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  1. Like
    StormShadow reacted to Azerlin in Youtuber's review   
    It honestly feels like he had already made his mind up about the game b4 he even opened it. Any new player would ask the question in general chat and would have gotten the answer they needed within seconds. I get the UI close and lag gets old fast, but was the only legit thing that had said about the game that needed addressing from what he showed in the video that was HEAVLY edited. I think really, his handle says it all... "lazy" review all in all.
  2. Haha
    StormShadow reacted to DocHollidaze in Youtuber's review   
    As a youtube content creator he is incentivized to create controvercial content, seeing how much attention he got on the forum here I would say he was successful. The most efficient way to get reactions and engagement on the internet is to share some infuriatingly incorrect stuff.
  3. Like
    StormShadow reacted to Deioth in Youtuber's review   
    I think we've said what we can say at this point, but the final thing we're all definitely in the same boat (because it isn't like there I disagree with general consensus).  The potential is there.  Let's hope they pull it off for launch rather than a fix 6 months too late and a freemium model out of financial necessity.
  4. Like
    StormShadow reacted to mystafyi in Youtuber's review   
    I think a better explanation is that the Dev's didn't do their job. As you said later in the post...
  5. Thanks
    StormShadow reacted to Deioth in Youtuber's review   
    A real current state would be with 5.110's launch.  I think it deserves that much, especially since he decided to post the video like 2 days after TEST went up.
    I certainly am not defending Crowfall's incompleteness because even the TEST GR certainly will still need work, but for a popular MMO youtuber and game reviewer to not seem to engage in even a cursory investigation of how far along the game is, admit he wasn't sure this was worth uploading, and then proceed to upload it anyway days after the TEST servers came up comes off as extremely unprofessional and just plain bad content.  He has turned off many thousands of his viewers to Crowfall because he didn't do his job.  A brand new player I don't expect to spend a lot of time researching the state of a game and it is their fault if they don't like the pre-alpha state, but Peon is a content creator.  He's held to a higher standard.  If he did this video six months ago when the patch drought began, I wouldn't have bat an eye, it is his timing more than anything and the sense that he took an extremely lazy approach to this video and to assessing Crowfall in general that has me so disappointed in this whole fiasco.  It just isn't a fair assessment right now on the cusp of the Beta update so I hope he does a follow up once 5.110 is on LIVE.  At that point, his criticisms would be a lot more valid.  You may as well assess the content, gameplay, and QoL features in WoW Classic compared to the main game and complain about everything Classic doesn't have and its progression speed.  Not the best analogy, but I think it expresses my point.
    And trust me, lots of us are giving things a skip.  The PvP can be fun enough, but the lack of features right now hurts LIVE a lot and sieges tend to be banging one's head against a brick wall right now with how broken ballistae are.  I and much of Eldritch have not logged in at all since, what, December (other than dabbling in GR TEST)?  So it isn't like I am disagreeing with the game feeling empty right now.  I am just shocked and disappointed at Peon's decisions here.
  6. Like
    StormShadow reacted to miraluna in Youtuber's review   
    Spending a couple hours to learn to play your class in a safezone, and get some starter gear is really needed for an open-world pvp game. You cannot drop noobs into a full competitive pvp environment and not expect them to ragequit when they get crushed.
    Infected should be the pvp and siege training ground for noobs that complements GR. It has the potential to be turned into something fun that bridges GR and Campaign.
  7. Like
    StormShadow reacted to Lightsig in Youtuber's review   
    I think the direction @Staff is mentioning is what I would lean towards myself. There needs to be something resembling the core game loop at least hinted to in the new player experience. 

    I mean, what happened to toast messages, and server-wide events?  Is there anything driving players to compete, or teaching them that this is the main concept of the game? God's Reach was supposed to ramp up players to understanding the concepts within Crowfall's campaign worlds. Ramping them up in a purely material manner does nothing to set that precedence, and it actually sends new players the exact wrong message about what this game is.
