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  2. Is it confirmed that we will need to slot the harvesting abilities or is that still speculation? Hope not, but would not be surprised...
  3. Today
  4. That's good. I don't think we should have any restrictions on swapping out powers. The idea of harvesters being combatants was widely accepted and designed around not too long ago with exploration disciplines being added. Harvesters in the open world do not want to be at a disadvantage combat wise as they're subject to being attacked while harvesting. The removal of the survival tray and the fact that the "consumables" slots cannot be used to slot powers such as harvesting abilities means a harvester will be at a slight disadvantage if they have to take up precious power bar slots for harvesting abilities. This is a small step backwards from the idea that harvesters shouldn't be penalized as combatants. Any restrictions on swapping abilities would just further penalize harvesters combat ability.
  5. Centaur and Elken both get the trailmaster passive due to those sturdy legs! I know that you are on a much different version of the game than we are but Trail master has not been anything I have considered that useful and from your quoted response above does not seem like it has changed in the new build. Trail master/blazer was never anything that I would take into account when making a character and weighing the pros vs cons of one race vs another. IN our version of the game you just use a mount for the same effect and there is no opportunity cost to using a mount. In a lot of situations a mount was better than trail master/blazer anyway. Also, I want to see Centaur's run faster while in combat. Something like 10-15% faster in combat would really open the race up to being considered for classes other than Champion and the occasional Knight.
  6. So with all the passive power is being active , what about the default passives that each class gets ? And are we going to have a Buff in the top right of the screen for everything? Because that's going to be a long list
  7. Either. Blair talked about it in the Q&A.
  8. 1) Major disciplines are optional. In the next build, we are going to see some changes to the talent trees. Some talent nodes are going to cost zero points, while the nodes for the major disciplines are going to cost 5 points. So theoretically, you might choose to forego one or both discs in favor of other talents. That said, I think majors are supposed to be permanent once you slot them. They may have changed their stance on that, though, not sure. Once you get a higher quality vessel, you will need to use higher quality disciplines. An epic vessel requires epic disciplines. Epic disciplines are created by combining 125 common disciplines, so even if you could swap them, you probably wouldn't want to for cost reasons. 2) Yes, if you are doing both combat and crafting, then you'll most likely want to have separate characters for each. More than likely, you'll want to choose difference races and classes for each, and your attribute allocation will be different. 3) Disciplines are a money sink. The crafting majors can't be found as drops or crafted, they can only be bought from the vendor. The other combat majors can be looted from rank 6+ animals (as souls that you must craft into disciplines). As I said though, the quality of the disciplines have to be the same or higher as the quality of your vessel, so you'll no doubt have to buy disciplines to supplement any drops you get. 4) There are no plans for allowing players to respec skill points. There is a wipe coming with the next patch and we all get to start our training over. And there will be at least one more wipe prior to launch. So use this time to figure out what you want to train.
  9. Surelia

    Nekromantie

    Diese Bücher enthalten sozusagen die Anleitungen für den Bau runenverzierter Waffen (momentan beste Waffen im Spiel)
  10. Parcels and buildings are created at the Stonemasonry table, but the table has to be in an EK. You can't create them at the stonemasonry table in the temples, forts or keeps. Use the stonemasonry table in the temple to create a stonemasonry table, then place that table into a building in your EK. Or create a crafting deck and place the table on that. Then you can use that table to make other parcels and buildings. Yeah, it's kind of broken, since you need a parcel before you can place the table. If you don't have one, you'd have to go to someone else's EK who does have a stonemasonry table and use that.
  11. question is can you takeover the pig carrying the "ressource" and redirect it or do you just slay the pig and you can´t transport the "ressource"
  12. Blair said in the Q&A that the idea was that you would need to keep doing caravans to build up your walls and buildings, so until you have everything built, you'll probably need resources from traditional harvesting.
