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About Nightmarian

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  • Interests
    Reading, writing, RPGs, Warhammer, Anime, dogs, gaming, Steam
  • Guild
    [Looking for one.]
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  • Location
    Tualatin, Oregon
  1. The idea is to create fun and meaningful objectives that encourage PvP at all levels. For instance, holding a quarry mine with A.I. instead of just chomping at rocks like a convict. Like an RTS, as long as I hold that mine I generate stone (through slaves, vessels, golems, or whatever flavor you want to give the AI, that need to be protected. They'd be no different than the in-game monsters being used as resources/fodder). I want stone, I need the mine. There are big ones, there are small ones, a small group might claim a few small ones out in the edges, big groups take the super ones. My guild/group claims a shred of territory that is rich in stone but low in, I don't know, wood or good farming land. We have tons of stone, but no food; we trade or raid for food, alliance with another guild. Another guild wants our quarries, they start fighting. Smaller groups know food is important to the stone desert group, go to sell to them for weapons/mats/stone and try to do it safely while opposing guilds steal or offer better deals to starve out competitor. At no time should we need to sit around punching a tree for wood for three hours (I respect crafters and player-run economy, but I never will understand the draw...) just to be able to go stop other people from doing the same and win the minecraft race. Like an RTS, we should be looking to protect our economy, increase it, or harass/harm that of others. Not be a grunt and do the tedious work ourselves. This is just a messy example and just how I personally feel, but I know that there are paths to fixing the lack of stronger PvP workflows and the absurd dependency on crafting and crafters to simply play. The randamo loot they are giving us is another example of an attempt. Making PvE actually, I don't know, not terrible would also at least go a long way to making it less boring/tedious, or changing up how we harvest from them, or making them limited spawns we have to fight over. I'm not claiming to be a genius, but I do know that sitting there spamming "1" on zero threat spiders for a few hours in what is supposed to be a PvP game isn't fun at all. We don't need max level characters jumping in, but everything should be designed around forcing fights at some point - i.e. the only way to get xp should be through PvP-related stuff, not PvE mobs. There should be no useful safe camps. So on, so on. Agreed that leveling is definitely not, and agreed that it really doesn't fit. Everything else does but at widely different levels; i.e. spending hours collecting resources to "get ready" for PvP supports/catalysts PvP, BUT... That's not the core problem. The core problem is that the "PvE" and a lot of the other stuff that supports the "PvP" isn't all that great and is either too much of the game loop, too terrible/boring/tedious, or too crazily important that it has to be done just to be able to pvp. That is literally why they added random loot, so that people can spend more time fighting than being bottle-necked at a crafting line, especially when resources are tight because you can't effectively go farm trees or whatever. Of course, the way you get these things is still lackluster PvE so meh.
  2. A bit late of a reply, but that's nothing wrong with "Achieving peak character loadouts" quickly. All of the top "PvP" games like shooters (siege, Overwatch) and stuff like MOBAs (league of legends, Dota) have a flat power curve (you start peak) or a insanely shallow one (you peak with 30 min to an hour in a MOBA usually), yet the game's still fun as hell to play. These games are already far more limited in space and diversity than Crowfall, as your build possibilities are more limited and the set of maps/regions/territory is usually limited. Yet people still love them. One of my favorite PvP MMO forays was Guild Wars 2, which, despite having a custardton other problems, let you hop into structured PVP with access to all abilities and the same stat sets as everyone else. It may sound crazy, but some people just like playing for fun, for blood and glory. I just want good PvP fights. At this point I'd rather prefer it being easy to make a peak-combat character, letting skill cover the rest, and putting the gameplay in a good metagame through strong, interesting objectives. Everything else should be important but secondary, imo. They seem to be going this direction with recent changes (more forgiving hunger, randamo loot), which I guess is a good thing. They just need to actually make it work. You really shouldn't spend more time "making" a "viable" character (not fully peak but competitive) than you do actually using it to PvP in a freaking PvP game. That's why I don't understand BDO PvPers who literally spend all day grinding just to remain relevant in PvP. Not my game, that's for sure.
