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Showing content with the highest reputation on 01/03/2018 in all areas

  1. 5 points

    Should Crowfall learn from PUBG?

    Many of us have no interest in arena play, we are mmorpg PvPers... we want persistent world with persistent skills and builds. That is not to say that there couldn't be very short duration CWs but the rewards would need to be very minimal since the commitment is minimal. My question "what is the role of a gather trained player in a 30 min arena battle?" i.e. no role for gatherers or crafters in match play leaves a lot of players saying sorry, no.
  2. 5 points
    FWIW... I think we will see soft launch in 2018. Crowfall was also listed in 2017 by a number of MMO sites as most anticipated MMO and things like that and I haven't seen any backlash of it not launching in 2017.
  3. 4 points
    I would like this embellished, emblazoned on the forums, and stamped onto each page of the store. The team hasn't been subtle in saying that it will be buggy, but I don't think the point is really being driven home. People think it's a buggy beta, not - as you said - a testing environment.
  4. 3 points

    MMORPG.com Player's Choice Awards

    Crowfall has been nominated for "Most Wanted MMO" in the MMORPG.com Player Choice Awards. We'd appreciate your vote! https://goo.gl/eFjbv7
  5. 3 points
    Someone this flighty and clueless will quit anyway when they lose all their gearz, get wrecked with consequences and get wiped right off a campaign. You gotta be pretty tough to hang with the crows, alls I am sayin.
  6. 3 points
    CF has the proper scope to not get huge delays to the schedule now that we have the tech and engineering for the race/class split and its relates skill trees... we will have late Q1 alpha and probably Q3 beta with soft launch late/end of summer. Fully reasonable at that point for a Nov-Holiday release in 2018. As with every year we will pretty much know as players whether that pace holds.
  7. 3 points
    None of those YouTubers or websites rarely have accurate information around this kind of stuff. Crowfall will be release when it's ready and done to be released. That's all anyone should ever expect. I also take MMORPG.com with such a grain of salt in anything related to video games. If the information isn't coming from a direct source from the game company, then it doesn't really matter.
  8. 3 points

    Should Crowfall learn from PUBG?

    I disagree. I think crowfall should be like.... well Crowfall. It's a unique game already. Scratch that, it's a unique idea. BECAUSE ITS NOT EVEN A GAME YET. People are asking for a complete shift in gameplay design before the gameplay design has even been fully implemented. Plus this is not a great idea in a full loot game. You can't have low health pools, people getting two or three shot, and losing all their stuff. That's a good way to lose players. I don't think crowfall is fine as is...because it's not even crowfall yet. It's just a glorified arena fight at the moment. Give some time for all the gameplay designs to be implemented and look at it again then -edit- not to mention a big part of the game, sieging, would be impossible with very low health pools and long CD defensive powers.
  9. 3 points
    I don't think you understand what he's getting at. He's not saying aiming sucks, as in it's too hard. He's saying aiming sucks because it's too easy / forgiving. Right now, it's not even really aiming. You just point in a general direction at a person and you're almost guaranteed to hit them. It's like aiming for preschoolers. It's not just the aiming that's wrong with combat, there is some else definitely missing that makes it feel quite bland.
  10. 2 points
    Dang, it is almost like the game isn't done. There is fun to be had but it really isn't a solo level. I know we've had several pugs wandering around with us pvping. In terms of actually playing it like a game, the players have to make that bit for themselves. Obviously the game will have to help support that more in the future but seeing as it is a play test, it isn't super surprising. I'll admit I wish they were further along with some of that stuff than they are but I would also rather they take their time and get it right rather than releasing something that isn't complete
  11. 2 points
    It's uh.. Well, testing. Like, legitimately testing. I personally enjoy testing and bughunting - but I also enjoy tedious work related to software and games. I'm sorry that you don't find it exciting, but in reality it's not supposed to be. The (pre)alpha servers aren't supposed to be an engaging and thrilling game, they're supposed to be a framework for us to poke and prod and find holes in, while getting a peek at what's to come. If you were hoping for a gamey-game-funzies experience, you should wait for the beta at the earliest. They aren't advertising the alpha as being phenomenal, because that's not the purpose it serves. QA/Bugtesting is expensive, and time consuming. Alpha tests like this are a nice way to bridge the gap and get them "free" (save the cost of maintaining the servers) bug testing and stress testing, while letting people who are excited about the game get a peek into the innerworkings and behind-the-scenes. Behind-the-scenes is rarely pretty. Alphas are rarely riveting gameplay. Testing is only fun if you enjoy it.
  12. 2 points

    Champion builds.

