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Avean

Testers
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  1. Like
    Avean reacted to DocHollidaze in 2 Weeks In.   
    Says he understands the game is actively still being developed, is shocked when the testing environment acts like a game that is still in development. lmao
  2. Like
    Avean got a reaction from Steven Yannic in Promotion Classes   
    Hell yes, and as I was talking in another thread, the Ice Amor could provide buffs to allies, like Orange Ice armor has attack up, Blue slows attacking enemies, White give Defense up, ect.
     
    however, the armor could shatter (or you can shatter it yourself for damage), and then your back to your weak self. I could make a interesting gameplay mechanic. 
  3. Like
    Avean reacted to Anaraion in What Knight Promotional Class Are You Going?   
    Yeah the more I think on this the more I am not sure about the Knights professions esp the ranged.  As previously mentioned mounted combat would actually be a primary profession of any real medieval knight but in this game what else can we pick? 
     
    Clearly one profession tank and one dps is obvious.  What for the third?  AOE dps versus single target dps?  What about a CC profession?
     
    Thoughts?
  4. Like
    Avean reacted to Siegnir in 30 minutes gameplay   
    I really am starting to hate the mentality of "if you don't like it or disagree, go jack-off".  Honestly, asking for 'minimum necessary time to have a play session' metric from the devs and also asking that it's relatively small (about an hour) is a completely reasonable thing.  Many of the backers that are literally pouring their money into this game as well as the multitude of players the devs will need to make this game a relative success are people with lives.  Most people have jobs and other responsibilities that don't always allow for multiple hours of gaming. 
     
    Take a look at this video: https://www.youtube.com/watch?v=PeTjr4q_grE
     
    It explains, very well, the importance of understanding play session length.  The devs NEED to produce a game that can cater to marathon gaming sessions as well as the "I have 45 min to kill" play session.  
  5. Like
    Avean got a reaction from Stormcrow in Let's Talk Crowd-Control   
    I remember plenty of times in GW2 Where I would be fear-chained or knocked-down + Roots and by the time I had any control of my character back, I was dead or dying.  it wasn't fun. 
     
     
    I had similar effects (as well as contributing) in ESO pvp where a 2 or 3 second stun (maybe more if you got hit on your horse) would result in a death pretty much.
     
    suffice to say, I think hard CC where you loose control of your character should be kept to a minimum, 
     
    I think Wildstar's version of how CC, in general, was handled pretty good:
    Blinds = Screen covered in black fog
    Disarm = Weapon flies off somewhere, and you can pick it up to reduce the disarm duration (though in a large PvP enviroment, sometimes you cant find your Weapon)
    Stun/freeze = play a "simon says" mini game to break out of stun faster
    Confuse = Movement was switched
     
    I think there were 1 or 2 other kinds as well.
  6. Like
    Avean got a reaction from bahamutkaiser in Let's Talk Crowd-Control   
    I remember plenty of times in GW2 Where I would be fear-chained or knocked-down + Roots and by the time I had any control of my character back, I was dead or dying.  it wasn't fun. 
     
     
    I had similar effects (as well as contributing) in ESO pvp where a 2 or 3 second stun (maybe more if you got hit on your horse) would result in a death pretty much.
     
    suffice to say, I think hard CC where you loose control of your character should be kept to a minimum, 
     
    I think Wildstar's version of how CC, in general, was handled pretty good:
    Blinds = Screen covered in black fog
    Disarm = Weapon flies off somewhere, and you can pick it up to reduce the disarm duration (though in a large PvP enviroment, sometimes you cant find your Weapon)
    Stun/freeze = play a "simon says" mini game to break out of stun faster
    Confuse = Movement was switched
     
    I think there were 1 or 2 other kinds as well.
  7. Like
    Avean got a reaction from bahamutkaiser in Smite Combat   
    now I'm getting confused...ever since the ACE news article...everyone is throwing out the  phrase " borrow this type of combat", without actually explaining what they really want to see...
     
     
     
    See,  who is to determine what a skill based combat should feel like? what if movement and animations are part of a combat system (which would make floaty movements a negative)
     
     - Skills? how much is too many? I know the news joked about having 35 is too much, but thats hyperbole, what is too many skills? 6 like ESO? some people didn't like that. 10 like GW2 (though half was fixed)? would some people like 20 skills? switching skills? or fixed per race/archetype/promotion?
     