  13. I have been trying to figure out how to create a Parcel. I have noticed in the description of the game it states players can create them. I haven't found Geomancy in game anywhere. I can't seem to find anything on it or which skills to progress into to unlock it. Is it in game yet?
  14. Hey all, I bought the game a few days ago and I'm very surprised how "complete" and fun it is at this point. There's a LOT of things I really love about this game and I'm very happy to have found it. A few questions about the Class and Runes system: 1) If I'm understanding this correctly, each Class would choose 2 Major runes that more or less define how they play their character? And you can swap these by buying new ones? 2) I noticed there are Major crafting runes as well, is the idea that you would specialize a character in certain Crafts as opposed to combat Runes? 3) With the above two questions in mind, are the Major Runes designed to be a "money sink" by swapping them often or are they basically considered a method to "Respec" your speciality in a Class? 4) Lastly, I know there is no Respec for skill points but is that coming in the future or is the idea, never? Thank you!
  15. Bienvenue dans notre deuxième Dev Diary. Si vous avez manqué le premier sur les changements apportés à la barre de pouvoir (alerte spoiler : plus de barre de survie !), nous vous encourageons vivement à le consulter. Cette semaine, nous jetons un coup d'œil sur les changements à venir dans le chargement des pouvoirs (alias "Livre de sorts"). UN CONTE DE DEUX POUVOIRS Nous avons deux catégories principales de pouvoirs dans Crowfall, actifs et passifs. Les pouvoirs actifs ont tous un coût, un temps de recharge et une grande variété d'avantages, allant d'un Myrmidon fou qui se met à saigner tout le monde à un chevalier qui se met un bouclier absorbant sur lui-même. La clé des pouvoirs actifs est qu'ils doivent être équipés dans votre barre de pouvoir et activés par une simple pression sur un bouton. Les pouvoirs passifs offrent un autre ensemble de capacités disponibles en combat avec un impact plus limité/statique, mais puissant ; la différence est cependant que les pouvoirs passifs offrent généralement un bonus statique et remplissent leur fonction automatiquement. Les pouvoirs passifs sont généralement accordés en fonction de la race de votre personnage (comme le passif Trailmaster du Centaure qui lui permet de se déplacer plus rapidement) ou de ses talents (comme les Shadow Strikes de l'Assassin qui lui donnent un bonus de dégâts lorsqu'il touche une cible par derrière) et de ses disciplines (comme le Take Root de la Dryade qui augmente les soins lorsque vous êtes immobile). Auparavant, les joueurs étaient obligés de choisir les pouvoirs passifs à équiper dans un nombre limité de cases passives. Le fait de devoir choisir signifiait qu'un pouvoir passif devait être terriblement génial pour justifier qu'il occupe l'un des rares précieux créneaux disponibles, et malheureusement, beaucoup de nos pouvoirs passifs existants n'étaient pas aussi utilisés que nous l'aurions souhaité. DES PASSIFS VRAIMENT PASSIFS Dans le cadre de la mise à jour de la Guerre des Dieux (5.110), tous les pouvoirs passifs seront équipés automatiquement lorsqu'ils seront accordés. C'est exact ! Vous n'avez plus à choisir entre les passifs de Classe, de Discipline ou de Race, et il n'y a pas de nombre maximum de passifs qui peuvent être actifs à un moment donné. Désormais, vous bénéficierez de tous vos pouvoirs passifs lorsqu'ils vous seront accordés, offrant une plus grande variété de statistiques et de pouvoirs à utiliser dans les différentes situations que vous pourrez rencontrer dans les mondes de Crowfall. Nous avons également passé en revue et évalué chaque race en fonction de la nature, du nombre et du type de pouvoirs passifs qui lui sont accordés. Partout où nous avons trouvé une race manquante, nous avons ajouté de nouveaux pouvoirs passifs brillants à leur kit de course. (Je n'entrerai pas dans les détails car c'est une histoire à mettre à jour). LE NOUVEAU ET BRILLANT LIVRE DE SORTS Voici un premier aperçu du nouveau design du livre de sorts. Comme auparavant, vous pourrez disposer les icônes sur la barre de pouvoir en fonction de vos préférences. Notez les onglets séparés pour Ranged (à distance) et Stealth (furtivité). Certains pouvoirs passifs ne sont disponibles que lorsqu'une barre de pouvoir spécifique (par exemple, Melee, Ranged ou Stealth) est active. (C'est un cas courant avec les passifs furtifs, où nous voulons qu'ils ne fonctionnent que lorsque le joueur est en mode furtif). Lorsque vous comparez les listes de passifs dans les exemples ci-dessus, vous verrez que certaines, comme Season of Spring, sont statiques tandis que d'autres vont et viennent en fonction du trait de pouvoir actif. À VENIR Dans le numéro de la semaine prochaine de Dev Diaries, nous parlerons des changements apportés au système de points d'expérience. Ding !
