Nikbis reacted to APE in About survival mechanics
You could do a poll, but if so, do another for those that are willing to see what "survival" looks like in a more complete game and not an incomplete cherry picked feature in a test build.
If they are going to remove survival or hunger, might as well get rid of the season concept, CWs going poof, import/export, yadda yadda. I'm sure someone doesn't like each.
Nikbis got a reaction from LordBinz in About survival mechanics
Throne War yes, as in "It's like Game of Thrones meets EVE Online".
In Game of Thrones, the Nightwatch, on its way to mess around with the Free Folk, has to crash at Craster's, beacause they need a warm place where they can eat.
I believe that's a part of what "Throne War" means. We can't just wander around mindlessly. At least not under the harsher climates.
I've played Minecraft and ARK, yet I've never thought about these as survival games.
Recently I've spent a lot of time in The Division, an average game. However its Survival DLC entertained me more than I thought. Shorter but better than the base game.
Here, the game mechanics are somewhat good enought to do the job. But put alone, people would have tossed it into the oblivion as fast as it came out. What makes the difference, paired with the game mechanics, is how the snow storm is rendered, the visual (and sound) experience.
In Minecraft and ARK, I refill bars. In Survival's The Division, I struggle with a storm. Its all about immersion.
Back to Crowfall.
If surviving is refilling a chicken wings bar from time to time, we are better off without it.
However, if the sound/visual experience is well designed, convincing, Crowfall may succed in what the other so called survival multiplayer game based genre tried but failed at so far.
Now consider this scenario.
Your guild is stuck in its fort. Outside, the blizzard is raging, the field of view is severely narrowed. It might last 10min or 10 days, real days.
The last thing between you and the victory is this other guild, presumably stuck in its fort too. Your scout drew a map leading to them right before the blizzard, so there are high chances they are still at the same place. At this stage of the campain, nobody would risk all the materials gathered to move.
It might be the perfect time to catch them by surprise. Maybe you'll have to break a wall in the exterior. With any luck, the blizzard will cover the noise. Or maybe you all can just sneak in.
You are waiting, hidden, that someone goes out. Maybe a crafter whom need any material stocked nearby. The door is now opened, that's your chance. You kill him/her, go inside and find your opponents in crafting gear (if there is such thing), or doing whatever task without a proper battlegear.
That's how your guild win this 1-3 months long CW.
I forget about the food you should bring, or what's is required to break the wall, there are flaw in my scenario, but you get the idea
When I talk about survival, it's both the feeling of immersion everyone will get plus a dedicated tree as much important as crafters, fighters and gatherers will be.
Now that I'm writing it down, it could even be another link in the "food chain" : Survivalist (guiding the) -> Gatherer -> Crafter -> Fighter.
About the food, I just hope we won't have to take care of every 10mins. These kind of needs must be tied to what you're doing. A fighter should need to eat and drink more often than a crafter.
I'm saying this as an hardcore solo player. Under such circumstances, I may enjoy playing with others !
Nikbis reacted to Leiloni in gameplay concerns
I understand what you're saying but I'm not sure how well it works here. I'm all for that approach when it works and that has allowed me lately to have more fun in a variety of games, but this is a bit different. Typically in games that have taken that approach with progression, it's fun because you're making big enough gains along the way that it keeps it fun. You feel your character getting more powerful in various ways so the journey is fun and you're not rushing to the end. The power curve is steeper, however and that ends up being fairly integral to making it work.
But here they've stated they want the skill trees to be very shallow, so each new skill you train does individually, almost nothing. The gains are so small that it's click and forget. You won't feel any more powerful for months.
So we're getting into the same problem here that we had with food. The idea is interesting, but the implementation is boring and pointless. It's yet another "I have to click this thing every so often and then I can go back to the fun stuff" system. But the only way to make it more interesting is to increase the power curve, which they don't want to do. So how do you solve that?
You can shorten the time it takes to complete things by quite a bit, but then it becomes exactly what you described we need to avoid - the "I need to finish this before I can get to the fun stuff" progression. Or what if you allowed people to branch out into more trees after finishing things? Well then you'd have more diverse characters which is just another form of a bigger power curve. So neither of those really works.
Then of course there's the problem of retention. How many players are going to play for a full year without taking breaks, or will they come back at all in that year? Especially with the idea of campaigns giving players shorter time periods where they can fully play the game, along with other gameplay elements, it almost encourages that behavior. Likely most of your players will play like that, so then you have a majority of your playerbase not ever really feeling the effects of the skill system.
