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VIKINGNAIL

ACE Development Partners
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    6,711
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  1. Haha
    VIKINGNAIL got a reaction from JamesGoblin in Good day L/f some info !   
    Do vegans have any hesitation in killing minotaurs?  Asking for a friend.
  2. Like
    VIKINGNAIL got a reaction from ChiTaris in What are P.O.I.?   
    If you can show me some MMORPGs that took less than 3 years to develop with 30 devs and 11million budget and came out with great polish and went on to great success, I'd love to see that. 
  3. Sad
    VIKINGNAIL got a reaction from Ajmes87 in Duelist - The only Class remaining with a single Race option? Lets remedy this by supporting other "Dextrous and Dashing" races ASAP!   
    I like when there is variety in class restriction, including having some classes only available to one race.
  4. Like
    VIKINGNAIL got a reaction from Gaulwa in I do not like how gathering in Crowfall makes me feel   
    Testing isn't going to help ACE figure out what is fun when the testers can't properly contextualize what they are testing.  Fun is a matter of context, you tell people to hit rocks in an environment where numbers aren't balanced at all, and their work constantly gets wiped, and they aren't going to have "fun".
    You give it permanent meaning towards fueling a campaign victory in a launch environment and populate the world with hundreds all playing for realzy and things are different.
    Right now ACE is catering to too many complaints from people that miss the point of testing, it's creating a very poor game that will not do well at launch.
  5. Like
    VIKINGNAIL got a reaction from Fitzchivarly in How will tanks play the role of "tank" in Crowfall?   
    Tanks can easily exist in a game with an intuitive physics system and kit designs.  CF is not doing well here but there is still time for ACE to clean things up.
    The game would have been better with dynamic arcs and distance on abilities, too much straight line shenanigans.  
    On top of it tanks should be the majority of hard CC in a game, they should be annoying, you should have to address them or get heavily punished in the rhythm of your play.
    Some of this is tied into the initial designs for class kits, some of it needs to be handled through more restrictions for who can use which disciplines.  
    This stuff is totes obvi to people with highly competitive backgrounds, giving everyone everything is not always good for pvp and the illusion of build diversity gets quickly washed away from very clear metas that everyone adheres to because you gave everyone everything and didn't force them to adapt in more unique and creative ways.  
    Since ACE is pushing back release to somewhere in 2018 or beyond they again have plenty of time to deal with balance later, but will it be enough?  Time will tell.  There are probably some decisions they've made that are too late to go back on that will ultimately hinder the depth of pvp.
    I'd rather ACE push the majority of CC onto tanks and focus a lot of the other roles and disciplines onto counterplay based on buffs and debuffs through resistances and all the other things that involve + or - damage and mitigation that aren't related to actual CC.
  6. Confused
    VIKINGNAIL got a reaction from Impius in My gripes with the faction based system   
    Great thing about PUBG is that it ignored all the cries of the third person allstars and added first person for the more aware players.  That's the equivalent of CF doing something like adding full loot ffa full friendly fire dregs (which they won't).  Unsurprisingly all of the top streamers and most skilled pubg players gravitated towards the most skillful settings, taking the lesser players with them because those lesser players have something to aspire to.  
    PUBG would not be as popular if it did not add FPP only mode, just like CF will not be as popular if it doesn't give hardcore PvPers a ruleset to enjoy.  
  7. Like
    VIKINGNAIL got a reaction from Kraahk in Raph Koster being awesome per usual.   
    https://www.raphkoster.com/2018/01/17/the-cost-of-games/
    My favorite bit:
    "Strong community drives retention, and retention drives revenue. Community is probably the easiest thing that developers should aggressively pursue, and it’s not cheap and it’s not at all easy. I estimate typical studio learning curve on doing this to be around 3-5 years of culture change."
    PUBG is one of the biggest hits if not the biggest hit in the last couple of years, but if you look further into the story it took many years of unintentional or intentional prep to create the circumstances for PUBG to boom.  It started with Playerunknown making BR mod for arma 2, getting the attention of some would-be giant streamers in the future.  Then moving on to mod BR for arma 3.  Gaining a small but dedicated fanbase.  Eventually John Smedley gets h1z1 rolling and picks up Playerunknown to help them design their BR mod.  With the resources of a big studio behind him and his vision he is able to create a huge hit, but h1z1 br is still not his dream version of BR, he comes from arma 3 with a lot more "realism" involved whereas h1z1 is an arcadey shooter.  But someone has taken notice in korea and sees an opportunity, gives playerunknown tons of freedom and big budget studio resources and tells him to go make his dream version of BR.  Boom you get PUBG.  Now the man has already contributed to the growth of this genre dramatically and developed a strong fanbase including some of the biggest streamers.  What happens when you give someone that has a great vision the resources they need to fulfill that vision and the marketing power and support of top streamers?  You get PUBG, over 20million copies sold pretty much players making content off of each other.  But it really all started in arma 2 with a modder that just loved games hacking away at his vision growing a fanbase and community, and leaving a real impression on real gamers that would later be his biggest advertisers to other gamers.
