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Arkade

ACE Investor & Tester
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    3,481
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  1. Like
    Arkade got a reaction from blackicedinorage in Rangers: Animal Companions   
    As much as I enjoyed playing a hunter in WoW back in the day, I'm not sure pets are a good idea for Crowfall. Maybe instead of taming, Rangers should have a charm ability that enables Rangers to use animals as scouts, to see through their eyes, but any damage against the animal breaks the charm.
  2. Like
    Arkade got a reaction from JamesGoblin in First Look: Confessor Powers - Official discussion thread   
    I wonder how many people who are posting against target assist/soft lock for ranged attacks plan to actually play a ranged class.
  3. Like
    Arkade got a reaction from Navystylz in First Look: Confessor Powers - Official discussion thread   
    I wonder how many people who are posting against target assist/soft lock for ranged attacks plan to actually play a ranged class.
  4. Like
    Arkade got a reaction from kally in First Look: Confessor Powers - Official discussion thread   
    I wonder how many people who are posting against target assist/soft lock for ranged attacks plan to actually play a ranged class.
  5. Like
    Arkade reacted to Korvis in First Look: Confessor Powers - Official discussion thread   
    Great post - the Confessor sounds like lots and lots of flammable fun!
     
    <Begin Speculation>
     
    I actually think, that for this phase of testing the durations listed for the powers are pretty good. The phase of testing is the main point for me. Right now, it sounds like the devs want to test how the powers work and interact more than test balance. If that's the case, extended-duration snares, stuns, etc. are exactly the right way to test it. Any player hit with a debuff will do nearly anything they can think of to get out of it - and that's what needs to be tested right now. With 15 seconds of slow, I can find a lot more ways to try to mitigate, break, or ignore the debuff than if I only have a few seconds to work from - and the devs get to review and analyze that data. The same is true for stuns, etc. Making them too long destroys any playability at all, but making them extra-long at this stage means more opportunities to see how other powers interact with the mechanics, and helps identify bugs the break those mechanics more effectively. The same is true of other duration-dependent powers, like the invuln duration, etc. The longer they run, the easier it is to see if they bug out in various situations. Clearly, they can't be too long, or other mechanics get broken, and testing will tell if they're too long even for what the devs are looking for now, but at this moment, the longer durations will give plenty of opportunity to see how they interact with other abilities (iFrame, etc.).
     
    Once those mechanics are ironed out, then the devs can focus on gameplay balance, because I agree that in terms of gameplay, a 15 second snare is ridiculous. I think input on the durations, etc. from the player base is good at this stage, since the problem with testing super-powered powers with the players is that, once the purpose for the overpowered abilities is done (i.e. the mechanics issues are resolved), and the powers are scaled back, there is a danger that some people will forget why those powers were so huge to begin with, and cry "nerf" when, in fact, it is just the powers being moved back down to the level they should be for balance.
     
    TL/DR: Long durations and exaggerated powers are great for mechanics testing, but bad for final gameplay. Right now, we are in mechanics testing, so I'm fine with it. If things still look silly once the gameplay balance portion of testing kicks in, I'll be right up there with everyone else raising hell.
     
    </End Speculation>
     
    Also: I totally want an Uncle Bob/Kitten explosive for my EK and victory parties! I now know it can be done, and I want it!
  6. Like
    Arkade got a reaction from Makishima in First Look: Confessor Powers - Official discussion thread   
    I'm sure the devs have played a LOT of games too, and developed quite a few to boot. How something looks on paper can be very different than how it works in practice. If you want to give feedback on it, go for it, but feedback from actually using the abilities and seeing how they perform will be a lot more valuable.
     
    What I don't like seeing is the rants and snide remarks that accompany some of the feedback. There's no need for that. 
  7. Like
    Arkade reacted to Ziz in oh god pls no   
    Come on people, provide some usable, meaningful feedback. You have an inside look at a game with developers that listen, communicate and make changes. Their goal is to make a game we love and you waste it with pointless posts that do nothing but encourage the developers to ignore further input.
     
