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Septimus

Testers
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  1. Haha
    Septimus got a reaction from JamesGoblin in {Ooc} Rp Forum Rules...   
    I gasped when I read the words "Red Dragon Inn" That was my first experience in online rp. Man, those were the days. I remember covering the modem to try and muffle the noise to sneak online at night. One month I wracked up a huge internet bill as unlimited wasn't available yet and got in soooo much trouble. Worth it though.
  2. Like
    Septimus got a reaction from doc gonzo in {Ooc} Rp Forum Rules...   
    I gasped when I read the words "Red Dragon Inn" That was my first experience in online rp. Man, those were the days. I remember covering the modem to try and muffle the noise to sneak online at night. One month I wracked up a huge internet bill as unlimited wasn't available yet and got in soooo much trouble. Worth it though.
  3. Like
    Septimus got a reaction from Keaggan in Mouse Invert   
    I second this.  I needs mah Y invert!
  4. Like
    Septimus got a reaction from Chrissy The Blesser in Who the hell is Jamesgoblin   
    JamesGoblin's likes are like warm marmalade melting way the despair of cold, dry pancakes.
  5. Like
    Septimus reacted to Savevsdeathmagic in Concerns about the 'Crows and Vessels' System   
    Roleplaying as an immortal soul taking a mortal body for a short time to wage a war against minions of other gods an an attempt to capture resources and souls before the world is devoured... how is that not an awesome premise as opposed to the standard D&D-stuck-as-a-single-character tripe that has gone on for decades?
     
    If anyone if complaining about the role-playing possibility of this game, they are not very versed at roleplaying.
  6. Like
    Septimus reacted to ThePaulineIndex in Concerns about the 'Crows and Vessels' System   
    From your RP standpoint constant body jumping dissolves identity, from my standpoint it's yet another character trait. Whether a crow stays in one body to the best of their ability or they jump around tells me about that crow.
     
    Why is the first crow so attached to that body? Has it been through an emotional time with it that it wants to remember? Maybe having one body helps to remind them of a time when they were mortal? Do they miss their mortality? Do I miss my mortality?
     
    How about the crow who jumps? Why do they want to constantly change? Are they afraid of commitment? Do they simply change because it's useful to? If so I wonder how utilitarian they are. Would they sacrifice my trust if it was for the greater good in their eyes? Can I trust them?
     
    So many possible questions and so many possible answers from the simple act of body jumping or not.
  7. Like
  8. Like
    Septimus reacted to Falmore in Aiming is hard.   
    Yes aiming is hard, however that is one of the things that pleased me the most about crowfall.
     
    Aiming is supposed to be hard its an action based combat system, personally I would not have lasted more than a few months in the full game if it was tab targeting I find that kind of gameplay extremely boring.
     
    However I completely agree that there fps and connections need to smoothed out but that is all optimization stuff that will more than likely come in time. Other alpha games like ARK: Survival evolved had optimization issues when its alpha came out but not so much anymore.
  9. Like
    Septimus reacted to infraction in Animation locking discussion/poll   
    They did mention in the AMA they did that quicker pacing of animations was definately a thing that was going to happen.
  10. Like
    Septimus got a reaction from vucar in Aiming is hard.   
    No auto-lock please!
     
    Even with the wonky movement and lag, I was enjoying the heck out of Confessor and actually having to aim and lead the target.
    I also enjoyed being able to sidestep fireballs being hurled at me.
     
    It will get better with optimization.  
     
    Having to aim awards player awareness and skill, and helps in making people think on their feet. Many times playing if I would of gone full combo on someone, it would of missed.  I found myself not having one set rotation at it was great.  
     
    Target locking awards gear stats and button mashing of the best rotation for that given class.
  11. Like
    Septimus reacted to Vunak in Animation locking discussion/poll   
    Animation locking is something done with tactical play in mind, to create weight and consequence behind your actions. It creates gameplay that is ability situational, rather than ability rotational. Sure there will be an optimal rotation for each archtype no matter what, but those optimal rotations will be extremely difficult to pull off in a properly done animation lock.
     
    With that said, Crowfall is taking animation locking to an extreme.  If Crowfall is taking TERA and Wildstar as inspiration for combat mechanics then they need to take inspiration from the best parts of them, and right now it doesnt feel like that is the case.
     
    TERA and Wildstar both are very heavy on movement and being able to react to your opponent in one way or another. CF doesn't have this. The highest skill play I have seen in CF so far is the ability to knock people back into the hunger at the end of the match. Everything else is rather mash whatever is off CD for the damages and zerg down a target in group play. It feels like a tab target game more than an action combat game. 
     
