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Everything posted by potatomcwhiskey

  1. 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. 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. 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. 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. And we are giving feedback that we don't like the current implementation and why.
  7. Your guess is as good as mine. Thug life and all that.
  8. 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. 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. 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. 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. 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. 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. 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.
  16. 90% of the people on these lists end up not playing the game 3 months after launch so all I see is futile circle jerking, but by all means add me to the list.
  17. Oh thats just being dishonest. There are a million was to balance healing spells, from cooldown, to raw power, to situations they can be used in. Saying they are spamming healing is you being intentionally dishonest about thenpotential for such a system because you encounted one you didn't like before. Taking away the role of healer and giving it to no one. Healing should be powerful, yes, but not because it provides a heal. It should be powerful because of it's secondary effects. Another example would be a healing spell that damages all enemies within melee range of the target, making it more effective the bigger the dog pile and so on. How is it different? Well for one you don't need to have a certain % of the community play a certain class just because that class can heal. Have you played like, ANY, mmos? Groups that lack healers are AlWAYS at a massive disadvantage in every single game. Whether or not you managed to overcome that in a game or two is irrelevent. Forcing people to play a role theh don't like just so their team has a chance is much worse than slight homogenisation imo. As I stated earlier, obviously people would not be spamming spells, combat would be pointless if that were the case. Thenmain objective is to eliminate the healer class as it causes major problems in every pvp mmo game it exists in. The only times I've seen healing be interesting was Anarchy Online and Dota2. Homogenisation, is a small price tonpay for better gameplay and balance.
  18. 1. This is something we can agree on at least. 3. A figure of speech my deer Watson. 4.You may think this, however any list using warrior understands exactly how to properly respond to being goaded into a fight. i. The Thermonuclear Responses to being goaded into a list war are: ii: Subcategory labeling to disseminate confusion. iii: Putting points in the wrong order v: Skipping a point vi: And finally the H-Bomb; Ignoring points on a list all together. 2. Thank you for admitting defeat.
  19. Did I say Self Heal? Have a look at that nice list I wrote and point out the words "Self" and "Heal". I said Unique healing spell, as in each Archetype has a single, thematically consistent, healing spell. For example Confessors might get "Purifying Flames" Which damages an ally for 1,000 damage but heals said ally for 300 per second for x seconds, meaning its strong when near full life but incredibly risky at low life. And having Dedicated Healers isn't awful and generic, ok, yeah, sure, 100% with you on that one, buddy. I'm afraid I have to use this example again in less than a dat. "A game developer gave me a bicycle but it was actually poop in the shape of a bicycle; Now I hate bicycles." You should hate the poop, the developer and the game, but not the bicycle- which is the abstract concept of every class having some kind of sustain spell.
  20. Have you played Mount and Blade or Darkfall? In M&B combat is some of the best ever made but the animation and gameplay can still feel floaty. Darkfall was an atrocity and it didn't have animation lock. Have you played Wildstar which doesn't have animation lock? That game felt like a floaty mess(still fun mind you) because you were allowed to run around like a donkey while doing attacks. Slow Animation - Can be adjusted to be more responsive with more playtesting. Bad Camera - Again this can be adjusted if they get useful feedback about why the camera sucks. No Strafing - If the game is balanced around not having it, its not required. You're not stuck with anything. Remember: You're not playing the game, you're playing what amounts to a tech demo. Go play Civ 5 for a month or two or something and come back like any decent person would do. You're acting like the game is released. I would much prefer a slow, methodical combat system as opposed to a jumpy floaty spamfest rooted in my worst nightmares. Removing Animation Locks wouldn't solve all the problems. It would just create newer, worse problems. You knew that A: The tech was untested B:It would use Voxels C: and all that other stuff and you still put $500 down for the game and then act like this is a suprise? I think you need to go brush up on, Critical thinking, giving constructive feedback and spelling/grammar(I'm admittedly no king, but at least capitalize the start of your sentences).
