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aeshura

Cormorant
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  1. Like
    aeshura got a reaction from bahamutkaiser in Wildstar Action Combat?   
    no Telegraphs stop
  2. Like
    aeshura reacted to bahamutkaiser in Concerns About Telegraphs, Readability And Controls.   
    Well, the day is almost here when ArtCraft unloads... well a lot about Crowfall, who knows how much, and so far, I'm thrilled with every aspect they've introduced so far. But I'm still anxious about one more big subject, and that's how the gameplay controls and character motions are going to be performed.
     
    First, I'll lead with a rumor I heard about there being ground telegraphs in this game, and on more than one occasion I noticed that lunging is mentioned as a way to avoid damage. These two things together paint a small picture, a very incomplete one, and it's even more incomplete because I saw a designer mention that they haven't determined how blocking will operate yet. It's very little information to go on, so my concerns are very weak at this point, but I really hope they avoid certain gameplay behaviors, because they fail to perform under various circumstances.
     

     
    The first one is the ground telegraphs, this could apply to anything... but if it applies to a lot of things, it can create a lot of information overload in large battles... small or large, ground telegraphs light up the battlefield with colors, creating a kaleidoscope of colors, and enough of them just end up meaning nothing because you can't really read any of them anyway. I'd really like for telegraphs to be visible on the character using them, it may take players more time to read character behaviors and how they look when their attacking, but at least in a large battle, they won't weave together to make an unrecognizable pattern.
     

     
    The only real exception to this is indirect spells which hit a location and deal sudden damage, at a range, you may not be able to see the source, and without a projectile, there's no way to see it coming unless there is a ground telegraph. or a locational telegraph.
     
    And that brings me to my next point, ground telegraphs in three dimensions. I don't know if they will have flying in the game, but they confirmed burrowing or tunneling, so foes may be fighting on different plains. This makes it even harder for ground telegraphs to describe where they are landing, if there is an indirect spell or attack, it would need a locational telegraph which can signify something in a 3D space.
     
    So what would work as a good telegraph?, well it depends on what their doing, and we don't even know how the controls will operate, but I have a suggestion for both controls and telegraphs, perhaps it's useful...
     
    I'd like the attack controls to operate with a combination of directional input and both mouse buttons, primarily. The first main reason for this is control comfort, instead of having to reach all around the keyboard and ultimately have access to fewer selectable actions with more keys, using the WASD movement of the character in combination with the 2 mouse buttons would allow a player to sequence their mouse clicks and directional movement to execute different skills and attacks.
     

     
    Combinations can include clicking... LOL, holding a mouse button, rapid clicking, holding any of the 4 directions while performing all 3 of the clicking methods, and the use of the space bar to functionally jump and multiply all those options again. With both mouse buttons representing attacks with the left click and a mix of defense and attack skills with the right click, you can perform dozens of abilities and attacks without roaming the keyboard for skills. An added benefit of being able to map control to a controller with no more than 3 buttons and 4 way directional movement is also useful, but there would of course be several other buttons to press which would allow players to maybe switch between active weapons, greatly altering their attack options, or switch modes and such with mage like characters, the main thing is it's easy to operate without reaching away from the movement keys to do anything. Your hands are always gonna be operating the movement keys anyway, why not lace the attack operation to the movement keys instead of cluttering up the keyboard with actions.
     
    Aside from a variety of gameplay implications that kind of control scheme brings, it brings one main thing, going back to the primary subject, Telegraphs. If most of your attacks are woven into your movement keys, all of your attacks are telegraphed by the direction your moving. In martial arts, it is well know that most strikes come from the body, and using the momentum of your body as you step forward is one of the essential power enhancers. It is also the primary telegraph, the movement of the foot, and the simple fact that your closing into striking distance. Striking distance is the significant medium of deadly combat. Deciding when to close distance when you want to attack, and maintaining distance when you want to defend. It makes a ton of sense to develop a telegraph system around movement. Weaker attacks can be programmed to quick actions which are not a combination of movement and mouse clicks, stronger ones can be programmed to direction combinations, jump combinations, and of course, hold and release clicks.
     

     
    The characters can not only telegraph their attacks by moving in various directions, the movement animations can include a variety of posture changes as you strafe side to side, step backward and forward. If your standing still you may deal a variety of over head blows, if your moving forward you may do thrusts lowering your weapons point, if your moving right you may bring your weapon left signifying your about to swing left to right, or vice versa. It can be somewhat different for every weapon, and work in more complex ways with certain behaviors.
     
    Some special combinations can be done with mouse holding, by holding left mouse down you can enter 2 or 3 directional inputs creating a special behavior or ability.
     
    The other big thing is defense, with the right mouse click, a variety of actions can be perform for defense and attacks. You could hold the right mouse button to defend yourself from weaker attacks, you could click with a directional press to do a timed block, you could mix other directions and left right mouse clicks to perform additional combos, and even if your using a shield (which is a weapon...) a variety of attacks can be mapped specifically for the shield on the right click, while offering better defensive actions. Two handed weapons and dual wielding weapons would still have defensive actions with their right click, but they could be weaker, while the attacks produced with the right click or in general could be more powerful.
     

     
    The next thing which would help improve telegraphs and reduce skating around the battlefield like a weightless hover board is momentum tied attacks. This isn't to say that no attacks would have free movement or locked movement, but not all attacks should be performed while strafing around like a figure skater. Different attacks could have different directional movement, some could lock you in place, others could move forward and sideways or even backward. Depending on Archetype, this could vary greatly allowing different attack behaviors and methods to further distinguish characters ability to fight as well as strengths and weaknesses.
     
    A light and nimble Archetype might be able to strafe round during certain attacks, circle foes, do acrobatics like Link, while another might be rooted in place, a running lunge attacks may produce a sliding thrust or a ram. Centaurs or other Archetypes with special mobility may be able to attack opponents while continuously galloping forward, maybe with slight turning capability, they could charge and bust through foes in front of them, swing back and forth dealing damage to foes as they pass, or even shoot while kiting. Point is, mobility and attack behaviors both offer a significant method for Archetypes to expound their differences well beyond the bounds of damage and defense.
     

