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goose

Testers
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  1. Thanks
    goose got a reaction from RikForFun in Smuggler Discipline (previously Enchanted Bag)   
    Okay, so I'm not particularly interested in engaging in the argument about whether or not X person is making Y argument or whether arguments are valid. I'm gonna state my case and leave, because this thread is derailing quickly and I don't have the time or energy for a protracted debate.
    When I played Crowfall, if I went out farming stuff, the math was very simple: keep farming until I find one item that I wasn't willing to lose to a lucky gank, then immediately dip the custard out. This was essential because there was no security net in place, such as what you proposed. If I had been able to designate even one single item in my inventory as immune to being looted, then every time I went out, I would have been able to stay out risk-free for twice as long.
    Even if your proposed bag shield only protects five items and can only be activated once an hour, that just means that I can stay out without any risk of loss for 5x as long as I otherwise would have once an hour. If I get ganked, I can either wait an hour, switch to an account whose shield is online, or go back out with the normal amount of risk. This enables 3 potential scenarios where previously there was one, only one of which puts me at any semblance of risk. That means it is creating two new risk-free scenarios that only advantage me, the harvester.
    Furthermore, even assuming there was somehow a way to prevent the multi-account situation, having a system like this in place disincentivizes risky behavior. That isn't an opinion; that is just a fact. It is added reward with no added risk. In a game where risk versus reward is supposed to be a factor in every decision, there is never any scenario where not using this is better than using it, because it is fundamentally unbalanced.
    However, I could see there being value in this sort of thing existing if its opposite also exists. For example, if there is a Secret Bag discipline, it could be countered by a Pro Scavenger discipline, which allows you to loot secret bags. A killer (or thief) equipped with this discipline would be able to ignore the safety net, forcing the harvester to weigh whether having that discipline was worth the loss of another depending on how many threats were around and how many of them they believed or knew to have this counter-discipline around.
    This would also potentially lead to interesting interactions, say if one guild knows that their opposed guild doesn't have the discipline required to counter Secret Bags, and so they make sure that they capture the NPC soul that allows it to be crafted, maintaining their advantage as long as possible while also creating a conflict where there otherwise might not be one.
    Without a way to counter this ability, I agree that it is bad, for reasons that I and others have clearly elucidated. But that doesn't mean it can't be fixed.
  2. Haha
    goose reacted to KrakkenSmacken in New limit for topic titles   
  3. Thanks
    goose got a reaction from RikForFun in Reason to play with passive Skillsystem?!   
    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.
  4. Like
    goose got a reaction from Exterminator in Can we all just agree...   
    That this forum probably has the best profanity filter I've seen? xD Not because it catches the most stuff or anything. Just on the pure metric of how often I laugh when I see what it did to my posts.
  5. Like
    goose got a reaction from Frykka in 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.
  6. Like
    goose reacted to Helix in Is crowfall fundamentally boring?   
    I never really considered crowfall a niche game to be honest, but I agree that if they can "disguise" the grind that it would help a lot. That's a thing MHW does great, it's grindy, but the systems wrapping it are fun enough that the players most of the time don't notice or mind it as much.
  7. Like
    goose reacted to entityofsin in Is crowfall fundamentally boring?   
    You don't optimize a pre-alpha for a release quality gaming experience. They won't even do that in Alpha either. The only amount of optimization they do is to make sure things are running on the live server well enough that they don't have to constantly check to see if the server imploded on itself (crashes).
    If they did optimization throughout the development process (like what it seems you're suggesting here) of actually making the product into a full product then the release time frame we'd be looking at would be 2-4 years from now instead of a potential soft launch late this year. It's already been 3 years of development.
    Making a video game isn't anything as simple as those clap lights. Can't just clap your hands a couple times and code, art assets, sound files, and perfect optimization just weaves together effortlessly. No product of any kind is ever made like that. You're assuming they aren't collecting data on various things, like server stability, already. In some cases the live servers have had 60-80 people on them at once and that's high numbers compared to during other test versions.
  8. Like
    goose got a reaction from KrakkenSmacken in 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.
  9. Thanks
    goose got a reaction from Armegeddon in Reason to play with passive Skillsystem?!   
    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.
  10. Like
    goose reacted to TheRealStupid in Reason to play with passive Skillsystem?!   
    Why do people play Overwatch or Starcraft? I mean, you can play and play and play, and your stats never get higher, you never have a better DPS and you don't advance at all! The only thing you get after hundreds of hours of playing is a vanity skin that does nothing to help with your gameplay!! What a stupid system!!!! /s
  11. Thanks
    goose got a reaction from entityofsin in 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.
  12. Thanks
    goose got a reaction from entityofsin in 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.
  13. Haha
    goose reacted to Tinnis in Age limit   
    40+ shadowbane retirement gamers only ;p
    j/k no idea
  14. Thanks
    goose reacted to KrakkenSmacken in 2v6 noob smashing   
    Because humans miss things that are not brought to their attention, and ACE, and more specifically Todd, makes more of a point of reading and responding to every thread in the dev partners and the general forums don't get the same exposure.
    Considering that "Crows of a Feather" is a grab bag of random topics and threads, you can hardly expect them to read every thread in here.  
    ACE doesn't ignore their own forums, but upper management is incredibly busy, too busy to read every post and topic, and have been more than happy with some of us filtering and bringing to their attention things that do go on in the more general forums in the dev partners.  That's sort of our job, and responsibility, as dev partners, to make sure they don't miss things. It's not about our voices being more "important" so much as it's about us helping them find the really important things in the public forums, so they don't have to waste time, and probably miss important things,  sifting through pages and pages of argument looking for the real issues..
    If it's an important issue, and it very much is, then these types of examples should be at least copied in there.  In fact, there is already a thread going about the issue of damage inflation that has shown up because of accelerated training and gear that ACE has engaged in, and this particular video would very much fit in there.  
     
