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UnleashTheKraken

Testers
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Everything posted by UnleashTheKraken

  1. Hey Ozzie! Long time no see. Haven't really been active here much. We have a 200 person guild in vanilla WoW, some of us are in division, and a handful of us are competitive in Guild wars 2. Definitely Not El Cid#0658 is my discord name, feel free to reach out sometime! We moved completely to discord because enjin kind of seemed like a waste. As far as this game goes we're still feeling it out, a few of us have been testing for years now. This one was at the very top of our list years ago but you know how that goes. The constant changes in direction / delays etc in all these upcoming mmos kind of took the wind out of our sails. Hopefully CF CU or new world hooks us and we can get back to tryharding with the boys. Sorry for the late response!
  2. nice build ! I've tried a few more damage variations instead of banshee but I love field surgeon
  3. I think most people here missed the point of this post. This is meant to raise concerns about the direction some things are going as far as combat is concerned. It was mentioned that this was taken through the lens of early development. Even in Shadowbane, the amount of small scale combat was incredibly significant. The earlier concerns are voiced, the easier it is to at least plant the seeds for future development. If no one voices any concerns and takes on the attitude of "oh it's just pre-alpha" then what's to say anyone has actually communicated those very concerns? The game is slated for a soft launch at the end of this year, and there's a lot to go. Given that, I believe the concerns are justified. I think everyone here can find common ground in wanting this game to be successful.
  4. Hello, My group of friends and I have been watching this game closely since KS. Many of us have invested hundreds of dollars and have watched CF develop with great anticipation. We've really enjoyed testing as well as speaking to Tyrant in-game. I can speak for everyone when I say we love the level of interaction and commitment of the devs. We appreciate your hard work, and we think the new iteration of the game looks more polished than ever. We're very much looking forward to seeing this game continue to develop and we will continue to support it with both our wallets and advertising by word of mouth. That being said, we have some concerns. Our group has been playing together for several years and through several games. In those games, we tend to push the boundaries of what "builds" should be run. We constantly theorycraft and try to build the better mousetrap. We're min-max freaks. While playing through that lens, we also realize that this is pre alpha and I want to stress that our concerns are towards different perceived trends.That being said, here are our concerns. While testing every weekend, usually battling in 2v2s as well was 3v3s etc, we've found that some archetypes are just better than others. For instance, a legionnaire has the highest base movespeed as well as a arsenal of heals. With some of the new runes, the legionnaire also has the ability to hit like a truck. We've recently seen legios running combinations where a couple of dps classes will kill themselves on the legionnaire. The legio also has the ability to reset the fight and kite around with his high ms. Simply put, the skill "floor" of the legionnaire is skewed in his favor meaning he can make many more errors than his opponent and not be punished for it. What we have, essentially, is a WoW death knight (early wrath of the lich king) that can just do too much. We feel that this archetype needs to be reexamined (we've tested this and even build a full suit of armor / weapons with full lifesteal on a non healing archetype, and it was not enough to keep up with the sustain). This brings me to my next point. Currently, with the healing and self heals of some classes, the fights drag on for the better part of an hour. A champion can double leap and reset the fight and a legionnaire can simply run away and self heal while reengaging on his terms. The ability to reset a fight at will and control the tempo is very skewed towards certain classes. Everything equal, fighting certain combinations and classes has led us to fights that have lasted 20+ minutes until both sides have give up and move on...Likewise, we have participated in 2v1s where we can have just dodged around a knight / templar combo until everyone became bored and left (maybe they were really bad...I don't know). We have also played ranged archetypes where we can just perpetually kite melee pursuers around. Keeping the above in mind, escapes and gap closers feel too easy. Currently, there are far too many ways to disengage and run, which leaves one player chasing anywhere from 15 minutes to an hour just to secure a kill. Also, some of the leaps and charges do not work up hills or become challenging to hit with max distances of disengages. In short, We hope that damage / healing / hitpoints will be reexamined to make this game less forgiving and that certain classes will having healing drastically reduced. We also hope that the idea of every class having some form of healing is looked at, even as an emergency button. We feel that these changes would make a glass cannon truly feel like a glass cannon as well as a tank truly feel like a tank. We are also concerned about move speed and the ability to disengage from fights. Certain classes, mages, etc, should be punished for positioning mistakes and have less of an opportunity to deploy seemingly free escapes. There should be a need for classes to peel and stick to targets as opposed of buttons that put you across the map with the attackers having mediocre methods to reengage or pursue.
