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McTan

Testers
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  1. Like
    McTan got a reaction from Angelmar in What would it take to get you playing again?   
    The combination of:
    Dregs (Player made alliances/non-factional) Free(r) building in CWs Non-random resource positioning Full guild interface and system with ranks corresponding to control over buildings, upkeep, thralls, etc. Full Embargo Loop Some are done, some are kind of done, some are not.
  2. Like
    McTan got a reaction from JamesGoblin in What would it take to get you playing again?   
    You mean like the elite equipment droppers in SB? What about the highest level camps with increased drop rates for stat runes? Guards? All improved the daily struggle, as even with RNG, specific camps and places had improved rates (sometimes even 100%, as you note).
    You could have simply said, "yes I agree, discipline droppers would be a good idea, and possibly some other types of organizations that limit grinding and instead provide PoIs that help with 'war and engaging players,'" as the initial post in question stated.
    Instead you did not say anything like that, doubled-down on your hard-line that his comment only implied grind-based RNG drops (even though he said runes and has a SB icon next to his name). You portrayed him as an advocate for grinds because he suggested building camps that encourage dispute, "so people go there and fight over it" - if that is considered grind, then they should put in a grind.
    That was what was obtuse.
    Good luck, I understand -W- is really finding some great fights in CF, on the regular! I'll show myself back off these boards for another few months.
  3. Like
    McTan got a reaction from JamesGoblin in What would it take to get you playing again?   
    Of course. I am saying that there is a way to implement rare item camps that do not require grinding, instead requiring preparation and timing.
  4. Like
    McTan got a reaction from JamesGoblin in What would it take to get you playing again?   
    Going to kill discipline rune droppers was not a grind.
  5. Like
    McTan got a reaction from JamesGoblin in What would it take to get you playing again?   
    The combination of:
    Dregs (Player made alliances/non-factional) Free(r) building in CWs Non-random resource positioning Full guild interface and system with ranks corresponding to control over buildings, upkeep, thralls, etc. Full Embargo Loop Some are done, some are kind of done, some are not.
  6. Haha
    McTan got a reaction from Ble in What would it take to get you playing again?   
    You mean like the elite equipment droppers in SB? What about the highest level camps with increased drop rates for stat runes? Guards? All improved the daily struggle, as even with RNG, specific camps and places had improved rates (sometimes even 100%, as you note).
    You could have simply said, "yes I agree, discipline droppers would be a good idea, and possibly some other types of organizations that limit grinding and instead provide PoIs that help with 'war and engaging players,'" as the initial post in question stated.
    Instead you did not say anything like that, doubled-down on your hard-line that his comment only implied grind-based RNG drops (even though he said runes and has a SB icon next to his name). You portrayed him as an advocate for grinds because he suggested building camps that encourage dispute, "so people go there and fight over it" - if that is considered grind, then they should put in a grind.
    That was what was obtuse.
    Good luck, I understand -W- is really finding some great fights in CF, on the regular! I'll show myself back off these boards for another few months.
  7. Like
    McTan got a reaction from Wrain in What would it take to get you playing again?   
    You mean like the elite equipment droppers in SB? What about the highest level camps with increased drop rates for stat runes? Guards? All improved the daily struggle, as even with RNG, specific camps and places had improved rates (sometimes even 100%, as you note).
    You could have simply said, "yes I agree, discipline droppers would be a good idea, and possibly some other types of organizations that limit grinding and instead provide PoIs that help with 'war and engaging players,'" as the initial post in question stated.
    Instead you did not say anything like that, doubled-down on your hard-line that his comment only implied grind-based RNG drops (even though he said runes and has a SB icon next to his name). You portrayed him as an advocate for grinds because he suggested building camps that encourage dispute, "so people go there and fight over it" - if that is considered grind, then they should put in a grind.
    That was what was obtuse.
    Good luck, I understand -W- is really finding some great fights in CF, on the regular! I'll show myself back off these boards for another few months.
