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halifax

Testers
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  1. I think the hurlbat as an inventory item reagent is a great idea. It gives something crafters could produce a lot of to help stabilize their cash flows. Think SWG with all the various reagents needed for slicing, spices, etc. that weren't hard to get in high quantities, but it definitely was a great item to start out on. I rarely run into Rage issues. I leap everywhere constantly building up my rage and I mix a good number of generators itno my attacks. I'd rather miss with a genreate than miss with my abilities so sometimes You get 2-3 hits in with your generator and you're just like "Damn. I should have rended their ass." At least then I can hurlbat spam!
  2. Basilisk has a decent sized community for sure, but as I always tell people the population is very inflated. Every account can have 2 characters online, and since it's population is mostly old veterans a lot of people take advantage of that. You can have 10 total characters so a lot of people have most roles fulfilled "in-house". Getting a second account is very easy to do, and all accounts after that are pretty easy as well if you just do as they ask (3 people 3 copies of game together photographed and submitted). Or, just know mask your IP address. I know of the 6 guys I played with regularly we all had two accounts and two of us had a third account. We would regularly have 500+ harvesters down on server-best resources plus our armies of surveyors that were nearly equivalent to another 100 harvesters. A lot of our friends and competition for loot were in equal standing.
  3. At capped assembly you always rolled amazing assemblies and in experimentation you could use player crafted enhancers to hit amazings with pretty high rates if you were ultra patient. Even then if you kept risk at 0% you were gauranteed Greats which were maybe 1-3% less overall. As a result the difference between amazing and great wasn't enough to throw anything custom or enhanced out. Doing a production run of standard armor I would run through multiple builds to hit amazing across the board, but that was to produce 25 suits of armor with time a dozen resources. You have to make up that somewhere and it was in the crafting process. Crafting was just like that in SWG. Most crafters did not have the time for the resource game, and some players entire purpose in game was to provide them. Sounds ike wurm is the same way, but key to SWG's awesomeness was the way interdepence of varies playstyles, professions, etc. came together. Most crafters didn't spend their time getting resources, and like Wurm spent pretty much all their time actually crafting. A production run of 25 suits of armor took probably a solid hour of your time to craft and would take a 4-8 hours for factories to complete. You could sell 25 suits of armor in a day if you were well known. The experimentation process in the actual crafting process was super important and while the difference between great and amazing was only a few % when you were crafting a weapon with 295/295 Acklay bones (very rare, probably dropped a set once ever few months) you prayed to RNG gods, used your best crafting enhancing food, capped suit, and took your time getting that extra few %s and then that ever coveted completely random 35% damage slice. SWG's shortcoming as I mentioned before was that the choices/customization of the experimentation process was nullified when the game broke itself and as a result the limiting factors such as speed, cost to use specials, and a few other stats were ignored thus the only thing anyone gave a poorly made socks about was effectiveness. I could talk all day about SWG's crafting. I have awesome spreadsheets that I made for it to theorycraft on whether a new resource was better than an old one, or if I could squeeze out an extra 1% by using a hodge podge of resources. So fun.
  4. Even if you add RNG into the equation people are still going to do that Bairloch. Instead of a definite outcome you'll just compute a range of outcomes and use that to determine your decisions. Spreadsheet analysis are life. SWG's resources and crafting are still my favorite systems and I have never seen their equal. It upsets me to know that had SWG never broke itself and crafters were required to balance encumbrance and effectiveness for armor or damage and SAC costs for weapons it would have been that much more awesome. Even still different play-styles and customers requests gave you a few fun challenges when crafting.
  5. Wildstar's telegraphs were quite skillful, but there was so many AOE attacks that the PvP quickly became stupid. I remember plenty of spellsurge, rapid shots (or whatever it the spammable ability was called) into a 4+ player group and watching them drop from 100-80% to 40-50% and then just assassinating 3 of them as my teammates got them low enough for double damage. I loved aiming CC and missing because they juked you or you sucked. It made your successes that much sweeter. I also loved the fact I could mess up my healer by being a baddie. Tera/Wildstar/GW2 hybrid of some sort will work and I look forward to helping them shape it.
  6. No one is removing support roles. The trinity is still intact. However, they are straying away from heal spam prevalent in many MMOs. Playing whack a mole in PvE and never ending jukefest in PvP (so you can play whack of mole) aren't particularly fun. I have done both at pretty high levels at various points in my gaming career and was always trying to get out of being the healer. They are necessary and important due to those game designs, but never struck me as fun. GW2 has no trinity, the support spells/builds are very very weak and poorly implemented, and you are right it kind of fell on its face a bit as a result. 5xberserker set dps groups anyone? We need to insure Specialists/Support have integral roles in the success of the group while having enjoyable game play. Small/Medium heals that can't be spammed, being the CC'ing/Debuffing member of the crew, and/or additional/on demand burst is significantly more entertaining than standing behind a pillar and popping out to heal my dps teammate or cyclone spam someone.
  7. I've spread the word among old friends and I hope they'll contribute as I have for this games funding process. I've been burned by these crowd funding/early access games, and I've also walked away with games like Minecraft or Arma 3 that I have countless hundreds of hours of fun. I have faith that this game will join the later of those. Raph Koster is the man.
  8. SWG's graphics aren't bad when you consider how old it is and the styling it went for is a good reason for that. Sure, it's pretty devoid of anything major going on, but you weren't gonna find anything of that size and scope doing it better. SWGEmu is pretty fun alternative if you enjoy SWG's meta more than it's actual gameplay. The combat was always bad because the game broke itself combat wise 2-3 months after launch. EMU suffers from a lot of issues, but most importantly is the shear number of characters you can get and how easily you can get them. Having 30 characters over 3 accounts made getting a billion credits ramp up quite quickly. I think I was poor for first 6 months, then group damage was fixed and i seized acklay with a few friends and made my first ### millions. Then, spent last 8 months harvetsing and selling resources on 250 lots to get my billion credits.
  9. Reading your description has me very excited, and reminds me of my own observation in games like Arma 3 on missions such as Wasteland. In early Alpha days there was no base saving after server resets, and Arma 3 servers typically need to reset every 4-8 hours. As a result, this created a very interestint cycle of action. I played on a very team player centric server and even if it wasn't full prior to the reset almost every reset the server would fill up within minutes as people rushed for helicopter spawns, building supplies, tried setting up bases (both new untested or goofy bases and old tested locations), and within minutes the war was on again. It usually would be really awesome for 75% of the game however it always did seem to tether off near the end of the cycle. I'd argue that the popularity near the end of the cycle had more to do with no reward or persistent characters in the early days. It seems if you provide solid enough rewards during campaign for being successful and even just "cool titles" from being the winner of a campaign that won't be a concern. Look at WoW's Arenas the most exciting time is typically the first 2-3 weeks and last 2 weeks as people get to their ratings and then ride it out there until the end of season where they'll get serious again and fight to be in their respective bracket for their title (and prepare for next season).
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