  8. Thanks
    StormShadow reacted to Armegeddon in Today is not the day. :(   
  9. Thanks
    StormShadow reacted to Toadwart in CF covid-19 impact?   
    Fatality rate of major virus outbreaks worldwide in the last 50 years as of 2020
    In the past 20 years, the world has had many major outbreaks of virus':
    SARS (2002)
    H1N1 (2009)
    MERS (2012)
    H7N9 Bird Flu (2013)
    nCov (2020)
    Note the fatality rate of 2.2%
    The "Flu" has more than 3x the fatality rate of Covid-19,
    And yet no one bats an eye at the flu. Sporting events are not canceled, lives are not disrupted, stores are not the scenes of violence as people rush to clear out the shelves in fear that there wont be enough supplies left for them later.
    The media makes money off of selling fear to people who cannot or will not look at the facts for themselves. People with compromised immune systems die every single day to viruses more deadly than Covid-19. Dont get caught up in a media frenzy of fear and look at the facts for yourself. 
  10. Like
    StormShadow got a reaction from TwinGemini in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    I could see the "spy" problem you speak of if the spy was in the factions discord large lobby room listening to overall given team commands, where team leaders would gather. I guess really it doesn't have to be large discord room either to be unnoticed, probably any random newly joined guild member could join in on the small rooms and yet only be there to siphon early information for their own guild on the opposite team. Just hope most teams will realize to use a party chat for important information on where to attack on map next.
    I do like the idea of the scout role bringing back updated map info for the team. We'll have to see how this all plays out in the coming campaign tests.
  11. Like
    StormShadow reacted to TwinGemini in - Problem with no "Proximity Voice" system?.. A suggestion, and additional Scout discipline role! -   
    EDITED. Since I now see what others were trying to point out to me here below. (Basically describing to me that large 3rd party guild channels would always exist and have the upper hand no matter what communication system a game puts into place)...
    I now foresee a problem with any uncoverable map system for this game. (Todds scouts suggestion

    Reason that I think we would have a problem, if map visuals have to be constantly refreshed or put together in pieces by scouts.. As the campaign progresses, a team/faction made up of 1 large discord channel, would uncover a map layout easier then a team/faction made up of many small discords channels.(or smaller guilds)
    More smaller discords rooms would equal less organized team because things like map screenshots would be taken and shared, as well as their fluid communication about the campaign layout of parcels would be easier for them to figure out and share as well. (with coordinates now too)
    I think we need to keep the idea of just the compass system, where we only know where our party is and what they are doing. Not a map of knowing what other faction parties (friendly or enemy) are accomplishing on a campaign world.
    Please keep the map layout a secret to all parties, and have them be forced to venture out and decide to either find other groups, or take on objectives that are only in their "sight range" they decide to overtake or not. (like in Hungerdome and siege perilous test layouts)
    Though unlike the hungerdome and SP lobby.. I'm not even sure knowing at the beginning of the match "whos player names" or "whos guild names" seen joining, other then your own party, is a good idea either.. It's another simple reason of being able to communicate with other known guild party teams on what they have seen or are discovering in their campaign map and figure out how to group up quicker. I'd now say keep it all random.
    I see a frustration too of campaign timelines and the constant logging off players on a team but ill leave this topic alone for now. My head hurts..lol
    Original post:
    During the last live Twitch event Todd gave a vision hint for "Scouts" role in Crowfall:
    I would like to suggest a further role for scouts that I think is important regarding a possible problem with "Large" Discord channels and the ability to share enemy position information between voice channels.
    The possible unforeseen Discord problem?:
    As the campaign progresses, without a system of ingame proximity use of voice, I can foresee a problem with enemy eavesdroppers listening to the other faction sides Discord channel. This means anyone can have the ability to spread information to their own team/guilds Discord channel about where the enemy team is, and what they are focusing their efforts on. Examples: taking over a mine, or small crafting building. etc.
