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Duke_Suraknar

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  1. Like
    Duke_Suraknar reacted to DoomYa in Druid impressions after having tried game again after hiatus   
    @Duke_Suraknar That´s the same with almost every class. The leveling experience is horrible. Druid is viable for leveling from lvl 27 as stormcaller, about the same as Archdruid if you get a staff and never as an Earthkeeper. Whoever invented a resource system without a resource filler should win a price. The price for "something absolutely unique noone else could ever have invented". 
    Major discs need to be redone, too. Obviously they were tied to classes before. Now we can use almost all of them, but not really, because just two or three outside our class discs don´t require special stats we don´t have on our gear. And even our class discs have near duplicates of skills we get from talents. Then the discs that depend on another. It´s plain bad when the game tells you a disc with just one desireable skill is a valid option. 
  2. Like
    Duke_Suraknar got a reaction from Navystylz in Druid impressions after having tried game again after hiatus   
    I personally think that this Class needs to be redesigned completely.

    It is no fun to play at all. I Started one on Saturday and all the way to lvl 20 it really did not even have a heal ability yet really and only two offensive abilities.

    The essence mechanic  was draining so fast and then you do what? Start sacrificing your health to get some essence so you can continue playing? Ok tried it.

    By 20 I chose to go Archdruid..What a smorgasbord that decision was! The Play between Life and death Tray is abysmal! no fun at all and you wonder why it has to be like that? Not only it makes no sense but it has no meaning. The Essence burn...LOL... The worst mechanic for a game I gave ever experienced...

    I am sorry, I was so dismayed, I promptly recalled removed all my gear and emptied the inventory and deleted that character to make space for another class.

    It is not fun to play at all.

    (After the Druid Class in other games such as World of Warcraft...Crowfall's version leaves much to be desired, really a bad joke, please read some Fantasy to get inspiration about Druids)

    Cheers.

     
  3. Like
    Duke_Suraknar got a reaction from Ranik in 5.125 LIVE Feedback for 8/21/20   
    Hello, came back from a hiatus to try this version.

    First of all, It feels better overall. A better pace, the quests are good to get the player started and to 30. 

    There is still much much polish needed in terms of graphics and animations etc. NPC's sliding on the ground and generally being invisible until they attack, no clear animations on charges and abilities, it is all a mashed stew. Graphically the game feels antiquated, like 10-15 years old, like, a beta of Warhammer and Vanguard...so I will not say anything more about it expecting future improvement on that regard of course since this is still BETA. I would rather reserve this feedback to Gameplay and handling.

    I played mainly 2 classes. Started with the druid. My Impression of it is VERY BAD, I gave some feedback about it in the Druid section as a reply to someone else's thread. But suffice it to say I deleted the character by Level 22. That is how much bad it felt and was. Simply no fun to play at all. And it is a shame.

    The second class is a Shadoweaver, and I liked it very much, It took a bit of effort to get the hang of Weaving situationally but it was a welcome challenge and it felt meaningful. A solid Class, I chose to play it with a Fae, I am not sure if it is the best Race/Class combo, but it plays rather well I think.

    I can see more clearly in this version where this game aims to go and the path to it is much clearer today compared to the last time I gave it a try a year ago.

    I still have issues with the way the UI and Interaction with the game flows though. I still have the urge to use the mouse to quickly use abilities above #6 key. But I do not think this will change because of how movement, aiming/targeting is done etc.

    On the other hand I feel the game overall needs streamlining. There are simply too many abilities and not enough power slots. And on top of it all the extras such as disciplines and runes adding even more. Which becomes overwhelming, and at the same time gives a feeling of limitation. There is simply too much. It is like when you want to watch a movie on Netflix and you spend half of the time just trying to decide what to watch because of too much choices, which in the end is bad because you shut it down and go to sleep and watched nothing lol.

    And then the UI is so limited. This is never good in my opinion in a game. Some may try to say "this is meaningful choices" but I do not think it does create meaningful choices. It creates artificial limits and it feels like that which causes resentment and frustration instead of pleasure and fun.

    The combat system feels like it was designed for a slower pace execution. But the action is fast paced. So I am assuming that there are still several passes of revisions to it as it gets fleshed out.

    Definitely the UI needs further attention. Power Icon approach is not optimal in my opinion. To make a comparison with other game's (lets say World of Warcraft, I enable all skill bars on two rows across the bottom of the scree and on the sides and I can remember every single one ability and where it is and use it in a fast paced combat system. 

    Here I am having trouble for some reason, it just does not flow very well, and I am not sure if it is me or the game.

    The crafting is amazing really, I can feel Raph Koster's influence here, with experimentation etc like in Star Wars Galaxies. Nevertheless I think some recipes require some streamlining though. I guess it will all play out depending on how the Gathering (exploration part) really is and the availability for all these different components for some recipes. Lets not forget that in Star Wars Galaxies there were automated extractors which made the whole process flow well without complications. Something to keep in mind here.

    Finally the Skill Tracks, are WAY too Slow, even slower than last year. I am not sure I like that at all. I was skeptical about this whole approach a la EVE online...and making it so slow is not good. It has to be faster way faster. Overall it fits but it is too slow.

