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inako

Testers
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  1. Like
    inako got a reaction from JamesGoblin in Archetypes   
    Acabaré probando muchos de ellos. Nunca había tenido tanto problema para decidirme pero con la información que hay por ahora, de 12 arquetipos al menos la mitad me parecen muy interesantes.
  2. Like
    inako got a reaction from JamesGoblin in Discusion En Español   
    Como dice zarhen, no contaría con ello al menos para el lanzamiento. Localizar un juego es un proceso bastante caro y no es para nada prioritario en un juego de estas características y con una financiación limitada. La mayor posibilidad de que se traduzca sería en el caso de que dejen el juego en manos de publishers en ciertas regiones, una idea que me aterroriza por el mal que le podría hacer eso al juego.
     
    Si el juego despierta mucho interés en la comunidad hispanohablante, siempre queda la posibilidad de una traducción mediante "crowdsourcing" aunque la calidad de las traducciones en principio no sería la ideal. Depende del número de personas involucradas y la cantidad de líneas de texto del juego tardaría bastante con el reto añadido de tener español de Latinoamérica y de España.
     
    Aunque no lo traduzcan, este juego va a estar bastante centrado en PVP así que no creo que no entender muy bien inglés sea un problema y si tienes dudas para eso está la comunidad o si te unes a un clan alguien te echará una mano seguro.
  3. Like
    inako got a reaction from Steven Yannic in Promotion Classes   
    Bards suck  http://youtu.be/5KVy73OR3XY
     
    Sorry, could not help it, bards always remind me of that movie 
  4. Like
    inako got a reaction from Steven Yannic in Promotion Classes   
    I'm really intrigued by this archetype. So far we can see them using three different kinds of "weapons". There is the ice blade tied with some sort of chain or rope. we can see them using magic and in the kickstarter video at around 3:50 there is one with a bow.
     
    So far I would say they won't be ideal tanks due to the low strength on the stats displayed.
    Maybe something like ranged DPS physical and magical, shorter range DPS but not exactly melee (wonder how long that chain goes), support with CC skills ice related? So many possibilities, for all we know they could make an ice shield and smack people in the face or be a really fast dps dual wielding ice weapons 
  5. Like
    inako reacted to Nazdar in Why Caravans Are Critical   
    There.  Must.  Be.  Caravans.
     
     
    With caravans, everything clicks.  You have:
    A strong sense of world - distance matters! A decoupling of players and resource movement The option of slower/faster movement speeds depending on the load A visible attack/defense point  (pushcart games are tried and true) Built in "escort quests" More strategy, politics, and everything that this game stands for  
    I've seen some concerns that caravans are not a sexy enough stretch goal.  If that is the perception, caravans need better marketing.
     
  6. Like
    inako reacted to DunstanSkai in 02/03/15 - Campaign Export Rules Faq + Knight Poster   
    Not liking the RNG aspect of this too much.
     
    I'm a 10+ year vet of Eve online so I'm used to the loss of items but the risk there is mostly under player control. I risk my valuable stuff only at certain times and travel in tanked ships, with a scout where possible.  Once my stuff is docked up and stored its safe. Most loss is when I get careless.
     
    Here, depending on the campaign ruleset, there's significant risk transporting stuff to the embargo vault but even when its "safe", a significant portion gets destroyed, even for the winning side.
     
    Perhaps the EV bank view should have, say, 100 slots with a colour coded background based on current expected performance. In a campaign with 50% win, 30% kneel and 10% loss export rules the EV bank slots may show the following for someone not doing well:
     
    Slots 1-10 are blue(safe) even for losing team.
    Slots 11 - 30 are amber (at risk)
    slots 31 - 50 are red (probable loss)
    slots 51-100 are grey (certain loss)
     
    Players should put their favourite items in the first few slots.
     
    If you must have RNG or contribution based factors, make those ADD extra slots to the above ranges from the grey range.
    EG: the best players on the losing side may have
    1-15 Blue
    16 - 45 Amber
    46 - 75 Red
    76 - 100 Grey
     
    Representing a 50% bonus added for good performance (if my maths doesn't suck too much!)
     
    Even Dregs campaigns should have some reward for losers so months of time isn't completely wasted.
     
