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About vorbane

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    Gaming, Music, Reading, Writing, Talking, Anime, and long walks by the beach at sunset.
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  1. I appreciate your post and like your point of view; but I really feel like you could've just put this into the classes thread that was started a while ago instead of starting a new one :-p
  2. Yeah I'd rather not just have night for the sake of having a cycle. I want a reason to be unsure about going out at night rather than just admiring the nice graphics of the day vs night cycles.
  3. I think that's all we can really do for now at least. In 45 days we'll know more and can evaluate the situation with a lot less speculation. ;-)
  4. I did not mean to establish the perception that those could be the ONLY alignments possible; I was just using an example. The problem with having them completely unwritten for you is that you'll find people's stories often clash with each other and make trying to do quests together almost impossible (depending on the context of what you mean by forging your own story). That was one of the problems in ESO, you'd randomly find yourself unable to fight with your party when you couldn't see the same enemies because you'd made different choices previously.
  5. Nope, I don't want to deal with the people who wait till the last second of their turn timer to make all their moves every single time. In a purely PvE game, sure, but I'm sincerely doubting that CrowFall will be anything even remotely close to that.
  6. I'm hoping that the quests allow for a kind of alignment choosing similar to what was in SWTOR, where how you choose to complete your quest would lead you down a path to darkness or to light. I want to forge my own storyline rather than have to follow a pre-built one that everyone experiences exactly the same.
  7. Yes. This. I personally love the competitive side of an open world pvp game. However similar to navlaan I've only experienced it when it's been improperly managed. No I don't want a theme park MMO where everything is dumbed down and my hand is held every step of the way; but I do want new players, who may not have experienced a play to crush style game, to be able to find their way into the community and adapt to the world within the game. This means having a willingness to give grace to those people who like a completely different play-style than ourselves. It means being willing to set down our throat-cutting ways for a few minutes to help out someone who needs a little guidance in-game (or in the forums for that matter). Edit: You can always make them your nemesis later.
  8. Lol those original DF towers had such silly range. You could just jump in front of peoples swords to get them red-marked then after they died to the towers you could take their stuff.
  9. Someone lock this thread please, it's devolved into mindless hatred filled with ignorance and assumptions.
  10. A lot of SBers aren't like this. It's just the very aggressive ones we see the most of because they're also the most opinionated and vocal. Please don't take in the assumption that all the SBers (or even just people who like open world PvP) are like this. It will only make the nice ones irritated enough to retaliate back at you and etc etc etc... until both sides just assume that the other is only full of asshats; when in reality the people who are beings jerks about this are really the minority within each group.
  11. You appear to only be taking into account a perfect game that you've concocted in your head that in no way can actually exist in reality. If a newbie whose only played for two hours stands a chance against someone that's played hardcore for a month in 1vs1 combat then clearly gear has no large impact on it and refer back to my previous posts. What is visibly worn is usually a pretty good indicator unless there is 0 difference in how gear looks. For the veteran player whose spent a month or so playing that 2-3 hours isn't much compared to the new player whose just trying to figure out the game. Etc...etc...etc... you want open world pvp guild vs guild hardcore where only people similar to yourself really have fun; I want a game that appeals to a greater diversity of players. This conversation is really going nowhere. You believe it is possible for people other than those like you to have fun in your ideal world; I however, do not. I'm afraid we must resign ourselves to agreeing to disagree.
  12. Darkfall had bindstones that were often times in towns and cities that you spawned at after death. Graveyards illustrate the same point, a person cannot really follow you after you've respawned to kill you again if they don't know where you are. They may have general direction but assuming the world is rather large it is easy to lose them. Please remind me again of the open world pvp full loot game where you spawned at your body, must've missed that one. Then if gear is powerful enough to dictate combat then open world pvp with full loot becomes a nightmare for any new player. A month into release no new player could ever venture out without being killed with a single swipe of a blade. Once again, you are pushing for a game completely designed around pvp guild vs guild combat where you literally can't survive unless you immeidately join a guild for protection. A game where only a small niche group of players can really enjoy themselves and where there is no room given for people of a different style to thrive.
  13. I really don't think you're even reading my whole posts, so I guess I'll have to repeat myself in shorter paragraphs. When you respawn at a city or town it's pretty hard for the ganker to immediately find you because they're still at your body. Unless there's going to be some kind of tracking system or if mats only spawn in one place it's actually hard to find someone after killing them once unless they go back to try and get their stuff. In full loot system people are not going to be wearing their best equipment and are always going to empty inventory completely before going out hunting. So no spoils for helping people set traps. Please please please. Read the words that other people say before foolishly responding in ignorance. I shouldn't have to explain every last slight detail about how this works. It's clear you haven't played in a full loot world before or you would already know a lot of this stuff. If you post again saying random crap that I've already explained I'm probably just going to ignore it.
  14. I feel as though you either haven't really devoted yourself to crafting before or really played a game where you ganked people a lot. Sure crafting in the beginning you really don't lose a lot, but as the game progresses you'll most likely need more and more mats and have to spend more and more time out collecting. When you die after two hours of spending real time just collecting resources and you lose everything? Why bother being a devoted crafter? Because here's the second flaw in your ideas, as someone who personally has gone out of their way to gank people who spend a lot of time crafting(because in darkfall killing people who were on their way back from collecting mats was WAY more efficient than collecting your own); when you find someone who had a crap ton of crafting mats on them; you make sure to go out of your way to kill that person every time you see them because hey! You know they're a crafter who will probably be holding more free mats for you! So none of that "they only camp if you don't give them everything." In fact I'd be less intersested in killing a crafter if I know I can randomly not get his 100 stacks of X rare resource, how do I know whether he even has any? What if he'd just started collecting as I came along? Killing people just for mats I feel would take a huge plunge. Now depending on the gear and combat systems, it may or may not be any actual risk to ganking people. If gear is just "steel sword" or "leather bracers" where the only advancement that was possible was to make those items out of better mats (darkfall), then everyone just keeps about a half-dozen full sets on hand in the bank so no real loss. Most likely a ganker is going to bank his inventory in a full loot sytem as well so IF gear is like this then no risk to the ganker anways; but in the partial loot system the ganker still has no risk but the crafter gets to hold on to some of his hard work and can always wait and go back out later or to a different spot to collect mats. However if gear has rarities that you have to really work hard to obtain through dungeons or whatever, then yes full loot does create a lot of risk for him to go out in his best gear. However, what if he just goes out in 'meh' gear and empties inventory and just tries to catch out new players or people who aren't paying attention? It also depends on combat and on whether or not people without insane gear have any real shot against people who do (we don't know yet but I hope that the combat isn't gear dependent). If it's a combat system where even someone wearing low gear can still win against someone wearing good stuff, then that's even more reason that the ganker doesn't bother wearing anything too rare out to kill mat collectors. Maybe the crafter can kill him but he'll get jack **** and the ganker can just come back for another try. In almost any scenario, having full loot does not really give any benefit to a player who is not pvp-oriented but does give those who are pvp-oriented a real advantage. You should know that partial looting does not have to be limited to a player's bag, sorry when I wrote earlier I did say inventory; but by that I meant to include their equiped gear as well. This would mean that if they do equip they best armor/sword etc... that it could still be at risk. However only in a partial loot system does the ganker have any real motivation to even wear his advanced gear to attack crafters because he 'might' not lose it. In a full loot styem there is no reason to run around in your best gear unless you know you're going to be in a large group of allies. (That is assuming that combat is skill-based and not gear based which let's be honest, we all really want it to be skill based)
  15. Yes that! Very much so that. *insert doge meme*
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