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Reider

Testers
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Everything posted by Reider

  1. I stopped following the news as much as I used too, I am not reading the forums as much either, and I don't want to dive into all the post to find a half-answer. Basicly I want to know what has been said about powers/skills/gameplay customization. The only thing I know is that they retracted from the idea of specializations changing the archetype style completly as It was supposed to be at first (Knight specialization using bow as main weapon).
  2. Thank you, fixed. The way Thomas wrote that it makes me understand that he is talking about both ranger and stalker having melee stances.
  3. Direct link to the post: http://community.crowfall.com/index.php?/topic/11208-go-go-ranger-powers-official-discussion-thread/?p=261098 It seems that the model for stalker will be big. Stalkers will have melee weapon as some of us supposed since the release of the Ranger melee stance. I hope they give the stalker a longsword/zweihander like the one from the D'Orion wallpaper, And It seems like the bow will be big too, with huge arrows. This all might change before the release of the stalker, but It is good to have new info about them. It seems like it will be a sniper that w
  4. Perfect FPS style AIM is no the only parameter to determine skill, it is just the most important in FPS games, in other games such as MOBAs, AIM is just a small part of the skills a player needs, aim it is not that important, and I actually prefer that AIM is not that important, I am not into FPS anymore, and I don't feel the style fits well in MMORPGs where there is aoe skills with diferent patterns,etc. A global elite in CS:GO, might be a silver player in LoL, while a Challenger in LoL might be a poorly made socksty CS:GO player, how do you decide which one is the most skilled player? Di
  5. To improve that abilities, and add other abilities to that. Lets say that Stealth would allow you to move inv, but slightly warping light so anyone could see you, but as you improve those tracking/anti-stealth skills it gets a bit more clear that warping. Or for the Hide mechanic that I propose, instead of needing 5 hits to reveal a character, you would only need 2 or 3. We actually don't know how the tracking/anti-stealth abilities will work, so maybe it is viable to have a fully invisible archetype while not beeing too op, we actually don't know, I am just showing a concern that
  6. With the new Ranger Hide mechanic, we have now more information to talk about how stealth mechanics will work. This discussion is focused on how you might want that mechanics to work, and how it should be balanced according to the diferent advantages and disadvantages that those mechanics allow. I will separate my opinnions on Hide mechanics and Stealth mechanic. Hide mechanic is the one from the Ranger, you need to stay stationary to be able to be invisible, Stealth mechanic as explain in the Ranger post, allows you to move while invisible. As far as we know, there is no actua
  7. Even though I agree that I am kind of dissapointed, I don't agree with any of your points made. Ammo it is ok when it is well done, I don't know the current range of the Confessor's autoattack, but I think the Ranger will have more range, so there is already an advantage, the projectile is faster, which is an advantage too, and it has the ability to swap between types of arrows to deal more damage to specific armor types, which is a huge advantage compared to the confessor autos that are limited in that aspect. The disadvantage for it would be, probably small hitbox and dependant on am
  8. I kind of agree, I still don't get why everyone needs a dash, there is other options for movement, it seems like in modern games if one class don't have a dash it is worthless, but everyone having a dash makes the gameplay style really limited. And with the news on the Ranger having a lot of mobility the problem keeps getting worst, as more dashes there are most dashes there have to be, the moment you don't make a class with a dash now that class will be in a lot of problems.
  9. I find a lot of contradictory styles of gameplay in the current ranger description. When I did read about Hide, I thought, nice so you can set up traps and wait, but then the only trap that they showed only last for 1min in the ground? It makes not sense. Not only that, but the power that creates a defence for the Rangers makes no sense, you already said that the ranger has a lot of mobility, why would you stay still in a position when you are mobile and can just dodge and keep moving and kiting, it is contradictory, if the Ranger was more focused on traps and positioning, then it woul
  10. The momentum thing is that attacks will carry momentum when you are running before the attack, instead of a full stop as it is right now. And some attacks on Crowfall do carry movement, just not as much as the ones in Tera, which doesn't mean that it is a bad thing, I think there are a lot of small of things that might end up making the combat feeling better without changing that much. (tweaking animations, adding on hit effects and improving the sound effects, maybe adding a bit of extramovement in the attacks would be a good thing too, I just don't want extreme movement plus really long
  11. I agree totally with the different options for actual movement, in this days it seems like dashes are the only viable movement option. One way I would like teleports is the way that Reaper uses it in Overwatch, you have to aim it and it is not instantly, giving the posibility to be stopped. EDIT: no more options but different options.
  12. I don't see how animation lock is archaic, is actually the best we can do for now to emulate commitment on attacks. See, this is what I hate, people zig zagging, dashing and bunny jumping like wonderful people in a fight, it is the worst thing that I have ever experienced in videogames. (not trying to be rude, it just gets on my nerves that type of gameplay) And you said that wizards and that type of classes need dashes, but then you said it yourself, becuase they need dashes the other classes needs dashes, that is why dashes should be really limited in my opinion, dashes are too
  13. The amount of skills just get reasonable and basicly you get more options in combat from those skills, making it more fluid, as the game progresses it is better, around level 50 is pretty nice, I enjoyed playing, but end game and leveling system kind of put me off, but the pvp that i played I enjoyed it.
  14. The big problem with dashes is that once one or two classes have those dashes they tend to be over powered because usually those classes are damage dealers, if you give them high survavility with high damage output, you then have to give all classes high survavility(extra movement) or they will be underpowered compared to the ones with dashes. That is why I like the less amount of dashes possible, I think crowfall is already putting too many dashes, champion has a huge double leap forward, fessor has the dash, knight has a dash, everyone has a dash, I would rather have different types of m
  15. Well, I never said that Wildstar failed because of combat, just that I didn't even tryed it because of how annoying all the effects and lack of commiment on attacks were on the game, at least just from videos looked that way for me and put me really off. And you can have commiment and fast paced combat, BDO does a good job at it, even though it might be a lot of mobility for me, I kind of dislike the over mobility on videogames, but I come from mainly playing Ragnarok Online when I was young where there were almost no dashes, blinks, etc, you had to be carefull with your position a lot bec
  16. This post that I present here is about how combat is right know, I will add some personal ideas, I will deal with some problems and compare features with other action combat systems(mostly will be Tera and BDO) based on my personal experience and feelings with those systems. I want to say first, that I don't have access to the alpha, so I don't have first hand experience with the Crowfall combat system, all this is based on videos and about what I have read on the forums. First point that I want to talk about is animation locks. A lot of people seem to have a problem with animation
  17. My last entrie. Flat earthers were wrong, here you have a real image of Earth from Space. God bless Crowland.
  18. My second image. I told you the truth is out there. Crowp circles Edit: Added title
  19. It took me a while, but the truth is out there. Stonehenge wasn't about aliens, it was about Crowfall, all rocks fit the logo (no photoshop, kappa). Crowhenge. Edit: Added title to the image.
  20. I would love to be able to have a web skill tree to check and I think it would be a good time to do one, there is a relative low number of skills right now. If someone does it now that person only needs to update it with the new skills as they come out or modify the ones that are updated. For people who has not access to the alpha (like me) would be a really nice tool.
  21. Reider

