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Zerve

Testers
  • Content Count

    10
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About Zerve

  • Rank
    Hatchling

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  • Gender
    Male
  • Location
    Fukuoka, Japan
  1. I agree. RNG IS fun, especially for the guy who scores a big crit or a lucky stream of crits. However, my main concern is making many situations binary based completely on RNG and not skill ie if I crit I win, if I don't I lose. Playing a spec that needs crits to perform feels absolutely terrible for those who aren't lucky.
  2. With all of the charater skill previews, I noticed that each of them had some RNG element associated with their kit. Confessor has mana regen, Centaur has rear kick, and Knight knocks down people who he blocks. While these are all cool thematic abilities that fit the characters, do we really want these kinds of abilities in the game? From a competitive standpoint this may be a step in the wrong direction. Losing a keep because a Knight got off a lucky block would feel really bad for the losing side. On the contrary, fun proc effects can make the game feel more exciting and fast paced.
  3. I'm happy with this as long as we don't need to play the inventory minigame DURING combat to be optimal. Skill should not be based on running around with 12 different sets of armor with 12 different macros to switch in and out of based on your opponent. I hope there is some kind of punishment for gear swapping in combat.
  4. I think strafing and backpedaling is a must in a game with positional combat. Things like backstab wouldn't feel right without it. Plus, not showing where the player is looking (only the direction they are running) makes ambushes and sneak attacks harder.
  5. I think it's safe to say something as crazy as GunZ's movement system or abundant Quake rocket jumps are out of the question. However, I still think some minor interactions like these could really create some unique situations, builds and playstyles. More akin to the WoW disengage video. Someone could spec their character around high damage and high mobility, but throw them into a cramped indoor environment, cliff top, or bridge, and suddenly their high-risk jumps become almost suicidal. Of course, those who can control their characters well wont have much of a problem with this. I also think this could add some interesting use for EKs besides just buffs and shopping. Create some kind of obatacle course for players to practice their skilled movement. Someone could even host a speedrunning tournament. I guess what I'm trying to say is, if ACE decides to make physics a big part of combat, allow the players to utilize it for themselves too, not only their enemies. Let us throw ourselves around too.
  6. Modified the original post to include these examples for those who may not be familiar with the mentioned games. Edits can be seen here: *Begin Edits* WoW - https://www.youtube.com/watch?v=5dtBz1Q4ZsQ - WoW Hunter: Jump Disengage. Using a defensive "leap-back" ability in numerous ways. CS:GO - https://www.youtube.com/watch?v=bQGUF1qhGBk - Small jumps to get to some hard-to-reach places. Utilizes bunny hopping / air acceleration. UT99 - https://www.youtube.com/watch?v=x8dTYsacHx8 - Neat tricks and routes to move a flag around the map. Some including killing your character or just hefty self-damage in exchange for mobility. Tribes: Ascend - https://www.youtube.com/watch?v=OBBAYt3N2tI - Skiing in Tribes. Severely lowers player friction (think running on ice) paired with rockets. Momentum based movement Gunz - https://www.youtube.com/watch?v=dGe6N_jgs60 - K-Style. A series of animation cancels, air dashes, and resets, allowing players to essentially fly around the map. Quake - https://www.youtube.com/watch?v=RUCtMIjL-Z4 - Pretty crazy example, done by extremely skilled players, NOT REALISTIC GAMEPLAY, just something cool to show off the limitations (or lack thereof) of the engine. *End Edits*
  7. With the recent information about physics and movement, I started to wonder what other implications this could mean. It's also pretty clear that the main player-base for Crowfall is a bit more mature. Likely, we have all played games like Quake or Tribes, in which skillful movement actually became a part of the game. With Crowfall being fantasy oriented, obviously rocket jumps are out of the question. However, will similar mechanics be usable? With all the talk of emergent game play, I think this would be a great addition to the game. Give us abilities with multiple uses rather than just one dimensional ones. For example, take a slow moving meteor ability. Sure, it does a lot of damage, but it's easy to dodge. Now let's say the caster could choose to hit himself with this ability, while jumping. This would launch him into some direction such as up a castle wall, or away from a melee assassin. He could even time this together with his teammates to launch some aerial surprise attack over a castle wall. (It's raining centaurs!) Another idea would be a frostweaver who turns the ground to ice. Using this reduced friction environment, she can gracefully bunnyhop across this surface at an increasing speed. Again, this has multiple uses. Fast travel for solo, groups, or