    Try it on a Centaur. Uses one of the old Legionnaire animations and is quite badass. Centaur best Champion IMO. That 20% armor break, plus the group attack power buff, plus trailmaster out of combat....better than the MIno stun immunity and Berserk, IMO.
  13. 2 points
    Haha, this made me laugh. ACE pay attention to these kind of threads. People have being asking for a more fun campaign for a while now. That said, i think the last introduced mechanic was action harversting so if i had to guess this is what ACE consider as this build testing focus. The problem is that this build has being around long enough that focus has being lost and any fedback is a good as any other. Most posts on the feedback thread are tied to old mechanics.
  14. 2 points
    Speaking as a games QA guy IRL - testing is pretty boring... You don't know what fun is until you're on hour ten of negative testing the same broken assets in Barbie Dream Castle, on a Saturday, with no building AC... Or on step 500 of 2300 for an XBox certification pass and if you have to look at a config menu one more time you might just jump out a window. We're testing/stressing everything 'new' in the patch notes (race/class split, new harvesting systems, new race, new class, changed skill trees, combat tuning, etc, etc.) ... And it's clearly netting some input given the 200 odd posts in the bug thread. I think the re-do on the 5.3.4 Tyranny map is just because there was a couple of weeks of holiday mixed in there where not a lot happened at ACE... If I'm guessing.
  15. 2 points
    Sorry man,i didnt imply that trust me. I know the original context of the text is dark but i didnt expect people to get hung up on that. I take it as a example of "speak up for others because some day you might need people to do the same to you", just like now where i was trying to make religious people feedback heard even though i am an atheist and wouldnt be affected in anyway. So, this wont go anywhere good so it is better to let it die out.
  16. 2 points

    Please, no advantage for $$$

    but you're an investor backing the game dont you care about our opinions i care about your opinion also my take on the situation is that like. look okay the game is gonna let you buy gold, officially. that's basically a done deal, the boat has sailed the pack has pigged whatever. but how much is that gold really gonna buy you/??? can it buy you happiness? no I really doubt it, only you can bring yourself happiness, okay. plus like. are people gonna bring VIP tokens into the campaign worlds n trade them? can you even do that? that seems like a good question actually can you bring vip tokens into campaign worlds? cause if you cannot, then all you can do is trade for poorly made socks in your EKs, and really what are you gonna buy that truly matters, maybe like a fancy chair, or like pay some guinecian EK prostitute for a couple hours or something, but none of that carries with you to the campaign worlds, probably. I mean. I guess we don't really know yet in closing it's really hard to say what being able to pay to win cash shop loot boxes will do to the in-game economy / gameplay because there's no game yet I think it'll be alright though
  17. 2 points


    La nuova campagna è startata. Ho creato il pg in Balance, pls fate altrettanto così proviamo tutti insieme
  18. 2 points
    I think, given that only some of the farm parcels I got with my kickstarter pledge are marked "tax free", that even real-money EK assets will have upkeep fees - if only to cover the server instance costs... Being as at the end of the day it's all about making a real dollar so that employees can eat, I'm guessing that EK asset taxes will be paid either via in-game assets (campaign materials) or via real money. This will allow people like myself with spare cash but not a lot of spare time to contribute just as well as people with a lot of spare time but not a lot of spare cash. People playing is a very valuable resource in an MMO, so it's only fair that their time nets a monetary reward - even if it's only covering their subscription cost or building upkeep in Crowfall's case. As for me personally? I'm okay with paying real money for EK upkeep as it's not having a direct impact on campaign PvP - and someone has to pay for the server/bandwidth costs for that EK instance... For example, I pay ~$300 a month to SecondLife for the "land" I have there, which is mostly to cover server/bandwidth costs - so Crowfall won't be too terribly different in that aspect if EK assets can be paid for with real money. Ultimately entering (and winning) campaigns will still be the fuel everything runs on though. Even if I can just pay for all of the buildings each month, all of the materials needed to make, well, anything must come from the campaigns. Which is why Vigil has a pretty amazing combat and crafting team.
  19. 2 points

