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dubanka

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  1. Like
    dubanka got a reaction from Steven Yannic in How Transparent Should The 'resolve' Mechanic Be?   
    the problem with the 'little info as possible' position...is that someone(s) will create some utilities that will give players 'all the info possible'.
     
    so then the devs find themselves of constantly having to police versions of that, whereas they could have just give us the option to see as much information as we want.
     
    dont create laws you can't enforce...
  2. Like
    dubanka got a reaction from Steven Yannic in How Transparent Should The 'resolve' Mechanic Be?   
    i don't think you should see your opponents (like an opponent health bar).
     
    but i think the player should see their own.
  3. Like
    dubanka got a reaction from Steven Yannic in How Transparent Should The 'resolve' Mechanic Be?   
    this.
     
    they might as well give us the option to display the information...as inevitably some folks will go out and create the option to have it displayed.
  4. Like
    dubanka got a reaction from courant101 in Ruins & City Building   
    OK, since a couple decided to to billy internet badbuttox, here, i will clearly state what has been stated.
     
    Q: Can we get more clarification on what state buildings and strongholds will be in when initially dropped on a plot.
    TB: They'll be in ruins I think
    JTC: When you stumble upon one that was dropped by the system not by a player, it would be in a ruin state. When a player drops one specifically it should start initially in the construction states...blah blah blah ranking upgrading -1, 0, state 1. pretty simple blah.
     
     
    The clarification here, is on the 'one' and what 'one' represents. The question referenced buildings and strongholds (again so sorry internet warriors for generically saying 'city' and not 'stronghold')...but the answer did not differentiate.
     
    now when you factor in we have a faq reference for finding elements, that combine and create a bloodstone tree, which you would build your 'stronghold' around...well when i put those together i seem to think that we will be able to create a city grid...a la the EK model, at places other than the designated ruins. this is not to be confused with 'placing a parcel anywhere in the world'...
     
    so yeah...clarification and all that.
  5. Like
    dubanka got a reaction from Steven Yannic in Shadowbane Vs Crowfall   
    you seem really hung up on the belief that none of the long term sb players actually play other games, and do so fairly well. anyway.
     
    Actually i dont think the videos we have seen illustrate what 'they are looking at for their combat' at all...they illustrate some of the individual skills and movements...giving you an idea of how that character might function in an engagement...but again, just wagering, I think they are looking at a combat model balanced around groups of players, not individuals.
     
    Individual skill counts for something...more so the smaller the fight gets...as you scale up those numbers group composition, interaction and reaction speed typically play a much greater roll than the skills of one player.
     
    but feel free to hang on to the notion...you can be that guy screaming, "...LETS DUEL!!!!!!..."
  6. Like
    dubanka got a reaction from ralin_ironwolf in Shadowbane Vs Crowfall   
    not when they're the same pvpr
     
    a lot will depend upon how things like city building, territory control and logistics (ie. how impactful are gear/food/etc.) get worked out.
     
    i honestly think that the first stages of beta are going to be make or break for a lot of the 'more casual'...the '2016 pvpr'...as anecdotally, i think a fair portion of the ~3k alpha participants are sucky playing sb loyalists...and once that big blob of read meat (beta1) comes crashing into the servers they'll get their first ever taste of 'real' open world pvp.
     
    it will be a real unknown how the faction/arena trained vets of wow/gw2/aa/etc. take to this environment.
     
    Re: OP
     
    I really believe they are setting out to make the spiritual successor to shadowbane...how they look to solve the two core reasons why sb failed will go a long way to determining how well they stick to that. Obviously i'm discounting the issue of 'bugs'...as i don't think anyone goes to to purposefully release a bugfilled monstrosity like sb was at release.
     
    so 2 things.
     
