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DybbuK

Testers
  • Content Count

    71
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Reputation Activity

  1. Like
    DybbuK got a reaction from Scree in [Obsidian] Crowfall Stealth Operations   
    Is this a "more bumps the merrier" sort of situation?
  2. Like
    DybbuK got a reaction from JamesGoblin in Crafting Master List   
    I can't say for sure, generally I spend a lot of time crafting in games, its sort of like my hobbies hobby. The difficult part is not knowing what sort of crafting there is, and how much work/money/materials it will take to level it up.
  3. Like
    DybbuK got a reaction from JamesGoblin in What would you name your Hamster (Duelist).   
    Sir Buttons, Esq.
  4. Like
    DybbuK got a reaction from JamesGoblin in What would you name your Hamster (Duelist).   
    SirFluffynutters
  5. Like
    DybbuK got a reaction from JamesGoblin in Who's Playing Ranger?   
    I know they've gone into this hide instead of stealth mode, but if they bring back the concept of a stealth specialist, I'd be more likely to give it a solid go. It could be a really fun full stealth class if it gets fleshed out like the concept.
  6. Like
    DybbuK got a reaction from JamesGoblin in Who's Playing Ranger?   
    I'm pretty sure everyone will have a ranger alt at some point, why deny it?
  7. Like
    DybbuK reacted to Helix in The Totally Unofficial Druid Thread (Impressions, Suggestions & More).   
    I don't want to go too far off topic here but..
     
    Ask yourself what minimal healing even means. CF has A LOT of healing, but it's distributed between having multiple of the same archetypes. When I run with a group, we usually have multiple legionnaires and/or druids because it doesn't make sense not to. A group that runs without druids and legionnaires is going to get demolished. I've played dozens of MMOs, but more specifically games like DAOC, UO, Shadowbane, etc and never thought to myself "poorly made socks, healing is ruining this game". This is largely due to there being counter-mechanics (like the ones slowly being introduced now). I'd rather healing be a little stronger and anti-healing mechanics more plentiful, rather than having to 2 or 3 or more druid/legionnaires because survival in this game demands it. It's also important to realize that this isn't an arena game. They're not building the game around fighting 1 or 2 or 3 opponents, you're going to be fighting dozens upon dozens if their understanding of what zerging is an indicator.
     
    "Minimal healing" is just a cop out. 
  8. Like
    DybbuK got a reaction from IdeaMatrix in Crafting Master List   
    I can't say for sure, generally I spend a lot of time crafting in games, its sort of like my hobbies hobby. The difficult part is not knowing what sort of crafting there is, and how much work/money/materials it will take to level it up.
  9. Like
    DybbuK got a reaction from Iorek in What would you name your Hamster (Duelist).   
    SirFluffynutters
  10. Like
    DybbuK reacted to Zolaz in Banks!?   
    I will gladly pay you Tuesday for a hamburger today.
  11. Like
    DybbuK got a reaction from chancellor in cloak and dagger moderation went sour?   
    100% this. This is the reason things are slow around here.
  12. Like
    DybbuK got a reaction from JamesGoblin in First look: Ranger powers & UI - Official discussion thread   
    This. This right here is important.
  13. Like
    DybbuK got a reaction from JamesGoblin in First look: Ranger powers & UI - Official discussion thread   
    Although I wasn't ever really interested in the Ranger as a class I find it a little unnerving that an entire theme was scrapped entirely simply to balance a class within the limited scope of the Alpha. That being said, I do like the way the class appears in the preview, and it gives us a greater insight into new mechanics, however if I was invested in the stealthy Sapper I would feel betrayed.
  14. Like
    DybbuK reacted to imortalis in Ranger Or Stalker   
    They will pay Deerly.
  15. Like
    DybbuK reacted to TaCktiX in First look: Ranger powers & UI - Official discussion thread   
    I dislike the precedent this sets. While I understand the overall rationale, it looks like too many things are trying to be done at once, and several incompatible with the long-term goal of Crowfall's development: a polished, balanced siege/open warfare RPG. To enumerate:
    Fun, Fairness, and Participation. I understand the desire for fun, cohesive classes that are also fun to fight against. Beta test participation goes up when the thing being tested is fun. More testers = more feedback = better balancing and polish. Building Framework Tech. Great principle, and one I agree with on the face of it. Build specific, but extensible bits of tech in one package, then port the logic forward to other archetypes. Eventually, all the framework is there and future archetypes are just pulling the right tools out and configuring. Flesh Out the Original Archetypes. This is actually a major plus for the art team. By bringing out eventual archetypes steadily, the art team gets time to model, craft, and polish the rigs and textures that'll make the character unique. Both spreads out their workload and allows them to regularly show their progress not just internally, but externally. Expand Systems Incrementally. Fewer variables means easier balance. When crafting combat, that's sometimes a great approach, as it makes the effects of balance changes very easily seen, rather than second/third/fourth-order crazy because there's 1,000,062 variables in play. Show Direct Progress vs. the Original Proposal. Crowdfunded games are a tricky area. While game development takes time, too long without information and backers get nervous. Even better is to show actual stuff on a regular basis. Why blog post when you can alpha test something new? That's a lot of goals to be doing all at once, and I think it's too many. This is especially true because goals 1, 3, and 5 work against delivering the end product as advertised.
     
