Good we need more people to victimize.
Posts made by Dulu
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RE: eXploited (#1 demon guild )
I think the main appeal of Demons for eXploited is the fact that we can kill other demons. No one is safe.
So, in typical fasion, it will be eXploited vs the entire game. The way it should be.
If this sort of mentality appeals to you, you might be one of us.
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RE: Taunt/Bodyguard (Tank) PvP mechanics
I agree whole heartedly that collision-detection is essential for making PvP , particularly as a tank, enjoyable.
And yes, I agree that the meta always needs to favor DPS over tanks and healers.
I say this as a main tank or healer for a decade now.
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RE: Healthbars diablo-like
@jetah Diablo 2, DAoC and Everquest also had 3 resources.
You're talking about Stamina I assume?
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Taunt/Bodyguard (Tank) PvP mechanics
Tanking has long been an issue to balance in PvP.
Many games just forsake the idea of tanks being balanced for PvP, and relegate them to the realm of PvE content. But I feel like this is a lazy cop-out.
Some less popular games had great ideas for how to give tanks actual utility in PvP, that could be adapted to a new game such as Fractured.
Dark Age of Camelot had an ability for tanks called "Bodyguard"... basically, you as a tank player, could pick one other player, and as long as you were within melee range of him/her, you were the bodyguard. Your parry, black, counter-attacks, etc would all translate to the target you are guarding. Essentially, they gain a whole new set of defensive stats.. making them a much less desirable target.
Warhammer Online: Age of Reckoning actually made "Taunt" work in PvP. Except it didn't force the taunted player to change targets, instead what it did was apply a debuff. "You deal X percent less damage to all targets except taunter." Even if this is a small amount, like 20 percent.. it's enough to make even the heaviest damage dealer reconsider his target choices.
Albion Online had a lot of displacement abilities. Knocking people back, pulling them forward, sucking them into one point - that made tanks more of a "Control" class.
What are your thoughts on this? Should we see these things in Fractured?
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RE: Healthbars diablo-like
For a game like this, I personally prefer the Diablo style "Orbs" for health and mana.
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RE: Slavery
WoW had slavery. Lots of it. Was a core plot point. So did many other "PG" rated games.
Thrall himself was a slave at one point. (Lore lesson, his name actually translates to 'Slave')
I don't think there needs to be any game mechanics tied to it, but in the lore/world, I'm sure it would make sense for slavery to exist.
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RE: Comparison
Ultima Online
Albion Online
Everquest 1 meets Diablo 2 with PvP -
RE: Slow combat vs Fast combat
I think Overwatch has a good TTK (time to kill).
If someones a bum, I want to be able to kill them and dispatch of their loot quickly.
But a good fight between two quality players could go on for a minute or two.
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RE: In Game Memorial for Players that Die as a Suggestion
I'm fine with having stuff like this. The more freedom players have, the better.
But I'd also like the freedom to destroy said memorial. Stuff like this should have to be in PvP areas, or at least places subject to invasion.
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RE: coalitions
The worst part about having an 'Alliance' feature, is that human nature will always seek the path of least resistance.
This results in casual and scrub players just allying with everyone, and turning the game into essentially a PVE experience.
But at the same time, I don't want any arbitrary restrictions on what a player can and can't do.
Perhaps just allowing you to still attack members of your own alliance would solve the issue? A toggle feature that lets you fight people in the same alliance, without having to leave your guild like you did in Albion.
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RE: eXploited (#1 demon guild )
#2 guild on the leaderboards, #1 in the streets
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RE: Bounties and how they should work (long running discussion)
this is my idea for a bounty system. Obviously the "see on map" part would have to be toggled off in zones of relevance, but I think this could be a good start to a bounty system that would involve limited coding and no message board system or additional interface. You just play the game...
-kill 5 players in a row, you're marked as an enemy of X faction. NPCs treat you slightly different, and a small bonus is given to the player who kills you.
-kill 10 players, lots of NPCs won't do business with you, and you show up on the local mini-map of nearby players , and a moderate reward is given to the player who kills you.
-kill 25 players, you're given a lowly title "the outlaw" or some such ... you show up on the local map "press m". A hefty reward is offered.
-kill 50 players, you're given a bigger title "slayer", or something. Etc.
-kill 100, 200, 500... more and more ridiculous titles and rewards.
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RE: Suggestion: Clan Warfare
The less rules, or structure in PvP, the better.
Just take the reigns off and let players have at each other.
FFA PvP in any zone of importance.
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RE: (((PRICELESS)))
eXploited is going to trash these lesser guilds, won't even be a contest... these kids seem soft af
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RE: eXploited (#1 demon guild )
Tons of videos of eXploited online
Possibly the worst group of memers on the interwebs. Beating kids up at internet cafes, posting naked pictures of gamer girls from other clans, stealing peoples homeplots.
Just generally a bad group of people.
And I love playing with them.
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RE: How should shields work? WoW vs. Vermintide style
@finland I'm talking about actual shields.
Like shields you carry in your off-hand.
Not absorb-shield spells.
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How should shields work? WoW vs. Vermintide style
In World of Warcraft, shields are pretty much additional armor pieces, that can lessen your chance to be critically struck. (There's more to it for any fellow hardcore WoW nerds, but that's the bare bones without the math)
But in a game like Vermintide, shields are able to completely avoid damage.
I would like to see skill-based shields, that you have to manually block with, or at least can fully block attacks from a particular direction. I don't want to see shields become just another stat-stick.
What do you think?