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

Helix

Testers
  • Content Count

    2,320
  • Joined

  • Last visited

  • Days Won

    14

Helix last won the day on August 1 2018

Helix had the most liked content!

About Helix

  • Rank
    Jackdaw

Profile Information

  • Gender
    Not Telling
  • Location
    Mom's Basement

Recent Profile Visitors

6,122 profile views
  1. My thought on nuanced mechanics has always been that if its not intended, remove it OR expland on it and explain it. Pre-casting in UO was never intended, and although it increased the skill ceiling a bit it was removed. Ice skating or "god mode" in AC was never intended and eventually (it took a while) I believe sas eventually removed. I know they're either trying or tried to remove animation cancelling from ESO. Crowfall does need a noticable skill ceiling, I'm not sure the unintended animation cancelling is it tho.
  2. Typically your guild will gear you out. At least that's how it's always be. I agree that the skill tree should unlock new and interesting ways to play, but it shouldn't block character progression especially considering it's current pace. Passive skill gain just isn't interesting.
  3. Lol, of all the things you could be upset about. Grab the popcorn boys this is going to be a good one.
  4. That's the best part of the game. The fact you can get geared up by hand downs and be fairly competitive right from the start. If I had to wait on passive training to wear x armor, I'd waiting a long ass time (unless they adjusted the speed of training). Passive progression is a complete slog when it comes to crafting and harvesting, I couldn't imagine if it was used to restrict your weapon and armor choices. Would probably scrub this game from my memory if that was the case, lol.
  5. Zerging isn't really the problem, the problem is that multiple features and mechanics in crowfall favors it. Personally I think the TTK is way too long, a long TTK general favors zerg balling in my opinion. As far as zerging, I don't think it needs to be "solved", there just needs to be more tools for smaller groups to deal with them. Larger maps, more objectives giving more breathing room for smaller groups. Numbers and gear are the only thing that really matter in CF and that's unfortunate.
  6. A larger map with more diverse and spread out objectives should definitely alleviate some of the problems we're encountering right now. I don't think the game is really made in such a way where small groups can really flourish, and even rule sets won't prevent that. Rule sets with clan caps will just be circumvented with alliances, remove alliances and you'll just get "unofficial" alliances. There is no solution to this in a large scale territorial conquest pvp game, and I'm not really sure there should be. The game is not intended to be "fair" and structured like a league of legends match or
  7. My biggest issues right now with the game are as follows: Performance. The whole point of the game is grinding your keep and your character so you can participate in these huge siege events, but the performance inside of them is pretty awful. I'm hoping with more performance fixes coming down the line that it solves that. The World Design. The world design is awful. It's bland and lifeless. I feel like a handcrafted world would've been away more interesting, but maybe that was just beyond their monetary means. Zones are way too small, objectives are too clustered together. Th
  8. Your post has changed from the subject of "are you happy" to "you're wrong because you're not agreeing with me". Lots of things happen in development, and this is the result of that. Game is far from perfect, but as the development progressed they realized some of the things they promised didn't work in reality.
  9. Any truth to the rumor going around that the devs asked summit and a few others NOT to stream the game?
  10. Not sure if they never mentioned pve leveling and grinding (honestly the grind isn't even that bad, it only takes you a few hours to hit cap on a white vessel). Without any pve or an incentive to go out in the world and do things people would just log on for sieges. There would be nothing to fight over, there would be no investment. The game would feel more like a call of duty warzone match and less like a living, breathing mmo. I'm not sure how grouping is counter productive, that's been the fastest way for me personally to max out. I'm not sure what happened with the gold not being
  11. Might be more of an issue of how much gas (cash) is in the tank. They might not have the finances to hold off for another year, in which case they'll launch with what they have and push what they can till after soft launch. I will say if they go into beta even once they fix the bugs and polish a bit with what they have that it will be catastrophic. I'm not sure what I really expected from the dregs, but I'm kinda underwhelmed a bit. Maybe it will be a different story with bigger zones, more objectives to fight over and a larger population. We'll see.
  12. Zones are too cluttered and way too small. There's no breathing room. The actual design of the zones feels way too homogenized and mediocre (one of my fears of procedural generated zones is that there is ZERO character to them). I can't help but think crowfall would've been better off ditching procedural generated "islands" and just had one large handcrafted world with unique and interesting places to fight in and over. They could've easily stuck with one really well put together map with great world design for launch and randomized resource spawns. Later they could've added a second map
  13. The root motions were absolutely terrible. Animation lock combat is great when done well, but what they had originally was absolutely terrible. There needs to be a middle ground.
×
×
  • Create New...