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Dev Diary: Powers Load-out

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1 minute ago, PaleOne said:

@thomasblair

without a harvesting tray how is in and out of combat determined now ?

Also from Blair's response to the last Dev Diary:

"1) Being on any NPC's hate list will keep you in combat. When it dies or leashes you are removed thus dropping ooc. If you are on a players hate list and damage them within 10 seconds you are in combat. Using any combat power (tray / left clicks) will briefly put you into combat for the animation length plus a few seconds. If you are on no hate lists, you drop out."

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27 minutes ago, Hyriol said:

From Blair's response to the last Dev Diary:
"(hitting an out of combat player just forces them into combat (no more dizzy/dizzy down)"

Damn missed that! Thanks Hyriol 

 


Don't forget, the one EK that no one will judge you for looting your guilds treasury is Anhrez's Doober Shack. Where you can take those long con gains and 'simplify' them to more easily fit in your inventory. While you are unloading your hard earned winnings, swing by the Bazaar and pick up something to celebrate your genius.

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55 minutes ago, thomasblair said:

There is no slotting of passives, whenever a passive is granted to you it is just activated and shown on the list on the left. (Assuming of course that passive is eligible for the current selected tray, ie it wont show any stealth restricted passives if you are in the melee tray.)
 

Trailblazer/master passive is active in both melee/ranged trays and is active as long as you are out of combat. Once you enter combat, you lose the buff. Dropping out of combat starts the pathfinding buff for 9 seconds and once that ends Trailblazer/master buff returns.

No restrictions on swapping, but you will have UI in your face potentially while being attacked.

 

Centaur and Elken both get the trailmaster passive due to those sturdy legs!
 

The Wood Elves are willing to race you two!

 

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28 minutes ago, VaMei said:

As things are in 5.100, as skilled craftsmen can make gear far better than any of the loot gear.

Tribes loot may feed into the easy come easy go narrative, and it will be very important after the wipe when no one has any skills, but barring incoming changes it's not going to replace crafting.

Hmmm I will dive deeper in the quality seen for weapons and armor. I guess as long as they are truly easy come quick to go it might not shift the Econ loop too much 

 


Don't forget, the one EK that no one will judge you for looting your guilds treasury is Anhrez's Doober Shack. Where you can take those long con gains and 'simplify' them to more easily fit in your inventory. While you are unloading your hard earned winnings, swing by the Bazaar and pick up something to celebrate your genius.

LR0tCJt.png

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1 hour ago, Anhrez said:

If I have a Green Iron ore boulder that be refined to X pieces to craft with why do I solo gather? In the past I was told to get a team together to protect my harvesting efforts, now the body guards would get more impact possibly doing caravans then working with me?  I thought I heard refining can also get you the rare spec'd materials. if so imho it could be a HUGE mistake in the econ game loop. 

Right now with the limited info I have it seems a specialist spec'd in caravans can do what a deeply trained gatherer can also do. I am not sold on that concept currently. We have a dedicated training path for gathering, combat and crafting. I am already seeing weapons drop from creatures,  is caravan refining  also lessening the impact of the non-combat training paths? 

Caravans sound like timed/triggered escort quest and less free player control. At least that's what I gather from the limited info I've heard. If so, likely will have a relatively known start/end point, timers, paths, etc that will make them good targets for gankers. Actually hope it is like this as will add some much needed risk vs reward to the game.

While at the same time, if this is true, those out solo or in groups gathering might have less of a target on their backs and more freedom to gather whatever/whenever without any gamey mechanics to work with (escort quest). Again, risk vs reward. I have no problem with caravans having a higher chance for quantity/quality if the effort and risk are greater then random gamer going out banging on a rock in the middle of a forest.

Both have value and a place in the game loop for different types of players.

Of course all speculation at this point.

Edited by APE

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1 hour ago, Anhrez said:

My greatest gathering concern is something @jtoddcoleman and @thomasblair hit on with Caravans. If I have a Green Iron ore boulder that be refined to X pieces to craft with why do I solo gather?

It will be important that neither system overshadows the other. It will take some careful balancing and good game design. I don't think the only answer is for there to be only one way to get the resources, though.


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2 hours ago, Anhrez said:

My greatest gathering concern is something @jtoddcoleman and @thomasblair hit on with Caravans. If I have a Green Iron ore boulder that be refined to X pieces to craft with why do I solo gather? In the past I was told to get a team together to protect my harvesting efforts, now the body guards would get more impact possibly doing caravans then working with me?

It's entirely possible that part of the balance is that there's limited spawns/a timer for refinable materials. So you can't run back and forth from a mine or quarry 24/7 and skip the solo/motherlode mining entirely. PvP can still be centralised to these mines or quarries, if they stay hubs for massive amounts of solo/motherlode nodes.
 

2 hours ago, thomasblair said:

No restrictions on swapping, but you will have UI in your face potentially while being attacked.

Also @thomasblair, have you considered only being able to swap powers when in a keep/fort?
I personally don't mind either way, but I'm just curious.
Both have some implications.


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1 hour ago, Shadowhawk said:

The Wood Elves are willing to race you two!

 

Hope you have a mount, those Wood Elf legs are no match for beast legs!

 

3 minutes ago, Groovin said:

It's entirely possible that part of the balance is that there's limited spawns/a timer for refinable materials. So you can't run back and forth from a mine or quarry 24/7 and skip the solo/motherlode mining entirely. PvP can still be centralised to these mines or quarries, if they stay hubs for massive amounts of solo/motherlode nodes.
 