    Ditch the extra goals. They're adding time, pandering to those who can't really be pleased, and creating the wrong vibe both now and later for how archetypes settle out.
     
    To do this, I see two approaches:
     
    One. Make the archetypes truly placeholder (different names, specified roles that don't necessarily meld with planned ones). You remove the association problem, but keep all the tech expansion benefits that should help with development. Yes, it'll be a fake balance that doesn't really "solve" how to make all the ultimate archetypes play well together, but it does create a test environment.
     
    Two. Implement all archetypes as eventually intended. If that slows down when archetypes come into the build, or creates outright imbalanced cases (an assassin in the build, but not a stalker yet), so be it. What is in the game is what's intended to be there. If something lacks a counter, seeing how that affects the game can be just as valuable as having a counter present. It starts on the end balance sooner, and delivers exactly what was promised, even if it isn't as "fun".
     
     
    --------------------------------
    Not TL;DR Rationale
    --------------------------------
    Fun is subjective. It's a special sort of player who doesn't just want to play a game, but break it. Beta builds and debug screens excite some folks, and when they get going they'll giggle with joy as they type out how many bugs they found in 30 minutes.
     
    Crafting a game experience to be fun has created purely a balancing testbed, removed from the messy but detailed full picture that typifies testing. For the initial combat tests, it made a lot of sense to create a mostly-balanced fighting scenario, because the aim was holistic: system performance, physics reactions, usability, etc.
     
    But designing back to that testbed each and every time makes feedback stuck to that tiny little segment of a really big game. Sure, beta tests will pull back to the big picture, but by ArtCraft's own admission combat is extremely important to the end product's success, and getting it right requires a ton of feedback, a ton of testing from as early as possible.
     
    Testing and balancing around what are ultimately tech demos of the overall combat system, steadily getting more complex, doesn't give the valuable "feel" feedback of a final character. Consider the ranger as presented, versus as implemented for Siege Perilous.
     
    The original archetypes were pitched in the context of the full picture. The initial disclaimer of every archetype reveal so far has said (justifiably) "skills subject to change; heck, these skills might not even exist on release". But it's in the fine print to many a player, particularly those just wanting to keep tabs with where development is without having the time or interest to test it.
     
    On the one hand, you get the negative reaction when a placeholder archetype claims the same name as a planned final one, and it's missing a ton of the originally stated features. Or just as bad, locks behind a promotion class expected core features (stealth, in this case).
     
    On the other, players are testing and balancing something that won't be in the end game at all. They'll come to associate the word "Ranger" or "Knight" with a grab-bag of tech expanding skillsets, rather than what is planned. When inevitably balance shifts to testing the totality of the game's archetypes, and the placeholder skills split to their intended spots, it will at minimum cause a ton of confusion.
     
    Just as likely, it will backlash as backers (the main testing pool) consider "their class" taken from them. No amount of disclaimer is going to fix that feeling.
     
    Showing progress for the sake of progress panders to the impatient. There's a lot of impatient people out there, who consider anything inconvenient to them as a gross offense against their peace of mind. Crowdfunding does not discriminate against these people; they can contribute just like someone willing to wait for what they paid for.
     
    While maintaining engagement is a critical piece of today's game development (particularly for indies and crowdfunded campaigns), feeling obligated to push something out there to keep people happy is a recipe for disaster. Guild Wars 2 has learned this lesson hard as the 2 week update cycle became unrealistic, but players still expected high-quality content at that rate for years after it was abandoned.
     
    Combine all three of these, and long-term everything has to be readjusted, several times. As new archetypes come in and the "range of combat operations" fills out, powers will need to shift where they belonged. Systems might have to be ported "back" to existing archetypes, skills might be deleted outright or transplanted. Each time resets significant portions of the existing balance and pushes polish further away.
     
