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Holyvigil

Testers
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  1. Like
    Holyvigil got a reaction from Gummiel in Never have anyone be 25% more powerful than anyone else   
    In my opinion all MMO's get this one thing wrong and it ruins everything else so that pvp is never as popular(fun) in this genre as others.
     
    This is the uncle bob problem in mmos. Even in well made MMOs they don't take this into consideration during development. Someone or some guild edges out everyone else and starts one shotting or taking 50% of everyone else's health. All the rest of the players who don't have that power are bored because they have no chance of beating them. The people who kill everyone else are bored because they aren't challenged. Just like in Risk, the game is over but we're just waiting for it to end. And unfortunately MMO's can't change this once the game is out because they created entire systems based on this power difference which destroying would waste hundreds of man hours.
    The max level player should never be more than 25% stronger than the soft cap or the easy to reach in terms of hours level or power.
    No one likes it. Check out people other than me who are currently in MMOs like that and they'll tell you how annoying it is to be in that situation. People only like the thought of slaughtering their enemies. Once they actually do it; it gets boring quickly.
    This also makes it so that the fun part of the game is 100s of hours away and is only fun for a little while. while other multiplayer games which are on an even level have tons of replayability.
    TL;DR
    Massive difference in levels creates a boring uncle bob problem. Don't do it.
  2. Like
    Holyvigil got a reaction from Leiloni in Never have anyone be 25% more powerful than anyone else   
    We're never going to convince Vikingnail because of the bold portion so don't even try. He doesn't understand the problem of causal mmo players because he's hardcore and he's not even a hardcore mmo player at that.
    The majority of MMO players would like to experience pvp in their games as the devs crunched out the numbers because we believe our games are so much more complex and interesting than other games but unfortunately we get the infuriating experience of not even able to scratch our enemies and getting destroyed in return. We feel like no matter what we do we're worthless because that's the way it was created.
    I am completely certain that if a well made MMORPG created stat systems that are much more limited in power gap it would become one of the best selling video games of all time. Certainly smaller power gaps are better than large power gaps in every circumstance.
    The hardcores would be there because if they can go crazy and take seriously games like Overwatch and League of Legends where there is absolutely zero progression they would go nuts over any real advantage and the casuals would be much more pleased with the game (if it was primarily a pvp MMO) because they could actually participate without feeling worthless.
     
  3. Like
    Holyvigil got a reaction from Slashin8r in Never have anyone be 25% more powerful than anyone else   
    In my opinion all MMO's get this one thing wrong and it ruins everything else so that pvp is never as popular(fun) in this genre as others.
     
    This is the uncle bob problem in mmos. Even in well made MMOs they don't take this into consideration during development. Someone or some guild edges out everyone else and starts one shotting or taking 50% of everyone else's health. All the rest of the players who don't have that power are bored because they have no chance of beating them. The people who kill everyone else are bored because they aren't challenged. Just like in Risk, the game is over but we're just waiting for it to end. And unfortunately MMO's can't change this once the game is out because they created entire systems based on this power difference which destroying would waste hundreds of man hours.
    The max level player should never be more than 25% stronger than the soft cap or the easy to reach in terms of hours level or power.
    No one likes it. Check out people other than me who are currently in MMOs like that and they'll tell you how annoying it is to be in that situation. People only like the thought of slaughtering their enemies. Once they actually do it; it gets boring quickly.
    This also makes it so that the fun part of the game is 100s of hours away and is only fun for a little while. while other multiplayer games which are on an even level have tons of replayability.
    TL;DR
    Massive difference in levels creates a boring uncle bob problem. Don't do it.
  4. Like
    Holyvigil got a reaction from ChosenofCastle in Never have anyone be 25% more powerful than anyone else   
    In my opinion all MMO's get this one thing wrong and it ruins everything else so that pvp is never as popular(fun) in this genre as others.
     
