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  1. Ronyn

    Hey good to see you here

    Hey good to see you here
  2. Ronyn

    Theory Crafting MMO Roles

    For what it's worth... Classes or roles do not inherently have to mean the mmo trinity. There are many ways roles on the battlefield. Also a modular/free build system does not mean that the equivalent of classes won't be available. And it certainly doesn't prevent building for certain specific...
  3. Ronyn

    Introduction Thread

    I love that video. Here is the version with dev commentary.
  4. Ronyn

    [Repost] It's really too bad

    What you describe is exactly the point. If 100 qualities offers the same relevant stat variations on gear as 1000 qualities there is bloat. Refine it to 100. If 10 qualities offers the same relevant stat variations on gear as 100 qualities there is bloat. Refine it to 10. Those big numbers do...
  5. Ronyn

    [Repost] It's really too bad

    The pendulum swings too hard. That is to say: The way resources reflected properties was quite interesting but the 1000 resource qualities was bloat, not depth. It was needless complexity, not room for skill. Unfortunately instead of refining that design, simplifying the bloat but retaining the...
  6. Ronyn

    Regarding recoil

    That is overselling a bit. I am more than fine with things like cooldowns/spin ups/reticle shake(mini gun) and what not in some cases.That said, the difficulty of combat comes from more than just how hard it is to maintain sustained fire. For example: The latest doom is not an easier-to-beat...
  7. Ronyn

    Regarding recoil

    There are various types of skill. Aim, evasion, compensating for recoil...all of those things are about skill. What is commonly called "Twitch" is a just a reference to the speed in witch something is done, that something can very well be a skillful action. A game can be skill based with or...
  8. Ronyn

    Theory Crafting MMO Roles

    Yeah I follow that. Firefall's "balance" in the later years wasn't solid IMO. As my earlier post explained, I can see how there can be a frame that is high in both offense and defense, but that is not to say i felt firefall got that quite right.
  9. Ronyn

    Regarding recoil

    I would personally like Ember to focus on the high speed/old school arena-esque style of shooting. Which means most weapons would not have much relevant recoil. For me it's a matter of the most enjoyable style of gameplay for my personal preferences.
  10. Ronyn

    No Posts?

    There are quite a few us table top gamers around already. I'd wager that most folks are waiting until more information on Crixa is released before we get to rambling about it. That info will be coming in time.
  11. Ronyn

    Theory Crafting MMO Roles

    That really depends on the game and genre. For example it is very common in mech games that the machines with high hit points/armor also have high damage output. The drawback is that they are usually quite slow and are big obvious targets. In contrast certain smaller, faster machines are often...
  12. Ronyn

    So what is oir next goal.

    Correct.
  13. Ronyn

    Have no Fear! Nokzen is here!!

    All the OG's are gathering
  14. Ronyn

    Enemy scaling

    Ember will feature horizontal progression.
  15. Ronyn

    Tinkering and Durability

    Current official information on the subject of durability is " Durability: Items will not break, but will need to be repaired (at less resource cost than what it was to make). " As long as we stay within those perimeters I am open to all sorts of ideas like overclocking and increased costs...
  16. Ronyn

    ALMOST AT 1K FORUM MEMBERS!!!!

    Aw yeah. I'm doing the Carlton right now. I'm lying...that dance is too hard.
  17. Ronyn

    ALMOST AT 1K FORUM MEMBERS!!!!

    Only need 6 more! Gentlemen, activate the Girlfriend card!
  18. Ronyn

    ALMOST AT 1K FORUM MEMBERS!!!!

    Soooooo close
  19. Ronyn

    Moderators Incoming. Congrats

    Hey thanks so much. I remember you. :-)
  20. Ronyn

    Tinkering and Durability

    Three things- 1: Why are we looking for ways to create a primary gear durability system? The current direction is aimed at that kind of thing on supplemental items/gear/objects/buildings. That solves the economic needs. 2: In a game with a horizontal progression system, wouldn't a way to make...