    How does it all flow together with the fact that one can make 30 in a few hours?

    I want to like the game but I am not sure about long term fun of it yet, it is very limiting in many ways.

    It needs to have some more elements too, such as Chat Bubbles, for better in-game communication between players. More intuitive chat commands too and much better tool tips for powers and mechanics. I searched the internet for 1 hour trying to find out how Combos are executed. The only place the "E" is mentioned is in Keybindings, all the Power Tooltips not even mentioning how to execute combos. Oh and speaking of which remapping keys is bugged.

    Character names please! This Account name business is so archaic. I know that this is a game by old schoolers but it is 2020 outside...the game still needs to encompass modern UI flow, smoothness and convenience to meet expectations of many new players out there. WoW has a friend contacts now on an account level, this way players even know that a friend is online even if they play a different character. No need to add friends on a character basis anymore, something similar is needed here too. A modern Approach to some elements of the game.

    That is about it for now, my next feedback will be about my impressions with Campaigns.

    Cheers!
  4. Like
    Duke_Suraknar reacted to MervDeGriff in Druid impressions after having tried game again after hiatus   
    The split made no sense to me when I came back to take a look at the game once I had some time again. Thematically and game mechanic wise some of this made no sense.  I feel like who ever handled the druid tree design was a bit drunk? I admit I got really irritated and tried other classes in the interim.  The tree and itemization was bad enough it put a bad taste in my mouth for what is one of my favorite fantasy archetypes, so I did not get that far into even working this class.
    What the heck?  I know these boards seem slow currently, but anyone at ACE want to share what the idea was here?  I have no idea what video if any they may have talked about druid in post tree split...  if there is one and someone has a link/time stamp let me know.
     
    I just want my staff and lightning spam back 
     
    Weapon Defaults and unlocks. Why do I start off with only a gimpy 1 handed sickle?  All art and just being a druid made sense for the wooden stafff. Sickle is only used by one of three promotion classes Unable to use shield from start. Why is the DPS spec using a shield and a one hander? If the goal was focusing on damage why do the items not? Since Archdruid is wearing mail, why isn't it using the metal sickle and shield? Tanky druid, but its not the one with the shield. Animation locks in auto attack... not cool for a dodgy responsive 3PS RPG game. Flow How does storm caller regain it's resource for DPS?   Did I miss something here? Arch is bombs.. neat. Build dump cycle was neat. Heeeeeeals.... and another animation lock from what I saw? I did not play this spec.  It was an observation of other players and their commentary.
  5. Like
    Duke_Suraknar reacted to DoomYa in Druid impressions after having tried game again after hiatus   
    I don´t care much about roleplay, but druid in chain mail feels wrong. Druid with a shield feels wrong. The sickle should be the tool for the healer and generally I liked the druid better three years ago. But even then not as much as the Shaman in Warhammer Online.
    All these outdated concepts and "decisions should be meaningful" stuff in Crowfall don´t fit well in 2020. See CF´s talent trees compared to GW2, Warframe or Diablo 3 where you can easily adapt to new situations, say
    - your tank/healer/dps/cc leaves the group  
    - you´d like to play a different role
    - you want to PvP
    - you want to chop some trees 
    - you play solo/small group/massive group
    - ...
    In GW2, Warframe or Diablo this is switched in seconds. You have a completely new experience and it´s fun again. And if that´s not enough you can still switch to another class. 
    In CF we are nailed to the spec we chose for leveling or we can sacrifice stuff for more lvl 30 druids with different specs. But this doesn´t help when you join a group, they ask if you can heal and you can´t, because heal spec is not an option for playing solo as you did until then. Reminds me of WoW in 2005. 
     
  6. Like
    Duke_Suraknar got a reaction from mythx in World of Warcraft Classic   
    I am not biased versus a specific mechanic.

    And it is not the TAB targeting per se, it is the fluidity of combat, the intuitive aspect of it..WoW's Tab targeting is fun, because it fits in with the classes, the skills the specs, their interaction with the environment and the combat interaction between players (PvP), in an intuitive, fluid, way.

    The package makes it very fun, and that is the most important aspect here.

    So if the experience is Fun, who cares if it is tab targeting or using your brain impulses to target.

    It is ok to Innovate but, using an existing way of doing things in a new package which results in a Fun experience is also innovation.

    Crowfalls Combat system reminds me of Tabula Rasa's Combat system, also Age of Conan Combat system, and is it possible (memory fails me) Guild Wars 2 combat system? But in a more clanky way not as refined. I understand it is only pre-Alpha so I make no definite judgement or conclusions, but it is not more fun than WoW at this point and it is what I am saying partly.

    Also...do you notice a trend here? People are not running in Droves to play any of these other games...they are going to play a Tab Based Combat System game... with a Monthly Subscription nonetheless. WoW is not F2P...
  7. Like
    Duke_Suraknar got a reaction from greeper in What is the most addictive/defining thing about CF for you?   
    I am not itching to play at this point, and here is some of the whys...in 3 key areas (do not want to make a long post).