    ~~
    TERA is a great game to pull inspiration from for combat mechanics. Its one of the only things that game did correctly. Its the only reason people continue to play it today even after the vast amount of slaps in the face BlueHole Studios has done to their community.
     
    TERA is extremely fast paced, induces a vast amount of thought process and has an amazingly high skill cap. TERA uses short animation wind up for each skill with an ability to break just about every animation in the game via a movement skill or another skill that clips.  The longest skill in the game to cast is Fireblast, a sorcerer skill. It takes 2 seconds to cast at level cap with proper gear. Just by comparison the Confessor has an equal to or longer animation lock in just about every skill they have, especially when you use one of their long long long long long combo chains that are very underwhelming. 
     
    Now onto the huge thing that makes TERA so high skill cap. All DPS classes do a ton of damage, even tanks like Warrior and Lancer and now tank stance Berserker do a ton of damage. To counter all that damage each class has short CD I-Frame abilities. You have to be on your toes to dodge a classes huge damaging skills. Getting locked up in a CC chain is death or so close it might as well be death. On the other hand though, if you can maintain your I-Frames you can come back from something and turn it into a win. 
     
    In comparison, CF has extremely long CD I-Frame abilities. Meaning that the I-frame is less important because players have to have a high enough HP pool to tank damage passively, especially without dedicated healers. This is just fostering a very low skill ceiling. On top of all that, having a long animation wind up and then animation cast is not a good design choice if you are attempting to create high skill play. 
     
    Here is something else I wrote a few days ago. 
     
     
    ~~~
     
    Now in Wildstar, movement is key. Everything about that game at high play is about movement and knowing what abilities you can take damage from and what abilities you need to avoid at all costs. Getting CCed in that game like TERA can be a death sentence, especially if your CC break skill is on CD. Wildstar doesn't have any I-Frame abilities. But it also has high player HP pools with a shield bar that regenerates to lessen the overload of damage people can put out. Its a huge passive damage reduction. 
     
    Wildstar is extremely fast paced, arguably more fast paced than TERA, but has longer TTKs because of the shield mechanic and lesser TTK at the same time because Wildstar has no animation lock whatsoever; so in the end they are about equal on TTK. Every skill you fire is instant, aside from the charge skills and can be broken via another skill or a movement ability. There was only one class that was animation locked at launch and it was the Esper. That changed because Esper was extremely underwhelming to play and just didn't fit into the scheme of how fast paced and movement heavy Wildstar is. 
     
    ~~~
     
    It seems like CF is attempting to take the worst parts of both and mix them to create this Frankenstein monster of combat. But something about both of those games that CF doesn't have at all is fast paced. CF is extremely slow in comparison to those two games. And it is going to hinder this game so long as it stays the way it is.
     
    A side note: 
     
    I think the combos are a bad choice. They are attempting to make more abilities with less buttons, I get it. But I think that is the wrong route to go. You are predetermining the proper rotations while the players themselves should be the ones to come up with that to create their own style of combat for each class. I've said it before with Wildstar, TSW, GW2, ESO etc. and I will say it again. Limited Action sets are a horrible idea.  
  12. Like
    Septimus got a reaction from JamesGoblin in Would you like a Hard CC or Soft CC combat system? Discussion/Poll   
    I prefer a mix, but don't like a lot of hard stuns, long stuns or chained hard stuns.
    I like to have control of my character more than not, but a stun as more of an interrupt is fine.
     
    Some MMOs have full out stun locking with no way out of it - I have been hard stunned in another game for 30 secs before - this is no fun.
     
    The reaction abilities like the confessor jump back up when getting knocked down are good and don't make it so devastating.  I was more worried about being blinded than getting stunned / knocked down.
     
    Having both, but having the hard stuns be scarce, or ways out of them, expands the variety in tactics of combat.  Just keep away from having everyone chain stuns on the same target.
  13. Like
    Septimus got a reaction from laelia in Would you like a Hard CC or Soft CC combat system? Discussion/Poll   
    I prefer a mix, but don't like a lot of hard stuns, long stuns or chained hard stuns.
    I like to have control of my character more than not, but a stun as more of an interrupt is fine.
     
    Some MMOs have full out stun locking with no way out of it - I have been hard stunned in another game for 30 secs before - this is no fun.
     
    The reaction abilities like the confessor jump back up when getting knocked down are good and don't make it so devastating.  I was more worried about being blinded than getting stunned / knocked down.
     
    Having both, but having the hard stuns be scarce, or ways out of them, expands the variety in tactics of combat.  Just keep away from having everyone chain stuns on the same target.
  14. Like
    Septimus got a reaction from Drenath in Wed Nov 25 - Bugs, anomalies and tech issues FEEDBACK   
    Mouse sensitivity is fixed - thank you for that!