     
    The perfect example would be the Fae Assassin, it could right have low damage per hit even though it is an assassin, some of it's attacks could be devastating, but maybe their not as accessible as something like a Tank swinging a huge weapon. Even if a Tank has higher offense and defense than an assassin, the assassin can deploy special mobility to attack and move in a way that makes it hard to impossible for the knight to win, she could attack while strafing around her opponent causing them to miss over and over while she slices them up. Not suggesting that's what a Fae Assassin needs to do, but it's an example of how the way characters move and attack, and telegraph, could distinguish Archetypes and gameplay in deeper ways than the typical MMO.
     
    Now, at the risk of running over long, I'll discuss one more subject.projectile behavior and targeting. This game brings up a slew of new obstacles with it's vision for combat. Strategic, Friendly Fire, Large Battles, melee allies that don't want to get hit in the back, readability and telegraphs... All of these play into how projectile fire should behave and how targeting should work.
     

     
    With melee attacks, it's easy to write out specific hit box lengths and widths and visual telegraphs on the actual attacker... with projectile fire, even if you write telegraphs all over the attacker, it may not be visible to the one receiving the attack. This creates an expectation for projectiles to have a visible movement speed, but that immediately brings up a huge problem, how do you hit an opponent with a projectile if it doesn't move like a bullet the way shooting game projectiles behave? In shooting games, explosive weapons and close range lobbers might have a practical offset to compensate for lower projectile speed and targeting difficulty, but in a fantasy game with archers, unless every arrow is going to explode in flames, they would have a hard time making an impact with slow projectiles they have to target with free aim.
     

     
    This problem only multiplies as the use of projectiles in a medieval war game that has melee units engaging in front of you and friendly fire make it even harder for you to hit what you want to hit and not hit what your not suppose to hit. Firing in an arch would allow you to fire over allies and into enemies, but at this point, an arch, plus a slow projectile, and normal arrow strike power is going to be almost useless. Because this is a strategy game, I sincerely hope that they will allow archers the ability to fire meaningful distances, this helps them pick safer locations and offend with a more unique method, but adding distance to your attack will do even more harm to your accuracy. and while a battlefield may present an area rich with targets so a large group of archers could randomly lay out arrows toward them, that isn't a role players are likely to enjoy.
     

     
    I like that tab targeting isn't an option in Crowfall, and I feel it should remain that way for virtually every attack, but some sort of target tracking and projectile assistance would allow players to hit opponents within a reasonable aiming difficulty, without tracking and predicting target behavior in order to hit anything. A form of target assistance would also allow the developers to make a wealth of behaviors for projectile skills beyond just what the projectile does when it lands and reach. Projectiles fired close up could be easy to aim, projectiles far in the distance can be harder, explosive or AoE projectiles could have lower or no target assistance, while small single target shots could have great movement prediction or even seek their target.
     

     
    It might be hard to understand because I haven't seen many games deploy this kind of targeting, I'm mostly familiar with it from Armored Core. In Armored Core you track foes within a large targeting reticle, or a window, and within that reticle or window your targets are automatically tracked and can be fired on. Different weapons and targeting set ups can vary how well your shots track, how wide the reticle is, and how far away the attacks will track targets. Typically, long ranged weapons are powerful but have a very small targeting reticle, close range weapons have huge targeting windows but less power and won't track foes unless you get close enough, and some weapons may have special aiming demands, like free aim with no assistance for super powerful rockets, and other stuff.
     

     
    The main thing is, this system of targeting allows players to enjoy great reach, arch fire, projectile readability, as well as skill function diversity, by using a system which assist players target selection. It doesn't have to be done, but it only opens up options for dozens of additional projectile behaviors and modifiers for different Archetypes using different projectiles different ways if it is used. A system like this can also include free aim shots for certain attacks, so it's impossible to lose anything by including it to some extent or another. I feel most other options cripple the variety of behaviors and attacks projectile fire can have in the game.
     
    http://youtu.be/DZwPa5C_LKM?t=1m10s
     
    Anyway, I'm sure that's a beastly read, sorry I couldn't communicate it any clearer, I'm kinda rushing this out before bed and before Tuesdays announcement, I'll come back to the subject if it's worth anyones interest, Hopefully this offers something to the game, or better yet, hopefully they already intended to do much of this
  3. Like
    aeshura reacted to psylent night in 01/20/15 - Character Creation Preview: Runes Runes Runes   
    Fealty. 
     
    Yes.
     
    Also. Todd/Gordon/ArtCraft, if you truly, truly care about your audience and want what's best for them, you will grant players the ability to offer our defeated enemies as sacrifices to the Drowned God. 
  4. Like
    aeshura got a reaction from markraven in 01/13/15 - Character Creation Preview   
    I will agree that preperation is important as a player skill. but prepareing to be lucky? oh in an unfortunate situation I'm just going to chuck it up to the RNG gods. In a legitimately competative environment it's either Not used. Period. or it's relegated to the point of actually being the MOST VIABLE STAT.  Look at FPS's They don't have crit. that's straight up pvp if I ever had any. no crit, whatsoever. why do we have to look at MMO's and say okay if it's an RPG we use this, for what? prep for something else, IT'S IMPOSSIBLE TO BREAK A GAME BY REMOVING CRIT. IT HOWEVER IS VERY LIKELY TO WITH IT. look at most classes in an MMO that could be built with crits. and that includes your Moba's like LoL or DoTA. they had instance where they had to completely rework champs because crit just makes or breaks that class. Look at WoW Fire mages. Have crit, can win, no crit no win, no exceptions. Is that really a way you want to play?
  5. Like
    aeshura got a reaction from markraven in 01/13/15 - Character Creation Preview   
    Crit... why crit... Just. plese someone explain to me excactly WHY we need critical strikes. are you allowing things to be built around it (your basically creating a lucky class) How, for the love of god how will you balance around that? crits too high nerf damage, steady damage of those who don't go crit too low, juggle stats on other abilities. crit goes off the chart, increase other classes to compensate..  I mean seriously guys. why even do that to yourselves. You come from games that have that problem built into their system. Yea everyone like the visceral "OMG BIG NUMBAS" but that doesn't last as long as a person feeling like they have the tools at their disposal to have a consistant fighting experience. No one likes losing because of a RNG. and people will feel underwhelmed when they build for a stat like crit and the crits don't happen!
     
