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izkimar

ACE Development Partners
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About izkimar

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  1. The game was never intended to be a drop in/drop out call of duty-esque zero commitment game. Leveling does two fold: It makes you take some kind of ownership of your character by forcing you to invest time into it. It gets people out in the world doing things besides beating on doors and blobbing around the map. It's another thing that gets people (hopefully) out in the campaign world doing things, making the campaign feel more like a living breathing world / mmorpg and less like an instanced battleground.
  2. Free form building is very hard to balance. Players will go out of their way to abuse whatever they can. The forts/keeps DO need to be more distinct tho. They have absolutely no personality and no strategic importance other than just existing and generating points.
  3. 30 fps is totally playable, anything below that is not.
  4. Crowfall will definitely suffer from the "uncle bob" scenario, except it will just be on a shorter duration per campaign. The reality is that alliances that dominate campaign X are probably going to dominate campaign Y if they're fighting the same opponents. Maybe the story will be different in the "tournament" campaigns.
  5. Pretty sure the GCD exists so attack animations aren't broken. The animation of the basic attack has to play out before you use an ability (i.e. you can't weave an ability in between basic attacks). This seems like a technical limitation. If you're looking for an extremely well polished combat system crowfall will 100% not be it. The "aiming" is a farce with ranged abilities all being ray casts and having a huge margin for error. This is intentional and done so the server and client aren't too far out of sync and you don't get a false positive (i.e. you hit a target on the screen [client
  6. Elder Scrolls Online. If we look outside of the genre, battle royales. The seasons is basically the circle closing in on you, except it's a bit more hospitable.
  7. It's arguable to even say crowfall has skilled targeting. I actually think the action part of Crowfall is more of a gimmick than anything. The targeting needs to be more stricter with more emphasis on aiming.
  8. It's arguably one of the most successful MMOs currently on the market...
  9. Leaps still behave kinda weird. You can dodge/leap in mid air, this looks highly unusual on the champion. Like wise, more times than not you land awkwardly on top of your target. The map needs a lot of work, no where near beta quality. Lacks all the modern day functionality you would expect from a map.
  10. I'd like to see lunge on a different keybind, like shift + lmb.
  11. The passive system is designed to drip feed / string people along in an attempt to keep them coming back. Unfortunately It has the opposite effect and just pisses people off; passive progression has outlived it's usefulness and it's an artifact of the past. People don't want to progress through waiting, they want to progress through DOING.
  12. It could very well be that's why people are not playing, but crowfall never really had a large testing population. Even back in 5.8 the population was very low. Over 20k backers, and they don't want to even test the game? That seems very unusual.
  13. A lot of the reason why it's 1 hour of action and 23 hours of grinding is because the population. The action and grinding are supposed to be happening at the same time. I kinda frowned at the game when I realized side stepping attacks (even ranged attacks) wasn't really possible because of how big the hit scan was.
  14. I guess the obvious answer is the player base is already fragmented. While force groups of players that don't necessarily want to play with each other to do so? Also balance on pve servers and pvp servers won't have to diverge, because at the end of the day a pvp server will just be a pve server but auto opt-in flagging.
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