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Doc || Allegiant Gemcutters's page

22 posts. Alias of Doc || GenAknosc.


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I guess maybe a simplistic example would be the distinction between:

"Hello, I am a fighter."

or -

"Hello, I am a sword wielder."


I wouldn't say it's a gate if you can just buy ISK to purchase said training books with.


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You didn't pay for coke. You paid for a softdrink designer to come up with a new softdrink that is slated to have a bunch of different qualities and tastes.

That fact that you still can't decipher the difference between the financial involvement of a kickstarter and the actual purchasing of a completed product is mind-boggling. I assume it is mindful ignorance to help you deal with the poor decision of dropping $1000+ on a video game kickstarter.


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T7V Avari wrote:
What more can we want at this stage of the game, really?

For normal people? Probably not much.

But people who drop more than a thousand dollars on vaporware or kickstarters aren't "normal" in my opinion.

I think they come in two types, those who are insanely rabid fans, or those who think they can increase their money.

If you are in the second camp, and discover that the game develops in a way that prevents your ultimate goal of increasing your monetary investment, I'd imagine you would go nuts.

If you are in the first camp, I'd have a hard time believing that one would become completely put off by a few feature areas not aligning exactly to what you envisioned.


For any one who doesn't follow -

Basically the idea is, you get a bunch of character accounts, let them accumulate tons of experience over time, meanwhile you don't even need to play the game.

As soon as they get to a tipping point, you log in and train all the feats/skills, etc. and level up to be maxed out, then sell the account through a third-party intermediary and make more real-life money back than you put in holding the character accounts.

From what I've read from GoblinWorks, the achievement gating mechanism is in place to prevent this kind of behavior - if I understand correctly.


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The only person that should have posted a response was Ryan Dancey, and he did, and it was accurate and appropriate.

Everybody else who posts just obscures that message, and helps fill the well of schadenfreude that people like Audoucet need in order to deal with their frustration.

Like was said earlier, the game will speak for itself, warts and all, till it no longer has warts. When it can't it's probably better for someone of a more official nature to "respond" since anybody who is deadset on countering you will just paint you as a fanboy and ignore you anyway. The more frustrated and desperate you seem, the more it feeds the schadenfreude.

Take a deep breath. Step back from the keyboard.

And remember that arguing with other people over the internet is pointless.

Concentrate on helping new players, giving feedback to GoblinWorks, and coming up with constructive solutions to game issues. That will do far more towards making PFO the game we want it to be.


The Scout-armor feat which is Rogue, provides perception enhancement. I'd imagine that is why Perception is being associated here.


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T7V Avari wrote:
What this causes is everybody having to take the same feats, the ones that increase scores the most, completely derailing the gist of open leveling. Ability score gaining needs another major tweak imo.

That's exactly what Tyveil was saying above.

It seems like most people shot down his suggestion on ideaforge, maybe there is another way to approach the issue.


I'm sure, but what I'm talking about is that many times I come into melee range, press "1" and nothing happens. If I press no other keys or buttons, nothing continues to happen till I die.


Checking against skeletons and bandits, my initial attempt to perform a melee strike in range almost never does anything until after I have been hit once by the enemy.


I'm aware of the knockdown, which is really just looking like my dwarf is bowing his head. I'll have to look more closely for an interrupt.

If that is the case, there needs to be a more obvious animation associated with being interrupted, like a sort of flinching animation so that I get a visual queue as to why I'm not attacking.

However, this happens so regularly across all types of enemies that I suspect something else is at play.


Another issue is that when I run up to go kill a wolf or some mob, it seems that in every encounter, the first attempted strike I try does nothing. I'll click the button or press "1" but nothing happens.

So, I end up mashing the "1" key in an attempt to get that first strike to fire.

Since there is no auto-attack mode like in WoW, and you have to manually initiate each attack, this first strike really needs to be fluid and work as expected when called.

When it doesn't it basically means I lose a fight with an equally matched opponent because they get in several hits before my first one finally fires.


So, I know that the animation system is undergoing improvements, so this isn't a complaint post, more of a suggestion/idea post.

I was watching my dwarf in combat using an axe and noticed a couple things.

1. While I entered combat in a "Ready stance" before each animation of a strike with my axe, the animation had my character lower the axe downward, then raise it back up overhead, and then finally achieve the downstrike for the hit.

2. During this animation sequence, damage to my opponent mob was dealt immediately, even though the actual strike portion of the animation was yet to occur.

3. It seemed to me, the animation was somewhat (maybe just my perception) drawn out in order to fill some of the space of the combat action cool-down period.

