Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  • Content Count

  • Joined

  • Last visited

About EagleArcherz

  • Rank

Profile Information

  • Gender
  1. The combo system is a part of the combat system???????????????????????????????????????????????????????????????????????????????????????? It's crap compared to the potential that it has but as stated they're not done with the system and they're still working on making it better. (even though it's been ages) Combo chains will more than likely end up being affected by the skills and training that you choose and what we have now is just a strong base for them to use in future iterations. As to the comment on "skill based combat" I apologize for not making clear enough for you but I'll try to simplify it a little bit. The reason the term "skill based combat system" was used would be because there are too many elements that are being added/will be added in to give it a definite, required skill set that will be needed in combat. Also because we don't know what the final product of the combat will be. Unsure how you took "FPS skill" out of what I said but I'll try to explain some more of what I was trying to get across. Required knowledge of what you can do, what your opponent can do, and the different scenarios that you may end up in. Knowledge of the cool downs and costs of your opponents skills and etc. Having the capability of performing "mind games" on opponents in order to make them waste certain things for no reason or to put them in a position that you can take advantage of and abuse. Having the capability to read what your opponent might do/might not do if you were to do a specific action. Having better mechanical skills, reactionary skills, assets and game knowledge to your advantage. Being able to use personal combat related skills to gain an advantage over your opponent. (too broad to list) there would be plenty more elements and etc that would apply to different scenarios but for this situation I kept it short and 1v1 related.
  2. A lot of people need to understand this. There's a lot of complaints over an unfinished system. IF they're taking the EVE route that they planned to go with (which as of now seems like they're 100% going to go with it) then there WILL be a huge variety of skill paths and builds to take. I'm fairly sure the skills that they have now will only be base starting point that can be expanded upon and altered based off of how the player wants to play. If you think that most archetypes are going to be taking the same skill-build paths and maxing out the exact same skills (which will be plentiful) that's not how it's going to play out. There will probably be a base meta that develops in the game (just some skill path that most casual players take that's all around pretty decent) and then there will be the people who decided to be smart and specialize in the things that nobody else did because they enjoy playing a specific way."allowing you to play how you liked". It'll end up being that there's a whole lot more value in those specialized players as they're a million times more effective at doing specific things because that's just their preferred play-style. In EVE you could spec into a really obscure build path with certain ships and be an absolute monster in PvP because meta-sheep can't handle fighting a ship that has weird, heavy specialization into 1v1ing. Same thing applies to ships that could spec into things that would affect group oriented combat, they were able to be so successful because the game allowed them to skill things that contoured to their play-style. As far as the combo system, actually combat as a whole, it honestly is clunky right now and that's to be expected. But they're working on it and are always improving upon it so that's what matters. It's skill based combat which needs some type of combos to enable more counter play between players. "I know player x has started up their combo and that it will stun me on the third strike so I need to make it a point to either shut down the combo or disengage quickly to avoid the stun and extra damage that they'll get on me" this type of system opens up the possibilities of making not only calculated predictions, but can also be used for mind games to fake people out and make them blow their abilities on something that wasn't coming to begin with which puts them in unfavorable positions (out of position, no escape movement options available, lack of mitigation moves, etc.) I know a lot of you wish that the game had similar mechanics to other titles that you've played because that's what you're use to, but really think about how the system will affect combat in the future once it's finally completed. It won't be painful and dull as you're thinking it is now.
  3. Overwatch has had the largest hype built up around it and as a result they've got the massive player base that they have today. Not only that but the way they developed the game draws in players from other games such as Counter-Strike due to its shooter elements and team based gameplay, TF2 (been dying for a few years now and many people have been waiting for its replacement) many Blizzard fanboys play it as well due to it being a Blizzard product. Hell, a huge portion of the League community plays Overwatch, with many of the big time gamers playing it as well which causes their stream viewers to gain interest in it as well because of its MOBA elements. Also, the success of League wasn't due to E-sports, though today that's a lucrative location of popularity and money for them. It was simply them taking what was done in DOTA: Allstars and refining it into something more modern and new. They were the first to create a MOBA that had wide-spread appeal and didn't have a ridiculously high learning curve that pushed away casuals just wanting to enjoy the game. Can't compare Overwatch and League to Star-Citizen because they're completely different gaming markets. These two are specific types of games that are easily accessible to the general population, whilst Star-Citizen is very broad and not as accessible to most people because of things like hardware constraints and money. (which isn't necessarily bad because you'd have a larger population that would be more capable of taking in even more heavy tech. Would also be more willing to throw dough at the game as well)
  4. 1. What are your plans for the Assassin and Stalker releases? Do you plan on having a double release so players can feel the interaction and counterplay between the two or are you planning on allowing the Assassin to run rampant for a while and then release the Stalker as a blessing to the crying players so they understand the importance of having one? 2. Do you have plans of implementing poison related crafting options? If so, to what extent would you use them? 3. How will the hunting system work out? Will it just be regular animals that will need to be hit over and over till they die? Or will you take a more realistic approach with it? (i.e hitting an animal in a certain spot or just anywhere at all will affect them in some way such as reduced movement speed or random, panicky actions) 4. Do you have plans for a system based around staying warm in the colder months? Will the harsh cold play a part in the final phase of a campaign world? (a good example of something like this that has been implemented in a challenging way would be Don't Starve!) If so, will animal skins and furs become an important commodity for crafting of winter vests, cowls, etc? 5. What do you have planned in regards to hostile mobs and other passive mobs? Will there be a unique variety of resources and loot available from each individual mob? 6. pls share your plans for stealth Blair don't make me sneak into your studio and pull a J. Todd Fae Assassin on you. 7. What has been your favorite/funniest moment that you and your design team have had so far whilst being together?
  5. actually something like this with the addition to a rare reagent for rez would be interesting. Wouldn't be able to just spam revive an entire group, but instead make tactical decisions on who to bring back. I can see the turf wars now... Would also make Necromancy more lucrative with a larger impact.
  6. I think what you're hoping for strays too far from the vision that the developers have for CF. Having the ability to just rez group members during or after a fight destroys so many elements of the strategic combat style that they want. Small groups of gankers, assassins and tactics (guerilla warfare, sniping or isolating one member) would become completely useless and have no effect on a battle or any of the countless combat scenarios that will be plausible once the game releases. What purpose do you have to do any of these things if the rest of the group will eventually catch up to the person you killed and revive them? Let's say that you're in a caravan with some guildies (we'll use the basic line-up of a tank, support healer, dps, and a scout for this scenario) that carries highly valuable loot and all of a sudden you get ambushed by another guild or bandits. It's a surprise so you're not in the best position, but you manage to kill some of the bastards, but oh wait, you just lost your dps or your healer. Turns out their objective was to cripple your caravan, not to take it out or loot it. So now you have the decision. Do you return all the way to base and regroup with some extra members to head out again? Or do you risk the trip without the extra DPS or sustain and hope all fairs well for your group? In combat and out of combat rez would destroy the possibilities of these scenarios and death wouldn't have enough impact on players. I could maybe see an advanced healer promotion as mentioned above that waaaaaaay later down the lines has a resurrection like ability. (with a very long CD to force you to decide on which person would be more important to be brought back)
  7. Griefing honestly varies by game. In some games, you could sabotage a players base, group, etc whether it be from in-game exploits, betrayal or hacks. Griefing can also be someone getting mad and ruining relationships between guilds and the members within, a sower of discord.
  8. I think something like having to manage bodyheat would be interesting to see during the winter to add to the harshness and survival aspect of the end game portion of each campaign. Something similar to Don't Starve where you have to have food dried, warm clothes prepped, and a campfire to fight off the cold weather.
  9. EagleArcherz

