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Nazdar

Testers
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  1. Like
    Nazdar reacted to McTan in Assassin Powers and Effects - Official Discussion Thread   
    I have never been comfortable with long-duration stealth in PvP games, I much prefer how Albion did its stealth. I understand some people love it, but that is because they want to control when and if PvP occurs.
    I am  hopeful that the anti-stealth works and is a reasonable option for many.
    Speaking of counters, why would you create a stun mechanic that outdoes your own counter-mechanic? Mind-boggling to me. People not concerned about stun-lock, are you aware that people will run in groups of 2, 3, 4, 5 stealthers?
    The best news is this means Stoneborn is closer than ever.
  2. 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.
  3. Thanks
    Nazdar reacted to Scree in Assassin Powers and Effects - Official Discussion Thread   
    I'm not worried of stun locks. 
    I'm worried of CC locks in general. This is just another example of far too much access to CC in CrowdcontrolFall. If any class should have stunlocks its a DPS class like a stealther and in exchange it should be squishier then all others.
    I imagine all classes will continue to evolve into meaningless forms with no clear way to distinguish them as "Tanks", "Support", or "DPS". The lines will be blurred, and I guess thats the direction they want to go. I'd rather see more prominent roles exist in this game, and disciplines design to blur them. Instead the classes themselves are formless, and disciplines just make them puddles of overlapping goo.
  4. 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.
  5. Like
    Nazdar reacted to Barab in Assassin Powers and Effects - Official Discussion Thread   
    Stealth is worse than CC in a pvp mmorpg in terms of balancing. No way a stealther should be as fast as their out of stealth targets. Just my opinion is all....and right now in my limited time testing the assassin's movement under stealth feels too fast.  
  6. Like
    Nazdar got a reaction from JamesGoblin in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    @jonnycab might be my new favorite.  Thanks for facing down those devilish details!
  7. Sad
    Nazdar got a reaction from JamesGoblin in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    Great find!  He actually talks about punching through in this one.
    That said, my key takeaway was:  "It'd be a post-launch thing, though."
  8. Like
    Nazdar got a reaction from jonnycab in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    @jonnycab might be my new favorite.  Thanks for facing down those devilish details!
  9. Thanks
    Nazdar reacted to jonnycab in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    Hi Tinnis,
    You are correct , Gaia is the name of the program we use with Unity terrain. In regards on how it works, it uses Unity's terrain height map to allow me to sculpt and stamp out the various looks of the terrain.  Unfortunately when using height maps you can't fold in on itself or carve down inside itself (like a cave). You can only really pull up or down. But fear not, we have solutions for a cave system. . 
    Now that the initial "building" parcels (which were more flat and open for placement of buildings) are done, we're making these "Adventure Parcels" . As you can see by adding in different types of rocks, rock edges, large scale objects, generally more interesting pocketed areas of stuff we are finally able to get a more varied look to the terrain and adding much more land depth as you put it. We'll have more on this later. We have some cool idea's to really push the terrain so it doesn't look the same everywhere. It's very challenging though, because everything has to always stitch up to another parcel (and look goodish).  So as you can imagine , it can get out of hand very quickly if you're not careful when designing these out. 
    In regards to your Canyon example. I finally now have the ability to raise the edges of parcels to a different heights. For example: Atm our swamp and canyon goes from level then up then back down to level. I now have the ability to take the edges of the terrain, raise them up to a new height and make that the new ground level. So when you run into that parcel you''re at ground level...before it goes down so you get a true canyon or bog/swamp. This might seem minor or insignificant but it was actually quite challenging to do this because we needed to have it stitch back to other terrains correctly. So I'll be going back and fixing the swamp and canyon parcels. 
    -Jon
  10. Like
    Nazdar got a reaction from DustFinger in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    Great find!  He actually talks about punching through in this one.
    That said, my key takeaway was:  "It'd be a post-launch thing, though."
  11. Like
    Nazdar reacted to DustFinger in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    He talks again about caves at 29:50
    https://youtu.be/BancCI4Llyk?t=1790
  12. Thanks
    Nazdar reacted to Xarrayne in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    @Nazdar 17:00-18:12:
     