    Please, no advantage for $$$

    Wildstar lost population cause of balance patches screwing with the pvpers that wanted to play. That game was mostly populated by pvpers and because their balance patches were more tailored to pve raiders, the decline in player population followed it up. ESO, it didn't really pick up much a population to begin with cause it was competiting against a lot of other games at the time. As new stuff came out it pulled players from it. Plus the whole combat (dodging or avoiding damage) and questing system (the terrible compass garbage at the top of the screen) of ESO probably is why people tried it out and then left. It didn't feel fun enough to them so they quit. Tera coming to the EU and NA markets was already setup for failure. If I am not mistaken it was a game that was already years in after a release in the Asian market. There for it was already behind the times by the time it hit EU and NA markets. I can't comment much on AION other than it failed to get enough of a hype for it. People were already playing other MMOs and games by the time this thing hit the market. You want to say that a subscription model means the death of a game. It doesn't necessarily mean that. What kills MMOs more often than a subscription model is how the developers behind the game fail to actually listen to their monthly regular customers. You don't make balance changes to certain classes that are so radical that it makes them dominate for the next 3-6 months (this happened to Rift and caused over half the players to leave) and then wonder why the game has a declining population. Poor game management is why these games start dying in population, servers get merged, and resources to support the game get tightened up. Albion Online is another great example of a game that started out strong in full swing but has lost a lot of its presence in the market because of how Sandbox Interactive fails to communicate things with the players, fails to listen to them, and continues to make content and balance patches nobody wants cause they don't make the game better. What I am tired of seeing is MMO devs that have a game which has pve and pvp content and they only balance for pve. It sours the experience for the other pvpers and if that's most of your game's players then say goodbye to a lot of that revenue. That's honestly one of the most common things I've seen to cause the decline in MMO populations. Balancing for PvE instead of PvP cause PvE can be tuned up to accommodate PvP a lot easier. This is only going to become more apparently as MMOs tailor more towards a pvp focused game design than pve.
  20. 1 point
    New thread to discuss the features that we need from ACE for players to build realistic and fun EK campaigns for other players to enjoy Inspired by this post: This stuff is awesome... beyond awesome! Having players create content is actually a dream come true for everybody involved: the creators enjoy it, the players love to play it, and the game developers who don't have time to build massive amounts of content can still get the content they need (albeit a little out of their control). The game needs to to have certain "features" and allow certain things in order for this stuff to work. The full set of features required to build EK campaigns and scenarios as you describe will probably not be ready at launch. But I think ACE would be making a big mistake if they didn't push to have them available shortly thereafter.
  21. 1 point

    Lineage 2 Revolution

    Game is pretty fun, castle sieges just came out recently (40vs40). Also excellent to kill time on a phone. Most people play on Bluestacks/Nox though. Field PVP - works the same way as it did in lineage basically. I'm on Giran01. Castle Siege
  22. 1 point
    I'm just going to say what's on my head right now, no editing or planning. I am a Chinese born, American-Chinese and I visit China every year, usually staying there for about a month. I know Crowfall's vision is that they don't plan to cater towards everyone, but I just want to let this out. In China, very few people owns a home PC, yet they have a profound esports culture. How is this possible? Internet bars. I've visited various internet bars before, from the luxurious ones with massaging chairs to internet bars that were extremely unsanitary, and reeked of cigarette smells. The bosses/managers of these internet bars, aren't gamers. They're only in it for the easy money because of the Chinese people's addiction to games, they do not care what games are on their public computers besides popular titles. Here's the catch though, Tencent is basically Steam but for the Eastern world (China anyways), and it pretty much publishes every big game titles from the Western world (DOTA, LoL, WoW, Hearthstone, Starcraft, Tera, you name it) All these PC bar owners have to do, is simply have TCP downloaded (Tencent's Steam is called TCP I believe, I can't recall what it means or stood for) and wait for the money to roll in. With this in mind, I find it very hard to see that Crowfall would gain a significant playerbase from China without Tencent being their publisher. It's even possible that Tencent will never even consider publishing Crowfall, they have a history of only investing into games they see huge potential in (for example right now: PUBG, they already released two mobile versions of the game just recently.) Edit: To sum it up, the people in China plays their games on internet bars, but the owners of these internet bars only use games from Tencent. Perfect World is a Chinese publisher, but I have never recognized any of their games in any of the internet bars I've played in.
  23. 1 point