    1. SB ate its young. It was a brutal environment that required players have a guild, and a city to work out of. team play was an absolute mandate. so you got with a guild. you spent countless hours farming to build your city, rank buildings, trainers, etc. The big bad wolf comes by drops a bane on you, rips down your walls at 4am, and camps your tree with 4x your numbers from basement till bane live. You have no chance. city go boom. GL of your merry band of misfits says, F This, his/her core most follow suit. Your guild dissolves. You are not right back where you started. Homeless and guildless. A lot of players, at this point, simply say f it at this point and walked away and never looked back. In it's early years, i would say roughly 50% of the losing guild's population would disappear, and never come back. Losing was just too harsh. EK's are cf's solution...sort of...to this (can build something that can't be wrekt). 
     
    2. Stagnation. In SB, it was possible to kill a server as most of the early-dominant release guilds demonstrated...and later the Chinese hordes that came once sb asia got shut down. It's like #1 on a server wide scale...but no where to run/rebuild...resistance was a daunting task, even for those conditioned to fighting uphill battles. CF hopes to alleviate this with servers that reset regularly. The challenge here will be to balance the task of creating/building assets on each server something that requires effort, but not so much that we dread a restart. It's easy to say, ok, Bob wins, and press the restart button...potentially a bit more difficult to get all those players to be chomping at the bit for another shot at the title. the line between, 'damn we almost had that one, can't wait for the next shot'...and, 'damn, thats hogwash, we should have had that if it weren't for those zerging cheating asshats at the end...custard this game'...is a pretty small one.
     
    what i hope will be comparable is that pvp will be primarily group centric, with strengths and weakness of various arrangements and we get the feeling, like in sb, that your actions effected the game world permanently...no experience was ever exactly the same.
  7. Like
    dubanka reacted to Joyeuse in Shadowbane Vs Crowfall   
    While that is true, csgo is dominated by younger players, there are plenty of people 25+ that are able to play at that level.  You even stated yourself there are some 25+ players in top tier teams.  One thing to remember, it isn't always about one individuals skill, granted it gives them an advantage, but here's something that will throw a wrench into your logic.  Years ago in CS:Source a team was made that included players with the best tournament statistics, I'm talking the best of all upper tier players, and yet they couldn't hardly win at all even though they were the best of the best.  I wonder why that is..  With how Crowfall is looking, I can assume it will be very team oriented, much like CS is.  If you've ever played in the upper  levels of CS (which I doubt you have), you would know that having insanely good hand eye coordination and reflexes is only part of what it takes to be good.  Some of those youngsters are slower than people many years older than them, but they do well because of their team and their ability to support their team.  Also, your comparing a game that requires precise movements, precise aiming, precise execution, fast reflexes, precise coordination, etc to a game that most likely won't be anywhere close to needing any of that when going into combat.  The one thing that will be similar is having to adapt, but adapting in Crowfall will happen at a MUCH slower pace, hence why those who are older will still have a chance, especially if they come from games such as CS which require adaptation just about every minute..
     
    Also Vandar, I already said this earlier, but CS is not all about being able to out shoot your opponent, there are many instances where you have an awper who can barely use a rifle get pop flashed through smoke and ends up getting 3 kills simply because the opponents were blind and he was able to use 20-30 shots to get 3 people.  Insane teamwork will almost always win against those who have none.  Been playing CS for 10 years, 8 of them competitively.
     
    This thread has now become Crowfall VS SB VS FPS games lol
  8. Like
    dubanka got a reaction from FenrisDDevil in Ruins & City Building   
    The topic has come up in a couple threads about 'what will be the general dynamic of city building'?.
     
    Will city building consist solely of finding a ruin, claiming it, then building it up?
     
    Will city construction allow players to independently create cities throughout the map?
     
    i thought
    kinda closed the discussion with an answer of what seemed to be 'all of the above' ... but there is enough wiggle in what was said, or rather not said, where that has come into some dispute. 
    So from a ruins standpoint...what would be the benefit of of developing a set of ruins over placing a city (assuming you had that option). I read previously that ruins would be a site where we would find thralls...would city development on a ruin site eliminate this potential? So my developing it, am i trading future resources for near term resources. Would developing a ruins site present any design limitations (besides it's preexisting static location)...like a 'tier 2 ruin site can only be developed to x, whereas a tier 5 site can be developed to z'?
     
