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Everything posted by Brokienheart

  1. totally looks badass. For someone who hasn't yet committed to a specific archetype, this definitely puts weight down towards rolling out a druid type.
  2. A couple things to note that will help you out when first starting. Note, I prefer Ironman mode as it forces me to attempt to play better. I tend to be a reset fiend when things go south. -If you choose Ironman, like me, it can become unforgiving. Sometimes you'll be at point blank range and just totally miss, which gets frustrating. Also, unlike the first XCOM which is much more forgiving if you take your time, this one really presses the urgency of the mission. -if you like naming your soldiers, find multiple naming plans. I generally go with friends for some and borrow GI JOE names for the rest. -in the game you get multiple drops that will give you bonuses upon completion. I tend to favor Rookies as a few bad missions can wipe out your roster. Where X-Com made keeping soldiers easier, and research of equipment was quicker, this one seems to take longer to get good gear as you are often pressed to balance overall mission vs. survivability. Rotation of soldiers is key incase a mission goes south. -Finally, make your own door. Set up on a side of a wall and blow it in Rainbow 6 style. Better field of view for soldiers and better setup then door stacking. Hope that helps.
  3. Brokienheart

    X-Com 2

    Most people most about MMOs, but what about other games? Picked it up when it came out since I've been a fan when I played the original on the Playstation (should have kept it, it's a pretty rare game to find in Playstation format.) I generally play Ironman mode as I am a chronic resetter. Needless to say I have lost quite a few times, but I love the idea and setting. Quite refreshing compared to the reboot and the original. Anyone else playing?
  4. I would direct you to check out some of the posts in "News & Updates" to help get caught up to speed. There is also a pinned post in the "Community Questions and Answers" that links to all the FAQs. Those will help bring you up to speed.
  5. I do understand what you are suggesting, Candesious. However, I would direct you to THIS wikipedia page. Business theory and planned obsolescence is a key component to any sort of continuous capital. A 20-25% decay reduction also mean a 20-25% reduction in the amount of items needed to be made. Less items needed to be made means less overall crafters who play. It ends up not being a profitable business model as people with nothing to do/with no needed job don't play games. In the end we agree to disagree. This is the last I will post about item decay here.
  6. I think it's been stated as much that it WON'T happen. I would be actually disappointed if they did carry over.
  7. Because the whole idea of CF economy depends on item decay and having to replace broken equipment and weapons, this is actually a game breaking idea. If you look at MMO history, what broke crafting in Ultima Online was (it's been a while since I played) the Age of Shadow expansion. With the expansion came a little piece of paper in game, that when combined with a weapon or armor, more or less permanently bound it to your account. This in essence broke crafting as need for items became less and less. I honestly quit shortly after, so I don't know if it was ever addressed or fixed. Edit/addendum: I could be wrong Tyrant would know better. Time and age fuzz the memory. Moral of the story: Some game systems should not be mucked with.
  8. Didn't even real OPs full text, haha. Yes...handing out permits is a terrible idea. Rediculous actually. However, the belief that there won't be EKs that are massive trade hubs is hard to believe as well. Most that are even populated will be guild based, however, there will be quite a few that exist as markets. Unless I missed something that came out recently.
  9. If you pause the video and look at the archetype tree and count the abilities I am guesstimating about 20ish abilities can actually be used (including the proficiency builds). Some of the skill tree (especially the initial ability) seem that they will consist of attribute skills (health, attack speed, etc.). The general skills, hard to guess, but I'll take a swing and say they will consist of resistances and the like.
  10. I'm sure if gates and large doors work the same in CF as in Shadowbane where they are limited to who can open them, it won't be that hard to limit people to where they can roam.
  11. The Path of Exile and FFX in me is super pumped about the number of skills. Like most people mentioned though, the planner in me really makes me pause and worry. Hopefully all of the skill trees will be posted at some point to allow for some planning and processing what is important.
  12. If I remember correctly, late Shadowbane had resources nodes that were "gathered" by NPCS that would have to be defeated in order to claim the spot for your guild. The problem with having to gather every resource and do all the work is that you are developing a game more like RUST and ARK which are fun to play, however, the game forced you to focus more on resource gathering than anything else. I'm not opposed to doing some gathering, however, I don't think that it should be the majority of what every player does (unless they wish to). I am not opposed to a little bit of automagic.
  13. Honestly any guild worth their salt will have some sort of voice chat plan. Example: If I'm in a pinch in Shadowbane and need an evac/summon and I have to ask via guild chat, I've done it wrong.
  14. Forums I'm sure will play a big role in this. Already in guild recruitment there are a few guilds looking to create a market EK. Secondly, in God's Reach and Infected CWs word of mouth will spread as factions will be banding together. A guild that treats you right trading in a CW will definitely be one worth visiting in the EK.
