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Slink

Cormorant
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  1. Like
    Slink got a reaction from JamesGoblin in Grabing/placing. Also Dead Bodies.   
    Also shouldn't this type of thread/discussion be in the Suggestion Box? Any admins around that can move this thread to a more appropriate part of the forums?
  2. Like
    Slink got a reaction from JamesGoblin in Grabing/placing. Also Dead Bodies.   
    While forever bodies would be kind of good there a few a points I'd like to make that I think everyone should consider when suggesting any ideas:
     
    1 - Is it going to be or could it result in excessive server resource use?
    Example using the forever body idea, while a few dozen or even a few hundred bodies littered around the place might not tax a server very much it could result in excessive server resource use once you start getting into the 1000, 10,000 or even 100,000+ bodies littering the server. Sure they could just throw more hardware at the problem but hardware costs money of which there will be a limited amount of. Being able to stack hundreds of bodies on top of each other to block an entrance is a good idea but will it push the physics system to point of breaking? that depends on how robust the physics system is and the amount of hardware it requires.
     
    2 - How easy would it be to implement said idea and would it be worth the financial cost?
    Some ideas that players have, while being great ideas, would require a large amount of programming at the core game engine level to make it viable. Unless that idea is going to radically change the entire game experience it probably isn't worth the amount of work that it requires. Using Voxels and procedural generation is a good example that is hugely complex but radically changes the whole game experience.
     
    3 - Is the idea built upon simple tried and tested systems already in place and/or can other systems be easily built on top of it?
    To use the moving bodies idea, that could be part of a move any any object system that is built upon the physics system. Physics system in place give weight to most objects in the game, a pick up and move system built on that allows players to pick up, push or pull an object with varying speed and effectiveness based on it's weight and the player avatars strength. A simple addon to the object movement system would allow players to grab on to the hands or feet of dead characters and drag them to another location, possibly even throw said body in the direction of the cursor. If the game has catapults using actual physics one could also place dead bodies in the catapults to use them as projectiles.
     
     
    Personally I would like to see a disposable bodies type of system that uses The Hunger. 
     
    At all times throughout a campaign players can dispose of bodies by setting them on fire, destroying both the body, skeleton and whatever it was carrying.  During the Spring player bodies decay to skeletons after a few hours/days if not burnt, these skeletons inherit have any loot that was still on it's parent corpse, skeletons disappear after a few more hours/days(these times can be tweaked). When a skeleton decays any and all contents it had on it also disappear. During the Summer when the hunger starts to infect the world and for the rest of the campaign player bodies no longer naturally decay but instead turn into Hunger infested Undead after a few hours/days. These Undead models would be generic looking but still correspond to the race of the dead players avatar. These Undead start to wander the landscape as aggressive npc's. Any loot that was left on the player bodies is dropped upon killing these Undead. If the items are still not looted when this happens the items disappear along with the npc corpse just like normal npc item drops would. If the Player bodies are buried before turning, the Undead start to slowly crawl through the ground towards the surface. Upon reaching the surface they act as any other Undead would. The models could even be covered in dirt and mud if they started unlife underground. Players could create tombs and traps containing lots of these dead bodies/Undead by building containment areas. This is dependent on players at the very least being able to drag corpse to another location. As the campaign progresses and The Hunger gets worse through the Summer, Autumn into Winter the player corpse created Undead could become more and more dangerous and powerful. In order to prevent exploits and possibly overloading the server ACE could implement a timer on each players death and the duration of the player corpse Undead. When a player dies a simple background timer unknown to the player is started, this timer is random between 12-48 hours long. Any more deaths from this player during this countdown timer will not result in an Undead rising, the corpse will decay in the same way as it would during the Spring. Again to prevent exploits and server overload, when an Undead is born from a player corpse a random timer between 24-48 hours is started, at the end of that timer if the Undead is still alive it will just die on its own.  
    A death/resurrection system like this would be relatively easily implemented as it's mostly just a bunch of timers triggered when certain things happen. Undead rising from a player corpse could just spawn a generic npc at the location of the corpse while simultaneously making the player corpse disappear. Because the environments are going to be procedurally generated npc's will not have the traditional spawn points and patrol paths and will most likely use a simple AI system that interacts with the voxels of the environment. The player corpse Undead units could just use the same AI system that all undead in the game will use.
  3. Like
    Slink got a reaction from EztroZerakan in How Can Mounts Add To The Game Experience?   
    I'm interested in seeing a realistic type of mount/horse system:
     
