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Everything posted by newface

  1. I bring back this 'old' topic but with the new information released with the kickstarter and what not, do you feel like they are getting close to the concept I was mentioning of 'MMORTS'? The world having a winning condition and all... Seems fairly close to it. I just didn't have time to go through all the information released. Anyone did?
  2. 1- Maybe. 2- I don't know, destroy cities sounds like military conquests to me. 3- How is that PvP not true PvP? You call true PvP jumping a dude trying to kill a lizard to get his 5 lizard goo real PvP? Describe real PvP... What is more meaningful than to see a world being shaped as you take over other nation's cities and territories as you win or as you see your own nation being reduced to the level of vessel of your oppressor and / or completely annihilated in case of defeat? 4- Maybe, I try to keep my expectations low... I just hope it doesn't end like another of those hyped ni
  3. The thing is that we always though of an RTS as you being the mastermind... What those games lack is you being the peon in this RTS world. This is why my dream is more about an MMORPG played in an RTS way where every single unit within the battlefield is an actual person. What people design as an RTS is always with you being the overmind of your army / city and battling other armies controlled by other overminds or groups of overminds. This I have absolutely no interest in. What I want to see is the design of the world being RTS like... but in the end, every single unit actually being
  4. Let me explain what I image being an mmoRTS instead of an mmoRPG... Classic RPG definition is to me the Final Fantasy / Dungeon & Dragon games and concepts. It involves killing monsters to get stronger and stronger until you can take on the epic battle to save the world (or a princess or what ever). On the other side, an RTS is a battle over territories to acquire resources and increase your military might to take over more territories / improve your base (or town) to ultimately take over your opponent. The classic definition usually involves 1 mastermind controlling an army of units..
  5. I checked the 'archtypes' and what not and I am just curious as to where you guys are going with this. I did mention it before and I want to mention it again. PLEASE, make every class / race combination a unique game play experience. Nothing bores me more than playing WoW and realizing that no matter what mage class I play, the gaming experience is the exact same in the end. DPS is virtually the same, they all have a CC, some mobility and blablabla. More over, my race is virtually only an 'esthetic' choice over having any impact on my actual experience in the game. I am pretty sure tha
  6. Meh, in a game where all skills are aimed and collision exist... tanks have their reason to be... 1 of the very fun game where almost everything is aimed and so on is Smite... It just works... The fact that the tank is simply in your way to easier targets makes it work.
  7. You have to be careful with that full loot crap... To what I once again BELIEVE this game to be, it will be a mmoRPG. This means keeping some RPG elements into the game. Most RPG elements involve ways to get those epic gears and what not. Investing a couple of hours to obtain that FullMegaPwningAxe to lose it in 3 minutes isn't tempting to the RPG players. This would just lead to no one investing in getting uber gears anymore and actually turn the game in a pure PvP game with no RPG elements into it. Also, you have to be careful about even the 'bag loot' on death. 1 of the annoying thi
  8. I guess I should clarify a few things... A- Casual does not equal bad B- Hardcore does not equal skilled Casual versus hardcore is merely the amount of time invested in a game. 1 concept I did like and found fairly unique about Shadowbane was the relation between power gamers and casual gamers. Nations, to be successful, needed both. A nation with no powergamers to massively rune hunt, farm, build cities and so on would take for ever or would never devellop into anything. At the same time, a nation composed of only power gamers would usually have low numbers... hence putting them at
  9. I feel completely opposite of Doc Gonzo... Especially in a game where PvP is the focus. Liking a game to be hardcore does not mean liking a game to be where you have to invest stupidly high amounts of time to actually have fun. I invest more time than the average gamer and usually progress extremely fast... and I have very little interest in being so much ahead of the casual gamers that I just run in the middle of 5 casual gamers and just slaughter them without even thinking just because I outgear them so badly. To me, it is much more rewarding that as an above average player, I have a
  10. Also, often time, giving a reward to power gamers for their contribution that does not impact the game balance (such as naming a forge after the highest gold contributor ('The Newface Forge of the Alliance', putting statues of the highest contributors of all crafting buildings combined (an actual statue of their character), giving a title such as lord all the way down to peasant based on your contribution to a city such as: number 1 contributor is lord, top 5% are generals, top 5 to 25% are lieutnants and the bottom 75% are peasants) without any benefit to it outside of a title often favors co
  11. I am very curious how Crowfall plans on balancing the gap between power gamers and casual gamers. One interesting concept Shadowbane introduced was the concept of city building. Most cities were funded by powergamers with minor contributions by more casual players. This allowed for casual players to have access to end game gears with much less effort than powergamers (piggybacking on powergamers cities) to obtain end game items. Since to my understanding, the game will be mostly PvP focused, it becomes very important that casual gamers can compete with power gamers when it comes down to Pv
  12. hummm... my glass cannons were more in the form of 2700HP 200-1300 lightning double expose elf furies with archmage activated and a CC staff (low ATR)... 4K HP is actually a lot of HPs for most casters in SB... a 170 con / 140 int human druid with TAN was sitting at 3500HP with double boons...