  5. the Jaguars are one of the best teams in football because they beat the steelers in the preseason last year
  6. History: TBT is a guild that has been around since 2013, and after a short hiatus, we're planning on coming back for crowfall. We began in Guild Wars 2 as a small band of players who just wanted to have fun. We were on the lowest populated server at the time and, after running together, the idea was floated around to start a guild. The next day, someone took the initiative and started TBT. We slowly moved up the ranks and bounced around a few servers. The guild started to gain a reputation and eventually became quite a force in open field WvW (server vs server). After a few years of Gw2, we tried our hand at Archeage. Once again, we started out as a small group of players with a strong core, but eventually, through our wars within faction and against the opposite faction, we grew to become one of the better guilds on Calleil (owning most of the server's land and boasting a very active roster). We also began to branch out and did every server first world boss. Even branching out, we never forgot our roots as a PvP first guild. However, we like to stay organized, and organizing that many players becomes a job within itself so we'd like to keep it much smaller for Crowfall. About: TBT is semi hardcore, but more open on recruitment. We believe that, as long as a player listens and respects our philosophy, they can be a valuable contributor. Some of our best PvPers were PvE carebears at one point so we're open to giving most people a shot as long as they're willing to learn, but we won't hesitate to remove problem players. TBT is a laid back guild most of the time. We're usually chilling in TS having random conversations. We try not to take ourselves too seriously. Our core values are having fun and making each other better players. We don't tolerate racism, sexism, or guild members putting each other down. Everyone started somewhere and we don't tolerate elitism or talking down to guildies... so please leave your ego at the door. If you're a better player, we expect you to try to teach and help players reach your level. As stated, we're looking for motivated players who want to make each other better. Our site can be accessed at theblacktides.enjin.com (the application page is in the works but feel free to apply). We require VoiP during PvP and events (at least listen in if you're feeling antisocial or shy), and we prefer members who are over 18 years of age (due to chat content / maturity issues). I could sit here and try to sell you our guild, but it's a lot easier to just post videos of us playing so that you can see what we're all about. Cheers, Kraken / El Cid leading TBT off of cliffs since '13 GW2 https://www.youtube.com/watch?v=ql_hF5kZ-P4&list=PLo4xilE6RRvDOgCHW8nE0VJjUFMLnR5dc - TBT Madhouse 1 https://www.youtube.com/watch?v=fuo3od6-iIs&list=PLo4xilE6RRvDOgCHW8nE0VJjUFMLnR5dc&index=2 - TBT Madhouse 2 (clearest version) https://www.youtube.com/watch?v=zLpmaVWDQio - TBT GW2 300 spoof https://www.youtube.com/watch?v=irAyBqzZlaY - Koldo TBT https://www.youtube.com/watch?v=6scmNCi-JiU - TBT - GW2 (negative zero) https://www.youtube.com/watch?v=TzM9_7iCE3I - Ruckus 2 https://www.youtube.com/watch?v=T9LgYkSizyE - TBT & MvM trading wipes https://www.youtube.com/watch?v=RDt2QdMqYTw - TBT & Friends vs GoM and BP AA https://www.youtube.com/watch?v=eWMvCuVeO9Q - TBT Archeage 300 Spoof https://www.youtube.com/watch?v=l5tiMJLWn_o - Halc War (scenic dyang version) https://www.youtube.com/watch?v=eRAG_xDwggo - Freedich and Hasla - PvE parts https://www.youtube.com/watch?v=9HDtk5XDgkg - Kraken server first https://www.youtube.com/watch?v=NuzhYexBBMI - Castle Siege https://www.youtube.com/watch?v=N9KegPjQiXc - Naval / Castle Defense https://www.youtube.com/watch?v=sezri07PNac - Galleon Jacking Derpy TBT vids https://www.youtube.com/watch?v=IJ3TXJ9KVFk&index=26&list=PLo4xilE6RRvBz3Ua7qtvIl_VAHrIXIvnw - The Bunny Team https://www.youtube.com/watch?v=d3iEG8eiCd8&index=35&list=PLo4xilE6RRvBz3Ua7qtvIl_VAHrIXIvnw - Spinning Ram https://www.youtube.com/watch?v=5Khi3v2dVUc - Derpy moment of the day https://www.youtube.com/watch?v=sQXenI9eg6U EOTM comes out! https://www.youtube.com/watch?v=H4S5h6FjXCM Had enough of EOTM https://www.youtube.com/watch?v=2S9ts5W0T0M&list=PLo4xilE6RRvBz3Ua7qtvIl_VAHrIXIvnw&index=30 - Back Alley Santa https://www.youtube.com/watch?v=W993HZyt4iM&list=PLo4xilE6RRvBz3Ua7qtvIl_VAHrIXIvnw&index=12 - Garbage Song https://www.youtube.com/watch?v=afIGEM1qdVI - Girl look at that body (asura edition) https://www.youtube.com/watch?v=8SelXUHMOJ4&list=PLo4xilE6RRvBz3Ua7qtvIl_VAHrIXIvnw&index=20 - Pork Chop https://www.youtube.com/watch?v=4FluQ83Lgpw&index=21&list=PLo4xilE6RRvBz3Ua7qtvIl_VAHrIXIvnw - Huge Zerg *We are not associated with any TBT from other games.*