    Simplistic mounted combat that includes physics for charging, you can't really do a lot of fancy attacks on a horse after all. This would need suitable counters in place. Mounts can be attacked and killed Players can breed mounts in some way and/or npc's sell mounts relatively cheaply Mounts never despawn(except when the owner also logs out) and can be stolen A horse loyalty/training system, well trained mounts are easier to control for the owner and are significantly harder to steal/control by the thief NPC and Player owned stable's in town that let you safely store your mount, could charge players for this and be another gold sink. Player owned stables can be damaged and releases all the mounts stored in it as it takes more and more damage A certain degree of randomness in controlling the mount, much like riding a real horse, it takes time to stop, hard to turn especially at speed, constantly need to adjust direction as the horse drifts left and right on it's own but is easier to control on a road. Mounts have stamina and can't sprint forever Mounts move slightly faster and drain less stamina on roads. Mounts can be startled or stubborn and sometimes ignore your commands because of this, ties into the loyalty system. Possibly a skill that lets you have greater control over your mount Possibly a skill that lets you have greater control of mounts that are unloyal to you, allowing for an easier time in stealing other players mounts. Mounts used for transportation of resources/goods.
  4. Like
    Slink got a reaction from Iridian ShadowWeaver in Assassin Gender Locked?   
    Immersion isn't necessarily dependent on gender, especially in role playing games. If the role you choose to play is yourself then that's fine, I've got nothing against that. Personally I gain my immersion from stepping into the role of the specific character I'm playing and from how that character fits into the universe it's in, my immersion has little to do with self-projection.
     
    Having a Fae Assassin society that kills off the males and only trains females to be assassins enriches the lore of the universe by creating unique cultures, if everyone does/can do everything then the universe is homogenized and boring. Many people would argue that not having class/race/gender restrictions limits immersion if those combinations don't fit into the lore of the universe.
     
    Projection of your personality isn't a requirement for immersion and role playing. I'm actually a nice guy but if I choose to role-play a selfish backstabbing female assassin I can be quite cunning and nasty and have no problem pretending to be the gender of the character. By doing that I get even more immersed in the character and world, to the point where I can come away from a play session feeling kind of guilty about what I did as that character which just serves to enrich my game experience.
     
    Please don't assume that role playing and immersion is dependent on self-projection, many hard-core role-players would find nothing more boring than role playing themselves in the imaginary worlds they visit.
  5. Like
    Slink got a reaction from ZYBAK in Assassin Gender Locked?   
    Immersion isn't necessarily dependent on gender, especially in role playing games. If the role you choose to play is yourself then that's fine, I've got nothing against that. Personally I gain my immersion from stepping into the role of the specific character I'm playing and from how that character fits into the universe it's in, my immersion has little to do with self-projection.
     
    Having a Fae Assassin society that kills off the males and only trains females to be assassins enriches the lore of the universe by creating unique cultures, if everyone does/can do everything then the universe is homogenized and boring. Many people would argue that not having class/race/gender restrictions limits immersion if those combinations don't fit into the lore of the universe.
     
    Projection of your personality isn't a requirement for immersion and role playing. I'm actually a nice guy but if I choose to role-play a selfish backstabbing female assassin I can be quite cunning and nasty and have no problem pretending to be the gender of the character. By doing that I get even more immersed in the character and world, to the point where I can come away from a play session feeling kind of guilty about what I did as that character which just serves to enrich my game experience.
     
