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Rikutatis

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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. It worked really well in Big World. I'd go a step further: your own group is green, alliance is blue and you can hit them both with healing (as per current faction rules) as well as damage, enemies are red and you can only hit them with damage.
  2. Instead of just complaining about what I'm not personally happy with, I'll try providing some feedback (and hopefully discussion) on what I think would be cool additions to the game, particularly the Dregs since that hasn't been implemented yet and it has the potential to be the game mode that will differentiate CF from all the other RvR MMOs currently out there: 1) Win conditions and ruleset: What I really don't want the Dregs to become is just a copy-paste of the faction with just the added grind of having to build the keeps and forts instead of just claiming the preset ones. That means win conditions that revolve simply around building and holding keeps/forts for points, which are accumulated through the seasons. I want something more along the lines of the Bloodstone ruleset which was presented as an example years ago: https://www.youtube.com/watch?time_continue=3&v=IolWGu7xFlw Something that forces the more well established alliance to split their forces between defending their city and transporting the bloodstones to the dropoff location, and that allows a "homeless" alliance currently unable to hold a city to still have a fighting chance. Ideally something that would spread out the objectives as much as possible as well to account for performance and zone lock limitations. 2) Less spammy combat: I know all signs and previous statements point against what I'm proposing here, but I'd really like to see some form of group wide friendly fire (like Big World had) or at the very least guild wide friendly fire (assuming guild caps at something around 50 players). But 5-man group friendly fire would be ideal. If we just have alliance wide free from friendly fire, combat will just play exactly the same as in factions. There'll be very little differentiation. Huge blobs of laggy ability spam clashing against each other in a war of attrition that is usually more fun for the shot callers and leaders to coordinate than for the individual players to participate in. Groups of 5 would give a little more room for individual plays to occur, would spread out people more, and it would be more interesting from a tactical and strategical side as well. Not to mention another mechanism to favor coordination over numbers more. 3) As much of a clean slate before the start of the CW as possible, or a more flat power curve when it comes to gear. I remember reading a thread in the 5.8 discussion forum a couple months ago (I honestly can't remember who it was, yoink maybe?) showing how passive skills alone would allow a guild to already have a gigantic jump start even after a complete gear wipe (including vessels) at the start of a campaign. And while I won't beat this horse here again, gear currently has a huge role in terms of stats and raw power. Are tomes going to be enough of a catch up mechanism in terms of skills? Can't say, but gear power has gone waaaay beyond what I woud have liked to see for the game, so as much of a clean slate before the start of the campaign would be ideal IMO. I honestly don't have a solution for this one, but frankly I wouldn't mind a Dregs CW where skills are temporarily reset to zero again, although on the other hand doing the gear grind from zero every single time might just lead people to burn out since the grind has become pretty excessive over time. I don't know, frankly nerfing gear a lot and flattening the power curve would really make for a more healthy game IMO. And then it wouldn't matter as much. These are my initial thoughts and feedback. Would be really interested to see what other people think about it and what they wanna see for the Dregs.
  3. I have similar feelings about the direction of the game as the OP, but I'm honestly not sure if this is just one man (TBlair) inside the team pushing the game into that direction, in fact I doubt it. In the Kickstarter and around the beginning everyone was super hyped about Raph Koster's involvement as a consultant, but honestly this extreme and exaggerated interdependency, complexity and bloat of the crafting system seems like it was encouraged by him and inspired by his design theories and essays. And that's in part why Crowfall has been feeling more and more like an academic experiment or a PhD thesis from the MMO College rather than a fun game to play. I saw the red flags all the way at the start when the game kept being compared to EVE all the time, a game better known for spread sheets and zergs, but I allowed myself to be led by Todd's awesome speeches on how he described the game he envisioned, along with buzz words like "skill based combat", "shallow power curve", "minimal grind" and all that stuff that to this day are still in the FAQs on the official website. Game is anything but that now. And I can't say that I'm surprised. CF's design sounds awesome on paper, but it just hasn't been translating into a fun game for me for the past several milestones. But hey, there's probably a market for it out there, EVE has been successful for a long time. I just feel like they either weren't completely honest in their original pitch to spark the flames of the hype train and get as many initial purchases as they could, OR the development and vision of the game took some sharp turns along the way to become something else. Basically the game isn't trying to keep players logged into the CWs by providing a fun and addictive experience, but rather by submitting you through a long and arduous grind that requires a lot of time investment.
