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trugamer

Testers
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  1. Like
    trugamer reacted to thenebrosity in Crowfall - End Game "trials Of The Gods" Idea   
    In SB, you use to be able to complete a quest, similar to the Bloodstone sacrifice, where if your Bloodstone Tree was the highest rank in the region you could travel to each continents on the map and complete a "quest" which grants your Tree the ability to tax local Trees in your tree's region. Maybe something like this could be done.. it also gave the guild leader a special title I believe. Not sure how you would make this impact your EK though.. just a thought.
  2. Like
    trugamer reacted to Anthrage in Ranger Is A Range Dps, Or A Specialist ?   
    Good eyes! Clearly you are a Ranger.
  3. Like
    trugamer reacted to Bombastuss in Crowfall - End Game "trials Of The Gods" Idea   
    I love the idea of Monarchs hosting tournaments in their own EKs, just the imagery it brings up is awesome to me.
     
    On the raid part I agree about the gear chase part of it being very boring but overcoming raid-type challenges as a team with your guild/friends is something I really enjoy.
    Having said that I'm not sure I'd want to see something like that in Crowfall. I would like there to be a bit more PvE than what it seems like there will be at the moment but even if that's not the case I think it'll be fine anyway. I have confidence that the sandbox nature of the game will see to it that there's going to be a lot of fun things to do.
  4. Like
    trugamer got a reaction from maximporsche in Crowfall - End Game "trials Of The Gods" Idea   
    https://www.youtube.com/watch?v=tfTbTQnIwHM&feature=youtu.be It's a short video and it reveals all!
     
    Basically I think it's a great idea and I think we should try to see what the devs think about it. 
     
    - OK (Video Description below...for those of you who like to read)
     
    So basically Crowfall is a throne simulator, which means you have a hierarchy in the persistent worlds. Just a fun thought would be to have a little guy called "AVATAR OF THE GODS" and this mean sunvabitch has literally tons of "challenges" and these are all very end game sorts of things from something as little as outrun the centaur, to dungeons and raid scenarios, some challenges could be solo, other require 6 man team, a 24 man team and yet other maybe an entire guild with a scaling facility, or worse yet, every single end-game player. In turn you could simply:
    -earn a bit of gold
    -some craft items
    -fame/status boosting you up to leader status
    -meaningless titles/achivements
    -statues
    -cosmetic stuff like a rare skin for your favourite item
    -or just have the pleasure of experiencing an uber storyline about something Crowfall
     
    erm literally anything that makes sense in the game...
     
    I've not really heard anyone bring this idea up, but I've heard a lot of people thinking of a way to add an extra dimension to CF and I think this could be it...oh erm, please post if you support the idea, are against it, have a better idea and what rewards you would like to see, you could also suggest some fun challenges so as to really help pitch this to the devs!
  5. Like
    trugamer reacted to seventhbeacon in Crowfall - End Game "trials Of The Gods" Idea   
    If the game doesn't make this stuff, players and guilds could set up their own things and rewards.  I do like the idea of tournament play and other things to do in the EK that make it have a lot more fun in the sandbox.
     
    Any suggestion of the word "raid" though just gets a frown from me.  Literally the most boring thing in MMOs is the PvE raid endgame gear chase.  I never liked it, never participated in it, and don't want it.
     
    The nice thing about Crowfall not having levels is that the end game IS the game, it's the whole gaming experience of strategic PvP warfare.  However, I would love to have a toolset for events and challenges, and hosting events like you suggested would be fun to do from time to time.
  6. Like
    trugamer reacted to thenebrosity in How Campaigns Are Won: Bloodstone Ruleset Will Fail.   
    in SB when you declared war on someone they had the chance to choose when was best for them to defend. If they didn't choose a time within a certain timeframe then you got to choose the time for them.  This was a great system and made sure the NA players weren't forced to play at 3am to defend against Asian guilds. It also gave NA, Asian, etc. guilds a chance to attack a guild and negotiate the best time for both guilds to engage in a "fair" fight if that's what they were looking for.
     
    If exposed times are already pre-set then people will be forced to get up at 3 am to fight for a tree they otherwise can't negotiate a time to fight over.
     
    The only time an attacker actually had the chance to choose the time was when tree owners no longer played the game and were taking up a good spot on the map. If no one is home you're obviously going to have the chance to choose when to attack.
  7. Like
    trugamer reacted to p1nhead in Full 4K (Ultrahd) Support   
    Hey Crowfall Guys,
     
    As the Train takes on Speed now, i really hope for 4K Resolution Support ingame.
     
