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nomadmerc

Testers
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  1. Like
    nomadmerc reacted to srathor in Leveling   
    The white vessel should be the character's backstory.  The reason they were chosen by the gods. 

    Once you get the white vessel done, you should never have to redo the start from LMB with that Class. 

    Other classes sure. Level again to 30. 

    Once you get a new vessel after mastering your old one. You should start with the mastered stats and level up to the new stats. Getting familiar with the body and the new limits of that vessel. 

    You should not lose capability.
  2. Like
    nomadmerc reacted to Silverback in The 5.8 Assassin   
    All disciplines should come with a negative impact. 
    bonus to healing gives a negative combat bonus to range, give a negative to melee bonus to speed gives a negative on speed Etc. It should be a tough choice, especially for someone wanting to be really good at one thing...because they will be really vulnerable at another.
  3. Like
    nomadmerc reacted to Wrain in I have not been following.. where are we?   
    Whats the state of the game?  Here, i'll give you a quick honest gritty break-down.
    1.  You will do more "survival" work than any other MMO in existence.  The idea of "FUN" right now apparently is everything and anything that has to do OUTSIDE of combat.  Whats that, you wish you would have been a lumberjack or maybe work at a rock quarry in real-life??? Well you are gonna LOVE this game.
    2.  Whats that, you wanted "character attachment" and a sense of an "MMO persona" like WoW, UO, DAOC, or even Shadowbane??? Nope, You get to do mindless leveling on your "body/vessel" just to eventually GRIND to do the whole thing over.
    3.  Want to actually go farm mobs and get gear drops like every other COMBAT mmo?  Nope, not gonna happen, go back to smashing more trees/rocks and mouse clicking for hours on end.
    4.  Character customization/skills/stats your thing? Wrong game right now.  The trees are becoming more and more simplified and eventually having a unique/broken character that you at LEAST DESIGNED ON YOUR OWN will never even be a possibility.
    A few Pro's:
    1.  Devs are actually beginning to implement "rewards" for testing/playing this game/work-simulator.
    2.  Devs are putting monthly questions/answers monthly on Twitch.  There's hope PvP'ers/nostalgia players are making a "dent" in the direction of this current game plan.
    I admit it, i'm jaded but being honest.  I don't feel this game was advertised as ANY of this at launch and its really unfortunate.  I know this is alpha but notice I'm not complaining about BUGS, Graphics, lag, hitching..nope, just 100% core direction/dynamics.
    On the bright side the dev(s) are from Shadowbane..sooooooo well see.  But right now I just cant "work", I mean play.
    Wrain
  4. Like
    nomadmerc reacted to Armegeddon in Skill Point System Pretty Underwhelming   
    Pretty much. There is no "choice" if you are forced to four pip everything to get where you want. When this training slows down, this will be extremely painful. Not to mention having to train a crafting and harvesting line to train the final node....
  5. Like
    nomadmerc got a reaction from Teufel in Skill Point System Pretty Underwhelming   
    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. 
     
