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Everything posted by Vunak

  1. They could do something similar to Wildstar and remove the screen effect, but swap the movement keys around. So S is W and D is A or A is S etc.
  2. Make them different color for each new party member so its easier to navigate to a specific member in the party. The little green diamonds on the compass is what I am on about. Party Leader - Blue 1st Member to join - Green 2nd - Purple 3rd - Red 4th - Yellow 5th - Orange Something like that.
  3. If you dont get enough people for it, for whatever reason you could always do it like a pickup game of basketball and have a couple captains that invite people into a group of 5 and do random 5v5s
  4. Is that actually confirmed or is that just speculation
  5. So its the last class and it has been a LONG !@# time for them to make this class. Any word, or are they just gonna put retired next to its name like the other classes? Seems kinda counter-intuitive to be working so much with the classes/talent trees when you don't even have all the classes in to do any sort of balance work and how that one class could affect the entire games atmosphere. Just seems odd to me.
  6. Harvesting and Crafting have to be integral and very big parts of Crowfall especially in the grand scheme of the game. Passive Training isn't bad and it is rather fluid. What I do think they should do is move around some of the crafting recipes to be more available earlier to be equal across all the classes. I think they should augment the Passive Skill training with an active component as well that adds to the Passive Training to give people and incentive to continue logging in regularly. The Vessel leveling system doesn't really do it since it is also technically locked behind the crafting system and necromancy. What they do need to do soon is release the last class and do a balance pass on the classes and disciplines. The reason a lot of people aren't playing is because of the wipes obviously, but another is because of how strong certain classes are in the current game making it meaningless to play or experiment/test anything else. Constantly seeing in general chat from new/returning players if a certain class is viable and what disciplines to choose.
  7. The skilling system is going to be a large problem for the first campaigns, new players later on and returning players. Also as others have said its almost more convenient just to login to spend your training points until you have a decently fleshed out character and THEN play the game. Yes, I have changed my opinion on it in the past few days. A simple idea I had was to allow the passive training to persist as it does, but to add to it more. Allow players to slot one or one of each tree (Profession, Race, Class) into an active roll. Every action they take in game whether it be a PvP victory, harvesting nodes or crafting; allow it to add to those passive trees selected to speed up training with actual player activity. With passive training only, people are going to get very tired of waiting for their points to accumulate to spend them. But if you add an active component to it, it will help players have the feeling that they are actually contributing towards their advancement. So for example, I have Combat Basics, Mankind and Mage selected as my passive training. I then get an additional option(s) and slot Mage into an active role as well. All my in game activity will boost the passive training gain in that tree by x amount based on my level of activity in game. The vessel leveling system doesn't fulfill this very well at all in comparison to how much passive training impacts characters power/development. Especially when vessels have their own tier system and early game you are largely wasting your time leveling your vessel up until you have that legendary crafted vessel, which again is time gated by the passive skills system.
  8. Skills Time based leveling is fine. You got to remember that the patches now are doing FULL wipes. Meaning your skills, time bank, spirit bank etc are all being wiped just about every time they do a major update and sometimes in between to squash bugs. There is only going to be ONE campaign where you are going to be time gated and that is going to be the very first campaign that launches as everyone's skills will carry over into successive campaigns from then on. A month is really not that long of a time, I suppose it is for todays standards where everyone wants everything now, but that isn't how Crowfall is being built. It could very easily be a case of Artcraft leaving in the 3x skill gain for the first month of release to speed up progress for the first real campaigns. I completely disagree with your assumption that stockpiling resources is not worthwhile. Simply put whoever does stockpile resources in the first days of the first campaigns are going to have a major leg up on the people who don't. Guilds and large groups of players are going to need to stockpile materials for their guild/group. Not to mention there are going to be other things to keep materials for. Keeps, walls, towns, homes, vendors etc. The RNG component of getting legendary/epic gear is there as well and wanting materials in excess to do well on experimenting to min/max as much as you can at the start. Actually. You know if you don't want to stockpile you go ahead that will just leave more room for my guild and me... Harvesting Harvesting causing PvP is already happening, but it will only get more and more as time goes on and as people start laying claim to quarries and mines and have to use Caravans to transport boulders and lumber for supplying keep walls and buildings. Also this is not a game being built around the solo player. Setting up groups of gatherers being protected by groups of PvPers is going to be a very crucial part of the game. If you go out and lose everything in the first few skirmishes you get into, while it is unfortunate, it is a part of the more hardcore aspect of Crowfall. Crowfall is also going to have different campaigns with different rulesets, so for the people that can't handle that, there will be a place for them. Group Size Completely agree with this. Groups need to be larger. 