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    Programming, Game Development, Video Games, Miniature Wargaming, Pen and Paper Role-Playing, fantasy, science fiction novella and geek culture.
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Psyctooth's Achievements


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  1. Same things happen in EVE Online, that is why you form alliances with other guilds from other time zones, so you can protect each others stuff. Easy answer. They also have mechanics which people above me have pointed out which establish pre-defined time windows where your stuff is vulnerable and you're expected to defend it, if you can't, again make sure you have allies who can.
  2. Your question is so broad and undefined, it comes off as you just being too lazy or too busy to bother reading the Q&A for the game and you want others to explain things for you. I don't mean anything by this, I'm just stating this is how it appears to others. Also, they did fully answer your question. Don't take this the wrong way, but, is this some form of subtle topic starter for an introduction of passive resource farming? Or passive play types, like in BDO or EVE Online where you're off doing something else while you auto-farm?
  3. You know very little about BDO it seems. Do a little research before forming a defined negative bias with examples, otherwise just state what you really think. Which is you don't want Crowfall to be BDO. I on the other hand, I've been playing BDO for a while. I think BDO is a game which appeals to aspects of play which are different from Crowfall and people who want to play a game which offers what it does, play BDO, Though BDO is by it's very nature of being a Korean MMO, mostly focused on catering to the Asian market. Some of the positives of BDO include: - A massive emphasis on supporting Role-Playing, something which most western gamer don't care for, again, because their target audience are koreans. - Action Combat Focus with combos and massive power gaps - The very mechanics of the game is both a positive and a negative, in BDO you can litterally become the bad ass Mary sue you always wanted to be and can solo bosses even with enough skill, the game is designed like that. - Photorealistic Graphics. - Minigames, that is if you like fishing, breaking in and horse training. - Player Housing. - NPCs who do crafting for you. - Open World. - Open World dungeons and lairs. - Summonable bosses and world bosses. - PvE and PvP content mixed together. Node wars are PvP in PvE zones. - The ability to steal other players cargo when they do trade, in other words the same package cargo transport systems as ArcheAge. - Mounted combat - Ships and naval battles. Negatives: - Insaine grinding system in place for crafting and levelling up the quality of gear. The game has no gear level, end game gear is based on the quality of the gear, which you have to enhance and the enhancement process is RNG governed. And to repair gear if your enhancement fails, requires you to either spend loyalty points, real world money or grind to get the resources or gold to buy a copy of that items so you can fix the original. This is even worse for accessories, you fail an accessory without a safety stone, it is destroyed! - You only get XP through killing mobs, the entire game is a grind! - You also have life skill levels which are separate from your normal character level. Which you have to also grind, by crafting or by doing stupid things like lugging around cargo packs on your back, which is dangerous because you get ganked by NPC thieves, which means you have to spend hours with the game client open looping your character in a safe zone just to level up how much items you can carry at any given time! - Lifeskills impact on your max health and your max class resource, meaning they are important to min/maxing. - Game is very grindy. - client is a resource hog and when it is in minimised to tray mode, which you have to do to maintain the timers on your NPC workers, as they do not continue to work when you're offline, nor do other things such as your farms or your autofish or training up strength lifeskill tick while offline. It means you have to have the client open all the time! Again, it is a resource hog, meaning it causes other games to have memory leaks or limits the available memory for them causing lag, it also eats up bandwidth on your internet. Overall a poorly thought out system. - Gameplay mechanics do not account for latency at all, if you have a high ping you will always lose most PvP fights and it makes PvE more difficult than it should be. Again, it is a Korean MMO originally made for Koreans by Koreans in a country where everywhere people have 15ms of latency at most. Simply put, the developers never bothered to bother to account for high latency when they designed the game. (just like with a lot of other Korean action MMOs) Of course all these negatives would be positives for the target audience, which are Koreans. - Hidden lesser stats. The Main displayed stats in the game are AP and DP. That is it! Lesser stats such as accuracy, attack speed, percentage to damage, etc. Have a dramatic impact on the overall performance of a character, unfortunately not only are they hidden from the player, they are also poorly described. Such as cases where it says that accuracy or percentage to health etc increases with enhancement, but it never gives you exact defined amounts. Also some classes have very low baseline hidden stats which dramatically impacts on the performance of that class. Effectively terribly implemented system by a developer who has it set in their minds that hiding these things adds variety to the game. It doesn't! - Loot All which should be a gameplay option and is a critically important quality of life aspect of most MMOs is put behind a pay wall! That is right! You need to have pets to collect loot for you (like in Torchlight 2) however, unlike in Torchlight, you don't start with companion pets to go collect things for you. You have to purchase them and the more you have, the more effectively the loot all works, meaning you need a lot of them if you want to min/max or item collection when grinding so you don't miss anything. Problem is the only way to acquire them is in the premium cash shop or when the publishers feel generous enough to give you a pet hand out in an event, which happens once in a blue moon (which is how seldom it happens). For me, that was the main thing that turned me off the game when I discovered this. They put loot all behind a pay wall. not to mention a very poorly implemented one. - Extortionist prices on cash shop items. Because the publisher wants to apply a phone games style monetisation to the game. - The developers have little control over their own game because the publisher made them their plaything.
