Andius the Afflicted Goblin Squad Member |
TEO Cheatle Goblin Squad Member |
I think you really need to re-do your analysis, especially adding in Expendables, and actually taking into account what classes have what available.
For instance wizard has access to 10 cantrips and 2 spells that deal physical damage. Everyone has access to grenades which can deal all sorts of non-physical damage.
Then you have to look at primary expendables for each class, for Rogue he can do some decent debuffing with Prying Shears, and between evading attacks, evasion, and distracting powder he has a lot of options. Most of the Rogue powers can be spammed, along with fighter powers, while Spells have a one time use in combat.
You also have to take into consideration that Fighters can heal themselves in combat, as well as open up opportunity on opponents pretty well.
Essentially, I am saying there is a lot more to it, than just their basic defenses and what damage type they output. Then you have to consider if the intention is to even balance the class for 1 on 1. If say Cleric is strictly better than Rogue, are 2 Clerics better than 2 Rogues? Maybe not, especially if they have the right feature feats slotted.
Calidor Cruciatus Goblin Squad Member |
1 person marked this as a favorite. |
Hey folks, I haven't played much in the Alpha but reading this thread really raises some concerns. Now it's possible I misunderstand what is happening so please do correct me. This is what I believe is happening:
1. We have an auto loot system in place where we automatically pick stuff up from mob kills with no player control
2. We currently have no way to drop stuff from our inventory
3. We are placing an encumbrance system in place
Am I missing something or does that sound like a really, really bad idea? As in, I'm a wizard in the wilderness near my encumbrance limit and I automatically loot some heavy armor from a kill. Would I be rooted out in the wilds? Would I have to somehow crawl back to civilization at a snails pace so that I could sell an item?
If that is the case, why would we put in an encumbrance system before there was a better way to manage inventory? It's not like encumbrance is going to suddenly make the game perfect, but it sounds like it sure could break it...
If this system WAS put in place would that then allow for the removal of the silly self-stun system currently in place for ranged combat?
<Kabal> Daeglin Goblin Squad Member |
1. Yes
2. It's coming
3. It's coming. See #2.
The warning is so that people don't have to choose between moving, calling for help, or destroying items when they implement encumbrance.
Deleting items from inventory will be in before encumbrance is turned on (I think it'll be in the next build).
However, getting crafted items to drop into your bank instead of your inventory turned out to be harder, so I don't know how far it will lag behind encumbrance. You may want to hang out near the bank if you have something heavy about to exit the queue.
Direct-to-inventory drops from defeated creatures is working as designed (except for not having notifications). It serves several purposes including assuring a fair and personal distribution of loot, simplifying the PvE process, and preventing a bunch of half-looted corpses from tying resources up. Other than the (pretty rare) salvage items, creature drops have very little encumbrance, so the kills in between your opportunities to take a break and trade/destroy shouldn't make a big difference in your mobility.
Edit: Drat! Doc, for a dwarf, you move pretty fast.
Calidor Cruciatus Goblin Squad Member |
It was mentioned previously by a dev that the ability to delete an item from your inventory will be turned on before or same time that encumbrance is turned on.
Ahh cool. Thanks, that seems like a must-have. Reading the OP got me concerned.
Any word on the second part? Will this allow for the removal of the self-stun mechanic for ranged combat?
<Kabal> Daeglin Goblin Squad Member |
<Kabal> Daeglin Goblin Squad Member |
Calidor Cruciatus Goblin Squad Member |
T7V Jazzlvraz Goblin Squad Member |
Kobold Catgirl |
Ryan Dancey wrote:You will have to decide to wear heavy armor and forgo carrying a lot of inventory, or wearing lighter armor and carrying more inventory.This is basically going to mean that heavy armor is the preferred armor type for PvPers looking to make kills and further objectives while lighter armor is good for PvEers and PvPers focused on getting loot.
If the only real penalty to wearing heavy armor is that I can't carry as much that doesn't mean a great deal to me when my objective is to disrupt the enemy or take/defend on objective. I was already planning to delete any loot I got while fighting if I wasn't headed straight back to base to deny my enemies the chance of recovering it.
This in turn could benefit graverobbers by making it even less practical to loot during wartime. ;D
Caldeathe Baequiannia Goblin Squad Member |
1 person marked this as a favorite. |
Oh OK..I thought I recalled a dev saying that it was temporary until encumbrance was in to account for unlimited arrows. Guess not.
What Jazz said, and it was never about the weight of the arrows, it was about the fact that arrows (as consumables) aren't implemented, so you don't have to carry any.
KarlBob Goblin Squad Member |
I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.
It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.
The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.
Ravenlute Goblin Squad Member |
<Kabal> Daeglin wrote:I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.
The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.
I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.
Nihimon Goblin Squad Member |
TEO Malvius012 Goblin Squad Member |
On the ammo how about considering the need to divert materials to crafting it. Cant stock up on what is not being produced.
And needing a backup weapon for when you run out of ammo.
