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goose last won the day on January 10

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  1. Is crowfall fundamentally boring?

    So having recently had about 150% of my free time taken up by Monster Hunter World, I'm gonna go ahead and say that the game isn't boring. In fact, I feel like the game fundamentally has a lot in common with Monster Hunter, at least in theory, but with a not-insignificant number of relevant differences that I'm sure are much easier to isolate than the similarities, so I won't bother pointing them out. For anyone who hasn't played Monster Hunter World or any of the older, less streamlined titles in the series, lemme break down the core game loop for you. In Monster Hunter games, you choose from (currently) 14 different classes of weapons, each with a dramatically different control scheme and general play style, and you go out into a world with a diverse and living ecosystem, use your weapon of choice to murder the local wildlife, cut it into pieces, and use its bones to upgrade your weapon and wear what's left as a hat. Using these upgraded weapons and progressively more colorful hats, you find and murder larger and more dangerous wildlife. Forever. Interspersed among this core functionality, there is harvesting and mining and EVE Online-level spreadsheet management, but ultimately all of it is in service of the central concept of finding and murdering bigger and scarier things so you can turn their corpse into weapons. There are no skills to unlock. There is no leveling system. Everyone is on the exact same playing field, with the only content gates being skill, time, and at the very tip top of endgame, a light smattering of RNG. If anyone tries to tell you that Monster Hunter (World, at least - I never played the other entries) gates anything behind RNG, they are wrong - the only things you need RNG to acquire are entirely optional items used to minmax specific builds. Rare monster drops required to craft certain pieces of gear can actually themselves be crafted using in-game systems that have absolutely no random numbers involved. If any of this is sounding familiar to you, it probably should. There's a running joke in the Monster Hunter community that the real monsters are us, but in Crowfall, that becomes much more literally true, because ultimately, Crowfall is aiming to be a Monster Hunter game where there are way more than 14 different ways to murder monsters, and the scariest monsters are the other players. Monster Hunter World has become Capcom's fastest selling game of all time and their best selling initial release of any game ever - that is to say more copies of it sold on the platforms it first released on that any other game. Street Fighter 2 might have sold more than 10 million more copies in total, but it's had 30 years and half a dozen remasters and re-releases to pad those numbers. So clearly, there are at least a FEW people who think that the core gameplay concept is fun, and this game model might actually be a lot less niche than either the devs or we as a community have assumed. So in my view, the real question isn't whether the game is fun, but whether the developers will be able to capture their vision for the game in a way that resonates with all of the people who might enjoy it, given the chance. It took Monster Hunter 14 years of refinement and iteration to catch on in the mainstream - hopefully Crowfall can get there more quickly.
  2. I think the part you missed is that the game doesn't exist yet. What you logged into is a test module. The only things that exist right now are test modules - the framework for the game. Your complaint boils down to "there is no tutorial." That is correct. There is no tutorial, YET, because tutorials are one of the last things that get made before a game launches, and we aren't there yet. As for complaints about how it's impossible to catch up to people who have been playing longer than you, this is entirely inaccurate but also a very widely discussed subject in threads dedicated to discussing it, so if you're curious how those mechanics will work I highly recommend checking those out. Or just waiting until the game actually launches and figuring it out then.
  3. 2v6 noob smashing

    I don't entirely disagree with you, but in the end they have to draw a line somewhere, and while some kind of merit-based ambassadorship system might have been a good idea early on, there are some inherent issues with such a system, too. For one thing, being active and helpful on the forums doesn't mean you're going to stick around. I make an excellent example (well, for being active and then disappearing, if maybe not for being helpful - matter of opinion). On the other hand, the kind of monetary investment required to be a partner generally necessitates either a group effort or an actual interest in *investing* in the game, either of which is much more likely to ensure continued interest that would lead to someone regularly checking in and cause them to be an active participant. I know some of the partners are guild leaders representing variably large groups of people who each have a personal and monetary stake in the game's success, and as such don't really fit the traditional definition of a "whale," despite their monetary contribution. I am also aware that this may not have been an intended consequence of the partner forums, but it stands to reason that it was. After all, they were included as a Kickstarter reward way back when, and were the primary perk of that particular monetary benchmark, so it follows that people with both the funds (either individual or collective) AND interest would aim specifically to spend that much. For another thing, deciding who qualifies for such a merit-based ambassadorship would still require that the devs spend time a lot of time in the forums on the clock, or else outsource it to the community, which would still raise the same issues ad infinitum. Sure, having someone whose job is *just* to interface with the community might be a wise choice in the future, but for the majority of early development time, having someone dedicated to that job is adding a salary to the payroll that doesn't get the game finished any faster, and on a fixed budget that's a hard sell. That said, how the dev team handles community engagement this far into development, at a stage when most video game developers have literally zero community engagement, should probably be viewed like the rest of the game: not as a launch product, but as a work in progress. In that regard, I agree that later on a more open approach to community discussion would be helpful, but that seems like a problem for Future Blair and Future Todd.
  4. 2v6 noob smashing

