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Durin

Testers
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Durin last won the day on July 27 2016

Durin had the most liked content!

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  • Language
    English
  • Interests
    Holding to my purpose and making haste while the sun shines!
  • Gender
    Male
  • Location
    Khazad-dum

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  1. CF is not supposed to be balanced for 1v1. It presents a series of choices, and leaves it to the players to decide. It can be very complex when you start considering player builds, group compositions, multi group interactions, crafting, gathering, etc. While this may have it's own challenges, some believe it is far better than homogenized wasteland of sameness found in some games. ACE has chosen to potentially err on that side of the spectrum--on the side of experimentation, expression, and creativity--and I think it is a great choice. So, going forward, I hope that ACE continues not try to balance the classes/races (generally speaking), but strives to make each one valuable to the group in its own way.
  2. People need time to learn the game and get comfortable before jumping into the deep end. Otherwise, your going to have a lot of discouraged people who will just stop playing. PVE is part of that experience.
  3. It is, but it doesn't necessarily allow for individual customization/specialization like the passive tree does, and as such narrows the avenue for contribution. Also, we don't know (at least I don't know) what effect and to what extent the level of accumulated wealth will have on actual game play. It seems that ACE is earnestly concerned with the Uncle Bob scenario, and for good reason. Therefore, I cannot see it being that big of a factor, overall.
  4. No one would be more pleased than me if they got rid of the vessel system, but that isn't going to happen (even though it was something added later after KS and early backers--end of 2015 I believe) as it has become part of the core design. I think, since that ship has sailed, it is essential that ACE hold onto overall long term progression/customization/specialization/investment/attachment/etc. Right now, the only thing that allows for that is the passive system. Since we are this far along in development and that is still the case, time might be better spent honing the passive system to better reflect the idea that every account is potentially unique, and that uniqueness and diversity drives the cooperative conflict nature of the game. It allows ways into involvement and real contribution, outside of spending 40 hours a week gaming.
  5. Though I think the passive skill system should be improved upon, I support it (and have always supported it). Perhaps, it could use a course correction. It needs to, first and foremost, allow players to specialize their accounts to support cooperation and conflict. You sacrifice a useful skill to gain another skill you prefer/find more useful--making your account somewhat unique, and therefore useful to others. This requires thoughtful decision making and progression. This is role-playing. EDIT: Also, I've played games where just using a skill leveled it. Old UO was like that (maybe still is, I don't know). That's how we got the tankmage (infamous in ancient times and the ultimate fate of dedicated players who wanted to "win"), and other silly poorly made dergs like taping buttons down while you go to work, or summoning fire walls to stand in them to increase fire resistance.
  6. After returning, I happily found a game that is progressing and fun. That being said, a couple things stuck out to me, that are probably obvious. However I thought I'd share them anyway: 1. Zone borders. You need some oceans, tall mountain ranges, or something perhaps more creative at the edges of the zones. A false horizon perhaps, that you can see but that is obstructed? 2. Races. Most races need at least one more customization option as far as hair, beards, faces, etc. Perhaps, maybe a more traditional fantasy hair style or two for the more flamboyant races (I'm looking at you male Fae and Nethari). Personally, I would like to see one more long beard for the dwa..., I mean, Stoneborn. Also, the Guinecean needs a mustache option--put it in the crown shop if you have to. I will buy it. Also, there is something off about the way the male fae and elken run. I don't think I can quite put my finger on it... but it is defiantly strange. Something with the head or the stiffness of the shoulders... something. 3. Sound. The assassin's expose ability sounds like i'm pressing a key fob to find my car after leaving the store. Some of the ice weaver's skills sound like he's a robot, and I really think at least one of the sound effects for them should be the first few notes to Let it Go (dunnit-da-dun-da...). The female centaur npcs need hormone therapy and to stop smoking ASAP. 4. Snow. Footprints in the snow. Speaking of snow, Winter season needs way more snow, please. 