crowfall doesn't have a storyline questing system or anything close to real PvE gameplay to keep players engaged that first week. Crowfall instead gives you time gated skill training to wait for, grinding for gear, grinding for levels and in effect basic class combat skills. It would be different if there were PLAYERS enough to support PvP, but there isn't and if past decisions and trends foreshadow future results, there wont be in the future.

Well you join the game and go "oh im useless till i get my passive /combat/harvesting/soforth up"  

Edited by Marth

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Posted (edited)
1 hour ago, Marth said:

not wiping skils makes it hard for new people to get into the game. With the current passive system makes it hard to catch up if you are brand new.

I agree with this statement but as an alternative instead of wiping  

Short Term Solution: I think if you take combat training and max it for all players it would provide a band aid fix that would allow us to see more growth. this would make it so the tenured players do not lose but the new players also have a chance to hold up in battle.

A Bigger Deal: The idea that a new player can do nothing to improve their chances other than wait for a time gate to pass is a major issue. It will stunt the growth of this game if its not addressed. There should probably be some system in place that allows a player to play the game actively and catch up in a PVP game like Crowfall. 

Some people will say people feel entitled but the fact is if you feel you should have more points because you're a tenured player because of time only  then you're the entitled one. What I can tell you is if a player puts in the work actively playing a game they should have more points than someone who just logged in and selected passive training and then come back every few days to spend points. Not saying that everyone has done that but its a real possibility with the current system.

For Example: The active players this last campaign who worked every day and the player that did not log in but every few days and then actively started playing at the end of the campaign has the exact same amount of passive training. I feel that the idea of that is broken. 

Acknowledgement: With that said someone who is tenured and also put in the work actively playing the game should be at an advantage, but if there is a system that says play more earn more you will have a chance to try to catch up. 

Disclaimer: I also understand there is a lot of revisions coming way before pre Alpha is over but more and more players will leave as long as you can never work to catch up the other players. You should be rewarded for work not when you bought the game. Simple as that :) 

 

BTW this could be applied to any skill tree I used Combat since I love to PVP 😁

Also if I may make a suggestion. If you have not tried the new game that is on test right now. I would suggest you try it so when it released you will know what has changed. The game is going to be so much better in 5.100 I can not wait!

Edited by DrakanoWOW
additonal info

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6 minutes ago, DrakanoWOW said:

I agree with this statement but as an alternative instead of wiping  

Short Term Solution: I think if you take combat training and max it for all players it would provide a band aid fix that would allow us to see more growth. this would make it so the tenured players do not lose but the new players also have a chance to hold up in battle.

A Bigger Deal: The idea that a new player can do nothing to improve their chances other than wait for a time gate to pass is a major issue. It will stunt the growth of this game if its not addressed. There should probably be some system in place that allows a player to play the game actively and catch up in a PVP game like Crowfall. 

Some people will say people feel entitled but the fact is if you feel you should have more points because you're a tenured player because of time only  then you're the entitled one. What I can tell you is if a player puts in the work actively playing a game they should have more points than someone who just logged in and selected passive training and then come back every few days to spend points. Not saying that everyone has done that but its a real possibility with the current system.

For Example: The active players this last campaign who worked every day and the player that did not log in but every few days and then actively started playing at the end of the campaign has the exact same amount of passive training. I feel that the idea of that is broken. 

Acknowledgement: With that said someone who is tenured and also put in the work actively playing the game should be at an advantage, but if there is a system that says play more earn more you will have a chance to try to catch up. 

Disclaimer: I also understand there is a lot of revisions coming way before pre Alpha is over but more and more players will leave as long as you can never work to catch up the other players. You should be rewarded for work not when you bought the game. Simple as that :) 

 

BTW this could be applied to any skill tree I used Combat since I love to PVP 😁

Also if I may make a suggestion. If you have not tried the new game that is on test right now. I would suggest you try it so when it released you will know what has changed. The game is going to be so much better in 5.100 I can not wait!

im all for removing passive tree and just baking more things into attribute points. the other idea would be if you have less than max you get a buff on how fast you gen points till you are mostly caught up. 

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I think this type of stuff is better off in a feedback thread but here we go.

Passive training is only a big deal in crafting and gathering, combat passive training is significantly less impactful than others have stated in this thread. I was a top 10 PVPer on the Balance leaderboard for four~ months while I worked on my Blacksmithing and Ore trees without a single point in combat - the amount of power you gain from those trees is not zero, but your gear and the resources you have access to are a far larger contributor to why you get run over by me 1v1.

For our guild, we start to gear harvesters once they've reached the third harvesting tree in their respective profession. The fact that they can't keep up with trained harvesters until that point (and they are only scratching the surface really) does suck. The passive training system will almost certainly get a balance pass in the future, but it's likely they will take a similar approach to passives as they have done with crafting in 5.100. It should be quick to reach viability and take more effort to reach luxury. How quick is quick? That depends on your perspective, but a player on day 1 should probably be spending time learning the ropes and testing systems, a player in week 1 or 2 should probably be able to do something impactful.

Crafting is another ballgame, but again I think they've really helped improve that with the crafting changes in 5.100. If you have saved up some quality materials, even with low-ish experimentation skill you can make some good gear.

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4 minutes ago, galvia said:

I think this type of stuff is better off in a feedback thread but here we go.

Passive training is only a big deal in crafting and gathering, combat passive training is significantly less impactful than others have stated in this thread. I was a top 10 PVPer on the Balance leaderboard for four~ months while I worked on my Blacksmithing and Ore trees without a single point in combat - the amount of power you gain from those trees is not zero, but your gear and the resources you have access to are a far larger contributor to why you get run over by me 1v1.

For our guild, we start to gear harvesters once they've reached the third harvesting tree in their respective profession. The fact that they can't keep up with trained harvesters until that point (and they are only scratching the surface really) does suck. The passive training system will almost certainly get a balance pass in the future, but it's likely they will take a similar approach to passives as they have done with crafting in 5.100. It should be quick to reach viability and take more effort to reach luxury. How quick is quick? That depends on your perspective, but a player on day 1 should probably be spending time learning the ropes and testing systems, a player in week 1 or 2 should probably be able to do something impactful.

Crafting is another ballgame, but again I think they've really helped improve that with the crafting changes in 5.100. If you have saved up some quality materials, even with low-ish experimentation skill you can make some good gear.

I agree but do we want more players? make the game more welcoming for new players. With that said if we all have equal gear and my passive is maxed it will change the outcome. simple math. Just like if our passives are both maxed and your gear is better it will change the outcome. Current state new players will always be at a disadvantage in regards to passives. I can actively play the game to solve the equipment problem I can do anything to solve the passive problem. That is a fact jack 😍

 

I will also I agree my some of the posts should also be in the feedback thread but since we are having an open discussion don't try to sensor me lol 

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1 minute ago, DrakanoWOW said:

I will also I agree my some of the posts should also be in the feedback thread but since we are having an open discussion don't try to sensor me lol 

No censorship here breh.

I think the important part of what I said was the part about viability. If it's quick to reach viability but it takes a long time to reach luxury than a new player shouldn't feel so snubbed, because they quickly reach the point where they can compete. I don't think any new player in a sandbox or an MMO game expects to be able to compete at a top level when they first start the game.

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