Mandraivus the Lost

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Goblin Squad Member

I'm sorry I may be more critical than most, being a professional software developer. I really appreciate the more detailed response from Ryan, which I wouldn't expect from any other company for sure. Their transparency is quite refreshing.

Goblin Squad Member

I'm sorry but bugs of this scale really make me question the release practices of GW. It would be nice to have an explanation about how this bug made it through their QA.

Goblin Squad Member

Yea it's just too early to use these. The game needs to be more newbie friendly, especially when it comes to how keywords work and what benefits you get out of them. I will definitely encourage my friends to join in a few months or however long it takes to get some of these things in the game! I'm just afraid at this point people will get frustrated, leave, and never come back.

Goblin Squad Member

I'm not sure why they even have feats in the game that are not able to be trained like all the others. I say just remove them from the game.

Goblin Squad Member

KarlBob wrote:
Gol Phyllain wrote:

*shrugs* Maybe if people stopped changing their armor color to match ours it wouldn't be as much of a problem.

I still love the Company/Settlement tabard idea. For now, it could show the character's Company or Settlement symbol on the front and back (with no mechanism for displaying a false symbol).

Waaay down the road, when the game is sophisticated enough to support disguises, there could be mechanics for displaying another group's symbol in place of your own, with a chance for observant characters to penetrate the ruse.

I hope you have an ideascale contribution for this, you have my vote.

Goblin Squad Member

I think GW is handling the situation quite well. Should be fun. Now where do I find these Ustalav Invaders?

Goblin Squad Member

KOTC Huran wrote:

One case I can think of where a settlement (or deposite/withdraw list like Pino suggests) vault would be great is where someone has a craft order but plays in a different time zone as the crafter.

I have been trying to touch basis with someone from another company (same settlement) for days. It would be nice if I could drop off said crafted order in the vault for said person to pick up when they are online.

Which is exactly what I have proposed on ideascale. Please vote for it.

Goblin Squad Member

I agree this is sorely needed. I was hoping they could put in a PO Box type system as a stop-gap measure before their more advanced systems are implemented.

Goblin Squad Member

sspitfire1 wrote:


Diversifying your character can really hurt your advancement, so don't do it.

I disagree. The only thing you lose is time, and the amount spent on tier 1 skills will be insignificant compared to later. The non min/maxers and new players will all play significant roles in the game. Now in tier 2 and up, you're right. I'd be very careful about diversifying there.

Goblin Squad Member

The genius design of the game is you don't have to. For example if you're a crafter, anyone can use the items you craft, but can only take advantage of keywords they have trained through feats. So the demand for high level items will be much lower than the demand for lower level items, and all levels can be used by anyone.

Combat is similar, with diminishing returns and higher costs as you go. And there is no xp gained from combat. You can group with a wide variation of "levels" in your combat groups and everyone will still benefit.

It's kind of hard to explain but the old MMORPG concept of everyone racing to cap and "catching up" simply will not exist in this game. It's one of the most attractive features about the game.

Goblin Squad Member

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I don't know.. I think the new player experience needs to be pretty high priority. It's the reason I gave up on Alpha and nearly gave up on EE as well. If I didn't find a good group of very helpful players (7th veil/Phaeros) I likely would have left again. People who give up on a game often don't come back because of that first impression. I'm willing to bet turnover at this point is still far higher than it needs to be. There are some really big bang for the buck items that could make the new player experience much better, namely gating feats and some better UI guidance on keyword matching. Tutorials can be lower priority.

Goblin Squad Member

If they really want to migrate forums they need to put these forums in read only/archive mode.

Goblin Squad Member

Great to see this report. As for your comment that a constant presence (having to pvp every night) may begin to feel like work... There are some people that want to spend most of their time in this game PvP'ing. I'm encouraged that we can send those type of people to our borders or on escort missions and they will likely not be disappointed. While the rest of the company stays back in the relatively safer territory to PvE.

