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untuin

Testers
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  1. This isn't a casual battle game. If you want that, play your overwatch, fortnite, or whatever. This is a niche game, not mass market. Do you want every game to be the same? I wouldn't be opposed to to a 1-2 year cap to enforce specialization, though. Also, I don't think combat should be a tree. I'd prefer something like Artisan (Crafting), Laborer (Gathering), Explorer (Tracking, Survival). That way, specialization is more for the economy. It's probably too late for that, though.
  2. I agree 100% that "bring an escort" is poor excuse for this problem. I don't think it works with the current scattered resources. Everyone's roaming the map. Fighters who are only looking for a bad guy to kill are slowed down by escorting. If gatherers feel like loot pinatas, they'll just quit. In the final product, I hope to see the high value resources in central locations. (forests, quarries, mines, graveyards, dens, etc) If all the gatherers are in a few pois, attackers will be attracted to them. So, friendlies looking to fight will also flock to the pois since that's where the enemy will be. It'll make it more likely that escorts will stick around to protect the site + road back to the fort/keep. There's mutual benefit here. Gatherers get better protection and fighters get good bait. That said, soloing is always going to be a challenge in this game, especially for gathering. It's designed to be a team game. What may make more sense right now is to join a guild and partner with other gatherers and go after mother loads. That way, you might have the numbers to scare/fend off the solo roamers. Plus, you can get better stuff. If you insist on playing solo right now, your best bet is probably to switch sides. Roll an assassin. Seems to be about the best solo experience in the game right now.
  3. Why are you acting like it is the game's fault that you and your friend didn't coordinate? Luckily, new campaign starts soon. This is a pvp game, so they don't want players creating characters on the enemy team to spy or sabotage
  4. I get what you're saying, and the Blair post in the thread is encouraging, but this excuse isn't helpful. You can hand wave away any concern with the fact that we're playing pieces of a game. If the devs don't want our feedback, what are these forums for? Why have a weekly feedback thread? I can't test ACE's grand vision. I can only test what they give me. If it's not ready to test, don't make it available. I raised concerns about this issue because I feel it could drive new players away. Also, you have to go through it in the current game in order to get gear to test combat. If there is indeed something in the works that's going to fix this problem, great! They've invited us to to test the game, so I'm going to point out issues that I find. They can throw these concerns in the bin if they want. Edit: Typed this up in a rush. Fixed typos
  5. I hope there's some catch up mechanism or way to speed up training by playing. Part of the problem is that so many skills are raw combat numbers increases. So, a player starting even 6 months behind is at a huge disadvantage to someone who started at launch, and they will never catch up since skills are time based. They are playing with a permanent handicap since they will always have smaller numbers. Some ideas I've thrown around: Skill trees are only for utility and unlocking new abilities. No raw combat increases. Training times may need to be longer since there's less fluff Skill trees are per campaign and function more like research in an RTS game. This would allow for the extreme specialization that the devs seem to like, but still allow all players to experience all of the game. Might have to have a separate, permanent skill tree for EKs (thralls, shops, etc) Drop archetype specific skill trees and tie them to vessels somehow Give each training node some sort of bonus action that can be performed to speed of the time. For example, if you are training copper ore mining, every copper node that you mine could shave 10 seconds or so. Make the difference between fully trained and untrained (non-specialist and new players) small enough that the untrained players can still enjoy the game and have a shot at combat Make the early/basic skill trees very easy to train ( .5 - 2 days per node) and encourage new players to train broadly instead of deeply. By the time you've trained the basics, you should be able to hold your own in combat, craft basic quality weapons, and gather basic quality mats in a reasonable amount of time. These are just thoughts. I'm sure ACE has something in the works for this, because the current skill implementation goes against their Uncle Bob principle. I joined about a month ago, and I feel like I'm joining a game of Risk already in progress specifically because of the skill training.
  6. I said it in the last feedback thread, but I'll reiterate here. Pre-alpha is not a valid excuse for this complaint. It's a design decision to return nothing on failure. You should at least get some of the materials back if you fail a final combine. The individual components aren't that frustration, and it can make sense for them to be non-recoverable. Losing all that work on one dice roll will very quickly drive people from the game.
  7. I am also unsatisfied with the answer to harvesting. I'm not upset that I have to specialize. I'm concerned that it's going to take me 2 years to fully master just 1 of the 6 types of resources.
  8. See my first post in this thread. I don't want the bonuses gained by skill trees to be so large that VIP is considered p2w, but it is still worth enough that people pay. By balanced skill trees, I mean that being fully trained in harvesting a particular type of ore shouldn't give more than about 2x bonus, maybe 3x. That's enough of a bonus *in my personal opinion* to make skills mean something, but not enough to pigeonhole players into a particular role or discourage newbies. If the bonus gained by skills is smaller, the bonus of being VIP is smaller, but there's still enough of an advantage to encourage people to subscribe. Adjust the modifier if you want. I haven't broken out the spreadsheets. The crux of this poll is specialized alts (Current system where VIP does not give any bonus to primary skill tree so people create specialized crafting/harvesting/fighting alts) vs 1 character that can craft, gather, and fight (Proposed system where VIP can train all 3 trees). My hope is that the difference between trained and untrained accounts is small enough that alts aren't required to fully experience the game, and the bonus of VIP is rewarding but not game-breaking. If I was a beancounter for Crowfall, when I was budgeting for keeping the servers running, I would prefer a steady, predictable stream of income. That's subscriptions. Microtransactions are harder to predict since there's not guarantee the a player who spent 1000$ one month will spend anything the next. You ask for evidence? I've already put forth the behemoth of the mmo industry, World of Warcraft, as an example of subscriptions over microtransactions. However, if I am completely wrong on subscriptions vs microtransatctions, it doesn't really matter. That's not what I'm really arguing. I don't care how ACE makes a profit. I just want the servers to stay running so that the game doesn't die. If the game survives without any VIP subscriptions, I'm still happy.
