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Zomnivore

Testers
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Everything posted by Zomnivore

  1. The effects may be similar or the same, but games are all about feel. If a system does the same thing as another but feels twice as good, then its obviously not the same, and engaging the player in an important way where as the other system isn't. Games are hard, finding fun is hard. Stuffs hard like that.
  2. IMO RNG is just an increase in variance in an encounter, and the required adaptability to variance is interesting. Sometimes that feels bad, but often for me it made things interesting. I liked rng in Tf2 while many people hated it. I think its an interesting way to change up a game that could get stale without it. That being said RNG doesn't have to be a random proc damage thing. RNG can be applied to many things, for instance blocking damage. Thats more subtle and hard to read in a situation without feedback, and I think in as mobile a game as this is expected to be, a stagger/stop/shield up motion would be intersting, to see how it changes momentum in a fight...depending on the class maybe their animation for this would be a roll or some other thing that isn't as negative, for their role.
  3. I think rng is an acceptable game mechanic when used properly.
  4. I agree in a sense hardcore is a catch all for twitch gaming or apm gaming. Gaming isn't just in the key clicks.
  5. I like to "ceiling is falling" especially when I don't have a set experience projected for me. I can gauge gameplay to a very real depth with a little information, but thats not exactly something that lends itself to positive thinking when you're thinking about how many ways a thing can go wrong, based on experience. SO, I "ceiling is falling" and point out the obvious pitfalls of my own experience with a system, and project the emotional state I feel adequately addresses my sentiment if such things were to happen. In all reality I could probably do well enough with an archer in a "chivalry" setting, and may very well be able to do well and become the top 20% of players, but I'm a 18year veteran of first person shooters. What chance do you scrubs have? I'm a fan of hardcore gaming, but I understand, and respect casual elements because I'm hardcore. I know how fun casual can be and respect its space in design. "FUN" is a thing...and casual games, and hardcore games both reach it, and I want more and more complex blends of game elements that combine and optimize the player experience... often times people asking for "hardcore games" are just asking for a reskin of an old experience they had, but had to give up on because players left for new (NEW) things. When I say I want a hardcore game to me that speaks of "I want a hardcore game, but in an environment where I won't have to cleanse my friends list every week because some people aren't as big an addict as I am." Gaming is a passion, and its real for some people, but its not something that should be all consuming...so I'm going to fight for the me me-post-esports era...hardcoreLite gamer. The gamer whose done it all seen it all, and wants it all, but wants to give it a little less then his all...because thats not fun.
  6. I guess you can say that, but what if those "floursh" situations are the least valuable for your faction? Lame duck those areas, or struggle where the value is?
  7. At a certain point that doesn't matter because you're trying to hit one guy in a group of 3 guys shuffling in directions, and maybe you hit enough times to have mattered or maybe you did one arrow, and they run and positon to make you useless. Maybe your damage is meerly incidental and simply there to counter certain buffs/random expected benifits the enemy has and you getting a kill is an incidental benifit to you existing for game balance. Maybe you have a spot on a map that you can reliably hit people on/around, but it only lasts for one objective and the entire next stage of the map you're loose and no readable movement pattern inducing terrain exists, and you're just chucking arrows, hoping beyond hope not to have a person on your team run into the path of one... There are so many ways to make shooting an arrow feel like a lame duck thing...or a mysterious unsolvable problem.
  8. @OP's notion In most games arrows are some of the most annoying projectiles to hit. I swear. I have a lot of experience with a variety of games, probably nearing a thousand or maybe surpassed a thousand unique games played during my life time. Across most of the major platforms (although not the modern platforms ps4/xboxone/nintendopasttheN64) I play fpses (my home genre) and have since I was 5... on the PC. I'm a serious fps player, and I'm telling you. Arrows 80% of the time are freaking garbage to aim and hit with lag, and WITHOUT lag they're FREAKING GOD AWFUL ANNOYING AND I WANT TO SHOOT THAT ARROW IN THE FACE WITH A GUN RAAAAAAH. No joke. custard arrows. I don't want to have to deal with hyper twitch gameplay in a freaking MMO setting, and arrow aiming 1:1 hit box projectile arch garbage is going to turn into a probability game, and a game of who's got the better connection to the server, and or who's got a better lag-exploit setup. Seriously. Screw arrows. H1Z1 if you want to have arrow frustration, just understand...the frustration is real. Not all projectiles, not all variable arch-delayed-time-to-hit projectiles are toxic, but arrows...I swear to god the inconsistency across the genre of games and with how arrows play...I mean ffs you'd think someone would've stuck with what works, but NOPE. There's no consistency, and