Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Nyt

ACE Development Partners
  • Content Count

    1,261
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Nyt got a reaction from elowallo in RIP us seeing the Development Partners subforum   
    Originally, the Q&A was going to be some sort of monthly Skype conference call.  I think the move to a private forum, followed by a release of answers in a published article and video made available to the entire community is a great alternative that everyone benefits from.
     
    All of this "have not, didn't donate as much, but entitled" attitude doesn't help CF or the community.  Just ignore the forum and look forward to the monthly updates from it.  Keep the conversations moving in the rest of the forums.
     
    Some of you have this misunderstanding that only the Development Partners are getting feedback, which is false. You'll get a more detailed response with possible artwork and video when Ace releases it monthly... after they had time internally to flesh out the answer (keep in mind that we're still in early development... not everything is defined yet).  
     
    Think of it as... the Development Partners are framing the monthly Q&A discussion by asking the questions... while the community get the full answers.  It's a full win scenario while Ace honors their KS pledge promise.
  2. Like
    Nyt got a reaction from JamesGoblin in Crowfall What Might Need Revision.   
    So, I wonder which main account the OP belongs to?  
     
    This must be a secondary account for trolling.... 1st post and they think CF needs a revision because of EKs. 
  3. Like
    Nyt got a reaction from JamesGoblin in Crowfall What Might Need Revision.   
    Sadly, courant may have left the community.  He completely edited one of his posts last night with a good luck message:
    http://community.crowfall.com/index.php?/topic/6659-center-of-the-universe/?p=179798
     

  4. Like
    Nyt got a reaction from JamesGoblin in Crafting Master List   
    Sorry, there can only be 1 master.... you can all fight over who will be my padawan apprentice.
  5. Like
    Nyt got a reaction from JamesGoblin in Crafting Master List   
    ...but break easily when matched against Nyt Swords and Maces. 
     
    (not sure how I got skipped from the list... please add me... to the top!)
  6. Like
    Nyt got a reaction from JamesGoblin in Crafting Master List   
    lol, but you made it so convenient for him.
  7. Like
    Nyt got a reaction from IdeaMatrix in Crafting Master List   
    ...but break easily when matched against Nyt Swords and Maces. 
     
    (not sure how I got skipped from the list... please add me... to the top!)
  8. Like
    Nyt got a reaction from IdeaMatrix in Crafting Master List   
    Sorry, there can only be 1 master.... you can all fight over who will be my padawan apprentice.
  9. Like
    Nyt got a reaction from Aguise in Crafting Minigame   
    It greatly depends on the implementation of the "mini-game".  It would have to be compared with PvE combat, since crafting doesn't involve a battle against another player... unless in a timed crafting competition ... like "Hell's Forge".  With that comparison, PvE combat is an evolved combat mini-game that is more than just a click and wait for the result.  It used to be largely a turn-based mechanic, which would be similar to how crafting has been implemented for years.
     
    I'm just saying that crafting mechanics is long overdue for a change beyond the turn-based button click we have today.
        You seem like you're on the fence..... you say that you wouldn't mind being a full-time cook, but you don't want to be bothered with any effort it may take to be one.  That would put you into a very lazy #1.... and if crafting isn't a lazy button experience, then you will be #2.   I think some of you are so hung up on the term "mini-game" that you fail to realize that there's potentially a far better crafting system yet to be developed and experienced.  So, you don't even give it a chance.  You'll take risks in PvP combat, but you don't like risks in game mechanics to evolve a different aspect of the game.     Personally, I support any effort to evolve the genre... even if it fails... at least they took the attempt and provided a building block for another effort to continue forward.
  10. Like
    Nyt got a reaction from Aguise in Crafting Minigame   
    Wish I knew.... action based real-time combat we have today in games has been an evolution since the 80s.  Crafting is long overdue for a similar evolutionary process and unless we stop giving up and sticking with the button click and wait crafting mechanic, it'll never be given the chance to evolve as well.  A good solution exists... but it will take effort and a chance to get there.
  11. Like
    Nyt got a reaction from Aguise in Crafting Minigame   
    Just because other games have tried and failed, doesn't eliminate the possibility that it can be implemented successfully at some point.  Before real-time combat, we had turn-based combat.  The first real-time combat games were nowhere close to what they are today.  Over time and multiple attempts, with plenty of failures, developers finally reached a success in PvE combat, then PvP.... and it has a long history of evolving to large scale MMO PvP today.  
     
    Crafting, however, has never been given nearly as much attention as combat, although it's been a highly sought after gaming feature (along with the economic aspect) for years... and we still don't have anything remotely close to the successful evolution of PvP combat.  
     
