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cramit845

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About cramit845

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  1. cramit845

    Hunger

    Yea, I didn't completely flesh out the idea just throwing things that pop into my head for consideration and critique. The original post is here: http://community.crowfall.com/index.php?/topic/662-roughly-24-archetypes-can-you-name-that-many/?p=14127 Take a look but I was thinking a class just because I was thinking a "political archetype" would be great. Mainly work on reputations with different NPC factions and possibly control factions for said players guild but then as you said a single class may not work. So maybe it's tied to guild permissions or who knows. I still think a political archetype would be great, just not sure how to incorporate it. A siege master/general archetype would be great as well for this specifically cause it would act like a RTS game as others have said. Give battlefield commands but also manage resources such as food in this instance.
  2. cramit845

    Hunger

    I like the idea of the hunger resistance. Specifically when used as a means to control zergs as well as attacking/defending forces. These seem like really great mechanics for food. Lets be clear, EQ1 had a "hunger" system, which when hungry all regeneration (HP + MANA) was slowed to an absolute crawl. A system like this, where improved to a point where it affects attackingdefending/seiging would be absolutely perfect. I agree it needs to not be annoying or too grindy. Maybe a system where a guild/group/community controls an area of land. Members can then create their own homes/farms/castles or whatever in that area. Then folks can add a "field" to their plot for instance. The player can then plant different things that grow over different amounts of time. From there the player can harvest and create food for themselves. Any extra would then go to a like a guild/group/community granary like suggested above, possibly just a button to push or physically going to the main center and deliver the food. This food would then be used for any NPC merchants/guards in the controlled area as well as maybe during long range attacks the guild can bring a "grain wagon" with them where players can click on it and receive food that's supplied by the guild/group/community granary without needing to go back and harvest from their homes. The wagon could then be upgraded and possibly supply different foods, specifically buff foods. Then when the wagon is empty and players no longer have food, they begin to become hungry at different speeds depending on the hunger resistance stat and once they are hungry they are less affective in battle. Again, from EQ1 they reduced regen of all resources, HP, Mana, Endurance and I think that would work well here depending on what resources a character has. *Edit* - Another thought, in the thread "Classes" I suggested a political/general/siege master class, that's defining playstyle would have a "battlemaP" that would allow them to see everyone on their team on the battlefield and give "orders" or "suggested orders" to the army. Possibly they could control where these wagons are deployed to ensure the entire army has food that's accessible while fighting. Obviously it would make sense to have it near the rear of the line but they would be able to setup maybe 2-3 wagons in different areas for the different flanks and skirmishers of their army.
  3. This idea of no loot does sounds quite interesting. The models we saw in the released photo do give the impression that you choose a character or archetype and that's it, no real customization. Now we know there are 2 pages to the character creation process, so there could easily be more character customization there but the idea of no loot is interesting. It would worry me, if there is no loot in the simple fact that many MMORPG's are setup to grind gear and to not have any gear would surely be a shock to some gamers system. However, taking out a gear treadmill and leaving it to how the player specs the character sounds like a considerably better progression system than: Lvl character > spec character > Gear character which has just about been the standard for quite awhile now. It would certainly be different and give the played more control over their character but sometimes to much control frustrates folks because they would be able to "screw up" their character. I think some kind of loot would be necessary, even if it's just consumables and gold but not having a gear treadmill just an aesthetic treadmill sounds great to me.
  4. These two posts I think express the issue with Full loot perfectly well. If you want full loot + equipment, then making or getting equipment, even the best stuff, can't be a week long process. It needs to be short and relatively easy to replace that equipment. If getting equipment is even a bit of a challenge, than I would agree with haliit that we need some system that allows us to lock a certain amount of gear from being looted. The main issue being, that the death penalty can't be so harsh that it discourages PVP or risk of any kind. However it needs to be harsh enough that it provides the immersive game play while also allowing players to take and consider risk when doing things in the game. It's a hard balance to make but I think the devs need to want to provide a immersive gameplay without it feeling like they are punishing players.
  5. Being skeptical is always a very healthy thing in the gaming industry and even more so when it comes to MMORPG's. I have the same issues, even though I still throw out ideas and speculate on what Crowfall could be. I know I've spent the past 2 decades waiting on games to release and looking for that ever allusive "Perfect Game" and have come up short every time. Going through all of that, I feel, has some what trained me how to deal with this issue. I definitely enjoy theory crafting about upcoming games and putting in suggestions but I also understand that each game isn't designed specifically for me. With this in mind, I keep my eyes on certain games and try not to put to many expectations on them. I'll give suggestions and my thoughts on what I would like to see out of the game but continue to have the understanding that it may not be for me in the end. I have hope for this game and it seems the devs have a distinct vision, even though we don't know it yet. I'll keep my eyes on it and will either end up playing or not based on their design decisions but not going to fuel the hype train or assume that this will be the end all be all. I think everyone should be skeptical but that doesn't necessarily mean to not partake in the development process or have you voice heard. You just need to manage your own expectations, which can definitely be hard.