    This is the uncle bob problem in mmos. Even in well made MMOs they don't take this into consideration during development. Someone or some guild edges out everyone else and starts one shotting or taking 50% of everyone else's health. All the rest of the players who don't have that power are bored because they have no chance of beating them. The people who kill everyone else are bored because they aren't challenged. Just like in Risk, the game is over but we're just waiting for it to end. And unfortunately MMO's can't change this once the game is out because they created entire systems based on this power difference which destroying would waste hundreds of man hours.
    The max level player should never be more than 25% stronger than the soft cap or the easy to reach in terms of hours level or power.
    No one likes it. Check out people other than me who are currently in MMOs like that and they'll tell you how annoying it is to be in that situation. People only like the thought of slaughtering their enemies. Once they actually do it; it gets boring quickly.
    This also makes it so that the fun part of the game is 100s of hours away and is only fun for a little while. while other multiplayer games which are on an even level have tons of replayability.
    TL;DR
    Massive difference in levels creates a boring uncle bob problem. Don't do it.
  5. Like
    Holyvigil got a reaction from Leiloni in Never have anyone be 25% more powerful than anyone else   
    In my opinion all MMO's get this one thing wrong and it ruins everything else so that pvp is never as popular(fun) in this genre as others.
     
    This is the uncle bob problem in mmos. Even in well made MMOs they don't take this into consideration during development. Someone or some guild edges out everyone else and starts one shotting or taking 50% of everyone else's health. All the rest of the players who don't have that power are bored because they have no chance of beating them. The people who kill everyone else are bored because they aren't challenged. Just like in Risk, the game is over but we're just waiting for it to end. And unfortunately MMO's can't change this once the game is out because they created entire systems based on this power difference which destroying would waste hundreds of man hours.
    The max level player should never be more than 25% stronger than the soft cap or the easy to reach in terms of hours level or power.
    No one likes it. Check out people other than me who are currently in MMOs like that and they'll tell you how annoying it is to be in that situation. People only like the thought of slaughtering their enemies. Once they actually do it; it gets boring quickly.
    This also makes it so that the fun part of the game is 100s of hours away and is only fun for a little while. while other multiplayer games which are on an even level have tons of replayability.
    TL;DR
    Massive difference in levels creates a boring uncle bob problem. Don't do it.
  6. Like
    Holyvigil got a reaction from JamesGoblin in A Comparison Of Crowfall And Camelot Unchained   
    Updated the list with some of your notes Allein and some of my own research. 
    Allein, your note on #14 is not confirmed so I won't put it in. Yes it's a game from the makers of SB but this is Crowfall. The uncle Bob problem is subjective so I can not put it in a list of facts (maybe you could describe something confirmed in the game related to it?);. Your last two points are sumed up by saying there will be separate game modes with temporary campaigns.  
     
    fenrisddevil and Courant101, I don't think action combat is confirmed yet for Crowfall if it is could you find the source?
     
    Courtant101: they can call the game any genre they want. This topic is for what's in the game not their claims.
  7. Like
    Holyvigil got a reaction from JamesGoblin in A Comparison Of Crowfall And Camelot Unchained   
    The Wiki links to statements that are before the video I linked. Unless there is a clear consensus on the CU forums that they don't want what was proposed in the video I think the video is enough of a effort to show the devs commitment to their proposal. 
    But I can understand the concern; as I continue to read through things in CU a lot of the readings seem to be theories and thoughts rather than facts.
  8. Like
    Holyvigil got a reaction from ChosenofCastle in A Comparison Of Crowfall And Camelot Unchained   
    The Crowfall team is very willing to use the efforts of others. The use of Unity 5 proves their willingness to build on what others accomplished rather than wastefully ‘reinvent the wheel’. With that belief in mind I hope to create a fair and constantly updating comparison of the two games. This is so that Crowfall devs and the players base can hopefully learn from their most direct competitor and create a better game than Crowfall otherwise would have been.
     
    To people who say that the games are like apples to oranges; I would respond by saying your type are the kind who would argue Call of Duty: Modern Warfare and Call of Duty: Black Ops are entirely different games. Yes they're different games, yes they have different features and game modes but they're not that different. 
     
    To people who say they are not competitors read above and note two things: 1) they are coming out around the same time with a similar amount and depth of things to offer 2) no one who devotes a sensible amount of time to playing games has time to max out chars on both games.   
     