  4. Funny, I said this exact same thing in Discord the other day. Atm it feels like the game and everything in it exist just to prop Blair's crafting system and become the best and most complex crafting system to ever exist in MMOs. When it should be the other way around, for the crafting and resources to exist simply to prop meaningful pvp. We have this bloated, filled to the brim with power creep crafting system that inccurs a long and boring grind. And instead of enhancing pvp, it degrades it, because it's just a bloated stat stacking power creep ride. No one here played the Ryzom MMO, but damn, that was a fine example of pvp for resource control and a super meaningful crafting system done right. Crafting was very deep and unique, I'd argue it was way better than SWG's / CF's, but it just felt a lot more streamlined and used a lot less resources as well. You could pve farm the excellent materials and be highly competitive in those, or you could go to the pvp zones to fight for the supreme materials which were better and worth fighting for, but nothing mandatory for peak performance. On top of that you could fight for the PVP Outposts which produced unique pvp materials that changed the way weapons crafted with them performed (lifesteal, free cast %, special CC chance, etc). You basically farmed for armor and a weapon and then spent the rest of the time trying to acquire an outpost weapon if possible. Gear degraded and broke, but you could still get a good couple weeks of nonstop PVP action, die or win, with it. Resources were meaningful and important to fight for, but didn't feel like this overwhelming, bloated and over complicated grind always looming on the horizon.
  5. This is exactly the issue for me as well. I would be more willing to put up with the major grindfest, the huge gear power creep and the skewed power curve if combat and pvp were fun and well executed and the faction ruleset was well designed. We've known for a while now combat is mediocre at best and the faction ruleset is a disaster. So atm I'm just waiting to see what they do with Dregs, really. I hope the Dregs ruleset can carry the game.
  6. I completely agree with your OP Yoink, thanks for bringing this up. This issue is compounded IMO by how powerful high end gear is compared to basic/white gear atm. It wouldn't be such a huge issue if the gear power curve was a lot more shallow how I was led to believe it would be from initial kickstarter FAQs. Soon discs will be craftable and we'll probably see the gear power curve and gap grow even more. Atm the tome catch up system appears to be the main answer the devs have for this, so I guess we'll have to see what exactly they have planned for that.
  7. This is exactly what I said when I heard they'd add time windows to forts as well, several weeks ago. This will absolutely favor Uncle Bob, although granted, it'll diminish the issue of night capping as well, which is present in most RvRvR games I played. I like the system games like DAoC, ESO, etc. had in place: you can't take forts willy nilly, you need to follow a map "track" of sorts, from outer outposts towards the more valuable inner keeps; so players could read the map and make strategical decisions accordingly. Prime time was always a laggy, unplayable clustercustard (and I have no reason to believe CF will be any different), so most of the best pvp was usually found during random hours when a guild attempted to make a move for emperor or something like that. As you said, the low population in CF's pre-alpha is skewing our view of things and leading to kneejerk reactions.
  8. IMO the most important factors for deciding a combat engagement atm are: 1) builds and comps first, so yea, agree with you there; 2) comms and shot calling, due to how healing and AoE currently work target prioritization and some discipline is pretty important IMO. It is, IMO, why sometimes you see those 6v11 or similar videos (on top of a few other factors as well, ofc); 3) Gear. Maybe not as important as 1 and 2, but still pretty significant nonetheleess. It's easy for those of us who are always ahead in the power curve to dismiss how much of an impact all purple+ gear has on your stats when compared to newer players starting in whites and without jewels for example.
  9. Having an impact is different than getting 30%+ healing received or base damage, on top of an extra 6k+ hit points, on top of 35%+ mitigations to damage, and the list goes on. The difference between a BiS geared character and some dude in whites or even god forbid, intermediate is just ridiculous for the original design goals of the game. Honestly intermediate gear should just be called "training gear" or something, to be made very clear to new players hopping onto the game that stuff it just garbage to get started and not something to really be taken seriously. You can still have a strong crafting economy without such a steep power curve in gear. There's other games that can be used as an example of that. Funny you used Overwatch as an example, because that game pretty much died for doing certain things that are very similar to the direction CF is headed (Apex Legends was just the nail in the coffin, OW was already on life support before that). Picking widow or hanzo in a low to mid rank game may look like throwing a match, because of how high both the floor and ceiling are on those heroes, but in the first few seasons of OW a highly skilled player picking widow for example could still outplay and beat her "counter" heroes like winston. Same for a match up between tracer and mccree for example, it was all mind games and big plays. There was a meta in the pro scene (dive) but player skill still trumped that. Koreans were widely known for being the most skilled players, and that was shown in many games where they went against a meta comp with oddball comps like junkrat back when he was pretty bad and still won because of individual plays. After Ana every hero added to the hoster was some sort of "hard counter", CC heavy, power creep hero that pidgeonholed the game each time more into this sort of heavy healing melee ball ult combo GOATS meta that has dominated the game for ages. Skill matters a lot less now, to the point those same korean players can't really stand out anymore. The ceiling has dropped dramatically due to the hard counter spam heroes like Brigitte and the unbeatable meta. It's a class balance issue really, not just a "winning mentality" one. There was a very brief time in CF's pre-alpha (at the end of Big World, after myrm was finally nerfed and before rangerfall began), which was probably the most balanced combat had ever been in this game. Confessor was a little overpowered compared to the other classes, but that was mostly because of the huge AoE and good dmg it had, but it was still squishy and could be killed fast, so it wasn't too out of control. The only "mandatory" pick at that point was having one healer and one dps per group, everything else felt viable if played right. If you picked a second healer, you were losing on dps, so one healer was still a good call provided your healer could stay alive. Each class had some definite pros and cons. Now in group play there's like a handful of specs that can pretty much carry you through any situation the game throws at you and puts your enemy at a severe disadvantage if they're also not playing those specs.
