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  1. Daynen

    Is consistency important to you?

    Perhaps OP is asking if a lot of things should be consistent between Firefall and Ember? As in, carrying over a lot of things from that game to this one? I'm still not sure we all understand the real question, but we're trying to answer the question we think is being asked, so we're making...
  2. Daynen

    Is consistency important to you?

    There are things in a game which should remain consistent; these include such things as our control scheme, our user interface, our menu responsiveness, and the way our characters react to the same things. This should not be confused with variety and diversity; more enemy types, more terrain...
  3. Daynen

    What player controlled vehicles can we expect in Ember?

    Vehicles, like every other player choice, depend entirely on the game world and the call for them. If there are no open spaces to build up speed, fast bikes are pointless. If getting from place to place in a short time is easy for individuals, multi-passenger "busses" are irrelevant. If...
  4. Daynen

    No tinkering and Elite Ranks please

    That's what I meant when I said of elite ranks: "they either need to mean something completely different or not exist at all." Same applies to tinkering, obviously.
  5. Daynen

    Why classes are good

    There is only one way a classless system can exist: every choice is a sidegrade. In other words, every time you swap out something from the "standard issue" build, you lose something meaningful. Nothing is an upgrade; everything is a tradeoff. The reason "jack of all trades" builds are feared...
  6. Daynen

    No tinkering and Elite Ranks please

    Full stop. Elite ranks=no. As they appeared in Firefall, they do not apply in a game without vertical progression. The phrase either needs to mean something completely unrelated to that concept or not exist. End discussion. Tinkering=no. Loot lottery (yes, extra stats are still essentially...
  7. Daynen

    Theory Crafting MMO Roles

    Hmmm...maaaaaaaybe someone should start a new thread and just them to squabble over this one...
  8. Daynen

    Theory Crafting MMO Roles

    It's clear our perspectives are colored by very different upbringings and very different game experiences. It feels like every point you present is based around the lifebar; I know that's a generalization, but it's just a general feeling. While I've been seeing the concept for years, I just...
  9. Daynen

    Some thoughts about crafting/durability/items/lootz

    You're absolutely right: the difference between finding the game you like and trying to avoid the challenges are two different issues, one with real merit and one just a show of immaturity--yet I've witnessed both countless times, sometimes even from the same person, but very often in the same...
  10. Daynen

    Some thoughts about crafting/durability/items/lootz

    did you miss the parenthesis? Here, lemme light it up for you a bit: (IN A VACUUM; NOT IN THE CONTEXT OF ANY ONE GAME) My point in that post was to describe, in and of itself, the benefits of permanent gear breakage TO A GAME. ANY GAME. I was not trying to ask for it in Ember; I was...
  11. Daynen

    Some thoughts about crafting/durability/items/lootz

    Keep in mind, it's very unlikely we'll change his mind, because as posted earlier in the same description, uncertain leadership was part of the problem with FF. Sounds to me like he's ready to put his foot down and deliver. That said, I can see a few ways we'd find a happy medium which asks...
  12. Daynen

    Theory Crafting MMO Roles

    Ever think that perhaps that's part of the problem? Combat ITSELF has become a very binary concept in games; either they die or you do. There's no grey area; perhaps that's another spot for big improvements. Having ways of "winning" a battle other than just turning everything to puddles would...
  13. Daynen

    Theory Crafting MMO Roles

    True enough, on a macro level...but my point still stands as relevant. How people approach combat and how they build for it will NEVER change as long as the entire game equates to "Enemy HP zero=we win." My line of thinking may deserve it's own thread, true, but divorcing it from the combat...
  14. Daynen

    Some thoughts about crafting/durability/items/lootz

    As the core tenets are set down already, I doubt we'll steer the game off-course by our discussion, but I think I can summarize the benefits of perma-break gear (in a vacuum, not in the context of any one game) thusly: First, it rewards good play by making gear last longer if you get hit and...
  15. Daynen

    Theory Crafting MMO Roles

    It's a little amusing, and a little sad that this argument has gone on between the few of you this long, when the answer to ALL your issues lies in NONE of your proposals... I said it before: the world needs to demand functions and activities of the player beyond emptying a lifebar if we hope...
  16. Daynen

    Extra Credit Firefall Special Videos: Stuff to keep in mind

    Extra Credits is a godsend. If their 'style' doesn't appeal, push through it and develop a taste for it. There's ZERO excuse to ignore what they do; it's that important and that informative. They've shaped a fair portion of the way I think about games now and given me things to think about...
  17. Daynen

    Another thing that made FireFall (perhaps) unique

    Bulkier frames? You mean, like...dreadnaughts? ~LE GASP!~ Yeah, that would be cool too. Hell, some of the FF frames DID have their jets in the back, so why couldn't we have them function differently according to that? It was the recon frames that had just the one jet in the back, if I...
  18. Daynen

    A message to those who wish to bring the "tried and true" to Ember

    I find it funny that the same people who complain about reaching the 'endgame' taking too long are the same people who cry "BOOOOOOORED!!!" the loudest when they inevitably speed right to the end of the tech-tree and mow all the content in a month. Honestly, that's exactly the kind of player we...
  19. Daynen

    What weapons would you like to see?

    What I mainly want of Ember weapons is for the weapon's characteristics to make sense. If we get a multi-barrel heavy machine gun, it needs to be belt-fed instead of reloading every couple hundred shots. That felt kind of silly. At least make it a build choice with consequences or something...
  20. Daynen

    Evolving Enemies

    "Evolving" enemies need to have more complete ability kits in regards to offense, defense, mobility and team tactics. Just as players learn how to better utilize their jets, weaponry, cover, and abilities, the enemy needs to do the same. In a game where horizontal progression is the order of...