5 man groups work fine in less sophisticated games where the only rolls to fill are DPS/TANK/HEALER. In Crowfall however there are tons of rolls to fill in many different ways. The support is a very necessary roll in CF and in a 5 man group it is to small to fit. Even 6 man seems to small. I think 8-10 is a good number for a full group for a game like Crowfall. They would need to readjust AoE skills to match the higher group sizes, but I think its necessary. Crowd Control I think it is a little hard to gauge this right now. We have a ton of skill training that directly interacts with CC. It could be a case of them putting in diminishing returns more aggressively affects the later game when skills are more fleshed out. I agree however that if, when people are skilled decently, skills don't take care of the issues that it needs to be addressed. There is nothing more frustrating in a PvP game than being completely locked out of being able to do anything to defend yourself. This needs to be done very intelligently though and have a lot of thought behind it. Retaliate is a good mechanic and is how TERA handled knockdowns, but even TERA realized it wasn't enough and allowed players to obtain the Cleansing Brooch which broke any CC outside of KD on a 3minute CD. So it might not be a case of hard diminishing returns but a case of adding in more options outside of disciplines to handle CC. Food I agree very much with food. It diminishes to quickly and affects certain classes more negatively than others and should be looked into. This is more of a personal grievance. But I don't like the meat bar either. With all the very clean UI elements it looks out of place. I think a bar with a number attached to it so we can tell how much food is being applied when we use an apple or whatever would fit better. Class/Discipline/Race Balance Balance is always a heated discussion in any game. It is definitely more pronounced in a PvP game when players are directly competing with each other. That said Crowfall is a game in Pre-Alpha and while I think it is important to smash them with feedback on balance we still have to remember that they are testing tech and seeing how things can work. Increasing the range on bows could very well just be a test to see how projectiles work over much larger distances. We don't know, there could be alternative motives to changes just to test tech and how it works in a live environment. I think the main thing here is they need to get all the classes out. Without the last class being released it is hard to really give feedback on overall class balance until it is implemented. It could be a hard counter to a lot of the stronger builds out there now. Or it could be a potato, we just don't know how a large chunk missing is going to affect the game. For example imagine Crowfall now without Cleric and Druid. We just don't know how much Frostweaver is going to impact. So out of all my feedback I say that is something they really need to focus on getting out.
  9. If Promotion classes are still a thing they are considering perhaps its for that.
  10. Really think they need to push out the last classes and then start diving into how to differentiate them more. I don't think crutching on disciplines is a good idea. I think each class should have its own identity and strength/weakness and build upon that with disciplines. Then another combat pass, because as it stands now with hitbox issues and things its not going to end well for ArtCraft. I think shooting for a low skill ceiling is a horrible idea.
  11. This wouldn't be a problem if they went with a more active avoidance system instead of the stupid long i-frames we have. Melee could dodge CC with shorter I-frames and get in range by keeping themselves from ever getting hit by a CC. Making it more skill oriented, and ranged characters having to bait the I-frames with skillfull play themselves. But I suppose ArtCraft wants a very low skill ceiling for whatever reason.
  12. If they can't get hitboxes and projectiles correct, this game is dead in the water before it even releases. Having a PvP MMO where you can't determine what target you're attacking is ridiculous. Something else I noticed along with the hitboxes is how horrible range is on melee. Unequip a weapon and just do a punching contest. The range on the melee swings are around 7-8m, that's crazy big for a melee.
  13. Hope to see Frostweaver sooner rather than later as well. Hoping it gives me that magey mage feel I so desperately want. Confessor just didnt do it for me.
  14. I'm partial to the way TERA and BDO allow custom crests and things. It allows guilds to have their own identity rather than a preset that will be used over and over by multiple guilds and also gives the community a flag to identify certain groups of people easier. They could always add a toggle to it for people that don't want to see crests next to other peoples names and have it only display the guild tag or guild name underneath the name. Or an option for all of them. But custom crests I think is a must for a game that is about players creating large settlements and contesting other player guilds/factions etc.
  15. GW2 everyone was their own healer, not to mention the down mechanic, so you cant really argue that GW2 is similar to CF there. Everyone was self sufficient on their own because of everyone having their own heals. Or Ele dropping healing rains and things on the raid. Now GW2 even has more baseline healing specs like Druid and Tempest so you cant even argue that. CF follows more the traditional with Druid and Legionnaire. The only thing CF promised us was not having firehose healers which was/is a healing class that just sits back looking at HP all day. But they never said anything about not having a more role specific traditional healer, they just said they were going to put different mechanics behind it which is what they did its a much more active role.