    If we are able to place our own cities on the map...will there be limits (a la post ToO sb) on how many city sites can go in any given geographic area? I would assume there would be limitations on city proximity to each other...would there be any advantage to build your own city, vs take over a ruin besides the obviously geography piece?
     
    I guess i wouldn't have that much issue with a ruins only approach...even in sb there were 'top tier city locations' on any given mapsets where players sprinted to grab...as they generally granted superior access to spawns or control of resources...and in each restart, a lot of cities popped up in pretty much the same location.
     
    Oddly, the main reason i'd like to see player created cities, is that it gives the population a chance to screw up City placement, design and construction should be just another layer in the game's strategic fabric...another element that demands a level of competence in order to be successful. I don't think we really get this if our city options are 'canned'.
  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 headlight in Shadowbane Vs Crowfall   
    In dubanka's post (hope it's dubanka i saw the shield and not much else), he alludes to game mechanics from SB that obviously influenced Crowfall. The EK is all but obvious. Todd wants to wipe your assets, but he wants you to be able to keep some as well. The upside to shadowbane was you could completely wipe someone off the map if they disgruntled you off; the downside to shadowbane was you could completely wipe someone off the map if they disgruntled you off. The EK will allow people to keep their pixels after campaigns are said and done.
     
    He's even mentioned that seeing a population rush at a new server up inspired him to create the idea of campaigns. Persistent characters already have a step above server reset pains.
     
    I just hope he doesn't forget the one of the two reasons people played on a server up: pvp and getting a city. The pvp rush is obvious. The second point is really important considering they want to have people claim a ruins. You just needed to farm enough gold to buy a Seed of Life and a guild charter to get a city. Ironically, the rush was to see who was the best at PvE (or farming players enough to get gold. unlikely since they'd delete their gold, recall, evac, etc) to get the gold needed to start a city. (speaking post-launch. not the easy mode VN and his fellow neckbeards had where they just watch the map and run to a tree when it's planted and knock it down as a sapling).
     
    It shouldn't be where a zerg is the only one that can get a ruins, but it shouldn't reward one guy who runs around and clicks "claim" first.
  11. Like
    dubanka reacted to Handies in Shadowbane Vs Crowfall   
    Vn will always argue the opposite... 
  12. Like
    dubanka got a reaction from zero2none in Shadowbane Vs Crowfall   
    not when they're the same pvpr
     
    a lot will depend upon how things like city building, territory control and logistics (ie. how impactful are gear/food/etc.) get worked out.
     
    i honestly think that the first stages of beta are going to be make or break for a lot of the 'more casual'...the '2016 pvpr'...as anecdotally, i think a fair portion of the ~3k alpha participants are sucky playing sb loyalists...and once that big blob of read meat (beta1) comes crashing into the servers they'll get their first ever taste of 'real' open world pvp.
     
    it will be a real unknown how the faction/arena trained vets of wow/gw2/aa/etc. take to this environment.
     
    Re: OP
     
    I really believe they are setting out to make the spiritual successor to shadowbane...how they look to solve the two core reasons why sb failed will go a long way to determining how well they stick to that. Obviously i'm discounting the issue of 'bugs'...as i don't think anyone goes to to purposefully release a bugfilled monstrosity like sb was at release.
     
    so 2 things.
     
    1. SB ate its young. It was a brutal environment that required players have a guild, and a city to work out of. team play was an absolute mandate. so you got with a guild. you spent countless hours farming to build your city, rank buildings, trainers, etc. The big bad wolf comes by drops a bane on you, rips down your walls at 4am, and camps your tree with 4x your numbers from basement till bane live. You have no chance. city go boom. GL of your merry band of misfits says, F This, his/her core most follow suit. Your guild dissolves. You are not right back where you started. Homeless and guildless. A lot of players, at this point, simply say f it at this point and walked away and never looked back. In it's early years, i would say roughly 50% of the losing guild's population would disappear, and never come back. Losing was just too harsh. EK's are cf's solution...sort of...to this (can build something that can't be wrekt). 
     
