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nomadmerc

Testers
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Posts posted by nomadmerc


  1. Shadowbane is why there is even have a crowfall and to rip its combat which has stood the test of time at least in nostalgia and emu land is an amateur call besides linking 'modern' with the current combat in Crowfall which is merely subjective. Crowfall combat could be described as poorly done bunny hopping. The current design has too much movement in combat without a negative cost. My vote is that there should be draw backs to jumping in combat maybe 100 percent crit rate against a target in the air. 


  2. Please no temporary runegates. I'd rather the game learn from Shadowbane and not have player summoning as well. Logistics should matter and as much as possible the war like conditions of move and counter move and territory control should matter. Not really excited about player recall either.


  3. On 7/15/2018 at 6:41 PM, Arcadi said:

    I did mention the implications of the different rules sets in my post and I completely agree.  That capability has potential to be real game changer.

    However, some of the flexibility is one-way.  If you commit to a 3-6 month no import no export campaign (which I personally think would be a lot of fun), you lose 3-6 months of resource and wealth accumulation against players who are using imports/exports.  

    2

     

    Hi there. If Ace holds to the plans listed in prior talks the Dregs campaign and perhaps other higher risk campaigns will allow higher quality materials saved after the campaigns thus the eternal campaign a greater worth to these Dregs like export servers. This will not function though if the higher quality materials are more easily gained in another campaign type which allows exports.


  4. I prefer the Shadowbane skill system much more than this one and agree that the current design is both too linear and too long. If this system stays in place this game will have fewer options than Shadowbane and that is a step back. Adjust or scrap the current system, please. 

    Give the player more choices. Either break up the linear paths or change it so some of the skills per each tree do not require pathing. Have some of the pathing block out other choices entirely so there is specialization. 

     

     


  5. The Forts should beyond having the death respawn nearby also have a +% to the holding guild in farming materials. Five percent at min would be a great encouragement to hold a fort.

    The forts could also give +% to attack power, support, etc to the holding guild within its zone of influence. 

    Forts could give higher percentage crafting success rates and experimentation etc. Any of the above and other ideas would be great.


  6. I'd like for my old Guild 'Malice' or equally cut throat guild from Fear server Hing to form on Dregs. As it is have 6 committed friends of mine from those days who still game together. Most of us were from the Battleragers guild on Fear which absorbed into Hing. Far as the OP most of us are married now. Grinding out 50+ hour work weeks and children etc so there is abit of juggling.


  7. That's because crowfall isn't a slow paced tab targeting game (even tho it's slower than I expect from an action game). You gotta think on your feet. It's like playing soccer and complaining that it isn't chess.

     

     

    The game does not have to be tab targeting to have combat more immerse then what is currently offered. The game can be fast and still offer some sort of speed decrease and or stamina decrease for being engaged and more options to plan out move to counter move. I am bothered with the animation lock system as well as the combat in general from my play experiences. The current combat design is not fun. 


  8. I don't want to play a boring slow moving medieval war simulator (which crowfall is not). In fact, the combat in crowfall is VERY arcadey, which I like. They fixed movement and the camera for the most part, all they need now is to work on the animation lock.

     

    Right now I do not see move to counter move gameplay and it bothers me. I am a Shadowbane vet here who craved each and every fight. You could plan to do what power/spell/ability next based upon what the person you were fighting had just done. I do not get that feeling with the current combat in Crowfall.


  9. I admire the guts to have the board reset mindset for this game. The challenge will be to both victory conditions and how long prior to resetting and thirdly how much resources are allowed to be brought to the next wipe. I especially see problems with the resources allowed for next wipe as the greatest problem. 


  10. I like the possibilities of using one ability that can give limited windows of opportunity for other abilities to the degree that it does not force funnel you to always then just do the ability that is buffed next. It should have a draw back or some sort of balancing factor so the expanded options do not become the 'only' logical options.   

     

    Example could be by buffing the charge attack you gain +3 (whatever amount of seconds) added to another ability(s) reuse time.


  11. The idea would work thematically. Knowing the Shadowbane roots I'd be surprised if zombies were not a planned mob category with some sort of transitional forms. On the function of various mobs in the wilds I really really wish this game would have what another upcoming game has planned where different mob types can have their own territory expand or diminish dependent on player activity. 

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