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Helix

Testers
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Everything posted by Helix

  1. Full loot; easy come easy go as far as gear is concerned. Should be able to get geared up and be competitive quickly. Unfortunately the convoluted crafting system makes this hard, as does the harvesting. Large storages that we can build in bases to store mats, etc. Large zones and significantly larger zone caps. More interesting locales (fighting on bridges, etc) and more diverse biomes. I'd like to see some serious re-evaluating when it comes to combat. Way too number and gear oriented.
  2. Not a fan of starting with no abilities (especially in pvp), but I like the idea of active progression (long as it's sane and doesn't require you to give up your job). The game can't revolve around just siege based pvp. Get people out there doing different stuff, leveling, harvesting etc. I need people to gank.
  3. I think the game would benefit greatly from a "consumable" bar with limited consumable slots. You could have things like harvesting tools and/or consumables like bandages / potions / food. The idea being that instead of having to flip back and forth between the trays for trivial tasks or even when you're in the heat of combat is extremely jarring (especially after playing certain other games that do thing significantly better). Keep the survival bar, but keep the bar for abilities and stuff like the mount button (which I kinda thing should be it's own thing too).
  4. Simply having the recipe in your inventory should be enough. I also don't think it would be too crazy to hook it into the crafting recipe UI with some sort of charge system. The current system seems really awkward and clunky.
  5. Having to equip and unequip recipes sounds like unnecessary busy work.
  6. Now all they need to do is clean up combat so it doesn't look like an IMAX light show and make daddy helix happy.
  7. Here's hoping that server performance improves to the point where campaigns can support thousands instead of dozens/hundreds.
  8. We got a recluse spider...but what we need is an introverted-living-in-parents-basement-spider and of course the most highly anticipated of them all .... The man-dolphin-spider.
  9. I haven't played in awhile, the last few iterations have not been enjoyable. Reading the same complaints from a year plus ago is disappointing.
  10. Very interesting; similar to crowfall in a lot of ways. Some of features: Crafting, harvesting. Classless system Aim based/Skill based combat. Supposedly they're going to have 10k players per world. Open FFA PvP with a UO similar crime system. Bounty hunting. Fortification Building. Sieges and territorial / resource control. https://wccftech.com/new-world-preview-amazon/
  11. I've been the biggest advocate when it comes to reducing the harvesting grind since the beginning. Harvesting is a huge component of the game, it's unfortunately unavoidable and a complete necessity. Some progress has been made with vendors offering alternative gear and I only hope the devs realize that harvesting is a terrible experience and continue to work on it. I honestly think harvesting is the biggest hurdle to having fun in this game and the need to specialize in it only makes the experience even worse and at the same time stifles you when it comes to options; especially since alm
  12. With this tech does that mean adventure zones can have entrance caves / portals and thus be decoupled from the mainland? If that’s possible maybe we can have public dungeons, or is it the intention for adventure zones to substitute for dungeons? I know one of the bigger hurdles was “digging” into the terrain for unity and hollowing it out to create a subterranean looking biome, but maybe this could be the solution. Fighting against players for tusker / olthoi dungeons on dark tide in asherons call was some of the better experiences I had in an mmorpg
  13. I'd like to see combat be a little more tactical and require more coordination. Not in the snails pace sense, but in actually having to coordinate certain abilities with your allies. GW2 kinda did this with the combo fields. Personally I'd like to see something similar to divinity original sins where you can "set up" stuff for your team. I'd like to see aoe CC require more stuff like that. Set down a field and ignite it to burn, slow, stun, etc, whatever. Something like the duelist barrel except you can detonate it with your ranged attack and cause it to explode, knock down people, etc. I
  14. Combat is pretty meh, I'm not sure what they can do about it tho, or if anything is even planned. Seems like they're happy with it and it's not really awful; it's just seems under developed in comparison to the rest of the systems and doesn't really offer something "new".
  15. I'd rather armies / groups not get separated and spread out. Seems like a inconvenience just for inconvenience sake. Eventually those armies will regroup and wreck face anyways.
  16. Healing is tricky. It's either strong and an obstacle to overcome or it's weak, meaningless and you're forced to bring a bazillion supports to compensate. I think the better alternative to nerfing healing is simply providing more or better ways of dealing with healing. Giving cetain classes stuff like deep wound (which decreases healing) on a moderate cd at a base level might not be a bad thing. Giving supports ways to REMOVE said debuff would be good to because now healing and debuff stripping actually becomes tactical. Stuff like disease should reduce healing and spread from target to target
  17. This seems to be something in limbo at the moment. I think the original idea was that vessels would decay, die and need to be replaced (along with all the disciplines attached to them). Something I'm not particularly fond of, but understand why it might be necessary. An alternative to vessels simply decaying (either because of durability or usage) is to limit the number of times they can be imported into a campaign. For example if a vessel could be imported 5 times before it expired, and each campaign lasted a month, that's at least 5 months of possible usage out of a vessel. Consid
  18. Is the artisan engine purely back end? If so I would assume it has to be front end agnostic? How do you see performance increasing in the next few months both front and back end? What obstacles have you, are you and do you think you'll encounter when it comes to getting performance to the point where 50v50+ is feasible?
  19. I don't think food should be a "fight timer". Food in general feels like another tedium, so hopefully they find a way to make it important but not directly neuter players to the point of not actually enjoying the game anymore. As far as "no fire hose healing" goes, I always felt that was impractical. A complete fantasy. You have fire hose damage but no fire hose healing to act as a counter weight? I think eventually the devs saw that this was just not practical, and the current situation with groups running around 2 healers (cause 1 healer is usually a sitting duck) is one of the results
  20. I don't think anyone can say with a straight face that losing due to starvation in a competitive pvp game is fun. I'd rather die because someone clubbed me over the head.
  21. I feel like what you want isn't necessarily healthy for the game when it comes to retaining players. Should death sting and be avoided at all costs? Certainly. Should death give you the urge to break your keyboard in half? Absolutely not. Right now the time it takes to get to a competitive level feels way too long (since the criteria to being competitive is advanced armor, and that criteria changes with the introduction of higher grades of advanced armor). People are bitching when they have 10x training and can effectively do everything, imagine when that's not the case. Full inventory
  22. On the contrary, I actually think it WOULD make the game better, especially considering a large portion of your population will most likely be solo, at least starting off. If that starting solo experience is garbage, I guarantee you that person will turn tail and run and not look backing. I don't know about you, but I'd rather play a game with a health player population. I've talked to death about how harvesting really is a wall to having fun. Hopefully the devs can reduce the tedium. You can have a "hard" and "challenging" experience and not make it a tedious, obnoxious chore at the same time
  23. Unfortunately the mmorpg genre is full of games that follow this exact same design, and it's driven players away and sunset games. If winning is the only way to enjoy the game then you have a fundamentally flawed game. Although I always strive to win, I sure as custard don't want to drive other players away while doing so and leave a dead game in my wake. You have to also consider that many guilds don't play solely to win at any cost; what are these guilds to do in crowfall when it comes to enjoyment? I think the biggest thing they need to figure out is that if there is a mass exodus from
  24. It's going to interesting to see what those numbers are come early access when the population hopefully balloons and there is less resources due to more competition. I'm in the camp that solo harvesting will be increasingly unlikely once your competition numbers in the hundreds - thousands. Maybe the map will be so big that it won't matter, but I hope they arrange the resources in such a manner that pvp is almost guaranteed.
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