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SirGeorge

Testers
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  1. Like
    SirGeorge got a reaction from JamesGoblin in Starts as a 4v9 aka No, You Can't Have Our Fort   
    the 75% hp buff wasnt because support classes were offline...
    It is because armor and the vast amount of mitigation it offers is not in place.
    As for anti healing options.. 90% of them are broken and dont even work. Really all they need to do is fix all the bugs..  pulls and nets + skills not even working or actually doing the opposite of what they say. PCM being adjusted so things don;t use 40% of your resources with god like weapons.  Capture mechanics.
    I think you could honestly say that half of whats in the game doesn't function as it should.. but Its alpha so no big worries imo. 
  2. Like
    SirGeorge got a reaction from JamesGoblin in Max is a good boy... The Best Boy   
    But the real question is did you give todd a ride home.  After all He trusts you  
  3. Like
    SirGeorge got a reaction from JamesGoblin in Max is a good boy... The Best Boy   
    @jtoddcoleman @MiracleMax
  4. Like
    SirGeorge got a reaction from JamesGoblin in What I do with the stuff i loot   
    Eventually there will be systems that involve burning stuff for benefits.  Plus come real CWs I doubt I'll be the only one throwing gear to the void.  I mean If banking was a easy to do thing then it would be fine. But in some CWs there won't really be banking outside of imports / exports. So some people might stumble upon and kill a resource pig, (hamster running supply to teammates) and if its not possible to bring it back home, would very likely just burn it. Better nobody has it then enemies have it kind of thing. 
  5. Like
    SirGeorge got a reaction from JamesGoblin in Party Crasher   
    Is that a random jack on your team...  No fair I wants a dev team mate too lol
     
    That said no bear? Thought it got buffed.  
  6. Like
    SirGeorge got a reaction from JamesGoblin in The Standard Bearer Meta   
    Balance changes can't be to dynamic of a change.  Number values and lists are super easy to change when balancing but changing the mechanics is a bit time consuming which usually won't happen. NP being a rarity.
    We also have to account for multiple people using it at once.  Sure we can limit it to friendlies only.. which would be a solid stop to its insane 1v1 power. But in group play that just means 2 people have to pick up SB. which people were already doing to mitigate the downtime window. 
    A feature I think would be awesome would be for SB to be like champs second wind, where you have to not get hit for 4 second before the heal is applied and if you do get hit while healing the effect wears off.  But again that's a mechanical fix and not likely to happen.
    I think the easiest band-aid would them to change the % amount healed. instead of 5% every second.  maybe 2% to balance out the 75% hp boost.  Visibility would be nice. But don't think it would help where pulls are not really working :P. 
  7. Like
    SirGeorge got a reaction from JamesGoblin in First picture of the Crowfall booth on the Gamescom   
    Looks good.
     
