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Santovenia

Testers
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Everything posted by Santovenia

  1. So your statement is a bit confusing. When you bootcamp Windows on a Mac you're running Windows on the Mac. It's not a virtual machine, or some other tom-foolery, it's just Windows running on a partition that's on your Mac. Which leaves me wondering what exactly you mean by it's not compatible?
  2. People need long and short term goals. The passive system offers plenty of long term goals. The short term vessel grind is something to keep people out in the world and occupied. Is there a better way to do it? Maybe, I'm not a game designer so I certainly don't know what that way is. The idea they sold us doesn't bother me. A weekend grind to max out a vessel seems ok. There is an additional benefit to having the vessel sacrifice grind, It's a resource sink. Some sort of progression system is needed, the passive system is just what they originally chose. I believe that they added the sacrifice grind because they were concerned about how impatient people are. People want visible progress right now (People are already asking for head starts from day 1 on the forum). I don't know if I'd call the sacrifice grind a straight vertical power creep. From what I understand (Please correct me if I'm wrong) you max out your vessel in a weekend. Then if you need a new vessel a month later, you do it again. When your campaign ends, maybe you can export the vessel, maybe you can't (Depending on campaign and whether or not you won). It's not so much that I find killing bad AI exciting, it's more like I can't always count on human beings to provide me with all my content. I know it's a sandbox, but even a sandbox can be made more interesting by providing some PvE content. The current game loop, from my limited testing, seems to be harvest, craft, kill till you die, repeat. Would it really be so bad if they threw in a little pve? Maybe a dungeon or rare spawn that drops some slightly nicer crafting resources?
  3. NO VIP no tome creation, that simple. I'm sure tons of people will hate this idea, but it seems like there will be a ton of problems if anyone can just buy an account, and farm tomes at no cost forever. I also like the way Eve does this, you can only start creating injectors (Tomes) once you reach a baseline amount of skill(s) points. This is also working under the assumption that you will not be able to redeem tomes past a maximum amount of time, which would be the potential time for a player created on day 1. In other words, you can't buy tomes to level up skills ahead of the people that started with VIP on day 1. Full disclosure: I have 5 years of VIP on two accounts (One for me, one for bro), so i'm definitely biased.
  4. I always figured that Alpha meant they have the entire game-loop in place. They definitely don't yet.
  5. I agree. I believe Mark Jacob and Andrew Megg will see this through to a good end, even if takes 7 years. Have any of you guys played it at all in any of the tests? I've had access and tried it a bit. All I can say is i'm really hoping that the upcoming Dragon Circle and beta are more game, less technical demo.
  6. Did any of you guys end up playing this? I've been playing it lately, sometimes I love it and sometimes I hate it. They fumbled pretty hard in several different ways. Server in Paris is the biggest pain point for me right now. Tough to play with 160 -200 ping.
  7. Actively grinding requires my time. One of the main reasons I backed this game during the Kickstarter was the passive progression. I want to play games, but I don't have any interest in spending the majority of my time grinding. I think the passive time based progression system will slow down progress and place it behind a time gate which will definitely alleviate the race to the end syndrome prevalent in most MMO's. I feel like this will create opportunites to have fun at multiple different points before the 'End Game'. You previously mentioned that the weekend grinding in Shadowbane seemed more interesting and rewarding. This is that, isn't it? Seemed like a brilliant idea to me. It is a different wrapper, that's definitely true, but I don't know if that's all it is. Of all the systems I've ever seen in any MMO, this is the one that has me most interested. It seems balanced and well thought out. Is there a game with a progression system that you can point to that is superior?
  8. I personally hope they never put in CC like there was in DAOC. It's not fun to be stunned or mezzed for an extended period of time. I hope the CC in this game is of the type that allows for a counter other than, dodge this or lose every time. I'd rather have my opponents fight back than stand there and die because they don't have CC in their group.
  9. I actually like Vikingnail's idea about a campaign with a true reset. I feel like this is a legitimate option that they could easily pursue in the future. I actually feel like this highlights the greatest strength of Crowfall. The ability to make multiple different types of players happy is huge. VN and other people that want a reset can get a reset campaign with some nice hardcore options if they want them. People who want something more casual like myself, can get that too. There's no reason we can't have our cake and eat it too, is there?
  10. Thanks for the reply, I've watched Blair's he definitely doesn't talk about playing Albion Online in there. He definitely seems like a great guy from that Murder of Crows.
  11. Why do you think they're abandoning zero import campaigns? I really hope they're still planning this. I really liked this idea. =(
  12. I recently read that @thomasblair was playing Albion. I'm very happy to hear that the team play some of the games currently on the market, especially games that have some similarities to Crowfall. I'm really curious regarding what Blair's takeaways were from his experience in Albion Online. In many ways I feel like Crowfall could be the next evolution of a game like Albion Online. Can anyone point me to the posts where Blair talks about this?
  13. Sandbox Interactive did NOT ban people for having multiple accounts per IP. I have 3 Albion Online Accounts.
  14. Dungeons, mazes, pvp? Man I’m drooling. The emergent gameplay opportunities are real. I’d love the the idea of them opening up map making to the community, could make for some amazing times.
  15. Has when this test is happening been mentioned?
  16. http://massivelyop.com/2017/05/04/ashes-of-creations-steven-sharif-on-his-business-history-30m-funding-goal-and-pvp/ Seems my prayers may have been answered. Now I just have to wait 5 more years....RIP. Thank God Crowfall will be here long before this game matters.
