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Helix

Testers
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    14

Reputation Activity

  1. Like
    Helix got a reaction from McTan in Ever since Dreggs conquest became only top 3   
    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. Thanks
    Helix got a reaction from JamesGoblin in New World - Amazon Game Studios   
    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/
  3. Like
    Helix got a reaction from MacDeath in Why turn a PvP oriented game into a PvE oriented game?   
    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" doesn't matter.
     
    The reality is that if you can't put the time in, the odds are you won't be able to compete. Don't be surprised when johnson whose been playing x amount of hours and has better gear comes along and ruins your day. These types of games generally attract extremely competitive players. That's why guilds are so important. You might not be able to put the time in, but somebody in your group might be able to and let you catch up. It's pretty easy to get twinked out in this game.
  4. Like
    Helix got a reaction from Ajokoira in "ACE Q&A Livestream March 2nd" discussion   
    I fear that the 31 flavors of pvp approach will doom things like the dregs.
  5. Like
    Helix got a reaction from ephen in "ACE Q&A Livestream March 2nd" discussion   
    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 game loop to get people on and competing against one another.
    On the subject of risk aversion; why is there so much of it? Obviously rule sets will resolve some of this with no import rules, but I feel bad for other rule sets that get an influx of riskless acquired gear imports. Risk should be a huge component of the game, but it seems like they're walking back from that with the introduction of things like disciplines that reduce or negate inventory drop, etc.
  6. Like
    Helix got a reaction from Haggy in "ACE Q&A Livestream March 2nd" discussion   
    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 game loop to get people on and competing against one another.
    On the subject of risk aversion; why is there so much of it? Obviously rule sets will resolve some of this with no import rules, but I feel bad for other rule sets that get an influx of riskless acquired gear imports. Risk should be a huge component of the game, but it seems like they're walking back from that with the introduction of things like disciplines that reduce or negate inventory drop, etc.
  7. Like
    Helix got a reaction from BarriaKarl in "ACE Q&A Livestream March 2nd" discussion   
    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 game loop to get people on and competing against one another.
    On the subject of risk aversion; why is there so much of it? Obviously rule sets will resolve some of this with no import rules, but I feel bad for other rule sets that get an influx of riskless acquired gear imports. Risk should be a huge component of the game, but it seems like they're walking back from that with the introduction of things like disciplines that reduce or negate inventory drop, etc.
  8. Like
    Helix got a reaction from McTan in "ACE Q&A Livestream March 2nd" discussion   
    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 game loop to get people on and competing against one another.
    On the subject of risk aversion; why is there so much of it? Obviously rule sets will resolve some of this with no import rules, but I feel bad for other rule sets that get an influx of riskless acquired gear imports. Risk should be a huge component of the game, but it seems like they're walking back from that with the introduction of things like disciplines that reduce or negate inventory drop, etc.
  9. Like
    Helix got a reaction from Ranik in "ACE Q&A Livestream March 2nd" discussion   
    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 game loop to get people on and competing against one another.
    On the subject of risk aversion; why is there so much of it? Obviously rule sets will resolve some of this with no import rules, but I feel bad for other rule sets that get an influx of riskless acquired gear imports. Risk should be a huge component of the game, but it seems like they're walking back from that with the introduction of things like disciplines that reduce or negate inventory drop, etc.
  10. Like
    Helix got a reaction from Ajokoira in The community of this game.   
    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.
  11. Like
    Helix got a reaction from Parallel in Please get rid of gathering protection, carebear mechanic   
    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 get ganked, bring protection. When you're in a campaign world, regardless of the activity you're doing, you should be at threat of players at all times.
     
    Unfortunately I think because you have "safe spaces" in the game in the form of infected and eternal kingdoms that the entire flow of the game is flawed.
  12. Like
    Helix got a reaction from francis101 in Dev's cmon, Shadowbane is now on steam with almost 500 :(   
    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, crowfall is way more balanced, but the unfortunate trade off is that it's more boring. Free form base building is great, but it's hard to balance. It doesn't surprise me it doesn't exist in the game, the developers just don't want to deal with it.
    The whole "you can ruin your character and you're forced to reroll" aspect of games is for the most part dead and gone because it's a terrible design decision. As a developer you don't want your players to anguish because they made a bad decision and are forced back into a grind. Also you don't want want players making good decisions at one moment in time, only to have to regret them and start over when the meta changes. Hence respecs. Even ultima online knew better than to lock players into horrible character decisions.
    Personally my biggest gripe with crowfall is the general world design. I feel like they really painted themselves into a corner with having to make everything procedural generated rather than having a single hand crafted world with random generated objectives / resource nodes. Hand crafted worlds are, IMO, way more interesting. Crowfall's world in general feels sterile.
  13. Like
    Helix got a reaction from blazzen in Crafting and harvesting progression should be addressed   
    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 discipline. Simple and straight forward and easy to understand. It's also predictable.
     