    Here's hoping you get good neighbors though.  
  8. Like
    SirGeorge got a reaction from JamesGoblin in 5.2.4 Playtest Feedback for August 18-21, 2017   
    1) it was a snap test... so there was a 90% chance all gear would be lost unless banked the same night.
    2) we got close to an hours worth of notifications :3 
    3) When I doubt.  just bank the good stuff :3 
  9. Like
    SirGeorge got a reaction from JamesGoblin in 5.2.4 Playtest Feedback for August 18-21, 2017   
    Some bugs happening with jumps on confessor.
    Random Fire splash effects, lightning effects, and duelist tunnel. All jump by jumping on my confessor.
    Also I don't suppose it would be possible to make mile high invisible walls around beach heads? 
  10. Like
    SirGeorge got a reaction from JamesGoblin in 5.2.4 Playtest Feedback for August 18-21, 2017   
    faction choice bug is back. 
    Chose balance for a faction. 
    Got Chaos for a faction  
  11. Like
    SirGeorge got a reaction from JamesGoblin in First Impressions and Player Feedback   
    Just so ya know. It is pre-alpha. and most items and systems have yet to be added. 
    The crafting and harvesting side of the game is and has always been on the backburner of development. 
    Realistically only about 5% of the systems are actually in place in regards to harvesting and crafting.
    Systems like farming, factories, caravans, hunting, husbandry, and much more have yet to be touched yet. So the future holds drastically different crafting and harvesting :3 
  12. Like
    SirGeorge got a reaction from JamesGoblin in Fun Keeps and Forts.   
    Outside of moving a bubble at the top of your screen slightly in a direction... Forts really don't do that much to be brutally honest.
    Therefore I'd like to put in a suggestion to make forts a bit more... Fun.
    Spawned Items
    Each Keep and Fort will have a random spawned in item that is more for fun then actual practicality.
    Overcharged Speed boots - Increases movement speed by 100% for 15s.  (70% they just set you on fire) Consumed on use. Ragged Glider - Allows the player to glide. Consumed on use. Firework - it is just a firework. All of these will have a 10min decay rate as well. So you have to use them within those 10 mins or they go poof.
    Vehicles
    Each Keep has a chance to spawn in a vehicle. That goes poof after 15 mins. These have no combat abilities what so ever. Just move at 30% faster then normal movement speed.
    I know that it is Pre-Alpha and you guys are working more on the core. But I just feel the game at the moment... Simply has no fun factors. Its harvest to create tools, to allow you to harvest at a more efficient rate.  Just some food for thought for the future. 
  13. Like
    SirGeorge got a reaction from JamesGoblin in 5.3 makes combat systems-complete. Balance matters   
    I think a lack of purpose and objectives is really hampering balance in combat.
  14. Like
    SirGeorge got a reaction from Tinnis in 5.2.4 Playtest Feedback for August 18-21, 2017   
    faction choice bug is back. 
    Chose balance for a faction. 
    Got Chaos for a faction  
  15. Like
    SirGeorge reacted to McTan in What ACE might consider about Albion Online   
    Probably a long post, so I'll do a tl;dr up front. Basically, I wanted to discuss my experiences playing Albion Online the past month, and its implications for ACE moving on Crowfall in the current landscapes. Some points to consider are as follows: MOBA/MMO relationship, Fast travel & Safezones, Risks, Grinds and the gathering/crafting/combat triumvirate, Power Curve, RMT. In many ways, my experiences with AO just make it critical to me that ACE resist many of the tempting slides toward casual PvE oriented games, by re-highlighting the importance of some of their design commitments. Many of these ACE already knows, states, and adheres to, but I think reiterating them is important.
    (1) The great MOBA debate. Or, can a game hybridize PvP MMOs and MOBAs (read: battlegrounds)? In Albion Online, the most influential PvP events are 5v5 battlegrounds also known as GvGs. Each of two sides get to outfit and organize a five-person team who will compete in a "king of the hill" + "k/d" type fight. For all intents and purposes, these are essentially instanced (although they take place in the "open world," only the ten people signed up for the fight may enter the arena during the designated time). 
    Ostensibly the purpose of this set-up is to counteract zerging and relieve pressure from more casual players from needing to show up in critical combat moments. Nevertheless, the zerg exerts influence through how well it can outfit five people through a pyramid scheme of sorts. Ultimately, although these fights seem exciting for the participants, to me they are incredibly annoying and ostracizing. My alliance's home city plot was recently sieged; I watched on twitch.tv; please, ACE, stay away from any and all developer designed arena fights, and do not make any such fights meaningful in any way toward who wins and loses the Campaign World.
    Yes, Zergs will win city plots away from small guilds; so be it! Let us find alliances, do espionage and otherwise subvert these fights, and above all participate if we want to.
    (2) Living MMO Worlds, we hardly knew ye. A related problem that must be addressed is the relationship between world size, type, travel, and points of interest: what I call how "alive" the world feels. On this AO falls on its face, because it was so close to being good. Set aside for a moment that AO is segmented zones stitched together (with the most insane invuln mechanics you could imagine for a "pvp" game), the amount of weird fast traveling that happens is crazy. Naked suicides all freaking over the place and other fast travel NPC mechanics that cost money depending on how much you are wearing, ugh. Essentially the game is a set of meaningless fast travels to safezones (city plots, pvp-off territories, pvp-lite territories) interspersed with infrequent meaningful one-way trips. Having to organize caravans on mounted oxen and horses == awesome, but being able to port into safezones and back, and get little invuln bubbles, means that with practically any effort you can avoid risks altogether. 
    Over the past couple years I have heard a lot of pressure to make EKs a larger part of the ecosystem; hell, I provided a lot of that pressure. But my reasoning was to create a connected universe, wherein EKs would have to have PvP on, so as to not give our risk-averse harvesters a place to live, thrive, and bend the game to their will. Much more of the pressure is to make EKs more like CWs, but without any of the PvP risk. I was incredibly disappointed to hear that all-the-way to T4 mats would be available in EKs. You are essentially making those resources valueless (maybe alleviated with export/import, if done well).
    There is going to be so much more pressure as more people come to this game. It will be overwhelming, but ultimately listening to this crowd will break this game. It would not break other games! But it will break this one.
    Which brings me to my third point:
    (3) Do Not Try to Attract Risk Averse Players. Albion Online developers made a change to their game the first week of release, in response to massive complaints. In essence, people would ride up on horses to those unmounted (or mounted players) and manage to kill them (apparently a surprise for players who bought a game meant to be "PvP" oriented). These harvesters complained, and complained loudly. Already players who dismounted had a cooldown on being able to use abilities (so would have to normal attack/poke for several seconds), but AO decided to make the dismount give a three-second cooldown on being able to attack another player at all. What does this result in? You guessed it, ridiculously easy escapes, next to impossible PKing of mounted players, and hilarious imagery from 30000 feet. For instance, I recently rode up to an unmounted gathered with five people, and the person simply mounted up and ran off. It's so hilariously carebear I cannot stand it.
    ACE will face this pressure relentlessly: people will be killed and lose a lot of materials and come onto these forums and scream about it; hundreds to thousands of new players will piggy back onto the threads and complain about the same stuff. PLEASE DO NOT GIVE IN. What results is a harvesting game, not a PvP game. Harvesters rule the day, but guess what? One month in, population of PvPers is taking a massive dip, and the harvesters will soon be supplying nobody and quickly quit the game. This game is not for the entire harvesting-interested community, they have plenty of other games! This game should be for people willing to risk pixels enough to go harvest awesome poorly made socks knowing they may die, fully prepared to be disgruntled off about it, then rally three friends and go strike the ganker's city, or main farming area, or outpost, or friends.
    In short, please let us deal with dying through revenge or preparation, not protection mechanics. I understand that some harvesters will quit because they got ganked, but protecting those players will cause everyone to quit the game.
    (4) Hi-ho, Hi-ho, it's off to harvest we go. Or, why the power curve cannot be steep. AO is a harvesting simulator with some PvP encounters. It is incredibly important to step up the tiers of gear; the power curve is linear. If you can step up a tier, you will basically guarantee victory over essentially all players of lower tiers 1v1. Losing materials is, therefore, made more devastating. Those mats do not represent marginal improvement, they represent an entire step up. The logarithmic curve is absolutely key to this CF, please stick with it. Combine a linear curve with the ridiculousness of instanced PvP, and you get a game designed around 95% of its players gathering 95% of their time, in order to keep the 5% of players who will PvP geared.
    (5) RMT, hackers, and DDoS, aka Let Tyrant be Tyrant. AO has been subjected to a massive retaliatory strike after shutting down the primary RMT issue. They were correct to do so. The DDoS attacks that followed were incredibly frustrating to players, but must have been hell to developers. The sad mistake made by the AO devs was ever having offered this route to begin with. Ultimately ACE needs to be incredibly savvy about how they handle safezone (EK) harvesting, import/export, VIP benefits, and RMT. Ruthlessly toss the banhammer. 
    Many people may disagree with this assessment of AO and my implications for CF. So be it. Ultimately, it is for ACE to decide, but I think these points are important to consider and reconsider based on the design principles they highlight. Thoughts? Other comments?
  16. Like
    SirGeorge got a reaction from Orleans in 5.2.3 Playtest Feedback for August 11-14, 2017   
    Tooltips on confessor are a bit inaccurate. For example 1-1 have a cost of like 5% each. But the tooltip says its a 50-70 Cost. 
  17. Like
    SirGeorge got a reaction from MrMeeseeks in Any chance in hell of a Friendly Fire version? (Anti-idiot Zerg)   
    Already in the game.. its called the Corruption map  
  18. Like
    SirGeorge got a reaction from JamesGoblin in "No problem! You can queue-up additional skills to train"   
    oh no? Your opponents with "P2W" now have 10 more ap then you do... which means instead of hitting you for 150 dmg... they now deal... 153 OH MY GOD pay to win.
    I mean we got people who are practically a year behind people in terms of skill training, and they are still competitive. I mean put 2 fresh accounts with good players against an trained account with a good player...  And the 2 will always beat the 1. heck its very reasonable and possible for a fresh to beat a maxed out account, especially if the maxed out account is in the hands of a potato. 
  19. Like
    SirGeorge got a reaction from Hilgodestroyer in "No problem! You can queue-up additional skills to train"   
    oh no? Your opponents with "P2W" now have 10 more ap then you do... which means instead of hitting you for 150 dmg... they now deal... 153 OH MY GOD pay to win.
    I mean we got people who are practically a year behind people in terms of skill training, and they are still competitive. I mean put 2 fresh accounts with good players against an trained account with a good player...  And the 2 will always beat the 1. heck its very reasonable and possible for a fresh to beat a maxed out account, especially if the maxed out account is in the hands of a potato. 
  20. Like
    SirGeorge reacted to perfectdork in 5.2.3 Playtest Feedback for August 11-14, 2017   
    Man, I wish we could open this up completely, but its unlikely to offer a full API for custom scripting just because of the way our UI is constructed. Though, our plan has been to first phase out the basic customization features such as resizing, rotating, moving...all the basic transforms. Phase 2 is to offer alternate visualizations of the meters and boxes, so you have more graphical options. Phase 3 would be to offer behaviors that you could add to UIs to customize their functionality in interesting ways. For example, put a visibility threshold behavior on a certain UI so that it only appears when a condition is met like when your health drops below 25%, or only display power icons on cooldown, etc. 
  21. Like
    SirGeorge reacted to perfectdork in 5.2.3 Playtest Feedback for August 11-14, 2017   
    I like this a lot - and its likely we will move to a version of this to de-clutter the screen as much as possible. For those who really want all the extra bars and feedback, we will think of alternate ways to give these options.
  22. Like
    SirGeorge got a reaction from ACE_JackalBark in 5.2.3 Playtest Feedback for August 11-14, 2017   
    How to sum up my feedback  

  23. Like
    SirGeorge got a reaction from Anthrage in 5.2.3 Playtest Feedback for August 11-14, 2017   
    How to sum up my feedback  

  24. Like
    SirGeorge got a reaction from Destrin in 5.2.3 Playtest Feedback for August 11-14, 2017   
    How to sum up my feedback  

  25. Like
    SirGeorge got a reaction from blazzen in 5.2.3 Playtest Feedback for August 11-14, 2017   
    How to sum up my feedback  

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