  4. Like others here have stated before, as much as your idea has merit, the value of something in game has a lot to do based on supply and demand. The availability of ethereal dust would likely determine it's value. While the value of Earth will likely always be established purely based on there being in place "buy to save time" premium shop purchases. But, as for the value of everything else in the game, it will be up for debate. Remember, similar cash shop options exist in Guild Wars 2 (as it is the only game which have similar cash shop models when it comes to purchasing things in shop which you can also get in game for free if you spend time instead of cash that I am aware of). After a few years being out, the economy in GW2 has inflated to the point where time to cost ratio has reached the point that it is actually cheaper to try to acquire gems in game for trading for gold than it is to purchase gems with real money. I suspect this will end up also happening in Crowfall at some point, which means the value of items will no longer have established values based on real world currencies. Which means, begin the period of uncontrollable inflation without the intervention of a hired economist on the dev team.
  5. I agree, better yet, also actual Survey Emails as well to assess the extent of the issue. Most people keep an eye on their own e-mail, as opposed to logging into and posting on forums.
  6. Just tell 'em "Duel me in Dark Souls" or something. Full on play music from Devil May Cry 2 or something, while pointing in their general direction and go "MAKE YOUR STAND, IF YOU CAN!" If someone acts like an edgelord, I say challenge them to see if they have the edge to back that lordship? Acting tough without any way to back it up, is a waste of time and effort. Only makes someone look foolish.
  7. People can get their point across without being abusive, yes. However; There is no obligation for them to be required of them to talk in a tone which could be mistaken as aggressive or hostile. Truth is, I've been out of the picture for a long time and I honestly don't know what is going on. So, maybe my two cents won't amount to much. Regardless, a few points to put forward to understand the situation, I assume is the case regarding recent events unrelated to this game which may of impacted upon attitudes, assuming they have. Firstly, a lot of people have been burned by kickstarter (myself included) in the past 3 years. Due to this, these days I am hesitant to back more projects. With that stated out of all the projects I've seen go though kickstarter only a few games thus far seem to have met the satisfactory outcomes of the backers, examples being Shadowrun and Path of Exile and as for projects still in the works, I'd say Battletech, Decent and Camelot Unchained. As for this project, to be pretty blunt, from what I've seen so far and going back and looking at everything, as I have a lot to catch up on. It looks pretty well underway and pretty good. I'm honestly excited. A lot of people outside the backers and long time followers are now beginning to show major interest in this game, now that they're starting to get over things they had previously played, such as Black Desert. From my interactions with other developers on other projects which relied partly or mostly on funding from fans or pre-orders. I find the thing that sets back projects the most is in fact numbers. By numbers I'm taking people working on the project. Too few people a project can turn into a long grind until they run out of money and then problems begin. Or there being no talent and same problem. From what I've observed ArtCraft doesn't have any of those two problems. From the videos I've seen the work environment is pretty decent. Everyone there seems to be enjoying working there. There doesn't appear to be any signs of drama or mishandling. Which means regardless of any degree of misconceptions or fears, eventually we will all get what we paid for. Because it's obvious the passion, dedication, spirit and a sizeable team behind it is there. Also, there is a very easy way to tell the difference between a game running in Unity and a game running in Unreal 4. That is, how they render lighting and project shadow casting. The major difference between Unreal 4 and Unity is in how they handle lighting down the render pipeline. Unfortunately, Unreal 4 does have a superior lighting system to Unity. The major difference being, Unreal 4 supports real time background ambient lighting. While so far Unity can only bake in background ambient lighting, just like other game engines that pre-date Unreal 4. With that said, Unity is constantly being updated, who knows, one day it may be able to compete with Unreal 4. The only other major benefit Unreal 4 has to offer over Unity is support for both the PS4, Xbox One and the Nintendo Switch in the box (meaning programmers at a development studio don't have to edit the framework core main and linker headers to support Xbox and Playstation systems or to support the ARM decoder.) I think that is about it really.
