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Showing content with the highest reputation on 03/05/2016 in all areas

  1. 8 points
    OnyxOctopus

    James Goblin NPC

    Please add a james Goblin NPC who wanders around, and whenever a player comes in range he does a thumbs up emote, and a system notification comes up saying "James Goblin likes this" james goblin is love, james goblin is lyf
  2. 4 points
    look, buzzwords again
  3. 4 points
    Wir wollen nochmal alle herzlich dazu Einladen die Inoffizielle Crowfall Community zu besuchen. Gestern hatten wir wieder ein Community Hangout und das nächste wird bestimmt auch bald kommen. Ebenso bieten wir ein TS zum Quatschen das allen offen steht und im Forum verzeichnen wir mittlerweile Tägliche Diskussionen über Crowfall aber auch andere Themen. Unsere Redakteure und Editoren sorgen immer wieder für Interessantes Guides und Übersetzte News zu Crowfall. Und mit einem Blick auf unseren Kalender seit ihr stets Informiert wann der nächste Termin für einen Playtest ansteht. Ein Blick lohnt sich und wir würden uns über euren Besuch freuen. Grüße Tristifer
  4. 4 points
    Eluem

    Is RNG desirable in Crowfall?

    "RNG is part of MMOs" is not really a valid argument. It's part of a lot of MMOs.... but not because the games need it.. it's simply a pattern people are following somewhat habitually. The origin of RNG in MMORPGs is actually based on the first RPGs that existed.. which were not video games. They were tabletop games. In a tabletop game, RNG was generally used to come up with a quick way to simulate the outcome of events. This was done for several key reasons.. here's a few: 1) Combat isn't the focus: Most tabletop RPGs were not focused on depth of combat and tactics, they were focused on story telling between the "players" and the DM. They were about roleplaying.. not playing a role in a fight.. but role playing as in acting and story telling. Roleplaying and story telling are great, and can continue into video games... but the reason that tabletop RPGs used RNG was simply because they didn't care that combat was deep and tactical, they just wanted it to be unpredictable so the "players" (story tellers and role players) could roll with the flow of the story... sort of like improv. 2) Alternatives are too difficult: Some concepts simply can't be managed reasonably in tabletop RPGs. For example, a few posts above I discuss how random weapon procs shouldn't be implemented because you can use a plethora of other mechanics to control how special weapon effects work rather than randomness. These mechanics work GREAT in a video game where the computer is tracking all the variables for these effects... but in a tabletop RPG, it's just too much effort.. especially when the combat isn't even the core focus. It's just way easy to roll some dice..rather than to have your entire table filled with tokens to represent different effects and mechanics to keep track of the game state. 3) DM Control and Fairness: In a tabletop RPG, the DM controls all NPCs and if combat was actually tactical and deep... it would be extremely difficult for the DM to be unbiased either against or for the players... it would also require that the DM is extremely good at the combat mechanics for him/her to be able to make any kind of difficult fight. 4) The Story is Everything: When playing tabletop RPGs, the most important thing is the story itself and how interesting, cool, funny it is. Things like critical failures can happen where you went to shoot a giant in the face with a fireball and hopefully knock him off a cliff... but instead you mess up and make the ground explode and the whole cliff collapses and everyone falls and then you roll for landing or something and the giant lands first, dies and everyone lands on him and it's hilarious. Or you can end up as a wizard, picking up your downed warrior's greatsword and attempt to throw it at a giant... you require an insanely perfect roll to manage to do anything... you roll criticals all around and throw it through his eye and defeat him. Hilarious things can happen... for better or worse... thats the point though in a tabletop RPG. 5) No Alternatives for Aiming and Reaction: Tabletop RPGs simply don't have any system that could possibly work for aiming and reacting other than making the characters work randomly. This is related to #2... but it's basically because there aren't any realistic alternatives that they cared to implement. They just wanted to get the roleplay experience of telling a story. My point is simply that the origin of randomness in MMOs dates back long ago and it really never belonged in video games at all. The reason it formed into working as such was just the nature of the evolution of the genre over time. First people just looked to make it so they could do tabletop online.. then people started adding layers and layers of graphical fidelity and mechanics and real time gameplay.. ect ect... but never went and looked back at that nasty old RNG concept and thought about whether or not it was actually good or bad for the games they were making. They just kept it in there because it was there in all the games before it. It's time to drop this concept from action RPGs. It adds nothing.
  5. 3 points
    Eluem

    Is RNG desirable in Crowfall?

