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Posts posted by Nazdar

  1. Five Years.


    This is the story of a small game studio.  They had a lofty goal ($800k!).  They planned to launch in one year.

    But, it's funny what happens when you give someone a lot of money...  $$$


    See, running a studio isn't cheap.  Take a look at the payroll.  Big numbers become small numbers fast.

    We've got to get this Spruce Goose in the air.

    We've got business chops.  We've got hype.  Tout the numbers!  Raise more capital!


    Then -- THEN -- we will have enough runway.

    Then -- THEN -- our players will forgive our missteps.

    Then -- THEN -- we will be successful.


    How does the story end?  A glorious takeoff?  A fiery crash?


    We will see.


    Now then... how much more runway does $11.7M get us?


  2. 2 minutes ago, mandalore said:

    -raises hand to interject-  

    You’re just arguing to argue a minority perspective.  Siege windows were amazing in JtoddColemans previous sieges game SB (the spiritual predecessor to CF).  If you want instant, meaningless and always accessible PvP there’s a dozen MOBA’s in that market.  This is a persistent world RPG and off hour players should have more power than most of the concurrent players in that servers time zone.   

    Sorry, I'm honestly not sure what you're saying here.  What do you mean by off-hour players?  Can you clarify?

  3. @PopeUrban @KrakkenSmacken Thank you for the thoughtful discussion.  You bring up good and valid points.

    @Jah  My opinion of your non-rebuttal remains unchanged.  Lazy.  Trite.

    Let me break it down:

    This solution successfully encourages PvP in controlled times/places.  Despite the accusations, I think everyone here gets that.  However, it comes at a cost.  There are other game design solutions that could have had the same effect without over-regulating the tempo of the game.

    This change literally moves the game in the direction of a match-based game.  If you look at the announcement, you will see screenshots that literally resemble a lobby for a match-based game.  While sarcastic, it seems entirely reasonable to complain that design is shifting (in an unhealthy way) towards being more of a MOBA than an MMO.

    The false dichotomy here is that was the best and only solution to the problem.  With a little creativity, I believe we could have the best of both worlds.


    Also, you may think me a troll, but I complain because I care.

  4. 30 minutes ago, Jah said:

    Way to completely fail to understand the change.


    16 minutes ago, Staff said:

    why are people mad about this, how does this hurt, ill give a full legendary set to the first person to give me reasonable arguments for why this is worse then what we have now


    Simply put, this is a major deviation from the concept of freedom and emergent gameplay.  Yes, this is a solution to a problem.  But I like to believe there are solutions that do not deviate so far from the original vision.


    @Jah You can shake your head and tell me that I don't understand the change, or you can form a rebuttal to my, albeit sarcastic, extremely valid argument. 

  5. I regularly attend local indie game dev meetups, and I am continually astonished (astonished!) at how many game developers there are who have, as their sole aspiration, the desire to re-invent the wheel.

    Me:  "What are you making?"

    Them:  "Well, it's basically a Diablo clone, but mine has some different monsters."

    Me:  "WHYYYY????"


    I harbored the illusion that the ArtCraft team was different.  I believed that they weren't just creating the next MMO clone.  But after piles of meaningless skill trees, the revelation that there will be experience and leveling, limited use recipes, mob bloat, etc. I'm reformulating my opinion of the motivations driving this team.

    18 hours ago, srathor said:

    I can't wait for the 20 man Instances and Raidfinder!

    But, seriously.  This is not just frustration, this is accurate and scathing satire.  And it resonates.

    It feels like we are watching the game we were hoping for slowly sail away into the distance.


    Every small change is easy to rationalize and justify.  However, the sum of the small changes is adding up to substantial drift away from the original vision.  I know I'm harshing on someone's baby, but it seems to me that this baby is getting bloated and off-course.  I feel like we were sold something different.

    Is it too late to refocus on the original game design goals?

  6. This will seem unrelated, but I have a rant and a request.

    The Rant

    I'm starting to see a pattern.

    1. Establish a high-level goal
    2. Hand off design of a sub-system to a team
    3. Once the subsystem is created, realize that it doesn't mesh well with the goal
    4. Instead of making deep changes to the already built sub-system, modify the high-level goal slightly to match

    This time, it was in relation to the changes to skill trees.

    • High Level Goal:  let players make important choices that define their character in meaningful ways
    • Sub-system:  it was built to be overly complex to the extent that players cannot figure out the consequences of their choices without trial and error.
    • Conflict:  Trial and error are heavily penalized, so the system is frustrating to explore (when it should be fun!)
    • Result:  Instead of dramatically altering the complexity of the skill systems, a compromise is proposed where players will have fewer significant choices so that they don't get as frustrated.

    Do you see what's happening here?  No single compromise is "breaking the game", but this pattern keeps happening.  Slowly, but surely, the original high-level goals are being compromised to accommodate sub-systems that are poorly aligned.

    The Request

    Please, go watch (or rewatch) this GDC talk to remind yourself of the importance of Role and the dangers of Complexity.  Then, do as he says.  "Once you're done, cut half."


    Please.  For the love of the game we were sold.

  7. Regarding "thin" professions, compare the two options just numerically.

    1.00 : 1.50 = 67%


    0.75 : 1:00 = 75%

    In plain English, the bloated skill is worse of a problem because it's farther from the normal.

    Please go with Todd's gut and split weapons / armor.  I challenge you to show me data implying that the number of recipes in the other skills is optimized to make the player experience fun.  Your fear of a "thin" profession is overstated.  Based on the bloat I've already seen, most professions are already too thick.

  8. I've had the devtracker bookmarked for years.  I've been casually checking every week and was really starting to feel really depressed that nothing was going on  Luckily it dawned on me that I should check the announcements forums just in case.


    HOLY CRAP.  I missed a lot during the last month!


    This is kind of a big deal.  It seems like it would be better to remove the dev tracker link than to have it sit dead for several weeks.

  9. Quote

    "We continue to research the mysterious force that the common folk call the Hunger.
    Our efforts are stymied by the contagion; which resists even the power of the divine.
    We have never seen a plague which eats through flesh and stone alike!
    It spreads from a man to his bed, to his house and his farm...
    …to his neighbor, his village, his priest and his king.

    Blood and bone, rock and tree.  All life. All warmth. All is consumed.

    As I write this, my pen falters.  I feel the infection crawling up my hand to my chest... 
    It throbs with a heartbeat that drowns out my own, a funeral drum that gains strength,
    Even as my own breath falters..."

    The Archives of the Mother Church, Archdiocese of Cautemer,
    Transcribed from a letter purportedly by Father Fruehmeyer of Alabanthar

    We can find no further evidence of any world by this name.

    I hope all this lore gets its own tab on the main site someday.

    And Todd, if you ever retire, I hope you write a novel.

  10. 19 hours ago, jtoddcoleman said:


    You also do this testing in waves, because (1) you don't want to make too many changes at once (it's harder to tell what the impact of any given change was) and (2) you can find statistically relevant data with a relatively small number of players (1000 is about as good as 10,000).  
    3. Start running players through our "new user experience" in batches of a few thousand at a time

    To be clear, this "batching" is only referring to advertising and new player acquisition, right?

    I'm assuming that everyone who is currently a backer will have access to the soft launch on Day 1.

  11. I'm laughing because it's a funny bug.

    I'm rolling my eyes because of the people exploiting it.


    Also, I'm not sure how sarcastic the Care Bear jab was.  I'll be a literalist and point out that, in this case, being a Care Bear implies that you care about the success of testing.  Not much wiggle room here.  Those exploiting bugs that end up discouraging other testing probably shouldn't be playing.

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