    TL;DW Yes there will be actual subterranean features.
  13. Thanks
    Nazdar got a reaction from JamesGoblin in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    If ACE is using the default terrain utilities that come with Unity, I know from experience that it is remarkably annoying to punch holes in the terrain.  They are based on the idea of every vertical line intersecting the terrain exactly once.  So, you can easily make "caves" that sit on top of the actual terrain that are really just buildings made out of other primitives, but then you have to deal with the surface of the structure not looking or behaving like the rest of the ground around it.
    Given that terrain voxels proved a non-starter (remember when we thought Guinecians would be able to dig holes?), I suspect that we will not have true caves in Crowfall.
  14. Sad
    Nazdar got a reaction from Tinnis in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    If ACE is using the default terrain utilities that come with Unity, I know from experience that it is remarkably annoying to punch holes in the terrain.  They are based on the idea of every vertical line intersecting the terrain exactly once.  So, you can easily make "caves" that sit on top of the actual terrain that are really just buildings made out of other primitives, but then you have to deal with the surface of the structure not looking or behaving like the rest of the ground around it.
    Given that terrain voxels proved a non-starter (remember when we thought Guinecians would be able to dig holes?), I suspect that we will not have true caves in Crowfall.
  15. Like
    Nazdar reacted to Xarrayne in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    @Nazdar  In one of the livestreams a while back (early-mid 2017) one of the Devs was showing off some sample terrain that did look like it had "true underground" features IIRC, and that they'd been able to get around this issue (or had an idea of how to do it)... I'll try to find the YouTube video for it to confirm, but I really hope that I'm remembering right...
    I wonder if it's also possible to raise the ground level of all other parcels above that base level, and thereby allow "subterranean" features that don't have to break that Unity rule?
  16. Sad
    Nazdar got a reaction from Xarrayne in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    If ACE is using the default terrain utilities that come with Unity, I know from experience that it is remarkably annoying to punch holes in the terrain.  They are based on the idea of every vertical line intersecting the terrain exactly once.  So, you can easily make "caves" that sit on top of the actual terrain that are really just buildings made out of other primitives, but then you have to deal with the surface of the structure not looking or behaving like the rest of the ground around it.
    Given that terrain voxels proved a non-starter (remember when we thought Guinecians would be able to dig holes?), I suspect that we will not have true caves in Crowfall.
  17. Like
    Nazdar got a reaction from Xarrayne in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    Very nice.  I like that this allows campaigns to become more beautiful over time as long as ACE can still keep generating new parcels.
    I'm curious about what this does to overall game size.  Hopefully you've found a way to reuse basic assets dynamically to reduce the overall game footprint?
    Also, I've seen other games in the past open up map creation to the community.  Do you foresee ever allowing community submissions for new parcels?
  18. Like
    Nazdar reacted to Pann in Massively OP Readers' Poll   
    Massively Overpowered recently named Crowfall "Most Anticipated for 2018 and Beyond" and is now giving their readers a chance to cast their votes, too. We'd appreciate you clicking for the Crowfall team! 
  19. Like
    Nazdar got a reaction from JamesGoblin in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    Very nice.  I like that this allows campaigns to become more beautiful over time as long as ACE can still keep generating new parcels.
    I'm curious about what this does to overall game size.  Hopefully you've found a way to reuse basic assets dynamically to reduce the overall game footprint?
    Also, I've seen other games in the past open up map creation to the community.  Do you foresee ever allowing community submissions for new parcels?
  20. Like
    Nazdar got a reaction from ClockworkOrange in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    Very nice.  I like that this allows campaigns to become more beautiful over time as long as ACE can still keep generating new parcels.
    I'm curious about what this does to overall game size.  Hopefully you've found a way to reuse basic assets dynamically to reduce the overall game footprint?
    Also, I've seen other games in the past open up map creation to the community.  Do you foresee ever allowing community submissions for new parcels?
  21. Like
    Nazdar reacted to ClockworkOrange in Spicing Up Maps With Adventure Parcels - Official Discussion Thread   
    These parcels look good and I like the attempt to spruce up the map. Only worry that the potential diversity of them isn't very high that it turns into, oh this is Cavern #3.
  22. Like
    Nazdar reacted to VIKINGNAIL in ACE Q&A for December - Official Discussion Thread   
    This is a problem with the testing in this game and has been for a long time.  The skill-ceiling is so low that good players don't want to test, and then they listen to the not-so-good players anytime they scream that something has become too "unfun" aka "challenging".
    I told them for years that there needs to be a skill-ceiling that players work towards over time, not something they start out already at.  Most players aren't good, they don't know what is best for them, they need that carrot on a stick of trying to get better, they just don't know it.
  23. Like
    Nazdar reacted to Thyr in ACE Q&A for December - Official Discussion Thread   
    By all means but the more and more we go about all the fancy things to come, the less I'm convinced this whole thing will not blow up like a powder keg. 
    I get that there are too many things to implement and adjust for the little time remaining but please focus on the basics of combat. I don't really care about anything at this point but combat and performance. Get these into the right direction and then continue. Otherwise as said... it will be a huge boom at the end. 
  24. Like
    Nazdar reacted to srathor in ACE Q&A for December - Official Discussion Thread   
    <Slams head on desk a few more times>

    I can't wait to see what was "fixed" in all of the new changes. 

    The disconnect to me is blinding. Don't use dev tools to make mats. Don't use the one ring to give you god mode.
    Don't gloss over the details because it is going to be really cool once we add in the 15 things that people will not see for a year. 

    Start from scratch. Play the damn game. If you don't have time to do that then why do you think we will. 

    If that would just be wasting your time why do you think it is okay to waste ours?

    Is that really a hard concept to get?
    The game has to be fun for the player from jump. It has to be accessible from the first minute. Easy to learn hard to master. Each complication/hoop jump has to be spotted, and seem attainable and fun from the previous one. They also have to be fairly transparent so that we don't notice the treadmill below us. 

    Loading our bags up even more is infuriating when the bags sizes keep shrinking. 
     
  25. Thanks
    Nazdar reacted to EdZ in More on Crowns & Guilds - Official Discussion Thread   
    I apologize for misunderstanding. When he said reserved names I thought he was talking about reserved guild names, not reserved character names.

    I'll make sure Todd and Gordon are aware of your concerns.
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