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nick

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  1. Like
    nick got a reaction from Makishima in World Rules And Win Conditions   
    I would hope they could set some fairly nuanced win conditions, if the goal is really to avoid stagnation. One group controls the majority of all resources on the world, wins most of the battles. It's clear they have dominated the world and logins are slowing down because of it. Winner.
     
    If someone could "fake" taking everything over and griefing all opposition off the server, I'd be impressed.
  2. Like
    nick got a reaction from SaintfulSinner in Tera (Free To Play)   
    It has a melee attack. Called "point blank" or something, similar to close quarters for Archer but with an added backstep on double tap.
  3. Like
    nick reacted to jtoddcoleman in How will latency affect action combat?   
    Yep, if I had to list the "things that keep me up at night", this would definitely be on it.  It's a risk in any MMO, due to the fact that the server HAS to be the ultimate authority, but in this case it's compounded by the fact that we have a few "wild card" systems that we have to take into account (physics + voxel destruction.)
     
    It's one of the big reasons that we pulled the combat milestone to the front of the priority list; we want to allow ourselves as much time as possible to experiment and iterate, to get it right.
     
    Todd
    ACE
  4. Like
    nick reacted to Deioth in How will latency affect action combat?   
    One of the reasons that Tera suffered the way it did with lag and desync was because the game was built in Korea where everyone has a fiber optics to each other (and in a geographic region barely the size of Pennsylvania).  The underlying infrastructure was just not built to include much desync and latency compensation or recovery.  Crowfall has the advantage of needing that built in, so I'd imagine (especially if they make sure to use good servers against a fiber backbone) we'll see a notably better experience in CF than Tera at the same ping.
  5. Like
    nick got a reaction from RKNM in How Long Do We Want Combat to Take?   
    I cannot for the life of me understand why games do this, and people ask for it. You're good enough at PvP to attain this hard-to-get achievement: Here's something even more powerful for you to use in PvP, which you're already great at! Because, y'know, your superior skill just isn't enough to lord over the people still learning. Nuke them all.
  6. Like
    nick reacted to Agelmar in RIP The Crowdfunder   
    I have a unique perspective on this topic as a former SB Moderator.
     
    There are some distinct differences in these forums currently and how people "remember" the SB forums.  I was going to wayback the SB forums CoC to show how its actually much more specific and stricter.  We banned people all the time, we had multiple posters on IP bans across a number of accounts and IP ranges.  We had to deal with 3am Sunday porn blasts, DDoS attacks, and all sorts of things.  It was awful.
     
    This forum has some very basic admin tools that didn't exist in 2003-2009.  I wish we had it back then.  We can issue and automatically track warning points, see posting history of users,  track name changes, have users REPORT posts, things we couldn't do on the SB forums. These tools aren't making the moderators monsters (at least not since ... nevermind) they are holding posters accountable.  Personal attacks weren't allowed on the SB forums, people just got away with more craposts because of the poor tools, limited staff, and lack of accountability since forum accounts weren't linked to game accounts.
     
    ACE doesn't want these forums to be like that.  I don't want these forums to be like that.  YOU don't want these forums to be like that.
     
    What was great about the SB community was the level of detail in player created guides, the amazing discussions on theory crafting new builds and spec groups, how to optimize stats for every class/disc, and the politics.  The community at its heart was very close and helpful.  We also absolutely loved the political "game" on the forums.  Nations rose and fell based off of words we could type and the opinions we could foster of how people played the game.  You could attack their defensive strategies, their WoO choices to avoid fights, their love for pixels over PvP.
     
    None of these things currently exist on the CF forums and it isn't because of a "moderation strategy" from ACE.  Its because we don't have a game to play.  We don't have alliances to argue, bane strategies to make fun of, WoOs to complain about.  We don't have anything to politic.  We only have people and ideas to "attack" and most posters aren't savvy enough to focus on the ideas and get in trouble for attacking people.
     
    I volunteered to be a mod to help recreate the depth of the SB political forums.  This is what I want because it will be extremely important for the success of the game.  Mod bias 100% exists, but what people aren't considering is it exists in your favor.  I don't want people to be banned, I don't want to lock or close threads, I don't want to give warning points.  I don't want "Professional" paid moderators for a game like this because they won't understand context or intent and don't understand the community.  The unfortunate thing is the constant *rabble rabble* against the mods has pushed ACE to go in the direction of paid moderators when the game launches.
     
    You are shooting yourselves in the foot.  YOU are actively making the forum situation worse.  YOU are going to force ACE into making decisions that are pushing the direction away from the goal we want: an engaged and political community in a bad ass PvP game.  We warned, closed threads, deleted posts, and IP banned people on the SB forums much more frequently then these forums.  The difference there is you could create a new account and be posting again in minutes.  These forums hold your accountable.  This isn't a negative thing.
     
