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

Ryse

Testers
  • Content Count

    71
  • Joined

  • Last visited

  • Days Won

    2

Ryse last won the day on July 29 2018

Ryse had the most liked content!

1 Follower

About Ryse

  • Rank
    Magpie

Profile Information

  • Interests
    Game Development • Theatrical Performance • Vocal Performance • 2D Design • Novelization • Turn Based RPGs • Art History • Classic Literature
  • Gender
    Male
  • Location
    Denver CO, USA

Recent Profile Visitors

891 profile views
  1. I was just thinking about Game Rules, and about the various hundreds of Worlds running at any given time. And then began thinking about the new Skill GUI, and how excited I am to dive into the release client and onto the Arch of the Five map where we can see the number of worlds active in each ruleset, and have access to the hub that leads to our current Worlds GUI and the search functions. I had no particular suggestions, because it doesn't exist yet. But I was thinking about how excited I was to log in every day and see that Kingdom Hearts style map containing all those little worlds in various states of war and decay. And it brought a really big smile to my face. I was curious what others thought about how the various campaigns and kingdoms would be arranged, and thought I'd drop a topic in and open it up to others. Thoughts?
  2. The GUI for Fortnite is hands down the worst, most unintuitive, bass-ackwards things I've ever had the misfortune of using. IMHO, Crowfall's is just... different. Granted things are missing from the overall design that should be there. But I suppose, that after playing games like EQ1, and Dark Age of Camelot, I'm just accustomed to the GUI reflecting the game's design more than the player's needs. Though I agree with those above, that some more... specific complaints would be great, as would a selection of them being added to the Suggestion forum; I can accept and respect that it didn't click with you. A lot of the central GUI is placeholder at the moment. If you watch through the design session videos with the developers, you'll notice that a large emphasis has been placed on getting command line calls in place long before the systems are complete. GUI is this team's last stage in feature polishing. So if you're frustrated, seeing things missing, wonder why things seem crammed in in places, and so on, that's logical... it's unfinished. We just had a complete overhaul of the skills GUI in 5.6. And I mean complete. I expect other GUI elements will go through similar transformations as their Beta candidate features enter the game. It's just silly to built a wired, beautiful, fully functional GUI when things are still shifting around so massively. But I reiterate, specific suggestions, maybe even with accompanying doodles, are hugely helpful, and open up great discussions in the Suggestions Forum. Perhaps you can distill some of your thoughts in the form of something constructive over there.
  3. We broke 100 views on the YouTube Video. And I just wanted to say thank you to all the people who took the time to watch the presentation. ♥
  4. I agree Zatch.. 100%. The thread took a turn for the theoretical, based on elements that don’t exist yet. I was merely throwing together a concept that allowed V to get what he wanted without taking apart the current design. We’re throwing opinions out about partially formed elements. And they’re going to have to expand the base of ingredients in the future, and have implied as much several times in the live stream. The goal with the barebones system we have was to keep it from getting bloated at the onset like so many other crafting systems in MMOs these days.
  5. If my experience with the actual harvesting is any indicator, then the reliance on stats to get the more advanced drops from a node is minimal. It’s there in the sense that bonus’ are applied but doesn’t really dictate your not being able to get the normal amount of the resource. Will the person who has DPS or Tank trees on their crow have an advantage? Yes. Will someone with a crafted Vessel focused on strength have the advantage? Yes. But we all have access to the same trees to advance our Crows. To V’s point, if you have VIP then you gain these points faster. But I think there’s more here. When I play a game, I don’t expect to get my Level 60 freedom at the onset. Your initial trees are a point of injection into the gameplay, and you spiral out from that point as you play. If your focus is on Healing class skills you will have that disadvantage in harvesting. Likewise if you’re focusing on crafting you will likely see a lapse in your healing skills. But that is the nature of a skill tree. It will require time and careful thought as to when and how you grow your gameplay potential. As harvesting is, in and of itself a skill set in this game I feel like it’s playing to the Meta to combine goals, such leveling the Tank trees and Harvesting skills at the same time. Ideally, I think harvesting should have its own secondary stat so that the concept of strength stacking doesn’t play in. But that gets complicated to the players quickly... I feel like the method the Dev team chose makes sense to me. And that the aversion to VIP players getting to those points more quickly should be a motivator to have the subscription and support the development of the game. To be a PURE healer and not focus on advancing the crafting stats of the game will likely prove to force a player to be reliant on other crafters. Which is why the economy will be so VAST in Crowfall. I respect your argument. And I see where you’re coming from. I just don’t think it aligns with the game. That to change it in the way you’ve suggested would go in the face of several of the core designs and intentions of the mechanics on which the game is based.