  14. Like
    Helix got a reaction from Alot in Crafting and harvesting progression should be addressed   
    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 tangible goal post. RNG is the lazy answer.
  15. Like
    Helix got a reaction from Wrain in Dev's cmon, Shadowbane is now on steam with almost 500 :(   
    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 possibility the inability to scale the world, so I'm sure that was one of the reasons we got what we did.
  16. Like
    Helix got a reaction from Covergirl925 in Crafting and harvesting progression should be addressed   
    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 amateurish.
  17. Like
    Helix got a reaction from Teufel in Dev's cmon, Shadowbane is now on steam with almost 500 :(   
    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, crowfall is way more balanced, but the unfortunate trade off is that it's more boring. Free form base building is great, but it's hard to balance. It doesn't surprise me it doesn't exist in the game, the developers just don't want to deal with it.
    The whole "you can ruin your character and you're forced to reroll" aspect of games is for the most part dead and gone because it's a terrible design decision. As a developer you don't want your players to anguish because they made a bad decision and are forced back into a grind. Also you don't want want players making good decisions at one moment in time, only to have to regret them and start over when the meta changes. Hence respecs. Even ultima online knew better than to lock players into horrible character decisions.
    Personally my biggest gripe with crowfall is the general world design. I feel like they really painted themselves into a corner with having to make everything procedural generated rather than having a single hand crafted world with random generated objectives / resource nodes. Hand crafted worlds are, IMO, way more interesting. Crowfall's world in general feels sterile.
  18. Haha
    Helix got a reaction from Wrain in Dev's cmon, Shadowbane is now on steam with almost 500 :(   
    Crowfall is its own thing; not shadowbane 2. While shadowbane had some good stuff to it, it also had a lot of baggage.
  19. Like
    Helix got a reaction from APE in Crafting and harvesting progression should be addressed   
    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 discipline. Simple and straight forward and easy to understand. It's also predictable.
     
  20. Like
    Helix got a reaction from Soulreaver in Crafting and harvesting progression should be addressed   
    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 discipline. Simple and straight forward and easy to understand. It's also predictable.
     
  21. Like
    Helix got a reaction from Hud in Crafting and harvesting progression should be addressed   
    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 discipline. Simple and straight forward and easy to understand. It's also predictable.
     
  22. Thanks
    Helix got a reaction from JamesGoblin in Why turn a PvP oriented game into a PvE oriented game?   
    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" doesn't matter.
     
    The reality is that if you can't put the time in, the odds are you won't be able to compete. Don't be surprised when johnson whose been playing x amount of hours and has better gear comes along and ruins your day. These types of games generally attract extremely competitive players. That's why guilds are so important. You might not be able to put the time in, but somebody in your group might be able to and let you catch up. It's pretty easy to get twinked out in this game.
  23. Like
    Helix got a reaction from APE in Being Different Will Push Success   
  24. Like
    Helix got a reaction from Charas in 6.400 TEST - Community Top 5 likes and dislikes thread.   
    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).
  25. Like
    Helix reacted to Wrain in 6.400 TEST - Community Top 5 likes and dislikes thread.   
    Top 5 likes and why:
    1.  The disciplines (although they are extremely lacking compared to SB)
    2.  Condensing the stats so they actually MAKE A DIFFERENCE/FEEL IN THE CHARACTER/TOON.
    3.  I'm actually happy with alot of the artwork...albeit its extremely limited and almost feels "flat" (no choke-points, no funneling, no caves, no boss spawn camps)
    4. The UI changes/screen log-in are definitely getting better and more polished/pro looking.
    5. The fact you guys GIVE US THE OPPORTUNITY to even be open about our thoughts on the game.  Other companies do NOT allow this.  So thank you.
     
     
    Top 5 Dislikes and why:
    1. Absolutely NO-REASON to log-in or even play.  Cannot attack Keeps/forts 24/7, cannot raid, no dungeons, cannot take down boss mobs/farm rares camps.
    2. Really, its a PvP game that now PROTECTS people from dropping their loot??? Whos calling these shots?
    3. Eternal kingdoms=pointless/boring.  Nothing more than a broken glorified "housing" project that was done back in 2000+ in mmo's.
    4. Still enforcing STAT CAPS and holding our hands on what we can and cannot do.  This worked out GREAT in WoW when they started "governing" where and how we pvp'd...and the game pop DIED.  (Southshore's anyone?, Menethil harbor/boat fights, PLAYER-created pvp)
    5. The general direction/scope of this project is so far from what I was expecting that i'm at a loss of words.  I've accepted its going to be NOTHING like shadowbane.  I hope the company/team is able to manage a job as I don't wish ill will on anyone, but this is a mess.
     
         At this point i'm just happy i'm getting a Collectors Box Edition to put alongside my Shadowbane strategy guide.  I had HUGE hopes for this game and perhaps it was my fault for reading too far into what I thought was being created.  So many glaring issues in this game make me criticize and wonder whos at the helm of this ship.  Why are'nt out kingdoms setup to where they can be destroyed attacked.  No random rolling vendors.  No contract drops.  No 'weird' morphing disciplines.  No strange vast biodomes' with caves/caverns/choke points, rare-spawn farming locations.  
         You are wanting us to BETA TEST your game, but its the SAME thing every patch.  How many times do you think were gonna want to "lvl" up all over and just stand there doing nothing new.  What? capture forts standing around and getting points?  BREAK THE GAME!!! Give us freedom of choice like Ultima Online did, WoW did until they went Activision-crap, and the rest of the early mmo's.  If you want players to dive into this, we NEED things to do.  Even if broken beyond belief.  I cant do it, I want to help but honestly its worse than me playing a match of Fault, dota 2 where at least there i've got PvP for the next hour that feels FUN and have a RANKING to climb.  
    Right now this game is just nothing more than a level simulator with time-framed PvP lock.  
    Wrain
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