    2. Stagnation. In SB, it was possible to kill a server as most of the early-dominant release guilds demonstrated...and later the Chinese hordes that came once sb asia got shut down. It's like #1 on a server wide scale...but no where to run/rebuild...resistance was a daunting task, even for those conditioned to fighting uphill battles. CF hopes to alleviate this with servers that reset regularly. The challenge here will be to balance the task of creating/building assets on each server something that requires effort, but not so much that we dread a restart. It's easy to say, ok, Bob wins, and press the restart button...potentially a bit more difficult to get all those players to be chomping at the bit for another shot at the title. the line between, 'damn we almost had that one, can't wait for the next shot'...and, 'damn, thats hogwash, we should have had that if it weren't for those zerging cheating asshats at the end...custard this game'...is a pretty small one.
     
    what i hope will be comparable is that pvp will be primarily group centric, with strengths and weakness of various arrangements and we get the feeling, like in sb, that your actions effected the game world permanently...no experience was ever exactly the same.
  13. Like
    dubanka got a reaction from JamesGoblin in Making Eks Matter To Everyone   
    if you don't win your argument the first time, wait a couple months and recycle it.
     
    EK's should be bring no benefit to the campaign worlds...besides facilitating trade outside of campaigns...which may or may not benefit a campaign, depending upon the import rules.
     
    beyond that...play house as much as you like.
  14. Like
    dubanka got a reaction from courant101 in Shadowbane Vs Crowfall   
    not when they're the same pvpr
     
    a lot will depend upon how things like city building, territory control and logistics (ie. how impactful are gear/food/etc.) get worked out.
     
    i honestly think that the first stages of beta are going to be make or break for a lot of the 'more casual'...the '2016 pvpr'...as anecdotally, i think a fair portion of the ~3k alpha participants are sucky playing sb loyalists...and once that big blob of read meat (beta1) comes crashing into the servers they'll get their first ever taste of 'real' open world pvp.
     
    it will be a real unknown how the faction/arena trained vets of wow/gw2/aa/etc. take to this environment.
     
    Re: OP
     
    I really believe they are setting out to make the spiritual successor to shadowbane...how they look to solve the two core reasons why sb failed will go a long way to determining how well they stick to that. Obviously i'm discounting the issue of 'bugs'...as i don't think anyone goes to to purposefully release a bugfilled monstrosity like sb was at release.
     
    so 2 things.
     
    1. SB ate its young. It was a brutal environment that required players have a guild, and a city to work out of. team play was an absolute mandate. so you got with a guild. you spent countless hours farming to build your city, rank buildings, trainers, etc. The big bad wolf comes by drops a bane on you, rips down your walls at 4am, and camps your tree with 4x your numbers from basement till bane live. You have no chance. city go boom. GL of your merry band of misfits says, F This, his/her core most follow suit. Your guild dissolves. You are not right back where you started. Homeless and guildless. A lot of players, at this point, simply say f it at this point and walked away and never looked back. In it's early years, i would say roughly 50% of the losing guild's population would disappear, and never come back. Losing was just too harsh. EK's are cf's solution...sort of...to this (can build something that can't be wrekt). 
     
    2. Stagnation. In SB, it was possible to kill a server as most of the early-dominant release guilds demonstrated...and later the Chinese hordes that came once sb asia got shut down. It's like #1 on a server wide scale...but no where to run/rebuild...resistance was a daunting task, even for those conditioned to fighting uphill battles. CF hopes to alleviate this with servers that reset regularly. The challenge here will be to balance the task of creating/building assets on each server something that requires effort, but not so much that we dread a restart. It's easy to say, ok, Bob wins, and press the restart button...potentially a bit more difficult to get all those players to be chomping at the bit for another shot at the title. the line between, 'damn we almost had that one, can't wait for the next shot'...and, 'damn, thats hogwash, we should have had that if it weren't for those zerging cheating asshats at the end...custard this game'...is a pretty small one.
     
