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raeshlavik

ACE Development Partners
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Posts posted by raeshlavik


  1. The Titan-X (Pascal) is definitely all it's quoted to be... 3DMark's DX12 "Timespy" still isn't working quite right with Pascal, but I turned a 19176 on Firestrike the day I got it installed.

     

    I've got a 2015 Titan-X looking for a good home - but everyone wants 1080's because they are faster. :/


  2. I used a roccat ryos for a long time - Cherry Brown switches in those and it's a really nice keyboard for daily / gaming use.

     

    Earlier this year the roccat stopped working though (the X went out), and after trying a bunch of keyboards I settled on the Logitech G910 which has Logitech's "romer-g" switches... To think I hesitated.

     

    The G910 is stellar. Highly recommended.


  3. Hi there!

     

    In game development as well as the Internet in general, we tend to only see and hear the upset; this isn't working, that's not right, you suck because, why the hell did you do that...

     

    What I'd like to do is start a thread that is just the positive stuff, because everyone here was attracted by something that prompted them to put down some hard earned cash for it.

     

    What was it? And why?

     

    What's the thing ACE is planning to do with Crowfall that keeps you here? What is it in the design doc that makes you say "Hell yes! Finally!"

     

    And keep it positive. I know people are bound to go off on "how things were supposed to be and aren't now and that's curtains for the free world cats and dog living together it's the end times repent now!" - let's avoid that, because there's plenty of that already.

     

    - -=- -

     

    For me it's two things:

     

    1: PvP that actually means something. I can only mindlessly gank people in a static arena for so long before I start to self-harm.

     

    By this I mean that the act of fighting has to have some purpose other than 'that's just what we do in this game because the almighty leader board says we should'. I need a level of realism in the world; where I need to make my own 'cool stuff' and carve out my own spot of turf to put it on, and then other people can take objection to my stuff being on that spot and have the opportunity to wreck it - then we can fight about it with something actually on the line other than a score... 

     

    This has a real effect on the world that isn't just sending people back to the spawn point. And in that, I really appreciate that the lore takes great pains to explain why we get back up again.

     

    So I suppose that I like Crowfall's ideas because there are visceral consequences to fight over. And I've sponsored the game not only for this reason, but because I also feel this is a direction the industry should go in. The 'No Gamer Left Behind" idea precludes any real consequence in a game, because if there is the real chance of loosing something other than meaningless points, not everyone can get a gold star.

     

    I don't even really care if the combat is exceptionally earth-shatteringly amazing, as long as I have a reason to participate in it... I'll make it work.

     

    2: Non standard races. I'm so - so sick of six kinds of human in MMOs; tall, skinny, short, fat, blue - whatever - they're all just odd looking humans. MMO races are all basically cosplayers at a bad renfaire and it makes the world flat and uninteresting.

     

    Crowfall is making actual races that have illustrated departures from 'dude in a costume'... I mean, look at the Myrmidon - holy hell! He moves like a 500 pound hoofed monster, sprints on all fours, paws at the ground when he's getting mad, head shakes, bellows and roars like - well - a huge disgruntled off man-bull.

     

    This is directly opposed to, say, Tauren - who have apparently been sitting there in that spot for a decade now waiting to talk to me. ;)

     

    The Legionnaire is another good example... No MMO these days would even attempt a centaur - it's too much of a departure from a global animation pipeline and common armor set.

     

    The fact Crowfall was showing off two of the old Shadowbane races was what first caught my attention in fact...

     

    So what about you? What's Crowfall's 'thing' that interests you?

     


  4. Wrong the IP can be built ingame with same look AFAIK, where the horse in pledge packages are unique skins you can apply to any future horses you go acquire ingame

     

    The backer item also grants a figurine that allows you to summon the mount, this is in addition to being able to skin any future horses you go acquire in the game

     

    And no. The various sets (KS, 2015, and 2016) have unique looks as part of the perk for helping get the game out the door. That's the value-add over just building it yourself.

     

    (edit: I'm assuming the terse tone was just a translation issue :) )


  5. Frankly I'm not gonna buy one cause it doesn't feel earned. Even the big guilds I'm not quite sure why they'd want to spend $4000 on something they could just build themselves. Especially when it's merely cosmetic. I feel it might be one of those things that once the games launches, whoever has one will get laughed at for being the idiot to spend several thousand dollars on a cosmetic item. Then a few months later once people have legit palaces they built those who bought it will feel stupid.

     

    TL;DR If you want to buy something that will cripple you financially you could get from just playing the game, by all means. We will all judge.

     

    It's all in how you look at it I guess. I suppose I could just give ACE money flat out to fund development with nothing in return, but they decided to give me a bigdamncastle as a way of appreciating my generosity.

     

    For the KS gold you got a couple of horses out of the deal... You could also go tame those horses for free, and I'm sure someone will eventually give you grief for that too - it is the Internet after all.


  6. I mean, I kind of do what to eventually find a guild and be part of the big EK. Just thinking that there might be 101 people with Huge Imperial Palaces making the whole place seem empty. Or there might be just too many people with huge areas, there might not be room for it all.