     
  6. Like
    nomadmerc got a reaction from Armegeddon in Lets Talk About Runegates   
    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.
  7. Like
    nomadmerc reacted to Jah in Metagame flow observations and clarification   
    Something to keep in mind is that different campaigns will have different rules. While a campaign with plentiful imports and exports will allow crafters to operate in the safety of their EK, a campaign with no imports will not. The tighter the restrictions on imports, the more crafting will have to be done in that campaign. The existence of campaigns with no imports, or highly restricted imports, doesn't prevent an EK economy from working because there will also be campaigns that are less restrictive.
    Just because combat players and harvesters can be the same thing doesn't mean they always will be. Some people will very likely end up focusing on one of those activities more than the other, regardless of the fact that they can be equally trained in both. These activities take time, and no matter how many accounts you have, and how many professions you are trained in, you only have so much time. Even if everyone was fully trained in everything, they would still end up somewhat specialized in the types of activities they engage in.
    I do think that "security guard simulator" will be part of Crowfall, but I don't think it has to be as dull as that might sound. There are lots of ways to provide protection beyond standing guard and waiting. If I am harvesting I'd be happy to have combat players from my side raiding the countryside in a wide area. They don't have to just stand around. The more raiders I have on my side, and the wider they range, the better the collection of intelligence about enemy activities, and the more distractions there are to keep the enemy from raiding me. An activity that the combat players might see as simply "running around looking for fights" also serves as providing protection.
  8. Like
    nomadmerc reacted to APE in Skill Point System Pretty Underwhelming   
    If players need mobs to have a reason to pvp, ACE has done something wrong.
    As I commented above, combat AND exploring/scouting are what I'm looking forward to.
    Capturing/defending POIs seems like a fairly important duty, outposts should provide even more opportunity for varying team sizes. Defending Strongholds. Attacking strongholds, be it siege, taking down guards, thralls, crafting stations, weakening walls/gates for future assault etc. Hunting down caravans, harvesters, traders/transporters, to disrupt their day, draw out their team and leave their strongholds less defended, or simply to take them down and get what they have. Along with exploring for map making and other hopefully interesting non-combat related roles. 
    All of this would ideally be part of the everyday experience, much is combat related and heavy, but it doesn't need to be stab stab mindlessly 24/7.
    My concern is we have combat-harvesting-crafting as main "roles" to train. Mob killing to me falls into the more combat heavy side of things. If I choose to train weapons, will I be expected/required to kill mobs a good chunk of the time? Will harvesters make up the bulk of this work? Will there be a significant difference in TTK between a harvester and combat trained player? Will it need to be a combo of combat+harvesters skinning or whatever to obtain Disciplines resources?
    I don't mind doing PVE or non-combat related tasks, but I don't want that to be a huge time sink where I put in X hours a day/week for not much PVP in return. Plenty of games do this and do it well.
    When disciplines might allow me to do a particular role better (map making, scouting, sabotage), I don't want it to be highly dependent on RNG loot drops or whatever from hopefully people going out and grinding mobs. I can run around the world with white gear or none even, but if I can't hide, run faster, detect others, etc without Disciplines, this becomes more of an issue in how the multiple systems all play together and which roles are possible.
    Find it funny that in a PVP game being a full time harvests or crafters is perfectly fine but it f someone wants to focus on combat that they should go play a MOBA. I missed the "If you want to be a PVPer, expect to do a lot of PVE," sales pitch from ACE.
    Something like this would be what I prefer, but devs don't seem to agree based on previous comments and what has been provide. But I have some hope as the Class lines are all blank and under construction currently. Maybe we'll see something more creative in the future.
  9. Like
    nomadmerc reacted to PopeUrban in Curse of Midnight Raiders and Wusses   
    In a word, Yes. I'll try to explain the shadowbane situation as Crowfall shares a lead designer with Shadowbane (and indeed many of its mechanics, concepts, and core designs) and paint a clearer picture of why crowfall is how it is.
    @jtoddcoleman PLEASE correct any misinformation or assumptions I am about to utter if I represent you or ACE poorly here. I am merely a user and my memory is finite.
    Todd learned this lesson the hard way in Shadowbane. At release it was pretty much a free for all, any time attack sort of scenario. He reasoned that if players really needed the things in their expensive cities, they would naturally form organizations that could cover round the clock. The problem is, this is video games, and the kind of population any game would need for that to happen is a practical impossibility.
    So, of course, what happened is what inevitably happens in any system where round the clock vuln is a thing. Players (because they are smart) chose the most opportune times to hurt their enemies with the least resistance. Lots of taking out empty cities etc.
    Over time Todd and the team were forced to revise siege rules because their vision of cities that matter so much that people will fight wars over them was a functional impossibility in that system. That's where we got the bane stone system from (sorry, bane TREE in crowfall) Where the attacker placed a rock that will make the target vulnerable to the attack at a specific time, and the defender can basically choose to schedule that battle any time within that window. This is still probably hte best "handshake" system I've seen for this type of design goal. EVE tries to do things with vuln windows that can sort of but not really be controlled (stront timers) that still (in my experience) lead to a lot of PvE "siege" scenarios.
    In Shadowbane, it was extremely rare to show up to a siege after the implementation of this banestone mechanic and find anything less than every single member of the owning alliance that could possibly have been rallied in that week. The smallest contested bane I can think of participating in was still a 15v8, and the largest, during my stint with The Presidents or during the CN war on the lore server player counts routinely reached high enough to make the game literally unplayable due to server lag and SB's infamously buggy client. Literally more than 90% of entire server populations. So many people they game couldn't display them all, or even their nameplates and map markers.