everyone wants to get their fingers in and muck about, and its frustrating. I get that you can play with some things, and tweak stuff, and you work in a space thats 100% yours to muck about in...but...the sadism of having a fiddly annoying unrewarding mysterious to optimise type of weapon to utilize and do well with... Its just.. .there are sooo many facets of projectiles. TF2, I took to the nade launcher like a duck to water, the rocket launcher was my dearest friend, I get projectiles, but as soon as they started heading towards arrow-like properties, my brain...melted. Flare gun? More like fail gun. At one point after months I could reliably flare gun people, but you know what? Wasn't worth. The flare gun was a side-arm. An incidental source of damage, to get good with it, was for like maybe 15% better total game play. The huntsman? Spray and Pray more like. Freaking seriously 66% of that was skill and the last third of the skill ceiling was luck based bull. Theres a reason they put the huntsman as a dinky cute thing to sock around with. They knew it was just a cutesy thing for people to troll around with. Esports guys probably use the huntsman like a hardcore weapon, but the depth to the charge-up and the variable with how it archs, and plays, the rudimentary bits I bet are they've internalized a set of timers, "ok I've got a .25sec a .5, and a 1sec to learn, and then just tweaking between those phases..." But seriously. Thats pro-gaming. Learning every single variation of the forumla for that time-hold-duration is so freaking annoying, when all it amounts to is having a different gun...that might work slightly better in a slighty different situation. Now add lag, and variable lag, and the guess work, and how that renders all that work worthless. And I'm serious. Guess work. You have to gauge play patterns and the dodge-style of players, and their movements, and the spacial reasoning they're going for, and you have to gauge SERIOUSLY gauge where they're likely to go and play the odds for what they're doing, and hey maybe you get them down to a 75% correct guess, maybe there are other subtle tells or you've read a player over a duration...but Thats just the initiation of the fight, now you have them in your face, and you're stuck with them ducking and weaving and a period of maybe 2 sec before you're in a fail state, and reading their dodges, and then playing into the next step of a team oriented play, or some other meta level play that takes into account the rest of the battle.... Teach me senpai. If arrows are 10x more difficult to use, and the other ability equals them in power, they're going to be a multiple times more frustrating to lose to cheese, and then the amount of workload you're setting yourself to learn for how to counter just cheese. After you figure out how to stop cutesy poorly made socks you're still going to be struggling against the real struggle the real challenge and skill-ceiling tiering problems. Go play chivalry, as an archer and tell me you feel important, and that every hit feels like it wasn't a game of increasing probablity. If you get to a point where 90% of the time you hit a person, tell me, how long it took you to do that, and what it amounts to your win rating. What's your gimmic for learning that system, and is it fun? Was it map based? Did you use a landmark to gauge distance? Did you figure out a timer system for holding the bow, and learning the distances? What was your gimmic? What is the curriculum? I'll probably go back and tone this down, but seriously...I mean seriously. If we're talking about selling emotional validity, I'm trying to sell how annoying arrows are. Don't push off how annoying they are as scrub garbage. They're a highly complex diffcult to execute thing, and if people are bunny hoping to screw with people shooting them, or ninjitus weaving ok...fine, but now thats your game, and arrow guys are going to be one of your most diffcult to balance things, because of the skill ceiling, and variance. Friendly fire, and punishing it consistently? good luck. Thats not even your only problem. Soon you'll reach the Starcraft 2 problem. Balancing for high tier play, and now players are learning a thing so incredibly difficult balanced for such a rediculous tier of play, that's degenerated into demi-god battles in the stars vrs the plebs in bronze league being denegrated for their lowly humanity and their aspirations for the stars. My references are pretty specific, so if you want to gauge me, play those games specifically mentioned and adjust your reasoning to be more specific. If you can solve the problems you think I'm having with those games design wise, then w/e you're the designer. I mean I understand. Niche market/product, so play to your strengths. Design a game that people want to play and if only 20% like it but they have the best experience of their lives, if they can float your game thats your deal. Do you boo. I'll swing a sword, and play the non ranged guys if I have to, but I'll fiddle with that archer at some point, and have that single tear down my cheek as I know what can never be.... In short TL:DR arrows...urgh. (Not asking for tab targeting, but don't knock hitscan with the illusion of a projectile...or making something 'less' realilistic...right. Also don't knock gamification machine-gunning arrows like an elf or other gun-feel-types shooting systems...although I find the cs head1shot too finese for casual fun)
  9. I'm hungry, I better go eat. GG GL HF and now the game is empty, and those that feed, draw forth their hunger, and sate their thirsts. What fiends!
  10. nb4 2015 = rarest version n most chase.