I suspect that ammo will be a huge game changer in terms of how WE play. Those who think it will not be a big deal I suspect don't use bows.
Caldeathe Baequiannia Goblin Squad Member |
KarlBob wrote:I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.<Kabal> Daeglin wrote:I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.
The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.
Depending on the encumbrance level of arrows, it will make an enormous difference. In the escalation clearing yesterday, I've not doubt I fired off multiple hundreds of arrows in each of the two tow-hour sessions, and didn't return to town in between. Unless we can bring supply wagons, that will be impossible under encumbrance.
T7V Jazzlvraz Goblin Squad Member |
Urman Goblin Squad Member |
1 person marked this as a favorite. |
It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.
Not being a wizard or cleric, I had only thought of this in the abstract - yeah, they'll need charge gems and charges...
But, oh, wait. I'm carrying a battle focus for self-healing. Wait... I'll have to carry a charge gems, and charges, and I might be limited in how many times I can self heal in a fight, and how how many times I self-heal before resupply. Huh. Self heal gets complicated. It becomes not-free.
albadeon Goblin Squad Member |
Ravenlute Goblin Squad Member |
Ravenlute wrote:Depending on the encumbrance level of arrows, it will make an enormous difference. In the escalation clearing yesterday, I've not doubt I fired off multiple hundreds of arrows in each of the two tow-hour sessions, and didn't return to town in between. Unless we can bring supply wagons, that will be impossible under encumbrance.KarlBob wrote:I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.<Kabal> Daeglin wrote:I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.
The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.
Time spent out in the field, yes. I'm referring to actual differences in combat with the character. Requiring ammo will not change any balance in power during a fight. It will not make a person weaker or stronger than they are now. It won't change how effective a person is, only how often they will need to resupply between fights.
Neadenil Edam Goblin Squad Member |
meh .. 4 weeks ago the claim was Clerics were UP now apparently they are OP ? I am not sure I could be bothered arguing about it at this early stage.
TBH just slot one holy symbol with lesser cure for the 350 point heals and otherwise build whatever rogue/fighter/wizard combo you want.
On a different note ... transferring several thousand items to the vault one at a time is something of a PITA.
Urman Goblin Squad Member |
Caldeathe Baequiannia Goblin Squad Member |
Neadenil Edam wrote:On a different note ... transferring several thousand items to the vault one at a time is something of a PITA.Yup. I'd like some ability (Shift? Alt?) to shift 10x and 100x items with a click. And a move all button.
Drag, or double click (with the exception being that it seems my double click speed is too fast or too slow, so it often takes a triple click) moves the entire stack over at once.
TEO Malvius012 Goblin Squad Member |
Ravenlute your wrong about it being a simple matter of resupply. Most important to the guy in the field will be what happens when they run out. Now consider when the player looting goes into effect and I kill someone and grab their arrows off the husk to weaken them when they come back from the shrine.
Then there is the economy to consider. Will enough arrows be produced in the early days to make using them relatively easy or will they be somewhat rare and only manufactured by the larger groups for internal use only? TEO has done pretty well gathering and supplying gear for our members but I would expect at least a third of that gear would not have been made if we had needed to supply ammo for ourselves.
T7V Jazzlvraz Goblin Squad Member |
Urman Goblin Squad Member |
Drag works. It doesn't solve my problem when I want to pass 50 moonstone out of a stack of 75 to a friend. I either click. click. click, one at a time (slow enough to avoid a double-click), or I pass him the entire stack and tell him to bring back the remainder.
Passing the entire stack is not an option when an entire stack of iron or logs will fix someone in place, and he can't get to a crafting station.
T7V Jazzlvraz Goblin Squad Member |
Neadenil Edam Goblin Squad Member |
Calidor Cruciatus Goblin Squad Member |
Caldeathe Baequiannia wrote:Time spent out in the field, yes. I'm referring to actual differences in combat with the character. Requiring ammo will not change any balance in power during a fight. It will not make a person weaker or stronger than they are now. It won't change how effective a person is, only how often they will need to resupply between fights.Ravenlute wrote:Depending on the encumbrance level of arrows, it will make an enormous difference. In the escalation clearing yesterday, I've not doubt I fired off multiple hundreds of arrows in each of the two tow-hour sessions, and didn't return to town in between. Unless we can bring supply wagons, that will be impossible under encumbrance.KarlBob wrote:I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.<Kabal> Daeglin wrote:I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.
The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.
I would disagree. Having unlimited ammo means that you can indiscriminately fire as fast as you can at whatever you want. As soon as that becomes limited each arrow/reagent becomes more precious. Ammo conservation becomes strategically important.
