Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

CorvusSilver

Testers
  • Posts

    122
  • Joined

  • Last visited

Reputation Activity

  1. Like
    CorvusSilver got a reaction from Albert Rock in It's called "strategy"   
    It's called "strategy".
  2. Like
    CorvusSilver got a reaction from JamesGoblin in It's called "strategy"   
    It's called "strategy".
  3. Like
    CorvusSilver got a reaction from JamesGoblin in It's called "strategy"   
    Lesson learned.
  4. Like
    CorvusSilver got a reaction from Bramble in It's called "strategy"   
    Having people you can quickly communicate and coordinate with is probably the most important factor to winning, but that does not mean that strategy does not have a place. I've won battles against teams that were better coordinated by planning confrontations. Where the enemy is, where I am, enemy numbers, how many other teams there are, which opponents have the strongest individual skill... I try to account for as many of these as possible in every fight.
     
    Perhaps it's more tactics than a fully-fleshed strategy at times, but I have won matches (or at the least placed as the second team) with people I don't have the means to communicate with other than the in-game chat by trying to use my environment and plan for other players before and during fights.
  5. Like
    CorvusSilver got a reaction from JamesGoblin in Free Lands of Azure [Now Accepting Guilds & Members!]   
    Whoa, now. If anyone's going to be murdering anyone, it's going to be me, at a very modest fee.
  6. Like
    CorvusSilver got a reaction from fallencrow in Two Kings   
    To add a helpful answer, I highly doubt they will institute a system allowing 2 co-monarchs in one EK, or 2 co-leaders in one guild, for that matter.
     
    My suggestion to you would be to work with your friend to design your own system to allow an unofficial shared rule. Perhaps having the second-highest rank in one person's EK paying as low costs for upkeep as possible and then making anyone be below them, putting the two of you essentially both in charge of everyone else. That said, it's best to have an odd number in top leadership simply to avoid stalemates when making important decisions, just in case.
  7. Like
    CorvusSilver reacted to Jimbolini in Founders' Update: Soft launch strategy   
    Opinion inc:
     
    Good or bad, broken or fixed, many a company has fallen because of LACK of communication to it's player base. (cough cough SOE)
     
    Keep the channels open, and be honest and I think you will find a group of loyal players.
     
    Loyal players means:
     

  8. Like
    CorvusSilver got a reaction from SilverySaiSword in Why can't we swear on the forum !?   
    Fair point. I rarely swear myself, but most of my friends do to different extents. They don't mind that I avoid profanity, and I don't mind if they cuss up a storm because that's just how they speak. While I would agree that swearing isn't needed to provide good feedback, I'd argue that prohibiting or stepping over yourself to avoid swearing isn't needed, either. It's mostly a matter of whether people would personally be offended by others swearing and to what degree this disrupts the discussion and suggestion process, as opposed to people's complaints about swearing.
     
    Or worse, when people who aren't allowed to swear but really want to find more creative ways to express themselves.
  9. Like
    CorvusSilver got a reaction from SilverySaiSword in Why can't we swear on the forum !?   
    To be fair though, people aren't going to be inclined to complain about swearing if swearing isn't allowed. If swearing WERE allowed, then we'd likely see more people complain about swearing than people who complain about not being able to swear. The real question is how many people would complain about swearing in comparison to people who would complain about not swearing overall?
  10. Like
    CorvusSilver got a reaction from bahamutkaiser in Partial Invisibility Toggle   
    Yeah yeah, I know they've probably already decided how stealth will work, but hear me out at least.
     
    I had an idea where, rather than just have a full invisibility toggle for stealth, you have a partial invisibility toggle. Your character becomes obfuscated a certain amount based on the vessel's current stealth skill, and then you may have a bonus applied for conditions such as light level, terrain blocking sight between the stealth character and another character, etc.
     
    In direct contrast, the tracking skill or whatever term is designated for anti-stealth would counteract this invisibility toggle. This would work by simply reducing the level of obfuscation through subtracting the (tracking skill level) from the (stealth skill level + terrain/light modifiers).
     
    Other possible add-ons would be sound reduction from your attacks and powers based on stealth with a similar counter by anti-stealth.
     
    Thoughts?
  11. Like
    CorvusSilver got a reaction from Mox in Fishing - Naval Combat - Diving   
    Fishing and diving would be interesting (though diving is unlikely given that I believe they intend to make entering water hazardous period), but I don't really care if either is implemented.
     
    Now, naval combat on the other hand... I would love being able to plunder my foes on the open seas AC:4 style.
  12. Like
    CorvusSilver got a reaction from JamesGoblin in It's called "strategy"   
    Having people you can quickly communicate and coordinate with is probably the most important factor to winning, but that does not mean that strategy does not have a place. I've won battles against teams that were better coordinated by planning confrontations. Where the enemy is, where I am, enemy numbers, how many other teams there are, which opponents have the strongest individual skill... I try to account for as many of these as possible in every fight.
     