  7. Let me see if I can give you a better "why" on disliking gliders. Via AA experience: When you've got the advantage and they (they being the other team) don't have that many ranged players, gliders can overwhelm your opponents. You can get to the opponent's backline in record time which causes an even greater tip in the scales. In sieges, gliders could overwhelm a certain part of the castle and then you're pretty much fighting open field with people gliding in (what's the point of walls etc?). I'm guessing all of these issues would be compounded due to the lack of tab targeting. Anti air you say? well, I've got experience with that too! So you have a group of 20-30 guys gliding in when, wham! A single guy on a flak cannon causes half of them to dismount mid air and take severe fall damage. Now half your group is near death and is about to get cleared by the neckbeard mage who is laughing hysterically behind his keyboard while channeling an aoe. The other half? getting overwhelmed and whittled away. You rinse and repeat and eventually your guys are like... well, what's the point of gliders? That is, unless you're already winning and have a foothold. Then you can glide reinforcements over the walls willy-nilly and push the advantage. It gets old.
  8. My only experience with gliders was in archeage and they felt very out of place and gimmicky. This is from someone who led a 100 man glider divebomb attack on the enemy.
  9. Hey guys, First, I'd like to start off by expressing how excited I am for this game to come out. The attention to detail and level of feedback is very impressive. That being said, I'd like to put out an idea about a possible avenue we can explore. Now, we've gone over castle building and some customization, but we have not gone into the meat and potatoes of caravans/thralls and what's going to populate player structures in the campaign maps. So, I propose the following: I think adding guards / being able to populate your town would add another fun and interesting layer to the game. You might be asking..."What do you mean adding guards?" Well, I'm glad you asked, and it's exactly how it sounds. I propose that players be able to train NPC guards and soldiers in their player built structures ...or be able to capture different open-world bosses / minions in order to train them as thralls to protect their assets. The soldiers/guards can be completely loot-able and the equipment must be player provided/made. The player controlled structures in the campaign map could produce a certain amount of these (with a building such as a barracks) and as you upgrade to a larger castle/fort/citadel you can station more units and train better units to defend your trade routes etc. You could also send these units on raids and have them accompany you on attacks via the strategic map. The barracks (or whatever you use to train these "thralls" ) could also be used to customize the units with your guild banner and whatever style of armor / type of unit you want to create. Unit creation could two two ways, you could make the units produce quickly/cheaply (but this would probably be spammy) so you could make unit training labor/time consuming. I feel this would really take a lot of materials out of the economy as well as keep players preoccupied for no other reason then to have the units for chest thumping purposes. The units could really be a valuable asset in sieges and defending / attacking objectives but, more importantly, they give players and guilds another goal to work towards. It also gives increased incentive to having better player made structures (better structures have more zone control through increased patrols / unit quality). I feel that you could also open the windows on the siege times because there would always be potential for defense. During a siege, the units could also be capped and, for every human player that comes in, one less NPC would be used (the base units already being significantly weaker than human players). I feel this avenue would also fit into the lore. These units could be repurposed/reused/reclaimed/recycled/restored souls which were originally corrupted by the hunger. It also fits into the PvP centric nature of the game because, hell, let's face it... why not make the PvE tie directly into the PvP? I feel this could really be a fun idea to play around with. Anyway, cheers and keep up the great work.
  10. Cats have fur. That animal has fur. Therefore, it's a cat. Just because an MMO has some level of pve doesn't make it generic or a WoW reskin. You don't have to compromise core principles in order to give people something to do between the lines. Either way, none of us really know 100% what the released product is going to look like, but speculation is fun.
  11. Expanded PvE would definitely make things more interesting between fights. Realistically, it's hard to have constant pvp going 24 hours a day 7 days a week... especially a few months after launch. While it's fun to sit on the high horse and say "X or Y will never happen," this boils down to being a business and the developers are trying to reach as many people with the best possible product. This game won't be for everyone, but turning people away in droves because there is a lack of PvE is a bad business model. Light PvE would be a good stopgap for when things aren't as exciting. It could be something as light as mobs launching a raid or something as involved as a dungeon. Most players I know really enjoy having a multi faceted game where they have at least a few options. It's easy to fall into a trap and say that you hate any kind of PvE, but at the end of the day, it's definitely missed when it's completely absent.
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