    Please don't assume that role playing and immersion is dependent on self-projection, many hard-core role-players would find nothing more boring than role playing themselves in the imaginary worlds they visit.
  6. Like
    Slink got a reaction from Steven Yannic in Assassin Gender Locked?   
    Immersion isn't necessarily dependent on gender, especially in role playing games. If the role you choose to play is yourself then that's fine, I've got nothing against that. Personally I gain my immersion from stepping into the role of the specific character I'm playing and from how that character fits into the universe it's in, my immersion has little to do with self-projection.
     
    Having a Fae Assassin society that kills off the males and only trains females to be assassins enriches the lore of the universe by creating unique cultures, if everyone does/can do everything then the universe is homogenized and boring. Many people would argue that not having class/race/gender restrictions limits immersion if those combinations don't fit into the lore of the universe.
     
    Projection of your personality isn't a requirement for immersion and role playing. I'm actually a nice guy but if I choose to role-play a selfish backstabbing female assassin I can be quite cunning and nasty and have no problem pretending to be the gender of the character. By doing that I get even more immersed in the character and world, to the point where I can come away from a play session feeling kind of guilty about what I did as that character which just serves to enrich my game experience.
     
    Please don't assume that role playing and immersion is dependent on self-projection, many hard-core role-players would find nothing more boring than role playing themselves in the imaginary worlds they visit.
  7. Like
    Slink got a reaction from Steven Yannic in Assassin Gender Locked?   
    Pardon me, maybe I missed it but where does it say that all Fae kill off the males?
    All I read was that Fae Assassin society kills off their males, that doesn't mean that there isn't a greater non-assassin Fae society out there. If there isn't a greater Fae society then where do the males they capture come from?
  8. Like
    Slink got a reaction from Septimus in How Can Mounts Add To The Game Experience?   
    I'm interested in seeing a realistic type of mount/horse system:
     
    Simplistic mounted combat that includes physics for charging, you can't really do a lot of fancy attacks on a horse after all. This would need suitable counters in place. Mounts can be attacked and killed Players can breed mounts in some way and/or npc's sell mounts relatively cheaply Mounts never despawn(except when the owner also logs out) and can be stolen A horse loyalty/training system, well trained mounts are easier to control for the owner and are significantly harder to steal/control by the thief NPC and Player owned stable's in town that let you safely store your mount, could charge players for this and be another gold sink. Player owned stables can be damaged and releases all the mounts stored in it as it takes more and more damage A certain degree of randomness in controlling the mount, much like riding a real horse, it takes time to stop, hard to turn especially at speed, constantly need to adjust direction as the horse drifts left and right on it's own but is easier to control on a road. Mounts have stamina and can't sprint forever Mounts move slightly faster and drain less stamina on roads. Mounts can be startled or stubborn and sometimes ignore your commands because of this, ties into the loyalty system. Possibly a skill that lets you have greater control over your mount Possibly a skill that lets you have greater control of mounts that are unloyal to you, allowing for an easier time in stealing other players mounts. Mounts used for transportation of resources/goods.
  9. Like
    Slink got a reaction from JamesGoblin in What Is A Specialist To You?   
    Something just came to mind while reading another thread about full loot and it kind of ties into what a specialist might be. In a full loot game with a focus on player driven economy and resource transportation, you need to get goods and resources from mines to town after-all, the ability to tell what others are carrying without killing them would be very handy.
     
    Maybe one of the abilities for a specialist, not necessarily the Fae Assassin, could be to scan peoples inventories without them knowing. This would allow ambushing of others carrying valuable goods with intent on stealing it all.
  10. Like
    Slink got a reaction from JamesGoblin in What Is A Specialist To You?   
    I'm expecting there to be another rogue archetype announced that fits more with the traditional dual wielding rogue DPS class. That said I think the Fae Assassin should have extremely high burst damage but very weak sustained, high disruption mechanics like stuns, slows and silences, possibly temporary flight, possibly stealth and possibly a decoy, disguise or mimic type of ability.
     
