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About Skrofler

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  1. I've done Bartles before so I'm not surprised by these results. Achiever: 40% (50th%) Explorer: 93% (99th%) Griefer: 20% (25th%) Socializer: 47% (75th%)
  2. Great to see some numbers finally! I've always wondered how many are actual pure gamers because, you know, that stuff matters the most to me. No more than 1000 sounds okay to me. There will only be a few dozen then in my campaign and only a few in our kingdom. That makes me feel special. Also great to see that you didn't bother defining the qualifying traits for gamer purity since I would like to include myself even though I only have a mid-range machine and even a job and girlfriend. I'd say I'm a more of a true gamer than a pure gamer, although elite gamer fits me pretty well too.
  3. Skrofler


    Far from dead. EVE Online is text based. The fact that it is also partly illustrated is of minor consequence.
  4. Way too intrusive for my taste. Even battle music should not be something that completely dominates the audiosphere and drowns battle sounds. I'd like much more suggestive music, battle drums mainly. The best thing, of course, would be to do what almost no other game does and let the player pick and choose from a range of tracks what to play when in battle, what to play in town etc.
  5. Dumb consumers get what they deserve, that's for sure. Unfortunately all the other consumers get what the dumb ones deserve too. The rest of us has to shop really smart if we want to send the message to publishers that there is still room for quality in the games market. Wrel brings up the points and discusses them with a balanced approach I think. I'm leaning more towards the position held by TotalHalibut and others which is: Early access? HelI no, unless you really know what you're doing. Kickstarter? HelI yes, because publishers are not going to cater for niche markets. Since commenting on Youtube is rather pointless I'll leave my complete pre-order record here for those interested. Pro-ordered: Warhammer Online Age of Reckoning collector's edition This was my first and (hopefully) only hype burn. I was much much disappointed even though I still play the emulation once in a while. I did however enjoy the special CE contents since I'm a Games Workshop fan. Early access by accident: Craft the World I honestly didn't notice it was EA but it was on sale and I had already watched gameplay videos and it looked complete. No reason to regret this purchase. Payed beta: Elite Dangerous I payed an extra €20 to get into late beta. I would never pay for beta access though. This was more of a support thing because I loved Elite when I was a child. No regrets here either. I knew what I was getting. Pre-ordered: The Elder Scrolls Online The only reason being the perk that unlocks all races (except imperial) in all factions. A must have for a true TES fan and a roleplayer like myself. Payed nothing extra. Kickstarted: Crowfall Kickstarted: Saga of Lucimia Both of these fulfilled very strongly the requirements. Devs are very convincing that this won't be vaporware. I realise that this type of game won't be made without crowdfunding. I realise that I'm on board with the game concept. I realise that I might still be disappointed in the end. Finally a few games that I chose not to fund. Camelot Unchained - Pros: Interesting character, building and balancing mechanics and Mark Jacobs. Cons: I'm not convinced that it's the game for me. Not sure enough for a subscription game. It's much easier to toss money at a B2P game that you can pick up once in a while if it's kind of fun but not awesome. Pantheon Rise of the Fallen - Pros: Brad McQuaid's design skills. Cons: Brad McQuaid's management skills.
  6. Indeed, if I'm not allowed to name my character Kökkenmödding I'm not going to play the game. You don't know that there will not be targeting in Crowfall, only that combat will not rely on targeting, but that's beside the point. The point is that it's easy to make the necessary systems for player interaction and information. I've only seen speed hacks in one MMO ever though. Most devs seem to be capable of handling that.
  7. Soon! You should probably go check your email already and keep refreshing because beta is about to begin. Don't forget to hold your breath while waiting.
  8. It isn't? If you can see the name in the first place you should be able to acquire target. All you need then is the ability to report your target, or quote its name in chat or whatever. Creating such tools is not rocket science and the negligence to do so does not warrant barring any characters.