-
Thoughts:
-

The timing mismatch of the animation and the damage being dealt means that sometimes the enemy dies and falls down before I technically hit them for the killing blow. That looks weird.

--> The animations should have the initial "lowering of the weapon" part of the removed, and the strikes need to be sped up so that they sync better with the actual dealing of damage. Make the combat animation sequence shorter and faster in general.

I think if this change was made the combat animation system and combat in general would seem much more fluid, and there would be less cases of animation stuttering.

-
I know that some of these heavy weapons cannot realistically be swung about lightning fast, but the other alternative is to have damage dealt be delayed and timed with the actual perceived landing of the blow. This could create other issues with players moving out of range and yet hits still landing, etc.


I think jsut adding more filtering options would make the system more user friendly.

Being able to filter by Weapons / Armor

Then if I choose Weapons, maybe the base type of weapon, ie.
Longsword, Dagger, Short Sword, etc.

EVE Online, IIRC, uses a faceted search like this to enable people to drill down through a very deep system of craftable items or buyable things.

-
Other thought:

Sometimes, I'm not going to be looking for a specific thing, maybe I'd be willing to use any kind of weapon that is a decent upgrade from what I currently have.

For new characters where buying feats is very cheap, it makes plenty of sense to switch the type of weapon you use if the new weapon you find/buy is an upgrade. There is no reason to hold off upgrading your keyword effects because nobody has put the specific weapon upgrade you are looking for Steel Longsword +2 on the auction house in your town - use switch out feats and use the better weapon you have at hand.

I would only think that more advanced characters would be looking for very specific weapon setups, so the very specific nature of AH searching in place right now seems very unintuitive for newer character needs.


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Cool, thanks for the insight Ryan. Appreciated


Thank you for the comments, just trying to make something that I myself use, and hope it helps others.

Giorgo, look forward to it, feedback is always welcome and desired.


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Bluddwolf wrote:
Yes, I do know better, I have had more involvement in MMOs than he has. I have alpha and beta tested dozens of MMOs, and I have played many, many for months and even years.

Bludd, from some of the posts of yours I've read I think you generally have some good points on a bunch of things. This one though is a bit of a stretch.

Driving cars does not make you an expert at building cars, or marketing cars, or running a car factory.

Just because you play a game, doesn't mean you know more or less than those who built/run it unless you are running sophisticated exit surveys (which many games do) and/or have access to said survey data (which I suspect you don't) - you're observations can be skewed or distorted due to things like confirmation bias, proximity bias, etc.

I certainly hope Ryan is looking at observations of MMOPRGs and shaping PFO accordingly. I don't see any reason to think he isn't, or that he is not acutely aware of various consumer trends shaping the industry.

Is there anything that should make me think otherwise, other than disagreements with players who may or may not have made an MMORPG before?


T7V Jazzlvraz wrote:
the siren-call of nearby un-guarded nodes

The nodes, the call to me in my dreams.


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T7V Jazzlvraz wrote:
There's no way to tell how many will be perfectly pleased vs those perfectly displeased

That concept is what prompted my realization about the danger of large money value contributions to kickstarters.

Even if you make good progress on your software's development, by the nature of a bell curve of personality types and expectations you are practically guaranteed that a certain percentage of the population will be unhappy with progress/results. Some will be ridiculously over-supportive, and most will be somewhere in the middle.

If some members of high-money-contributing backers are in that unhappy subset, then you are sure to be in for a high dose of frustration from that group.

My guess is people like Andius and Audocet are probably more angry at themselves than GW, for having put that kind of money into a game that didn't yet exist, and have nowhere else but here to vent.

I can sympathize with them somewhat, I put down $150 for ArcheAge and the game changed right out from under me during Alpha. I ended up giving the entirety of my founders pack perks to a noob that got griefed out of his farmhouse on day 1 launch for North America. Mailed the goods, uninstalled the game, and never looked back. I'll take the karma and move on.

If I had plopped down $1000, well I'd probably be quite a bit more frustrated. No doubt. It's probably a mistake to contribute any amount of money to a kickstarter that you aren't willing to just shrug your shoulders at and walk away.


It seems obvious to me now that running kickstarters where you allow people to pledge far in excess of $100 is a very risky proposition, double-edged sword as it were.


Heyo Giorgo, thank you for the feedback. Definitely working on getting the Weapon feats in their too.

Good point about trying to make sense of what the various feats are good for. I'll work on a guide page that is linked-to from the Armor Feat List to help provide players some clarity.


Looks like the wolves maybe respawn after server restarts, there is one in Rathglen again. I'll try to make the rounds to Marchmont, Phoenix Pass and Ossians as well.