Crowfall

Pyksel

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I'll try to looking deeper into this after work but have they spoken directly to the traditional trinity?
Taken from their FAQ
5. Does the game use the "trinity system" of class balance (tank, DPS, and healer)?
No. Some elements, yes, of course. But overall, not really.

We have characters that are more offensive. We have characters that are more defensive. We have characters with support powers. But we made the game purposefully light on in-combat healing, to make it more deadly.
And remember, we've opened up the character customization options (through Promotion classes and Disciplines) to make each character a "mixed bag" of skills and powers. Each archetype starts with pre-disposition towards a certain playstyle, but after that, the game system really opens up and allows you to adapt your character any way you like.

7. You don't have Healer? That's what I play!
Our intent is for the support archetypes to have key buffs, debuffs, and physics related powers at a cost of damage or defensive capability. That isn't to say there won't be healing. There will be options to pick up healing powers (Discipline Runestones). We just didn't want to make the traditional fire hose style healer that most "trinity" combat systems use.

One of the devs also responded on the forums:
The term "healer" carries many assumptions with it. Which we wanted to avoid.
The intent for support to have key buffs, debuffs, physics related powers at a cost of damage or defensive is exactly what we want to do. That isn't to say in the Discipline Runestones (or combination of Disciplines) there won't be healing, it's really hard to predict. There just won't be a primary Archtype devoted to it.
 

Nija

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At this early stage it's more about helping a game we want to play come to fruition than whatever bullshit comes with the packages. If you're a PVPer who wants the industry to know there is a market for PvP games, you have an opportunity to vote with your wallet.
In my opinion, which is apparently the minority opinion, that's an extremely flawed view. There is a reason that publishing houses aren't picking up this game. The players shouldn't be the ones to fund such a project. Given the track record of the people involved with this project I would be surprised if it met 40% of their goals.

I'm going to tune out until it's playable for free. Considered my jimmies rustled. Participating in this kind of insane group-think reminds me of my parents dragging me to church as a kid.
 

Tuco

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The less opportunity for group inter-dependence (ex: having dedicated healers) the less able organized groups are to take on larger ones.
 

Vitality

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The less opportunity for group inter-dependence (ex: having dedicated healers) the less able organized groups are to take on larger ones.
I personally thought ESO did a good job drawing a compromise on this. Coming from the perspective of a nightblade life siphon healer/dmg hybrid.

The closer Crowfall comes to my life siphon nightblade setup I had in ESO the happier I'll be.
 

Tuco

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In my opinion, which is apparently the minority opinion, that's an extremely flawed view. There is a reason that publishing houses aren't picking up this game. The players shouldn't be the ones to fund such a project. Given the track record of the people involved with this project I would be surprised if it met 40% of their goals.

I'm going to tune out until it's playable for free. Considered my jimmies rustled. Participating in this kind of insane group-think reminds me of my parents dragging me to church as a kid.
While I agree that the publisher + developer model generally works better than developers on their own, one could also argue that the people running this show didn't offer it to publishers because they want full control and rights to it for very good reasons.

I'm not going to sit here and say, "If you don't give $100 or more to this you don't want a good MMO!". I'm just saying that whether these guys run off with the money or not, if they can raise a lot of money from it, it shows there is a market for PvP MMOs.
 

Pyksel

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While I agree that the publisher + developer model generally works better than developers on their own, one could also argue that the people running this show didn't offer it to publishers because they want full control and rights to it for very good reasons.

I'm not going to sit here and say, "If you don't give $100 or more to this you don't want a good MMO!". I'm just saying that whether these guys run off with the money or not, if they can raise a lot of money from it, it shows there is a market for PvP MMOs.
CSE is doing it with Camelot Unchained so we'll see how that one pans out as well.
 

Vitality

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On Telegraphs and animation locking:



janii, on 24 Feb 2015 - 08:03 AM, said:
Telegraphs need to go. Never come back.

Combat Animations have zero weight. Exactly what I thought when I saw the art style of this game. Fits perfectly.. fucking sadly.
Even shadowbane has more weight with the animations at this point.
Stop with these instant attacks which only move the arms. Bring the whole body into a fluent swing or slash. Its just a pain to watch. Yes I know that it isnt even alpha, but I just want to point it out as something big.
Black desert is a good example how to perform eye candy on combat. Heavy and fluent attacks. Its simply a joy to watch these animations

-- Response from Thomas B ACE Dev --

This is why we have begun to head towards the Tera end of the combat spectrum. Their combat looks great, however the price you pay is animation locking. The worry about long animation locks is why we tried split body mechanics first. At this stage of the project we can make those large kinds of steering corrections, later on it is much more difficult. Keep the feedback coming.
 

Bruman

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I almost pledged, but talked myself out of it! ArcheAge showed me that PVP-centric games aren't really my meat-and-potatoes. It just became huge zergs fighting huge zergs. Wasn't really fun. I had more fun with its terrible PVE.
 