    Why do you want random crits and random weapon procs? I don't understand the desire for these types of mechanics. You can make the game infinitely more interesting by making critical hits and weapon ability procs based on actual tactical decisions. Flanking, knocking the opponent into a "vulnerable" state, ect... Look at my post a few posts above to see more details about the game design concepts behind my reasoning for this. Same thing here, why would you want any forced RNG in the combat? For both of you, just to note, when I say "forced RNG" I mean things like random crit chances, random ability procs, random blocks, random evades..ect.. I don't mean more natural randomness like having some *slight* randomness in the pattern of a shotgun-esk ability or some ability that rapidly fires projectiles. In practice, this randomness, when designed correctly, has barely any impact on the outcome of a fight and mostly exists for visual effect... and could even simply be a visual effect in some circumstances.. and the actual damage could be a cone with increasing damage toward the center of the cone so it's not random at all. I just don't understand why anyone would want random crits to pop up when they could instead have major crits pop off when they hit their enemy in the back, or when tehy hit them while they're "vulnerable" after being staggered... or when tehy hit them while they're winding up or swinging with an attack that can do counterattack damage (ala dark souls). It's just far more interesting.. I don't get why anyone would want their weapons to RANDOMLY apply special abilities when they could instead be based on actual mechanics such as if you do certain combos with the weapon, it will apply the ability during certain steps in the combo... OR you need to build up a status effect on someone to make it apply. For example with a frost weapon that can randomly slow a target.. change that to.. does applies 10 frost. Frost is an effect that will slow you it is applied to you.... you need to have 100 of it built up onto you for it to apply. So the person needs to hit you 10 times with small gaps between hits (because the bar will drain when not having frost built up). This is how status effects work in dark souls... and it works very well... to poison someone, it's not a random chance on a weapon... you need to hit the person with enough things that can build up the poison status effect, quickly enough, to build up that bar... So now poison or whatever status effect depending on the specific details of how it applies, when it builds up, if it builds up even if you don't deal damage due to being blocked, how quickly it drains, ect ect ect.... now these things actually affect your playstyle and the person you're fighting's play style. You might not have done enough damage to put them at critical health, but you have filled their poison bar up to 90% and now they're terrified and trying to back away so you can't get the full status filled and poison them. This becomes apparent in their behavior.. so you can take advantage of it. It also changes how you fight because you'll want to be more aggressive and leave as little time between your attacks as possible so that the poison effect doesn't fade away. It actually impacts the gameplay rather than just being some other stat that just flies around in the background and makes the combat convoluted without adding actual depth. It just makes it random and frustrating for those on the receiving end.
  6. 3 points
    CFC_Shiro

