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dubanka

Testers
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  1. Like
    dubanka got a reaction from JamesGoblin in Holding on to the Crowfall Vision   
    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 of Awesomesauce.
     
    IMO, it's pretty bad design when gear disparity is the primary factor at play in a fight.
  2. Like
    dubanka reacted to General Screwtape in Play2Crush means to me: not always fair, but always exciting.   
    I can remember my first time in the world of Azeroth. I was hacking away at some young beast when the unthinkable happened. I died. Used to the harsh realities of SB I was almost dumbfounded when my death brought almost no consequences. It was at this moment, I remember it so clearly, that a little bit of fun was sucked out of the game for me.
     
    Since then I've experienced many more of these moments. In games such as SB, which I loved most of all, the true excitement was the tense feeling from the moment you logged on. Not always from combat. Sometimes peace talks between nations. Or even carrying out the vital backstab in a double cross plot. Just in real life, the moment held uncertain outcomes. And this made playing, the unpredictable beauty of it all, so enjoyable that we forgot about how unbalanced templars were. We didn't mind laggy sieges...well we accepted them at least. Because the game was almost as good as the real thing.
     
    Now devs are quick to be sure everyone can get an equal part of the pie. But that sure does leave me wanting.
     
    Change the way gamers think again. A time when smarts and wit overcame level 100 epics. When choices had consequences...when we had REAL choices! When the recruitment thread didn't ask about gear...we wanted references.
     
    I truly hope this is the direction of your game. It is what I have been waiting for for a long time.
  3. Like
    dubanka reacted to Durin in Holding on to the Crowfall Vision   
    Depends on the game.  In vanilla WoW we used to fight at Tarren Mill.  Sure, often it was zergy, but not always.  You could be in greens with a dash of blue and still slaughter scores.  Then, full dungeon gear sets and raider gear began to creep in. Guess what happened to PvP then?  
     
    I've already addressed this in other threads using WAR and Wildstar as examples.  You could not "overcome" someone in full arena gear when you had the beginnings of your first BG set.  Large gear disparity ruins PvP.  However, I do agree that gear should be a factor in a competitive MMORPG, because without it we're all playing GW and nobody wants that. 
  4. Like
    dubanka reacted to RuthlessJack in Holding on to the Crowfall Vision   
    I played Black Desert for about a month on the Korean servers. I would describe that game as very pretty poison. Honestly I doubt that ACE will match the fantastic combat mechanics of Black Desert, the animations looked and felt amazing. The game also just looks beautiful in general, characters and scenery.  The pve was enjoyable initally and the pvp could be as well. The horse mechanics and mounted system was one of the best i have seen in any game single or mmo and it fit really nicely in the game. It also introduced some larger strategy resource management that was quite innovative.
     
    However as with every mmo that I've played, the meta was garbage. If the meta sucks in any game that is least bit competitive, so does the entire the game. It was a stupid boring grind fest all the way through and once the novelty wears off its no longer fun.
     
    ACE has it right when they chose not make linear content part of their game, it makes no sense.
     
    Also as with almost every game the core power mechanic of the player was their gear, to the god damn extreme in Black Desert. Gear was everything, you have good gear you win you don't have good gear you lose, skill be damned. I really got sick of people in my own guild gloating about how they stomped over another person or people because they had considerably better gear, thinking that they were somehow great players because of this. They might have been but the gear made skill irrelevant.
     
    Gear as the core power mechanic is probably the biggest cancer in contemporary multiplayer game design and it needs to die. I know that people want it but people are dumb and it just ruins fun.
     
    I really hope the whole gear as a major power upgrade that is in the current alpha does not make it into the final game.
     
    I'll probably make a separate post about this topic down the road. I could write a whole essay about it.
  5. Like
    dubanka reacted to Jihan in Whispers, dark wings and murder - Official discussion thread   
    Male assassins have black nail polish and listen to My Chemical Romance confirmed.
  6. Like
    dubanka reacted to chancellor in Whispers, dark wings and murder - Official discussion thread   
    Even with the ears bobbed, the elven purists will not be happy with a hybrid elf assassin.
    It would be better to keep him a pure bred elf, stay the same size of the Fae, and wear male clothing.
  7. Like
    dubanka reacted to zoopz in Grandson's top 10 tips on open PvP, full loot games.   
    If your wife won't make fun of you or laugh at you she's a terrible wife lol
  8. Like
    dubanka reacted to Cash in Grandson's top 10 tips on open PvP, full loot games.   
    That really wouldnt be anything new :-\
  9. Like
    dubanka got a reaction from KRIPTIK in Shadowbane Vs Crowfall   
    like driving.
     
