Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Kloke

Testers
  • Content Count

    42
  • Joined

  • Last visited

Posts posted by Kloke


  1. To be more specific,

    Auto-equip means that there is no risk for you as a player to loot that chest, or that player. ACE wants to create real risk vs reward, and having you have to manually open chests and take out loot, will make you think twice if you are safe and if its worth taking the risk.

     

    Its just another gameplay-dynamic that has been lost in favor of convenience aka casual.

     

    So I came back and read all of this and actually back out of the original request.  

     

    After debate in my head I actually concur on the points here.  The time taken to sort through loot or decide where to put it actually does add to the game rather than hurt.  I would prefer a system that makes you take some time to think about it rather than opting for the easy fix.

     

    I have been gaming since Muds and it is taking me awhile to get back into how much fun UO and SB was for me and really do see the better way is to have less comforts.  

     

    Much respect to all here.


  2. Something else to add here is that IRL you know you are being poked at, bit, shot or damaged in some way.  Without those in game you cannot react accordingly.  Yes it would be fun as an archer to pick off someone slowly, one arrow at a time with spacing for them not to know I am shooting them from behind that tree.  But if this were an actual situation I would feel that arrow to the knee and know to react accordingly.


  3. My issue is requiring arrows. Other ranged classes like magic users will always have their abilities available. If we are asked to carry ammo in a game where equipment drops on death, that could cause issues.

     

    Maybe have a fletched or crafted arrow slot where you place the type if arrows in the slot. If you craft a flaming arrow mold you put that in the slot and you fire flaming arrows. If you want to fire arcane arrows, equip the arcane mold etc?


  4. Just to add my 2 Cents.  I want Telegraphs for personal spells or effects.  Currently as Confessor as an example, I have no idea where my aoe will hit or how big the radius is etc.  Where I do not want to see what is coming at me as that makes it too easy, I do want to know what I will be hitting if I chose to use the skill.  With an ability to turn it off if others do not like it.


  5. My input on this is against FF in a manually targeted game.  I will adapt as will anyone but here are where my concerns come from.  First off I will start by saying I generally prefer FF games over anything else as you cannot just spray and pray and those that do will kill their team quickly so it sets another level of skill.  In a game like this though, you could severely be crippling the ranged classes and their effectiveness.

     

    Let's compare Melee to Ranged here, hoping I get my point across.  Now I am not talking 1v1 or 2 v 2 etc where Melee and Ranged have plenty of mass to point at safely to swing. This is more for groups or raids on things but I think you will be able to see what I am talking about.

     

    Melee:  You move into position and then you just make sure that you angle correctly so that your powers are on target.  As you are inches from your target, even in a ball of 5 on 1, you can still easily find a spot to swing where you will engage your target while not hitting friendlies in the group.  Yes, there will be times that you can not hit your arc abilities or Aoe abilities because you will hit others but you can generally sustain your Dps and use your abilities constantly.

     

    Ranged:  In that same situation you are at a disadvantage.  As a general statement, ranged are Dps classes and to do their job they have to be able to use their abilities at all times.  In a targeted environment, ranged already has a disadvantage as it is when considering spell or projectile speeds, people walking in front of your projectile which negates the effects on the enemy, etc.

     

    Targeting in general is harder as well. 

     

    At melee range when you cursor is on the target you want, there is no doubt unless someone walks over you and into your swing that you are targeting the correct person.  At maxed range, it is much harder to be on target and to keep it on target as you have 1/5 the target size for your cursor to hit.  If that does not make sense I could put a picture up but the theory is in Melee range, the person you are attacking is much larger on your screen and you can fit 10 targeting recticles in their torso.  At ranged you have to be much more precise because an entire target can fit inside your cursor or at least most of it.

     

    The same statement would be used for guns in a real life situation.  The theory of self defense is that you want your target within 14 yards to safely fire on a target for the average shooter.  If that target is 2 feet away, hitting center mass is much easier than if that target is 30 feet away.  Aim small, miss small is the normal statement that goes along with shooting and it would apply here as well.

     

    ( Single Target ) My suggestion is, rather than FF, if a friendly steps in front of your projectile it just does not hit your target.  That in a ranged case is already punishment enough as melee will already have an advantage in this situation as shown earlier. 

     

    ( Area of Effect ) My suggestion is for every friendly that you hit you lose x% of damage.

     

    Example 1:  10% of damage is reduced per friendly hit.

     

    You cast a fireball.  The fireball will do 100 damage to everyone in the Area of Effect.  In the same situation as earlier, you have 5 friendly on one enemy.  ( Yes, I know, why use an AOE for one enemy but this is an example! )

     

    Your fireball hits everyone in the ball and does 100 damage.

     

    You hit 5 friendly units though so now your fireball does -50% damage so you only do 50 damage to the enemy unit.

     

    Example 2:  20% of damage is reduced per friendly hit.

     

    You cast a fireball.  The fireball will do 100 damage to everyone in the Area of Effect.  In the same situation as earlier, you have 5 friendly on one enemy.  ( Yes, I know, why use an AOE for one enemy but this is an example! )

     

    Your fireball hits everyone in the ball and does 100 damage.

     

    You hit 5 friendly units though so now your fireball does -100% damage so you do 0 damage to the enemy unit.

     

    This system still allows for "Friendly Fire" to effect the battle and skill will still matter but it does not put the ranged at a place where they cannot ever fire in bigger battles for fear of killing your group.

     

    As a final note, I would like "Friendly" being your current group or raid only.  Not a guild or nationwide thing as a blanket statement.  Where I would want dps to suffer if you hit friendly targets, I do not want it to be such a huge blanket that you do not have to use skill and just spam skills.


