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Scree

Testers
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  1. Like
    Scree got a reaction from EdZ in my frustration with crowdfunding, explained   
    +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. Thanks
    Scree got a reaction from JamesGoblin in my frustration with crowdfunding, explained   
    +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!
     
  3. Like
    Scree got a reaction from KDSProm in my frustration with crowdfunding, explained   
    +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!
     
  4. Like
    Scree got a reaction from Kraahk in my frustration with crowdfunding, explained   
    +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!
     
  5. Like
    Scree reacted to jtoddcoleman in my frustration with crowdfunding, explained   
    Hey folks, just a quick note, apparently some people took my statement on yesterday’s livestream that “I will never do crowdfunding again” as frustration with community feedback.  Nothing could be further from the truth; this game wouldn’t be here without you and frankly won’t be successful without you.  
    That said, I was being earnest about my feelings on crowdfunding; I think it’s a particularly challenging way to develop a game for a few reasons:
    1. You have to build excitement/hype at the beginning of the project, and it’s impossible to keep that excitement up for the duration of the project.  That means your fighting an uphill battle of fatigue in the press and the audience going into launch.  Not good.
    2. Supporting a “live” service for the duration of development, with the accompanying build process, deployment pipeline and operational environment is very expensive and time consuming.
    3. The process exposes all of our missteps to the world, and that sucks.  No one would prefer to make their mistakes in front of a live studio audience.
    4. The nature of the beast is that you're putting undercooked systems and unbalanced tables in front of players.  As you know, this can often lead to experiences that are not fun. Managing expectations and keeping players happy is especially difficult under these conditions.
    All of that said, I apologize if it came across in any way as a swipe at you guys.  It absolutely wasn’t intended that way.  It can be hard to get feedback some times, but I want to make this game great for you and I fully recognize that we can’t do it without you.
    Next time, I’ll go get the funding lined up first and ask you for your feedback —without also asking for your money.  That’s all.
    Thanks,
    Todd
  6. Thanks
    Scree got a reaction from Thromdeir in Vessels live stream May 16 - Official discussion thread   
    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.
  7. Like
    Scree got a reaction from vkromas in Vessels live stream May 16 - Official discussion thread   
    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).
  8. Thanks
    Scree got a reaction from APE in Vessels live stream May 16 - Official discussion thread   
    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.
  9. Like
    Scree got a reaction from APE in Vessels live stream May 16 - Official discussion thread   
    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.
     
  10. Thanks
    Scree got a reaction from KatzeWeiss in Vessels live stream May 16 - Official discussion thread   
    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.
  11. Thanks
    Scree got a reaction from Jah in Vessels live stream May 16 - Official discussion thread   
    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.
  12. Like
    Scree got a reaction from Kavsby in Malekai.org | The Crowfall Database   
    We are officially launching the https://malekai.org page today! The combined efforts of several community members (most notably Michael Fedora), this site represents a milestone for Crowfall. The game is quickly closing in on launch and we wanted to do our best to give players tools to look up in-game information without needing to actually be in-game. Theorycrafters need great tools, and we worked particularly hard on this project to make it flexible (to all the changes remaining to be made in Crowfall), as well as responsive to user needs. The site features some pretty cool tech as explained somewhat in this video. We'll be doing an article on Stealthed to get more into the nitty gritty coding side, so check that out when its out.
    There is still a lot left to do on the project, but the biggest aspect we want to ensure users know about is that we've allowed contributors to tell us when data is out of date. By utilizing several automated systems, we'll be notified immediately of these inaccuracies and can address them in a timely manner. This gives us all sorts of ways to utilize volunteers to run out and gather data as it's found to be inaccurate. If you're interested in helping us out, join us over on the Stealthed Discord!
    We have a launch video prominently placed on the front page for the first 30 days. This should give you some ideas as to how it all works.
    Hope you enjoy it!
    ~The Malekai Project Team.
     
    Edit: Sidenote... we are only going to implement changes if the tooltip is out of date. We are not going to guess/interpret what a power actually does if it differs from the tooltip. Sorry! Need to be able to validate our sources somehow
  13. Like
    Scree got a reaction from Allinavi in Malekai.org | The Crowfall Database   
    We are officially launching the https://malekai.org page today! The combined efforts of several community members (most notably Michael Fedora), this site represents a milestone for Crowfall. The game is quickly closing in on launch and we wanted to do our best to give players tools to look up in-game information without needing to actually be in-game. Theorycrafters need great tools, and we worked particularly hard on this project to make it flexible (to all the changes remaining to be made in Crowfall), as well as responsive to user needs. The site features some pretty cool tech as explained somewhat in this video. We'll be doing an article on Stealthed to get more into the nitty gritty coding side, so check that out when its out.
    There is still a lot left to do on the project, but the biggest aspect we want to ensure users know about is that we've allowed contributors to tell us when data is out of date. By utilizing several automated systems, we'll be notified immediately of these inaccuracies and can address them in a timely manner. This gives us all sorts of ways to utilize volunteers to run out and gather data as it's found to be inaccurate. If you're interested in helping us out, join us over on the Stealthed Discord!
    We have a launch video prominently placed on the front page for the first 30 days. This should give you some ideas as to how it all works.
    Hope you enjoy it!
    ~The Malekai Project Team.
     