  15. Like
    goose got a reaction from KanashiGD in Remove all 100% crit chance skills from the game   
    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.
  16. Thanks
    goose reacted to KanashiGD in Remove all 100% crit chance skills from the game   
    There is nothing wrong with 100% chance to crit. What it boils down to in the end is balancing, which the devs have not handled yet (even if they claim they have). If by allowing me to hit for a critical at 100% there should be some kind of trade. Either way, I suggest asking/focusing on numbers and the time to kill (ttk). Should it be high or low in the game, then begin to ask question such as: how long should a fight last, etc.
    TLDR, games not balanced yet.
  17. Like
    goose reacted to Tinnis in "gold is the only thing vendors will take and their upkeep cost"   
    i hope they tie spirit banks to a physical location, and more tied to the start and end of worlds - as original summoning circle pitch - but i'm not holding my breath.
     
  18. Thanks
    goose reacted to jtoddcoleman in Server Stability Update   
    I try, but to be clear: I've spent the last 1-2 hours this morning on the forums, trying to communicate, instead of working on the Campaign Management Tool design doc (which was my actual goal for the morning). 
    That's absolutely fine, and I'm glad that I did (I consider it to be a part of my job, in fact), but I'm just saying: everything has a cost.
    Todd
     
  19. Like
    goose reacted to jtoddcoleman in Server Stability Update   
    The sad thing is: he's not wrong.  It really does seem like it should be easy! 
    It's one of the most frustrating things about being a game developer, honestly... the enormous gap between "the amount of effort a reasonable person would think something should take" and "the amount of effort it actually takes".  It's an order of magnitude (or more) effort to do every little thing. 
    And as the project gets bigger and bigger, it gets worse!  Back in the hunger dome days, with a much smaller art cache and code base, the simple act of adding a piece of art or a single line of code was like 20x faster than it is now... just as a simple function of compile time and file transfer time, not to mention complexity.  "Making a build" that pulls all of the pieces together is something like 4+ hours on a wicked fast build server.
    It's crazy.  but the only way to understand is to live through the process -- at which point you're on the other side of the line and everyone else is looking at you wondering why you can't get stuff done faster. ;p
    Disclaimer: YES, I absolutely realize that if that is one of the most frustrating things about my job, I must be a lucky s.o.b. with a pretty great job.   Don't ever think I'm not thankful! 
    Todd
     
  20. Like
    goose got a reaction from Kith in Can we all just agree...   
    That this forum probably has the best profanity filter I've seen? xD Not because it catches the most stuff or anything. Just on the pure metric of how often I laugh when I see what it did to my posts.
  21. Like
    goose got a reaction from Bnol in Should all accounts start with X days in the time bank?   
    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?
  22. Like
    goose reacted to KanashiGD in Please nix the term "early access", for our sanity.   
    I believe this to be the best answer. The issue is that different areas of the game industry have different definitions to Alpha, Beta, Gold, etc. On top of that these terms get thrown around to non-devs which get the various definitions thus leading to even more confusion. 
  23. Like
    goose reacted to Tinnis in Should all accounts start with X days in the time bank?   
    entirely unrelated from last friday: hail blairmath number of the beast

  24. Like
    goose reacted to TheRealStupid in Should all accounts start with X days in the time bank?   
    post removed by user. carry on.
  25. Thanks
    goose reacted to KrakkenSmacken in Should all accounts start with X days in the time bank?   
    Here. He did say it.  Not even sure why I am arguing with Frykka about it, it's already decided and a moot point. We just don't have the chosen accelerator in play yet.
     
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