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Nazdar

Testers
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    656
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  1. 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!
  2. Like
    Nazdar reacted to Hyriol in Days and Nights - Official Discussion Thread   
    I share the opinion that Hunger-infected npc's should only spawn in and around areas with Hunger Shards present.  The players would then have to actively choose between farming the Infected for unique resources, or destroying the Shard to reclaim pre-existing nodes.  Depending on how fast these things spread, the cull vs. preserve game could be an interesting one.
    On a larger scale, the Hunger Shards spreading across the map could create a sort of timing mechanism for the campaign.  If too much of the world is Infected with Shards, it could trigger a significant increase to the passing of the seasons and cause a premature end to the campaign.   A low population world may not have enough of a critical mass of players to prevent this, providing an organic mechanism to speed up the end of "dead" campaigns.
  3. Thanks
    Nazdar reacted to jtoddcoleman in Question from kickstarter page   
    yes, of course.
    Todd
     
  4. Thanks
    Nazdar reacted to jtoddcoleman in Question from kickstarter page   
    Hey folks, this question came up on our kickstarter page, and I thought it might be helpful to post it here as well.
    Todd
    ---
    From: Zach T.
    My concern is that if you soft launch, people who join at a later date are never going to be caught up, and if I recall correctly, not everything is going to be implemented at the soft launch either. It's essentially another beta phase. Now, say I'm a non-VIP member (Although I planned to be one). I join, and I play while not everything is implemented; if I invest in one character only to find out later when the full content is released, I really don't like the character. I'd be stuck playing that character, or be forever behind the trend. Now imagine you're a VIP player paying for the benefits; you would be paying for what looks like an early access game from the outside. That's not ideal imo - and lots and lots of youtubers and redditors have echoed this opinion.
    I understand your reasoning for doing this, but in a more cynical outlook it would seem like you guys are behind schedule and need revenue. If you just going to soft launch as you described - I'd think the game would be completed at soft launch, no? Am I mistaken and the game *is* complete at soft launch? Performance polished etc? If not, can you understand why people are having negative reactions to this?
    ---
    My response:
    Hey Zach,
    Thanks for the post.  Here are a few points that will hopefully address your concerns.   First: we just completed a private equity raise of $6m in December.  Our launch plan isn't affected by funding.  We are taking this approach because it's the best way to do it.   Second: I think we have a disconnect on what "soft launch" means -- which is understandable, since different companies use the term differently.    In our parlance, soft launch means 'the game is ready for release, we're turning on persistence and we're not going to wipe again.'  I hesitate to use the word "done" only because no MMO is ever "done", so I think ready for release is probably better.  "Ready for release", however, isn't the same as "Ready to market".  Humor me for a minute and I'll explain.   The digital distribution business is different than traditional retail, where you sold boxes at gamestop.  When you have a retail launch date, you build up buzz and perfect the game as much as time and money allows, and then you fire every marketing bullet you have to drive players on day one. It's all about day one success.   The purely digital model isn't like that.  Games like Warframe or Eve Online or Wizard101 didn't become a "day one" success.  Instead the process is highly iterative.  It revolves around your "user funnel", which means the experience of a new player from the time they first notice you until they become a customer (or not).  You'd be shocked how much effort is put into tracking and optimizing this process... because online ads have become so expensive that we have to track (and perfect) every single click, every impression, every decision.  You monitor all of this statistically, like:    ...is "Become a King!" a better tagline in an ad than "Rule your KINGDOM!" (+3.7% more players click on KINGDOM!) ...is it better to have a RED or a GREEN download button on your website? (+2% more players click on GREEN!) ...do I give the Newbie Hat a feather, or a not? (-4.1% fewer players without the FEATHER!) ...etc etc etc   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).     So, why does this matter?   We have a limited marketing budget set aside for launch.  It's big for a small company, but tiny compared to competitors like EA, Ubi, Activision, etc.  So we need to make our $$$ really count.   To make that money count, we need to:   1. Finish the game,  2. Stop wiping (because no one really cares when the data can be wiped at any time, and that screws your data) 3. Start running players through our "new user experience" in batches of a few thousand at a time 4. Monitor the conversion and retention of each batch (technically they are called a 'cohort') 5. Try different options.  Repeat steps 4 and 5 until your funnel is optimized 6. Once you've done that a LOT, and you believe the funnel is solid, THEN you spend that marketing budget to drive new players into the funnel   We've decided to call step #2 "soft launch" and step #6 "commercial launch".  Maybe those aren't the best terms, but #3 doesn't really quality as "open beta" (since the game won't be reset again), so soft launch seemed appropriate.   As for the "player who come late will be at a disadvantage" concern, two points there:  (1) players who come late to an MMO always start behind players who started early, (2) we have a catch up mechanic -- a training tome which can be crafted in game and traded to other players -- to allow you to catch up. FWIW, most MMOs don't offer that; either you grind, or you're left behind.   We're a small team doing the best we can to make the game you guys want, and we're doing it the best way we know how.  I hope this makes sense, and if you have more questions, don't hesitate to ask.   Todd ACE  
  5. Like
    Nazdar got a reaction from BarriaKarl in Exploring the Crypt - Official Discussion Thread   
    It's a very interesting update, but so very.... vague.  I understand the basic design ideas you're trying to incorporate, but this infodrop lacked the detail to even start discussing the implications.
    I'm still hungry.
  6. Like
    Nazdar reacted to Svenn in Exploring the Crypt - Official Discussion Thread   
    Until you get a top end vessel. And then it never decays or goes away unless you destroy it. It's the same issue with crafting in most other MMOs, and one of the big things that Todd has gone on about is how you need that decay and cycling of items. If Necromancy makes vessels only and vessels don't decay/get destroyed then being a necromancer will be the worst possible crafting profession as there will be very little turnover.
  7. Like
    Nazdar got a reaction from JamesGoblin in Exploring the Crypt - Official Discussion Thread   
    It's a very interesting update, but so very.... vague.  I understand the basic design ideas you're trying to incorporate, but this infodrop lacked the detail to even start discussing the implications.
    I'm still hungry.
  8. Like
    Nazdar reacted to Svenn in Exploring the Crypt - Official Discussion Thread   
    This brings up more questions than it provides answers.
    So once you bind a vessel to a character slot, you can't lose that character (no decay, no drop, etc)? Won't that put a damper on the necromancy crafting skill since the items they are crafting won't decay/be lost unless someone chooses to delete it?
    What all is saved with this vessel (I assume just the sacrifice level and disciplines, but is that all)? Do they have their own inventories? There appears to be some sort of level listed in the screenshot for character selection. Is that from the sacrifice system?
    You mention that players can just pick a character and stick with that... does that mean they'll be at a disadvantage to someone who actually gets better vessels? If that's the case, then the "problem" of people not feeling attached to their characters isn't really solved because they'll be forced to create new characters as they obtain better vessels. Is there any way to upgrade a character with a new vessel (that wouldn't make any sense lore wise, but it's the only way I can see for someone to be able to stick with a character without being underpowered)? 
    Character switching can only be done in Crypts? I actually really like that change. I didn't like the idea of people carrying around a bunch of vessels and swapping on the fly. Excited for this!
    How is this going to work with campaigns exactly? You mention enforcing limits like level limits... but that means someone who has a bunch of maxed characters has to delete one just to join a new campaign? And those people you are trying to cater to that want to stick to one character... they will be very limited in what campaigns they can even take that character into, forcing them to do what they don't want to do and create new characters?
    I'm worried this system is an over-complication of something that should be really simple.
  9. Like
    Nazdar reacted to Jah in Exploring the Crypt - Official Discussion Thread   
    I really like the sound of this. I'd much rather travel between Campaigns and the Eternal Kingdoms within the game than to do it from a Lobby.