    If you can give me one good reason why it needs to be there, I'll stop about it. but there truly isnt any, its there so someone can feel good about themselves from a RNG. and thats just f****ng sad.
     
    I will withhold judgement on dash count until I see what it does and how it's increased. but seriously, Warrior my whole life, can only dash so many times.
  6. Like
    aeshura reacted to buhbuhcuh in Speculation Thread 1/15 - A Cryptic Tree Approaches   
    A pretty image was revealed today with some names:

     
    Names have power, and these names are very much based in western mythos, so what do they mean?
     
    Valkyn - Valkyn is a vague one to start off. There is a Dark Age of Camelot race named this, but... probably not. I'm going to go with "Kin of the Slain" - From norse valr which forms Valkyrie, Valhalla, and is a root for words like Valour. Interestingly, the golden dragon might be related to the imagry we see in the forum banner art: Kronos - Alt spelling of greek Chronos, personification of time, often confused with Cronus, a titan who cut his dad's balls off. Hourglass points at something to do with time. Hourglass is more empty than full. Could have an eternal meaning too. Gaea - Alt spelling of greek Gaia, titan and personification of earth. Very much associated with fertility. Cronus (not chronos) was her kid. Tree, Gold on green background implies assoiciation with life, growth, etc. D'Orion - "Of Orion" - Orion is a greek hero and hunter. The antlers support this, but at the same time, one of the hero archetypes looks like a deer. So maybe it is just the house of Deer people.  Illara - Name isn't really calling out to me, but Icon is of a dead rat or mouse. Could be refering to the mouse person we've seen in the concept art and hero archtype page. Sounds like a Final Fantasy illusion spell.  Arkyn - Another norse word here. Google says it means something like "Son of the Eternal King" - given that is second from the top, we suddenly have a family tree? three great houses split from a single one. Also Note the similarity in charge to Valkyn - Gryphon rampant. The field is also gold and white, the colors of Valkyn. Cybelle - Phrygian (balkan) cult goddes. Mother of all - world order. Close to the sun and a unicorn - probably magical goodness. Maeve - More norse! related to Magi! (surprisingly more related to the stomach than magic, but food is magic). Magus/Magi being associated with magic is actually coming from persian term magush that refered to a Zorastrian cleric. With the giant squid, maybe it is seafaring, fishermen? Kraken? Hero - Uh... You know, dude who does good things beyond the norm. Interestingly, the knight in the char creator was wearing the crow charge. Is this just us?  From greek "heros" which means demi-god, or "heroe" - defender/protector. Also a long sandwich (see mave). Kane - Cain? Brother of Abel? Lion Rampant Sinester! In the judeo-christian mythos, Cain was the first son, and the fist murder. Definitely points at two lines descending form Valkyn, and also ties into the dark side/light side symbolism that is pretty apparent.  Malekai - Another judeo-christian figure, Malachi is a jewish prophet. Translated, it may mean "Messenger of YHWH." The book of Malachi was the "last book of prophecy" - to really tl;dr it, it prophecies that god will come smite fools if they don't behave." Interesting imagry with the spider, maybe tieing in with the Moirai, the greek fates - spinners of webs of fate, etc.  Yaga - Gonna go with Baba Yaga here. Slavic mythos. Very much a trickster or ambigious figure. Sometimes she gives aid, sometimes she is a villain. Yaga ties into a lot of slavic language, including the Czech jezinka - wicked wood nymph, and a lot of death/badness words. That ties in to the dead tree charge on the heraldry here.  Zalena - Might be refering to Selene, a greek moon goddes (on the moon side). The snake here is suspicious. though - and it commonly symbolizes temptation. Sometimes symbolizes healing though! So, also interesting is how we start at the top with heroic/mythical beasts, and by the bottom they are the animals we associate with annoyance - crow, rodent, snake.  Definitely a hierarchy. 
     
  7. Like
    aeshura got a reaction from Chrissy The Blesser in 01/13/15 - City Siege Concept   
    Logistics. I mean is a seige going to be a common pvp concept? such as in wow bg's? if so, I am dissapoint . Is it going to be an event, (much like GW2 does with it's evolving world or whatever they call it?) I'd be carefull of stuffing it with quests. please, don't stuff it with quests. If it's a purely pvp concept then I have to say, Logistics logistics logistics. I mean you can have a seige last for a few hours (basically keep lobbing stuff until something breaks) or it has to be a meaningful decision. I mean why am I seiging? what do I get from it? single use rewards are fine if you want to tur it into a grinding concept (which I'm sure you don't) but what will reward players for chosing to seige -that- place? cuz I want epic loots kinda takes away from the immersion.
     
         So I'm seiging this place. What can I do? shoot cannon, attempt to scale wall. Can i just ferry cannon, or craft them? Can I triage? Again it does boil down to what are the logistics. How far are people coming from, how fast can they get there? what's your respawn system like (OH GOD THE TEASING!) The longer the logistics, the shorter the seige. Likewise if it's just okay respawn continue mashing- then seiges are going to last so long that it'll get old. Quick.
     
