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karast

Testers
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  1. Like
    karast got a reaction from mythx in game mechanics leans too far on gathering   
    OP has a very valid point in all this, and that is that the best aspect of Crowfall to date is actually the combat. It is enjoyable, and there is some nice diversity and building options, but to actually get to the combat, and try those options is a horrible grind of tree punching.
    You can find groups and specialize to make this easier, but for a player, or even a group of players that are keen to only play and hour or so at a time, you will spend most of that time gathering and crafting, and then looking for fights. It really kills the will to play if your goal is combat rather than crafting. Not everyone is interested in crafting, but it is the onus of your first few hours of Crowfall right now.
    There are a lot of games out there, and a lot of new players watch the videos, see the combat, and think, "Wow that looks great" but when they start out they are alone punching trees, and hammering rocks trying to figure out whats going on with the crafting system, before running around for another 30min to find someone to fight before getting rolled and starting over. They can play for hours, and be mostly bored.
    The dev's will need to do a lot more to smooth out the start. It is still alpha but I am really hoping they create a smooth tutorial, and the ability for some more instant action at the start.
    Simply letting people start out with a full set of basic gear would dramatically change a players first few hours of game play. They'd go out and start fighting, and then start crafting to replace gear, rather than build up from the start. It would make for a much smoother experience I think.
     
     
  2. Like
    karast got a reaction from McTan in game mechanics leans too far on gathering   
    OP has a very valid point in all this, and that is that the best aspect of Crowfall to date is actually the combat. It is enjoyable, and there is some nice diversity and building options, but to actually get to the combat, and try those options is a horrible grind of tree punching.
    You can find groups and specialize to make this easier, but for a player, or even a group of players that are keen to only play and hour or so at a time, you will spend most of that time gathering and crafting, and then looking for fights. It really kills the will to play if your goal is combat rather than crafting. Not everyone is interested in crafting, but it is the onus of your first few hours of Crowfall right now.
    There are a lot of games out there, and a lot of new players watch the videos, see the combat, and think, "Wow that looks great" but when they start out they are alone punching trees, and hammering rocks trying to figure out whats going on with the crafting system, before running around for another 30min to find someone to fight before getting rolled and starting over. They can play for hours, and be mostly bored.
    The dev's will need to do a lot more to smooth out the start. It is still alpha but I am really hoping they create a smooth tutorial, and the ability for some more instant action at the start.
    Simply letting people start out with a full set of basic gear would dramatically change a players first few hours of game play. They'd go out and start fighting, and then start crafting to replace gear, rather than build up from the start. It would make for a much smoother experience I think.
     
     
  3. Like
    karast got a reaction from JamesGoblin in Forgemaster Gender-Locked?   
    I am wondering if they could potentially give some more neutral options when doing the customization options. 
     
    For example have a slightly thinner body model, some longer hair options, some softer faces, and a beardless option.
     
    By lore Stonemen are gender-less, but in customization you might be able to make one that looks more neuter or feminine, and more customization is never a bad thing.
     
    This way you respect the lore as in there are no distinctly male or female stonemen, but you allow the players the ability to customize and role-play as they desire.
     
    Perhaps your character has spent a lot of time with humans and due to personality or appearance, has decided to take a more feminine persona, or the humans you interact with treat more as a woman, than a man.
     
    One of the really interesting things about stonemen and their lore is how they, as a gender-less race, will react to gender-ed races, and how gender-ed races will react to them. 
  4. Like
    karast got a reaction from Tofyzer in Turrets and Beards, Concerns and Suggestions   
    One of the things to keep in mind about turrets is that they do not have to be mechanical. All a turret is, is a localized spell, effect, or stationary pet. They could do them in a number of ways to fit the style of the game and class. Runes for example, or totems are good options.
     