    what i hope will be comparable is that pvp will be primarily group centric, with strengths and weakness of various arrangements and we get the feeling, like in sb, that your actions effected the game world permanently...no experience was ever exactly the same.
  15. Like
    dubanka got a reaction from Steven Yannic in Is it sad....   
    more of a snack than a meal.
  16. Like
    dubanka got a reaction from Steven Yannic in Shadowbane Vs Crowfall   
    not when they're the same pvpr
     
    a lot will depend upon how things like city building, territory control and logistics (ie. how impactful are gear/food/etc.) get worked out.
     
    i honestly think that the first stages of beta are going to be make or break for a lot of the 'more casual'...the '2016 pvpr'...as anecdotally, i think a fair portion of the ~3k alpha participants are sucky playing sb loyalists...and once that big blob of read meat (beta1) comes crashing into the servers they'll get their first ever taste of 'real' open world pvp.
     
    it will be a real unknown how the faction/arena trained vets of wow/gw2/aa/etc. take to this environment.
     
    Re: OP
     
    I really believe they are setting out to make the spiritual successor to shadowbane...how they look to solve the two core reasons why sb failed will go a long way to determining how well they stick to that. Obviously i'm discounting the issue of 'bugs'...as i don't think anyone goes to to purposefully release a bugfilled monstrosity like sb was at release.
     
    so 2 things.
     
    1. SB ate its young. It was a brutal environment that required players have a guild, and a city to work out of. team play was an absolute mandate. so you got with a guild. you spent countless hours farming to build your city, rank buildings, trainers, etc. The big bad wolf comes by drops a bane on you, rips down your walls at 4am, and camps your tree with 4x your numbers from basement till bane live. You have no chance. city go boom. GL of your merry band of misfits says, F This, his/her core most follow suit. Your guild dissolves. You are not right back where you started. Homeless and guildless. A lot of players, at this point, simply say f it at this point and walked away and never looked back. In it's early years, i would say roughly 50% of the losing guild's population would disappear, and never come back. Losing was just too harsh. EK's are cf's solution...sort of...to this (can build something that can't be wrekt). 
     
    2. Stagnation. In SB, it was possible to kill a server as most of the early-dominant release guilds demonstrated...and later the Chinese hordes that came once sb asia got shut down. It's like #1 on a server wide scale...but no where to run/rebuild...resistance was a daunting task, even for those conditioned to fighting uphill battles. CF hopes to alleviate this with servers that reset regularly. The challenge here will be to balance the task of creating/building assets on each server something that requires effort, but not so much that we dread a restart. It's easy to say, ok, Bob wins, and press the restart button...potentially a bit more difficult to get all those players to be chomping at the bit for another shot at the title. the line between, 'damn we almost had that one, can't wait for the next shot'...and, 'damn, thats hogwash, we should have had that if it weren't for those zerging cheating asshats at the end...custard this game'...is a pretty small one.
     
    what i hope will be comparable is that pvp will be primarily group centric, with strengths and weakness of various arrangements and we get the feeling, like in sb, that your actions effected the game world permanently...no experience was ever exactly the same.
  17. Like
    dubanka got a reaction from freeze in Shadowbane Vs Crowfall   
    not when they're the same pvpr
     
    a lot will depend upon how things like city building, territory control and logistics (ie. how impactful are gear/food/etc.) get worked out.
     
    i honestly think that the first stages of beta are going to be make or break for a lot of the 'more casual'...the '2016 pvpr'...as anecdotally, i think a fair portion of the ~3k alpha participants are sucky playing sb loyalists...and once that big blob of read meat (beta1) comes crashing into the servers they'll get their first ever taste of 'real' open world pvp.
     
    it will be a real unknown how the faction/arena trained vets of wow/gw2/aa/etc. take to this environment.
     
    Re: OP
     
    I really believe they are setting out to make the spiritual successor to shadowbane...how they look to solve the two core reasons why sb failed will go a long way to determining how well they stick to that. Obviously i'm discounting the issue of 'bugs'...as i don't think anyone goes to to purposefully release a bugfilled monstrosity like sb was at release.
     
    so 2 things.
     