  21. Agreed. I find it a bit disapointing. Not having dedicated healers was a key feature and I'm saddened to see them take what appear to be steps back from this statement with the aforementioned archetypes. I would prefer that every Archetype have some form of unique healing spell(A LA Anarchy Online in which almost every class had some kind of way to heal themselves or friends.) Some examples of potential heals: 1. Generic Single Target Heal 2. Generic Single Target Heal over Time 3. Generic Group Heal 4. Generic Group Heal over Time 5. Single Target Heal that also damages adjacent enemies. 6. Heal that provides Defense Buff. 7. Heal that provides Offense Buff. 8. Heal that Bounces from ally to ally. 9. Heal that Bounces from Ally to Enemy to Ally and so on. 10. Heal that regenerates more the lower hp the target is. 11. Heal that sacrifices your own HP 12. Heal that steals HP from a specific enemy. 13. Heal that gives Lifesteal and on and on, I feel they went with a rather generic option.
  22. Sure. 1. It absolutely could be used as part of a marketing strategy. Is the game ready for that yet? 2. Unlike traditional voice acting, which generally takes up A: Voice Actor B: Director/Producer/Designer C: Sound Engineer time for predictable amounts of time for predictable amounts of reward, the system you are proposing would tie up potentially countless man hours in listening, communicating back and forth, sifting through the lists, deciding on which to implement, legal consultation and so on for potentially no reward, or poor quality reward. The point isn't that it will be done in the future, its that it could be done much more effectively, predictably and with more stable reward patterns. All of which are important considerations when running any project with a deadline and or budgetary constraint. 3. I'm not a betting man, but if I were I'd say the risk aint worth the reward. 4. Generally speaking if you want to extend a list war you should offer some kind of short, and easily attacked point as your ope ner for a numbered point in a war as this will entice your opponent into taking the bait and opening up another point in the list war which you can then counterattack by steering the conversation the way you wanted it to go. 5. For example I'm not sure we even have the technology capable of deploying such an undertaking.
  23. 1.Your opening statement A: Makes no sense or B: Is horrible wrong depending how you interpret it. Archetypes can, should and absolutely must be able to overpower each other. In certain scenarios. I want this to be the Dota 2 of MMOs not the casual League of Legends. Things are allowed to have elements of them be disgustingly overpowered as long as they have weaknesses to counterbalance that. E.G. LOL, no champion diversity due to each champion needing to fill a role equally the same as any other chanpion filling that tole. Dota 2, Massive hero diversity because there is no restraint that requires heroes to fill a role. Every hero has a disgustingly overpowered aspect to them, and a crippling weakness. 2. Using Pokemon and Naruto as examples is liable to get you flamed where I'm from, fyi , take it easy there. 3. A summoner class in an action game would be incredibly boring. 4. Summoning pets is not interesting gameplay outside ARPGs(Diablo), Turn Based games(rpg/strategy or w/e) and games specifically design around the mechanic or that implement the mechanic is a unique way. 5. You're making suggestions without understanding the game at all(by your own admission) I'm not saying you shouodn't participate but maybe you could learn more about the game, do a search on summons and see if you have more to add to the discussion afterwards. It'll meam future suggestions from you will be much harder to dismiss out of hand. 6. Again, summoner classes are played out tropes in MMOs that need to custard die. Summoning a weak healer/dps/tank pet isn't interesting gameplay. You want interesting gameplay? How about a necromancer summoner that needs to collect fresh corpses to construct a giga flesh and bone golem that he pilots like its a mech, having to stop every so often to patch himself up with the corpses of the fallen. How about a summoner that literally can't summon poorly made socks on his own and you need a critical mass of psychic energy channeled for a time to open a portal to the warpverse and bring a demon prince onto the field of battle. How about a summoner that creates physical illusions of himself allowing him to project his image accross the battlefield making enemies confused and attack thin air. How about a summoner that has no pffensive spells at all and has to constantly summon animals to be used like weaponry. Need a sword? Swordfish. Need a shield? Turtle, a spear? Snake and viagra. You get the point. There are a million dofferent ways to suggest an incredibly interesting summoner class. But no, you went for the phone it in, daytime tv, "What is the safest bet for 1000" suggestion of summoning creatures that are just crappier versions of players and NPCs.
  24. More crap to render, more junk getting in my way, more outmoded mechanics from thenearly 2000's, yeah I'm super excited. Partially makes me wish I had kicked up a fuss about it back in the kickstarter. Combat pets are not fun, not interesting and not a good game mechanic in an action game. I sincerely hope ArtCraft apologises for the combat pets inclusion and offers an alternative feature but hey, a boy can dream.
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