    Do we need Proximity Communication?
    ...for the reason above, I would like to see an ingame proximity voice system and a proximity chat system . A proximity voice area for the "main keep" and various proximity voice for party groups out in the "battlefield". Where you have to be in a certain area to hear the groups.
    The chat system is also set up the same way as proximity only with the exception of "tells" and maybe "party chat".
    ("Global chat lobbies" is also maybe allowed too for random socializing of RL news..)
    This brings Scouts an additional role:
    In the campaign server, as Todd hinted at, "having scouts/trackers be the ones to bring back map information to a gathering table". Does this mean only updates to enemy land plot claims?..
    ... I would suggest go a step further for scouts to seek out other "friendly" team parties as well within the campaign map...
    Have scouts also bring map "snapshots" of friendly party positioning to other various friendly parties throughout the battlefield. This map may also include an update to any new appointed party leader names, (after other party leaders have logged off) Having these given names allows leaders to communicate to each other via sending chat "tells" since they can't reach each other with the proximity voice.
    After leaders receive the scouts map information, maybe only leaders with the leadership discipline be able decode the map and be able share it to the party to plan various collaboration efforts or possible scheduling of a meet up with other parties to discuss further objective plans via proximity voice and chat.
    So with this suggested role for scouts and the suggestions of implementation of an ingame voice proximity and chat. It would maybe deter 3rd party voice apps from being the "main" "go-to" game server channel where anyone and everyone will be sharing verbal information, The reality is sadly all you have to do to cheat is join in an enemy Discord room to hear them.. Maybe, you may have to be a member of a guild to join their Discord channel, but who is to say you cant have a second character account (spy) sitting AFK in the room and in the campaign? Or they have better allegiance to another guild.. We should rely on the game to show us different plans playing out. Not get most info from "on all the time" voice room/rooms.)
    Let me know your thoughts!
    P.S: I think it would be nice to have "keep/castle proximity chat bubbles" as a player option to turn on or off. It adds a nice "social" role play system and an easy to determine "heads-up" conversation in large player groups or camps, (to negate a fast scrolling chat box and name matching to various character bodies). They also serve as a roleplay mechanic for things like vendor daily sales and location coord spamming in large EK keeps/cities to make the city look thriving to the new players.
    (reminds me of SWG city of Coronet/Theed, where it was the default gathering place to see all different types of geared players/NPCs/classes/professions/vendor advertising/combat duels/social bars. - All incentives for new players to fulfill different roles and continue playing the game.)
    ***Edit: Yes, large and already established guilds will have their go-to 3rd party voice channels. I'm not saying they shouldn't... Because can't they use them both? (as an ingame push-to-talk mechanic), I'm just saying for any new players, solo players, guild seekers or small guilds who want to tag along on large faction teams made up of many different guilds (faction goal), they wwould be able to do so easily (and not really be able to spy for other faction/guilds too much due to prox voice and limited large Discord rooms).
    I see it as an effective way of communicating between one another when the game is being "played". Already having a setup ingame prox voice chat would be far easier for them to quickly say something helpful, as combat is too fast paced to type. That is if they see their message in a scrolling chat box, oh also if they can quickly match the name to the character (cause no implemented chat bubbles or heads up).
    An ingame proximity voice + chat bubbles would cater to a wide range of players for this game and guilds of all sizes for various campaigns.. just sayin.
  12. Like
    StormShadow reacted to IdeaMatrix in What was the best for SWG feature for you?   
    People expect me to say the crafting system and that would be my second favorite thing. My first place goes to the macro system. The macro system was so robust and intuitive that you could write full programs on them. My first program was an exploit of the bleed system which allowed you to use a pistol to apply a bleed effect on a creature and then swap to any other profession and gain experience for the kill. I put my character in a city with low level spawns, forced my character to spin it's camera, target the closest target, apply a bleed, swap professions and heal myself when I got below a certain percentage health. It became a pretty popular macro and they patched in an afk timer so I added a harvesting macro to the loop to keep myself logged in.
