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ringhloth

Testers
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Everything posted by ringhloth

  1. There's a difference between hand holding, and someone being forced to pick a class with enormous consequences despite probably never seeing a minute of gameplay, nor any idea the implications of the balance of the classes. And rerolling can be a huge penalty in a lot of MMOs.
  2. Choosing a class at the beginning of the game is a bad choice. It's asking the player to make significant choices about how they want to play the game, without them knowing anything about the playstyles of the characters they are picking. I know that in just about every MMO with characters I've played, I've decided that I made the wrong choice, and rerolled my character, and in some of those I've ended up deleting the original character and never played it again. I don't think it's fair to say that I was at fault, either: does playing an MMO necessitate hours of research beforehand?
  3. If you think that choices are insignificant in MOBAs, I don't think I don't think you really have the experience with them to trash talk them. If you make the wrong choice in a MOBA, you'll be punished. Maybe not for hours, such as picking a class that's incompatible with your playstyle in an MMO and having to restart (and that's good game design), but getting caught out of position because you decided to take a risk is more punishing than a lot of the "choices" I've made in MMOs.
  4. Vessels are not a MOBA-like system. MOBAs do not allow you to switch characters mid-game. Neither is MOBA-like a bad thing, nor is there a spectrum with MOBA on one side and old-school MMOs on the other side. MOBAs have been doing strategic PvP right for two decades. MMOs could stand to leave their comfort zone for a few minutes and look at other genres.
  5. But there is a bug with run speeds currently being the same between ATs, right? I mean, if you watch that video, while it's hard to tell because of the slight perspective shifts and they don't start at exactly the same time, it's still pretty clear that they're covering the same amount of ground at the same speed. I mean, if you just look at the very end, they clearly are at the same place at the same time, despite covering the same distance at what should be different speeds.
  6. Well, the biggest difference is that potions will be more difficult to acquire. What makes potions so valuable right now is not just that they are effective, but also very cheap. I like it. Adding in something that, while not required, enhances your abilities, is a good mechanic. Still, they obviously have to be less powerful than they are right now.
  7. I dunno. I don't feel like this system is every going to really add much to the game. I mean, will I be able to recognize someone's weak points and target my attacks? Not really, most people will probably go all or nothing on sets of armor. Full mail, full plate, or full leather, for example. Will I be able to anticipate someone's strongest attack, and shift around my armor to compensate? Not really, because no class will be centered around only attacking feet or the head, and I can't really even expect to only be fighting that class. So why is developing this system worthwhile when it isn't g
  8. In reality, there aren't many (if any) mobs on the servers right now. AFAIK, their pathfinding algorithms are too intensive for the game to handle well right now.
  9. I trust the word of god on how it looks now, rather than how they wanted it took look years ago.
  10. Well, it might not be unlimited. You can only import x value of goods per day or week, and have to give up a certain amount of goods in exchange, either to be taxed into nothingness, or sent to your EK. It'll also almost certainly be part of campaign rules, so at the highest tier, we can see very limited importing to give room for newer players to run around without worrying about older players clubbing seals, and at the lowest tiers, we could see a subset of players not wanting to play with any imports at all. Well, that's not how they phrased it. It seemed to me like the spiri
  11. Interesting thing they mentioned is that you'll be able to take stuff out of your import/export box mid campaign. I wonder if this is going to be "you import things once and then have to slowly take them out over the campaign at a specific location" or a "continually import/export things based on the rules of the campaign.
  12. You said it's stupid for enemies to trade with each other, and I agree. And in the lowest two tiers, guilds and individuals are the smallest groups. Alliances will occasionally happen, but aren't going to be frequent or reliable enough for an economy to rely on them. And guilds probably won't be able to sustain a currency economy all on their own.
  13. I think you underestimate how big of a deal it will be that 2 tiers of the game just won't have an economy.
  14. Why do we have to trade? The systems of Crowfall don't seem to encourage it, at least not what we've heard. There's no currency, so we'll have to work out exhaustive barter deals for large scale transactions. There's no higher power to ensure that one side doesn't turn on the other and just slaughter them and take the goods. It can be very dangerous to move around large amounts of goods, with people constantly preying on each other. There's a lot of risk and no reward, if my guild can get all the resources we need ourselves. Why risk trading away our excess for goods we already have? A lot of
  15. Is this functionality guaranteed to exist in the campaign world? Worries about non-existent economies are very justified, imo. I mean, if I can attack you, and take all your inventory, why should I trade? If you can use the sword I'm trading to you to kill me and win a campaign, why should I trade? This assumes that we'll be able to bring more than a handful of items into the campaign world - it doesn't take more than 10-20 minutes to craft what you will be able to take into many EKs, and again, this doesn't impact the Dregs, and probably barely effects the GvG tier. Some playe
  16. 14 are online playing that campaign.
  17. I'm pretty sure the design philosophy is trying to discourage the jack of all trades.
  18. Potions show what skills at top tiers look like. Take one potion. You don't see much of a difference. Take two potions. There's a modest difference, definitely bigger than the gap between no and one potion. Take three potions. The difference is massive. No, it isn't.
  19. Potions illustrate the multiplicity of the power gain when it comes to skills. And it shouldn't be surprising when you look at it - if I have a skill that gives me 10% more ore, that's 110% of the value I was getting before. If I have a skill that gives me 10% better quality ore on top of that, I don't have 120% of the value I was getting before - I have 121%. That might not seems like an issue, but when you're getting 5-10x more materials, of 5-10x quality, 2-3x as fast, that's a huge multiplier - way more than just adding the numbers together. Ultimately, diminishing returns do not solve the
  20. But that doesn't really fix starting an account 3-4 years after the game starts. That's more of a thing for someone who starts a few months later. And that isn't even necessarily true, because if skills are multiplicative in giving power, which they certainly can be as you can see in the gathering tree, and using multiple potions versus just one (gathering faster, gathering more, and gathering higher quality materials is definitely a multiplicative relationship), then you might be getting power faster than your friend who is getting more stats.
  21. Most of those players are new, and didn't want to start on a PvP server, and would rather get a handle on the mechanics in a PvE environment. Which is smart, because people will gank you right outside the temple. They also probably don't know that PvP servers have different item spawns, since this is explained nowhere in game. Besides, there's no reason to do crafting in PvP areas because you can teleport materials between PvE and PvP without any cost or danger.
  22. Then VIP would be too much of an advantage. You'd need it to stay relevant in the top tiers of combat past a few months.
  23. We need a guarentee of scarcity in CWs - if you put resources into the CW, more resources have to come out to bring those resources in.
  24. Then what's the point of the siege window? This doesn't make any sense. Yeah, if the point of high end equipment in EKs is to just stomp people trying to learn the game, that's pretty bad design.
  25. Is it? Where do they say that EKs are just going be something that many players will visit once a campaign is over, and then ignored the rest of the time? Pretty sure they have said over and over again the EKs will be central marketplaces, which means frequent visits. Having safe spaces doesn't mean crafters are safe. You could say the same about embargo - it takes resources out of the campaign economy, giving crafters a safe place to put materials; even if they can't get them out, they won't get them if they die. Obviously, embargo does not work this way as currently designed: the are
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