Listen I know it's Alpha, but there's a pattern here with a few of these gameplay systems that needs addressing. Now's the time to have these discussions so the developers can find ways to make them better.
Nikbis reacted to Bramble in What is the granularity of items that can be placed in an EK?
You know, you've actually hit on a variation of what I was saying that's potentially bigger than initial appearances might suggest. (pun intented).
As a fast bit of background (as I see it):
If we simply look at the idea of "badges of honor" or recognition, accomplishment, etc. Then, Consider the various reward "toys" any number of games provide for this purpose. Some functional (PvP armor bought with Honor), some cosmetic, some a mix of both (e.g. Special Mounts only rewarded for specific reasons). This includes such things as rewards/mounts/items/ . . . titles . . . rewarded for backing a game pre-launch. In LOTRO they had a nice dynamic for Boss trophies that could be mounted in your yard or hung in your house. FFXIV does this too, I'm sure others. Trophies, special rewards, all those things are visual announcements of some form of accomplishment or participation (erm, or cash shop purchase I suppose, depending on game). So now, full circle to Crowfall and what you've suggested, with a slight modification. Surely NOT part of game planning at this point, may not even be possible. But, as ideas go:
1) As you stated, have some kind of rare tree / plant species that might be found in a CW.
2) Artwork should be very nice, stand out. Not whacky-alien, per se, just "unique" shape/color/foliage and-or fruit.
here's the big one:
3) As a UNIQUE (and rare) find from a CW, give it the ability to continue growth to an Old Growth Stage.
The implication here is that the tree would attain a "spectacular" height and/or girth . . . eventually. Time frame? I don't know, as much as a year maybe? More? Less? I'd say a year minimum for "Old Growth" stage in keeping with the idea of a persistent "Trophy" from a CW on display in an EK.
For someone that sticks with Crowfall for some time I would think this would be a great stand out show off for someone's kingdom. As a Veteran Player or Guild it would be an immutable "monument" to long-term success in the CWs that resulted in a lucky, rare find. Or just the fact someone spent time in the CWs, survived, and happened to get that lucky "lottery ticket" out safely.
I've not bothered to think much beyond this stage. No real details, drop rate thoughts, limitations on how many per parcel or kingdom, etc., etc.
I just stuck with the high-level: I go into someone's EK and see a Towering Elder Oak rising over a Keep, it would make me say "Whoa, what's that all about?!".
Nikbis reacted to Bramble in What is the granularity of items that can be placed in an EK?
I was casually reviewing some EK sources the other day just for catch up. At the high level nothing appears changed of course: grid squares, parcels, buildings.
Then we have types of parcels I think, river, forest, mountain.
Then we have building/structure types that can be placed.
Has there ever been any discussion regarding "wilderness" artifacts that could be placed like Trees?
Nikbis reacted to Deloria in What is the granularity of items that can be placed in an EK?
Devs are really pushing for Campaign world editing tools to be reuseable in the EKs.. and I imagine there is a tree brush for the CWs.
I REALLY expect there to be a possibility to paint forests and vegetation and such. I will bet money on it in fact:
I imagine we will see cosmetic parcels popping up in the addon store - as well as roads, ruins, monuments and rivers/bridges etc.
We have all these farmland parcels - I would love to see windmills, watermills and little hamlets tucked away in the forests and mountains.. and I think there must be some level of granular editability there - otherwise every single cell is going to look the same.
If you have 10 or 20 tax free farm cells how do you make them all look different unless you have a high level of customization? What if I want to be a tree farmer?
So yeah.. Im optimistic
*Fingers crossed* =)
Nikbis reacted to Bramble in If you have passive training on and offline, incentive to play?
RNG is the most basic way to simulate, in a game, some mode of proficiency success, or failure. It is of course subject to being implemented well, or poorly. If we take Archeage as an example RNG turns that crafting / upgrading dynamic into an active punishment routine for players. It's one of the worst I've ever seen IMO.
Examples of actual crafting/gathering skill/competitions in certain games:
(As Example) - Fishing in Vanguard or Archeage:
In some games I've played, Fishing was simply cast a line, wait for a bite, then reel in. The game might have RNG in there relative to bait or success at hooking or not. Fairly binary in interaction between the human player and the "fish".