    This topic or at the very least this post will not be a place to argue or discuss what you like or dislike. Instead this simply states the similarities and differences. But when I rate certain things in a game I do so along three lines: 1) Achievement feeling (or some other emotional high) 2) Awe factor 3)  Intriguing information.
     
    If people want to help me expand this list please do not include things like: the marketing model, presentation style, business plan, who’s on the team, amount of work done before starting the kickstarter, ability to deliver the product etc. Instead please only focus on things that will be in the finished game.
     
    Here are the sources used: everything ACE has released to the public, Allein's post, http://camelotunchained.com/v2/; http://community.crowfall.com/index.php?/topic/3608-progression-camelot-unchained-crowfall-comparison/page-2?hl=camelot%20unchained;http://community.crowfall.com/index.php?/topic/2753-camelot-unchained-vs-crowfall/page-2?hl=camelot%20unchained, 
    and this nifty "pre-alpha" game play of Camelot Unchained https://www.youtube.com/watch?v=TdLRYy3o-Qw.
     
     
    Crowfall
     ·         Crowfall is an MMORPG that is designed to be primarily pvp. ·          The combat locations will be procedurally generated through tile placement ·         The combat locations will be split up into separate mutually exclusive temporary campaigns ·         The peaceful locations will be persistent player run instanced zones which you can build and customize the look and rule set of.           Will have day and night.           Will have seasons. ·         PVE difficulty: will be a danger if you are dumb in a way that people in zombie shows are dumb.           Will have tournaments and ladders           Lore is not set in stone, could be more character individualized or could be divided into set themes ·         13 different races/archetypes that are not interchangeable ·         Will reach a soft cap quickly ·         Auto skill up ·         6 different attributes and 14 different stats with an unknown level of customization/min-maxing ·         Has advantages and disadvantages available at character creation           Will have player commanded NPCs (pets, caravans, shopkeepers, perhaps thralls)           Will not have non-player controlled friendly NPCs           Will be able to create tunnels and be able to travel inside that cavern for a limited time before it caves in. ·         There will be castle building and sieges. ·         Buildings will be premade with the option to customize them to an extent. ·         Combat will not have dedicated healing classes ·         No information on stealth           Crowfall is a little more action combat focused ·         CC and stuns will be more limited ·         No information on ability customization ·         Each separate campaign has different rules on who your teammates are including 3 faction based RvR. ·         Buildings and terrain will be destructible.           Artifacts and relics will have permanent bonus to the players in a kingdom and individually as a player respectively           Equipment will contribute to an overall armor bonus; no targeting specific limbs           Certain rule sets will have the ability to always target and attack all players; while others will not allow you to attack allies.           There will be collision detection and physics/force will be a large part of combat ·         Will have a range of loot rules of players from 60% to 100%           “will have robust crafting and economy”           There will be dedicated crafting classes           All items will decay in the campaign world with some aesthetic KS items having the ability to be recrafted. ·         Has caravans to help transport resources. ·         Does not have interconnected atms/banks ·         Has the option to make currency ·         No information on a bounty system either way ·         No “speed classes” (except for legionnaires) Instead they will have mounts that can die. ·         Less detail more comic book feel ·         No NPC given quests           No information on UI modding          Will have virtual reality  
     