    Fletching

    I don't see the problem with ammo either. I used to play Ragnarok Online and the archer class had to carry ammo, but it had a huge advantage over other classes because of the element mechanics, only by changing the type of the arrow you could deal a lot more damage to different type of monster, while other classes would have to adquire a different weapon with X element type or be dependant of another class (sages could imbue weapons with different elements). So yes, you had the upside down of beeing ammo dependant but you also had the advantage of choosing what ammo to equip to deal mo
  22. I didn't mean that it is natural to stay stationary when doing an attack, but you are "locked" to your attack and movement, imagine that a videogame attack would be the combination of both the attack and the movement from your feet, as it is in real live, you usually do certain steps or movement with your feet when you attack, as you said, lunge, etc. Basicly, some skills would have an inherent movement in some direction, usually that would be forward, for example in a lunge attack(as you said), but some attacks would have no movement or very little, that it was I meant. When I was say
  23. I don't understand why in the still position in the animation with swords the rangers has a reverse grip in one of the swords, the attacks are all in a standard grip, but then she goes in a reverse grip for some random reason, which I guess is to look cool but for me it seems weird and useless, just let her with a standard grip with both swords.
  24. It is actual the most natural thing, if you see a fight with weapons or most martial arts fights(weapons or not), the attack is not only the movement of the arms and the weapon, but the legs go with the blow, for each attack you have to do certain movement with your legs and feet, it is not just a random hit with the arm. A simple example would be boxing, when you punch you don't just position your feet randomly, you do it in a way to maximize the impact, it is like you do an animation lock from a videogame but in real life. You don't see in a real fight anyone hitting a guy while movi
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