  8. Like
    McTan reacted to jtoddcoleman in Item Rewards - Official discussion thread   
    I actually don't like disciplines being gated behind random drops, either.   I feel like they are too critical to creating builds.  I'll talk to the design team about this one.
    Todd
     
  9. Like
    McTan reacted to blazzen in Item Rewards - Official discussion thread   
    This is great! Nice writeup @thomasblair!
    I really like the system for having prefixes, core attribute and suffix. Reminds me of rolling gear in Shadowbane. I like the stat choices for the armor too as they just make it so much more interesting than what we currently have. 
    I also REALLY like that we will get armor/weapon drops from monsters. Aside from the more obvious pro's like allowing players to gear up quicker this also gives me hope that we may see equipped item loot in the Dregs after all. I could see people wearing "dropped gear" as an "everyday" type of armor and save the high end crafted stuff for sieges. That risk/reward component of not always wearing your best armor in fear that you might lose it is missing from the current faction campaigns in Crowfall and I certainly hope it appears in the Dregs. 
  10. Like
    McTan got a reaction from APE in Upcoming Discipline Changes   
    Smaller and smaller improvements that take more and more time.
    The real key is that what you are asking/allowing players to do between improvements is very fun.
    Eyes on the prize, devs! Good combat, great politics, real victories (not just points, substance)
  11. Like
    McTan got a reaction from APE in Upcoming Discipline Changes   
    Two questions woven together here.
    (1) How much should better gear improve your character?
    (2) How hard should better gear be to get?
    People usually have problems with (2) precisely because of the answer to (1).
    Disciplines, and gear in general, being too big of power leaps leads to better gear being necessary, and so access comes under heavy scrutiny.
    Make white vessel, fully leveled with disciplines and gear be 90% of maximum possible statistical power.
    All Greens 94%
    All Blues 97.5%
    All Purples 99%
    All Oranges 100%
    Then make each of those improvements exponentially harder to achieve in time and RNG, and you've got yourself a sustainable game that supports a long-term economy.
     
     
  12. Like
    McTan got a reaction from Ble in Upcoming Discipline Changes   
    Smaller and smaller improvements that take more and more time.
    The real key is that what you are asking/allowing players to do between improvements is very fun.
    Eyes on the prize, devs! Good combat, great politics, real victories (not just points, substance)
  13. Like
    McTan reacted to jtoddcoleman in my frustration with crowdfunding, explained   
    Hey folks, just a quick note, apparently some people took my statement on yesterday’s livestream that “I will never do crowdfunding again” as frustration with community feedback.  Nothing could be further from the truth; this game wouldn’t be here without you and frankly won’t be successful without you.  
    That said, I was being earnest about my feelings on crowdfunding; I think it’s a particularly challenging way to develop a game for a few reasons:
    1. You have to build excitement/hype at the beginning of the project, and it’s impossible to keep that excitement up for the duration of the project.  That means your fighting an uphill battle of fatigue in the press and the audience going into launch.  Not good.
    2. Supporting a “live” service for the duration of development, with the accompanying build process, deployment pipeline and operational environment is very expensive and time consuming.
    3. The process exposes all of our missteps to the world, and that sucks.  No one would prefer to make their mistakes in front of a live studio audience.
    4. The nature of the beast is that you're putting undercooked systems and unbalanced tables in front of players.  As you know, this can often lead to experiences that are not fun. Managing expectations and keeping players happy is especially difficult under these conditions.
    All of that said, I apologize if it came across in any way as a swipe at you guys.  It absolutely wasn’t intended that way.  It can be hard to get feedback some times, but I want to make this game great for you and I fully recognize that we can’t do it without you.
    Next time, I’ll go get the funding lined up first and ask you for your feedback —without also asking for your money.  That’s all.
    Thanks,
    Todd
  14. Like
    McTan reacted to nerion in Embrace The Sandbox.   
    Are you telling me guilds will not do whatever it takes to get the most points and brag about winning campaigns?
     
    Edit- If I play in a WoW battleground, everyone is playing to get the most points. Sure, everyone has different roles in winning but by creating a specific metric you end up with everyone moving towards one specific goal. That is not very sandbox-esque. The escalation and much of the issues we see now stem from this.
