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Holyvigil

Testers
  • Content Count

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Reputation Activity

  1. 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.
  2. 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.
  3. Like
    Holyvigil got a reaction from Synast in Do U Like Me   
    I'm neutral to you because I don't really know you and there's no option for that.
     
    But you are loved.
  4. Like
    Holyvigil got a reaction from courant101 in Informative Heraldry Floating Above Character   
    I don't think banners should provide benefits. Then it makes it another buff that teams have to have to be battle ready. The banners if implemented would get used for their visual effects even if it has no stats affecting ability.
  5. Like
    Holyvigil got a reaction from Eston 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.
  6. Like
    Holyvigil got a reaction from Roux 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.
  7. Like
    Holyvigil got a reaction from Lait 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.
  8. Like
    Holyvigil got a reaction from SirHendel 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.
  9. Like
    Holyvigil got a reaction from courant101 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.
  10. Like
    Holyvigil got a reaction from mal in Yet Anothter Test   
    hmmm... I tried doing all the evil choices and got angel. Then I tried doing all the good choices and got...angel. We need a different test.
  11. Like
    Holyvigil reacted to CopperStall in A Source For Ek Pve   
    I've seen a few people wanting PvE in the EKs. Given that ACE has been explicit that resources come from Campaigns and not Eternal Kingdoms this presents a problem.
     
    I have a solution: Thralls
     
    Create an item and/or ritual in the game that operates in the EK. It requires a Thrall and its matching loot drop as components. You can then generate a fully functional version of the original creature in the EK. 
    No free resources. No special versions of creatures for the EK. One game mechanic to rule them all!!! Errr, uhm, I mean that should solve the biggest issues.
     
    One fun extra side effect of this is that they could decide that this item/ritual could work on Campaign worlds, too. Suddenly you could have a crafter unload a dozen summoning figurines for big bad critters and be a force to be reckoned with. Nothing for free, either, since those Thralls and loot drops had to be harvested 'honestly'. 
     
    Improvements?
    Problems yet to overcome and ideas on how?
    Unrelated awesomesauce this jumped you into thinking of? (my personal favourite)
     
    CopperStall
     
  12. Like
    Holyvigil reacted to Nyt in Informative Heraldry Floating Above Character   
    Floating cluttered images is still a horrible way to clutter the screen.  IF they wish to include this, they need to put a hotkey that players can hold that exposes it... or a toggle key.  It shouldn't be required at all and default off.
     
    But, there are far better ways to accomplish this, which are more ambient... like on capes and tabbards:
     

     
    Or banners that can be planted.... sized to be viewable above players on mounts:
     

     
    Or, introduce a herald banner item and a player role of banner carrier... which could possibly be a CF discipline that provides a buff to nearby members.
     
    There are quite a few more natural ways at handling this than cluttering the screen with bigger nameplates... regardless of transparency.
  13. Like
    Holyvigil got a reaction from JamesGoblin in Let's Change The Slogan.   
    I don't think the slogan should be changed. Eve Online in a medieval world is basically what got me fishing here and the confirmation of that through player political world, building/destruction, and procedurally generated worlds hooked me.
     
    But here's how I would describe the game to someone who's too lazy to find out what Eve Online is:
    A game about choices. A game about the players. A game about building. A game about destroying. A game about the temporary. A game about eternity. 
  14. 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.
  15. Like
    Holyvigil got a reaction from JamesGoblin in A Comparison Of Crowfall And Camelot Unchained   
    Ok. I'll trust you and switch it to unknown.
     
    Do you have any sources verifying CU's uncertainty or contradictory statements?
  16. Like
    Holyvigil got a reaction from JamesGoblin in A Comparison Of Crowfall And Camelot Unchained   
    Updated the list.
     
    Allein There will not be faction locks here the link:
    http://www.tentonhammer.com/interview/camelot-unchained-interview-mark-jacobs
     
    halethrain: thanks for creating the chart; the questions are a good idea. I'll try to create a chart sometime next week with my info on it. I spent a couple hours trying to figure out how to get my chart in correctly but gave up and settled on a list.
     
