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NicholasLionRider

Testers
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Everything posted by NicholasLionRider

  1. Awesome weapon! Not sure how useful its "crushing" will be though lol
  2. I'd say Centaur ranger, but since they could use bows with the "Master of Bows" discipline I think that's fine. I do want one of the human classes (Knight or templar) to have access to polearms though. Seems kinda lame to only let spears be used by the horse men.
  3. Yeah not every weapon is probably in yet anyways. Plus a lot of archetypes will likely share weapons once we get promotion classes. For example the three Knight promotions are a ranged Knight (which could use a bow), a one handed sword knight (using the Templar's sword) and his normal shield/sword combo. Similarly we know the Templar's Fury promotion was planned to use a polearm similar to the centaur.
  4. With a name like the Sanctuary I guess I'll need to make my current guild name "The Saviors" and rule it with a barbed wire baseball bat.
  5. Here's a teaser still very early in design.
  6. I asked a few people on the Crowfall Discord what archetype I should model and the consensus was to make the Elken. So here is my rendition. Comment any other archetypes (or gods or creatures) you'd like to see me model next.
  7. I say Templar all the way. The others are gonna be mostly based off of archetypes we already have. The fae will just be an elf guinicean, the elken is just a deer ranger, frostweaver an ice confessor, etc. The templar (although similar to the knight) can maybe be more fleshed out than the knight. I take it that it will focus on more dodging than blocking which I am all for.
  8. Like I said it was nothing I could fault them for I do D&D streams with my old high school friends every few weeks on twitch, but I understand both sides of the playthrough. It's very fun to play D&D, not as fun to watch. It's like any game, sure you can have some fun watching a game (whether it be board game, video game, etc) but never as much enjoyment as playing it yourself. To them they are engaged but for many people watching they were probably multitasking (doing work, playing a game, going on twitter, etc) and besides the chat, there wasn't too much to keep the audience's attention. Again, I don't blame them at all, it's just how these things work. They were going to play D&D either way, they just decided to stream it, so I can't get actually upset over "not being entertained". Dungeons and Dragons is a game where it really only works if everyone is immersed and going along with the game. That's why people recommended things like live art, contests, etc. to further engage the audience. I feel D&D is best suited for cut up, edited videos on youtube. The Yogscast's D&D series' were all very good because they did minor animation, full costumes, effects, sets, and split them into 20 minute segments so people could digest them in smaller bits and be more devoted to the playthrough. TL;DR maybe that would be suit the team better, instead of livestreams just doing an edited video series on the crowfall youtube, uploading "Episodes" of the playthroughs, edited (maybe some artistic graphics, nothing crazy, but little cartoons) and uploaded.
  9. 1. Have Todd make a bunch of branching situations on where he could want the storyline to go and have the viewers vote on what should happen based on a poll 2. Energy was great from Todd and Jon, Todd is a great storyteller 3. Besides the obvious issues I can't hold you guys accountable for (mic issues at the beginning, stream fallout, etc) I might recommend toning down the volume a bit (Jon gets VERY loud when he yells). Just another thing I can't really hold you guys responsible for is just the boringness of a long playthrough. When it takes a half hour to just hang out and talk to people in a bar it becomes a bit lackluster and makes viewers less interested. Nothing against the players, they are playing and obviously having fun, but when there is a stream going, entertainment for the viewers is a big deal. A few ideas on how to spice up future events: -They are all artists? Why not have them do sketches of some of the events, Dave blocks out rough sketch drawings in no time, so maybe add an "art" aspect to an "artists adventure" -I know you asked this in question one but engage the audience in chat. Besides the occasional "What should we name this?" communication between Todd, the players and chat was limited. Max was great in chat communicating with fans but there was that communication gap between the chat and who we were actually watching. So maybe give Todd a laptop or phone to look at chat too while playing? -Find a balance between energy. It felt like Jon was very energetic and involved while Dave, Melissa and Doggett were just kinda "there" throwing in the occasional piece of more serious advice
  10. My guild is planning on allowing trial by combat so hopefully it is a thing lol
  11. Secret way to win any campaign against a large guild with an imperial palace:
  12. Oh seriously? That's kinda lame. When they said all the pieces would be individual I thought that meant we could now just place any building piece in any parcel as long as we had space. So even something like the castle main piece could be placed on a small parcel if there was nothing else in the way.
  13. Yeah I'm with you, I don't really care about parcel size or the other pieces. And since I already have a large keep, I'd ideally just replace the great hall (or whatever it's called) with the main castle piece instead.
  14. Quite the grammar, but if you payed $99 I believe you have Alpha 3 access and in turn should be able to play, but you still need to wait until a playtest schedule and will only get the download link from the email. This being said the game isn't "out" it's still in pre-alpha so any rewards you also got wouldn't be available yet.