    You're right, but it's a responsibility that many of the people with that entitlement have taken upon themselves, and the dev team has reliably treated that forum in the way KrakkenSmacken described for what are most likely exactly the reasons he described. Additionally, you may note he's one of the Development Partners and Investors, so as a general rule, taking his word on what happens in those forums is wise, especially considering that there's been a litany of evidence of it littered throughout the forums before his clarification, as well as on livestreams and in the youtube videos Crowfall's devs have posted. Much like Crowfall relies (in part) on the players who want to see their vision translated into a finished game to both fund and help test the game, they rely (in part) on the most active and dedicated members of the forums to pipeline the most significant issues from the forums to the dev team so they can spend more time making the game. Every hour on the clock they don't have to spend trawling the forums is an hour they can instead spend on game development.
  5. FWIW, last I checked, the devs were very clear - almost painfully so - that they haven't handled balance yet and weren't going to until a later stage of development, because that is always how it goes. Any work you do to balance unfinished systems has to be re-done every time you introduce new systems or finish existing ones. That makes balancing gameplay a total waste before the systems are at least finished, and that isn't where the game is at. This bit is directed more at OP than you, KanashiGD, but I'm too uncaffeinated for segues. I feel like it bears repeating that balance is a post-launch issue that continues forever - it isn't some magic on-off switch that the devs can just flip at will and are keeping "off" to spite you in the present. This is a systems test, not a finished game. Balance isn't gonna happen for a while. Get used to it.
  6. I remember that post, but if memory serves it was clarified in a youtube video that spirit banks were going to continue to exist, but the free access to them any time any where that A: we have become used to and B: was inherent to the point Silverback was making would be a testing relic, and access to the spirit bank would be much more restrictive when the game went live. tl;dr: semantics....maybe?
  7. Also, the spirit bank is only for testing. It won't exist come beta time.
  8. Thanks, yeah, this one. I usually remember those little snippets of chatter from the videos when they come up, but I am also usually too lazy to actually hunt them back down.
  9. That's fair enough, but the fact is that that makes it MORE valid to add a chunk of universal banked time on day 1, not less.
  10. Honestly, we (or at least, I) don't really have enough information to make an informed decision about whether or not there are explicit drawbacks to several weeks of free training on launch day. Maybe in the fancy forums you're privy to some information I'm not, but given only what has been made public about the game, crafting will be the least important facet of this argument. Crafters can craft MORE RELIABLY with training, and experimentation unlocks for them - but anyone can craft advanced gear on day 1 with no training at all. The bottleneck will be harvesting, and no amount of training will replace the fact that time and work go into that. On day 1, basic gear will be everybody's bread and butter unless the game's core functionality changes dramatically between now and launch day. This will likely continue to be the case with every new campaign after that, due to limited import rules making the good poorly made socks still relatively scarce, and therefore not likely to be worth wasting on anything less important than taking over a POI or defending your Tree of Life. In short, it really, really doesn't matter when the first advanced weapon hits the field - what matters is that everyone has the same opportunity to be there when it happens. Gating the existence of advanced equipment behind the game having been out for a month is stupid - why not give people the ABILITY to make it and let them actually engage with the game loop from the start? Edit: this has been my 666th post, so I guess I am never allowed to post again... Re-edit: Also, what about actual parts of the game loop that would be entirely inaccessible until a week into the game, like say, ALL DISCIPLINES?
  11. You are not wrong. It says it in large, screen-dominating letters that it forces you to click through and scroll past twice every single time you download the client, plus more times when purchasing the game. They are pretty ham-fisted about it. People just don't read.
  12. I don't remember if it was Blair or Todd, but I'm 99% sure one of them flat-out said we'd be starting with free banked time because forcing people to start passive training from 0 would hinder the day 1 experience. As to "why even have basic weapons and armor if you will bypass them on day 1," well...will you? How? Basic weapons and armor will always be useful at the starts of campaigns, because they are cheap and easy to manufacture, unlike any advanced equipment. Even if 30 days of banked time on day 1 was enough to get you reliably crafted advanced gear (and you, Frykka, KNOW this is not the case), you would still need to gather materials from harvesters, since you would have invested all of your points into crafting. All this does is kickstart the economy. What exactly is the negative, here?
  13. Other people have already discussed the "deck of cards" analogy and how it might add a facet of player skill to crafting, but I haven't seen much discussion about how much better this system potentially makes factories. If you have a blueprint for an Amazing roll of an orange metal bar crafted from all orange ore, each copy of that bar a factory produces is going to cost 3 orange ore. If you got a lucky upgrade, or even more reasonably, if you actively pursued it, using your 3 orange ore (or even 30 orange ore) to get that one perfect roll made from 2 white and 1 orange that bootstraps, THAT factory run will cost you 1/3 as much orange ore to complete. This makes it a balancing act, where you choose whether it's more important to have what you need right now consistently at high quality, or if you're planning ahead to mass-produce something powerful. And that's without even factoring in the potential player skill vis a vis card counting. I think this is an excellent change.