    Archetyp im Fokus: Der Waldläufer

    Hey, ich wollte kein neues Thema irgendwo aufmachen und dem deutschen Team eigentlich nicht vorgreifen, aber da ich finde, dass die aktuelle News zum Waldläufer doch sehr wichtig ist, möchte ich euch den Link doch teilen. Bis es die offizielle Übersetzung gibt, kann sich jeder gerne an unserer Übersetzung bedienen: "Erster Einblick: Fähigkeiten und das UI des Waldläufers" Ihr wisst wie ich zum Thema Eigenwerbung eigentlich stehe.. (Falls nicht, ich mache es sehr, sehr ungern!) Die Infos sind aber meiner Meinung nach schon ein Attraktivitätsaspekt für Crowfall und soll auch jenen schon zur Verfügung stehen, die der englischen Sprache nicht unbedingt wohlgesonnen sind. Hebt euch die Diskussionen zum Waldläufer aber dann doch bitte für die offizielle Ankündigung auf. (Bitte)
  7. 2 points
    I couldn't disagree more. TTK of an average fight is well over 60s, I just rewatched an 8v8 teamfight of mine that went on for 3:30, fastest kill I saw in the fight was a Champion who died in 0:09, but he was trying to stand toe to toe with 5 other players. Another fight was 0:45 of a confessor who tried to stand ground against a knight for 20s, then got steamrolled by the knight's two teammates. Another fight, a champion at half health lasted 0:30 before getting stomped by 3 players. My favorite, though, is a 5v5 teamfight in the fire room that lasted 1:15 before one side decided to retreat because they were losing badly- no kills on either side occurred. Basically, if your Time To Die is under 60s, stop trying to hold the line against overwhelming odds. On an unrelated note, healing is *already* overpowered in CF due to a lack of runner-killers, but I have faith in the devs to balance it out.
  8. 2 points
    There already are IIRC And the irony is that most of the legionnaire-mains testers want the heal to change from no-brainer to aimed like a hose...
  9. 2 points
    There will be choices in your Legion skill tree that increases the healing, or adds healing to abilities im sure
  10. 2 points
    Hello Icculus and welcome to crowfall, if you have alpha 2 reward contact support@artcraftent.com to be included in pre-alpha test. Cheers
  11. 2 points
    I can guarantee you that large groups will utilize "cavalry" like tactics, just like in any every other large scale pvp game. Having group A crash straight on in, and group B circle around and flank them cutting off their retreat doesn't require specialized archetypes of any type, that's straight up strategy that has been applied in almost every game I've ever played. However in smaller scale fights, the situation is this. You get whooped on, you have no choice but to run. Why? There is no healer there to keep you in the fight. That right there is going to be an issue. Getting healed once every 20 seconds by a legionnaire isn't enough atm. When I play champion, I usually have to play like a real pussai, cause once you commit, if the other team isn't incompetent, you're going to die quickly. I'm not sure how forward momentum attacks are really going to help, but I do believe the real issue here is the animation locks. Your options are pretty limited, stand still attacking and getting wrecked with a potential small 20s (could be off by this, feels like 20s) burst healing to sustain you OR run around like a chicken with your head cut off and do nothing, while the enemy group is forced to wobble around following after you unable to really do anything because all their attacks make them stand still. All of this feels lame to me, and looks even lamer. Now take that above mentioned scenario and multiply it by a factor of 100 in large scale fights. Low healing, high damage, limited mitigation tools, animation locks, fast ttk and uninspired death match like scrimmages. Fights are over quickly group vs. group in the hunger dome, I don't get any pleasure from them because they feel hollow. You'll get the crybabies and the uneducated crying about how healing ruins pvp games (it doesn't), but right now, crowfall NEEDS more healing. Healing isn't even hard to balance, it's been done in plenty of other games. You don't even need to put "back line" (cause it already is, legionnaires for the most part sit in the back if they're smart) healing in to the game. Other wise I might of just run around with my group of 1 champion, 2 confessors and legionnaire (which is a glorified fluffer at this point) and train targets to death, cause nobody is surviving that. Totally off-topic but here comes the healing rant: If I was going to remake the legionnaires healing ability, it would be 10-15s, introduce a healing co-efficiency in to the game (spirit works), and healing would place a debuff which makes healing from the same archetype less potent. So for example you get healed by legionnaire X, for 2000 health, if leggo x or another leggo heals you again within a 5-10s period of time, their heal will be significantly reduced (let's say 35-50% for argument sake). For further argument, let's call this debuff "Nature's Fatigue". Something similar for the druid, druid x heals, druid y heals, druid x is full potency, druid y is less effective due to the debuff. Stacking leggos and druids would still be effective, but not AS effective as it could be. You could even have anti healing abilities like "Deep Wound" or "Disease" that reduces healing even further. You could even make it so when the healer heals himself, he only gets half of the potency, making the healer a legitimate and very possible target to bring down and limiting the "tank healer runs team around" type of play.
  12. 2 points
    It's easy to address range vs. melee. Just give melees the tools to get in. This can be as simple as damage mitigation buffs, movement buffs, or teleports / flashes / dashes to bridge the gap. Healing also helps melees a whole lot, so hopefully we'll see more of that.
  13. 2 points
    Rhonim