    Crafting: I did enjoy Gathering but I dislike the way the Resources pop out in the world the you have to run around gather them and the worse is that they disappear after some time. That is completely ludicrous.

    It got old really fast, but before that the actual exploring to find nodes the variety of nodes and materials is nice. The durability of starting items being so low is annoying too, I like that we can just gather wood and make new gathering tools on the go, but their durability should last longer.

    As a Star Wars Galaxies vet (and Ultima Online), I can see the depth of the Crafting and the principles underlying it. The crafting Stations system, is great the variety of items that can be crafted is great and the general approach to it is great.

    The Skill system is annoyingly long...I do not even read the steps I train any more repetition just for the sake f repetition, efficiency, more efficiency and yet more efficiency plus some efficiency...not fleshed out, too many steps to train in to. And I think there should be a part that is completed via actually practicing the skill crafting items and gaining xp from doing so rather than untended skill training.

    RPG Elements: It bothers me that all the characters are named the same by the account and that we cannot create unique characters with own names. It is like if I am playing Planetside2 or something and not an MMORPG..is this an MMORPG to begin with? Is this a MOBA? Or at least do you want us to play this game like a MOBA on for a few minutes do some Siege PvP/Gathering and Crafting and Off when we get our fill?

    It lacks the stuff which encourages Social behavior which give meaning to our characters to the world our goals in the world.

    Why should I bother investing in creating something in the Eternal Kingdoms if these are empty all the time with no one interested in the social aspect as everyone is busy having a session of specific fun and then log off?

    Why should I even bother going to Campaigns even to gather/win stuff for the Eternal Kingdoms? Status? Show off? Greed/wealth?...these are all temporary goals...

    What contributes to the longevity of an in game community is the social bonds that players develop. At this point I come back periodically pout points in skills and log out...

    Combat System :

    This one I do not like at all in the current form. the Trays, especially for a ranged class, the slowdown in combat the manual in combat out combat mechanics are really unintuitive and clanky, do not flow well and are frustrating.

    Here is a Taste of my experience.

    Example:  Sees a target, wants to engage, opps cannot attack because in non combat mode, press button to enter combat, attack with ranged, Has to manually aim and fire,  target (PvE) jumps over very fast, what to do next? Point blank shooting arrows, very unintuitive, wants to place a trap, oops gotta switch tray lay the trap, oops cannot run away, out of combat run a bit faster in combat opps accidental switched to melee tray change tray to range shoot oops the target is upon me.  BAghhh screw that! Lets go fight in WoW Classic.

    The flow is horrendous. And for a Combat oriented game such as this where the core activity will be mostly Combat (and since, if no one fights the economy collapses as people can go so far with basic resources)...this is a very important core system to get right.

    It has to be fluid and intuitive and to cater to the average player not the niche Min-Maxer who stacks everything on one specific way of fighting, to show off on Youtube and Twitch. I do not play games because of Twitch and Youtube.
     
    I know allot of people may disagree with me, please do. Disagreements and discussion in disagreement is a good thing as long as it is constructive. What I like to throw you way though, is, if everything is fine, then where are the masses of people in this game enjoying Core mechanisms? I understand it is early and Alpha, I am asking that question within that Context. I played other game in Alpha that were much more crowded, it shows when the systems of the game have good synergy and there is interest to play.

    Crowfall illicits interest to Test, but at this point not much interest to Play, yet there is much potential in the core idea. It is just not expressed in a way that meets that target at this time.

    And that becomes my answer, the most Addicitive/Defining thing about CF is the potential of its Ideas...It sounds really good on paper...
  8. Like
    Duke_Suraknar got a reaction from APE in What is the most addictive/defining thing about CF for you?   
    I am not itching to play at this point, and here is some of the whys...in 3 key areas (do not want to make a long post).

    Crafting: I did enjoy Gathering but I dislike the way the Resources pop out in the world the you have to run around gather them and the worse is that they disappear after some time. That is completely ludicrous.

    It got old really fast, but before that the actual exploring to find nodes the variety of nodes and materials is nice. The durability of starting items being so low is annoying too, I like that we can just gather wood and make new gathering tools on the go, but their durability should last longer.

    As a Star Wars Galaxies vet (and Ultima Online), I can see the depth of the Crafting and the principles underlying it. The crafting Stations system, is great the variety of items that can be crafted is great and the general approach to it is great.

    The Skill system is annoyingly long...I do not even read the steps I train any more repetition just for the sake f repetition, efficiency, more efficiency and yet more efficiency plus some efficiency...not fleshed out, too many steps to train in to. And I think there should be a part that is completed via actually practicing the skill crafting items and gaining xp from doing so rather than untended skill training.

    RPG Elements: It bothers me that all the characters are named the same by the account and that we cannot create unique characters with own names. It is like if I am playing Planetside2 or something and not an MMORPG..is this an MMORPG to begin with? Is this a MOBA? Or at least do you want us to play this game like a MOBA on for a few minutes do some Siege PvP/Gathering and Crafting and Off when we get our fill?