Goblin Squad Member

My experience for probably the first week of playing was largely the same as yours, very frustrating. The number of feats at the start is overwhelming. They need to do something to make this easier for new players, though I'm not sure what that will be. Since so much to do with feats is based on matching keywords, I think that matching keyword highlighting will help. But I do also think they should somehow reduce the number of feats available at the start.

The map has gotten much better over time. You should have seen it 8 months ago when it was a single low res image that you couldn't zoom on. Give it time, it will get better.

At this point in the game, you really have to join other players to get some meaning in the game and to help understand some of the more complex systems. There really is a ton of depth to the system and the game will be very good soon IMHO (it's a fantastic core it just needs a lot of polish).

Goblin Squad Member

As it should be, thank you.

Goblin Squad Member

I would imagine they want some mobs to be a bit out of our ability, with EE only being 3 weeks old and the limited amount of xp we have to spend.

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Zef Starr wrote:

1. Defenders should subtract points when they are in tower, even if it's at 1/3 what attackers score. I understand GW wants an offensive flavor to WoT, but defense needs to stand a chance

2. More players.

3. Signals for defenders when tower attacked.

That's about it. I wouldn't want to see too much programming go into something this temporary.

Although towers are temporary, a lot of the mechanics we're talking about here would be re-used for PoI's. The items you have in your list should be easy implementations, I hope they are able to do something.

Goblin Squad Member

Better they err on the side of a slow economy this early than the other way around. I think there's lots of room for improvement. Buy orders and improved AH are top on my list. Movement of resources is fine for now until they implement caravans.

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Kobold Cleaver wrote:

My thoughts exactly.

What would be awesome would be to be able to set a simple "Just Visiting" flag. While wearing this flag (and it'd have a cooldown after dropping it, delaying your ability to capture), you wouldn't be able to add points for your company. It would not in any way affect your availability for PvP. This would enable people to witness as well as help their allies.

I think the point accrual should only be allowed to occur by one company at a time, the first to start the "capture". If somebody else wants to come and capture they should have to overthrow the previous would be captors. This would also make it easy for allies to help without a need for a just visiting flag.

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DeciusBrutus wrote:
Todo: test a perfect tie.

Please don't. You might blow up the server. ;)

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Forencith of Phaeros, TSV wrote:


Point being, however it is accomplished, the return for effort must be greater for defense than attack, otherwise it will always be more effective to just go take another tower that is undefended than to defend your current holdings.

In LOTRO, this is accomplished via NPC defenders assisting in the Keep (Tower) defense. I don't think that strategy seems quite right in PFO. Maybe a "buff" for the defenders? Or traps that can be crafted and added to a tower that can cause damage or debuffs to would be attackers.

Goblin Squad Member

War of Towers as it is now is not that far off from being a decent system for engaging in meaningful PvP.

* Obviously it will be much better when instead of just towers we're fighting over varied PoI's each with different effects on the owning settlements, but that's a ways off.
* Defenders should have an advantage and require a smaller force to win a defense, this is currently not the case.
* I'd also like to see an alert system for the defending companies (Ideascale Tower Capture alert). I not sure if I'd want this long-term (once towers change to PoI's) because perhaps people should be able to ninja PoI's if the owning company isn't paying attention. But for now, with it just being towers, and the smaller population of players, the owning group should get an alert.

Do you have any other suggestions for improving War of Towers? What are your thoughts on the current mechanics?

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Nihimon wrote:
Tyveil wrote:
I'd also like to see an alert system for the defending companies (https://pathfinderonlinecrowdforging.ideascale.com/a/dtd/Tower-Capture-ale rt/72782-30320).

Ideascale - Tower Capture alert

[Edit] I sense a disturbance in the Force...

Sorry, I felt like I was going off topic and I didn't want to hijack the thread. :) Moved here.

Goblin Squad Member

I like that feats are gated behind achievements. If I played 20 hrs/week and were completely equal in all aspects to somebody who played 2 hrs/week with the same start date as me, why would I play? The "grind" argument is tired and silly IMO. It also makes sense that to improve your skill at a weapon, you actually have to PRACTICE COMBAT! Anyways, that whole conversation belongs in another thread. To the OP, this definitely doesn't sound like the game you were looking for.

