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EntityGaming

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Everything posted by EntityGaming

  1. Currently yes. Unless they add another tomorrow in the new playtest, this is 100% current.
  2. I'm assuming they are placeholders as well. Not much reason to increase your maximum resource pool in most cases. But who knows.
  3. Spent a while harvesting a bunch of Metal ores and combining them in every way possible. Here's the list of the different combinations and the benefits they'll grant to the items that you create with them. Built a great Sharp Rapier for my Duelist with only top tier Tin and Iron and it rips people apart.
  4. Home from work and no longer forum posting from a phone, Hooray! So finite vs infinite ammo is something I'm sure many people have run into in different MMO's and really all games. In MMORPG's, it's gone to mostly infinite ammo. In an FPS finite ammo isn't an issue in most cases due to how the ammo system works (I explain below). In other RPG's of the non MMO variety (say Skyrim), it often defaults to finite ammo. Why is this the case? What influenced the game designers to make their games this way? MMORPGs In most cases it's due to the players convincing game designers that it isn't what they want. Not to mention it makes it easier on the dev team since they no longer have to come up with new ammo every time new content is added. Classic World of Warcraft all the way through Wrath of the Lich King had ammo for bows, guns and crossbows. I don't know the exact reason that ammo was removed but, complaints on forums about having to have arrows equipped all the time, and always purchasing more from vendors, etc. probably had an influence. Most reagents have been removed as well. FPS In most FPS games, it's almost a mindless mechanic. You shoot, kill, run over the person's body and recover full ammo. It's not fun, it's not even really a mechanic you think about. It just happens. Single Player RPG In Skyrim and single player games, there's not a lot of competition (except in maybe speedrunning). They are games where you don't interact with other players, so you don't hear people crying about running out of ammo in the middle of fighting a Yeti. In fact, that kind of experience is really something memorable and fun to think back to. But once again, there is no player interaction, which is why it's easier for the game design philosophy to be more realistic in deciding finite ammo is an OK concept. Crowfall: The Game of Thrones, Walking Dead, EVE Online Throne War Simulator MMORPG Strategy Game... A bold dive into a sea of new design concepts for a genre that is evolving... What do we have in plan for ammo? It's such a simple question but it's really going to have a HUGE influence on the game. The way that campaigns and the EK work makes it feel like maybe a single arrow item (or hurlbat) that provides infinite ammo could work... because items decay. Eventually the item would break and you would have to buy 1 new infinite arrow. It seems like this answers the question of infinite vs finite pretty easily. But what about crafting? What about the people who make these arrows as a living? A guild may recruit a craftsman of several trades, whose core focus in the game is to ensure the guild members have decent gear during campaigns. Imagine guild members gather the materials, give it to the craftsman, and he build the single infinite arrow... and then what. The craftsman sits there for the rest of the campaign? Hopefully items would decay quick enough that it'd need to be repaired. But what if there was finite ammo? And you constantly had to send Work Requests to your guild's craftsman in order to receive new equipment for different missions* and campaigns? Gathering resources would become more important. The Craftsman would become more important. Everyone would play a more vital role in your guild's success. I want to give a quick example before I wrap up. In Original EQ, fletching has and always will be a valuable tradeskill. I was a Wood Elf Fletcher for a long time. My guild's rangers regularly came to me asked me for more Blessed Champion Arrows, because I was one of the few Fletcher's on server who could make them. I didn't often go with them in party to do anything, but I developed a relationship with these guild members just because I was constantly making them more arrows. And they'd tip me so I could go buy other things besides crafting materials. Now think of that on a grand scale for a Crowfall Campaign. Alright this is just a quick take on the idea of finite vs infinite ammo. What d'yall think of this her' idea? *I know there are not quests or missions. What I mean by missions are guild tasks set out by leadership, whether it's gathering intel, or gathering materials, etc.
  5. This is a great design topic. Im at work right now so I'll dive deeper later but for now: Since items decay over time anyway, it'd make sense to have an infinite ammo item, because eventually the wear and tear would break it anyway. Meaning it'd only be infinite till it's durability hit 0 To get a better sense of what I mean check out this thread: http://community.crowfall.com/index.php?/topic/10302-infinite-vs-finite-ammo/
  6. Great that you bring economy into the picture. When the developer's can find ways to cause systems to interact, then all players tend to feel more valuable in the game overall. I talk about this a bit in another thread that isn't hardly related: http://community.crowfall.com/index.php?/topic/4502-parkour-inspired-movement-in-crowfall/page-4 It's the novel somewhere towards the bottom of the page. Point is, if we have Hurlbats/Arrows/Spell Reagents all craftable + different strengths are craftable at different levels*, then we take some of the power that fighters (a very general term but fitting here) have, and give it to the crafters who tend to lack power in MMOs. Balancing power and making everyone feel valuable with their own playstyle is going to be completely essential with the game design philosophy that ACE has going for Crowfall. *Levels not meaning vertical progression levels, rather skilled crafters who have passively trained their blacksmithing skill could say make mithril hurlbats more efficiently vs. plain iron ones crafted by someone who has less skill.
  7. Another great idea. This suggestion of course brings up a whole multitude of other questions to be answered as well for other Archetypes. Whether rangers will need arrows to fuel their shots, whether or not different reagents will be needed to cast specific spells on Caster archetypes. But definitely a considerable decision to make Hurlbats an inventory item. I like it.
  8. Quick note: this is a repost from our guild forum. I had to edit some profanity out. If you're looking for more interesting ideas for different archetypes, consider applying to Serrated.