  17. Ape, I'm actually really hoping to be convinced that I'm wrong and these guys can do it. So if you can cite something convincing, please do. I want to believe, I really do. Not sure I agree about the assets looking better than CU, maybe in the early days, not now though. I understand that not everyone uses Linkedin, but these guys all have Linkedin accounts. Seems strange not to include relevant experience, but I will admit it's possible. What you've said about the veterans seems at least partially true. I would feel a lot better if the team wasn't ten devs/artists. If they announced that they were actually going to higher 20 more devs/artists I would probably leave my money in. As it stands, I don't see it. VikingNail said it well, " Anyone can think of good MMORPG ideas, what matters is how well you can turn those ideas into a polished experience." I Just don't have any reason to believe that these guys have that. Steve Sharif appears to have the passion, and that is why I'm even entertaining this, but he needs a much larger team to pull this off, the experience may or may not be negligible. I tend to think it isn't as unimportant as implied.
  18. I really want this game to succeed, but the closer we get to the end of the Kickstarter the more I doubt it. I don't think the issue is going to be money, initially, I think the issue is going to be lack of technical experience coupled with an extremely complex game. I looked up the key members of the team. A team of 10+1 community manager and 2 owners who don't have any MMO experience just doesn't seem like they can build this. They say they have 40 years of MMO xperience. The teams making Crowfall and Camelot Unchained have that amount of experience in 2 people each- and those are teams of 30+ people. With that being said, I pledged 455 for an early bird lifetime subscription, so don't be surprised if at least one becomes available the day this Kickstarter closes. I want to believe they can build this games but the evidence isn't there. Also the expectation of delivering in 2 - 3 years.....just no. Look at the similar Kickstarter MMOs, try 4-6 years. I'm really surprised I haven't seen more focus on the fact that this team is not very experienced at all. Look for yourselves, you can pull up the resume for each one of the team members very easily on Linkedin for a really in depth look at what these people have in their employment backgrounds. Crowfall: https://www.linkedin.com/search/results/people/?facetCurrentCompany=%5B%2210475463%22%5D https://www.crowfall.com/en/team/ Camelot Unchained: https://www.linkedin.com/search/results/people/?facetCurrentCompany=%5B%222349140%22%5D Ashes of Creation: https://www.linkedin.com/search/results/people/?facetCurrentCompany=%5B%2217898945%22%5D
  19. How do you get from one Eternal Kingdom to another?Has anyone seen any of the devs mention how the Eternal Kingdoms will be connected?
  20. I don't remember those projections and I've been here since the Kickstarter. I'd love to know who made those projections. The Kickstarter ended March 25 of 2015. Alpha in 3 - 6 months seems unlikely for almost any game, unless you're talking about a mobile platform game. 3-4 years seems much more realistic, we're at 1.5 i'd give them a break. Seems like they're doing a fine job so far.
  21. I personally think this whole thing is great. I got rid of what I didn't want (Collector's edition items and guild items) and bought what I actually wanted but couldn't justify (A castle with title that I wanted). At the same time if you think about it from the point of view of ACE they probably have tons of people redeeming their collector's editions. Which means they will save a bundle of money because they don't have to produce a bunch of physical stuff most people really don't want. THANK YOU ACE!
  22. DAOC was famous for horrible CC. I played and led groups of more than a 100 people against groups of more than 100. What have you been playing? One of the horrible things about those fights was being stunned or mezzed then insta-dying to aoe damage. Getting CC'd because the person next to you is targeted and you're in an area of effect sucks! I don't entirely understand why you want to lose control and the option to counter. I certainly don't see killing people who are frozen as particularly skillful. Everyone has an unpleasant people?! Did that get censored or did you actually type that? I envision a game with no hard CC. I'm really doubting i'll get what I want. I'm not entirely sure what you even want- so what do you want?
  23. Interesting way to approach an argument. Open with an insult to all opposition, back it up with 0 facts, add in utter nonsense (If they don't play those games, why would they care?), and finish with a tag line that you say isn't yours but 'fits'. I'm sorry to inform you but this marginal gamer isn't saying that CC reduces skill - I'm saying that CC that completely disables your character reduces fun. Because losing control of your character is NOT fun. Most people don't like being locked in place while being killed. Based on what ACE has said this isn't going to be a 12v12 game being played on a tiny map. If we really are going to have battles on an epic scale disabling CC can get out of control very quickly. They have already acknowledged that they do not intend for us to be chain-disabled and have stated that they will take steps to prevent this. Just out of curiosity do you expect individual skill in this game to be based on something other than twitch skills? Builds and gear are going to have a role, but a good game will allow for a skilled player in mediocre gear to compete with a mediocre player in good gear. This isn't my tag line but it fits here. I don't want to be on your level- it's too low! kekekekekekekkekekekekeke
  24. Great video. It's amazing how quickly things are progressing. I participated in a kickstarter for another game in 2013- that game has been in 'tech alpha' for a long time and isn't even worth logging into at this point. This game isn't even 6 months old and already showing more promise- go figure.
  25. MechWarrior Online does not use this system. Limbs (Components) can be blown off and destroying certain areas will outright kill you (Center Toso/Head). The battles are only 24 people so the argument that latency is a huge issue may be valid, but i'm not sure.
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