izkimar

ACE Development Partners
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About izkimar

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  1. 4 day campaigns

    They need to fix the issues with fall/winter. I also fear the repetition and lack of persistent worlds might burn players out in the long run. I know the reset concept was to keep from the map becoming stagnant, but I also think the reset fatigue will be a real thing.
  2. Can we expect mounts / caravans, etc in alpha as well?
  3. My grievances with 5.8

    I actually think the leveling / active progression in CF fits perfectly. It's fairly fast and at the same time it kinda makes you feel like you "own" your character. Previously to this CF felt more like a battle arena, and that's not what CF is supposed to be. It also gets people out in the world doing different things that don't necessary revolve around sieges, which to me is a good thing. I do think there should be a respec mechanic for talents however. Maybe a cash shop item.
  4. Leveling

    I think the progression along with other things to do besides just running around in a 10+ man group blobing into other 10+ man groups makes the game feel more like an actual game with a tangible world and less like a battle arena which is something they were trying to avoid. I like the fact that the world isn't safe, you can get ganked doing other activities that might not directly involve pvp, the fact you always have to be aware of your surrounds. It adds a lot of threat to the world and gets your heart pumping. I don't like the fact you start with zero abilities, and I think ability progression should take a slightly different form while still maintaining the active progression. The reality is that when you're pveing you're pvping, or at least wide open to the activity to pvp. The same as when you're harvesting, which I don't see you making an argument against since that is way more time intensive and even more of a necessity.
  5. Most my feedback corresponds with the game play experience. Zones / islands feel way too small. Not sure if this is for performance or testing reasons. The travel time between objectives on the same island is way too short, and encourages pvp to consist of large blob of players crashing in to each other. The size of the zones and placement of the objective worries me, but I also know these can easily be changed (and hope they are). Larger space for zones and better (further) spaced objectives in the future would be preferable. Combat still feels like a hot mess. Large scale feels like it degenerates quickly and from an individual perspective there really isn't much depth or nuances to combat. It feels a lot of gw2 but even more clunky. The map should have more functionality. Maybe I'm too accustom to other games, but being able to place a way point on the map would be a nice feature. Also your party members should have different icons / colors to tell them apart and should show up on the map. I don't think this needs to be a skill, it should just be base level functionality. The compass should reflect a lot of the aforementioned changes. A lot of games have compasses now and I think they do it significantly better than crowfall.
  6. sli won't get you much if any performance boost in this game seeing as it's heavily cpu bound. Now a better processor with potentially faster / more cores could give you a boost depending on how they have the engine configured to utilize them.
  7. There some is definitely off with crowfall. Right now it's quite tedious to play, but that's because you really only have harvesting and crafting to do. It's still missing a significant game loop. I'm not sure, however, even with the game loop if crowfall will be fun or a chore to play. When crowfall was announced and kick started there really wasn't much if any competition. Now we're sitting in a literal sea of potential competition (which is a good thing). Camelot Unchained, Asses of Creation are both aiming for 2019/2020. We also have other triple A projects on the horizon that are similar to crowfall. New World and potentially even The Lineage which is a direct sequel to the first lineage which was basically korean ultima online and heavily pvp focused. I kinda feel like outside the "grindy" nature of crowfall the biggest hit they'll take is the actual combat. They worked on combat for a year and had way more misses then hits. Now we're left with something that's not necessarily terrible, but at the same time doesn't really help crowfall stand out. I'm hopeful at least.
  8. Hunger-What positive thing does this add?

    I'm not a fan of the hunger system, never really been. It's both obnoxious and tedious, but I can see what they (the devs) "want" it to be. I just think it isn't fun and having fights decided by it is a big turn off. The penalties need to be less drastic when it comes to character avatars, but there should definitely be an incentive when it comes to your thralls / vendors / etc.
  9. Crafters: Why log in?

    I still believe that the majority of crafting (and harvesting to some degree) will be done on alts. This is an unfortunate side effect of having a "single character, single account" set up. Will there be interdependence? Sure, but I think everyone will be surprised at how little people actually want to be joined at the hip. Those people will most likely have alternative accounts.
  10. VIP, I must be missing somthing

    VIP means I don't have to buy 10 more accounts; I can be satisfied with 5 .
  11. What direction is the game going?

    Have you visited the bless subreddit lately? Why is it so hard to believe that people would refund a game they're so clearly not enjoying? Bless was so bad that steam was actually giving refunds to people with over 20 hours of play time (the policy is 2 hours). Someone in my own guild got a refund TWICE. There is an actual site that tracts refunds on steam I believe, I'll see if I can find it. Here's a video that actually talks about refunds (and how poorly made socksty bless was). Basically my point is if your game sucks, regardless of their dollar investment, they'll leave. I think you misunderstand my position tho. I don't want the time commit removed, I want the time commit made more fun and feel less like a chore.
  12. What direction is the game going?

    People payed $39-150 to play bless and dumped it after only an hour, trust me when I say they'll leave if they don't like it. You've got people with hundreds if not thousands of dollars giving negative feedback about the current implementation; some of which have stopped playing altogether. I agree that there needs to be a "hook", but it has to be something that's covertly "grindy" and yet still gives the player the impression their progressing and having fun while doing it. Right now we have something that is a horrendous boring slog and just like eating a $hit covered oreo, the creamy white center might taste great (the pvp) but you gotta get through the poorly made $hit covered exterior to get there. Many people won't eat $hit. Telling people to go play another game when they want to enjoy the best part of this game but have to slog through is not the answer.
  13. What direction is the game going?

    My problem isnt harvesting so much as the time invested in harvesting. There is a good reason why other games trivialize this part of the game; it's boring. Lower the requirements on the upper tier of gear and you'll less likely to see these type of threads now and 6 months from now. Keep your head in the sand and responding with the "hurr durr, this game isnt for you" mantra and you'll find yourself playing a game by yourself. A lot of this stuff can be fixed with a better New Player Experience and adjusting some nobs and so forth, so we'll see where it goes from there. Crowfall isn't the only pvp focused mmorpg so the devs should be weary of this.
  14. What direction is the game going?

    True, but in Darkfall there was far less barriers to harvesting, it was way more inclusive and there were alternatives. Your character could effectively do everything which is a big difference from crowfall where you're basically forced to nut cup. Even with the accessibility and flexibility with character freedom the game died (not specifically because of harvesting, but the grind definitely hurt it among other things). Crowfall has replaced the "go out and kill 10 rats" quest grind with the "go out and hit 100+ of x node" grind. They're both boring, but at least the rats fight back and keep the experience engaging. All these experiences might change when the population is larger, who knows.
  15. What direction is the game going?

    I think he's talking about the core of the game, which basically go out, farm resources, craft items so you can farm more resources and craft the next tier of items so you can farm more resources. People farming hundreds of resources atm don't realize that won't be the case when there is an actual population that's trying to kill you and stop you from progressing. Harvesting and progression is even going to be more of a slog. The problem is that this is the introduction to the game, that in itself is the problem. You punch a tree 3 times, and then hit a rock for 10 more which increasingly is multiplied when you factor how long it takes to acquire advanced gear (the only gear that really means anything). If your players first impression is that the first part of the game sucks, they're not going to stick around for the later halves. Think about it.