    HOWEVER
    This created a new problem. Without targets accessible at all hours the question became "what do I do?" and as shadowbane had no real harvesting mechanic beyond mob loot, the answer to that question was, generally "farm"
    So you had a game primarily centered around farming mobs and ganking other people farming mobs and occasionally having these great big battles over cities.  The good mob camps basically became contested always vulnerable POIs. There was exactly one spot on the map with r7 guards to get good exp to level from the softcap to the hardcap for instance, and it was routinely contested. In addition the location of most cities in the game were directly a response to both the local resources (in this case, mobs) and proximity to tactical points like runegates.
    Later they added mines which were a sort of in between with owner-set vulnerability every day. There were also "hotzones" to try and move players around the map to chase temporarily increased drop rates and discipline dropping named mobs with a set 3 hour respawn schedule and locations that were the only source of vital part of character builds (the discipline system that is very similar to the one we see in Crowfall, only with all discs being scheduled guaranteed drops)
    In the end, though, I think what they ended up with in Crowfall was the realization that shadowbane people really like to:
    Gank and escape ganks, a problem with the lack of a haravesting mechanic as one party always has some mob aggro so the deliberately unfair act of the gank is made to feel even less so. I think this is how they ended up at harvesting. It is a good PvP/gank driver that doesn't also deliberately interfere with the moment to moment of a fight.
    Surprise attack objectives, Something shadowbane lacked and the answers to it (hotzones etc.) really never captured it. This is, I think ,why there is a distinction between fort mechanics and keep mechanics. because players DO want to have things to fight over 24/7, they just don't want their BEST and most IMPORTANT things to be at risk of being flipped while they sleep.
    Interact with mobs as entertainment, economy, and tools. People like to farm mobs, use them as traps, or unexpectedly have them interfere and alter the course of PvP.
    Have huge battles to defend their best stuff rather than lose it when they're not looking. The "bane" was the central event of shadowbane. Defending or dropping banestones was the equivalent of an act of actual war, and banes in general were "teh srs biz" because banestones could kill cities, and cities were where you had literally ALL of your top end crafting, training, etc. Without those cities, you simply didn't have any way to maximize characters. period. The closest NPC city would get you NPC gear that was a shadow of the effectiveness of city NPC gear.
    Build their own world. Players loved designing cities and figuring out where to put them in SB. Its no wonder it has been such a major part of the design of Crowfall with so much work put in to it, even if we the testers don't have access to them in campaign form yet.
    However with much of the team coming from SWG, UO, and other takes on the genre (not to mention Todd's own time with wizard101), these "hardcore PvP only game" preferences were married to a more holistic sensibilities and just general progress of the industry's diversity of design and better technology. The goal: to try and create something that is more accessible with wider appeal without dumbing down the core grit and competitive nature of shadowbane.
    Players like to craft and harvest, as well as fight stuff. Crowfall's crafting is a streamlined (for the better) version of SWG's crafting. Harvesting took a lot of hints from contemporary examples like minecraft and survival games that the team obviously saw a lot of merit in.
    Players create more important feeling worlds when they have to rely on each other for almost everything. This was a key element of both UO and SWG, that players couldn't be self sufficient and that even someone in a leadership position required the contnued loyalty of a diverse number of character types to remain in power. Where Shadowbane took a hardline "all fight all the time stance" It seems the team realized the problem was, to paraphrase an SB player I repect a lot "Play to crush doesn't work when there's nobody left to crush" and this inter-reliance can create a more nuanced and interesting web of social interactions beyond murdering each other for lulz.
    Players hate busywork. Despite the complaints about the specific balance, ACE has worked really hard to make harvesting and gathering as dynamic and exciting as possible to ensure players not only need to do these activities, but want to do them. From little stuff like doober spew and the way the RNG of material rarity works to the pips and breakpoint system they have done ridiculous amounts of work to have a game in which harvesting is not just a chore that must be done for the economics of the game to work. They also implemented passive training to prevent players from feeling the need to grind unfun stuff for ages just to become competitive. They've built and entire campaign world randomizer to ensure that campaign to campaign you're exploring and finding interesting new things your enemies might not. They added the best resources to mob heavy areas to ensure that the world is never too predictable and that there's a sense of danger and randomness to what may often be a mundane task for extablished players (visiting the best place for specific mats)
    Not every player wants to join a giant guild. Love it or hate it, some players really like to PvP and really hate to be in an organized PvP group. Some players are lone wolves or just don't like to be told what to do. Lots of players really like preset teams where they can "lone wolf" but not be at a huge disadvantage because of it. This kind of player we almost deliberately bred out of Shadowbane by natural selection and may have cost SB a lot of money. So hey, look, Crowfall has faction campaigns too.
    Players really like to have stories to tell. Todd spoke on this in the kickstarter video, but the gist of it was always that server up was the best time players had, where all was new and the powers that be hadn't settled in. That's where everyone has the best war stories. The team decided to build a whole game around that, by using an idea so simple its amazing nobody else tried it. The world ends at some point and there is a winner, but its still an MMO with all the MMO things.
     