    I am personally not a big fan of turrets, because they are always semi lackluster. Currently Crowfall is a very mobile game, and turrets play to the opposite of that. If the core skills are too tied into a stationary mechanic, with slow base movement speed, it may very well kill the forge-masters usefulness outside of turtling situations. 
  5. Like
    karast got a reaction from Alatar in Stoneborn Forgemaster Promotion Classes   
    I really like the idea of more crafting / gathering style promotion classes, and the idea of a mining / demolition specialist feels like a good fit for not only Stonemen, but Guineceans as well. With the voxel system they could really make a few specialized promotion classes that focus on building / destroying voxels.
  6. Like
    karast got a reaction from Alatar in Stoneborn Forgemaster Promotion Classes   
    Stoneborn Miner - Scout / Gathering / Tunneling Promotion Class
     
    Most Effective Role:  Melee dps / Specialist
    Chosen Weapon:  Two handed pickaxe / mattock / dynamite
    Style:  A specialist focused on tunneling, and demolitions, with some offensive abilities
     
    Abilities:
     
    Sappers charge: Long cast / cool down high damage explosive AoE, massive voxel damage, useful for collapsing tunnels / walls.
     
    Pickswipe: Short cool down melee attack, mid / low damage to players, mid / high damage to voxels.
     
    Eye for Stone: Player / group gain additional ore / stone when gathering.
  7. Like
    karast got a reaction from Muffinmonster in Stoneborn Forgemaster Promotion Classes   
    Stoneborn Miner - Scout / Gathering / Tunneling Promotion Class
     
    Most Effective Role:  Melee dps / Specialist
    Chosen Weapon:  Two handed pickaxe / mattock / dynamite
    Style:  A specialist focused on tunneling, and demolitions, with some offensive abilities
     
    Abilities:
     
    Sappers charge: Long cast / cool down high damage explosive AoE, massive voxel damage, useful for collapsing tunnels / walls.
     
    Pickswipe: Short cool down melee attack, mid / low damage to players, mid / high damage to voxels.
     
    Eye for Stone: Player / group gain additional ore / stone when gathering.
  8. Like
    karast got a reaction from Urahara in Why did you leave your other Game(s)?   
    I play games namely for roaming guild pvp.
     
    This is not a play style that is widely supported by a lot of developers right now, and often ends up being added on as a side feature.
     
    for Rift and SWTOR, open world roaming was next impossible, the servers couldn't handle it, and for those who tried to organize big open world battles, we got crap from the server communities, and even dev's, who accused us of trying to crash the servers.
     
    for Warhammer Online, the server mergers, and horrible design choices, coupled with the utterly horrid mini skaven expansion caused the population to bottom out, and it never recovered. There were no fights as a warband strength guild, so that was the end of that. I really enjoyed WAR, I enjoyed roaming as a warband in the lakes, smashing against other guilds, and the rivalries that were created. Even today some guild tags are KOS for me thanks to WAR, I am hoping to get a similar experience on some of the campaign worlds in Crowfall.
     
    for GW2 WVW is under supported, it took a long time for it to get any attention, and it's not the area the dev's want to focus on when it comes to PvP, they are more focused on trying to make Spvp into an esport than looking at keeping the meta game fresh, before the match up changes there was a time when you could get decent fights in silver, but now you can go weeks without getting any decent fights, a lot of the campaign is more about 24 hour coverage for the top servers, and you just have zergs that sit in upgraded keeps. If your goal is roaming fights, it's no good, it has also gotten to the point where fights have become more hit and run type deals, which is just not what I am interested in.
     
    But there comes a point where you realize that your vision, what you want from a game, and what the developers, and the majority of the players want is just too different. You can give feedback till your blue in the face, but if they want it to be a numbers game, that's what it's going to be, and if they want to focus on Spvp, that's what they are going to focus on. Nothing you can do but move on. That's what happened with most of the games so far. 
  9. Like
    karast got a reaction from Groovin in Resurrection / Comeback Mechanics   
    My issue is that if you have a come back mechanic do you want to give it to everyone?
     
    Is it going to be a passive skill like clicking on a corpse?
     
    Is it going to be an active ability? Is it then going to be a discipline? or will it be linked to a specific Archetype?
     
    If you make it an active ability and then tie to to discipline or Archetype, balance wise you have made that a must bring.
     
    Depending on the cool down and effectiveness, it might be 2-3 people in your guild have to bring it, or everyone has to bring it. That's pretty big from a balance perspective. Your forcing people into bringing a particular build, or Archetype to fill that role, and it ends up somewhat diminishing the value of other Archetypes, or builds that fill similar roles. It is such a power ability that it is really hard not to make it a must bring, and on a tactical level it completely changes combat strategy, focus fire targets, and group composition.
     
