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Everything posted by theomancer

  1. I was part of the Ice Alliance as well!! So awesome to see other people remember all this. Fun!!
  2. Any Crowfall players enthusiastic about getting into Albion Online?
  3. It could go in the "other games" forum, true. But it's not meant to be a generic discussion about another game, like: "Anyone else play Starcraft? Cool!" It's very specifically talking about the meta-dynamics and gameplay of Crowfall itself, very specifically. So it could go here in that way, too. But regardless, the point isn't so much "look at the art!" as "look at the gameplay theme similarities!" How cool would it be to have a whole Crowfall-themed server filled with Crowfall backers and such? etc.
  4. I love the new home page redesign that the Crowfall team has put together. While I was going through the page carefully, and looking at all the main defining and exciting features we're looking forward to, I noticed some similarities to another contemporary title. Harvesting resources, building your own castle, sieging enemy castles, crafting your armaments, territory control, different rulesets for different server shards... Not to mention the diplomacy, alliances, backstabbing, and server political intrigue. While Crowfall executes all of these meta-themes in the MMORPG genre, there's another game that captures this same ethos of gameplay in the FPS genre: Rust! While it's easy to highlight the profound differences between an MMORPG and an FPS title, the broader themes of the political-sandbox gameplay are all there -- even the ability to build and destroy fortresses! So I threw together this mock-up of the Crowfall homepage, highlighting the very same features but captured in Rust, as well. Maybe it will encourage some of you guys who haven't taken a look at Rust yet to take a peek while we wait!
  5. Qbs, it sounds like you're probably still unfamiliar with the scope of what exactly Das Tal is. The similarities between Das Tal and Crowfall are actually stunningly similar, hence dbltnk's question above to compare them. Both games are PvP sandboxes, both games are about resource warfare alongside PvP warfare, etc. But the similarities even extend to things like both games having time-boxed servers, which introduces actual victory conditions, etc. So dbltnk's question is a perfectly legitimate one. The analogy of comparing Diablo3 to Starcraft isn't quite right, because those games are apples and oranges. Das Tal and Crowfall are not apples and oranges -- they're like two very similar overall visions, but executed in two different ways. One is a 3D traditional-styled MMORPG (Crowfall), while the other takes the same meta-sandbox themes, but executes it with more of a MOBA-style camera angle and combat.
  6. Just wanted to chime in to agree -- Das Tal is absolutely fun as hell. And they have a fantastic community-centered dev team who love to really get in the trenches with players, and get feedback. The game obviously is still in development, to flesh out the ideas and get the broader meta-stuff going -- but the absolute core combat gameplay is just awesome.
  7. +1 for DayZ. No other game can get your heart pounding and adrenaline pumping to such intense levels, it's insane.
  8. This is not the definition of pay2win. There are almost literally zero games where there is an item in the game that grants power, that can *only* be achieved through a real-money-transaction (RMT). That would be stupid, and nobody would play it. The whole reason the free2play model works is because buying items with RMT doesn't usually feel too unbalanced for non-playing players. PC Gamer wrote a great article about this, contrasting good microtransaction games (League of Legends, Planetside 2, etc.) from the ones that functionally become pay2win (ArcheAge, etc.). Instead of asking, "Are there items that can EXCLUSIVELY be purchased with cash?" in order to define pay2win, instead we need to ask a more nuanced question: "Is the grind for free2play players reasonable, such that free players can still reasonably maintain competitiveness, without having to pay to keep up with the power advantage?" If a free player doesn't stand a chance in hell competing against paid players, then it's pay2win -- regardless of whether the free player can still "TECHNICALLY" achieve items without paying (if they grind for a year straight, etc.). These sentiments are where a game can start to flirt more with a functional definition of pay2win. If the grind in a game is so egregious, and the real-money-transactions are so important and necessary that you almost can't even imagine playing the game without having them, then it starts to become more pay2win. All this being said, I'm not saying MWO is pay2win -- because I've never played it, and I have no idea. But based on your statements, I can't say that I trust your assessment of the game being "not pay2win" given what your definition of "pay2win" is. It's not a question of whether you can buy power that's unachievable by other players, it's a question of what "achievable" really looks like. Just because a player can "technically" get something, doesn't mean they can functionally.
  9. Anyone play? I used to play it way, way, way back when it was still a browser-based game in closed Beta, before it came to Steam. It looks unbelievably streamlined now, completely and utterly overhauled -- and extremely nice looking. I'm thinking it might be fun to try to get into it again. Any Crowfall folks have or play Rust at all?
  10. I would love to play this game, but the pretty strong unanimous opinion seems to be that the microtransactions are pretty super pay2win feeling. Thoughts?
  11. I have to agree. Crowfall generated insane hype way before the Kickstarter even started, so when they FINALLY launched the kickstarter, the media campaign was in full frenzy mode, and everyone blew the lid off the funding goals. I also completely agree about the funding. I think they need to do $15 or $20 for the box, and then do microtransactions on skins, emotes, dances, etc. Shame, though. The game really is freaking fun as all get out. I found myself playing for hours and hours and hours. And then finding myself wanting to come back for more, afterward! >_<
  12. The kickstarter was only for speeding up the art assets, not the game development itself -- which is also why it was such a small financial goal. So it's not the end of the world, really! Just a speedbump on art now.