    It lacks the stuff which encourages Social behavior which give meaning to our characters to the world our goals in the world.

    Why should I bother investing in creating something in the Eternal Kingdoms if these are empty all the time with no one interested in the social aspect as everyone is busy having a session of specific fun and then log off?

    Why should I even bother going to Campaigns even to gather/win stuff for the Eternal Kingdoms? Status? Show off? Greed/wealth?...these are all temporary goals...

    What contributes to the longevity of an in game community is the social bonds that players develop. At this point I come back periodically pout points in skills and log out...

    Combat System :

    This one I do not like at all in the current form. the Trays, especially for a ranged class, the slowdown in combat the manual in combat out combat mechanics are really unintuitive and clanky, do not flow well and are frustrating.

    Here is a Taste of my experience.

    Example:  Sees a target, wants to engage, opps cannot attack because in non combat mode, press button to enter combat, attack with ranged, Has to manually aim and fire,  target (PvE) jumps over very fast, what to do next? Point blank shooting arrows, very unintuitive, wants to place a trap, oops gotta switch tray lay the trap, oops cannot run away, out of combat run a bit faster in combat opps accidental switched to melee tray change tray to range shoot oops the target is upon me.  BAghhh screw that! Lets go fight in WoW Classic.

    The flow is horrendous. And for a Combat oriented game such as this where the core activity will be mostly Combat (and since, if no one fights the economy collapses as people can go so far with basic resources)...this is a very important core system to get right.

    It has to be fluid and intuitive and to cater to the average player not the niche Min-Maxer who stacks everything on one specific way of fighting, to show off on Youtube and Twitch. I do not play games because of Twitch and Youtube.
     
    I know allot of people may disagree with me, please do. Disagreements and discussion in disagreement is a good thing as long as it is constructive. What I like to throw you way though, is, if everything is fine, then where are the masses of people in this game enjoying Core mechanisms? I understand it is early and Alpha, I am asking that question within that Context. I played other game in Alpha that were much more crowded, it shows when the systems of the game have good synergy and there is interest to play.

    Crowfall illicits interest to Test, but at this point not much interest to Play, yet there is much potential in the core idea. It is just not expressed in a way that meets that target at this time.

    And that becomes my answer, the most Addicitive/Defining thing about CF is the potential of its Ideas...It sounds really good on paper...
  9. Like
    Duke_Suraknar got a reaction from ACE_FancyHats in 5.100 LIVE Feedback for 9/4/2019   
    Hello All so this is my first impression feedback on some things t hat stuck out for me.

    Context: I backed the game some weeks ago, and only played a couple of days...lost interest after 2-3 days.

    1 - Overall graphics music and feel. It is good I like it. I am not sure how these graphics will handle hundreds of people fighting out as it looks quite high poly to me but I am assuming it is way too early and that there is really not much polish and performance optimizations in at this time this being alpha and all. Overall character graphics look good lanscapes feel nice too. I like the Eternal Kingdom Graphics as well.

    2- Combat system and UI, not fond of it at all. I find it not fluid not intuitive enough with the need to switch to combat which slows you down get out of combat to run faster, get in combat to use one tool/item get out of combat to use another tool/item. The tray changing drives me crasy too. At first I thought it would be a bit like SWG, where we could free the mouse and interact with environment but it is not like that either. The inventory opening up and changing the mechanics of the UI all of the sudden pausing everything is very immersion breaking and become tiresome over time. Needs allot of work..

    3 - Timed Skills. I am very conflicted here.

    Initial Impression: In the beginning only. it kinda felt nice and fun because things went relatively fast. And I did not feel the need to be in game in order to advance skills or have to specifically spend much time crafting in front of a station to raise skills repeating the same over and over. I could just do whatever and the skill would raise.

    After a while: As skills progressed beyond the first level, things got very very very slow... then I found myself playing some other game and waiting on these skills to raise logging on every 3-5 days to assign points skills and logging out.

    Conclusion: I do not like it and it is not appealing approach at this time and as is.Maybe if it was faster it could work better.  Like first level should take 2-3 days max to complete, second level a week, third level a couple of weeks and any level beyond another couple of weeks max to get the points. 

    I did not like that we can only train 2 skills and there are 3 areas either. It is the reason why I stay loged out. Raising Crafting and exploration first then will raise combat..and then log in to play...when these are completed...by that time if interest to play this game even exists even.

    It feels very very unnatural to me to be wanting to do something and not being able to do it because some arbitrary timer says not enough time has passed for me to be able to do it. At least in a game where the player raises their skills manually can do something towards getting where they want..here you are powerless. And do not expect me to start paying cash to buy stuff to make points go faster or being able to train more skills etc either. That to me stinks money grab and p2w schemes.

    I would rather pay a stable monthly subscription that gives me access to all of the game and all its features at will no hassle no headache just fun.

    More to come later, I am waiting to complete some skills first...and I will play more later...just hope there won;t be a wipe till then..*sigh*

    Lets see what we shall see..but I did hate this type of skill system in EVE...



