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squirrelz

Testers
  • Content Count

    13
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Reputation Activity

  1. Like
    squirrelz got a reaction from JamesGoblin in THE UNDEAD LORDS (UDL RISES AGAIN!)   
    +7 to ePeen. Well done.
  2. Like
    squirrelz got a reaction from SlippedUp in What Things Would You Like To See Given There Are No Primary Healers?   
    Just my 10 cents, but I think the overall point (especially if we are being zerg conscious) is that the battle HAS to end at some point. The more damage you remove (i.e heal as opposed to mitigate) the less defensive minded or intelligent you have to be. This is a huge net gain to the zerg force - removes the need for focus and strategy and replaces it with the never-ending recycling of damaged to renewed player combatants. Removal of healing compels strategic (defensive) thinking.
     
    There are a lot of good ideas on this thread (damage mitigation, slow personal heals and reasonable regen buffs sound promising). Keep in mind, though, any reversing of damage is essentially a method of "forgiveness" for failed tactics. Of course at the same time, you have to keep things interesting -- don't want to sit around for 30 minutes before you can become active again. The answer is somewhere in between and hopefully mixed the concepts of 1) home-field advantage, 2) allowing small groups to succeed, and 3) rewarding superior tactics.
  3. Like
    squirrelz got a reaction from RKNM in How Is Crowfall Going To Fight The Zerg Mentality ?   
    If friendly fire and legitimate structural blocking / line-of-sight are a go, that's a great start. Environmental strategy has to be there for smaller groups to survive. Really interested to see how this all develops.
  4. Like
    squirrelz reacted to TragicNumberOne in 03/20/15 - Eternal Kingdoms!   
    Will we have the ability to build arenas in the EK? So we can have some PvP "areas" instead of PvP ON or PvP OFF?
  5. Like
    squirrelz reacted to teekey in 03/20/15 - Eternal Kingdoms!   
    I'm still hung up on the idea that the EK Fealty system is completely separate from the Guild system. The fact that you can swear fealty to multiple Monarchs just takes the Game of Thrones-aspect of the game and takes a huge sh!t on it. At this point, I'd much rather hear about social organization within a campaign. Is organization going to be through Guilds only? Is there going to be a Campaign Fealty system? To me, that seems infinitely more important to the game than 'optional social hubs' (their words). But they've not talked about that aspect AT ALL. 
     
    The Eternal Kingdom for me will likely always be a huge missed opportunity, because I think they've insisted on making it their Cash Cow (selling castles and other stuff). But to do that, they're also making them devoid of risk or meaningful choice.

    If they made the EK apart of the guild structure, and allowed you to attack other Kingdoms to destroy or steal their relics (using Bane-style rules, defenders select attack time)...then the EK could actually be a compelling aspect of the game.
  6. Like
    squirrelz reacted to karetyr in Stalker *fast And Quiet*   
    Murdeer.
  7. Like
    squirrelz reacted to bluddwolf in Pvp 101 - Suggestions From An Old Hand   
    I think it is a great idea to slow combat down, making it more skill based as it relates to your use of skills and combination of skills. Slowing down also means to add fatigue to the combat system, so you can't run in a circle, at full sprint, while jumping like a rabbit on steroids and crystal meth, hacking like a berserker-sociopath. You try to do any combat at full speed and fatigued, you should be easy to unbalce, trip up or knock you flat on your ass.
     
    Now as to focus fire. How do you get around the mathematics of it? Eventually the ratio will be whatever it needs to be to get the one shot kill. If the Devs try to make it > 10:1 then some group will use 11:1. This does not have to actually be 11:1 it coukd be a group of 22 vs 15. Those 22 will focus fire on 2 of 15, and instantly it will be 21 vs 13. Attrition will eventually have the group of 22 win, because focus fire is simply mathematics, you can't get around it.
     
    Focus fire is realistic as well, it is a real combat tactic usually directed at the greater treat on the field. We learned this during Crew Serverd Weapons Training, and as Heavy Weapons operators we were told that we should expect to be the center of the enemy's attention.
  8. Like
    squirrelz got a reaction from groovykool in What Things Would You Like To See Given There Are No Primary Healers?   
    Just my 10 cents, but I think the overall point (especially if we are being zerg conscious) is that the battle HAS to end at some point. The more damage you remove (i.e heal as opposed to mitigate) the less defensive minded or intelligent you have to be. This is a huge net gain to the zerg force - removes the need for focus and strategy and replaces it with the never-ending recycling of damaged to renewed player combatants. Removal of healing compels strategic (defensive) thinking.
     