        A. If It takes me saay... a week to get together my guild/faction. (time coordination etc.) and they come on. Say it takes about... 45-1hr minutes to get everyone moving and supplies gathered. I would hope that the travel there would take about 15 minutes, maybe even closer to 30. in and of itself would be an event. Reason being, this is the time that my opponent can harass my column, disrupt my supply chain etc. (If you look at Planetfall, the idea of harrying your opponent's zerg is dying, mainly because of instant spawns.) So we reach the place set up and are lobbing our whatnots. maybe we have people sneaking in, maybe we're looking for ways to exploit the weakness and peel the onion (remember when that was an actual thing?). Now at this point you take the screenshot, it looks incredibly epic. But imho what makes it feel epic is all the work it took to make that scene happen. When you say seige, I think well we're here for the long haul. say 45 minutes to an hour. (this would really, again, depend on logistics.) And say the walls crack, is city design going to play a role? because some of us may want to desing a squad on what happens then small streets, chokepoints, AOE, etc.
     
    I would hope that the logistics question is something you guys are looking at way deeper than just seiging and whatnot. because spawns, crafts, transport, guild number limits, raid limits, will all have a HUGE impact on exactly what can be defined as a seige. Otherwise it will become something like a grind. Even, even if the reward is something that has real-world (in game) impact and is everything everyone wants it to be, it will be relegated to a farmfest because at some point you can merely zerg it back and forth and it doesn't matter because it's a numbers game. (Wintergrasp, Isle...whatever it was called)
     
    Everyone should be able to play a part, but it should happen because a select few (leaders/strategists/tacticians(TACTICS IS A VIABLE STUDY! )) want it to happen. This will give people someone to band together around and create a more vibrant and rich story for the individual players.
     
    I can think of at least 2 people who either already said this, or are thinking it.
  8. Like
    aeshura got a reaction from Chrissy The Blesser in 01/13/15 - Character Creation Preview   
    I will agree that preperation is important as a player skill. but prepareing to be lucky? oh in an unfortunate situation I'm just going to chuck it up to the RNG gods. In a legitimately competative environment it's either Not used. Period. or it's relegated to the point of actually being the MOST VIABLE STAT.  Look at FPS's They don't have crit. that's straight up pvp if I ever had any. no crit, whatsoever. why do we have to look at MMO's and say okay if it's an RPG we use this, for what? prep for something else, IT'S IMPOSSIBLE TO BREAK A GAME BY REMOVING CRIT. IT HOWEVER IS VERY LIKELY TO WITH IT. look at most classes in an MMO that could be built with crits. and that includes your Moba's like LoL or DoTA. they had instance where they had to completely rework champs because crit just makes or breaks that class. Look at WoW Fire mages. Have crit, can win, no crit no win, no exceptions. Is that really a way you want to play?
  9. Like
    aeshura reacted to wyvernwulf in 01/13/15 - Character Creation Preview   
    The absolutely wonderful and intriguing at a glance:
     
    - Creation points, promotion classes, way more than four original archetypes; with a scrollbar for more even!... Takes what Shadowbane did to the next level.  Oooooo what kind of classes could await from so many archetypes?  Exciting!!
    - Warmth conversion and hunger resistance, two stats you don't see everyday and certainly make one wonder about the application in-game to come.  Considering there is a scrollbar for the stats, I'm sure we'll see other damage resistances too.  Super curious about this.
    - Character-creation UI, super-clean, yet you can relate it to the overall style of the game with stylized iconography.  Very reminiscent of Skyrim.  One suggestion, make sure your fonts aren't too, too thin.  Not everybody has a giant monitor to game on.
    - Awesome character design and art style, from the portraits to the model itself.  Reminds me a lot of the balanced look of The Clone Wars series, halfway between stylized and realistic.  Exactly what I was hoping to see and a game like this can benefit from it.  
    - Females in portraits look empowered without being ridiculously sexualized.  Always a plus.  Based on dev responses I have hope characters can be more covered if they so choose.  Male or female hehe
    - Races other than humans, absolutely yes!  We are humans in our everyday life.  It's nice to have a way to step out of that normalcy. 
     
    Questions this leaves in my mind:
     
    - I know this has already been discussed ad nauseum, but I'm curious too.  Male and Female for all archetypes, or gender locks for some based on in-game lore a la Huntress/Fury/Warlock from SB?  Either way is good.  I doubt it will be MOBA-esque or locked completely.  That's too limiting for an MMORPG at this point in time.
    - Additional customization options following archetype selection?  How in-depth can we get?  Is my character going to be relatively unique in appearance and build?  Will we get to be creative without being cookie cutter and still be viable?
    - Will there be race restrictions for some classes like in Shadowbane?
    - Crests on the shield and armor pauldron, guild/nation crest or class-related?
    - Where are my Aracoix and Minotaurs?   Scroll down, lemme see more!  
     
    I am happy with the direction so far.  Looking forward to seeing more.  
     
    Last thought... I chuckle for the thought that the art is "cartoony."  Something can be stylized and still appear realistic in how it's animated and how it combines with the world it's meant to exist in.  Yes the characters are stylized in face, but the proportions seem realistic.  And overall, I really think folks should calm a bit before immediately writing things off because of a single screenshot.  If you see more in time and decide it's not your thing, no worries.  
     
    I really like it.  This just makes me want to see more.  Big bearhugs, Devs!!  *squish*
     
     
  10. Like
    aeshura reacted to fats in 01/13/15 - Character Creation Preview   
    Both the character creation and art style look cool, but there are a couple immediate warning flags. Most importantly that combat utilizes RNG (Damage 15-25, Critical Hit Chance 5%) which can result in a roughly 200% damage variance (15 vs. 31.25). The more RNG factors into combat the less a players individual skill and decision making does which is incredibly frustrating for players. Designing a healthy combat system is a huge challenge so I can understand the appeal of incorporating RNG as a compensation tool, but it's lazy and not healthy for the game in the long run.
     
    The second issue is that movement is an attribute which can theoretically be increased. Mobility is one of those power meters that is difficult to quantify, but its effect can be severe especially for those character types with short range spells/attacks. I was a Shadowbane player for years and loved it to death but the discrepancy in movement rates and it's harmful effect on PvP was one of its more annoying features.
     
