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About Navystylz

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  1. People won't accidentally find Crowfall and not know what it is about. Its plastered all over the site on entry. Its advertised in all the videos about omg PvP. You have to be pretty damn absentminded to miss what the game is about. Not to mention its crowdfunded and niche so that. The developers straight up said what those kind of players can expect coming to this game. They would have to do a complete 180 to cater to those people. They aren't on the same level as those big money makers that try and cash grab everyone and retain them. Game is also buy to play. There are no drops in subs to get worried about. They will get money for those inter3sted in trying and theu will either like or go. Really its uninformed players that bit without knowledge. Most companies don't cater to interim players.
  2. I'm not sure how you twisted my second post to mean this. I was essentially highlighting that people signed up for what they get but don't know how to handle it. And this is because the way the game is designed to make people complacent about PvP. PvP is such an after-thought they get this idea that killing in PvE somehow turns of the PvE and don't go messing with them when they are doing their PvE. This is the wrong mentality and goes against their agreement of signing up for PvP server. At the same time, the developers need to give the players the tool to have a healthy PvP environment or they will not want to do it. WoW currently in Legion is a perfect example of the devs just taking PvP from an after thought to something completely unfun, unhealthy and so imbalanced that the only sane person that likes it would be the OP tanks that now can fight many people at once as if they are mini-raid bosses. The devs don't care about PvP anymore yet make those who were on those server from start either suffer for it, reroll on PvE servers, Pay to transfer or quit. Well most people like their money so it's either reroll or quit. There is no coming up with new specs to counter the other. These tools aren't in place. Their is arbitrary teams forced on you by faction so if you are on the underpopulated side, you not only get to fight that raid boss tank but all the other faction members that attack too. People quit because imbalance and PvP as an afterthought. PvP guilds are hurr cuz PvP is not a fun activity with devs actively working on it. Crowfall is about PvP. World PvP. Except certain rulesets no factions forced on you. No PvE imbalances making classes god mode. More meta to specs than an abitrary list of powers that can't even be worked into your own spec. When you log in and you aren't in an area that you know is completely safe (and in shadowbane I didn't even take my home city as safe), you expect PvP so will always be on the look out for trouble. Now playing another game that has issue with their design that was never once mentioned or is an issue to comment yet here is different. Once upon a time we called this "borrowing trouble". A concept where you dream up concerns that aren't even an issue and acting based on that. And the devs have been nothing but amazing at listening to what we have to say so even if such a thing should pop up and most people are like woah, woah... nah man. I'm confident the devs will see that as something not good for game. It's all good to keep a conversation going, but was this even a conversation? I am the type who basically doesn't say anything unless I feel there is something to say. But looking through a lot of these forum post there are a lot of them where people just take concepts and problems that aren't even a thing in Crowfall and start going on about how this can't work.
  3. When games made PvP an after thought such that people would play on a PvP server without the intent to PvP. If you play a PvP game you are by choice wanting to PvP... all the time. You at least know you signed up for it. Killing and harvesting in a PvP game is the player making the decision to "come at me bro" while doing these things because if they are doing them solo, they are doing it with the surety? arrogance? that they can do this and a player at the same time. Unlike a lot of horrible players that never could wrap their heads around killing mobs for quests (in games such as wow) while simultaneously always looking around to see if potential attackers are incoming, I was not one of those people. It died over time because PvP became more of an after thought. But I welcomed would be attackers and a good chunk of the time I actually won.
  4. I'm not sure why you play a different game, have such a bad experience that you start projecting this game on to Crowfall. Except for the last 2, none of those things are even applicable to Crowfall or has been mentioned in any way. Just because a game is made and comes out around the time of this game being worked on, doesn't mean developers are circling around these games to snap up their ideas. As to harvesting, we know how this is already... As to cheating... this is an on-going thing in every MMO that developers usually want to crack down hard on and prevent ruining their game. Doesn't really need a mention.
  5. We are ready to go!

