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

chet

Testers
  • Content Count

    52
  • Joined

  • Last visited


Reputation Activity

  1. Like
    chet got a reaction from nomadmerc in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  2. Like
    chet got a reaction from managainsttime in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  3. Like
    chet got a reaction from JamesGoblin in A contemplation for all SB veterans   
    Some singular entity of all SB players is not something anyone should wish to bring about pre-release. I advocate a pledge of mutual assistance against massive zerg threats, or whatever necessary to prevent being overrun by similar looming dangers.
     
    Destroying the sovereignty of guilds would be a total hindrance. Guilds must be able to act independently and take their own initiative, otherwise they are not really guilds. Players should simply understand the potential threats posed by gigantic conglomerate entities that can enter the game from the start, or form afterwards. Recognition of the threats such entities pose is paramount; the mentality of "us against all others" held by some groups of players past and present is just non-viable when being assailed by a 250 player force. Forces of such a size are not at all outside the realm of possibility in a game predicated on total warfare which includes politics.
  4. Like
    chet got a reaction from JamesGoblin in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  5. Like
    chet got a reaction from APE in Waste Management (WM)   
    WM is a pvp oriented group of experts in the field of waste management whose membership is largely from Shadowbane. Our main focus for Crowfall shall be the disciplined disposal of waste in its many forms.
    However, we need extra dumptruck drivers in addition to more trash handlers to fully realize this goal. Nobody wants our cyber-ways cluttered with gluttonous excess, thus we wish to take care of any and all garbage eyesores.   
    Our roster is currently composed of a wide array of eccentrics with eclectic interests looking to continue the cleanup begun in Shadowbane. Recruits who can not handle the vagaries of a guild representing many classifications outlined in the DSM-IV will be unlikely to last. Yet, discipline when life becomes strife is considered paramount within our ranks. 
     
    The only qualification required to join is the capacity to download and run ventrilo. Waste Management is to everyones benefit. Help keep our streets clean!
     
    Those interested may join our ventrilo, where a forum link and more information is available:
    server: Carbon.typefrag.com 
    port: 8165
    pw: Tootdat
     
     
  6. Like
    chet got a reaction from coolwaters in Waste Management (WM)   
    WM is a pvp oriented group of experts in the field of waste management whose membership is largely from Shadowbane. Our main focus for Crowfall shall be the disciplined disposal of waste in its many forms.
    However, we need extra dumptruck drivers in addition to more trash handlers to fully realize this goal. Nobody wants our cyber-ways cluttered with gluttonous excess, thus we wish to take care of any and all garbage eyesores.   
    Our roster is currently composed of a wide array of eccentrics with eclectic interests looking to continue the cleanup begun in Shadowbane. Recruits who can not handle the vagaries of a guild representing many classifications outlined in the DSM-IV will be unlikely to last. Yet, discipline when life becomes strife is considered paramount within our ranks. 
     
    The only qualification required to join is the capacity to download and run ventrilo. Waste Management is to everyones benefit. Help keep our streets clean!
     
    Those interested may join our ventrilo, where a forum link and more information is available:
    server: Carbon.typefrag.com 
    port: 8165
    pw: Tootdat
     
