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Nazdar

Testers
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  1. Like
    Nazdar got a reaction from JamesGoblin in ArtCraft Entertainment Closes Series-A Funding Round   
    @PopeUrban And here I was thinking that ACE was being sorta-transparent.  Honestly, that StarBaseGame forum is more than impressive.
     
    For all the clever and cute, I still get the feeling that ACE spends a lot of time over-curating their public image before being "transparent".  I'd love to see more of ^^^ this ^^^ around these parts.
  2. Like
    Nazdar got a reaction from JamesGoblin in ArtCraft Entertainment Closes Series-A Funding Round   
    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?
     
  3. Like
    Nazdar got a reaction from APE in ArtCraft Entertainment Closes Series-A Funding Round   
    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?
     
  4. Like
    Nazdar reacted to Pann in ArtCraft Entertainment Closes Series-A Funding Round   
    We are not blindly unaware of the Crowfaithful's desire for information about War of the Gods, but I would ask you to bear some things in mind - and I'm being candid because you are the Crowfaithful. I've known so many of you from my very first day at ArtCraft. 
    We are a small yet determined start-up that looks for every possible way to get the most out of the limited funds we have. While the dollar figure in this press release sounds like a king's ransom, every cent of it has to be measured out and used carefully. We're not spending any Marketing money at this point; that's being reserved for a big push at launch. 
    This means that in order to spread the word about Crowfall, we have to leverage what we can to get press coverage. In addition to my background as a journalist, I was the Sr. Director of Public Relations and Community at CCP before I came here, so I have a solid understanding of what it takes to get the media's attention and I understand the plans that DebySue and Todd have in place for us. The bottom line is that we need that coverage to draw attention to the game now, ahead of our big Marketing push. In order to get that coverage, we need to give the press information that hasn't already been released.  
    You're going to start seeing more juicy morsels being parceled out over time, but we aren't quite there yet. In the meanwhile, we have been trying to communicate more with the new Founders Blogs and Dev Diaries. Granted, some of that may be mostly old news to those of you who follow us super-closely. I see the comments, and I promise I never lightly dismiss them. I never lightly dismiss anything said by members of our community. It all matters. 
    All I can say is this: You've been with us this long. Please don't give up on us now. We are soooo freaking close to getting 5.110 into your hands. It's our passionate obsession, no one wants that more than this team does. 
    I appreciate you. Thanks for reading this. 
     