  9. To me the archetype icon (the mask) of Assassin and Ranger suggests stealth. We don't know anything for certain about Legionnaire speed yet. Those three archetypes will likely be your best bet since anyone can sit on a vantage point but when the enemy comes around what you really need is a safe escape. We can bet there will be a large number of disciplines and a few one of them will likely fit the scout role. How though? There really isn't enough fodder for anything but speculation at this point. #2 hopefully
  10. More money than there is oil under the North Sea. Jokes aside, I don't think I've ever seen a major video game translated to Norwegian. Have you? The last non-Swedish game I got to play in Swedish was Dungeon Keeper. I've seen a few games in Danish as well. But those days are gone I think and it's in part because everything is voiced now and also because the second world has caught up. These days a game will be in Polish and Turkish long before the turn comes to Scandinavia. Different enough I think. Funny you should say it sounds like Spanish. When reading you can easily see the similarity, and understand most of the other language, but I think that gets lost in speech. I speak Spanish but I can hardly understand anything in Portuguese. ES Padre nuestro, que estás en los cielos, santificado sea tu Nombre; venga tu Reino; hágase tu Voluntad así en la tierra como en el cielo. PT Pai nosso, que estais no céu santificado seja o Vosso Nome venha a nós o Vosso Reino seja feita a Vossa vontade assim na terra como no céu.
  11. I'm only half surprised, but what's really surprising me is that Stalker is in mid range and Legionnaire near the bottom of the list. What sold Ranger for me was the superb backstory and the specialist designation. I'm hoping for a role that sacrifices a little damage for some interesting utility, like traps, or better survivability. I think the mask on the icon implies stealth.
  12. Exotic races are only exotic if they're in minority.
  13. Never think that you've successfully answered the question with an audience this big. There are bound to be too many different perspectives around. Griefing and harassment were mentioned and not actually defined, but exemplified, which is different. Tully's example hinted that he thinks all harassment is (exclusively?) verbal. But no matter what players call it when they are being camped or pack hunted, a definition of griefing which stays true to its word origins is when a player denies another player enjoyment solely for that purpose, just to make them feel bad. This, of course, includes the harassment exemplified by Tully. Killing another player avatar can never be griefing in itself, but the meta act of trying to make a person feel bad by killing them (and other things) is. Naturally it's not as simple as saying; "You made me feel bad, griefer you!" I still think the issue is worthy of a more in-depth response than the one where nothing is griefing unless the accused griefer said or wrote something inappropriate. Actual griefing is socially reckless behaviour without regard to the well-being of the community. That should always be taken seriously. More importantly! What I'd like to know is actually what game mechanics will be in place that affects common grief actions. My suspicion is actually that non-verbal grief will be very hard to execute. The three most common forms of grief play in MMOs are perhaps kill stealing, ganking and corpse camping. Kill stealing obviously won't be an issue (and few MMOs are subject to this anymore since better game mechanics were invented. As exemplified by World of Warcraft, because it's so well known and inclusive, ganking would be when you kill a character from an extremely advantageous setup, e.g. a level 60 killing a level 20. In WoW this would be no contest and obvious ganking - frowned upon by most but not officially griefing. In Crowfall, as far as we know, there will never be such a huge spread between the most effective and the least effective player that proper ganking could be an issue. Corpse camping was the bigger issue in WoW since you would resurrect after death in a location around 25 metres from where you died and with less than full health and mana, making the character an easy kill for the camping player, again and again. This was at least considered grief play by the vast majority since there was practically no benefit for the camping player other than the fun of letting another player be 100% unsuccessful. Never resurrecting at the corpse or doing so with full resources (mana/endurance/energy/mojo...) negates this kind of play. What can we expect from Crowfall? TL;DR Tully said killing another player character could never be (part of) grief play. But as soon as you say that player is a turd you're in deep shıt. Correct? Elaborating on the official stance on griefing and harassment would still be useful from both a philosophical and practical standpoint. It's important that we can guess what support we should expect from ACE if we think a player is out of line.
  14. The idea is really cool but the implementation offers some problems of course. First question: Would this map of kingdoms be ever changing or as permanent as the game permits? If walking north from your kingdom leads you to Uuthgaria on Monday but the next day you end up in Siegnirland by taking the same route, would the only point be to randomly explore other kingdoms? Fun? If you try for permanence there's a whole swath of problems from the fact that kingdoms grow, there's no (or a very high) maximum size to them, kingdoms disappear or become inactive. The map would inevitably have to change a lot over time. I guess the easiest way to solve this would be to set a maximum EK size and space them out so that they would never encroach on each other. That would mean that the initial wilderness between kingdoms would be very, very large indeed.
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