  6. Understood, I re-read what I wrote and will re-word it the way I meant to come across. I wrote everything on a phone which really does not lead to terribly well thought out responses.

     

    I will probably delete this one and restate it correctly as it was not the way I originally meant to come across.


  7. Ahh, see that is exactly what I want to make my main.  I am not worried about dps or killing efficiently but getting around stealthly, revealing, tracking others.  That is where it is at.

     

    Basically the things that matter to me on my "Scout"

     

    Ranged

    Fast movement (When not Stealthed)

    Stealth (Faster if you really spec deeply into it)

    Tracking 

    See Invisibility

    With a Snare and a dot to keep the target revealed and within my dps / tanks reach.

     

    Those things basically were a scout for me.  The class as you said was not a killer but a severe pain in the arse and also very good at recon.


  8. Hush you, I have no bridges here for you to hide under.  I would actually give you that if in fact auto-equip in any way catered to casuals.  Now auto equip of items if they are "Better" that would be crap but autoequip if you nekkie that is different as nekkieness simply cannot be tolerated.


  9. So just enable it for everyone, what does it hurt or make it where I can simply press I or P and open those while running.  Typically you will always have something in the spot already anyway.  I mean come on Zinnie, I have seen you come back with much better responses and digs.  I expect better from you man, do not let me down next time.


  10. Please, if you have nothing in a slot already and you click loot, make it auto-equip.  It would not be bad if you could hit I and P while running but you have to stop currently and that makes you a target while getting dressed.


  11. That is what I am hoping though they say that the Anti Stealther is the Deer and that he does not have native stealth from what I read.  I would assume that any class I pick to do it will be weakened in some way to accomplish it.  That is where both UO and Shadowbane shined, you could build your character how ever you wanted so long as you had the points to spend but if you wanted to excel in one thing you had to choose not to do well in others.

     

    For me to have Speed, Stealth, magic resist and See Invis Maxed, I really took a hit on things like Offensive and Defensive power strengths.  When i say I could not kill a bunny, I was rather serious, unless of course the bunny was sickly or half eaten.  Then I had a shot!


  12. What I mean by that is for me at least I wanted to play a Scout again in Crowfall.  There is a discussion on this in the Stalker forum but I was thinking posting here was more appropriate.
     
    http://community.crowfall.com/index.php?/topic/2661-ranger-or-stalker/page-2 is the page that I am speaking of but rather than make you dig I will quote here.
     
     
    "Kloke, on 10 Sept 2015 - 1:38 PM, said:snapback.png

    Scouts Stealthed in SB and I would assume the Stalker would here as well.

     
    So far the clues indicate that they are treating stealth and anti-stealth as two different playstyles.  I wouldn't count on the Stalker being both a stealther and anti-stealther.  It is possible, though.
     
    Gordon said this:
     
    Quote

    Not all archetypes will have access to it – so instead, we’ll likely give some archetypes access to hunting (anti-stealth) as a viable alternative.

     
    And Todd said this:
     
    Quote

    My goal was to make it similar to the SB stealth game; there were two different play styles, one geared towards stealth (infiltration, information retrieval, assassination) and one geared towards anti-stealth (seeking out and eliminating the former.)

     
    Weirdly, Todd's quote seems to overlook the fact that in SB one class (Scout) actually did cover both play styles."
     
    To throw an opinion out there from an Old Shadowbane Scout, I would like to see both play styles back as one for an option.  My scout pretty much could not kill a bunny but I would stealth around using track to find other stealthers and I would pop them with a bleed and then a snare and then it was my groups job to kill him.

     

    I kept other thieves and scouts away at the expense of not having many points to put into damage and the such.  I was fast as hell, had stealth, see invis and tracking but I was pretty much not going to kill you but that was the trade off.  I traded off all of the offensive for the ability to Stealth and Reveal stealth.  

     

    I am willing to give anything a chance but I am wanting Scouting to really matter again.

     

    My suggestion is that it does not always have to be separated, the scout class worked well and if you were going to max stealth and see invis you had to gimp other things but it allowed you to truly be a Scout for a guild.  Fast, Invis, able to gather intel and able to reveal other issues in your ranks.


  13. What I want out of the class?  I want the ability to Stealth / Track / Reveal other stealthers.  Basically I hope to recreate my Scout in Shadowbane.  I had hell killing a bunny but I was a beast at finding him, keeping him snared and bled and letting my group mop him up.

     

    That and being used for intel during wars.


  14. So far the clues indicate that they are treating stealth and anti-stealth as two different playstyles.  I wouldn't count on the Stalker being both a stealther and anti-stealther.  It is possible, though.

     

    Gordon said this:

     

     

    And Todd said this:

     

     

    Weirdly, Todd's quote seems to overlook the fact that in SB one class (Scout) actually did cover both playstyles.

     

    Honestly if I cannot get both play styles back, I do not see me enjoying the game much.  Being able to see stealthers but just sitting out in the open does not sound fun to me at all.  My scout pretty much could not kill a bunny but I would stealth around using track to find other stealthers and I would pop them with a bleed and then a snare and then it was my groups job to kill him.

     

    I kept the thieves and scouts away at the expense of not having many points to put into damage and the such.  I was fast as hell, had a lot of stam and had maxed stealth and tracking but I was pretty much not going to kill you but that was the point.  I traded off all of the offensive for the ability to Stealth and Reveal stealth.  I am willing to give anything a chance but I am wanting Scouting to really matter again.

     

    As it is, I am giving up flying which was an absolute blast and I wish they had kept it here as well but times change and so do games.

×
×
  • Create New...