    The Fae Assassin should have to be extremely careful about who and when to attack, lest they die.
     
    I get the feeling that ACE will using the Specialist title on any class that doesn't really fit into the traditional Tank, DPS, Support roles. If the Fae Assassin is just a generic rogue from other MMO's with stealth, high damage and some basic disruption then why not just put it in the DPS group?
  11. Like
    Slink got a reaction from toteofmagik in How Can Mounts Add To The Game Experience?   
    I'm interested in seeing a realistic type of mount/horse system:
     
    Simplistic mounted combat that includes physics for charging, you can't really do a lot of fancy attacks on a horse after all. This would need suitable counters in place. Mounts can be attacked and killed Players can breed mounts in some way and/or npc's sell mounts relatively cheaply Mounts never despawn(except when the owner also logs out) and can be stolen A horse loyalty/training system, well trained mounts are easier to control for the owner and are significantly harder to steal/control by the thief NPC and Player owned stable's in town that let you safely store your mount, could charge players for this and be another gold sink. Player owned stables can be damaged and releases all the mounts stored in it as it takes more and more damage A certain degree of randomness in controlling the mount, much like riding a real horse, it takes time to stop, hard to turn especially at speed, constantly need to adjust direction as the horse drifts left and right on it's own but is easier to control on a road. Mounts have stamina and can't sprint forever Mounts move slightly faster and drain less stamina on roads. Mounts can be startled or stubborn and sometimes ignore your commands because of this, ties into the loyalty system. Possibly a skill that lets you have greater control over your mount Possibly a skill that lets you have greater control of mounts that are unloyal to you, allowing for an easier time in stealing other players mounts. Mounts used for transportation of resources/goods.
  12. Like
    Slink got a reaction from JamesGoblin in How Can Mounts Add To The Game Experience?   
    I'm interested in seeing a realistic type of mount/horse system:
     
    Simplistic mounted combat that includes physics for charging, you can't really do a lot of fancy attacks on a horse after all. This would need suitable counters in place. Mounts can be attacked and killed Players can breed mounts in some way and/or npc's sell mounts relatively cheaply Mounts never despawn(except when the owner also logs out) and can be stolen A horse loyalty/training system, well trained mounts are easier to control for the owner and are significantly harder to steal/control by the thief NPC and Player owned stable's in town that let you safely store your mount, could charge players for this and be another gold sink. Player owned stables can be damaged and releases all the mounts stored in it as it takes more and more damage A certain degree of randomness in controlling the mount, much like riding a real horse, it takes time to stop, hard to turn especially at speed, constantly need to adjust direction as the horse drifts left and right on it's own but is easier to control on a road. Mounts have stamina and can't sprint forever Mounts move slightly faster and drain less stamina on roads. Mounts can be startled or stubborn and sometimes ignore your commands because of this, ties into the loyalty system. Possibly a skill that lets you have greater control over your mount Possibly a skill that lets you have greater control of mounts that are unloyal to you, allowing for an easier time in stealing other players mounts. Mounts used for transportation of resources/goods.
  13. Like
    Slink got a reaction from 447ght in What Are Your Hopes For Pve In Crowfall?   
    I like that idea, it should be said though that all hostile NPC's in the game should be relatively easily dealt with solo or in smallish groups if you pay attention for a short while but be impossible to ignore. That pack of mobs running through high traffic areas should be dangerous enough to force players to deal with them or move to another area.
     
    Also players should not be able to run mindlessly through the world from A to B, NPC's should have a chance to daze or slow players if attacking from behind, deal enough damage to be a considerable threat and take enough time to kill as to make players prefer to avoid most npc's if at all possible. There should be none of this WoW npc's are almost never dangerous kind of crap.
  14. Like
    Slink got a reaction from 447ght in What Are Your Hopes For Pve In Crowfall?   
    That's a big benefit of basing the game on voxels, each voxel can be auto-tagged based on a variety of factors and situations, inside a player house/tent near a player created fire can be warm even though there is a random blizzard outside causing players to take cold damage. The NPC AI and spawns can also be written to change behaviour based on the tags of the surrounding environment, NPC's no longer have a static spawn point and also wander the world randomly looking for areas(voxel tags) that match their preferences.
     