    An example would be warrior banner elites in GW2, that became a must bring skill to any guild roaming / gvg. Even with a good length CD on the ability, it shifted into a rotation strategy. This helped make warriors a bit more useful in place of another class, that could fill the same tank / dps role, but lacked the combat res.
     
    It is not 100% the best example, and there are others but having a come back mechanic can be tricky on the balance if you tie to a particular archetype / build.
  10. Like
    karast got a reaction from Albert Rock in Amazing job so far... But combat = le sigh   
    My main concern with animation lock is the degree to which it ends up being used.
     
    When you look at spec's and spec balance across a whole lot of games, in a competitive setting, a lot of players will lean towards specs that have less abilities that are animation locked. Unless there is a truly massive damage difference, and even then if the ability animation is too slow, and too showy it becomes almost useless, and is replaced by something more productive in rotations.
     
    The dev's are going to need to be careful when and where they introduce lock vs. unlocked animations. The other thing to consider is how well locked abilities work in a potentially laggy environment. It is not uncommon for dev's to go back and remove locks after a game launches because even minor server lag can render longer animations unusable. 
  11. Like
    karast got a reaction from Blackfire1 in Blackfire1's New Persons Guide To Beta Testing.   
    For those who haven't tested before I really recommend finding a group of people to test it, because testing is not always easy, or fun.
     
    Having people work with you to recreate bugs, and to simply test things out makes the testing experience much better in my experience.
     
    It is really easy to burnout at testing, or to get frustrated because the dev's are taking things in their direction, and not in the direction you like. 
     
    Having more people to test with and talk with helps you see things from different perspectives.
     
    If you go in thinking I am only going to play thief, I only like thiefy stealthy classes, and I only like XYZ pvp, so I am only going to test thief, and XYZ pvp, 
     
    It is really easy to burnout, or to get over attached to your ideal of what should be, and once the attitude of I'm right, and the dev's are wrong sinks in hard
     
    it can make testing really difficult. 
     
    So for newer testers making this a social activity, and not getting letting yourself get too absorbed or emotionally invested in a particular aspect of them game helps a lot.
  12. Like
    karast got a reaction from jetah in Asian Stretch Goal going slow?   
    Well the tricky bit is when you say Asian, you got to realize that the Asian markets are not uniform.
     
    Japan is very different from Korea, and China.
     
    Japan especially is a hard market to hit. The vast majority of gamers are console / hand held gamers, they often don't have home PC's powerful enough for MMO gaming, and while there are netcafes, and gaming cafes, they are not as big as they are in Korea.  You also have to compete with strong domestic production, and in a way almost a bit of nationalistic bias. It's not the best comparison but even with a massive marketing push Microsoft isn't getting anywhere with xbone sales here in Japan.
     
    Also the idea of crowdfunding games is still a bit iffy. It took a while to convince a few friends to back, and then payment options weren't ideal for them. A lot of younger people don't have credit cards, and if they do they don't like using them, especially for a foreign website, in a language they are not extremely fluent in. A lot of net shopping, and game payments are done via convenience stores like 7/11 or through prepaid cards like Bitcash or Webmoney.
     
    It would really help to have Japanese, Korean, and Chinese webpages, even if they were only a front with a very brief outline and then a forward to the English page. 
     
    Having better website localization, and better local payment options would really help, but it's going to be expensive and time consuming for ArtCraft to setup, for a market that might not be interested enough to warrant the expense.
  13. Like
    karast got a reaction from FenrisDDevil in Asian Stretch Goal going slow?   
    Well the tricky bit is when you say Asian, you got to realize that the Asian markets are not uniform.
     
    Japan is very different from Korea, and China.
     
    Japan especially is a hard market to hit. The vast majority of gamers are console / hand held gamers, they often don't have home PC's powerful enough for MMO gaming, and while there are netcafes, and gaming cafes, they are not as big as they are in Korea.  You also have to compete with strong domestic production, and in a way almost a bit of nationalistic bias. It's not the best comparison but even with a massive marketing push Microsoft isn't getting anywhere with xbone sales here in Japan.
     
