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CopperStall

Testers
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Everything posted by CopperStall

  1. I loved the little 'jetties' but I did have one suggestion: if you move the small piece of wall forward to the front edge of the jetty then the defender isn't horribly exposed when on the jetty. They lose the easy forward line of sight (LoS) but they keep the side LoS and are way less vulnerable. The loss of the easy forward LoS could even add interesting play since then full LoS on a jetty would require a defender on each neighbouring jetty so they could get LoS on their neighbours front edge as well as their own side edges. Food for thought.
  2. Noooooooooo!!!!!! My Guineacian NEEDs the Mr T Discipline! Oh god, the horror of his unadorned neck , his mohawk will just look silly, now
  3. I want every 3rd treb to fire Assassins so they can get some height on their glide.
  4. Great post. Good to clarify expectations early. Approach seems like the best way forward. Looking forward to watching the exploration
  5. And this reply separates the whiners from anyone who might actually have real concerns. Every whiner after that post goes *plonk* in my mental filter folder cause they obviously can't be taken seriously. I might give a pass to 1 or 2 shortly after due to post race conditions but otherwise: whiner exposed. Edit: OK, read after this post and the response was pleasantly non-whiney. No *plonks* required. Kudos
  6. Good description. The other thing I like to point out is that software dev is only deterministic in the most well-behaved and mundane end of the field. The determinism fragments for every innovative feature you add.
  7. Sweet. I though of exactly that kind of thing when you mentioned that's how they block. My specific scenario was to have my Lumberjack Commando (aka Guineacian Combat Engineer) dig trap tunnels along the enemy's front line that people won't fall into unless they weight a lot...like say a knight engaging their block
  8. Yeah, they are doing a great job. I've had a similar experience with Star Citizen for the community involvement aspect. The details are very different, of course, because they're targeting different game-play styles etc but they are both passion projects with a solid plan of community involvement. I'm especially a fan of the fact that ACE has already established that they are willing and able to say "No". The big risk with involving a community this early and this strongly is that either special interests will corrupt the game vision or it will fall into design by committee. They have shown that input is welcome but that they are the final decision makers and the vision will stand. Kudos, ACE
  9. One possibility: maybe have a ranking system based off of only likes from ACE staff? This avoids all the rank-boosting exploits I'm aware of. It would add its own problems but it's an amusing concept.
  10. Ideally I like the idea of the land not respawning directly since that would prevent digging moats or other fortifications and/or traps. A way to balance this would be to not have the digging remove dirt, etc, but instead move it around and/or compact it. If you are digging through something soft enough you could compact the dirt out of your way. This would leave an open tunnel behind you and 'upgrade' the hardness of the walls of your tunnel as you jam the material you dug up into the walls. If you are digging through something that won't compact then you are stuck with moving the tunnel scrap behind you to either block up the tunnel or be carried elsewhere. This would tie in nicely with different digging speeds for different materials. Copperstall
  11. Also, your Archer will either need line of sight on their target or will have to arc the shot and cope with the time delay that produces. Copperstall
  12. Perhaps someone could start by translating some of the promo vids? Could you prepare the vids with the spoken portion removed so they can dub in their equivalent language with the same music/effects? If you provided a link in the international portion of the forums and/or through Pann then they could get a big jump forward on spreading the word by having semi-official promo material. Don't know if that's practical but worth bringing up. CopperStall
  13. This is why open alpha is so useful. They can adjust it early and as often as necessary instead of having to commit to one approach and hope it works out. That has to be balanced with sticking to their vision instead of design by committee but they seem to be willing to say "No" so I'm pretty optimistic about that. CopperStall
  14. This is a useful topic to discuss. You might also be able to mine a similar thread I created a while back for ideas. http://community.crowfall.com/index.php?/topic/5644-minimum-alpha-content/ CopperStall
  15. Personally I want my Guineacian to have a pet monkey and ride a tiger. CopperStall
  16. It's closer to the story of Phrixus. Admittedly there is an argument that those two stories are inter-derived. If you want to compare it to the bible it would be a hybrid between Abraham/Isaac and Job. CopperStall
  17. Dammit! Now you've gone & tempted me. CopperStall
  18. I think these 3 together hit at the core point: If it is possible to have buffs always on then anyone who doesn't make the effort will essentially be walking around with a debuff. This is a PvP game so that will directly translate to success/fail rate. The way to keep buffs relevant is to make it simply impractical to have them always-on. Several suggestions have been made by myself & others about ways buffs could still be useful and tactical. If they can be always on then that becomes the new "base character" and anyone without them is "self-debuffed". Suggestions so far: - concentration-based buffs (still bot'able but can be disrupted by stealthy/ranged attack on bots) - very short duration with long cooldown (ie 5-second shield with 60 second cooldown blocks 50% damage for 1 friendly) - usage-based buffs (ie fade with use not time so frequently used buffs need frequent refresh) - gear as only long-term buff (implicitly includes artifacts etc) Food for thought CopperStall
  19. I've always seen spells as innately short duration or difficult to maintain. This is both thematic and encourages tactical thinking. Long term buffs would thus require either an innate weakening of a support character (is concentration limit) or an enchanted item. A third type of buff could be a 'charge' which fades with use. For example a Jump spell could give you the ability to super jump twice anytime in the next 5 minutes. A Shielding spell could provide 50% damage reduction for the next 5 attacks that hit you. If you link the duration to usage then you add planning to their use without an arbitrary burden of watching a clock. Copperstall
  20. Note that hovering is exclusive to the very very small. It is insanely energy intensive and scales horribly with body size. Insects? Easy. Birds? Only if they're small and specialized. Human-sized? Laughable. Even flying people is pushing credulity. Gliding is reasonable; sort of super-charged wing suits. Maybe a huge effort could produce a small amount of lift but the primary way to fly would be to jump off of something tall. Simple gliding is still incredibly tactically valuable. And seriously fun and cool. Pop out your wings and you can slow and aim your fall. Copperstall
  21. This is something that I'm interested in, too. It would be useful if there were 2 levels of fealty/kneeling: per-campaign; and overall. If this kind of linkage was working then it really would be more like Game of Thrones I could be working closely with a guild on one server in an viscious war on one Campaign while indifferent to them on another campaign while actively hunting down their scouts in a 3rd campaign. Remember: everyone will have access to 3+ simultaneous campaigns so allies on one world could easily be enemies on another. This would be the game analogy of real-world fealty complexities where nobles were allies on one side of a bridge and enemies on the other side. CopperStall
  22. Uhm, I think there are many other things they could do with an extra $10M that would add way more the game than some toon options. Seriously, though, your point is well put JTodd. This type of thing is likely to be one of the harder things you'll have to do as the game goes on: saying no to people with not-unreasonable points making requests that simply aren't practical. Kudos on passing your first test And Kudos for managing to articulate the reason well. CopperStall PS Here's hoping you end up with at least a small version of the Star Citizen problem: funding outstripping your original plan so much you have to re-evaluate your definition of what is practical
  23. Damn that sounds like a fun ability: Ice Walk. Walk through solid ice like it's water. Could be very tactically useful and thematically fun. Have it burn mana at first, then stamina when that runs out, then health. There would be quite a few bodies buried in ice from the careless or desperate Copperstall
  24. Yes. But an important thing to keep in mind is that if they have a good grip on what they want to do later then they can prepare for those features. You can save a lot of work on future features if you know what you want to do going forward. CopperStall
  25. Now, now, don't be in such a rush to split everyone into categories. Some of us fit both of those criteria CopperStall
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