scree

Testers
  • Content count

    642
  • Joined

  • Last visited

  • Days Won

    1

scree last won the day on January 3 2016

scree had the most liked content!

About scree

  • Rank
    Rook

Profile Information

  • Gender
    Male
  • Location
    Chicago, IL
  • Interests
    World Domination, Politics, Stealth, Manipulation, Psychology, Deviant Behavior, Theorycrafting, Ways to attain Redbull.
  1. Yea, goose, at this point it remains the only definitive document we have on stealth beyond the occasional Q&A we've had answered by the devs. I have NO clue how close the current vision matches the one taken down 2 years ago. I have a request out for a followup, but we'll see I really have mixed feelings about the Stealth topic. Tons of people come to Crowfall expecting them to reinvent the Stealth gameplay or else assigning some sort of dismal failure at ACE's feet for failing to do so. Its not fair to expect every single game system within Crowfall to be reinvented "just because". I was quite okay seeing stealth re-done in the Shadowbane manner and so far that seems to be the course they've charted. Being able to see someone in stealth, as far as we know, is a comparison of the stealth _skill_ and the perception _skill_ when a stealthed target is in the front 180 degree cone of a player. This implementation is in game right now. If a stealthed character moves up behind a player, that player cannot see him. Go test it out, I'll wait here. The only reason that players can see a Duelist's dirt pile is because the stealth skill is locked at zero right now and perception skill has been granted to everyone. Their are two components we assume will exist in Crowfall. The perception, anti-stealth skill, which allows players to see those within stealth, and the abilities which may remove players nearby from stealth. Keep in mind that just because someone can see someone in stealth, doesn't mean his or her party can. Also, a person in stealth can still execute a variety of nasty surprises from that stealth that a perceptive player may not want them to; hence the ability or power to remove nearby stealthies is useful. In considering the design of this game, its unfair for either side of the equation stealth or anti-stealth to have too many of their primary combat bars taken up with stealth abilities (for those of you who were hoping it was more complicated then a simple toggle). Not saying its right or wrong, but its how it is. I'm more interested in their "unique take" on Assassin invisibility then I am on anything else right now. I question its ability to work the way they want knowing tech and how stealth is implemented in other games for a very real reason (client-side hacks). Removing a player in stealth from being reported to the clients is how most games protect the security of stealthed individuals. If you report semi-stealthed characters to the client, that means the potential for those hacks will fully invalidate any stealthed characters.
  2. @Helix too true. No idea what his issue is. Its a fanciful statement backed up but zero substance. If anything Crowfall is the opposite of "heavy MMO development tropes". I don't even know what that means in the context of Crowfall. I'm in love with doomsayers in Crowfall right now. People who can't see the direction the game is going, or why its going to be big. Could it fail? Sure, but they've set the bar for success pretty low (50,000 players mind you to continue operations). This game isn't for everyone, and I don't mean to sound callous to someone like the OP, but you better bring more then a sentimental nonsensical paragraph to this gun fight.
  3. I really don't even know what you are arguing for at this point @Tark. Your comparison to Henry Ford spending money to make money? Spending money doesn't necessarily make you more efficient. It typically means the opposite. The fact that you think you are going to need to mass produce so much stuff, just leads me to believe that you plan on dying a lot. Juggling 32 different mass producing alts is probably the symptom at that point. But hey, I highly encourage you to have 32 accounts (hell buy 500... if 32 is better then 1, then 500 is better then 32!). We'll meet up again in a year and see how that's going for you.
  4. I'm sold. Duelist is underwhelming right now, though I feel it might warrant another look once we see some disciplines come online. Once you can intermingle the Assassin powers with Duelist, it might make it worthwhile.
  5. Well, the real answer is this isn't WoW. Lets just assume you are a whale (someone with lots of money to burn). We haven't seen, nor heard about any sort of in-game mail. That means potentially you'd have to do this trade in-person and in-game. Now, because the flow of materials from a campaign world to and from the Eternal Battlegrounds (arguably the only safe place you can go to perform a trade) is strictly regulated to the beginning and end of a campaign, your ability to trade when you likely most need it (the middle or just before the ending!) is basically non-existent. This effectively means you'd need to go into a campaign world, convert your VIP into an in-game item (supposedly) and trust that the person across from you isn't going to murder you and take your poorly made socks (or have his buddies clued in your carrying it around and come hunt you down). We don't know the specifics of how VIP is converted or traded in Crowfall, but if its forced to be done in-game (like it should be), that means most VIP trading will take place in the safest possible location; the Eternal Battlegrounds. That means minimal impact on the game world. Anyone bringing in vast amounts of goods and materials is either going to consume them immediately and gain a temporary first-mover advantage, or lose them when someone ganks him the moment he enters into a world and tries to withdraw them. Basically, at this point, I can think of a dozen ways they can limit the impact of a whale buying his way to a campaign victory. We don't know the details though to properly address your concern. If someone wants to try to buy his way to a victory in a campaign though, I'm hugely for this. The more money ACE gets, the better Crowfall becomes. Winning is transient. You've spent real life cash for a single victory. I'm okay with that.