  15. I wonder if it's more the ebb and flow of how forums like these go. I hopped in a little bit late here, but my understanding was there was a large "carebear" pop. before the pvp pop. moved in. In a game that is pre-alpha there is only so much to talk/argue/criticize/debate about before you pause and take a break, come back in 6 months and see what's up. How many fully "left" and how many are sitting dormant is anyone's guess.
  16. Disappointing, yes, but I feel the reality is it's not an easy thing to fight. Personally I saw Blizzard's switch from boycotting it in WoW to allowing it built into Diablo 3 shows that even a large company has trouble trying to fight it. Unfortunately, imho, as a smaller studio has to balance the man-power and monetary resources they have vs real money economies. If we see it become a large problem I wouldn't doubt that their stance may change, but as of now, I just think it's not going to be easy to divert resources towards RMT.
  17. A genius part of the CW is that online maps will be obsolete after a set time. How much one will learn from them is negligible. I remember in UO map making was a skill one could learn. It would be a fun skill to bring back.
  18. Granted in the heat of PvP combat, lore sort of gets thrown out the window as survival takes over. However, that said, I think lore is a very important aspect of any game and can become quite compelling. Should it be a deciding factor in everything you do, no, but by exploring the world you are essentially exploring the Lore of that game as well. Compelling lore can make the entire game feel much better than the alternative. Loose/no lore games just seem to be half hearted.
  19. I think that we all understand that espionage is important, especially in a game where at the end of the CW, there are winners and losers. The idea of changing one's identity in an MMO (though I could be wrong) originated in UO when one could use a special item to disguise oneself as a random NPC with a random NPC name. That system won't work mostly because there isn't too many NPCs just waltzing around the game. I also feel allowing a system where players could alter their names using an ability may cause, not only unforseen issues down the road (player griefing being a chief concern), but also system and development wise I think there are better ways to handle it. I would be more apt to support something such as when you join a CW you create your moniker for that campaign as it would give anonymity for those that regularly specialize in the clock and dagger, but I feel a timed skilled would in the end be sorta useless. Example as a timed/activated skill: Brokienheart is a spy for guild X and infiltrates guild Y and joins them using said skill to hide his name. Whenever Brokienheart logs out or just logs in the skill is no longer active and therefore his name reverts back to Brokienheart...which is super suspicious as guild Y has run into him in the past. In the long run, espionage as a type of skill or ability is more just a cool party trick (like the Silence skill in Shadowbane that literally silenced your ability to chat in game) and less of a long term useful application. There will always be means of Espionage in a "throne war" type game...it just depends on how innovative you get within the game's mechanics.
  20. Love the "Fly on the Wall" video, hope to see more of them. City building was always a cool aspect of Shadowbane and being able to customize your city/fortress/etc would be super cool. When they were talking about having someone else building something for a player or the option to see how it was originally built, I thought to myself, "Self, it would be interesting to be able to create or save blueprints that yourself or players could follow for the future." Even being able to somehow "green screen" laying out a blueprint before laying out all these pieces would be super helpful. Nothing was worse in games like RUST or ARK where you would build a set of walls, only to have to tear them down because you messed up somewhere. I think being able to see and run through a layout before implementation would be huge to planning and design.
  21. I won't be as kind. People look here, this isn't Dundermifflin (I'll edit myself, thank you) reddit, or 9gag, facebook, tumblr, or any other foolish site that uses titles like such to draw attention. If you need to be that dramatic, do it inside your post so we can properly rip on you for your lack of understanding and ignorance. The title is stupid, annoying, pointless, and an attempt at attention grabbing...like all the emo kids back in the early 2000's. Don't be that kid guys...that kid is 10 years past their sell by date.
  22. It will be some Vessel in the graveyard crying, "Nobody wanted a Charlie in the box, so I had to come here!"
  23. Just a humble player here and my two cents, with a game that has been around as long as EVE it's a boost, especially for new players. That said, I wouldn't expect to see something like this in CF, at least not on release. Let's get to "skill rank 1" before looking to get a jump to "skill rank 10."
  24. Remember too though that the store is more a function a la Star Citizen, things to buy that will overall fund the game. I'm not too worried that the items bought now will make a huge impact down the road. I wouldn't be opposed, however, once the game is live to see a store more akin to Path of Exile where it becomes more and cosmetic purchase than a game breaking one.
  25. You're welcome. Another thing to look at are the three core people, Walton, Coleman, and Blair. Their three MMO children: Ultima Online, Shadowbane, Stare Wars Galaxies. Look those up too, find what their systems were like and you'll find a lot of inspiration from those games.
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