@Domoran traditionally, unarmed is an underpowered build. That's one of the tradeoffs for the playstyle.
Also, in a equipment dependant game, where the biggest power gain is equipment based, you would doubly expect unarmed to be gimped.
Finally, as with Bard, Summoner, and a few other builds, the focused skills for those aren't implemented yet really. You should see improvement, but not parity once more of the Martial Arts school is released into the game.
All builds have never been equal in any game. FO allows a blending of builds to shore up some weaknesses, but that doesn't change the fact that certain builds are bound to out-perform others in games.
All builds in FO for instance need INT or CHA for the mana and mana regen because every build uses mana-powered skills.
Most builds us either Dex for evasion or Con for resistances and Health.
Most need Str for health regen and carry weight.
There aren't really dump stats in the game, but some builds can dump 1 or 2, that's normal.
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The explanation was given in the last council.
Adding these humans literally required to just draw the new hair types.
Instead if you look at the other races, they have different animations on top of different skins. The animation is probably why we still don't have them, since we know that they have a long queue of work in that area.
steam also had issues with the release too from my understanding which hammered it too, however i also dont blame them since tbh the game released to early on steam at the bare minimum the stargate needed to be in when released happened and the major seige bug currently means there no end game content till the patch cming this week spose to fix that though.
@spoletta you can actually access the Russian forum as well as Portuguese forum but only through links that FOLLOW you INSIDE the forum (that can be seen from the main page, i.e. last reply ). Not using the main url-s on the main Community forum page - they're broken.
Webmasters of this site, PLEASE FIX THIS ISSUE!
All of the above being said, if the developers wanted to change recipes, here is what I would suggest: Change crafting so that recipes become "patterns" and are both limited use and optional.
Making them patterns is simply a name change that better explains why they wear out. Knowing how to make something is different from being able to create them freehand. You need a pattern or template to cut or construct an object and this pattern or template becomes less durable the more you use it. Again, just a change to have it make more sense on why they would degrade.
When making them optional, I would simply suggest that having a pattern would decrease the mistakes made and increase the efficiency of your crafting. Making up numbers:
Crafting a leather helm might take 20 leather, 10 thread, and 1000 gold to do it by hand. If you have a pattern you can make them with only 10 leather, 5 thread, and 500 gold. (It is important that the pattern reduce the materials and the gold needed so that pattern values are more ambiguous. If they're changed to be limited uses then it's to inflate their value. If it only reduces the materials then you don't actually inflate their value because material value is subjective. If you only reduce the gold then the value instantly becomes gold reduction times uses.)
If recipes were changed in the above way then they still act as a coft supply cap on a fresh wipe and will also have some minimum/lingering value throughout the game's lifetime.
I'm not saying the above is what I want, just that if the devs were to change them, this is what I think the best solution would be.
@GamerSeuss said in Communication is Key for Supporters:
(...)They have made it clear they intend for us to drive the development of the game, so little or no pretesting is being done. We're it(...)
And that's a misunderstanding. People barely read any such announcement/statement and simply approach the 'game' with their expectations (from experience with similar phrased products). If their expectation isn't meet, best case, they simply leave (you can see the massive decline in player numbers on Steam charts), worst case, they leave a negative review and leave. Like it or not, DS has to generate revenue, they can blame the customer, but that won't get them sales.
As you mentioned, there is an easy (somewhat industry standard) solution to this problem, that has been suggested time and again, a closed test server prephase with selected testers that are aware of what participating in a test means, willing to and skilled enough to report problems.
If you're not applying this method and instead have an unaware, high expecting public face-tank such issues, you have to live both with the comments and consequences.
Just being able to right click like with a chest inv would be enough. Same for storage depots. They're just to needlessly painful and tedious to bother. I don't mind filling the wagon with ore, stone or wood, but to have to do it again to go into storage is just unnessecary.
@grofire on top of them reselling waterd down kickstarter permanent VIP for cheaper, to try and make extra money, when it was supposed to be limited time offer/deal, if i would have known they would resell it i would have waited, and likely never backed.
At this point, I have all possible enchanting combinations for the reagents currently in game. I'm talking 2.86 million for one recipe alone. I could analyze these combinations to see what is used the most and the least. There are definitely some properties that are used much more than others. Once I have it all in a database I can analyze it if anyone is interested.
I don't post much, but I feel this is a need. Regarding the durability, I have no issue with the knowckdown/execution increase. I think that is a needed addition, but the rate of durability loss when out in the world PvE is excessive. The grind for some armor (Tier 2 and metal armors come to mind) is just to high to have such durability loss. There is not much point to add Tier 2 enchants to armor and weapons if they will be gone in a day.
True, the Beta where the items lasted forever was too much, but EA has swung the pendulum in the opposite direction. If you worry about PvP running around in Tier 2 all the time, then increase the equipment drop and start at 0 karma. But I feel you are penalizing your PvE players with a cheap fix for PvP.