    I would gladly give some meaningful feedback BUT FOR THE FACT we have no experience since we haven't played it.
  8. Like
    Arkade reacted to pang in oh god pls no   
    Well doesn't sound like tab targeting would be one of the things they said they'd try. That would certainly be a bridge too far so to speak. Aim assist and "soft" locking are not hard lock tab targeting. Certainly not advocating they should do those things but if after play testing it shows that a little aim assist can help and make the combat fun and keep the action combat intact I don't think it would be the end of the world. People should be open to ideas and actually try it first and not just outright dismiss it because of how a past game use the feature or whatever other preconceived notions we might have.
  9. Like
    Arkade got a reaction from bahamutkaiser in First Look: Confessor Powers - Official discussion thread   
    I'm sure the devs have played a LOT of games too, and developed quite a few to boot. How something looks on paper can be very different than how it works in practice. If you want to give feedback on it, go for it, but feedback from actually using the abilities and seeing how they perform will be a lot more valuable.
     
    What I don't like seeing is the rants and snide remarks that accompany some of the feedback. There's no need for that. 
  10. Like
    Arkade got a reaction from JamesGoblin in First Look: Confessor Powers - Official discussion thread   
    I'm sure the devs have played a LOT of games too, and developed quite a few to boot. How something looks on paper can be very different than how it works in practice. If you want to give feedback on it, go for it, but feedback from actually using the abilities and seeing how they perform will be a lot more valuable.
     
    What I don't like seeing is the rants and snide remarks that accompany some of the feedback. There's no need for that. 
  11. Like
    Arkade got a reaction from Siegnir in First Look: Confessor Powers - Official discussion thread   
    I'm sure the devs have played a LOT of games too, and developed quite a few to boot. How something looks on paper can be very different than how it works in practice. If you want to give feedback on it, go for it, but feedback from actually using the abilities and seeing how they perform will be a lot more valuable.
     
    What I don't like seeing is the rants and snide remarks that accompany some of the feedback. There's no need for that. 
  12. Like
    Arkade got a reaction from pang in First Look: Confessor Powers - Official discussion thread   
    I'm sure the devs have played a LOT of games too, and developed quite a few to boot. How something looks on paper can be very different than how it works in practice. If you want to give feedback on it, go for it, but feedback from actually using the abilities and seeing how they perform will be a lot more valuable.
     
    What I don't like seeing is the rants and snide remarks that accompany some of the feedback. There's no need for that. 
  13. Like
    Arkade reacted to Jihan in Cosmetic Archetypes   
    1) easily identifiable archetypes is too important to handwave
     
    2) the whole reason for the race-locked archetype system was to reduce the amount of art work needed to have a playable game; adding more art for purely cosmetic/cashgrab reasons is a much lower priority than finishing the art needed for launch.
  14. Like
    Arkade got a reaction from JamesGoblin in Asian Stretch Goal going slow?   
    It isn't and you aren't. You are buying only whatever packages or items you have selected. If you don't agree with how ACE is using that money, it is your right to not buy anything. Having servers in Asia will bring in more people. That's good for the game and ultimately good for you if you choose to play the game. 
  15. Like
    Arkade got a reaction from JamesGoblin in Asian Stretch Goal going slow?   
    By going back through the old forums posts, it looks like we hit 2 million on June 16th. That was the Shadow stretch goal. We hit 2.05 mil on June 27th, which was the Banecircle stretch goal. So, 11 days to raise 50k. Since June 27th (11 days), another 57k has been added. 
     
    The current stretch goal is more about bringing in new backers rather than getting new money from existing backers. I'm sure more stuff will be added to the store over time to entice existing backers to spend more. I wouldn't expect to see much more in the way of stretch goals that add features, since they've already said that they've covered everything they wanted for the core game at launch. They may add in a few things, but I doubt they will do anything that will significantly impact their timeline to go live. 
  16. Like
    Arkade got a reaction from courant101 in Asian Stretch Goal going slow?   
    It isn't and you aren't. You are buying only whatever packages or items you have selected. If you don't agree with how ACE is using that money, it is your right to not buy anything. Having servers in Asia will bring in more people. That's good for the game and ultimately good for you if you choose to play the game. 
  17. Like
    Arkade got a reaction from courant101 in Asian Stretch Goal going slow?   
    By going back through the old forums posts, it looks like we hit 2 million on June 16th. That was the Shadow stretch goal. We hit 2.05 mil on June 27th, which was the Banecircle stretch goal. So, 11 days to raise 50k. Since June 27th (11 days), another 57k has been added. 
     
