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aggravated

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About aggravated

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    Hatchling

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  1. So now we're making a fighting game? Is this not similar to the DA that a laundry list of SB characters had access to? I think this makes combat much more complicated from a development standpoint. Let's say we have an engagement. Bro vs Bro. I have a sword. You are a mage. If I close the distance, swing my sword at you, successfully hit you and you don't take damage? Oh wait, I didn't dodge, duck, dip, dive and dodge? GTFO. The way your character is built combined with it's equipment, powers, health, stamina and mana etc (with all their respective algorithims applied) can determine all of that. What you guys are talking about gives people who can click and or type faster the advantage. At least it sounds that way. Maybe I'm reading all of this wrong.
  2. Those of us from SB know that the resource and "crafting" system over there was pretty lame. The easiest way to earn the most important resources was with a group of bros winning possession of a mine that could produce said resources. This made it difficult (for most, not all) to obtain those resources on their own. I think one aspect that I would like to see in a new MMO would be a resource/material system where each player had the ability to earn ANY and ALL materials as an individual. It could be some activity (farming, mining or fishing wtf ever) that is moderately time consuming, but NOT boring. That is a very difficult target to hit. Resources should also be limited to their respective geographic regions. That would certainly encourage battle for access to those regions. I'm not a big fan of mini games. I feel like having a system of that nature would make me feel like I was playing a Facebook game. Also, the crafting sytem in Skyrim made that game hella boring after a while, especially the amount of time it took to raise the skill (even with the proper tower selected and making iron daggers etc). I will say this; If it cannot be done right initially, leave it out until it is theoretically "perfected." I would rather have a lot of other features instead of a watered down and terrible crafting system.
  3. You would quit the game if you got chain ganked? What a bum. SB guys, remember before safe mode was introduced? I can't remember how many times I got ganked while still in the wormhole. As much as I hated that, I still miss it lol.
  4. SB would have been better off without blue dots if it had better drawing distance and much much faster rendering of NPCs/other players. As long as things appear in real-time, not 2.5 seconds later it would be cool to have things be more dynamic and situational. I'm all for reclaiming what small amount of real estate I have on my screen and limiting the amount of s*** I have to click around/through..
  5. I love the idea of some noob hunting deer in the forest (Skyrim); then I swoop in like a recently escaped prison inmate. I cannot wait.
  6. 105 to 13 with my vote satisfying the majority. I really hope it happens!
  7. I am biased, but I prefer the respawn process in Shadowbane. You die, click "Respawn", you're ported back to the town you were bound to (not a safe zone unless you were pledged to the safe zone) and could repair your gear, port to another town and/or use restoration potions etc... When you died you had a "Death Shroud" status applied. A healer character could rez you and remove this status, but if this didn't happen, you could not cast spells etc. Getting a charcter back to battle took good timing, but it was no wear near as easy or fast as clicking a button and someone was right back in the fight. I'll vote for the former in this regard. I prefer fights that are quick paced and fairly short in duration for the fact that if I only have a couple hours to play, I want to have the most exposure to PvP as I possibly can. Fighting a GvG fight for anymore than a few minutes makes me want to go jump off of a bridge lol. Unless of course, its a siege and then we are fighting in the same field over and over, but we're fighting many many times. Not one long drawn out fight. The majority of people will surely be bored to death.
  8. I would much prefer if 1v1 and sma I would prefer 1v1 fights that were 1:30 and less. 5v5 around 2:00 and less. 10v10 (from getting curb stomped to an intense fight where only a couple survive) being from 2:30-5:00 mark. All of those in minutes, of course. Whether or not your character gets 2-shotted will depend on which class is attacking you. The hard counter to a glass cannon (with high defense, but little to no physical resists) being a high ATR melee character with an expose power (you get the jist) might get taken down in a few shots. In SB, it was all about execution. If you could slip a glass cannon into a GvG battle and remain untouched, you had the opportunity to take down many characters on your own. On the other hand, if you were to get targeted you were basically F*****. Risk vs. reward system increases the depth of group make-up, playability, style and strategy. At the same time, you could just not play that type of character. It should be up to the player, but the option should be present. Just my .02.
  9. There are benefits and consequences for having such characters incorporated in your group make-up. Also, if character customization is a deep and complex as what everyone seems to want, then anyone should be able to create any type of character they wish. Glass cannons, tanks, high resist, high defense, gymnast with a moose knuckle, high HP, low HP or whatever.
  10. None of those sound like bad idea, but with the game not being linear there needs to be more navigation features. I like the idea of discovering places and unveiling those on your personal map. We could be so bold to assume if server-to-server travel were a feaure that JTC wanted to implement in SB (but couldn't), that there may be a chance it makes an appearance in CF. I'll keep my fingers crossed that at least one of those servers will be open PvP. If porting between servers is an option, a sophisticated map system (depending on world size/complexity, obviously) would be imperative.
  11. P2P is the way to go, but it should absolutely be subscription based. I would hate for it to be F2P with an in-game purchasing sytem etc. This gives people excuses as to why they feel they cannot compete. Anyone who pays to play would ideally have access to the same content that all other paying customers recieve. When you talk about one-time initial payment, it is hard to budget that amount over X number of years and my fear is that the project would eventually run out of steam. Personally I like the idea of those two options combined. Charge for distribution of the game (IE $50), then charge monthly from that point forward. It gives devs immediate funds to fix issues initially, hire new support staff and implement initial features that may be required by the community etc. I don't mind paying for an MMO, because frankly it's cheap entertainment. I could buy a game and pay for a year script for what it costs me to take the ball and chain out to dinner!
  12. In Shadowbane, we had pretty basic/lame world and local map functionality. I would like to see more functionality with Crowfall's map system (discovered vs. undiscoverd areas with zoom-in/out capability etc.). I struggled many times with finding proper leveling spots, rune/gear droppers and trainers etc when I started playing SB... Each zone on the map was different from one another, but usually the same from map to map, server to server. This would require you to take many notes and/or try to remember as much as you could about where the best leveling spots and item drops were on the map. Running to and using the longitude/latitude system was easy enough to get used to, but there has to be a better way to navigate. There is a wiki for all of the locations and all other info, but pulling that up in-game is incredibly bothersome IMO. I would like to see a more functional map system, with more features as far as navigation is concerned. Also, you MUST include blue dots back! PLEASE!?
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