    The opinion that ACE wants to keep these forums clean for $$$ is laughable. They want to keep them useful.  Todd and Gordon don't log in the Suggestion Box thinking "oh poorly made socks, what kind of game are we making... oh look unicorn mounts! BINGO!"  They and their team are using it as a sounding board to get feedback on their decisions.  We have the opportunity to help guide and shape their decisions, but the design and direction of the game has been very clearly communicated.
     
    tl;dr
     
    Lighten up Francis.
  7. Like
    nick reacted to Psyentific in RIP The Crowdfunder   
    From where I'm standing, the forums just aren't worth posting on; I avoid suggestions as a matter of course, while General has already exhausted almost all available topics. Politics & guild rivalries are not only non-existent, they're actively discouraged because of 'forum toxicity' or whatever other tripe.

    This is a game about kicking over other peoples sandcastles.
    Making them cry about it is half the fun.
  8. Like
    nick reacted to Jihan in Just noticed this in the Embargo FAQ's - sorry if this is old news!   
    "Preferential" doesn't equal "deterministic". Nothing in that post precludes using RNG on the export but giving better items better rolls.
     
    Since this system is still very much in flux, I think it's premature to try to infer any specific details out of "we're working on it", which is basically all they're saying.
  9. Like
    nick reacted to Pann in Declaring War on ACE!   
    Thanks to everyone involved in these delicious acts of war. The team has really enjoyed the spoils. 
     

  10. Like
    nick reacted to Abel in Character progression, an endless quest for glory   
    Honestly, I can't wait to play a game without obligatory grinds.  I'd rather just log on, not have to worry about my gear score being high enough to enjoy certain content, and just compete with other players.  As someone who has played sports his whole life, that's what drives me - becoming a better player and untimely, winning.  You progress by getting better.  You progress by helping your guild become better. 
  11. Like
    nick got a reaction from chancellor in Griefing vs Emergent Gameplay - Where is the line?   
    Agreed.
  12. Like
    nick got a reaction from chancellor in Griefing vs Emergent Gameplay - Where is the line?   
    This is why I felt it was a question worth asking. At some point there will be an issue, and mass-crying will ensue. There will be pressure from many paying customers for the game company to take action. Artcraft is not unaware of this, the Eternal Kingdom design isn't an accident. They know people can be griefed out of a game, even if it's about PvP from the beginning.
     
    I figure it's worth talking about early.
  13. Like
    nick got a reaction from chancellor in Griefing vs Emergent Gameplay - Where is the line?   
    Valid point, but I'm not asking specifically about killing. This was a design flaw in the game that was being exploited, and around that exploit an entire system of conflict emerged between 3 massive groups of players. And then it got shut down, just when it was interesting.
     
    I fully expect that CF will encourage this type of conflict, I'm just curious if there are thoughts on where the line between broken and unexpected lands. Is it a bug or a feature?
  14. Like
    nick got a reaction from chancellor in Griefing vs Emergent Gameplay - Where is the line?   
    I''ve yet to see a game where players didn't manipulate something to their advantage, however. The question is general - not about choke points.
  15. Like
    nick got a reaction from chancellor in Griefing vs Emergent Gameplay - Where is the line?   
    I've been logging a lot of time in Tera, waiting for CF testing to begin. Yesterday they released a new class, and a large number of players on the PvP servers marked the new class as KoS. So there were large groups flagged for PvP, waiting at all of the early choke points.
     
    What made it interesting, though, was that other groups came out to attack the griefers. So there was conflict at all of the choke points between people trying to kill lowbies and people protecting them, and the ones just trying to quest. Add to that the low levels flagged for PvP and killing each other anyway.. it was mayhem, and ridiculously fun.
     
    That kind of thing is why I want to be on a PvP server.. Random fights while doing my daily stuff can be fun, but large-scale, server-wide conflict is so much better.
     
    The GM's eventually stepped in and started banning people who were killing masses of lowbies and not allowing them to progress. I understood why, but felt like it was a missed chance for more interesting gameplay. I'm curious where the feelings of the ArtCraft crew land on similar matters.
     
    Where do you draw the line between something that's a problem, and something that is an opportunity for conflict and emergent gameplay?
  16. Like
    nick got a reaction from JamesGoblin in Friendly Fire - Melee vs Ranged Teams   
    I think it's just a question of positioning.
     
    If someone is fighting two ranged players and is dumb enough to stay at a distance from them, yes it's easier for them to throw out damage without hitting one another.
     
    If, on the other hand, you are smart enough to close the gap against one of those ranged players, the other is now in danger of friendly fire with every attack.
  17. Like
    nick got a reaction from JamesGoblin in Combat Chat - Official discussion thread   
    My first thought was that I hope for the type of chain branching talked about over the last page or so. I do wonder how the static combos work out in actual pvp though. Always having to choose between going deeper into the combo for higher damage, or using a different skill that potentially gives you better position against the enemy.
     
