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    coolwaters

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    Pann

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    KrakkenSmacken

    ACE Development Partner & Investor


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    Vectious

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Popular Content

Showing most liked content since 02/27/2017 in all areas

  1. 22 likes
    Everyone is of course entitled to their own feelings on the actions we take. Last weekend Singapore and EU ended up having more than one new campaign and lost their campaign inventories with no notice, because there was no notice to give. The campaigns failed and no one could load into them, even when we tried to bring them back up. This weekend, we ended up with two EU identical campaigns running at the same time inadvertently and they had to come down immediately as the spirit bank may have been corrupted if we'd left them both up. We're actually shocked and pleased that we didn't end up with spirit bank corruption from this error. So the EU testers in particular have had a tough couple of weekends. In none of these cases could we have restored peoples inventories or given a pre-warning. We have so far chosen to use chat as our warning system, as a pop-up is going to be terrible in combat. It's a really good idea to have global or server chat up all the time while playing. The testing that our backers provide does uncover bugs and scaling issues that is helping us make a more robust game, and doing this earlier in the development process than normal. Their subjective feedback keeps us focused on delivering the game design promises we made for Crowfall. The backers that spend time testing are helping us tremendously as we make a game under this new crowdfunded model, and we appreciate their help!
  2. 22 likes
  3. 20 likes
  4. 19 likes
    The Farewell Kiss is swift and painless FULL STORY
  5. 18 likes
    As this system started to open up, it became pretty apparent that we could get a LOT more depth out of it than we expected. Blair asked me "so what do we save for promotion classes?" and my marching orders were: nothing. Make Disciplines as cool as we can, let's get them in and see how it changes the game experience. My expectation, honestly, is that it's going to add a massive new element of mental exploration and theory crafting, and the payoff is going to be huge. The current iteration combines elements of multi-classing and "feats", if you are familiar with AD&D design, two features that I find very engaging. After it's working, we'll adjust the plan for promotion classes accordingly. My reasoning is that I feel like the lack of character differentiation (making meaningful choices that guide how your play your character and how effective they can be), is currently the most critical thing missing from our play experience. Promotion classes, by design, are an advanced game mechanic -- the point is to provide additional specialization and customization for advanced players. That does nothing to help the feeling that 'I am the same as everyone else' at the beginning and middle of your game experience. Right now, I care a LOT more about solving that issue than I do about promotion classes. I'm sure we can come up with more cool stuff later for promotion classes. It could be as simply as unlocking a few additional archetype powers, attr/skill max increases, or even adding more discipline slots... frankly, after we get this system in, we'll see where THIS design is lacking and that will probably influence what we do with Promotions. Todd ACE
  6. 16 likes
    Best undocumented change - spirit bank items are movable/stackable now.
  7. 16 likes
    Master of Bows + Arcane Archer + Sharpshooter + Legionnaire, means you could have a full ranged tray of Bow powers if you wanted to play bow-centaur-healy-gonna-annoy-the-hell-outta-everyone guy/gal.
  8. 14 likes
    If you go all George RR Martin about it, it will never actually be posted.
  9. 14 likes
    TL;DR. I'll give you 1 answer. The number hasn't changed significantly. Yes, it's a ton of work, but we all agree that the game needs it. So we're just going to step up and make it happen. Todd ACE
  10. 13 likes
    ...who would be afraid of that face? ♫ Me and Tyrant, GuineaPals ♫
  11. 13 likes
    Looking back at what we've accomplished on this two-year anniversary of our Kickstarter campaign FULL STORY
  12. 13 likes
    "Does the phrase "pay to win" have any objective meaning at all?" - "No." "Are thread titles posed as questions always click-bait?" - "Yes."
  13. 13 likes