  15. Like
    McTan reacted to PinkFluffyPanda in Crowfall is not a PvP game.   
    @Jah and @Andius can't you two find somewhere else to go and have your off topic discussion? It's kind of disrespectful towards @ferrat to turn this thread away from the original topic and in to your personal "my dad can beat your dad" contest. 
  16. Like
    McTan reacted to makkon in Crowfall is not a PvP game.   
    5 good geared, good coordinated and with correct class setup veteran players can delete 10+ white/semi geared semi new players without any effort under guards. this is the biggest balance issue. not the numbers you are talking about all the time. numbers also matter but only if it is veteran experienced players with the same gear...
    what can do 20+ with good lead you know I think. what can do those 20 with another 20 as ally you also know.
    actually gear gap is abysmal. grind is crazy (for pre alpha). broken meta is mandatory (for example you like brigand but should take something else coz it is broken or underpowered). pvp without any reason with huge durability lost (which is probably dirty step from devs to remove pre fixed broken OP accessory).
    grind = time. current time is not worth to be spent on.
     
    ps. I still do not understand what ppl mean by "better player" in crowfall. I can understand it if they will talking about counter strike, darkfall and other skill based.
    does "better" mean - more and longer hitting with harvesting tool? 😃
     
     
  17. Like
    McTan got a reaction from JamesGoblin in Unchangeable Major Discs- > BAD IDEA   
    This problem will be lessened significantly when disciplines are hard to get.
  18. Confused
    McTan got a reaction from Gaulwa in IMO: the two biggest problems with Crowfall   
    Warning: Wall of Text
    We are coming down to the wire on development and implementation, so for probably the last time, I feel the need to bring up the two issues that I believe are holding Crowfall back (and hold most PvP games back, including, notably Shadowbane). I hope that @thomasblair @jtoddcoleman interpret this post not as hostile, but as urgent.
    Both have to do with massive power differentials regarding whether there is a fight and for how long a fight continues.
    There are several reasons why I might lose a fight that I am okay with: outnumbered, out prepared, outplayed, probably some others.
    What I am never okay with is giving certain players a permanent and powerful advantage regarding whether or not there even is a fight. And second, if there is a fight, giving certain players the obvious advantage in choosing whether and how to end the fight. They do not have to play better, they simply have these kinds of advantages.
    There are two mechanics in Crowfall that yield these types of permanent advantages and disadvantages.
    (1) Stealth 
    We had a 10 minute battle today with MJayed in the Chaos keep. 
    He was alone (guinea duelist, I believe), we had four (all over level 20, in voice comms: a radical cleric, an arbiter cleric, some kind of myrmidon, barbarian champion). He had better gear and is no doubt more experienced and a better player than each of the four of us. But, I would say it is highly unlikely that he is better than the four of us together (experienced gamers of all types of games, especially MMOs, and fighting as a team for years).
    But the way in which he is surviving and killing us is contingent on the stealth mechanic being  laughably strong. This is not meant as an attack on him, at all. I suspect, however, that he was having a damn good time puppet-mastering us around like idiots. You'd think we never played a game before. But we literally could not even just stand and not chase (the obvious counter), inside the very center of the keep.
    There is no reason a player should just be able to flit in and out of stealth, completely determining whether they would continue fighting - ever after being hit several times, and when they are surrounded by tons of R10 guards (how do guards not have stealth detection...?)
    We wound up killing him only because he over-committed to kill one of us.
    If he wanted to, he could have chosen to never die, despite his choosing to engage four of us, in our own keep. This is a scenario in which the single player should have died a quick and fruitless death. 
    Potential remedies: Make stealth (1) temporary - maybe 10 seconds, (2) condition restricted - only if you have not taken damage or done anything aggressive in 15-20 seconds, (3) costly - full stamina bar, movement speed 10%, or something a long those lines. Albion Online did stealth very well.