     

    From what I remember on my account page, the medium and large castles came on 9 cells of land (3x3, or 768 meters on a side, which would take a Centaur about 1.8 minutes to run across) while the Imperial Palace comes on 25 cells of land (5x5. Which is 1280 meters on a side and would take the same Centaur about 3 minutes to run across). The reason for this is that, apparently, these structures are intended to support lots of player houses and other buildings around them - something like an entire city in the case of the Palace - not just the actual castle itself.

     

    Which is indeed a bit odd if everyone has a giant personal castle and no one wants to live in a 'lowly' house down the street from the tavern.

     

    I think what will prevent everyone from living in their personal giant castle is the upkeep involved.

     

    No one is really sure what the costs of an EK will entail just yet, but ACE has mentioned both 'upkeep' and 'taxes' when talking about EKs. My guess (and this is just a guess, YMMV) is that each cell of land, being a CPU, storage, and bandwidth resource, will have some sort of monthly reoccurring cost for hosting it (taxes). Additionally the buildings on each cell will experience some sort of slow decay and require the expenditure of resources as maintenance (upkeep).

     

    So while everyone may have a private castle, the question might be "can they afford to live in it?"  :)


  7. loss_for_words.gif

     

    I'm not sure if this is trolling, or just someone so tightly focused on their gaming ideology that no other concepts or opinions can possibly exist - to the point of borderline narcissism - but I'm going to heed Scree's post from elsewhere and just skip he-who-shall-not-be-named from here on out.

     

    Life's too short to be facepalming this hard.


  8. I'm not sure what your point here is, you were in an alliance not a coalition.  Just because you happened to play eve in a way doesn't mean no one else was forming mega-alliances.  And those type of mega-alliances simply won't be practical in crowfall because the scope of the game world is completely different.  You are talking about temporary servers with like 2000 people concurrent here. 

     

    My point will apparently only confuse you, so skip it. Ultimately though, I'm actually reassured by the fact you just don't really seem to be able to grasp Crowfall's potential scales. It means that it's a true departure from the common MMO.

     

    The OP of this very thread is talking about those huge fights that made headlines.

     

    Umm, no? Reading comprehension FTW...

     

    for anyone who has played eve, you are familiar with the concept of how each of these are used.

     

    in crowfall the equivalent would be alliances being groups of guilds and a coalition being a group of alliances.

     

    i'm curious if there are any plans for formal support of either or both of these? if not, could that become a thing?

     

    No mention of numbers, just organizational groups. An alliance could be two guilds of 5 players deciding to team up. A coalition could be two ten-man alliances deciding to fight for the same god...

     

    No it isn't the best example.  The best example for comparing structures is to look at other pvp mmos that housed worlds with similar numbers of users.

     

    You really just cannot separate numbers from organizational groups. It's actually quite interesting to witness.

     

    Let me see if I can help:

     

    If I put 5 apples in a box, or I put 2000 apples in a box - it's still a box.

     

    If I put 5 players in a guild, or I put 2000 players in a guild - it's still a guild.

     

    If I put two 5 player guilds into an alliance, or put fifty 1000 player guilds into an alliance - it's still an alliance.

     

    if I put two alliances into a coalition, or the coalition is made up of two dozen alliances - it's still a coalition.

     

    This was a discussion about how to organize guild-level hierarchies, until you rolled in with the assertion that "2000" is too small for an alliance.


  9. Sometimes some people don't have the foresight to project how things will be, while others may be able to.  This happens in many fields in life. 

     

    There's a well known saying about assuming. There's also a well known bit of psychology regarding projecting...

     

    But to break down your statement:

     

    It's my opinion that this game isn't big enough to be setup like eve.  Everyone isn't playing in a single world, and you aren't going to have thousands and thousands of people in one guild.

     

    I was pretty active in the IAC from founding to when it collapsed right after we lost the bottleshop (Christmas 2006). IAC's core was about 60 people, and the alliance was roughly 30 10-20 man corps (on average). Certainly not 'thousands and thousands", and we arguably held our bit of 0.0 (Eve's 'Dregs') for longer than pretty much any other alliance to this day...

     

    This was achieved entirely through diplomacy and the forging of agreements with other groups (like the aforementioned Goons) who we could bribe/pay/blackmail into helping out when and where we needed it. They weren't IAC, they were just friendly because we knew how they worked, what they wanted/needed, or what brand of beer to offer someone at the FanFest...

     

    And friendly can be a fickle thing; IAC was destroyed in 2008 when the new leadership screwed with those friendly forces.

     

    But the crux of the discussion here is 'numbers', and while everyone reads about the giant fights in Eve with thousands of players - the real meat and potatoes of interstellar warfare is waged with 10-20 people at a time. So when I can send 10 of my 600 along with 10 Goons in their signature disposable tacklers and 5 of the best torp guys from AAA to a location, that means I can do the same for a dozen other locations with cherry-picked teams to counter the strengths of whomever is there.

     

    That's the power of an alliance - it's not about being able to field a thousand people in one fight, because that's stupid.