    I'm sure if the situation was reversed, where crafting has evolved into an amazing and involved gameplay system, while combat was a feature that players tab targeted, selected a few abilities, and pushed a button to let the server roll the dice on the outcome... like some Might & Magic board... you'd have people in these forums advocating for some sort of "mini-game" that allowed them to control the combat outcome.  They wouldn't have the opportunity to envision that they could have live-action combat without tab-targeting and have full control of their character during combat.  
     
    Crafting has to evolve... and the only reason we're at the "mini-game" stage in this evolution, is because nobody has created a better system beyond it.  Just because you enjoy combat more than crafting, doesn't mean there aren't plenty of players blood thirsty for a full crafting role with an amazing gameplay experience that required just as much skill as PvP combat.  One day, they'll get it... whether that is CF or not... remains to be seen.  Hopefully, Ace at least, raises the crafting bar a notch so that it finally moves forward toward what it could possibly be in the future.
  12. Like
    Nyt got a reaction from Aguise in Crafting Minigame   
    Crafting is obviously a secondary profession for you, so the old model works fine.  If Ace truly wants to break the old model and elevate crafting as a primary role, one that provides a support role to those in combat (e.g. like a healer) and you wish to spend your time on the battlefield.... then CF crafting isn't going to be for you.  You'll want to work with others that enjoy crafting more than combat.
  13. Like
    Nyt got a reaction from Aguise in Crafting Minigame   
    I think too many people have grown too accustomed to the crafting "status quot" of it being a secondary role/profession to combat and should be a simple button push with little effort.  They're having difficulty in envisioning an alternate system where crafting is a primary role and require skill and time like other primary roles (e.g. tanking, dps, or healing).  They want to retain the focus on being the ultimate fighter during the day and master crafter while on break... all with the same character.
  14. Like
    Nyt got a reaction from Aguise in Crafting Minigame   
    That would be like crafters telling PvPers that combat shouldn't be skill based... rather effort and time. Walk up to the enemy and push a button.... and wait for the server to play out the combat sequence.  This would turn PvP combat much like some of the RTS have... e.g. Civilization or Endless Space.  How does that sound for CF?
     
    Ace had envisioned to break the traditional crafting mold within MMOs, so we've been trying to help define what possible ways this can be done.
  15. Like
    Nyt got a reaction from Aguise in Mmo Crafting The Bane Of My Existence.   
    lol... "IF you ladies suck at PvP on the front line, then you'll be joining the cooks in the back line crafting armor and weapons for the rest of us!"
  16. Like
    Nyt got a reaction from Aguise in Mmo Crafting The Bane Of My Existence.   
    You're going to be disappointed in CF Crafting if your primary focus is for profit.  CF Crafting is a role, which means that the experience better be enjoyable or there's going to be a massive demand and nowhere near the number of crafters needed for it.  So, I disagree... crafting will require an experience that outweighs the outcome.  It's still a means to an end, but profit isn't the main objective.... providing a steady supply of armor and weapons is.
     
    As for those that prefer PvP combat, most (especially the eSports types) do fight for the enjoyment of the challenge.  There is no reward that will compare to the adrenaline rush of a good challenge and the enjoyment of winning.  Loot/reward is secondary.  Sure, they will be working toward an objective, but personally, they strive for a good fight and winning it.
     
    A rewarding and challenging experience needs to be present in crafting if Ace still wishes it to be a valid campaign support role.  Otherwise, we're in for a very rocky ride.
     
    As for profit, exported artifacts, relics, and high-end rare materials will hold more value than anything crafted, except maybe a few of the high end items that require a specialized crafter.
  17. Like
    Nyt got a reaction from LordElreich in 30 minutes gameplay   
    Not sure why you don't trust Ace to collectively know about their industry and player demographics without a lesson from your wealth of knowledge.  This isn't their first rodeo, or second, or third...
       
    Yes, you're making assumptions at what their target audience is and at 24 think you know more about PvP MMO demographics than the developer is aware of.  I can tell you, based on my experience, is that you're going to go through cycles in life that affect the amount of time you have available.  This impacts every person differently and everyone is at different ages as well (I wouldn't be surprised to find that the demographic is actually closer to 25-50).  
     
    Again, It's not the developer's responsibility to build a game to cater to everyone.  Rather, it's the responsibility of the individual gamer to select the game that fits their current schedule.  
     
    Personally, I've gone through periods of time where I'm able to play an MMO, while others, lucky to get 15-30 minutes on a mobile game.  I know when I have time to invest in a MMO and when I should stick to smaller and shorter games, or RTS games that I can pick up, save, and continue later.
     