    Should Crowfall learn from PUBG?

    I read the "Crowfal should be more like Overwatch" topic and this is my version of it. I want to compare Crowfall to a survival shooter game: PlayerUnknown's Battlegrounds (PUBG). Yes, Crowfall is an mmo, but the mmo-aspect falls into crafting and socializing. Crowfall's campaigns in itself is a survival game, and PUBG takes the survival part (remember Hungerdome?) and puts that with the speedy pacing of a modern shooter (imagine CSGO/Overwatch). When you're on the battlefield/campaign the game should feel life-threatening and truly like you're risking everything you own, I think that PUBG's speedy pacing is what makes the game represent that. The fact that you could die at any moment in mere seconds without knowing the whereabouts of your attacker is what keeps the player on guard at all times, and when the player does die the feel that you were helpless and weak is what motivates the player to try again, but this time improving their ability. I don't think Crowfall's problem is that combat is awkward. Crowfall's problem is that is does not feel like a survival, coordinate together to overcome, high risk and high reward survival game. The combat feels awkward because the devs are meshing the "long duration" combat of a traditional MMORPG to that of a "life-threatening" survival game. My thoughts are that it is ok for fights in survival games to be long, but they should preserve the feeling "I could die at any moment." My ideas of what could be done, is to lower the health to low values (would make players value their health more), and increase cooldowns and resource costs for defense/utility abilities so that players would need to play more carefully with those abilities, thinking constantly of how to optimize their decisions to prolong the "lifespan" their character who could die in one more move. This would make: Druid's and Confessors value their dash abilities more rather than spamming them mindlessly or whenever they're off Cooldown; it will make knight's think more carefully about their shield ability: My shield is on a long Cooldown, should I wait to block their high damage skill? He is holding onto that high-damage ability awfully long, should I use it now? ; Druid's are also forced to think more about where to place their bubbles if mana costs and Cooldowns are high, versus, where normally they would stack them all in a general area where there is a battle going on. Imagine if the healing bubble has a time limit, that would cause druid players to think about ally movement, speed, location, and dash/teleportation/speed buff ability cooldowns. Lowering health while increasing risk of using an ability would allow for shorter fights, but long fights are also possible if fighting players/teams are skilled enough at managing their abilities. Crowfall would essentially have the survival feeling of PUBG, but more, because Crowfall allow for more counterplay than PUBG does because of Crowfall's nature of having 6+abilities and powers to work with. Of course these are purely theories, this is my opinion, and honestly I have never designed a game before, so I could be horribly wrong. Do you think Crowfall is fine as it is? Do you agree with my idea? If not, I'm eager to hear your ideas.
  24. 1 point
    Overwatch, really? Can I pick Dark Souls for good combat instead?
  25. 1 point
    understand the decision to not release new realease dates all the time, but some kind of roadmap would be nice before my purchase, just somI know what to exepect
  26. 1 point

    Should Crowfall learn from PUBG?