  16. TERA has a higher skill ceiling than Wildstar or GW2. GW2 and Wildstar are spammy combat styles. Look at mass PvP in Wildstar or GW2. It really has no tactic to it aside from Stand in your teams big circles and try and lure the enemy team into them while hitting all your AoE abilities and your defensives whenever you take big damage, I'd argue that Wildstar is more tactical than GW2 even in large and small scale PvP. TERA on the other hand is very coordinated. Focusing healers, taking down priority targets, Putting CC on certain players to push them out of the fight, Area of denial skills to move your opponents in the direction you want even in massive fights that are 40v40 or 50v50. Even in small scale TERA is vastly superior to a spammy combat style like Wildstar or GW2. I've played both games at high end. I was the top rated Stalker in the game in 3v3, 5v5 and RBGs when the game released. I've been rank 1 multiple times in TERA on my Sorcerer in 3v3 and FWC. The skill ceiling in TERA is higher because your decisions have more consequence than a game like Wildstar or GW2 that is less punishing on using abilities at the wrong time. Crowfall did not implement a TERA style combat system. It was vastly inferior to TERA. TERA utilizes I-Frames less sparingly than Crowfall does. Its much faster paced and the TTK is super low. CF didnt do any of those things. TTKs were high, I-frames are pretty nonexistant and not utilized to actually dodge attacks and stay away from your opponent rather than escape utilities in "oh poorly made socks" moments that you end up dying anyway because "oh poorly made socks". CF was slow, very slow it felt like TERA at level 1 when you first started. Not TERA at level 65 where you have attack speed in abundance. Every ability in TERA moved your character a decent distance as a melee, you were never standing still. In crowfall all the abilities were and are very stationary. There is no real movement attached to them outside of actual movement abilities. Which created a stale experience. Had CF actually taken the core of TERAs combat and improved on it, we wouldn't be having this conversation. Lets be honest. TERA is a terrible game. The content is lackluster, the dev team cares nothing for their playerbase, balance has never been anything they cared about and the game runs like poorly made socks. But it still has a lot of players and still turns a massive profit. Why? Because its combat is just that good. No other game could survive on its combat alone. TERA does that. If GW2 was content deprived like TERA, it would be dead. If Wildstar... well yeah.
  17. I agree. Animations have been sped up and the client controller did absolute wonders. I still have my misgivings about the limited action set and combo system tied into that to create more actions with less button binding. But we shall see as it improves.
  18. Combat is my number one concern. Crowfall has the potential, the ground work is in place to be an extremely skill dependent game. But the execution so far has been extremely far off. I'm not sure how, but they have turned a high skill sub-genre (action combat) into nothing but a button zerg. Its only Combat Alpha so its not so far into development that changes cant be made. I just hope the Crowfall team makes the changes it needs to be a real contender for being a skill based game. I am optimistic they will make the necessary changes.
  19. I'm oldschool so I see content as more than just Developer created content, or Developer created things to do in the sense of the word now. Content is player created as well, within the Developers idea of a game world. Its what set oldschool games apart like Shadowbane, L2, UO, DAoC etc. It was player created content in the sense that the community created content through PvP or other means. This is meaningful content, not scripted content just to do more scripted content to do more scripted content which is the current design scheme for a majority of MMOs. There is no community in games with design concepts like that because the community doesn't matter outside your 10-20 man group. Crowfall is different you are right, but its different in the right way. It might not be directly developer created content but its developer to player created content by giving us as a community the tools to create that content through conflict, trade, economy and other things. Caravans for example are developer created content/systems, but it is up to us as the players to create more with that system through transporting goods, selling protection and laying siege to those caravans for our own materials, as examples. They give us broad spectrum things and allow us the freedom to do with it as we will within the games system. Crowfall has a wider zone for us to do that, where as other games in the last 10+ years have been extremely limited in that aspect. You are right a lot of people are looking for that MMO that has been played before in a new skin, once again. But a lot of us are tired and want that new MMO because it is new and actually falls away from an overcrowded genre of the same thing over and over. Something creative and fun again. tl;dr I agree.
