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Scree

Testers
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Everything posted by Scree

  1. +1 for clearing up a comment that I've seen making the rounds. After watching it, you said it laughingly. It was very easy to see that quote pop up all over the internet and not understand the context and spirit in which it was said. That said, I think the live service part was a self-inflicted wound, as we've discussed. Yet, it allowed the player-nurses to course correct so many decisions we wouldn't have otherwise seen. I think this is largely going to be the reason Crowfall succeeds. That the players have had such an integral part of guiding the creation of the game at virtually every single stage of development (beyond the vision of course). That's pretty unique, even among the few titles that have been kickstarted; no other game listens and adapts to player feedback as much as this one has. Anyhow, the finish line is in front of your team, looking forward to making sure it crosses it. Cheers!
  2. Designing layers and layers of systems... it's very easy to overlook this aspect. A smaller development team means more pressure is put on the individual team members to produce. I imagine when they get done at work for the day, the very last thing they want to do is log in and spend 18 hours farming stuff; become pvp viable than discover that the moment they finally do produce that character, the servers are slated to be wiped. I know I certainly wouldn't (and I don't login unless I need to gather some data right now).
  3. He's guessing. BS. People who want to lose will do exactly that. People who want to win will invest resources to try out new builds. Right now though, the disciplines are such an integral part of so many classes, you don't truly get choices. If the classes could stand on their own, with disciplines to supplement purposefully designed shortcomings in those classes, this would be an entirely different story. The only thing forcing cookie-cutter builds is a lack of classes being competitive with one another on their own, without disciplines. Needing _any_ discipline to be effective at your class is a failure of design and balance.
  4. I disagree with the principle here; that players should be able to "experiment" with major disciplines in the comfort and safety of Gods Reach. This is the opposite of the original vision for this game where "choices have consequences". Another oversimplification to cater to a casual market. The game design lately has felt likes it falling down along a slippery slope towards casuals. Why do new players need Disciplines? To feel viable? Why aren't your base classes viable without disciplines? Why do they NEED these to be combat-capable in your game world? Disciplines shouldn't be adding power curve to a player, they should be about adding utilities that class might not otherwise have. They shouldn't be about adding "hard counters" just so you don't get murdered in the first 30 seconds; they should be able to providing alternative ways of entering into combat. This is a bandaid on a larger problem right now. One popular justification for this change was that it allows people to "theorycraft" whereas needing to farm disciplines to experiment with them isn't fun or a viable alternative. I disagree. The original vision for this game was that players could make mistakes with how they built their character. It might require you to start over. Sometimes painfully so. Yes this was quoted in context of the passive skill tree, but that vision could still be applied to this area as well. I don't understand why your team is making this change, it feels designed to cater to new players who shouldn't be experimenting with disciplines out of the gate, to begin with. I consider disciplines "advanced character customization options", not part of the entry-level character creation process. Give new players a target to go after in this game; stop giving them basic versions of everything. I'd point out that by doing so you are likely confusing/overwhelming the new player and not actually helping them decide on a route to pursue.
  5. Pretty sure it was slated for 5.100, so soon You can see the UI is in place already when you go to slot the regular talents (look in top right corner).
  6. The birth of my child delayed this work significantly. I want to assure everyone we are still operating and maintaining the site. The data has been updated to 5.8 levels, and we will continue to work on keeping the information updated. A few things to mention here; We had some big news to share, but these plans have been modified/pushed back slightly. This was going to change the nature of the site in a big way, especially in how we maintain the data. Unfortunately for now, these plans are on hold. This means we are pushing ahead with our own original plan. Malekai was never intended to be "just" a data site. The usefulness of this information goes down over time, really only offering value to new players as the game ages. This data is however important to build the "cooler" tools though and we are working to begin prototyping things like a character build-sharing tool as well as others. Some of this will require information from ACE, and as that has no ETA, nor do these features. Yet, ultimately, all of these are planned for this site. Despite expanding the scope of our goals, the site will continue to function as it always has; as a way to explore Crowfall. Thankfully, our hardwork over the last few months is beginning to pay off. Stay tuned for more
  7. Man, I think you meant "Complete" but you copied this video/post title everywhere with the wrong spelling. Nothing triggers me more. It's not one misspelling it's 15. Sigh. Otherwise good video
  8. @jtoddcoleman I assume 24/7 EK uptime would be an obvious benefit for VIP subscribers? How obvious, I guess, would be your reply
  9. Project Malekai is currently 85%ish up to date. Disciplines are 100% correct (and powers from them). Only 4 of the 11 classes are updated right now though to 5.8.5 version. Work is also in progress on a new version, but its slow going because I have a life outside of Crowfall and its chaotic right now https://malekai.org P.S: I know of at least one wiki that is using my data (not sure last time he pulled it though).
