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dhal

Testers
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About dhal

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    pk
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  1. You think so? I'm on the other side of this fence. I feel like there was almost no downtime between fights, and I quite like watching people trying to figure out what they're going to do. It's also kinda fascinating watching people assemble the 'purpose' of what they're doing when not fighting. One of the things I liked about playing D&D was waiting for my turn. This kinda felt like the good ol' time listening to banter and watching people work things out, but my turn never comes (which I'm totally fine with). I didn't catch most of the beginning I'd say, just from when they arrived to that redwhatevers' hangout, and our token entrepreneur half-ling "city druid" custarded up the tavern, then bought it. On an unrelated note; Damn much more hate for Jon being passionate than I would have expected. I loved how into it he was getting. Dude's a beast.
  2. I love this stream, was a lot of fun to watch. https://clips.twitch.tv/crowfallgame/PoorDotterelDendiFace I'm not sure how much you guys want to invest in a stream like this, but here's some things I think would make it even more awesome; Dice cam - top down cam focused on a dice tray Overlay swapping for encounters - Show DM cam on one side, dice cam between whose turn it is, and whose ever turn it is' cam + character sheet on opposite side (this could get really tedious as often as they fight stuff) Screenshots of MM NPC's for "big stuff" during encounter on the DM side For viewer interaction you could maybe get a Discord setup, allow people in chat to !enter (like you would do for a giveaway) and get however many people you have on the stream team, allow that many winners and get them into a channel. Give them some set amount of time to come up with a group composition, and roll characters 1/2 the level of the stream team. Once their time has lapsed global mute them (so they can no longer communicate). At some untold point in the game Todd creates an encounter with these guys for some PvP. Roll20.net would work as a good "cam" for the team, and way for them to roll and stuff so the DM can see it on a tablet or laptop. If the Stream team loses, they take over the character sheets of the victors to continue the story on a different path (whatever Todd comes up with as an impromptu back story for the viewer group) with the penalty of being half level (or same level, whatever, just thought it'd be good to give the Stream team an edge, because everyone gets attached to their characters). My favorite part about the stream so far is it's laid back and people are having fun, not super serious. I was expecting to see Todd's super awesome Hippogryph at any moment. There's a few popular D&D streams but it just looks more like people who aren't actors, trying to act. This is like a group of awesome drunk friends playing D&D. Some entertaining ass poorly made socks to have in the background. Least favorite thing was missing the beginning.
  3. Made this playlist a while back, you're welcome https://www.youtube.com/watch?v=2ZLUkn-mb-w&list=PLcjXrArpVVK9SPZNrvi7ltJ_rfnCGMsC3&index=124&shuffle=61
  4. Someone tried to explain the game to me like that too, and it's a terrible analogy. I have no idea why anyone would try to promote a game with that as an example. Crafting works a lot more like an RTS, you have to build a structure in order to build further. ex; Build crafting table X to produce crafting table Y, both X and Y have several tools, weapons, and gear you can build (crafting table Y can build crafting table Z etc.). There's a bench that makes archer stuff, a forge that makes weapons/metal armors, tanner that makes leather. To me it's more like making the building that makes archer units, armor upgrades, etc. You dump resources into the crafting station, and it produces things you tell it to. When I hear "minecraft" I think of a grid, and having to arrange resources into a particular pattern in order to make something. It's not like that at all. You don't have to discover anything either, it tells you what makes what and with what resources. Very direct and easy.
  5. Insanity is repeating the same thing over and over, expecting a different result. - A. Einstein The only way to grow is to extend out of your comfort zone. The problem here is CF isn't offering lush PvE, in fact they're quite vocal about the opposite. I never try to convince someone an apple is a carrot. If people are perfectly content with an old lady gossip chatroom it's very unlikely trying to coax them over to an entirely different mindset is going to do anything but be annoying. If you have to stretch the truth about the content, the instant their expectations are smashed, they're gone forever. They have to want to explore new things, and find new challenges. To enjoy the things they appreciate in CF, they will have to overcome obstacles they don't normally face. They would need figure out a way to work together to survive like rabbits fleeing predators, strive in concealment between the cracks, or best other players; most of all, they would have to want these new challenges. There will likely be a campaign that best suits their familiarity with MMO's, far away from the Dregs.
  6. Mobs should serve as a necessary distraction, that act as a node for resources (not rare drops either). They should be things that keep players tied up with something they must do, while a smaller group of players wait for a good opportunity to engage them mid-fight.