    Starbucks Pink Drink. Tastes like the pink starbucks and loaded with caffeine.
  6. I feel like you are totally putting on your blinders and ignoring readily available information. As someone who is starting "conversations" in the forums I would expect you to be a bit more savvy on the information put out. I am cursorily following the information put out until they finally release the Assassin for play and even I have seen in video mentioned several times what Viking is trying to explain to you and that you are ignoring. Furthermore Viking is correct in what is said about what goes into the game development. Artcraft and MANY other developers have gone into this conversation over and over as this type of concern is always there for the playerbase. You create a false dichotomy fallacy by saying either a or true or b is true. Where a and b could but be true, or neither true, or throw in other variables. One thing that IS known, is that different teams work on different things and are multitasked such that the WHOLE team is NEVER all working on the same thing. Even if each sub of the team eventually touches on that aspect one or several times. The biggest clue... that you just ignore and pass off, and which has been talked about, is like was mentioned, the resources and ability to put out a class has become such that not only are they confident they will put out the intended classes, but now you have racial combinations for all of the classes. This is not something that developers on a time crunch, with the need to cut corners do. It just doesn't happen. So may you should read those books you suggest to Viking a bit more and understand what it is you are reading, and maybe take some time to learn how data analysis works so you can take all these multi-source pieces of information and analyze them to the correct conclusion that others are coming to.
  7. No. There is no need to cut corners and some of us are pretty set in our desire to main a class at launch.
  8. Founders' Update: Interactables Changes

    Isn't looting from stealth a bit OP? I mean, I know it's not total stealth (assuming none get put in later even as a short "escape" CD) but I feel like that's something that should bring players out into the open. Even if it's a you can start the interaction FROM stealth but stealth will break sometime during the channel.
  9. This is what i mean by some indicator. For most peopl. In Shadowbane it was just knowing that a thief was on track. Might not be able to see stealth or know where but at least you knew something could be up. He'll some people couldn't track and relied on friends to tell them, otherwise the moment some good dropped they would immediately recall so not to be potential target. Anything more than 'someone hanging suspcipusly around you' because in general you weren't suspicious of guildies (unless thief class then don't come near me at all).
  10. It's not too easy to take guess work out a game, particularly when a spy in guild you'd normally trust could take advantage by indiscrimantly robbing everyone blind. Whether the clue is simply that person has the capability to steal (whether he will or not is something you hazard) or a visual animatuon to person attempting to steal giving you a chance to react. Particularly in the hands of stealthers. But saying that, your suggestion is a completely valid and Ultima-esque way to handle it. As trapped bags is how yoi dealt with thieves the best in that game.
  11. There's needs be something a little more discerning than "this guy been near me". There should be absolutely no guess work in that there is someone near who can steal from you. Just like there are counters to stealth, at the very least there needs be a "uh oh, thief near, let me take some kind of action". Shouldn't have to go "sorry don't help on this node cuz if you stand too close to me 'friend's im gonna kill you for suspicion of thieving.
  12. In Shadowbane only Thieves could steal from you in the first place. Tracking made it a simple deal for most people to know when a thief was about and take measures to not have valuables on them if no way to reveal. A far cry different then a discipline where you have no idea who the heck a thief is. Not the same at all.
  13. There HAS to be some way for the player to be able to tell who is able to pickpocket from them. There HAS to be. No two ways around it. Thief as a class is shadowbane were shunned by strangers and guildies alike. But at least people could look and go "oh, that guy is a thief, don't let them get near to pickpocket me." I have killed guild mates in Shadowbane for being a thief and getting too close to me while swapping things from inventory to bank and vice versa. The amount of paranoia this will generate if not able to easily identify if there is danger lurking will be no bueno.
  14. Considering the robust functionality EKs will serve, even as storage points, it will be a diversion many people will spend days of their gaming time messing around with. And while the land jig-saw won't translate into the campaign worlds, I'm pretty sure the buildings and the like will for player cities and what not. So good to know all is working well. You wouldn't want your eventual city to have some unknown bug that just let people glitch in and camp you unfairly because enough testing was done--would you
  15. Looked at Assassin reveal and was like "well RIP Druid". Kind of knew that Assassin would catch my attention just as they have since way back in Shadowbane. But... haven't we all already "bought the game" with our back pledges lol. I was convinced way back when I first pledged this game's wind was blowing the way I like; a return to FFA PvP and risk and rewards. Building your character, politicking, and ability to be true mercs again. Now I just know what my main will be to accomplish this.