    Even though I did love Shadowbane, I couldn't go back and play it now due to the heavy use of RNG, pre-combat buffing syndrome, excessive travel times through empty wastelands and the severe impact mobility/flight had on PvP. I hope Crowfall doesn't go down this path.
  11. Like
    aeshura reacted to youma in On the subject of open PVP   
    Hopefully they have the option of 'economic pvp' and 'logistic pvp'.
     
    Amateurs talk tactics, professionals talk logistics.
    ~ Modern Military saying
  12. Like
    aeshura got a reaction from psychedelics in On the subject of open PVP   
    Politics, hunting big game, if you can make a big name for yourself you can be on top imo, not necessarily pvp. But if your hunting big game making yourself a legend I'm going to kill you and take your stuff, scream like an enraged barbarian as I dance the two-step on your entrails. If I tell people I killed you, they may kill me (infamy) that is a risk any pvp'er will know of.
  13. Like
    aeshura got a reaction from puddles404 in Aeshura on character stats, RNG and the Environment   
    Hi fellow gamers, I just wanted to put my two cents in on the whole "new direction." I'm incredibly excited about it.
     
         One thing I've always liked about RPG was the idea of sandbox vs. theme park, however, one of my least favorite things about rpg's is the idea of "stat's". For example, in WoW, I didn't like the idea that I had to run these dungeons, pvp, or quest for better gear which while some looked awesome really just provided more str or int that I needed in order to move forward. Questing became-not a way to experience the story, but a series of text boxes to click next on so I can get the gear to experience the new area. I would want to pvp, but other peoples stats were higher, so I'd get beat on until I gave up, or afk'd in the battlegrounds just to get the honor for gear, so that I can actually pvp. Even then fights with those without the gear was bland, boring and predictable. In addition to that every week a patch would come out and instead of new content, we got "Stat balancing", the idea that a persons power directly correlated to how they could maximize on this stat instead of actually mastering some aspect of the class. Terrible.
     
         In terms of general combat. Tera, the mass cries. I agree, get rid of tab targeting, and you get rid of dodge. you want a critical hit, hit a critical spot (that's where that came from you know?) players will adapt to a new environment, it's what they came to the world for!
     
         What if how i played the game determined my "stats" or rather, how i played the game defined my character. For example, I'm billy the Ranger dude. I want to shoot my bow. When I first got the Bow of Tiny Twigs it shook as I aimed it, so I had to hold the reticule in the center. after doing that lame task about 20-50? times I can shoot just by hitting the hotkey. The longer I hold the hotkey, the farther my arrow goes, so I try to hit them from my max range (20 units?). After doing this often my range actually increases! To a cap of course. if I just hit the hotkey I can advance to a point where i'm just a spamming arrow machine! Now I've got my playstyle, and the character is the representation of how I play the game. But hey this bow has a max range on it, I mean how far can you pull it before the Bow of Tiny Twigs breaks? So I need a new bow. maybe the Steel bow of awesomeness or the Headshot bow of Sniping. Well the Steel bow mats can drop off this BA mob in the Verdent Glades, Have to kill a bunch of mobs to draw him out, may need some help, but then again I go for long shots so that quick firing bow isn't really for me. I'll go ahead and go after this other creature instead. This can apply to everything to runs, dashes, charges, how fast you swing your sword, how quickly you block an attack. how fast you climb, craft and how heavy the goods you can carry. I think a pvp environment that focuses on how I approach battle is more rewarding than how well Ive mastered math.
     
         I would also like to touch on the environment. I can never climb trees, this saddens me that in all the worlds no race/class has ever conquered the Tree. and before you say "oh range classes will have the advantage", you can take my example above and apply balancing (keep the reticle in the center untill mastered, reset on bows from trees/mounted) on the flip side is it that unbeleivable that a warrior would learn to throw an axe up there, or master dodging and climbing to that point (perhaps an inherent bonus) in this, I fear "Balance" has been deified a bit too much. At what point does time investment, player ingenuity and dare I say skill become a factor. if it took months of Billy to climb trees learn the bow, relearn the bow to climb a tree, master balancing while in the tree and then fire on me, doesn't billy deserve that pride? Maybe billy taught me that I need to work on my dodges, axe throws, and maybe (crafting) I can just cut the MF'er down? falling from said tree is sure to ruin his day. my point is instead of making a flat environment we could leave it to the players to utilize the world we give them. Climb a rock or a tree for the high ground. hide underwater for an ambush, use the world! too many companies think the world is just a place for art designers to strut their stuff, I disagree. And sure, the animation may not look as smooth at first, but that's what you can patch and update.  This approach isn't new, it's in FPS's. look at planetside. I know there's a sniper up there, I know I have to keep moving and I feel like a dynamic part of the environment
     
    In the example I mentioned the drops from mobs and such. There is the question of "well if they aren't questing for gear why quest?" people aren't questing for loot, their questing because they want to, it's just the rewards are so lackluster that it doesn't seem to justify the death of 16 kobolds (think of the children). In the discussion I was having someone brought up dynamic worlds and AI mostly pertainging to aggro but I think it has a place here. The bad dude is bad, he has minions, lackeys, homies, cronies, and allies. why are they all sitting around doing nothing? The tech is there to make an AI bad guy, and have him actively affect the world. maybe he's amassing to take over Southrendron well look at the logistics. he's going to send scouts, and emissaries in that bad diplomacy jafar type stuff. (Your storyline/quest hubs) well maybe you ran into one who just attacked you for no reason! (the nerve!) you killed him. and for good measure you killed his crew, found a note brought it to lord farquad who pat you on the back. But wait, you've killed so much your names getting out there, assasin's are cropping up to take you out, soon your dealing with so much you have to band together with some sort of party thing. I mean the point is to make what I'm doing feel relevant to the world. At max level if I'm still killing poor animals I'm just going to form Peta guild and throw blood on other people.
     