    Stack sizes should be very large depending on how common  resources are.  200 wood (of one type) as a minimum.
     
    Players can rearrange their banked stuff from anywhere at any time until campaign completion but must visit the EV circle to add more. Withdrawal at a summoning circle should be considered too, even if it allows item teleport. Perhaps limit to only 1-2 slots/items per visit.
  7. Like
    inako reacted to checkyotrack in Instanced/random Turn-Based Pvp?   
    Fishing? Now imagine if PvP could be turned into a fishing mini game!? Imagine whoever catches the most fish wins the castle!
  8. Like
    inako reacted to Cirolle in Make Arrows An Item   
    Are melee the only ones that have to deal with armor repairs in Crowfall?
     
    Are there even armor repair in the game?
    Because, crafting wise, it might be smart not to have it.
     
    If there is repair in CF, does it have to cost more for melee to repair? Or is that just a hunch you have from another game?
    Will melee die more?
    We can't tank and spank in a pvp game.
    Will mages die more?
    Do we even have currency or are we making it in the game?
    If we DO have currency, can we freely bring it into campaigns? Where are we buying things in the campaigns. Who are taking our moneys?
     
    You arguments are based on assumptions and as such are not very valid, sorry.
  9. Like
    inako reacted to Vayne808 in Campaign Timeline/ History   
    With the campaigns being dying worlds what will the connection be to the Crowfall "universe"? Will the worlds die and be forgotten or will we have some sort of record of the events?  Imagine if we had some sort of record or timeline that recorded the events that happened across each campaign.  It could include stats or leaderboards for each campaign.  Each world that the campaign took place on would have a name.  The winning side of the campaign would be listed and each win for each faction would be added to a larger score.  We would be able to shape the world ourselves and the players would have their place in the lore we've created.  "The Battle of _____", "Fall of ____". Those events would be ours and would give each randomly generated campaign a purpose aside from just resources. We would still keep the dying world concept but we would prevent them from being forgotten. Imagine coming back after months or years of not playing, looking back into the archives, and recalling the epic battles that you had fought in. 
  10. Like
    inako reacted to mal in Don't Have Any High Heels On People Who Plan On Engaging In Combat   
    I really like those middle ones!!!!  I have a pair like that.  AND I CAN RUN IN THEM IF NEED BE.  IJS. 
     
     
     
    If you think the "high heels" on that toon are slutboots you need to get out more.  That isn't even CLOSE to a high heel. It is simply a heel, which is normal on a lot of kinds of boots.  My work boots have a slight heel, my cowboy boots have a slight heel.  Its not a big deal.  Not like shes in a pair of stiletto pumps.  Jeez.
  11. Like
    inako reacted to courant101 in Don't Have Any High Heels On People Who Plan On Engaging In Combat   
    From Dear Lord, Please No High Heels.
     
     
  12. Like
    inako reacted to n00bf00 in Concern Over Passive Vs. Active Skill Training   
    I think this line best encapsulates the hard breaks in your philosophy versus some of your opponents.
     
    You view progression via the character as a test of will. That the more you want it, the more you should get. That a player who is super into the game, should play the game a lot, and have a proportionally stronger character. That the cap should be high so that maxing something out is not considered the norm you have to do to make your bones, but a true accomplishment. I totally 100% get that, and I totally 100% disagree.
     
    To me the idea of grinding my bow skill over the course over the course of 400 hours of botting or actually playing, for a .05% increase and the ability to say. "Aha I hit F1 way more times than you did!" It just holds no interest to me, I don't view it as a meaningful test of skill
     
    To me the idea of having skill,  passion, or willpower isn't reflected by you grinding more. It's by you actually using the mechanics more. It's about learning all the mechanics inside and out, keeping up on the metagame, and playing on the level above the casual gamer. It's the reason why I won't kill any CS pros in 1v1 matches in a 100 attempts. It's why players in chiv who have 2000 hours are much much better than a player with 300 despite a total lack of grinding.
     
    EvE online, a game that has this mechanic, is home to some of the most intense, passionate, stubborn gamers I know.  I know people who will spend months tracking an enemy player to his wormhole. I know people that will chart out enemy movement on a daily basis for weeks. I've seen small groups of players single handedly harass larger groups over the course of 15 hours, trying to harass them and make it impossible for them to take an objective. I saw a guy get killed who hadn't logged on in over a year, because someone who wanted to kill him was on the lookout for him and ready when he logged on.
     