    Perhaps it's more tactics than a fully-fleshed strategy at times, but I have won matches (or at the least placed as the second team) with people I don't have the means to communicate with other than the in-game chat by trying to use my environment and plan for other players before and during fights.
  13. Like
    CorvusSilver got a reaction from IamMe in CFC: Interview with Dave Greco - Official discussion thread   
    He's there, he's just burrowing to flank the Ranger.
  14. Like
    CorvusSilver got a reaction from JamesGoblin in CFC: Interview with Dave Greco - Official discussion thread   
    He's there, he's just burrowing to flank the Ranger.
  15. Like
    CorvusSilver got a reaction from bahamutkaiser in Fishing - Naval Combat - Diving   
    Fishing and diving would be interesting (though diving is unlikely given that I believe they intend to make entering water hazardous period), but I don't really care if either is implemented.
     
    Now, naval combat on the other hand... I would love being able to plunder my foes on the open seas AC:4 style.
  16. Like
    CorvusSilver got a reaction from courant101 in Crucial features   
    For me, I'd agree with the OP that large-scale battles that can remain consistently stable is the most important element to make into the game. I'd also highly rank continent-sized maps to complement the large battles, and voxel destruction to improve the tactical level of combat. And because blowing things up is fun.
     
    VR isn't too important and would require a lot of reworking of the current combat style, as is having locational damage. Combat pets would be fun, but not really too big of a deal for me.
     
    Everything else on the OP's list I would rank somewhere in the middle: not deal-breakers if they aren't there, but that doesn't mean I don't want them to be in the game.
  17. Like
    CorvusSilver got a reaction from JamesGoblin in Crucial features   
    For me, I'd agree with the OP that large-scale battles that can remain consistently stable is the most important element to make into the game. I'd also highly rank continent-sized maps to complement the large battles, and voxel destruction to improve the tactical level of combat. And because blowing things up is fun.
     
    VR isn't too important and would require a lot of reworking of the current combat style, as is having locational damage. Combat pets would be fun, but not really too big of a deal for me.
     
    Everything else on the OP's list I would rank somewhere in the middle: not deal-breakers if they aren't there, but that doesn't mean I don't want them to be in the game.
  18. Like
    CorvusSilver reacted to Karna in (OOC) What are your thoughts on the vessel system?   
    Funny enough, I was already RPing something very close to the vessel system for my character. A small pet peeve of mine is when people ignore gameplay, within their role play. So since the lore of crowfall is intentionally vague, I challenged myself to acknowledged as much of the game as possible in character. This included a ability to switch bodies at will.

    Funny because when I did mention it to people I was often branded as a godmodder and now its the norm.
  19. Like
    CorvusSilver got a reaction from courant101 in Who the hell is Jamesgoblin   
    Actually, since he never posts, it's impossible to like JamesGoblin.
  20. Like
    CorvusSilver reacted to Metauriel in My opinion on the Knight so far.   
    On Blocking: basicly whenever you see a big chunk of damage coming (some combos from knight, confessor, or champion) or another effect you really dont want to get (knockback) you have the choice to move or to block.
    Moving is cheaper, because you dont need stamina, and is an opportunity to get a better position. But since you should always move to get a better position, more often then not I find myself in a situation where I dont want to move, for example I dont want to give the enemy a clear path to move, or I can prevent damage for allies behind me, or I cannot move because im slowed. In that case, I always block, wich is quite often, especially in 4v4.
    Also like arcarde mentioned, some champion abilities cannot be blocked, and thus must be evaded (never just take a suppression)
    My advice would be to use your shield often, and then learn when to move away instead, and when to just take the hit to preserve stamina or to cast an ability.
     
    With the new Client side controller we basicly lost the ability to just push peoble around by walking into them, wich was one of my key things to do to protect allies. (and, if fighting near the hunger or a fire, also to kill enemies). I think it would be great to reintroduce a way to push people, either by walking or only during block.
     
    On the Chainpull: basicly how I understand it, the pull just gives the enemy a strong push into your direction, just enough to travel the up to 30m distance between you. On even ground, this will cause the enemy to bump into you, bringing him to a stop right infront of you (or some ally if he is between you, wich is great if he is a champion who knows he is coming). If however the Enemy kollides with a hill for example, he will slide upwards, until he loses the ground because of his velocity, effectivly flinging him though the air. The same apllies to enemies above you, they cannot travel directly in your direction, because the ground is in their way, thus the force is redirected and your target flies over your head.
    If you take notice of the layout of the ground you can quite reliable tell how your chainpull will affect your target.
    Just remember: he just gets a short push into the right direction, the rest is up to the physics system.
     
    On the Shield Lunge knockback: As Arcade said, this only happens since the client side movement was introduced.
    Basicly imagine you hitting your enemy with high speed and mass, coming to a stop right where he stood before. You can test this with your hand and any light object of your chosing: it gets knocked back, in our case causing it to be out of range of the follow up stun.
    A far more bugged thing happens if you continue to charge after you collided: normaly you just take the enemy with you until you come to a stop.
    sometimes you pull him with you a short distance, then move though is body, and end up behind him (of course causing you to miss your stun).
    Until it gets fixed you can use the ability in three different ways:
    As a stun by stopping right before you collide with him (you can control the distance travelled by holding down the key and letting it go in the right moment)
    As a knockback by stopping right after you collide with him (basicly stopping at the position he stood before)
    As some sort of push or sometimes (unintended) escape by running past him. Could be used as bug using, but basicly its not to your favor because the way it should work you travel the same distance, and prevent the enemy from following you with a stun, while at the moment you only know you will travel the full distance, but not wether the enemy will come with you.
     