     
  10. Like
    Duke_Suraknar got a reaction from Bzra in World of Warcraft Classic   
    That is fine no one is forcing anyone. 
    This is just a discussion to entertain ideas in an open minded way.
  11. Like
    Duke_Suraknar got a reaction from JamesGoblin in If you are new to Crowfall, introduce yourself here!   
    Many Thanks
  12. Like
    Duke_Suraknar got a reaction from JamesGoblin in If you are new to Crowfall, introduce yourself here!   
    Greetings all, I finally decided to back Crowfall, and play test it first hand.

    Kinda Old School player, started with Ultima Online in 97, and been playing since many others, from Shadowbane to WoW, Jumpgate to EVE, Darkfall to Albion but my all time Favorites are Ultima Online and Star Wars Galaxies.

    Crowfall has been on the on the watch list since it first got announced, along with Camelot Unchained and Dual Universe.
    (By the way is there no way to change the username or put some capitalization seems like older accounts are all low caps, not a biggie but would be nice if possible)

    Cheers!
  13. Thanks
    Duke_Suraknar reacted to Jah in If you are new to Crowfall, introduce yourself here!   
    Hello!
    To have your name changed, email support@crowfall.com .
  14. Like
    Duke_Suraknar reacted to Bawr in How to build Houses?   
    Thank you Miraluna,

    I have to agree that in that respect the Instance is a good decision. And I would add, that the instance is actually very well made and much better, in this case (as compared to others). 

    It is true that UO suffered from not enough space for all to satisfy their Social hub dreams. SWG did not exactly had this problem, but maybe it never reached its critical point either.

    In either case, thanks for the reply.

    I am looking forward to this feature really because, game with warfare have been too many and numerous, but games with social interaction possibilities no, SWG was really the last one...since then all we get is Solo based gameplay in a Massively Multiplayer fashion, PvE Dominated Interaction without any emphasis or support to the Social aspects of the Game, Social interaction within the Game world, it is an after thought in most games, or others make it so hard to access that it destroys the purpose of it.

    I have kept Crowfall on my radar because I liked that original announcement Video where the vision was expressed, and I hope the overall vision for something different is still prevailing.

    I'll look in to Stonemasonry skill and see how accessible and feasible this content is as well as enjoyable.
  15. Like
    Duke_Suraknar reacted to miraluna in How to build Houses?   
    You can craft all the land parcels and buildings in-game in CF,  using harvested resources and the Stonemasonry skill. It's not necessary to purchase unless you want that convenience. 
    The housing in UO and SWG was amazing, the biggest downside being the worlds eventually ran out of space and new players would not be able to find a spot. Crowfall's system is a compromise in that it is instanced so that everyone can build if they want to, but it's not just a house - it's a whole world that can be shared with friends, guild or merchant community using the permissions system:
    https://crowfall.com/en-US/faq/fealty/3IbfChnulaCMuUGmq8aGiw
  16. Like
    Duke_Suraknar reacted to Kraahk in How to build Houses?   
    Welcome to the forums.
    On a first note: Everything regarding building is still in flux, so what you see now is not what you will get in the final game.
    Second: There is currently no way I know of that would allow you to start crafting your buildings completely on your own. But you can do with a little help.
     
    Check your "Purchase" tab in the ingame Lobby.
    - If you have parcels and houses there, import them. Place the parcel in your EK, place the house on your parcel. Leave your EK and go to a stonemasonry table in God's Reach temple, craft a stonemasonry table, put it in your spirit bank, bring it to your EK and place it in your house. Now use it to craft buildings.
    - If you don't have parcels and houses in your purchase tab, well, it get's more complicated.
    Currently Stonemasonry recipes can only be used in Eternal Kingdoms. So, if using a stonemasonry table in God's Reach or the Campaigns, you won't see the recipes there to build houses. But in order to place a stonemasonry table in your EK, you need a land parcel and a building. See the problem?
    So right now the only way would be to visit an EK of someone else, who already has a stonemasonry table in the EK, and then to use it to build your first farm parcel and cottage, which you then transfer to your own EK, so you can place your stonemasonry table and start crafting on your own. 
    Building has currently no priority, it's all about the campaigns. We surely will get there eventually and things will become more easy again. But most likely not in the nearest future.
    Anyways, have fun and good luck.
  17. Like
    Duke_Suraknar reacted to Bawr in How to build Houses?   
    Thank you for the explanations, it answers the question for now perfectly.

    It is just to early in the dev cycle for this feature.

    I do hope however that it will not require down the line additional monetary investment and purchases and that we will be able to build our houses and social hubs with in the game. At least I hope that is part of your plans, given the realities of Business models today or Crowfalls business model.

    I played both Ultima Online, Shadowbane and Star Wars Galaxies (best crafting and housing system ever for me), and I consider these to be the Housing paradigm. Crowfall is already in that view a step lower than them because it is instanced Housing (some 21 years later starting with UO and not unlike all the Asian F2P games and some regrettable more recent titles such as Albion and Archage or relatively less recent such as Darkfall, and VanGuard with their node based housing all of lesser Housing systems. As such, to ask to have to buy land and houses on top, at least from an old school gamer's point of view is not appealing, because we have seen known and experienced better.

