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Sowelu

Testers
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Everything posted by Sowelu

  1. This game is interesting because it's different. I think unless they also keep doing things differently in this area the game will end up dead with occasional blobs of hardcore players roaming it. More and more will drop it since it will be impossible for casuals to join and even elitists will eventually abandon it because they'll be stuck on a losing side with no hope of getting a victory. People are smart. They'll soon figure out what the few alpha guilds that make the campaign win are, and then they'll flock to them for an easy campaign win, thus snowballing it further. They'll wait until they see where the strongest guild went and then join that side. "Each campaign world exists for a set duration – typically 1 to 3 months" Source: https://crowfall.fandom.com/wiki/Campaign The campaign will be decided in about two weeks. What will you do then when you are on a weaker side? Go out to be steamrolled by the enemy that has more manpower and is hungrily waiting for someone to show up to tear them apart? Where will you get buddies? Most people won't be interested in getting slaughtered for the entertainment of the winning side and thus guilds will be deserted places with most people offline. Vast majority of players will log out and wait for the next campaign / game. If at all. Not many will tell you: "Hey, I don't want to play this game because it sucks to be losing all the time with no hope of ever getting some kills or a meaningful victory." But they won't log. You'll end up pugging at the temple. Against fully geared, TS organized enemy who is a coherent unit that has been fighting together for a long time. The game needs to be fun in the core in order to last. Balancing classes by 5% won't make it, adjusting victory points for getting a keep won't make it, new skins won't make it. What you need is the ability to log in and get a shot and have fun. It's the challenge that can be overcome that makes you engaged. If the challenge is too high or low, you won't be interested. The problem in modern MMO PvP is where the established elite few meet with the new guys. Most of the guys here, especially those who test the game now are going to belong to an elite group and are willing to go in a tight knit guild group against certain doom and at best get a shot at sniping an abandoned fort or a weaker group they catch unaware while roaming. Most of the players won't be like this. Elite ones will die out because of RL issues / other interests and new players will find the game a wall they can't get through. Gear gap + number (and probably organization) dominance. I think what you derogatively label as loser mechanics is actually a very important aspect of the game. It's what keeps guys on the weaker side playing. (And thus the population up.) The winners will be rather quickly bored as well because they will have nobody to kill. Then they will complain about population being too low. And everybody will be totally baffled as to how it's possible nobody wants to play this game. The selling point of this (or any other) game is: I am different. Crowfall acknowledged the stalemate problem on macro level and is addressing it by campaigns. That's really good. But you also need to address it at lower level. Unless you do, you'll fail. I just saw a recent stream about small meaningful rewards such as sacrificing items for gods. Why do you think they introduce them? Because they realize the problem of the stalemate. And that's again really good. I just don't think it will be enough. They were already ducking out when they were introducing it. I doubt they'll allow it to exceed some marginal 10% of point income. Have you guys ever played games with MMR? Ever noticed how it's the best fun to play against (actual) MMR close to your own? You have to work for the victory, but it's attainable. Another thing to consider is: Few elitists dominate the game -> People leave -> Population dwindles -> Game revenue plummets -> Less money for developers -> Less content -> More people leave -> ... I proposed a gradual system. The situation you describe is very artificial as the bonus would (as per my orginal proposal) kick in at let's say 20k to 30k so the hits wouldn't be so hard at first. Hmm thinking about it, why put a threshold there? Let's just do it a constant percentage depending on the score difference. That way the damage bonus would ramp up gradually instead of being a sudden leap. If you would ever get to a situation with 100k against 500k with these bonuses in, well, something would be quite bad... That kind of system would lead to closer matches and more interesting game. I don't dwell on specific numbers or thresholds. What I propose is a substantial bonus. The point about crafters is good, but this could easily be solved by giving them a buff that grants immunity from the damage effect for some time unless they attack themselves. Losers will be have worse participation loot. It's a game and it's supposed to be fun for everybody involved. It's not your choice to fight outnumbered if your side simply lacks the numbers. The same kind of response goes to the rest of your points. If you want to play the game and are stuck in underdog faction you don't have a meaningful choice. After some amount of trying (mileage will vary) you'll just log off until this campaign ends and you'll get a shot at something more interesting to play. I am quite sure that being logged off until the next campaign is not what this game is meant to be about. Lol, I see you got your snarky comments ready and are eager to use them. You are welcome not to reply to this thread. L2P argument already? rofl Now, seriously, if you can't reply in a respectful and constructive way, please refrain in posting in this thread. There are plenty others you can harass. I am interested in a civil discussion. Thank you. Yes, that's great. But I think this needs also addressing on lower level to compliment this. Yes. Also they shall die when I look at them.