  3. I've been lurking for a while ever since quite a few versions ago and the realization that Crowfall would probably never be "the game". As each current crowd-funded MMORPG continues to stray further from their original promises/visions/goals, I don't imagine the MMORPG scene will be looking all that great in 5 years (the lion's share of upcoming MMORPGs that aren't instead curated smaller hybrids like looter shooters/mobas/royales are crowd-funded). When they first added the leveling camp hogwash, I complained, and loudly, because I'm not interested in playing a PvP game for joy of instead getting incredibly uninspired PvE just to earn the "right" to PvP. Before that, I complained about how annoying it was to have to depend on crafters or crafting to pretty much do anything (though I understand it was a symptom of the testing environment, I noted this should never exist as a possibility, old craft or die games be damned), and was ridiculed for that (a dev even poked at me). They're ironically addressing that very issue now with randamo loot, which is a good sign, I guess, but I'm not sure about how they're going about it... Anyway, what will it take to bring me back? We can start with a game that's actually fun to play... I want to PvP. I don't want to play ghetto Minecraft for 10 hours and then go suck a crafter's schlong for gear just to lose it after one hour of fun. The more steps between me logging in and PvPing, the less likely I am to play. Right now it's pretty bad. The grind may not be the worst I've encountered (I've played EQ and FFXI for years), but it's just as terrible in terms of quality. It's not fun. You have to "take it in rear" to be able to do what you want eventually, which is toxic MMORPG design we should be trying to fix and not encourage. I get the problem of nuances and complexity, i.e. economy, meaningful crafting, ect, and know it's not going to be easy to fix, but eh it's simple enough for me. If I have to grind extensively/constantly or spend a lot of time before I actually get to PvP, then I just won't play the game and neither will tons of PvP fans probably. PvErs won't have much reason to fill in the gap because frankly the game's PvE is god awful in every way and pales against pretty much any other game. So my friends and I are in the same boat as the OP's friends. We have a ton of terrific games coming out this year and next, and some new COOP games to try and a few upcoming PvP forays, so I've little reason to waste my time on a game that claims to be a PvP game but is dressing itself more and more like a PvE game with side PvP content, even if that PvP content, when it works and is actually present, is much better than most. I've pretty much given up on MMORPGs though so my hopefulness here is pretty wistful, and doubt that either Crowfall or Camelot are going to be the ones to offer us a good alternative to symmetrical sports-like PvP games (team/hero shooters, MOBAs). Might just need battle royales to merge with a better take on Mordhau or something, I don't know.
  4. Well, they showed a Frostweaver being created in the recent UI change preview, so at least we're pretty sure it's still coming. That's something.
  5. Don't worry, I'm aware of the pre alpha/alpha conditions and have absolutely zero problems with it, but some are definitely better or worse experiences than others. I was part of the FFXIV alpha and while the game was far far more playable and complete than Crowfall currently is FFXIV was also a pretty terrible game at that point (this was before their relaunch). That's kind of the point of my original question. I like delving in once and a while and don't regret my backing in the slightest, as I enjoy supporting projects like this and like poking in every once in a while, but it's rare I spend too much time testing an unfinished product for free (way too many other things going on). For FFXIV, for example, I was paid. Anyway, Crowfall is caught in the same sludge as Star Citizen, Camelot Unchained, Pantheon, Chronicles of Elyria, and Ashes of Creation (which made a Battle Royale from their assets out of the blue, supposedly for "testing" despite selling cosmetics for real money during it haha). As many of these games are the hopefuls of a genre that is otherwise stagnant, it's offputting that not a single one appears anywhere near ready for release. Anyway, thanks for your response.
