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Helix

Testers
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Everything posted by Helix

  1. I think a lot of people were lead to believe that the game could sustain multiple campaigns with varying rule sets, while the reality is we're lucky to probably get more than 3. Another game recently experienced the unfortunately results of splitting your community up and the fall out that resulted. CF has to be very careful with splitting up the community too much.
  2. Yeesh, imagine blaming the developer for your countries laws on lotteries and contest.
  3. The game world design is bland. It's just as much where you fight in the world as it is how you fight. The world feels sterile and artificial; there's no interesting places to fight and the battles are fairly forgettable. Combat is bland and boring; some of the combat animations are nonsensical. Too number sensitive, and more focused on gear over skill. "Winning" doesn't feel like winning. Performance is butthole and doesn't look like it will improve much without drastic measures.
  4. I could've sworn the reason for the caps was because of network reasons.. Regardless, I'd like to see the caps increased if not out right removed. CF is way too numbers intensive. For things like templars, I feel caps might not necessarily be a bad thing, everything else should be free game.
  5. How will the zones handle getting pop capped... The game is in a desperate need of an OPEN BETA.
  6. I fear that the 31 flavors of pvp approach will doom things like the dregs.
  7. Things they didn't really touch on that I wish they did. Game world incentives, and too much risk aversion. Right now it feels like all I need to do is get my character to where I want it, and then wait till a siege window opens up to log on. There's simply nothing encouraging most people to log on during the day, and it's a self perpetuating loop. People don't log in because they see a low population, thus the population dwindles even more because people don't log on. I wish things like open world dungeons were on the mid term plans, or more objectives that inject urgency into the g
  8. I've played in some of the most toxic communities and cf is by far one of the softest, least toxic ones yet. There's so much risk aversion available that it makes the game feel extremely low stakes and casual in comparison to others.
  9. There's not enough content to really make leveling a meaningful experience, and there most likely won't ever be. White vessel 1-30 is literally just a tutorial walk through. It's just there for additional character building and the feeling of "ownership" that the game desperately needs. Leveling is a tool used to make the world feel populated and to make the game feel more than gw2 WvW where blobs run from one objection to the next. It's padding, but it's a needed padding, other wise the game feels like a "drop-in-drop-out experience" which might be okay to some people, but that's not what I k
  10. Leveling is just a means to an end, not the end itself. The game doesn't begin at level 1, it begins at level 30. I could even imagine what a grueling level grind would feel like in this game, and IMO it's not grueling level grinds isn't something which lends itself well to pvp games.
  11. I firmly disagree. If guilds can't harass and deny resources to their opponents, that seems just completely off to me. Gathering should not be an "opt out" of pvp, it should just be another way to get people out in the world and force those pvp interactions. Obviously the decision to fight or flee should exist, but gatherers shouldn't get a free pass when it comes to loot loss. Crowfall should not just be a PoI siege simulator. We already technically have that, and look at the state of the game. You might as well call the game Borefall. If you're a gatherer and you don't want to ge
  12. A lot of people under the impression that pvpers don't gather, and that's far from the truth. There should be zero gathering protection. If gathering protection is necessary, they should full stop the game and pivot into something else. At the least this should be a campaign rule set and not a discipline.
  13. Just to elaborate, I didn't mean multiple handcrafted maps. Basically if they took the time to flesh out a single world map/design, and simply used that for all the campaigns (but with resources and objectives randomly generated; maybe stronghold claims as well), I would've preferred that over the uniquely mediocre campaign parcels/worlds we have now. Eventually they might've actually been able to create additional world maps later down the line, but having a great, well designed and focused world with interesting locales to fight at would've been a personal preference. The down side being pos
  14. I feel like a lot of the things that made shadowbane good were because back then developers didn't really know what they were doing with these games unlike now. There was no inhibition when it came to the vision of the game. I remember JTodd talking about how they were flying by the seat of their pants when they were making shadowbane, it was like the spaghetti method of developing these types of games back then. Shadowbane was an example of wild and untamed ideas and development. Crowfall is way more refined and tame in comparison (for good and for worse). In contrast with shadowbane, crowfal
  15. Crowfall is its own thing; not shadowbane 2. While shadowbane had some good stuff to it, it also had a lot of baggage.
  16. The old passive system took way too long for new comers to catch up to old boys. The new system is in some instances way too fast. You don't want people crafting the "best stuff" a week, or two weeks, or even three weeks in. You have to keep the carrot on the stick and have them chasing the "next" thing for as long as possible. You also, however, don't want to make it feel like a grueling experience. This introduce more grind, but it will be way more transparent and predictable. Rather than telling the player to use X number of tools and pray to RNGJesus, they'll be able to see a tan
  17. That isn't how game development works..... But the fact that an 18 something year old game has more people playing than a modern day spiritual successor is troubling; even if It's mostly curiosity and nostalgia that's driving those numbers tho.
  18. If it isn't broke, don't fix it. Other games have succeeded in transparent and easy to understand crafting/harvesting progression where crowfall has failed. Saying RNG isn't random, and then saying you can get bad streaks is an odd statement. There shouldn't be good or bad "streaks". There should be zero randomness in how you unlock the green discipline milestone, or blue discipline milestone. You hit x resource for y amount of times, you reach the milestone, you buy the discipline. There should be a natural and easy to understand path to progress. The current system is totally hokey and
  19. I kinda thought this would've been a 6.4 thing since the changes happened in 6.3 The current implementation of crafting and harvesting progression is pretty terrible. I mean, come on, why is progression tied to RNG? Having crafting and harvesting runes discs pop out of thin air just seems really weird and unpredictable. Progression for these activities needs to be way more stream lined and predictable. Why can't we have linear progression when it comes to crafting and harvesting? You do a task, your bar increments towards the milestone which opens up access to the next tiered di
  20. I agree that the game at least needs the option to have loot loss (equipment/inventory), but acquiring that loot shouldn't be a mind numbing experience. Loot comes pretty easy in Albion. I definitely don't think there needs to be any kind of inventory protection.
  21. Some of my biggest issues with the game. There's literally nothing to do outside of sieges. The game is literally aimless. This is a on going problem. The performance still sucks. Crafting / Harvesting progression sucks. There shouldn't be any RNG bull poorly made dergs involved in this. You should progress down a line by performing appropriate tasks, and unlock access to the runes (which you purchase) as you go. No RNG. Crafting in general is a bludgeoning experience. Disciplines that allow you avoid risk (item loss).
  22. Gear loss is fine long as equally tiered gear is easy to acquire.
  23. Crowfall was never intended to be a call of duty match, where you hop in, kill some fools and hop out. It's an MMORPG (more or less). PvP might be the core of the game, but there's other things that revolve around it. Politics, risk vs. reward, loss. These are all parts of the game. The PvE is supposed to get players out in the world and doing things, making the world feel alive, and increasing the chances of player driven conflict. There's still things they need to do to help groups of players to bounce back from total defeat, but they shouldn't water the game down to where "losing" does
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