  7. Most of the thought process has been how much of a drag it is to manually organize a bank. Whether it's your own or a guild banks. The idea here is filters, rather than how bank access will work. I won't pretend that I considered that this would work any differently in or out of a campaign, but I had no conception that the Guild Vault would apply across EK and Campaign at all, unless the ruleset for that campaign demonstrated so. The way I vision it is there would be a Guild Vault in a campaign when you build one, which would be separate from the EK vault (at least in the campaigns I feel I would be drawn to, having the harshest conditions); and that export rules would dictate how much you could load from Campaign to EK which some interviews imply will have limitations. To address some other concerns; The idea of guild banks, and ease of use isn't tailored to make my specific vision of how I will approach this game a better experience. The idea is that people coming to this game without pre-existing stakes in prior titles to the current developers will have a better experience; and be able to quickly and easily focus on playing the game more often than weeding through a mess if they're struggling to get a grasp on how to stay alive in conditions they're not accustomed to with their previous MMO experiences. Does the system I present benefit zergs? Sure, because it benefits everyone. Almost anything in the game that benefits everyone will benefit a zerg. Purposefully making things a little inconvenient, so that it scales to be largely inconvenient to a zerg is a preposterous notion. We should focus on stayability, and take any reasonable steps towards making everyone's experience less click and drag intensive as possible; in any measure of the game. In the end, zergs will eventually figure out a way to streamline distribution of goods, everyone will. Those who fail at that won't be a threat in any manner, even with numbers.
  8. Yeah that had crossed my mind about the enchanted stuff, I just didn't want to have an 8 page post breaking down ever scenario. It's just the gist. The basic idea is filters are good, please have them. If making the gear required the crafting skill, and enchantments could be slotted/unslotted by anyone and everyone; you could just unslot it before you throw it in the bank..and then grab your preferred enchants and slot them out etc. (I doubt it will be that way, enchanting will likely have its own crafting skill to level up). I would still rather see 20 different stacks of 20 different types of X armor, than 500 individual pieces of armor in their own individual slot. But yeah, ideally the GM's and guys w/ permission to organize the vault could set up categories and allowances, and when browsing the vault you could have visual filter presets of your own.
  9. Do you agree that a problem exists with guild systems in modern MMOs? The biggest problem with guilds in past MMO's has been management. Particularly guild vaults; proper distribution of goods has always been an obstacle. Assigning sections of the vault to specific ranks (or categories, or whatever), along with assigning deposit zones, would make jumping in and getting down to business (playing the game) much more fluid and enjoyable. Example - when I insert iron ore into the Guild Vault, it automatically goes to the "Crafter" rank/category section, in which only the guilds designated crafter rank/category has access. It doesn't have to limit who gets access to what, it could also be used for organization; When you deposite gear - it goes to categories you've customized (dexer/caster/etc.). When a guildie dies or hops in, he can hit up the Guild Vault - click on a filter to show only dexer gear. To reduce the clutter, and make things even smoother, instead of showing 80 tiles of leather armor - just 1 armor with a unit marker (x80 bottom right corner of 1 slot). Next he sets the filter for provisions - where he grabs some bandages, food, and whatever. Bam, within minutes he's ready to go. There should also be a secure deposite where it ignores the auto deposit rules created by the Guild Master(s) and goes into a container which only designated people have access. http://community.crowfall.com/index.php?/topic/5919-guild-vault-management/ What features and mechanics do you think Crowfall can implement to help foster strong, tight-knit guild communities? Some sort of replication of DAoC's camelotherald. Not only for the leaderboards, but the guild sections on that site alone were amazing. You could easily see how your guild was doing overall, who was interested in doing what, and how active they were. If you want small groups and guilds to flourish, the TTK must be low - with support roles being played exceedingly well changing a predictable outcome. If you have a 4 vs 10 and the TTK is long, it becomes a battle of total mana/stam pool to distribute over damage/sustain the total hp pool of either side (doesn't matter how skilled/unskilled/aware the healer is). If 4 people can surprise and drop a couple or a few people right away because their support was asleep; the odds quickly balance out. What features and mechanics do you think Crowfall should specifically avoid to do the same? They already have afaik the following is true; no BG's, no arenas, no gear based PvE raid incentives, only world PvP. Aside from that mats for gear, enchantments, everything in the game should be easy to acquire. The location of the required mats should be what keeps people moving around the map, and the durability loss/eventual destroyed gear will keep people going back. If a guild has a lucrative spot on lockdown, they'll still need the other stuff that might be more abundant which creates solid trade. Are you worried that campaign win conditions will strongly favor mega-guilds in too many circumstances, and that this, combined with export rules, will smother small guilds in their cribs? Worried? No, will there be campaigns that cater to medium-large guilds? I hope so. I would also think they'd have some campaigns running that catered to (maybe even had guild caps/size limitations in the ruleset) smaller guilds. If the game ends up being good, you shouldn't need to conquer castles or win campaigns to stand out and be successful. I sure hope the game has more to offer than that, otherwise it's just a 6 month long BG. Any thoughts on multi-guilding mechanics like Guild Wars 2 and The Elder Scrolls Online? Non factor imo. I don't really see how this could help or hurt the game. If you're worried about someone flipping from your (generally speaking) guild to another one, and spending more time in that guild, maybe that's a wake-up call for what you need to do differently. I guess I could see the benefit if there's really different play schedules. Otherwise seems pretty useless. This should be transparent and you should be able to see if people in your guild are multi-guilding though. What's your opinion on alliance systems, featuring a shared chat channel for a few allied guilds? If they have guild caps/limitations they shouldn't make it easier as a mechanic to foster zerg mentality with integrated chat systems and alliance identifiers over characters or colorization schema. Make them do it the hard way through voice comms/alternative chat systems like IRC.
