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mayson

Cormorant
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    32
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  1. Morello? You are in the wrong gate mate, go home j/k <3
  2. Yah obviously lame on there part. I don't think they were the best guild by a long shot but they brought a new play style to the forefront when it comes to specs. Sure people might have done a channy group before but they were the first to do something decent with it. Their issue is once guilds found a way around it, they didn't adapt and come up with something better. This is what separated good guilds from GREAT guilds. Case in point TSP on Morning. They were a great guild for their innovation and also ability to adapt to fights.
  3. The channy grp was very innovative and very good at banes. RoFL just found a way around it. Inherently, their channy grp never should have been elf. It was a bad call there but regardless they were much better than 98% of the guilds I have seen in this game.
  4. Having been in Nurfed and played with G.O.D a bit during some banes I can tell you they were both very good. Their def channy group was really the first one to actually work. They got smacked around later on because people found ways to defeat it, much like the spec groups my guild, Rerolled ran. That was the magic of SB, you could roll a lot of different ideas. Say all you want about G.O.D but they left their mark on SB much like Nurfed did.
  5. Say what you want but G.O.D was one of the most innovative and skilled groups that I ever played with. They in many ways created the spec group when other people were mindlessly zerging.
  6. I would kiss this man... wait..
  7. Sup sexy pants, Are you playing? I just picked up the game to check it out.
  8. Zerg... not so much. They did delete their own wall and rightfully so when we were up on it. It was actually the right call at the time.
  9. Good to see you guys coming back. Had some pretty fun times back in Shadowbane!
  10. How do you know they have any of this?
  11. I am very interesting in the funding for this project. A ubiquitous trend in smaller companies games these days is the early access projects that consumers are inundated with on a regular basis. These projects allow customers to buy in early to help the project continue to develop allowing them access to the game but often times leaving customers frustrated by slow development times and lackluster content. Having seen both sides of this perspective, I am interested in how crowd sourcing could be done right for Crowfall. If we take two forms of crowd sourcing we can examine them for possible implementations in the game. 1. Early Access: As previously stated this is based on customers buying into being testers. They play an unfinished version of the product but own a copy through all states of development. Pro: Proof of concept. Players get to start playing and often have a great deal of influence over development, balancing and design. Con: With social media, word spreads fast. A lackluster project will quickly get a bad rep and die. Pro: A consistent stream of player based data to balance and help the dev team flush out concepts that will be beneficial for the game. Con: Early Access often provides a large chunk of income for the team but introduces players to an unfinished environment/game. This can create a lot of exploits, cheats and rather damaging allegations to the brand. 2. Kickstarter: We are all familiar with this brand of crowd sourcing where users pledge money to support a project and if it hits it's mark the money is released to the project. Pro: Excellent ways for smaller companies to make revenue. Look at a game like Divinity, which used kickstarter and was successful. Con: Though this path will have incentives for donations, the development cycle is still a multi-year process and the likely hood of us playing a finished or even good beta version is often a long time. This long period causes hypes to dissipate. Pro: Hype! A lot of hype around the project means media and press. These are essential tools for everyone now a days (I work in marketing/pr, it is VERY essential). Con: Not reaching the goal = no money and loss of project. I would like to know your thoughts. At this point I am under the assumption that some sort of crowd based solution is the big revel that they are counting down. In any scenario I could come up with, this is a multi-year project that is going to take a lot of hype and capital to become a realization.
  12. I feel like this is something they HAVE to do at this point. In a development cycle, if we are at a concept art stage with character model implementation, you are looking a multi-year dev cycle MIN for the type of game they are speaking about. Sure the hype is fantastic right now and growing but what kills communities is complacency. When things are moving at a lightening pace, communities die very quickly. So I wonder if we will get some information about the people working on the project and a look inside at some of the time tables for the project.
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