  10. This is an error/bug submission and should go to the appropriate forum thread dedicated to reporting issues. Also, including an image of what you are seeing can go a long way towards solving an issue.
  11. As of this weekend, all of the disciplines (major/minor/exploration) are now fully updated. 4 of the classes are fully updated. I still have a bunch of these to clear.
  12. I think the general idea is to time gate servers based on timezones they are associated with. Should be fairly easy for a non-standard play time player to pick the server that coincides with peak playtime.
  13. The goal of a siege window is to prevent nightcapping, where the game becomes about who can populate their faction with the most off-peak time zone players. As someone with a background in GW2 you'd think this would bother you. I played on one of the top servers at launch and it was pretty disheartening to win or lose based on our factions Asianic presence. What happened during NA didn't matter. What happened after they went to sleep did. Siege windows fix this. It's not a perfect solution, but I'd argue its better than the alternative.
  14. You mean like this? This has been a feature of MalekaiBot for years now. And yea... Malekai's data is still a perpetual work in progress. Getting some good progress in lately though.
  15. This analysis will get worse when tracking is implemented. Assassins reliance on stealth to control encounters will be suspect at that point. Assassins as a result will grow weaker (as will all stealth classes). Introduction of tracking will basically be a stealth-class nerf.
  16. Scree

    Politics

    I see no reason for them to provide this "medium" to poop talk one another. Players and Guilds have several mediums available to them already; Discords being chief among them. If the need arises for a separate location, the community will provide it. Lowering the quality of the official Crowfall forums just to allow some to amuse themselves with forumbane is hardly a necessity.
  17. This isn't true in the US at all. Click wrapper terms of service agreements have typically been found to be enforceable across a wide variety of situations. While other regions might have rules governing interactions, the situation here didn't occur in another region. RE: Rest of this thread My only concern is that in-game behavior isn't policed in the same way the forum behavior is. You can't tell people to be mean and nasty in-game and just "turn it off" on the forums. I'm not a fan of this policy. It should be game wide, either way (strict or not). Having two separate "zones" with varying degrees of rules and acceptable speech is confusing and not very easy to manage. If ACE does intend to keep on with this policy, then they need to treat the two with separate punishments. If you act like a tool on the forums, then you can be banned _from the forums_. Similarly, in-game, if you are banned... well then the forums probably won't interest you anymore (but seeing as how the severity of actions in-game that are required to be banned, perhaps a total-ban would be required at that point). The easier the application of rules, and the extension of punishment from those rules, the better. Right now this is a swamp new players will constantly be forced to navigate; lets be honest, no ones going to read the rules up front either.
