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Joziah09

Testers
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Everything posted by Joziah09

  1. I think idea is to use the best of both without the fluff quest log and arrows. Essentially using features from RPGs,RTSs,and MMOs to create a super game. I am to totally ok with PvE elements that complicate the campaigns.
  2. This type of stuff can happen without a system in place for it. A leader board could be fun within each EK. I could see people making a living off of it in game.
  3. There will be learning curve, but there are usually newbie friendly guilds and guilds formed by newbs. So if you can find one of those groups you should be fine. After all it is all about playing with others in an MMO.
  4. Bottom line, too many development dollars for not enough return on investment. Delivery on the over arching themes of the core design cincepts is much more important than creating a bunch of options that may or may not really get used.
  5. If that's the case I'll go play a different campaign and have no desire to be part of either guild, because that sounds booooooring.
  6. I have to admit the Throne World idea is intriguing, but it seems silly to me to heavily modify the vision of the game before it has even been alpha tested. People keep referencing a need for a meta game,but I think they're overlooking the kind of political/economic meta game that will likely emerge from the system as proposed. There's nothing to stop guilds from paying off other guilds in resources in the EK or in future campaigns to support them or throw the campaign. Permanent territorial control is not necessary for this type of meta game. Players will plot, scheme, negotiate, bribe, spy, and betray to win if it is necessary. That said, I am not against the Throne World idea, but I think it would be a shame to at least try the core vision.
  7. False. I fully intend to be a tenant. I look forward to it actually. That way I can be in a nice EK hopefully public with a lot of other players and actively engaged in the EK politics. Running an EK does not interest me, being part of one does.
  8. My theory us that campaigns will have phases that will look more like one type of strategy game during spring (probably 4x) and another during winter (RTS). Spring will be largely about exploring regions, claiming them, and exploiting their resources to get up and running. As the campaign progresses the edges of the map will get filled in, everything will be claimed, alliances will be set, and the full scale wars will begin.
  9. Joziah09

    An Armory

    Model Thrall ftw. I shall call him Zoolander.
  10. I was a big fan of the SK back in my EQ days. Tried to make something similar in Guild Wars with War/Necro Necro/War builds. Didn't quite come together.
  11. Just a thought for policing without people sitting in jail, because that sounds really boring. Unless they exploit or dupe or whatever then ban hammer them. Players will use the tools you give them and kicking a spy from the guild wouldn't necessarily deny them loot.
  12. My thought on this is to give guilds the ability to organize a vote to kick some one in their guild out of the campaign without receiving rewards. This does a few things. First guilds will be more reluctant than usual to trust players outside of their guild because the worst punishment they can manage can only be applied to guildmates. Second a spy managing to get in a guild and feed the sensitive information to a rival guild would have some potential consequences. Third, on the other hand spies could charge more for their services and receive payment in the EKs. Fourth this could lead to impromptu in campaign coups, if their guild decides their leadership is not necessary and could be a catalyst for the formation of a new guild. It's important however that this ability is restricted to guildmates. The implications of applying this campaign wide should be fairly obvious.
  13. Dude we have almost no new info from when the KS started so I am not sure exactly what you mean. If you backed before reading and didn't change your pledge that's your bad. Either way I fail to see this incoming theme park game. Pretty sure you don't know what that means. Furthermore all the games you listed had strengths and weaknesses from a design perspective. You actually did not state any problems and apparently did not do any reading, because nothing has really changed.
  14. Joziah09