    This really isn't a difficult concept to grasp... unfortunately, it does mean that you may miss out on some games because real life requires more investment, which is a far better time investment and you're a better person because of it.  Just accept it and move on.  When time availability increases in the future, then you can pick up CF, SC, or whatever else cool is out at that time.  You're only 24, it's not like gaming is coming to an end in 4 years.  You'll probably be 26 (and possibly with a child) by time CF releases.  I wouldn't be concerned over things you don't have control over, nor makes sense to demand the developers to change.
  18. Like
    Nyt got a reaction from LordElreich in 30 minutes gameplay   
    Because you're wanting a handicap for something that players can do on their own.  Guilds will have scouts/scout groups that will relay this information back to those leading the guild op.
     
    I have a problem with this new generation of CoD gamers that feel entitled to instant gratification combat.  They want/demand developers to provide a means to be dropped in the middle of a hot zone and start fighting.  They don't care about large scale strategy and tactics, they would rather arena-like battles that they can immediately teleport into.  SOE listened to this type of group and gutted out the sandbox in PlanetSide 2 and replaced it with linear gameplay that focuses most players into zerg-vs-zerg battles.  
     
    I'd rather not see this happen in CF, especially when there are MANY other games out there to facilitate the CoD mentality.  This takes us back to... if you only have 30-45 minutes to kill and expect combat during that entire time, perhaps CF isn't for you.  
  19. Like
    Nyt got a reaction from JamesGoblin in Concurrent Stretch Goals   
    Definitely no!  IMO, they're releasing with too many as it is.  The amount of work required for every archetype is considerable and requires multiple people involved in various aspects of their creation and implementation.  If anything, they should have started with only 5 and added the others in post-release updates.
  20. Like
    Nyt got a reaction from JamesGoblin in Concurrent Stretch Goals   
    Lock down the features and do like SC does now, no more stretch goal feature promises.  They use the additional funds as needed, on what they need, or bank it for the future.
  21. Like
    Nyt got a reaction from JamesGoblin in Concurrent Stretch Goals   
    Sometimes, you have no control on timing and an executive decision must be made ahead of time.  Ace was confident that the community would support their decision and funding would come through.
  22. Like
    Nyt got a reaction from JamesGoblin in Concurrent Stretch Goals   
    This would be better done as a feature list with voting up features that players prefer, than to tie it directly into crowdfunding.  It's already done in many non-MMO applications, especially in SaaS.
       
    It's not that easy once $ is involved. My answer above applies to this.
       
    Again, my answer above applies to this as well.  How SC and CF has done the KS and post-crowdfunding is the right course of action... lay out their vision and if the people like it, they'll donate.  SC, being the first major successful crowdfunded game went a little too far and offered too many scope expanding features in their stretch goals.  We just don't want to see CF go that far.
  23. Like
    Nyt got a reaction from JamesGoblin in Concurrent Stretch Goals   
    The problem with that model is:
     
    It splits the $ across multiple, making it take longer to reach any single goal If a goal is never met, they would need to refund the $ that was donated to the unmet goal Backers don't know what the devs need in order to utilize the $ in the best way possible... this would optimally work in the early donation stretch goals where they are all feature based, not at this point of the process where we're on the last feature goal. After this next goal, just let Ace determine the best use of the funds.  Like Star Citizen, we're done with stretch goals... everything now goes to the goal of getting it done.
  24. Like
    Nyt got a reaction from JamesGoblin in Why Ttk And The Zerg Are Inextricably Linked   
    Ace had mentioned from the beginning that they want PvP to be more about combat with many deaths.... so they will ensure that there are no firehose healers and I believe it was Gordon or Tully that mentioned buffs and alchemy pots will follow the same philosophy.  I'm sure some archetypes will balance their weaknesses with buffs or a self-heal or some sort of vampire leech and there may be a health pot... but I don't think you'll be able to pop them like in other MMOs.
     
    They also didn't rule out damage reduction auras either.  But, the whole many deaths is in line with their vision with item decay, item loot, etc... 
  25. Like
    Nyt got a reaction from JamesGoblin in Why Ttk And The Zerg Are Inextricably Linked   
    Fortifications will be built near POIs, so expect siege equipment near areas with the highest level of PvP.  So, you're saying that the AOE damage scaling doesn't even start unless there are # of players within a # radius of the AOE center?  With player collision, there won't be player stacking.  With TK rules, there will be fewer clusters.  These are 2 mechanics that naturally break up the zerg clusters without having to introduce damage modifiers such as this.
     
    It's unnecessary, because there are far better ways within mechanics to deal with the problem address with this suggested AOE damage scaling. Besides, I doubt that the AOE radius of sieges will be wide enough to even matter, due to the other factors involved.  This too, is just hypothesizing the necessity of such a mechanic within CF, and my personal opinion vote.. is no. 
×
×
  • Create New...