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nihilsupernum

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  1. Like
    nihilsupernum got a reaction from GMACK in Fighting zergs   
    One thing that always seems to be overlooked in these discussions:
    AoE skills are not evenly distributed across classes If you uncap AoE, you are effectively making certain classes much stronger than other based on how much AoE they have access to.
    Maybe a group of 5 mages slinging fireballs can punch up against a group of 30 enemies if they all land their AoE, but a group of 5 warriors swinging swords is just as screwed as they were in the first place.
  2. Like
    nihilsupernum reacted to PopeUrban in Fighting zergs   
    Alright lets do the math
    Lets compare two versions of this fight, one with a 5 target cap, and one with no cap. Lets assess the potential damage output of both teams. Lets assume both teams are using the exact same tactic, standing in a ball so they can catch the largest amount of beneficial group aoes.
     
    Capped AoEs:
    Your group casts 6x 100 damage aoes which effect a total of 5 targets each. That's 6 x 500 damage, or 3000 damage.
    They group casts 18x 100 x 5 targets, or 9000 damage.
    By virtue of game mechanics they are dealing 300% more damage than you, and they have 3 times as many players. There is a direct correlation between number of soldiers, and their damage potential.
    The increase in damage is linear per player. It is unfair in their favor because they have more players.
     
    Uncapped AoEs:
    Your group casts 6x 100 damage aoes for a total of 600 damage per target, or 10,800 damage
    Their group casts 18x 100 damage aoes for a total of 1800 damage per target, or... 10,800 damage, the exact same amount.
    Your characters are capable of dealing 1800 damage per cast, while your enemy is only capable of dealing 600 damage per cast.
    By virtue of game mechanics, you are now dealing 300% more damage than your opponent, in the same time frame, with the same skill, with the same tactic, because you brought less guys.
     
    What is the real difference between these two damage models?
    In the capped system the damage output per player is linear. Each additional player represents a linear potential increase in damage output. Every player on either side of the fight has equal opportunity to deal an equal amount of damage.
    This system advantages having a larger number of players without punishing having a smaller number of players. Your players are dealing exactly as much damage as theirs in all situations all the time, regardless of skill or tactics. The only disadvantage you receive is the fact you have less players.
    In the uncapped system the damage output per player in nonlinear. The fewer people you bring to a fight, the more your opponent is punished. You are being given an advantage that has nothing to do with skill. You recieve greater potential damage the larger the enemy force is in comparison to your own. Players on either side of the fight do not have equal ability to deal damage. This system directly punishes whoever has the larger force mathematically before any skill or tactical maneuvering enters the picture.
    The uncapped system is not more fair, it just happens to now be wildly unfair in favor of the smaller force. It is not based on any measure of skill, but because the math allows your players to deal more damage than theirs rather than limiting all players to the same damage potential.
    What you are arguing for is a system in which you are given a handicap, not a system which is more fair.
    Numerically speaking, the capped system is technically the most fair. All players deal the same amount of damage. The uncapped system represents a mathematical scenario that literally increases the damage potential of each player relative to how many targets are presented to them.
    While it is up to the individual whether or not they think smaller forces should receive a handicap versus larger ones, lets be very clear here. Uncapping AoEs has nothing to do with making the game fair, and it has nothing to do with skill. It is a change in the basic math of combat to make the game progressively easier the more you are outnumbered rather than the existing math of combat that limits every player to the exact same potential for damage.
  3. Like
    nihilsupernum reacted to IceBolt in Call to boycott EK vendors   
    New players have plenty to sell, if they didn't they wouldn't be having this problem. I remember my first week in CF, had a good amount of items with no real way to sell them and was forced to vendor them as i had no clue of market prices or the value of them. And there were plenty of items i had in my inventory that i know now had high value, so saying new players don't have anything to sell anyways is just a further symptom of this game problem with its economy. 
    Ans using the vendors in shadows or dregs is a waste of time, as there is no local economy present in dregs. The only thing of value you will find in those vendors are Food and tools, if your buying or selling anything else there you just wasting your time and energy.
    Any resources or anything of real value should be exported then sold via trade discord. There is no incentive to buy resources inside of these campaigns unless you are a tool crafter/cook/alchemist. And don't even get me started on the limited vendor space and taxes.
     
