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DFDelta

ACE Development Partners
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Everything posted by DFDelta

  1. Agreed to this. Personally I picked 12v12 because that (10 to 12 people) is around the size my own group is, so that will be the combat we will most likely be aiming for (I don't count us rolling over significantly smaller groups as "combat".), but we're planning to sit around in the faction based campaigns so 20v20 and 100v100 as part of a larger "army" are equally important to us. To that other debate, skill of a group has nothing to do with its size. That depends completely on organisation, recruitment standarts of the group and when the group is big enough the talent of its
  2. Which still doesn't give a lot to work with. The closest I can come up with are DaoC and Warhammer Online as games that feature sieges and fun large scale PvP. (I actually gave them a 20% likeness or so, the highest of all) Next would be Eve Online and Ultima Online, both as player driven games where loss is something permanent, PvP is a constant danger and delicious loot you steal from your victims. That is about as much as they have in common (I gave them 5% or so). The rest has lower percentages then that.
  3. The survey was weird towards the end. I have no friggin' idea how I am supposed to rate how much DaoC, Ultima Online, Eve Online, Mabinogi: Heroes (Vindictus), Warhammer Online and Guild Wars 1 are like each other, except for "they are all games and online". Or how much they are like crowfall, which is an even weirder question considering we have not yet had any chance to play, see or even make a good guess at the completed game, so answering that question doesn't make any sense at all. Except for those weird rating questions the survey itself was rather good and fun to answer.
  4. Assassine is gut, gefällt mir persönlich besser als Meuchler(in)
  5. The best thing about vanilla and BC era WoW-PvP was how easy it was to break. I have very fond memories of playing a protection paladin in alterac valley and reflecting more damage onto my attacker on each block then the average level 60 rogue had as total health. I think I made it to military rank 8 or 9 in vanilla without ever really attacking anybody. In BC with abusing druid tank gear, a very weird talent allocation and dodge trinkets you could create rogues that were actually the next best thing to permanently immune to physical damage. Good times.
  6. In einem Newsletter von Star Citizen hatte Chris Roberts Werbung für euren Kickstarter gemacht -> angeschaut und eingestiegen. Vorher gespielt: Ultima Online 4 Jahre Ragnarok Online 4 Jahre DAoC 3 oder 4 Jahre EVE Online 7 Jahre Plus noch ein paar dutzend andere mit weniger Spielzeit.
  7. Lol, watch me flailing at the empty air at the end, looking like a moron. Not my best moment I guess. Still, well played. You got all 3 of us.
  8. For some reason I really, really enjoyed The Wheel of Time (actually gone over the entire series of doorstoppers 3 or 4 times), despite Jordans clothing fetish and sometimes weird style of writing, and also despite the fact that about 80% of the cast are really punchworthy douchenozzles. And then there is Egwene, one of the most punchable characters in literature history. Also liked Trudi Canavans "Kyralia series", especially the magic system she used in them with mages casting spells essentially from hit points and turning into pocket nukes when killed (or not so "pocket" if the mage in q
  9. It is actually not that large. It seems slightly longer then the size of a longsword (around 110cm blade, 25cm hilt), which is mostly used as a two handed sword but can be wielded one-handed (though it is a gripe to swing around that way. Believe me, I tried. But then again, I'm no trained fencer either). The blade looks a bit broader and thicker then it would be in real life (at least from the videos I watched), but I'd file that under rule of cool and I'm perfectly fine with it. At least it is not the lenght of a Zweihänder or polish estoc or something JRPGs and anime come up with.
  10. One of my favorite videos from the best fps ever created by man: https://www.youtube.com/watch?v=g7RstH423lw
  11. Friendly fire and player collisions are things that are greatly beneficial to the smaller groups. Friendly fire is already a fairly large advantage for smaller (and especially higher skilled) groups, for rather obvious reasons I'd say. Collision will also be an advantage to the more mobile group, let alone that you can't cram an unlimited number of players into a defensive position without them getting into each others way. Lack of firehose healing is another good thing. You (hopefully) can't simply spam enough AoE heals to turn your zerg invincible to anything that is not a one-hit (
  12. Crowfall (duh) for my PvP itch. Star Citizen for spresskraft pewpew. Tree of Savior because I loved Ragnarok Online back in 2003-2007 and it basically is what RO2 should have been. Everquest Next for my more classical MMORPG needs. ...thats about it. Also following Camelot Unchained and Shroud of the Avatar, but they have not really convinced me yet.
