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Everything posted by ZtyX

  1. You guys should talk with Aventurine in Greece. They could use the extra money and I'm sure they will try their best.
  2. Keaggan is right. Crowfall is not a PvP mmo. Keaggan, lol. That was a nice title you chose for this topic
  3. Kill rankings can be exploited by killing alts or friends. Points rankings can also be exploited. Donating resources into an NPC void? A God? OVER MY DEAD BODY. Why would I waste my time to gather resources and then give them back to the game? >.< The resources must belong to me until they don't anymore. Drain mechanic cant work because some people will be offline and you cant punish for being offline except their castle might get sieged. The big meaty death trap as u call it is a bad solution because it will favour the zerg and it will be random who wins because its a big huge battle. Its not fun to put everyone in a cage and watch who wins. You need to put everyone on a battlefield and see who wins instead. The cage is too chaotic. There has to be room for strategic maneuvers, pushing ahead, pulling back, defending your castle. That kind of thing. Not the meaty death trap u talked about. That will quickly drive people to quit the game. Backstabbing ur allies is not a solution. If u kneel and then backstab. Thats going to categorize your guild as untrustworthy in most cases. And generally, backstabbing is not a satisfying thing to do. I can understand pragmatic political play where u have to do what is best for ur guild, but that can be done without backstabbing. I would not allow my enemies to kneel before me if I can win without their support. Why be nice to your enemy after you have defeated him? He will just crush you at the first chance for revenge that he gets.
  4. Yeah, that sounds horrible. There is nothing worse in an mmorpg than doing a mission/quest. I hate that poorly made socks and my desire to play a game hits ROCK bottom when Im told what to do by the game. Completing missions in Archeage to level up was a total nightmare for me. I survived only because I forced myself. And still.. I managed to get a lot of xp from standing in 1 spawn and bashing mobs for hours on end. That to me was less straining than the irritating mission nonsense.
  5. Looks fun, but I wouldn't play it. There is no gritty gameplay substance in Asian titles. It's all shallow and flashy. I don't play for the graphics I play for the competition and the deep multi-layered gameplay. These guys advertise their advanced graphics features. Lol. WHO DOES THAT? Jeez....
  6. Hah, beach volleyball. I like that comparison. Having fun in a sandbox game and competing.
  7. The incentive is to stay ahead of your rivals and decrease the amount of resources that they can export. Also, you don't risk anything by attacking except expendable gear/durability on your gear. You might actually have fun PvPing. You just need to attack when you are not vulnerable/being sieged yourself. Furthermore, what if you gain resources for attacking and defeating your enemy? Then suddenly you have a multi-faceted strategic game where you have to decide to play conservatively or take risks. Risk vs. reward. To me that seems to be the game that we're waiting for. Yes, well. That's why I asked this question. We need the developers to answer what kind of victory conditions they have in mind.
  8. There is still an incentive to attack to make sure that your rivals do not survive. So your scenario would never happen in reality.
  9. Among other things, I have put in a lot of work into a new application form and it's finally finished You can check it out and submit your application at our website: http://pevepe.net/crowfall The direct link to the application form is: HERE You'll be able to see there that we have put more thought into CrowFall than most guilds by far. That should give you one more reason to join us! See you on our forum!
  10. What if winning is determined by who survives? Survival and keeping your castle could be a way to determine victory.
  11. Localized website in 6 languages (German, French, Spanish, Portuguese, Russian, Italian) That is not how you do things in Europe. Nobody cares about those extra languages. You simply make 1 host for everyone in Europe and put everything in English. I guess, the only reason why Ace wants to export the game to Europe in that way is because he wants to sell the distribution rights and earn more money off of it, or something. Maybe he doesn't want to have to deal with extra server maintenance work. But I don't understand why Europe has to be such a big deal? .. It's just like USA. We're all on the internet. We all want games. We all understand English. We're just in a different timezone and we want a good ping. That's all.
  12. There are 6-12 multiple sides, but how many of those can actually 'win'? I heard the term 'kneel' appear. How does that work? What determines a 'loss'?
  13. Thanks for your contribution to the topic, Khron. It looks really interesting. You put in a lot of effort in this!
  14. The Crownfall specific application form is not up yet, but the separate forum has been created and you can say hello at http://pevepe.net/crowfall We also have a guild forum with a Crowfall section at our website http://www.futilez.com/forum .. This forum has an general application form to join our community: http://www.futilez.com/recruitment - but the Crownfall forum there is mainly to advertise the game to our existing community. The forum at pevepe.net is the one that we will use to develop our Crowfall chapter. We hope that lots of players will be excited about our way of doing things and join us for Crowfall. It will be epic for sure! We are passionate about the game and we have a huge community that will join the game at release. But for me, a few others and many of you, I guess, the game starts in alpha and beta. That's when we will begin to play our game, establish position and plan ahead.
  15. Rank Descriptions: Citizens: Citizenship of the FutileZ empire can be obtained by going to our forum and filling out an application form. - Citizenship is temporary and will become permanent once your presence has been confirmed in game in alpha, beta or at release. Nobles: Citizens who have access to Alpha stage 2 will achieve the rank of noble because they will have extensive knowledge of the game and therefore be more qualified to develop the guild. - The condition to achieve this rank will change after alpha stage 2. Lords: We are looking for our future Lords among the heavy backers of Crowfall. This helps to guarantee that you are heavily invested in the game and have access to both Alpha Stage 1 as well as other helpful tools such as the castle, the cathedral and the maintenance free parcels of land. - The condition to achieve this rank will change after alpha stage 2. Skilled nobles will have the chance to be promoted if they show exceptional dedication. Kings: A Lord who rules his own kingdom may become recognized in the Empire as a King. Such a kingdom is expected to be of a certain quality and strength whether military, economic or a mixture of both. And this will be determined by The Council of Lords and the Emperor. - It is possible to be recognized as a King in the Empire before the Alpha stages. This can be done if a Lord has a strong and loyal following of citizens, nobles or even other Lords who have declared that they wish to live in his Kingdom. Emperor: The Emperor is chosen among the Lords and Kings of the Empire. He is elected by other Lords and Kings and typically serves the term of one or a couple of campaigns. The role therefore switches occasionally and it ensures that the position of Emperor is always filled by a motivated person with the broadest support of the guild and council. - ZtyX will start out as Emperor in Alpha Stage 1 and 2 to get the ball rolling. His mandate will then expire and we will have an election where a new Emperor could be selected. Emperors who finish their mandate simply go back to being Kings or Lords depending on whether they wish to run their own Kingdom or live in another one.
  16. Yes you're right. That's pretty much the way it usually is, but we can make things more interesting and effective than that.
  17. Simple and effective. The way to go.
  18. Working on an organizational chart for the guild. Interesting stuff!