    Also the idea of crowdfunding games is still a bit iffy. It took a while to convince a few friends to back, and then payment options weren't ideal for them. A lot of younger people don't have credit cards, and if they do they don't like using them, especially for a foreign website, in a language they are not extremely fluent in. A lot of net shopping, and game payments are done via convenience stores like 7/11 or through prepaid cards like Bitcash or Webmoney.
     
    It would really help to have Japanese, Korean, and Chinese webpages, even if they were only a front with a very brief outline and then a forward to the English page. 
     
    Having better website localization, and better local payment options would really help, but it's going to be expensive and time consuming for ArtCraft to setup, for a market that might not be interested enough to warrant the expense.
  14. Like
    karast got a reaction from zero2none in Forgemaster Combat Ideas - The "Creator" and "Smith"   
    Their talk of how they want the game physics to work has some unique possibilities for forgemaster combat if they can make it work.
     
    If CC if determined by weight, heavier characters suffer less of a knock back than lighter characters, then an interesting mechanic might be the ability to control or modify weight via abilities.
     
    It actually has a nice bit of parity since increasing weight would be a two edge sword. You reduce CC, but at the same time you reduce speed, and increase inertia.
     
    Would be great if used tactically in the right place at the right time, but equally as devastating if miss used. 
     
    Which could be a problem. Someone using it to intentionally troll other players.
     
    But I think it is an interesting idea none the less.
  15. Like
    karast got a reaction from JamesGoblin in Stoneborn Forgemaster Promotion Classes   
    I really like the idea of more crafting / gathering style promotion classes, and the idea of a mining / demolition specialist feels like a good fit for not only Stonemen, but Guineceans as well. With the voxel system they could really make a few specialized promotion classes that focus on building / destroying voxels.
  16. Like
    karast got a reaction from JamesGoblin in Stoneborn Forgemaster Promotion Classes   
    Stoneborn Miner - Scout / Gathering / Tunneling Promotion Class
     
    Most Effective Role:  Melee dps / Specialist
    Chosen Weapon:  Two handed pickaxe / mattock / dynamite
    Style:  A specialist focused on tunneling, and demolitions, with some offensive abilities
     
    Abilities:
     
    Sappers charge: Long cast / cool down high damage explosive AoE, massive voxel damage, useful for collapsing tunnels / walls.
     
    Pickswipe: Short cool down melee attack, mid / low damage to players, mid / high damage to voxels.
     
    Eye for Stone: Player / group gain additional ore / stone when gathering.
  17. Like
    karast got a reaction from Tipsy in Underdogs: Keeping Outnumbered Players In The Fight   
    One of the problems you can run into with a PvP game, especially ones with open / factional pvp is population balance. Crowfalls campaign design does a lot to reset and redistribute players after a match up and helps to keep the game fresh.
     
    But it doesn't completely deal with the very real population issues the game will face.
     
    To be clear when I say, "population issues" I am largely referring to situations where one faction or factions vastly out number their enemy factions. This can happen for a multitude of reasons, a lack of morale / community / organization on a particular faction, faction demographics, does your faction have a lot of Russian players? a lot of German players? a lot of oceanic players? Even if the overall populations of the factions are near equal, 24 hour coverage, and peak play times can differ greatly.
     
    If your gaming window is 10:00-12:00 and your stuck in a lull for your faction, it can really dissuade you from playing. With Crowfall locking characters to a campaign till completion this can become a very sore spot, and drive people to other characters, further depopulating a faction.
     
    The problem is not just limited to the overwhelmed faction either, those on the overwhelming side my not get much enjoyment out of the situation, if you play to fight, but have no one to fight, then you'll lose interest as well. For competitive guilds and players they need a competitive environment, and being in a one-side stomping doesn't help all that much.
     
    Other games have in the past tried to rectify this problem in many different ways, and there are a plethora of ideas out there for ways of potentially dealing with it. My favorite was so far has been Warhammer Onlines AAO system. Which drastically increased renown (pvp experience system) gain scaled to enemy population. You could make more renown in a mismatch, than in a balanced match, and it drove people out to claw, scrape, and steal every kill possible, but such a system might not work well with Crowfall.
     