    Camelot Unchained
    ·         Camelot Unchained is an MMORPG that is designed to be primarily pvp. ·         The combat locations will be changing tiles that will shift and move about without “stabilizers”. ·         The combat locations will be in one world ·         The peaceful locations will be persistent developer made cities.           Will have day and night.           Will not have seasons. ·         PVE difficulty: will be for crafting and a distraction to pass the time (with the except of the depths).           No word on smaller scale pvp or tournament tacking.           Lore and the player's back story is locked into three different themes:honor, nature, raiders ·         18 different races with the base model reused a few times. Has classes which multiple races can be ·         Will not reach the soft cap quickly ·         Skill up based on things you do but receives the skill bonuses at the end of the day ·         25 different customizable stats from strength to vision ·         Has advantages and disadvantages available at character creation           No information on player controlled NPCs           Will have non-player controlled friendly NPCs.           Indoors and inside caverns will be a large portion of combat locations ·         There will be castle building and sieges. ·         The player creates their own buildings and can save them as blue prints. ·         Combat will use the traditional trinity system ·         Stealth is uncertain at this point. In the past it has been stated that: Stalkers will be able to detect stealthiers and                                                           stealthiers will go through the “veil” which will have dangerous things.           Will have tab target based combat ·         CC and stuns will be used ·         Spells/abilities have three different levels of runes and can be combined with other spells A.I.R. system ·         Will use 3 faction based RvR for determination of teammates. ·         Buildings will be destructible           No planned guild/group bonuses           Armor is specific to the body part; abilities can target specific body parts           No attacking players in the same realm           There will be collision detection but no physics/force engine.           Will have no looting of players; instead the consequences for death will be similar to DAoC ·         “will have robust crafting and economy”           There will be dedicated crafting classes but a limit to how much they can craft a day.           All items will decay in the campaign world with all items having blue prints that allow the item to be remade ·         Has a unique crafting table that is supposed to be both engaging and fun. ·         Does not have interconnected atms/banks ·         Does not have the option to create currency ·          a bounty system ·         “speed classes” ·         More detailed graphics ·         No NPC given quests ·         Allows robust UI modding           Will not have virtual reality  
    Edit: It seems this forum does not like comparison charts so I will just have to do a numbered list. Each numbered point corresponds and relates to the other game's numbered point.This list is by no means exhaustive but it's as good as I'm going to do today.
  9. Like
    Holyvigil got a reaction from courant101 in A Comparison Of Crowfall And Camelot Unchained   
    The Crowfall team is very willing to use the efforts of others. The use of Unity 5 proves their willingness to build on what others accomplished rather than wastefully ‘reinvent the wheel’. With that belief in mind I hope to create a fair and constantly updating comparison of the two games. This is so that Crowfall devs and the players base can hopefully learn from their most direct competitor and create a better game than Crowfall otherwise would have been.
     
    To people who say that the games are like apples to oranges; I would respond by saying your type are the kind who would argue Call of Duty: Modern Warfare and Call of Duty: Black Ops are entirely different games. Yes they're different games, yes they have different features and game modes but they're not that different. 
     
    To people who say they are not competitors read above and note two things: 1) they are coming out around the same time with a similar amount and depth of things to offer 2) no one who devotes a sensible amount of time to playing games has time to max out chars on both games.   
     
    This topic or at the very least this post will not be a place to argue or discuss what you like or dislike. Instead this simply states the similarities and differences. But when I rate certain things in a game I do so along three lines: 1) Achievement feeling (or some other emotional high) 2) Awe factor 3)  Intriguing information.
     
    If people want to help me expand this list please do not include things like: the marketing model, presentation style, business plan, who’s on the team, amount of work done before starting the kickstarter, ability to deliver the product etc. Instead please only focus on things that will be in the finished game.
     
    Here are the sources used: everything ACE has released to the public, Allein's post, http://camelotunchained.com/v2/; http://community.crowfall.com/index.php?/topic/3608-progression-camelot-unchained-crowfall-comparison/page-2?hl=camelot%20unchained;http://community.crowfall.com/index.php?/topic/2753-camelot-unchained-vs-crowfall/page-2?hl=camelot%20unchained, 
    and this nifty "pre-alpha" game play of Camelot Unchained https://www.youtube.com/watch?v=TdLRYy3o-Qw.
     
