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paradoxofchoice

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  1. A - This could be one of the best games on Steam if you fix all the bugs, relic loss problems, and AL problems. B - People would spend a lot of money on this game if the auction house and exchange were working. (Even more if you fix the broken crafting economy and sell drop rate potions.) C - New players would stick around for longer if you fix the Valr system. D - High level players would stick around for longer if they had something beyond Goliath to work towards. E - It is not impossible to create a clientside anticheat with serverside sanity checks to save money. F - All KPIs are deflated during Early Access due to uncertainty and preview mentality. People are waiting for you to 'finish the game'. There are only short-sighted reasons for something like this... either from the developers, their bosses, or the people funding it. Someone somewhere is not thinking very far ahead. Either that or someone ragequit and you don't know how to replace them? idk, but this is my favorite game and I am extremely critical of games, so think about it for a minute with careful consideration.
  2. paradoxofchoice

    Chat

    Possibly related: A relog/restart inside the Terrace can break the chat until you exit into town.
  3. [ 1 year later ] Looks like you still have some anticheat bugs.
  4. Fun Fact: when you are not cheating, autoban for cheating is actually a victory screen. Goliath is a sore loser, I guess.
  5. LIST OF NEW BUGS: -the ping arrows never go away, you can have 10 stacked in a dungeon from invasions or previous dungeons. -entering a dungeon in the 'hyped up way' (a party) will assassinate you with glitchy scaling damage. -glitchy scaling damage is SUPER glitchy. (If it says ' 1 ' you probably lost ' 40+ ' HP instead) -the terrace entrance sometimes vanishes (need to restart game between dungeons) -the vault sometimes vanishes (need to run out of town and return, or relog) -all ping cooldown icons on right panel show invasion timers. -rightside icon for cancel bounty quest no longer appears. -ping arrows for invasions show inside of dungeons. -followup 'deprecation' created some glitch card... -you accidentally actually deleted followup. (I'm counting that as a glitch too) I'm not even looking for bugs, so this list is by no means complete... but some of these are annoying as hell lol
  6. I just deleted 20 paragraphs of knowledge-bombs because I'm not sure anyone is going to read the entire thing, or will even understand that type of abstraction enough to do anything useful even if they did read it because it would probably melt their face off to see what I'm actually capable of. So after wasting an hour just to imagine it's not even worth explaining because I am too overpowered, I completely removed all of it, never to be seen again (this is not a joke), and I think i'll just sum it up along with a special and rare prefix: "Trust me" I'm going to completely omit everything about every other genre of game and just assume that as pointless contrast and return straight to the point. ABSTRACTION DISTILLATION: If something is overpowered - DO NOT DELETE IT If something is very popular - DO NOT DELETE IT If something is overpowered - NERF IT (maybe) If something is 'useless' - BUFF IT (probably) If something is fundamentally broken - CHANGE IT (usually) In either case... DO NOT DELETE IT! (I'm saying this as someone that doesn't even need anything you've deleted so far) Listen, when I heard you would delete followup I thought "ha! surely not", and warned against it, lightly. when I heard you 'accidentally' didn't delete it in the update, I thought "that's really clever". when I heard you 'corrected' that mistake... and turned it into a glitch card...? When have you ever heard that your game is better because you completely removed something people like? Do I even need to explain the difference between what I thought you were doing, and what you are actually doing? It seems so amazingly obvious, so I really don't want to spell it out and be that guy, but this is some next-level stuff guys. ... Whatever, just look at this: My version is still better than your version. Do you understand why that is a problem? Is mine 'useless'? - BUFF IT
  7. I think a 10min cooldown on recall is a bit much, but an instant activation just seems like a get out of jail free card. Immediately after changing to instant recall someone is going to create a macro that watches the health bar and hits recall as soon as HP falls below whatever threshold they decide (if the most dmg you can take from anything you fight is 150, then autorecall at 175 or less HP). Instant activation would have to work like HP regen to prevent this exploit, but that would actually be far less convenient in many cases. Opening exploits or degrading the recall mechanic are obviously not good things to do, so there needs to be at least some channel time on the recall. However, I fail to see the possible abuse of a reduced recall cooldown. The only time people are affected by recall time is when it becomes a random inconvenience. It never seems to serve any other purpose than that. Ex: invasion is about to start, so you recall, go to waypoint, warp to invasion, fight, and then you need to pay to warp back to town just because recall is on cooldown for another 5 minutes. So probably the recall timer was decided by the line of thinking resulting in the 30% travel cost reduction buff... (30% travel cost reduction on an aura stone means that stone only has 1 bonus, just sayin'). I suggest: -Recall only slightly faster, if at all. -Greatly reduced recall cooldown (~1min). -Eventually scaling all utility mechanics by a new intelligence attribute that also reduces debuff duration on self, and increases debuff duration on enemies
  8. +1 to this idea. It even fits the name 'bloodstone' as a thematic/lore style bonus.