In Vanguard and Archeage I experienced what I consider very clever Fishing dynamics that really DID require some adept Fishing skill on the part of the human:
They were implemented in a way that required a bit of "combat" between fish and player. Requirements for fish species vs baits was present, also locations by fish types at times (knowledge & judgement skills) When your bait was hit you first had to react fast enough to set the hook, followed by "pattern matching" the fish's movements. If the fish ran left you had to tap Left correctly, Right right correctly. You had to let out line when needed, and REEL IN properly when needed. As all this was going on both your "hook and line" and the fish basically had health bars running. Proper moves on your part tired the fish out (HP drop), while wins on the fish's part hit your hook/line. Whoever won the competition: Either fish landed, or fish throws the hook and goes free. Fish were orgainized into Tiers. If you are great at catching Lake Perch you'd not likely be able to land a Bluefin Tuna in the Ocean. Not the right gear or skill levels (you'd never keep up with the fishes moves and changes in direction). How does this all apply here to the idea of Armorsmithing, Leatherworking, Alchemy, etc.?
We don't have correlaries to the above in each of the disciplines. RNG bridges the gap. In Japanese Swordmaking, for instance, after all the pounding, folding of Tamahage (sp?) to even out carbon distribution in the base steel, followed by inserting the harder steel in the middle, followed by massive amounts of hammering the two into a long sword shape, forge-welding the two steels together, there is a final critical step that gives the sword it's elegant curved shape:
Because the two steels are dissimilar (I forget specific details), they shrink/contract at different rates. Even a Master Swordsmith might lose 1 in 3 swords at this step. I remember watching a vid some time ago that was pretty cool. I had always thought they hammered/ground the curved profile.
It got quenched - and the sword would either quench cleanly and actually form that curve, or not.
When making an English Longbow, for instance, it is utterly critical that there is clean/contiguous strands of wood grain flowing from tip to tip, particularly in regards to the Sapwood running along the face of the bow. As Bowyers shaved/planed/scraped wood away down the length of the stave, if they broke through a layer of sapwood on the face they'd continue shaving that entire layer away tip to tip. As they approached final, they'd simply do nothing more than clean away any partial layers along the length. Why? Under flex and use remaining edges of layers along the length would delaminate, starting at those edges, and promote splitting of the bow under use.
Relevance here: We don't have "Mini - games" or "mini-combat" or "mini-competitions" with some kind of dynamic as illustrated in the Fishing example to actually demonstrate who hammers metal better, who shaves wood better, or does it wrong. Who times their Alchemy mixtures properly or not, who adds "just a pinch of" whatever versus a tablespoon of.
It could be done probably, and might be pretty neat in certain areas, as it was in fishing in my examples, but you can imagine the complexity involved and how few people would be cabable/satisfied with it (overall).
So, RNG is our friend. There's not a thing wrong with RNG as a tool . . . provided the tool is used properly. Failures aren't necessarily a disincentive. I have the natural expectation I'm not always going to be 100% successful at certain tiers of goods.
Use RNG poorly, as we see in Archeage, and yeah, it's a cluster. But as a tool there's not a thing wrong with it if used properly.
Return of raw materials on a fail?
Not necessarily unreasonable . . . depending. @Gromshlog - your ability to simply recover already used/machined/tempered/cut/mixed/blended materials in a fail to recycle another try is all over the map, either more possible or impossible, depending on discipline and elements. So, it's not really a global answer.
It's about engaging the Human in crafting, not catering to "engaging the Bot" in cyclic returned materials activity. Do your crafting, burn your mats, success or fail.
Me, so long as the crafting dynamic and implementation of RNG isn't a fail-rate fest of draconian proportions as seen in Archeage, I have the natural expectation of Failing, frequently, as a new crafter. If I burn mats in that process . . . I don't feel put out or put off. As I progress I would have the natural expectation that basic items would be easier to make (a much higher success rate because I'm better now) while still seeing difficulties/challenges at my current level of experience.
Anything can be overdone, but having to bear some level of failure and material loss makes sense to me.
Sorry for the TLDR.
Nikbis reacted to Gromschlog in If you have passive training on and offline, incentive to play?
There are people that like RNG and those that dont. I, personally, would clearly prefer needing 200 bars of iron for a helmet and knowing 100% that i get something useful than needing 50 bars and having a 50% chance to get something useful. And yes, although with the second way i have a chance for 4 iron helmets and although the chance to get at least one is pretty high. I just really dislike RNG for the sake of it. And it doesnt really make much sense either from the POV of the crafter. I either have the skill to craft an item or i dont.