     
    Crowfall
     ·         Crowfall is an MMORPG that is designed to be primarily pvp. ·          The combat locations will be procedurally generated through tile placement ·         The combat locations will be split up into separate mutually exclusive temporary campaigns ·         The peaceful locations will be persistent player run instanced zones which you can build and customize the look and rule set of.           Will have day and night.           Will have seasons. ·         PVE difficulty: will be a danger if you are dumb in a way that people in zombie shows are dumb.           Will have tournaments and ladders           Lore is not set in stone, could be more character individualized or could be divided into set themes ·         13 different races/archetypes that are not interchangeable ·         Will reach a soft cap quickly ·         Auto skill up ·         6 different attributes and 14 different stats with an unknown level of customization/min-maxing ·         Has advantages and disadvantages available at character creation           Will have player commanded NPCs (pets, caravans, shopkeepers, perhaps thralls)           Will not have non-player controlled friendly NPCs           Will be able to create tunnels and be able to travel inside that cavern for a limited time before it caves in. ·         There will be castle building and sieges. ·         Buildings will be premade with the option to customize them to an extent. ·         Combat will not have dedicated healing classes ·         No information on stealth           Crowfall is a little more action combat focused ·         CC and stuns will be more limited ·         No information on ability customization ·         Each separate campaign has different rules on who your teammates are including 3 faction based RvR. ·         Buildings and terrain will be destructible.           Artifacts and relics will have permanent bonus to the players in a kingdom and individually as a player respectively           Equipment will contribute to an overall armor bonus; no targeting specific limbs           Certain rule sets will have the ability to always target and attack all players; while others will not allow you to attack allies.           There will be collision detection and physics/force will be a large part of combat ·         Will have a range of loot rules of players from 60% to 100%           “will have robust crafting and economy”           There will be dedicated crafting classes           All items will decay in the campaign world with some aesthetic KS items having the ability to be recrafted. ·         Has caravans to help transport resources. ·         Does not have interconnected atms/banks ·         Has the option to make currency ·         No information on a bounty system either way ·         No “speed classes” (except for legionnaires) Instead they will have mounts that can die. ·         Less detail more comic book feel ·         No NPC given quests           No information on UI modding          Will have virtual reality  
     
    Camelot Unchained
    ·         Camelot Unchained is an MMORPG that is designed to be primarily pvp. ·         The combat locations will be changing tiles that will shift and move about without “stabilizers”. ·         The combat locations will be in one world ·         The peaceful locations will be persistent developer made cities.           Will have day and night.           Will not have seasons. ·         PVE difficulty: will be for crafting and a distraction to pass the time (with the except of the depths).           No word on smaller scale pvp or tournament tacking.           Lore and the player's back story is locked into three different themes:honor, nature, raiders ·         18 different races with the base model reused a few times. Has classes which multiple races can be ·         Will not reach the soft cap quickly ·         Skill up based on things you do but receives the skill bonuses at the end of the day ·         25 different customizable stats from strength to vision ·         Has advantages and disadvantages available at character creation           No information on player controlled NPCs           Will have non-player controlled friendly NPCs.           Indoors and inside caverns will be a large portion of combat locations ·         There will be castle building and sieges. ·         The player creates their own buildings and can save them as blue prints. ·         Combat will use the traditional trinity system ·         Stealth is uncertain at this point. In the past it has been stated that: Stalkers will be able to detect stealthiers and                                                           stealthiers will go through the “veil” which will have dangerous things.           Will have tab target based combat ·         CC and stuns will be used ·         Spells/abilities have three different levels of runes and can be combined with other spells A.I.R. system ·         Will use 3 faction based RvR for determination of teammates. ·         Buildings will be destructible           No planned guild/group bonuses           Armor is specific to the body part; abilities can target specific body parts           No attacking players in the same realm           There will be collision detection but no physics/force engine.           Will have no looting of players; instead the consequences for death will be similar to DAoC ·         “will have robust crafting and economy”           There will be dedicated crafting classes but a limit to how much they can craft a day.           All items will decay in the campaign world with all items having blue prints that allow the item to be remade ·         Has a unique crafting table that is supposed to be both engaging and fun. ·         Does not have interconnected atms/banks ·         Does not have the option to create currency ·          a bounty system ·         “speed classes” ·         More detailed graphics ·         No NPC given quests ·         Allows robust UI modding           Will not have virtual reality  
    Edit: It seems this forum does not like comparison charts so I will just have to do a numbered list. Each numbered point corresponds and relates to the other game's numbered point.This list is by no means exhaustive but it's as good as I'm going to do today.
  10. Like
    Holyvigil got a reaction from Albert Rock in Which Archetype Do You Currently Like The Most ?   
    Assassin for me if stealth works how I want it to. I like soloing and exploring so having as many escape buttons and detection avoidance abilities as possible is important to me. If stealth doesn't really work then I'd pick cent for a quick escape.
  11. Like
    Holyvigil got a reaction from Albert Rock in Which Archetype Do You Currently Like The Most ?   
    We don't know how that works yet though. I'm not aware of any mmos that have made bigger characters actually feel big so people probably just don't know how fun it's going to be and are sticking with what archetype they are more confident will be enjoyable.
  12. Like
    Holyvigil got a reaction from Steven Yannic in Male Assassins   
    It's kind of an odd development choice to spend extra money on creating female versions of archetypes when the larger share of players are male.  
     