  6. This is really a hard one to answer because it really depends on the game. If this is going to be a "solo" game where just about any class can kill/heal/absorb dmg then I go with what I voted for, which is action combat with a hotbar. I like the idea of aiming attacks and being able to maneuver easily, especially if most of the time I will be fighting alone because the PVE or "standard" way of playing is solo. However, if we are going for a more social and player interaction game with class interdependency and grouping being the primary route to progressing (my preference), then I would prefer a slower, more tactical gameplay and would vote for Tab targeting. So until we know where the devs are taking this game, it is hard to say. Personally I would love to see an actual MMO these days, where social and group play are promoted not just an option. I know this is an unpopular idea, (this generation has a real hard time being respectful to people) but I think would make the combat considerably more interesting.
  7. Well I don't think gear should be the best route to making your character more powerful. I do believe player skill should determine how successful you are in battle while gear, to a lesser degree, affects that as well but not as much as player skill. Overall I voted for looting inventory but not equipped gear. Personally I don't mind full loot but sometimes it makes folks so worried about losing things that it removes the PVP from the game except when talking about the extremely wealthy or folks who have multiple sets of gear. I'm good with having some of your inventory looted if you die but after that I think that's enough. Maybe even just a random system that selects like 4-5 things from your inventory and the PK can choose 1 or 2 to loot. My main point being, make a system that does allow you to lose items on death but not everything and don't allow the victim to lose so much that they stop playing or no longer want player conflict. It looses it's point at that point..
  8. I voted for the social response. I always like systems that allow the players to police themselves, so that was what I voted for. However I would easily go to the Hard punishment merely because you cant always give players the control. At times they will find ways to exploit that system as well and then you could have bans for no reason or players being harassed by the system. In the end, you can't always give control to the players for some things and I think chating/hacking/botting bans, while I think the community would do best to police themselves, are most likely something best handled by the devs, so in that light I would go with the Harshest Bans possible. Hell even if you can't connect from the same IP and folks who have multiple accounts from 1 IP have to ask for that privilege, I would be OK with that. I watched what happened to Archage and prefer that it not happen to any game. Especially if Crowfall goes F2P from the start.....
  9. A Healer or Tank is pretty much my typical Go-too's. There is always room for a support or range DPS but in the end Healer or Tank is really what I choose. Everything else doesn't really need to be specific, as long as I get to ensure my group makes it through whatever type of encounter it is is all I care about.
  10. From the character creation screen that was release yesterday, I was a bit worried of more of a MOBA playstyle and design than something more traditional. For instance the different classes all seem to be pictures of specific characters, which would promote the MOBA idea, in my eyes. However, you look at the stats associated with the character and that makes you think it would be more of a traditional style, in my eyes. In the end, I truly hope for a traditional style gameplay and progression system. I'm more interested in being able to make my character anyway I want, even if I end up gimping them. I would rather have more control than less. Time will tell and it will be interesting to see what they put out there over the next couple weeks, but my vote is for traditional for sure. (Gave me goose bumps looking at that EQ1 pic BTW)
  11. I have to agree with the idea of the only story line is created by the players. Especially if this is a seiging/pvp game, than it is literally ripe and built for it. Whether it's a guild pride thing or a realm pride thing, let us make the story not the other way around. I wouldn't be against a single story line that you can follow if you so choose, but any story should be about the players.
  12. Well I would love to see a whole host of different unique races. For instance, to harken back to my Shadowbane days, Where are the Minotaurs? I mean seriously, talk about one of the races that has been in human history forever and we rarely see them in games. Anyway, list is below, enjoy: Minotaurs Cyclops Werewolves (or any other animal really, werebats, wereducks, wererabbits!) Ogre Troll
  13. I have no idea what types of archetypes they are creating however I can say what I would like to see: 1.) Crafting Archetype - Primary gameplay is gathering resources and crafting items. Would love it if crafters were the ones that made the houses/forts/castles/garrisons as well as the siege weapons. Primarily for team PVP/PVE and seiging. Hopefully more than 1 crafting archetype but not necessarily 1 for each discipline. Combinations would be good, for instance 1 crafter class, can have primary and secondary crafts that they can fully learn out of choices of 5-8 and be able to choose say 3 gathering professions out of a choice of like 10. 2.) Holy Trinity Archetypes - This is mentioned merely because I would like to see the holy trinity in this game. As we can see from my profile pic, I like games with the trinity. Please don't make archetypes like wow, where any class can do just about anything (DPS, TANK, Heals, CC), make archetypes interdependent and thus promote group play. 3.) Political Archetype - (The social Butterfly Archetype) Primary Gameplay is faction grinding through mini-games and some combat. Would love to see, if this is a siege based game like DAoC, that the political archetype would have a "battlefield map" that shows positions of all guild/realm/teammates much like an RTS game. Allow this archetype to give different "groups"/"Raids" of players waypoints of places to attack/guard/scout/defend that show in players UI in real time. This all depends on the type of PVP or PVE that is implemented of course. (On a side note, is this really political or more of a general/siege master? Maybe the "Battlemap" would be for each guild leader/officer or be something viewable based on guild permissions and not need a specific archetype?) That's what I got ATM. The political archetype I am still playing around with in my mind. If this game is guild PVP based, than maybe the political archetype can hold positions in multiple guilds and factions to give access to different things like gear, crafting supplies and recipes. Still have to play with that one a bit but I still think an Archetype that is primarily "social" in it's gameplay and allows the player to interact with many different people and npcs from different factions and/or guilds would be a great idea.
  14. I'm hoping that the "Warmth Conversion" and "Hunger Resistance" are both for a dangerous world as well as sieging forts/castles/garrisons and the like. Overall we can make tons of guesses and will just have to wait to be told, but this is my hopes for these stats.
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