    16-25 year olds have reflexes and senses that should make them superior drivers compared to the 'aged masses'.
     
    however the opposite is true. 
     
    They are, by far, the worst drivers because a) their brains aren't fully developed from a 'judgement' standpoint...ie. risk they lack the experience to recognize hazardous situations before they actually occur and c) they know better...so anything old custards tell them with regard to a & b is categorically disregarded.
     
    I will hands down give the whipper snappers the gold star for 'mechanical combat' twitch skills, reaction time, time to stare at a screen to develop the required muscle memory to make actions automatic...all that poorly made socks fades as you get older, and your time becomes more valuable/occupied.
     
    as it pertains to crowfall, and BACK TO THE OP'S QUESTION, i don't think this will matter a whole bunch...yeah it will matter if you wind up solo, in a dark alley, against some kid who has 10hrs/day to play video games...but, just like Shadowbane, individual contests of skill are likely to be more the exception to the rule. This will be a team based game...what I see mattering more is how well groups of individuals operate together...unit cohesion. 
     
    Of course, that's just on the field...just like Shadowbane...the macro game of territorial control and politics will ultimately decide who wins servers. 
     
    so yes, i will cede to the knowledge that my 6 click mouse combo speed will likely pale in comparison to the OMG ELITEZ!!! But we'll see...i'm betting it won't actually matter that much...
  10. Like
    dubanka reacted to Khron in Rocket Thruster Movement   
    Be sure to check out the Animation Techno Mumbo Jumbo article from August 13th for some light pre reading.
     
    Thomas describes the controls as “wearing a belt of rocket thrusters.”  In the combating testing I was seeing some behavior that I wasn’t too fond of.  Some examples;
    Blank Space (playing a confessor) flat out pushes Valor (playing a knight) off a chest just by running into him Arawulf has identified that he as a knight can push people sideways off his confessor I feel like the pill isn’t distinguishing between its “booster” and a vector from another player and because of that it’s creating a look that’s a little more bouncy or skating rink than I was expecting.  The best idea I’ve had for countering this is identifying the outside vector and similar to how you arrest movement apply an opposing vector based on the characters mass.  I’d love to hear some other ideas.
     
     
    I think if you look at this short video from Obs you can see some of what I’m talking about
    Obs starts his charge into the side of the enemy centaurI believe the animation goes the full distance (maybe it always does) I’m good with small mass archetypes going for the full ride but would like to see the larger mass archetypes (even sideways) have an impact on the animation  At the end of the charge Obs spins to back kick the other centaurSweet move Did not expect the centaur to go that far when kicked (maybe the confessor).  Re-entering the fray he has a head to head collision with a centaur and they both stop dead Then a knight takes a few steps into his side before a swing and Obs is pushed sidewaysMabey in an ice rink or if he was sleeping I just don’t like the look of a knight or confessor walking into a Centaur and moving him I’m good if they use some kind of lung or charge attack where they increase their mass to do it  My two chikens.
  11. Like
    dubanka reacted to hillbilly in Shadowbane Vs Crowfall   
    Yummy elves

    I axed you how do you like your elf rare, med , or well done?!
  12. Like
    dubanka got a reaction from Leiloni in Regarding new combat footage and camera...   
    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 the (gameplay) tactical gap of eyeballs on the field + map in hand. I think it's intuitive (ie. easy) for folks to grasp, so players can get on to playing the game, and not have the first battle they fight be fighting the camera.
     
    While i know that having mad camera skills is a pretty awesome ability....i just don't think it actually adds much to the fun factor.
  13. Like
    dubanka got a reaction from Steven Yannic in Regarding new combat footage and camera...   
    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 your camera, hence not really able to enjoy anything besides what you're focused on.
  14. Like
    dubanka got a reaction from Albert Rock in Regarding new combat footage and camera...   
    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 your camera, hence not really able to enjoy anything besides what you're focused on.
  15. Like
    dubanka got a reaction from Albert Rock in Regarding new combat footage and camera...   
    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 the (gameplay) tactical gap of eyeballs on the field + map in hand. I think it's intuitive (ie. easy) for folks to grasp, so players can get on to playing the game, and not have the first battle they fight be fighting the camera.
     