    Interesting idea actually Anthrage, though how would it handle say I log in at the very first day, and thus spawns in the beachhead, stay there log out, and come back at day 3 or later, when the beachhead was consumed by the hunger, where my character was at?
  27. 1 point
    Is it because it is not really a player test, but an additional income generation phase with a pseudo user test on top to encourage more buyers?
  28. 1 point
    nice to run into you last night Soulein...and by running into you, i mean you running into me...with that shield
  29. 1 point
    https://crowfall.com/en/news/articles/founders'-update-a-great-year/ LOOKING FORWARD "As exciting as 2017 has been, 2018 is going to blow it out of the water. We’ve got some hugely impactful milestones in front of us: alpha, beta, soft launch and – once the game is polished enough – our world-wide commercial release." Its easy to see why people believe 2018 is supposed to bring us at least the soft launch. These statements from Todd and Gordon has many people believing its not only possible, but even probable. Regarding the decision to secure another round of private funding; "We believe this is the right approach, so we pitched it to our investors. They agreed. We are delighted to announce that on December 1st, we closed another financing round for an additional $6 million. This money will be used to fund the completion, launch and marketing of Crowfall. This means we’ll be hiring a few more people, we’ll be able to invest more in our live infrastructure and support more players; and we’ll be able to get some real attention once the game is ready." Though I couldn't agree more with the importance of first impressions. Some people may wander into the testing environment with certain expectations. No matter how unreasonable or unfounded these expectatons, the first impression can very be lasting. When these expectations aren't met, some folks may disappear from Crowfall without ever making a sound. Only to never return.
  30. 1 point
    ^ @Tyrant definately looks like a typo that should be "beta 2"...
  31. 1 point
    My only worries are that ArtCraft will feel pressure to release the game before they feel it is truly ready. Either because they are money strapped or Everyone else is telling them it's good enough.. Obviously they can't wait for everything to be perfect because that day will never come, but I do think they can get the game to a point where everyone that play's gets that "holy socks, this is the game I've been waiting for" feeling. If that pushes Development late into 2020, then so be it.. that's fine by me. Whatever the game need to be successful, I'll stand behind. And I have faith that J. Todd and Gordan will know when the game is ready for launch. I just want to remind everyone that... The main method of skill advancement is time based... which means that the earlier it is released, the sooner we start developing our accounts... Maybe the first 6 months is expected to be able to clear out those experience killing bugs and then All of a sudden, they unlock the experience tomes that will allow noob accounts to catch up to "all of us originals" and now we have our new flow of core gamers... I'm sure they will create tier(s) of new pledges that will allow for just enough of the new experience tomes to give the feeling that you've caught up in the skill points curve. Maybe they will work it that, it will allow us to pursue another path in our own accounts.
  32. 1 point
  33. 1 point
    I would have to say cuz it’s a testing phase and with testing you get the lack of fun. It should resemble more work than fun.... we would all love work to be fun, but sometimes it’s straight up dirty and you just gotta do it. The fun phase won’t probably be till after closed beta.
  34. 1 point
    It does matter for sure, if gaming sites and youtubers list the game as a 2018 release, then people gonna think that the game is currently far ahead in development, and at the same time when ppl see that the game has early access, and they sign up and see what is available.... Then the game will get negative publicity... And people will start to hate on Crowfall even before its out of pre-alpha...
  35. 1 point
    i dont think a clarification is nessecary... only if you are new to youtube and mmo(rpg) platforms you probably assume all you see and read is nothing but the truth and reality. sure it could be disappointment but also a reminder what is going on and a hype generator. If ppl getting exciting for the game and join as a backer or at least as a crow the videos do their work IMO.
  36. 1 point