  10. Like
    Nazdar got a reaction from Gummiel in Concept Art: Yaga and the Crypt - Official Discussion Thread   
    Really enjoying this.  I have it running on my second monitor at work, and several people have stopped to admire.
     
    May I ask:  what sound tracks are these?
  11. Like
    Nazdar reacted to Tinnis in Concept Art: Yaga and the Crypt - Official Discussion Thread   
    please hook up more music, having the same bits on loop for years....its generally turned off asap
  12. Thanks
    Nazdar reacted to thomasblair in Concept Art: Yaga and the Crypt - Official Discussion Thread   
    All Crowfall music that Todd ordered up long ago but has been awaiting hookup.
  13. Like
    Nazdar got a reaction from Tinnis in Concept Art: Yaga and the Crypt - Official Discussion Thread   
    Really enjoying this.  I have it running on my second monitor at work, and several people have stopped to admire.
     
    May I ask:  what sound tracks are these?
  14. Like
    Nazdar reacted to davegreco in Concept Art: Yaga and the Crypt - Official Discussion Thread   
    Give me like 30 minutes Ill get a high rez up on artstation.
  15. Haha
    Nazdar got a reaction from JamesGoblin in The best thing on the interwebs right now...   
    ...is clearly this guy
     
     
  16. Haha
    Nazdar got a reaction from Brindylln in The best thing on the interwebs right now...   
    ...is clearly this guy
     
     
  17. Haha
    Nazdar got a reaction from Xarrayne in The best thing on the interwebs right now...   
    ...is clearly this guy
     
     
  18. Haha
    Nazdar got a reaction from Zachdidit in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    *snort*
    Okay, which artist...
  19. Confused
    Nazdar got a reaction from JamesGoblin in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    *snort*
    Okay, which artist...
  20. Like
    Nazdar reacted to ACE_JackalBark in Streaking: The Pros and Cons of RNG - Official Discussion Thread   
    Of course @davegreco is responsible for that masterpiece.
  21. Like
    Nazdar got a reaction from Navystylz in Assassin Powers and Effects - Official Discussion Thread   
    Hello!  It's your friendly neighborhood rogue-hater back with another diatribe!
     
