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Everything posted by dubanka

  1. Howdy. Sent you a PM. Let me know if you need anything else.
  2. yeah would seem to make sense...in the 'go with what you know...' world view. The rg system in sb worked well...providing some strategic value and making long distance travel less tedious...while still not making it 'easy' or instant.
  3. Ok. Here you go Teer. ===================================== What kind of guild is OCC? Ordo Castum Carnifex is a heavily PvP oriented guild. Our history has largely been based in Shadowbane starting around 2004 with many of our members being veterans of the full 5 year run that the game was open and further experience in the emulator version that was later opened. Through all of Shadowbane and any subsequent games we've picked up (Guild Wars 2, Planetside 2, Archeage, Xsyon (Beta), Faxion (Beta), Warhammer (briefly)) we strive to find strategies and tactics that give us a compet
  4. nice to run into you last night Soulein...and by running into you, i mean you running into me...with that shield
  5. Ordo Castum Carnifex (OCC) was created as a Temple lore pvp guild at the outset of Shadowbane's corruption server back in 2004 from a conglomeration of Mourning guilds (Tribunal, Vets of the Hi Watch, some UDL). This group quickly got a lesson gun boat diplomacy as we watched its 6 weeks of server-up 'work' go up in flames during the infamous 2004 Thanksgiving Day Bane. Shortly thereafter the vast majority of the guild evaporated...the challenge set forth by Saint Malorn was just too much for them. So with a remaining membership of about 6 (from 70ish), and a change in leadership (those of us
  6. just turn it on. 20 person teams. would be fun to see if it made the game more, or less, skill intensive or must moved the balance needle back to range heavy groups.
  7. i believe the ultimate vision was....'it will depend'. different rulesets might/could have different ff rules. i'm for just turning it on in the hunger dome. would be hilarity.
  8. /shrug. only point i was making is that, at least by what we see now (which very well could be dramatically differently 9 mos from now...i do realize this is largely still 'does this poorly made socks work as designed' testing), you still have a borderline requirement for the healing support archetype in the group. i didn't call it a dedicated healer...i called it a dedicated medic...he may not 'spam' a bunch of heals per say, but it's always cycling...hits 3 and 5 each put out a heal and working the ghot everyone time it cycles. Again, obviously, when the game has more meat we'll see
  9. elaborate: a group with a leg has a competitive advantage over a group without one simply because they can regen hps faster both in combat and out of combat i'm sure you can 'do fine' without one in the hunger dome in some scenarios, but in general it would typically be preferable to have a leg in the group simply for their healing capabilities...especially once you push inside the keep. for sustained combat, the ability to regen hps faster than your opponent(s) is a huge combat multiplier.
  10. I was actually looking forward to an environment where a dedicated healer was not a requirement... i'm currently not seeing it. we have replaced the 'dedicated cleric' with a 'dedicated medic'. i'm not sure how many other archetypess will have healing abilities similar in nature to the legionnaire, but...as is the healing provided by a legionnaire in the hunger dome environment is pretty much a requirement. I'm not sure what we're seeing right now is that much different than the current status quo...less efficient for sure, but not that much different from a group dynamic perspecti
  11. Houston Fence Mending Drinking Roundtable. Karbache Brewery. 11/20/2015 5pm till ? Takers?
  12. I just really really hope that the only reason i'm claiming it is because someone else built it. please, for the love of whatever, no prebuilt 'claimable' assets ( a la gw2/daoc/df). If it's standing, it's because someone put in the effort to make it so.
  13. it is sounding a lot like a merge of the darkfall method and the sb style (predefined placement -- darkfall, undefined build -- sb)
  14. still hung up on the 'good player' angle...eh? but I assume you're working under the assumption that a 'good player' with T4 gear could be a not-quite-so-good player with tier 5 gear...because, well, they're a good player. But this is a bad comparison. if you put good player in T4 gear, vs. good player in T5 gear, where the T5 gear is 'twice as good' as T4 gear...working under the assumption of comparable skill levels, the T5 player should always win, as the advantage presented by the equipment presents too much of a hill to climb. The only scenario where the T4 player wins is one
  15. ability to get x tier of gear should not be confused with the impact that the gear has. If tier 5 gear is twice as good as tier 4 gear...that's wrong...regardless if 'good players can attain it' or not.
  16. very simplistically... gear 'benefit' should be an incremental progression, not an exponential one. taking the time, spending the energy, resources etc. should be, has to be, important for the economy to work...that means 'the best' gear has to be 'worth grinding' for....the concept of 'worth it' is what has been distorted in a lot of games. in a competitive pvp environment, to me that means 5-10% on the top end, over the next tier of equipment. If the delta gets much more than that, a contest becomes less about who/which team is better, and more about who is wielding more Swords o
  17. rule #whatever: if you're ambushed, enemy likely has the advantage. No point in running...that's expected increases their advantage...so you have 2 choices a) trash all your valuable crap so they don't get benefit of the gank or try to turn the tables and fight your way out. i prefer option A when its an 'honorless gank'...ie. getting run over by 4+:1 odds. if i feel it's even enough...option B it is, and to the victor goes the spoils. the biggest issue most 'non pvp' types have is fear of dying...to which i say, go out and die a lot. you'll get better. you'll die less. combat wil
  18. i like the concept of there being a pretty big disparity between naked, and not...but the delta between basic gear and the 'best' gear needs to be incremental, not exponential (like most games on the market are).
  19. i think that rarirty might actually work as a balance modifier in a cf environment. in most games, it doesnt because they go on forever...so that .00001% drop rate doesn't mean that much after a few months/years of folks farming for 'it' 24x7. in a cf timeline i don't think it would be a big deal, as the worlds wouldnt be around long enough to where the possession of something rare and powerful (be it ability, weapon, whatever) would become prerequisite to not having a gimp toon.
  20. stubb's would bring a bit more burn.
  21. you're really hung up on the whole 'takes more skill' part. yes spinning the camera isn't hard. somewhat annoying? yeah. Does having to spin the camera to 'actively' maintain a level of situational awareness that i might have in a 3rd person make the game more fun? I would say no...i mean yay you can spin your camera! l337. I would say that it actually detracts from gameplay, especially in a group setting, as your pov is pretty limited to what your doing/worried about...and you can't really see your buddy pwning face a bit down the hill from you...especially because you'll be spinning
  22. Yes, i am very aware of the various camera perspectives and how they are perceived to impact gameplay. The question wasn't why you like a locked camera option, the question was, what does it add to gameplay? that it 'adds a higher requirement for situational awareness' is a) debatable (again, you could have the camera perspective be completely independent of when the toon 'sees' a target and doesn't explain how it adds to gameplay...which at least in my brain translates to making it more fun. Personally i like the isometric tactical view (ie. total war series) because it bridges t
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