    Eleague Group

    Guten Morgen, wir die Eleague Group, eine öffentliche Spieler Gemeinschaft bauen nun auch auf den Crowfall bereich aus. Derzeitig sind wir stark in Fortnite vertreten. Uns gibt es seit 2013 früher unter dem Namen Heartbreaking-Mafia, anschließend Fortnite.Group und nun Eleague.Group bekannt. Eine FB Gruppe rein für Crowfall von uns wurde gegründet: https://www.facebook.com/groups/159499454680997 Unsere Community ist offen für alle und ohne Registrierung etc zum beitreten ausgebaut. Unser Hauptfaktor liegt auf dem gemeinsamen Spielen ohne größere Hürden wie Aufnahme, Registrierung etc zu durchlaufen. Unsere Website: http://eleague.group Unser Teamspeak: ts.eleague.group Community Teamspeak vorhanden. Derzeitig weisen wir eine aktive Mitgliederzahl von 200+ auf (mindestens 1x die Woche auf unserem TS) Wir hoffen auf ein gemeinschaftliches Spielen. Bei uns gibt es nur simple aber gemeinnützige Regeln: Kein Flame, Kein Rumgezicke. Schaut gerne mal vorbei! TS Rechte gibs über unsere Homepage sobald ihr auf dem Teamspeak connected seit. Grüße!
  37. 1 point

    Should Crowfall learn from PUBG?

    I dont know about that. Ignoring people losing all their stuff in a 15 secs fights, which would probably kill this game real fast, i am of the opinion MMOs should have a long TTK. A long TTK doesnt mean slow fights. Higher TTK means more time to think and that to me is a key point in strategic games. It is kinda moot to create all these powers and different effects only for people to go full DPS and be done with it. I prefer to play as a field controller. I am the kind of player that ends with low kill/death but is at the top in assists. A low TTK game for me would be incredibly boring. You cant exactly plan anything if the fight ends in 30 secs.
  38. 1 point
    Or that they can parry while in another animation and not cancel the previous cast while parrying and not indicating to their opponent that they are parrying.
  39. 1 point
    "I'm not comfortable with" is fine. Making the choice to not play a game that makes you uncomfortable is free choice that can be a noble stand to take. (See plot of "Chariots of fire" regarding the Paris Olympics.) Say it all day long, and do what you will. Saying "I want people to change something core because I am uncomfortable with X", is a no go in my book. Do you want anti-gun lobbyists to ask for a change of PUBG to nerf weapons, or anti violence types to try to push ACE to not allow PVP combat in a PVP combat game, or animal rights activists to get all up in arms because we kill animals for fur in the game? Nope. The bottom line is, religious fantasy has always been part of the core vision of the game, and religions have a long tradition of including sacrifice. If someone does not have a problem with a game that revolves around and has been advertised since day one as a scavenge resources from dying worlds as servants of the gods, with site lore that reads like greek mythology and includes a rather blatant and ham handed call out to religious text style of chapter and verse, and you can get past all that and are suddenly hung up on, and want accommodation for a mechanic that calls itself "sacrifice". Sorry, but I think ACE would be daft to even entertain such accommodation. In a game that revolves completely around the gods dealing with the hunger, to suddenly have what is normally a result of sacrifice being available through a mundane mechanic, would damage the games ambiance and feel like a square peg in a round hole. I don't think anything I have said is at all personal or in any way negative towards RedBeard. I would even go so far as to say that if he/she feels that strongly, ACE should give them a refund without question. What ACE should not do is spend resources diluting the games vision because it might offend an incredibly marginal number of potential players.
  40. 1 point
    Soon (TM) Vigil (my guild) has the palace parcel and parts, and a huge assortment of everything else ACE offers, so it should be pretty spectacular. I'm importing the RP setting we've been using in SL for ages now, so there's pre-made history, events, names, locations, etc, etc. I'm also writing a lot of new material specific to the lore of Crowfall as ACE releases bits and pieces of it - so when the time comes we'll be all set to bring the Empire to life.
  41. 1 point
    Aiming sucks if you have a lot of Internet latency, or you are old and don't have fast reflexes like myself. But I think most people (85%+) prefer aiming to targeting (based on other posts I read for this and other MMORPG games). So IMHO, they have listened to the community, for good or ill.
  42. 1 point

    Crowfall should feel like Overwatch

    I loved Darkfall combat which was a MMORPG with FPS aiming but ACE has stated they didn't set out to make such a twitch based game. I think the best we can hope for on this front is tightening up the current aiming (which is what the poll/thread I made was about).
  43. 1 point

