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izkimar

ACE Development Partners
  • Content Count

    776
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  1. Like
    izkimar got a reaction from Zushakon in Crowfall early game and player retention   
    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. Like
    izkimar got a reaction from APE in Zerging in PvP MMOs - Is it fixable? Should it be fixed?   
    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.
  3. Like
    izkimar got a reaction from Tofyzer in Combat system: oh my...   
    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], but damage isn't registered because the server doesn't agree with the client).
  4. Like
    izkimar got a reaction from mythx in Crowfall in a nutshell   
    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.
  5. Like
    izkimar got a reaction from Biglulu in Skill Shot vs Tab Targeting   
    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.
  6. Like
    izkimar got a reaction from Tofyzer in Skill Shot vs Tab Targeting   
    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.
  7. Like
    izkimar got a reaction from Staff in Skill Shot vs Tab Targeting   
    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. Like
    izkimar got a reaction from Yoink in Skill Shot vs Tab Targeting   
    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.
  9. Like
    izkimar got a reaction from IsilithTehroth in Skill Shot vs Tab Targeting   
    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.
  10. Like
    izkimar got a reaction from SketchyMofo in This Game is Super Frustrating for Crafters   
    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.
  11. Like
    izkimar got a reaction from BarriaKarl in Skill Shot vs Tab Targeting   
    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.
  12. Like
    izkimar got a reaction from APE in Skill Shot vs Tab Targeting   
    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.
  13. Like
    izkimar got a reaction from Tyrant in 5.125 TEST Feedback for 8/6/20   
    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.
  14. Like
    izkimar got a reaction from Tofyzer in Vanguard quitting Crowfall .. For now   
    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.
  15. Like
    izkimar got a reaction from Darkstar412 in Before Beta Launches   
    More UI and map functionality should be some where on that list as well.
  16. Like
    izkimar got a reaction from APE in Before Beta Launches   
    More UI and map functionality should be some where on that list as well.
  17. Like
    izkimar got a reaction from mourne in The game is nothing like the video on the front page   
    Obviously the video is a completely fluffy scripted marketing asset, but I thought it was interesting to compare what we have in-game, to what is actually in-game. The reality is that video doesn't really reflect the game. Most of the terrain is relatively flat, not like the terrain showed in the video in the castle siege segment. There are no villages in the classical sense, and the visuals of the "ghost" town aren't actually in the game. In fact I have yet to encounter an area inside the campaign that looks as good as the locales displayed in the video.
  18. Like
    izkimar got a reaction from BarriaKarl in The game is nothing like the video on the front page   
    Obviously the video is a completely fluffy scripted marketing asset, but I thought it was interesting to compare what we have in-game, to what is actually in-game. The reality is that video doesn't really reflect the game. Most of the terrain is relatively flat, not like the terrain showed in the video in the castle siege segment. There are no villages in the classical sense, and the visuals of the "ghost" town aren't actually in the game. In fact I have yet to encounter an area inside the campaign that looks as good as the locales displayed in the video.
  19. Like
    izkimar got a reaction from Aedius in Combat is kind of a mess.   
    Large contributor; druid orbs and frostweaver stable ice. The game goes above and beyond to try and reduce the clutter (by hiding these until they turn hostile and "pop", but by then it's usually too late). These should be visible all the time whether your friend or foe. The problem here is the visual clutter. The current solution is to hide friendly orb/stable ice placement from the enemies untill detonated. The real solution is to change the fundamental nature of these abilities. You can't have abilities that are determinant to the performance of the game, at the same time the solution shouldn't be to hide these abilities because it introduces an element of uncertainty and "gotcha" type moments that are most of the times outside the control of the player.
    I guess what I'm saying is if you know your game can't handle an abundance of vfx and persistent effects on the ground without client side performance taking a nose dive, don't develop your combat around it.
    Here's the best (and worst) example of what I'm talking about. Stable Ice, Orbs and a ton of other vfx effects. Combat is completely unintelligible. I don't know many people that would find this enjoyable. The entire right side of the screen is monopolized by buffs and debuffs. In fact there are so many buffs and debuffs that the list is truncated.
    The solution? Don't hide effects, instead reduce the abundance of vfx on the field at the ability level. Instead of having dozens upon dozens of abilities that leave persistent effects on the ground, either reduce the duration or remove the persistent ground effect all together. Reducing the amount of ground based effects that persist will improve visual clutter and thus improve performance dramatically.
    Obviously this would require a huge refactor of abilities, a large undertaking and (likely) not going to happen. However I think if the game goes in to soft launch with the current state of combat as it is, you'll see a lot of disappointed players.
  20. Sad
    izkimar got a reaction from APE in Combat is kind of a mess.   
    Large contributor; druid orbs and frostweaver stable ice. The game goes above and beyond to try and reduce the clutter (by hiding these until they turn hostile and "pop", but by then it's usually too late). These should be visible all the time whether your friend or foe. The problem here is the visual clutter. The current solution is to hide friendly orb/stable ice placement from the enemies untill detonated. The real solution is to change the fundamental nature of these abilities. You can't have abilities that are determinant to the performance of the game, at the same time the solution shouldn't be to hide these abilities because it introduces an element of uncertainty and "gotcha" type moments that are most of the times outside the control of the player.
    I guess what I'm saying is if you know your game can't handle an abundance of vfx and persistent effects on the ground without client side performance taking a nose dive, don't develop your combat around it.