  8. Like
    VIKINGNAIL got a reaction from Kraahk in when will the game launch?   
    They intend for it to launch this year, but they also intended for it to launch last year, so we'll just have to wait and see, but right now they are planning on this year.
  9. Like
    VIKINGNAIL got a reaction from Bnol in Crafting Tools - Feels bad   
    It's pretty safe to say that a lot of new players find the starting experience tedious.  It's also safe to say that suggesting tips for things that won't actually exist at the start of the game (advanced training progression as well as the ease to attain disciplines) aren't actually going to improve the new player experience for the game.  
  10. Like
    VIKINGNAIL got a reaction from Kraahk in If you are new to Crowfall, introduce yourself here!   
    Welcome to the community!
  11. Like
    VIKINGNAIL got a reaction from Meridian in Raph Koster being awesome per usual.   
    https://www.raphkoster.com/2018/01/17/the-cost-of-games/
    My favorite bit:
    "Strong community drives retention, and retention drives revenue. Community is probably the easiest thing that developers should aggressively pursue, and it’s not cheap and it’s not at all easy. I estimate typical studio learning curve on doing this to be around 3-5 years of culture change."
    PUBG is one of the biggest hits if not the biggest hit in the last couple of years, but if you look further into the story it took many years of unintentional or intentional prep to create the circumstances for PUBG to boom.  It started with Playerunknown making BR mod for arma 2, getting the attention of some would-be giant streamers in the future.  Then moving on to mod BR for arma 3.  Gaining a small but dedicated fanbase.  Eventually John Smedley gets h1z1 rolling and picks up Playerunknown to help them design their BR mod.  With the resources of a big studio behind him and his vision he is able to create a huge hit, but h1z1 br is still not his dream version of BR, he comes from arma 3 with a lot more "realism" involved whereas h1z1 is an arcadey shooter.  But someone has taken notice in korea and sees an opportunity, gives playerunknown tons of freedom and big budget studio resources and tells him to go make his dream version of BR.  Boom you get PUBG.  Now the man has already contributed to the growth of this genre dramatically and developed a strong fanbase including some of the biggest streamers.  What happens when you give someone that has a great vision the resources they need to fulfill that vision and the marketing power and support of top streamers?  You get PUBG, over 20million copies sold pretty much players making content off of each other.  But it really all started in arma 2 with a modder that just loved games hacking away at his vision growing a fanbase and community, and leaving a real impression on real gamers that would later be his biggest advertisers to other gamers.
  12. Thanks
    VIKINGNAIL got a reaction from VeganLord in What do you think about removing doobers?   
    I think the game would be better without doobers.  It would most likely help performance, even if only a tiny bit, every little bit helps, and I personally don't see the real gameplay/fun benefits to having them.
    What do you think?  What are the benefits to going the doober route.  
    To me the benefit would be that they can be openly looted, but on any campaign where that element would be important I would think players would be able to kill other players if they wanted their loot anyway.  
    Any campaign where you can't kill another player for their loot opens itself up to ninjalooting without repercussion because of hardcoded factions/friendlies.  
    Perhaps I am just missing some sort of huge gameplay benefit to doobers though.  What are the benefits of it over just inserting loot directly into the inventory?
  13. Like
    VIKINGNAIL got a reaction from TheRealStupid in Get rid of the passive skill system.   
    But as you mentioned there are still grinds so that friend is still going to fall behind in some manner from their social group if they can't play as much.  
    What is the benefit to an account wide passive training that gives more of a slow burn type of feel over one that resets at the start of a campaign but lets players transition from early character builds into mid to late game with the progression of a campaign.  That seems like it is more synchronized and has a better flow for the game.  
    Also doesn't the situation you say sucks for longevity (people making top end stuff day 1) still eventually occur with your system once people get trained up and enter a fresh campaign months or years after the game is launched?
  14. Like
    VIKINGNAIL got a reaction from KrakkenSmacken in What do you think about removing doobers?   
    To me the only reasons I can think of are that visually people enjoy seeing a fountain of doobers spring out with their loot, much like a few other modern games these days, but is the performance impact and other bugs related to doobers really worth that over a simple system that places it into your inventory?  
    From a looting perspective doobers can be ninjalooted, but there are only 2 scenarios for that.  Either someone can ninjaloot and you can't attack them (design flaw) or they can ninjaloot and you can attack them, in which case why not just have it go directly into inventory anyway and if people want the loot so badly they can fight each other.  
  15. Like
    VIKINGNAIL got a reaction from Xpade in What do you think about removing doobers?   
    I think the game would be better without doobers.  It would most likely help performance, even if only a tiny bit, every little bit helps, and I personally don't see the real gameplay/fun benefits to having them.
    What do you think?  What are the benefits to going the doober route.  
    To me the benefit would be that they can be openly looted, but on any campaign where that element would be important I would think players would be able to kill other players if they wanted their loot anyway.  
