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ClockworkOrange

Testers
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  1. Like
    ClockworkOrange got a reaction from Fredao in What is the confessors strength?   
    Yes you will lose the gear. The problem is, you will never lose the gear to the enemy. Here is a scenario where this makes a big difference. Guild A is twice the size and has more access to higher end resources than Guild B. Guild A will always out gear Guild B. If Guild B could pick off a few members of Guild A they could gear themselves on an equal playing field. Since there is no full loot drop in this scenario, Guild B will always be at a strong disadvantage against Guild A based on numbers AND gear. If Guild B at least had a chance of looting the better gear from Guild A, Guild A loses some of their advantage.
  2. Like
    ClockworkOrange reacted to Maniox in What sort of combat would you be satisfied with?   
    Aim targeting adds to the skill curve of a game that is supposed to have competitive PvP, tab targeting basically removes an entire variable and honestly doesn't belong in a game that you want some sort of combat that can be won based on skill and not endless CC chains.
  3. Like
    ClockworkOrange got a reaction from Kastor in What sort of combat would you be satisfied with?   
    Combat is terrible. The top thread is and has been is the game fundamentally boring and it has 20 pages. I can assure you most of those pages are not filled with "No" answers to the question is the game fundamentally boring.
    This game does boil down to combat. Even ACE said it themselves. Remember the huge delays where they revamped the combat system. And the continued delay cause combat still sucks. To say combat isn't the most important concept in this game is to say "I don't understand what Crowfall set out to do".
    This game needs to play like a competitive shooter. It needs to draw on inspiration from games like Overwatch and Darkfall. Somewhere in betwen those two games is the combat this game deserves. Find it or watch the game die like it currently is.
    This forum is a ghost town. Don't bother responding to me because I won't return to check it.
    Jah shut your stupid mouth. You never offer anything to a discussion, you just tell people they are wrong for not sharing your ability to lie about the current state of Crowfall.
  4. Like
    ClockworkOrange reacted to Helix in What sort of combat would you be satisfied with?   
    I'd like to see combat be a little more tactical and require more coordination. Not in the snails pace sense, but in actually having to coordinate certain abilities with your allies. GW2 kinda did this with the combo fields. Personally I'd like to see something similar to divinity original sins where you can "set up" stuff for your team. I'd like to see aoe CC require more stuff like that. Set down a field and ignite it to burn, slow, stun, etc, whatever. Something like the duelist barrel except you can detonate it with your ranged attack and cause it to explode, knock down people, etc.
    I have no delusions as to combat getting faster or more mechanically skill based, but I think the above would be way more interesting. Combat right now just needs more layers;  there really isn't anything to it.
    In terms of abilities in general, everything just kinda feels the "same" and sterile. I'd personally like a little more uniqueness. The discipline system is an opportunity to get really crazy, but I feel like it's way too tame. Some of this might be due to the time constraints available when it comes to animations, sfx, and just general ability design.
  5. Like
    ClockworkOrange got a reaction from wor in What sort of combat would you be satisfied with?   
    Combat is terrible. The top thread is and has been is the game fundamentally boring and it has 20 pages. I can assure you most of those pages are not filled with "No" answers to the question is the game fundamentally boring.
    This game does boil down to combat. Even ACE said it themselves. Remember the huge delays where they revamped the combat system. And the continued delay cause combat still sucks. To say combat isn't the most important concept in this game is to say "I don't understand what Crowfall set out to do".
    This game needs to play like a competitive shooter. It needs to draw on inspiration from games like Overwatch and Darkfall. Somewhere in betwen those two games is the combat this game deserves. Find it or watch the game die like it currently is.
    This forum is a ghost town. Don't bother responding to me because I won't return to check it.
    Jah shut your stupid mouth. You never offer anything to a discussion, you just tell people they are wrong for not sharing your ability to lie about the current state of Crowfall.
  6. Sad
    ClockworkOrange got a reaction from JamesGoblin in Noticeable updates?   
    I rarely check in anymore because I have mostly given up on this game. I mean the top thread in general discussions is "Is Crowfall Fundamentally Boring" and the answer to that soft ball of a question is YES.
    Like the title says, anything change that gives you hope?
  7. Haha
    ClockworkOrange reacted to moneda in Is crowfall fundamentally boring?   