    Lagging in Crowfall Testing

    Thanks so much! I finally got to play a round xD
  14. 1 point
    coolwaters

    The Big Risk

    (FYI: JTodd gave me permission to post this as, at the time of these communications, ACE required me to sign an NDA) The recent founders update, “Innovation is Risky” jogged a memory of when I first heard rumors of Crowfall, before there was any information as to what type of ruleset we’d have. Back in December of 2014 all I knew was that JTodd was a major player in the development. Knowing his background and some of his philosophy from early Shadowbane I, along with the rest of the Winterblades, was intrigued. I reached out to Todd in December of 2014 with a question about an issue that was near and dear to my heart. Server health / population retention was always a great concern, both for the players and the developers. How to keep a server “alive” and fun into the indefinite future was always in debate. The game was marketed, sold, and operated as a traditional MMO with permanent servers, but eventually a minority advocated that Shadowbane servers have a natural life cycle and server wipes were necessary to keep the game, and the active population, healthy. The thrill of Shadowbane conquest came with a dark reality. The servers die. Real asset destruction had consequences. You and your buds work for months to build a fortress that the Desert Alliance destroys in a few hours … wha? That ain’t fun! At least a lot of players saw it that way and sadly they quit. As server after server was launched, thrived, stagnated and then died, I slowly came to realize that, despite my early inclinations, it wasn't the 1337 characters we came up with, nor the massive cities we built that made the game great; it was process of building, conquering, winning and losing with my friends. To use a cliche’ it was about the journey and not the destination. So I emailed Todd about my concerns with the big risk a pvp game entails when asset destruction is involved, knowing nothing about his thoughts at the time. It turned out that he had come to the same conclusions I had, only years earlier and from a completely different perspective. I thought some of you guys might enjoy reading about Todd’s view on the topic of persistence and permanence - from the horse's mouth as it were - before these mechanics even existed. This is the first time I’ve shared any of this: If I am correct, no matter your design in this game, you have 2 real choices: - watch population drop and wipe the server on a schedule not of your own making (creating the impression that your concept or design was flawed) OR - design this phenomenon into your game as a core feature set: a grand winning condition that coincides with, or is triggered by, either the declining server population or the player conflict events which cause the spiral toward stagnation (server war dominated by 2 factions, for example). I say build the server destruction into your lore and your design in such a way that it is the end-game. Every nation could have the highest goal of actually conquering the world. When that happens, based on whatever conditions the developers see fit (some manner of asset / territory control I would imagine), have the world reset in a glorious in-game dev-event (maybe spawn a bunch of high level dev-controlled Gods who go around destroying cities) that everyone enjoys. Then simply wipe the server and grant some legacy bonus to the victors and a smaller one to everyone else. I have ideas about this, but I won't bore you unless you express interest. Characters and items should not transfer to the new server. It's about the content consumption and you can't shortcut that. I'm telling you: the vast majority of the losers would immediately return to the game, because hope springs eternal. I'm sorry for dropping this on you by email, and I won't send any more unless you want me to. I do find it exceptionally interesting and I think there is an opportunity here to make what amounts to an entirely new type of game based on this idea. I also think it would work well with cross server combat and travel. Take care and keep up the exceptional work. Wes I didn’t know if he’d even have time to respond with his schedule. But he did, after emailing an NDA and asking me to sign it: The take-home here is that ACE, or at least Todd, has been committed to the risky proposition of convincing players that pixels aren’t permanent and that with asset loss and consequential pvp, the journey is more fun than the destination. Todd has not only thought this through in fairly painful detail, he’s seen it in action in Shadowbane. If anyone questions his commitment to this idea, take a gander at his reply to my email today asking for permission to post these old emails: I don't think Todd ever questioned whether this idea will work. Todd's biggest question was whether he could convince you, the players, that it will work. This last pearl from another email from Todd seems prophetic looking back: I think Todd’s sales pitch worked pretty well judging by the massive KS success. But ultimately it doesn't matter what I think, it matters what you all think. Happy KS anniversary Todd, Gordon and the rest of ACE. We can't wait to see what you cook up for us next.
  15. 1 point