    Any campaign where you can't kill another player for their loot opens itself up to ninjalooting without repercussion because of hardcoded factions/friendlies.  
    Perhaps I am just missing some sort of huge gameplay benefit to doobers though.  What are the benefits of it over just inserting loot directly into the inventory?
  16. Haha
    VIKINGNAIL got a reaction from JamesGoblin in [HoA] Hy'shen Avari - Group vs. Group and Light RP   
    May Elune light your path.
  17. Like
    VIKINGNAIL got a reaction from Niennah in Convince me PLEASE!! (seriously though do it)   
    As someone that has played pretty much every competitive PvP mmo I can tell you that CF is a game with potential but is nowhere near realizing that potential yet.  
    But whether to get in now or try it later all depends on the person.  I don't think the tests right now are that interesting, and I think most people with access to them agree or the testing population would be much higher.  
    If you want to get in there and start to get a feel for how the systems MIGHT shake out for the future then go right ahead, but you'd be a tester first and there is no real game yet.  
    Right now the game doesn't really have any good PvPers testing it, most of the ones that were good got bored and are in a holding pattern waiting for more of a game to appear.  So if you do get in and test right now expect sloppy fights, poor coordination and people that don't use push to talk and don't turn off key clicks in their voice chat programs.  
    As long as you are experienced with early access and don't expect a really deep gameplay experience yet then you should be fine just exploring how things are though.
  18. Like
    VIKINGNAIL got a reaction from Zolaz in What’s more bannable?   
    I don't think either are bannable offenses and I also think this situation plays out much better on a full FF server.
  19. Like
    VIKINGNAIL got a reaction from JamesGoblin in Convince me PLEASE!! (seriously though do it)   
    This isn't really true at all btw.  I just keep it real about a game that still has significant strides to make in development.  The worst thing you can do right now is put on rose-tinted goggles and try to advertise the testing as something it isn't.  This has many times already left a very negative impression on people new to the game that were left feeling misled.  
    It's much more objective to tell him that testing it right now can give him a general feel for some of the systems but that it is nowhere near a true game experience yet.
    As far as good pvpers go, obviously one could say this is my opinion, but he can see for himself if he truly wants.  It's certainly understandable that you don't want to consider yourself a not-good pvper if you are actively testing.  But from my perspective the good pvpers are waiting for there to be more of a game and got bored fast with how unpolished and basic everything currently is and has been.  
     
  20. Like
    VIKINGNAIL got a reaction from JamesGoblin in Convince me PLEASE!! (seriously though do it)   
    Since you started with EQ, perhaps you tested EQ Landmark a bit?  If so I'd say CF is slightly behind where landmark was when it officially "released".
  21. Thanks
    VIKINGNAIL got a reaction from JamesGoblin in Convince me PLEASE!! (seriously though do it)   
    As someone that has played pretty much every competitive PvP mmo I can tell you that CF is a game with potential but is nowhere near realizing that potential yet.  
    But whether to get in now or try it later all depends on the person.  I don't think the tests right now are that interesting, and I think most people with access to them agree or the testing population would be much higher.  
    If you want to get in there and start to get a feel for how the systems MIGHT shake out for the future then go right ahead, but you'd be a tester first and there is no real game yet.  
    Right now the game doesn't really have any good PvPers testing it, most of the ones that were good got bored and are in a holding pattern waiting for more of a game to appear.  So if you do get in and test right now expect sloppy fights, poor coordination and people that don't use push to talk and don't turn off key clicks in their voice chat programs.  
    As long as you are experienced with early access and don't expect a really deep gameplay experience yet then you should be fine just exploring how things are though.
  22. Like
    VIKINGNAIL got a reaction from deiphoboz in Get rid of the passive skill system.   
    They are taking a design aspect from an MMO, not an MMORPG, and an MMO that plays vastly different from MMORPGs.  
    MMORPGs = active progression when you talk about X time for Y reward.
    Passive training is not that.  
    The passive system won't give veterans a slight leg up, it will give a significant one, not through power necessarily, but through gated content with crafting and harvesting, which will translate directly to power by the ability to make more advanced stuff faster.  
  23. Haha
    VIKINGNAIL got a reaction from KanashiGD in Tighten up raycasts for both melee and ranged.   
    We call them twix bars in these here parts.
  24. Like
    VIKINGNAIL got a reaction from blazzen in Tighten up raycasts for both melee and ranged.   
    Tbh there can be both, but ACE needs to not give everything to everyone.  There can be AOE themed classes or support classes that may have abilities that aren't so focused on precision aiming, but they also need classes that do require aiming and they need to reward those classes for the skill involved in having good aim.  
    Right now it seems like they want everything to be open to everyone with easy aiming for all.  
  25. Like
    VIKINGNAIL got a reaction from Kraahk in Convince me PLEASE!! (seriously though do it)   
    Since you started with EQ, perhaps you tested EQ Landmark a bit?  If so I'd say CF is slightly behind where landmark was when it officially "released".
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