    No.
  8. Like
    ClockworkOrange got a reaction from Fitzchivarly in How will tanks play the role of "tank" in Crowfall?   
    I think you have a good idea of what the tank should be. Too often I hear that tanks need to just absorb damage and be "tanky" and I personally think that has no business in Crowfall as it leads to a class that will be ignored and not played. I used to try to make the Knight viable with suggestions, but with the Classic Trinity concept of a tank and Blaire's Stam Knight concept, I realized no one wanted this to be a Knight I wanted to play.
    Right now we have a slow tank that can't force anyone to attack him. This leads to:
    Tanks can't kill anybody because they can easily run If I do chase someone down, I will run out of stamina when I catch him so I won't be able to use abilities. (Stam Knight) Tanks can't run from anyone There is no reason I should ever attack a tank unless he is the last target I will not bring a Tank in a roaming PVP group because he is too slow and the group will have to wait for him I will not bring a tank in a siege as other classes would provide more utility Tank will only be beneficial in odd situations - Like the defense of a tight corridor This situational play style isn't enough to promote playing a class. They become rarely useful. Try to think of realistic situations where you are happy your teammate is a Knight. The only one that comes to mind is when I am running from a losing battle. I can rest assured that the Knight is the easiest one for the enemy to pick off based on his slower movement speed. I really think the root of this problem is movement speed which should be equalized across the classes. The reason to not equalize the movement speeds would be an alternative movement system like mounts. Based on Blaire's answer to my "When Will Mounts be in the Game?" which was basically never or way after release, we need to address this now.
    Most fights will be around the map. This leads to the faster classes running away/chasing down the enemy and the slower classes getting outrun (dying or not finishing their kills).
    PVP roaming groups will be annoying. Joe plays a Knight so nobody wants him in the PVP roaming group. When you play with Joe you have to stop every 5 minutes to wait for Joe to catch up. If you are far from Joe and need help, you will have a hard time getting it cause Joe is slow. Anytime this roaming group encounters a fight where they have more numbers, Joe will play little to no part in the engagement. The enemy will try to run and only the fast classes will have a chance at taking out the retreating enemy. At best Joe might get to watch his teammates take out a couple enemies from afar.
    This is a PVP focused game. It is time to start developing it with an understanding that the focus is PVP and making better PVP combat is priority number 1.
  9. Thanks
    ClockworkOrange got a reaction from Impius in My gripes with the faction based system   
    I imagine it will be a poor game experience because they never properly designed the game to play well in the Dregs ruleset.
    For the Dregs campaign to work the way I wanted it to, they would have to completely remake 100% of heal abilities, 100% of ranged abilities, 50% of other abilities, add full friendly fire for both heals and damage, and then completely redo the aiming system (would need to be comparable to a FPS). So once they put another year of work into this game, they might be able to deliver a "hard core" dregs rule set.
  10. Like
    ClockworkOrange got a reaction from Kith in Female Elken/Minotaur   
    Crowfall is so Misogynistic. Forcing us to play male characters with no regard to females.
    By the way, when is Ghostbusters 2 all female cast coming out? That first one was so much better then that piece of crap classic that everyone loved.
  11. Like
    ClockworkOrange got a reaction from groovykool in A question for those that play this game a lot.   
    To be fair. The forum is a better game than Crowfall.
  12. Like
    ClockworkOrange reacted to VIKINGNAIL in Hunger System a bit out of place?   
    The hunger system seems like one that could have provided a lot of depth but they may never get around to fleshing it out.  As it stands now it is more of a small tedious logistical element instead of what it could be where you have a game where big guilds need to allocate land to grow and harvest enough food to survive and it becomes a significant resource that enemies can attack and friends need to defend.
    I don't find the need to have enough food in your inventory particularly deep or interesting, it was pretty much a giant nuisance to everyone back in games like EQ and WoW (poor mages before blizzard let them put down tables).
    But it does become interesting when you add more depth to it.
  13. Like
    ClockworkOrange reacted to APE in Hunger System a bit out of place?   
    What strategy?
    Either spend time one likely would rather be doing pretty much anything else or grind out consumables that serve as a time sink to keep people in game so they can continue being in game...