  4. Like
    nihilsupernum got a reaction from Shadivak in Call to boycott EK vendors   
    They did. It was the September Q&A.
    https://www.twitch.tv/videos/1135041628
    Timestamp: 55:35
    The specific quote:
     
    I just don't understand. There is no bottom. There is the market clearing price. Anything above that is just waste that has to be created from friction and inefficiency and lack of information.
  5. Like
    nihilsupernum got a reaction from BarriaKarl in Call to boycott EK vendors   
    They did. It was the September Q&A.
    https://www.twitch.tv/videos/1135041628
    Timestamp: 55:35
    The specific quote:
     
    I just don't understand. There is no bottom. There is the market clearing price. Anything above that is just waste that has to be created from friction and inefficiency and lack of information.
  6. Like
    nihilsupernum got a reaction from Drakano in Call to boycott EK vendors   
    They did. It was the September Q&A.
    https://www.twitch.tv/videos/1135041628
    Timestamp: 55:35
    The specific quote:
     
    I just don't understand. There is no bottom. There is the market clearing price. Anything above that is just waste that has to be created from friction and inefficiency and lack of information.
  7. Like
    nihilsupernum got a reaction from Retchet in Dodge doesn't dodge   
    The dodge mechanic is basically a mobility mechanic masquerading as an avoidance tool. It only helps you avoid things if you get out of range *before* the opponent uses them. You need to predict in advance: My opponent is going to use X skill, so I should get out of range now before they do it.
    If you see them use the skill, it's almost always too late even though the animations are screaming at you to dodge.
    This feels really bad and also creates bad habits if they do ever manage to fix the engine. All these players will have conditioned themselves *not* to dodge things because that's actually the best play right now. Sit there, eat the damage, and hope your build beats their build if you both point at each other and press all your buttons.
    Currently, the only way to interact with opposing players is near-telepathic prediction skills, blocks (also predictive), and ults (not fairly distributed. some classes can ult every 10s, others only get 1 per fight).
  8. Thanks
    nihilsupernum got a reaction from Retchet in Dodge doesn't dodge   
    This short clip captures a major flaw in the Crowfall combat system. The animations are lying to the player. They indicate that a skill can be dodged, but it can't - not even if you dodge away at the limits of human reaction time.
    The champion ult is a big slow "jump up and slam down" skill. Any reasonable player would expect the damage to not hit if the player dodges out of the slam portion.. but it doesn't work like that. Once the skill is activated, you're going to take damage if you were in range at the start, regardless of whether the slam actually connects. So now the player has wasted a dodge and time attempting to avoid a skill that couldn't be avoided.
    A more honest animation of the same duration (if the champ ult is really not supposed to be dodgeable) would be a very fast action part followed by a long recovery. If it looked like that, the opponent would at least understand that they've already been hit by it and wouldn't waste the dodge trying to avoid it.
    A better engine would actually calculate hits properly and be able to determine that the player moved ~15m away in the time that the skill was animating and not register the final hit.
    A band-aid solution might be invulnerable dodges.
  9. Like
    nihilsupernum got a reaction from ArtCraftQA in 7.100.0 Live Feedback for 9/1/2021   
    I think I've been saying this forever, but Barb - 300 cost ult, undodgeable, breaks CC.
    That means they can do it basically every 5 seconds in a fight.
    That means they are not interacting with the stamina system at all. They can basically never be CCed and also have a spammable "I win" button against any kind of melee.
    As a melee control spec, I can literally never get a CC to stick because they're always going to have either retaliate or an ult up. That means anything I do is going to be disadvantageous to me, as they will just ult out of it and hit me for more than I hit them.
    Edit: not to mention the additional CC immunity post-ult, plus the PDM
  10. Not a bug, post to feedback thread
    nihilsupernum got a reaction from ArtCraftQA in 7.100 Live Bug Reports for 9/1/2021   
    How can we have a skillful pvp game if there is literally no counterplay to abilities. Look at this!
    I know exactly what my opponent is going to do. I'm custard ready for it. I react to the animation and ...
     