    I have not gathered all my first impression yet about what can be experienced in Crowfall, but I am taking notes. I like much of what I see and the feel of it, I am not sure about the Character combat system with the trays and the additional action to go in and out of combat (why can;t that be automated?)..I play a ranger mind you and it is cumbersome.

    Anyways I say all this with reserve, since I still need to experience the Campaign and other mechanics maybe there is a reason why the IN/OUT of combat tedium is required which I am just not seeing or realizing yet with just PVE. Yet first impression I do not find it fun truth be told, yet I digress at this time, will make another post in appropriate area about all this.

    Thank you kindly!

     
  18. Like
    Duke_Suraknar reacted to buc0727 in Skilling; A Middle Ground Proposal   
    At risk of injecting sense into this thread....
     
    With regard to the crafting skills in particular, ArtCraft wants to avoid grinding because it rewards behavior that is bad for the game overall: creating thousands of otherwise-uneeded items just for the sake of increasing skill.  They have even talked about how in one of the previous games they implemented a macroable command that let you do the crafting grind without actually creating the item, and they even gave you bonus skill XP for using it!
     
    Being able to salvage what you've made helps with the database issue, but it's actually fairly equivalent to the "no item = bonus XP" option because it will allow you to get more XP out of the same amount of resources.
     
    In real life repetitive application of a skill is meaningful because it changes the person doing the practicing, and it is that change which matters.  In this digital world our characters don't need that, and unless the crafting is implemented as a minigame of sorts then we as players don't need it either.  If neither the characters nor the players need the grind of practice, and it isn't inherently fun, why have it at all?
     
    That being said, I expect that I'll be doing a lot of experimental crafting in Crowfall because I suspect that many people will be reluctant to share all of their findings with the wider world, especially those crafters who aspire to be known for their uniquely useful items.
     
    This isn't going to be a friendly PvE world where everyone has the opportunity to kill the final boss and "win" and so it makes sense to share information as widely as possible.  It will (I hope) be a (mostly) friendly PvP ("Die, good sir!") world where advanced information is jealously guarded by those who have discovered it in order to maintain their group's edge.
     
    With regard to combat skills, it doesn't sound like the devs intend to make this an easily farmable world or make combat versus mobs be the focus.  So where do you go to grind out those combat skills?  PvP combat.  If you don't want to die while "grinding" you can only pick the most uneven of PvP combat scenarios, which means that it will be boring for you (this is grinding, remember?) and unfun for those on the losing end of your "grind".
     
    Instead what they're trying to do is create situations within the campaign where combat will happen for the sake of a bigger picture, like capturing a POI, rather than to add +N XP to someone's sword skill.
     
    We don't need an artificial reward for those who are willing to put more time into the system when we have natural rewards available to use, and from what they've been telling us there should be plenty of natural rewards for using both the crafting and the combat skills.
  19. Like
    Duke_Suraknar reacted to unknownxv in Skilling; A Middle Ground Proposal   
    EvE's passive training is well known to take decades to max out everything through their passive training system.
     
    Runescape can be maxed before this, though of course, it takes a lot of effort. But it means that, at least time wise, a passive system penalizes new players even more. Unless the passive system is also quick to train.
     
    But again, I really have to ask, why even have a training system at all? I mean, it's not going to give people any satisfaction in leveling, why would it? You put literally nothing into the process. It's just waiting. 
     
    I'd say it's a better idea to have no training system than a purely passive one, as it literally is nothing more than a time-gate that serves not to fulfill anyone. 
     
    Duke, I agree with your assessment that Crowfall is leaning a little too much towards themepark design, with archetypes and a focus on alts instead of an open skill system like UO or Runescape. I absolutely loathe alts because it immersion breaking, as well as having a negative effect on gameplay (removes reputation as a factor of consequence). However, at least campaigns will be one character limited. That is good, and keeps me interested. 
  20. Like
    Duke_Suraknar got a reaction from phatcat09 in Skilling; A Middle Ground Proposal   
    I do not like the EVE system myself, I love Sci-Fi games and sandboxes, EVE is both, you would think I would be playing that game. I am not Oh I gave it a fair try..but the skill system is one of the biggest issues I have with it.
     
    Waiting for weeks for a single skill to train? It is just a ploy to have people paying that Subscription...this was the mentality back in the day when EVE got designed. EQ was designed in the same way. And all this because UO had some ups and dons, since it had none of these mechanisms, there were a couple of massive exodus of players which all of the sudden created issues financially. The game is till going mind you, but subsequent MMO's tried to have gameplay mechanics that t would insure some type of stability and people paying that sub.

    The irony is that UO's free styled design is what had been the best experience till now. I played for 5 years while subsequent and especially Themepark MMO's it has always been 1 day to 6 months tops.

    We shall see how Crowfall will do things and what would be the impact of it.

    If it takes 1 month to max 1 single skill...how competitive a new player can be versus veteran players once the game exists for 2 years?