    Tech these days goes so fast forward.
     
    Oculus Rift already on the close Horizon and 4K Gaming is now already. The Problem here is that most Games are supporting the Resolution itself (3840*2160) but do not scale the whole Game/UI/Framework around it. That means mostly we gamer get a tiny Hotbar, where you can bearly spot the Icons on, or even worse, Ultra small Quest Windows or Skill descriptions, which you can't read if you don't wear a lense.
     
    4K Gaming becomes more and more popular and i think Crowfall deserves to have a full support on that. Fantastic Gfx, PvP and Castle sieges in High Resolution. Please make Crowfall different from the other Games and give us the right scaled UI/Framework and so forth. Everyone which has an 4K Screen at home already will be thankful and all the ppl out there which consider 4K for them to have next, will love this as well as soon as they have experienced it.
     
    Make Crowfall different!
     
    Thanks for the read in advance,
    P1nhead
  8. Like
    trugamer reacted to BaSkA in Gameplay - Some Core Mechanics Please Do And Dont's   
    I really hope classes, weapons and armour won't be somethnig fixed and stiff. I hope, like Albion/RuneScape/UO, you can be, do and wear whatever you want, depending on your mood/role. Most MMOs have a fixed class and I'm kind of bored of that... hopefully there will be some way to innovate here as it did in other old, yet fun, games.
  9. Like
    trugamer got a reaction from JamesGoblin in Who's Playing Ranger?   
    I am playing Ranger, I thought stalker was going to be ranger so if you see my post on that know I am playing Ranger!
  10. Like
    trugamer got a reaction from courant101 in Who's Playing Ranger?   
    I am playing Ranger, I thought stalker was going to be ranger so if you see my post on that know I am playing Ranger!
  11. Like
    trugamer got a reaction from chancellor in Who's Playing Ranger?   
    I am playing Ranger, I thought stalker was going to be ranger so if you see my post on that know I am playing Ranger!
  12. Like
    trugamer reacted to Tatwi in Voice Chat - Please Consider Not Using Vivox To Deliver It.   
    I'm not here to "bash the company" or their service. I'm simply going to "put it out there" that in the three games that I have played which used the Vivox service for their voice chat (SWG, EQII, PS2), the service has had a consistent history of being flakey, buggy, and just plain nonfunctional for hours, days, and even weeks on end. In SWG we had a chain email we kept around that gave a bunch of wacky steps to try and get it working again... In PS2 it mostly either worked or it didn't, sometimes both at once for different folks... I heard the same from people about in EQII, but I didn't personally use it as often there to say with certainty the service in EQII was as unfortunate as it was in SWG and (remains in) PS2.
     
    I understand that Vivox is "The Number One Voice Platform for Online Games", but I think that might just have a lot more to do with the lack of competition in the field than the quality and reliability of their service. I'm just sayin'... 
     
    Vivox is a great idea, and when it works it's pretty decent, but in my experience it's not something that guild can rely on to deliver quality service, every day. In my experience specifically with Planetside 2, Team Speak 3 seems to be the "go-to" program for most people, especially the large Outfits (guilds) who run "ops" with (easily) 60+ people. While TS3 does have more organizational tools than what Vivox implementations generally offer, the bottom line is that folks choose to use TS3, because it works.
     
    I'm not sure what alternatives are out there for voice chat services, but I thought I would take a moment to suggest that alternatives to Vivox be explored. Maybe there's something else that can provide a more reliable experience.
  13. Like
    trugamer got a reaction from Sinij in Gameplay - Some Core Mechanics Please Do And Dont's   
    Please excuse my spelling!
     
     
    Targeted Combat V.S. "skill" Aiming
     
    There are a number of reasons why I believe targeted WoW combat is better than "skill" aiming. There are also some good counter arguments. My argument is simply this!
     
    I believe there are too many factors in order to create something that works, is balanced and enjoyable. Ultimately I have never seen a system that REALLY WORKS! Personally I enjoy WoW-style targeted combat, I think it works, I think it's fun and I don't want to see it changed, I just want to see it done right! HOWEVER...
     
    since writing and re-writing this text with the desire to really give the inspiration I have received from Crowfall I have come up with the following ideas of "compromise". Crowfall desires a scenario in which attacks can have friendly fire so this is what I suggest:
     
    1) Give us targeted Combat systems. I believe this makes combat much faster and more rich. As a compromise you can make some skills take advantage of "aiming" like where to drop a meteor, or how much charge you put behind a skill. The charge you put into a skill could mean a number of things e.g. accuracy or power. In this way by dividing the aspects of combat into strategy, you can turn the strategy into clickable skills so as to take advantage of both systems, whilst not losing sight of that frantic speed that only comes with targeted combat. 
     
