Asheron's Call,UO and Crowfall
Fantmx wrote: » Asheron's Call,UO and Crowfall One of these is not like the other.
Fiddlez wrote: » Crowfall I think speaks for itself.
Noaani wrote: » Fiddlez wrote: » Crowfall I think speaks for itself. Indeed it does. Because of that, imo its best we not speak of it at all.
Barab wrote: » In my opinion, Crowfall and AoC share the player driven territory control as well as repercussions of player/guild/alliance/nations actions. Same could be said for Archeage, LL2, Shadowbane, MO2 and others. Words, actions, relationships have more meaning and worth in worlds such as these games.
Barab wrote: » I really hope the mmo masses that have never experienced large scale pvp give it a chance because it really can be a fun enjoyable experience regardless of the fights outcome in a victory or defeat.
Sathrago wrote: » The problem with crowfall was mostly the massive investment in different character races. Ive done the numbers before, but they had like 15 different races of vastly different models that all had a male and female option and all needed to do their own style of animations for all of the skills across all of their classes. This alone probably devoured their worktime and their wallets. It was a horrible path to go down and in my opinion, is why they never even got to flesh out the rest of the game. As for learning from crowfall, Repurpose, repurpose, and more repurposing. Recycle everything you can and try to use what you have already created in different ways to save on making another entire system, animation, spell effect, etc.
Dygz wrote: » What made Crowfall PvP great and... how would that fit into the Ashes game design? Ashes' A1 Sieges were fun. I'm not aware of A1 players being under-hyped about Sieges. I think we probably have to have more hands on with all of the Primary and Secondary Archetypes in Ashes before we can meaningfully consider how anything from Crowfall classes could be adopted for Ashes.
Veeshan wrote: » The best crowfall seige was on UXA castle that had the pre nerfed gaia statue where u zapped any player you were next to. The clump zerg warfare in crowfall was frankly shit the only good seige there was when one side use the gaia statue that punished people for clumping up. but then the zerg alliance cried on the forums and it got nerfed within a week, unfortuently that one zerg guild kinda ruined crowfall in many regards with there crying and spam posts on the forums where they got all there members saying it a great idea to scew public perspecting of everyone hating it but the one guild who it benfits cause it was a suggestion to make it easier to zerg every time
KingDDD wrote: » Sathrago wrote: » The problem with crowfall was mostly the massive investment in different character races. Ive done the numbers before, but they had like 15 different races of vastly different models that all had a male and female option and all needed to do their own style of animations for all of the skills across all of their classes. This alone probably devoured their worktime and their wallets. It was a horrible path to go down and in my opinion, is why they never even got to flesh out the rest of the game. As for learning from crowfall, Repurpose, repurpose, and more repurposing. Recycle everything you can and try to use what you have already created in different ways to save on making another entire system, animation, spell effect, etc. The amount of races didn't help but they wasted a lot of animations in general, for example the basic attacks were 3 separate animations for attacks that really didn't add much. Every single patch in the game rebalanced systems like crafting which in reality made the systems a complete mess at launch. For a game run by supposed industry vets it was just an all around cluster fuck. Also the sieges in Crowfall were trash. It was the most one dimensional siege system I've seen, and was worse than something like DAoC from two decades ago.
Fiddlez wrote: » I just haven't heard anyone talking about it much. I wasn't specifically referring to A1 players.
Dygz wrote: » Barab wrote: » In my opinion, Crowfall and AoC share the player driven territory control as well as repercussions of player/guild/alliance/nations actions. Same could be said for Archeage, LL2, Shadowbane, MO2 and others. Words, actions, relationships have more meaning and worth in worlds such as these games. I disagree, but this pov is exactly what Steven has been stressing for the past year.
Barab wrote: » Dygz wrote: » Barab wrote: » In my opinion, Crowfall and AoC share the player driven territory control as well as repercussions of player/guild/alliance/nations actions. Same could be said for Archeage, LL2, Shadowbane, MO2 and others. Words, actions, relationships have more meaning and worth in worlds such as these games. I disagree, but this pov is exactly what Steven has been stressing for the past year. Dygz I am sure similar to yourself we both have been playing MMOS since the 1990’s. Our differences I assume are my guild has not only played the theme park mmos but also the more sandbox territorial conquest pvp mmos as well as the more “faction” based pvp mmos. Basically, every mmo since The Realm we have alpha and/or beta tested or played as an official chapter. That being said, I would love to understand why you believe even in a pvx designed mmo such as AoC that individual, guilds, alliances, national node relationships would not have far more worth and meaning than found in a theme park mmo such as WoW or FFIV ? Because from our collective experience we have not found such to be true. Reputations will matter more so, relationships will matter more so, actions from all functions such as trading to non-aggression pacts between guilds to nation nodes down to individual interactions will have far more value and worth in a player driven content mmo such as @StevenSharif has designed and presented AoC to be. Correct me if I am wrong, as I mean no disrespect, but I swore I remember you saying on a podcast you wouldn’t play AoC at release due to the threat of pvp anywhere ? Regardless I really hope you give AoC a good run through a2 testing. Different visions of what is fun in a mmo is healthy for testing feedback.