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NostrusUK

Testers
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  1. Like
    NostrusUK got a reaction from JamesGoblin in Crafting Failures   
    Check the skill trees. Blacksmith certainly has a point that permits repairs.  However, durability loss has to remain at a decent rate for two reasons:
     
     - To make repair worth training.
     - To hammer home that equipment isn't as important in this game.
  2. Like
    NostrusUK got a reaction from JamesGoblin in Crafting Failures   
    One thing to recall is that at this stage you are getting pretty much most of the recipes, at least those that are developed. That is unlikely to be the case at launch, and you'll find that your chance of success will be much higher when you craft the recipes you are failing just now.
  3. Like
    NostrusUK got a reaction from dinorage in Crafting Failures   
    Check the skill trees. Blacksmith certainly has a point that permits repairs.  However, durability loss has to remain at a decent rate for two reasons:
     
     - To make repair worth training.
     - To hammer home that equipment isn't as important in this game.
  4. Like
    NostrusUK got a reaction from Noc. in [OOC] Roleplay Backer Census   
    - Forum/Profile Name: Nostrus
    - Preferred "Crow" Name: Undecided
    - Guild Affiliation: Serrated
    - PvP?: Hell yes, I don't believe RP is meaningful without the ability for combat, and I don't mean roll "combat" prevalent in other MMOs.
    - General Alignment: Order
  5. Like
    NostrusUK got a reaction from StormShadow in Gordon Walton - Are You The One Who Brought Us The Nge?   
    It shows the caliber of the man, and frankly he'd be lucky to be a .17.
  6. Like
    NostrusUK got a reaction from StormShadow in Gordon Walton - Are You The One Who Brought Us The Nge?   
    "So Derek, how exactly do you manage your stakeholders?"
     
    *blank look, sound of crickets outside*
  7. Like
    NostrusUK got a reaction from courant101 in Ace, Are you back pedalling on Healing?   
    Glossing over the obvious dislike that bahamutkaiser and helix have for one another, I'd like to discuss your reply to my question, bahamut.
     
    If "healing is lower skill" due to it being reactive (although you could argue the toss in games that permit overhealing) then that must mean that all reactive skills and abilities are similarly lower skill.  For example, where do you rate interrupts?  They are, by definition, a reactive event.
     
    I'm not picking a fight here, by the way, merely trying to understand your mind set.
     
    I'll put out my own stall here.  I do not like "fire hose" healing.  As an example, a healer should not be able to out-last a damage dealer by simply healing through their damage.  To me, that is a sign that the system is broken.  However, I strongly disagree that it is lower skill/strategy.  Indeed, I believe that, if handled correctly, it adds to the overall strategy involved in the game.  It means that, as a squad leader, I need to plan and deal with said healer.
  8. Like
    NostrusUK got a reaction from Infynis in [OOC] Roleplay Backer Census   
    - Forum/Profile Name: Nostrus
    - Preferred "Crow" Name: Undecided
    - Guild Affiliation: Serrated
    - PvP?: Hell yes, I don't believe RP is meaningful without the ability for combat, and I don't mean roll "combat" prevalent in other MMOs.
    - General Alignment: Order
  9. Like
    NostrusUK got a reaction from Bramble in Ace, Are you back pedalling on Healing?   
    Glossing over the obvious dislike that bahamutkaiser and helix have for one another, I'd like to discuss your reply to my question, bahamut.
     
    If "healing is lower skill" due to it being reactive (although you could argue the toss in games that permit overhealing) then that must mean that all reactive skills and abilities are similarly lower skill.  For example, where do you rate interrupts?  They are, by definition, a reactive event.
     
    I'm not picking a fight here, by the way, merely trying to understand your mind set.
     
    I'll put out my own stall here.  I do not like "fire hose" healing.  As an example, a healer should not be able to out-last a damage dealer by simply healing through their damage.  To me, that is a sign that the system is broken.  However, I strongly disagree that it is lower skill/strategy.  Indeed, I believe that, if handled correctly, it adds to the overall strategy involved in the game.  It means that, as a squad leader, I need to plan and deal with said healer.
  10. Like
    NostrusUK got a reaction from Tofyzer in Ace, Are you back pedalling on Healing?   
    From a strategic point of view, having the Legio have a heal is a good idea.  It needs to be toned down, but if you need spot healing during a critical part of your battle then what better vehicle to have it on than the fastest archetype in the game?  Along with their various other buffs/debuffs.
     