    Here's the best (and worst) example of what I'm talking about. Stable Ice, Orbs and a ton of other vfx effects. Combat is completely unintelligible. I don't know many people that would find this enjoyable. The entire right side of the screen is monopolized by buffs and debuffs. In fact there are so many buffs and debuffs that the list is truncated.
    The solution? Don't hide effects, instead reduce the abundance of vfx on the field at the ability level. Instead of having dozens upon dozens of abilities that leave persistent effects on the ground, either reduce the duration or remove the persistent ground effect all together. Reducing the amount of ground based effects that persist will improve visual clutter and thus improve performance dramatically.
    Obviously this would require a huge refactor of abilities, a large undertaking and (likely) not going to happen. However I think if the game goes in to soft launch with the current state of combat as it is, you'll see a lot of disappointed players.
  21. Like
    izkimar got a reaction from McTan in Combat is kind of a mess.   
    Large contributor; druid orbs and frostweaver stable ice. The game goes above and beyond to try and reduce the clutter (by hiding these until they turn hostile and "pop", but by then it's usually too late). These should be visible all the time whether your friend or foe. The problem here is the visual clutter. The current solution is to hide friendly orb/stable ice placement from the enemies untill detonated. The real solution is to change the fundamental nature of these abilities. You can't have abilities that are determinant to the performance of the game, at the same time the solution shouldn't be to hide these abilities because it introduces an element of uncertainty and "gotcha" type moments that are most of the times outside the control of the player.
    I guess what I'm saying is if you know your game can't handle an abundance of vfx and persistent effects on the ground without client side performance taking a nose dive, don't develop your combat around it.
    Here's the best (and worst) example of what I'm talking about. Stable Ice, Orbs and a ton of other vfx effects. Combat is completely unintelligible. I don't know many people that would find this enjoyable. The entire right side of the screen is monopolized by buffs and debuffs. In fact there are so many buffs and debuffs that the list is truncated.
    The solution? Don't hide effects, instead reduce the abundance of vfx on the field at the ability level. Instead of having dozens upon dozens of abilities that leave persistent effects on the ground, either reduce the duration or remove the persistent ground effect all together. Reducing the amount of ground based effects that persist will improve visual clutter and thus improve performance dramatically.
    Obviously this would require a huge refactor of abilities, a large undertaking and (likely) not going to happen. However I think if the game goes in to soft launch with the current state of combat as it is, you'll see a lot of disappointed players.
  22. Like
    izkimar got a reaction from KatzeWeiss in Combat is kind of a mess.   
    Large contributor; druid orbs and frostweaver stable ice. The game goes above and beyond to try and reduce the clutter (by hiding these until they turn hostile and "pop", but by then it's usually too late). These should be visible all the time whether your friend or foe. The problem here is the visual clutter. The current solution is to hide friendly orb/stable ice placement from the enemies untill detonated. The real solution is to change the fundamental nature of these abilities. You can't have abilities that are determinant to the performance of the game, at the same time the solution shouldn't be to hide these abilities because it introduces an element of uncertainty and "gotcha" type moments that are most of the times outside the control of the player.
    I guess what I'm saying is if you know your game can't handle an abundance of vfx and persistent effects on the ground without client side performance taking a nose dive, don't develop your combat around it.
    Here's the best (and worst) example of what I'm talking about. Stable Ice, Orbs and a ton of other vfx effects. Combat is completely unintelligible. I don't know many people that would find this enjoyable. The entire right side of the screen is monopolized by buffs and debuffs. In fact there are so many buffs and debuffs that the list is truncated.
    The solution? Don't hide effects, instead reduce the abundance of vfx on the field at the ability level. Instead of having dozens upon dozens of abilities that leave persistent effects on the ground, either reduce the duration or remove the persistent ground effect all together. Reducing the amount of ground based effects that persist will improve visual clutter and thus improve performance dramatically.
    Obviously this would require a huge refactor of abilities, a large undertaking and (likely) not going to happen. However I think if the game goes in to soft launch with the current state of combat as it is, you'll see a lot of disappointed players.
  23. Like
    izkimar got a reaction from APE in The game is nothing like the video on the front page   
    Obviously the video is a completely fluffy scripted marketing asset, but I thought it was interesting to compare what we have in-game, to what is actually in-game. The reality is that video doesn't really reflect the game. Most of the terrain is relatively flat, not like the terrain showed in the video in the castle siege segment. There are no villages in the classical sense, and the visuals of the "ghost" town aren't actually in the game. In fact I have yet to encounter an area inside the campaign that looks as good as the locales displayed in the video.
  24. Thanks
    izkimar got a reaction from DocHollidaze in The game is nothing like the video on the front page   
    Obviously the video is a completely fluffy scripted marketing asset, but I thought it was interesting to compare what we have in-game, to what is actually in-game. The reality is that video doesn't really reflect the game. Most of the terrain is relatively flat, not like the terrain showed in the video in the castle siege segment. There are no villages in the classical sense, and the visuals of the "ghost" town aren't actually in the game. In fact I have yet to encounter an area inside the campaign that looks as good as the locales displayed in the video.
  25. Like
    izkimar got a reaction from CurvedJohnson in 5.110 TEST Feedback for 4/15-16/20   
    I feel like if food was to be a thing, it should be used to maintain your thralls that are used at your factories, fields, etc in or near your strongholds. On a character by character basis the food meter is just tedious.
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