    While i know that having mad camera skills is a pretty awesome ability....i just don't think it actually adds much to the fun factor.
  16. Like
    dubanka got a reaction from Steven Yannic in Regarding new combat footage and camera...   
    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 the (gameplay) tactical gap of eyeballs on the field + map in hand. I think it's intuitive (ie. easy) for folks to grasp, so players can get on to playing the game, and not have the first battle they fight be fighting the camera.
     
    While i know that having mad camera skills is a pretty awesome ability....i just don't think it actually adds much to the fun factor.
  17. Like
    dubanka got a reaction from Albert Rock in Regarding new combat footage and camera...   
    i'm not getting what locking the camera adds to gameplay?
     
    to get the 'sneak up' factor, i would assume they'd be able to put in character detection checks based on incoming toon direction, equipment being worn, etc. you could mouselook all you wanted, but unless you were actually facing the right direction, you wouldn't 'see' them.
  18. Like
    dubanka got a reaction from Steven Yannic in Regarding new combat footage and camera...   
    i'm not getting what locking the camera adds to gameplay?
     
    to get the 'sneak up' factor, i would assume they'd be able to put in character detection checks based on incoming toon direction, equipment being worn, etc. you could mouselook all you wanted, but unless you were actually facing the right direction, you wouldn't 'see' them.
  19. Like
    dubanka got a reaction from Mahon Amichai in Ui Update: Billy's New Toys - Official Discussion Thread   
    Definitely looks solid.
     
    hits all the points noted here
     
    a nice added touch of awesomeness would be if we could toggle the format of some of the display icons...currently its all very rounded...a chunkier square look would be nice, or maybe it's the ability to 'just' change the dynamic of the display shape (like changing a line size). I'm sure it will be there, but color toggling for the display (chat?) items would also be nice.
     
    hold out from ye old mud years was make sure the 'important' stuff splashed nice and bright across the screen.
  20. Like
    dubanka got a reaction from Mahon Amichai in Regarding new combat footage and camera...   
    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 the (gameplay) tactical gap of eyeballs on the field + map in hand. I think it's intuitive (ie. easy) for folks to grasp, so players can get on to playing the game, and not have the first battle they fight be fighting the camera.
     
    While i know that having mad camera skills is a pretty awesome ability....i just don't think it actually adds much to the fun factor.
  21. Like
    dubanka got a reaction from Mahon Amichai in Regarding new combat footage and camera...   
    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 your camera, hence not really able to enjoy anything besides what you're focused on.
  22. Like
    dubanka reacted to APE in Regarding new combat footage and camera...   
    While I wouldn't mind it being locked and similar to Smite (wouldn't mind combat in general being like Smite), either way those that can will be better off than those that can't.
     
    I want CF to allow "skill" to matter, but at the same time I don't want the ceiling to be eSport high end competitive where the level of accessibility drops dramatically when opposing sides aren't remotely equal.
     
    While they are going with action/aimed combat, the focus seems to be much more on team based tactics and not individual manual mastery.
     
    They mention "fun" quite a lot and unfortunately for some folks, that doesn't always revolve around allowing their personal "skill" to be tested fully. 
  23. Like
    dubanka got a reaction from Furyk in Regarding new combat footage and camera...   
    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 the (gameplay) tactical gap of eyeballs on the field + map in hand. I think it's intuitive (ie. easy) for folks to grasp, so players can get on to playing the game, and not have the first battle they fight be fighting the camera.
     
    While i know that having mad camera skills is a pretty awesome ability....i just don't think it actually adds much to the fun factor.
  24. Like
    dubanka reacted to FenrisDDevil in Regarding new combat footage and camera...   
    No matter how they do it, heads should always point where the player is looking at.
  25. Like
    dubanka got a reaction from Mahon Amichai in Regarding new combat footage and camera...   
    i'm not getting what locking the camera adds to gameplay?
     
    to get the 'sneak up' factor, i would assume they'd be able to put in character detection checks based on incoming toon direction, equipment being worn, etc. you could mouselook all you wanted, but unless you were actually facing the right direction, you wouldn't 'see' them.
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