    I think a lot of people have got this firm idea of how Crowfall should be for them and have real problems with taking a step back and looking at the bigger picture.
     
    Also, I would like someone to explain to me precisely how having a "healer" (using quotation marks because even at the moment, we don't know how much or what kind of healing the Druid is going to be doing) is "lower strategy"?  If you get rid of the "healer" all that will happen is that you'll replace them with the next highest target of opportunity which at the moment is liable to be the Confessor.
  11. Like
    NostrusUK got a reaction from pang in Ace, Are you back pedalling on Healing?   
    From a strategic point of view, having the Legio have a heal is a good idea.  It needs to be toned down, but if you need spot healing during a critical part of your battle then what better vehicle to have it on than the fastest archetype in the game?  Along with their various other buffs/debuffs.
     
    I think a lot of people have got this firm idea of how Crowfall should be for them and have real problems with taking a step back and looking at the bigger picture.
     
    Also, I would like someone to explain to me precisely how having a "healer" (using quotation marks because even at the moment, we don't know how much or what kind of healing the Druid is going to be doing) is "lower strategy"?  If you get rid of the "healer" all that will happen is that you'll replace them with the next highest target of opportunity which at the moment is liable to be the Confessor.
  12. Like
    NostrusUK got a reaction from courant101 in Alternative World   
    An interesting model, and something I'd but my name behind for an alternate rule set but frankly, I think I prefer the way it is now.  The way your proposal works, you're essentially placing a lot of faith in other people for your continued performance farther down the line.
     
    In the transition from God's Reach to Infected; what if most of the players who played for your God left the world?  You'll be hamstrung against the other Gods in Infected through no fault of your own.
     
    Also, it would mean relaxing the import/export rules between bands as it simply wouldn't make sense that you couldn't take your stuff from the previous band.  The benefit with the bands is that you can limit the amount of resources a world has (and frankly I love the thought of starting in a hostile environment with limited resources) but if you are playing on one world for a campaign of considerable length, then whoever has the power at the start of the campaign is likely to keep it.
  13. Like
    NostrusUK got a reaction from Vonpenguin in Ace, Are you back pedalling on Healing?   
    From a strategic point of view, having the Legio have a heal is a good idea.  It needs to be toned down, but if you need spot healing during a critical part of your battle then what better vehicle to have it on than the fastest archetype in the game?  Along with their various other buffs/debuffs.
     
    I think a lot of people have got this firm idea of how Crowfall should be for them and have real problems with taking a step back and looking at the bigger picture.
     
    Also, I would like someone to explain to me precisely how having a "healer" (using quotation marks because even at the moment, we don't know how much or what kind of healing the Druid is going to be doing) is "lower strategy"?  If you get rid of the "healer" all that will happen is that you'll replace them with the next highest target of opportunity which at the moment is liable to be the Confessor.
  14. Like
    NostrusUK got a reaction from Leiloni in Ace, Are you back pedalling on Healing?   
    From a strategic point of view, having the Legio have a heal is a good idea.  It needs to be toned down, but if you need spot healing during a critical part of your battle then what better vehicle to have it on than the fastest archetype in the game?  Along with their various other buffs/debuffs.
     
    I think a lot of people have got this firm idea of how Crowfall should be for them and have real problems with taking a step back and looking at the bigger picture.
     
    Also, I would like someone to explain to me precisely how having a "healer" (using quotation marks because even at the moment, we don't know how much or what kind of healing the Druid is going to be doing) is "lower strategy"?  If you get rid of the "healer" all that will happen is that you'll replace them with the next highest target of opportunity which at the moment is liable to be the Confessor.
  15. Like
    NostrusUK reacted to Bramble in Gordon Walton - Are You The One Who Brought Us The Nge?   
    Apologies NostrusUK,  I'll chime in here:
     
    Effective communication isn't easy, nor is it easily come by.  It's one of the principal disciplines any (truly) successful person, regardless of industry, has to develop over the course of time.
     
    This is because most people like to talk . . . and don't know how to listen.
     
    As a result, truly "effective" communication is a full-duplex discipline that requires a great deal of practise (back-hand, fore-hand, back-hand, etc.) to develop, while, yes, also adhering to being honest, open, etc.  I won't disagree on those points at all.
     
    Talking is easy.  We all like to hear ourselves talk.  We love our own ideas, passionate about our "truths".
     
    Listening is sometimes much harder, particularly when there is a viewpoint that doesn't seem to match our own.
     
