Helix

Testers
  • Content count

    2,251
  • Joined

  • Last visited

  • Days Won

    13

Helix last won the day on March 25

Helix had the most liked content!

About Helix

  • Rank
    Jackdaw

Profile Information

  • Gender
    Not Telling
  • Location
    Mom's Basement

Recent Profile Visitors

5,369 profile views
  1. Actually you're stuck with the same 4-5 abilities in "battleground arena" type games, like league of legends, dota 2, etc. The journey should be important in MMOs, but players also like seeing their character grow and change at a steady pace during the journey. It's all about that dopamine spike when you hear that "DING!" or acquire that new piece of gear, or find that new ability. Progression is sluggish in crowfall by comparison in this department because you don't have many alternatives outside of crafting. It's hard to judge right now since we have easy access to disciplines, but I would really like to see what people think and say when they no longer have that easy access to customization. I'd imagine it will be quite jarring, and running around on a bar of 5-6 active combat abilities (I'm of course excluding LMB/RMB) for an extend period of time could get quite tiresome and boring for many and feel more like playing in an arena / moba but just with a whole lot more empty space. Of course this is all speculative and disciplines could be easy to acquire; in which case this would all be a moot point.
  2. 2 Weeks In.

  3. Crowfall had a way more flashy pre-alpha / alpha than CU. I'd imagine that CU's "beta" will look a lot like crowfall's current state of "pre-alpha".
  4. PvP Options Outside of CWs

    Call me a buster if you want, but I'm actually very much against having any kind of PvP outside of the CWs. CF isn't going to have a huge population as it is, I don't want see a competing feature that would potentially take away from the CW population.
  5. So will elementals drop resources? (namely ore) I hope so, having alternatives to beating on rocks all day sounds good. Having mobs that also provide a source of resources I think is a good thing. You can even set it up so you can harvest the corpses if necessary with a pick axe. The way I'd set it up is have the elemental drop some ore on death that can be picked up, and the rest you have to go at it with a pick axe.
  6. I think this is a good point. It all ties in to new player experience of course, but the underlining systems are also an issue. If I'm coming into the game fresh, first impression, what am I to do when my progression is so stifled?
  7. I like the mechanics of the new skill system; being able to just pick an entire line and store "points" to spend on them is a lot easier to manage over the old system. The fae seems really well done. I strongly dislike the reduced skill speed on secondary skills. That's a huge step back. I know I'm not alone in this, and I don't see the logic behind it. It wasn't like you couldn't specialize in a role with armor, disciplines, etc that skill gain needed to be reduced. I'm still a firm believer you should start with beginner tier harvesting equipment, the whole punching trees makes ZERO sense. It's been some time since I played a druid, but the telegraph with reticle and camera don't seem to really function well together, especially when you're trying to position the telegraph a fair distance away. I'll try uploading video displaying this.
  8. 2 Weeks In.

    The shine comes last in most cases, not first. Rarely do you ever get anything right on the first attempt when it comes to development. Development is iteration. To say "game should be further along" is silly, since we really don't have anything to base on that on. Who knows how long games like ESO, WS, WoW, etc were in a pre-alpha state of development. Years maybe, till we actually saw anything of them. In comparison, camelot unchained has been in development for roughly 5-6 years. Games take a long ass time, and we're actually getting to see the sausage made, something that would be unheard of 20 years ago. We use to only get to see the "shine" of a product, not the rough cut.
  9. Is crowfall fundamentally boring?

    Except that's not what I'm trying to purpose at all; consequences will still exist, especially when you consider full loot in the equation. I'm a firm believer of easy to acquire, easy to lose. Right now we have hard to acquire, easy to lose. I have my doubts (partly confirmed by many peope I've talked to who have experience with playing within the game/test, and many who have an outside perspective) that having such a grueling and mind numbing game mechanic being so front and center (namely harvesting) will be able to retain players numbers of any financially sustainable possibility. Right now there is far too much stick, and not enough carrot, and that carrot is itself kinda wilting. If you want to see want a nonsensical grind does to games, head over to LiF: MMO.
  10. Is crowfall fundamentally boring?

    Yet Ultima Online was able to find the perfect balance when it came to keeping harvesters, crafters needed and not bogging the game down into unnecessary tedium. Right now the fear of losing gear is largely due to people not wanting to get throw back into the harvesting grind. That to me, from a player perspective, sounds terrible. Your players should never "dread" having to do something in the game. The reality is that there really won't be a distinction between harvesters and fighters; with VIP they're one and the same. You have to harvest, there is no way to avoid it. Factories won't solve this problem; if anything they'll add to it. Unless of course the developers can find some way to make harvesting not such a grueling task. I also believe that external guild trade will be very limited. I mean, you're not going to want to arm your enemies. Independent harvesters / crafters won't really exist, at least in any proficient way, not with the system as it is now.
  11. Is crowfall fundamentally boring?

    I guess the question is how "hard" should people have to work for it? There's group loss, and individual loss. If an individual has to grind for an hour +,and then spend 20 minutes crafting to acquire one set of armor and maybe a weapon, only to have that set of gear break after a few deaths and have to do it again. I'd consider that a questionable loop. If a group pools 10s of hours time and effort into a city/stronghold/whatever and that base gets wrecked in only an hour of play, some might consider outright quitting depending on the fun they've been having up to that point. I've seen it happen. I don't want gear given away freely, but I also don't think harvesting should be the grueling grind it is now for the lower tiers. Right now it's a barrier to entry and a barrier to fun for many people. What would the down side be if white / green gear was significantly easier to craft, BUT broke fast and/or was susceptible to being looted on death, while the higher tier gear took longer and wasn't lootable?
  12. Pros: The rez system is pretty decent. Adventure zones are an interesting concept. Cons: The penalty associated with resurrecting or being resurrected seems way too high. Equipment which takes a considerably amount of time to make is breaking far too quickly. Mob AI still needs a lot of work.
  13. Is crowfall fundamentally boring?

    Who said anything about wanting to turn the game into a MOBA? I just don't think getting the "basic stuff" should take long as it does now. New players, especially solo players, aren't going to stick around for the time it gets to acquire lower tier armor so they can go out and start working towards semi-decent gear. This is obviously a NPE problem, so let's see what they do to. I'd imagine they'd relent a little when it comes to mat requirements for lower tier gear. CF doesn't need to be a repetitive, tedious experience. I don't know why you think it does.
  14. Is crowfall fundamentally boring?

    Right now, if you're not harvesting than you're not pulling your weight. The way I see it, most people will go combat/harvesting and have an alt account or two that specializes in crafting. That seems like the most logical choice to me. The question is can ACE make the game fun for those who don't want to harvest at all, or is harvesting a prerequisite to having fun for these people. It's like asking someone who is fully capable and enjoys walking to crawl on their belly for x amount of hours. Hypothetically, if you're building your systems around 25% of your populace that likes harvesting crafting but the other 75% dreads it, are you building a successful game? Especially in the current gaming environment with games like PUGB, etc that offer similar experiences and get you into the action faster. It's not like CF doesn't have competition with games like CU entering beta.