    With readjustment and resetting comes schedule slip (or worse, schedule rush). Rather than delivering the full picture on schedule, it is either delivered late, or delivered half complete. This especially doesn't satisfy the impatient folks.
     
    Finally, associating archetypes with literal placeholder approaches disappoints those who liked the original archetype idea a lot, and eventually those who grow attached to the placeholder version. Neither group is happy.
  16. Like
    DybbuK got a reaction from chancellor in Necromancer promotion class?   
    I sort of like the idea of a druid specializing in necromancy. Its easy to look at necromancy as the complete opposite, but couldn't it also be viewed as imbuing life into a vessel? Nurturing a spirit and convincing it to return? It could also conjure up that creepy old witch that lives deep in the woods vibe. I'm okay with that. 
     
    I also like the idea of certain archetypes having advantages in certain aspects. Sort of gives you a less obvious advantage in a lot of ways. I would see no issues with a Forgemaster having an easier time crafting weapons and armor. You can't really balance a game like this, trying to do so is a never ending cycle of you stressing and the community over reacting. Every class is going to have an advantage somewhere, and it will always piss off someone.
     
    Saying that everyone should be equal in these regards is like saying that the Champion or Legionnaire should have the same stealth as other archetypes, just to be fair.
  17. Like
    DybbuK reacted to groovykool in Lore snore or More Lore!?!   
    The Vessel system eliminates the need for lore,  Archetypes are just MOBA skins you wear like armor,  The dying worlds end and your vessel body decays.  You are a sexless spirit fighting a pointless and endless war for the pleasure of weakling "gods".
     
    There is no lore only PVP for PVP's sake.   Crowfall is "League of Legends" crossed with EVE.
  18. Like
    DybbuK reacted to yamix in Damage Druids   
    Doesn't this kind of indicate that that is not the case?  Or am I misunderstanding?
  19. Like
    DybbuK got a reaction from RKNM in Damage Druids   
    Seriously? I loved Riftstalker tanking and Bard healing. The fact that you didn't have to have a proper class makeup was excellent. Each soul that could tank also operated so differently, it really added a new dimension to what you were doing. You really needed to know what you were doing and what tactics worked best for your class. After a while, that was less important, as updates happened and gear improved, but the idea is still there and i support it. Same thing with the Bard, you used a lot of the same abilities over and over again, but you provided a slightly different role than the obvious healers. If you were good at what you did, and your group was good at what they were doing, you could get it done with ease. 
     
     
    If they have an even more focused promotion for Support, Damage, etc.  that would be great. Don't have dps Druids topping the charts, but if someone wants those base support skills while doing a bit of nuking I say let them go for it.
  20. Like
    DybbuK got a reaction from coolwaters in Damage Druids   
    Seriously? I loved Riftstalker tanking and Bard healing. The fact that you didn't have to have a proper class makeup was excellent. Each soul that could tank also operated so differently, it really added a new dimension to what you were doing. You really needed to know what you were doing and what tactics worked best for your class. After a while, that was less important, as updates happened and gear improved, but the idea is still there and i support it. Same thing with the Bard, you used a lot of the same abilities over and over again, but you provided a slightly different role than the obvious healers. If you were good at what you did, and your group was good at what they were doing, you could get it done with ease. 
     
     
    If they have an even more focused promotion for Support, Damage, etc.  that would be great. Don't have dps Druids topping the charts, but if someone wants those base support skills while doing a bit of nuking I say let them go for it.
  21. Like
    DybbuK got a reaction from JamesGoblin in Crowfall #1 "top Voted Games" On The Front Page Of Mmorpg.com   
    I can't remember ever being this hyped up for a game that's still so far off. I don't think I'm going to be able to handle this much pent up energy. 
  22. Like
    DybbuK got a reaction from Albert Rock in Which Archetype Do You Currently Like The Most ?   
    I'd like to say Druid all the way, but without a whole lot more information about all the choices its hard to say with 100% certainty. 
  23. Like
    DybbuK got a reaction from Maxima in Nerf Legionnaire   
    I can't believe they are okay with Centaurs having TWICE as many legs as everyone else. Out of the gate, OP as F.
  24. Like
    DybbuK reacted to mandalore in Mount   
  25. Like
    DybbuK reacted to EDM in Mount   
    A stalker riding a deer, that would be quite a scene.
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