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Rikutatis last won the day on March 13

Rikutatis had the most liked content!

About Rikutatis

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  1. Honestly, that's how you make sure a game dies and becomes a lopsided snoozefest. From what I understand that was Shadowbane's fate. If there are no loser/underdog mechanics, ppl will either: a) join the winning side for that super fun unclebob fiesta, and/or b) quit cause what's the point in trying to fight the unclebob. Not saying the answer has to be exactly what OP proposed, but if there are no incentives and mechanics to favor the losing side; ways for the losing side to thrive and gear up; as well as some rewards to be gained by playing the losing side, there's no hope for any sort of server health at all. Jumping ship to different CWs might alleviate this somewhat, but that's assuming the game will have a super active population to fill a bunch of different CWs and rulesets. This is a game, it's not RL. It should be balanced. If you lost cause you fought outnumbered, the enemy had an unbeatable meta comp, or your city got zerged down and you cannot win without a city, that's not your fault for being a loser. That's the game's fault for having trash design and allowing a meta comp or numbers to steamroll any opposition, or not allowing an alliance to survive without a city, etc (just examples, not directly taken from current state of the pre-alpha ofc).
  2. And yet ACE themselves said combat was the most important aspect and they had to get it right, when they first started developing it in hunger dome. Building anywhere is cool but at the end of the day any survival game offers something similar. It wont save the experience if the core gameplay loop isnt fun. But then again ppl like EVE combat, I'm sure the game will have a niche.
  3. It sucks to admit it, but it's pretty much this. The game sounds great on paper, but it doesn't play that great. The combat just isn't good or fun, specially when you dip out and play a good action combat elsewhere; there's just no comparison. The rest of the gameplay is boring as well. Live service games and MMOs are grindy by nature, but the gameplay has to be fun for you to enjoy the grind. As we inch closer to a release ready state, it just doesn't seem like a whole lot will change. The combat is clunky and uninspired when looked at individally and small scale and devolves into a mindless spam blob when played large scale in sieges. I honestly think ACE should have invested more resources into hiring ppl with a lot of experience in action combat for pvp games, but it's too late now.
  4. To be fair of all the Kickstarter MMOs Crowfall seems to be the one doing the most progress towards completion with the possible exception of Ashes of Creation, but that one has just gone shady af with the whole thing of releasing a battle royale side project before expanding their pre-alpha tests. I have faith Crowfall might be the first one to release out of all Kickstarter MMOs, but that's still some time away. With that said, I'm also fairly disappointed with CF, not because of delays, but more like what the game is slowly becoming (or not) in terms of gameplay. I'm definitely not backing a Kickstarter game again, that's for sure. I'd love to be proven wrong and eat my words when CF releases though.
  5. ^ pretty much this IMO. Have you guys spent a good deal of time playing on the NA servers? I know W used to make smaller forays into EU sometimes. But as someone who's played both servers, EU and NA, during 5.8,there's just such a huge difference in how the meta is played (or not) between them. But hey, maybe this new 5.100 or w/e patch is different and now tactics trumple composition and build.. although I somehow doubt that.
  6. I won't mince words here. Everything you described above is exactly why Crowfall's combat sucks ass right now. The combat went from being something that ranged between average to mediocre pre-disc to what is now something sitting between mediocre and garbage tier. I know major and more comprehensive balance passes will only happen closer to launch, but there's no skill, mechanical input or nuance to CF's combat, only builds and comps and counters and hard counters. The ceiling is just so low, provided both sides have equally decent shot calls and ppl who knows which skills to use and can listen, more often than not the fight is decided before it even starts, by just looking at the comps/builds. I've been saying this for years, but it just falls on deaf ears. And I won't even go into the problematic mess that healing has always been. Unless they completely revamp the balance and purpose of discs, classes and other mechanics CF will just be a spread sheet meta game.
  7. I honestly do not think this idea of queued matches fits well with the overall design Crowfall has. And this is coming from someone who enjoys Conqueror's Blade a LOT, that has been my main game for a couple months now, I think their game design is brilliant. But the issue is that CF's entire goal is to provoke organic random PVP situations in resource hotspots across the map (POIs, caravans, refineries, etc). The population splitting into queued matches would draw players away from the map. CB has random fights breaking out on the map over resources as well, but that's not the main draw of the game. Maybe queued matches could work if there's ever a downtime between campaigns or something of the sort for people who are not in any CW atm. Maybe even as a function of EKs.
