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Tipsy

Testers
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Everything posted by Tipsy

  1. Think I might have shared this once ,but when speaking about strategical advantage related to terrain, Dark messiah of might and magic always comes to mind ,because thats was one game that allowed you to get creative with using the environment to your advantage. https://www.youtube.com/watch?v=1SeRaGgWy_M
  2. It is lovely yes ^^ To the swimming pool most often ,work & the music academy ^^ also too many games,too little time.. I was drawn back here because of the private message about the Tshirts I've created. Rather flattered that some people seem to remember the Tshirt designs after all this time. While I would also love to sell those Tshirts for people that want them,I don't have the know how,nor the license & time for it.
  3. well,the gorgon likes em fossilized
  4. Still believe weaving combos entirely in power usage is a mistake. Cause what do you want to promote?That players who can perform the sequence of their archetype's powers by themselves get a boon? Part about the problem is that its all about themselves then,about the individual performance Combo opportunities shouldn't be solely linked to a powerbar..At least not if you want players to perform sequences together Environmental combo enablers like ;centaur in swamp-rear kick ->mud stomping combo If you want players to look further than a powerbar,the current state of it won't do. Ano
  5. Malcolm Mcdowell in his deep, evil Molag Bal voice; "I call forth Ophidia" hmm the Myrmydon vs Ophidia
  6. It is very fancy as it has magical protection against wine strains
  7. It would be perfectly understandable if a player is not interested in the overall economy. But why would such a player then ask for a plan to incentivize those players to sell or export rewards its like "I don't care about it ,but can you please motivate me to do it anyway?" Such a waste. Cause it might have been a great question,as there are different kind of PVPers who have their own reason for wanting to play. YOu could ask if the game has to offer incentives to other types of PVPers Like for some who greatly enjoy RP might be motivated if the game allows them to join a neutral sect
  8. only the washer seems to know normal nowadays. A mercenary guild might be just perfect as I don't need a fancy throneroom to feel good about myself. If i want to reach for the sky i'd simply go for trip in a hot air balloon https://www.youtube.com/watch?v=VfKRlxAduwA When it comes to griefers all i can ever think is "shut up and fight" As long as they can't use the game in unintended ways to grief ,they are nothing. Let them choke on envy when things turn out to be a success for you
  9. if we are going to have such huge castles,a lot more than wound licking will happen all over the place I'll be the naked druid dancing sexy on the lower left balcony to https://www.youtube.com/watch?v=aYZ5tfUQK_w Summoning thorny rosebushes for the cornered enemies who decide jumping from the highest balcony is the right thing to do. soft landing guaranteed
  10. Rooting combo entirely in individual archetype skillcharts might not be the best thing to do. The sequence of actions that need to be performed to yield the advantage might require too much structure for a game that is otherwise so open & "free"? Such structured combo's could end up disrupting combat dynamics.Or some of the combo moves simply never get used. It just means that the combo's are "not in tune" with the actual dynamics of combat. And if ,for example,chainpull would have a possible combo attached to it.the follow up set of combo actions is useless;if chainpull isn't working
  11. It used to be different. Stats used to change based on player interaction with the world & objects too. In quest for glory V ,also your activities could alter your stats. So you walk a tightrope?your acrobacy increased. Food & intense physical activities improve strength.If you had a certain amount of strength check,you were able to move rocks. Though if you worked to become more flexible,your strength started to decrease.So you couldn't have it all at once Drinking pegasus water increased vitality ,Styx water meant instant death,.. There could be a lot more to play with
  12. The ranger might have 'detect traps' too. So if the ranger enters a swamp,she can detect quicksands. Trap detection could be improved by passive offline researching.So she can get like 15% to 90% trap detection. When she heads alone into a swamp,the ranger risks a lot,seen as there is no real danger,& there still is a small chance she gets stuck. But when the ranger is chased by a large group,it might be a smart way to escape & at the same time get her enemies in trouble. Oh my,the one in the lower right corner sees other ways how this can play in his advantage
  13. I think knowing yourself & choosing an archetype which reflects and matches your playstyle,is the first choice that will play in your advantage/disadvantage. From the streams I got the impression Tyrant prefers the straightforward,unapologestic skull-crushing.So champion ,being the front-line powerhouse,might fit him perfectly. Though champion isn't as defensive as knight,or mobile as legionnaire. If champion and knight would feel the same ,there would be little point in having two separate archetypes. Want a stealthy sniper,laying traps with good mobility that allows some room to go y
  14. definitely the atmosphere Ambiance!! https://www.youtube.com/watch?v=WjF1HSB-PUI
  15. When food becomes an item of importance,it changes how players prioritize their next move in certain situations. Including the surroundings of a player as an vital part of gameplay & decision making,might lead to more emergent adventurous gameplay. In might and magic,foot travel made use of food ,red apples; if foot travel took many days & your food supply was short,your characters could end up weak or dead. So if you noticed you had no food left,finding food in the current area/situation you were in ,became the challenge. However if you had like 20 apples left,you could set
  16. Retreating is a valid tactic too,many forget.Ofcourse everyone wants to be god and single handed take on 50 confessors Which might be possible with using environmental objects to one's advantage,collapsing a wall on them or something. If 1 player could have the power to take down a whole group,each enemy becomes a threat not to be ignored.. You better hope they need a longer time casting and aiming their meteor purge.. otherwise,if that power would trigger instantly on all 50 confessors,you'll have no chance to escape while they treat you on an instant cleansing shower x50 At least if the
  17. Such talent confirms we'll continue to see topnotch quality MrMike is the messiah send to restore balance & spread Gaea's fertile fluids like holy water
  18. Animation lock challenges you to estimate when the right situation occurs to use a power. Especially major powers that hit hard need longer cast time,like meteor purge from the confessor(love the animation that comes with it) So with animation locks, you need to be cautious and time skill activation effectively. If you are on the opposing side,you have the required time to try to prevent an enemy confessor to unleash her meteor purge. Animation locks help to keep the 'time to kill' reasonable.So opponents can't powerchain you to death in a second. So it promotes skillful play,planning
  19. Tipsy

