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Rikutatis last won the day on March 13 2019

Rikutatis had the most liked content!

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  1. There won't be. And if there is, it'll be a side experiment in a side CW somewhere. I was hoping for Big World-like friendly fire outside of your immediate group, which means all players in the 5-man group are immune, but anything outside of that needs to be coordinated to avoid friendly fire. It was fun in Big World and worked pretty well all the way to 20ish vs 20ish. But that's also not happening. Next best thing would be to cap guild size to 50 max and put friendly fire on anything beyond that, like sub guilds and alliances. But let's be honest, it'll probably be full immunity to everyone in your alliance like it works in faction ruleset. Just roll that ball against the enemy ball and have fun with the spammy war of attrition pvp.
  2. @ComradeAma At launch ESO had nearly flawless performance, it was glorious to see. At the very least a couple hundred players on screen and very little lag. Then they kept adding stuff to make the game prettier and beef up the endgame grind, like fancy lightining and particle effects, and champion points that forced the server that track poorly made socksloads of more interactions and numbers, and performance went to the garbage bin. Might be better these days, wouldnt know. But I saw it with my eyes back then, it is possible to happen. Apparently CU has great performance as well from early tests, just poorly made socksty graphics to go with it. But at least the foundation is there.
  3. Myrmidon and archdruid are probably the most interesting classes available in terms of gameplay mechanics. They're the exceptions I mentioned in my previous post. I don't know a whole lot about how current myrm titan works, but sadly archdruid, despite still being interesting, is just a watered down version of the original vanilla druid. Druid was so awesome at launch, one of the most interesting class designs I've seen in any MMO. No clue why they had to dumb it down so much. The game will definitely need a comprehensive balance pass and probably minor revamps across all classes and discs to make as many of them as viable as possible at launch.
  4. APE has pretty much explained everything. It is what it is. People will play Crowfall for the same reasons they play games like EVE or Albion, definitely not for engaging action combat.
  5. If those articles and trailers and promotions were just backer transparency, why publish them in big MMO news site as opposed to just here on the forums or newsletters to backers? Also if your expenses every month is let's say 'X', and every month in pledges and packages you can sell something around 1/6 to 1/8 of X, that's not insignificant. It adds up and helps over the years. The scale in Crowfall is a lot smaller, but it's the same principle for Star Citizen.
  6. I agree with those who said it's very, very low. Lower than Gw2 or ESO, at least years ago when I used to play those 2 games. I heard ESO pvp kept getting watered down with infinite stam/mag builds and proc sets tho, so could be different now. Crowfall is mostly about having the right builds and team comps and focusing single targets to death in the melee scrum. So in that regard group coordination is probably the strongest aspect, but even then it's kinda simplistic in its current form, compared to what group coordination looks like in other games. In large siege fights, if you're not a shot caller, most classes will just be spamming a few keys and tracking targets the whole time. Save a couple exceptions that have bit more interesting mechanics.
  7. From what I've seen in other live service games I followed closely over the years, marketing hype is where they get the largest chunk of new subscribers and revenue. People who buy into it. It's not big updates actually getting patched into the game, but rather just marketing hype bombs dropped on big news outlets. I personally think it's a bit silly how in the past CF has done marketing pushes and campaigns, with videos, trailers, etc. of updates and versions of the game that were terrible, had unplayable performance and tons of bugs, but I don't have access to the numbers. If they keep doing it, it's because they're getting revenue out of it. Even if they lose some disgruntled customers that try out a broken alpha version and leave in disgust, in the grand scheme of things it probably doesn't matter. There's no shortage of live service gamers on this planet lol. There's always more ppl to sell the game to later down the road. It kinda sucks for everyone I guess, them included, that they need to keep having to monetize an unfinished game somehow to keep the lights on. Personally I think the Kickstart model for MMOs is just not ideal. Crowfall is actually the only one that actually has the highest chances to release and go live in the near future. But even then it probably will be in a very rough state. But hey, Albion survived its rocky launch and apparently improved over the years. So maybe all these games need is time.
  8. 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).
  9. 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.
  10. 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.
  11. 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.
  12. ^ 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.
  13. 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.
  14. 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.
  15. 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.
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