    Greetings Crows… After a very enjoyable Sunday evening, in the company with 19 others, in some large 10 v 10 fights (Yes I know hopefully with time we will laugh at this and remember 10 v 10 as large fights). I decided to sit down and actually do something with the footage I collect, other than bug report. All shot in 1080p quality. Prelude : Prefight we were trying to coordinate, which is always interesting when people that haven't played together meet up. In my group I offered to either play defensively.. Or offensively. I was give free reigns - Thank you! TBH I don't think anyone had any expectations, after all - Rangers aren't exactly the meta. First Fight : About 10 minutes long. People didn't know each other, so you will see lots of friendly fire/backstabbing and all in all a lot of chaos. Second Fight : About 5 min long. From the experience of the previous fight my screen was now filled with "Yellow Post Its" with the names of those in my ally group. Things went a lot smoother, you can start to see what Ranger Gameplay is like. Third Fight : About 10 minutes long. Best of the fights IMHO, everyone played really well. It became a waiting game to either catch people out, or wait for the call on which target focus should be applied. All in all we had a really fun time, so from me to everyone present : Thanks for an enjoyable evening in good company. Teaser : The day did though start a bit differently… so -W- this one is for you. Caveat : All of the movies can be seen with this playlist. Best regards : Soulreaver.…. Ps : No I didn't go into the editing and music choices. Just thought it was about time someone showed the Ranger POV.
  14. 12 likes
    Currently we have two kinds of inventory, Spirit Bank (a global inventory) and world inventory (what you see on your archetype in a world, including your vessel and what is equipped on your vessel). Anytime you quit playing the safe move is to put your stuff in the Spirit Bank. World inventories are going to be very volatile in our testing. They exist as part of the campaign data. Every time we change a map to add or delete any feature, the world inventory will be deleted with that old map. Last weekend, we had some campaigns stop taking logins on the EU and Singapore, even after they had been reset, and the hardware reset. So we had no choice but to replace them. Under different circumstance today we ended up with two EU campaigns running with the same name due to a tool issue (something new) and we had to kill both campaigns on short notice and bring one back up). Normally we get into chat if we know we need to do a reset of a regular campaign to try and warn people to stop crafting and get ready for a reset. These resets are done because we see indications in the server metrics that make us believe a server reset will help the server perform better, and these are typically something that may happen once a day right now. Server resets will mess up crafting in progress and lose your resources. There is rarely more than a 1 minute "timewarp" of progress though. We will eventually have to wipe the Spirit Bank too, it's just we haven't hit a reason for that yet. We take all wipes of data very seriously and minimize them when and where ever we can. Thanks for rolling with the issues involved in our early testing.
  15. 12 likes
    Good day crows, Today is the day I can finally introduce myself to you. I started to work as the new Crowfall Senior Community Manager in Europe 2 weeks ago. Apart from coordinating the European Crowfall Community Managers, I am responsible for the German community. I am pretty sure I won´t have any boredom related problems ;). The past 2 weeks were very interesting and exciting. I not only started doing my job, but I had the great pleasure to visit the ArtCraft development team in Austin. The days in the Artcraft office really showed me with how much passion the team is working on the game! My pc gaming carer started 25 years ago, and I played my first online games in 1997. I played my fist MMO 15 years ago, and always picked games with a strong PVP focus. Crowfall with its strong PVP is just perfect for me. I am already looking forward to work with everybody and cross swords on the battlefield! Felix „Ceollach“ Hardt
  16. 12 likes
    Starting this week, we're going to collect playtest feedback and bugs in the same thread. This should make it easier for testers to know what to post where as well as making it easier on our team to read through everything. We can't stress strongly enough how important your feedback and bug reports are to us. For that reason, it's important that posts are made in the correct forum rather than other places (such as General Discussion or Suggestion Box). Soon, we will be adding a new type of thread for each playtest that will be specifically for feedback about archetypes. Again, it's really important to use those threads for their intended purpose so that the members of our team that need that information can get to it. If you are a tester but aren't in the Tester forum member group (e.g. it says "Member" under your profile image rather than "Testers"), please contact support@crowfall.com. We'll fix your forum permissions so you will be able to post in the Testing forums.
  17. 12 likes
    Todd and Gordon reveal plans for a new testing environment and 24/7 servers FULL STORY
  18. 12 likes