  6. So, I waited a bit to see what the community felt about the Assassin reveal and I wasn't terribly surprised by the response. A few points I'd counter/respond back based on my look through; Stunlocking isn't possible. Assuming CC diminishing returns, its just not a thing. Lets not slippery slope an opening stun to equate with a "stun lock". Even if stunning someone for a considerable portion of time (lets consider knockdown the real enemy right now) was possible, adapt. Pick survivability over burst and raw damage (pretty much what everyone in the tests is gearing for). Stealth rampant on your server? I'd imagine Anti-Stealth will see a dramatic rise. Anti-Stealth too prevalent on your server? I'd imagine stealthers will go to greener pastures. Its the nature of an always-evolving meta and the argument that the game will devolve into "roguebane" is referring to a game that failed. Lets give them some credit. I agree that AoE damage (not single-target attacks) should be able to break stealth with one caveat; stealthers can train to reduce and eliminate that disadvantage. The bulk of the comments seem to be at the striking similarity to existing "Rogues" in the MMO space. Its not a wrong assessment, however, few if any games let you drag and drop powers into your bars to customize your play like Crowfall will. We haven't seen the variations to come from Promotions. The only point I was actually disappointed by was that the "specialist" nature of this class was seemingly tossed in as an after thought. Without seeing the actual power tooltips, it didn't seem immediately clear to me if Assassins got any benefit from an existing "Exposed" debuff. Not sure why they could apply it if they can't. Probably an oversight. I did not see any mention of the Assassin flavor/variation of stealth (the semi-visible nature) we were told about in the original Assassin reveal a few weeks back. That disappointed me greatly. They did mention Stealth/Anti-Stealth was still a work in progress though, so I'll wait and see... Cosmetic stuff doesn't interest me. I consider flying/gliding cosmetic in this game right now. As its stands I'm very happy as I DO see a majority of what I wanted from this archetype here; Consistent access to anti-healing tech (healing preventing shields). Seemingly consistent access to snares Some PBAoE action (the real rogue trope is single-target only damage). Stealth and Emergency-Re-Stealth Positional Combat (debatable as to usefulness/effectiveness in the current state of combat with everyone running all over the place). I'm a happy camper. My org will certainly be running a majority of these right now.
  7. The back and forth is entertaining, but most of this aspect of your argument is speculative at best. So far, the only advantage to having multiple accounts is so you can mass produce different items? Do you realize just how many variations of gear there is? You'd need hundreds of factories to even come close to being able to "mass produce" all of these one-off situations you speak of. If that somehow works in your favor I'd be stunned. It doesn't even really make sense. If a druid wants an X with Y bonus, that doesn't demand a factory. Mass production is just that, mass producing an item because its useful to a large percentage of your organization. IF your organization is made up of people, each with their own ideas as to what is the best version of gear for them, mass production isn't going to help you. To be frank, what you are talking about has no relation to "efficiency". It's not even efficiency-adjacent. Efficiency comes from a guild doctrine. In this case, doctrine is adapted from the EVE Online usage where a standard "fit" of gear and ships (vessels here) is designed by the theorycrafters and produced en masse to support an organization. THAT is efficiency. What you've described is spending real life money to make up for your lack of planning and organization. Go for it. Also; LOL at building more cities. Spending vast amounts of resources to build additional cities to gain additional factories is just more evidence of an inefficient strategy. Don't want to give away too much of a real strategy to ya though.
  8. You are assuming that a guild could even have 12 factories in a city. We have no clue as to the amount of production capabilities a city could have. At best this is a wild guess. You also forgot that even untrained people can potentially use one factory. A guild of 50 could easily work together... cough.. to avoid the need for 15 mass production alts. I'd assume that its far more likely that instead of making 15 mass production alts a requirement to be competitive, that they intend to cap the amount of production factories a city could have. Its also pretty interesting you brought up the target of my next article on Stealthed. Production considerations at a guild level. Lots of strategy involved here and trying to cater to everyones whim is likely to end in a disaster for your guild.
