Crows Corner Community FAQ - June 21

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6/21 crows corner FAQ
Q:Is there any consideration being put towards changing the current seasonal gameplay loop model? Every single season so far has been
• kill colored monsters
• finish map
• interact with seasonal mechanic
Is the seasonal gameplay loop being looked at to design a gameplay style that's more involved with a player during an actual map instead of after the map has been completed. (Similar to delirium, ultimatum, scourge leagues from poe)
• Second critique of the seasonal format and question
Currently the best system put forth has been the skill tree for the current season. A skill tree that has no long form progression. A player with 1500 maps and 10,000 maps have no differing experience due to how the current skill tree operates.
• Is there going to be more design put forth towards long form progression during a season?
A:The upcoming season's exclusive gameplay will offer Hunters a fresh experience. For the second part of the question, we have been striving to balance this for both core and casual players. Our goal is to minimize the gap in strength and rewards between them, and we will continue optimizing this aspect in the future.
Q:During the channeling, we also need to use some buff skills. Therefore I think the auto guide feature wouldn't be stopped if I used other skills.
A:These issues are currently being addressed.
Q:We were told that more crafting materials shall be provided to encourage players to get their gear by crafting. Does this mean we will get new types of fossils with functions that enhance crafting? Or does it just mean more stardust and more gears with random, irrelevant T1 options?
A:We have made adjustments to Crafting, including increased Fossil drop rates and adding Star Dust to exchange prototype equipment. Stay tuned for further adjustments in our future official announcements.
Q:Does Any Talents affect Thunder Core and Frost core Sentries? Also does any Mods on your gears affect these sentries too?
A:Skill Tag shows which Talents and Mods that can affect the skills in the game, please check the Torchlight: Infinite Wiki for more information.
Q:I am having a lot of fun trying to learn the mechanics and figure out how to build my character for void sea 4 at the moment. This got me thinking, what if all boss fights were like this - you open it and it stays open until you beat it, but if you die the boss resets. The current boss system encourages the following - build enough damage to quickly phase the boss then die on the mechanics that you can't do and wait them out, after the deadly mechanic is over resurrected and repeated. In addition to the fact that people will just choose to do that due to it being the path of least resistance, you are also discouraged to try the boss before you feel that you have sufficient damage to do the above as it costs a lot of currency to get the boss keys.
A:We plan to incorporate more mechanics into future boss fights, preventing players from relying solely on Attack power to instantly defeat bosses and bypass mechanics.
Q:I feel like embers after the merge and craft rework became even less needed (too easy to get required amount), and it made ember-related trait cards and compasses worth less. I'd like to use more ember, for say prototyping, without fuel req. What devs feel about embers?
A:The current Ember consumption is low, so we are considering how to modify it to increase Ember's usefulness and value.
Q:Please consider spawning Zenoth inside the Path of the Brave after defeating the last wave, so he would offer to start another fight or leave town right there, or tell us why it's not an option.
A:The absence of an option to immediately start another fight or leave is due to game optimization concerns, as adding such options would make the bot auto farming even easier.
Q:If Timemark ranks are there to prepare us for the next one higher, why is there such an insanely huge difficulty gap between T7 and T8? You can absolutely trivialize all T7 content to the point where you never die and one shot everything but still instantly die and take 10x longer to kill things in T8. There is no way to organically prepare for T8. Ultimately, T1 through T7 should get incrementally harder or T8 should be easier and a T9 introduced.
If no changes are to be made, please explain your reasoning. Thank you!
A:In the current version, T8 is designed to be challenging and rewarding. The difficulty gap between T7 and T8 is intentionally greater than that between T 5 and T6, which is why T8 is called "Spacetime Turbulence" instead of Timemark 8 (although everyone calls it T8).
There is indeed a noticeable difficulty gap between T8 and T7, which has caused confusion for some players. We are actively addressing this issue to ensure smoother difficulty progression in the future.
Q:I am consistently finding caster (Int) gear with melee/attack stats on them. IE "Imperishable Touch Gloves" almost always drop with "Attack speed" or "Damage to attacks". Are these junk stats intentional because the only value this glove provides is being turned into sand.
A:Equipment is not strictly categorized based on Spell/Attack. For instance, if you prefer a high-intelligence Cold Attack build, this piece of equipment can also be used.
Q:On the left side of the tree, the "20% chance for the stage to have a Malice Judge" perk is nowhere near 20% in T7 and lower. More like 5%. But in T8 maps, the %'s feel very much as shown. And the "Party of Sin" perk is nowhere near 10%, even in T8. Ran a lot of maps with that perk selected and had it activate ONCE. Please review your weights for these occurrences as I'm 100% sure you'll find they are not as advertised. If there is a "penalty" for T7 and lower, please make that succinctly clear somewhere in the game.
A:We did not intentionally design this ; if there are any issues it would be considered bugs. We have inspected the configurations and tested the problem multiple times ourselves, but have been unable to recreate the reported issue. This may be due to a large variance in individual experiences. As it appears that only a few players have reported this issue, widespread feedback would likely be present if it were a genuine problem.
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