    Spears

    I may not always play warriors but when I do I prefer spears.
  15. I can say this much, the proudest moment of my life in MMORPGS was not hitting level cap or maxing my craft in WoW, it was when I became a trusted advisor and Senior Officer in my guild or when the guild I lead achieved something as a guild. That's what I want from an MMORPG in a nutshell. Not some spoon fed vertical progression system. Social progression should be the key drive behind in game action. Whether it be your goal be an effective leader, an infamous robber,professional mercenary, or respected crafter is inconsequential. All of these are social goals and achieving them is more meaningful than any skinner box pixel manipulation that ACE can conjure up. Why? Because it is your peers that determine whether you are successful or not. Not some computer program.
  16. To you, but other people like their fantasy with a dose of rediculously deadly cuteness. Why so serious?
  17. So much hate. To each their own I say. It is fantasy after all, I don't see the problem with strange, cute, furry, massive, tiny etc. races. Point is its fairly hypocritical to say "Yay! Minotaurs Yay! Centaurs and boo Guineceans" at least on the basis of realism. From a mythical perspective I get it.
  18. Fantastic post. I tried to write one with a similar amount of detail and didn't come close. Anyhow, definitely gives me something to think about. Honestly as I write this I am still processing all of that. I am at a point with games that if playing the game and or interacting with the community is not intrinsically valuable through engagement I do not continue to spend my time. Time is as limited as money if not more so for me, or at least it feels that way.
  19. There could be a yearly point tally for each god based on the 2 different faction based campaign rulesets. The winner at the beginning or end of each year could be declared king of the gods and their statues and temples could be slightly more effective for that year and have there be a continuation of the God's war story based on events in game. That would be pretty cool.
  20. Thing is if someone does use FF to grief you have FF so just kill him. If they were a spy or something and did this their cover would have a short shelf life. Yea they could be like "my bad" or whatever but even if you give them the benefit of the doubt for awhile wouldn't you eventually just kick or kill the guy? I'm for FF for all rulesets. One of the best anti-zerg mechanisms.
  21. I'd like to see themed rulesets after a few years. Like a pseudo steam punk setting or something where there are trains and more access to technology. An invasion campaign where 1 faction gets a 1 week-1 month headstart with very little import and other factions come later with a much larger import and the 2 new factions have to carve territory out of the established one.
  22. Within reason yea. This is something they could experiment with but early on in the game's launch year it should really be focusing on delivering that vision and let the players get into the rhythm of the games functions before doing this type of experimentation. I didn't pledge to a week long MoBA. I pledged to an MMO so I expect to get something more like an MMO. A 1-2 week time frame is just not enough for politics, alliances, massive investment, and this would be a really really low risk campaign since you're devoting such a small amount of time this just breaks immersion and de-emphasizes everything this game is trying to emphasize. There will almost no emotional investment in the world or campaign in less than a month. Just a glorified loot bag essentially. Check my posts I am usually very open minded about additional features, this is just not one that I can support in any form, at least not until the proposed formula of the game actually has a chance to be and to fail if that's the case. If the long campaigns don't work then this could be a possible solution, but until then I would rather not.
  23. Not only that but I fear short campaigns would get too much attention they would pull players from the longer campaigns. Sure they could join later after the short one ,but I fear the appeal of people's desire for loot on a shorter time frame would leave longer campaign worlds empty. The obvious argument here is to say "if that's what the customers want give it to them" but presumably we all backed with a decent understanding of the vision for Crowfall. I did and essentially that's what I want. Long campaigns, a lot of resource and time investment in these campaign worlds. In short campaigns everyone would just throw stuff in the embargo because the finish line is so close. Players would be less apt to invest in structures that will only last for a blink of an eyen. Giving the customers what they say want doesn't always work out, because it's rare that they actually know what they want until they have it.
  24. I was thinking faction/guild rez spots that had to be constructed by crafters and stuff that take time and resources to produce additional ones. This allows guilds to place them strategically and perhaps draw defenders out to destroy them. However these would need to take time to place, can not just be instant drop type thing. As far as the beginning of a campaign there would certain rez points. Problem with random location spawn is there is a lot of variables to consider. If it is totally random then you may end up on the other side of the world and with friendly fire this could be exploited for faster exploration. So for it to have a chance of working without that exploit then it would have to be random within discovered areas. I am not in favor of random spawn locations. What I would like to see at the start of a campaign is fixed locations. This may lead body camping and griefing sure, but it will incentivise getting spawn structures up in safeish places pretty quickly. In other words it could lead to problems, but give the players tools to solve it and integrate the feature into the tactical nature of the game.
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