  16. From the sounds of it, it seems Caravans are mainly (if not only) for masses of base resources, whereas if you need minerals, gems, anything special etc. then you still need to gather it in the world. And it sounds like if the attackers win the caravan attack, they get whatever the defenders were transporting. Seems fine to me since PvP is the biggest part of the game 🙂
  17. Combat has vastly improved since the last time I played, but is still just a bit clunky. The new user experience currently sucks. I remember I had the same issue as last time where I straight up almost quit after logging in, being confused, harvesting a rock or two, some trees, then going "Okay...what now? Guess I'll come back later." Both times pushing through the initial part reveals an amazing game, or an amazing base for one. Still not sure how I feel about the vessel system even being a thing that exists, but that's something you guys decided on years ago, so I'll just leave that alone and get used to it.
  18. If PvP players can generate high amount of resources through Caravans that effectively shuts down a full game loop and a good chunk of the player base - gatherers. It will take some fine tuning but I'm confident. P.S. Don't make pure PvP guilds more effective then well rounded guilds(PvP, Crafting, Gathering, Trading, Logistics) as that will kill social interaction. Basically make Sphere Interaction more effective then taking a single path(PvP, Gathering or Crafting)
  19. Hope you have a mount, those Wood Elf legs are no match for beast legs! We really haven't really thought we needed to lock down powers swaps yet, because you are right there are some implications.
  20. Using a brigand allowed them to show a class that has multiple trays. Using a cleric, champ, or any other class with only one bar would have left even less to show us.
  21. It's entirely possible that part of the balance is that there's limited spawns/a timer for refinable materials. So you can't run back and forth from a mine or quarry 24/7 and skip the solo/motherlode mining entirely. PvP can still be centralised to these mines or quarries, if they stay hubs for massive amounts of solo/motherlode nodes. Also @thomasblair, have you considered only being able to swap powers when in a keep/fort? I personally don't mind either way, but I'm just curious. Both have some implications.
  22. It will be important that neither system overshadows the other. It will take some careful balancing and good game design. I don't think the only answer is for there to be only one way to get the resources, though.
  23. Caravans sound like timed/triggered escort quest and less free player control. At least that's what I gather from the limited info I've heard. If so, likely will have a relatively known start/end point, timers, paths, etc that will make them good targets for gankers. Actually hope it is like this as will add some much needed risk vs reward to the game. While at the same time, if this is true, those out solo or in groups gathering might have less of a target on their backs and more freedom to gather whatever/whenever without any gamey mechanics to work with (escort quest). Again, risk vs reward. I have no problem with caravans having a higher chance for quantity/quality if the effort and risk are greater then random gamer going out banging on a rock in the middle of a forest. Both have value and a place in the game loop for different types of players. Of course all speculation at this point.
  24. I think the reason the example character has those trays is because it's an Elken Ranger Brigand.
  25. Hmmm I will dive deeper in the quality seen for weapons and armor. I guess as long as they are truly easy come quick to go it might not shift the Econ loop too much
  26. The Wood Elves are willing to race you two!
  27. Damn missed that! Thanks Hyriol
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