    The Good
    The animations are lovely.  Nice work.  Especially the leaping.  Very cool.
     
    The Stupid
    It looks like someone forgot to put on their creativity hat and put on their nostalgia hat by mistake.  The assassin is nothing more than a reskinned vanilla-WoW rogue.  This is not innovation;  this is plagiarism.
    Stun locks?  Check.
    One-button stealth?  Check.
    Backstabs on stunned opponents?  Check.
     
    Missed opportunities?  Double-check.
    Rogue-lovers get everything they ever adored about the One True Class.
     
    Instead of moving past the ol' Tank/Heals/DPS trifecta, the Assassin looks to be enthusiastically embracing it.
    It doesn't have to be this way.  There are innovative new ways to approach stealth and ambush.  Stun locking could be thrown into the garbage heap (where it belongs) and replaced with something that's actually fun.
    But I get the feeling that there's really no point discussing new ideas when it comes to the Assassin.  Someone loves their favorite class.  Just make it like everyone else did and ship it.
  22. Like
    Nazdar reacted to Zolaz in Assassin Powers and Effects - Official Discussion Thread   
    Harvesting will probably end up the way it did in Eve in 0.0 space.  Your guild got together and ran an Op.  You had the biggest ships that you could manage mining.  You had the biggest haulers that you had running the ore to a safe place.  You had fighters scrambled and ready to engage if you had contact with the enemy.  
    In small scale mining you took your lumps if you got jumped, but you were in protected alliance held space. 
    Dealing with stealthers will be handled much like you handle any problem from large numbers of attackers.  Get tracking.  Get some friends.  The battlefield is a lonely place all by yourself.  The problem with stealthers isn't permanent stealth, it is your inability to deal with the problem.  If it only takes 1 Scout to bring 11 Assassins/Rangers out of stealth, maybe someone in your alliance should play a Scout?
  23. Like
    Nazdar got a reaction from chancellor in Assassin Powers and Effects - Official Discussion Thread   
    Yep.  And once it Breaks the Game, the designers will have to come up with a creative solution.  Diminishing returns on stuns, anyone?
    *sigh*
  24. Like
    Nazdar got a reaction from corvax in Assassin Powers and Effects - Official Discussion Thread   
    Hello!  It's your friendly neighborhood rogue-hater back with another diatribe!
     
    The Good
    The animations are lovely.  Nice work.  Especially the leaping.  Very cool.
     
    The Stupid
    It looks like someone forgot to put on their creativity hat and put on their nostalgia hat by mistake.  The assassin is nothing more than a reskinned vanilla-WoW rogue.  This is not innovation;  this is plagiarism.
    Stun locks?  Check.
    One-button stealth?  Check.
    Backstabs on stunned opponents?  Check.
     
    Missed opportunities?  Double-check.
    Rogue-lovers get everything they ever adored about the One True Class.
     
    Instead of moving past the ol' Tank/Heals/DPS trifecta, the Assassin looks to be enthusiastically embracing it.
    It doesn't have to be this way.  There are innovative new ways to approach stealth and ambush.  Stun locking could be thrown into the garbage heap (where it belongs) and replaced with something that's actually fun.
    But I get the feeling that there's really no point discussing new ideas when it comes to the Assassin.  Someone loves their favorite class.  Just make it like everyone else did and ship it.
  25. Like
    Nazdar got a reaction from Aullus in Assassin Powers and Effects - Official Discussion Thread   
    Hello!  It's your friendly neighborhood rogue-hater back with another diatribe!
     
    The Good
    The animations are lovely.  Nice work.  Especially the leaping.  Very cool.
     
    The Stupid
    It looks like someone forgot to put on their creativity hat and put on their nostalgia hat by mistake.  The assassin is nothing more than a reskinned vanilla-WoW rogue.  This is not innovation;  this is plagiarism.
    Stun locks?  Check.
    One-button stealth?  Check.
    Backstabs on stunned opponents?  Check.
     
    Missed opportunities?  Double-check.
    Rogue-lovers get everything they ever adored about the One True Class.
     
    Instead of moving past the ol' Tank/Heals/DPS trifecta, the Assassin looks to be enthusiastically embracing it.
    It doesn't have to be this way.  There are innovative new ways to approach stealth and ambush.  Stun locking could be thrown into the garbage heap (where it belongs) and replaced with something that's actually fun.
    But I get the feeling that there's really no point discussing new ideas when it comes to the Assassin.  Someone loves their favorite class.  Just make it like everyone else did and ship it.
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