Draegan_sl
2 Minutes Hate
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I bet it's going to be huge with casual players who like to do the exploring and immersion stuff. There's a lot of people out there that love that shit.
yes sir. plus it would be kind of fun to be tunneling below a keep that shit could be fun.I bet it's going to be huge with casual players who like to do the exploring and immersion stuff. There's a lot of people out there that love that shit.
a_skeleton_03 want to go 50/50 on 2.5k?Tuco, is your zerg guild doing this game? My backing hinges upon this answer.
I got cold feet.Guys I'm getting cold feet. At first I was all like "BAM $250 ON BLACK LET'S GOOOOO" but now I'm like "But what if it comes up red?"
posts like this are giving me cold feet as well. but its just money if I dont spend it on video games what else am i going to spend it on? my ridiculous drinking habits?I got cold feet.
After the glow of "new, old-school game awesomeness" wore off, I thought about how many MMOs I've played that haven't gotten just the basic feel of combat right. I'm talking about AAA MMOs, and certainly not ones being financed on a shoe-string budget. I mean Shroud of the Avatar is a great idea and all, but it plays like a sub-par, budget bin video game. Then layer on the complex stuff, like ensuring the network layer is secure, hundreds of characters in one-place in a voxel based engine, dealing with hacks, etc... and I just don't see something that screams success. I'll give them credit, what they've shown so far has been nice but I need some more stuff fleshed out before I spend money on it.
That's where the system of flexible and variable campaign rules work out.Part of their challenge will be to make the PvP meaningful. What I mean is, the outcome of the campaigns need to make some difference somehow outside of just vanity items or titles. I know the point of the game is to actually stop that, but I hope character advancement is tied to something important.
I didn't mean to suggest that it was. I'm guessing there's a much bigger audience for a PvE game so I don't expect CF to raise as much via or post Kickstarter. I was only pointing out that CF will almost certainly have a "donate" button on their site once the Kickstarter concludes. We'll get those pack pigs yet.Not really a fair comparison considering the name and license behind it. Plus PvE is always going to draw a bigger pool than the strictly PvP crowd.
It's not a matter of coding, more of balancing. Stuff that looks good on paper and in code sometimes lead to completely bad outcomes when real players check it. So they need a set of workable rulesets as a fallback for launch, and they can then innovate by adding more audacious "rule cards" to their deck and test on a few campaign.I really dont see the different rulesets a) taking more than 5 minutes to code and b) not making it into release or right afterward.
Actually, you can do that with any base ruleset. Dregs is not different from faction/god/guild warfare. In fact, it's probably more complex to implement win conditions.Not because i only want dregs in to start or anything, but because it means the money is being spent a) making sure basic combat feels right, b) getting the world creation procedural shit down/seasons/destruction/etc, and c) creating the tools that allow the various rulesets to be altered with a turn of a few dials.
What is there to balance? seriously its not 3 separate factions with different race/class/skills etc.It's not a matter of coding, more of balancing. Stuff that looks good on paper and in code sometimes lead to completely bad outcomes when real players check it. So they need a set of workable rulesets as a fallback for launch, and they can then innovate by adding more audacious "rule cards" to their deck and test on a few campaign.
But for the initial run? You need that stuff tested, which means dev eyeballs on the test campaigns. Which means manpower. Which means money. Which means stretch goals.
Actually, you can do that with any base ruleset. Dregs is not different from faction/god/guild warfare. In fact, it's probably more complex to implement win conditions.
Maybe. But for CF I don't see the exploration/immersion crowd being that big. Exploration in this case will be spending 30 hours straight on campaign-start finding all the resource nodes and putting that information on a map on your other monitor.I bet it's going to be huge with casual players who like to do the exploring and immersion stuff. There's a lot of people out there that love that shit.
This, I don't care about female centaurs with no pants and fievel goes west pig mounts, give me a game that functions properly or I'm moving on.I dont care about balance but the fundamental structure of the game has to work. Network, combat, animations etc.
This is what concerns me about their player retention when it comes to Dregs. If your average player does 1-2 campaigns and winds up losing them, how many times are they going to be ok starting from scratch before they just say fuck it and either jump to another ruleset or quit outright.(this is where Dregs is a terrible point to start the game - Dregs rule make you get ZERO mats if you don't win. You don't even get out some stuff that might make you minor gear, locking you out in the terminator type rules. At least with God's Reach rules, you get easy campaigns to get you started)