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![]() TEO Cheatle wrote: My point guys, is that you have been farming Usties, it wasn't meant to be taken in a negative light, but rather to show that there are organizations that have been farming them, hence why I named several other groups doing just that. I think your definition of farming differs from mine. I see it as planning to go to an escalation with a bunch of groups and systematically killing them (I believe this is what TEO does when they "farm" a hex, I might be wrong?) For a start, you're assuming some kind of organisation on our behalf. I hate to tell you, we're not that organised. What usually happens is, someone says, "anyone want to group up?", someone else replies "I've got an hour before dinner." Another person will chime in "I'm in Tavernhold, but I've got to pick the kids up in 2 hours." So we from a loose group. Depending on where everyone is we will go to the escalation/monster hex that is easiest for everyone to meet up at. For me, on 2 occasions before the "exploit" was revealed, it was the Ustalav hex. While we are, what I like to call "playing", other people might log on and join us, but others will drop out. I have never been in the Ustalav hex with a group of 6. Really, we're not that organised. ![]()
![]() Savage Grace - I don't disagree with your view of the problem. I do disagree with the way you expressed it. If you were any more deliberately provocative I think we would have to conscript you into Kabal ;) So, on your invitation, 5 of us went over to the Ustalavs again last night. Yes, once you know about it, it is easier. But, as a group I can't say it made the difference between being able to kill a group or not. It's difficult to tell until they fix it and we know the proper behaviour of the casters (Note: Seeing the behaviour of the Ustalav casters, I have a feeling that this does not effect only Ustalavs. Other casters in the game may also have the same problem, but since they don't give T2 recipes, no-one seems to care about those.) The other reds and purples still hit hard. The only good bits were on 2 occasions when we found small groups that were only casters and we could charge in and act like idiots with impunity. Those groups are the most exploitable to soloers, but they are few and far between. Cheatle - I'm not aware that Stoneroot has been "farming Ustalavs" but I might be wrong, I play UK times so I don't keep up to date on what is happening US times. I've only been in the hex twice before, and one of those times we only killed 2 groups of mobs before deciding that it took too long to kill the purples to make it effective. ![]()
![]() Yeah, but you have to be provocative ;) In reality, we're a friendly bunch of people (although I expect some people's view of us might change when they notice some differences in our make-up, or Thod publishes his next update). We welcome all players and play styles. We have players from across the world, some very active, some not so. We have very few rules, but in game we don't tend to cause trouble ;) We have players with in-depth knowledge of the game, and crafters and refiners who will help you. We have good relationships with our allies, and we like to think we don't have any actual enemies, and even if we did, we would have cordial relations with them also. ![]()
![]() Capitalocracy wrote:
I play a rogue. None of our maneuvers do anything useful in PvE, lots of our attack feats don't work as advertised, none of our features work. But it's the wizard that's crying. It doesn't mean, "you should play a fighter", it means, only pick mobs you can take. Run away sooner rather than later. Join a company. Find a group etc... ![]()
![]() Good news everyone! (Well, rogues.) The Short Term Roadmap does mention ammo is planned to be added in early 2015, it doesn't appear on the "Will Do" list, whereas "Rogue Role Feature Improvements" is on the Will Do list. Hopefully this means rogues are fixed before ammo comes in. To me, fixing rogues means fixing the features, and making the maneuvers actually useful in PvE. ![]()
![]() TEO Cheatle wrote: Well, until someone gives me the name of a member that actually did this, or screen shots, or basically anything at all other than "a member of TEO attacked someone in a starter settlement," I am pretty much not going to do anything. This thread is just targeting TEO without any actual evidence. Yes, a new guy accidentally took a tower out in the middle of no where, no harm no foul, but calling a member out without any actual evidence is erroneous and debasing. I was on line when it was happening. It happened. Trying to deflect the bad behaviour of one of your members into being bad behaviour on the part of Kabal is beneath you. The response of a good leader should be, "Thank you for informing me, I will try to ensure it won't happen again", no matter how clumsily the message was sent. ![]()
![]() First things first: They should not bring in ammunition until they have fixed other things: As a rogue, if they are going to make me manage the use of my primary weapon, they need to have fixed the other rogue features so they work properly first, so I do the damage I am supposed to do. If I am going to have to carry 200 arrows, they need to sort out gear that can improve encumbrance (quivers, packs) Arrow costs look about right. Any archer should be able to be self-sufficient in arrows without having to take any crafting/refining skills as I think everything can be made with level 0 free recipes. I'm already stocking up on yew, iron and coal. My plan for hunting is to go out with a stack of 200 arrows on me and have more in the queue ready to pop into my inventory when they are made, so I shouldn't have to keep running back to restock with arrows. With a T2 bow I already need fewer arrows, since I 1 shot more mobs than I did with a T1 bow. I might need to melee a bit more, and I will definitely not be spamming Quick Shot and Multi-shot the way I have been I hope mobs start dropping arrows. I would expect anything that shoots arrows at me to drop arrows. Costs for charges look a bit high. ![]()