    Auto-Equip!

    In Quest for glory V dragon fire, the max carry capacity was influenced by the character's strength. Giving weight to each item that exists in-game is good. In the last picture,the weight of the magical axe is 700g Quest for glory V and M&M VII are in my top of best games ever. I think crowfall would even improve adopting some of the game elements those games had.
  20. Tipsy

    Auto-Equip!

    No auto loot. Now I don't even like the idea of stacked items anymore. (Which I was thinking about yesterday :http://community.crowfall.com/index.php?/topic/8952-gear-compare/page-3#entry227785) Consider the time it takes to drag 1 stack of ores, Or something like this inventory ; If an enemy just has to drag 1 stack of items it takes shorter and costs him less effort than when each item has to be dragged separately
  21. The duelist on the other hand might have faster paced animations.. Slower animations for the beefy champion,suits you sir To achieve balance,both are needed.Also in "large scale strategic simulation" Which differs from small skirmishes
  22. You can't say faster pace is the universal solution,although some things might not yet have hit that "sweet spot" through a little tweaking here and there.All that is required are little tweaks to combat animations to make it more involving and intuitive...those tweaks were probably already planned ..Its pre-Alpha you know.. But oh no,lets all grab our axes and start butchering the entire combat system.. "Throne War Simulator, and it's a mix of a Massively Multiplayer Online Role Playing Game (MMORPG) and a large scale strategic simulator of a fantasy world." Mmo's have always walked
  23. Fast paced combat is what they should aim for overall for combat But it is important to realize that tactics designed around slower combat are needed to support large scale combat. Large scale combat is a different story than small skirmishes. During castle sieges the ,siege weapons will always move slower as the units.Because they impose great threat& the foe need to be able to react properly. In large scale combat we'll need some tactics specifically designed around slower combat. Awareness(of environment,self,encounters,friendly fire) is important for players to gain insight to mak
  24. the faster combat will be,the easier to lose oversight in larger scale battle. Large scale combat needs tactics designed around slow combat.Like castle sieges.The rival needs to get the opportunity to respond to an approaching catapult. You cant just throw all tactics designed around slow combat out of the window if we are going to have large scale battles.
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