    "Tedious" tasks can add a level of entertainment and strategy, but what we have so far doesn't fit either for me.
    I remember sitting my characters in a pool swimming into a wall in EQ to raise swimming. Means to an end that provided zero entertainment for me but I "had" to do it for the benefit. At least that I could AFK over time, maybe if they allow apple picking bots I'll be fine?
    Mainly played a Mage in Vanilla WoW and while food was a chore, I at least felt active in providing it and buffs before fights/raids. There was some purpose behind it and interaction with others. Smacking trees with others or worse, solo, is not close for me.
    Maybe once they add in seasons (that's still happening ACE?), and other systems it will become just one of many pieces, but currently seems like a must do main chore to experience other things that I'd rather be doing.
  14. Like
    ClockworkOrange got a reaction from APE in A question for those that play this game a lot.   
    To be fair. The forum is a better game than Crowfall.
  15. Like
    ClockworkOrange reacted to KrakkenSmacken in Get rid of the passive skill system.   
    As much as I don't usually agree with VK, I do think eventually, somewhere down the road, a campaign specific skill tree would be nice to try.  It doesn't have to conflict with the over all vision at all.
    Make a campaign that no matter what your current training is, when you enter it's back to zero in that campaign. The training times for that specific campaign are much shorter, but do not carry into the other campaigns. You still have your other training rolling, this is just a training instance that only applies to the one campaign.
    I think that type of play would have enough of a market to at least give a shot to.  I know I would like to play in some of those types of campaigns, if for no other reason that to see what it is like to be something other than my usual profession, at least from time to time.
  16. Like
    ClockworkOrange got a reaction from koregen in Get rid of the passive skill system.   
    I get what you are saying and think there is a valid point here, but the bigger issue is even if you replace passive training with active training, we have a boring skill progression system. This is the underlying problem in my opinion. Every game that has had a low power curve of leveling ruins the entire point of leveling or progressing.
    Think of all those games that you level up and your get more HP and health and maybe a few stats auto level, but you don't actively level your character. You don't even care when you level because you don't feel any different. Sure the numbers have changed, but everything you do and the way you play the game stays the same.
    This is the big problem we have in Crowfall. This slow power progression gives me no incentive to log in to the game. I am also not even excited about training skills because I don't feel any different. I am also time locked to achieving certain progression unlocks which means i have to wait X days to get this ability. Even if I play 24 hours in a day, I still have to wait X days to play the game. The passive system is a small part of the problem, the greater part is the underlying progression system. Passive leveling would be acceptable of the underlying progression was better.
    I disagree which is easy to do when you attempt to speak for a giant group of gamers. The best part of WoW PVP is Arena and BGs.
    If I get to speak for the entire group, I would say we Sandbox MMOPvP Players hate low skill ceilings. PVPers like to flex their epeen and to do so there has to be a high skill ceiling or there is nothing to flex because fights are determined by group composition and character abilities. Skill didn't win the fight, the outcome of the fight was easily predicted before the fight even started. How am I supposed to flex my epeen or my guilds epeen in Crowfall? You look stupid when you brag about winning a fight that was 10 v 5. This will be the majority of fights in Crowfall. Outnumbered fights where the Zerg always wins.
     
     
  17. Like
    ClockworkOrange got a reaction from Mr.Kurtz in Get rid of the passive skill system.   
    But this goes back to my point. The campaign will be won by the largest guild and that was easily predicted so there is no ability to brag. No ability to brag by any player base, group base or guild base ruins competetive PVP games. Even if you are a humble person on video games, you still want to win. When your victory is only achieved by having more members than everyone else it turns into a very shallow victory. How many campaigns can you lie to yourself that you deserved it? How many campaigns can smaller guilds keep joining knowing they have no chance at beating the larger guilds?
    I used to think Chaos/Order/Balance was a stupid campaign mode. The more and more I realize the largest guild will win every campaign, the more I see the need for this campaign mode.
  18. Like
    ClockworkOrange got a reaction from APE in Get rid of the passive skill system.   
    But this goes back to my point. The campaign will be won by the largest guild and that was easily predicted so there is no ability to brag. No ability to brag by any player base, group base or guild base ruins competetive PVP games. Even if you are a humble person on video games, you still want to win. When your victory is only achieved by having more members than everyone else it turns into a very shallow victory. How many campaigns can you lie to yourself that you deserved it? How many campaigns can smaller guilds keep joining knowing they have no chance at beating the larger guilds?