  8. Shouldn't put programmers in the same boat as buisnessmen, believe me when i say this, unless you're passionate about what you are programming, you wouldn't want to program anything. And judging by the bugs in a lot of modern games where they are reliant on packaged game development kits, it's more of a case of throwing a lot of armatures with poor training at problems which should be tackled by experts. But you need to keep this in mind, what a game designer is passionate about is usually entirely different to what a programmer is passionate about in the realm of software development. Especially in the case of specializations, the problem is a lot of the time the kinds of programmers who get hired to work on AAA games have worked on a variety of applications, many different games, some of them being crap ones, others being decent ones and then likely the next thing they work on is an application program, not a video game. Most do contractual work and move from project to project working on multiple different kinds of applications in the field of their specialization. Look at John Carmack as an example; Before he got passionate for VR, he was passionate about creating a game engine, he never knew how to design a good game, he just knew what tools game designers wanted to make a good game with. Almost every programmer I know thinks like this, there are usually 3 categories of programmers, designers who become programmers so they can make their own games, mathematicians who become programmers because they are fascinated with creating things using computers and innovating and then there are those who want to make video games but then discover they lack the intellectual capacity to do so, so instead put their knowledge to use to try and make a living, usually in web development or basic applications, as web development and basic applications is far easier than both making video games and complex applications such as API and digital media applications. And out of those there are many different kinds of things those programmers are passionate about, two of the more common ones I encounter are programmers obsessed with technical achievements, as in optimization, making better use of hardware limitations, coming up with cool new physics technologies and so on. The other being those who belong to the "I want to write elegant code" group of thinkers, people who seek to create ever more simplified and beautiful high level programming code which compiles more cleanly into binary, so that their code sets a standard for flawless near perfection and simplicity of form. Very different thinking to someone who has a passion for making video games. In fact, I've found being passionate about making video games tends to get in the way of being a programmer and can ultimately distract someone from their passion for programming. From my point of view, now this is entirely my opinion so I could be right or wrong, it doesn't matter. But, I believe people are looking at things all wrong, that Neo-Capitalism is directly to blame. It makes for a fantastic generalist boogie man at best and at worst used as a straw man argument for a perceived problem based on popular belief on the internet which is often wildly exaggerated and based entirely on assumption formed from snippets of widely ranging information which little to no actual evidence. Whether or not this is true is besides the point, the real issue doesn't revolve around it, I believe that it isn't so much the source of the problem but one of the ingredients or possibly the visible result of the problem. I mean if it really is that bad, you'd think people would be discussing this sort of thing on network television, it would make for great material for them to attack video games with, since as we are all aware the different entertainment mediums moguls usually despise each other. Capitalism can exist and yet a company can produce fantastic products which their fans absolutely love, while at the same time being not very pleasant people to work with, key example, Nintendo. But, think about it, what does Nintendo have, which these other companies don't? People in charge who care about their product, people in charge who care about the people who work for them and people in charge who are passionate about video games. Nintendo is as capitalist as they come and pump out the same game sequels year after year and have really draconian approaches to copyright. But they are extremely successful, know why? Because they treat their fans well and love their products and treat their employees well. Hope that just lends some perspective, the problem is with as I stated before, people who simply don't care and lack passion. Not with capitalistic thinking; People can still be money minded and at the same time care about the products they represent; It's not that hard to do.
