Best Of
Re: Boneworking
I hope crafting with bone falls under leatherworking (as a crafting from remains sort of artisan class)
I could carve a tiara out of dragon bones. will it be good armor?, no.
will it be an amazing gift for a loved one? 100%
and I need to make some drinking horns for my home because no home is complete without them.
I agree. We need more gothic items. Drink from a skull like Conan did
multi use shoulder plates!
Pauldrons of endless mead. Player never gets thirsty, permanent intoxication buff, +1 to charisma
rollox
3
Re: Loot System Changes
I'll add this. Steven always said that games are supposed to be fun and yet not getting rewarded for spending hours of grinding a world boss, taking the risk with the raid difficulty, PvP enable and succeeding slaying the boss don't make a sens of progression and personnal satisfaction and therefore don't make this fun and enjoyable.
Seriously, if I slay 20 times the same boss and get nothing each time with all that effort, it's discouraging and I can expect people leave the game for that.
Seriously, if I slay 20 times the same boss and get nothing each time with all that effort, it's discouraging and I can expect people leave the game for that.
Re: Loot System Changes
Players can also to be kicked out from the group before the looting starts.
That is not a good thing
A guild need to fill to manage a raid.
They invite a couple of players, just to kick them before loot starts to ensure the guild gets the loot.
Or any raidleader really who want to make sure his competition is gone before the loot, so he kicks everyone who might need on the same drops.
don't group with that guild then ;3
Thank you for demonstrating the point. These sort of loot systems discourage players from assisting each other because the game enables very easy, unpunished ways for the group lead to screw people over.
Caeryl
2
Re: Down time and res, can more classes have this skill?
i like no res better. less abuses in pvp
Depraved
1
Re: Steven's response to secondary archetypes
Credit to Azherae for getting the exact quote from Steven
Azherae wrote: »
And Steven's response, verbatim:
"Yeah, it's a bit of a spectrum there, right? Because some of the ideas we have with regards to Augmentation is that they could be, kind of, very rudimentary mechanics that get adjusted, such as like, damage values, cooldowns, mana costs, distance and range, some targeting changes, but they could also be very fundamental changes which would include visuals and audio and flavor, for a particular ability, and we've given some examples in the past about augments, we're not quite at the augment stage yet, right? We're still fleshing out the remainder of the classes, being Rogue and Summoner, that are remaining for Alpha-2, we've talked about that earlier when we laid out the roadmap for the A2 testing, and once we get into kind of playing around with these augments we're going to be taking a lot of feedback from the community but the idea is that some of these augments will radically and fundamentally change an ability and that could include all of those things listed."
I'll reiterate what I said in the Consternation thread, Overall I think this is possitive news and I see it fufilling some of my hopes and laying asside some of my fears. In the past we had heard about the Grand technical flexibility of augmentation at a code level to 'do' almost anything. But this was never expressed as a commitment to use that capacity and particularly not a willingness to 'stack' all the things the system could do into one augment to create "fundemental changes,..., for a particular ability".
What's most encouraging is that he's opening the door to the possibility that not all augmentation will be equally deep, some maybe most will be shallower "very rudimentary" and others much more transformative. That really sounds like it precludes some kind of universal '+2% crit' augment that can get slapped onto every skill and that generated the most fear of a bland system. An augment which dose "fundemental changes" to an ability could not possibly be universally applied like that. And the words "for a particular ability" is I think near definitive proof of my claim that augments will be designed to modify only one active skill and their is no picking what skill it is applied too as so many still belive. Basically that augments work just like the circular nodes of the base archetype skill trees.
This has a possitive spin off, a lot of Augmentation ground work will already have been laid, not just in the technical side as we were told in the Warrior showcase. But that in the design of the base archetype skill trees their would have been lots of 'cutting room floor' scraps that was thought up, maybe implemented but never used. That's gonna be prime material for future augments. Both on an individual augment basis but also for schools/groups and general themes for how a class 'kit' could work. Because the only real reason to make few "fundamental" changes is to make a shift in a class kit, enough to make it play differently.
I think the class fantasy concept development is even more likely to be useful to them now.
Lodrig
3
Re: Instanced Content Should Not Offer Power Gains
I would prefer story content to not be interruptible by PvP, even if it does offer significant rewards. Imagine some god/angel transporting your raid to the harbinger moon in order to face an ancient, the dialogue is epic, the stakes are the fate of Verra. Then some other guild comes rolling through while you fight the ancient and wipes you out. That would be really lame from a narrative standpoint.
The god/angel would be like:
As for people arguing against rewards... I don't really understand. Yeah, risk is a pillar of the game, but risk of PvP is only one avenue for creating risk. If a rival raid comes through and wipes you out, the end result is basically the same as if the difficulty of the instanced raid wipes you out. The risk is not succeeding, of investing time and not getting a return. You don't need hostile players to accomplish that.
