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Everything posted by Osegrim

  1. Well one problem with calling it durability of course is that players will expect being able to repair their items, which would kind of defeat the whole system. It not being a realistic mechanic, makes it also quite counter-intuitive, which is a problem. But other than that, you propose this compromise, but no real reason for it. Isn't it just postponing the inevitable? If people want to get more use out of the new stuff they've gotten, they perhaps should be more careful with it. And also that's why I proposed to make the most of the equipment you can lose, not be that valuable or special. They're tools of war after all.
  2. I understand your plea. But I actually think that any form of random equipment drop can bring false hope and therefore disappointment. If dropping all your equipment is 100% guaranteed every time you die, you know what you are in for and are more mentally prepared (and hopefully, actually prepared in having backup equipment stored somewhere as well).. The loss of dying is then diminished, especially once you get used to that idea. But if you don't know if you might lose your stuff, or what you will lose, uncertainty kicks in and whenever you die it's an emotional toss up whether to feel moderately good or bad about the death depending on if you lost your valuable gear. Also the lesson of learning to lose your gear and get used to it is a lot less effective.
  3. I don't think that's necessary actually. Not if all the gear you get has to come from the player crafters in the game, then they can spend all that time on making the gear. And their reward is money, resources and recognition. They don't care if you lose it, because that just means more business for them. This makes it really important to get gear and crafting right however. My point is not just about having gear loss in the ruleset, which I know is there (though I'd prefer 100% chance of gear loss to make things less of a gamble). It's about how gear has to be cheap and accessible for the players (but not necessarily easy to make, not quality gear at least) and have the difference between gear be minimal. Well part of the reason for that is that its a fairly hardcore audience. But it's also because of bragging rights and the thrill of flying in something expensive knowing you can lose it at any moment. This is not for everyone however, because there the reward is mostly the fact that you're flying in something expensive and being able to survive with it, adrenaline junkies. Very high risk and subjectively high reward. Some people like living dangerously.
  4. Camera shake is good! (if made correctly and used sparingly, of course) Juicyness is even better! MAKE IT JUICY Juicyness encompasses everything audio-visual that has no impact on the gameplay mechanics but a lot of impact on the gameplay feel. The weight of something, the visceral feedback, the POP! and snap, the swish and woosh. Particle effects, screen shake, animations, all that stuff. Very important in making a game feel good and making it addictive. Blizzard knows this very well, it's part of why their card game does so well even though it's not even that great of a card game, it just feels so good. Because everything is JUICY. That's why it's great they're going for a dedicated FX artist. This is necessary to get part of that juice going. But sound effects are also very important! And those need some work still as well.
  5. Actually, it's possibly better to blame Paypal other than Kickstarter for that. Read this: https://www.kickstarter.com/blog/amazon-payments-and-us-only It's ridiculous yes, but that's just how things are when big companies, lots of distrust and money is involved. People will just have to make do (or row row fight the power, whatever). But it's good to hear Paypal is coming to the Crowfall funding, so I can throw my savings at this slightly vague but promising project! Some people don't really care about being safe with their money, it's all a matter of goodwill, hope and believing in the best of people. And oh, not caring too much about money, that helps. Just whatever helps making this dream become a reality!
  6. I think the loss of gear is a good thing. And if done right, can be fun for everyone. And in the grand scheme of things, be actually very useful for good strategic depth. Yes, this might be a bold statement. So allow me to back it up. It's well known that the reason why people don't like to lose their stuff, is because they often invested time and effort in getting that stuff. And being simple mortal beings, outside of the virtual world, time and effort are finite and extremely valuable resources. So losing something you put a lot of time and/or effort in can feel really bad. And the solution to that is a very obvious one, make the process of getting gear, cost little time and effort. And let the difference between gear be minimal (and only matter at high skill level of play). Pros and Cons to gear loss combined with this solution: Pros: 1. Death is only a minor setback and something to be learned from. (very important in-game lesson that must be clearly communicated early on) 2. Forces players to be more prepared for PVP and not have them trying to avoid it always. 3. It's easy to get usable backup gear, but not without cost, making attrition play more a role in strategy (war isn't cheap). 4. Being successful in combat becomes more lucrative and rewarding. Because you'll always get something useful from it, people can't just walk around safely with barely empty inventories and being wasted effort when killing them. 5. Makes combat more thrilling because you could lose your stuff and thus more rewarding if you even survive. 6. Gear becomes a resource and dedicated crafters become more valuable. This would require that adequate crafting can't simply be done by everyone however. This creates more clearly defined roles for people, increasing the importance for an infrastructure, increasing strategic depth. 7. Sieges on strongholds can last only as long as there's gear for either side, until they have to craft some more or gather resources. Making timing more important and support chains vital. Cons: 1. It devalues gear immensely. No such thing as getting cool gear with an effect on gameplay (non-aesthetic progression). So there's risk of there being less a feel of progression. 2. Decreases attachment to gear and death might become trivial. Which might stimulate zerg-behaviour. 3. No difference between casual players and those who do spend a lot of time and effort in their characters. 4. Ganking, nobody would be safe anywhere. Without a policing system similar to EVE (player created policing AI agents? sounds familiar...), travel can become problematic and possibly tedious. 5. ...I'd be willing to hear from you all. But to solve some of this, I would propose persistent and non-persistent gear. Where as non-persistent gear is the kind of gear you'll drop on death, but still is vital to being able to fight in combat. Stuff like armor and weaponry. These would still need to be replaced if a person died, come in different qualities, but are easy and cheap to get, compared to: Non-persistant gear. Albeit auras, amulets, underclothing, spiritual implants (lololol original ideas), what have you. Something that would have a lot more value, have some minor impact on gameplay, and also importantly looks cool and is special. Something that is added as an effect to your base gear. Like little wings added to your shoes for example. Or glowing runes on something, it can be small and simple. And of course can be turned off if one wants it to (for prissy aesthetic reasons). Just an idea. Not sure if it's entirely necessary though. But I'd love to hear what you think!