  9. Proven by what? World of Warcraft is the 600lb Gorilla, and it's a sub game. Again, if microtransactions can sustain the game, that's awesome. I'm all for it. I'm just not convinced it's the best long term strategy, so I think encouraging subs is the way to go. I think that a 3x bonus might be too much, though. My personal preference is that skill trees are balanced such that this conversation is moot.
  10. Oh, I haven't done the math on the live skill tree numbers. I'm only 3 weeks into skill training. My numbers are what I think would be balanced. If this is the case, that's worrisome. I hope a guild doesn't need a specialist for each specific type of resource.
  11. What? I didn't say everyone had to pay for VIP. 20-25% sounds about right? I would think that the core players, the ones that are likely to be posting on this forum, would subscribe to vip *if* if was worth it. A slight edge would make it worth it, but if that edge is too high, you will scare of the B2P'ers. If all VIP offers is clown hats, I'll probably pass. So, my vote in this poll was yes with the caveat that I think a 1.5-2x boost to training speed would be better than being able to train 3 skills at once. If the game can survive on microtransactions, sweet. I'll take that, too. Personally, I'd want a more constant source of income if this were my project, but it's not. My larger point was that the distance between a new player and fully trained plutonium miner shouldn't be large enough for this discussion to matter.
  12. I’m coming into this thread a bit late, so sorry if this has already been covered. Hopefully the gap between skilled and unskilled accounts will not be wide enough for this to seriously matter. If someone who has trained deep into a tree is 100% efficient at killing/crafting/gathering, a new player or someone who is has a different specialization should hopefully still be operating at about 40-50%. If this gap is too wide, new players with no training are going to be useless, and they probably won’t bother to stick around for long. Maybe, players will be encouraged to train broadly instead of deeply. I would hope that a player that has trained the basic trees for crafting, combat, and exploration would operate at 60-70%. I’m specializing in harvesting. I would still like to be able to craft myself a basic bow, and I would hope to have some chance in combat. My bow might not be as good as a crafting specialist, and I might be at a disadvantage to combat specialists, but I’m not spending all of my game time playing a peon. If you need to be specialized to be useful, this game is in trouble. Most players are not going to accept that they need to buy the game 3 times to experience all of the game. Specialization should matter more at a large scale (a guild or faction participating in a campaign), but it should not pigeonhole the player’s playstyle. If my guild is trying to win a campaign, my niche may be to gather the high quality mats to be given to the crafters to craft the best vessel/gear to be given to the combat specialists who will be juggernauts on the battlefield. It shouldn’t mean that I’m incapable of fighting, and all crafting is blocked off to me. This said, I voted yes. From an economic pov, vip needs to give some sort of edge. Otherwise, why pay? Unicorn mounts? Fiesta skins? No thanks. If no one is paying, the game won’t have a future. New/alt accounts are probably not enough to keep the lights on. Subscriptions are much more reliable. However, 3x skill training is a bit high. I also still want specialization, but I don’t want it to define me. Being able to train 3 archetypes is probably enough to hook me, but as 1.5-2x boost to skill training would be fair. Maybe just speed up training instead of allowing combat, crafting, and exploration to be trained at the same time. Just my 2 cents.
  13. Beta hasn't started. My estimates had ~1 year of beta. Those dates are my personal expectations, nothing official. I'd also love to see the game launch sooner, but game development isn't magic. What do you want them to do? Hire more developers? Here's the store: https://www.crowfall.com/en/store/ . Go buy an imperial palace or 12. Throwing more devs at the problem doesn't always help, though. (See: The mythical man month) Want them to work like slaves? That's cruel. It's just a game. Want them to rush to release in a year? Haste makes waste. You'll end up with nothing. Looking at wikipedia, 5 years is about average for an mmo. Crowfall development started in 2015. Just doing the math. Crowfall is a smaller scale mmo, but they are also a smaller team. Personally, I think they are on pace. It could be quicker, but it could be a lot worse. Since Crowfall is crowdfunded, they are being very transparent. If the game was privately funded, they'd probably just be announcing it. The game would be shrouded in mystery for a year or 2 before anyone here got to try it. Hype train wouldn't really start until a few years before launch. Adjust your expectations accordingly.
  14. Yes, I am for real. If anything, I'm being a little optimistic. I would love to see the game sooner, but I'm not banking on it. From what I've played so far, early 2018 would be a rough release. 2020 is sooner than you think. This is the risk of early release. It's hard to maintain hype. In normal development, we should probably just now be getting details about the game. I suppose you have to be more transparent when the game is crowdfunded, though. Again, better to have a good game than an early game.
  15. No fun allowed apparently. I enjoyed it for what it's worth.
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