    Some of those players had in the stories played for 4 months, some played for 9 years. When they did those things, they were testing their will, against other humans in an intelligent conflict. It wasn't because they had 5% better damage with a particular weapon, it's because they were smarter, and the wanted it more. They did a better job of projecting manpower. I wasn't a status symbol on their sheet to lord over someone else. It was victory. That will always mean more to me when it comes to setting gamers apart than some mechanical advantage derived from mindless grinding.
     
    If you really want people to be set apart based on their merit, which seems to be your beef. Isn't competition a more meaningful metric than grinding? If I'm a way better shoot than you in an FPS, doesn't that mean more than you emptying clips after clip into a corner to increase your reload skill? To take your acting comparison. The guy who was in Guardians of the Galaxy, didn't have the right body type when they cast him. They cast him because he had the charm and acting chops they felt the character needed, after casting him they handed him over to some trainer who got him into shape. Getting into shape was just a minor element of doing his job, if it was the deciding factor. They woulda hired a fitness model, or his trainer to do the role. Grinding up your character is not why most of us play these games.
  13. Like
    inako reacted to Jorjeis in Concern Over Passive Vs. Active Skill Training   
    No, you enjoy grinding - I get it.  For whatever reason you feel that people need to spend 20 hours sitting in the snow whilst on fire to craft a sharpened stick to be able to fully appreciate it.  That's fine and dandy but most people hate grinding and it takes away from their game experience - I would hazard on the balance it probably takes away more from their enjoyment than it adds to yours but that's purely subjective so difficult to measure.
     
    The issue I have is you're creating a bunch of strawmen (e.g. skills points don't mean anything), and conflating a bunch of things to try and support your argument.  The central premise of this game is the emergent politics and strategy that come from a PvP based world and competition for resources.  Gating that behind a significant grind will make it very difficult for new players to catch up and will preclude a large group of the player base (those that have come from Shadowbane but now have families and other significant time commitments).  Hence it is the wrong thing to do.
  14. Like
    inako reacted to Jorjeis in Concern Over Passive Vs. Active Skill Training   
    grind != hardcore
    grind != complex gameplay or systems
    grind != difficulty
     
    If anything grind takes away from all of those things because it reduces the amount of time people can engage in emergent gameplay which is where a game like this will truly shine.
  15. Like
    inako reacted to trik81 in Concern Over Passive Vs. Active Skill Training   
    If all you play the game for is to watch numbers on a character sheet go up, then you probably have no reason to play.  If you play to have fun and the numbers going up is a side effect, then active start/passive finish is just a system that moves the numbers.  The big issue here is that no lifers will be disgruntled that they don't have a clear advantage for spending more time in game.  The real advantage comes from being a more skilled player, as in actual player skill, not character skill.
     
     
    This creates a system where the winners become more likely to win over time.  You know, the whole Uncle Joe RISK scenario they are specifically trying to avoid.
  16. Like
    inako reacted to Cirolle in Concern Over Passive Vs. Active Skill Training   
    In every single MMO I have played, I have found the easiest way to level up, be it skill or actual levels.
     
    We all do it.
     
    You do not really become a better player from this.
    I never became a better crafter from making 11 billion daggers on a timed macro.
    I didn't become a better mage from doing AOE speed killings.
    Macro or no macro, I certainly didn't become better at playing when swimmin around in a pool or hitting sense heading 500 times a minute.
     
    In EQ (as an example) I became a better bard when I started charm kiting 4 Hill Giants that were yellow or red to me.
    I died just enoughm that my progression was at a stand still for almost 2 days. Then I got the hang of it.
     
    In Shadowbane, I became a better scout, after I had maxed my character out and had played around with runes enough to find the perfect (for me) setup for killing thieves and assassins.
    No progress for weeks there (there were no guides yet)
     
    In World of Warcraft, I don't think anyone really becomes better at playing, til after they have hit max level and grinded out the gear for going heroics.
    Rest of the game is really too easy compared to how powerful your character is.
     
    Building my character is important to me in a RPG.
    Building my own skill at playing that character is important as well.
    These two does not have to have anything to do with each other though. They rarely do.
     
