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IsilithTehroth

Testers
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Everything posted by IsilithTehroth

  1. I put a sad face because you are beyond irrational. At least you understand what the face represents though.
  2. Where did I say I was good at Darkfall? I ended up quiting Rise of agon because all the best players consolidated under 1 clan and you can't compete. Everyone complains about zerg vs zerg which is why no one plays WvW in guild wars 2. Anyone that is pro zerg mechanics needs a handicap period. Of course you don't want the mechanics to change in game because then you couldn't crutch on numbers. Fyi I don't even play crowfall because I think it is an all around terrible game at this point so I don't lose at all in it, but I do watch videos and can ascertain that its zerg vs zerg. I like how you seem to think because I bring up relevant games that somehow I am gloating about my playerskill in them...that is called an ad-hominem because you have no valid points. The issue I was discussion is how zerg vs zerg games always end up dying due to player attrition. One thing I know for sure though is if I win in crowfall it isn't because my own accomplishments or my guilds....its because we followed the mindless blob of players fighting over the flip flopping capture points because in games like this people will always switch to the side that has more players and/or wins more. As they say in chess(I am a grandmaster online /s) checkmate.
  3. You totally missed my point. Yes you could zerg in Darkfall and yes it gave you and advantage, but it didn't necessitate a victory. For instance my clan holding a hamlet using choke points and using mage/archery perched on the rooftops beat the attacking force that held the numerical advantage 3:1. Zerg vs Zerg is always a lazy design because it means player skill and class really doesn't matter in those battles. I take it you never played Darkfall, but you KNEW you were better than other player in the same way you know a Global Elite in counter strike is better than a sliver 1(non smurf) and to think otherwise means you are just a stubborn ass, who only speaks your own rhetoric instead of what was proven. Your rant about finding another game is amusing when the orginal premise of this game would be campaigns with full loot and friendly fire. I mean if you want to just zerg and win there is always Guild wars 2 or Warhammer online private server for you. The most amusing part which comes off as meme-ish is how you compare a video game to real life warfare....I'll state my opinion on that once humans can cast magic spells and revive. The only one that seems to have an ego is you; from what you can discern from the forums everyone else agrees the combat and zerging is at a bad state but you are right and they are wrong because you are a developer partner.
  4. That is why the game needs to force smaller excursions and have limited populace zones. Zerg vs zerg gameplay always gets stale. The only game that did it right was Darkfall online because player skill could mean the difference between winning outnumbered 2:1 and just blobbing until everything is dead.
  5. When you are at 5 years out missed nearly every deadline you set and have hardly a game; at the point I wouldn't call it instant gratification.
  6. I disagree that the game is like darkfall. Its more like firefall. While yes Darkfall had a steep learning curve it didn't have mechanics in play that provided tools and need to protect newer players. As is crowfall is just gonna flop hard; the combat is the selling point and it is just bad. Friendly fire would help it better but a penalty for tking would need to be introduced so griefers can't ruin the game. I want reiterate that the combat in this game is terrible(Not anywhere near as good as Darkfall) and that is not a good sign if that is the sole focus your game is promoting.
  7. Zerg vs Zerg isn't fun though, except for the first few times.
  8. Zerg vs Zerg is always so boring, just blob an aoe spam, usually no skill involved and really the only one that got it right was Darkfall, but thats because the TTK was high enough to not get 1 shot or in case you got Wof'd you could counter it yourself via bhop spells/shield/teammate healing you are come hithering. Even then you'd have to have a damned good teammates to beat zergs, but it achievable on player skill merits alone. (Honestly wish RoA would start pumping out more content for their game already.)
  9. Cosmetic for the first couple months then let it gain stats, no one likes F2p unless they paid and have the advantage.
  10. Zerging is always terrible in a game like this, the CC is already bad enough then you factor in aoe heals which should only be aimbased heals like darkfall, without something to stop zerging this game will just be another RvR/WvW and would die QUICKLY. Huge zerg battles are a gimmick if no skill is involved.