    1. SB ate its young. It was a brutal environment that required players have a guild, and a city to work out of. team play was an absolute mandate. so you got with a guild. you spent countless hours farming to build your city, rank buildings, trainers, etc. The big bad wolf comes by drops a bane on you, rips down your walls at 4am, and camps your tree with 4x your numbers from basement till bane live. You have no chance. city go boom. GL of your merry band of misfits says, F This, his/her core most follow suit. Your guild dissolves. You are not right back where you started. Homeless and guildless. A lot of players, at this point, simply say f it at this point and walked away and never looked back. In it's early years, i would say roughly 50% of the losing guild's population would disappear, and never come back. Losing was just too harsh. EK's are cf's solution...sort of...to this (can build something that can't be wrekt). 
     
    2. Stagnation. In SB, it was possible to kill a server as most of the early-dominant release guilds demonstrated...and later the Chinese hordes that came once sb asia got shut down. It's like #1 on a server wide scale...but no where to run/rebuild...resistance was a daunting task, even for those conditioned to fighting uphill battles. CF hopes to alleviate this with servers that reset regularly. The challenge here will be to balance the task of creating/building assets on each server something that requires effort, but not so much that we dread a restart. It's easy to say, ok, Bob wins, and press the restart button...potentially a bit more difficult to get all those players to be chomping at the bit for another shot at the title. the line between, 'damn we almost had that one, can't wait for the next shot'...and, 'damn, thats hogwash, we should have had that if it weren't for those zerging cheating asshats at the end...custard this game'...is a pretty small one.
     
    what i hope will be comparable is that pvp will be primarily group centric, with strengths and weakness of various arrangements and we get the feeling, like in sb, that your actions effected the game world permanently...no experience was ever exactly the same.
  18. Like
    dubanka reacted to hades-lotd in Shadowbane War Journals   
    Discussing all things Shadowbane brings back memories of Shadowbane Beta, and the trials and tribulations of some of the most notable guilds and nations in the game's early history.  Many people know that I was Waylander, SB Lead Herald, and I authored many of those early war journals. 
     

     
     
    I still have my old war journals with the original text, but not all of the images.  The next best thing is the old internet archive, and I've taken the time to link the old articles that still have most of their original images attached.  I hope that Crowfall creates a new generation of drama and excitement, but until then here is some nostalgia from Shadowbane's past!!
     
     

    The Heralds are the day to day chroniclers of events both small and large inside the world of Shadowbane. They observe and record the progression of time, weighed against a healthy respect and perspective of the past. They are a mix of equal parts historian and journalist, who believe that to properly understand the relevance of certain events, the people must have an appreciation of the times as well as their place in history. There are many different Heralds in the College which specialize in certain fields of knowledge. ​ The Lore of the Aerynthian College:  From the Conclave of the Archmagi to the Great Library of Aerynth, learn how the Heralds survived the Turning to bring the light of lost knowledge back into the world. Shadows of an Empire: Fragments of a Shattered Crown - December 9, 2002: New nations come into power and struggle for control alongside, and sometimes against, the great empires of old. Regional conflicts became global, as the continents of Tyrranth became a chess board for supremacy. Shadows of an Empire: The Battle for Tyrranth - December 2, 2002: The battles raged for the military and political control of Tyrranth. Currently, each major faction was working to build its wealth in order to fund their war efforts and improve their cities. Shadows of an Empire: Between Perdition and Salvation - November 4, 2002: The continuation of the Sea of Swords chronicle, this one focuses on Vengeance Agenda, Salvation, and the Common Wealth forces. Shadows of an Empire: A Sea of Swords - November 1, 2002: Earlier battles between VA and Salvation lead to global conflict, and the return of Burning Legion. A Traitor at the Gate - October 18, 2002: With the new and larger world of Tyrranth, many thought war would come slowly to this vast land. They were wrong. The Purge: When Chaos Awakes - September 5, 2002: A new temporary world opens, and the lands are filled with chaos and evil. A Land in Flames - August 28, 2002: As the world comes to a close, the remnants of mighty forces view their domains in both the light and shadows of their victories and defeats. An Empire Divided - August 21, 2002: Two armies face off with feints and thrusts, each trying to destroy the other. Beware Hidden Daggers - August 14, 2002: The Vengeance uprising takes a hold of the continent, and two Nations go to war. The Shackles of Conquest - August 2, 2002: Questions of politics and loyalty rise from the smoldering ruins of Semujin and its former legions. The Reconstruction - July 26, 2002: The rise of new cities in a new land, the fall of another city, and a new allegiance between enemies. A Clash of Kings: A City in Ruins - June 26, 2002: The continuing coverage of the war between two cities and the destruction of a third. A Clash of Kings: The Wrath of Comptonia - June 21, 2002: Waylander's continuing coverage of the growing war inside Aerynth. A Clash of Kings - June 14, 2002: Battles, alliances, and plans within plans. Waylander looks below the beta's political surface. Deployments and Tactics: An Introductory Scouting Asessment - June 7, 2002:  War correspondent Waylander discusses the lay of the political landscape inside the beta test.  
    Enjoy the old reads!
  19. Like
    dubanka got a reaction from doc gonzo in Some Shadowbane reminiscing...   
    keep telling yourself that.
     