     
  7. Like
    chet got a reaction from JamesGoblin in How to solve the China issue in Crowfall   
    One benefit to fighting the Chinese in Shadowbane in a never ending slugfest is nothing can possibly compare in terms of long-term difficulty. Like an old fashioned boxing match, winner declared only when one side is incapacitated or chooses to give up.
  8. Like
    chet got a reaction from scribbles in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  9. Like
    chet got a reaction from mythx in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  10. Like
    chet got a reaction from mythx in How to solve the China issue in Crowfall   
    One benefit to fighting the Chinese in Shadowbane in a never ending slugfest is nothing can possibly compare in terms of long-term difficulty. Like an old fashioned boxing match, winner declared only when one side is incapacitated or chooses to give up.
  11. Like
    chet got a reaction from holam in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  12. Like
    chet got a reaction from checkyotrack in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  13. Like
    chet got a reaction from headlight in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  14. Like
    chet got a reaction from kally in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  15. Like
    chet got a reaction from dawgs4ever in What Combat System Do You Prefer?   
    Action based games are moreso individual based pvp, not really GVG focused in comparison to tab-targeting done right. As long as there is a reasonable ceiling on equipment etc then tab targeting is far superior for a large scale gvg based game - the market is inundated with FPS type games to get the quick 'action fix'.
  16. Like
    chet got a reaction from dawgs4ever in What Combat System Do You Prefer?   
    The answer to this is easily tab targeting. Do people want an active blocking FPS MMO with combat the same as mount and blade for a game like this? The reality of that is a bunch of spammy fights where lack of organization is not nearly as big a problem it would be if people cannot get on target. Organization should be rewarded.
  17. Like
    chet got a reaction from chancellor in Shadowbane guilds going to dominate this game?   
    My guess is whomever dominates this game is whomever puts in the most effort - just like in Shadowbane. You have all sorts of former 'big name' guilds returning riding on the old glory of yesteryear who in a new game environment where they must put in the effort to actually learn a new game from scratch, will get utterly smoked. Each victory must be earned especially in a new game where everyone starts off as a noob, and the egoism of a large number of SB guilds will likely end up making them get buttsmacked fairly often then quit due to cognitive dissonance and refusing to believe they are not good at a 'similar' game to SB. The end result will likely be a large number of new conglomerates taking root, prolly also a large influx of highschool/college based players who can play 24/7.
  18. Like
    chet got a reaction from gihunter6 in Shadowbane guilds going to dominate this game?   
    My guess is whomever dominates this game is whomever puts in the most effort - just like in Shadowbane. You have all sorts of former 'big name' guilds returning riding on the old glory of yesteryear who in a new game environment where they must put in the effort to actually learn a new game from scratch, will get utterly smoked. Each victory must be earned especially in a new game where everyone starts off as a noob, and the egoism of a large number of SB guilds will likely end up making them get buttsmacked fairly often then quit due to cognitive dissonance and refusing to believe they are not good at a 'similar' game to SB. The end result will likely be a large number of new conglomerates taking root, prolly also a large influx of highschool/college based players who can play 24/7.
  19. Like
    chet got a reaction from gihunter6 in What Combat System Do You Prefer?   
    Would strongly agree that realism makes the game more interesting than the whee look at me im using a cyclone ability type of game. Another thing to not do is have some great prevalence of 'gap closers' which pretty much make position worthless, since everyone is warping to the other players to instantly attack and removes any semblance of a 'front' to a battle.
  20. Like
    chet got a reaction from gihunter6 in What Combat System Do You Prefer?   
    A tab-target game makes planning and organization very important, this leads to synergy between the social and combat aspects of the game moreso than an FPS styled game. If tab style is done right, there is more than just min-maxing involved - conversely, one could argue and reduce FPS style games to just a matter of being a sword-swinging spamfest.
  21. Like
    chet got a reaction from gihunter6 in What Combat System Do You Prefer?   
    The discussion of tab-target esque pvp vs "action" style pvp is quite salient - if we end up with an "action" based game we might as well go to Darkfall, or Chivalry:Medieval Warfare.
     
    A tab target type of game punishes lack of organization and focuses more on collective skill than otherwise, wherein the gvg sort of is like a bunch of duels going on at once.
  22. Like
    chet got a reaction from gihunter6 in What Combat System Do You Prefer?   
    Action based games are moreso individual based pvp, not really GVG focused in comparison to tab-targeting done right. As long as there is a reasonable ceiling on equipment etc then tab targeting is far superior for a large scale gvg based game - the market is inundated with FPS type games to get the quick 'action fix'.
  23. Like
    chet got a reaction from gihunter6 in What Combat System Do You Prefer?   
    I come from shadowbane, a game where GVG was a real group effort and not just a bunch of l337 solo players running in to swing swords like in chivalry medieval warfare:
     
     
     
    FPS based combat would mean that a guild/group can not punish another guild/group for lack of organization and cohesion. The end result is spammy PVP like in games like chivalry, and the multiplayer aspect of Mount and Blade. Whilst those are good games, it is not that conducive to a game that is heavily focused on the guild and gvg aspects.
  24. Like
    chet got a reaction from chancellor in What Combat System Do You Prefer?   
    Would strongly agree that realism makes the game more interesting than the whee look at me im using a cyclone ability type of game. Another thing to not do is have some great prevalence of 'gap closers' which pretty much make position worthless, since everyone is warping to the other players to instantly attack and removes any semblance of a 'front' to a battle.
  25. Like
    chet got a reaction from Drenath in Rating? Family or mature?   
    I would assume there will be 10x the smack talk in game as there is on the boards, using various ways to dodge any profanity filter. Just the nature of pvp oriented games
×
×
  • Create New...