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About ClockworkWetwork

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  1. Adding a passive faction-wide bonus to certain zones would add some conquering satisfaction in addition to points. This would give zone control more meaning to your team and could fuel strategic choices in where to assault. In the future, there are many story and art reasons a zone might give a bonus. "We're short on wood for our keep. Let's take over the Forest of Plenty zone to give our harvesters a boost." Once you decide you like this idea, you can turn the knob however you want, from buffs similar to basic food buffs to buffs like a node of a passive talent tree. Combat rewards are fun. I remember the satisfaction of games where you control strategic resource spots that give your empire a little bonus. The bonus may be small, but man you'd war over it. The juicy targets coupled with the points bonus for turnovers would fit the theme of creating appealing targets. Are you going to defend your keep or the bonus zone? While two factions fight over an apple bonus, you might lead a daring raid on their neglected forts. Reasons to fight are fun.
  2. Looking good so far! Exciting to see the world. Very pretty. I suggest you keep the Plentiful Harvest in Spring for playtests. We're not to the resource war strategy part of the game yet. We don't have enough playtesters to flesh out the supply line tactics of the final game. I tried for the last 3 days to get enough resources to make armor. Never made it past level 9. Killed over and over by level 30 maxed out players who had harvested all they needed before I even downloaded the client. In chat, the players were reporting they reached level 30 in about 30mins of harvesting in Spring. Come winter, after 8 hours of chopping nodes to try to make something, I just logged out. They'd looted me fully every time, even taking my slag. Increase guard effectiveness. About half the time I was killed in a fort while trying to craft my pitiful gear and read the crafting text with 4 guards shooting to no effect. If you want players to join campaigns after Spring, there needs to be some mechanic for them to harvest the basics. Perhaps after Spring ends, add level 2 nodes to Temple. Perhaps the playtest should start everyone at max level. Just skip the 30min at best, never at worst, sacrifice xp grind and let folks try out the full mechanics for bugs and preferences. Players have to manually click skill trees to add buttons, so it wouldn't be overwhelming. They can click at their own pace without being impossibly far behind the campaign. You could tie a plentiful harvesting floor to level so that low level new guys add something to the campaign. When you can't survive in 1v1 battle assisted by all the guards of your fort and can't harvest, you're out of the game.
  3. We may be quiet, but we're here

    I just watched the December Q&A video. I read every news release. I email updates on the game to my friends. After your kickstarter video I bought a backer pack. Each video you put out is consistent in conveying your competence to make a game and your seasoned gamer experiences to make a game fun to play with friends. Very cool. My friends and I are all over 35 years old. We have full time jobs and families. We're probably not going to be in on any of the pre-release testing or posting on the forums, but we're here and we're excited. Glad to hear you're testing and balancing. We'll be rocking campaigns when the game goes live. We'll be throwing money into the effort because it's going to be a worthwhile hobby among friends. All your work - we're invested. Keep rocking. We'll be there. I just wanted to send you this note in response to your Dec Q&A suspicion that we're out here unseen. We are. Keep rocking.
  4. Of Noble Blood

    Sounds solid. I really like the idea of an ability that targets allies and, instead of buffing them ("that's support's job"), it self-buffs the knight. Have friends behind you, you get tougher! Clever! The can open a new class of triggers: what your teammates are doing. This trigger brings all kinds of interactive comboing that rewards teamwork.
  5. Of Noble Blood

    Good thought. If you take that idea further, you can create a self-limiting, stacking effect for your shout. Activate once to grow to 150%, increase mass proportionately, cut movement speed. Activate again while the grow is active to grow to 200% size and become immobile. That gives you choice and versatility while being self-limiting. The limit being that now you can't move, and you're eating a lot of damage in your hitboxes. "That knight is in the way. I can't get a clean shot on the druid. Alright, burn him down. I'll go flank them." For PvP tanking I look at the tank mechanics from Warhammer Online: Age of Reckoning where a tank would choose a buddy and take a % of their damage when in close proximity. That gave utility to tanks in PvP, but it was tab-targeted. If we're looking to do something more freeform here, putting your hitboxes in the way can serve that purpose as long as your allies are quick enough to get behind you. Clever. I like the idea of just standing in the way as an additional combat tactic.
  6. The greater strategic flow of campaigns

    This is a great view. Imagine the fun of doing extra effects based on what your teammate is doing. You hold 'em, I'll hit 'em and fastball special! Icebolt auto-critting the bad guy your knight just shield bashed, etc. Strategic combination beats zerg numbers.
  7. Of Noble Blood

    Shout ideas: I like the OP's idea of it being a projectile magnet. The CD and duration will throttle it. AoE make everyone face you. Taunt on NPCs, just orientation on PCs. It's enough to have some utility in PvP by disrupting player groove. AoE deafness. Give the flashbang effect to PCs. Slow attack speed of NPCs. Create a circle on the ground that you get stamina regen/damage mitigation as long as you stand in it. Size and decay speed throttles it. PCs can engage or draw you out of it. AoE cleanse of disabling or knockdown effects on allies. Help your buddies up. Hey, didn't you see me on the ground? Reveal hidden enemies in a small radius. No hit and vanish on a knight! Empower your next block or strike. Block - drains attacker's stam, Strike - breaks a block, etc. Makes you larger so you can get in the way of attackers more.
  8. Strength, Dexterity, Intelligence, and Spirit are the four stats we're looking at currently. Imagine reaching a certain threshold level in a stat and you are able to interact with a buff areas. Say 8/10 or whatever is determined for balance. If you don't have enough of the stat, you can see that there is a node there but interacting with it does nothing for you. Or, if you'd like to add surprise to its utility, you can't even see if unless you have the threshold - forcing you to rely on your buddies to read the terrain with you. For example, let's say you hit the threshold in Dexterity. Now you could use speed nodes and when you ran through one, you would get a 3 second speed buff. Strength might reveal crush points in rocks, trees, etc. Having that much strength would allow you to, in so many chops, cut through a tree. Throw a large rock for a one time ranged attack (1 min respawn timer?). Punch a destructable point to to AoE damage. Use a tree branch to soak a hit. Intelligence would reveal ley line spots for casting bonus and Spirit could do something similar depending on what that stat even means. This adds lightweight, interesting terrain consideration for battles. A high Dex PC might want to hang out near the speed buff. Teams might want to move their battle line to a buff point. The suggestion is for buffs to be minor but interesting enough to like. What do you think of battlefield buff nodes as an additional sprinkling tactical consideration?