  18. Agreed. Have 60% of the disciplines updated before they did their weekend patch screwing over my ability to grab the rest. Switched gears to keep updating classes instead. Cleric/Confessor coming out shortly
  19. I think the OP-OPs post is spot on. The knowledge gap between new and veteran players is extensive. That's partially because Crowfall's been open to the public for effectively 3 and a half years. People joining this late in the development cycle are of course disadvantaged. Complaining about documentation isn't new either. Yet, try to understand that documenting _anything_ in Crowfall during this process has been mostly a waste of time. The things change so quickly from patch to patch, that any documentation created a year ago is probably obsolete and practically useless. Its one of the chief reasons I shut down the Stealthed blog. Not only were changes slow to come, but when they were it was difficult to get clear concise answers without extensive testing that arguably wasn't all that fun. Those who stuck with it and play Crowfall likes its a live game (and there are several people who self-identify as this type of player) are absolutely advantaged by playing the game. With all of this said, is this a bad thing? No. Depth in the MMO genre is great. Learning something new that changes how you play is incredible for an MMO. I wouldn't want a dumbed down simplified version of Crowfall, just to make people who joined last month feel better about themselves. If you get easily frustrated by poorly documented, mostly untested features, then playing Crowfall right now is NOT a good idea. I think if people stopped treating this as a game to be won, and instead a game to be tested; a whole lot more progress would be made. Instead we've had incendiary forum threads and nonsense political goings-on dominating the conversation; despite the chief architect of Crowfall making a rare effort to interact with the public community. So no, nothing needs to be "fixed" here. Documentation will come, either from the developers or the community. This is a big ole' nothingburger at this stage of the development of Crowfall.
  20. I'm unable to select a patron diety. This bothers me greatly.
  21. So a few things on this, I actually agree that rewards are probably how you adjust behaviors. Psychology aside, people play games to win, and when they win they expect to get a reward. In some games, being on a leaderboard is sufficient, because it showcases how badass you are. These games tend to focus on individual achievement, and the impact of winning or losing as a team is of secondary consequence. Take for example Counter-Strike; One player can go 30-0 but his team still loses. Ultimately it doesn't matter though, because the rewards for winning are non-existent (ignoring the external awards like an eSports tournament prize for the moment). Let's take for example one of the proposals I sent to JTodd. I wanted to acknowledge that players are more likely to join a winning team, if doing so is incentivized (or if no penalty exists for joining that team. Let's use Guild Wars 2 as an example here. There are no real tangible rewards for winning a WvWvW "week". Players can participate on whatever server faction they are currently on, but it is possible with money to transfer to a server. The absence of any real reward structure (beyond a meaningless individual track which only incentivizes individual behaviors) means that players have no reason to join a losing faction and by doing so they are almost assuredly going to lose. This isn't fun. Guess what happens? Everyone transferred off to join the winning servers. It was more fun. For them. So how do we solve this? I proposed that whatever rewards are finally assigned to a winning faction (or guild), that they are given to individuals on the following conditions; The moment you decide to join a faction campaign, you are assigned a locked reward percentage at the time of joining. This reward percentage can range from 0% to 500%. The reward percentage is calculated from two factors; how populated the faction you joined vs the other factions and the score of the faction you joined vs the others. If a guild joins a campaign, the reward percent is locked in for all guild members, regardless of when they actually join that campaign (and that guilds member count is fully realized/considered for determining reward percents going forward). The percentage takes into account things like a new campaign starting up. The difference in points would be negligble and thus at the beggining of a campaign, only the population would weigh on your score. Similarly, later in a campaigns seasons, populations might be balanced but the scores might be lopsided. Adding additional players to that campaign might be desirable to help counter-act the skill of the other factions. In my mind, scoring imbalances would be weighted more than populations, but this weight might simply adjust the longer a campaign goes on. Maybe during the opening seasons of a campaign, the population is all that matters but near the end only score matters in determining awards. Ultimately this proposal is designed to do a few things; If you want to play with your friends, you can. We don't need arbitrary faction-locks ("this faction has too many players" errors) here. It takes into account that campaigns end and guilds/players might want to join an already-in-progress campaign If you decide to play on a faction that is overwhelmingly ahead, you'll get 0% rewards. That's right, you'll take home nothing. Guilds can join a faction and not be penalized if other people jump in to try to piggyback on their leadership/presence Target the un-aligned player who has no guild. Why would he care what faction he joins? Oh, I get 300% rewards? Hrmm. Balance achieved. Decentivize team stacking. Sure you might still want to play with someone and that's fine. I just don't want you to be rewarded for that behavior. Incentivize being the underdog. I really like the idea of guilds that purposefully seek out high percent rewards to try to spice up already-in-progress campaigns. I think the final important note to bring up here is that everyone must acknowledge that Crowfall already has the best solution implemented for dealing with Uncle Bob. Campaigns end. If my proposal fails, and it can because in some cases no amount of manipulation will allow for some games to be course-corrected... the campaigns ending is the perfect solution. The games reset and players go off to the next one (with hopefully better results).