    I plan on playing an assassin because I want to play the dedicated stealth class; not some half-way "I can kind of stealth but I reach the cap quickly" class. And I would prefer to be the gender I actually am.
     
    Also here's my favorite wing:
     

  13. Like
    Holyvigil got a reaction from Albert Rock in Male Assassins   
    It's kind of an odd development choice to spend extra money on creating female versions of archetypes when the larger share of players are male.  
     
    I plan on playing an assassin because I want to play the dedicated stealth class; not some half-way "I can kind of stealth but I reach the cap quickly" class. And I would prefer to be the gender I actually am.
     
    Also here's my favorite wing:
     

  14. Like
    Holyvigil got a reaction from Nytcrawler in Male Assassins   
    It's kind of an odd development choice to spend extra money on creating female versions of archetypes when the larger share of players are male.  
     
    I plan on playing an assassin because I want to play the dedicated stealth class; not some half-way "I can kind of stealth but I reach the cap quickly" class. And I would prefer to be the gender I actually am.
     
    Also here's my favorite wing:
     

  15. Like
    Holyvigil got a reaction from zinnie in Ek As Source Of Player Designed Pve   
    I'm against the idea unless it's as simple as clicking a box that allows players access to creating the creatures.
     
    This is similar to building customization; buildings should have stuff in them (like creatures) shouldn't they?
     
    This may also already be planned. There is something called making a creature your thrall so that you can enchant your weapons with it's soul. So maybe creature hunting for your EK's blood games will be a thing.
  16. Like
    Holyvigil got a reaction from JamesGoblin in Water Should Be Affected By Players Actions   
    This is a pretty simple suggestion but is fairly complex to create.
     
    Water should move around and when we alter terrain the water should move appropriately.
    This requires water to take up space. It also requires water to have certain physics.
     
    The best example I can give is if someone tries to dig underground to a castle but they hit the moat then the water in the moat should flow into the tunnel and water level in the moat should decrease.
     
    Another example is if someone wants to make a lake by building a dam.
     
    The final example is what we see in skyrim except more so. Rapids should tug and pull the player; as should tides in the ocean.
  17. Like
    Holyvigil reacted to courant101 in Someone fix my sig   
  18. Like
    Holyvigil reacted to Iridian ShadowWeaver in Marriage in Crowfall   
    If you divorce, can you keep what you earned, instead of giving it to the deadbeat ex?
    Can I pk him instead of listening to him whine and moan?
     
    This would be very therapeutic for many ladies...Just sayin'. 
     
    ----------
     
    Personally, I would only be interested in political marriages. No need for emotional fetters in a PvP game. 
  19. Like
    Holyvigil reacted to Agelmar in This is why we can't have nice things...   
    I've noticed a recent trend in starting ridiculous threads for suggested "features" to be included in Crowfall.
     
    I can only assume that the OPs feel this is their way of responding to suggestions that they feel are directly counter to the FAQ or are completely against the stated design goals of Crowfall.
     
    Your jokes are not helping.  If we continue to abuse and clutter the avenues of discussion outlined by the Developer team they will eventually stop reading any ideas from us as a community.  We've all played games that have left us jaded as stated goals are not realized or the design is radically changed to appeal to a broader playerbase.
     
    This is not that game.  If you really think ACE will take a complete 180 on the direction they've outlined for Crowfall based on an idea they read here.. you aren't listening to everything they've said.
     
    Ignore the suggestions that don't make sense, chuckle to yourself, but don't turn this subforum into a place the developers avoid as only poor suggestions and fake suggestions are made.
     