    The time you spend actively playing your character, is what makes you better at playing your character.
    The little points you put out to flesh out your character doesn't.
     
    I keep reading about how someone would have to spend an insane amount of time on a character to get the numbers higher than most of the others. And it seems to me like these people think that their skill have something to do with their characters being better after that.
    No, just because you have put in the time to raise a stat to be twice as high as someone elses, doesn't me that YOU are a more skilled player.
    It may seem like it, because everytime you go up against the ones with the low stats, you win.
    That is not skill. That is not YOU being better. It is simply the numbers.
    I am not saying you can't also be the more skilled player while having the higher numbers from grinding out things.
    Time just doesn't equal skill.
  17. Like
    inako got a reaction from Wogga in Crowfall And Shadowbane   
    Every time I read about Shadowbane I die inside a little. Looks like I missed something great on that game. Hopefully Crowfall will have all the good things from Shadowbane and eve improve on it.
  18. Like
    inako reacted to oberon in Dregs Players Check In.   
    formations are cool
  19. Like
    inako reacted to maarvy in A PvP MMO for the first generation of gamers - A gap in the market   
    Since were currently backing a page of text .... I thought I'd get my thoughts on how this new mystery mmo should look . I'd realy love to see a open PvP mmo that isnt the time consuming monster of games of the past .

    NO LEVELING
    Thats right I said it , no leveling whatsoever . Whichever system the devs build for creating a charecter should be completed at charecter creation so everyone lands ingame with a endgame char ( starter geared )
    Too long leveling your char has been a piss poor excuse for MMO content , sometimes ( quite often ) your compeled to do things that you need to do in order to level instead of the things you want to do . Even in the most openworld pvp mmos to date this has been the case .
     
    Too long MMO designers have Divided there world in to levels to accommodate player progression .
     
    Too long people have used there horrible chars as a excuse for sucking .
     
    Too long people have been kept away from good games because there half a year behind the leveling curve

    TIME FRAME
    As I pointed to in the title many of the people already registered here have been around the pvp mmo scene since the very begining and thus quite a few of us are getting rather long  in  the tooth and short on free time . Its time for a pvp conquest mmo that can be played in a regular persons free time 2-3 hours .  For me this means you can log in for a few hours to farm and gear your char a good few times .... you can log in and siege or be sieged .... travel the world end to end for open pvp .

    REAL GAMES MASTERS
    These days a "GM" is the guy you send a tell when you need to cry about hackers or your inventory disapearing after a bug or some other stupid crap ...
    No more , We need real GM's ones that make the game experiance better ... That monitor the game and focus on areas of interest , add traps to dungeons on the fly , spawn npcs armys to throw a  spanner in a player siege , add items to the world ...you get the idea .

    LOOT
    I've always been a fan of full loot in mmo's , however many games have struggled with this in the past . basicly getting and crafting gear should be very easy ... losing it all should also be very easy . All towns should have Individual banks that are fuly lootable after a siege . Idealy it should be possible for a player or guild to go from the hieght of weath to the poverty line and back again within a few play sessions .

    WINNING AND THE WORLD
    A conquest MMO should have a win condition in my opinion , so many time in Shadowbane or Darkfall the map would become stale with 1 super power owning way too much . Enough of that crap my ego aint too big to admit I lost and I'd like to be acnowlaged when I win . Once a alliance owns a significant % of the map theyy should be declared the winner and the map restarts . It would be awesome for that to affect the next world map too , for example citys that were razed too often become derelict and new ones appear , mob camps that were over farmed become extinct or migrate or get stronger , sites of huge past battle get memorials or changes in terain ( battle worn etc) .
  20. Like
    inako reacted to frozenshadow in Fps / Darkfall Aiming Confirmed   
    Sorry, but animation lock doesn't make anything more "tactical". Saying that is about a fallacious as the people saying that having a hot bar of two dozen abilities and tab targeting makes it more "tactical". It's just a frustrating mess. What it does is add frame counting to a genre it should never be in and with that comes all the pitfalls fighting games suffer online such as latency and even more so with frame rate drops which a fighting game shouldn't suffer from. Someone with a higher frame rate has much greater benefit as they will be able to see the end of the animation and start the new animation before someone with a lower frame rate. It also breaks down with more than a single opponent. When people run around in massive groups and call out single targets, animation lock is a death sentence. It gives every reason to play range over melee.
  21. Like
    inako got a reaction from dawgs4ever in Concern Over Passive Vs. Active Skill Training   
    I quoted that because I think this is what they are trying to avoid with the pasive training system. This is a game and it is supposed to be fun. They are focusing the satisfaction of the "hard work" to come in the form of campaign victories, team work within guilds/alliances and personal skill improvement instead of in enduring tasks that until somebody comes with a different formula end up being monotonous most of the time.
      We've all played many many mmos and most of them feel like a chore at one point or another, something to "grind", filled with tedious tasks that you have to survive to get to the fun part. Obviously different people has different tastes but since I can remember, the repetition of leveling skills has been so tedious for so many people that running macros AFK turned to the norm to actually get to enjoy the game cause nobody likes to get their butt kicked just because of the level of their character.
     