    (2) Speed differentials
    There should not be certain races and classes which are faster, in all circumstances, than other races and classes. Mobility is a massive, massive advantage, especially with aiming and artificial range limitations.
    Yesterday, I was running less than half the speed of a Fae Assassin. I was in survival tray, with bard speed! This is completely awful gameplay feel. To watch these characters run across my screen while I am trying to haul ass made me laugh out loud in frustration, it felt that awful. I was engaged in a fairly large battle at a Fort. As we drove the opposition back, some of my allies got to fight, I got to run around like a goofball, never even in range to hit anything, despite leaps and sprints, and allies landing CC on fleeing opponents. I also wanted to tag along with a group of allies running to a fort engagement. I could not do so, because they left me completely in the dust. I was unable to engage in the best parts of the game, large PvP at Points of Interest, because of the massive speed differential. I know the claims of different classes and races thrive in different circumstances. It has nothing to do with circumstance, it is a permanent advantage in all circumstances, especially with aimed combat.
    Potential remedies: Make speed differentials all (1) temporary (like leap and sprint and blink), (2) condition restricted -  not usable for 60-120 seconds after receiving or taking aggressive action, (3) costly - getting hit while in trailblazer or while using bard speed could maybe take half health or stun for 10 seconds or something.
    I am sure this seems biased from a Dwarf standpoint. If Dwarves were way faster than everyone and had access to super powerful stealth, I would complain all the same. To give one player complete control over whether there is an engagement, and whether they die in an engagement is to give another player complete lack of control over PvP combat, the primary purpose of the game. It removes my ability to play the game. I play a chase, CC Barbarian Champion, and even so, I cannot ever decide whether or not I will fight certain races and classes - not based on their skill or my skill, but simply on the supremacy of particular mechanics. (Interestingly enough, I would claim these two mechanic imbalances, combined with aimed combat, have also lead CF to a massive over-reliance on CC, which, ironically, in an attempt to mitigate the advantages seems to have exacerbated them).
    You can definitely try some very hard-counters: freely given and permanent perception, and cheaply given long duration, un-cleanseable snares.
    tl;dr
    These are my feelings about Crowfall, as it approaches feature complete. There is so much to like about the game, but these are game-breakers, in my humble opinion. They will lead to CF being Roguefall or Speedfall, or any number of funny but sad pet names denoting dominant play-styles.
    I'd suggest a group of five Devs on Dwarves versus a group of three Devs on speed and stealth build assassins, duelists, and rangers, and see which side has a better time. I'd also suggest any players strongly objecting to this post do the same, on the Dwarf side, before disagreeing.
  19. Like
    McTan got a reaction from Makuza in IMO: the two biggest problems with Crowfall   
    Landed 3 separate rend (bleed dots) and 5 knockdowns (two leap knockdowns, two neckbreaker knockdowns, and one mighty warrior knockdown) according to my combat log. Attacked where he was when he went stealth. This wasn't 4v1, it was 4 players & 10 R10 archer guards v 1 stealther. It's not a question of skill, of which he displayed plenty, it's a matter of power differential. Not power differences either, but differential. Nothing I have is anywhere near as powerful as stealth or speed. And I mean not even close. All the powers I have demand that I am in combat, whereas stealth and speed have the complete upperhand when it comes to determining whether I get to use any of my powers. And mind you these speedsters and stealthers also have good combat powers. It's not like he is a stealth scouter, he is a stealth murder-hamster.
    Of course, I also did not call for removal of what is special about a class (I never would - I have long advocated for more unique powers). I called for a drastic re-thinking of what those mechanics mean for the competitive spirit of the game. Note that your idea of a proper counter requires much more significant sacrifice than it did for a stealther to be uberstealth or a speedy to be a speed burster (it may have been mounts at times, you are right there).
    If you believe the situation above is exactly what an Assassin is good for (I think he was a Duelist), then you have a very very high regard for rogue classes. With a role reversal, if the four of us attacked his keep and he was home, we would have died a horrendous death. Actually, even if he wasn't there, we would have died to the R10 archers.