    I will echo the jittery movement.  Random turning left and right, but only when moving normally, never during Sprint or movement based abilities.
  15. Like
    Septimus got a reaction from mikesrevenge in Wed Nov 25 - Bugs, anomalies and tech issues FEEDBACK   
    Mouse sensitivity is fixed - thank you for that!

    I will echo the jittery movement.  Random turning left and right, but only when moving normally, never during Sprint or movement based abilities.
  16. Like
    Septimus got a reaction from Immerse in Would you like a Hard CC or Soft CC combat system? Discussion/Poll   
    I prefer a mix, but don't like a lot of hard stuns, long stuns or chained hard stuns.
    I like to have control of my character more than not, but a stun as more of an interrupt is fine.
     
    Some MMOs have full out stun locking with no way out of it - I have been hard stunned in another game for 30 secs before - this is no fun.
     
    The reaction abilities like the confessor jump back up when getting knocked down are good and don't make it so devastating.  I was more worried about being blinded than getting stunned / knocked down.
     
    Having both, but having the hard stuns be scarce, or ways out of them, expands the variety in tactics of combat.  Just keep away from having everyone chain stuns on the same target.
  17. Like
    Septimus got a reaction from JamesGoblin in Who the hell is Jamesgoblin   
    JamesGoblin's likes are like warm marmalade melting way the despair of cold, dry pancakes.
  18. Like
    Septimus got a reaction from puddledux in Mouse Sensitivity Slider in Settings   
    It seems the slider does nothing to actually change the mouse sensitivity.  Tried it on 6, 2, 5, 1 and 10 - I experienced no actual change in game and it was always way to high. 
  19. Like
    Septimus got a reaction from Caenth in Tues. Nov 24 - Bugs, anomalies and tech issues FEEDBACK   
    I did not, didnt know that was a thing
     
    edit: Happened again, and hitting ALT totally worked.  Thanks!
  20. Like
    Septimus reacted to Sciocco in Warcraft Movie   
    Looks alright, planning to watch it either way. I really just hope it does well because I enjoy some of the later stories in WC lore more. I also would love to see my Banshee Queen. I'll never play WoW again, but Undead will remain one of my favorite MMO races.
  21. Like
    Septimus reacted to cemya in Who the hell is Jamesgoblin   
    That sounds sort of Zen...
  22. Like
    Septimus got a reaction from JamesGoblin in Bonus Update: The weekend warriors - Official discussion thread   
    I'm backer 15149, got a loooong wait ahead - but it will be worth it
  23. Like
    Septimus reacted to IamMe in Burrow: Voxel Destruction Discussion   
    I think that is where most people mistake the Duelist. A Duel is not a fight 20v20. It is a fight 1v1 untill death, untill the better one wins. I know somebody will now cry out what I am doing in Crowfall in the first place but this is a topic for another day.
     
    The Duelist should be a, well Duelist, being able to have a slight edge against everybody in a 1 on 1 situation with the right build and training. To balance that out he lacks in group combat easily being tossed around and CC'd.
     
    Duelists are most worth, taking out the backline or key figures in a fight. Like commands or (right now) confessors. They dig under the frontline going behind the enemy crippling them until the main force can break through.
     
    Skirmisher groups, gankers and sappers is the place for the Duelist. Not the front of armies clashing into one another.
     
    *There might be a Promotion class that focusses solely on sapping or explosives and I am not addressing them here. Only the Dueling promotion.
  24. Like
    Septimus reacted to Jihan in Combat: No phake physics - Official discussion thread   
    Shadowclan practiced boxing people in with invisible orcs. Much fun.
  25. Like
    Septimus got a reaction from baerin in No invisibility, just camo.   
    I'm in the same boat as MadLoota - I loved UO's stealth based on movement with a chance to fail and reveal yourself or a chance for your target to detect you.
    Had a thief / fighter character and sneaking up on someone I wanted to try and steal from, or attack - I often would hold my breath in RL and kind of lean into the monitor.... something so simple drew me into the game that much more.
     
    I am in the boat that full invisibility is not bad, but I don't think it should be one button can run around invisible forever.
     
    Some ideas for a skill vs. magic spell
     
    For a stealth skill - similar to the UO way of doing it. You use the skill, have a % to succeed depedning on your skill level. You succeed, cool, you are invisible.
    Others may have some way to detect you as some archtypes should.
    Also - the more you move, the more of a chance you no longer are hidden.
    Stand still - you are good, no "checks"
    The distance you travel - the more you move should have a higher risk of coming out of stealth. Moving faster / jumping increases the chance.
     
    Magic would be pure time based for the spell duration no matter if you stand still or move around. Still let people detect by normal means.
     
    Also - the game will have collision detection - could have it when a stealthed person bumps into a person - they are visible to that person.
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