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raeshlavik

ACE Development Partners
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raeshlavik last won the day on January 3 2018

raeshlavik had the most liked content!

About raeshlavik

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    Rook

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  • Interests
    Game theory, systems, and development.
    Roleplay settings and systems.
    Writing and illustration.
    3D modeling and world design.
  • Guild
    VIGIL
  • Gender
    Male
  • Location
    Denver, Colorado

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  1. Graphical content opinions are always a fascinating thing to watch because graphics, like art, is purely subjective. But there are a few things you can learn from the topic... Hardcore PvPers rarely care about the graphics as it's all about the gameplay... The game could just be various multicolored cubes, but if the combat loop is phenomenal they'll play it religiously and theory-craft about it for hours and hours. If the game has decent graphics, and there's a hot pink thong that is best in slot - they'll wear it without a second thought because it's all about the win and the graphics are just the information conveyance needed to reach that win. The more casual the player, the more they tend to grouse about graphical definition because they're more invested in the time between the game loops. They spend more time 'in the world' as it were because the game, for them, is more of an interactive media source and 3D chat room than a series of win conditions. The thing is - it's a game. Historically, graphically amazing games aren't successful because too much effort is put into the number of nose sliders versus the depth of the game elements... WoW vs. EQ2 is a great example; EQ2 is still quite pretty to look at, but WoW is arguably the better 'game' when you look at all of the functional loops in it - and WoW still runs respectably on millions of low-end computers, which is money in the bank. I personally think Crowfall is right on the mark graphically; it's visually distinctive enough that you can recognize it from a youtube thumbnail, but isn't totally style over substance like a BDO or Revelation Online. Also ACE's focus is on the gameplay elements over having a building full of artists creating assets, and this is refreshing; you don't see that too often anymore because developers know screen shots sell games... No one plays said game for more than 60-90 days, but they still bought it - and that's good enough for the end-of-year bonuses.
  2. Me personally, I'm up for just about anything; wipe it all, wipe nothing - I'll adapt and overcome. The discussion does bring up an interesting design element though... I was under the belief that Crowfall's 'mechanical' skill limitations were going to be super shallow to allow for the player's skill (or lack thereof) to be the prominent decider in a fight. But what I'm hearing is that it's really all about getting a blue+ vessel and a couple of months in the skill trees as that's an insurmountable mechanical advantage given the numerical disparity they grant. At least, that's what it looks like based on this discussion. If that's the case, I'm going to vote for wiping everything early and often to promote the player over the system.
  3. As with any PvP game, I just browse the fight videos to stay on top of the meta... Hard to find a recent Crowfall PvP video that isn't a translucent blue winged dude skulking about and roflstomping 2-3 people at once. Over and over. For ten-ish minutes at a time. Not that it's impacted me any; my PvP deaths tend to be delivered by running into a roving band of 5-10 enemies - as it should be.
  4. I believe so. The crafting stuff is in transition from skills to disciplines and it's a bit weird while it's in flux.
  5. One of my favorite things to do in Shadowbane was fly over the walls (aracoix were the fae of yesteryear), stealth tailgate into the bank building behind the bank alt when the walls and guards were due, wait for them to turn away from the banker signifying they were loaded, and kill them for profit... You had to do your research to be successful at this; knowing who was responsible for paying the walls/guards, what their alts were, what times they played, what times were least populated, flee routes, etc... One didn't simply walk into an enemy city and kill someone, there was challenge and skill to it. So my only caveat to killing people in a keep is that it should be a challenge. If the enemy is just bopping in, avoiding the guards, shanking someone, and strolling out - that needs to be fixed.
  6. I'll let the question hang out for a while and see if anyone else has input, then post it up as feedback... I try to make sure the perceived issue is not just me being dumb before suggesting a fix.
  7. Yeah, I get that the goal is to drive interdependence and I'm all for it - the only reason I brought it up is arrows specifically... Imagine if a dagger user had to purchase 3-400 daggers per hour due to interdependence. I saw the quivers in the crafting list and that's a goal; I just need to find someone selling them as it takes three crafting disciplines to make them. And quivers apparently decay just like weapons, so I should probably buy a couple of them. Or I just go back to confessor; one weapon that decays and no ammo requirement.
  8. I've noticed that the crafting recipes now seem to be contained in the various crafting disciplines versus unlocked by gaining skill in the associated skill tree - even though the various skills in the trees mention the recipes they unlock. Is this intended? I ask because I've been running a Ranger, which by design burns through arrows like there's no tomorrow - but I cannot inherently make anything but basic trash arrows (which are actually worse than the arrows you get from the noob equipment vendor) because to get access to the arrow recipe requires slotting the woodcraft rune, and to make arrow heads to complete the recipe requires slotting the blacksmith rune... This means to make decent ammo that the class requires to function, requires not using any major class runes. The workaround currently is to simply make crafting runes to make ammo, and then make combat runes for combat - destroying each in the process - but I'm guessing runes will be hard to find/make someday so it's not a long-term solution. I suppose I could fire up a second account and have a backpack hamster I log into just to make ammo for my ranger every 2-3 hours - but that seems silly. So, at least as far as a class that has a consumable goes, locking said consumable behind disciplines is kinda clunky - and I figured I'd bring it up just in case it's an oversight.
  9. Twice now I've killed a couple of hunger affected (night time) Aurochs standing around the 'hay pile' spawner, using the basic flame attack from a confessor, only to have them vanish upon death. The third Auroch will convert to the daytime 'painted' variety at about half health, die, and be the only lootable mob in the area.