    My point is that we haven't even scratched the surface of how we can interact with these virtual worlds, It would be real dissapointing to find that we've pidgeon-holed ourselves into this.
  14. Like
    aeshura got a reaction from psychedelics in Crowfall Bluesky Design Series Part 2 - PVPVEVP   
    Kudos
  15. Like
    aeshura reacted to tulleh in Hire a new forum Mod   
    Hi kaycer,
     
    Please refer to the Forum Code of Conduct -
     
    Abide by moderator and ArtCraft employee instructions
    If you disagree with a moderator or employee's actions, do not discuss or challenge the matter in forum posts. Send an e-mail to support@Crowfall.com, and be sure to include your forum handle and game name, but NOT your password, and clearly state your concerns.
     
     
    Thread over.
  16. Like
    aeshura reacted to remec in Non-Consensual PvP - Yes Please!!!!   
    Could not agree more. It's time to stop feeling so safe and cushy in an MMO.
  17. Like
    aeshura reacted to txteclipse in How to make decisions matter   
    Making in-game decisions matter to players is hard. Making decisions matter in an MMO is that, times the number of people playing. Creating a system in which every player sees their contribution directly affect the game world in a way that is important to them? I'll admit up-front: I'm a skeptic. That being said, I'm a hopeful skeptic.
     
    Here's the deal. For decisions to matter, they need to change things. And I don't mean increase your character's Strength stat or give them a shiny new weapon: while those are important, they're not meaningful changes. Meaningful changes are ones that affect the player personally, those that the player will remember years later as the reason they loved the game. We're talking big changes both to the game world as a whole and to the player's direct sphere of influence.
     
    Scenario. It's the first year of the game. Players pick a faction. PVP is great, but server-wide, months-long wars are better. There's assassinations. Political intrigue is made possible by abilities the devs provide, like the ability to masquerade as a member from a different faction. Grouping up with other players provides meaningful, tailored benefits, whether the group is a small party or an entire army. Players have fun, the war ends, one faction is the clear winner.
     
    That faction takes over. They're given tools to rule the other factions in the manner they see fit. Maps are redrawn. Wealth is redistributed. Entire regions are redesigned according to the whims of the players in that faction. It's a good day to be a winner.
     
    But it's also a good day to be a loser. The other factions are provided means to overthrow their rulers, or to support them if they rule well. A losing faction finds an ancient superweapon; another researches flying machines. More wars are fought, another year passes, and another faction takes over.
     
    In short, let the players write the history of the game. It's great to have a well-developed backstory, but it would be even better to step into a game, hear that the players in Faction X won the War of the Bloody Storm last year, and decide to support Faction Y with their plans to escape subjugation with a flying city-fortress.
     
    And when things change, actually change them. Radically redesign maps. Write new content. Create more, always. My biggest problem with MMOs currently is that they are constantly, constantly, the same. Saving the world doesn't mean anything if that orc you killed at level 1 still spawns in your village. Players see that, and they don't feel connected. Let them change things, for real. Let their decisions matter.
  18. Like
    aeshura reacted to bairloch in How to make decisions matter   
    This is essential. The passage of time is real and permanent.
  19. Like
    aeshura reacted to yoh in On the subject of open PVP   
    One of the few open PvP systems I actually liked was EVE Online.  If they did it like that, I don't think I would have much problem with it.
    First is having safe areas that the further away from them you get, the less protection you have.
    While there isn't anything that necessarily prevents somebody from attacking you, A there should be swift retribution from any nearby guards, and B the price for doing so should be steep.
     
    Kind of like in EVE when you die you lose all you stuff.  But there is a risk/reward system, where small ships are super cheap, and it only goes up from there.
    So if a similar idea was implemented, light armor and small arms are cheap and easy to use, where are heavy armor and more powerful weapons cost an arm and a leg.  Like it actually was during the medieval period.
     
    However using heavier, stronger weapons and armor also makes you slower, so while someone with small arms might not be able to do any real damage to you, the reverse is also true, you may just be too slow to get a hit in.  Not if their keeping their wits about them.
     
    On top of this is combat was vaguely like Dark Souls, which actually takes skill, not tab targeting, no massive power difference via arbitrary mechanics, ie levels.
    Then the ability for somebody to just come along a kill you randomly diminish.
    But in general the combat should be slower, more methodical, and that should help keep ganking from becoming unmanageable, since you have time to take in your surroundings and give you a chance if somebody does attack you.
    Rather then 'backstab, boom your dead'.
     
     
    Of course then you also have to deal with issues like ranged combat, and balancing that out too.
    So it's not an easy problem, but it's manageable.
  20. Like
    aeshura reacted to bairloch in On the subject of open PVP   
    Unsurprisingly, considering Crowfall's pedigree, I've already seen a lot of talk about PvP. I'm a guy that doesn't want to be the baddest mutha on the server. I'm the kind of guy that wants to do his part for his guild, contribute however, and know that it's appreciated. That's all.
    So when a guy like me sees a lot of calls for open-world, non-consensual PvP, I have a few concerns. If I'm not pushing to be the biggest and the strongest, will there be a place for me in an open-world, non-consensual PvP game? I'd like to think I could still contribute - crafting, exploring, scouting, knowledge - but if every time I leave the guild hall I get ganked, can I contribute?
    So my suggestion is, make the combat as realistic as possible. By that, I mean no health bars, no healing potions or magic, no trading blows for five minutes. I'm talking a flurry of action, a lot of luck and a lot of skill, and a body on the ground bleeding moments later.
    A system where the guy who doesn't have all the best gear still has a realistic chance of defending himself if he's done his homework. A system where the aggressor really has to want the other guy dead, because he's truly risking his own life by starting something.
    That would be something truly different.
     
  21. Like
    aeshura got a reaction from the phantom in Aeshura on character stats, RNG and the Environment   
    Hi fellow gamers, I just wanted to put my two cents in on the whole "new direction." I'm incredibly excited about it.
     
