Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

boogiee

Testers
  • Posts

    171
  • Joined

  • Last visited

Profile Information

  • Interests
    What's the difference between 3 dicks and a joke?

    Your mom can't take a joke.
  • Gender
    Male
  • Location
    Oregon

boogiee's Achievements

Newbie

Newbie (1/14)

198

Reputation

  1. I'm not actually replying to each of these posts, I quoted them because they represent more of the theme I'm replying too. I think people are leaving out a big piece of the puzzle in this discussion. Vessels. Now I may be wrong on how I've been interpreting things but this is how I see it. Your character build isn't at the crow level, which is why you can train everything. It's at the vessel level. So while your crow doesn't have a skill cap, your vessel most certainly will. Training skills on your crow is essentially unlocking options to use at the vessel level. So even if you train your axe skill or stealth skill or whatever skill to 125, if you don't get a vessel that allows you to use all 125 points, you won't be able to use them even if they're trained on your crow. So basically, I think there will be a skill cap. People are just looking in the wrong spot to find it.
  2. Here's the thing, I'd bet most SB players actually prefer that ACE chose to use action combat as opposed to some other form of combat. And I'm positive that very few if any former SB players want a combat system that is anywhere near what they had in SB. I don't see anyone arguing whether or not combat is the most important aspect of the game to get right. It's supper important because combat is basically connected to everything you do. It just goes without saying that you want combat to be fun. Some are arguing that the type of combat isn't the most important.. just that whatever type they choose is done well. And some believe that if a different form of combat had been chosen that this game would still be able to succeed. ACE choose action combat. So it's not really wrong to say action combat is the most important part of this game. But many believe that that no matter how good the combat is, if the other aspects of the game aren't done properly then the game will fail. Believing that doesn't mean they don't think combat is the most important to get right. And just because other aspects of the game are more important to some then the combat, doesn't mean they're disagreeing with ACE, saying combat is the most important.
  3. And none of that changes Crowfall from being SB 2.0. A sequel doesn't have to play exactly like the original. When people say they want SB 2.0. they're not saying they want an identical clone that's just been rewrapped. They just want Crowfall to give them the same feeling they had when they played Shadowbane. Part of the issue I see here is that some people seem to view the type of combat in the game, as the game. You could take the best combat in the world and throw it into an open space and it wouldn't be a game. People would bash each other a bit, get bored and then quit. Combat isn't the game. I know that sounds stupid but it's actually the stuff around the combat that is the game. You just need good combat or nobody's going to play the game. I don't see anyone that's wanting SB 2.0. saying that combat isn't vitally important to the success of the game. In fact I'm sure most people that are wanting SB 2.0 are actually excited that they're going with action combat. Shadowbane was a game about teamwork. A game where your actions mattered and had consequences. Speaking for myself, when I say I want this game to be SB 2.0, all I'm wanting is for this game to have siege mechanics similar, but improved, to what SB had. Character customization that's similar to SB. And group play over individual. A game where your actions matter and have consequences. As long as Crowfall has those aspects of SB then this is SB 2.0. to me. The combat has nothing to do with whether or not this game is SB 2.0. to me or not.
  4. I was going to mention something similar. Unfortunately we haven't really had a strictly PvP MMORPG do all that well. Almost everyone has had some sort of major flaws in the game. So it's hard to fault people for having doubts about a PvP only MMORPG having much success. I would say it's very hard to describe exactly what Crowfall will bring to the table. The goal of the game is easy... to win. It's easy to explain what you'll do in Crowfall, but it's hard to explain why it'll be fun. Unless of course you're just a PvP nut, then no explanation necessary. To me it's all about your guild. Think of it like your guild playing king of the hill. You go into the campaign and you and your guild try and find a place to claim and then gather as much resources as you can. You try and hold what you've claimed and maybe even expand your control. Or maybe your guild just likes taking other peoples stuff. All the while you're guild is trying to amass as many points as possible to win the campaign. Then add the political aspect on top of it and who you can and can't fight gets interesting. But at the end of the day, I think it's all about the comradery you build with your guildmates. Emotions are a powerful thing. And I think a game like Crowfall is designed to bring about emotions. There's really no individual in this game. Pretty much everything is designed to be done as a team.... I don't know, I guess I just think the closeness you can build with your guild in a game like this just makes all the PvP that much more enjoyable and worth it. PS. I know some people will talk about how an open world PvP MMORPG can have a toxic community. It's true, but you have no idea how much fun it can be to hate people in a game like this.
  5. My understanding is that you have to log out of the campaign world and then log into your EK. I don't think you'll be able to just transport from the CW to the EK.
  6. This right here is what I think a lot of people have trouble understanding.. or just not quite realizing. They're making them somewhat generic so that we, the players, can spec them how we want them to play. If you want a true glass cannon type character, then you spec them that way. If you want a more AoE type character, then you spec them that way. If you want a ranger that is a really good at melee but sucks at range, then you spec them that way. There's going to be a ton of options for each archetype. Most likely there will be multiple archetypes that you can spec how you want to fit your playstyle. Basically the answer to the OP question is.. it's up to you the player as to whether or not there is a character that plays like you want. If there's something specific you want, then you need to find the archetype that best allows you to spec it how you want to get your desired results. People need to not think that what they're seeing now is what they're going to get on release in terms of how the archetypes play.
