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Some Shadowbane reminiscing...


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I think people most people misunderstand how the game exactly evolved based on patch changes.  They didn't make changes to enhance the level technical engagement in pvp.  They dumbed down sieging because the population was dumping ie, gold healing was removed, mines where introduced, and any element of 23/7 engagement was scaled back or removed.  The two expansions are major failures, they introduced nothing but bugs and bad balance choices.

 

PvP in shadowbane went from, massive war campaigns to people only logging into banes with cookie cutter spec groups.  There was no individual talent in template groups.

 

The last small group great pvp server was vengeance, anything after became what I just described.  It existed like that because you still had an amazing mix of large to small guilds that existed.  Wrath was barely fun besides the extreme lag caused by duping and the map set it was a fine server.  Then 06 came and the game became an IRC client for most people.

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ahh, another, '...The last best server was the last one i  committed any time to...' argument.

 

lovely.

 

0400 wall bashing and 0700 restart 'protection' banes were such a dramatic and exciting part of the early sb builds, we all shed a little tear when they were removed.

 

you are correct, about the population ultimately being focused around mines and banes...once you had leveled / geared characters, there wasn't a lot of reason to be on...of course as an adult with a job, i didn't actually find this to be a bad thing, as that fit into my nightly 'gaming window'. For teenagers trying to play after school, or those residing in parental basements, i could see how lack of 24x7 activity could be vexing.

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Again... it boils down to something very simple... if you are good you will do well in competitive games... if not you will not.

 

SB required zero mechanical skill, and the tactics and strategy were only slightly above average for your run of the mill mmorpg... and not even remotely close to approaching the amount of tactics and strategy required in competitive fps/moba/rts/fighting games...

 

But I mean getting SB loyalists to understand that is like explaining a dj tiesto concert to someone living the amish lifestyle.  They are in love with telling themselves that SB was so deep because that's the game they were able to have relative success in, that they would never want to accept the reality that there are people out there that are playing games that take much more skill. 

 

CF looks to be going in an OK direction so far... it will be a great reality check for some SB loyalists...

 

You assume that "SB Loyalists" only played SB and nothing else? Pretty ignorant assumption.

 

What are these "other games"?

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We could debate the other siege mechanics til VN goes home, but realistically some of the original siege mechanics had no place. Gold healing? Not sure how that was useful. You spend time bashing assets and I log in my IC toon and heal the assets, then log out again. And while some of you have fond memories of being on at 4am doing bane prep for the next 48 hours, I don't. I've been both the one bashing the walls and the one seeing smoking walls before the bane. All it amounted to was who didn't have a life and could bash walls 24/7. Realistically, if the euros and chinese were on U.S. servers early, then no one would've had walls ever. That would've been interesting.

 

I don't think siege mechanics later on wrecked the idea for hundreds of players. If your 100 man zerg couldn't take 20 guys with siege spires and walls, then your guild was full of gimps anyhow (HoD: the early years).

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Dunno how people can convince themselves they have good frames of reference when they have zero success in large competitive pvp environments.

You have no frame of reference to what the game became since you quit a month into gold, yet you believe you have a good frame of reference. Even if you were correct, that's a clear case of the pot calling the kettle black.

 

What games do you feel are more skillful? Perhaps we should start there, as unless you are Dionne Warwick and her Psychic Friends Network, you can't possibly know that the people you are bashing have had absolutely zero success in said unnamed games.

Edited by vandarr

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I think people most people misunderstand how the game exactly evolved based on patch changes.  They didn't make changes to enhance the level technical engagement in pvp.  They dumbed down sieging because the population was dumping ie, gold healing was removed, mines where introduced, and any element of 23/7 engagement was scaled back or removed.  The two expansions are major failures, they introduced nothing but bugs and bad balance choices.

 

PvP in shadowbane went from, massive war campaigns to people only logging into banes with cookie cutter spec groups.  There was no individual talent in template groups.

 

The last small group great pvp server was vengeance, anything after became what I just described.  It existed like that because you still had an amazing mix of large to small guilds that existed.  Wrath was barely fun besides the extreme lag caused by duping and the map set it was a fine server.  Then 06 came and the game became an IRC client for most people.

Gold healing being removed increased the complexities of sieging, as you were forced to use water buckets and sactifier toons to wall heal - both of which were far more complex mechanics than simply putting gold onto an object. In addition, you were forced to change tactics on offense in order to push potential wall healers away. Last, but not least, the advent of spires meant you were forced to push specialists forward in order to overwhelm a numerically inferior enemy. In the old days, you just logged in at 4am and spent an hour camping the tree and beating the walls down. Giving people with jobs a chance to defend their assets was one of the strongest changes they made, and the sieges I participated in after said changes were far more interesting than the "Let's bash the walls and camp the ToL for a week until they run out of money" phase of the game.

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You have no frame of reference to what the game became since you quit a month into gold, yet you believe you have a good frame of reference. Even if you were correct, that's a clear case of the pot calling the kettle black.

 

What games do you feel are more skillful? Perhaps we should start there, as unless you are Dionne Warwick and her Psychic Friends Network, you can't possibly know that the people you are bashing have had absolutely zero success in said unnamed games.