Also @thomasblair, have you considered only being able to swap powers when in a keep/fort?
I personally don't mind either way, but I'm just curious.
Both have some implications.

We really haven't really thought we needed to lock down powers swaps yet, because you are right there are some implications.


Thomas Blair
ArtCraft Entertainment, Inc.
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If PvP players can generate high amount of resources through Caravans that effectively shuts down a full game loop and a good chunk of the player base - gatherers.

It will take some fine tuning but I'm confident.

P.S. Don't make pure PvP guilds more effective then well rounded guilds(PvP, Crafting, Gathering, Trading, Logistics) as that will kill social interaction. Basically make Sphere Interaction more effective then taking a single path(PvP, Gathering or Crafting)

 

Edited by KDSProm

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

 

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From the sounds of it, it seems Caravans are mainly (if not only) for masses of base resources, whereas if you need minerals, gems, anything special etc. then you still need to gather it in the world.

 

And it sounds like if the attackers win the caravan attack, they get whatever the defenders were transporting.

Seems fine to me since PvP is the biggest part of the game 🙂


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Blair said in the Q&A that the idea was that you would need to keep doing caravans to build up your walls and buildings, so until you have everything built, you'll probably need resources from traditional harvesting.

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8 minutes ago, Surelia said:

question is can you takeover the pig carrying the "ressource" and redirect it or do you just slay the pig and you can´t transport the "ressource"

Either. Blair talked about it in the Q&A.

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So with all the passive power is being active , what about the default passives that each class gets ?

 

 And are we going to have a Buff in the top right of the screen for everything? Because that's going to be a long list

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9 hours ago, thomasblair said:

Trailblazer/master passive is active in both melee/ranged trays and is active as long as you are out of combat. Once you enter combat, you lose the buff. Dropping out of combat starts the pathfinding buff for 9 seconds and once that ends Trailblazer/master buff returns.

 

9 hours ago, thomasblair said:
16 hours ago, Yoink said:

I hope you gave Centaurs a passive that makes them run faster (in or out of combat) than 2 legged losers.

Centaur and Elken both get the trailmaster passive due to those sturdy legs!

 

I know that you are on a much different version of the game than we are but Trail master has not been anything I have considered that useful and from your quoted response above does not seem like it has changed in the new build. Trail master/blazer was never anything that I would take into account when making a character and weighing the pros vs cons of one race vs another. IN our version of the game you just use a mount for the same effect and there is no opportunity cost to using a mount. In a lot of situations a mount was better than trail master/blazer anyway. 

Also, I want to see Centaur's run faster while in combat. Something like 10-15% faster in combat would really open the race up to being considered for classes other than Champion and the occasional Knight. 


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10 hours ago, thomasblair said:

No restrictions on swapping, but you will have UI in your face potentially while being attacked.

That's good. I don't think we should have any restrictions on swapping out powers.

The idea of harvesters being combatants was widely accepted and designed around not too long ago with exploration disciplines being added. Harvesters in the open world do not want to be at a disadvantage combat wise as they're subject to being attacked while harvesting. 

The removal of the survival tray and the fact that the "consumables" slots cannot be used to slot powers such as harvesting abilities means a harvester will be at a slight disadvantage if they have to take up precious power bar slots for harvesting abilities. This is a small step backwards from the idea that harvesters shouldn't be penalized as combatants. Any restrictions on swapping abilities would just further penalize harvesters combat ability. 


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52 minutes ago, blazzen said:

The removal of the survival tray and the fact that the "consumables" slots cannot be used to slot powers such as harvesting abilities means a harvester will be at a slight disadvantage if they have to take up precious power bar slots for harvesting abilities.

Is it confirmed that we will need to slot the harvesting abilities or is that still speculation?  Hope not, but would not be surprised...

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18 hours ago, Jah said:

I think you are mistaken here. The buff works even if multiple people in the group have it slotted. Only the group leader's leadership counts.

 

18 hours ago, Arkade said:

I'm sure I've had issues with it in the past and had to remove the passive from one of them, but I just tested it and it's working as you suggest.

I just figured out what the bug is. If player A has the leadership passive equipped and gets invited to player B's group, who also has the leadership passive equipped, it will work fine. However, if player A then removes his leadership passive, the Leadership and Footman buffs are removed from the group. The leader has to remove then re-equip the passive to fix it. 

I assume that won't be a problem in the future, since there will be no way to remove the leadership passive, as it will be active in all trays, in and out of combat.

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1 hour ago, Yoink said:

Also, I want to see Centaur's run faster while in combat. Something like 10-15% faster in combat would really open the race up to being considered for classes other than Champion and the occasional Knight. 

From the lore side, I agree that a centaur should be the fastest thing out there; it doesn't need to ride a horse, it *is* a horse.

From the gameplay side, making it the fastest thing out there, in and out of combat, means it would need to take a big hit elsewhere. Centaur can already run down anything but a mounted knight while OOC, and stick it with a hurl bat, chain pull, or a root. Don't run from a centaur, you'll just die tired.

As for making it viable for classes other than champ, it's already a good choice for every class available to it. Centaur is the top choice for cleric, and horse knights are not at all uncommon.

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Remove timers to all points of interest. Stop making this game easier for Zergs to show up at all timed events. Timers also kills the game between the scheduled event since everyone logs off until then.  If you want to stop overnight caps, so be it. Turn off caps in that window. The rest of the day should be a free for all. With the influx of people into the game, timers wouldn't be needed to "concentrate" activity into an area.

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