    nothing.
  11. Like
    nihilsupernum got a reaction from Cerberias in Class Balance Stats.   
    I don't think stats and K/D numbers are the way to go about it, though they can certainly highlight a potential problem.
    I'd rather the balance devs lay out their design intentions for balance and then evaluate whether certain classes/discs/abilities are overperforming relative to these ideals.
    A DPS build should be able to do X amount of damage per second over the course of a 1 minute fight A DPS build should be able to burst Y amount of damage in a 5 second window ^ same but for healing ^ same but for CC / utility Some explanation of how these values should trade off against each other, if at all How much synergy should disciplines have with core class skills? Is it okay if a certain discipline multiplies a class' effectiveness at something by 50%? What should TTK be, approximately? What counterplay should exist to each ability? When is it okay to break these rules? Etc.
    This is really hard, but IMO, it's the only way to have grounded balance.
  12. Thanks
    nihilsupernum got a reaction from ArtCraftQA in 7.100.0 Live Feedback for 8/30/2021   
    First, thanks for increasing the draw distance from 75m to 100m. That's way better
    .. but it's still not close to enough.
    We need player models (or at least some kind of placeholder) to be rendering at the same distance that effects are currently showing up.
    Imagine a commander looking out across an empty flat battlefield in clear weather and just .. not being able to see their forces one second and seeing all of them the next. It's jarring, unrealistic, and it makes it too difficult to make good decisions about where to go based on enemy movement.
  13. Like
    nihilsupernum got a reaction from Healein in 7.100.0 Live Feedback for 8/30/2021   
    First, thanks for increasing the draw distance from 75m to 100m. That's way better
    .. but it's still not close to enough.
    We need player models (or at least some kind of placeholder) to be rendering at the same distance that effects are currently showing up.
    Imagine a commander looking out across an empty flat battlefield in clear weather and just .. not being able to see their forces one second and seeing all of them the next. It's jarring, unrealistic, and it makes it too difficult to make good decisions about where to go based on enemy movement.
  14. Thanks
    nihilsupernum got a reaction from SiniKGB in Can someone please explain range cap and how to increase it?   
    There's a base ranged distance for ranged attacks - eg. 15m.
    The ranged distance bonus stat will increase the range of these attacks up to a certain point, which is the ranged distance bonus cap. By default, I believe the cap is 20m, so you can potentially get up to 35m range on that 15m attack.
    It's relatively easy to get ranged distance bonus in Crowfall, but pretty difficult to get ranged distance bonus cap. 
    Only a few things (ranger talents, Elken racial, compound bow) will increase the cap as far as I know. Everything else is just plain RDB.
    If you're trying to optimize, you probably want to aim to have your RDB = RDB Cap so you're not wasting any distance.
  15. Like
    nihilsupernum got a reaction from Retchet in Group Loot Options   
    Opinion: This is ultimately a waste of developer time that could be spent on other things.
    Reason: Loot in Crowfall is in general not valuable enough to be worth taking time to roll on. For the most part, the really good stuff is all crafted, and the other items come so quickly when farming a camp, it would be tedious to be clicking on a loot window all the time. If anything, I think it should just be a basic round-robin loot distribution or else looter take all like the current system.
    Crowfall is a guild-focused game, and most of the time players are going to be grouped with guild members that they trust. They can work out a fair loot sharing policy between themselves.
  16. Like
    nihilsupernum got a reaction from HoldHere in Dodge doesn't dodge   
    This short clip captures a major flaw in the Crowfall combat system. The animations are lying to the player. They indicate that a skill can be dodged, but it can't - not even if you dodge away at the limits of human reaction time.
    The champion ult is a big slow "jump up and slam down" skill. Any reasonable player would expect the damage to not hit if the player dodges out of the slam portion.. but it doesn't work like that. Once the skill is activated, you're going to take damage if you were in range at the start, regardless of whether the slam actually connects. So now the player has wasted a dodge and time attempting to avoid a skill that couldn't be avoided.
    A more honest animation of the same duration (if the champ ult is really not supposed to be dodgeable) would be a very fast action part followed by a long recovery. If it looked like that, the opponent would at least understand that they've already been hit by it and wouldn't waste the dodge trying to avoid it.