    I wrote much more complex automation scripts for things like crafting and bio engineering later in the game but, eventually they had the food and combat updates and people were becoming literally immune to damage and the game stopped being fun for me.
    To me, it was never about the unfair skill gains or power gaming aspect, it was about seeing if I COULD. To me the process of automation is fascinating and if ACE set me loose with an NPC tool I could probably make an AI that behaved just like a player. That system and the Razor macro tool for UO free shards were the first things that got me interested in programming.
    I still download razor from time to time and log into some UO free shard to see if I trick their anti-afk systems. It's a profession in itself!
  13. Like
    StormShadow reacted to Tahlvin in What was the best for SWG feature for you?   
    The best feature for me was what all of the individual features enabled, a world with cities that were alive with actual players. It was awesome that the Cantina actually had a use and the player driven economy was one of the best I have ever seen.
  14. Like
    StormShadow reacted to soulein in When the Trees go dark - Official discussion thread   
    It sounds like a lot of the Lore from Shadowbane is being recycled and repackaged for Crowfall, which I love. One of the things I miss most about old SB was the Moorcock-esque world wherein the gods are self serving and malevolent, the elder races are cruel and spiteful, and the younger races are ambitious and ruthless.
    This particular passage reminds me of two Lore points from SB:
    The mystery surrounding who exactly murdered the High King Cambrium, pinning him to the original Tree of Life and therefore shattering the world and ostensibly killing Braialla (Gaia). Who is responsible is a point of contention, but it doesn't ultimately matter in either Shadowbane or Crowfall...the important thing is that narrative is pushing us to murder each other.
    The other similarity is the relationship between the Trees of Life and Oblivion (The Hunger). In the metaphysics of the Shadowbane world, the natural cycle of death and rebirth was disrupted to where the primal force of death itself is being starved of souls. The consequence of the disruption is that legions of mindless undead, lead by sentient manifestations of the will of Oblivion (Vampires) seek to destroy the trees of life in order to feed the Void. It seems as though the Hunger is doing much the same thing.
  15. Like
    StormShadow reacted to Pann in When the Trees go dark - Official discussion thread   
    Yeah, yeah, I know... It's not the meaty sort of update everyone likes. The truth of the matter is that small updates like this are usually indicative of everyone on the team being eyeballs deep in something very cool, so cool that no one could be pulled away to cobble together something not-as-cool for a web update. 
    We've got an interview pending publication and I was hoping I'd be able to share that link today. Still holding out hope that it will drop soon. 
  16. Like
    StormShadow reacted to NostrusUK in Gordon Walton - Are You The One Who Brought Us The Nge?   
    It shows the caliber of the man, and frankly he'd be lucky to be a .17.
  17. Like
    StormShadow reacted to NostrusUK in Gordon Walton - Are You The One Who Brought Us The Nge?   
    "So Derek, how exactly do you manage your stakeholders?"
    *blank look, sound of crickets outside*
  18. Like
    StormShadow reacted to Khoth in Gordon Walton - Are You The One Who Brought Us The Nge?   
    I'm currently in college to hopefully become a Lead Game Designer. I was wondering if you would lend some hindsight advice, you stated
    How do you think, now that its in the past, that you could have preformed as a better communicator and what tips for effective communication would you give a young game designer like myself.
  19. Like
    StormShadow got a reaction from courant101 in Gordon Walton - Are You The One Who Brought Us The Nge?   
    No need for an apology, friend. No way I am the one to say which thread supposed to be resurrected (or not), I am no moderator.
    Just saw an opportunity for a pun, considering mood of 'Crowfall' and all. Big fan of SWG myself.