    The current stretch goal is more about bringing in new backers rather than getting new money from existing backers. I'm sure more stuff will be added to the store over time to entice existing backers to spend more. I wouldn't expect to see much more in the way of stretch goals that add features, since they've already said that they've covered everything they wanted for the core game at launch. They may add in a few things, but I doubt they will do anything that will significantly impact their timeline to go live. 
  18. Like
    Arkade got a reaction from JamesGoblin in First Look: Knight powers and UI - Official discussion thread   
    The problem is that doesn't allow you to move the camera independent of your character. We should be able to look around without having to turn our entire body.
  19. Like
    Arkade got a reaction from courant101 in Combat: No phake physics - Official discussion thread   
    This update reminds me of Sanderson's Mistborn series. Physics played a part in how some of the powers worked. Certain people could push or pull (or both) metal, but trying to push or pull something that is heavier than you could have bad results. 
  20. Like
    Arkade got a reaction from emralled in Armor for All: From rule to choice - Official discussion thread   
    I'm assuming we can, but it wasn't explicitly stated, so I'll ask. Can we mix and match armor types? For example, can I wear 3 pieces of plate and 2 leather, or something like that?
  21. Like
    Arkade got a reaction from courant101 in Armor for All: From rule to choice - Official discussion thread   
    I'm assuming we can, but it wasn't explicitly stated, so I'll ask. Can we mix and match armor types? For example, can I wear 3 pieces of plate and 2 leather, or something like that?
  22. Like
    Arkade got a reaction from oridi in Armor for All: From rule to choice - Official discussion thread   
    I'm assuming we can, but it wasn't explicitly stated, so I'll ask. Can we mix and match armor types? For example, can I wear 3 pieces of plate and 2 leather, or something like that?
  23. Like
    Arkade got a reaction from JamesGoblin in Combat: No phake physics - Official discussion thread   
    This update reminds me of Sanderson's Mistborn series. Physics played a part in how some of the powers worked. Certain people could push or pull (or both) metal, but trying to push or pull something that is heavier than you could have bad results. 
  24. Like
    Arkade got a reaction from baerin in Diciplines   
    Those of us who played Shadowbane understand how it will work. It would probably help if you read up on it.
     
    There are abilities AND skills. The skills determine how good you are with the abilities. 
     
    Example:
     
    Ability 1: Chop (Axe)
    Ability 2: Behead (Axe)
     
    Skill 1: Axe (100)
     
    Both of these abilities use the Axe skill. Based on your chosen archetype, you get the axe skill along with these 2 abilities. Your max axe skill is 100. As you raise your skill, Chop and Behead become more powerful.
     
    Now you take a discipline rune called Woodcutter. This gives you:
     
    Ability 1: Harvest Trees (Harvest)
    Ability 2: Throw Axe (Axe)
     
    Skill 1: Harvest (100)
    Skill 1: Axe (130)
     
    You have gained the Harvest skill. Increasing that will improve your Harvest Trees ability. Your Axe skill maximum has gone up to 130, so now both Chop and Behead can be improved that much more, plus you got an extra Axe ability.
     
    That's how it works.
     
    Don't think of disciplines like talents in other games. You won't be swapping them out based on what you feel like playing or what the situation is. You can change them, but it will result in a large time investment to train whatever additional skills the new discipline gives you.
     
    Of course, CF isn't SB, so it's possible that things will be different in the final design, but this is as much as we know right now given what they have told us.
  25. Like
    Arkade got a reaction from valor in Diciplines   
    Those of us who played Shadowbane understand how it will work. It would probably help if you read up on it.
     
    There are abilities AND skills. The skills determine how good you are with the abilities. 
     
    Example:
     
    Ability 1: Chop (Axe)
    Ability 2: Behead (Axe)
     
    Skill 1: Axe (100)
     
    Both of these abilities use the Axe skill. Based on your chosen archetype, you get the axe skill along with these 2 abilities. Your max axe skill is 100. As you raise your skill, Chop and Behead become more powerful.
     
    Now you take a discipline rune called Woodcutter. This gives you:
     
    Ability 1: Harvest Trees (Harvest)
    Ability 2: Throw Axe (Axe)
     
    Skill 1: Harvest (100)
    Skill 1: Axe (130)
     
    You have gained the Harvest skill. Increasing that will improve your Harvest Trees ability. Your Axe skill maximum has gone up to 130, so now both Chop and Behead can be improved that much more, plus you got an extra Axe ability.
     
    That's how it works.
     
    Don't think of disciplines like talents in other games. You won't be swapping them out based on what you feel like playing or what the situation is. You can change them, but it will result in a large time investment to train whatever additional skills the new discipline gives you.
     
    Of course, CF isn't SB, so it's possible that things will be different in the final design, but this is as much as we know right now given what they have told us.
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