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About kroked

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  1. No factions. Friendly-fire protection is only applied to members of your group ,No PvP safe areas, Full looting on death, no damage splitting? Sounds awesome. No need to implement any of that stuff, ever.
  2. Crosses fingers. Not Daybreak. Not Daybreak.. please God no!
  3. I went to E3 a few years ago. What a soul crusher. If you love gaming, don't go to E3. Most of the people who go there hate their jobs, and hate gamers more. The videos you see on E3 are nothing like the event itself, and many aren't actually even made there anyway.
  4. First, the reason zerging is considered bad is that it is boring, and players will leave if that becomes the dominant play style. Players are dumb in a way, and will do what it takes to win even if they hate doing it, right up until they quit. Now, there is more to 'zerging' than just balling up. I think of that as a tactical zerg. This can be stopped with combat mechanics, some as discussed in the videos and also proper handling of damage splitting. But there is also the strategic zerg. A strategic zerg doesn't necessarily entail balling up, but simply overwhelming the enemy wit
  5. I'm not talking about OP abilities. I'm talking about a whole class being destroyed because a good player can beat a bad player with one finger. Game developers are not usually very good PvPers. The way they balance stuff is ludicrous. Like the topic of this thread. As if kills is some sort of legitimate measurement (hello, healers,support, hybrids?). Just thinking about it is making me cranky.
  6. Well its not fun to make a post that says "I can't get my guild to play". But I can't. They won't. I'm just saying this now because you haven't see enough posts.
  7. This has got to be the worst possible way to design a game. Rather than getting meaningless numbers based on unfinished prototypes, you should be ensuring the archetypes fit the vision of the game. Vision driven design will lead to a great game. Data driven design will lead to the same copy-cat WoW clones that plague the genre. I also want to re-emphasise exactly how stupid this method of data acquisition is. It is not taking into account a million variables like player skill and latency/fps performance. Also, player intent. I can tell you that I am personally sandbagging it.
  8. Don't call it a release or a launch! Just call it BETA and let people who have bought in play. Once released, MMO's don't get a second chance. Let people know there will be a hard release day, probably late 2018.
  9. My biggest dislike and worry is that it is not robust to latency. A recent comment by a dev implies that they think the server is working great! I am not seeing this. As I have suggested before, the devs should VPN to Japan and play on the east coast servers to get an idea of the problems with latency. (thus not only play from work on the singapore server for example) For example, is DPS, inputs per second, run speed the same for someone in the same city as the server as it is for someone in Japan? Do targets actually take damage? Is the server predicting the angle of attack and timi
  10. Yesterday I disabled 2FA on my account. When I did so I got a message that I would receive an email to complete the operation. I never recieved an email, but 2FA does seem to have been disabled.
  11. This is an awesome video, something we just don't hear from other game companies. The lack of ass-covering and equivocating is refreshing.
  12. There is something that trumps both reason and common sense. That thing is experience. After playing so many pvp MMORPGs, a pattern emerges. Players exploit algorithmic boundaries. Often these abuses lead to the boundary doing the opposite of the intention. Also, complex combat systems have more failure modes. Full friendly fire solves several problems endemic to MMORPG pvp. First, it solves the problem of zerg mechanics where large groups of people 'stack' on one spot causing distortions in the gameplay. Friendly fire weakens the zerg. Also, friendly fire solves the worst of th
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