     - Stats? Since Crowfall has a idea for stats, I guess the next question would be "how does <instert game here>'s combat work with stats?
     
    -Movement? I like dashes and double jumping. some people would prefer jumping to be atheistic and not actually do anything.
     
    -Telegraphs (aka seeing a path/AoE of enemies attacks or allies heals)?
     
    -Crowd control and stuns? Crowfall may have soft stuns, where SMITE has hard stuns that could easily spell a player's death. which is better?
     
    -Setting up combos
     
    -Time to Kill
     
    combat system is more then a UI and how you throw a fireball, its how the entire game will be played in and out. Its not enough to just say "make it like SMITE"
  8. Like
    Avean got a reaction from JamesGoblin in League of Legends   
    I used to play a good shyvana, one game I stole barron as the enemy team was about to get it, and got a 3x kill
    that was a long time ago however
  9. Like
    Avean got a reaction from JamesGoblin in Combat Chat - Official discussion thread   
    I'm a little surprised on how little people liked (or would prefer to copy from) wildstar's combat. I thought it did combat pretty well, if not one of the best out there
    sure it had its issues like how your looking at the ground a lot, and large scale PvP its harder to tell whats going on, but I still found it really fun, fast, but enough time to react to events, and intuitive. I think building off that is a good idea.
     
    I also liked the idea of its points-tier system, but it did need refinement.
     
    AMPs....that did need work though.
     
    ----
     
    I haven't really played Tera, so I can't comment on that.
     
    As for GW2, sure the animations looked good, but It got old fast, and most of the utilities were either bugged, extremely situational, or overshadowed by the "meta" ones. I personally don't really see too much special with it. sure its a solid combat system...but it doesn't do anything really excellent (for me at least)
    I guess if you took what they had, and made more utilities (abilities) more worthwhile and can make actual builds out of them, It could work 
     
    From what I understand, that's what these "combos" will be like, changing each ability you have.
     
    I'd still like to see something closer to wildstar with these combos, but understand the path that's being taken
  10. Like
    Avean got a reaction from HermaeusMora in Smite Combat   
    I like SMITE more then the other MOBAs, but there are other games I rather see crowfall take inspiration from.
     
    for starters, MOBAs usually have 4 or 5 fixed skills, with many passive items, I'd rather see 8-10 changeable skills, with less importance on items.
    Plus, I don't know if MOBAs would work in anything larger then 5v5 battles, go 10v10 or higher and I'd think you will start seeing problems with it's combat system
  11. Like
    Avean reacted to wolfuse in Griefing vs Emergent Gameplay - Where is the line?   
    The loss of revenue though will be slightly higher when players getting griefed leave the game. 1 higher ranked/level/whatever player can wipe the floor with multiple lower players and they typically do so. As a company you chance the loss of many instead of the removal of a few. This being a game without levels will have this somewhat curbed but can still happen as in some campaigns i believe you may/could drop into the world without anything to aid you. Griefers will most likely roam to find helpless new players to pick on as the campaign progresses. I am unsure if there has been any information regarding how spawning after death takes place. If you have to run back to your corpse via graveyard then corpse camping will ensue.
     
    I already know what will be said about my first sentence "Huh, then they shouldn't be playing a pvp game" to them i say way to justify your harassment of others /golfclap
  12. Like
    Avean got a reaction from naturalnuke in What role are you most interested in playing?   
    Something with battlefield control, like summoning magical walls or barriers, slowing and separating the emeny, all while giving buffs and bonuses to allies, while not being completely useless 1v1
     
    Having a sword and shield while doing would be preferred
  13. Like
    Avean got a reaction from JamesGoblin in What role are you most interested in playing?   
    Something with battlefield control, like summoning magical walls or barriers, slowing and separating the emeny, all while giving buffs and bonuses to allies, while not being completely useless 1v1
     
    Having a sword and shield while doing would be preferred
  14. Like
    Avean got a reaction from JamesGoblin in New Strongholds in Store   
    I thought the kickstarter ones were unique ones, plus you got lots of other items too...
     
    even still, they were random number about based on the little information we have, so maybe it would be fair to others to increase them.
    Still, I can't really see keeps being $75 dollars without some really good benefits...
  15. Like
    Avean reacted to Lykurgus in New ways to Slay. Unique Combat in Crowfall.   
    I understand where you're coming from, but social interaction typically boils down to a series of menus and chat options and can more easily be constructed on paper. Where as combat is more complex and has to be iterated upon continuously throughout development until "perfected".
     