    having seen the full cycle...early sb, late sb, more current 'functional' games...everything (slight exception being darkfall) was like swimming in the kiddy pool.
     
    i'm curious what title(s) you're even talking about as pretty much everything has been a wow clone...and nothing has offered anything more than circle jerk theme park pvp.
  20. Like
    dubanka got a reaction from Steven Yannic in How Transparent Should The 'resolve' Mechanic Be?   
    no, you are incorrect. 
     
    Hacks involves players manipulating data in a manner the game did not mean for it to be manipulated.
     
    ie.
     
    running faster than inted.
    teleporting to map points
    seeing other players./mobs outside of the normal visual range (ie. radar)
     
    what i'm saying is that players should have the option of seeing the data the game is already tracking on their char.
     
    hps. check
    mana. check
    stamina check
    resolve? check
     
    now seeing another players resolve level, if it was not meant to be seen? Now that would be a hack.
     
    you seem pretty focused folks being the 'best players'.
     
    some players just get a kick out of playing with friggin formulas.
     
    and wtf does that have to do with whether or not we can see the data on our own characters or not?
     
    troll on anonynail.
  21. Like
  22. Like
    dubanka got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    from the devs mouth...at least as of the June Q&A...the answer is both.
     
    if a players stumbles across one, it will be in a ruined state...
     
    if the player drops one (ie. bloodstone tree) it will be in a construction state.
     
    https://www.youtube.com/watch?v=4TZZnyB-ydU&feature=youtu.be&t=321
  23. Like
    dubanka got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    every city was it's own nut to crack....geography...was it on an island, bordered by rivers, wall orientation , wall layout...both internal and external.
     
    if you spec tailored to defend your city? or take your opponents?
     
    it's just an extra element in the tactical/strategic layering that would be a shame if they left out.
  24. Like
    dubanka got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    whole lotta letters there.
     
    i just really hope we have the ability to construct things more in the sb style...hell, even the AA style, than say the df/gw2 keep capture/upgrade/repair model.
     
    if only from a strategic sense...historically, the location of a city/fortress has underscored its ability (or lack thereof) to control territory...It would be nice if players had the ability to maximize that, or fail horribly.
     
    IMO, i would see the poi 'ruins' as being an element of convenience...you would be trading potentially an optimal location for the benefit of speed and resources to get fortifications raised. Do i build a city from scratch with the intent of control the ruins (we will be able to mine it for artifacts if i recall correcty) and the other surrounding territory...or do i look for a more immediate advantage of makign do with a less than optimal location/design etc.
     
    Anything that makes the player's decision matter, and just doesn't hand us a cookie cutter 'how ya do it', is preferred.
  25. Like
    dubanka got a reaction from Steven Yannic in You Can Only Build Cities On Specific Plots In Campaigns?   
    how they are built will go a long ways to determining the fun factor of the sieges
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