  8. CU seems to have some good things going for it, like the engine capable of supporting large scale and a good mentality from the devs (like no AoE caps and anti-zerg mechanics). I know DAoC was good back then for what it was and the time (I mean, DAoC almost two decades ago had better RvR mechanics than CF's faction ruleset at present). But the slow paced tab target combat and extremely slow development progress have been turning me off. Maybe when they lift the NDA and I can have a better look at it I might be more excited.
  9. So basically the entire community agrees to let Order win? 😂
  10. I think the first closed beta was 2011 for the asian market, first open beta was 2014 or something? It's been released and closed in a few different regions, like asia and russia. Here's an interview with the developers, explains more on the russian version closing in 2017: https://wccftech.com/kingdom-under-fire-2-interview-perfected-for-pc-release-this-november-devs-now-looking-at-other-platforms/
  11. I don't fully trust Gameforge, so I'm trying not to keep my hopes up too much for this. However the actual game was already released and played in other regions, we know it has a good design and fun gameplay at least. They just can't screw up the monetization and whatnot. I haven't played Archeage or Albion, so I can't comment on limited conquest points in those games. But I recently played Conqueror's Blade (a game that is somewhat similar to kuf2) and it worked perfectly fine there. Since these sieges are fought in a 15v15 (in kuf2 it will be 8v8), it doesn't matter if the zerg has thousands of ppl, better team wins usually. Also it was usually easier to defend than attack, so even outnumbered you had a good chance to hold on to your land. Plus the map being huge and movement slow, a zerg could only cover so much ground in the timeframe allotted for land conquest (twice a week there). Obviously the megazergs still owned more land than the smaller forces and could cover more ground, but the smaller forces still had mechanisms in place that allowed them to compete and hold on to their land. To be entirely honest with you, CF will be a LOT more zerg friendly than those games, unless scoring, objectives and goals change drastically from faction to dregs ruleset. Doesn't matter if people can't attack your EK if they can just zerg you down inside the CWs and you won't be able to export the best stuff.
  12. It'd definitely be DOA for me, that's for sure, but tbh it could probably survive even with crappy performance in large scale. I mean, didn't Albion survive? Their launch was pretty disastrous with servers melting and for all I know they still don't have stellar performance? People are just thirsty for MMOs and will probably just play it regardless while complaining about it. But it'll definitely affect the amount of people playing it and the success it can achieve for sure.
  13. ESO did it post-launch for a short period of time. It had great performance in Cyrodiil with 100+ players on screen. After their lightning patch was released to make pve pretty and flashy performance went downhill and never recovered after that (at least while I played it, not sure if they ever managed to fix it afterwards).
  14. Which part are you talking about? Specifically CB's root motion combat? Or any sort of of more mechanically engaging action combat with tighter aim? Or are you talking about performance? If it's the first, really depends on how they would have handled other stuff like powers, healing, CC, ttk, etc. CB's combat definitely wouldn't hold well in a 100v100 scenario, but it wasn't designed to. However I do believe root motion style combat could. BDO did it with dozens of players in wars. In ESO I saw as many as 180+ players fighting in the same area. From what I heard Darkfall did as well, but I didn't play that one so can't comment on it. Performance varied wildly in those games and as someone else here mentioned client vs server side checks as well. But if we're talking about performance, let's be honest, it's not like CF's has been any better with the combat they did choose to employ. Quite the opposite, it's the worst so far.
  15. This is finally getting released in the West, it was just announced for a November launch. It's an MMO that has a very unique hybrid of traditional action combat and RTS gameplay. Particularly for people who enjoyed Conqueror's Blade, there seems to be a lot of similarities between the two. Like an open world map with regions and cities that guilds can conquer and upgrade. Your hero can control up to 3 troop units in these fights. If Gameforge doesn't screw it up, it could be really fun. Here's some edited footage of an 8v8 gvg for a city conquest: EDIT: Release trailer:
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