  5. Like
    Nazdar reacted to mandalore in ArtCraft Entertainment Closes Series-A Funding Round   
    I don't expect the game to be done at an unreasonable pace (6 years is reasonable).  I do expect regular and meaningful interaction with the community.  I do expect Q/A's to have more content than fluff.  I do expect a timeline with an * because things happen and schedules/production changes come first.  I don't expect fully working content the first iteration.  I've been here since the beginning (I'm talking count down ticker on play2crush).  I've given them a lot of money (a few accounts, a mountain citadel, like 9 years of VIP if that's a thing still).  There are decisions that have been made that I don't support and I am still here (I'm not a game tourist).  This style of dev'ing where you treat us like mushrooms (keeping us in the dark and feeding us poorly made socks) is dated and honestly disappointing.  I will defend the devs when they need to be defended and I feel like I can criticize them when they need it.  
  6. Thanks
    Nazdar reacted to Brindylln in Let There Be Light - Official Discussion Thread   
    Fully dynamic was the right choice. The sun moves across the sky.  The terrain is dynamic.  In the future, people might even carry torches (can't prebake that). Prebake is okay for Mario Bros, not for Crowfall.
    Are you guys using forward or deferred rendering?  WIth deferred rendering and a g-buffer, you can have lots of lights (thousands) at reasonable cost per-light.  With forward rendering w/ an early z-pass, you can have much lower data bandwidth, esp on 4K devices, and transparency is easy, and you can support multiple lighting models, but the number of light sources is limited (forward+ improves on that though with tiled light culling).  So... I'm just curious which rendering strategy you guys went with as Unity supports both.
  7. Sad
    Nazdar got a reaction from Devonic in Let There Be Light - Official Discussion Thread   
    I love the look.  What kind of a bite does this take out of performance?
    I don't suppose you'll spill on which Unity plugin you settled on?
  8. Like
    Nazdar got a reaction from JamesGoblin in Let There Be Light - Official Discussion Thread   
    I love the look.  What kind of a bite does this take out of performance?
    I don't suppose you'll spill on which Unity plugin you settled on?
  9. Thanks
    Nazdar reacted to APE in Siege Windows - Official discussion thread   
    Things like this are why I find it amusing that people call this a "sandbox." If almost all the game is structured/regulated by the devs, the sand is replaced by rails.
    I sort of liked the GvG land control format for Albion, but due to the implementation and other game issues, it wasn't as good as it could have been.
    Thwarting Uncle Bob was a big selling point for their design and so far I don't see them doing it. Timers are Bob's friend.
    I'm not against timers, but rather them being the solution to a lackluster design.
    They also had more creative pieces in place. ACE gave the example of a Bloodstone Campaign early on which reminded me of a Relic Raid or just RvR in general in DAoC.
    It was a multiple step process, with different groups across the Frontiers working together over time. Off hours raids were lame, but still it wasn't a quick process.
    Cutting off enemies travel, opening/controlling choke points and gates, needing particular numbers of players and time to pass, needing to cover large areas of the map with different groups, etc.
    Still had the typical blow a hole in the wall, kill guards/lord (tree), claim concept, but was much more than that.
    Was too long ago and didn't play Shadowbane long enough to remember if it had anything similar in place.
    The current stand in a circle and very basic siege model with or without timers is not up to snuff IMO.
    A point system and limited campaign timer is a way to end it, but I'd much rather have player controlled options with dev provided triggers. Save the point system for other genres.
    Do the Gods have a scoreboard? Are they betting on us like the Super Bowl? Why are we controlling strongholds in a world that is dying? Does lore support this type of game play at all? @thomasblair @jtoddcoleman
    That's what I hope, but more so they get creative or just bite off what other games have done and put a spin on it. The current model is very dated. Having 20000 people on a server standing in circles will have more action, but still it isn't very thrilling for me.
  10. Thanks
    Nazdar reacted to APE in Siege Windows - Official discussion thread   
    Things like this are why I find it amusing that people call this a "sandbox." If almost all the game is structured/regulated by the devs, the sand is replaced by rails.
    I sort of liked the GvG land control format for Albion, but due to the implementation and other game issues, it wasn't as good as it could have been.
    Thwarting Uncle Bob was a big selling point for their design and so far I don't see them doing it. Timers are Bob's friend.
    I'm not against timers, but rather them being the solution to a lackluster design.
    They also had more creative pieces in place. ACE gave the example of a Bloodstone Campaign early on which reminded me of a Relic Raid or just RvR in general in DAoC.
    It was a multiple step process, with different groups across the Frontiers working together over time. Off hours raids were lame, but still it wasn't a quick process.
    Cutting off enemies travel, opening/controlling choke points and gates, needing particular numbers of players and time to pass, needing to cover large areas of the map with different groups, etc.
    Still had the typical blow a hole in the wall, kill guards/lord (tree), claim concept, but was much more than that.
    Was too long ago and didn't play Shadowbane long enough to remember if it had anything similar in place.
    The current stand in a circle and very basic siege model with or without timers is not up to snuff IMO.
    A point system and limited campaign timer is a way to end it, but I'd much rather have player controlled options with dev provided triggers. Save the point system for other genres.
    Do the Gods have a scoreboard? Are they betting on us like the Super Bowl? Why are we controlling strongholds in a world that is dying? Does lore support this type of game play at all? @thomasblair @jtoddcoleman
    That's what I hope, but more so they get creative or just bite off what other games have done and put a spin on it. The current model is very dated. Having 20000 people on a server standing in circles will have more action, but still it isn't very thrilling for me.
  11. Like
    Nazdar reacted to Andius in Siege Windows - Official discussion thread   
    I think the entire concept of this game has always been part MOBA/RTS, and part Open World PvP MMO.

    The thing is that if the system is too restrictive you take away some of what makes an Open World PvP MMO a desirable genre. The advantage to Open World PvP MMOs is that you and 5 of your buddies can run around PvPing against multi-thousand member organizations and successfully being successful. I don't need to be able to take on all of Goonswarm to drop out of WH space into a Goon system and gank a couple goons.

    If we have a system that goes around and rotates what we can take groups will single stack and run from point of interest to point of interest. In the end, when you have a 20 stack of one faction, and the other faction couldn't muster more than 10 at that time of night if they tried, and there is no opportunity to stay ahead of the larger force with smaller ones. The net effect will be LESS PvP because people are going to stop trying.

    That being said, there are 12 forts and like 150ish outposts in this game. We can restrict the number of options to increase the likelihood of PvP without making it impractical to go capping with 5 of your buddies.

