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izkimar

ACE Development Partners
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About izkimar

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  1. Friends, sure. Enemies? No, I want it all. I think you're also exaggerating the amount of time you'd be out of content to regear. This was never really an issue in DFO.
  2. I think that's the point. You should never put yourself in a situation where you're losing over and over again. If that does in deed happen, it's time to examine WHY it's happening. Just like burning your hand on the stove, you learn through a little pain and loss and hopefully grow and get better to the game in an attempt to avoid that loss. The idea being that gear should be faster to gain, making it less of a burden to lose.
  3. You only bring the racket you can afford to lose. That's usually how full loot games work. There might be a time when white only gear is what you can afford from personal or guild perspective, as you acquire more resources the bar for disposal gear will continue to go up, where greens, blues , etc might become a common thing you take out to fight and are willing to lose.
  4. It's far easier to balance the game around one format (open world pvp) than trying to balance the game around instanced arena type pvp. Why would anyone want to play small scale instanced pvp in crowfall when other games offer similar things and do it significantly better.
  5. 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.
  6. 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.
  7. 30 fps is totally playable, anything below that is not.
  8. 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.
  9. 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.
  10. 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.
  11. It's arguably one of the most successful MMOs currently on the market...
  12. 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.
  13. 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.
  14. 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.
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