even a kind of skill advantage because likely the frostweaver player has more experience fighting on an ice environment. Many older games had these "features" as bugs, but actually added so much to the gameplay the devs decided to keep them. Skiing in Tribes, rocket jumps in Quake and Unreal, bunny hopping and surfing in Half Life, and even the bug ridden k-style of GunZ online. These features create a really high skill ceiling that can truly separate the good from the best. I think it might be worthwhile to look at this, because it can add a lot gameplay depth, build diversity, and make the game feel more visceral. Below are some examples, from realistic nifty tricks, all the way to crazy over-the-top physics movement. In order from simple to more extreme examples: WoW - https://www.youtube.com/watch?v=5dtBz1Q4ZsQ - WoW Hunter: Jump Disengage. Using a defensive "leap-back" ability in numerous ways. CS:GO - https://www.youtube.com/watch?v=bQGUF1qhGBk - Small jumps to get to some hard-to-reach places. Utilizes bunny hopping / air acceleration. UT99 - https://www.youtube.com/watch?v=x8dTYsacHx8 - Neat tricks and routes to move a flag around the map. Some including killing your character or just hefty self-damage in exchange for mobility. Tribes: Ascend - https://www.youtube.com/watch?v=OBBAYt3N2tI - Skiing in Tribes. Severely lowers player friction (think running on ice) paired with rockets. Momentum based movement Gunz - https://www.youtube.com/watch?v=dGe6N_jgs60 - K-Style. A series of animation cancels, air dashes, and resets, allowing players to essentially fly around the map. Quake - https://www.youtube.com/watch?v=RUCtMIjL-Z4 - Pretty crazy example, done by extremely skilled players, NOT REALISTIC GAMEPLAY, just something cool to show off the limitations (or lack thereof) of the engine. What do you think? Do you think rocket jumps or bunny hopping has a place in Crowfall?
  8. Meh, pet taming seems kinda pointless. I hope its not mandatory unless you choose a pet class. This adds to the PvE portion of the game which IS NOT the focus. How does having an AI Controlled NPC pet help reinforce the hardcore-PVP mindset for the game? Wasting sword swings on ankle biting dogs isn't my cup of tea. Not to mention the infamous terrible pet AI which has plagued almost every MMO recently.
  9. Hi all, While I'm sure most of you are really looking forward to the release of Crowfall, let us remember that the game is still very much in development and many things are still subject to change. This is by no means meant to be a complaining thread, but rather a place where we can constructively voice our concerns and criticisms for the game. Because most of us have not played the game, we all have a unique vision of what the game is and *should* be, including a lot of assumptions which may be incorrect. With a healthy discussion, we can hopefully gather the developers' attention and assist in steering the game into the ideal direction! No question is too basic or too stupid. Assumptions are terrible so let's get them all sorted out. So, to start off, my first few concerns: Active Skill Training How do we actually actively train a skill? I understand we need to use it, but against what? Do I swing my sword in the air? If the game is intended to be PvP oriented, doesn't this mean I will have to basically die over and over again until I land enough sword hits to level up? Is this another potential use for PvE monsters? I'm all for a hardcore game and a hardcore grind, BUT not if it feels like I'm slamming my face against a wall (higher leveled characters) just to unlock the passive training component. "Winning" the Dregs Considering the Dregs is the main rule set for the game, how will a winner be declared? I understand that victory conditions for each campaign will differ, but since it is advertised as free-for-all, is there only ONE winner? I think there's a ton of problems with this (especially in an MMO) but I don't think I need to explain this. Then there's the fact that characters are locked to a campaign, with 100% export for the winner and 0% for the loser (everyone else). Gear Swapping in Combat I noticed on the character screen there was fire & ice resistance. Will gear have these stats on them as well? I personally dislike the concept of swapping gear mid combat (and especially weapon switching ala GW2). I think it also feels pretty lame if you're stalking and planning a gank on someone who suddenly switches to max fire resistance gear and destroys you. I understand I lost in this situation because the other player played better or smarter than me, but it feels less fun for both of us. Would you rather win from skillfully dodge-rolling a fireball or from hitting a macro that equips your MAX FIRE RES gear set? Of course, with full loot, this could be a positive benefit as that guy is known for carrying two full sets of gear and could be a high value target later.
  10. Hi, quick question: if I choose to play a campaign with a character am I able to access other campaigns with the same character? For example, if I really like "The Dregs" rule set, and play on it solo, but my friends would rather play a different campaign from a different, will I be able to use the same character?
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