    Edit: Sidenote... we are only going to implement changes if the tooltip is out of date. We are not going to guess/interpret what a power actually does if it differs from the tooltip. Sorry! Need to be able to validate our sources somehow
  14. Like
    Scree reacted to CrusaderW in Malekai.org | The Crowfall Database   
    Great work on the whole project and degree of integration. Great inspiration.
  15. Thanks
    Scree got a reaction from moneda in Malekai.org | The Crowfall Database   
    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
     
     
  16. Like
    Scree got a reaction from JamesGoblin in Malekai.org | The Crowfall Database   
    Just a note that we went ahead and pre-updated all of the Racial disciplines to reflect the new stat caps as they appeared in the livestream on Tuesday. Also went and updated some of the things we knew were coming with 5.7.
  17. Like
    Scree got a reaction from JamesGoblin in Malekai.org | The Crowfall Database   
    Funnily enough, that guy uses our data to populate his site. Not a whole ton I can do, vidyawikiis a widely used website with lots of content not related to Crowfall. It's usually at the top of the list for search results for new games. The best we can do is to continue our work and hope word of mouth is sufficient to increase our rankings.
  18. Like
    Scree got a reaction from JamesGoblin in Malekai.org | The Crowfall Database   
    @Everhoid Thanks mate
    We've been mostly treading water so far this summer, hoping to pick up steam as progress on Crowfall continues. Keep flagging data that is out of date or incorrect, make sure to leave to notes too if you can so we know what exactly is wrong
  19. Like
    Scree got a reaction from JamesGoblin in Malekai.org | The Crowfall Database   
    @BarriaKarl All good suggestions and some of those were already planned. Big problem with the site is its loading the data directly from server everytime someone pings it. Of course this isn't a viable strategy under significant demand. We'll need to end up implementing caching of some kind to prevent needing to load all of the data. Either way a "Loading" message is important, agreed.
    We have been working on a complete overhaul of the navigation system as part of a redesign effort. We have far too many features we want to showcase, and not enough horizontal space to include menu options for them all. We'll be hiding menu options that are not active once that redesign is complete.
  20. Like
    Scree got a reaction from JamesGoblin in Malekai.org | The Crowfall Database   
    We are in the early stages of capturing all crafting data for display on the Malekai Project. A major redesign is also being worked on. Stay tuned for some big updates coming in May.
  21. Like
    Scree got a reaction from JamesGoblin in Malekai.org | The Crowfall Database   
    We'll look into this @moneda. Can you help us out with what browser your using (looks like chrome) and the platform (android it looks like?)
  22. Thanks
    Scree got a reaction from JamesGoblin in Malekai.org | The Crowfall Database   
    Its been a long while since I updated the community on the progress and development of Project Malekai. I wanted to give you some insight as to what the current state of the project is. I recently had a key member, @MichaelFedora decide to take a step back from active contribution to the project. This has forced me to learn aspects of the project that I previously had no hand in writing. A conflux of decisions has landed us in the middle of a bit of a stagnant period for this site. Heres what is happening right now
    I am rewriting the API that powers the site to be simpler, easier to parse so that newcomers to the project can rapidly contribute without needing to learn some of the cutting edge techs we had previously been using (removal of GraphQL for example). Additionally, this has led to some performance/speed increases and security upgrades that we had previously missed.
      The API did not have routes for some new features we had been working on, but never launched; User-submitted Videos, Dev Tracker, Articles, Recipes, and now Talents. These are being implemented at a far quicker pace than was previously possible (because now I can do it on my own in an hour vs waiting for someone else to do it!)
      Simultaneously, we had been planning a complete redesign of the website to coincide with the impending Launch (alpha/beta) phases of Crowfall itself. This redesign has suffered a few setbacks but I now have a designer contracted to help mimic the in-game interface of Crowfall. Redoing the website in the latest version of Vue.js/Nuxt is also a priority so that we can finally put to bed performance and SEO issues that have plagued our first draft.
      The complete overhaul of how powers are granted, the talent system, and other forthcoming changes to the Crowfall game, have caused numerous issues with how we gather data from the game. Manually. We can no longer create all of the disciplines and plug them in, in an EK. You first need to "level up" your character to do so which is currently impossible in an EK alone. The ability for us to mouse-over those discipline-granted power tooltips and convert them into JSON data was how we collected and verified everything. 
      Due to the previously mentioned changes in Crowfall, much of our data structures need to be refined to adapt to new relationships between classes, powers, and talents. This will be an inch-by-inch process and will probably take some time to truly capture all of the issues that arose because of the introduction of the Talent system.
      We now have a more roughed-in crafting system. As a result, we should be able to start work on listing recipes and combination results on the website soon.
      Guild data that was previously collected has become uncollectable due to changes with the Crowfall website. My attempts to work with the bot-captcha system have failed. I hope in the future to make use of this information once engineering time frees up to address this restriction. None of the above is an "easy" upgrade. Lots of intertwining, interconnected pieces all talk to each other. Messing with one piece can have lasting repercussions on the others. As a result, the project may seem dormant or inactive but I am hard at work on building these individual pieces out with the limited free time I have. If you are a programmer who is fluent with javascript or are simply a fan of Crowfall who wants to help us hunt-and-peck down information in some of our many spreadsheets... we have need of you! Head over to our discord and ping me (@Scree) and I'll get you started on something
    Thanks for your patience and support, 
    ~Scree
  23. Haha
    Scree got a reaction from JamesGoblin in Malekai.org | The Crowfall Database   
    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
     
