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Pann

Wipe coming with new trial

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14 hours ago, DrakanoWOW said:

18% Anti Crit - No Big Deal

9% Armor Penatration - No Big Deal

9% Crit Chance - How many points of dex is that you could have in another stat?

12% Crit Damage - How many points of Int is that you could have in another stat?

12% Slashing resist/9% Piercing resist/9% Crushing resist/9% poison resist 

a lot of CC control resists also.

Those stats are nothing to sneeze at. 

Once the power curve on gear is lowered in 5.100 along with an item wipe of some legacy items your passive training stats will matter more. 

Now that active leveling and talents also grant a lot of the same stats as passive training it does tend to make passive training feel out of place. That may be a discussion for another thread though. 

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This is like the same cry fest as the last wipe thread and the one before that and the one before that and so on. 

Passive training is a sucky time locked gate we are probably stuck with. There has to be catch up mechanics built in to make up for terrible system the devs are fixated on. Those are coming at some point. 

So I ask all you crying for a passive wipe, how does wiping passive skills help the devs identify issues with crafting, gathering, or combat related to passives? 

I do think in a pre-alpha state the pace of passive point gain should be greatly increased. Or start off new accounts with the 259k max for each of the 3 basic trees. Would cut a significant amount of wasted time in testing out  

I do hope that next wipe they go to whatever pace they plan on for launch. They need to see how horrible of an experience it will create the first 6 months. 

Now let’s complain about something more worthy like the stupid screen effects implemented in 5.100 please!

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Passive training is the same principle as grinding XP or Actions or whatever method you want to use, theirs some X time they expect you to reach whatever Y level. The difference between a free style grind system and a passive training system is that everyone is treated as equal and progresses in real time. Does this create a potential gap with new players? Yes, but the time spent without something is the same for everyone, the system is fair and consistent regardless of the individual player’s actual game time availability - this is what makes it an attractive solution to a few problems.

Action based, grinding based, etc.... gives a lot more power to those with more spare time. No game will ever be entirely free from this, but the more it’s a cornerstone of a game like this the more powerful the effect is. It also creates weird patterns where players find the most optimal way to grind something that is done specifically for leveling purposes and not because it’s useful. 

Additionally things like crafting have to get limited or capped in some way to prevent a single character from doing everything via grinding. Not to mention run into weird behaviors like crafting 1000 daggers no one wants to skill up quickly.

When done properly passive training is a great equalizer that helps insure players are focusing on actual impactful gameplay, when done poorly it creates insurmountable advantages.

To do it properly you need a large breadth of shallow branches that represent various gameplay options, reaching the end of a specific tree shouldn’t take too long, but getting all the branches should take a ridiculously long time. The other key is that the branches should not compound power, but allow additional activities or options.

So is Crowfall the good or bad version? I think it’s currently somewhere in between. Crafting is about right as it is today I think, but combat and gathering is probably too long and would be worse with reduced speed.

Additionally theirs just not enough variety of activities and training, which makes them have to stretch the existing training out to a longer period of time. More breadth and less depth could alleviate some of the potential issues.


lPoLZtm.png

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5.1 puts huge changes to gear. Making the low level gear more viable, makes new players able to enter the fray and be competitive much faster. This wipe will help them test the changes and make sure all the changes of 5.1 work good before they tackle the passives to alter/update/change.

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Posted (edited)

Call me back when you have decided to skill wype and developpes spells to counter zerg strategy.

Edited by Vlaana

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Posted (edited)
5 hours ago, oneply said:

This is like the same cry fest as the last wipe thread and the one before that and the one before that and so on. 

QFT

For all those that say we need to test the fun factor for game as it'll be at launch, that will happen exactly once. From that point forward, the skills of newer players will lag behind the skills of older players. Either they will join a guild with an active infrastructure maintained by veteran players or they won't, but that is the environment the devs need to be testing.

If the game is not fun for new players who are lacking the passive training of the veterans, the devs need to add activities for new players that will allow them to contribute to their guild while they train skills (like farming wartribes?), add catch up mechanics, or abandon the passive skills.

Those that claim they are behind so they can't compete need to remember one simple truth, players don't win campaigns, guilds win campaigns. Old guilds need new players or they die. Old players take breaks, or simply move on, and the guild either has a stable of newer players to take their place or the guild is dying.

Edited by VaMei

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20 minutes ago, VaMei said:

QFT

For all those that say we need to test the fun factor for game as it'll be at launch, that will happen exactly once. From that point forward, the skills of newer players will lag behind the skills of older players. Either they will join a guild with an active infrastructure maintained by veteran players or they won't, but that is the environment the devs need to be testing.

If the game is not fun for new players who are lacking the passive training of the veterans, the devs need to add activities for new players that will allow them to contribute to their guild while they train skills (like farming wartribes?), add catch up mechanics, or abandon the passive skills.

Those that claim they are behind so they can't compete need to remember one simple truth, players don't win campaigns, guilds win campaigns. Old guilds need new players or they die. Old players take breaks, or simply move on, and the guild either has a stable of newer players to take their place or the guild is dying.

#MAXPASSIVESKILLSFORALL

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On 7/22/2019 at 4:12 AM, coolster50 said:

As an aside, if the economy works as it should after launch, newbs can farm money/currency and buy mats and gear while they wait for their skills to catch up. If that can be properly communicated, I don't think it'll be that big an issue.

(Conversely, ACE could find a way for white mats to be needed by vets, which is easy for everyone and their mother to farm, so they could do that while waiting for training)

Like a mats cruncher? Combine 20 White to get 1 Green, Convert 20 Green to get 1 Blue   etc etc

e.g 400 white = 1 Blue

Move the exchange rate slider as you see fit?

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