    Crowfall should feel like Overwatch

    After all the hoopla we've gone through since the Kickstarter about how Crowfall seems "more MOBA than MMO" you want it to veer in the direction of an FPS? Oh gods.
  44. 1 point
    I have seen this. We know there is a bunch of bugs in the placement as well as destruction itself. Posts like the one you made are very helpful with getting these things all fixed up. Together , we'll all get there!
  45. 1 point

    Please, no advantage for $$$

    So..failure to imitate the longest-running MMO means that there is something wrong with the model. Also, there is a difference between "killing the game" and "forcing the game to change its monetization model" that I feel is significant, here. ESO is doing gangbusters, and the other three aren't really what I would call dead, but for those three, it's semantics. Maybe we should first clarify what we consider "dead" for an MMO if we're gonna have this debate, because ESO has multiple millions of players across three platforms and is still releasing regular content updates, and apparently that's an example of a dead game, here. Edit: but if your argument is only "subscription-based models are not reliably viable long-term," then I will once again say I agree. Not the same thing, though...
  46. 1 point

    Templars need some love...3rd tray maybe..

    Rather than limiting the Templar parry / counterattack to melee attacks only (which is works on bleeds/ground targets right now anyways) I think it should work against all attacks again included ranged but put a 5 second cooldown on the counterattack. In big fights the counterattack spam is insane on a Templar. In open field engagements against mobile ranged damaged dealers Templar's are gimped. Need to even these two scenarios out a bit.
  47. 1 point

    Disappointed in the direction

    I love gatherers and crafters.
  48. 1 point

    What We Want

    Greetings Crowfallers. I read this entire chain with all its replies from the start. Ok. I want to try to show a little game theory. I want to show how un-enamored, uninstanced land can add to an army's power output. Take 2 sides in a battle. 50 melee tanks and 50 aoe mages apiece. Let's say that the mages' aoe produces above-average results if it contacts 3 enemy characters (or more, of course.) The way to taking less damage than your opponents is to spread out. If your opponents can only contact 2 of your allies in their aoes, while your aoes contact 4 of their characters, you can see that with exactly the same amount of players per side & the same power aoes, your side is effectively outputting x2 the damage as your opponents. Here's the tricky part. In order to spread out for the win, yet still maintain casting distance, your army must begin surrounding your opponent's army. If your opponent's catch onto your plan to surround them & they contest, then there will be fierce battles at the fray - as both armies attempt to surround the other. So one might argue, forget about trying to surround them, let's just charge a wall of melee / tank at our opponents and follow up with our mages in the backline. If this "wall" of charging tanks are shoulder to shoulder, they might be vulnerable to 6 or 7 contact per your aoe. Also, if you can AoE slow, snare, root, etc... Now you can multiply your output. So what if the opponent doesn't charge their melee inside a tightly-packed wedge, but instead charges across the span of the entire contested line. Now we have a splintered battlefront. And this is what mmo war is all about, in its best form. It's designed to produce dozens of small yet meaningful encounters across a large area. Battle of this sort has infinite replay-ability, because unlike standard zerg formats that end in one of two ways, the splintered battlefield contains a host of potential win-conditions. The key is finding a suitable power output for aoe's for use in large-scale battles. The lower the power of your aoe's results in more tendency to clump. The higher the power will result in more ground used. I would be interested to speak with another game theorist - whatever your level of experience. Game theory and the dynamics of mmo combat is cool.
  49. 1 point

    What We Want

    That sounds like a really dumb debuff. You take damage if you move? You're always going to move in pvp so you're always going to take 45 seconds worth of damage from this idea. If you're not in combat, the damage will Dizzy Down you and then you're getting clobbered by even worse things. Even if the DOT is a short duration, it doesn't take long to get out of Combat status for you to then get Dizzy Downed. This is a very abuseable effect. At least come up with ideas that are feasible in Crowfall from actual experience of play testing Crowfall.
  50. 0 points
    Waiting for the update when you listen to the community and admit that aiming sucks and combat is boring. Friend bought Crowfall this weekend despite my efforts to stop him. Justified it with I have very little gaming time and they just released a new patch....Sunday morning I receive a text "Why didn't you tell me Crowfall sucks".
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