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Right now in the state that the game is in, I'm not very happy about the prospect of spending my skill points.

All my magic attacks make me stationary and the balance between robes, light armor, medium armor, and heavy armor really favors heavy armor.

How can I really know if I'll like these roles when they presumably aren't anything like their final form?

The reason I paid so much to get in on the first month is because of the promise of EVE style training and the idea of being there from the very start.

At this point I'm left with the option of investing my skill points in making a character for a combat system that has drastic changes needed before it can be considered finished, just letting XP build and not playing the game (while my 15$ a month time is eaten up), or losing the first month advantage I paid so much for.

If you actually release this game in such an unfinished form I would like to see one of two things happen.

1. We do not lose any paid for time until the game is in a more finished/functional state. This is so that we can build and save our XP until the game is in a form we want to play without losing paid time.

2. We have the option of having all of our XP refunded once all the abilities are working and fairly close to their final form, and all the armor types are balanced. That way we can play and enjoy the game without having to worry about whether or not we're wasting XP on abilities we won't be using once the combat is more function.

I realize all games go through endless cycles of nerfs and buffs that will leave players dissatisfied with previous training choices but currently it doesn't feel like any of the roles are even finished being built.


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These are questions for the developers:

How soon will firearms be implemented?
What will be the advantages and drawbacks of firearm usage?
What kinds of firearms can we expect to see?
What crafting skill(s) will be used to create firearms?


I'd like to head this off with the fact that I know this is an alpha. I expect problems, I'm just trying to voice my feelings on them and how they could possibly be addressed.

I found feat training a total buzzkill this Alpha. I spent more time hunting feats and trying to find out what they do than anything else. There are a few things that I'd really like to see happen.

1. Tooltips in the skill trainer menu. Hovering over a feat should give a description of it. You shouldn't have to buy a skill or find it outside the game to determine what it does.

2. Categories. I'd like to see the skills trainer have headers of skill times such as an "Attacks" tab with "Primary" and "Secondary" attacks sorted out as well as sorting them by weapon.

Like so.

Attacks Tab
---Greatsword
------Greatsword Primaries
------Greatsword Secondaries
---Longbow
------Longbow Primaries
------Longbow Secondaries

Or

Passives
---Reactive Passives
---Armor Passivies
---Role Feature Passives

3. Skills you already have ranks in should be highlighted in green. You should also be able to filter out all skills other than these skills for easier progression in a specific build.

4. Create Redundancy. Certain skills are used by multiple roles and some by every role. Create redundancy in skill training by having skill trainers offer more skills relevant to their class even if other skill trainers offer it as well. Skills shared by multiple roles should be at all of those role's trainers.

So if I want hitpoints, medium armor, and bow skills for my evangelist cleric I should be able to get that all at the cleric trainer since those are all very relevant for a cleric type. If I also need it for an archer fighter I should be able to get it from the fighter trainer as well since they are all very relevant to a fighter type. Stop making us run around to hunt down skills with seemingly random trainer type selection. It isn't fun. It's tedious.

5. Create a term and category for passive skills such as hitpoints and perception which do not need to be slotted. These skills can be very important to every character type so they should be easily identified and acquired.


Is there somewhere I can go that has the full descriptions of active and passive feats? I can't seem to find any descriptions when browsing through them at the skill trainers.


1. Will multiboxing be a TOS violation?
2. Macros. How complex can we make them before they violate the TOS?
3. Will there be a follow command to get one character to follow another?
4. Will there be target assist options to get one character to automatically target a targeted ally's targets with hostile effects?


From the sounds of it the number of members in a company or settlement actually effects the mechanics of various gameplay elements. The cost of feuds, how much it costs to feud you, and how effectively your group generates influence all depend upon the number of members you have from my understanding.

Based on this I'd like to make a proposal. Inactive members should not be counted. I would say any member of a company that hasn't logged in during the last month should be placed in inactive status and removed from it's member count.