  6. I don't agree with the way you said everything, but you're not completely wrong here either. This game has been long in development with painfully slow progress in a not-so-great age where the MMORPG genre is slowly decaying. Trudging through the MMORPG subreddit is a challenge in itself. Your surprise that you'd only find fanboys here, in turn, surprises me. Those dedicated players are the only ones who would remain in an incomplete game when so many alternatives exist, and of course, they would defend it. Some because they are genuinely having fun, some because they're too attached to their investment, and some who are too desperate for the game they imagine at the end of the road. When you come off as just complaining to a pretty intimate group who has been through many phases of development, you need to think a little bit before you post and not just rant or rehash stuff or this is exactly the kind of treatment you'll get. I'm not condemning anyone or taking sides, but your lazy dismissal exactly highlights the very reason you are being treated like this. You're not really adding anything worthwhile and you're being highly indignant about having that fact pointed out to you.
  7. How much longer do you think, based on the current state of the game, until we have a fully playable and fully functional game that only needs polishing and light bug stomping? I'm hesitant to use "beta testing" since most dev studios really don't know how to properly use such terms and that's definitely true here. I think we're still in pre-alpha of all things and only just now barely about to go into alpha...? Last time I played I was so put off that I quit and assumed we wouldn't anything near a fleshed out beta until 2021 let alone a release, which frankly is kind of ridiculous, but whatever.
  8. We have we heard or seen absolutely nothing about this class? Christ, it'd have to be the one class I'm interested in. Bad enough watching the game trudge on in perpetual development but jeeze, this is getting a bit annoying.
  9. It's sadly the one class I was waiting for since the start, but at this point I'm more interested in its release due to the fact that we'll finally have another huge milestone complete (all classes being in the game).
  10. Depending on how it was designed, it'd be good for height advantage in combat, fighting on top of or running across water, getting over keep walls special forces style from a nearby cliff/hill,mountain, scouts escaping off cliffs or high areas without chance of being chased, etc. It has a lot of uses, depending on how it's implemented.
  11. This is incorrect. There are even other classes that are better at doing nothing. They're just bad multiplied by bad. Not that I really care, though I guess I would prefer overall class balance. I'm just still grumpily collecting my tears in jars over the one class I've been interested in since day one that we still have zero god damn info about.
  12. Frankly, if this is portrayed and balanced well this will be one of Crowfall's greatest strength, as it'll keep the gameplay loop fresh. There are people who dislike Crowfall for this very reason, but as someone who plays survival games I think it's refreshing to see an involved community-based PvP game where you won't be living beneath the shadow of the same omega guild for years unless you change servers or they get bored and quit. Sure, maybe the Honey Badgers will easily win the first campaign, but next time all the other guilds will be able to use their freshly gained collective knowledge. Previous betrayals will influence new alliances, as will the fact that maybe the Badgers were simply too large to handle last time, drawing former enemies to become current allies, and heck, for all we know the Honey Badgers might start in a much less resource rich or defensible location and might get the brunt of early corruption as winter sets in. Every match will be exciting and filled with meaningful decisions. The tabletop board game analogy they used forever ago is beautifully spot on, and I really think as a mechanic it has the potential to really create a fantastic gameplay loop. I mean, it's basically used in a ton of popular non-MMORPG PvP games atm anyway.
  13. I mean, druids can use scimitar + shield if they specialize into it and their evolution tries can have them focus on life or death instead of both. It's really not out of the realm of possibility. I'm more interested in their overall theme though.,
  14. Well, what I was thinking was more of like FFXI red mage (if they were actually allowed to melee). Damage isn't their priority, but the longer they remain in combat the more the enfeeble their enemies. Stacking debuffs on attacks, negative auras, spells that maybe pop debuffs for damage or other effects (freeze). Kind of like a blizzard... won't kill you right away, but the longer you stay in...
  15. Half the point of being PC Master Race is not only doing things that console peasants can't do BUT also doing the things they can but BETTER and have then having choice between them to boot. Steam Controller in thoroughly in the PC master race circle. Saying that, however, I don't think Crowfall is a good game to play with a controller and I'm pretty sure it'll never be.
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