    I am not calling for homogeneity, nor would I. I am calling for balance, which is ostensibly what they are focused on very soon, on what I consider the most important aspects of a PvP game (engaging and disengaging fights), and highlighting the two powers that currently have dramatic imbalances with regards to those aspects.
    I, for instance, would also prefer tools to counter stealth and speed, rather than removing it. But, until I get those tools more easily (noting that disciplines themselves will eventually not be free), I will continue advocating for changes to both stealth and speed.
  20. Like
    McTan got a reaction from Tofyzer in IMO: the two biggest problems with Crowfall   
    Warning: Wall of Text
    We are coming down to the wire on development and implementation, so for probably the last time, I feel the need to bring up the two issues that I believe are holding Crowfall back (and hold most PvP games back, including, notably Shadowbane). I hope that @thomasblair @jtoddcoleman interpret this post not as hostile, but as urgent.
    Both have to do with massive power differentials regarding whether there is a fight and for how long a fight continues.
    There are several reasons why I might lose a fight that I am okay with: outnumbered, out prepared, outplayed, probably some others.
    What I am never okay with is giving certain players a permanent and powerful advantage regarding whether or not there even is a fight. And second, if there is a fight, giving certain players the obvious advantage in choosing whether and how to end the fight. They do not have to play better, they simply have these kinds of advantages.
    There are two mechanics in Crowfall that yield these types of permanent advantages and disadvantages.
    (1) Stealth 
    We had a 10 minute battle today with MJayed in the Chaos keep. 
    He was alone (guinea duelist, I believe), we had four (all over level 20, in voice comms: a radical cleric, an arbiter cleric, some kind of myrmidon, barbarian champion). He had better gear and is no doubt more experienced and a better player than each of the four of us. But, I would say it is highly unlikely that he is better than the four of us together (experienced gamers of all types of games, especially MMOs, and fighting as a team for years).
    But the way in which he is surviving and killing us is contingent on the stealth mechanic being  laughably strong. This is not meant as an attack on him, at all. I suspect, however, that he was having a damn good time puppet-mastering us around like idiots. You'd think we never played a game before. But we literally could not even just stand and not chase (the obvious counter), inside the very center of the keep.
    There is no reason a player should just be able to flit in and out of stealth, completely determining whether they would continue fighting - ever after being hit several times, and when they are surrounded by tons of R10 guards (how do guards not have stealth detection...?)
    We wound up killing him only because he over-committed to kill one of us.
    If he wanted to, he could have chosen to never die, despite his choosing to engage four of us, in our own keep. This is a scenario in which the single player should have died a quick and fruitless death. 
    Potential remedies: Make stealth (1) temporary - maybe 10 seconds, (2) condition restricted - only if you have not taken damage or done anything aggressive in 15-20 seconds, (3) costly - full stamina bar, movement speed 10%, or something a long those lines. Albion Online did stealth very well.
    (2) Speed differentials
    There should not be certain races and classes which are faster, in all circumstances, than other races and classes. Mobility is a massive, massive advantage, especially with aiming and artificial range limitations.
    Yesterday, I was running less than half the speed of a Fae Assassin. I was in survival tray, with bard speed! This is completely awful gameplay feel. To watch these characters run across my screen while I am trying to haul ass made me laugh out loud in frustration, it felt that awful. I was engaged in a fairly large battle at a Fort. As we drove the opposition back, some of my allies got to fight, I got to run around like a goofball, never even in range to hit anything, despite leaps and sprints, and allies landing CC on fleeing opponents. I also wanted to tag along with a group of allies running to a fort engagement. I could not do so, because they left me completely in the dust. I was unable to engage in the best parts of the game, large PvP at Points of Interest, because of the massive speed differential. I know the claims of different classes and races thrive in different circumstances. It has nothing to do with circumstance, it is a permanent advantage in all circumstances, especially with aimed combat.
    Potential remedies: Make speed differentials all (1) temporary (like leap and sprint and blink), (2) condition restricted -  not usable for 60-120 seconds after receiving or taking aggressive action, (3) costly - getting hit while in trailblazer or while using bard speed could maybe take half health or stun for 10 seconds or something.