    Here is a video that explains it a bit more, this is for EQ Next a PvE game but it really doesn't take a whole lot of imagination to figure out how it could be made to serve a PvP game, any PvE in Crowfall will simply be a form of resource gathering after-all. https://www.youtube.com/watch?v=Xs1EtESFC34
     
    Another benefit of this type of system is that it's a procedural system requiring very little, if any human interaction to set up on new servers, simply modify a couple of the AI settings and turn it on, the system auto-populates the world with each type of monster in the right location.
     
     
     
    On the "questing" side I don't think there should be any at all, if you do have any they should feed the PvP somehow.
    Some basic NPC vendors that mimic player crafters, limited supply, limited creation capacity, post quests when crafting resource cache is running low, stops allowing hand in for completion and offering quests when resource cache full. If you the player, accepts the quest to collect 10 leather bear hides(the same ones used for player crafting) and his resource cache fills before you return you cannot complete it untill his resource cache runs low again, that might be in a day or two real time, just like a real player crafter.
  15. Like
    Slink got a reaction from courant101 in Minimum System Requirements   
    Probably not, if it does probably only just, don't expect to take part in large scale sieges without watching a slide-show. The reason I say this is based on EQ Landmark performance, Voxels inherently require a lot of Memory and CPU when compared to traditional games, add on top of that large scale mmo pvp and it really starts to add up.
     
    I predict 8GB of RAM for smooth play, preferably 16GB and a beefy CPU to back it up. http://www.cpubenchmark.net/high_end_cpus.html your CPU should score above around 8000 on that list. Videocard doesn't really matter so much, the game doesn't look to be very graphic intensive.
  16. Like
    Slink reacted to Jagrabbit in What Are Your Hopes For Pve In Crowfall?   
    I just hope that the PvE content is interesting and dangerous enough that a PvP ganker is putting themselves at some level of risk even thinking about engaging you while you're fighting and controlling the mob's focus.  (TERA's 5-man BAMs for example, which would crush you into a fine pulp if you weren't paying attention to what you were doing while soloing)
  17. Like
    Slink reacted to Decoy in What Are Your Hopes For Pve In Crowfall?   
    The kind of PvE I would like to see is the kind designed to screw with players.  Like a large pack of mobs that run across high traffic areas or near important capture points. It would be pretty cool for a pack of those nasty looking winter creatures to run up on a fight already in progress to add to the mayhem.  Or something akin to a big boss who decides to attack a keep wall at random.  I would like the world to drastically increase in danger as seasons progress and mobs are a great tool the developers have available to make that happen.  I want them to think of ways to throw them in to screw with people as the players are attempting to focus on one another.  
  18. Like
    Slink reacted to 447ght in What Are Your Hopes For Pve In Crowfall?   
    Good conversation so far (with some exceptions)

    One thing I have been hearing is that people don't want to just fight static mobs, because that is what PvE has been mostly in MMOs. But I think that Crowfall has the potential for PvE to become something more. Remember that E stands for Environment, and that isn't just living things. It's the natural, non-human forces of the world. In a game, that is a system that programmers create to challenge players. 
     
     
    Thinking like this, that the Environment is only "mobs" and that the mobs only exist to be killed when players choose to kill them is a pitfall that every MMO to date has fallen into. There are ways to program the enemies in the campaign so that they take the initiative, and if that happens they will become more than a means to farm for resources or a speed bump for pvp encounters or a way to pass the time playing whackamole. 

    And on top of that, the Environment consists of not only fauna & flora but Weather. Imagine a blizzard coming in during a battle, reducing visibility and causing players to take damage due to cold. PvE and PvP can happen at the same time, if PvE is something that constrains (and in doing so, opens up) player experience. 