    Want I want to look for is a variety of strategic options through player abilities, expanding on the Specialist as a role particularly and giving Supports more ways than just buffing and debuffing in combat. An idea I had is a sort of unison buff to certain abilities. Imagine 3+ Centaur Legionnaires using their "Charge" Ability at roughly the same time and by doing so they gain the "Battering Ram" Unison Buff to the abilities, increasing their knockback distance as well as increasing their damage to structures. This wouldn't be on every single ability, but I think it would be an interesting mechanic to promote coordination.
  16. Like
    Avean reacted to theDoctor in New ways to Slay. Unique Combat in Crowfall.   
    This gets super hectic and kinda meh in large scale games.  Combat in Mount & Blade or War of the Roses or Chivalry is an example.
     
    For a game like this, I'd rather the combat be exciting and each character feel unique and powerful, within balance obviously.
     
    Eve has the simple slow combat, if that's what people are looking for.
  17. Like
    Avean got a reaction from oridi in Customizing your kingdom: Official discussion thread   
    I was only able to skim through the comments, so forgive me if this has been answered...
     
    but my biggest concern is the amount of resources needed to pay the "tax". Is it something a player in a small guild / solo wont have to worry about after a campaign? Will it be something that said players can only really be able to maintain a few cells before the tax is too high?
     
    Though I understand it's purpose, I don't know if I really like the tax idea right now...seems like it hurts small guilds and players more then larger guilds, 
     
    and, yes, I know that its the point to have a Large guild be able to have a more robust EK then a solo / small group, and there is nothing wrong with that, but It feels like a large guild will have no trouble paying the taxes, where a small group will struggle in a much smaller region, which feels like a cheap mobile game's "Don't have enough friends? well you can't get this next piece of land then!" kind of deal
     
    In other words, I hope the rate of taxes isn't too large for solo / small guilds for them to have a decent-sized or well filled region, in fact, I'd be happy if paying taxes was so easy, a solo player can upkeep a Citadel and a few Fortresses without worry. Instead, taxes are mostly used for players that leave / take a break.
  18. Like
    Avean got a reaction from HermaeusMora in Customizing your kingdom: Official discussion thread   
    I was only able to skim through the comments, so forgive me if this has been answered...
     
    but my biggest concern is the amount of resources needed to pay the "tax". Is it something a player in a small guild / solo wont have to worry about after a campaign? Will it be something that said players can only really be able to maintain a few cells before the tax is too high?
     
    Though I understand it's purpose, I don't know if I really like the tax idea right now...seems like it hurts small guilds and players more then larger guilds, 
     
    and, yes, I know that its the point to have a Large guild be able to have a more robust EK then a solo / small group, and there is nothing wrong with that, but It feels like a large guild will have no trouble paying the taxes, where a small group will struggle in a much smaller region, which feels like a cheap mobile game's "Don't have enough friends? well you can't get this next piece of land then!" kind of deal
     
    In other words, I hope the rate of taxes isn't too large for solo / small guilds for them to have a decent-sized or well filled region, in fact, I'd be happy if paying taxes was so easy, a solo player can upkeep a Citadel and a few Fortresses without worry. Instead, taxes are mostly used for players that leave / take a break.
  19. Like
    Avean got a reaction from Psyctooth in New Strongholds in Store   
    that seems....excessive...
     
    I can understand a citadel or palace for $115...but a Keep?
     
    As Spectre pointed out, We need to see how...err, I guess we don't even know the properties (internal size, bonuses like crafting speed or something, marketplace values) to really grasp if this is reasonable or not...
     
    still, seeing how the order of stronghold progression is
    Estate, Fortification, Keep, Castle, Fortress, Citadel and Palace.
     
    and that Keeps are in the bottom half in the list... My first thought is that I don't like the pricing...that's a full game (at minimum) you could get instead
  20. Like
    Avean got a reaction from primal in New Strongholds in Store   
    that seems....excessive...
     