Nikbis got a reaction from JamesGoblin in About survival mechanics
Since I (finally ) have access to the test, my head is clearly overwhelmed with many toughts. Highs expectations over here
Most are already discussed. However, I feel, except when it comes to "APPLES !!!" / hunger, there is not much said about the survival aspect of Crowfall.
We'll have harsh cold seasons. Will we be able to randomly go out without caring about temperature ? There are campfire, but what about warm cloths ? A dedicated profession and/or the basics to stay warm enought in a survivalist skill tree ?
Or maybe the opposite season, with overheat and its need of water and shadow/shelter.
There is no map/minimap, but what about drawing some (I think I've already read it somewhere) ? The ability to reproduce or falsify one ? Usefull if you want to trade with or lure someone.
Being able to identify edible and poisonous berries/plants ? Finding more than anyone else ?
I feel a dedicated "survivalist" should have his/her part in a group when it's time to leave the homebase, especially when you go off the beaten tracks.
What are your toughts about a true, viable survivalist skill tree as main ? And in a wider scale, the needs outside the safety in number, in the wilderness ?
Nikbis reacted to Greenfox21 in Testing environment futile
Yes it is. xD
I play with 100 to 200 ping.
Based on what server i chose.
I could play with 18ms ping in the frankfurt servers "shrugs", that's obviously to easy.
And even the lag with 200 ms ping is okay. What is breakeing it, are the lagspikes. And they're getting fixed, slowly, because it's stupid to fix them. Then to change stuff somewhere else AND fix them again. When all you're doing is testing basics.
Crafting at 200 ms ping is the same as at 20 ms ping. It's even better, because bugs might appear!
Anything under 400ms ping, is doable.
If you don't want to do big teamfights.
Nikbis reacted to drunk in gameplay concerns
Rust for example, works similarly by servers getting wiped after a set amount of time. And what are clans doing? they join with their zerg directly on the fist day beating everyone else before the even have a chance to form clans/alliances. There are single guilds or clans with over 500 members out there which could probably fill a server on their own and they will if they can farm and easily win campaigns that way.
but that's is was people are doing at least in most other games similar to CF
that would be really sad if Dregs dies since it's their initial vision of the game. It can work but needs a lot of thought and balancing work put into.
that's the concern I have and the pitfall most other "throne war" games fell for. Without solo and small group players such games feel lifeless pretty fast where clans only log in for sieges. The only games I know wich did it somewhat right was ultima online and eve online which both have a massive amount of content accessible to solo and small group players aswell.
I don't draw any conclusions. I just want to give some feedback when changes are still possible.
Nikbis reacted to Tinnis in Food
I mean what do you want though? It being tied to activity is currently its strongest pro...
The current rules:
- require strategic resource management and decision making
- require you to make decisions on your activity - does my army travel at full speed, burning their stamina and their food - or at a slower non stamina burning pace to save food, but arrive later. Do I gather as much as I possibly can (thereby burning more stamina), even if I'm low on food?
- X archetype cannot just spam their stamina/movement powers to run away from you indefinitely...
- makes running in a zerg not necessarily the best choice if you cannot maintain your food supply
[i sort of hope food fires are either not permanent or have a max amount of food they can restore across people or your group only]
- put a cap on endless continuing fights [especially with crowds and crowds of legios and myrms endlessly hitting each other] - or more crucially - sieges or point of interest fights!
- put a barrier on people just easily returning to a fight after death [see also unarmed and weapon requirments]
- crowfall isn't a happy easy place....its a dying world with obstacles to survival that you need to plan around..especially regarding resource management
Nikbis reacted to Thegatekeeper in A few visual suggestions
Not sure about this. Some player dislike this type of thing. Personally I think it actually removes the player from immersion a little as you become aware there is a monitor between you and the "Character" you are playing.
I DO like the visual when blinded and your screen gets black, thats a great way to add some effects like this (I think its the Champion thatt does this) but adding this to all attacks, would create a VERY dizzying experience for me.... I think limiting this type of thing to a few rare attacks would be good. Not on every attack.
Nikbis reacted to bahamutkaiser in Merry Crowsmith Day & Test Build
I hate reality inspired holidays in my fantasies. It dilutes the originality of the game, and doesn't fit the accelerated seasons of the game.
Not to mention that it subtracts from the real life involvement of holidays. Keep the holiday specials in the cash shop, I don't even want to see red hats or bunny ears.
Nikbis reacted to VIKINGNAIL in Are there enough people in testing? Popularity?