  9. From my perspective, greed and neo-capitalism isn't the problem. The problem is a lack of care for the product companies represent. I got nothing against capitalism or at the very least, what is required, a means to generate revenue so a project can be supported during development and post release, be supported to continue running. My issue lies in disrespect of the people who are responsible for creating the products which are responsible for generating the profits and in turn a disrespect or outright neglect to care for the product by the people who are in charge of the companies. Care for the product results in creation of good quality product which leads to happy customers which concludes in loyal customers. And that right there should be the focus of people in the industry. It is unfortunately something that is lacking, this treatment of video games in the same way as consumer products in the 1980s of being function over substance and bling over quality is the major issue. However, the biggest problem is I think the whole AAA method of games development, the what I'd like to call "applying Movie Studio Approach to video games" as opposed to the previous method which is still used by most small studios which is the "Design Approach". The AAA Movie studio approach is to throw a lot of people at a problem to try and solve it, rather than actually spending money on hiring experts to solve the issue, it is also about hiring a lot of people to do small amounts of work for way more money than needs to be spent simply to bring a project to completion in a much shorter span, the only thing in AAA games which looks any good by such an approach is naturally the art, set pieces and cut scenes. Because using the same approach as in VFX does work. However, this approach when it comes to game design, programming and story writing fails dramatically due to something which is unique to both design, writing and in particular software engineering. It in fact makes a project take longer to complete! It has the opposite effect! It is also primarily the reason why a lot of AAA games are buggy and crap these days! It's coined as Brooks’ law. You can read about this in the essay The Mythical Man-Month. Something I have taken a keen interest in of late as I've decided to resume my studies in software engineering and programming. We also need to consider that, not all instances of terrible games are due to bad publishers or dispassionate developers. Sometimes a game being bad is a result of forces outside the control of the developers themselves, such as being given a broken game engine to work with (Star Wars The Old Republic), or being told to develop a game for a console with little to zero support from the console's manufacturer in the form of a refusal to give out documentation for the assembly commands and low level programming APIs, a good example of this would be the Nintendo 64, where Nintendo outright refused to give out their microcode documentation to anyone who wasn't a second party developer, or held enough popularity muscle or was a large enough company that they can convince Nintendo to give them the documentation so they can write their own microcode. Most studios were stuck with crappy microcode APIs such as the poorly profiled default one provided in the development kit, Fast3D. Which is why a lot of 3rd party games on that console sucked. There are many factors which lead to problems, however the one thing that can be solved, is the attitudes of the people who work at a company.
  10. Because they, these days at least, tend towards bringing on board CEOs who are dispassionate, one dimensional bottom line types who don't even understand at all the product of the company they are brought on to look after. Whom are disconnected with the customers, disrespectful of the developers and have zero understanding of the product they represent. They then proceed to act on fields of thought that a typical commodities business type would, thinking that the only way to success is that a developer must make a game which is as successful as World of Warcraft, Call of Duty or Halo and failing that, they seek get rich quick schemes or make money to try and survive schemes. In other words, they look at what is popular, what sells well and think on terms of treating video games as a commodity product, like something you would purchase at the local super market food aisle. Is it truly a big ask, for the industry to hire boards of directors and CEOs who actually understand gamers? Who are as passionate for games as we are? Are they really that hard to find? Or do they enjoy digging financial graves for themselves by hiring all these ex-yuppies who are better suited to being in charge of junk food companies? *drops microphone, walks off stage*
  11. Building your own PC is all fun and games until it comes to picking your operating system as well as installing it. Unless you're a registered PC vender or builder, you're going to be in for a bad time if you want to install windows. Non OEM versions of Windows cost upwards of $200 to $300 just for the OS single PC install. While if you get someone to build you a PC, they will normally charge $50 for the Windows Installation, which is half the cost of the OEM version because they often purchase the OEM versions as a multiple installation package to save money. Just make sure to ask them to give you all your boxes as well as the accessories, stickers, warranties and additional cables they came with. Because if you don't, they usually keep these things as a way to save money. If you don't mind them keeping those things, they won't usually charge you for the build if the cost of the PC exceeds $2000. If not they would usually charge $50 to $100 depending on who does it.
  12. E-Beggers are the lowest common denominator. I've seen a few around already ... :S

  13. If you're a fan of ships from the Age of Discovery, it covers all the bases. It's definitely the game for you, if not; Then it won't appeal. Simple.