    I am sure this seems biased from a Dwarf standpoint. If Dwarves were way faster than everyone and had access to super powerful stealth, I would complain all the same. To give one player complete control over whether there is an engagement, and whether they die in an engagement is to give another player complete lack of control over PvP combat, the primary purpose of the game. It removes my ability to play the game. I play a chase, CC Barbarian Champion, and even so, I cannot ever decide whether or not I will fight certain races and classes - not based on their skill or my skill, but simply on the supremacy of particular mechanics. (Interestingly enough, I would claim these two mechanic imbalances, combined with aimed combat, have also lead CF to a massive over-reliance on CC, which, ironically, in an attempt to mitigate the advantages seems to have exacerbated them).
    You can definitely try some very hard-counters: freely given and permanent perception, and cheaply given long duration, un-cleanseable snares.
    tl;dr
    These are my feelings about Crowfall, as it approaches feature complete. There is so much to like about the game, but these are game-breakers, in my humble opinion. They will lead to CF being Roguefall or Speedfall, or any number of funny but sad pet names denoting dominant play-styles.
    I'd suggest a group of five Devs on Dwarves versus a group of three Devs on speed and stealth build assassins, duelists, and rangers, and see which side has a better time. I'd also suggest any players strongly objecting to this post do the same, on the Dwarf side, before disagreeing.
  21. Like
    McTan got a reaction from Navystylz in IMO: the two biggest problems with Crowfall   
    I guess I did a pretty poor job communicating exactly what I am thinking. If you all think I have not thought about hard counters, in all of their forms & reflected on my experiences with Shadowbane and other games with similar stealth, then I'll state outright - "of course I did." My point is that mechanics like insta-restealth on low cooldowns are very bad for long term population, because they place such strong demands on what other people play.
    So, a stealther gets to play his or her favorite character, but I or one of my friends have to play some boring anti-stealth class or lay a gimp discipline (what happens when we don't get them for free) because otherwise 1 person can harass 10 with essential impunity. You can call that a sacrifice, and one we willingly did (had plenty of scouts in our alliance to keep our Dwarvendom pure...), but it was a major contributor to burnout. Scout player not available to play? Now all 10 of us cannot play, because our track shows a thief and we are not stupid enough to sit there. Also had plenty of times attempting ally-targeted AoEs and the like. Yes things like this work, but at a very, very low rate. So exceedingly low that it is ironic people talking about optimal counters would even bring it up.
    There were reasons why SB eventually implemented anti-stealth towers and travel stance. Because stealth and speed differentials in the original set-up were too strong. I simply want ACE to consider these problems before they drain population. A post to make sure they put a lot of attention toward guard mechanics and keep and fort anti-stealth and what happens when someone is unmounted by damage and so on, and so on.
    When the CWs start en masse, and next to nobody has molehunter or illusionist or whatever other hard counters, I expect to see posts about "Roguefall v. Rangerfall" - if that happens, that will greatly devalue all the work that went into all the other classes and disciplines.
    I am not asking for Dwarves to be able to build "suboptimal" (what a horrible word that must feel like to developers) and defeat anything. I am asking for no single character to be allowed to completely dictate the gameplay experience of multiple others, with impunity. Yes we killed him, but that was his doing more than ours.
    As for Deernado's opinion of me and this thread, /shrug.
     
     
  22. Like
    McTan got a reaction from centrik in Class/Race identity in 5.8   
    I do not agree with the premise that sub-optimal play should be discouraged because I think that is too short-sighted for a large group/guild game. Arguably CF would do better if it encouraged strong identity building in order to weather the losses that will be suffered (end of campaign asset loss as well as true CW loss).
    CF is not an RPG, but it's also not a MOBA, where identity is shed for optimal composition. 
    I didn't finish the whole thread, but it occurs to me that this issue is alleviated by rule-restricted campaign worlds. I know my Dwarf-only/Dwarf-main guild will seek out CWs that enforce deity-based or race-based guilds or win conditions.
