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About KoKane

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  1. I did have an idea recently, relating to this topic. I think the world resets are a very cool new feature for MMO's. We all know how popular a server is in its early days, during the 'gold rush' stages. Often when people recall their fond memories of their old favourite games, they specify the earliest weeks/months of its launch. I've been going over it in my mind, how I think the EK and dying worlds will play out. I think it's actually going to work and the whole nature of the EK will actually have appeal to those who have voiced otherwise. The idea I had for a world basically revolved around letting the players choose when to end it. Allow the leader of a guild/alliance to basically flip the switch to implode the world, but obviously only allow him to do it when a certain goal is met. So lets say, control 100% of whatever objectives, then you have the option to destroy the world and finally 'check out' all your loot. Incentive could be given by adding a multiplier for being the ones to do this. Which means you get your victory export values but multiplied by a fixed number or some number determined by some other objectives, perhaps. If at any time the world felt stagnant and the community of players werent enjoying it, they could also agree to let some clan continue dominance and end it on purpose. I think conflict would always be a guaranteed by-product of this system, boosting natural activity of the players. But overall I think it would give a more permanent feel to a world, as opposed to a fixed timer or attached victory conditions. (So what I mean is that you could have some lore based component that allows the ruler to destroy the world when he wants, so long as he has certain elements in his control) One concern I had though was a possible exploit of sorts. Whats to stop uncle bob from taking 99% of the server and then just stacking resources for as long as he sees fit, while the rest of the server has basically quit. He can then cash out whenever hes bored and reap massive rewards. I've had to ideas for possible solutions to this: 1. Allow all of the other guilds to declare fealty (or something similar) which basically triggers the victory for Bob, stopping him stockpiling. 2. Perhaps have some sort of diminishing returns on the bonus multiplier based on how long the server has been running. Or perhaps some merge of both solutions. Edit - Uhh.. I didn't really address stretch goals did I? Sorry. Also I realise that you've just suggested something pretty much the same:
  2. This is what happens. It's bar charts and pie charts and graphs with dollar symbols littered all over their presentations that result in such long lists of failed MMO's.
  3. Just host a global server in Ireland or Iceland :0
  4. I think this has become the single biggest debate / thread on Crowfall forums. Would be nice for some developer insight, or some form of acknowledgement at least. I have a slight feeling that they overlook this thread and/or are intimidated by it.
  5. I just want to echo this. While myself and others seem to advocate Darkfall FPS style combat.. we aren't saying that it should be exclusively twitch based and absolutely rapid. Just make it something that isn't so slow that it becomes dull. We want it to be engaging and thrilling. The speed of the pvp in Darkfall only truly came into play in small scale fights. When it came down to sieges and conquest, it was all about strategy. Planning and execution were far more important than having 1 or 2 really good pvp'rs. The telegraph system always felt like it put more focus on initiation rather than reaction, which is already ripping out a large component of what makes combat skilful. That was the beauty of Darkfalls system. You could watch the top tier players having duels in tournaments and really enjoy it... but then when it came time to siege, those good players were just cogs in the overall wheel and had to perform like everyone else. I made a post earlier in the thread comparing that to a time when Full Loot was considered bad and it was a system that people were afraid to try out. I believe this is something similar. I think it's worth noting that between now and the forecast release date in 2 years time, we can have something that everyone is happy with. ACE seem to be very open minded when it comes to this game as they truly believe in it. So there is some comfort in that, I find.
  6. This an important line, because you touch on what actually makes a game last (when talking about its combat). For me, combat is all about fluidity. The natural adrenaline rush you get from the immersion given to you by seemingly limitless possibilities presented before you in the game world and your character. With every artificial entity, such as telegraphs, you add one more spray of Player Repellent. It has to be raw. Just you, your character and whatever animations and particles. I want the devs to think back to concepts such as full loot for example. In the beginning it was a natural part of MMO's. It was how things were meant to be, and as Gordon recently posted here, an important part of a healthy economy in that it opens up many more avenues of game design and gameplay. Now think of how it faded out of MMO's and for years it became an alien concept. It seemed a system too harsh and unfair.. yet if we look back through MMO history, some of the most enjoyable ones that people love to recall the most, were the ones with full loot. Its one of those systems you have to give a chance to before you understand just why it is so good and why it works best for immersion and what not. Look at it this way too: If ArtCraft make a Crowfall with non-FPS style combat and some other company made a Crowfall with FPS combat. One of them will die out and the other will go on. The FPS one will be the one to go on. And in the end if you tried to figure out why this happened, it will all boil down to immersion and the simple fact that the players feel like they are more a part of the world when combat is FPS based (can still have elements of 3rd person btw, we're not talking exclusive FPS). You simply need to put some more work into areas like: 1. Player movement 2. Animations 3. Netcoding Remember, you can telegraph what a player is doing in much better ways than that 'Telegraph' system in Wildstar. Someone is charging a fireball? Do you paint a giant red rectangle path on the ground from their character, or just add some fireball particle effects around their character and some relative audio? Someone is swinging their sword in a particular direction? Another big semi-circle painted on the ground for everyone to see? Or simply slow the animations down and make them clear and fluid. I believe the telegraph system is just a fancy new method of holding a players hand, but instead... you're telling them when and where to look. Players are not wonderful and they just need a little kick out of the nest, when it comes to this whole debate.