  7. Because some people just don't know how to turn their PvP skills off.
  8. Damn it Courant, you follow this stuff way to closely. If they're actually still putting it out there that they're planning on a Dec. 2016 launch then they're asking for whatever they get on these forums when they don't hit their target date. That being said, my point still stands. People need to take dates like this with a grain of sand and not look at it like some guaranteed release date. I only made comment about it because it's inevitable when they miss that date, that there'll be tons running to these forums to start having conniptions. ****ATTENTION CROWFALLERS**** If you're already taking the month of December off to do nothing but play Crowfall when it "releases", Please wait....
  9. Honestly, I don't care what it said there on the Kickstarter page. It is virtually impossible for them to know when the game will be ready to release when they hadn't even started pre-alpha. There's a big difference between them saying what they're expecting and them actually announcing a release date. The problem with a lot of people (fans) is that they see a date like that and run with it, thinking it's gold. Thinking the devs somehow promised to release on that date. And when the devs don't meet that date, all hell breaks loose on the forums. There's nothing wrong with people holding out hope that they're able to make that date. It may be what they're shooting for but it's NOT an actual release date. I'll actually be very surprised if they make that date. Just don't think you're entitled to some notice of delay if they don't make that date.
  10. Just an fyi.. kickstarter requires they put a date there. It by no means is an actual release date. It might be a general target date they're shooting for, maybe, but nobody should be holding to that as an actual release date.
  11. Did they actually release a launch date? I just find it very doubtful that there was actually a launch date given. So all this talk of delays and what not are pretty silly. Devs don't give launch dates when they're in pre-alpha. And since there is no launch date, there wouldn't be any reason for them to talk about delays.
  12. Most likely it's just because they didn't give a poorly made socks about you or any other member of these forums.
  13. Well, the Devs are the ones who started it, so what exactly are you trying to say about the Devs? I think a lot of people tend to think of it wrong. A shallow power curve doesn't necessarily mean you'll be able to hop in and compete 1vs.1 against a vet right away, or even any time soon. Chances are they'd mop the floor with you even if you were more skilled then them. There has to be a noticeable improvement with skill advancement or what's the point? If I build a vessel with a 200 max skill in an ability, I better be able to tell the difference between that and what it was at 100. And I think we'll be able to. In most games that you level up in, a level 60 couldn't even be touched by a level 1. I'm thinking a shallow power curve just means you won't see anything as ridiculous as that. It's more about allowing you to compete in the group setting that this game is being designed for. So when you think of a shallow power curve for this game don't think of it in terms of how you'll compete 1vs.1 but more in terms of you being helpful in a group setting. I also think the use of Eve to describe our leveling system is a bit of a disservice to it. The only similarity Crowfalls system has to Eves is that you can passive level in both. In Eve when you skill up you have those skills and you can use them whenever you want. In Crowfall when you skill up on your crow you DON'T gain any power, unless your current vessel allows it. On our Crows we should be able to train skills up to a max of 200. If this system follows the same principles as SB did, then there's a good chance that even if you had every skill in a particular archetype maxed out to 200 on your crow, you'd probably never be able to get a vessel that allowed more then 1 or 2 skills to actually take advantage of those 200 level skills. The devs have mentioned there'll be tons of builds. I just wanted to point out that builds are done at the vessel level and not the crow level. I'm just going to make up a few numbers here to try and make a point. Lets just say you've trained 100% of an archetype on your crow. It wouldn't surprise me if the best vessel you could get couldn't make use of more then 40% of an archetypes skills. And that number might even be too high. What I'm getting at here is that if that's the case, then it would really only take a new person a short time to get that 40ish % trained into an archetype to be competitive. What that other 60% of skills that they don't have would allow is just more options when it comes to builds within that archetype on a vessel. Please don't take my numbers too seriously. I just used them to try and give a bit of understanding to how I think the system is going to work. So, if things are like I pointed out in my last paragraph, then an easy solution might be to allow new players to choose one archetype at the start that would come with a basic skill allotment. It'd be pretty basic and pre-defined so they'd still have some work to do to get it where they wanted, but at least they wouldn't feel so far behind.
  14. First off, I think these are some pretty good solutions to a problem. I like them. My only issue is that I'm not really sure there is a problem. At least not to the extent some seem to think there is. I'm not sure anyone here really knows exactly how the system's going to work so it's hard to know for sure if there's actually a problem. Maybe there is and I'm just not seeing it. I guess I would ask, how do you guys think this system is going to work? Why do you think a vet is going to get this insurmountable lead in skill points that a new person wouldn't be able to catch up? I really think people are overlooking that a vessel is really what determines a players power. If all vessels have a limit on how much skill they'll allow, doesn't it stand to reason that all a new person has to do is put enough training into one archetype to max out the best vessel they can get in order to be caught up? Anything above that just gives you more options on how to spec that vessel or to play "alts". You guys do realize that even if you max out a full archetype on your crow that you'll never find a vessel that actually allows all that skill don't you?
×
×
  • Create New...