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Tobbs

Testers
  • Content Count

    10
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About Tobbs

  • Rank
    Hatchling

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  • Gender
    Male
  • Location
    California
  1. Terrain manipulating archetypes have been a keen interest of mine while following the development of this game. For better or worse, I hope to experiment with some of the following meta: Trench warfare. Imagine the benefit of foxholes and trenches for avoiding linear projectiles in particular. Will we see skirmishes reminiscent of WW1 with strategically planned attacks and counterattacks? (Though history teaches us that the battle lines move very little in that atmosphere.) Pits. I like the idea of tunneling under the front lines, then digging up toward the surface to suddenly open cavernous pits. You'd want to collapse tunnels behind you to eliminate a quick escape route before opening the ceiling. In so doing, the tunneler might end up martyring themselves, but imagine causing fall damage in addition to your allies shooting fish in a barrel. Great stuff! Moats. Make chokepoints and restricted entry to key points of interest. Funnel opponents through your own Thermopylae, and make your numbers count. Mazes. This is maybe the least likely, but memories of Gem TD inspire me to frustrate my opponents while maximizing the time I have to assail them. Other ideas?
  2. It's more about improving as a player than advancing your avatar. Over the course of many campaigns, you'll develop new strategies and tactics to maximize the likelihood of victory. Furthermore, establishing a reputation that reflects that refined skill will fuel the competitive scene. Also, more than likely, your first archetype progression will have flaws. Odds are, many of us will reroll our favorite archetypes once we fully understand them so that we can maximize our efficacy with respect to our prefered playstyle. Add to that the possibility of playing through 13+ archetypes. Alts will keep us playing. I also expect that endgame progression may take the form of advancing from one ruleset to the next. Many new players will start in God's Reach to get their feet wet. Then the Infected, the Shadow, and finally Dregs. As we feel our skill level growing and our social circles expanding, our advancement through the rulesets will be more fluidly facilitated. And at it's most basic, if the game is fundamentally fun, we're gonna keep coming back.
  3. Let me start by saying that when I join a God's Reach campaign I intend to align with Balance. When I play Risk! at home, I tend to play peacemaker. That is to say, I like to weaken the obvious frontrunner and ally with the underdogs, at least until the tables turn. As a result, I rarely win, but I am often an integral factor in deciding the outcome. With Crowfall, I relish the opportunity to actually emerge the victor with this playstyle! That said, some questions have come to mind: 1) If Order and Chaos are evenly matched, will Balance tend to win by default, regardless of their effectiveness as a faction? Furthermore, does that make Balance a prefered alignment for guilds? 2) Do all games in which Balance win go their full duration because neither Order nor Chaos can pull ahead, or can Balance achieve a different victory condition? 3) More content to be a thorn in your side than an aggressive glory hound, will Balance be populated more so by people with a similar mindset to mine? I'm curious to see it play out.
  4. With respect to the quantity of abilities and the skill ceiling they represent, I would point to MOBAs. In most MOBAs, you have 4 abilities and potentially 6 more activatable abilities from items, though you'll likely have some passive orbs. The magic number therefore is 10 (seems familiar). With the interdisciplinary consideration of positioning, body blocking, timing, cooldown management, resource management, and team composition, the skill ceiling is very high, and disparity of skill is woefully apparent. Plus Crowfall isn't balanced around 1v1 like many current MMOs are. I personally believe that you shouldn't have an array of abilities suited for all situations. MOBAs once again corroborate this paradigm. A support character cannot go toe-to-toe with a carry, especially in the late game. You get shredded. But with the advent of teamwork, that same support can help lock down the carry while his teammates bring the hurt. You make up for your weaknesses with tactics and comrades. I think it's a slippery slope toward homogeny if you want every class to be excessively versatile and have a counter to each attack and defense type. I understand that this isn't a MOBA. but I get the impression that the uniqueness of each archetype is more similar to MOBA characters than traditional MMO classes. And I would further compare MOBA item progression to promotion classes and disciplines, as far as refining your playstyle. Part of me doubts that the devs are perfectly comfortable with my making this comparison, but don't mean it as an incorruptible truth. Bottom line, I'm excited about this game and the direction they're taking it.
