potatomcwhiskey

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potatomcwhiskey last won the day on December 10 2015

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About potatomcwhiskey

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  1. My issue with the new combat in Big World

    Yup, and there are only a few general options because you cannot rely on the "honour" system for people to not do it: Design the game around their existence, rendering their use unecessary. Design the game around the assumption everyone will use them, penalizing people who don't. Implement extremely invasive anti-cheat software. Its a no win situation imo.
  2. That sad zerg feeling

    Zergs are inevitable, however there are things you can do to mitigate the advantages Zergs have. Anyone who has played Rust knows that zergs are powerful, but they also understand the limitations of zergs. The first one is Friendly Fire. Being unable to hurt your allies means you can spam attacks willy nilly. If you have the potential to damage your allies then you must take the time to differentiate between enemies and allies which gives an advantage to smaller groups because of statistics. 2 guys vs 5 guys randomly hitting each other, the smaller are statistically less likely to hit their allies and therefore the bigger group has to spend more effort in identifying friend or foe. [JUMP-CHECK] This small thing helps close the gap between big and small groups by simple mechanics. It also increases the skill ceiling[and floor] for groups because in order to work together you have to develop a cohesive relationship with your peer and strategies to mitigate friendly fire and it's consequences. The second one is friend/foe identification which ties into friendly fire. If I am easily able to identify an enemy from a distance large groups are inherently buffed. Identifying a friend should require getting close and wearing a uniform or some action in-game[E.G saying "Jump check" in voice coms and everyone jumping]. Those uniforms should also be able to be stolen in the midst of a battle which creates even more chaos for the larger group that the smaller group can exploit. I have lost track of the amount of times we would be raiding in Rust and then we all have to rip our uniforms off and go full delta force because a couple enemies stole the uniforms off our dead comrades and were shredding us from within our own group. I have also ifiltrated enemy groups by using their uniforms and psychological gameplay movement even though I wasn't in their voice communication to gain access to their base and perform espionage such as recon, theft and sabotage. There is also another disadvantage of large groups that as the group grows in size the less cohesive the relationships and familiarity between individual members are. You might be able to perform sabotage just by looking similar and behaving similar to them if they are large enough and don't have the tools to instantly and easily identify who friend and foe is. Instancing interactions between groups is absolutely not the way to go about things as the most interesting part of gameplay is unexpected and assymetric combat where the doctrine of your group and the discipline of it should decide who wins or loses. I personally prefer subtle game mechanics that directly influence player behavior[Friendly Fire, Friend or Foe identification etc.] over what I perceive to be heavy handed misguided game mechanics [Debuffs for groups, instanced combat] that are the "easy way out" solutions.
  3. What type of Player are you ? (Bartle's Taxonomy)

    Killer-Socializer. Achievement [Aquisition of in-game advancement or progression] and Exploration [Finding things and learning] are the least interesting thing I could possibly imagine in a game. I am more interested in player-player interaction whether friendly or confrontational.
  4. My issue with the new combat in Big World

    Having played some of the game I can certainly say that I currently think that combat is a little bit to floaty at the moment and I hope things can be tightened up for later Patches and release. Currently the main gripe I have with the combat is that it does not feel like it has weight and this is a difficult problem to solve. With regards to stuns and crowd control I would much rather just see the times on the CC scaled back slightly and give more ways for your allies to help you. E.G. why can't I cut the Minotaur's net off my allies. This would create some interesting interactions. For example one of your group get's netted and you have to decide between cutting him free or leaving him for the wolves. Or for example why can't I grab a hold of my netted friend to prevent him being pulled? This would increase interactivity and the skill ceiling imo. My main problem with CC atm is that it is unilateral. Crowd Control seems to only have one direction with no interesting ways to play around it to the point that crowd control spam has become the foundation of the combat interactions I have participated in. I would like to see them perhaps implement a "Zone of Control" system[and scale back CC duration] where when you are within a certain range of another character you are slowed and suffer damage penalties to attacking people other than those in your zone of control. I feel this would give melee classes a much stronger identity as interference[screening enemy melee from your ranged classes] tackling[getting on top of a ranged class and holding them down for your dps] and positioning. There could even be abilities implemented that extend your zone of control, or reduce an enemies, or allow you to ignore zone of control etc. etc. IDK maybe it wouldn't work but it would certainly make the combat a lot more interesting on a group level at least worth thinking about.
  5. ++ Also having the same problem. Clicking Accept or Decline does nothing useful, comepletely hijacks the website and makes it incapable of being used. Big problemo since I was hoping to participate in the test tomorrow but I can't even click on any page on the website without being Hijacked to a Travian Accept/Decline page that doesn't work. Edit: Seems to be working now.
  6. no 'fire hose healer' but still required healer

    And we are giving feedback that we don't like the current implementation and why.
  7. It's called "strategy"

    Your guess is as good as mine. Thug life and all that.
  8. Albion Online's Stance on Hardcore vs Casual

