Dondagora

Testers
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  1. Well, Crowfall also preaches social interaction and group dynamic. Just like crafters, gatherers, and PvP'ers aren't the same playstyle but benefit each other, map-making won't be for everybody but will benefit others. I don't think it'd be against ACE's vision to have map-making to be more niche.
  2. Under the same circumstance, it'd be more like providing a map which lead the enemy guild into an ambush in advantageous terrain.
  3. So there was a discussion about maps being made based on one's personal proximity of an area, and the fog of war they've cleared. I think it should be more personalized, in that the Scout Discipline or Cartographer or whatever are given a blank square where they can fill in with tetris pieces which represent each possible type of parcel, along with markers and labels they can tag on anywhere. This opens more possibilities for map makers to either make a mistake, create maps based on a scout reports, or to just create fake maps to mess with people.
  4. Look, if my faction is at some disadvantage and we need a comeback, I'd rather it be me that makes it happen by making use of every advantage I do have rather than be handed that comeback by some dragon.
  5. You'd have to make detection into a downward cone. For instance, on ground level, your detection/clearing of the fog works to a certain range because the angle of the cone will end at the ground. On higher ground, with no limit to the cone's range, it will be much further. Think of it like this: When you're standing at ground level and looking ahead and down at a 45 degree angle, your vision hits the ground. When you stand on a cliff, your vision instead hits the ground much further down. This is your detection cone.
  6. Support Power should be the stat for healing, yes, but healing powers pretty much ignore weapons for the most part, since the weapon modifier only applies, currently, to damaging powers.
  7. I think the current problem is that, because weapons have PCM and don't have any innate support power attached, basic weapons are more effective for a healer than any sort of crafted/advanced weapon, which shouldn't be the case. Also, what else uses Support Power? For Damage, there's large variety of Powers which benefit from it. I'd like to see Support Power act as a modifier for buffs, debuffs, and Barriers. As far as I know, Support Power only modifies only Healing, which is awfully limiting in giving any incentive for non-healers to ever consider it.
  8. GW2 has all direct damage in a singular stat called "Might" which is utilized by all classes. I feel like we should unify stats for simplicity's sake.
  9. A fun little idea that I think would fit well as a Minor, useful for combatants and crafters alike: Appraisal: View the stats of the target's equipped armor, weapons, and trinkets. Its effectiveness [what tier of equipment you can appraise] would be dependant on crafting skill.
  10. As I recall, material and sub-component specialization is tied more to the Skill Tree, which I don't particularly mind. It will mean that a Rosegold Hilt Crafter will, no matter their vessel, be better with making Rosegold Hilts. On the other hand, Crafters who take the time and obtain specialized vessels will be able to focus their goods even further. Just like combatants, crafters will have to build their Skill Tree and their Vessels toward their intended profession and, just like combatants, they have the chance to lose their vessel, but that's just part of life.
  11. Nah, PvP'ers will sit atop the economy, taking what they want from those below with sharpened sticks. If you want something, just take it from someone else!
  12. Well, I believe that the Cleric, the Druid, and the Knight all have the ability to take the Master of Shields as well as the Secutor and Shield Fighter Runestone, AKA wield a shield. Thus, any of these classes will do, so long as they are armed with the right discipline. I'm hoping that the inclusion of survival mechanics and the siege mechanics encourage stealthier or alternative playstyles to find a home in Crowfall. Razing the enemy's farms, weakening them with small hit-and-runs, stealing from their supply en mass. While not formations, it does have an emphasis on tactics beyond head-on collision.
  13. I can't say I'm familiar with LOTRO, now can I find good examples of what you're referencing in video form. Either way, I'm going to have to respectfully disagree with you. While "True Leaders" are important to any game, the game itself must have mechanics which make positioning or grouping matter. GW2, a game I am familiar with, had strategy in it as well, but formations are not part of them. They would blob together, coordinate their attacks, but essentially just be a unified zerg. Formations, however, are not a people thing. They are a mechanical design thing. Humans will find what works best and what doesn't, and then just try to do what works best. If formations are not mechanically sound and viable, they will not be used. In GW2, it was more effective to become a single entity than spread out and coordinate teams, so people zerged. Were they bad leaders? No, not at all. They simply lead their group in the most viable way available, which happened to be zerging. And while friendly fire might make formations more interesting, it isn't what I would consider the centerpiece of formations. As I've posted above, I believe the secret to making formations be a thing in the game is the Shield Wall. Hard/strong points and soft/weak points which creates the intrigue of positional warfare, attempting to strike the opponents soft/weak points while attempting to protect your own with hard/strong points. Strategy will always exist in games, but it is the game's mechanics which determine the shape of that strategy.