  22. Sure, but you'll have to build in safeguards for every vector. How long will that take? Is this really a system that is going to change the behaviors of play? What does this system accomplish? I'm curious, does anyone really think a system that rewards those who play longer (effectively all of these reward vectors are going to be boiled down to a measure of who played the most) are going to accomplish anything? If anything my biggest grief with it, is that unlike the skill system that allows players to not have to worry about logging in to "keep up with everyone", this system blatantly seems to reward the no-lifer basement dwellers. I'm fine with that, but it wasn't what was sold to me originally. Even if you somehow adjust these vectors to be divided by time played, the whole system becomes wonky and unintelligible pretty quickly; try calculating your Kills Per Minute on the fly as you roam the world. Now try to figure out how to stop someone from getting 15 kills and logging off till campaign end. Nothing about this proposal works for me. I don't even understand what its goal is and that's disconcerting to say the least. Rewarding the top x players, why? This is a team game, it should have team rewards.
  23. I think it's fascinating how many people here are engaging in some pointless act of vanity to try to improve their standing within the community. This thread was started by one of the driving forces behind Crowfall's development and instead of the community debating him on the merits of his design vision, bickering and nonsensical debating have filled 7 pages. Few people in this thread have actually tried to respond to him, about their concerns with his fix. This is probably why you guys never see them in the forums anymore. You provide zero value to the discussion. Jtodd doesn't give a rats ass about team stacking, populations, or whatever excuse you need to come up with to justify that you wanted to "win" at a pre-alpha test which awards a participation trophy. Keep on going on about it though, I'm sure this thread will join the graveyard of irrelevant discussions that have become the Crowfall forums.
  24. I think the issues in the current campaign are a good example of differentiating between an unorganized zerg and an organized one. Clearly, Jah is being disingenuous about which his faction is. The constant screenshots of player counts are cute, but clearly show an organization concerned about appearances. Not knowing the difference between two organized, experienced, skill-trained guilds competing against mostly wet-behind-the-ear unorganized factions is a bit "he doth protest too much" in nature. With that said, I am not in agreement with JTodd about his solution to this problem. It feels a bit haphazard and unlikely to influence any behaviors in this game. Rewarding individuals for team enhancing behaviors is a novel idea, but the problem is we have evidence it doesn't work. Any individual reward track incentivizes individual behaviors. If I know up front that I can win rewards simply by crafting more than any other person, I'll do it. That doesn't mean that crafter is giving those goods to anyone, helping his team, or any measurable assistance is being provided towards winning. This is the problem with his reward vectors. Ultimately none of them might actually influence a team's outcome. Let's assume an obvious vector; Kills: I can farm kills against alts and manipulate the rankings so that I win. Crafting: I can craft all day long, and not provide these goods to my team. Harvesting: I can harvest all day long too, but if the goods don't make their way to my team... Captures: probably the only vector he hinted at that would help my team win; ultimately also farmable with the right cross-faction alliance. It's hard to think of any vector that can't be manipulated, simply to win these "gold medals". I also don't believe any of these vectors necessarily mean that an individual was contributing to the success of a team. They merely indicate that a person is having individual success. Reward vectors of a personal nature like this, are almost assuredly going to incentivize the wrong behaviors because teams don't necessarily do well just because one player is doing well. I do believe there are solutions to incentivizing or penalizing team stacking behaviors. I think it's possible to solve this to a degree. Ultimately people are going to join a stacked team if they can get something for doing it. Stop giving people rewards for joining a stacked team. Also please note that their different ways to measure a "stacked" team; both by inspecting player count, and the current faction score.
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