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Nazdar

Testers
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    656
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  1. Thanks
    Nazdar reacted to srathor in Siege Windows - Official discussion thread   
    Let us all go balance then we can all be "winners"
     
  2. Thanks
    Nazdar got a reaction from DravoiX in First Look: War Tribes - Official discussion thread   
    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.
    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?
  3. Confused
    Nazdar got a reaction from Lightsig in First Look: War Tribes - Official discussion thread   
    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.
    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?
  4. Like
    Nazdar got a reaction from APE in First Look: War Tribes - Official discussion thread   
    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.
    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?
  5. Thanks
    Nazdar reacted to srathor in First Look: War Tribes - Official discussion thread   
    Mmm, Not rats! We have Ugru now.

    We have xp bars. Upon green vessel xp bars, upon blue vessel xp bars.  You get the idea. 
    We have meaningless badges.. See the Malaki participation trophy. 
    We have a game. (Circle standing for 20 minutes)
    We have players. About 300 of them. Good movie. 
    We have skill! Well yall do. 

    Allies Check. 
    Enemies. Check.
    Alliances. Oh yeah Look at balance. So Balanced. 
    Betrayal. Check. Stinking Hitler Elves. 
    Risk. I play a gatherer. I know Risk. 
    Conquest!.  Yep See circles. yay.
    Thousands. Nope. 
    Claim the throne.... We cant sit in it. We can't claim or interact with it. It sits there. Uncaring. Waiting. 

    I have lost. Time and effort, a bit of money.  Lost a lot of hope too. And quite a bit of trust. And I get killed a lot when I bother to play. 

    The experience. It wasn't hollow. Past tense.  Last yearish. Very very hollow. 

    Worthless Trophy. Mmmm. Nuff said. 

    All the knobs, so little twisting. Twisting, twisting, in the wind. 
  6. Thanks
    Nazdar reacted to srathor in First Look: War Tribes - Official discussion thread   
    If you want to win campaigns you have to generate points. 

    Right now the most points and easiest points are to go to capture points and take them over. If you can do it right after the enemy has left then you also deny them points. A long gap where you hold the capture spots generates the best points as well, so nightcapping is the most effective way to generate points. 

    Unless you own the map, fighting is a waste of time to win.

    This is where the problem is in the so called pvp game. It is more efficient to avoid fights and cap locations until you are already winning, And even when winning unless you can stop the other players from cutting into your points accrual it will always be more efficient to avoid fights and capture more areas to generate more points. 

    I have made suggestions, others have made suggestions, until something is done by ACE to fix it, the game will still be at odds with itself. 