  20. Like
    StormShadow reacted to Bramble in Gordon Walton - Are You The One Who Brought Us The Nge?   
    Of course I don't really know you personally.  Is everything you said completely true?
    In the end I'm not psychic.  Yet, when I read what you've said I see some things in there that, based on my own life experience in deploying systems in the face of "elaborately convoluted difficulties", that cause me to think back:
    As a Project Manager sitting in front of a Director, with the project's Accountant present, being told to interpret a contract clause in an incorrect manner.  And while legalese can indeed sometimes be . . . foggy . . . in this case it was not.  And I had sealed my understanding of the correct interpretation based on two things:  Common sense and everything we had TOLD the client, for months, both in private meetings and open presentations to them coupled with a validation review with the person who had written the Contract because I had seen the freight train coming days earlier, so I anticipated and reviewed.
    So, as I was being "directed" by the Director to  get with the program and understand how it needs to be interpretted, with the Accountant sitting there looking like a deer caught in the headlights, with millions of dollars on the line . . . the issues driving the difficulties related to software NOT ready to spec, not passing testing per functional specifications promised . . .
    . . . I chose to tell the truth.
    I told the Director  I couldn't interpret the clause differently, because what I was being asked to say wasn't what the clause said, and wasn't what we had been telling the client for months.  I indicated I wasn't going to lie all of a sudden to try and pad over our own mismanagement of in-development project requirements.  These were basic, obvious omissions and failures I discovered had been covered up, not grey area.
    Things became, predictably I suppose, far more difficult for me after that.  Etc., etc., etc.
    What does this all mean here, what comes out of your open dialog in my mind:
    I signed up with ACE because of WHO I THOUGHT you guys were.  You guys present well, from a character and experience standpoint.
    1)  Be Honest.  I think I see that in you guys, to the best of my ability to perceive that.  Stay that course.
    2)  Be Practical.  I think I see that in listening to how ACE speaks about the project.  Stay that course, keep to the forefront of the necessary, perhaps mundane management disciplines any business requires to be successful.  Clearly something basic in your tool sets given your backgrounds.
    3)  Be Courageous.  The world is filled with people who don't give a rat's ass over you or the people under you.  My guess is you already understand this.
    3a)  Triple this for your Community Manager once things go live.  Please provide Pann with a 5gal jug of 5-Hour Energy Go Juice,
    4)  Be well managed, particularly with making promises.  Complete clarity and no ambiguity in setting / managing customer expectations.  Which, to me, must work well with #1 and #3a.
    In the end I suppose I'm saying nothing more than:  "Stay the course you've set . . . continue . . . be of good character".
    That's what "dinged" with me in reading your OP.  You chose the practical and forthright route in a difficult position, the intent to serve the business and the customer, in good faith.
    I signed up because of YOU GUYS (what I felt I saw).  Even if Crowfall in and of itself isn't going to be to my liking . . . I'll still be a fan of Art+Craft, willing to try other endeavors, because of that.
    The good that comes out of the SWG situation is a sonar ping on who you are . . . in a difficult situation.
    Thanks for  your time.
  21. Like
    StormShadow reacted to ibkillin in Gordon Walton - Are You The One Who Brought Us The Nge?   
    Sorry I was just looking up who Tyrant was cause I did remember the name and came across the post.  I had to say my two cents cause SWG will always be special to me, and so many others.
  22. Like
    StormShadow reacted to courant101 in Gordon Walton - Are You The One Who Brought Us The Nge?   
    Epic threads never die! 
  23. Like
    StormShadow got a reaction from courant101 in Gordon Walton - Are You The One Who Brought Us The Nge?   
    *rises brow* Necromancy is no longer forbidden art?
  24. Like
    StormShadow reacted to yoh in ACE Q&A for March: A lot of ways to be a badass - Official discussion thread   
    I feel that zergs have less to do with the mode of communication, and more to do with how roles and group composition is designed.