  10. Like
    nomadmerc got a reaction from Armegeddon in Skill Point System Pretty Underwhelming   
    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. 
     
     
  11. Sad
    nomadmerc got a reaction from JamesGoblin in Rethinking Combos   
    I'd like slower combat as well. Right now combat is clunky and not very strategic.  
  12. Like
    nomadmerc got a reaction from JamesGoblin in Rethinking Combos   
    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.
  13. Like
    nomadmerc got a reaction from mythx in A contemplation for all SB veterans   
    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.
  14. Like
    nomadmerc got a reaction from JamesGoblin in Too much of a demon-hunter   
    This is more an Arial from Shadowbane in the rogue class mixing thief and assassin from what Ive seen then a demonhunter.
  15. Like
    nomadmerc got a reaction from Sepowchu in Release Day - First Campaign: Skill Priority   
    Full combat. The resource I gather is other players. At first those players can gather for me until my combat modifiers are so superior to most people in game then i can focus on crafting. Second account full blacksmithing.
  16. Like
    nomadmerc reacted to chet in A contemplation for all SB veterans   
    The Shadowbane community is one comprised of a playerbase with an average age approaching thirty to forty, whose careers and real-life obligations often end up taking precedence over competitive gaming. Owing to this, Shadowbane players are at an inherent disadvantage time-wise when compared to newer generations of players, which is a potential issue for both individual players and groups of players interested in competitiveness in Crowfall. Dependent on the grind, players might be forced to devote more time than possible to maintain an even-footing grind-wise with groups or guilds made up of younger players. To combat this, it makes sense for Shadowbane veterans to collectively forge a series of alliances prior to the release of the game. Doing so would mitigate time constraints felt by the mostly adult playerbase, in addition to affording groups of players the manpower required for defense against attackers, and increasing guild longevity by way of staving off burn-out. The grind of a new game can be exceedingly difficult to keep up with; gigantic alliances from other titles could monopolize various aspects in-game.
     
      While the game is still a ways from being completed and openly playable to the masses, these considerations are important to ponder in the present rather than just the future; being caught off guard upon release would be problematic to a large percentage of the playerbase. Many guilds will find major difficulties attempting to combat the likely massive alliances constructed on the part of the collective players from other games. For instance, alliances in Eve Online have reached into the thousands and often easily into the hundreds. In Shadowbane, the release of the game was marked by massive alliances which are essentially the natural order of things in an open player vs. player game based on conquest and victory. Guilds or players who refused to take part ended up with a lack of ability to progress, or sieged off of the map itself. Therefore, Shadowbane guilds intent on playing Crowfall both casually and competitively should consider the benefits of the pre-emptive establishment of an intra-Shadowbane player alliance.
  17. Like
    nomadmerc got a reaction from JamesGoblin in Release Day - First Campaign: Skill Priority   
    Full combat. The resource I gather is other players. At first those players can gather for me until my combat modifiers are so superior to most people in game then i can focus on crafting. Second account full blacksmithing.
  18. Like
    nomadmerc got a reaction from groovykool in Where are all the testers?   
    I'd like to play more myself and having a full time job it is easier to do so when I can log in and test at my leisure instead of the pre planned times. I'd bet many people who bought the alpha 1+2 did so for the features as well. 
  19. Like
    nomadmerc got a reaction from McTan in Combat - Comparisons and personal opinions.   
    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.
  20. Like
    nomadmerc got a reaction from JamesGoblin in Combat - Comparisons and personal opinions.   
    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. 
  21. Like
    nomadmerc got a reaction from JamesGoblin in Combat - Comparisons and personal opinions.   
    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.
  22. Like
    nomadmerc got a reaction from bahamutkaiser in Combat - Comparisons and personal opinions.   
    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.
  23. Like
    nomadmerc got a reaction from Gromschlog in Combat - Comparisons and personal opinions.   
    I do not want to play a button mash memorize game where I have to bunny hop and circle jerk which is games like Tera/BDO. There should be a serious stamina drain for movement in combat besides. 
  24. Like
    nomadmerc got a reaction from bahamutkaiser in Combat - Comparisons and personal opinions.   
    I do not want to play a button mash memorize game where I have to bunny hop and circle jerk which is games like Tera/BDO. There should be a serious stamina drain for movement in combat besides. 
  25. Like
    nomadmerc got a reaction from Nakawe in Combat - Comparisons and personal opinions.   
    I do not want to play a button mash memorize game where I have to bunny hop and circle jerk which is games like Tera/BDO. There should be a serious stamina drain for movement in combat besides. 
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