    War tribes do nothing to address the core issue that is on display. It is time filler that would be better spent capping location to win.  If they gave each war tribes parcel it's own capture flag that generated points then things might get interesting. If they took it a step farther and set it up so that the flag generated 100 points total in a 15 minute timeframe but only 10 of that was from capture and holding the flag, but the other 90 was from player kills in the area they might be onto something.  Killing mobs or enemy players generated a point for each death.  Once the 100 cap is reached all extra kills are wasted for score wise. But you still get the loots of course. 
  7. Thanks
    Nazdar reacted to DocHollidaze in First Look: War Tribes - Official discussion thread   
    That's a weird claim because even MOBAs have phases of play where you are encouraged to not actively try and kill the enemy players the whole time. The similarity here is that when working on this non-active-PvP objective that will help push you ahead in capability, you have to be wary of unexpected active-PvP coming at you by surprise.
    The main things that separates CF from real MOBAs a primarily a sense of permanence for gear + passive training (character power), and captured objectives (guild/faction power).
    This idea that the game needs more PvE content for people to play is nonsense, that is just something that folks say when they lack the confidence or ability to (in their mind) go out and actively PvP, either because of not having the necessary gear or necessary ability. So, instead they go out and harvest. Not a bad thing mind you, especially if you need gear crafted to reach a necessary parity with your enemies.
    Or, if they feel up to PvP but can't find somebody to fight they go out and harvest, you know until they find somebody and then fight.
    For the people who have the will and capability (gear and game knowledge) to PvP in earnest, every day they are going in to the game trying to find a fight, they aren't going in and saying, man I just want to go hit on some NPC's. Maybe a few are, but man I seriously doubt its a lot, mainly because I sit in Discord all day listening and reading what 100+ different people are talking about their interests.
    This game doesn't need more PvE content, though I think what they are adding is fine and a good thing, but what it really needs more people who want to play and play hard. None of these game-loop systems and map designs work when there isn't a critical mass of people who want to keep going through the gate to find somebody to kill. It's a negative feedback loop that brings a campaign to its conclusion well before the actual end date.
    For the most part, I don't blame the lack of PvE content for my perceived negative feedback loop, I blame the lack of an interesting territory control system that is fun and engaging to play around. Couple that with disparate levels of interest in playing hard between the different cohorts of players and you have the perfect recipe for another big down turn in activity levels.
  8. Like
    Nazdar got a reaction from APE in First Look: War Tribes - Official discussion thread   
    It's not about any one feature.  It's about overall emphasis.  If I felt like the core game design objectives were being given as much attention as the periphery, I wouldn't be voicing this frustration.
  9. Like
    Nazdar got a reaction from oneply in First Look: War Tribes - Official discussion thread   
    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.
    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?
  10. Thanks
    Nazdar got a reaction from JamesGoblin in First Look: War Tribes - Official discussion thread   
    It's not about any one feature.  It's about overall emphasis.  If I felt like the core game design objectives were being given as much attention as the periphery, I wouldn't be voicing this frustration.
  11. Sad
    Nazdar got a reaction from JamesGoblin in First Look: War Tribes - Official discussion thread   
    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.
    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?
  12. Thanks
    Nazdar got a reaction from Glitchhiker in First Look: War Tribes - Official discussion thread   
    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.
    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?
  13. Like
    Nazdar reacted to BarriaKarl in UPDATED: ACE Q&A Live Thursday - Official discussion thread   
    Still watching the live stream (thanks @Bzra for the YT video if that BzraHax guy is you) and just wanted to say you guys argument for leveling is flawed.
    The argument was: We wanted to get leveling in so that players had time to learn to play without having everything throw at them at once. Paraphrasing of course, but pretty much that.
    The problem is that the above is only valid to white vessels. It is a valid point. We do have to think of the newbies, but having to go through that period of (basically) no-powers whenever we upgrade a vessel is a big no-no.
    The leveling itself is a good mechanic and I think the powers upgrades are damn sweet, but that first levels are just awful.
    Someone mentioned the option of starting higher quality vessel with all powers. I think that idea has merit. I think allowing us to use our old vessel to give a boost to our new would be interesting. Like, add an optional slot into necro so that we could add the vessel and start at level 25, but cram that experience requirement in the last five levels? Or start at level 1 but with a new tree that has only the discs and promotion (powers and talents already gained)?
    As long as you adjust the XP requirement it wouldnt matter. We would still give malekai junk, we would still go out and capture (once we get xp for that). We would really just be skipping the tutorial phase. Doing it once is already more than enough.
  14. Like
    Nazdar got a reaction from Tarkinator in UPDATED: ACE Q&A Live Thursday - Official discussion thread   
    This will seem unrelated, but I have a rant and a request.
    The Rant
    I'm starting to see a pattern.
    Establish a high-level goal Hand off design of a sub-system to a team Once the subsystem is created, realize that it doesn't mesh well with the goal 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.
  15. Sad
    Nazdar reacted to Pann in Stan   
    So much sadness. Our office was quiet and sad all day yesterday, and there's still a sense of loss fogging up the place again today. Excelsior!
  16. Sad
    Nazdar got a reaction from KrakkenSmacken in Stan   
    https://youtu.be/rL0c8snCGz4?t=124
    R.I.P.
  17. Like
    Nazdar reacted to Tinnis in Known Issue: Dev Tracker   
    it has been broken on and off again [or missing people/zero backlog] for years now. i made my own ages ago. 
    .rss used with either inoreader for pure rss reader or blogtrottr for email digests
    they should also hide/fix the "0 people online" bug for ages too
    example of how on the blogtrottr email digest looks [clicking the titles takes me to posts directly]

  18. Like
    Nazdar reacted to Hi. in ACE Q&A for November - Official Discussion Thread   
    You nailed this Q&A IMO. good length. I watched the whole thing. You two looked really comfortable and excited, and like you were holding back even more excitement. Seeing this made me feel excited too. Now we can all be excited together, good job.
    if Armor and Weapon crafting feels so thin smart guy then why not just add another Armor Type or more Materials and More Weapons to make them feel thiccer
  19. Thanks
    Nazdar reacted to kopko in ACE Q&A for November - Official Discussion Thread   
    It looks like 5.8 will be the starting point for me, finally a testing campaign and a game in playable state, good job team ~ and kudos to all the testers out there
  20. Like
    Nazdar got a reaction from Marth in Known Issue: Dev Tracker   
    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.
  21. Like
    Nazdar got a reaction from ACE_JackalBark in Playlist for Milestone Vids on Youtube   
    Work got crazy a few months ago, so I fell off the testing bandwagon.  I even stopped checking in for updates.  But I'm back, and this was the perfect way to get caught up.  Thanks!
  22. Like
    Nazdar got a reaction from miraluna in Playlist for Milestone Vids on Youtube   
    Work got crazy a few months ago, so I fell off the testing bandwagon.  I even stopped checking in for updates.  But I'm back, and this was the perfect way to get caught up.  Thanks!
  23. Like
    Nazdar reacted to Tinnis in Crowfall Memes + MS Paint Rage Thread   
    having to enter burrow stealth to work out where you are on the world map:

     
  24. Like
    Nazdar got a reaction from Xalon in Mid-Year Checkpoint - Official Discussion Thread   
    We're still with you.
    You guys are the pros.  Just keep making the money flow, and we'll continue looking forward to a well-baked game.  It's been stated before, but MMOs live and die by how good they are, not by when they launch.  Stay the course!
  25. Like
    Nazdar got a reaction from corvax in Days and Nights - Official Discussion Thread   
    Most satisfying infodrop in a while!  Thank you for giving me something fun to think about.
    It's been a blisteringly rough year so far with work. I haven't had much time/energy to keep up with Crowfall progress.  It's fun news like this that renews my interest and keeps me feeling connected.  I'm glad I dropped in today!
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