    Does the ArtCraft team have any ideas on how they want to tackle the problem?
  18. Like
    karast got a reaction from JamesGoblin in Underdogs: Keeping Outnumbered Players In The Fight   
    One of the problems you can run into with a PvP game, especially ones with open / factional pvp is population balance. Crowfalls campaign design does a lot to reset and redistribute players after a match up and helps to keep the game fresh.
     
    But it doesn't completely deal with the very real population issues the game will face.
     
    To be clear when I say, "population issues" I am largely referring to situations where one faction or factions vastly out number their enemy factions. This can happen for a multitude of reasons, a lack of morale / community / organization on a particular faction, faction demographics, does your faction have a lot of Russian players? a lot of German players? a lot of oceanic players? Even if the overall populations of the factions are near equal, 24 hour coverage, and peak play times can differ greatly.
     
    If your gaming window is 10:00-12:00 and your stuck in a lull for your faction, it can really dissuade you from playing. With Crowfall locking characters to a campaign till completion this can become a very sore spot, and drive people to other characters, further depopulating a faction.
     
    The problem is not just limited to the overwhelmed faction either, those on the overwhelming side my not get much enjoyment out of the situation, if you play to fight, but have no one to fight, then you'll lose interest as well. For competitive guilds and players they need a competitive environment, and being in a one-side stomping doesn't help all that much.
     
    Other games have in the past tried to rectify this problem in many different ways, and there are a plethora of ideas out there for ways of potentially dealing with it. My favorite was so far has been Warhammer Onlines AAO system. Which drastically increased renown (pvp experience system) gain scaled to enemy population. You could make more renown in a mismatch, than in a balanced match, and it drove people out to claw, scrape, and steal every kill possible, but such a system might not work well with Crowfall.
     
    Does the ArtCraft team have any ideas on how they want to tackle the problem?
  19. Like
    karast got a reaction from karetyr in Crowfall : Crowdfunded Or Paid Hype?   
    I like how a woman who is experienced in community management and knowledgeable about the genre, having worked on other games for years, who joined artcraft after the kickstarter was started, and after the initial goal was reached, has been summarily turned into nothing but a "hottie" used for hype, and or cleavage.
     
    Or at least that's what I would say if I wasn't 100% sure that OP isn't just trolling to troll. 
  20. Like
    karast got a reaction from dinoninja777 in Stoneborn Forgemaster Promotion Classes   
    Stoneborn Miner - Scout / Gathering / Tunneling Promotion Class
     
    Most Effective Role:  Melee dps / Specialist
    Chosen Weapon:  Two handed pickaxe / mattock / dynamite
    Style:  A specialist focused on tunneling, and demolitions, with some offensive abilities
     
    Abilities:
     
    Sappers charge: Long cast / cool down high damage explosive AoE, massive voxel damage, useful for collapsing tunnels / walls.
     
    Pickswipe: Short cool down melee attack, mid / low damage to players, mid / high damage to voxels.
     
    Eye for Stone: Player / group gain additional ore / stone when gathering.
  21. Like
    karast got a reaction from bahamutkaiser in What Things Would You Like To See Given There Are No Primary Healers?   
    I have always view healing as support, and there is a lot of support that can be done outside of constant spam healing.
     
    I'd like to see support promotion classes have abilities that reduce / mitigate damage, break CC, remove debuffs, offer big, but long duration heals, or absorbs.
     
    There are many ways to design support classes, and it's my hope that there will be many different play-styles available.  Offense / Defense focuses, CC / Counter CC / Range / Melee.
  22. Like
    karast got a reaction from Serious in Will It Be Allowed To Stream Crowfall In Its Alpha/beta?   
    More than likely alpha will be NDA, although ArtCraft might surprise us, we never know.
     
    One of the main reasons to restrict streaming in alphas is to keep people from seeing a work in progress. A lot of people who are not very knowledgeable about game development don't really know the difference between alpha / beta, when they see an alpha video they will think it's the finished product and go off raging about low quality this, or broken that. 
     
    The other reason is a lot of features / skill combinations / some times even zones, don't make it out of the alpha into the beta and launch. They get cut for numerous reasons, the system doesn't work right, it's not fun, it's too resource intensive. If people see videos of this content and then it gets cut, you'll have a lot of people run to the megaphones to start screaming about false promises and misleading developers stealing money from the poor gaming masses.
     