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    TLDR;
     
    Boy who cried wolf.  Community = boy, ideas = wolf, developers = village ignoring the boy.  Stop purposefully posting bad ideas.  I'm watching you.  Warnings will fly.
     
     
  20. Like
    Holyvigil got a reaction from Avean in A new way to Zerg - The Caravan Mechanic   
    -holding more items gives you more points... What I was talking about was the first minute your point gives you 1 point a second. the second minute it gives you 5 points a second and so on. So it's much more valuable to hold points. Does GW2 and ESO do that?
     
    To answer your question: a lot of the buildings have to be destroyed because they can't be converted and there is a big risk to losing your own attacking ships. I think those are two big reasons why roving isn't wise.
  21. Like
    Holyvigil got a reaction from Abigyil in A new way to Zerg - The Caravan Mechanic   
    There has been some good discussions overall and I don't want to take away from it but there has been suggestions over speedy travel, auto travel, and zerging in general in the past that could be worthwhile taking a look at.
     
    As to your specific point that zergs don't actually fight but instead rotate around the map; that can easily be solved through mechanics. 
    They could make defending actually be more advantageous through increased damage or higher defense for the players.
    Or they could make it so that holding points gets you more of whatever it is you want over time.
     
    Also the game is supposed to be based off of Eve Online and it is very ineffective to be a roving zerg because you get resources by building buildings but those buildings cost a significant down payment and take a while to see a profit so it would be self destructive to just rotate around the map.
     
    And caravans have to be player controlled like pets; they have you on follow or you can have them stay; that's about it.
     
    Finally Lastgirl~ your profile picture in combination with supporting cannibalism is really creepy.
  22. Like
    Holyvigil got a reaction from JamesGoblin in A new way to Zerg - The Caravan Mechanic   
    There has been some good discussions overall and I don't want to take away from it but there has been suggestions over speedy travel, auto travel, and zerging in general in the past that could be worthwhile taking a look at.
     
    As to your specific point that zergs don't actually fight but instead rotate around the map; that can easily be solved through mechanics. 
    They could make defending actually be more advantageous through increased damage or higher defense for the players.
    Or they could make it so that holding points gets you more of whatever it is you want over time.
     
    Also the game is supposed to be based off of Eve Online and it is very ineffective to be a roving zerg because you get resources by building buildings but those buildings cost a significant down payment and take a while to see a profit so it would be self destructive to just rotate around the map.
     
    And caravans have to be player controlled like pets; they have you on follow or you can have them stay; that's about it.
     
    Finally Lastgirl~ your profile picture in combination with supporting cannibalism is really creepy.
  23. Like
    Holyvigil got a reaction from Lastgirl in A new way to Zerg - The Caravan Mechanic   
    There has been some good discussions overall and I don't want to take away from it but there has been suggestions over speedy travel, auto travel, and zerging in general in the past that could be worthwhile taking a look at.
     
    As to your specific point that zergs don't actually fight but instead rotate around the map; that can easily be solved through mechanics. 
    They could make defending actually be more advantageous through increased damage or higher defense for the players.
    Or they could make it so that holding points gets you more of whatever it is you want over time.
     
    Also the game is supposed to be based off of Eve Online and it is very ineffective to be a roving zerg because you get resources by building buildings but those buildings cost a significant down payment and take a while to see a profit so it would be self destructive to just rotate around the map.
     
    And caravans have to be player controlled like pets; they have you on follow or you can have them stay; that's about it.
     
    Finally Lastgirl~ your profile picture in combination with supporting cannibalism is really creepy.
  24. Like
    Holyvigil got a reaction from courant101 in Which Archetype Do You Currently Like The Most ? V.2 With New Rich Features Added   
    They could be early medieval guns. If you've played Assassin's creed 2 you know what I'm talking about. Very un-weildy one shot but go straight through instant kill your target kind of things.
     
    Or they could ignore how guns actually work and have them play like modern guns but do the same amount of damage as bow and arrows.
  25. Like
    Holyvigil got a reaction from Abel in Post your pets   
    Not sure who you're asking but Abel's brownish black dog looks like a pit bull mix to me and my dog is an akita.
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