  10. In game development the things people like are usually drowned out by the gripes and complaints - but both are valuable; a team also needs to know what the good stuff is so that they can make more of it. So this is a 'good stuff' thread. For me, who hasn't really played any pre-alpha content since HungerDome, it looks a bit like this: The sacrifice system is fantastic. There needs to be voluntary economy sinks, and this is a good one. It handily turns crafting failures into some sort of return on the materials, which is a nice 'feel good' for the 'feel bad' of a failure. Which ties into crafting... I've not really delved the nuts and bolts specifics of it like some other folks, but what I've seen so far is really fun. I especially enjoy how much input I can have on the process - from materials to choices in experimentation. It's infinitely better than the fare you get in some other MMOs where crafting is that button you press ten thousand times to get to that one thing you really want to make. Gathering is nicely varied and I can go for an hour or two without triggering my allergy to repetition. I especially like the fireflies and lighting on harvestables as it makes them easier to find in the massive world... It also makes gatherers easier to find, which adds complications when I'm gathering, but that's part of the game. The world is gorgeous, and the procedural assembly is really great. I can recognize the individual land 'module' once I'm in it, but the random assembly of modules adds a ton of replay value as it feels like a new place to explore with each world. The scale of the game world is amazing. By this I'm referring to the structures like the faction temples, keeps, forts, etc. But the landmass versus travel speed is really nice too... I was worried that the mounts would break the massive feel, but I'm happy to report that even at epic mount speed the worlds are still adequately huge - without being so big you never see anyone else. The character model customizations are coming along nicely. I'm really grateful for the inclusion of some non-standard races as it really sets the IP apart from the hordes of MMOs where character choice is short, tall, thin, fat, or oddly colored human. The combat, for me, has been really great - in my limited exposure. The pacing is good as it lends toward a tactical feel versus pounce and gib where the victim has no real say in the process. And it's easy enough to figure out how to do it, but I can see that mastering a class / sub-class will take some work and this is a good thing... It really reminds me of Shadowbane (natch) in that the 'meta' was always whatever a really good player did with whatever crazy thing they came up with, then everyone would do whatever that player did - poorly - until the next great player with a crazy idea... The secret sauce was always the player more than the specific race, point, or discipline allocations.
  11. I think this is what the fealty trees are for... Back in ye olden Shadowbane if you were a smaller group and wanted to play the city game, you had no real choice but to get in with a bigger group to have the muscle to defend it. And that made for some amazing game play when xXBr0F0rceXx decided to roll some 10-man city and in turn got erased by the continent's superpower.
  12. I didn't see it as dedicated leveling as the levels were a byproduct of gathering stuff to make things with... I didn't pointlessly farm spiders; I killed enough to figure out the ranges, play with some of the abilities, and get enough hide to make a set of leather armor. Then I discovered that making food is the key to early success as it's easy to 'press F' on every mushroom you see while you're gathering stuff you actually need, you make way more food than you can use even with basic skill, and Malekai seems to really dig leftovers. So in the process of Learn2Play I made level 15 on a templar, decided I didn't like running up and whacking things, and started over. But in getting to 15 on character #1 I made enough stuff to get character #2 to level 10 in about 5 minutes at Malekai's recycling center. Then I heard over chat that I should have a mount; cue the great pig slaughter of 2018... I think I spent two hours just rinse-repeating pigs, but in doing this I made about 3000 gold and that financed character #3 to like level 20 as I wanted to try my hand at a healer... 20 to 29 has been purely through staying alive and learning the in's and out's of crafting. Malekai is easily my favorite mechanic in Crowfall, and I literally end each play session by finding ways to combine nonflammable stuff into flammable for fun and exp before logging out. During all of this I think I've killed a hundred pigs, two dozen spiders, 5-6 R3/R4 things in the world, and exactly two R5 cats. All of my levels have come from simply playing the game versus specific "leveling".
  13. I've not really played pre-alpha content since hungerdome - just to set the tone... I leveled three classes in the last four days - almost entirely solo and in 2-3 hour sprints with the holidays and family here... Templar to 15, confessor to 25, and cleric to 28 - not been ganked once, not run into any issues getting mats to try my hand at making things (other than needing to ask if wells were actually in the game as I'd never seen one), fought in two sieges, taken countless outposts, had a few world-pvp encounters that were a hoot... I guess from where I'm standing I just don't see the issue(s)?
  14. Bug: Putting training points into blacksmithing basics in the crafting basics tree switches the skill icon and tool tip to mass production basics. Steps: Starting with zero points in blacksmithing basics, add training points to reach one pip of skill. Icon and tool tip changes to mass production. Work around: restarting the game client resets the icon and tool tip to expected results.
  15. The really big advantage I see to a passive level system over an active one is it equalizes things between people like me, who tend to log 50+ hours a week at work, have families and responsibilities - and the folks with pretty much unlimited free time. I can progress just as fast and not be left behind because of needing to adult. One option I was thinking of was making trained skills part of the vessel, and therefore part of the import/export rules. This allows people who stick with a plan skill-wise over time to get some return on that, but with the cost of limitations on the sorts of campaigns they can join... For example, a campaign could allow only vessels under 100 hours of skill time to enter, or 100-200 hours, or whatever - which ensures all of the vessels in that campaign are in the same relative skill bracket. This could also allow the skill trees to get considerably wilder with talents and abilities, because nothing would be an insurmountable advantage for the people in that campaign given the gating. Potential problems with this are the additional database requirements to hold skill data for however many vessels are in the game at the same time.
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