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Remlap

Testers
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Everything posted by Remlap

  1. Limiting content in a game with such scarce content by making it even scarcer would be a terrible decision for this game. So unfortunately these days it stands to be implemented, catering design this early on around a small handful of disgruntled and vocal players(compared to the amount that backed the kickstarter) is ludicrous. Further the legitimacy of the feedback on this thread is questionable at best, lots of new accounts are coming in and offering nothing but +1. The score system is fundamentally broken in this current iteration of it, however removing all of the small groups of peoples ability to have an impact on the game is nothing but a recipe for a ghost town. I'm not seeing very many people advocating that the current system is perfect or even good, but it at least allows for some constant impact and score changing by the majority of players. I sincerely question the motives of those trying to limit others ability to even play the game through the use of time gates.
  2. A lot of that is less due to the templars kit and more just how ridiculous the range advantage is currently, back when range was a lot more even in older patches Templar had a chance against ranged enemies. I believe JTodd has a tweet out about moving max range to 64m(or close to that), which is still a tad ridiculous but it's better than it currently is.
  3. I completely agree with switching back to giving Templar a pip on every lmb hit and returning the attack speed to what it was. It felt like an asinine change for absolutely no reason when it was done, and I can't see any logic behind the change. That being said, Templar is a class built around punishing other melee classes. It should by design be in a bad spot when trying to fight a ranged character solo.
  4. Or use a myrmidon and become immune to CC. Honestly if the Druids current powers are all working as intended then I feel they should leave the myrm alone outside of maybe increasing a few cooldowns. He's really busted up the druid 2 2 2 stun combo that maybe the game really boring to play.
  5. The 5km is just one continent, they did mention being able to link up multiple continents. So we might be looking at 5-10 continents per campaign map (maybe more) in order to achieve those walking times. https://www.twitch.tv/crowfallgame/v/74814435?t=1h35m40s
  6. You want r/buildapcforme.
  7. Like I said I never played rust, so I can't really speak for it. A quick google showed that they have large player numbers for servers that's about all I looked into it. I'd be interested to know what features you think Forgelight, Unchained, Hero Engine, etc. have over Unity as an engine. About the only thing I can think of is that they would save some time on a few things, but waste just as much trying to cut out a lot of the chaff from those engines they don't need. Plus you are looking at licensing costs in excess of 75k + 7% of revenue for Hero Engine. Outside of Planetside 2 I can't recall forgelight ever being able to hold large amounts of players in one area without self imploding (Landmark is a joke in terms of performance). In either case it doesn't matter because ACE went with Unity. However, JTC's quote has more or less zero relevance on what I have said. My main and overall point has just been that they could do it. Doesn't mean they are, will, or have to. Also last I checked they are still going full force with the physics engine in the game as well.
  8. You seem to have fallen into the Unity isn't as good as other engines trap, Unity is as good as the people using it. It's bad reputation comes from it being free to use, not from any inherent flaws in the engine itself. Also I am fairly certain that RUST is a unity game, can't speak for performance as I don't own it but they do have servers for it that can host 500+ players. I also find that answer from the ESO dev's to be utter hogwash. If a game as poorly optimized as Mount and Blade could run 200 some odd people in a mod firing muskets with player collision and bullet drop, a team with a lot more resources to throw at the problem could achieve it. Without being able to look at crowfall's source code I cannot say for certain, but I guarantee you that they already spend the time doing these checks on the players in crowfall currently. For one we already have the collision which the ESO dev's were so afraid of. Additionally as you so kindly pointed out in another thread: They are already spending the time to check and snap player/power positions. Further as Fenris pointed out further up the thread the response wasn't that they couldn't do it, but rather that they didn't find it fun.
  9. I'm not quite sure on that either, I've played plenty of games where you have to take that into account when you play archer and people seem to do just fine with it. Mount and Blade, War of the Roses, Chivalry, Overwatch. Etc.
  10. Well the request was for the actual strength of the bow, which I find an interesting thing to find out. But in terms of making an arrow arc that's pretty simple. I think one of the first handful of unity tutorials on vectors goes through how to do it. But all you would need is the firing velocity (70m/s), the initial vector of fire (built into unity), and then the constant by which to pull that arrow down along the arc (9.8m/s2). You could also put in wind resistance or make the arrow slow down after time if you wanted, but don't try and tell me it's too hard to do. The basic principles needed to do it is like baby's first physics class. I mean in all seriousness, even Minecraft has bullet drop on it's arrows.
  11. There is a lot of factors that go into it but I will try and come up with a good comparison/average on things and come back with my results. Biggest issue is that they sell tools to do the whole calculation for you when you draw back an arrow on a bow these days, so the formula and variables needed for the calculation aren't high up in search results around it.
  12. It would depend on the poundage for the bow. Iirc something in the 50-80lb was average for a short bow and could get 100 yards easily. Ofc I am trying to do this from memory so take it with several lumps of salt.
  13. Really just depends on how much damage that base vessel you can pick up from a graveyard can do. If it's cheap but has a decent damage output then having a few people using it makes sense. Especially if the economic cost for someone losing a high end archetype is much higher than the cost for those base archetypes. Semi-Permanent death only matters if you care about the archetype you are using, akin to how some groups in EVE will do low cost fleet runs to try and pick off a few ships that cost more isk than their whole fleet combined.
  14. They put damage splitting on Slice N Dice, at this point I'm really not sure what they are trying to accomplish with the damage split. What's the point of putting it on a short range attack that roots you in place.
  15. Remlap