Testing will ramp up as it always does as the game gets closer to release. I think it would do more harm than good if you let too many people in now because a lot of people seem to expect a game instead of a test and then they just spread negative criticism about the game without proper context.
Once they have a real gameplay loop and beyond then it will be better to bring in more testers.
Nikbis reacted to th3gatekeeper in Sorry. I really think you need to gut the skill tree system.
Thanks for this, I hadnt watched that yet. So, here is what concerns me...
1 - We know leveling harvesting is going to be worth while. A simple test of trying to mine ore without potions, then after potions to simulate "max harvesting" and you not only increase the number (quantity) of drops many times over, you also increase the quality of drops many times over. Se we know, time spent in these areas, will pay off DRAMATICALLY in terms of result.
To put an illustration to this, or a number, for the sake of illustration, lets just hypothetically say that a complete rookie who tries to mine ore, compared to a vet who has leveld up mining for 6 months, the "ratio" will be 5:1 in terms of effectiveness. We can argue if itll be more or less, but its EASILY in the 4:1+ range. I dont think this can be contended at all.
So Point 2 - In the Q&A they just said. Some "UBER" combat veteran runs around a corner and bumps into 3 "mid level" guys. They admitted that guy will be in trouble. They further said it will also involve skill in terms of ability to play the character, not just the power differential. Its safe to say though, that if those 3 guys are atleast competent, and ESPECIALLY if they are a diverse vessels (like a tank/dps/healer) that "maxed/Uber" Combat player will probably lose.
So what this tells me, is that "ratio" is much LESS than it is for harvesting or crafting. The actual impact, will be much smaller.
So onto Point 3 - Anyone who has ONE account and chooses to train combat is a moron, because there is very little "reward" there and it comes with risk, and very little guild/faction contribution available.
Which is exactly what many in this thread have pointed out. Combat will NOT be worth while compared to the other Universal systems, which means a player who chooses combat, 6 months in, will likely be more of a "negative" impact on the guild than a positive. Sure he can help when you do hard touch systems such as a "raid" but he will need to be constantly fed with gear, with very little positive contribution. Sure, he can be an "escort" but if the power differential is small between the maxed combat vs "average" combat, you would do better to just have any harvester harvest in groups. If you have a team of 3 harvesters sticking together, that 1 combat player cant roam in there and kill them to steal, he wont be strong enough. If he DOES try to do this, he risks losing durability on items that were made for him. Where as the Harvesters might also lose durability, however they have a "guarantee" they can atleast provide some materials in return - because they can harvest.
So it ALL points back to all these problems with balance. The EASY solution, that I dont get why people dont want to proceed this way is....
MERGE combat tree with Archtype trees. The AT tree in general is basically a "simplified" combat tree already... You look in there, the nodes are all the same at lower amounts. Why not EXPAND the AT trees to encompass more skill nodes - to replace nodes from Combat universal.
Then EXPAND the harvesting/Crafting trees so there are more nodes, and take longer to specialize more deeply... And now you have a BETTER system in place. It seems like Combat Universal is almost being set up as this "bait" tree for new players with one account who dont know much, and they wont realize they should have bought a 2nd or 3rd account when they started and realize they are SO far behind after several months of doing Combat. All this will do is force everyone to have 3+ accounts so they can do it all. Why not just enable players to have ONE account....
Nikbis reacted to Dondagora in Sorry. I really think you need to gut the skill tree system.
My thoughts with "No statistical advantage" is that instead of making somebody more powerful, I feel it would be better to simply have the system help people optimize or specialize their play.
Take the Ranger for example. A brand new Ranger player is an all-rounder, good statistically in all aspects of the Ranger. However, after a certain while, the player maybe realizes they've got good long-range aim, so they start putting time into the Skill Tree to increase their bow range at the cost of other things such as dagger damage. Statistically evened out, but optimized to be better in a certain playstyle. Alternatively, to give another example, the Ranger may have realized they enjoy ambushing Caravans, so they start putting points into stealth duration and trap damage at the cost of other aspects of their character. Again, statistically equivalent to the all-rounder Ranger, but can be more effected in the player's preferred role.
This can also be applied to crafting without much effort: Focus on working iron, you lose some ability in other metal areas. Focus on sword blades, you lose some ability in other component areas. But it helps build a reputation as a specialist.
I find it much more interesting in this way than simply being objectively stronger. Diversity is the strong point of this suggestion, allowing players to focus solely on niche roles within their archetype, thus differentiating two players who use similar gear and disciplines.