Goblin Squad Member

Thorgrim Foegrinder wrote:

Actually, your requirements almost directly fall in line with Phaeros. We have several members who are very casual and will never require participation or turn anyone away for being casual. The more the merrier, even if you log in a couple hours a week at most. Many of our members have families with young children, and some have children who even play when their parents do. We pretty much constantly have a presence on TeamSpeak in one form or another, and we take down monster escalations regularly. We PvP almost every day now in skirmishes with Golgotha over towers. If you're into roleplaying, several of our members roleplay in local chat frequently, but it's localized enough that those who don't roleplay don't feel compelled to participate in something they don't want to.

Overall, it's a great group and I'm really happy that I joined it. :)

Thorgrim, I looked up your company and joined the teamspeak. It's 7th veil and there is nobody online. Am I looking in the wrong spot? Thx.

Goblin Squad Member

My wife and I each have 2 characters with Destinys twin. We've decided one will be our fighter and one our crafter. Should we play both fighters together or 1 fighter/1 crafter?

Goblin Squad Member

By settlement though, do you all mean company? I'm having a hard time exploring the companies available in game, is there an easier way to see what companies are out there and what they are about? We're looking for the following..

Accepts casuals - we both lead very busy lives and will often only have a few hours per week to play. We do enjoy occasional binge sessions on the weekends, especially if the game is fun :)

Mature - we're late 30's with kids and enjoy playing with other family friendly players.

Must use some sort of voice communication - Teamspeak, Mumble, Ventrillo, whatever, we've used them all.

Mix of PvP / PvE with maybe a slight lean towards PvP - we've spent a lot of time playing LOTRO monster play (years). We enjoy meaningful group vs group battle.

Goblin Squad Member

Thanks all for the great suggestions! Will be considering our options intently and probably try to get the wife to join me this weekend for some play time.

Goblin Squad Member

So I bought EE for my wife and I during the kickstarter. We're thinking about playing but don't know really what there is to do in the game. When we played Alpha before we just ran around for a few evenings and farmed goblins, trained some skills (which we didn't really understand what they did), and never got into crafting because it seemed difficult to get started with. I logged in last weekend and there was no tutorial quest, I was outside of a town with trainers (selling an obtuse number of skills). I don't want to have to study for hours outside of the game just to get a clue on what to do.

So, is there anything that would be enjoyable for us to do as a duo now? Or is the game still to raw and we should hold off for awhile?

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Wurner wrote:

I absolutely wouldn't mind if some more spells and abilities were unavailable at the start. Like if Fireball required intelligence 12 or a certain "[feat] 3" to learn for example.

1 - the start would be less overwhelming for new players if the number of trainable abilities was reduced

2 - it would feel more like PnP where you get more powerful spells and abilities at higher levels, not just greater effect from the spells you already had at lvl. 1.

It should be a combination of both. I like the fact that spells and abilities don't become obsolete as your character grows. That is great design. At the same time, everything should not be available at the start. It makes things far too overwhelming for a new player when they are. The things that unlock at higher levels don't necessarily have to be more powerful (and in most cases shouldn't be, so they don't make other things obsolete), but they should add utility and variety to your characters choices.

Goblin Squad Member

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TEO Cheatle wrote:

I think GW needs to have a better tutorial that at least gives everyone a basic idea, then they need better tool tips that are smart, that tells you which keywords are matching, as well as telling what bonuses you get.