    I used to think Chaos/Order/Balance was a stupid campaign mode. The more and more I realize the largest guild will win every campaign, the more I see the need for this campaign mode.
  19. Like
    ClockworkOrange got a reaction from JamesGoblin in Gathering is not real content   
    I just hope ACE notices these threads. You guys can all tell this man he is wrong and to go away, but his opinion is valid.
    I know this isn't the final game, but if it is even remotely similar; the time spent gathering to doing other activities is way too high. This game feels like a chore. I don't mind harvesting or gathering, but quit games when I feel like I am spending too much time doing so.
    Crowfall screams at me right out the gate that I am spending too much time doing meaningless tasks. It is that constant reminder that what I am doing is not fun. Throw a few ganks in the mix and you got a player that will log off and never return.
  20. Like
    ClockworkOrange got a reaction from Mykro in Gathering is not real content   
    I just hope ACE notices these threads. You guys can all tell this man he is wrong and to go away, but his opinion is valid.
    I know this isn't the final game, but if it is even remotely similar; the time spent gathering to doing other activities is way too high. This game feels like a chore. I don't mind harvesting or gathering, but quit games when I feel like I am spending too much time doing so.
    Crowfall screams at me right out the gate that I am spending too much time doing meaningless tasks. It is that constant reminder that what I am doing is not fun. Throw a few ganks in the mix and you got a player that will log off and never return.
  21. Like
    ClockworkOrange reacted to Frykka in Fighter, Mage, Rogue   
    Scoundrel needs the second class to be THIEF; 12 races and 12 classes, eleven triggers my OCD.
     
  22. Like
    ClockworkOrange got a reaction from Bnol in ACE Q&A for January - Official Discussion Thread   
    Classes don't feel unique. Everyone has CC, iFrame immunity, DPS, access to most of the same discplines which are often repeat skills of class/race skills. Class Design - Not Polish. Aiming is poor. It is too easy to land shots and not easy enough to define who you are attempting to shoot at. Aiming Design - Polish can help, but if you continue reading you will see I disagree with their aiming design. Low skill ceiling - This is basically undeniable. What we have in Crowfall is considered a very low skill ceiling for most players. You don't feel like you have gotten any better playing a class. You can't grow, your starting ability is too close to your end game 5 months in ability. Skill Ceiling Design- Polish doesn't really play into this. Unless you are allowing Polish to be this giant collect all umbrella, which is just lying to yourself. Fail at making ranged classes - Playing an archer doesn't feel like an archer, raycasts are not the right way to create projectiles. It is a crap version of archery. Play Rust (same game engine) and shoot a bow, it should feel like this. Shooting spells feels lame. You don't feel like a mage because your fireball won't shoot if your reticle isn't over the enemy. You shoot a giant fireball nuke and it magically poofs in 10-15 feet. This dependence on raycasts and not physics based spells takes us away from "mage immersion" as I will call it. I feel like I can only be a mage in the right scenario and that isn't what being a mage is about. Design - They haven't made any indication that they will be adding physics based projectiles. Knight - This class is useless UNLESS you want to guard your castle gate all day long. This class does OK in choke points and sucks everywhere else. Class Design - The class has already been remade once and it made it worse (stamine knight). No full Friendly Fire (even among guilds/groups) - This encourages zerg play. It also helps low skill players and hurts high skill players. (If you respond to this post saying there is full FF, you don't understand what I am referring to). Friendly Fire Design - Nothing to do with Polish. Templar - Honestly, just boring to play. You play it, tell me how I am wrong. Class Design - Polish could mildly help. Healers - Low skill ceiling on healing abilities. Too many abilities do not require targeting and instant heal an entire group. Healer Design - Polish could again mildly help. Again, you are welcome to disagree with my opinion. But I am complaining about the design, not the polish. Why you keep trying to say I am complaining about polish is beyond me. I can understand if you look at polish as a catch all of "well everything can be changed, so it isn't done. What I am talking about is design decisions they chose to implement. Yeah they could always change design, but this is the design that currently is in the game.