    I truly do understand the logic behind changing the "C" I-Frame powers to have not only a CD timer but also a build up requirement to limit an Archetype's ability to always start a fight with that power available to them. The Legionnaire's C is the most immediate example of how this "always available first" functionality may be overpowering. It was certainly true with the Myrmidon's C as well, back when we were neck deep in the Cow wars. However, there were other ways of bringing those powers back in line. You could have just nerfed the effectiveness of the Legionnaire's C. You did nerf the Myrmidon across the board as well as the C in particular. However, in choosing to address this issue by changing all C powers, you also significantly nerfed the Druid, the Duelist, the Champion and the Knight. Those ATs didn't need a nerf. The Duelist, in particular, didn't need to lose his escapability. You didn't need to make this a "one size fits all" and put all I-Frame powers on a build up timer. Those that were OP or should be less available at the start of engagements, you could have just added a "the Legionnaire's C power will no longer be immediately available. It is now been put on "damage ticker" which requires either taking or inflicting damage to charge. The amount of damage inflicted will accelerate this ticker and make the power available at a faster rate." You didn't need to do this for ALL Archetypes as not all Archetypes had equivalent C powers. Some should be more easily available (Champion, Knight and Duelist all come immediately to mind) while others should be less available (Templar, old Myrmidon and Legionnaire). Please reconsider the implementation of the Soul Power mechanic. While needed for some C powers, it was not needed for others...and trying to jam round and triangular pegs into square holes seldom leads to good results.
  19. 12 likes
    No expected timeline, we will see how fast. The output is determined by the wildcard slot on the recipe, so the list is nice and slim with 1 Weapon Disc Recipe, and 1 Major Disc Recipe to generate all the various kinds of recipes. Will say JC's are needed to polish the soul gems and stonemasons needed for the polishing paste for them. We do need tons of animations. Mainly for the melee animations. A cheap disc will be 2-3 powers per archetype allowed of a weapon style that matches. Ie The 1h Axe for a Knight just works with all his existing base animations. So the total cost for allowing him to use Master of Axes is the 3 animations for the powers that come with Master of Axes. However 6 archetypes can use that Disc, so we need 18 animations total to complete this Disc. Then add FX, icons, and sounds ontop of that. An expensive disc is like one for the Druid where we decided to give her a shield. Just allowing her to equip shields requires reanimating all her base powers to work with a 1h/shield, and idles, fidgets, movement tree, and blends. Roughly 90 animations. This is super expensive and we wont do many of these. However this does enable her to forever use shields and associated shield discs if we allow it. The nice part is for many of the buff/cast powers we can use a handful of generic animations. The FX ends up selling these powers more than anything.
  20. 12 likes
    As of next test, my Runecrafting will finally be in decent shape, by which I mean: My assembly quality skills will be near max. I'll have 15+ pips to spend on experimentation. I am planning on opening a hardware store such that players who don't have access to a high quality runecrafter in their own guild have the opportunity to get some decent tools. There are two different options available for purchasing stuff. 1. Folks can give me two complete set of raw materials. I'll craft items out of both of them and give you the better of the two. [Please note, paper can screw up the quality of your final item. If you want to guarantee a purple item, you're going to want to be using purple paper] 2. I will also have stock items available for sale. I will manufacture these out of high quality raw materials (blues and purples) and use "appropriate" choices of metals and the like I typically use either (gold+silver) or (copper + tin) for the sigil. The price of these items is based on the quality of the final drop.
  21. 11 likes
    As a request for a follow-up to: https://community.crowfall.com/index.php?/topic/15870-quick-visual-tree-guide/ here is the one for all the resources... Hopefully this helps newcomers tell the difference between slag and cobblestone! I'll probably do one more iteration near release, so feedback welcome ( I'll get a better picture of travertine...)
  22. 11 likes