    TL;DR Minimal healing is lame, promotes lame game play, hurts certain archetypes, lowers TTK and cheapens fights. Re-posted from the test forums, cause no one reads that poorly made socks. You'll never be rid of healing, and the absence of it just clarifies how necessary it really is. Here's a few examples of games that utilizes "minimal healing" that are complete wrecks when it comes down to pvp (mind you, these are smaller scale pvp games). Skyforge Interesting class design, but complete ass game. PvP is a after thought (even tho they've devoted a lot of attention to it presumably), and the lack of a true and tested healing class turns pvp in to a shallow dps race. Black Desert Online Great combat design, but everything else feels extremely shallow. No true support / dependable healing outside of spamming your potion pot every 5s. Massive power disparity when it comes to gear and levels. One shots galore higher levels. Crowfall Yes, I put crowfall on this list, and obviously we're not seeing the whole picture with healing since there are no specializations, alchemy, disciplines, and druids (the second support archetype) in the game. Crowfall currently is head and tails ABOVE those other games I mentioned, even in it's current state, just because the legionnaire exists. However it simply isn't enough and I want to stress the important of healing, especially when you have melee dps in the game that depend on that sustain. Right now your average group vs. group fight is over within seconds, with or without leggo. It feel's extremely hollow. If someone takes a significant amount of damage, that person is forced to flee combat entirely, and with no self-sustain is basically "done" for the entirety of the encounter. TTK is way too low right now, and fights seem insignificant. There is no real stratergy being employed besides "train this target down". Leggos being the only source of sustain in the group are forced to play extremely lame, using their group heal when needed (like all the time), skirting the outsides of the fight, dipping in once in a while to use their heal again, and dipping out again. If the leggo actually commits and tries to fight, he's usually going to get whooped on die, or forced to flee the fight completely. Characters like the Knight and Champion that are "full commit" type melees depend largely on outside sustain. The knight has a little easier time staying alive due to the shield, but I've seen knights get completely blown up as fast as anybody else if they decide to fight and not flee when needed. Champions are a weird spot as well, they have few defense abilities that actually help them. 5 makes them invulnerable when you hulk up, but you're still suck in place, 6 turns you in to a statue but effectively takes you out of the fight for a few seconds (most groups will change targets and smash someone else) and C gives you whatever this games definition of "iframes" is and keeps you in place. Basically if the champion leaps in, and if the other group is competent, that's effectively a dead champion. The 15-20s small heal from legionnaire isn't going to keep you alive. The fact there is no universal dodge roll with small iframe windows mechanic similar to gw2, wildstar or eso (or even DCUO, Thomas even worked on that game ;p) is bizarre to me. The kickstarter video that you guys are using on the front page even illustrates dodge rolling. The general consensus is train your target till it dies, because there is no real obstacle stopping you from killing it. There is no need to pressure the healer in the back, because there is no healer in the back that can out sustain a dps train in this game for any amount of time. Friendly Fire Minimal healing when you're taking damage from your opponents sucks, but minimal healing when you throw friendly fire in to the mix is even worse. Now you're taking damage potentially from every vector, with little to no recourse. FF worked in DFO because if you screwed up and got hit, or if your teammate hit you accidentally, you could easily recover by healing yourself or having other people heal you. You could also move out of the way easier and all your melee attacks didn't cleave (but let's be honest, every one had staff and bows in that game for this very reason). With this current iteration of combat, if you had FF in the game with the same amount of healing and collateral damage, it would be hilariously bad. In crowfall, the moment you start taking damage, is the moment you're effectively screwed and should think about taking a jog. Lame. There needs to be more healing alternatives. I don't know if this means a lower cool down on the leggo for the time being, with some kind of potency debuff like I mentioned in another thread: Or if more archetypes need self sustain (Rangers get a life steal), or if alchemy and healing pots on reasonable timers will solve the problem, or if there needs to be a more sustained healing archetype introduced in to the game. I don't think the game can accommodate a typical back line healer (this is actually how the leggo is played, sit in the back and stay safe, hit your heal every 20s, knock back people who try and attack you). Maybe the game could use a true frontline healer tank similar to the warrior priest or disciple of khane from warhammer. Whatever the solution is, the current problem will just get worse in siege peril, where you'll encounter large groups, more damage, and a potentially even lower TTK.
  16. 1 point
    This seems to be a common issue in a lot of threads (particularly balance related threads), the fact that all of this is for testing purposes.
  17. 1 point
    I guess you didn't read the whole thing.
  18. 1 point
    OnyxOctopus