    2) Compromise on which skills have the ability to effect other targets, for example the standard "auto-attack" should only effect the target, even if your friends are being silly and trying to jump into the way. However other "select" skills will have the ability to hurt yourself and your allies. For example a AoE buff should not affect your enemies, but a wide swing could hurt your friends.
     
    The key here is to compromise! A Mage should have attacks he can cast directly onto his foe, but also ones that travels to it. Though the fireball may hit a friend it could just as easily travel up into the air, over friends, and drop onto it's foe. In such cases it becomes difficult to decide what to do, but with battle strategy divided into skills called say (Tactical Skills) we can have the mage pay 2 seconds while his mind focuses and then the spell can travel to the foe and avoid friends.   
     
    I've come to know this recurring pattern as the fun over facts problem, many games suffer when they substitute fun for "realism" it's like when graphics were good enough but developers just kept pushing for realism over creativity of design which is becoming less of a problem now as developers take more "risks".
     
    Another of these issues could be "balance" why can a mage insta-hit a target but the archer's arrows must travel a route. One compromise might be...since arrows are so vital to the archers viability, let them go, we could easily believe a skilled archer could not only shoot very quickly, but also very easily at his target, whereas with a trap he lays, his allies could easily suffer if they don't pay attention. With Tactical Skills we can legally implement arrows hitting targets.
     
     
    I believe with such considerations we can punish for poor observations and such thus inducing the level of strategic combat that I believe Crowfall is aiming for. I imagine this will be one of the most talked about and debated aspects of Crowfall, as well it should because essentially it's the very heart of the game.
     
     
     
    Character Progressions/Skill Trees and such
     
    I would like for my characters class will really fill it's role e.g. I don't want to roll a warrior and have to re roll my talent tree to play him properly with a bow and re-roll again in order to use a sword. I want to earn and spend all those points filling my tree to the MAX and being able to support my team with a bow and a sword in a way that a warrior would. I believe this is a bad design idea and I think it limits gameplay and I think it punishes the player for no reason and often leads to "best build" scenarios. Ultimately I believe each class will feel fuller. 
     
    Just for honourable mention (you don't have to read this paragraph) GuildWars 1 is one of my favourite games, there are literally 1000s of skills and even though you are painfully nerfed to only being able to use 8 at a time, there are superb examples of the supremeness of the strategies available even with only 8 slots, clearly highlighting examples when characters are often unkillable and able to do 8 man job stuff solo. I think it's worth to mention because if I were making a game, I would run through the skills of GW and probably use the lot and also it's a good source for inspiration. If you know GW then you know how poorly GW2 pales in comparison (dishonourable mention) e.g. a mesmer holding a greatsword, I think even necros can, but Rangers and Thieves can't LOL.
     
     
     
    What is Crowfall?
     
    I have seen much confusion with some of the concepts of CF and people getting worried about it not being an MMO like WoW. I am here to tell you, that's just not true.
     
    Please youtube a game called Albion Online (in fact use this https://www.youtube.com/watch?v=AgOlAjULTvo as the guy explains it all really well). Now you should be familiar with Albion you should easily see that some areas of Crowfall are still VERY familiar with the MMO experience of games like WoW. If you also remember reading that many maps will be procedurally generated this means that this game totally has the potential to shine well above the bog standard MMO experience offering new kinks for you to discover at every turn! You sort of get the Albion world, but with a smaller persistent world and more procedurally generated instanced ones. 
     
    Though something was mentioned about there being no uber end game loot, I think that just as Albion has these solo and 5-man dungeons Crowfall will incorporate something similar with their procedural design algorithms and the enemies will drop uncraftable loot that is better somehow. If this is not the case, I would like to rally for such an aspect, I just think it adds to the gameplay e.g. my standard +8 bow that has enchanted arrows of FIRE!
     
     
     
    Group Finder Tool
     
    You probably will do this already, but have a terminal that: for the map zones you select list each solo member and non full party groups with level/class details included etc. and allow people to start groups that way. This makes it easy for really lazy people (*cough me) to group, which is often vital, more effective and always more fun!
  14. Like
    trugamer reacted to verge83 in Why Did I Stop Playing?   
    Now, I'm not trying to warn or threaten you, Team Crow, because for every vision you choose to go with, you will always have fans. What I'm trying to convey is that your vision as it stands today is bold, unique, and amazing. I'm not saying I think that this vision will make you 11 million subscribers, but I'm feel that you fill a small but important gap in gaming with it.
     