  13. Hard CCs, like stuns, sleep, knockdowns or whatever else they have been called over the years, basically everything which turns a player into a spectator, should be rare and very short (think one second maximum). There is (almost) nothing more annoying then being forced to watch the game you're supposed to be playing. Microstuns (very short stuns, like 0.1 seconds, but applied very fast or often) get a similar treatment, because while they are easier to play against then normal stuns they often manage to be even more annoying. CCs that only remove part of your abilities are better, but sh
  14. Yeah, we were thinking about doing the same thing. Sadly there are way too many people near us whom we don't want to get hurt by our wandering dinos. There are a bunch of independents at the rivers around our cave that we have various agreements with (basically no looting each other and warning each other if someone sees anything that looks like a foreign war party) and the coast near the 89/36 water cave holds several forts and dino pens of our spanish friends who supply us with oil and pearls while we drown them in metal and crystals. Having those supply runs stop because of an accident w
  15. Wandering + aggressive is a hilarious combination. We have had something similar happen to us once, only with raptors. We live inside the cave at 68/56 and have a bunch of lv50+ raptors on wandering and aggressive inside, so that anybody who breaks the outer metal gates gets a facefull of angry snarling dino. One day someone forgot to close them after returning from an expedition and while everyone was busy inside processing the materials he brought back a few of the raptors wandered out there slaughtering everything. By the time we realized the "Sawa killed ..." and "Rawa killed ..." me
  16. Yeah, the missing caps on characters/dinos make for hilarious "balance". It works fine that way in low levels, but once you get past 30 it braks so hard... My brother has put every single point into movement speed and he is so fast now that he can move from the southwest corner of the island to the northwest one in less then a minute. He also can't move further inland because slightly bumpier terrain then the beach makes him fly into the air and die on impact. Makes for a hilariously OP sniper though. The frenchies on our server had an "unkillable" (it was actually named that) lv 50+
  17. Well, not hitting your allies with your AoE effects and correct placement of long time area effects is what I'd consider "basics of character handling". If someone keeps hitting more allies then enemies he is doing something wrong and should rethink his career plans
  18. (I hate doubleposting, but whatevers) The local frenchmen on our server have snuck in at night and killed all our dilos, they even killed my favorite pet dodo Nugget the IV which was on passive in the dilo court. Strangely they have ignored the carno stables and both air hangars. In return we have leveled (as in, destroyed the foundation) their dodo egg farm, killed their dodos and placed a metal sign where it used to stand reading "Remember le Nugget". We have also dragged a guy who was sleeping with the dodos off and locked him into a hastiely built 1x1 "house" on the other side of the
  19. Only bought Valkyria Chronicles yet. Already had everything else that was interesting and on sale. (I actually have VC on PS3 already, but the PC version has the DLCs, too, which I lack on the Pony Slaystation, so I got it anyways.)
  20. Yup. All explosives need a nerf in my opinion. They are generally too easy to craft for how effective they are. Heck, I think they could completely remove them from the crafting system and make them rare drops from purple or higher beacons. While I appreciate it being able to blow through several walls and completely empty a whole base in 5 minutes flat, I also think it somewhat takes the fun out of things. They're fine on hardcore servers because they need a high level to craft, but on the servers without permadeath we will soon be flooded by armies of explosives spamming raiders and a
  21. I'm playing with a group of friends on one of the EU servers. We have a rather large fort that has a "Dilo-Gate", labeled as such with a billboard right next to it, on one of the sides. It is a behemoth gate with nothing except a small courtyard filled with around 15 angry high-level Dilos. We are haveing a lot of fun with that thing. Yesterday evening we were hunting hobos naked players near our fort with tranq arrows, dragged them in front of the gate, fed them some stimberries and told them in the voice chat that we hoped they could run fast, because "we will release the Dilos!". Which
  22. Star shaped forts are awesome and very useful. That design looks more interesting then the usualy "simple" block, not to mention it is much easier to defend since firing arcs for the defenders are much better. My birthplace used to be a city sized version of it a few hundred years back. (Just for a reference, it takes about 15 to 20 minutes to walk from the southern gate to the center of the top star.)
  23. First promotion focuses on heavy ranged fire based nukes. The classic big fireballs and burnination DoT effects. The second one should focus on battlefield control. Flaming walls, area of effect spells, mass knockback fire waves. Probably even limited support, a channeled spell that makes a friendly burst into flames and deal damage oder time to his surroundings would be hilarious.
  24. Agreeing with the light cavalry/heavy cavalry. One promotion that increases mobility and focuses on throwing weapons, with lances as backup. Throwing spears would also fit with the theme considering of how fond the early romans were of their pila. Make them shorter ranged, somewhere half between "real" archery and melee weapons with a bonus against heavy armor or armor piercing effects. The second one would be heavy cavalry that focuses on melee with polearm type weapons or (limited) sword and board.
  25. More importantly HOW do you expect a Minotaur to dodge your hits?
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