    James Goblin NPC

    Noooo he can't cast anything on you that defeats the whole thing about James Goblin he only likes things, nothing good nor pbad can come of it just likes people, and he should jsut be one npc rather than a follower that can be around multiple people
  19. 1 point
    Is there a certain time frame that needs more testers? (Or are you short testers overall) Or is this idea in anticipation of needing more testers upcoming? (Just curious)
  20. 1 point
    As stated in the OP, the point of these bundles is for people who have Kickstarter/2015 packages to be able to spend more money and be able to get earlier testing access, since they can no longer upgrade to a higher package level. The naming is for people who have, for example, a silver pledge package and want to get alpha 2 testing access, they would only have to spend $50, compared to a bronze contributor who would need to spend $75. So the naming is correct for this purpose, anyone not a Kickstarter/2015 backer will purchase and/or upgrade their 2016 offerings.
  21. 1 point
    Hyriol

    James Goblin NPC

    My name is Hyriol, and I approve this message.
  22. 1 point
    freeze

    Lagging in Crowfall Testing

    check this thread: http://community.crowfall.com/index.php?/topic/8503-troubleshooting-machines-with-multiple-video-cards/?hl=integrated+chipset
  23. 1 point
    Well that's definitely one way to do it. In most FPS games, there are typically 2 ways to determine damage: either manifest a projectile and calculate if the projectile will intersect another player; or judge where the reticle is pointing, set a distance in which damage is applied, and the object (or objects) in this path on player action that can take damage calculates the damage instantly making it easier to animate and easier on the server. The first style appears to be the one used for the confessor and ranger, but maybe the second would be better for the Stalker, considering their long windups and slow fire rate. This formula is used in most shooter games, so it can also be applied for the duelists pistol as well (I know I'm paraphrasing/oversimplifying the mechanics a lot). The downsides to the second formula is that lag or server disruptions will mess with the damage calculations (though this can also happen with the first formula, but on a less dramatic scale...with the first, the server will think you missed; on the second formula, the server will assume all shots hit) and can be immersion breaking. To use actual projectiles was definitely the right call for the confessor and ranger, but do you guys think that the second formula should be used for the stalker/duelist pistols? Not really advocating either (would prefer the first one for dodging purposes (though at the speeds the Stalker's projectile would need to go, would it matter?), though the second does make things a lot easier to develop and apply), just putting it out there.
  24. 1 point
    Hiding in one spot because it is a ranged character is not a good enough excuse... That means passively waiting for someone to run by you, that is boring and means the only archetype viable for stealthed attacked would be assassins. Why keep stealth to one archetype.. That reduces diversity for specific PvP groups (stealth/rouge, meele/tank, mage/DPS). It's whatever though, I guess I'll have to stock up on those runes lol. Well since the movement stealth has been confirmed with a rune then I am ok with that.
  25. 1 point
    Frykka