  5. There are ways of strafing without split-body mechanics. From my experience in drum and bugle corps (hold your applause), you can employ techniques such as "crab walking". Not to double back on my argument, but split-body movement is also viable, but only within about 45 degrees of forward. To that point however, I can attest that it takes training to maintain decent agility when your legs are crossing over one another or when your feet are not directly following your nose. Plus any direction change when encumbered (whether a bass drum or heavy armor) is distinctly hampered by momentum. It's a tall order to incorporate all of these factors into the game physics, but I hope the developers aspire to something close. I like the idea of backing off from instant/twitch movement, thereby forcing combatants to think a few positional steps ahead.
  6. You're more organized and more sinister than I am. I don't know if I'll ever be able to trust another player after today, lol.
  7. I was reading a thread about the number of combatants per encounter, and it got me thinking. The odds of confronting an enemy force of equal number is likely to be rare. At different scales, the statistical significance of this discrepancy will vary. The difference between 10 and 15 is huge. 110 and 115, not so much. To that point, I foresee a strategically valuable (perhaps profitable) role as a scout. Brokering information about the defensive and offensive capabilities of your opponent can dramatically influence when, where, and how engagements occur. This raises a question. On a campaign map the size of a continent, how will the communication network function? Some scenarios come to mind: Individual players develop private contracts, bartering resources for information, and disseminate information via whisper. Do-gooders or goof-offs run though townships yelling like a town crier. Guilds will develop plans of attack and coordinate their guild chat, funneled through scouts, to achieve their goals. Similar to the town crier model, global channels will be used to spread the word. I'm sure other possibilities exist. But more interestingly, I'm curious to see the balance between private and public information play out. And what about false information? Does it have a place? I think I know what one of my characters will be.
  8. I think I see what you're saying. I'll use my college experience as an analogy: In one semester I can choose to take statistics, biology, literature, and economics. Because of the workload, I am only able to achieve B's and C's in those classes. But if I drop one -- let's say lit is a weakness of mine -- I am more likely to get A's in the remaining coursework. In terms of the game, I can choose to dedicate one discipline toward crafting while the rest are combat oriented, however the gear I make will never rival the caliber (and therefore be less effective and in less demand) of someone who pours all of their available stats into said craftables. The follow-up question that pops in my head is, "Is there a significant market for mid-grade items?" Does durability loss, loss via death, and degradation warrant demand for mediocre gear?
  9. Y'all have essentially confirmed my suspicions. That said, I'll likely roll one character like this simply to satisfy my curiosity. Some of your responses encouraged me to see this potential role as a supplemental crafter, easing the high volume burden of dedicated crafters. Besides, I'll still have two other avatars to min/max anyway. As a support-minded individual, maxing my damage or defense isn't a particularly high goal, so I'd like to think I won't be missing out on too much by choosing one non-synergistic discipline. Truth be told, I'm hoping for a terrain manipulation promotion class, in which case the physics and personal skill will be doing the work for me instead of high ability scores. Nevertheless, I appreciate the feedback and discussion.
  10. In many MMOs, professions are a secondary consideration to your combat class. As such, every character is encouraged to contribute to their own sustainability and the overall economy during the time between battles. The emerging meta of Crowfall seems to reward more specific specialization toward one or the other and then further into the subsets of each category. Will playing a more "traditional" combination of both combatant and crafter ultimately be a hinderance in Crowfall? Jack of all trades; master of none. I personally enjoy the idea of self-sufficiency, especially as a solo player. To which point, maybe I'm simply reinforcing the play-how-you-want philosophy. But can you rationalize a role within a guild structure that would value a more balanced approach to exploring both of the major facets of Crowfall's gameplay with one avatar? P.S. If this has been discussed before, I would appreciate your help locating those threads.
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