    Why only struggle against other players when you can struggle against players AND the environment?
  19. Like
    Slink reacted to dubanka in What Are Your Hopes For Pve In Crowfall?   
    i would like to see pve as just another form of resource gathering...either they have what you want, they're protecting what you want, or they just happen to be in the background.
     
    I guess if you look at any mmo from an endgame scenario...you don't need it for leveling...so what kind of pve makes sense? To me it's pve that becomes another focal point for pvp.
  20. Like
    Slink reacted to wargasmo in What Are Your Hopes For Pve In Crowfall?   
    Also for all the people saying "NO PVE EVER!"
     
    Players will often need to fight NPC monsters near resource nodes, gain access to points of interest, scavenge for food and equipment, and often to simply survive. Many of these creatures are powerful enough that they will be very challenging to defeat – even for groups players working together.
    Some activities will require players to seek out monsters – some recipes will require reagents that can only be found by defeating certain monsters, or require the use of rare Thralls (“ghosts” NPCs that must be captured) to bind into an enchantment. Also, remember that the monsters will also become more deadly as Winter approaches, and the Hunger bleeds the warmth from each World.
     
    Directly from the FAQ btw.
  21. Like
    Slink reacted to Scree in Player Expectations: Cf Won't Be Any Fun   
    I think what bothers me more is that "paid streamers" put in significant contributions to this project so they could start streaming early on. Games not ready for primetime consumption and it'll only take johnny 12 year old 3 seconds to say "crowfall is garbage" and all his friends will now think its the truth. All of this based on a streamers comments about a game not ready for primetime.
     
    I have alpha tested a few games, and I can say confidently that if you aren't interested in reporting bugs or posting on forums a detailed and explained report of your experiences ... I don't want you in the game with me. 
     
    edit: to clarify, I doubt many of the "streamers" will bother doing more then playing the game and streaming. Zero bug reports/Zero forum contributions.
     
    Also, do you know if they plan on having private forums for submitting of these player-reports?
  22. Like
    Slink got a reaction from SerOddgar in Skill Refiner.   
    Why would it take 6 months to figure out whether you like that play-style or not? I seriously doubt that ACE will design the skill system so horrendously as to make the play-styles between 25 and 175 in a skill significantly different. The polearm "play-style" would be evident in the first week, if you make a decision to continue to train the skill even though you don't like it then sorry but you have to live with your decisions.
  23. Like
    Slink got a reaction from Infynis in Skill Refiner.   
    What skills are you referring to?
     
    The way I've understood the system is that Archetype, advantages/disadvantages and Promotion class are the only permanent choice's that actually matter, all of these aren't skills and are encountered very early in a new characters life. After that if I happen train to 100 in a skill it doesn't mean I have less skill points to allocate to other skills. Archetype, advantage's and Promotion system determine what variety of skill's you can train, the less permanent disciplines add more variety/buffs to those skills on top and every single one of these skill can be maxed.
     
    In a system that allows you to max every single skill available to your character, what need is there for skill-point refining?
  24. Like
    Slink got a reaction from theDoctor in Skill Refiner.   
    Where did you hear that there is a hard cap on total skill points?
     
    The way I've understood it is that there is only a cap on max skill points per skill, modified by various choices. You can theoretically max every single skill available to your archetype/promotion class given enough time. The only choices that actually matter in the long run then are Archetype, Promotion Class and Advantages/Disadvantages.
  25. Like
    Slink got a reaction from Jihan in Skill Refiner.   
    What skills are you referring to?
     
    The way I've understood the system is that Archetype, advantages/disadvantages and Promotion class are the only permanent choice's that actually matter, all of these aren't skills and are encountered very early in a new characters life. After that if I happen train to 100 in a skill it doesn't mean I have less skill points to allocate to other skills. Archetype, advantage's and Promotion system determine what variety of skill's you can train, the less permanent disciplines add more variety/buffs to those skills on top and every single one of these skill can be maxed.
     
    In a system that allows you to max every single skill available to your character, what need is there for skill-point refining?
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