  11. The difference in skill between overwatch and CS:Go is huge. Cs:go is all about player skill and knowledge. Overwatch is all about knowledge and using alts, fps skills matter but not as much. Really wish we could get another Darkfall with modern graphics and sandbox content.
  12. Because any mmorpg that is solely pvp based without deep content for "sheep" players ends up dying.
  13. Exactly, that is never enough. If everything leads to pvp for the sake of pvp then you have nothing else to do.
  14. Darkfall online had most pvply and it still died, there has to be many activities for non pvpers to do or people that don't want to pvp 24/7, otherwise people burn out, espcially if its mostly zerg vs zerg conflict. Think Uo and runescape. There can be many pvp content enabling things too that entice the players to do that activity.
  15. This is a good thing but I think we should have 2-3 more abilities. Mmorpgs need specialization but at the same time a moba style of abilities is far too few. I feel like this game's combat is gonna devolve into zerg vs zerg aoe/cc spam and it will take all the player skill out.
  16. Very very low and easy to master. I mean you don't even need to have your reticle on your target to skill hit them. If you want to see a high skill mmorpg look up darkfall online and what they did.
  17. LOL I really hope not. This game is severely lacking in features/content. That will be a death sentence if they dont add anything
  18. As others have said, literally nothing about this game in the current state is fun at all. Many of us were hoping for the next Darkfall online, but with all the CC, zerging and bloom effects; player skill seems to be rather low. At this point all kickstarter/crowdfunded games's most addictive trait is watching the ships burn because none of them have anything substantial other than tech demos. I could see this game being fun, but it just is laughable the amount of work still needed even for the game to be considered beta ready.
  19. Do you realize how much extra resources that would offset the economy with if everyone's pve drops were theirs like in Diablo 3? Darkfall handled looting fine, if someone stole from you; you kill them.
  20. What if there is a main campaign that lasts for YEARS and allows all the players on it, but its a time gated server where taking control of keeps/land requires months and many more resources to craft things. - People winning in "Mini Campaigns" can bring over either an item or structure(Outpost) as well as cosmetic rewards from that mini campaign. Also winning rewards gives some kind of global advantage called a (War Relic) to the main campaign that grants an effect like: 10% more stone yeilds. -Each mini campaign will offer a unique War Relic to the winners. -Significantly more players are allowed on the main campaign. --------------------- Cosmetic rewards and titles can be used on any other campaign including main or mini campaigns. --------------------- -What if almost all of the main campaign territory allowed building placements. -Players can make outposts that act like a smaller version of in game fortresses and are required to help sustain resources for building and upgrading the main fortresses in game. -Clans or players that own outposts recieve rewards everytime a caravan from their outpost reaches a Fortress. -Outposts will be like a livable city for players with activities and if upgraded; quest givers; where players are encourages to live out of and defend. -Outposts can be destroyed by opposing factions through direct action like sieging or indirect such as raiding caravans. -Outposts slowly degrade over time unless a steady stream of supplies reaches it through the caravan system. -Outposts can be upgraded through players donation resources directly to that outpost. -Fortresses can be upgraded and supported through caravans that transverse from Outposts. -Outposts are significantly harder to construct and require a longer time than on the Main Campaign than on the mini campaigns. -Outposts will act as a player holding or city and are upgradable and cosmetic building skins, trophies and banners can be placed here. Players can place vendors and play mini games like poker here. -Upon destruction outposts will give a portion 1/6 of the resources to build/upgrade split between all enemies who siege or kill the caravans supporting the outpost. -Upon winning a mini campaign a player has the option to port over to the main campaign a piece of their gear or if that player owns an outpost they can port that. -Clans owning an outpost automatically port (1) outpost over, however if the clan owns multiple outposts a player can opt to choose to port that as well rather than a piece of gear. -Winners of mini campaigns can port over a piece of their gear to the main campaign and can equip and use their titles and cosmetic skins won on all the other campaigns including the main one. ------------------- -The main campaign would be brutally harder than the mini campaign requiring more resources for contructions, much much harder pve mobs, but balanced in a way that people bringing over their rewards from other mini campaigns wont completely unbalance everything but winning mini campaigns will drastically help the main campaign faction's war efforts.