  7. KoKane

    Uo Players

    I was a UO player but now I'd call myself a Darkfall player more than a UO player, so threads like this don't catch my attention like they used to. Played Europa while I was a newb and learning. Discovered the Test Centers as I was learning to PvP. I Loved being able to jump right into it since I could never macro my character up on 56k that cost a fortune per minute. I basically lived on the TC's whenever they were up. They were pretty laggy for me too, being on 56k and them being hosted in the USA. It was cool though because people came to know me from the Moongate PvP since I practically lived on those servers, so I was always allowed access to the houses around the area. Transitioned from Test Centers to free servers after not too long, having heard that the free servers werent going to have samurai ninja elves. Played on Defiance UOR and then both UOR and AOS and finally just AOS exclusively.
  8. Regional/localised? I'm sure the idea of localised banks is scary for developers*. Especially in full loot games. In Darkfall, the players often asked for it or debated what it'd be like to have it. I often thought it would sure as hell be interesting but sometimes thought that it might be a little harsh on the gameplay experience. (But if you think back to the early days, the idea of killing another player in a game sounded harsh.. then dropping your stuff sounded very harsh, but each time as players tried these new ideas out, we came to understand that they are essential when trying to enjoy a true MMORPG experience). It would open up new avenues of gameplay, such as proper caravan running and importing & exporting goods from different regions - perhaps resulting in a new type of player and guild, like a smuggler or courier. *Sometimes systems should ideally be in place at the beginning of a games launch too. They can cause too much disruption when you try to implement them further down the road. I think this is one problem that Crowfall may cleverly avoid with the world resets. On that note, I have a little question for Artcraft: Did any of you by any chance happen to experience Darkfall Online at some point? I'm doubtful, as not many have altogether, but I am a little curious
  9. In the physics FAQ, you talk enthusiastically about formations, implying tactics and strategy and whatnot. I'm going to share some things about this that I have come to learn in the past 17 years. Battlefield strategies or tactics, in the conventional sense such as real world inspired manoeuvres like formations and flanking, dont work. This is mainly due to the nature of magic. We take inspiration from the real world when we send archers up on the walls or lead a group to the high ground and hold a hill, but more often than not, it's very ill advised. A quick recent example would be from Darkfall. You would think taking the walls of a city to shoot down on people approaching is a standard defensive tactic. With magic, it isn't. Some spells can whip people off the walls or knock them up/back/down. Some spells allow the attackers to get up quickly and get off again. You'd think holding a hill to get elevated terrain advantage during a siege or large group fight would give you advantages. With magic, it doesn't. The elevated terrain beneath you acts as a canvas for splash damage and increases enemy AOE effectiveness. The same spells from the wall scenario apply and will undo your defensive positioning. Attackers often just wait at the bottom and 'pull' people down, killing the defenders over time. As for formations... Well I can't think of a single time in history where there were any benefits of being grouped up in a formation of some sort. AOE's will melt you and it will take fewer people to do it. The only time I've ever needed people to huddle up was to make use of group AOE heals. After that it's "SEPARATE ASAP" Of course it depends on the gameplay of Crowfall. But please take that into consideration when designing spells and anything else relevant. Be realistic in the gaming sense. Trying to emulate real-world things like that is a romantic idea, but this is the very opposite of the real world. When you're designing your spells and possible scenarios applying to battlefield strategies and pvp tactics, try to imagine a Teamspeak filled with hardcore competitive gamers with all of the spells available to them and lots of experience with certain tricks that players can learn (combining the physics and spells etc). Try to imagine what it'd actually play out like. Holding walls and standing in formations just doesn't work in competitive PvP environments, so if you really want elements of that to exist, you're going to have to come up with ways to inspire it, as opposed to ways of forcing it. I suppose if I'm to try and be helpful and offer any solutions, I guess I'd start with heavily limiting the amount of AOE that players can do. Perhaps some cross-buff that applies itself to allies who are almost adjacent to you, on mount and moving at charge speed? Some type of natural buff of damage absorption or deflection, but is only really considered useful when there's more of you. Hell... perhaps you could even code a buff that applies based on the formation the players are running. Like if the players were charging in a wedge formation, the server would detect this and most of the buff is applied to the people at the front. But stuff like that is kinda artificial and anything that feels artificial will detract from gameplay.