    Run Speed

    The combat needs to be on the fly to where players can position themselves properly without having a TOTAL LACK of damage during the positioning/repositioning process. Channeled abilities that do high damage and etc should slow the character by a big amount though seeing as there would be a trade off of bigger damage for less mobility during a short period of time. The whole ranged vs melee gameplay just looks bad in general because of what you mentioned. Melee player X attacks ranged player Y, player Y is forced to run away until player X stops chasing due to both players having the inability to attack without animations locking them in place which proceeds to create an endless chase. They really need to find the balance between the abilities that NEED an animation lock and ones that don't. Don't want to end up without any animation lock/slow at all otherwise the MOBA lord guilds like sugoi and etc are gonna murder everyone with kiting and OWalking.
  10. I agree with this wholeheartedly but just give them some time to get past this iffy stage of development. Just against this idea in the current SoD that they're in. They must be dealing with God knows what kind of issues as far as the combat, latency, client-server side decisions and etc. I would imagine that once they've left this combat stage and the game is more refined (perhaps in about a month or two, give or take) that they would be in a good position to create something extra to give to the dedicated testers for the time spent during this grueling process. I think that once the larger scale combat is implemented that they would be in a good spot to do it seeing as more people would be coming back into the game to play with their guilds/friends. They'll throw a bone when the time is right.
  11. Not to sound like much of a unpleasant person but OP sounds really self-entitled. To some degree it's understandable that you would want some form of incentive and I agree that it would help bring more testers back seeing as many are just bored with the stage that the game is in currently but your form of volunteering your "precious time" to this game is a bit skewed. I do a lot of community service and other volunteer related things and the last thing on my mind is receiving a "reward" for the FREE service that I offered to give. You don't volunteer your time to do something with the expectation of receiving a reward, you could do something similar to that but it's known as a job. Ace doesn't need to waste time making some irrelevant skin or etc because that's not what's important at this stage. As soon as people get whatever incentive was offered they would just become inactive again until Ace went through the process of making ANOTHER incentive. Odds are most people won't test for the sake of making the game better, they'll be in it for the reward and the reward only, where's the benefit to the game???? Keep in mind this isn't a AAA company that has endless resources and people to pour into things. What would really bring in more active testers who want to make the game better would be new content, which as mentioned in the recent Q&A they'll be bringing in some larger scale battles or something of that matter very soon which may just be the thing to bring in more people and more specifically guilds as a whole to partake together in those new sessions.
  12. Hello fellow Crows! I've attempted to register at the actual Serrated website but i've had no luck and am unable to receive a confirmation code to complete my registration. Could I get some help?
  • Create New...