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Immerse

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About Immerse

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  1. As the title asks, back in Nov 15 I purchased a $500 pack but no longer have any interest in this game (teehee). Is there any way that I can sell this "legally" (As in, a way that Artcraft approves of)? I do believe I opened the pack on this account already because I thought I needed to to get Alpha access a long time ago.
  2. Apologies for my ignorance, but where did they say they were scraping the Hunger Dome in the next iteration?
  3. I'm not too keen on systems that seem unnatural and gamey. The price for war should be inherent in what goes into funding both the offensive force and defensive force. There should be no token or item that must be purchased in order for you to siege a specific location. ... That being said, the issue of time zones and capturing outposts while your enemies slumber in real life has always been an issue in all of these types of games. The benefit of using a token system is that you could restrict when it can be used so that everyone involved knows when the fight is going to take place. This would feel terrible from an immersive standpoint but is one of the few ways I have seen a fair Realm vs Realm system work.
  4. That would certainly be an interesting setup. Blade Symphony is close to that in concept. For anyone else wondering why it doesn't work here, if an MMO has a low Time-To-Kill (Meaning the amount of time on average it takes for someone to die in a 1v1) then adding in 10 more people to the fight will mean people instantly die. It would be like an Instagib server on a massive scale.
  5. The minimum prerequisite 'Yomi' level that has to be achieved before a game is considered to enable Yomi is extremely low. It isn't that is has to have a certain amount of complexity, it's that there is no reason not to. The more ways you can engage the game in a Yomi manner, the better. A game with more options can have a better feeling diverse flow to how combat proceeds. Without that variety of reaction/counter reaction plays the game could become static. I realize I was also speaking subjectively. Of course if someone in real life enjoys quick draw then it would stand to reason they would like a game that was fashioned after that concept in some regard. You've already mentioned that you realize it wouldn't work for Crowfall, which I wanted to talk about but is now pointless, damn you!
  6. It seems I've let my thread run away on me, I'll be replying to several people at once here. Quick Draw sword fighting is one of the most intensive forms of Yomi and ultimately not something I think would be good for the game. In my previous thread about Skill I stated that a "balanced" Time-To-Kill is what you strive for in a game that requires skill. The original post deals less in special ways through which to achieve Yomi and moreso an overview of foundationally how one creates a game with Yomi in mind. A game must nurture several different aspects in order to give players a full sense of the ideology. Even the level at which Quick Draw resides is based on reaction, albeit one so blazingly fast it wouldn't be viable to put into a game where the playerbase isn't comprised of grandmasters. For Quick Draw there had to be a set of possibilities as well as visual "tells" that they learned as they were training. The ultimate level of this is a fight that ends in a moment yet contains ages of training, yet the swordsmanship still required certain things to exist in real life to make Yomi possible in the first place. The replication of those core factors and the discussion about what those may be is the ultimately goal of this discussion. I think that would be a very good way to go about presenting a fuller view of each subject. However, at the moment I am specifically being narrow in my focus in order to build the strongest foundation for combat. I gave this example previously, but the first thing of Mario 64 that was created was Marios entire moveset. Controlling Mario had to feel amazing as that was what you were going to be doing for the majority of your time. Another way to put it is its a good investment to overspend to buy an amazing bed and a set of shoes because you'll be spending the most time walking and sleeping in your life. In Crowfalls case, the combat needs to be flawless because it is the foundation for the rest of the game. Crowfall could theoretically have mind-blowing amazing siege and warfare mechanics, but if it felt like we were playing Battletoads then it wouldn't matter how good the war mechanics were. That is all to say, these two threads focus primarily on the actual combat side of Skill as well as Yomi. Once those are hammered out you can then begin to branch out and apply differing ideals to what the entire game will look like if it requires Skill & Yomi, not just the combat. That would be correct. Diversity is key to a stronger element of Yomi as well as Skill. If one has to take into consideration environmental hazards, be they weather or potential to be kicked off a cliff, it can organically change how fights are had depending on the seasons or locations that they're happening in. I have nothing really to add here save to say that I agree with your analysis of Yomi as well as how this genre can seamlessly implement it.
  7. It is less that it's theoretical and more that it's contextual. A game that requires high APM, Accuracy, Reaction Time, Game Knowledge, Consistency, Awareness and Resource Management will be more difficult and require more skill than a game that is missing one or more of those components. I agree with what the rest of you said, however. The one thing my topic does not delve into is how large scale combat differs from individual or small skirmishes. My final broad topic that I create at a later date will speak on this aspect of gameplay.
  8. The principles it demonstrates are more important, I was simply being silly. I have also played ArcheAge and was being coy when I used the word 'abuse'. This discussion is less to do with how to tell what someone is going to do and moreso how to create a system that allows you to do so in the first place.
  9. While such an abuse of the guards in ArcheAge would be considered an aspect of Yomi, I'll hope we have far more at our disposal than abusing guards against morons =P
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