I would agree if the instanced content was trivial and gave better rewards, but to expect that defies logic.
The god/angel would be like:
As for people arguing against rewards... I don't really understand. Yeah, risk is a pillar of the game, but risk of PvP is only one avenue for creating risk. If a rival raid comes through and wipes you out, the end result is basically the same as if the difficulty of the instanced raid wipes you out. The risk is not succeeding, of investing time and not getting a return. You don't need hostile players to accomplish that.
I would agree if the instanced content was trivial and gave better rewards, but to expect that defies logic.
arkileo
1
Re: [Feedback Request] Alpha Two Citadel of the Steel Bloom & Firebrand Preview | August Livestream
It's hard to see how difficult the content is, but keep the content as difficult as possible. I'm really sick of MMOs just giving you free gear with content that can be cleared by someone with their eyes closed mashing their face across the keyboard. There should be gear checks and skill checks to all the end game content so that people have something to spend time progressing through as new content is being made. Don't balance things for people that can't tie their own shoes, balance it so that the average player has a hard time going through it.
For a quest, this raid content was good, but generally I prefer content that takes 2~ hours for a full on raid.
I have nothing but negative experiences when it comes to world bosses and open instances. Either the world boss is open season for everyone and is a loot pinata, or it's a push over boss with occasional trolls trying to muck up a fight. I'm hoping you all plan for instanced content when it comes to the extremely difficult PVE content, otherwise you will be unable to design truly difficult encounters under the pressure of potential PVP.
I do really like that this boss was spawned via an event so that it can be coordinated by a guild at a certain time, rather than having to wait on a respawn timer. NEVER have world bosses spawn based off respawn times, otherwise they will be elusively camped by the best guilds who will have to pvp for hours with each other before finally fighting the boss. People will create a discord keeping track of the exact respawn times, so there will never be a mystery to it. Even if it is randomized, they will keep track of that range and people will announce it in the discord.
Loved the animations on the dragon. It all went beyond what I was expecting out of Alpha, so I'm looking forward to what's to come. Monster Hunter has the best creature animation I've ever seen so it's a good reference, but this looked pretty damn good for an MMO. This fight had a good variety of mechanics, but I would love content that has such hard mechanics that it takes 200+ attempts to down the boss.
For a quest, this raid content was good, but generally I prefer content that takes 2~ hours for a full on raid.
I have nothing but negative experiences when it comes to world bosses and open instances. Either the world boss is open season for everyone and is a loot pinata, or it's a push over boss with occasional trolls trying to muck up a fight. I'm hoping you all plan for instanced content when it comes to the extremely difficult PVE content, otherwise you will be unable to design truly difficult encounters under the pressure of potential PVP.
I do really like that this boss was spawned via an event so that it can be coordinated by a guild at a certain time, rather than having to wait on a respawn timer. NEVER have world bosses spawn based off respawn times, otherwise they will be elusively camped by the best guilds who will have to pvp for hours with each other before finally fighting the boss. People will create a discord keeping track of the exact respawn times, so there will never be a mystery to it. Even if it is randomized, they will keep track of that range and people will announce it in the discord.
Loved the animations on the dragon. It all went beyond what I was expecting out of Alpha, so I'm looking forward to what's to come. Monster Hunter has the best creature animation I've ever seen so it's a good reference, but this looked pretty damn good for an MMO. This fight had a good variety of mechanics, but I would love content that has such hard mechanics that it takes 200+ attempts to down the boss.
PiriPiri
3
Re: Boneworking
I hope crafting with bone falls under leatherworking (as a crafting from remains sort of artisan class)
I could carve a tiara out of dragon bones. will it be good armor?, no.
will it be an amazing gift for a loved one? 100%
and I need to make some drinking horns for my home because no home is complete without them.
I agree. We need more gothic items. Drink from a skull like Conan did
multi use shoulder plates!
Kyskei
2
Re: Boneworking
I hope crafting with bone falls under leatherworking (as a crafting from remains sort of artisan class)
I could carve a tiara out of dragon bones. will it be good armor?, no.
will it be an amazing gift for a loved one? 100%
and I need to make some drinking horns for my home because no home is complete without them.
I agree. We need more gothic items. Drink from a skull like Conan did
Re: World boss and greater loot drop idea/discussion
Caravan makes sense for dungeon loot and boss lairs. You might need mules to get to the entrance of the dungeon/lair for loading onto the caravan.
The event could also open up a limited time for farming mats. Think we’ve seen some of this in other streams dealing with corruption zones.
The event could also open up a limited time for farming mats. Think we’ve seen some of this in other streams dealing with corruption zones.