    And I'd like to read your dissertation when it's done, if that's possible!    Best of luck with that /thumbsup
  16. Like
    NostrusUK got a reaction from Makishima in Gordon Walton - Are You The One Who Brought Us The Nge?   
    I'm going to kick in on this one, but first a couple of disclaimers.  One, I'm not a game designer.  Two, I'm a student but one who has project management experience.
     
    Now that's out of the way, the answer to your question has a couple of answers.  One, do not blindly listen to the people giving you communication advice on your course unless they have run/participated in a significant project before in their lives.  And I don't mean just games development because something that seems to be missing out there is that project management and games development at the management level are one and the same.  I mentioned earlier how I'm a student.  I'm a Project Management student (Masters, as it happens) and my dissertation is going to be titled (quite simply) Games Developers and Project Management: They're Doing It Wrong.
     
    Controversial statement, yes.  Untrue?  Not by a long shot, at least not from the outside.  However, I digress (it's a bit of a sore subject for me).
     
    Effective communication is easy.  Openness, honesty and the right information to the right people at the right time.  Don't lie.  Ever.  First time you get caught out, then all credibility you might have had will disappear.  Don't be afraid to make decisions, but don't be afraid to change them if that's what the project needs.
     
    Read.  Not just on games development or project management.  Read on psychology (we are human, after all), read on the successful project managers in the 20th and 21st centuries.  Sign up to an organisation like the PMI and attend conferences/talks on effective communication.  The ridiculous thing about effective communication is that it is stupidly simple, but we as humans are so bloody terrible at it.
     
    I'll stop there, as I'm kinda weighing in on something you didn't even ask me about but it's one of my pet hates.  I've been in projects where senior management were terrible communicators and the project suffered for it.
     
    Also, to remain completely on-topic, I don't blame you, Tyrant.  In fact, from your testimony my stock in you has only risen.  Takes guts to stand up to your management and tell them they're wrong.  You were vindicated by the fact they fired you instead of listening.
     
    In fact, Khoth, that's a great lesson to take away from Tyrant.  Actions always speak louder than words.
  17. Like
    NostrusUK got a reaction from Mondasin in Ace, Are you back pedalling on Healing?   
    Okay, I don't see this as backpedalling yet because we don't know what abilities the Druid will have.  ACE have stipulated there will not be "firehose" healing which is fine.  However, healing still has a strategic part to play in the game.  I think we need to wait and see exactly what powers are given to the Druid and also, give the Druid some time in testing before we start threads like this.
     
    As long as the Druid doesn't end up as a "firehose" healer, I see little problem in it's inclusion.  Especially as we are still far from complete on the archetypes front.  Frankly, we're going to have a lot of back and forth on composition, simply because we don't have all the options available to us.
     
    However, with this announcement, I'd be inclined to move the healing ability that Lego has off of the tray and replace it with something else.  Healing just never really fit in the Lego vibe for me and I think they'd be far better suited to having something else.
  18. Like
    NostrusUK got a reaction from Aranoc in Meet the Druid - Official discussion thread   
    I like the idea of the tray-swapping mechanic, but "ignition" doesn't sit well with me from a fluff point of view and I'm also not enormously happy with both sides of this archetype being ranged.  Why?  It doesn't seem to me like there's an enormous downside.  If you have two Druids in your party then they can coordinate to make sure one is healing while the other is damage dealing.  Too much upside for one archetype for me.
     
    Something I'd be interested in seeing is this;
     
    Standard Druid power tray is ranged/healing.  A mix of damage and healing.  They stay in this power tray as they both heal and do damage.  However, each ability on this tray gives various amounts of a debuff: ferocity.  As they heal and deal ranged damage, their bond to nature becomes fiercer and fiercer and they find it more difficult to keep focus.  Maths time!
     
    With an arbitrary value of 100 for being the flip point of ferocity, the Druid gets a debuff of the same name.
     
    At 100, the debuff kicks in.
    At 125, the debuff reduces ranged damage/healing output by 25%.
    At 150, the debuff increases to 50%.
    At 175, the debuff increases to 75%.
    At 200, the Druid automatically flips to their other power tray; melee damage.  They also transform into an animal and must close to melee range to dump ferocity.  Give them a rapid movement ability to close the range they are at.  Medium/High damage abilities that cost a moderate amount of ferocity per use.
     
    The Druid can manually manage their ferocity by: stopping attacking (ferocity ticks down by a small amount per second), using a 'feint' effect (long cooldown, drops a moderate amount of ferocity) or manually activating their other power tray (only available above 125 ferocity).
     