         One thing I've always liked about RPG was the idea of sandbox vs. theme park, however, one of my least favorite things about rpg's is the idea of "stat's". For example, in WoW, I didn't like the idea that I had to run these dungeons, pvp, or quest for better gear which while some looked awesome really just provided more str or int that I needed in order to move forward. Questing became-not a way to experience the story, but a series of text boxes to click next on so I can get the gear to experience the new area. I would want to pvp, but other peoples stats were higher, so I'd get beat on until I gave up, or afk'd in the battlegrounds just to get the honor for gear, so that I can actually pvp. Even then fights with those without the gear was bland, boring and predictable. In addition to that every week a patch would come out and instead of new content, we got "Stat balancing", the idea that a persons power directly correlated to how they could maximize on this stat instead of actually mastering some aspect of the class. Terrible.
     
         In terms of general combat. Tera, the mass cries. I agree, get rid of tab targeting, and you get rid of dodge. you want a critical hit, hit a critical spot (that's where that came from you know?) players will adapt to a new environment, it's what they came to the world for!
     
         What if how i played the game determined my "stats" or rather, how i played the game defined my character. For example, I'm billy the Ranger dude. I want to shoot my bow. When I first got the Bow of Tiny Twigs it shook as I aimed it, so I had to hold the reticule in the center. after doing that lame task about 20-50? times I can shoot just by hitting the hotkey. The longer I hold the hotkey, the farther my arrow goes, so I try to hit them from my max range (20 units?). After doing this often my range actually increases! To a cap of course. if I just hit the hotkey I can advance to a point where i'm just a spamming arrow machine! Now I've got my playstyle, and the character is the representation of how I play the game. But hey this bow has a max range on it, I mean how far can you pull it before the Bow of Tiny Twigs breaks? So I need a new bow. maybe the Steel bow of awesomeness or the Headshot bow of Sniping. Well the Steel bow mats can drop off this BA mob in the Verdent Glades, Have to kill a bunch of mobs to draw him out, may need some help, but then again I go for long shots so that quick firing bow isn't really for me. I'll go ahead and go after this other creature instead. This can apply to everything to runs, dashes, charges, how fast you swing your sword, how quickly you block an attack. how fast you climb, craft and how heavy the goods you can carry. I think a pvp environment that focuses on how I approach battle is more rewarding than how well Ive mastered math.
     
         I would also like to touch on the environment. I can never climb trees, this saddens me that in all the worlds no race/class has ever conquered the Tree. and before you say "oh range classes will have the advantage", you can take my example above and apply balancing (keep the reticle in the center untill mastered, reset on bows from trees/mounted) on the flip side is it that unbeleivable that a warrior would learn to throw an axe up there, or master dodging and climbing to that point (perhaps an inherent bonus) in this, I fear "Balance" has been deified a bit too much. At what point does time investment, player ingenuity and dare I say skill become a factor. if it took months of Billy to climb trees learn the bow, relearn the bow to climb a tree, master balancing while in the tree and then fire on me, doesn't billy deserve that pride? Maybe billy taught me that I need to work on my dodges, axe throws, and maybe (crafting) I can just cut the MF'er down? falling from said tree is sure to ruin his day. my point is instead of making a flat environment we could leave it to the players to utilize the world we give them. Climb a rock or a tree for the high ground. hide underwater for an ambush, use the world! too many companies think the world is just a place for art designers to strut their stuff, I disagree. And sure, the animation may not look as smooth at first, but that's what you can patch and update.  This approach isn't new, it's in FPS's. look at planetside. I know there's a sniper up there, I know I have to keep moving and I feel like a dynamic part of the environment
     
    In the example I mentioned the drops from mobs and such. There is the question of "well if they aren't questing for gear why quest?" people aren't questing for loot, their questing because they want to, it's just the rewards are so lackluster that it doesn't seem to justify the death of 16 kobolds (think of the children). In the discussion I was having someone brought up dynamic worlds and AI mostly pertainging to aggro but I think it has a place here. The bad dude is bad, he has minions, lackeys, homies, cronies, and allies. why are they all sitting around doing nothing? The tech is there to make an AI bad guy, and have him actively affect the world. maybe he's amassing to take over Southrendron well look at the logistics. he's going to send scouts, and emissaries in that bad diplomacy jafar type stuff. (Your storyline/quest hubs) well maybe you ran into one who just attacked you for no reason! (the nerve!) you killed him. and for good measure you killed his crew, found a note brought it to lord farquad who pat you on the back. But wait, you've killed so much your names getting out there, assasin's are cropping up to take you out, soon your dealing with so much you have to band together with some sort of party thing. I mean the point is to make what I'm doing feel relevant to the world. At max level if I'm still killing poor animals I'm just going to form Peta guild and throw blood on other people.
     
    My point is that we haven't even scratched the surface of how we can interact with these virtual worlds, It would be real dissapointing to find that we've pidgeon-holed ourselves into this.
  22. Like
    aeshura reacted to psychedelics in Aeshura on character stats, RNG and the Environment   
    I've read it! I did it!! I've read it all! I AM PROUD OF MYSELF LOL
     
    cof... cof.....
    Interesting point of view. I think my actions should have IMPACT in the world I live.
    100% agreed. clap clap
  23. Like
    aeshura reacted to yoh in Zerg Restrictions   
    That seems reasonable, Tera's combat and targeting system were smooth and intuitive.  You don't want to make your combat unintuitive just for the sake of squashing zergs.  But having body blocking and friendly fire on top of that might be a good idea, but it does lead to some potential problems with same side griefing.
    Games like World of Tanks handles it by making you cover the costs of repair for any damage you inflict to allies.
    This is largely an automated process.
     
     
    Gauis does have a reasonable point however, one sided battles aren't fun and they can have dire long term consequences.
    Interestingly from my time in EVE Online, this never really became a problem.  Sure you had guilds/corps like GoonSwarm, that had a huge number of players, but they couldn't take everything, not by a long shot.
     
    Which really came down to resources.  Everything in EVE is built by the players, and if you die you lose what you have on you. 
    Which in turn means war costs money, lots of it, which requires them to hold territory so they can mine materials and process them into the stuff they need.
    Also, travelling takes time, nothing is instantaneous.  Building also takes time, as some ships can take days, weeks, even months to build.
    Which in turn greatly limits how much power a large zerg can bring to a fight, and how often they can do that.
     