  23. Like
    McTan got a reaction from Doradur in Offline progression demotivates -> got nothing to do   
    Exactly. I was never trying to say that ACE should abandon putting in individual character progression. I was simply trying to say that, when the character progression is over (or so slow as to be essentially over), what will be left? For me, that is the core game for CF. The game is not a character progression system, in that character progression of all forms is supposed to be externally motivated by wanting to win campaigns.
    The hypothetical that keeps coming up about players who are not motivated by the core vision of CF is a perfect example of why MMOs have been going through such a rough decade. Obviously it is true that players are motivated by different things, that is why games needs to focus on what makes them fun, and have that be what collects and keeps its core player base. This is opposed to trying to implement systems for the sake of keeping players. That layer of veneer wears off insanely fast (see: Archeage, BDO, Albion, etc.). All game designers should put their vision before thinking about audience retention, or you are putting the cart before the horse. That idiom is literally meant to say, you have to have the thing that pulls in front of the thing being pulled. In this case, the game vision and design before the audience.
    I am, personally, really happy that ACE does not seem at all concerned by the current lack of community engagement and growth. But, then again, they have some great veteran designers who know a hell of a lot more than keyboard warriors like me.
    Edit: Albion Online is a perfect blueprint for what not to do for CF. By all accounts they had a fantastic PvP MMO in early beta, made a ton of changes designed to "keep" players, ostensibly based on data they were getting from their beta tests, then released a dramatically changed game, flopped pretty hard, changed back, and now have a good game without the population they should have. Please, dear lord, do not overanalyze or commit to player data from testing. It's a totally different situation. I, for one, play entirely different schedules and goals with games that are not released.
  24. Like
    McTan reacted to Helix in Leveling   
    Not a fan of starting with no abilities (especially in pvp), but I like the idea of active progression (long as it's sane and doesn't require you to give up your job).
    The game can't revolve around just siege based pvp. Get people out there doing different stuff, leveling, harvesting etc. I need people to gank.
  25. Like
    McTan got a reaction from Tinnis in IMO: the two biggest problems with Crowfall   
    I guess I did a pretty poor job communicating exactly what I am thinking. If you all think I have not thought about hard counters, in all of their forms & reflected on my experiences with Shadowbane and other games with similar stealth, then I'll state outright - "of course I did." My point is that mechanics like insta-restealth on low cooldowns are very bad for long term population, because they place such strong demands on what other people play.
    So, a stealther gets to play his or her favorite character, but I or one of my friends have to play some boring anti-stealth class or lay a gimp discipline (what happens when we don't get them for free) because otherwise 1 person can harass 10 with essential impunity. You can call that a sacrifice, and one we willingly did (had plenty of scouts in our alliance to keep our Dwarvendom pure...), but it was a major contributor to burnout. Scout player not available to play? Now all 10 of us cannot play, because our track shows a thief and we are not stupid enough to sit there. Also had plenty of times attempting ally-targeted AoEs and the like. Yes things like this work, but at a very, very low rate. So exceedingly low that it is ironic people talking about optimal counters would even bring it up.
    There were reasons why SB eventually implemented anti-stealth towers and travel stance. Because stealth and speed differentials in the original set-up were too strong. I simply want ACE to consider these problems before they drain population. A post to make sure they put a lot of attention toward guard mechanics and keep and fort anti-stealth and what happens when someone is unmounted by damage and so on, and so on.
    When the CWs start en masse, and next to nobody has molehunter or illusionist or whatever other hard counters, I expect to see posts about "Roguefall v. Rangerfall" - if that happens, that will greatly devalue all the work that went into all the other classes and disciplines.
    I am not asking for Dwarves to be able to build "suboptimal" (what a horrible word that must feel like to developers) and defeat anything. I am asking for no single character to be allowed to completely dictate the gameplay experience of multiple others, with impunity. Yes we killed him, but that was his doing more than ours.
    As for Deernado's opinion of me and this thread, /shrug.
     
     
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