    For example GW2 was really bad with zergs because there was only one role really, DPS.  Every class was more or less self sufficient, none were really stronger or weaker then each other, regardless of build, and all empathized DPS over really anything else.
    Tanking wasn't really possible, healing others even less so.
    As a result it was really really easy to makes zergs and be effective.
    If Crowfall want to avoid or downplay zergs, I think it has to start with their archtypes.
    Fortunately the game has one huge advantage in it's corner, Vessels.  Because your not stuck with any one body, and one archtype, your not bound to the usually trinity as a basis for your roles.
    The reason you have the trinity is that if your going to be stuck with a single character and either can't change classes, or having to start over when you do, and hence your using a single role for a very long period of time, it had better always be valuable and useful throughout the course of the game.
    So when you boiled everything down, Healer, Tank and DPS are the minimum roles that will always be valuable and useful no matter what.  Which is why classes are always just a variation of these three roles.
    But here, because we can conceivable change roles at a drop of a hat, means that not every role has to always be useful, they can be situational.  Such as a scout, or trapper, illusionist, etc.  Roles don't even all need to be pure combat classes, or have to fight 1v1.
    While there will still be a trinity, and classes which can make a zerg possible, you could also have class that counters that kind of play.
    Like a trapper making something of a minefield, or an illusionist to confuse them because of lack of organization.  Where a small group of highly organized players could conceivable beat a mindless zerg with the right niche classes.
    Having an effective death penalty also can help in this regard.
    However doing roles this way also has other benefits as well.  Such as allowing players to find roles they more identify with, which they can specialize in and play a niche role, one which may be situationally important but very gratifying, rather then the dime a dozen core roles.
    I'm not yet sure how farm Artcraft will go in this direction, but they do seem to be leaning that way.  
    What's important for them to do I think is to have plenty of roles that aren't strictly combat based.  That might function in and around combat, but isn't tanking, healing or dealing damage, but rather facilitating that in their allies.
    Like the aforementioned Illusionist.
    Using illusions to trick, deceive and confuse players.  Making this appear to be there when their not, or not be there when they really are.
    For example tricking them into thinking that ground is solid, rather then a sheer cliff face where they will fall to their doom.  Or that this is a dead end, rather then a passage way into another room where our forces are hiding in ambush.
    You get the idea.
  25. Like
    StormShadow reacted to yoh in ACE Q&A for March: A lot of ways to be a badass - Official discussion thread   
    Glad to see that they covered such an important topic.
    This honestly is the single reason I stopped playing MMOs, they weren't very social.  Most modern MMOs are glorified single player games, that just happened to include other people.  Where you never really play with people, only ever along side them.
    At no point do they really try to engage you in multiplayer, acuminate you to social interaction, or make it even fleetingly worthwhile to do so.
    Guilds are often little more then chat rooms.
    And by feeling from multiplayer modern MMOs have undercut themselves in the core area that people go to this genre in the first place.  If I want to play a single player game, then I will play an actually single player game, rather then a crappy one that happens to be online.
    If I am playing an MMO, I want it to at least occasionally shove me into multiplayer, and make me want to play with people.
    One of the few better examples of a MMO doing social interactions right is FF14:ARR.  For the most part you can progress in both story and level solo, but occasionally it would just shove you into a dungeon and expect you to play with people., and progressively over the course of the story the dungeons would become more and more challenging, requiring greater levels of communication to succeed.  Of course before it even did this it acuminate you to playing with people via FATEs, public events where you usually needed multiple people to complete but often just thous who happened to be around at the time.
    Generally less organized, but still requiring some group coordination.
    In Crowfall I would expect things would work very differently, since it's PvP based rather then PvE.  I'm not yet sure how you would acuminate players to playing with each other.  Perhaps starting players out with a faction based warfare rather then guild based, something broad and simple, where coordination, tactics and communication is less important.
    I think it's something that requires a great deal of thought.
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