    Im my opinion, you should design the most hard core cut throat world you can. Then you dial it back a bit, give some areas for casuals to have a place, make sure these areas brush up against the hardcore areas and voila, you have a vibrant world with contrast. An area where the peaceful and industrious live, with the Wild West next door where all the good stories come from occasionally causing a ruckus in their neighbourhood. The reality is, no game can be successful without appeasing both the casual sensibilities and the Hardcore in at least some way. E.G. EVE lets you choose the level of danger you subject yourself to, however it offers the Hardcore players the wild west they want, and oppurtunities for incursions into safe space: if at a cost. Wildstar appealed perfectly to the Hardcore audience, but they didn't realise that not everyone who was playing was hardcore, some of them were just looking for a decent challenge that could be overcome after a couple wipes. Thats why you let people choose the level of difficulty they are exposed to. I play RTS games on Easy, but I play TBS on the hardest mode I can. The keybis to give the player a way to choose their level of exposure to the hardcore content, I think the different rulesets might achieve some of this. Dark Souls is commonly quoted as a Hardcore game but its not really, not in the sense when you compare it to some really hard core stuff from the past. Its casual Hardcore, a tough challenge, but by no means unwinnable or unfair. Its absolutely trivial however once you've knocked around in it for a while.
  9. Siege specializations

    I want to be able to tunnel into my foes house and stab him in the arse as he does his business, rising from the toilet like a brown loch ness monster, lock eyes with the guy who's pooper I just built an extension in and say "I only need 3 minutes and fifty seconds to destroy this city"
  10. Adding Environmental Risks to Campaigns

    I also think that some element of environmental risk should be implemented into the game. As a world becomes more industrialised, bee populations should start to diminish aswell as the overall temperature of the world increasing while weather patterns become more chaotic.
  11. Hunger Dome PVP in the EK

    I think it would function as a great way to add a way for people with limited time, say I have 30ins before bed to play Crowfall, jumping on and knocking out a round of Hunger Dome could be great fun, additionally it could function as a permanent testing ground for future combat updates. If the HD used the actualy player EK map as the arena I could see entire EKs designed specefically for the HD. This would also give them a good way to shoe horn in some EK testing alongside HD during the development.
  12. Updated Archetype Page

    wat? Those are petty clearly demi-humans or otherwise and get 13 stats. The Druid is a Human class and should get 12. The only human class to have 13 is a Druid hence my assumption that the druid's stats are a typo. As far as the stats being thensame I don't knownwhat to tell ya.
  13. It's called "strategy"

    Niceme.me >Silenced smack talkers >Literally talking smack >Assuming you're worth even a single hair on Cyneric's nutsack >Cries Zerg >MFW Niceme.me >Silenced smack talkers >Literally talking smack >Assuming you're worth even a single hair on Cyneric's nutsack >Cries Zerg >MFW
  14. no 'fire hose healer' but still required healer

    Of course no one is forcing me to, but competitive players like myself(i'm dure you've met our kind before) feel compelled to play in the most efficient way available because that gives us the higher chance of winning. Eliminating the healing class would increase strategic diversity exponentially. Lets imagine two games with 4 classes. One has a dedicated healer the other doesnt. In the first game which does have dedicated healer, its very efficient to have 1 healer, but more than that is useless, ergo the possible group setups are (3×3×3×1) The 3 represents the other three classes and the 1 represents the healer class. Essentially there are 27 distinct group set ups, however since the order of the group doesn't matter there are actually less unique parties since A-B-A-H is equivalent to A-A-B-H and B-A-A-H so theres closer to like 9 viable group set ups. Compare this to game 2 where there are no healer classes you get (4x4x4x4) or in otherwords over 200 distinct party set ups(less when you consider order doesn't matter) This has nothing to do with Legionairres, I'm talking about healing classes in general. Saying that the Legionaire is balanced because "Lol cooldown" is so incredibly narrowminded and shortsight I can only assume that this is your first PvP game. Look, the mere fact that the legionaire can heal gives it an attractive advantage over other classes that reduces strategic diversity. You would have to nerf healing to pointless levels to remove that aspect of the game. This has been true in hundreds, if not thousands of games over the years so there is very little grounds to argue against it outside a few exceptions. You're oversimplifying my solution in a dishonest way. I'm not just handing out a heal to everyone. I want every class to have a mechanically unique, Thematically consistent and balanced "support" spell. Whether thats a heal or not is neither here bor there. Yes, handing out heals would be homogenising the gameplay, but thats not what I'm suggesting. And having dedicated healing classes homogenises the gameplay far more than everyone having some kind of support/heal spell. I really am convinced that you haven't played many pvp games, dedicated healers are cancer in these games and waving your hands saying "Ace will get it right" doesn't give me a lot of confidences when there a dozens upon dozens of examples within the last decade where people got it wrong. "Heals flying everywhere" again with the dishonesty? Or is it lack of critical capacity? As time goes on I'm inclined to assume the latter. Heals wouldn't be flying everywhere because A:They could heal your enemies, B: Not all heals are useful in every situation and C: theres a million ways to balance spells. The legionaires gameplay pattern is quite dull I agree.
  15. The human body's decline in physical ability with age is well documented. I suggest you do more research. Its not a cliff drop off after 30, but for most a slow steady decline. For a small subset of the population the increased risk of injury moght mean a sharp decline in physical abilities. As Above. Are you talking the original Darkfall or Darkfall: The second Genocide? Because the original Darkfall's combat system was the worst non-tab-target combat system I ever encountered in my life. To compare it to mount and blade: Literally every aspect of Mount and Blade is superior. There is not a single redeeming feature for DF's combat outside that it was at least intense, but nothing had any weight, you would high a guy and continue floating around never feeling the impact of a single blow. You're either wearing nostalgia goggles, are completelt delusional or have absolutely no taste if you think DF, or the "sequal" for that matter had interesting combat.