     
  24. Like
    Scree got a reaction from JamesGoblin in Crowfall Rips Off The Band-Aid - A Compete Perspective Shift   
    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
  25. Thanks
    Scree got a reaction from Omen in Malekai.org | The Crowfall Database   
    Its been a long while since I updated the community on the progress and development of Project Malekai. I wanted to give you some insight as to what the current state of the project is. I recently had a key member, @MichaelFedora decide to take a step back from active contribution to the project. This has forced me to learn aspects of the project that I previously had no hand in writing. A conflux of decisions has landed us in the middle of a bit of a stagnant period for this site. Heres what is happening right now
    I am rewriting the API that powers the site to be simpler, easier to parse so that newcomers to the project can rapidly contribute without needing to learn some of the cutting edge techs we had previously been using (removal of GraphQL for example). Additionally, this has led to some performance/speed increases and security upgrades that we had previously missed.
      The API did not have routes for some new features we had been working on, but never launched; User-submitted Videos, Dev Tracker, Articles, Recipes, and now Talents. These are being implemented at a far quicker pace than was previously possible (because now I can do it on my own in an hour vs waiting for someone else to do it!)
      Simultaneously, we had been planning a complete redesign of the website to coincide with the impending Launch (alpha/beta) phases of Crowfall itself. This redesign has suffered a few setbacks but I now have a designer contracted to help mimic the in-game interface of Crowfall. Redoing the website in the latest version of Vue.js/Nuxt is also a priority so that we can finally put to bed performance and SEO issues that have plagued our first draft.
      The complete overhaul of how powers are granted, the talent system, and other forthcoming changes to the Crowfall game, have caused numerous issues with how we gather data from the game. Manually. We can no longer create all of the disciplines and plug them in, in an EK. You first need to "level up" your character to do so which is currently impossible in an EK alone. The ability for us to mouse-over those discipline-granted power tooltips and convert them into JSON data was how we collected and verified everything. 
      Due to the previously mentioned changes in Crowfall, much of our data structures need to be refined to adapt to new relationships between classes, powers, and talents. This will be an inch-by-inch process and will probably take some time to truly capture all of the issues that arose because of the introduction of the Talent system.
      We now have a more roughed-in crafting system. As a result, we should be able to start work on listing recipes and combination results on the website soon.
      Guild data that was previously collected has become uncollectable due to changes with the Crowfall website. My attempts to work with the bot-captcha system have failed. I hope in the future to make use of this information once engineering time frees up to address this restriction. None of the above is an "easy" upgrade. Lots of intertwining, interconnected pieces all talk to each other. Messing with one piece can have lasting repercussions on the others. As a result, the project may seem dormant or inactive but I am hard at work on building these individual pieces out with the limited free time I have. If you are a programmer who is fluent with javascript or are simply a fan of Crowfall who wants to help us hunt-and-peck down information in some of our many spreadsheets... we have need of you! Head over to our discord and ping me (@Scree) and I'll get you started on something
    Thanks for your patience and support, 
    ~Scree
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