    This is the really what needs to be evaluated here... I remember SB scrapped its Class system over time the levelling had been made ultra fast removing any meaning from the class system, and all this because players asked for it, it was a sandbox Empire Building game and PvP focussed game and new players had a huge disadvantage with a slow pace levelling. So they tweaked it to make the game more new player friendly or alt friendly for existing players.

    Are we repeating history here with Crow-fall?

    Hasn't anyone learned the lessons from the past? I understand the actual Classes and system of classes was cool in SB - but this was a system for a Themepark game not what SB was.

    Now maybe Crowfall is not really sandbox and the system will work as intended.

    Another issue is that...the system is purposely inflexible, since it aims to make income from people's desire to have more flexibility through alts.

    How are we making a different game from others here when we are trying to manipulate player behaviour for profit?

    And this maybe actually the problem here.... Themeparks try to control player behaviour...Sandboxes are not supposed to, they are supposed to give players tools and let em go.

    When I listen to Crowfall Designers Interviews they express that they want something different, but ...where is that difference?


    Disclaimer: My comments and Questions are made based on available information and discussion, I have not experienced the game so opinions are subject to change. This is Alpha Criticism.
  21. Like
    Duke_Suraknar got a reaction from FenrisDDevil in Skilling; A Middle Ground Proposal   
    What I am hinting as is since the game is Competition based, there should not be too much focus on character development, and the process should not be too long.
     
    Because like this the game shoots itself in the foot as far as future growth is concerned. Unless the devs are fine to start with 1-2 millions people at launch and then let it bleed and dwingle over time..like we see in almost every MMO in the last 10 years...
     
    This is not a PVE focussed game from what it looks like. new players cannot just play in a safe area waiting for skills to raise and "catch up" (haha,,try to catch up to any other player in eve and see if you can...you will be same as a 3 year old player in 3 years from today but in the mean time he will be 6 year old player)
     
    In a competitive game there need to be a way for players to be able to catch up on all others...because otherwise the competition is not fair, in the sense that the most advanced character would have an advantage which facilitates victory towards the newer player, and then it is a matter of which character is older, and not a matter of teamwork, synergy, or player skill and combat prowess.
     
    This is why we have categories in various competitive sports too. Same rules apply in any Game virtual or physical, if you want matches to be fair and real competition to take place.
     
     
     
    I understand the passive training purpose. And to be honest I agree with the goal of it as you state it. I am also fed up with the situation it is trying to correct in other games. But it should not be a very long process as to avoid creating the gaps that EVE has nevertheless.
     
     
    A two year old account should be stronger in terms of game knowledge and experience of combat which are player skills. It would also be stronger economically and that is normal. But should not be stronger artificially imo. To avoid the above described issues within a competitive environment.
     
    And I think it is obvious that I agree with your last Statement  
     
     
  22. Like
    Duke_Suraknar got a reaction from FenrisDDevil in Skilling; A Middle Ground Proposal   
    I do not like the EVE system myself, I love Sci-Fi games and sandboxes, EVE is both, you would think I would be playing that game. I am not Oh I gave it a fair try..but the skill system is one of the biggest issues I have with it.
     
    Waiting for weeks for a single skill to train? It is just a ploy to have people paying that Subscription...this was the mentality back in the day when EVE got designed. EQ was designed in the same way. And all this because UO had some ups and dons, since it had none of these mechanisms, there were a couple of massive exodus of players which all of the sudden created issues financially. The game is till going mind you, but subsequent MMO's tried to have gameplay mechanics that t would insure some type of stability and people paying that sub.

    The irony is that UO's free styled design is what had been the best experience till now. I played for 5 years while subsequent and especially Themepark MMO's it has always been 1 day to 6 months tops.

    We shall see how Crowfall will do things and what would be the impact of it.

    If it takes 1 month to max 1 single skill...how competitive a new player can be versus veteran players once the game exists for 2 years?

    This is the really what needs to be evaluated here... I remember SB scrapped its Class system over time the levelling had been made ultra fast removing any meaning from the class system, and all this because players asked for it, it was a sandbox Empire Building game and PvP focussed game and new players had a huge disadvantage with a slow pace levelling. So they tweaked it to make the game more new player friendly or alt friendly for existing players.

    Are we repeating history here with Crow-fall?

    Hasn't anyone learned the lessons from the past? I understand the actual Classes and system of classes was cool in SB - but this was a system for a Themepark game not what SB was.

    Now maybe Crowfall is not really sandbox and the system will work as intended.

    Another issue is that...the system is purposely inflexible, since it aims to make income from people's desire to have more flexibility through alts.

    How are we making a different game from others here when we are trying to manipulate player behaviour for profit?

    And this maybe actually the problem here.... Themeparks try to control player behaviour...Sandboxes are not supposed to, they are supposed to give players tools and let em go.

    When I listen to Crowfall Designers Interviews they express that they want something different, but ...where is that difference?


    Disclaimer: My comments and Questions are made based on available information and discussion, I have not experienced the game so opinions are subject to change. This is Alpha Criticism.
  23. Like
    Duke_Suraknar got a reaction from groovykool in Change Promotion Class   
    To the last part of your statement, I would like to say that this is the reason why I am not playing most of these usual games.
     