  19. I am working on an organizational chart. It will have a custom tailored structure in line with my visions for Futilez in Crowfall.
  20. Manual aim: You can miss an attack. https://www.youtube.com/watch?v=OdcVZ-Ru34A TAB target is when you press TAB to select an enemy and then you just press your hotbar to select and fire the skills u want with 100% accuracy unless something prevents you from it.
  21. Of course there will be enemy moves to react to, but I'm not in favor of having to learn all of the archetypes and their moves in order to play at the highest level. I'm simply not interested. It's boring, (so maybe telegraphs can save me some trouble?). I would rather react with speed and knowledge about my own character and his power. Knowledge about other classes is an advantage and it comes naturally over time, but it shouldn't be neccesary to know them or learn them because it's too hard and not enjoyable having to learn so much when you basically don't really care about them. Obviously, you care about your own character. You care about staying alive and killing your enemy. The essence of PvP skill should be how good you are at playing your character and how good that character is. Nobody wants to learn how to play every class and how to react to every class. Isn't that a MOBA thing anyway? ESPECIALLY, if you have detailed compound skills/abilities. GTFO, that's a headache I don't want. Example: Simple fight: 2 guys with bow, arrows and a short sword. It's the same for everyone and being good requires aiming well with ur crosshair and moving around well, evading shots, etc.. Maybe you get 1.5x damage for backhits. Anyway, still simple and enjoyable. Complicated fight: The same scenario, but now it's tab target and there are 17 rules you need to learn if you want to be good. 1: Double arrow damage when the enemy has his sword out. 2: Double sword damage when the enemy has his bow out 3: Double weapon switching delay when you are being attacked by a sword. 4: Decreased arrow shooting speed when sprinting 5: 2 successful arrow hits to the back followed up by a sword hit generates a combo with more damage. 6: bla bla bla 7: 8: 9: 10: 17: Somewhere along the way it stops being a game and I think it has to do with the fact that TAB targeting and other non-manual aim systems feel the need to overload their combat with crappy scripted situational effects. They automatize a MAJOR part of combat, which is to aim at your enemy and hit him. And then they have to find alternatives because they basically dumbed down combat. So they are fixing something that they broke.. And why did they break it? They broke it because they want to appeal to all the people who aim poorly, but who still want to be competitive. Okay.. I understand that, but I think it's boring. I might go along with it, but not if you're going to overload the combat with a memory game of situational awareness. Then I will go play an mmorpg with better combat. Something I also absolutely hated about Archeage was how I got constantly knocked down by certain melee classes when I just wanted to slit their throats. I couldn't because apparantly my character was knocked down. Well, IM NOT KNOCKED DOWN IRL - lol.. And I am MAD. I want to keep the fight going and use my abilities. I dont want to sit there and get dominated. Okay.. If he out damages me. Fine. I lost. BUt these annoying magical control abilities that I don't have - AND CAN NEVER GET BECAUSE IM THE WRONG CLASS - are extremely frustrating and just annoying. .. This is also why pre-CU/NGE in SWG people were crying so hard about combat. You had these annoying Teras Kasi Masters running around mitigating so much damage. You used all your best moves on them and you got rolled in the end. They would run up in your face and just throw you down on the ground so that even if u MIGHT still have a chance to finish them off, they simply killed that opportunity now with their crowd control. Most player reactions (such as retreat or heal) comes from having ur health bar lowered and feeling the battle go the wrong way. Most don't care about what the enemy is doing and what animations he is casting unless it's something obvious that they know and need to look out for. And that's fine because combat shouldn't be boring, but you shouldn't go overboard with it either and focus so much on animations. Just give spells and abilities different colors and a crude movement and people will soon distinguish the moves that they need to look out for. With regards to zerging, you can't react very well if you are the target of a zerg. There's simply too much information and it all becomes a blur with exception of a few moves, maybe, if your camera is aimed towards them, but not if you are running away.
  22. Actually, it is a suggestion because it shows the developers what we want and we are suggesting that. It's a form of contribution. Maybe you're just giving an example, but it sounds a bit like you don't believe manual crosshair aim combat systems can have a lot of abilities. I should tell you that Darkfall Online had over 100 spells and you could have them all available in your 10 hotbars and every hotbar slot could have its' own hotkey. I did that and played that game like musicians play instruments. It was very fast paced and fun. The abilities were straight forward and skill was determined by your movement, your aim, your speed, your courage and even your communication skills. How will we aim ranged attacks?
  23. I really like the picture you posted.
  24. People shouldn't diss new topics with the reason "this has already been posted". With that argument there's no reason to discuss anything because most things have already been discussed in one shape or form.

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