  14. Unlike Guild Wars 2 which had interesting quests, even the annoying "go fetch this" or "kill 10 of that" are not boring in Guild Wars 2. Blade and Soul in my opinion fills a niche, as does this game fill a niche. Except in it's case, the niche it fills is much broader in Asia than in the west. BnS's PvE is incredibly forgettable outside of the "Generic Kung Fu Movie Heroes Journey Story Plot" making up the Cinematic Story focused quest chain. It came out in direct competition to Guild Wars 2 and won out in Asia, while if it came out then in the west, it would lost lost to Guild Wars 2. Which is likely why they were in no real rush to get it translated and released a year after it's Korean release, like in the case of Black Desert. Which as far as I'm aware, has no competition, in fact many GW2 players who feel dissatisfied with the game are migrating to it, mainly people who were disappointed with the WvW content of the game and are seeking an experience more like DAoC. The niche it fills I am talking about is of fighting games. It is literally "Arcade Fighter Game the MMO." They even went as far as to have the same hair pieces and the ability to customise your characters to look like characters from Street Fighter. If you're into Kung fu and you enjoy martial arts beat em' ups but want that experience in an MMO. Blade and Soul delivers boundlessly, as a fantasy MMORPG it is as generic as they come as far as Korean MMOs go, is grindy as hell if you play it for free and the dungeon content is forgettable. The only reason someone would want to play the game is for the Duelling PvP at level cap, because that is the only fun end game. It is definitely a great soloist game, like Guild Wars 2. It was spawned from that era of MMOs attempting to branch out and incorporate other genres of games, primarily light singleplayer adventure games such as Sudeki or Legend of Zelda which is story driven as opposed to content driven and appeal to soloists. While at the same time trying to branch into E-sports and like Guild Wars 2 it saw direct success, then once the hype around it died down and people started to realize the flaws, all the people who enjoy MMORPGs left, leaving behind a community who actually enjoys these sorts of games, they do have a market for them. It's just that market is not people like yourselves, nor is it those people who traditionally enjoy playing games focused around teamwork and group play. Guild War 2 as well as Blade and Soul I like to call Family RPGs. Or Games which although they operate in a sphere of a MMO, cater primarily to small cliches of friends or a family who enjoy playing a game together. Blade and Soul is ok, but unless it is something that appeals directly to what you want, you won't care much for it. As far as the Free2Play model they are using, it is extremely punishing to anyone who wants to attempt to play it for free. Also, the US version of the game is plagued with gold seller bots. Apparently that is an "American Thing" according to my Asian friends.
  15. The issue as I see it as, where would you personally define the line between too many abilities verse too few? Unless the developers want every class to effectively fill every possible role in combat, then it does ultimately add a couple of additional problems while reversing the solving of existing problems. Variety does allow people to have the choice to just play their favourite archetype exclusively regardless of the role they hold. But I also think that it also dilutes the importance of and impact each different archetype brings to the table. It also would make things more confusing for people in terms of what roles people fill in combat and who knows what that can create, a lot of social problems. Now I think hand holding is not the solution, I also feel that shoehorning or forcing limited abilities and creating artificial leaning towards particular playstyles to be meta is a solution either I don't honestly think I can contribute more to this in a way of suggesting a solution till I've played Crowfall for a while and have achieved a comprehensive understanding of the complete set of active skills. I've played many MMOs over the years and I've seen the steady movement from 30+ situational skills which most players only use as they level and never at end game, or only against some boss fights or only in PvP and only in PvE. To a system where skills had different effects depending on their use. To a system that is restrictive in some way, or too simplified or too boring or what is currently the popular game design approach which is combos. I just think a lot of people look back at how things used to be done with rose tinted glasses rather than just think on the question, 'does having heaps of active abilities beneficial in any possible way to you or the game? Do you honestly think you need them?" If the answer is yes, then you need to come up with a better reason than "because limited skills are boring" and "I liked how things used to be." Because there is a possibility that the way things used to be were bad because in the old days game designers were inexperienced and focused more on cool than on streamlining gameplay and focusing on fun. Simplicity and "is it fun?" seems to be the current thinking of modern game designers, not to mention developers who are trying to minimise development expenditure try to avoid situations of spending resources and time developing content which would have only a limited use. I know it sucks, but that is how things are now days. Has less to do with "games are all like MOBAs now" and more along the lines of trying to minimise time spent on introducing mechanics to the game which have no beneficial impact to overall gameplay. Also you need to consider the reason MOBAs have limited fixed skill sets for the different character is because they are MOBAs and they have dozens of different characters who all have very different skill sets. It's already a hellish expensive process to create every single one as it is. Especially in the case of League of Legends which has a very large variety and complexity of characters comparative to other games in it's genre. I honestly think comparing any MMORPG or MMOFPS or any other type of only multiplayer game which isn't a MOBA genre game to a MOBA game is very narrow thinking. It just comes off as whining honestly, no offence. If you personally feel that the active skills available to a class in a game which you can pick and choose to use is limiting to variety and potential of gameplay entirely for the entire game across all classes, then you have a legitimate argument. If you play a game and don't feel that way afterwards honestly, then it just comes off as "We want more stuff" to developers who are trying to say "We got a set budget we have already set in motion." It has to be critically important for them to switch focus, least from my experience dealing directly with game developers.
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