    I can understand a citadel or palace for $115...but a Keep?
     
    As Spectre pointed out, We need to see how...err, I guess we don't even know the properties (internal size, bonuses like crafting speed or something, marketplace values) to really grasp if this is reasonable or not...
     
    still, seeing how the order of stronghold progression is
    Estate, Fortification, Keep, Castle, Fortress, Citadel and Palace.
     
    and that Keeps are in the bottom half in the list... My first thought is that I don't like the pricing...that's a full game (at minimum) you could get instead
  21. Like
    Avean reacted to Adall in New Strongholds in Store   
    I would need to know, as you asked, how they measure up before I can create any realistic perspective on how reasonable the pricing is.
  22. Like
    Avean reacted to hyjaxxx in burrowing/wall breaking mechanic questions   
    Salutations folks! I'm dying to play the duelist class but my question is regarding the burrowing and wall breaking mechanic.in the videos it looks like breaking a wall or burrowing under one is extremely quick and that seems like it wouldn't be very balanced...i mean,you have a huge majestic keep and our toons break through like the kool aid man....or burrow under it lickety split. Does anyone have any info regarding the mechanic?
     
    Also with being able to dig and move land,does the displaced material respawn after a set time or does it stay affected for the duration of the campaign? It seems that if it doesn't respawn fairly fast that the land would be totally destroyed. Again,insight would be great!
     
    And in finishing,I sent an email to the devs today and got a reply really fast...like 10 min..its nice to see that kind of effort. Well In passing they mentioned a cool update this Thursday,so stay tuned!
     
    Hope to hear some info soon!
     
    Hyjaxx.
  23. Like
    Avean got a reaction from JamesGoblin in eSports and Crowfall   
    I'd have to watch the video on EKs, but can you set rules? I don't know if we know enough about what you can and can't do in these maps. 
    Other then a permissions system
  24. Like
    Avean got a reaction from JamesGoblin in eSports and Crowfall   
    In order for eSports to kick off, it will have to be the main focus of the game, otherwise its just a side feature that few people do, and wont gain an much of an audience, which is what kills eSports. Crowfall's main focus is Large-scale Guild/Alliance battles over an objective that occurs at set times
     
     
    most of the audience I'd imagine would want to see the large-scale battles Crowfall will be known for, and if people wanted to see smaller arena-based combat...well if they did, WoW's Arena or GW2 or Wildstar's Arena would of been popular by now**. (though, I see GW2 has tournaments once in a while...) 
    I don't know, but is Smite's Arena popular? or is it their lane-based mode?
     
    I can see a EK with a arena-style battlefield working, but I dont see a eSport becoming of it, there's just not enough features and many classes wont be built around such style, and those that are will be the meta.
    Would League be popular if it had only 6 heroes?
     
    **Disclamier - I dont follow much of the eSports, I just don't hear people talking about them or many events about games other then League, even though they are labeled "eSports"
  25. Like
    Avean reacted to Nempo in A new way to Zerg - The Caravan Mechanic   
    Friendly fire is only one of many rules that can be in any campaign.
     
    As for how to stop the merry-go-round...they have already found a way around that as well. It will cost you a lot of resources to commit to tearing down an enemy fort. Those siege weapons you will NEED in order to smash down walls and such? They will take quite a bit of resources and your own infrastructure to prepare things ahead of time so you can assemble it in the field from prefabricated pieces.
     
    They also mentioned that defender spawn from a point inside their fort, you spawn from quite a ways away from the fort and must travel back to the fight. Meaning even more preparation is needed. Especially given that most zergs become mindless and trickle in as they get killed making things much easier on defenders.
     
    Defending will be important as well for multiple reasons. You have to store items/resources in your fort, meaning it can be destroyed. You also get campaign points in various rulesets for having them, be it controlling relics or being able to spawn and turn in bloodstones. Can use fortresses to control resource nodes as well to cut others off from them depending on where you choose to build.
     
    Zergs will exist, they will always exist, but they won't be able to be nearly as mindless due to having to organize against some things put in place to help defenders.
     
     
     
    All that said, I still love the proposal. If they make it so we can only hold a limited amount of food, you would be required to use a caravan to attack places or just to move supplies to a closer staging point. I love the tactics that would come into play if this was a requirement in some campaigns.
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