  9. Same disclaimer as before: most of these aren't 'real bugs' but they are close enough to be treated like bugs. Item #1: Invisible collision tile in T5 It's always next to that object. You can run a full circle around it, all clear, but that one specific tile blocks movement/projectile. Item #2: Invisible collision tiles in T7 this one is harder to demonstrate the problem, because it isn't a problem tile by default like the T5 one. In this photo I cannot run onto the road moving left. The collision tile looks like a road - is the problem. Here is another example: Imagine someone were trying to escape that room and got stuck on this? This tile can appear in all sorts of annoying ways. Also, it does this: That is where the road tile is no longer a road - it's literally a wall. This is a major conflict with what people interpret the road tiles to be (speed bonus) Item #3: T3 dungeon boiling tar tile appears along the shoreline in many rooms no explanation of why that's a problem needed, I think Item #4: T4 cliffs around the dungeon area will EAT YOUR FACE Item #5: large enemies and objects that have an 'upper level' do not play well together with draw depths. This is actually kinda hard to get a good picture of when they're running around, but I did find one example: you can see the 2 normal trees are being assimilated onto the evil tree, forming some type of power rangers mech-tree that I opted not to fight and now I'm hiding in town because the world is too scary. Also the golem dudes can split boulders in half with their face using the same method as this borg tree. The depth drawing problem will be the hardest to fix I think. glhf.
  10. I'll compile a list of all the "tile-based" problems I know of and toss it in the bugs forum later. 👍
  11. So the game needs to handle players that have infinite attributes - [insert infinite dungeons] Huzzah! Anyway, it could be a soft-cap of sorts. ex: Every 10 infusions increasing the max level of the item by 1 (charms/socket utility) - this would compound exponentially onto the increasing XP requirement per item level, and since it has to be max level for every upgrade it would start to take tremendous effort to get an item beyond the +50 range. Throw in some silver costs and you got a strong anti-inflation mechanic too. The actual bonuses are similar to relics in a way, except that 'theoretically infinite' is more interesting to people whenever they can imagine the possibility, rather than looking at a predefined and seemingly unreachable cap that makes them feel like they have a specific goalpost to reach, if that makes sense. Look to the stars! Not level 99... (Even if you will only ever make it to level 30, you could imagine having a level 500 item some day!) Also, crafting super weapons across indefinite periods of time would have the added benefit of padding against the ragequits from relic loss, since that person may have used a lot of relics to customize their gear and feel like their next character is going to have a decent remnant of their power handed down to them. The major pitfall I see with this entire suggestion is something touchy - the crafting time. Decommissioning your super weapon for a day is like a big red message saying "log off". So if you guys ever loop back around to digging this up and think 'actually that could work' just keep in mind to go easy on the crafting time regardless of tier/level/etc.