![]() I put a post in the Rogue Tips on the GW forums about using states. This isn't primarily about Dazed, but states in general. As a rogue, it is something I would like to use more. Unfortunately I don't have the ability to apply most of the states that I can capitalise on, so it makes it difficult. Dazed is not the best example, as (as far as I am aware) stuns/slows and other movement conditions do not appear to be working in PvE, so I have no reason to even try to capitalise on it. For other states - I use MoO:Slip to make my enemies flatfooted, then spam Quick Shot with my short bow (5 bleed) and my reactive is Bleeding Attack 2 (10 bleed), so stacking up 15 bleeds per shot. This works for now, but when Rogue stuff is fixed I shouldn't need the MoO and can slot another reactive, and when ammo comes in, spamming any bow attack is probably going to be expensive. For Melee, I had been using the same combo as Karlbob - Feint-Press-basic exploit. However, I don't melee much. Since getting MoO:Slip and Bleeding Attack 2, I need to experiment whether it is better to get in 2 fast attacks (each with another 40% chance of applying Flatfooted) and stack up the bleeds rather than use the high stamina cost of Press. (I can't remember if there is a short sword/rapier attack that applies bleed, if there is, I should be using it.) When in a duo or group with a mage, I use Distant Shot to apply Distressed and the Mage uses Killing Joke to apply a stun. We haven't quite come to an agreement yet as to whether the stun is working, but I am inclined to think that for this particular combo stun is working (which kind of disagrees with what I said above, so maybe stuns do work.) The guys I play with are trying to work together on applying states. Being in a group and not trying to co-ordinate states, you are basically playing as a bunch of soloers all trying to kill the same mob. Working together to compliment is how a group should work, but it is a bit of a twitch-fest to spot the state and hit the right attack at the right time. States are fleeting. I have a melee attack that takes advantage of Distressed, but since I can only apply Distressed with my Distant Shot, by the time I have swapped weapons and closed with the enemy, the state is finished. ![]()
![]() At the moment I have to melee and mash feint to get my target flatfooted, and as a light armour wearer, that's not nice against an ogre lout. Rogue needs some love. The maneuvers are useless in PvE and things that would be useful like snapshot for getting out of melee are still not working. Having stun/slow and other conditions work on mobs would also help. ![]()
![]() Don't forget WoT is only a short term thing until "The Cataclysm". I don't think GW will be exerting much effort on the mechanics of a transitory game feature. As to how long this period of the game will last, who knows, but I hope it will not be too long and we can get on with the important job of actually (re)building our settlements sooner rather than later. ![]()
![]() I noticed last night (and I thought I had noticed it before) that you actually have to visit the AH you sold the items at to get the money for your sales. I visited the bank and say I had 59s, ran to the AH where I had items for sale and when I opened the AH I had 74s. (Unless someone happened to buy ~4 items in the moments between the bank and the AH). ![]()
![]() Gol Phyllain wrote: What i think the OP might be talking about is how if you que up an action that you do not have the stamina for and then you start moving your character will stop moving and use the ability as soon as it has the ability to do so. That is supper annoying and should go away as soon as possible. It is extremely annoying and has lead to too many deaths, particularly against alpha wolves who root you once they hit you. There should be a way to avoid it - hit ESC so you don't have anything targeted when you start moving. However, you have no way of telling that there is an action queued up, so by the time you realise it is too late to do it. ![]()
![]() I find that pelts are in short supply. They are supposed to drop in trash heaps in woodland, but the frequency of trash heaps in woodland is very low. On the other hand, trash heaps on plains seem to be plentiful and I have cotton and wool coming out of my ears. Yellow is always scarce it seems. There is oak in the game? ![]()
![]() <Kabal> Daeglin wrote:
My highest damage short sword exploit works off distressed. I need to figure out if it is worth the time to throw the caltrops and use that exploit rather than the feint followed by flatfooted exploits. ![]()
![]() Urman wrote:
At the moment they are barely a role. Bluff does nothing. Stealth does little to nothing. I'm aware that we will never be able to sneak up and back stab someone, but when this came up in chat a couple of weeks ago Tester Prime said stealth's main use currently is for gathering from nodes near mobs. The rogue implements I have found so far have been so pointless as to never be used, they were just a waste of XP to learn. Ryan's description seems to indicate Rogues are just a mule for carrying other people's loot. (Sorrow's Release is a long bow feat, so much for that 2 rogue ambush) We can see how much the developers love the rogue by the fact that they forgot to implement Short Bow proficiency 2 in the last patch. Obviously no-one bothers to test rogue stuff on the test server. ![]()
![]() Ok, we are told it is MVP, but if they consider what they have implemented MVP then it is not ready for EE as so much of what they have implemented flat doesn't work. I ran from Stoneroot Glade to Guardheim yesterday. I died twice on the way, once because the UI is too laggy. I crashed once and found myself floating in the air once. When I got to Guardheim I was then chased by bandits around the town which I couldn't fight for fear of retaliation from the useless guards. This does not leave a positive impression of the game. Also, and while I know it is part of the game design, it lacks the reward structures that made games like EQ and WoW "addictive" to me. You have to have some actual reward for playing. I set myself goals to make the game more interesting, and I try to make them realistic. I played for ~4 hours last night and didn't gather enough materials to make basic leather sheets. I did gather a bunch of useless stuff that I will never use and no-one wants. I can see myself playing for the 4 months I have paid for, but if there haven't been major improvements in those 4 months, I'll move on. It's not like I haven't kickstarted other games. ![]()
![]() Wool from anything is a bit wrong when you never see any sheep. I assume the sheep are invisible and the plant nodes have thorns, thistles and teasels on them that gather the wool as the invisible sheep pass. The trash heaps definitely need some love. They are too rare and their contents tend to be stuff I would expect from shiny rocks or uninteresting plants. I want more armour scraps and broken weapons etc... ![]()
![]() @TEO Malvius - If the current server configuration cannot handle the processes, it is failing the stress test. Ryan even says "This is the whole point of the Alpha Stress Test - to see how the server behaves under real world loads, to see how it fails, and then to come up with plans on how to address those failure modes and reduce those loads." It doesn't mean they can't do more load balancing during the test. Some hex clusters might need splitting up, but until we stop seeing the problem, it is failing.
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