    A better engine would actually calculate hits properly and be able to determine that the player moved ~15m away in the time that the skill was animating and not register the final hit.
    A band-aid solution might be invulnerable dodges.
  17. Like
    nihilsupernum got a reaction from RikForFun in Group Loot Options   
    Opinion: This is ultimately a waste of developer time that could be spent on other things.
    Reason: Loot in Crowfall is in general not valuable enough to be worth taking time to roll on. For the most part, the really good stuff is all crafted, and the other items come so quickly when farming a camp, it would be tedious to be clicking on a loot window all the time. If anything, I think it should just be a basic round-robin loot distribution or else looter take all like the current system.
    Crowfall is a guild-focused game, and most of the time players are going to be grouped with guild members that they trust. They can work out a fair loot sharing policy between themselves.
  18. Confused
    nihilsupernum got a reaction from PaddyFitzpatrick in Group Loot Options   
    Opinion: This is ultimately a waste of developer time that could be spent on other things.
    Reason: Loot in Crowfall is in general not valuable enough to be worth taking time to roll on. For the most part, the really good stuff is all crafted, and the other items come so quickly when farming a camp, it would be tedious to be clicking on a loot window all the time. If anything, I think it should just be a basic round-robin loot distribution or else looter take all like the current system.
    Crowfall is a guild-focused game, and most of the time players are going to be grouped with guild members that they trust. They can work out a fair loot sharing policy between themselves.
  19. Like
    nihilsupernum got a reaction from MacDeath in Group Loot Options   
    Opinion: This is ultimately a waste of developer time that could be spent on other things.
    Reason: Loot in Crowfall is in general not valuable enough to be worth taking time to roll on. For the most part, the really good stuff is all crafted, and the other items come so quickly when farming a camp, it would be tedious to be clicking on a loot window all the time. If anything, I think it should just be a basic round-robin loot distribution or else looter take all like the current system.
    Crowfall is a guild-focused game, and most of the time players are going to be grouped with guild members that they trust. They can work out a fair loot sharing policy between themselves.
  20. Like
    nihilsupernum got a reaction from comicmarvel in Let's talk about class mobility balance - ie gap closing etc   
    It's not *just* the damage though, and your second post gets at that.
    It's the fact that skills are unavoidable. Stuff just happens. Damage, PDM, these are all factors that can tune the game, but don't address the core issue, and that is lack of counterplay.
    You want to be able to go up against opponents and say things like:
    I saw the Warden attempting to enable Trap Master and I interrupted it with my suppress, so I won that fight. I heard a Champion leap from behind me so I instinctively dodged forward and avoided it, giving me an advantage. Then I saw them use Neckbreaker so I dodged again and caught them with a stun while they were in the recovery animation. I saw that Fanatic throwing fireballs at me, so I moved behind a tree while they were in flight and didn't get hit. A Cutthroat started opening on me from stealth, but I dodged in time to avoid their follow up damage, so I only lost 10% HP and was able to fight back. I interrupted a Blackguard's Dagger Spin 3 times in that fight, so they weren't able to keep their sustain up. But right now, none of that is possible because skills don't work like that. You technically can interrupt skills, but because of how slow everything is, it is mostly done by accident. (If you just happen to be using CC at the same time an opponent is attempting a skill). You can only dodge skills if you do it before they are used, which isn't really dodging. It's guessing.
    So, sure, look at the damage, but tweaking damage + survivability alone isn't going to create fun interactive fights. Counterplay is key.
  21. Like
    nihilsupernum got a reaction from Galiswyn_TaKier in Let's talk about class mobility balance - ie gap closing etc   
    It's not *just* the damage though, and your second post gets at that.
    It's the fact that skills are unavoidable. Stuff just happens. Damage, PDM, these are all factors that can tune the game, but don't address the core issue, and that is lack of counterplay.
    You want to be able to go up against opponents and say things like:
    I saw the Warden attempting to enable Trap Master and I interrupted it with my suppress, so I won that fight. I heard a Champion leap from behind me so I instinctively dodged forward and avoided it, giving me an advantage. Then I saw them use Neckbreaker so I dodged again and caught them with a stun while they were in the recovery animation. I saw that Fanatic throwing fireballs at me, so I moved behind a tree while they were in flight and didn't get hit. A Cutthroat started opening on me from stealth, but I dodged in time to avoid their follow up damage, so I only lost 10% HP and was able to fight back. I interrupted a Blackguard's Dagger Spin 3 times in that fight, so they weren't able to keep their sustain up. But right now, none of that is possible because skills don't work like that. You technically can interrupt skills, but because of how slow everything is, it is mostly done by accident. (If you just happen to be using CC at the same time an opponent is attempting a skill). You can only dodge skills if you do it before they are used, which isn't really dodging. It's guessing.
    So, sure, look at the damage, but tweaking damage + survivability alone isn't going to create fun interactive fights. Counterplay is key.
  22. Like
    nihilsupernum got a reaction from comicmarvel in Let's talk about class mobility balance - ie gap closing etc   
    Not sure if you've noticed, but there aren't many ways to really be 'gewd' in this game. Because everything just hits and dodge doesn't dodge, the only 'skill' in the game comes from choosing what skill to use at what time, having a more effective build for the task than your opponent(s), and also poorly considered balance realities.
    Part of the skill that does exist in the game is the stamina/retaliate gameplay. You choose which CC to retaliate and which to allow through. If you're sitting on the ground too often, it might be because you wasted your retaliate on a CC when you didn't need to. On the other hand, it might also be because you're being focused and there's nothing you can do (see: Dodge doesn't dodge). However.. some classes don't have to play the stamina game because their ults charge so quickly. Eg. Champion, especially Barb. That class can ult out of CC approximately once per 5-6 seconds, and can bank those ults to do it up to 4 times in a row, getting CC immunity and PDM each time. Combine with its leaps and a speed buff discipline, and it is extremely effective at getting away. You will never lock down a class like that, because they're just not interacting with stamina, really. They'll always have either a retaliate or an ult up. Yes, melee classes do have good gap-closing tools, but all classes (including ranged) also have pretty insane undodgeable damage skills. It's hard to say whether it's balanced or not. Like, is it fair that a confessor can do ~5k damage at 45m in 1 second with no way of avoiding it? I don't think that's good either.
  23. Like
    nihilsupernum got a reaction from Atome in Group Loot Options   
    Opinion: This is ultimately a waste of developer time that could be spent on other things.
    Reason: Loot in Crowfall is in general not valuable enough to be worth taking time to roll on. For the most part, the really good stuff is all crafted, and the other items come so quickly when farming a camp, it would be tedious to be clicking on a loot window all the time. If anything, I think it should just be a basic round-robin loot distribution or else looter take all like the current system.
    Crowfall is a guild-focused game, and most of the time players are going to be grouped with guild members that they trust. They can work out a fair loot sharing policy between themselves.
  24. Haha
    nihilsupernum got a reaction from Nichivo in Group Loot Options   
    Opinion: This is ultimately a waste of developer time that could be spent on other things.
    Reason: Loot in Crowfall is in general not valuable enough to be worth taking time to roll on. For the most part, the really good stuff is all crafted, and the other items come so quickly when farming a camp, it would be tedious to be clicking on a loot window all the time. If anything, I think it should just be a basic round-robin loot distribution or else looter take all like the current system.
    Crowfall is a guild-focused game, and most of the time players are going to be grouped with guild members that they trust. They can work out a fair loot sharing policy between themselves.
  25. Like
    nihilsupernum got a reaction from BarriaKarl in 7.000 Live Feedback for 8/26/2021   
    What is the counterplay to this? As far as I can tell, there isn't any except "Press Q and run away". That's not very interactive gameplay.
    For the record, I feel the same way about Assassin burst and honestly most skills in this game. Everything just hits. Dodge doesn't dodge, projectiles aren't blocked by obstacles once they've been fired.
    Skills are hitting for insane chunks of players' health considering there is nothing they can do to avoid them.
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