    On Shieldspin: more options would be nice, but on the other hand would allow you to fake a stun, wich would make it so much harder to see the stun in advance, wich would be a very strong change in my opinion.
     
    On Shieldslam: One of these things in Crowfall that are not communicated very well to the player, I totally agree this should be made more clear sometime.
     
    On mobility: between chain pull Shield Lunge and nobel Blood I think we have enough ways of helping in a chase, if we have allies wie can work together with (champion slow+chain+body block, confessor stun+lungestun+bodyblock, Legioslow+lunge+anything....). The thing is, if the enemy tries to run you have to work together to slow him, lock him down for a short moment, and the surround him to finnish him off.
    As a knight you have plenty of abilities to help in this, not the least of wich is the block to have enough mass to bodyblock even against the different jumps and charges other characters can use to break out of surrounds.
    If you are alone however, we are still the class that has the least mobility but can hold his ground for some time against any number of enemies. Being able to hunt down players on your own does not fit into the knight for me, and since Legionaire knockbacks arent as strong as before the CSC, I think we are the strongest class to fight in the last moments of the hungerdome, wich enables us to just wait for the end if someone runs off.
     
    On noble blood: Arcade basicly said everything. Its just an awesome ability to use whenever possible.
     
    Thats basicly my thoughts for now.
  21. Like
    CorvusSilver got a reaction from Tyrant in Sun, Feb 14 - Bugs, anomalies and tech issues FEEDBACK   
    I've been getting a new bug lately as the Knight where I use my shield bash, it does the animation for charging up, but it never actually executes. After a couple seconds, I can act normally, but I never land the attack and the enemy doesn't even show a magical drop in health from the nonexistent shield bash.
     
    Not sure if maybe it had something to do with playing on the Malekai server since I'm west coast and there was maybe just enough ping to lag or cause a similar issue.
  22. Like
    CorvusSilver got a reaction from goqua in Partial Invisibility Toggle   
    Yeah yeah, I know they've probably already decided how stealth will work, but hear me out at least.
     
    I had an idea where, rather than just have a full invisibility toggle for stealth, you have a partial invisibility toggle. Your character becomes obfuscated a certain amount based on the vessel's current stealth skill, and then you may have a bonus applied for conditions such as light level, terrain blocking sight between the stealth character and another character, etc.
     
    In direct contrast, the tracking skill or whatever term is designated for anti-stealth would counteract this invisibility toggle. This would work by simply reducing the level of obfuscation through subtracting the (tracking skill level) from the (stealth skill level + terrain/light modifiers).
     
    Other possible add-ons would be sound reduction from your attacks and powers based on stealth with a similar counter by anti-stealth.
     
    Thoughts?
  23. Like
    CorvusSilver got a reaction from chancellor in All Trackball users check in.   
    I'm sure normal mouse people have some odd procedure for looking around quickly, but a trackball really is perfect for peeking around corners or rotating around in the middle of a brawl to land your stun. There are really few games where a trackball isn't fantastic.
  24. Like
    CorvusSilver got a reaction from courant101 in Partial Invisibility Toggle   
    Yeah yeah, I know they've probably already decided how stealth will work, but hear me out at least.
     
    I had an idea where, rather than just have a full invisibility toggle for stealth, you have a partial invisibility toggle. Your character becomes obfuscated a certain amount based on the vessel's current stealth skill, and then you may have a bonus applied for conditions such as light level, terrain blocking sight between the stealth character and another character, etc.
     
    In direct contrast, the tracking skill or whatever term is designated for anti-stealth would counteract this invisibility toggle. This would work by simply reducing the level of obfuscation through subtracting the (tracking skill level) from the (stealth skill level + terrain/light modifiers).
     
    Other possible add-ons would be sound reduction from your attacks and powers based on stealth with a similar counter by anti-stealth.
     
    Thoughts?
  25. Like
    CorvusSilver got a reaction from FrostSword in ACE Q&A for February: Currency & skills - Official discussion thread   
    Or maybe Maeve sees anyone entering a body of water as a martial challenge against her, and she responds in kind. Brutally.
     
     
     
    Assuming you're working with a good group of people, it would come down to working with your group to make an effective team based around each member's specialties. If you have someone who has almost no combat skill but insanely specialized crafting, then you'd want to set up and maintain a perimeter that can be easily defended while the crafter builds armor, weapons, vessels and more. On the other hand, if you have someone with high skill but also decent fighting ability, you could try to be more mobile, gathering materials as you travel so you can upgrade and maintain everyone's equipment on the way to your next objective.
×
×
  • Create New...