     
    Evoex: CU actually does have confirmed stealth here's the link:
    https://www.youtube.com/watch?v=zWQWvcvxOjI 
  17. 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.
  18. Like
    Holyvigil got a reaction from bahamutkaiser in Sheaths, Scabbards, Loops, And Holsters   
    There could be one sheath for each type of weapon. 
     
    I agree with the OP and I would add that a game where physics make sense looks better than a game with more detailed artwork. Magically appearing swords really destroy the feeling of being a non-magic using swordsmen.
  19. Like
    Holyvigil got a reaction from Meridian in Sheaths, Scabbards, Loops, And Holsters   
    There could be one sheath for each type of weapon. 
     
    I agree with the OP and I would add that a game where physics make sense looks better than a game with more detailed artwork. Magically appearing swords really destroy the feeling of being a non-magic using swordsmen.
  20. Like
    Holyvigil got a reaction from courant101 in Ask The Team (Personal Questions) V2!   
    A question for the founders: What makes life worth living to you?
  21. Like
    Holyvigil got a reaction from Arcahn in Action Combat   
    And that's Jihan.
     
    Welcome to the suggestion forums Noxxie.
  22. Like
    Holyvigil reacted to theDoctor in Sheaths, Scabbards, Loops, And Holsters   
    Sort of related, I feel like it'd be cool to see them actually have a Non-combat vs Ready for Combat mode, which takes a second or two to transition (improved by a skill perhaps?).  Not sure if it'd work, but it's always something I've thought was cool in real world combat that being prepared for battle, and our ability to pull out a weapon and aim in the first place is often a big part of the skill of success.
     
    That said, again, "cool" does not equal "would work" or "could be implemented," but I'd love to see them look into it.
  23. Like
    Holyvigil reacted to Meridian in Sheaths, Scabbards, Loops, And Holsters   
    I would like to put my two cents in on something that has bugged me since i first rolled up my toon in DAoC. I would like to see the addition of sheaths, scabbards, loops, and holsters associated with our characters' weapons they have equipped. Maybe someone in the gaming industry can explain to me why they are so neglected, yet archers always get quivers packed with arrows? Is there an inherent difficulty with designing and animating these items? In this day and age, it doesn't seem like too much of an ask, even with the various sizes/shapes of swords.

    I know Crowfall is not aiming to be the bastion of realism, but I started to think about it after seeing the knight animation video again. How cool would it be to see characters pull a weapon out of a scabbard that remains hanging from their belt? I want to see that added texture to a character! Not just a sword affixed by some invisible glue to the hero's back or hip, but an additional little touch that stays present even after the weapon has been taken out would add a lot to it! Even sillier when it's resting over a cape or cloak.
     
    As an additional thought, perhaps this worked as an additional item slot, where the player could upgrade their scabbard. Magic items like these exist in tabletop roleplaying games that provide a nominal bonus to the weapon that rests in them.
     
    If any of you have more ideas to piggyback on it, please share! I'm excited about this game, and would be even more so knowing it was one of the first MMO's I could see my character literally sheathing their weapon after battle!
  24. Like
    Holyvigil got a reaction from Corpsewake in Eternal Kingdoms Colosseum   
    It would be cool to have but remember the devs aren't balancing around 1v1. So there could be a possible archetype that will always win and the devs won't care. So don't expect this to become a really big thing in Crowfall.
  25. Like
    Holyvigil got a reaction from WhiteShadow in Fast Travel: Reframing The Discussion   
    I don't know what would be best no fast travel or limited fast travel. But unrestricted teleporting fast travel is bad. 
     
    How about this instead: roads give movement speed bonuses.
     
    I'm thinking more about real life and how a well built road made supplies come much quicker in the roman world and obviously in the modern world you can't take a semi through the wilderness.
     
    Then you could continuously improve the road for a better movement speed bonus. Plus players would then have a reason to build paved roads and if they are a small group they would have a tactical reason to not build them.
     
    It would also make sense for the natural progression of pvp in the worlds.
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