     

    The same applies to Crowfall; the flow of battle in a campaign will happen at the platoon level. And while some players are positively convinced the numbers of a single campaign are too small to form alliances, I'm planning out what I will need to do to form these alliances - at the persistent EK level... Because alliances mean having a huge pool of talent available to field cohesive companies that will have the tools and skills needed to win protracted wars, not just single fights.

     

    It's just a scope of perspective thing; some players are mano-e-mano esports types looking at the best way to beat up that one dude over there in the next 45 seconds. I'm a guild leader looking at the unit compositions and supply chains needed to dominate thousands people over the next six months.

     

    So TL;DR; comparing Eve's Alliance structures to Crowfall is not only apropos, but it's probably the best example for such a thing one can draw from currently running MMOs.


  10. I'm pretty sure there will be tons of alliances and rivalries, no worries there. And as mentioned, the UI elements to support this have already been seen.

     

    Even though the campaign worlds are time-limited, that's only one side of the game. The persistent side exists pretty much to support the inter-guild rivalries and 'ForumBane" of yore.

     

    Imagine, if you will, that one of my guild's platoons wants to head down to some new rule-set campaign, but platoon strength just isn't enough to make the ROI worth it. So I call in help from another guild I am allied with, and they agree to field another 30 people if I agree to supply them once they get there.

     

    Once these two 30-man groups arrive in the campaign, a guild that my ally is at odds with notices their guild colors running with mine, which puts me on their KOS list as well - and now we have some rivalry going that will probably carry over into the persistent game. :)

     

    Crowfall isn't really like any other PvP game, and none of us really know how it's going to work as most of the mechanics outside of beating each other over the head are emergent - so anyone who tells you "this is how it'll be" is probably trying to sell you something.


  11. This might be a bit off-topic, but I just checked that Q&A, and I just now found out that you can sell VIP-time in-game? Do they mean the one you can buy for real cash? If so... how is that not P2W? (not trying to accuse the game of being P2W, or trying to troll... i'm just genuenly curious about this...) o_O

     

    It's probably just like most MMOs these days; you can either just buy paid time with your day-job, or if you have the spare in-game currency you can buy paid time off the in-game market... The 'pay to win'ness of this depends entirely on what paid time or in-game funds gets you...

     

    For examples, look at Eve Online (plex) or even World of Warcraft (wow token). Typically the ability to convert real cash into game cash only serves to inflate the costs of in-game goods and doesn't appreciably affect the balance of power. It also helps to keep the Asians from farming your game (and your players) as an uncontrolled third party that people will use if you don't offer some kind of controlled RMT.

     

    I expect Crowfall will be more Eve-like than Wow-like for the simple reason that stuff breaks in Crowfall. In WoW you buy a token for like $20, sell it for 25,000 gold, and buy nearly top tier gear with it that you can use until you replace it with raid/pvp gear: once you buy it, it's yours forever. In Wow you can only wear stuff you have the level to use, which can speed up the act of leveling - but ultimately gold cannot really buy levels so that's the balance.

     

    In Eve you buy a plex, sell it for ISK, and spend that ISK on all kinds of stuff you'll eventually lose. Unlike Wow though you can buy stuff with ISK that can accelerate your ability to acquire character skills (implants). Luckily, as a PvP (player skill over numerical advantage) game, the value of a skill is pretty flat... You can get a "4" in a skill in a few days, and a "5" in a few weeks - but the difference between 4 and 5 is only a few percent and really only unlocks other skills/ships. So while you can fill your head full of tech (that you will lose when you get killed) that will shave weeks off of some of the stupidly long train skills, it ultimately doesn't amount to much except a smaller investment of time.

     

    So in both examples it's really "pay to level faster" - which only matters if the time investment to level greatly matters.

     

    The way I look at it, as a user of RMT in most games, is that I'm trading money for time... I work roughly 60 hours a week, so I don't have solid ten-hour blocks of time to dedicate to my game of choice in order to stay level or market competitive with folks who have nothing but free time - but what I do have is cash. So if I can leverage cash to remain in the same ballpark as folks with infinite free time, it balances out.


  12. That's awesome 

     

    Thanks!

     

    That's is pretty cool and I hope you guys succeed

     

    Thanks. I hope it pans out as well. The EK thing is still really up in the air as far as what we will ultimately be able to do with them, but I have faith in ACE. :)

     

    You had enough to spring for it yourself :P

     

    Yeah, I could have have (and was going to), but the general consensus is that I shouldn't have to pay for everything.

     

    Even with numbers like the Imperial Palace, Crowfall still works out cheaper than Second Life over the long term - scarily enough... In SL you get one 256x256 meter island (parcel), that you are the ultimate supreme being of, for a mere $1000 setup cost and $295 a month.

     

    That's currently about as close as you can get to the Eternal Kingdoms idea of letting players build their own quasi-MMO world. Granted you can do more in SL as you're not limited to a specific set of assets and you can raise mountains and carve rivers on a whim - but you really pay for that.

     

    I estimate that with my current pledge package and the palace, and the average 'tetris piece' of Crowfall being (I think) four 256x256 areas, that I have roughly the same landmass to play with in Crowfall as the entire "mainland" area of SL.

     

    I'm pretty okay with that. :)

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