  7. Excited: the idea of being dropped in an unknown unexplored, wild world each time a campaign starts and being able to eke out a role in that campaign world and live through its personal history of battles won and lost, castles built and destroyed. Concerned: if the combat will contain enough depth to allow for enough replayability and tactical interest. No simple skill orders and optimum strategies.
  8. Yes, there seems to be some confusion on that regard. So there is going to be some experimentation with the rulesets, so FFA, or GvsG with 100% equipment drop, stuff like that could happen. Here: http://community.crowfall.com/index.php?/topic/3258-lets-talk-about-campaign-permanence/?p=80485
  9. Like for instance, the bodies of your enemies. Very, very soft. What's pleasing to the eyes differs from person to person though. Because being an uptight, old-fashioned grumbling artist myself, a lot of the stuff in Tera is mighty frustrating to look at. But high heels? I'm okay with that, if done in moderation. Boobplates and barely held together pieces of cloth covering only 25% of the character, please no. And I'm a guy, go figure. I just feel it's been overdone as well, and fairly unimaginative at this point.
  10. Here's an idea: Campaign World Rules. It has already been established that different realms will have different rules, and they'll be experimenting with it. Why not have telegraphs yes/no be one of the rules as well? Because really, there's much that can be said for and against telegraphs. Personally, I prefer the kind of telegraphs that don't involve neon floor lights but recognizable startup character attack animations. But, if done correctly, it does help with visual communication for beginner players. Making it more accessible. Because really, the more experienced people are going to figure out the hitboxes and tells of all the attacks eventually anyway. And learning to predict attacks is half the fun. One important thing to make this really work however, is combat pacing. This is where Wildstar also went wrong, no matter if you use neon-graphical or animation telegraphs or none at all, if the pacing is too fast and people can spam skills one after another, it becomes too hectic and impossible to react to everything. But the pacing is something that will have to be figured out through playtesting. Though I have to say I'm a fan of Dark Souls pacing...
  11. I frequently look at kicktraq.com. To keep track... of things. These last few days have been a little crazy.
  12. There's an advantage in not having too many allies around you while in a large, chaotic combat. Friendly fire anyone? In combat where physics, the environment and friendly fire plays a role, a single, very skilled combatant could withstand being outnumbered, for a while. Just don't get hit, which is why I hope dodging, blocking and parrying will be in the game. Ah, just noticed this kinda has been said before. Ah well, ++ to that. A harsh world like that can also force people into working with each other, under strenuous relationships (who would you trust?) only to survive.
  13. Nice to see some workflow in progress. It always tickles me to see industry professionals work roughly the same way I do (3dsmax, ZBrush). Definitely could use some work on the proportions, but they'll probably work that out at the evaluation and iterate on it, because it's fairly obvious (to me, I mean, just look at those arms). But that head is pretty cool! Looking forward to seeing more stuff like this. Though... with the proportion thing, I wonder how far the customization is going to go concerning shape and sizes.
  14. Oink. I think my avatar speaks for itself. RESPECT THE FLUFFY MOUSTACHE It's a great way to make a world feel much larger and more impressive. Also hey, short folk privilege! Give me that cart I need to rest my legs. I wonder how the stealth/rogue gameplay is going to turn out. If there's going to be any. Redwall! Nostalgia.
  15. It would be bittersweet, but refreshing, to see an ambitious project like this launch more smoothly. Thorough testing and polish of the core gameplay and functionality... I would also agree putting more money towards optimization, if possible. Lets not feature creep this and be wanting to put everything we like into it, making it a bloated product. Caravans is a nice addition, some more character variation is nice and not that impactful. But other than that, do we really need it? Stuff like that doesn't sell that well as stretch goals however.
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