    This is the part that I wholeheartedly agree with.
  15. Like
    trugamer got a reaction from eisenheim in Telegraphs Need To Go (New Gameplay Trailer)   
    I don't think it's any harder to visualise over having telegraphs. Personally I like them and find them useful, I've even got another idea to use them for something I call the tactical skill system I hate this whole realism over fun aspect, I like to have choice and systems that don't alienate players.
     
    Wildstar didn't overuse telegraphs, wildstar just sucked! Yet another unfinished game jumping on the MMO wagon to try and make an quick buck!
  16. Like
    trugamer reacted to The_Stewart in Gameplay - Some Core Mechanics Please Do And Dont's   
    ugh - we don't need to have another FPS.
     
    I understand the reason for no tab targeting, but hate the result where players are "forced" to jump around like jack rabbits.
  17. Like
    trugamer got a reaction from tepid in Telegraphs Need To Go (New Gameplay Trailer)   
    I don't think it's any harder to visualise over having telegraphs. Personally I like them and find them useful, I've even got another idea to use them for something I call the tactical skill system I hate this whole realism over fun aspect, I like to have choice and systems that don't alienate players.
     
    Wildstar didn't overuse telegraphs, wildstar just sucked! Yet another unfinished game jumping on the MMO wagon to try and make an quick buck!
  18. Like
    trugamer reacted to verge83 in Crowfall - Class Design Issue!   
    Well, as long as Crowfall does the opposite of what Trion has been doing with their games in the past couple years, they'll be golden.
  19. Like
    trugamer got a reaction from verge83 in Concerning Character Creation Customization (Alliteration Ftw)   
    It's good to have customisation but for me it's gameplay all the way...I'm not too bothered with any possible lack of customisation. 
  20. Like
    trugamer got a reaction from BaSkA in Gameplay - Some Core Mechanics Please Do And Dont's   
    Please excuse my spelling!
     
     
    Targeted Combat V.S. "skill" Aiming
     
    There are a number of reasons why I believe targeted WoW combat is better than "skill" aiming. There are also some good counter arguments. My argument is simply this!
     
    I believe there are too many factors in order to create something that works, is balanced and enjoyable. Ultimately I have never seen a system that REALLY WORKS! Personally I enjoy WoW-style targeted combat, I think it works, I think it's fun and I don't want to see it changed, I just want to see it done right! HOWEVER...
     
    since writing and re-writing this text with the desire to really give the inspiration I have received from Crowfall I have come up with the following ideas of "compromise". Crowfall desires a scenario in which attacks can have friendly fire so this is what I suggest:
     
    1) Give us targeted Combat systems. I believe this makes combat much faster and more rich. As a compromise you can make some skills take advantage of "aiming" like where to drop a meteor, or how much charge you put behind a skill. The charge you put into a skill could mean a number of things e.g. accuracy or power. In this way by dividing the aspects of combat into strategy, you can turn the strategy into clickable skills so as to take advantage of both systems, whilst not losing sight of that frantic speed that only comes with targeted combat. 
     
    2) Compromise on which skills have the ability to effect other targets, for example the standard "auto-attack" should only effect the target, even if your friends are being silly and trying to jump into the way. However other "select" skills will have the ability to hurt yourself and your allies. For example a AoE buff should not affect your enemies, but a wide swing could hurt your friends.
     
    The key here is to compromise! A Mage should have attacks he can cast directly onto his foe, but also ones that travels to it. Though the fireball may hit a friend it could just as easily travel up into the air, over friends, and drop onto it's foe. In such cases it becomes difficult to decide what to do, but with battle strategy divided into skills called say (Tactical Skills) we can have the mage pay 2 seconds while his mind focuses and then the spell can travel to the foe and avoid friends.   
     
    I've come to know this recurring pattern as the fun over facts problem, many games suffer when they substitute fun for "realism" it's like when graphics were good enough but developers just kept pushing for realism over creativity of design which is becoming less of a problem now as developers take more "risks".
     
    Another of these issues could be "balance" why can a mage insta-hit a target but the archer's arrows must travel a route. One compromise might be...since arrows are so vital to the archers viability, let them go, we could easily believe a skilled archer could not only shoot very quickly, but also very easily at his target, whereas with a trap he lays, his allies could easily suffer if they don't pay attention. With Tactical Skills we can legally implement arrows hitting targets.
     