For instance, lets say I am Archer level 4, and I am looking at Soldier's Chainmail +1, and +2, I should be able to mouse over them and see that certain keywords are lit up. Furthermore, it should also indicate the bonuses you get in a + format, like so:

Soldier's Chainmail +1
Tier 1 Medium Armor; grants keywords based on upgrade: Medium (+0), Military (+1), Flexible (+2), Supple (+3)
+110 Hit Points
+42 Power
+2 Fortitude Defense
+4 Reflex Defense
+2 Afflicted, Bleeding, and Exhausted Recovery

Soldier's Chainmail +2
Tier 1 Medium Armor; grants keywords based on upgrade: Medium (+0), Military (+1), Flexible (+2), Supple (+3)
+165 Hit Points
+63 Power
+3 Fortitude Defense
+6 Reflex Defense
+3 Afflicted, Bleeding, and Exhausted Recovery

This is a fantastic suggestion, and not something that should be considered "low priority". Something that clearly displays what keywords do and what keywords are active IN-GAME is critical. Even if it wasn't on a tooltip but somewhere on your character stat sheet (where it should also be), that would be a huge step up from what we have now. Until such a system is in place, PFO will continue to frustrate players. I don't want a SIMPLE system with no depth, I just want a system where the information is AVAILABLE (in game).

Goblin Squad Member

I haven't played the game in a month due mainly to the strange weapon and armor system. I tried for awhile to grasp it and have simply given up. Being in Alpha is no excuse for a completely counter intuitive system. Such important core mechanics should start out simple and can grow over time, but there is no need for it to be so confusing. I don't like that you have to do key word matching. If I'm training up an armor or weapon feat, I should get better with that weapon or armor, not have to run new equipment I find through some matrix to see if it's an improvement or not. I'm not interested in returning to the game until they improve these systems, and I doubt they'll find many players who make it over the learning curve before giving up in frustration.

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Doc || Allegiant Gemcutters wrote:
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.

It seems the largest complaint was that you could train feats completely unrelated to "Attribute X", and once you leveled your role you would still be able to add to "Attribute X".

I get this. But you still want a certain amount of freedom so that players can customize their attributes. I think that trade off makes it worth it. If I'm focusing on a Cleric role, I'm going to be inclined to spend my points on Wisdom, to not do so will just limit the feats I can gain and their effectiveness. This is why the system I proposed would work. Maybe I didn't do a good enough job explaining the system.

Goblin Squad Member

IMO the worst design decision made so far is how we raise attributes by training feats. I don't mind if it gives a small bump to attributes but it should not be the primary method of training. This leads to what we're seeing now, you are basically forced into taking skills you don't necessarily want. Mark my words, at later stages in the game characters will be much the same because of this.

I proposed an alternate solution, where you gain attributes as you advance in a role, and was shot down by this community. So be it, you get what you ask for. Hindsight is 20/20, don't say I didn't tell you so.

http://tinyurl.com/onzrdsl

Goblin Squad Member

LIF looks decent. I do prefer the "learn skills by doing them" system over the "gain XP over time" systeme, by far. Even though I'm a very casual player (4-6 hrs game time a week total), which the xp over time system's claim to target. The physics based targeted system doesn't appeal to me, but I'd have to try it before judging.

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I love that the game is so open ended, but that can also be a problem. After playing dozens of hours in alpha and still equipping nothing better than loot drops, I don't really understand what I should be doing to improve my character. I keep improving achievements which in turn allows me to train feats. I get that. But I don't really have any screens that clearly show me my improvements or stats. I'm increasing feats just because I think I should be.

Understanding crafting and how I can use it to improve my character seems to be a big hurdle as well. The keyword system is not intuitive at all. I've had it explained many times and I still don't get it. Just show me what "keywords" are active(?) and give me the numbers. Let me compare different armors and weapons to see which is better for me.

I hope people get over the grinding thing. There should be a grind, it should be fun though. I wish games would just stop billing "no grind".

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Yea I really don't get why they made the decision with coin. It should also be a local coin economy. If you need to get your coin from one bank to another, that should be a decision you make understanding the risk of transporting the coin.

I remember 10+ years ago playing Dragon Realms and occasionally I would haul 6+ months worth of coin from one town to another. My heart would race during those trips, worried about bandits and pickpockets. You're taking one of the adrenaline filled adventures out of the game for traders/merchants.