    Attribute point customization

    Stats are Vessel based... we will have many many vessels and they will decay and break... There will be some adjustments when you occupy the vessel as you choose "creation runes" like in SB, that is what the screen shots appear to show, small stat or skill adjustments and a point system to apply them. the tier of the vessel will give you your "base" stats and then you get lots of choices including even things like "fleet of foot" or "ambidexterity, or even resistance boosts... "discipline runes can be added later and will have stat boosts or skill adds. In other words you will customize your vessels as you use them(occupy them) and choose many customizations including the look of the vessel and its stats, skills, specialties... and then you can add disciplines to them later but the creation setup is a one time deal.
  26. 1 point
    Eluem

    Is RNG desirable in Crowfall?

    TL;DR: I definitely feel that crowfall's design should be based around the concept that there will never be rng forced into mechanics. Crits should be based on conditions like backstabbing or hitting someone while they're vulnerable... it should be about tactics, counterplay, and mind games.. there's no reason for rng when you have deep mechanics. Games that have deterministic outcomes can become predictable. Tic-tac-toe is an example of a game where the outcome is trivially predictable. There are 3 major ways that I'm aware of to change this predictability: 1) Add RNG: this doesn't add any skill, but it makes the game less predictable. You won't be able to be 100% confident about what is going to happen because some of the elements are random. Many games use this solution, it's easy to think of examples. 2) Use chaos: Basically, make the decision tree so large and complex that it's impossible for a human to find their way through it. This is how Chess and the Japanese game Go work. If you made an extremely large version of tic-tac-toe, it could potentially work similarly. My favorite: 3) Use Simultaneous Actions/Prediction: This uses the idea of playing against your opponent's mind to reduce certainty. You can't KNOW for sure what the other player is going to do.. but you can predict them based on their behavior as the fight progresses. This works especially well when the fights aren't ended too quickly and when there's enough depth to the mechanics of a 1vs1 fight that your personality/behaviors can actually shape the way you play. You can have a plan.. a strategy.. and the opponent can try to figure out what it is and counter it.. and you can recognize this and counter that counter... This creates a ton of spice and replayability with out using any forced randomness. This is how fighting works between evenly skilled fighters in real life. It's also out fighting games like streetfighter work... and how my favorite game BattleCon works... It's how dueling in Starsiege: Tribes works. This is what I want Crowfall to feel like.. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I just don't see why the randomness has any value in the game at all. The PvP in Dark Souls is AMAZING. Easily the best melee combat PvP experience I've ever had. There is absolutely no intentional RNG built into the systems in dks1 and dks2 (except for the rng crit gauntlets which are game breaking... because they have rng). You don't need RNG to have spicy combat. If the mechanics have good counterplay and depth, then you can have very enjoyable gameplay based around tactics and mind gaming. You don't need to randomly have things happen for them to be interesting. If you have two people dueling in a game, and they both know exactly how many hits it takes to defeat each other, it doesn't make the game uninteresting. Look at fighting games like BlazBlue, for example. Those games have EXTREMELY spicy gameplay. Look at super smash brothers (with items turned off), there's little/no randomness in the mechanics there. Those games are extremely fun and enjoyable. They don't need randomness.. they have depth and counterplay. CS:GO was brought up a few times... the reason that game would feel dry and boring with out random spread on shots (not that I think the random spread on shots actually makes the game fun enough for me to play it) is due to the fact that all the weapons are HITSCAN and the game has an overall extremely low time to kill. This makes it so that there's very little counterplay in a 1vs1. It's all about who clicks the other's head more/faster. If you look at Starsiege: Tribes, all but one of the guns in that have no randomness. In fact, the MAIN weapon in that game is the Spinfusor. It fires an explosive disc that can travel very long distances.. it's effectively like a rocket launcher of sorts... the projectiles move quite slowly though... and the players have a lot of mobility to allow them to juke and evade. This creates a massively deep set of mechanics for dueling with TONS of counterplay and "spice" with zero rng. The one gun in Tribes that does have randomness is the chaingun... and the spread on that might actually be preset, I don't remember.. but it's bullet spread covers a large area, it's meant to be used only at very close range and the rng in it's application is actually effectively non-existent. The spread acts more as a visual thing rather than actually making a significant difference in the gameplay.
  27. 1 point
    Classes that are less mobile should probably have attacks and defense mechanics that are stronger then. Since this is group and team based it also puts responsibility on your group and team members to not leave you high and dry if you are in the less mobile class. I feel this mobility issue comes down to balance mainly. If a Ranger can dance and juke all around the battlefield they probably shouldn't have the strongest attacks or even as strong as the less mobile classes because that would lend itself to making Rangers OP.
  28. 1 point
    They deliberately stated direct balance isn't a design intent from the beginning, and explained that Ranger was proving to be overloaded because it's featuring mechanisms that belong elsewhere, your completely misguided Naur
  29. 1 point
    It's worse because they describe is projectile range as barely visible. So from the time they can see you all the way up to your functional range, they attack you with projectiles, using traps, obstructions, terrain, allies and structures to impede your advance, then they enter melee for burst type action, and if they succeed, they can chase and impede you before switching to ranged again to shoot you one more time in the back. Ammunition and difficulty are supposed to throttle that potential, but that is a stupidly diverse set of options.
  30. 1 point
    That's an infinity symbol not a 00. (Those screenshots were taken in developer mode) We haven't tuned stack size yet, but the goal isn't to make it feel like you have to mess with your inventory constantly.
  31. 1 point
    The game does not have to be tab targeting to have combat more immerse then what is currently offered. The game can be fast and still offer some sort of speed decrease and or stamina decrease for being engaged and more options to plan out move to counter move. I am bothered with the animation lock system as well as the combat in general from my play experiences. The current combat design is not fun.
  32. 1 point
    Am I also seeing a color code scheme here? Single target/aoe/ground attack/utility, something to that effect? Could be pretty neat if it's unified across all archetypes.
  33. 1 point
    I am becoming quite convinced that this is due to the inability to hinder the mobility of opponents. No staggers/flinches, no slow on hit, having an animation lock system without either of these things is bad.
  34. 1 point
    Definitely some interesting concepts in here... This may be the first game ranger is not my default choice... I like the fact you can hide, rather than stealth, as that will ideally let you take your time and choose your shots... But I'll have to see it in action. The zoom sounds familiar... It also sounds like they really do want the ranger to stand in one place and shoot stuff. Personally I don't like ammo, but I concede it is the right feel for Crowfall. Over all I look forward to seeing it in action / trying it out.
  35. 1 point
    Sorry this took so long to get out -- many words, lots of passing back and forth and editing. Hope you find it worth the wait.
  36. 1 point
    Hey everyone. I'm new to the community. I pledged not long ago and have just been lurking on the forums and trying to learn what I can about the game ever since. I'm really looking forward to participating in the upcoming tests with each of you. I have a pretty extensive history with MMOs over the years. I started with EverQuest as my first MMO (late '90s to early '00s timeframe), and have moved through several others leading up to the present. That said, I haven't been this excited for an upcoming release in quite a while. Take care! Aldanis P.S. The Support team does not mess around with their response times. Kudos to them for great customer service!
  37. 1 point
    Kraahk

    Wettbewerb - "Krähen im Titel"

    Was heißt da aus dem Nichts? Eine Burg hab ich doch schon. Kraahk des Chevalier
  38. 1 point
    Hello TheGraySoul and welcome to crowfall .
  39. 1 point
    The movement definitely needs work. I think a mix of rooted animation for high damage attacks and mobility for lower damage attacks would be the best way to go. My main problem with the combat so far is the lag time between using an ability and seeing the animation. It is also very hard to tell if you are doing any damage. Also I mainly play as the champion in the alpha tests and when I play as that archetype I do not feel like a big powerful warrior. I went 1v1 with a confessor and a couple hits in their life bar had hardly moved at all. Meanwhile the confessor had already taken 1/3 of my health down. In general the combat just does not feel balanced at all, it does feel clunky and slide(y). I know weight and movement are supposed to be used to push other smaller characters, but it just feels off.
  40. 1 point
    Hey all. So I actually backed this in the kickstarter way back when, but I finally got around to getting onto the forums and joining the community haha. Looking forward to the game and seeing what the forums and community have in store!
  41. 1 point
    infraction

    It's called "strategy"

    Strictly for testing purposes....
  42. 1 point
    Psyctooth

    It's called "strategy"

    I doubt anyone cares. And if they do care, they just make themselves targets for salt merchants.
  43. 1 point
    nukeyoo