  6. V, this is really thoughtful stuff. To your last point, I think the original intent was to have generic materials for the crafting of items to be more easily created from a static base. What surprises me is that they didn’t take the same approach to the component crafting. I would think that various crafts would have equivalents of each of the components with varied results when those pieces are assembled. “A woodcrafter can make a hilt... a Metal crafter can make a hilt... both can make a a bow sight... heck I wouldn’t mind if the smaller ingredients could be crafted by enchanters as well...Necromancers should be able to craft them out of bone... “ And the, when those ingredients are assembled, an AI similar to the one which assembled Mourning Maps assembles the year into a random roll from those categories, giving a larger pool to pull from for Aesthetics and Stats.. it falls more in the Diablo II level of random craft. But it makes it so that crafters don’t get shoehorned into only being able to create one kind of thing. It also makes the diversity of materials worth obtaining and ups the trade value of things other than wood and ore.
  7. I love that this idea seems to be bringing others the kind of stary eyed excitement I felt while making it. There’s something wondrous about the thought of world building in a game you’ve really come to believe in. I’m really grateful that the concept has reached people.
  8. I appreciate the thoughtful feedback. At the core of Crowfall is a battle for the very nature of existence. We’re scratching at the edge of destruction to make something meaningful. And always with Yaga at our back, looking at the moment when our threads will snap. I feel like an economy should be a healthy balance of competition and meeting supply and demand. I wanted a system in which players not only had to be clever with what materials they created but also with how they structured their business to meet the needs of their customer. A thriving crafter culture should also be rooted in PvE. And in this Fable of Lore Craft the players are given the chance see the ultimate form of their creations. People will literally build a world with your creations. I feel like the sentiment that a ‘Modder’ style community of content creators will really bring a constant source of life to Crowfall. That, even a decade from now, when the game has seen its limelight and lives in the hands of the dedicated few, that a core Content building community will keep the game alive and happy. After all, just look at Skyrim. It’s been out for seven years, lacked any MMO elements, and has a content buildin community of tens of thousands, still breathing new life into it.
  9. A-San, that means the world to me. Truly. That man's brain is a Lore Factory; just knowing he saw it is enough for me. Thanks for punting it. ♥
  10. He's bored. Didn't have the desire to create a constructive argument. The followup posts offered good suggestions. I offered perspective about it being a Pre-Alpha, and solid base features... then used a lot of metaphors about Cereal and Cake. You didn't miss much in not reading my Independence Day Speech. I'll look at getting that soap box fixed.
  11. It's very very hard to convey points sometimes. Not all of us are trained writers, and getting out all of the emotion for something you're passionate about can be... challenging. No harm, no foul. From what I've gleaned across the various videos, podcasts, and adverts we've seen since inception, the EKs were meant to cover a few different core pieces of functionality: Limited PvE Zones that all Respite from the PvP But are Level Capped to prevent grinding to endgame. Player Constructed Zones (To Get our Build On and Express Creativity) Player Housing Hubs Crafting Hubs Lore Hubs (They're... still being vague about this one. Pop on over to my latest suggestion to see what I came up with for this if you'd like) Guild Hubs The Way EK's were pitched to us at the onset, was a collection of features which allow players to Make and Sell their gear to others, but also allow a living collection of Player and Guild housing to create expandable and (terrain / design) modifiable towns and kingdoms. These player owned zones are pure PvE, and give the player the power to control what elements are placed in their design. Everything from a Private kingdom that is one glorified player house, all the way up to a Zone the size of Kalimdor, supporting an entire Economy, Multi-Guild culture, and supplies raiding gear to players across the Arch of the Nine Heavens. To that end, it can host a myriad of Parcels that cover everything from Housing and Mob Spawns, to Craftable Dungeons and Lore Placement. And though this is a CORE feature, think of Housing as the youngest child in the family. It takes FOREVER for it to get hand-me-downs from the other Kids, but once they do, they have a well worn, and expansive wardrobe. Eternal Kingdoms benefit from the completion of ALL of the other game systems. But it remains bare bones while those systems come into existence. And, because ACE is slow to promise things (lest they be guilty of over promising and under delivering) we have no real mockups on the evolution of the EK's and the general direction we're headed. The team is still small. And a successful core release will dictate it growing larger in the future, and this core feature becoming more fully filled out. Plus, the feature you give the player's the most control over is not the one which you want to break the most. But that's the best thing about making suggestions. You can dream, in place of the core team. Make single suggestions on features you'd like to see in the EK's. We have half a million posts on these forums, and it's a lot. And the wiki is rather large and incomplete as well. Perhaps, some of the elements you crave will be in the game's roadmap already. And others still might be things the Dev team hasn't thought up. Keep it brief; keep it constructive; and you may be surprised what you get in the way of feedback. Cheers.