  21. What if there is a main campaign that lasts litterally YEARS and allows all the players on it, but its a time gated server where taking control of keeps/land requires months and much more resources to craft things. - People winning in "Mini Campaigns" can bring over either an item or structure(Outpost) as well as cosmetic rewards from that mini campaign. Also winning rewards gives some kind of global advantage called a (War Relic) to the main campaign that grants an effect like: 10% more stone yeilds. -Each mini campaign will offer a unique War Relic to the winners. -Signficantly more players are allowed on the main campaign. 1000v1000v1000 battles. --------------------- Cosmetic rewards and titles can be used on any other campaign including main or mini campaigns. --------------------- -What if almost all of the main campaign territory allowed building placements. -Players can make outposts that act like a smaller version of in game fortresses and are required to help sustain resources for building and upgrading the main fortresses in game. -Clans or players that own outposts recieve rewards everytime a caravan from their outpost reaches a Fortress. -Outposts will be like a livable city for players with activities and if upgraded; quest givers; where players are encourages to live out of and defend. -Outposts can be destroyed by opposing factions through direct action like sieging or indirect such as raiding caravans. -Outposts slowly degrade over time unless a steady stream of supplies reaches it through the caravan system. -Outposts can be upgraded through players donation resources directly to that outpost. -Fortresses can be upgraded and supported through caravans that transverse from Outposts. -Outposts are significantly harder to construct and require a longer time than on the Main Campaign than on the mini campaigns. -Outposts will act as a player holding or city and are upgradable and cosmetic building skins, trophies and banners can be placed here. Players can place vendors and play mini games like poker here. -Upon destruction outposts will give a portion 1/6 of the resources to build/upgrade split between all enemies who siege or kill the caravans supporting the outpost. -Upon winning a mini campaign a player has the option to port over to the main campaign a piece of their gear or if that player owns an outpost they can port that. -Clans owning an outpost automatically port (1) outpost over, however if the clan owns multiple outposts a player can opt to choose to port that as well rather than a piece of gear. -Winners of mini campaigns can port over a piece of their gear to the main campaign and can equip and use their titles and cosmetic skins won on all the other campaigns including the main one. ------------------- -The main campaign would be brutally harder than the mini campaign requiring more resources for contructions, much much harder pve mobs, but balanced in a way that people bringing over their rewards from other mini campaigns wont completely unbalance everything but winning mini campaigns will drastically help the main campaign faction's war efforts. ---------- Imagine being on the main campaign seeing various mini campaign conqueror's unqiue titles and skins relevant to the side campaigns they won and thanking each other for their victories towards the main campaign war efforts.
  22. The fact that he thinks its because of tool durability leaves me to think he feels the game revolves around him. No one is making a problem out of the tool durability except people that don't want to put forth effort to play the game the way it is meant. Are you going to complain that you are forced to upgrade your weapon/gear too or get smashed in pvp? Yes a minigame would be nice, but you are missing the point to durability on tools. It is to force you to upgrade and risk better tools in the game world and as a resource sink so lower end materials aren't worthless; its for the economy. Risk vs Reward. Darkfall online did this and it wasn't a problem at all and we couldn't even upgrade our tools(Unholy wars allowed you to). You are confusing weapon durability/resource sink with the concept of harvesting not being boring and having better yeilds for player skill.
  23. No what he is asking for is to take out the concept of tools degrading over time which is pivital to a economy in the game. Of course you use GW2 where there is no grind and no meaning in that game; you know the reason everyone quit. Why are you using real life concepts for a video game? That is reaching hardcore. The point is he wants the game to be completely easy mode without having to put effort into the game(the whole point to mmorpgs) when there are numerous games(mobas) and mmorpgs(Gw2) that cater to that playstyle. Just because the mmolite players deem having to craft tools as redundant doesn't infer that they are meaningless; it serves a purpose in game. The topic creator even had his arguement countered with a solution(using better material to make a stronger tool), but apparently progression in game is too hard. Maybe this game isn't for you because it has progression with risk and rewards. Gw2 has all the mmolite instant gratification your player type needs.
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