Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

DeathByLemmings

Testers
  • Content Count

    5
  • Joined

  • Last visited


Reputation Activity

  1. Sad
    DeathByLemmings got a reaction from JamesGoblin in RNG in this game is horrible   
    My issue with the crafting system is once again due to the fact you aren't really playing the game. Crit points have at least made gathering somewhat active, but previously it was just:
    Walk around until you find the nodes you need
    Click on them
    Wait
    Click on a UI
    Wait
    Possibly fail because haha you lose

    That just isn't enjoyable to me. There's zero innovation, crafting systems like this have existed for nearly 30 years.
  2. Thanks
    DeathByLemmings reacted to APE in Get rid of the passive skill system.   
    100% agree with what you were going on about. This part being the nail.
    Even those that say they need/want permanence don't seem to view passive training as "fun."
    If someone does truly find the system "fun," so be it, but their bar must be rather low.
     
  3. Like
    DeathByLemmings reacted to VIKINGNAIL in Get rid of the passive skill system.   
    It's absurd because it counters the point you are trying to make.  If we truly are eternal heroes why don't we start strong?  Seems like a silly argument right?  But it still makes more sense than eternal heroes meaning passive training that requires no effort.
    We've already seen them shoehorn lore and whatever else to implement changes to certain systems, including the crows and vessels system.  Don't get so caught up on the marketing stuff, focus on making a good game with mechanics that actually make sense and fit together.  
    At the core, should a game that wants dynamic worlds, emergent play, and player action to matter really put its permanent progression into passive training that requires little effort and little action?  Why do they want to do that?  To cater to people that may not play enough to max out in active progression systems.  Players who don't play as much are creating less emergent play, they are executing less player action to impact the world.  They aren't the heart and soul of what will make a game like CF successful.  
    CFs design would fit together much more cleanly with individual characters with a limit on total progression (can't be good at everything) and active skill progression through actual actions related to the use of those skills.  We're not going to get that at this point, I mean technically it would still be pretty easy but we won't get it.  But at least it would be nice if they could offer rulesets with level playing fields for the more competitive players.
  4. Like
    DeathByLemmings got a reaction from APE in Get rid of the passive skill system.   
    And why should this be the case? For people's proverbial e-peens? I agree that in many MMOs that is the goal, but a large part of the draw for CF is the re-sets.
     
    I don't think this is true, the only way this would be possible would be with no server pop limits where zergs > all. I think we can all agree that we don't want CF to be a zerg fest. As a result, with limited spots, guilds are going to actively look for what fits. Not just random players. Therefore, any new player will not be able to join and as they can never catch up, will never be able to join. I see a lot of people talking about "Well it's only 10%" - it is clear that these people have never played with hardcore MMO players, that 10% is everything. I am not ignoring the fact this game is guild centric, I'm explaining how a passive system hurts the idea of a guild centric game by adding pointless barriers to entry for new players.
    This I simply cannot understand. Why do you want a game to play itself? How is that enjoyable? I also work full time and can appreciate the lack of time to dedicate for games these days but damn, I don't want the game to progress for me. Otherwise I'd be buying Clicker Heroes 2.
    IMO the fact that there are re-sets enables exactly what you want. You can take breaks from the game knowing that when you come back you'll be on the same playing field as everyone else. Except currently that requires you to constantly log in and remember to train skills, which may not be possible for some people.
     
     
    I also don't like all these comments of "well it's too late to change it now". Literally this is the easiest system in the game to change at this point, it's passive stat increases... no animations, no additional variables, nothing. VNs idea of skill trees being campaign focused, each campaign you can build totally different and actually reach max build for a specific skill, is a much much better system. And no, that doesn't turn it into a moba - not even a little bit.

    The point of CF is to push new concepts, not accept old, outdated and frankly boring systems that we have seen for over 30 years.
    CF is supposedly not about leveling, yet they have put a time based leveling system into the game and multiple people are defending it over the idea of "progression". Random time sinks are not good progression, look at Warlord's of Draenor and why that failed.
    I see CF much more like D&D than most MMOs. In D&D you don't get to carry over random passive stats to a new campaign, but you do get to try playing with a totally new character resulting in a totally different experience even though it is within the same setting and it's very enjoyable. With this passive system you will feel compelled to play what you have spent the past 6 months speccing into, despite the fact you have played two separate campaigns. That does not seem like good game design to me.
    And ultimately I will always bring it back to, "How is this fun?" - If it isn't fun, it shouldn't be in a game that we play for.. y'know, fun.
  5. Like
    DeathByLemmings got a reaction from Gummiel in RNG in this game is horrible   
    My issue with the crafting system is once again due to the fact you aren't really playing the game. Crit points have at least made gathering somewhat active, but previously it was just:
    Walk around until you find the nodes you need
    Click on them
    Wait
    Click on a UI
    Wait
    Possibly fail because haha you lose

    That just isn't enjoyable to me. There's zero innovation, crafting systems like this have existed for nearly 30 years.
×
×
  • Create New...