    This then gives us a support archetype that can heal and deal ranged damage, and then a quick burst of melee damage.  Downsides?  Well, if they want to avoid flipping over to their ferocious side, they need to manage their damage/healing output or use their long CD.  The 'ferocious' side could then be a glass cannon but it's in melee range so easier to deal with especially as it wouldn't have ferocity-generating abilities.  Essentially, you have to get in and get out - if you're caught then you will quite possibly die and your team is down their support archetype.
     
    Personally, I'd be quite excited to see an archetype like that, and it would take skill to play.
  19. Like
    NostrusUK got a reaction from Khoth in Gordon Walton - Are You The One Who Brought Us The Nge?   
    I'm going to kick in on this one, but first a couple of disclaimers.  One, I'm not a game designer.  Two, I'm a student but one who has project management experience.
     
    Now that's out of the way, the answer to your question has a couple of answers.  One, do not blindly listen to the people giving you communication advice on your course unless they have run/participated in a significant project before in their lives.  And I don't mean just games development because something that seems to be missing out there is that project management and games development at the management level are one and the same.  I mentioned earlier how I'm a student.  I'm a Project Management student (Masters, as it happens) and my dissertation is going to be titled (quite simply) Games Developers and Project Management: They're Doing It Wrong.
     
    Controversial statement, yes.  Untrue?  Not by a long shot, at least not from the outside.  However, I digress (it's a bit of a sore subject for me).
     
    Effective communication is easy.  Openness, honesty and the right information to the right people at the right time.  Don't lie.  Ever.  First time you get caught out, then all credibility you might have had will disappear.  Don't be afraid to make decisions, but don't be afraid to change them if that's what the project needs.
     
    Read.  Not just on games development or project management.  Read on psychology (we are human, after all), read on the successful project managers in the 20th and 21st centuries.  Sign up to an organisation like the PMI and attend conferences/talks on effective communication.  The ridiculous thing about effective communication is that it is stupidly simple, but we as humans are so bloody terrible at it.
     
    I'll stop there, as I'm kinda weighing in on something you didn't even ask me about but it's one of my pet hates.  I've been in projects where senior management were terrible communicators and the project suffered for it.
     
    Also, to remain completely on-topic, I don't blame you, Tyrant.  In fact, from your testimony my stock in you has only risen.  Takes guts to stand up to your management and tell them they're wrong.  You were vindicated by the fact they fired you instead of listening.
     
    In fact, Khoth, that's a great lesson to take away from Tyrant.  Actions always speak louder than words.
  20. Like
    NostrusUK got a reaction from Dondagora in How to stop zurgfest   
    Okay, I think that realistically there are two issues here.
     
    One; you and your buddies are out doing what you do when you're caught by a zerg.  In this case, you should die.  There, someone had to say it.  If you are out-numbered, then realistically you should die because that's simply what's going to happen.  Sure, you can maybe take down a few of them but there should not be artificial mechanics imposed just because you don't like zergs (and no offence, but that's what this thread sounds like).
     
    Two: you are in your keep/town/naked Roman-inspired spa and hear that there is a zerg on the move towards you a-pace (and frankly if you don't have a warning system in place, you deserve to lose your poorly made socks).  Armed with this information, you are able to prepare relevant defenses (ballistae, catapults, etc) that help you turn the tide.
     
    Now, both of these points are making a key distinction.  That "zerg" and "organised group with large numbers" are two different things, and the primary difference being a lack of cohesion and organisation.  No one wants to lose to a "zerg" because that battle was, most likely, meaningless.  Throwaway.  Without substance.  A battle with an organised group with large numbers, on the other hand, is likely to be good as there will be tactics and strategy.  Even on the losing end, you can then step back and simply say "yep, they beat us fair and square".
     
    From my point of view, the key to beating zergs is not in artificial mechanics but simply in the being prepared and informed.
  21. Like
    NostrusUK got a reaction from Brambles in Plans / roadmap for implementing in game voice - pick up group experience   
    Frankly, you are far more likely to get people without PTT meaning you hear all the background noises, or someone incessantly playing a soundboard over and over, "insert random voice-based occurrence here".
     
    Crowfall is being made for guild-based groups.  Solo play is going to be exceedingly difficult in this environment.  As a Project Manager in this environment, I would not divert resources away to develop something that, frankly, isn't essential given the plethora of VOIP systems that are out there.
  22. Like
    NostrusUK got a reaction from mourne in Coming Sooooon, Damage Splitting   
    I want to make a post here because I was going to post a reply regards zerg gameplay, and then realised I was being an idiot (probably a sign that I need to haul my carcass off to bed tbh).
     