Neadenil Edam Goblin Squad Member |
Ravenlute wrote:I would disagree. Having unlimited ammo means that you can indiscriminately fire as fast as you can at whatever you want. As soon as that becomes limited each arrow/reagent becomes more precious. Ammo conservation becomes strategically important.Caldeathe Baequiannia wrote:Time spent out in the field, yes. I'm referring to actual differences in combat with the character. Requiring ammo will not change any balance in power during a fight. It will not make a person weaker or stronger than they are now. It won't change how effective a person is, only how often they will need to resupply between fights.Ravenlute wrote:Depending on the encumbrance level of arrows, it will make an enormous difference. In the escalation clearing yesterday, I've not doubt I fired off multiple hundreds of arrows in each of the two tow-hour sessions, and didn't return to town in between. Unless we can bring supply wagons, that will be impossible under encumbrance.KarlBob wrote:I don't see it being much of a drastic change, if any. Those who need to use ammo will just stock up and carry enough as needed. It might end up costing them a little bit more than a pure melee user but having to use ammo won't change the mechanics of a fight from it's current form.<Kabal> Daeglin wrote:I'm keeping an eye out for the eventual post Ammunition Is Coming Soon - BEWARE. That's going to be another huge gameplay shocker.It will be a shock, and not just to the archers. Clerics and Wizards will have "ammo" too, in the form of charges.
The arrival of ammunition might really tip the balance of power between melee, ranged and spellcasting combatants.
That depends on the ratio of ammo encumbrance to total available.
Assuming ammo is stored in the normal inventory:
- too large a proportion of total gives a distinct advantage to melee fighters
- too low a proportion means ammo is virtually unlimited
As an example in EVE with my PvE Rattlesnake:
- Faction Cruise are cheap enough and small enough to be close to unlimited.
- Cap charges for the shield booster on the other hand are seriously limited.
- Drones have their own bay and are very tightly limited
One possibility is to make ammo like drones in EVE, storage is a separate container from normal inventory with strict (role or feat dependent?) limits.
T7V Jazzlvraz Goblin Squad Member |
Assuming ammo is stored in the normal inventory:...
One of the devs told us that we'll have access to a fixed amount at the start of combat, determined by the capacity of the quiver or gem. The rest of the ammo remains in your backpack, and will automatically replenish your quiver when you exit combat.
<Kabal> Daeglin Goblin Squad Member |
Neadenil Edam wrote:Assuming ammo is stored in the normal inventory:...One of the devs told us that we'll have access to a fixed amount at the start of combat, determined by the capacity of the quiver or gem. The rest of the ammo remains in your backpack, and will automatically replenish your quiver when you exit combat.
Oh my!
*runs over, starts frantically sharpening his greatsword*
Ravenlute Goblin Squad Member |
Swiss Mercenary Goblin Squad Member |
<Kabal> Daeglin wrote:Now I have an image of George Takei running after people with a greatsword.Oh my!
*runs over, starts frantically sharpening his greatsword*
No he did it with a foil ;)
Takei fencing<Kabal> Daeglin Goblin Squad Member |
Neadenil Edam Goblin Squad Member |
lol --- Episode 4 Season 1 -- I only just watched that last week.
That is way retro Star Trek.
Here is George Takei with a bigger weapon.
Dazyk Goblin Squad Member |
lol --- Episode 4 Season 1 -- I only just watched that last week.
That is way retro Star Trek.
Here is George Takei with a bigger weapon.
Is that one from Heroes? Man... I loved the first couple of seasons of that show...
Nihimon Goblin Squad Member |
Bringslite Goblin Squad Member |
Nihimon Goblin Squad Member |
Neadenil Edam Goblin Squad Member |
Gol Tink Goblin Squad Member |
DeciusBrutus Goblinworks Executive Founder |
1 person marked this as a favorite. |
Nihimon wrote:I think it's what happens when people are really just making it all up as they go.I suspect what really happens is when a show gets popular the TV marketing and executive types who really have no idea notice it and stick their nose in and interfere.
They can't stop the signal!
<Flask> Ulf Stonepate Goblin Squad Member |
Finally made it home after several not-teleports. Emptied my inventory and paperdoll, then added only slotted equipment. That is a very heavy trophy charm I'm carrying. Is it a bronze bust or something? Wearing pot steel +2, carrying a battleaxe +1, pine buckler +2, trophy charm +2, and 18 tokens, I'm 2/3 through the first encumberance bar. That's after buying encumbrance 4 and slotting strong back 1.
KarlBob Goblin Squad Member |
That seems like a reasonable amount of gear for a character to carry. Many characters will also have a bow, and maybe a second implement.
Pot steel is heavy armor, so you're supposed to have less carrying capacity left over than someone in peasant clothes. Still, 2/3 of the way to movement penalties seems very harsh for someone who hasn't even started looting enemies.
T7V Jazzlvraz Goblin Squad Member |
KarlBob Goblin Squad Member |
Nihimon wrote:...just making it all up as they go.Series whose creators have a multi-season bible worked out, and are allowed to run it un-interrupted, do better.
Babylon 5 was a particularly good example in the science fiction/fantasy genre. It may be the first example in any genre, if I recall correctly.
Deep Space 9 became a much better show after it copied Bablyon 5 and developed a long-range plot.