  20. I can't. Not anymore. I need help and Crowfall is my last bastion of hope. MMORPGs have become stale, regurgitated concepts with new paint slapped on to give it the appearance of being something new. Some know me and some don't but I have been a MMORPG player since UO. And I am tired. I feel like a Cow being milked by these greedy developers and producers. I know they all have the creative gene. Its there, it really is. Sometimes they even show it off a little. But most of the time, it doesn't. They let it go, closed the door, locked the lock, threw the bar down and shut the hatch on their creativity. So please. Crowfall, I am begging you. Don't screw this up. So what prompted this thread. Well, I went through my games list on Steam and others where I store my MMORPGs and thought about the content that was offered in each of them. They were all fairly similar in concept, mechanically they may deviate a small amount, but the end is always the same. Always. Every single one of them lacks meaningful content. We need something community driven. Something that is done out in the Open World, rather than in another closed off instance. Something that isn't thrown on repeat until its your turn to get the new shiny, just to do the next thing for the next shiny for the thing after for the improved shiny. The chain... please. It needs to be broken. For the ones that did deviate in actual design (a little bit), ArcheAge for example, had other things so glaring wrong with them that it completely negated the deviation they made in the design (aka a completely broken P2W cash-shop). So I beg you Crowfall, save me. Not only me, but the other MMORPG players that may feel the same way.
  21. Nah Lineage 1 and 2 or UO were more harsh than EQ. Then you have games like Darkfall and Mortal Online, or EVE. EQ death penalty was harsh but it wasnt that bad. Even FFXI had XP loss on any death.
  22. I imagine its going to be something that ties the EKs and the Campaign worlds together in a more meaningful way. At least this is what I hope. I still feel that the EKs and Campaign worlds have somewhat of a disconnect.
  23. Having a lockout timer that isn't significant enough to prevent people from logging alts isn't going to help the situation its just going to annoy people. Not to mention creating the triggers to cause the lockouts to happen. What happens when those conditions aren't met and they don't have a lockout timer? Or when their friendly logout/login method takes their main to a very near location to whats being attacked? To many downsides to it than just locking them to one character and preventing all kinds of issues and problems. If you want to play an alt take it to another campaign. This is without getting into crafting and having crafting alts and what that could do to a dedicated play style. They can prevent multiboxing with a client control that has one client detect if another is open on the same machine/OS. You are making VIP out to be only useful for having alts. I highly doubt this is the case. If people are so serious about having alts I imagine they are serious enough with the game to not skip out on VIP.
  24. By "avoiding" the VIP subscription they are paying the box price (50$). Not many people are going to do this unless they are pretty hardcore. The average person isn't going to buy a second box to play a single alt. Even then most people that multibox only do it to use them as Mule characters for extra storage or bank space. Without the advantages you see in a game like EVE, I don't see multiboxing becoming a prevalent issue in CF. The people that are willing to pay the extra box price were going to multibox anyway, whether the campaign was locked to a single character or not. So even with allowing alts you aren't going to stop multiboxing. There are more disadvantages affecting economy, and PVP dynamics with allowing alts than there are with disallowing them. The fact that if you allow alts you can have one character logged in besieging an enemy keep or on a supply run/caravan run and also have a character logged out in your own area/keep/guild hall etc for immediate defense should be the end of this discussion completely in such a PvP focused game. Sorry but I dont care you want to alt a stalker, and main a myrmidon. I care that I have a spy or scout letting me know that an area is devoid of people and to strike at an enemy stronghold or resource farm and then having 40 people log in off their mains/alts to come to an immediate defense. That would and will kill a very large part of the tactical play this game is striving for.
  25. This is going to be a game about reputations. Building up your reputation with the community, being known for a certain type of play. Are you a terrible person that steals gold from a guild and runs. Or are you someone that is a god at PvP and people fear you. Allowing alts destroys that type of situation. Not only does it allow people an escape from the reputation they earned, it opens doors to alts being dropped in guilds for easy spying. Now don't take this as I don't want spying/intrigue. No it needs to be apart of the game. BUT it needs to be a dedicated role. Not something someone takes on lightly. Having campaigns locked to one character makes being a spy a very committed role. Not something someone jumps on here and there just to see pings on a map of where a certain group of players is. Or running into friends and feeding resources/points. If a guild decides they are tank heavy or spellslinger heavy, then they need to be penalized for not being as prepared as the guild that thought their numbers and roles through. This game is about strategy. The pre-campaign strategy is just as important as the in-campaign strategy. If a guild isn't prepared for the campaign they are joining and need to alter then that poor preparation needs to be penalized.
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