  12. As a person that can find problems with anything, I am having trouble finding many problems with this update. Maybe I should test it before I say anything, but it looks very good just reading through the notes. -More collision objects. T5 and T7 have invisible collision objects! Fix that instead! -Would be nice to see just a couple more crafting bug fixes. -Druid change being a 180 half-circle could be dicey. -Followup deprecation vs nerfing is kinda dicey. -Maybe a few new bugs? Idk, I'll have to see. -"Well grind" may seem worse to people. (new players are still getting 0 Valr) Anyway, it's hard to find negatives in a good patch. Well changes are a few steps in the right direction, I think, but it's a hazardous journey. I would love to see more problems of the well chipped away until the final-boss-problem can finally be assaulted (the cap). Bug fixes of all sorts are good to see, especially the ones like late-game crafting. Suffix upgrading isn't on the fix list, but it is secondary to T10, so that's ok. Shredding away at the tedious aspects of the daily quests will have a bigger impact than people might know. 1 minute saved for 100 people doing quests for 100 days is a lot of time for them to do something else. If I can imagine opening the game and immediately start to make progress, I'm more likely to open it. The T1S2 quest dialogue may seem insignificant to some people, but I have actually answered that question like 20 times. I am not always around when people ask where are the insane people, so it's probably asked way more on NA1 alone. Also I am a crazy person, but I'm pretty sure at least 19/20 of those people were talking about the quest. Party drop rate scaling is going to have a massive impact. People will ask others to group up for things a lot more often now. It will also amplify the game's 'virality factor' and overall staying power in tight social circles. Someone could leave the game only to have their friends begging them to return thanks to the incentive. also this: 10/10 update. It gives a lot more value to Pristines if the highest tier requires them, you know? I don't see any valid reason why people would get a free copy of what is arguably the rarest item, just to make the difference between using T9/T10 for a while. The only thing that would make sense for compensation of T10 being down would be a crafting time reduction potion or something similar, and only for the people that have a T10 crafting table. Since in theory, you could have been waiting all this time on the T10 to actually craft, so as compensation you would have a way to speed up some crafting for a few days to make the difference. Problem is economy stuff. 90% of people will just hoard the crafting potions I think, just like many of them would sell the pristines. There is no world in which crafting being broken justifies giving you whatever you may have farmed had you crafted better gear sooner and farmed that thing faster. "Auction house is finally working so I demand all the things I would have bought at the prices I would have bought them at as compensation!" Sorry but these two things kinda look the same to me.
  13. When a T9+ item reaches max level, it is available for infusion at the crafting table. You can infuse any item into a +1 version using a single relic of your choice, to add that attribute to the item and reset its level to 1. Each infusion adds 1% damage to weapons, or 1% Endurance/HP/Energy to Armor/Amulet/Ring, and +1 selected attribute. Each infusion also increases the XP requirement for leveling the item by 5%, because reasons. Percentage scaling is additive, but makes the difference between T9/T10 leveling times. You may only use a single type of relic for infusions of a specific item, no rainbow. The 1st infusion defines the item, no reroll. This scales indefinitely. Enhanced [Prefix] [Item] of [Suffix] +[X]:[Attribute]
  14. It's actually a lot more interesting if nobody reaches the cap on relics - ever. If someone is capped, nobody can imagine exceeding them and 'being the best'. It's a real problem in most games. example: Well Time is capped at an arbitrary 20 minutes as a bandaid to the well not scaling in difficulty, which means you can never be the best. However, it is quite demotivating when you need 20+ relics for a single level. That's like 50 dungeons for +5 to one attribute. Diminishing returns are the default from flat values. 100+1 is 1%, and 1000+1 is 0.1% So stacking diminishing returns on the rate of increase is like fighting against an exponential curve, and it's a steep one. Auction House possibly alleviates this problem, but it scales up so fast that most people will have a breaking point rather early in the process. I would like if the game could handle people running around with 5000+ in their attributes, so the relics could actually be unleashed. I cannot reinforce this enough: The second problem is critical, especially when considering people can die to lag in resin/lava/tar/etc. and lose 100+ hours worth of grinding all at once. I think relics should 'decay' in some form, so that the person that dies with 1000+ relics doesn't lose everything, and depending on how many were lost they should earn Valr or something else. Leaderboards for relics on death are a nice touch, but for now it would mostly be a list of people that died to lag/disconnect. I really think they shouldn't lose everything just because of something like that, and yet I see it happen far too often. A few people have quit the game on the spot from that single problem, after overlooking so many others. related reading:
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