     
    I believe with such considerations we can punish for poor observations and such thus inducing the level of strategic combat that I believe Crowfall is aiming for. I imagine this will be one of the most talked about and debated aspects of Crowfall, as well it should because essentially it's the very heart of the game.
     
     
     
    Character Progressions/Skill Trees and such
     
    I would like for my characters class will really fill it's role e.g. I don't want to roll a warrior and have to re roll my talent tree to play him properly with a bow and re-roll again in order to use a sword. I want to earn and spend all those points filling my tree to the MAX and being able to support my team with a bow and a sword in a way that a warrior would. I believe this is a bad design idea and I think it limits gameplay and I think it punishes the player for no reason and often leads to "best build" scenarios. Ultimately I believe each class will feel fuller. 
     
    Just for honourable mention (you don't have to read this paragraph) GuildWars 1 is one of my favourite games, there are literally 1000s of skills and even though you are painfully nerfed to only being able to use 8 at a time, there are superb examples of the supremeness of the strategies available even with only 8 slots, clearly highlighting examples when characters are often unkillable and able to do 8 man job stuff solo. I think it's worth to mention because if I were making a game, I would run through the skills of GW and probably use the lot and also it's a good source for inspiration. If you know GW then you know how poorly GW2 pales in comparison (dishonourable mention) e.g. a mesmer holding a greatsword, I think even necros can, but Rangers and Thieves can't LOL.
     
     
     
    What is Crowfall?
     
    I have seen much confusion with some of the concepts of CF and people getting worried about it not being an MMO like WoW. I am here to tell you, that's just not true.
     
    Please youtube a game called Albion Online (in fact use this https://www.youtube.com/watch?v=AgOlAjULTvo as the guy explains it all really well). Now you should be familiar with Albion you should easily see that some areas of Crowfall are still VERY familiar with the MMO experience of games like WoW. If you also remember reading that many maps will be procedurally generated this means that this game totally has the potential to shine well above the bog standard MMO experience offering new kinks for you to discover at every turn! You sort of get the Albion world, but with a smaller persistent world and more procedurally generated instanced ones. 
     
    Though something was mentioned about there being no uber end game loot, I think that just as Albion has these solo and 5-man dungeons Crowfall will incorporate something similar with their procedural design algorithms and the enemies will drop uncraftable loot that is better somehow. If this is not the case, I would like to rally for such an aspect, I just think it adds to the gameplay e.g. my standard +8 bow that has enchanted arrows of FIRE!
     
     
     
    Group Finder Tool
     
    You probably will do this already, but have a terminal that: for the map zones you select list each solo member and non full party groups with level/class details included etc. and allow people to start groups that way. This makes it easy for really lazy people (*cough me) to group, which is often vital, more effective and always more fun!
  21. Like
    trugamer got a reaction from bahamutkaiser in Gameplay - Some Core Mechanics Please Do And Dont's   
    I'm very curious to see how they will do this, because I really did not enjoy GW2 and games like Tera and Neverwinter often limit the number of skills you can have to 5-6. I'm not saying it can't work I'm just saying I hope they are reasonable with their decisions.
  22. Like
    trugamer reacted to oberon in Confirmed Pay To Win   
    someone's "personal kingdom" isn't going to bother you
  23. Like
    trugamer got a reaction from Merovatis in How Do You Feel About All Archetypes Locked To A Single Race?   
    It doesn't ruin the game for me, it's nothing particularly mind blowing, but its nice in a certain way...I like it's charm!
  24. Like
    trugamer reacted to palad1n in Gameplay - Some Core Mechanics Please Do And Dont's   
    Sometimes having fewer abilities to choose from creates a more tactical decision on the players part. I actually enjoyed the combat system and PvP in Tera and Neverwinter, both had solid responsiveness and the weighted feel of each swing and hit. Not having a tab-target gave the battle more dynamic outcomes, as you needed to use more visual skills to line up your attacks or to actively dodge.
     
    Regarding the flow of combat, a lot of it comes down to how many animation frames are you animating for each combat movement and how does that flow and blend into the next one.  
     
     There are some great animation tools out there that can really help blend and tighten the animations, but it also takes a very skilled eye and the animators need a solid feel for how each movement should look and "feel", even if that means they get up and move around like the character would in big exaggerated movements and play it back on video. It makes for great fun but also can really help dial in the "weightiness" of both character and weapons in use, if that makes sense. 
     
     You can have this equally well in both tab-target system and an open target system that they plan to use.
  25. Like
    trugamer reacted to bunzaga in Gameplay - Some Core Mechanics Please Do And Dont's   
    Content removed due to Pann accusing me of trolling.
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