  2. This is exactly the point. To disrupt the game. If you have a winning side, there needs to be something that changes things dramatically. Having an Alpha warrior single shot enemy stacks would be an incentive to go play when your side is losing 100k point to 300k points. While if the bonuses will be insiginificant, the change won't come. Your Alpha Warrior would just die against the vastly more powerful enemy. I could argue that the winning side has more manpower and thus can still kill the oneshotting Alpha Warrior quite easily since it had only damage bonus and not HP. Yes, some people would organize GvG and some like guerilla and fighting against the odds. But there is one thing that people find to be the essence of the fun: Winning. Whether in combat or by other means that give you that feeling. If you have a stalemate you can't really meaningfully influence, the fun quickly fades away. There is a reason why people generally find games with risk factor more fun than statistics. They can win. I have seen in all MMOs I played, how one side eventually dominates. The longer this lasts the less populated the other one becomes. If you put the bonuses on one map only, people can consciously choose whether they want to enter a map, where they can get more damage.
  3. The sides are unbalanced (as they will be when the game launches). I hope to see something like damage multiplier based on point difference after 30% or 50% difference in score. So if your side half the points than the enemy, you would do 2x damage. With 3x the difference you would do 3x damage. That would balance things out and make it more interesting. Please don't do the usual bonuses that can't really help you change anything - such as getting +20% points for capturing a keep (which you can't do because you are outnumbered in the first place). Nobody wants to go get slaughtered against stronger side. Best they can hope for is guerilla and ninja capping. However if you were dealing 2-3 times the enemy does, well... ...I am pretty sure people would be inclined to go out even when losing. Yes, it would mean one shots at some point. But it would be FUN and it would be MEANINGFUL and it would have actual IMPACT. And so what? The winning side would have to huddle in forts at worst until the losing side hits some threshold when the damage multiplier is more manageable. Maybe leave the bonus even some time after the threshold is reached (An hour? A day?) so that the losing side actually has means to change the situation and hope for win. And I wouldn't worry about the oneshots so much anyway, the winning side will be able to muster bigger blobs so they'll be still able to defeat the smaller side. Plus the winning side would still have to work for the victory even when leading, so it would be more interesting for them as well. I am pretty sure if you don't do something DRASTIC the interest will drop quite fast if the game becomes lopsided. You can exclude some zones from the damage bonus buff so that people can play GvG when they want to. Let's say you put the bonus on one map only.
  4. Hi, I am an older (38 years) EU player with RL obligations. This means I can play from roughly 18:00 CET till evening. I love group PvP (I always end up playing arenas in MMOs and I loved playing WvWvW in GW2 - this is probably the most epic experience I have ever had there and I would like to get the same kind of experience. A group with leadership and good communication and organization where everybody is doing their part. Preferably challenging larger, lesser organized groups and beating them. I am not too picky about group size, I am fine with anything from 2vs2 up to full zerg. As for the roles I have not decided yet. I am trying out an assassin at the moment, I briefly tried other classes as well and I am still figuring things out. I played dps, healer and tank roles in the past, enjoying them all. It depends on the group and being appreciated for the effort. What kind of people I want to play with? I prefer older players (let's say 25+) who are chill (meaning they don't rage too much and if they do, they get it together, apologize, admit they went overboard and life goes on), can laugh and they do it in a respectful manner. I prefer organized schedule and people letting know in advance if they will or will not participate. I play games to relax and have some friendly competition (and beer). I like to mix PvP with some gathering in this game, with focus on PvP and crafting being a past time. I hate people who don't come in time and don't let know others in advance. Waiting for others is the reason why I don't raid in MMOs. I am no pushover, been around toxic PvP chats / community for long enough, I am just not interested in that in a guild I am in. I am not too good with organizing people but I am not opposed to leading a group if need be (I lead some groups in GW2 and acted as coordinator in arenas in various MMOs). Leading is something I do when there is nobody able and willing and somebody needs to step up. I like CCs in MMOs and I believe they are the centerpiece of coordinated combat. Usually I am running quite a lot of alts, however I hope to overcome my altoholism in Crowfall and stick to two characters tops (combatant and crafter). Oh, and I prefer guild names with a bit of self respect so Holy Templars are fine, Nerfed Clowns not so much. I am happy to talk in English over Discord. I am also happy to give more details if need be. How I envision my time in Crowfall: I log on about 18:00 CET, there is an organized event starting / going on. We do the PvP part or perhaps some gathering if need be, being focused in PvP and having a nice chat while doing more relaxed activities. I log out before midnight with a good feeling that it was another great run.
