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vucar

Testers
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vucar last won the day on October 31 2016

vucar had the most liked content!

About vucar

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  1. Have fun trying to shot-call in any online pvp game where quick actions must be made while you debate and vote on moment to moment decisions...
  2. Updated launch date. timeline, schedule, feature list and increase in transparency, as requested Its a long post so i'll help with their new estimated timeline: V3 of the Website (Q3 2017) ElyriaMUD (Q4 2017) Alpha 1 (T1 2018) Server Selection (T1 2018) Settlement / Domain Selection (T2 2018) KoE (T2 2018) Design Experiences (T3 2018) Alpha 2 (T3 2018) Beta 1 (S1 2019) Prologue & CoE Adventure Toolkit (S1 2019) Exposition (S1 2019) Beta 2 (S1/S2 2019) Stress Test (Any paid account)(S2 2019) Launch (S2 2019)
  3. Server selection went out for Counts, Dukes and Kings. Its expected land selection to follow in the next month or so. Caspian (head dev) leaked some early descriptions of the tribes to us recently and SBS has been posting more thorough deep dives on each tribe slowly, but not all of those are done. In the mean time, this was very informative regarding the 12 known tribes
  4. Yeah I was not super impressed (or super discouraged) by the combat scene in the Parkour Demo at pax east, but they said it wasn't meant to demonstrate combat so much and that they were currently iterating on it. Holding judgment until we get something more substantial on combat again. Meanwhile -- Tribes and biomes got announced: https://chroniclesofelyria.com/forum/topic/18362/the-game-garden-grows
  5. Uh... no. It doesn't have to happen. Darkfall had sieges of over a hundred people throwing magic and performed fine. Long distance nuke syncs were a thing. The range on ranged attacks is atrocious but right now, with performance as it is, if they switched to true projectiles instead of this ray-cast thing, no one would hit anything. I'd like to see longer distance ranged attacks but only after they improve performance.
  6. Unlikely. I played mostly in the days of "free beta" as Baby Blue from my teeny tiny corp Unyielding. I recognize your corp name though.
  7. Has anyone heard any news about this since Spring? For those not in the know: Project Nova is not an mmo in development but definitely has rpg elements. It is based on the online PS3 shooter and pseudo-EVE-connected game Dust 514, which had an awesome design that they just pulled the plug on this last summer. Dust 514 had a skill progression system where you accumulated skill points over time and through matches, which you could spend to specialize into one of several different trees, which included 4 infantry classes or multiple air and ground vehicle focuses. You got ISK for fighting in battles and spent that on a variety of weapons, armor and upgrades you wore into battle. These could all be lost, however. You could spend a lot of ISK on very expensive suit load-outs, but if you died wearing it in a pub match, you lost it, which meant most people did not buy suit load outs that they could not afford to lose multiple sets of. On the flip side, if you had a top-shelf suit and were good, you might not die the entire match and could wear the same suit into the next match. CCP wanted to make a PC-adaptable successor so they've been iterating on a new version of Dust 514, which lately is called Project Nova (formerly Project Legion). I have scoured the internets but have not found any substantive news on the development of this game or approximate dates of alpha/beta anywhere since April-May of this year. Is anyone else tracking on this game or has heard anything significant since spring?
  8. Up until very recently, I'd been pretty vocal about my disappointment with the direction of combat that I had seen Crowfall going down. Particularly earlier this year. After a while, I and many others just got tired of arguing our points, we got tired of watching Scarecrowfall videos and more or less gave up and stopped posting. I've been quietly watching these last few days and, much to my surprise, saw the abrupt and quiet return of split-body motion and combat with much delight. Combat looks so much better now. I can feel the combat from watching others, like the way i used to feel combat when i watched Darkfall pvp videos. Suddenly im actually interested in seeing how the different archetypes make use of their newfound freedom of movement in sync with their abilities. I had all but given up on this game until this most recent return of split-body combat and the return of fluid action combat, and I know i'm not the only one that is ecstatic for its return. I can't overstate how much this one change saved the direction of Crowfalls combat in the eyes of many Darkfall veterans that had the same complaints i had. I'm even willing to overlook the friendly-fire topic in favor of this change. Very excited to return to following the games development. Cheers.
  9. Lay-away option added today (or yesterday?) and $1.5M crowd-funding reached: https://chroniclesofelyria.com/forum/topic/13388/layaway-now-available
  10. His last post was in July but it says he was active as of a few days ago. Maybe CF fell on the back-burner for him like it did a lot of the rest of us. I haven't seen freeze, fenris, courant or a few other names of rational people for some time now.
  11. New video to go with it. https://www.youtube.com/watch?v=sCa5MZ5oy0s Looks good, trying to stay cautiously optimistic...
  12. CoE website store opened today. If you haven't backed yet, theres 27 days left to back at the Kickstarter prices. https://chroniclesofelyria.com/shop
  13. Ok i'll own up to picking a poorly made socks example. I was never a big fan of Umberto to begin with but he has tons of views. I literally saw it on my youtube feed an hour before posting that and didn't vet it. I'm not usually in the business of spending hours digging through youtube to find good darkfall example vids, but even in that video you can pick out the nuances of good action combat: -precision aim -free-flowing movement -bullet drop -real-time physics -melee-pushing into crowds of enemies without overextending. Alright maybe that last one has more to do with friendly fire not being a thing, but thats a separate argument. Right now I'm not even touching on the decision making part of when to stat up, when to crossheal, when to go melee and when to back out for range in Darkfall, because i'm willing to cede that even Crowfall combat, in this unfortunate state, has some required level of decision making. I'm focusing purely on the pace and flow of split-animation over rooted combat to stay on topic. From ~3:15 to 4:40 of this vid shows what i would describe as high-level team play in Darkfall. Combat that is fast-paced, crisp and has reflex-based aimed like DF1 allows for higher skill ceilings because players that can't keep up, both in duels and group vs group situations, will not do as well. edit; for those not versed in DF. Hit-sounds were a thing, it was very clear when you hit someone as there was a very audible hit sound, muted in these vids. Dodging in DF did not look like "step sideways" because combat was too fast paced. If you wanted to dodge, it meant you ran forward in a different direction -- archer vs archer meant turning 90 degrees to move quickly out of the way while you knock another arrow, and then turning 90 degrees back to let your arrow go. Similarly, in melee, dodging had a lot to do with knowing how far out your swing went, and timing your movement to get that hit in and then escape their melee range.
  14. Seriously? How you have not heard of Darkfall on this forum by now is beyond me. https://www.youtube.com/watch?v=JWHO85nMx4A
  15. I came here for onions. I leave corrected and disappointed.
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