    This means that in order to have a lot of players, you must have a lot of infrastructure to maintain thou's players, which in turn means a lot of territory spread over a large area in all likelihood.   And the more you have, the harder it is to manage and protect all of it.
     
    Because also the game gives you lots of inexpensive means to do hit and run tactics, it is quite possible for several smaller group to gnaw away the large zerg, as being big also makes it slower to react and coordinate.  Eventually they hit a point where they can't expand and hold what they have at the same time.
    And provided there is enough physical territory, no one guild can hold everything.
  24. Like
    aeshura got a reaction from psychedelics in Aeshura on character stats, RNG and the Environment   
    Hi fellow gamers, I just wanted to put my two cents in on the whole "new direction." I'm incredibly excited about it.
     
         One thing I've always liked about RPG was the idea of sandbox vs. theme park, however, one of my least favorite things about rpg's is the idea of "stat's". For example, in WoW, I didn't like the idea that I had to run these dungeons, pvp, or quest for better gear which while some looked awesome really just provided more str or int that I needed in order to move forward. Questing became-not a way to experience the story, but a series of text boxes to click next on so I can get the gear to experience the new area. I would want to pvp, but other peoples stats were higher, so I'd get beat on until I gave up, or afk'd in the battlegrounds just to get the honor for gear, so that I can actually pvp. Even then fights with those without the gear was bland, boring and predictable. In addition to that every week a patch would come out and instead of new content, we got "Stat balancing", the idea that a persons power directly correlated to how they could maximize on this stat instead of actually mastering some aspect of the class. Terrible.
     
         In terms of general combat. Tera, the mass cries. I agree, get rid of tab targeting, and you get rid of dodge. you want a critical hit, hit a critical spot (that's where that came from you know?) players will adapt to a new environment, it's what they came to the world for!
     
         What if how i played the game determined my "stats" or rather, how i played the game defined my character. For example, I'm billy the Ranger dude. I want to shoot my bow. When I first got the Bow of Tiny Twigs it shook as I aimed it, so I had to hold the reticule in the center. after doing that lame task about 20-50? times I can shoot just by hitting the hotkey. The longer I hold the hotkey, the farther my arrow goes, so I try to hit them from my max range (20 units?). After doing this often my range actually increases! To a cap of course. if I just hit the hotkey I can advance to a point where i'm just a spamming arrow machine! Now I've got my playstyle, and the character is the representation of how I play the game. But hey this bow has a max range on it, I mean how far can you pull it before the Bow of Tiny Twigs breaks? So I need a new bow. maybe the Steel bow of awesomeness or the Headshot bow of Sniping. Well the Steel bow mats can drop off this BA mob in the Verdent Glades, Have to kill a bunch of mobs to draw him out, may need some help, but then again I go for long shots so that quick firing bow isn't really for me. I'll go ahead and go after this other creature instead. This can apply to everything to runs, dashes, charges, how fast you swing your sword, how quickly you block an attack. how fast you climb, craft and how heavy the goods you can carry. I think a pvp environment that focuses on how I approach battle is more rewarding than how well Ive mastered math.
     
         I would also like to touch on the environment. I can never climb trees, this saddens me that in all the worlds no race/class has ever conquered the Tree. and before you say "oh range classes will have the advantage", you can take my example above and apply balancing (keep the reticle in the center untill mastered, reset on bows from trees/mounted) on the flip side is it that unbeleivable that a warrior would learn to throw an axe up there, or master dodging and climbing to that point (perhaps an inherent bonus) in this, I fear "Balance" has been deified a bit too much. At what point does time investment, player ingenuity and dare I say skill become a factor. if it took months of Billy to climb trees learn the bow, relearn the bow to climb a tree, master balancing while in the tree and then fire on me, doesn't billy deserve that pride? Maybe billy taught me that I need to work on my dodges, axe throws, and maybe (crafting) I can just cut the MF'er down? falling from said tree is sure to ruin his day. my point is instead of making a flat environment we could leave it to the players to utilize the world we give them. Climb a rock or a tree for the high ground. hide underwater for an ambush, use the world! too many companies think the world is just a place for art designers to strut their stuff, I disagree. And sure, the animation may not look as smooth at first, but that's what you can patch and update.  This approach isn't new, it's in FPS's. look at planetside. I know there's a sniper up there, I know I have to keep moving and I feel like a dynamic part of the environment
     
    In the example I mentioned the drops from mobs and such. There is the question of "well if they aren't questing for gear why quest?" people aren't questing for loot, their questing because they want to, it's just the rewards are so lackluster that it doesn't seem to justify the death of 16 kobolds (think of the children). In the discussion I was having someone brought up dynamic worlds and AI mostly pertainging to aggro but I think it has a place here. The bad dude is bad, he has minions, lackeys, homies, cronies, and allies. why are they all sitting around doing nothing? The tech is there to make an AI bad guy, and have him actively affect the world. maybe he's amassing to take over Southrendron well look at the logistics. he's going to send scouts, and emissaries in that bad diplomacy jafar type stuff. (Your storyline/quest hubs) well maybe you ran into one who just attacked you for no reason! (the nerve!) you killed him. and for good measure you killed his crew, found a note brought it to lord farquad who pat you on the back. But wait, you've killed so much your names getting out there, assasin's are cropping up to take you out, soon your dealing with so much you have to band together with some sort of party thing. I mean the point is to make what I'm doing feel relevant to the world. At max level if I'm still killing poor animals I'm just going to form Peta guild and throw blood on other people.
     
    My point is that we haven't even scratched the surface of how we can interact with these virtual worlds, It would be real dissapointing to find that we've pidgeon-holed ourselves into this.
  25. Like
    aeshura reacted to buhbuhcuh in Which faction will you start with?   
    I'm really torn between unknown image and other...
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