  15. Time played really only determines how much you do. You get to take away a portion of whatever you get in the campaign. If player A plays all day every day, he is more likely to get more resources overall for himself. Player B who only plays on the weekends will likely only get less resources and in turn less of a payoff. If player B is on a winning team and player A is on a losing team, player A still could come out with "more" resources if he hypothetically collected 4x as much resources. Playtime is a big factor (it determines how fast you can gain skills, how devoted you are to the game and overall will usually mean you play more, and get more resources). Crowfall isn't the best game for casuals I'd say. If you can't devote the time to the game it will be tricky. Especially when sieges and stuff only happen on certain days. So put simply, yes, playtime will determine the payoff in most cases. If player A and player B are on the same team, they share the "Percentage of return" not resources. If they win they get say 75% of their stuff to take back. That's 75% of whatever player A has and 75% of whatever player B has. The resources aren't in one big "team stockpile".
  16. Yeah they are trying to make Crowfall as open to players as possible so they wouldn't make one gender more powerful than another. Even hitboxes I'm sure will remain the same for the most part. Plus a lot of archetypes are "gender neutral" anyways. Put simply I think the only difference between male and female characters will be the facial options you can choose from and a body type variation.
  17. So hypothetically we should just be able to buy the "castle building" (the main one with all the tall towers and throne room and stuff) separately for the rest of the set correct? So instead of paying the $800 or whatever for the full set we could pay say $100 for just that piece?
  18. I think a shirt with all of the archetypes might be nice. Especially if we will probably have multiple once vessels comes online.
  19. Just from a game developer standpoint (likely what will happen) this is what my friend and I discussed we would do. The burrow power shows an animation of the guinicean digging a hole. In actuality the character is just going to be "underneathe" the visible world. I don't think we will have proper digging sadly. The current worlds are stagnant and only have the visible surface layer without anything under. From there the player can freely control where the character moves but the camera will basically remain above ground as if your character was just invisible. There will likely be a time limit on this power (since it makes you invulnerable and invisible). If you're asking "Why invisible? Why not a dirt tunnel effect?" then the power loses an element of surprise since it's a path other players can just follow and camp as soon as the player comes up. So it'd basically just be strength of the mountain. This being said, since the power would be an invisibility+invulnerability+likely a slight speed boost for around (what we predicted 20-30 seconds) the cooldown timer would be much longer than usual (I said 5 minutes but my friend thought that was too harsh so we knocked it down to about 2 and a half minutes). Tell me what you think about that prediction.
  20. I understand why you made certain design decisions with the guinicean, but I think you should steer clear of Pirate101. I get it, some of you guys did this character already sorta, but I think it should be different. The conquistador outfit worked for pirate where the guinea pig was Italian but here in a medieval setting, where the beginning armor is more or less "pirate" it seems odd. Do whatever you want but the armor sets just seem to be a slightly more realistic version of this:
  21. Frankly I'm not gonna buy one cause it doesn't feel earned. Even the big guilds I'm not quite sure why they'd want to spend $4000 on something they could just build themselves. Especially when it's merely cosmetic. I feel it might be one of those things that once the games launches, whoever has one will get laughed at for being the idiot to spend several thousand dollars on a cosmetic item. Then a few months later once people have legit palaces they built those who bought it will feel stupid. TL;DR If you want to buy something that will cripple you financially you could get from just playing the game, by all means. We will all judge.
  22. I'm confused does this mean like parcel blueprints or just a tool to help plan layouts? Cause in either case, blueprints would be nice later down the line but not really necessary. Honestly I think designing layouts by hand should be a skill. If you aren't creative or smart enough to make a good castle design to withstand a siege, I think you don't deserve to win. As for a "tool to help plan layouts". I mean there is a thing called graph paper...the parcel and castle pieces are all made on a grid system so you can basically plot out a design on simple graph paper, hell, do it in minecraft.
  23. Just a minor comment on the parcels so far. Is it just me or do they seem like they have too many randomly generated textures. The grass doesn't seem like grass anymore really. More of a boreal forest or something with a mix of browns, greens, yellows and tans. Nothing wrong with that as a biome but I think if the parcels in the graphic low poly versions show a bright green color grass, it should actually be green. I think the current ones should be tinted more yellow to match.
  24. It's just the same cart animation and style as a normal cart of stuff so I don't see an issue with not having one. Do I agree that we probably don't need one. Yeah, but it'd be funny and an easy enough feature that if they have time I'm sure they can throw in. It's like decapitated heads on pikes, is it useful? No. Is it beneficial? No. But is it funny and decorative, yeah, so why not lol
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