    Keyboard

    TT Esports has a pretty decent line of membrane keyboards, I've had one that I used for a few years of heavy use with no issues. Only downside is that some of them look a bit cheesy.
  16. You can roll out of barrage though. It's maybe not ideal because of the stam cost but it is at least functional.
  17. Even back at the camps with 1-4 other players on the screen it stays there, with dozens it drops to 10-15.
  18. My desktop is stronger than those specs and I barely get 20-25 fps in SP, so I don't think that's right. 3.7 ghz, 16 gb RAM, GTX 970.
  19. The last match on todays test was a hunger dome and the performance and stability of it is night and day compared to Siege Perilous. 60fps, low input lag, etc. Really where I think ACE has a problem is in their physics engine and Voxel Farm, and they've not said anything about it. Even with small numbers SP has had terrible performance fps wise, which I would be more than willing to bet the culprits are voxel farm/physics. We have yet to see any real terrain destruction/modification as well and I'm not sure how ACE is going to do that. Especially when you consider how many games have come along with the "I'm going to use 3d Voxels that aren't blocks" and they never make it look or work quite right or with decent performance. Even the videos Voxel Farm put out demonstrating their tech are rather lack luster in those departments. ACE could still prove me wrong and I would be glad for it, but without some major work I'm not really convinced they can get a playable framerate in sieges using voxel farm and physics. I think this is the biggest elephant in the room, and I really wish ACE would address them. Right now it just seems they are going to throw more manpower and resources trying to fix it, and I'm not sure it's something they can do on their budget.
  20. Then I would wonder why ACE put ingroups so people could coordinate. In addition to the several posts they've made about it. The archetypes are built in a way currently where they are best when complimenting eachother. You can't really get a good level of cohesion to see that if no one is in a coordinated group.
  21. What got me to back crowfall was the idea that we would be able to have coordinated large scale group combat. In order to really build for that you need organized groups testing. Does that suck for the guy who just bought the game yesterday to try it? Sure, but it's supposed to be a team game. However I would say the bigger problem is that the combat still isn't that fun/great in crowfall. That alone is the more important factor imo, not whether or not you get rolled by a guild.
  22. I mean honestly one of the big things is how much SP has been feeling like a chore more than anything. I will probably start missing some tests just because I can't be bothered fighting the same battle on the same terrain over and over. There are several huge balance/gamplay problems with the test map itself (catapults firing over the walls, no real use for the walls) in addition a lot of the time the test is over in 5-6 minutes because half the defending team decided to go attack the bane trees. Couple this with just how zerg rush the combat feels and it's really just wearing people down. Testing a pre-alpha game is never going to be glamorous and I cannot blame people for not wanting to test it. However I do feel that if ACE is trying to break 100+ players in one SP game then the current test times are just not going to allow that.
  23. Those numbers aren't accurate with the current patch though, which is what I was trying to say.
  24. Then I guess we just need to get the numbers for the damage then.
  25. It's pretty hard to get a handle on it, because of how different the two trays are from each other. Big thing would be determining how many left clicks you can get out in the 3s or so it takes to charge a bow shot. I do think slice and dice does at least the same a s a full left click but it will also hit multiple targets as well. However I agree with you that the ranger isn't ranged DPS, they are most effective against single targets.
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