  5. Sides seem to be VERY unbalanced. You'll have to deal with this before the game starts or it will ruin the whole game. There is an annoying delay between you can see and actually gather items dropped from harvesting (playing with 12ms and I still have to wait like a second before it registers that I am trying it pick it up)
  6. It seems it's still impossible to hit most green bullseyes when skinning. The problem seems to be that they appear beyond the dead animal body hitbox and so skinning over it doesn't register.
  7. I enjoyed the game, it was definitely more polished than the last time. Especially textures, that were missing back then. I met a group of very nice people who boosted me to max level (30) in about 2 hours. I wonder if this will be the same when the game launches. I guess the XP is boosted for now. I actually don't mind it, leveling in PvP game can be seen as kind of redundant and apart from teaching us the class mechanics it serves no real purpose. There was one thing I found very frustrating. I couldn't find the Spirit bank and I spent about 30 minutes trying to figure out what's going on. If a kind player didn't explain it to another player in chat I would have probably given up. The problem is that the drag and drop that works in other parts of the game doesn't work. You need to right click the item to get it into the new bank. And vice versa, you have to click specifically the icon to get it out. This needs to be at least better explained or even better, changed. I was playing an assassin and I found it hard to get behind the enemy for backstabs because it was hard to see anything in a group fight and my movement was blocked. Also I was missing a clear visual cue whether the attack was a successful backstab or a normal attack.
  8. Thanks for the pointers. I might come beck sooner than the last time. I must admit you are scaring me a bit with the You-need-a-guild. That was the reason why I quit Albion Online. Is this game headed the same direction? That you need to be in a guild and zerg / gank in order to be successful? That you need to go to zones you can't survive alone for crafting materials? That would be a total turnoff for me. I was hoping to be doing some crafting and joining random zergs when I have time. I am not opposed to joining a guild, but I won't have time to take it too seriously (as in Raiding rules).
  9. I found the game to be in better stat than I played it last time. I really appreciated the fact that you can now hit the critical marker when gathering much easier. The game also felt somehow more fluid. I liked that you left me the points I have accumulated. I find it disappointing that I can't see what an ability actually does in the talent tree. You gain [Whatever] just doesn't cut it when making an informed decision. Even though I have played the game before and I have crafted items I still find it confusing as hell. What I miss is a clear connection what is for what and what it least to. What you can craft right now and what you need special place to craft in. It's just randomly tossed into crafting screen for now. I don't like the fact that my kill points are wasted after filling a skill tree to 100%. I found it much better when you had clear definitions of advanced classes in the skill trees. No I just have to guess what talents I should pick and how they synergize. I need to read a LOT of information to get a general idea what the talent tree ultimate class is. Don't get me wrong, I DO like that you have point system instead of nowadays usual a), b) or c). It's just it would be much better if you put some color below the branch, maybe a nice image symbolizing / depicting what the branch is for and toss in a short description. I played only until the faction temple, didn't feel like going further for now. I spent maybe an hour just getting there. Browsing through all the stuff. I've considered this game to be just a phase before other games that I actually care about come out, but I am always surprised how much time I spend in the game. That's a good sign. I think I might invest more time than planned into it after all.
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