  11. You can't reel in the big fish without rolling out the carpet capiche.
  12. Probably, but Magpies are cool birds.
  13. In a time, and place where we have such beauty, we cover it up with illusions of texture, and detail. HONOR THE GREY BOX! HONOR YOUR DIGITAL WORLD! HO! *◘_◘* Kappa
  14. We can have eagle-people right after kobolds.
  15. Guy, the benifits exist, to the players, its just subtle. Asians are a huge gaming market. Like so many different gamers over there, and the Koreans...god the koreans. They're like ninja gamers. A culture of esports hype hype. I can't wait to get my bros from the east interested in the game. Money converts into incentive to create content...sure it'll probably be designed to have split appeal, and stuff, but darn it! Isn't that most stuff?!!
  16. This is one of those naturalistic problems that fix themselves. They want more money...they'll be incentivized to offer things...when they need money. Don'tcha worry, they'll be rattling their can, n hitchin up their shopping carts pan handling in no time "Beans, beans as far as the eye can see!" "We'll sell you a limited edition numbered coin!" "tee shirts with pictures, and colors, the works!" just you wait. They'll be getting their newspapers and squirt bottles n washing windows aggressively in no time.
  17. Whelp that was fun while it lasted. You're right.
  18. The interesting thing with this is bascially you start getting into fighting game territory. Maybe Donkey-Knights have a really strong forward, and right slash, but have garbage back slashes, and left slashes. Maybe Donkinotaurs have super strong back slashes, and side slashes but aren't good going straight on. Or gear suddenly affects the animation in an interesting way maybe your right arm is less heavily armored and you're cutting frames off your swing, sort of like a demonsouls dodge roll being affected by weight. Stuff like that. Then instead of weaving abilities onto static action bars you could have abilities that are tied into states. "Side slash activated"->"side slash abilities toggled to be available" now you have one maybe a few moves that are static throughout all your junk, and maybe act as breaks or as special animations in n of themselves, but you have a ton of variable abilities tied down into just a few key button slots, where your dominant hand would rest more easily. Like a home key row...or on a legit gaming mouse with binds..
  19. Yal should be excited to rake in that asian market, #moremoney of course...there are flaws. devs listening to people with better internet...and designing for that instead of the hodge podge monopolized mess our infrastructure is....but thats probably not going to happen...right?
  20. The attack ability changes with the direction you're moving. forward, right/left strafe, backing up... Move backwards? the ability changes to the "backing up strike" moving to the right? "right sided sweep" moving left "left sided sweep" moving forward "lunge".... Now you've got movement-directionally toggling the ability between states...now have abilities that move the character certain speeds, or increase player speeds... Now you've got an ability that toggles between speeds, and directions. You've got the swift runners buff? Well now you do a charge forward, a roll left, a roll right, and some sort of backwards movement break/block. Now you've got an ability that toggles between states based on directional movement, and speed, and thats 1 ability. I'd like to call it "auto attack".
  21. Something that seems semi realistic, with sort of the demon-souls style of realism. Kind of grungy naturalistic textures, and such. Just cuirous.
  22. WoW+F2P screwed with the market, and player expectations, and now we're in a weird state of mystery again where we don't know what formula works real well, but we generally know that you can carve out a niche at least reasonably well if you put the work in. Generally speaking I think a fair few mmos would've done fine if people'd stuck with them, but people didn't, and they didn't get the capital they needed to finish their end game content, and generally failed to become full products...speficially in mind is the warhammer fantasy mmo. Great world building, good classes, just needed an end game, and time to iterate on balance. People didn't stick with it, and that's not their fault nessecarily...although they might have gotten a true wow killer in time....time didn't happen. Wow had a lot of time being a first-point of entry to the genre for a lot of people, and did really well because of it. LoL became the first point of entry for a lot of people into the moba scene, and did well because of it. Generally I think that's the crutch a few of these games didn't adjust for, and because of it they didn't make it to the finish line... Wow being the monster that it is now, even though I consider it a dead game, its still killing games off, in its undead lich form...just because its canibalizing the 'new' mmo-first-experience-guys...and imo WoW has gotten more boring after the first expansion so it might be tainting expecations "oh this is an mmo? this won over the market?" "screw mmos then".
  23. Now thats a magpie for ya. I'll agree that ranger probably means they want that LoTR sort of blend of fun stuff. Ranger could very well be the melee+ranged hybrid with the stalker being more focused on range+escapes.
  24. I really like the ramshackle kind of bundle of sticks amazonian bazaar sort of cobbled together town aesthetic. You know, that rushed together cheap-o, cobbling together of humanity...competing to make it in the big city market, and holing up wherever there's space. ...I hope you guys don't go all in on grand 'fresh' architecture. I know we're the gods heroes or some such, but maybe you could put in for some "take as many as you can" sort of save the masses lore, and make it work. Also just in general Demon Souls, and those sorts of games, had really cool 'godly' architecture but it wasn't shinny gobsmacking stuff, it was really cool old 'venerable' forts n stones and such. I hope you guys can make that a style that works in your game...to an extent and put it into the options for EKs.
  25. I ate too much. Now my stomach is swol, and I've got the gurgling grumble gut.

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