  10. The biggest problem with guilds in past MMO's has been management. Particularly guild vaults; Proper distribution of goods has always been an obstacle. Assigning sections of the vault to specific ranks (or categories, or whatever), along with assigning deposit zones, would make jumping in and getting down to business (playing the game) much more fluid and enjoyable. Example - when I insert iron ore into the Guild Vault, it automatically goes to the "Crafter" rank/category section, in which only the guilds designated crafter rank/category has access. It doesn't have to limit who gets access to what, it could also be used for organization; When you deposite gear - it goes to categories you've customized (dexer/caster/etc.). When a guildie dies or hops in, he can hit up the Guild Vault - click on a filter to show only dexer gear. To reduce the clutter, and make things even smoother, instead of showing 80 tiles of leather armor - just 1 armor with a unit marker (x80 bottom right corner of 1 slot). Next he sets the filter for provisions - where he grabs some bandages, food, and whatever. Bam, within minutes he's ready to go. There should also be a secure deposite where it ignores the auto deposit rules created by the Guild Master(s) and goes into a container which only designated people have access.
  11. I'm concerned mostly because I'm ignorant when it comes to what encompasses implementation of VR. I have no idea the ease or difficulty that entails. I'm also certain I could be easily swayed by non-hypothetical explanations or examples from a professional, without speculation or assumptions from the peanut gallery. That said, I feel like the focus for many articles on the horizon is going to headline the first MMO to release with VR; and how great the game concept is, or the possibilities for player experiences within the game, will be a shadow. If there's problems, the follow up articles may lean towards the struggle to get the kinks with VR ironed out rather than the progress and overall success the game may achieve parallel to that dynamic. I don't personally care about bloggers, review sites, or the like personally; but I do appreciate the medium in the same sense being used as why this is a backer goal; they have player reach. Articles that could expand the future population, may not appropriately represent the game if they have a blaring elephant staring them in the face, ending with quickly and indecisively turning said population away. The only way I can imagine this working is if the camera is on a kite behind the player, and turning your head would work much like the alt key in DayZ. Possibly a button or defining gesture to do a 90/180 degree turn. I imagine the hours I've invested in the few quality MMO's in the past, with a big block on my face and the screen only a couple/few inches? away from my face. I also consider how nice it would be to check my flanks without it affecting my movement or keystrokes mid-combat. I'm sure there's some practicality here that I'm overlooking that would make this cool. Also I acknowledge that this isn't a feature that appeals to me, but I want that broad population, so if it appeals to many it's worth it. Again it's my ignorance that makes me nervous it's going to end as a gimmicky spectacle that will be the talking point for many months after release. Maybe it will be as much of a non-factor feature as UO-3D, that doesn't positively/negatively effect the game at all. It's just there if you want it. Who knows.
  12. My favorite was the earliest war on EU DF at FC. Harm and Tempest allied 23 guilds to come at us. When you zerg hard, you better win. Part of their force moving in on our doorstep https://www.youtube.com/watch?v=oI42k0J99GE That part meeting up with another part https://www.youtube.com/watch?v=nso1eercZD0 The few vs many from our perspective https://www.youtube.com/watch?v=did3XrxEDJM The many vs few perspective https://www.youtube.com/watch?v=D1oRkYPLIrk After the dust settles ..sounds of our enemies claiming we were the zerg. https://www.youtube.com/watch?v=-5MZMQKJc80 Same old story in DF:UW - Seems zergs have a thing for us https://www.youtube.com/watch?v=tpc3WMuDkJc
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