  9. The Champion Today (1.1 Hunger Dome) The Champion is in an odd spot as a Melee Bruiser style Archetype. Because there are no dominant high range classes in the game yet like the Ranger, he fills that position with his spammable ability Throw Hurlbat. On top of that he spends rage. I'll explain why this mechanic bothers me and has continued to bother me through several games where Rage is a power to be spent. He also has some great things about his toolkit that really do fit the Archetype of Champion; a strong bleed, some great CC, and hard hitting burst abilities. I don't think those need to change too much, if at all. So let's talk about these 2 key things that probably need to be adjusted. There are likely to be more as the game progresses in development and as new Archetypes are introduced, but we're working with what we got right now: Throw Hurlbat: This is a moderately low damage ability that slows after the 3rd hit. The slow is quite considerable, and it can be used as an escape mechanic, or as a catch up mechanic. In the end, it isn't super powerful alone, but with the rest of his toolkit, against the other archetypes currently in game... it gets annoying to them. And pretty scary. A good Champion will keep you slowed all the time by spamming Hurlbats in between regular attacks to keep you perma-slowed. Rage: Generally, there are generator abilities, and spender abilities. Generators usually deal less damage than spenders. It's a simple, working mechanic that trends through several archetypes and classes in different games. How might these be adjusted? I think a good adjustment to Hurlbat would be to raise the Rage cost from 3 to 5 or 6, or remove it all together, and make it an ability with limited charges that regenerate over time. This would prevent so much spam and decrease his overall kiting power, while maintaining some of the uses of Hurlbat. Also if the slow wasn't as strong, but applied immediately, it would serve the purpose of catching up to your enemy's melee range better. I also realize this would lower the skill cap a bit, meaning that you only need to land one hurlbat and then it gets easier because your enemy is now slowed. Just some ideas there though. The hurlbat balances the power of the current Champion build, but to me doesn't fulfill the same fantasy that the rest of his abilities do. Rage This resource has its own dedicated section because I really need to layout the groundwork for how I think this should work. Rage... I hate this. Why is it, that if I don't have rage, I can't be the Archetype that I picked. I understand Mana as a mechanic and resource for casters. But I don't think Rage should be a spender. Let me explain. Rage seems misconstrued by game developers. Or maybe they are just to lazy to think of a system that'd make more sense because the system that is in place works mechanically. Instead imagine this. Rage starts at 0 as a Champion. All of your abilities are generator's though. No spenders. You can also gain rage from taking damage. As you fight, you bulid rage, and eventually reach the cap (100 cuz it's an easy # to remember). As your rage goes up, your damage and effectiveness increases (capping at 20%. In other words 100 rage=20% damage and effectiveness increase). I might cast my Bleed at 12 rage, but I'm not that mad yet, so it's not a very deep wound. If I cast that same bleed 88 rage later, it's going to deal 17% more damage. Abilities like Hurlbat would slow more and deal more damage based on Rage as well. That's what I mean by damage AND effectiveness. It'd be pretty boring if your rage didn't go down though and you just permanently had a 20% damage boost. So when you get CC'd you aren't dealing damage, but you are taking damage. CC would cause you to lose half your current rage. After getting out of CC, your rage generation would increase by 30% so you could quickly work your way back to max. Lastly, if you used Ultimate Warrior, it would consume all 100 of your rage to give you a permanent 5% damage boost until you leave combat, and you would lose a rank everytime you get hard CC'd (doesn't include slows). This could stack up to 4 times. So your total increased passive damage would be 40% in a battle if you can maintain 4 stacks of Ultimate Warrior. Lastly, this would create the whole argument of power disparity of "I want to be the same strength all throughout the fight, but I'm so weak at the beginning and I die before I ever hit 4 stacks of Ultimate Warrior!" Then you need to play smarter because the other rage system doesn't make sense for this Archetype!!! Sorry I get a little emotional. Ok, why is this system better than the current Generate & Spend version? The reason I hate the current version is that I can't cast the abilities that I want to when I want to. Just because I'm not mad enough doesn't mean I can't kick sand in my enemies face. Rage shouldn't tell you what abilities you can and can't cast, instead it should tell you how hard those abilities are going to hit. I don't want a Mana Resouce with a different name, I want an entirely new mechanic because it makes sense for this mechanic to work this way! Is that too much to ask? Doesn't mean there can't be classes in the game with the Generator & Spend resource system, I just don't think it should be the default system for Champion. And who knows, maybe ACE have discussed this internally and think the same way I do. But I'd love it if this version got implemented somehow. Alright that wraps up my maniacal theorycrafting for the evening. What do you guys think about this? Any other ideas about this Archetype's future design? Any other imbalances you see with these possible changes?
  10. I've removed the information in this post to better consolidate the Crowfall community who want to use voice chat services. I didn't mean to cause any hurt or offense. Thanks and see everyone in the Hunger Dome!
  11. Wont have Sylvannas. The movie follows the story of the first invasion of Azeroth. Meaning Warcraft: Orcs and Humans. If it has her, she'll still be elvish. Arthas is still a kid in this movie so there's no chance that he'd have had the chance to rip out her soul, turn her into a Banshee, etc. etc. Dreadlords etc. But hey... this turns out successful, maybe we'll get a 2nd movie with the undead Windrunner's story in there somewhere.
  12. My question is simple: Are there plans for archetypes that have shapeshifting capabilities? An example of this from another Virtual World would be druids. It's a great concept that most MMO's don't explore, would love to see it in Crowfall.
  13. In before centaur nerf.

  14. Ahh, mmk, I just didn't see it anywhere in the email at all. Thanks!
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