This is just you trying to exaggerate what the game became though...  The undeniable truth is that if shadowbane had evolved into something so demanding in skill, those players could have taken that and competed in games with real competitive populations... the fact that they were never able to do so makes it pretty obvious that shadowbane after everyone left was just another small game that barely anyone played but the people that did play it tried to make it out to be greater than what it was.  You see this all of the time in gaming, people love thinking the thing they pour hours into each day takes a ton of skill... but they are just sitting in a small pond oblivious to the games that take real skill. 

Skeggold, Skalmold, Skildir ro Klofnir

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 but they are just sitting in a small pond oblivious to the games that take real skill. 

Perhaps they remain oblivious in your eyes because you can't answer simple questions from the very posts you are quoting in your responses.

 

What games do you feel are more skillful?

 

Perhaps we should start there, as unless you are Dionne Warwick and her Psychic Friends Network, you can't possibly know that the people you are bashing have had absolutely zero success in said unnamed games.

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lets stop having a pissin contest and start talking about how cool sb was.

 

one time in shadowbane my guild was doing that big gate area thing in oblivion (I don't remember the area but I remember it had a gate, and really good xp), and I wanted to join up. they told me they didn't have a summoner, so I had to run there (it took forever), but when I got there it turns out they did have a summoner, they just wanted to make me run.

 

the end

 

 

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lol, it probably is, but I prefer to hear the stories of shoonosa and stuff like that.

Edited by Yri
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This is just you trying to exaggerate what the game became though...  The undeniable truth is that if shadowbane had evolved into something so demanding in skill, those players could have taken that and competed in games with real competitive populations... the fact that they were never able to do so makes it pretty obvious that shadowbane after everyone left was just another small game that barely anyone played but the people that did play it tried to make it out to be greater than what it was.  You see this all of the time in gaming, people love thinking the thing they pour hours into each day takes a ton of skill... but they are just sitting in a small pond oblivious to the games that take real skill. 

 

 

Where to start... I think I'll just leave this here.  You either loved the game and stayed, while trying to excel; or you left it discouraged and failed to capture and enjoy the true spirit of PvP in it's rawest incarnation to date.

 

Thank you for making it clear where you fell on the spectrum.

 

There's a reason Shadowbane retains the rivalries, emotions, and nostalgia from a fanbase so temporally far from its demise.  Please provide evidence of another game that has had such a heavy impact on a clearly hardcore playerbase.  

 

...and then tell me how you dominated said game.

 

or shut the custard up.

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Where to start... I think I'll just leave this here.  You either loved the game and stayed, while trying to excel; or you left it discouraged and failed to capture and enjoy the true spirit of PvP in it's rawest incarnation to date.

 

Thank you for making it clear where you fell on the spectrum.

 

There's a reason Shadowbane retains the rivalries, emotions, and nostalgia from a fanbase so temporally far from its demise.  Please provide evidence of another game that has had such a heavy impact on a clearly hardcore playerbase.  

 

...and then tell me how you dominated said game.

 

or shut the custard up.

The people that remained in shadowbane aren't a clearly hardcore playerbase though....  And they sure as heck didn't have a shred of success in any big competitive game with a real skill-ceiling. 

 

Small fish in a small pond... and the only way to change that is to go prove yourself in a big pond... no excuses can get around that. 

Edited by VIKINGNAIL

Skeggold, Skalmold, Skildir ro Klofnir

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Vikingnail is a bot right?  Same 3 sentences, slightly different syntax, zero comprehension. Gotta be a bot, and not a very good one honestly.  Someone's freshman CS project?

 

I'm with shad on this one, 30-50 sided fights were really the pinnacle of SB combat.  Enough for lots of interesting tactical options, not too many the servers caught on fire.  

 

Though personally, I can't wait to play against these leet baddasses who think standing in a stack and casting AOEs on the enemy plus some heals on your group during minute long lag spikes in 300v300 banes on the OG servers was the pinnacle of skill in SB.  I'm betting they pack it off to some highly competitive (yet unnamed) PVE game in under 3 months.  

X88mIYV.jpg

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what

games

are

you

speaking

of.

who

are

these

elite

guilds

that 

dominated

elsewhere

that

you

speak

of

Blood Clan

You are so incredibly helpful, CYT. I don't know how I ever managed to do anything before we met. I was just bumbling my way through life, all lost-like. Thank you. My blessing cup runneth over.

SWrkfdj.jpg

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VN speaks of branching out to other games but hasn't branched out of his moms basement in thirty years.

You are so incredibly helpful, CYT. I don't know how I ever managed to do anything before we met. I was just bumbling my way through life, all lost-like. Thank you. My blessing cup runneth over.

SWrkfdj.jpg

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Family Feud:  Top 3 excuses late version shadowbane players will use when they quit crowfall

 

1.  Action combat was too twitchy and removed "tactical skill".  (60)

2.  Artcraft changed their vision (20)

3.  It was too hard to keep up with modern gaming where people are expected to disable key clicks on their voice comms (20)

Skeggold, Skalmold, Skildir ro Klofnir

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Family Feud:  Top 3 excuses late version shadowbane players will use when they quit crowfall

 

1.  Action combat was too twitchy and removed "tactical skill".  (60)

2.  Artcraft changed their vision (20)

3.  It was too hard to keep up with modern gaming where people are expected to disable key clicks on their voice comms (20)

 

Currently 97.6% of all 06+ sb players.

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