  13. I do not disagree with you nor do I agree. It really depends on how it is done. The need for a radar is to reduce the need to communicate and to reduce the '360 degree spins'... It becomes extremely annoying when you have a constant need for 360 degree spins to actually understand what's happening around you. Also, I'd say for myself, I play MMORPGs over shooters as they usually require lower APM / less reflex plays and more of an understanding of what is happening and winning or losing is more based on decisions I make and strategy. There are pros and cons to having a radar... but to me,
  14. I want a glass cannon class to exist but there is a huge different between a glass cannon class and a 2 shots fight. Glass cannon simply means someone who favors ultra high damage over survivability. Let's pretend an average 1on1 fight last up to 5 minutes between 2 average defense / offense characters. A glass cannon against an average average character could go down to say 3 minutes and 2 glass cannons going at it down to 2 minutes. This is why my first question was more aimed toward 'what would you prefer in terms of length of battles' and not: Would you want a glass cannon class to exi
  15. OK, let me explain what I think in this. I don't really care how you call a class and if a class (example warrior) has 20 different ways of 'speccing' itself. What I care about is that those different ways actually lead to different play style. 1 of the main MMORPG that failed this massively is WOW. In the end, that you play a Mage (all 3 specs), a Warlock (all 3 specs) or a hunter (all 3 specs) which was supposed to lead to 9 different 'styles', they in fact all feel the exact same. Learn in what sequence to smash the buttons for the optimized damage sequence, use in rare occasions that C
  16. I really hope there is no 1 shotting abilities / mega glass cannon I kill or die in 2 shots characters. There is nothing wrong with glass cannons but in my own little perfect world for me, I like tactics and choices over reflex and the 'I've hit you first, I win' type of games.
  17. This is actually something I look forward to see what the vision of the Crowfall team will be toward length of fights and burst versus sustained possibilities. I hope the crowfall team actually creates a system where health pools are very big compared to damage output. I personally don't like the idea of 'ultra high damage backstabbing rogues' who virtually 1 shot casters... but if the casters sees him first, it is the rogue that virtually gets one shotted. I prefer technical fights. Same thing holds true for what I expect out of CC. I hope for short duration short cooldown CCs with an
  18. I actually agree with removing RNG. It can easily be removed from multiple aspects of the game without removing RPG elements from the game. Drops especially should not be RNG. I find it very unattractive to invest 1.5 to 2 hours of my time, not knowing if I will have progressed at all at the end of the day. I much prefer games where items are a composition of rare materials dropped by objectives. In PvP, RNG is even worst. Getting crit 4 times in a row for a near instant death isn't fun. Fights should be won by skills, not luck of the RNG gods.
  19. Please explain how you make zerg play not easy. Imagine that it is extremely hard to rally offensively as all players who want to go on the offensive action have to travel 1 hour, have killed a fat mama and grabbed magic lettuce from the garden of the fluffy rabbits within the last 48 hours and this task takes 5 hours of active game play. More over, when you die, you must go to the fluffy rabbit garden again before you can participate in the offensive war again. Let's pretend group A has 100 players, you might have say 50 people who did bother with all this crap to go on the offensive against
  20. Worst idea ever to have rare weapons being dropped only once. Casual players who do get to the same point a powergamer did 1 month earlier will be denied access to any rare weapons because the powergamers grabbed them all already? It isn't because a player did the same achievements in twice the time because he actually has a job and a family should he be at any disadvantage with the powergamer who's 22, unemployed and lives with his mom and uses a peepot and orders pizza for lunch and reheat it for dinner. One can argue: Well, let's create multiple rare weapons... and suddenly, you hav
  21. Here's what I am looking for in an MMO, based on the fact that I expect something somewhat similar to Shadowbane: -Class and Race system: If you are to make multiple races viable for all classes, make it such that your race impacts your style of play. What I mean is that a Human Warrior should not feel the exact same in the end than a Dwarf warrior with a different visual. Might as well end up with only 1 race (WOW did this, all races feel the same now). If you integrate races, I think that they should all be viable if they have access to a class but should also have a different feeling of
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