    I will say that I enjoy the flexibility in Tera, in that regard. I don't really use skill chains, because I find them mostly useless vs actual players who avoid standing in one spot.
  18. Like
    nick reacted to freeze in Friendly Fire - Melee vs Ranged Teams   
    Homogenization is a lazy design on the other hand
     
    ACE repeatedly said that they're not going the usual "balance" way.
    Having characters that need a little more finesse when it comes to positioning, but at the same time are a massive AoE threat is not bad design imo. It's just different than what a lot of people are used to.
  19. Like
    nick got a reaction from chancellor in Combat Chat - Official discussion thread   
    My first thought was that I hope for the type of chain branching talked about over the last page or so. I do wonder how the static combos work out in actual pvp though. Always having to choose between going deeper into the combo for higher damage, or using a different skill that potentially gives you better position against the enemy.
     
    I will say that I enjoy the flexibility in Tera, in that regard. I don't really use skill chains, because I find them mostly useless vs actual players who avoid standing in one spot.
  20. Like
    nick got a reaction from Creeeeeg in Combat Chat - Official discussion thread   
    My first thought was that I hope for the type of chain branching talked about over the last page or so. I do wonder how the static combos work out in actual pvp though. Always having to choose between going deeper into the combo for higher damage, or using a different skill that potentially gives you better position against the enemy.
     
    I will say that I enjoy the flexibility in Tera, in that regard. I don't really use skill chains, because I find them mostly useless vs actual players who avoid standing in one spot.
  21. Like
    nick reacted to bahamutkaiser in Friendly Fire - Melee vs Ranged Teams   
    I was kind of hoping to see a little melee FF, specifically, variations of precise and rampaging attacks, where precise attacks are designed to cooperate and focus on a target, while rampaging attacks could be more heavy handed and powerful, as well as broader, but endanger everyone near you, even allies.
     
    Such mechanisms would allow out numbered players to cut loose and gain some measure of compensation vs numerous foes, and create more burden for larger groups to fight uniformly to avoid collateral damage.
     
    It's an idea? :-/
  22. Like
    nick reacted to Lephys in Combat Chat - Official discussion thread   
    Regarding this, and the whole "Using Chain A's ability I, then switching to Chain B's ability II" notion, it may be possible to design the animations for many moves (especially melee/swordsmanship-type moves, etc.) to end in designated states. Then have the stage-II abilities start from there. What I mean is, maybe Move A has you swing your sword a couple of times in a specific way, and end up with it pointed down at the ground (the last slash you complete is a downward slash). Move B could do something else, but also end with a downward slash. in basically the same spot (doesn't even have to be the exact same slash, as long as it ends at the same spot). Then, you could choose to chain in either Move A II, or Move B II, depending on which one you wanted. Both of those moves would start with your weapon in the downward-pointing position.
     
    Obviously that's not possible for every single move, without having ALL the moves look extremely similar. But, it could be done with a lot of them. And the rules governing magical and ranged attacks would be much simpler, potentially.
  23. Like
    nick reacted to headlight in Combat Chat - Official discussion thread   
    they mentioned in the combat chat there was a spell that the knight could use to increase his mass. it's magic people, come on. that's how he is in the tank class because he can increase his mass and become heavier, thus harder to move.
     
    "minotaurs, centaurs, and talking guinea pigs -- kk got it. a knight being able to increase his mass? HORSE SHlT"
  24. Like
    nick reacted to thomasblair in Combat Chat - Official discussion thread   
    I have seen many teams in my time strike out for something completely new and staying away from known models (it was much easier back in the day when less stuff had been tried and budgets were smaller). Usually what ended up happening is what I like to call "Wander in the desert for 40 years and end up on the scrapheap of MMO's who never shipped" syndrome. It is not a pleasant thing to watch. It has happened to many, many projects.
     
    Guiding Star doesn't mean wholesale copy a game down to the last bit. There will be mechanics that are new and fresh, physics alone is already fun in ways we can't predict. I saw a knight jump today, use his block midair and because his mass was increased by his block he fell faster. It was very subtle and took a second for me to realize it, but I was like holy crap that is cool. This is going to lead to even more aspects we haven't realized yet. 
     
    Ignoring known models and developer experience is not a path to success, especially when you have people who have funded you. If you think our goal is crank out a bland combat system, well, you haven't been paying attention. 
     
     
     
  25. Like
    nick reacted to Pann in Combat Chat - Official discussion thread   
    Now may be the perfect time to point out an interesting little factoid, just FYI: My favorite word is "believe". Gordon's is "no". LOL
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