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KoTC Edam Neadenil wrote:
Ryan Dancey wrote:

Here is our vision of how this is supposed to work (in the MVP, not long term).

You go into the wilderness and kill monsters to get crafting components and coin. The more monsters you kill, the more components and coin you get.

You bring that stuff back to town and sell it to the crafters. You use the coin you generated in the wilderness and the coin you got from selling the loot to buy upgraded gear so you can kill different monsters and get more valuable crafting components and more coin.

You notice every once in a while while doing this that you've hit an achievement which may be gating your training.

You should find relatively quickly that the time required to accumulate enough XP to advance your training roughly correlates with the time it takes to kill enough monsters to clear the gate.

So it should not feel "grindy" in the sense that you are mindlessly killing monsters for no purpose other than racking up a kill total.

I have the impression some people would like to eventually ONLY do PvP and nothing else. Or at least mainly get their income from PvP at least. For them any killing of PvE content at all is probably an issue.

Yep, and I think those people should definitely be welcome in this game as well. I hope they think of something with achievements to allow it to be a possibility.

Goblin Squad Member

Apples and Oranges.

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People need to stop expecting the game system to handle everything with policing PvP. The largest detractor from open ganking will be how the community responds to it. Characters at high levels may have less to lose as far as not having access to town services, but they have a heck of a lot more to lose when a group of bounty hunters puts them on their hit list, or they become blacklisted by the players.

Goblin Squad Member

I really like the direction it appears to be going. Solo is painful but doable, grouping has obvious benefits - yet you're not forced into a set group size (6+) that takes a long time to organize.

Goblin Squad Member

As a longbow user, I very rarely use the high stamina feats (most often only use feats 1-3). They burn up my entire stamina pool in one use and make the rest of the fight difficult if there are multiple mobs. I'm sure I probably need to do something to improve my build.

Goblin Squad Member

Being wrote:
So the community is okay with telepathy?

Actually I would much prefer we didn't have the option. Unfortunately with all the 3rd party options out there, people will use something, and I'd rather not be forced into using something out of game.

Goblin Squad Member

Yes when someone sends you a message it should open in a new tab. It would be nice to have a location chat that only ranges maybe 3 hexes in any direction.

Goblin Squad Member

The skill filters appear to be working great but the item filters do not work.

Goblin Squad Member

Great stuff. I hope sound, animations, and combat are continually being worked on throughout even though we don't hear about them in these updates. They really need some tweaks to make the game feel more solid.

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Baited breath... F5... heart skips a beat, page not found.. F5.. recheck thread... F5... bio break... F5

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DeciusBrutus wrote:
A different option would be to have one roll determine how many were dropped, and randomly assign each item to a party member.

This sure would simplify things. And a group bonus could still be applied.

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Stephen Cheney wrote:


The situation I worry about is if we had, for example, a goblin boss that only spawns once per escalation, who had a 50% drop rate for Recipe: Awesome Goblin Hat, and he was basically the only reliable source for that recipe. Now assume your settlement has one crafter that can learn that hat recipe and will make one for anyone who wants one, such that a second copy might be valuable to sell, but not nearly as valuable as one. In that case, as Decius points out, you don't particularly care that in a group the chance for 0 is equal to the chance for everyone to get one, you just care about the fact that the group has lowered your chance to get just one.

We would like to do some things like that, in the sense that there's a cool reward for rare monsters beyond just generic components and a settlement trophy if killing the thing finished the escalation. But we'll probably wind up governing those situations with the quest system (which can ignore the drop chance splitting) or just inflating the drop chance high enough that even in a group everyone gets one.

You've got it right the way you're doing it with the loot tables and the bonus in groups. I really like the system you're describing and it will be a blast just going out and farming in groups. I would stay away from unique bosses that have a high percentage of dropping specific recipes. At least if you're doing this have the uniques also spawning at a random enough location that people aren't just location farming in a single spot waiting for long periods of time.

Goblin Squad Member

Why aren't beast pelts coming from beasts and not trash piles?

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