5. Weather and more atmospheric effects. The trailer shows quite a bit of fog/smoke/whathaveyou and looks really nice. Perhaps add some more of that. Rain. snowfall, etc. would be very cool. 6. Druid eye-melt. I don't know what is going on with the druid, but my eyes literally hurt when they start glowing green with the intensity of the sun. It's very distracting. 7. Gear. Shields in particular. I would love to see a few more options that are, perhaps, a bit more traditional like the kite shield and round viking style. Also, the tower shield looks appalling on the centaur, but I am sure you are going to fix that. 8. Mounts. While we wait for mounts, could you please change the icon for the mount speed buff from a saddle to coconut shells? Some of these are probably bugs, and some are things I am sure the devs are planning to put in later. I just thought I'd point them out anyway. Thanks.
  7. An alternative to gvg will help with this, I speculate. Faction based campaigns are great for that--a place for more casual players and those that can't compete in the Dregs, for example. The input testers are giving now is, I am sure, very helpful to ACE as they work through just exactly how a balanced gvg campaign should be done in CF. That being said, I think there are good reasons to provide balanced faction options as an alternative. This was the plan for a long time, but I am not sure that it still is.
  8. I will say this: as a person who took a pretty long break, I am now finding the Test version of the game, such as it is and to the extent of which I've play tested it, engaging and fun. I am definitely getting some of those old Shadowbane vibes, which is a good thing. I think probably a lot/most backers can appreciate what ACE has done and is doing, but those expecting/who expected a AAA polished game were doomed to be disappointed from the very beginning.
  9. I don't know about the PvP meta for Templar, but I do know that I've been trying out several characters recently and Templar was easily the number 1 destroyer of spider queens using no more than 3-4 skills. That may not be that thrilling/challenging, but relative to other professions, the Templar excels there. I suppose some of that has to bleed over to some PvP situations.
  10. I just spent an hour or two on Test, and I have to say I am impressed with the progress and I see a lot of potential. Sure, it's been a while since I partook, but it is really starting to feel like a game. I like what ACE did with gathering, sacrificing is great, and the interface is at least a thousand times better. Everything feels much smoother, so much so that I am confident that it will be very smooth at launch. I watched a pretty negative review of the game recently, and I am happy to say that I disagree with it. It's been a long hall, and I nearly tossed in the towel a time or two, but at this point I can say I am glad that I didn't. Now, where's my dragon...
  11. Which game will be cancelled before release? Which game will release but fail quickly? Which game do you think will be successful? Crowfall (5 years development) Star Citizen (7 years development) Camelot Unchained (7 years development) Personally, I think SC and CU are both probably vapor. CF will probably come out, but not soon, and I can't really speculate how it will be received. I spent a bit of money on CF and CU, but not that much. I know some people spent hundreds/thousands. Perhaps, an expensive lesson learned (lets hope not).
  12. Hey, thinking about testing again (when the opportunity arises). I am interested to see if you can make a Stoneborn Cleric that is primarily a viable medium range combatant, ie, a hammer throwing specialist. Competitive, fun, or neither? Let me know what you think. Thanks.
  13. Let me guess---they got rid of the vessels system and dragons are now a playable archetype. Nailed it.
  14. As long as this is the case, then I think it is a change for the better--though I am concerned that re-leveling the same character type over and over again for a few stat points seems a bit repetitive, even punitive. We'll have to see how to works out. If, in the future, if ACE decides it needs to double down on Necromancy at the expense of "eternal heroes", I suppose we will part ways. I am looking forward to messing around with builds.
  15. I can't tell if I am going to love or hate this. On one hand, it greatly increases customization and potentially character variety/uniqueness, which is fantastic. On the other hand, it drives CF yet another step away from the promise of "eternal heroes." Minimizing time based progression so that we can have, even more, temporary item based progression isn't a great selling point for me. However, it all really depends how they handle vessels, I suppose. If I can keep the same vessel with the same talent progression, and not have it wear out/break/looted/ etc., and use it in campaign after campaign, then perhaps my concerns are mostly unwarranted.
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