I am confident the people who play the paid alpha/beta in this game extensively will have a huge leg up on the rest of us. They'll rush and be the first to hit a level/gear soft-cap and then 90% of them will quit and go hype themselves on the next game.A big part of early access is thinking you can get a leg up by learning the world and finding out the best routes etc. This game appears to not need that sort of thing. So early access means nothing other than learning the ins and outs of the systems. If they can accomplish what they want to do, you'll see revolving games and worlds which will be awesome. So even though you're playing the same game it's often fun each time. Just like a game in a MOBA and there is less burn out there.
You didn't know this at the end of alpha? I sure did, this game had potential but once that patch 1.0 hit, it was lights out for this game and I saw the writing on the wall with that shit early.AA was probably the most alpha-experience friendly because of the land-rush and because the alpha players had an idea of what stuff would inflate faster and could invest accordingly. Of course nobody predicted that labor pots would be duped to high heaven and kept low due to incredible amounts of supply.
guessing ive probably played more PoE than anyone here and id agree its fun for a few weeks every new league. Im not complaining that they reset, id just rather players be in control of when the phases change rather than some clock.If it's anything like path of exile leagues (which I still hop back in the game for) the start of a new league is pretty hype every 3 or so months.
If you think about Dota 2, it's mostly cosmetics that the RL assets are flowing into. Nothing really affects gameplay advantage.In theory I'm against it, but it's unavoidable that players use their RL assets to gain advantages in the game. Been that way all the way back to the early MMOs. So the company might as well monetize it I guess, better then putting blatant P2W into the (also inevitable) cash shop.
Waterworld campaign.I don't know if I would even want ships in this game. If you're going to have ship combat you need to make it critical to your game like AA and AC4 did. Ship gameplay is a serious investment and you can't just tack it on. I'd rather they focus on making a coherent land-only game before worrying about the sea.
Plus once 1.7 comes out in AA I'll probably get my fill of ship-pvp. Like any gameplay it's fun but only to a point, and water gameplay is generally awful.
I did because the game was boring. I don't have a lot of time to game in the evening, maybe an hour or two. Logging into an MMO and sitting around for 30-90 minutes while figuring out what to do is boring to me these days.I am confident the people who play the paid alpha/beta in this game extensively will have a huge leg up on the rest of us. They'll rush and be the first to hit a level/gear soft-cap and then 90% of them will quit and go hype themselves on the next game.
Ex: I actually think you spent more time in character builders in AA than playing the game post release.
Walton and Koster from SWG ? Cool, I just hope they'll have enough rope to do stuff right.
Like hang themselves?
about active blocking[...] We are *NOT* f2p. It's not the right model for this experience in our view.More details on the Crowfall business model will come out before the countdown ends.
Interesting to me because we debated blocking many times on my last project (DCUO). We ended up with an active block, as often as you wanted to go into block mode. Part of every characters basic kit was an attack that had a "block breaker" component which severely penalized any player blocking if hit by it. Npc's were also able to block break. So there was a decent counter balance to blocking, and no one "turtled up" for very long. That was also in a combat system that was loaded with combo chains and you could predict where your opponent was going with their combo chain with a high degree of certainty as long as you had some knowledge of that weapon's combos.
We are still chatting about this one because it moves you much further along into the action combat spectrum and how far do we want to go into that spectrum? Dashes instead of a dodge skill, and real physics instead of server movement and fancy client trickery already put us in pretty deep. I suspect varying masses for characters is going to create some behaviors I haven't seen in an MMO before.Slam into a centaur and you might bounce back (Yah centaurs are OP, I know, but when was the last time you got to play a centaur as a character race?).
Always open to discussion, let's see what y'all think.