    Not wanting to single out this phrase out of Context. But it seems to me that the Fundamental issue here is that there is a Class system in place, however interesting and nostalgic from SB it may be... the game has been announced as Sandbox, and also since some people involved in making it are well known for their involvement in other sandbox games (Ultima online, SWG and SB) and has attracted people (including myself) who are looking for a sandbox experience overall and for the long terms...and classes are not it, in my humble opinion. In SB the class system was Trivial..not important in the long term.
     
    Class system is good for short term scope adventuring and role play, but not a system worthy of a long term scope of Kingdom building vassalage and Social Interaction (role played or not) which is based on people's accomplishments and not only on character achievements.
     
    I have a main character I play I been laying this character in many games in the last 17 years, this character represents me and it feel very disconnected for me to play another ...
     
    If we are to move onward with the existing Archetype and class system, there must be a way to change the class down the line for the same character...like people can do in Real Life too. We are not locked to do the same things all the time, and if we do we also engage on the side in hobbies or join groups and communities, engage in sports and out of work passions...
     
    Some may argue that we are maybe working in the wrong field but life is such at times that people get caught in to doing a work for the income but their real passion is something else.
     
    The point is, that in the long terms there is a need for flexibility and variety and opportunity for change in the life, the journey of a character which parallels and is analogous to the journey of the player playing it too.
     
    Having said this, I am keeping an open mind and when I have the opportunity to give the game a try I will re-evaluate of course, right now I am expressing myself based on my own gaming background and experience, my style of play and preferences, and the available information on Crowfall.
     
    So, not really written in stone... but it seems to me that Crowfall tries to break out of the Post-WoW era Mold of how an MMO is made and plays.
     
  24. Like
    Duke_Suraknar got a reaction from Angier in Skilling; A Middle Ground Proposal   
    Hello,
     
    I agree with the notion that Crowfall is of the Long Term Mindset, it is the element that made an impression first and also creates interest in the game for me.
     
    Having said this however, a long term game needs, in my opinion, a flexible Progression system. Not Unlike Ultima Online, or Star Wars Galaxies..
     
    While there are people who like to simply roll another character, to me this was never a real option. I get attached to the character I create because of the Role Play element and immersion in the game. Another character is not longer the same role not the same person to me.

    Game-play wise, having to create another character in order to be able to experience difference, is unnatural and unrealistic I think. It makes the experience feel more like a game and less like a living world.
     
    I have always felt there are two aspects in to a good MMORPG. Character progression and Player Progression. A class system is all about character progression but ignores Player progression because usually it is associated with short term mindset game.

    While a skill system takes under account player progression in parallel as character progression and offers the required flexibility for a long term mindset game.

    Bottom line is this:

    I best and longest experience with an MMO I have ever had was with Ultima Online and Star Wars Galaxies. Both of them Had Skill systems. And in both of them Mastery of he Skills, progression of the character was over within 1 month of play.
     
    I played Ultima 5 years, and SWG 3 (till NGE)...and the fun of the game, the things that kept me playing was the adventures and undertakings I had and all the experiences I shared with guild-mates and friends allies and enemies in the world AFTER my character had mastered its skills.

    Progression was not the focus of the game in other words, and I think it shouldn't either. The focus should be on everything else, the adventure the crafting the creation the destruction the struggles the good times and the bad times we all share with all other fellow players in the worlds we share.

    Cheers.
  25. Like
    Duke_Suraknar got a reaction from DracoArgentum in Skilling; A Middle Ground Proposal   
    Hello,
     
    I agree with the notion that Crowfall is of the Long Term Mindset, it is the element that made an impression first and also creates interest in the game for me.
     
    Having said this however, a long term game needs, in my opinion, a flexible Progression system. Not Unlike Ultima Online, or Star Wars Galaxies..
     
    While there are people who like to simply roll another character, to me this was never a real option. I get attached to the character I create because of the Role Play element and immersion in the game. Another character is not longer the same role not the same person to me.

    Game-play wise, having to create another character in order to be able to experience difference, is unnatural and unrealistic I think. It makes the experience feel more like a game and less like a living world.
     
    I have always felt there are two aspects in to a good MMORPG. Character progression and Player Progression. A class system is all about character progression but ignores Player progression because usually it is associated with short term mindset game.

    While a skill system takes under account player progression in parallel as character progression and offers the required flexibility for a long term mindset game.

    Bottom line is this:

    I best and longest experience with an MMO I have ever had was with Ultima Online and Star Wars Galaxies. Both of them Had Skill systems. And in both of them Mastery of he Skills, progression of the character was over within 1 month of play.
     
    I played Ultima 5 years, and SWG 3 (till NGE)...and the fun of the game, the things that kept me playing was the adventures and undertakings I had and all the experiences I shared with guild-mates and friends allies and enemies in the world AFTER my character had mastered its skills.

    Progression was not the focus of the game in other words, and I think it shouldn't either. The focus should be on everything else, the adventure the crafting the creation the destruction the struggles the good times and the bad times we all share with all other fellow players in the worlds we share.

    Cheers.
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