    The other aspect is if your in a dev vent channel while your testing something, and dev's know it is being recorded they have to present themselves a bit different, they typically can't be as relaxed, since they have to manage expectations a bit, and keep everything civil. The last thing you want is someone recording a dev making an off comment playful joke about something, that ends up in a Youtube video out of context, with half the internet raining down upon the studio, for something that has been blown out of proportions. 
     
    You want to say that the community as a whole is more mature and understand well enough to give the devs the benefit of the doubt, but unfortunately the megaphones tend to attract the most attention, and with the way gaming news is these days, negative news spreads faster than positive. People are looking for controversy since it gets more page views. 
  23. Like
    karast got a reaction from fuey500 in Will It Be Allowed To Stream Crowfall In Its Alpha/beta?   
    More than likely alpha will be NDA, although ArtCraft might surprise us, we never know.
     
    One of the main reasons to restrict streaming in alphas is to keep people from seeing a work in progress. A lot of people who are not very knowledgeable about game development don't really know the difference between alpha / beta, when they see an alpha video they will think it's the finished product and go off raging about low quality this, or broken that. 
     
    The other reason is a lot of features / skill combinations / some times even zones, don't make it out of the alpha into the beta and launch. They get cut for numerous reasons, the system doesn't work right, it's not fun, it's too resource intensive. If people see videos of this content and then it gets cut, you'll have a lot of people run to the megaphones to start screaming about false promises and misleading developers stealing money from the poor gaming masses.
     
    The other aspect is if your in a dev vent channel while your testing something, and dev's know it is being recorded they have to present themselves a bit different, they typically can't be as relaxed, since they have to manage expectations a bit, and keep everything civil. The last thing you want is someone recording a dev making an off comment playful joke about something, that ends up in a Youtube video out of context, with half the internet raining down upon the studio, for something that has been blown out of proportions. 
     
    You want to say that the community as a whole is more mature and understand well enough to give the devs the benefit of the doubt, but unfortunately the megaphones tend to attract the most attention, and with the way gaming news is these days, negative news spreads faster than positive. People are looking for controversy since it gets more page views. 
  24. Like
    karast got a reaction from ulathar in Will It Be Allowed To Stream Crowfall In Its Alpha/beta?   
    More than likely alpha will be NDA, although ArtCraft might surprise us, we never know.
     
    One of the main reasons to restrict streaming in alphas is to keep people from seeing a work in progress. A lot of people who are not very knowledgeable about game development don't really know the difference between alpha / beta, when they see an alpha video they will think it's the finished product and go off raging about low quality this, or broken that. 
     
    The other reason is a lot of features / skill combinations / some times even zones, don't make it out of the alpha into the beta and launch. They get cut for numerous reasons, the system doesn't work right, it's not fun, it's too resource intensive. If people see videos of this content and then it gets cut, you'll have a lot of people run to the megaphones to start screaming about false promises and misleading developers stealing money from the poor gaming masses.
     
    The other aspect is if your in a dev vent channel while your testing something, and dev's know it is being recorded they have to present themselves a bit different, they typically can't be as relaxed, since they have to manage expectations a bit, and keep everything civil. The last thing you want is someone recording a dev making an off comment playful joke about something, that ends up in a Youtube video out of context, with half the internet raining down upon the studio, for something that has been blown out of proportions. 
     
    You want to say that the community as a whole is more mature and understand well enough to give the devs the benefit of the doubt, but unfortunately the megaphones tend to attract the most attention, and with the way gaming news is these days, negative news spreads faster than positive. People are looking for controversy since it gets more page views. 
  25. Like
    karast got a reaction from Genobee in Would You Like To See Addons In Crowfall   
    I'm not against addons, but personally I would prefer no addons, or very limited addon support.
     
    I am not against UI addons, and allowing people customize their screen layout, and I know addons are extremely important for those with disabilities, who need to be able to change colors / screen positioning to be able to maximize their game play. 
     
    But I don't like addons that dumb down and simplify game-play. I don't like automation. I am not a big fan of having an addon that setups skill chains and macro's them to a single key. Addons that take a fairly complex class systems, and turns it into 1 button whack-a-mole with bright flashing on screen cues. Where learning to play a particular class, or role, becomes "download xxxx and your set" 
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