    It's called "strategy"

    Serrated's is trying a new strategy! Attempted defamation! As much as we'd like to take credit for this happenstance that occurred on a server we never played on in a game we quit playing months ago-- we can't... which makes me sad panda... It's good to be in folks thoughts!! Keep bringing the epic strats!
  44. 1 point
    Lephys

    Infinite vs Finite ammo

    This is as true as saying that having a ranged attack breaks balance and can't exist for one class type and not the other. Which obviously isn't true. It can, potentially break balance, if appropriate efforts are not put into it, but it does not inherently break balance.
  45. 1 point
    BurgundytheRed

    Infinite vs Finite ammo

    With special effects coming from the toon's powers, not the ammo, Rangers will likely use both an arrow and some mana with each shot.
  46. 1 point
    Lephys

    Infinite vs Finite ammo

    Apologies if it came across in such a way, but it wasn't my intention at all to suggest this was your goal or that it would always yield the same results. That's just how my brain lays down context for my point, so that my point will be more specific than just a statement that will need to be questioned a bunch for specifics. Then your magic and your physical missile projectiles would function in fundamentally the same way. My examples actually are magic specific, as magic that functions just like ammo would forego the opportunity that conventional mana mechanics afford towards mechanical variety. With everyone-has-ammo, no one has the specific restrictions of a mana system. The same with everyone-has-"mana"(stamina, etc.). I don't see how I am. They're two different tools. Magic can make lightning and root whips and fireballs. Arrows just make realistic/practical effects (piercing wounds, shrapnel explosions, etc.). I get what you're saying -- that nothing prohibits video game code from allowing archery to function however you want it to. However, another truth supercedes this, and that's that of class variety. I don't even care much if magic is the thing with ammo and archery uses mana (though it would make a lot less sense from a lore standpoint), as long as one functions differently from the other. And I don't just mean attack costs and numbers. ... In exactly the same manner. If the technicalities are getting in the way, then we'll just call mana "regenerating ammo." Either way, what you can build around regenerating ammo is a lot different than what you can build around static ammo. Even if they both used finite ammo, why put an archer up there to fire finite quills at targets when you could put a mage up there who can summon finite arc lightnings and firewalls? Ideally, if archers have finite ammo and mages have infinite "regenerating ammo," then you design things in such a way that circumstance would dictate the best person to have up there. If people were scattered about, then maybe the mage would run out of mana trying to direct powerful enough spells at each foe to take them all down in time, while the archer could do so (arrow attacks, not spells) with ease (being able to toss spells "all day" matters little when you're killed while your mana's recharging). Likewise, if a shield wall of combatants was marching towards that vantage, the archer's arrows would probably being much less effective than the mage's ability to spend pretty much all his mana at once to toss down a couple of flame walls. Unless you want an archer to have an attack with the same mass devastation as a firewall, perhaps? Sure, I'll give you that... In a system so shallow the only factor for victory is failing to run out of ammo. You're saying that all the mages have to do is not be killed before the archers all run out of ammo... All they have to do is wait for mana to recharge... While the "archers" (Rangers, in the context of Crowfall) could just whip out melee weapons and charge them. Or relocate, hide, etc. Again, I personally hope that a regiment of Tangers fighting a regiment of mages isn't so simplistic that it comes down to who has infinite ammo. You can't make decisions about a single mechanic like ammo based on examples devoid of other factors. Yet again, even if both sides had finite ammo, would not the mages just blow up all the Rangers with their magic? How do you make sure that's not the case, without ammo functionality to rely on? A lot of ways, I should hope.
  47. 1 point
    Personally, I'm super excited for it. It could open up a lot of RP avenues. I'm already excited for Crowfall RP because it breaches a landscape I haven't tackled much: Demi-god RP. Or rather "champions". But frankly, our characters are all legitimately heroes. That's a lot different from the "normal guy" I usually try to play. Also hai Crowfall RP community, I'm back
  48. 1 point
    scribbles

    Alpha 2 - Still can't download

    This seems a pretty trivial way to handle this; especially when you know it's going to have to be done over and over. It's also led to more than a few bug report threads, Q/A threads, and I'm sure equally a number of support e-mails.
  49. 1 point
    And if they want to do that, they're not hurting anyone else by doing so. This system lets people group or solo on kingdom building, however they think best. We don't need to change the model to make people conform to one particular preferred model of EK behavior.
  50. 1 point
    Hax

    All The Best Swords Have Names, You Know

    Teh Hammer of Doomz Being able to mark your items in some way was mentioned already so they might have similar ideas. Crafters need to get their names out somehow. ctrl + F 'mark' in FAQ.
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