  9. I don't think even EVE has seen a 32-account player (without resorting to botting which would be against ToS in this game). You'll never convince me you have an advantage. If you are in a guild, you shouldn't need 32 accounts or your guild is absolutely terrible. In a guild environment (which is pretty much the entirety of this game ... even the faction campaigns), the need for multi-accounting is simply just not there. At best it could provide some gap-coverage for when key tradeskill-ed players are away in real life for whatever reason. Anyone arguing that owning multiple accounts gives an advantage just clearly isn't understanding how tradeskills work and interact. It would take you hours logging in and out on various alts, finding a way to transfer goods safely between your characters (explain that one to me), to finally net yield an end result. Its not practical by any means. I've yet to hear an argument that makes the whole endeavor sound reasonable by any stretch of anyones imagination. edit: They've stated additional benefits are planned for VIP. A lot of way too early supposition going on in regards to that discussion. Oh and that Pann quote your tossing around? It was clearly a joke, even if its potentially truthful.
  10. I like your Avatar
  11. Your complaint was entirely about the lack of visual choices. If you think anyone here equates visual appearance with actual substance in differing yourself from someone else, you must have mis-read the bulk of the replies back at you. You: White Hair Me: White Hair You: Crying. Me: Two handed sword Assassin who throws fireballs You: Roleplaying Dilettante with a passion for Costume design Me: Laughing as I murder you. End scene.
  12. I hope people buy 30 accounts. Hell, I hope they subscribe on all of them. The more people who think they can juggle between 30 alts and be effective in Crowfall, the more content, support and eventual expansions we can get. I don't know why people think owning 30 accounts as an individual is going to help them. I can think of more situations where a combat trained player is going to slaughter and hunt down your 29 non-combat alts and the only thing going for you is the ability to login to a 30th to fight back. That means in most situations, as an individual, you are going to lose to the prepared player. Also, I'm glazing (and so is he) over the fact that a player who plays a specific archetype day in and day out, is going to be far more comfortable and intimate with how to respond to challenges then someone who alt-tabs between 30 clients. Its a non issue if you think through it. Go for it if you think 30 accounts is giving you an edge. Over time, that edge disappears and you have wasted multiple accounts for a possible edge early on in Crowfalls existence. With that said, I already own 3 accounts. Anything more feels like a futile effort at best to me.
  13. So perhaps "difficulty" was a poor choice of words, maybe "inexorably intertwined with more tradeskills then any other" ? Regardless you are looking at the degree of complication in the recipes required of each dependent tradeskill and thats certainly valid. The problem is its way overboard and subjective. Is one recipe depth more difficult then two recipes deep? Especially if we are referring to components being crafted, I'd say none of them are inherently difficult to manufacture for another crafter. The level of "difficulty" is subjective. I try to avoid subjective arguments and specifically stick to factual numerical ones. In the case of dependencies, I simply put a 1 or 0 if a tradeskill required another (or in programming terms; true or false). I could have tried to numerically assign recipe depth to the chart, but that depiction is beyond the scope of the point of the argument. The point, which you largely glossed over, is that all tradeskills rely on one another... in fact I stated: You are too intently focusing on the current state of crafting (woodworking specifically) as if these recipes aren't going to change. I'm sure we haven't seen half of the recipes even put into the game yet (we haven't even seen all of the tradeskills yet!). To make statements about what is the most difficult or not, was a snap look based on the chart. Based on the chart and the "true or false" aspect of dependency, Runemaking is the most interconnected and likely to be the highest demanded tradeskill in the game if nothing else changes. Regardless, thank you for reading and your comment about the chart make up. I can address that next revision with arrows instead of subtle gaps like they exist right now.
  14. I really like the login screen and world browser. White minimalist designs are totally under-represented in gaming. Clean interfaces are far superior to crowded "busy" ones in my opinion and we see farrrrrrr too many "busy" ones in mmos these days. As a joke, I've included one of those The fact that your UI is on a white background is only abhorrent to the basement dwellers unfamiliar with that big glowy orb thingy that causes our planet to warm up each day (yes, the Sun). I think the ability to show more important aspects with less noise is an ideal goal and one you should stick to. With that said, the ability to "mess things up" from a user perspective should they want more, should also be made possible. I like it, I like it all.
  15. I know not everyone here keeps up with Twitter or some of the other sub-forums so I'm going to cross-post this time because I like supporting the crafting brothers and sisters here. Made a chart I think you might enjoy looking over. I think it does an excellent job highlighting an important aspect of Crowfall's crafting system. That being of course, that crafter's can NOT do things all on their own lonesome. It is going to be highly important for guilds to recruit and maintain their crafter "stable" to ensure success in a campaign. Not only that but I think this has positive ramifications on the games social-aspects as well, even if they aren't immediately recognizable. For further reading; https://stealthed.blog/social-interaction-tradeskills-expectations-crowfall/ Thoughts?