  10. Oh god, healing is a topic that deserves its own thread and discussion lol. Healing and AoE as well. Healing is kind of in between atm. It's not fully firehose in the same sense you have in other MMOs (one healer keeping an entire raid alive by spamming his AoE heals), but at the same time it's still strong enough that you'd actually want to stack 2 healers in a group of 5 if you can. So the lack of any meaningful AoE damage outside of ballistas (rip aurora emitter, you're missed) and the lack of dedicated healer classes (there's like 2 and a half out of god knows how many promotion classes), plus a bunch of beneficial AoE ground effects, and we have this melee ball meta of classes that can self sustain without needing too much healing and can still dish out almost as much damage (if not as much) as a squishy dps class. It's all champs and myrms out there, with a couple healers and a knight for chain pulls. 🤣 Honestly this would be the time for the Archdruid to shine. Increase the explosion radius of his orb bombs from 4.5m to 6 or 7m, and give him aurora emitter back, with a buff to its damage. I'd play that 😍 Also another reason why I'd really like the Dregs to have that same 5-man group wide friendly fire that Big World used to have. Otherwise it's just going to be the same zergball spamfest from factions, except as alliances instead.
  11. Honestly, yea. Something pretty close to that. I'd keep skill training and vessels tho. Then just slap classes, promotional classes, weapon selection (different weapon styles for each class, not just one weapon type per class) and a new gear system with less of a power curve. And give class/promotion class/weapons more variety in powers to make builds a bit more unique. Exactly. I know that's not going to happen, but hey you asked what I'd advocate for 😋
  12. My post wasn't really a commentary on the current state of the past couple CWs. I know gear isn't even close to being the deciding factor in Balance being so powerful compared to Chaos and Order (although it's still an important factor regardless). I'm not that naive, lol. It was just a commentary on the current state of combat mechanics and the progression/gear power curve. Which I'm sure you'll disagree with me on that as well, but just wanted to clear that out. This is a NOT a "why balance is OP" thread. I've been making these threads with feedback on the power curve for years now, ever since discs rolled in and the gear power creep started to get out of control. And I'll probably continue to make them until launch whenever I happen to be bored and feel like writing on the forums 😂
  13. I highlighted certain parts of this FAQ for discussion. Just wondering if the above is still a design goal for the game or if it's just an outdated FAQ at this point. This is clearly not where we're at, or have been for a very long time (since big world I guess). There are vessel levels now, with a pretty big power curve in them, which means anything below lvl 30 can hardly even compete properly (and you'll see lots of new players around below lvl 30). The grind for lvl 30 isn't extremely long (despite being super boring), but it's mostly vets who speedrun the process in the most efficient way. I get it that it's supposed to be some sort of tutorial to get you acquainted with your powers, but just throwing this out there. And I won't even mention vessel quality here. This "flat" power curve for both skills and gear is pretty far from where the game is at, but it's specially true for gear. Basically instead of grinding to get to lvl 100 and own lower levels, you grind to have all purple+ and own everyone else. Jewelry atm is particularly disgusting in how much power it gives, but armor is also horrible. Mitigation and pen is a huge power gap. Honestly combat stats are far too complicated and bloated, whole system should be streamlined and toned down a lot. I know the Shadowbane vets love their deep customization and builds, but I still hold firm to my belief that the game's combat started going downhill with discs. They addded very little in the way of interesting new mechanics and gameplay options, and just added more stat stacking, power creep, hard counters and cheese combos/builds. It's much easier to balance around a kit. I like promotion classes, I think the whole game could revolve around that and weapon selection and having plenty of powers to choose from within each class/weapon, instead of discs and so many gear stats. Right now Crowfall isn't so much a territory control PVP game, but more like a farming simulator spreadsheet game with some pvp sprinkled in to close the loop. Kinda like EVE I guess, which isn't surprising given how ACE modeled their game after EVE, but still disappointing for those of us who bought in based on their original design pitch. The only part of the game I feel is working perfectly well with the original pitch is the tactical/coordination side. Comms and good coordination/shot calling is one of the major deciding factors in fights atm, probably the most fun aspect of the game right now IMO. Other than that it's mostly spread sheet combat, stacking stats and winning that fight cause you have the right disc/build not so much because you made the right plays. So yea, might want to rethink certain elements of the game if the question "HOW DO YOU PREVENT SEASONED CHARACTERS FROM SMASHING NEW PLAYERS?" is still something meaningful to the game's design.
  14. Couldn't make it to last night's siege but I heard one of the zones was locked one hour and a half before the siege? Wut, lol! Yea, they need to look into these zone caps. On top of hardcore farming you now need to do hardcore AFK'ing 😂
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