  10. Interesting information. I'm sure it goes without saying that various aspects of griefing should be taken into account, with regards manipulating the world. At a glance, it looks like it could be easy for 1 person to grief many, just being annoying for the sake of it. And please do not underestimate the bored player. Also, be sure to make filling/collapsing a tunnel easier than digging one. I am also sure you guys are planning on adding some sort of limitations to what the players can really do with the world. Having your guild go to sleep and offline for the night, only to log back in the next day to find your entire place collapsed because somebody dug it out or something like that. It would make for horrible horrible gameplay.
  11. I dont agree with that. There were far more elements to factor in which made it skilful. The simple mechanic of aiming and shooting is the foundation of skill. I mean, your sentence is the equivalent of this: "The Quake combat was merely aiming with your mouse to target and shooting the weapon with a click of the mouse, I hardly call that skill requiring." I understand your perspective though, because it was quite chaotic in the early days, especially beta. It would later become skillfull. Some people would end being known for their unrivalled skill in Melee and generally most people would avoid that situation when fighting their group, if they could.
  12. Yeah I meant the magic Zush. The balance patch wasn't applied for quite a while, so people were tossing out multiple AOE's and rank 90 nukes in endless cycles. It was just a shame that so many had left before experiencing the PvP when it was more balanced than that.
  13. 1 Like = 1 Gank 1 Share = 1 Siege. Repost this in the next 24 hours or you will get cancer.
  14. Oh I missed this thread. aww.. Suppose I'll just apply some delayed responses anyway. All the Darkfall GM's and Devs, cool! (Incase anyone doesn't get that - In the beginning of DF, a lot of people accused Kill Cult of being Developers/GM's) I'll have to voice up for LoD there. You did not make them quit. This is true. I know this because of the Niflheim / Death civil war I orchestrated with Azazzel, in The Blackhand. The NA servers were announced around the same time we moved to Whiteview chaos city and started fighting against Death. We decided to contact the EU guilds within Death and persuade them to drop from the alliance and take the holdings with them. The subsequent 'civil war' was probably the most memorable and fun war in Darkfall for me. The sieges went back and forth (I think we called ourselves NWO?) between us and Death. There were server up sieges and 5:00am sieges but for once, nobody cared. It was pretty ruthless and there was multiple consecutive sleepless nights. It was a proper war that was ongoing. Fighting on the whole sub-continent involved the warring guilds, so it was PvP that felt slightly more meaningful. In the end, we came out on top, but Death were half-assed by then, as most american players/clans had become with the announcement of the server split. The Mercs came up to Niflheim when it was all over and tried to start something. That didn't work out to well for them, but they did take Frost Coast from us and started to then make some other threats. I remember levelling the city daily and using the flamethrowers against the city aswell since that city had multiple wonderful cannons like that. Anyways, it turned out they only wanted the Shipyard to build the Man-o-War and that was that. A lot of people will say magic ruined Darkfall. It didn't... In the beginning, it was incredibly unbalanced. PvP was bad for quite some time. The server split is was killed Darkfall. Neither EU or NA ever felt like Darkfall did when all of the players were forced to co-exist on one server. It's pulse started to slow down ever since the split, until eventually flat lining. And it flat lined a long time before it was actually shut down. Great to see threads like this though. It's purely nostalgic, no matter how wonderful everyone looks trying to stroke their own egos, including me. If Crowfall doesn't have FPS combat like Darkfall and as a result has a much lower skill ceiling, but still manages to be good... wouldnt higher pings be even more tolerable than Darkfall? What I'm getting at is the united regions approach to having a server. Darkfall showed us how mind blowing it can be to have thousands of people exist in one seamless world. Hopefully this game will be decent and attempts to follow suit.
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