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Everything posted by Helix

  1. 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
  2. Crowfall is more of a broad linear game than a sandbox. Downfall very much tell you what you should be doing, it's just not interesting doing those things. I went from definitely playing the game to a maybe, if I'm bored and there's nothing to play.
  3. As much as it hurts me (and my wallet) to say this, I think the game is just inherently flawed. The devs were banking on the players being the content, but the things they have in the world are not interesting or fun, so people just don't do them. It's a vicious cycle that feeds into itself and we end up with people either bored, disinterested, or disillusioned. Part of the reason they removed passive training is to get people out in the world and progressing their trade, but I'm not sure that will pan out like they want. It's a sad thing, that the game in the trailer (on the front page) looks
  4. They just need a system that doesn't revolve around RNG. Even as a placeholder the current system is terrible. The game, overall, is better without the passive progression.
  5. This is just acase Crafting is just way too involved for the a lot of the people who are interested in the game (those being people who want to kill others). Basically they took crafting out of SWG, a game with pvp but not predominantly built around pve and was conceptualized primarily as a pve game and hot dropped it into a predominantly pvp game. The investment in creating gear had the unfortunate side effects of increasing it's importance, and thus the longevity. CF is not an easy come, easy go game; a hallmark of previous games that have made them PvP gems IMO. CF is a good example
  6. You'd be surprised, a lot of developers would take the artisan engine over vanilla unity because it at least has features/components that they don't need to build from scratch. I remember artcraft talking about two customers that are using the artisan engine, but maybe I'm just imagining things. In terms of scope, crowfall has pushed unity further than I thought they could.
  7. I honestly think that they'll make more money off of the "Artisan Engine" than crowfall; crowfall feels more like a proof of concept. I feel like ACE really screwed themselves with a purely procedural generated world. The world itself is unattractive, sterile, and seems to be a limiting factor as to what they can and can't do. Maybe I'm totally off base, but shadowbane had a hand crafted world and there was significantly more freedom when it came to city building. People were building cities on mountains, on islands, the cities had interesting designs, at least for the first few months be
  8. A small subset of players monopolizing land was a huge issue in another game I played as well. More keeps would definitely help elevate this, perhaps even a cap as to how many keeps a single entity can own at the same time. Maybe even upkeep with exponential growth making owning multiple assets exceedingly harder?
  9. That's just the nature of the beast. Blob fighting has always been about wrangling your lemmings, and never so much about individual skill. My biggest issues right now with the game is that performance sucks, and there isn't a whole lot to do in between sieges (and the few things you do have to do are boring). The game feels extremely sterile for some reason; passive progression might be partly responsible for this, but I think world design is another. The world design in the game sucks, and the combat, while not terrible, feels archaic .
  10. 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.
  11. 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.
  12. Lol, of all the things you could be upset about. Grab the popcorn boys this is going to be a good one.
  13. 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.
  14. 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.
  15. 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
  16. 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
  17. 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.
  18. Any truth to the rumor going around that the devs asked summit and a few others NOT to stream the game?
  19. 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
  20. 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.
  21. I don't think the problem is so much with the crafting system, it's actually pretty neat. However the problem comes with all the restrictions and inter-dependency. If I want to make a piece of armor I need string from johnson, some leather from bobby, and so on and so forth. Those two people might need components from multiple other people so it becomes a recursive nightmare where we all end up nut cupping each other to make one piece of armor; multiply this over a full set and you'll see the problem. This problem is further compounded when you realize you have a choice between being an excell
  22. I partly agree, and it's definitely one of the reason I and many others have kinda taken a hiatus. A lot of work for a few fleeting moments of pvp. Crowfall has potential but I fear that there are technical limitations that will hinder that potential. I've never been a fan of the whole fighter, crafter-alt, indentured servant model that the game tries to push. I'm hoping that dregs really opens up the possibilities with this game, but I'm honestly not holding my breath. For those who enjoy the game I'm happy for you.
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