    It's about finding a proper balance.
  12. Like
    Nazdar got a reaction from JamesGoblin in Siege Windows - Official discussion thread   
    Sorry, I'm honestly not sure what you're saying here.  What do you mean by off-hour players?  Can you clarify?
  13. Thanks
    Nazdar got a reaction from JamesGoblin in Siege Windows - Official discussion thread   
    This is the right discussion.
    (I have thoughts.  I'll get back to you.)
  14. Like
    Nazdar got a reaction from JamesGoblin in Siege Windows - Official discussion thread   
    Are you just going for post count at this point?
  15. Like
    Nazdar reacted to miraluna in Siege Windows - Official discussion thread   
    In general I don't like system scheduled windows. Albion Online is the game I played recently with timers on territory objectives, and it was not fun. It does not make a game feel like a dynamic virtual world controlled by players. And it can provide a big advantage to larger, hardcore guilds who are willing to do whatever it takes to beat the artificial system.
    Why is this a problem, isn't the game supposed to be play2crush?  It's a potential problem in the 3-faction ruleset, that's intended to be the place in the CF universe for more casual players, and less organized communities. If it's too easy for an Uncle Bob scenario to happen and 1-2 factions to get pushed off the map, or if casual players are feeling locked out of content that's not a positive. GW2 WvW and DAoC frontiers both worked well for 3-faction pvp format - neither had a timer system on forts.
    Everyone seems to forget we are testing, not playing a launched game. It's not easy  judge the pvp activity based around the small testing population - we have 200 players instead of 2000 players on a campaign. Also different rulesets should play differently based on the risk vs reward, and may need different systems.
    It's good to test the windows however - maybe it will work better than I expect. It seems like a helpful tool for the designers, and if it doesn't have the intended results in  3-faction gameplay I'm sure the devs will make adjustments.
  16. Like
    Nazdar reacted to Jah in Siege Windows - Official discussion thread   
    Especially the faction rulesets, which these siege windows are specifically designed for.
    If people are looking for less of a match based game, they will be more interested in the Dregs ruleset, where the siege rules will be different.
  17. Like
    Nazdar reacted to KrakkenSmacken in Siege Windows - Official discussion thread   
    I never said it was the "best" solution to the problem.  ACE has to live within a time, development, and historically built systems restrictions. 
    There may be better ideas for solutions that could eventually emerge from more dialog that may not actually be viable, or even possible.  Given the current state of development, and the need to eventually release.  Signal to noise ratio is real, and ACE very often has to guess what is in fact the best solution, when multiple possible options are available, given their unknown internal limits.
  18. Like
    Nazdar reacted to PopeUrban in Siege Windows - Official discussion thread   
    It was always a match based game. That's literally the hook for it. Crowfall is an mmo broken up in to matches.
    You say there are other solutions, but literally nobody has ever come up with one that didn't result in the exact same problem: That avoiding a fight is the superior tactic in a system designed to create large fights.
    If you've got a better solution, any better solution, I'd love to hear it.
  19. Thanks
    Nazdar got a reaction from KrakkenSmacken in Siege Windows - Official discussion thread   
    @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.
  20. Thanks
    Nazdar got a reaction from JamesGoblin in Siege Windows - Official discussion thread   
    @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.
  21. Like
    Nazdar got a reaction from JamesGoblin in Siege Windows - Official discussion thread   
    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. 
  22. Sad
    Nazdar got a reaction from JamesGoblin in Siege Windows - Official discussion thread   
    Congratulations on your new lobby system!  This is going to be a great MOBA!
     
    What a shame.
  23. Confused
    Nazdar got a reaction from Thromdeir in Siege Windows - Official discussion thread   
    Congratulations on your new lobby system!  This is going to be a great MOBA!
     
    What a shame.
  24. Like
    Nazdar reacted to KrakkenSmacken in Siege Windows - Official discussion thread   
    That's a false dichotomy. Emergent gameplay comes from within the rules that guild gameplay, not from free for all unlimited behavior.
    League of legends has very emergent gameplay, yet the maps never change, and the goal is always the same. The rules of engagement are very fixed, yet from the champion select phase to the building of gear as the game progresses, a very emergent game process develops.
    Magic the Gathering also has very emergent gameplay, despite being highly structured and organized.  (Must have at least 60 cards in a deck, cannot have more than 4 of any non-basic land, can only lay one land a turn, etc)
    Next time you have a game of Risk, try just picking up and chucking pieces at the other players, or take two turns in a row, and see how "free and emergent" the other players consider that to be. 
    Bottom line, no matter the game, there are rules, from how long it takes to mine gear, to when/where the best time/places to attack are. The more you limit options, the more creative players have to become.
     
     
  25. Like
    Nazdar reacted to PopeUrban in Siege Windows - Official discussion thread   
    The emergent gameplay of forts was boring and the freedom made avoiding fighting over objectives the superior tactic.
    Freedom is less important than ensuring a contested PvP objective score in your PvP game is actually contested by PvP more than who has the most Australians standing in circles alone at 4AM.
    Online games have rules to drive players in to meaningful interactions with each other. The forts were failing at doing so.
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