    When Thomas stated that it could be beneficial to run towards a friend in order to share the damage (sharing's caring, right?), I was concerned this would reward zerg gameplay by having everyone stack on a handful of people in order to mitigate damage.  And, it does.  It also makes for a handful of very enticing targets.
     
    If you are faced with this kind of zerg gameplay, it means that we can use AoE to actually disperse the zerg.  They don't want to be decimated by well-placed AoE abilities and spells so they would have to spread out.  This, in turns, allows your single target damage dealers to pick out high-value targets (at the moment, Druids and Legos) for destruction.
     
    Mmm, I approve of this multi-facted gameplay.
  23. Like
    NostrusUK got a reaction from Gonfalone in Coming Sooooon, Damage Splitting   
    I want to make a post here because I was going to post a reply regards zerg gameplay, and then realised I was being an idiot (probably a sign that I need to haul my carcass off to bed tbh).
     
    When Thomas stated that it could be beneficial to run towards a friend in order to share the damage (sharing's caring, right?), I was concerned this would reward zerg gameplay by having everyone stack on a handful of people in order to mitigate damage.  And, it does.  It also makes for a handful of very enticing targets.
     
    If you are faced with this kind of zerg gameplay, it means that we can use AoE to actually disperse the zerg.  They don't want to be decimated by well-placed AoE abilities and spells so they would have to spread out.  This, in turns, allows your single target damage dealers to pick out high-value targets (at the moment, Druids and Legos) for destruction.
     
    Mmm, I approve of this multi-facted gameplay.
  24. Like
    NostrusUK got a reaction from shadowfang1992 in Gordon Walton - Are You The One Who Brought Us The Nge?   
    I'm going to kick in on this one, but first a couple of disclaimers.  One, I'm not a game designer.  Two, I'm a student but one who has project management experience.
     
    Now that's out of the way, the answer to your question has a couple of answers.  One, do not blindly listen to the people giving you communication advice on your course unless they have run/participated in a significant project before in their lives.  And I don't mean just games development because something that seems to be missing out there is that project management and games development at the management level are one and the same.  I mentioned earlier how I'm a student.  I'm a Project Management student (Masters, as it happens) and my dissertation is going to be titled (quite simply) Games Developers and Project Management: They're Doing It Wrong.
     
    Controversial statement, yes.  Untrue?  Not by a long shot, at least not from the outside.  However, I digress (it's a bit of a sore subject for me).
     
    Effective communication is easy.  Openness, honesty and the right information to the right people at the right time.  Don't lie.  Ever.  First time you get caught out, then all credibility you might have had will disappear.  Don't be afraid to make decisions, but don't be afraid to change them if that's what the project needs.
     
    Read.  Not just on games development or project management.  Read on psychology (we are human, after all), read on the successful project managers in the 20th and 21st centuries.  Sign up to an organisation like the PMI and attend conferences/talks on effective communication.  The ridiculous thing about effective communication is that it is stupidly simple, but we as humans are so bloody terrible at it.
     
    I'll stop there, as I'm kinda weighing in on something you didn't even ask me about but it's one of my pet hates.  I've been in projects where senior management were terrible communicators and the project suffered for it.
     
    Also, to remain completely on-topic, I don't blame you, Tyrant.  In fact, from your testimony my stock in you has only risen.  Takes guts to stand up to your management and tell them they're wrong.  You were vindicated by the fact they fired you instead of listening.
     
    In fact, Khoth, that's a great lesson to take away from Tyrant.  Actions always speak louder than words.
  25. Like
    NostrusUK got a reaction from Vonpenguin in Ace, Are you back pedalling on Healing?   
    Okay, I don't see this as backpedalling yet because we don't know what abilities the Druid will have.  ACE have stipulated there will not be "firehose" healing which is fine.  However, healing still has a strategic part to play in the game.  I think we need to wait and see exactly what powers are given to the Druid and also, give the Druid some time in testing before we start threads like this.
     
    As long as the Druid doesn't end up as a "firehose" healer, I see little problem in it's inclusion.  Especially as we are still far from complete on the archetypes front.  Frankly, we're going to have a lot of back and forth on composition, simply because we don't have all the options available to us.
     
    However, with this announcement, I'd be inclined to move the healing ability that Lego has off of the tray and replace it with something else.  Healing just never really fit in the Lego vibe for me and I think they'd be far better suited to having something else.
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