    There are a lot of good ideas on this thread (damage mitigation, slow personal heals and reasonable regen buffs sound promising). Keep in mind, though, any reversing of damage is essentially a method of "forgiveness" for failed tactics. Of course at the same time, you have to keep things interesting -- don't want to sit around for 30 minutes before you can become active again. The answer is somewhere in between and hopefully mixed the concepts of 1) home-field advantage, 2) allowing small groups to succeed, and 3) rewarding superior tactics.
  9. Like
    squirrelz got a reaction from bahamutkaiser in What Things Would You Like To See Given There Are No Primary Healers?   
    Just my 10 cents, but I think the overall point (especially if we are being zerg conscious) is that the battle HAS to end at some point. The more damage you remove (i.e heal as opposed to mitigate) the less defensive minded or intelligent you have to be. This is a huge net gain to the zerg force - removes the need for focus and strategy and replaces it with the never-ending recycling of damaged to renewed player combatants. Removal of healing compels strategic (defensive) thinking.
     
    There are a lot of good ideas on this thread (damage mitigation, slow personal heals and reasonable regen buffs sound promising). Keep in mind, though, any reversing of damage is essentially a method of "forgiveness" for failed tactics. Of course at the same time, you have to keep things interesting -- don't want to sit around for 30 minutes before you can become active again. The answer is somewhere in between and hopefully mixed the concepts of 1) home-field advantage, 2) allowing small groups to succeed, and 3) rewarding superior tactics.
  10. Like
    squirrelz reacted to PopeUrban in What Things Would You Like To See Given There Are No Primary Healers?   
    I like the removal of dedicated healers, largely because dedicated healers are too focal in PvP. Every single fight revolves primarily around one thing before all other strategy enters the picture:
     
    How do we kill their healer?
     
    Some games obfuscate the method be giving other toons good peels, CC, etc. to create roadblocks between your group and the opposing healer, but at the end of the day every single fight starts with that same question Seriously guys, what's the fasterst way to kill their healer?
     
    In a well matched group fight, with roughly equivalent teams with proper builds, etc. It always comes down to who killed the healer first. That's just not fun. No one character should be that important to every single matchup.
     
    I always thought that mechanism, much like the "main tank" mechanism in PvE was very one dimensional and hurt rather than helped combat design, and took away a lot of fun tools, mitigation, and "hero moments" from other classes.
     
    The GW2 model isn't perfect by a long shot. It's oversimplified to the point of idiocy, the TTK is far too short for its combat mechanics to have meaning, and there's too large a divide between "tank" and "spank" for the meta to have room for both at any one time. Howeverm the removal of main healer is actually one of my favorite parts of its design. Everyone has to pull their own weight, and combat tends to be a lot more fluid and dynamic because of it.
  11. Like
    squirrelz reacted to buc0727 in What Things Would You Like To See Given There Are No Primary Healers?   
    I like the idea of slow-healing damage and/or applying lingering debilitating debufs (injuries) that need to removed.  It leads to interesting meaningful choices.
     
    Can my sly stealthy character cause enough lingering damage in repeated engage/disengage cycles to beat that small group?
     
    When do you choose to retreat in order to avoid death when faced with overwhelming force while defending a POI?  The longer you stay the softer you can make them for the reinforcements you know are coming but will be too late to save you.
     
    How much do you press your advantage after an initial victory, knowing that you're already weakened and that you might run into fresh reinforcements?
     
    While on the run, do you try to find someplace to hide your gear and valuables so you don't lose them if you should die on your way back to safety? (assuming you can hide them well enough and return to claim them at some point)
     
    Those all become questions with easy answers when health bars refill quickly after a battle.
  12. Like
    squirrelz got a reaction from Tipsy in How Is Crowfall Going To Fight The Zerg Mentality ?   
    If friendly fire and legitimate structural blocking / line-of-sight are a go, that's a great start. Environmental strategy has to be there for smaller groups to survive. Really interested to see how this all develops.
  13. Like
    squirrelz reacted to raeshlavik in What Things Would You Like To See Given There Are No Primary Healers?   
    Another form of healing is damage mitigation... Meaning I can main-line a "healer" with a support unit that can either reduce incoming damage on a friendly, or decrease output damage on an enemy - or both. This has the same overall effect of heal-hosing a health pool, but is more in keeping with PvP design criteria.
     
    Just my thought on the matter.
  14. Like
    squirrelz got a reaction from bahamutkaiser in How Is Crowfall Going To Fight The Zerg Mentality ?   
    If friendly fire and legitimate structural blocking / line-of-sight are a go, that's a great start. Environmental strategy has to be there for smaller groups to survive. Really interested to see how this all develops.
  15. Like
    squirrelz reacted to Cirolle in What Do You Plan On Doing In Crowfall?   
    I am planning to avoid all the people I have disgruntled off on the forums.
     
    Might actually be 90% of my gameplay right there
  16. Like
    squirrelz reacted to tierless in What Do You Plan On Doing In Crowfall?   
    Making fantastic clothing, hauling it around, and running away when I'm challenged...and when I'm not...when I stumble upon some lucky soul that narrowly escaped a battle with 1/3 of their health...my arrows will meet their back.
  17. Like
    squirrelz reacted to Armegeddon in Environment Dependent Ranged Attacks   
    I hope projectiles also recognize terrain. No shooting through/around trees.
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