    I think in Crowfall they are trying that the people actually plays the game from the beggining because it is fun instead of focusing on repeating the same thing over and over and find the ways to deal with the grind faster to be done with it and actually enjoy the game. And let's be honest. if there is a 0.0005 of a skill that can be higher everybody will focus on getting that cause that will be the reason I die and not that I am really bad player. After my character is maxed it will be lag or people cheating 
  22. Like
    inako got a reaction from Knicklaso in Concern Over Passive Vs. Active Skill Training   
    I quoted that because I think this is what they are trying to avoid with the pasive training system. This is a game and it is supposed to be fun. They are focusing the satisfaction of the "hard work" to come in the form of campaign victories, team work within guilds/alliances and personal skill improvement instead of in enduring tasks that until somebody comes with a different formula end up being monotonous most of the time.
      We've all played many many mmos and most of them feel like a chore at one point or another, something to "grind", filled with tedious tasks that you have to survive to get to the fun part. Obviously different people has different tastes but since I can remember, the repetition of leveling skills has been so tedious for so many people that running macros AFK turned to the norm to actually get to enjoy the game cause nobody likes to get their butt kicked just because of the level of their character.
     
    I think in Crowfall they are trying that the people actually plays the game from the beggining because it is fun instead of focusing on repeating the same thing over and over and find the ways to deal with the grind faster to be done with it and actually enjoy the game. And let's be honest. if there is a 0.0005 of a skill that can be higher everybody will focus on getting that cause that will be the reason I die and not that I am really bad player. After my character is maxed it will be lag or people cheating 
  23. Like
    inako reacted to Jonzun in Concern Over Passive Vs. Active Skill Training   
    There's a difference between MMORPGs and CF. MMORPGs have rich worlds with their own lore, quests, dungeons/temples to explore with their own history. They are like D&D campaigns and whether you're level 5 or level 50, you are like a character in a pre-written novel and you get the immersive fun of going through the temple and killing the lich in the Tomb of Horrors. I don't foresee this level of "lore development" in CF. The players ARE the boss mobs and the main objectives are player-built structures and player-held resources/POIs.
     
    I would argue with the assumption that the CF model diminishes the value of the character and who you are in the world. It diminishes what you are in the world (e.g., "level 50 assassin") but increases who you are in the world because each player has the opportunity to impact the outcome of the world whether it's done by destroying an enemy city, capturing a resource, or crafting gear for others to use.
     
    That said, passive training allows players to get into the 'relevant range' of skills pretty quickly and keeps even semi-active players in the relevant range for PvP. The incremental edge that players get over time comes from winning campaigns and acquiring rare resources from said campaigns more than grinding on PvE mobs for XP.
  24. Like
    inako reacted to yoh in Wildstar Action Combat?   
    I think I would have preferred fewer skills but with more depth and a resource system, ala SMITE.
    I want to feel good when my skill lands, rather then just rolling my face over the keyboard madly mashing keys.  I like to time and aim my skills, not spam then relentlessly.
  25. Like
    inako reacted to Sarabande in Sketch - Female Legionnaire   
    Unfinished because I restricted myself to a half-hour during my lunchbreak 
     
    (Yes, I know there are no fem legionnaires, but I wanted to draw one anyway!)
     

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