Tuco

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Make the gameplay fun then make the animations around the gameplay. Weight in animations means animation locking, which means it feels generally unresponsive or laggy.
I almost pledged, but talked myself out of it! ArcheAge showed me that PVP-centric games aren't really my meat-and-potatoes. It just became huge zergs fighting huge zergs. Wasn't really fun. I had more fun with its terrible PVE.
I'd say AA is a pve game. If they tweaked a few things to force players to risk PvP when farming it'd be much more pvp centric. But right now there's limited opportunity for pvp and very limited opportunity to be rewarded for pvp.
 

Vitality

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I almost pledged, but talked myself out of it! ArcheAge showed me that PVP-centric games aren't really my meat-and-potatoes. It just became huge zergs fighting huge zergs. Wasn't really fun. I had more fun with its terrible PVE.
Edit: Tuco beat me to it.

Acheage has too much property protection and peace time to be considered pvp centric sadly.

@Tuco about combat weight - I agree mostly, however I'm fine with requiring animations to play out to fully get an ability off but be able to cancel it instantly at any point in time. Or atleast have the ability to break animation for stuff like dodge rolls and jumping/strafing.

Something ESO was supposed to do but couldn't quite get there due to engine limitations.
 

Bruman

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No guys, tell me how all PVP games suck
frown.png
. I don't want to pledge!

I'm curious how the actual personal kingdoms will play out. Everyone gets their own, so curious if people will actually want to do things on other people's worlds, versus just their own.
 

Vitality

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No guys, tell me how all PVP games suck
frown.png
. I don't want to pledge!

I'm curious how the actual personal kingdoms will play out. Everyone gets their own, so curious if people will actually want to do things on other people's worlds, versus just their own.
Don't pledge if you aren't 100% on it dude. That just leads to disappointment.

The moment I pledge I considered it like casino money. In support of a PVP game.

-- Supposedly Eternal Kingdoms have player controlled rulesets, so there can be popular dueling areas or marketplaces etc. but no harvesting or resource gathering of any kind is happening there.

* Using Tuco's crew as an example: Popular guild hangout with a dueling ring and guild vault and what not. Can hold guild meetings in the castle etc. Prep for the next campaign. Build a tutorial area or something for new recruits.
 

Caliane

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In my opinion, which is apparently the minority opinion, that's an extremely flawed view. There is a reason that publishing houses aren't picking up this game. The players shouldn't be the ones to fund such a project. Given the track record of the people involved with this project I would be surprised if it met 40% of their goals.

I'm going to tune out until it's playable for free. Considered my jimmies rustled. Participating in this kind of insane group-think reminds me of my parents dragging me to church as a kid.
Sortof. As I was noting, I felt kickstarter is not a good thing for mmos.
The huge dev times is VERY bad for consumers, with this format of crowd funding. the 800k mark, while very small for a mmo cost, likely actual cost of the game is closer to 5-10million I would bet. Its ALOT to put onto the consumers, again, 4 years before the game is ready.
$150 investment, at 20% for 4 years? you could have $311 in a mutual fund! why don't you hold onto that cash, and give them $300 dollars AFTER it launches and doesn't suck.

That is not to say I think crowdfunding or flexible funding for mmos itself is the problem. I just think the model should be more akin to Path of Exile. 1. Do not put up the campaign until the alpha is ready to play.
2. Crowdfunding gives instant access to alpha/beta, etc. 3. Crowdfunding never goes away. ideally, you pick "rewards" that would be still viable even after launch.



this KS model (for mmos) is HORRENDOUS for consumers. Its worse then pre-orders.
 

Grumpus

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FUCK. You queers took all the $150's before I woke. Guess i'm going $175.

I bet they make $800,000 by friday
 

Pyksel

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Don't pledge if you aren't 100% on it dude. That just leads to disappointment.

The moment I pledge I considered it like casino money. In support of a PVP game.

-- Supposedly Eternal Kingdoms have player controlled rulesets, so there can be popular dueling areas or marketplaces etc. but no harvesting or resource gathering of any kind is happening there.

* Using Tuco's crew as an example: Popular guild hangout with a dueling ring and guild vault and what not. Can hold guild meetings in the castle etc. Prep for the next campaign. Build a tutorial area or something for new recruits.
The devs are likening the Eternal Kingdoms to having your own personal minecraft server.
 

Vitality

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The devs are likening the Eternal Kingdoms to having your own personal minecraft server.
Right, minus resource harvesting. Have to import resources from other campaigns or trade for them.

Also have to pay to increase the server space for your EK (total concurrent users able to connect)
 

Muligan

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These guys have an actual studio right? I mean, physical office space where they come in and work everyday? Not saying this is a make or break kinda of thing but curious.
 

Abefroman

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These guys have an actual studio right? I mean, physical office space where they come in and work everyday? Not saying this is a make or break kinda of thing but curious.
Of course they do, did you think they would launch the kickstarter out of someones garage? Don't be silly, nobody would be that stupid.