  12. I feel like this thread is both logical, based on the point at which the game is in development, and the time it's taken to get it this far. I also feel as though the thread was designed to be inflammatory to get people to read and post... and I suppose it worked. As I get older, I am constantly confronted with the view that generationally, gamers are going to repeat the same feelings at the same arcs within game development cycles. And that there's a dual bladed nature to opening your Development to the General Public. Harvesting, Generational Terrain, Temporary Campaign Worlds, and Tier Crafting are core elements of the game. As such, they've been around in their most basic forms since the inception of the Pre-Alpha... *cough* Pre-Alpha... which we're currently in. Therefore, these are both the most Stable... and linear elements of the game. As well as the elements we've been exposed to for the longest. There are definitely some balance issues in the game. And there are sound points presented across the posts for this thread. But I feel like the general frustration at the lack of flare and interactivity in Crowfall as a whole is like getting mad at a cereal company for making really healthy Cheerios. Yes, it's not Musili, and it's not Honey bunches of oats... heck, at times it's not even frosted flakes... but that's because our proverbial Cereal Factory hasn't opened its doors to the general public. We're several builds behind Development... and a multitude of unstable features haven't even seen the light of day yet. And I think that's largely because the Developers don't want to commit the ultimate sin and overpromise / under-deliver. And I'm grateful for that. I've sunk a lot of time, and a lot of money into this project, because I believe that Crowfall is spun from Talent, and from a desire to see a thriving game world. But I fight hard to make sure that I don't try to see the game for what it's not. Yes, this may be year three for me playing... but the clock hasn't even hit Day one on the actual game creation. At year three, Crowfall will be a highly connected, feature rich, niche MMORPG. It's Sandbox elements, and PvP to PvE ratios will be balanced. It will be filled with lore, and a smooth running, well oiled machine with a high lore base and dedicated custom content generating community. But all of it begins with that simple, stable, functional, boring bowl of cheerios. Am I... are WE... hungry for more? Of course. We can all see ACE for what they are... a foundation of something we had thought dead in the gaming industry a decade ago. Do we crave to have that completed project in our hands now? Yes. I want to be building Quests, Smashing the ground to build a river in my EK, and running with friends to avoid the coming of Winter long enough to build one...more...damnable... sword... before that world falls into the Abyss of the Arch of the Nine Heavens. But I know that I've spent thousands of dollars on failed MMOs in the last few years who had shiny content out of the gate, and were dead in both gameplay and community a month in... When I see the community here, I see a very intelligent, and passionate group of people who crave what this game has to offer. And I can understand the impatient at the lack of depth and flare in the system. You can poke over to my most recent suggestion thread and see some of the overall suggestions I've been working on creating functional mockups for the Dev team on. Believe me... I get it. Voxel Based, Content Hacking Farming is boring. Tree based Crafting with no diversity in ingredient or variation of recipe is boring. Having your gear decay and then spinning another clone of it, all for a world that will die in a month is boring. But most of the parts of your Television are boring on their own too, and don't do a damnable thing until they're assembled into a 4k on which to play Gears of War. I recommend trying to keep this in perspective. And to attempt to keep suggestions upbeat and positive. It pays to never judge the quality of the flour being used until after the cake is being baked. Our job is to help tweak the flavor and the overall design to make it as palpable for the general public and hard core fans as possible. We paid, to step in for a small studio and help with QA, and community building. If sitting at the table, waiting for scraps of food to evolve doesn't suit, perhaps it's time to leave the table for a bit, and wait for some more hearty progress. But the initial point stands; the core stable elements, in their current form, are a tad droll. Fortunately, I doubt it will stay that way. Perhaps, a suggestion in the self named forum with potentials to increase the overall quality of the experience might be in order. Offer up some tidbits to increase the enjoyment of what is, by its necessity a grind, and we'll see if we can't grow the idea instead of just bashing it.
  13. I feel like we might get some traction from looking at the Harvesting system in Fortnite. It's engaging, and forces the player to be interactive with the nodes in order to get the max out of it, and in order to shorten the time it takes to farm. This also helps to limit botting in the farming of mats on the PvE side of the fence.
  14. Ahaha! I can’t wait to see what you come up with in whatever quest system we find ourselves in. Neko themed stories always bring a smile to my face. I grew up in the Ghibli world, so there’s no such thing as a good story without a whisker or two. I get excited when I think about bouncing around Crowfall like Kingdom Hearts, experiencing all of the creations and lore rich worlds (big and small) crafted by the player base. As a crafter I can also imagine getting a letter from someone who bought a bunch of my rare fittings and fascets and wanted me to come see the quest chain they created. I feel like there are going to be so many stories worth telling, and that following DDO’s example but with a player crafted base, and simple LEGO-like building materials for the story creations that we would get to see so many communities bring things of merit into the worlds. It makes the Anime kid in me jump up and down to think of referencing someone else’s story in my own creations. To have an NPC hand you a Lore item that talks about a neighboring EK’s story as if the two were one. In the long run you remember when you reached sixty, or when you got your first mount, or when you felled with a thirty kill streak in that BG... but years later the stories you tell are always about how the lore reached you.
  15. A lot of that really was my goal. I was a professional AAA Game QA project manager for about ten years, and a rarely, invest those skills these days. But I genuinely BELIEVE in Crowfall and the concept of player driven lore really speaks to my core. So I wanted to create something that was easily actionable for ACE to act on, if they so chose, that empowered the player base to craft something with depth that took some of the workload off of the Dev team, but that really capitalized on their amazing engine.
×
×
  • Create New...