    Also, if you think everything is a place holder, please stop giving your money to ACE. Any company who builds this much content as a "place holder" is wasting valuable development time.
  23. Like
    ClockworkOrange got a reaction from Bnol in ACE Q&A for January - Official Discussion Thread   
    Not talking about polish. The design of the combat is bad in my opinion.
    You can completely disagree with me and feel that combat is in a good place. I think you guys just are trying to justify why I think combat sucks, but it isn't for the right reasons.
    Combat sucks because:
    Classes don't feel unique. Everyone has CC, iFrame immunity, DPS, access to most of the same discplines which are often repeat skills of class/race skills. Aiming is poor. It is too easy to land shots and not easy enough to define who you are attempting to shoot at. Low skill ceiling - This is basically undeniable. What we have in Crowfall is considered a very low skill ceiling for most players. You don't feel like you have gotten any better playing a class. You can't grow, your starting ability is too close to your end game 5 months in ability. Fail at making ranged classes - Playing an archer doesn't feel like an archer, raycasts are not the right way to create projectiles. It is a crap version of archery. Play Rust (same game engine) and shoot a bow, it should feel like this. Shooting spells feels lame. You don't feel like a mage because your fireball won't shoot if your reticle isn't over the enemy. You shoot a giant fireball nuke and it magically poofs in 10-15 feet. This dependence on raycasts and not physics based spells takes us away from "mage immersion" as I will call it. I feel like I can only be a mage in the right scenario and that isn't what being a mage is about. Knight - This class is useless UNLESS you want to guard your castle gate all day long. This class does OK in choke points and sucks everywhere else. No full Friendly Fire (even among guilds/groups) - This encourages zerg play. It also helps low skill players and hurts high skill players. (If you respond to this post saying there is full FF, you don't understand what I am referring to). Templar - Honestly, just boring to play. You play it, tell me how I am wrong. Healers - Low skill ceiling on healing abilities. Too many abilities do not require targeting and instant heal an entire group. Remember in Vanilla WoW when dungeons used to be hard. You used to have to have a warrior tank and your mage and rogue had to CC monsters even on basic dungeons to pass it. Currently in WoW, you can do the same dungeons and faceroll your keyboard and you can beat it without a wipe.
    We somehow skipped Vanilla WoW that required skill and was challenging to play and went to this crappy version to open ourselves to a larger target audience (like Blizzard did). Yet this game is a niche market for competitive PVP players. Yet it fails to excel at any aspect of competitive play. It has a low skill ceiling, it has limited friendly fire, it has Zerg promoting mechanics, it has no twitch aspect (required), it makes very little attempt to balance classes (watch the Q & A, we want to make fun abilities first and worry about balancing second.) This is not the mentality of competitive play design. Most games struggle with balance for years. I don't think people even understand the balancing issues this game will have due to the amount of skill combinations available and amount of disciplines.
    I hope I am wrong about EVERYTHING.
  24. Like
    ClockworkOrange reacted to Toadwart in Item durability lost with death maybe too high?! - Solution   
    Games where you risk losing your entire inventory on death or where there is high item durability loss on death only work when gear/items are extremely easy to replace.
    That is not anywhere near what Crowfall is like currently.
    One of the main reasons that people left Shadowbane and never returned was that guilds (large groups) of people would spend a month+ gathering materials and crafting their strongholds/villages. It took alot of work and effort. Then some random guild would come by, lay siege to your stronghold and destroy everything you and your friends worked so hard to make.
    People often didnt rebuild, they said screw this crap, Id rather quit than go through all of that effort again, just to lose it to the next group of people to wander by. So they left Shadowbane and never returned.
    The same thing will happen in this game if gathering and crafting are too time consuming and too tedious.
    If the game revolves around losing your possessions repeatedly and often, those possessions better be damned easy to replace or Crowfall will be scrambling to replace its customers.
    I was there. It was sickening to see good friends leave in disgust. History repeats itself.
  25. Like
    ClockworkOrange got a reaction from JamesGoblin in Gear Up for the Male Nethari and Half-Elf - Official Discussion Thread   
    The frostweaver is all I care about and I think you are right . I am really interested to see what they do on a base class kit for a new class. This class kit could be a sign of things to come, for better or worse.
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