  13. Hehe, yup. My IRL brother and I made a tiny guild, "Zombie Ninja Pirates," and we've been on the leaderboard in 3rd/4th place all morning (for resources and "efficiency") -- but I had to go to work. >_< There's this dude named "Bint" who is insanely good, and last Sunday he was able to 1v3 us easy. This time around it looks like he's named himself "MoistBint" or something. Guild is "Kisses and Hugs." Keep an eye out for him. ;-P
  14. For anyone that didn't see, there's a 24-hour open public free alpha test of Das Tal today! It's the perfect opportunity to download the game (less than 300mb), and see what it's all about! There are a handful of organized clans -- We Are Legend, Lords of Death, etc. -- so the developers set up a developer clan called "Exile" that is open to everyone unaffiliated, to get to play and enjoy the game in that type of context, instead of lone-wolfing, too!
  15. Another important distinctive is that most isometric top-down view games have point-and-click mechanics for movement and combat. (Diablo, Ultima Online, MOBAs, etc.) Oddly -- and thrillingly -- Das Tal movement and combat actually mechanically plays more like a FPS shooter game. You use WASD for your character movement, and you use your left-click, numbers 1-4, Q, E, and R for all your various attacks and abilities and such. This is something that isn't captured in the videos well whatsoever, so the fast-pace of the action combat isn't captured well at all. It's pretty frickin' fun. The best video that I can find to capture this is their video on "Skill-based Combat."
  16. At first, I felt absolutely the same way: "2D MMO in 2015? Huge pass." But then I realized I had the wrong mentality. When we hear "MMO," we mentally categorize the game and compare it against EverQuest, WoW, GW2, Crowfall, etc. And we see the isometric view and think it's completely outdated. But instead of an MMO, it's better to think of the game more like a MOBA that is expanded into a sandbox MMO world -- so instead, it's categorized against other isometric games like Dota2, League of Legends, etc. And then if you've played MOBAs, Das Tal becomes infinitely more interesting: a game where you control your champion, but instead of just pushing lanes and destroying the enemy base for a 40-minute battle, you get to do lots of sandbox open world PvP MMO stuff! I think this perspective shift is pretty important for getting what makes Das Tal so great.
  17. I played the alpha last Sunday and it was a crapload of fun. They set up the server so everyone approximately gains background accelerated XP at the same rate, so everyone will progress the same during the alpha. In my play session of around maybe 2 hours, I had a lot of fun with just the basic combat abilities that come with my weapon and armor. But I was very close to leveling where it'd unlock an additional 4 powers, too, I think. Similar to how a MOBA champion has three main abilities and then the big ultimate ability, even starting at level 1 in Das Tal you have four basic abilities -- so it feels like you have a strong assortment of abilities, and abilities above and beyond that is just icing on the cake.
  18. Hmm, interesting -- how long did you play it? Ultima Online is controlled with the mouse, like Diablo or Shadowbane. Whereas Das Tal is controlled with WASD, more like a shooter game or MMO. Or do you mean the feel of the sandbox PvP atmosphere, maybe? It's actually more accurate to say the combat mechanics are akin to Bloodline Champions, it sounds like. But so few people are familiar with that title, versus Dota2 and League. In any case, they're doing an open free alpha test for anyone and everyone on June 9th, and it's a crapload of fun -- definitely worth checking out first-hand!! (see the quote from Obs above)
  19. If Crowfall is "EVE Online meets Game of Thrones, with Walking Dead thrown in," to describe the sandbox gameplay, political dynamics, and survival gameplay; then Das Tal might be something like "EVE Online meets Game of Thrones, embodied through League of Legends and Dota2 combat mechanics." They've just announced that Das Tal is going to have a 24-hour open alpha test for anyone who is interested! Check out this short video that demonstrates the MOBA-like combat of Das Tal, but conjoins it to a sandbox PvP MMO world that we love: https://www.youtube.com/watch?v=8yin403NLG0 I've played the alpha and it's pretty amazingly fun! [LoD]Obs put it well in his interview with the developers: One of the reasons they're doing the big open alpha is because most players of Das Tal have this same experience: you have to play it to realize how amazing and cool it really is. So it'd be great to get some Crowfall players all together for the open alpha test coming up!
  20. I agree that if you think in terms of "sandbox MMO," the isometric view can be a big turnoff. But take a look at the combat mechanics. It's MOBA combat, that is expanded into a sandbox MMO world. So instead of comparing Das Tal to this, it'd be better to compare it to something like this. I think that helps give context to the isometric view. So instead of it just being an "old, ancient Ultima Online-type game," it's more like "a new cutting-edge twist on the MOBA genre." (Which is also why the title of this thread is so frustrating.) >_<
  21. I'm so sad that this thread is titled, "2D MMO," it's such a huge turn-off. It's a MOBA combat-mechanics game wed to a bigger sandbox MMO world! Completely changes the perspective.
  22. This was a pretty sweet article, thinking about sandbox PvP and facilitating player interaction. https://medium.com/@dbltnk/compression-cutting-out-the-fat-7c221888d8b2 Trimming spatial excess: (1) Reduce world size to increase player interaction (in contrast to Darkfall, Mortal Online, DayZ, etc.) (2) Create choke points (bridge over a creek) (3) Use points of interest (resources/treasure on map) Trimming temporal excess: (1) Campaigns with a beginning and an end, and fresh starts (2) Create highlights that attract players: special creature spawns, etc. (3) Focus on prime time, perhaps even reduce some servers' uptime for different timezones Trimming antisocial content excess: (1) Higher server quantity with more realistic community size where "everybody knows your name" (2) Don't employ instancing (3) De-emphasize solo play All very good and thoughtful ideas! (Das Tal is like Crowfall for the MMO meta-gameplay, but with MOBA combat mechanics!)
  23. Yeah, definitely some very interesting data!
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