    I was making a poorly made socksload of tools this AM. I decided to bite the bullet, keep some detailed records, and use this all to create a simple crafting guide. Some of you might find this a bit basic, however, I hope that some of the numbers at the end might prove interesting to all. Bit of background information. All of these numbers were generated when I was creating a bunch of blue and green quality tool With my crafting armor on, I have Runemaking Experimenting = 50. Running pots, my Runemaking Experiment = 120. (Your experimenting level effects the likelihood that you have an “Amazing Success” versus a “Good Success” or a “Moderate Success”.) I allocated roughly 300 experimentation points during the course of the morning. My skill is high enough that I had zero “Success”, “Moderate Success” or “Good Success” rolls. About 58% of my rolls were “Great Successes”, 38% were “Amazing Successes”, 3% were “Failures”, and 1% were “Critical Failures” First, let’s consider how your success level effects the quality of the item that you are creating. Your item has a based quality level for a variety of different statistics. I was making tools, so the three statistics of interested were Penetration: How much damage will the finished tool do each time you swing at a node Crit percentage: (I make all my tools using silver and gold in the sigil. This means that each swing of the finished tool has an increased chance to crit and yield improved quality resources. Durability. During the experimentation stage, you have the opportunity to allocate experimentation points. You can either allocate them one at a time or, alternatively, allocate multiple points at once. (For now, I strongly advise allocating your points one at a time. More about this later). Each time you allocate a point, you spin the wheel. Depending on what level of success you have, your item will get better or, on a very rare occasion, worse. Let’s use Penetration as our example: The base penetration is 5.75 An “Amazing Success” will increase your penetration by 7.036 A “Great Success” will increase your penetration by 4.4145 A “Failure” will leave your penetration unchanged A “Critical Failure” will decrease penetration by approximately 12.25, however, a critical failure will never decrease your penetration below 5.75 The number of experimentation points that you get to allocate depends on the quality of the materials that you are using and how high your crafting skills are. Using orange quality materials, you get 10 “slots” per skill in which to allocate your experimentation points Using purple quality material, you get 8 slots Using blue quality materials, you get 6 slots Using green quality materials, you get 4 slots The total number of experimentation points that you have depends on your skill level. My crafting level is such that I get a total of 12 experimentation points to allocate per stage. Let’s assume that I am doing the final assembly of my sigil and my runestone to create a runetool. At this stage of the assembly, I get to allocate points for Item quality (which increases penetration) Durability If I am using green level materials, I have a total of 8 experimentation slots in which to assign 12 points. This means that I’ll have 4 points to burn. If I used blue materials I’ll have 12 slots for 12 points. If I use purple materials, I’ll have 12 points for 16 slots. (I can allocate up to 8 points in either Item Quality or Durability, but I can’t max out both) Here’s a simple applied example: I am making a green pick. My base penetration is 5.75 I allocate 4 points into Item Quality My first roll is an Amazing Success. Penetration increases to 12.786 My second roll is a Great Success. Penetration increases to 17.2 My third roll is also a Great Success. Penetration increases to 21.61 My last roll is a third Great Success. Penetration is maxed out at 26.03 Here’s where life starts getting a bit more interesting: I created some Monte Carlo simulations to estimate the distribution of tool quality that I could create with using different qualities of raw materials. (Please recall, this is specific to an Experimentation skill of 120). I generated 10K tools of each quality and created a table of possible distributions. Green Tools Penetration Frequency 5.75 0.2% 6.7565 0.1% 7.585 0.0% 9.378 0.4% 10.1645 0.5% 11.9995 0.4% 12.786 0.3% 14.579 0.7% 14.621 0.2% 17.2005 1.1% 18.9935 3.0% 19.822 0.3% 21.615 5.6% 23.408 10.5% 24.2365 4.0% 26.0295 28.1% 26.858 1.0% 28.651 29.1% 31.2725 12.5% 33.894 2.2% Blue Tools Penetration Frequency 5.75 0.01% 6.7565 0.02% 6.7985 0.01% 9.378 0.02% 10.1645 0.01% 11.171 0.02% 11.9995 0.01% 13.7925 0.16% 14.579 0.04% 15.5855 0.23% 16.414 0.10% 17.2005 0.07% 18.207 0.78% 18.9935 0.22% 19.0355 0.06% 19.822 0.07% 20.8285 0.96% 21.615 0.53% 21.657 0.03% 23.408 0.25% 23.45 0.56% 24.2365 0.27% 26.0295 0.97% 26.0715 0.18% 26.858 0.07% 27.8225 1.32% 28.651 0.97% 28.693 0.02% 30.444 5.00% 31.2725 0.49% 32.237 3.21% 33.0655 6.02% 33.894 0.06% 34.8585 13.43% 35.687 4.18% 37.48 23.37% 38.3085 1.49% 40.1015 20.96% 40.93 0.17% 42.723 10.34% 45.3445 3.00% 47.966 0.32% Purple Tools Penetration Frequency 10.1645 0.02% 12.786 0.01% 13.006 0.01% 13.7925 0.01% 14.579 0.04% 15.6275 0.01% 17.2005 0.03% 18.207 0.03% 18.249 0.01% 18.9935 0.01% 19.822 0.01% 20 0.04% 20.8285 0.05% 20.8705 0.01% 21.615 0.05% 22.6215 0.12% 23.408 0.04% 23.45 0.06% 24.2365 0.01% 24.4145 0.10% 25.243 0.38% 26.0295 0.11% 26.0715 0.02% 27.036 0.38% 27.8225 0.12% 27.8645 0.36% 28.651 0.07% 29.6575 1.05% 30.444 0.41% 30.486 0.16% 31.2725 0.06% 32.237 0.17% 32.279 1.20% 33.0655 0.36% 33.1075 0.04% 34.8585 0.67% 34.9005 0.58% 35.687 0.24% 35.729 0.01% 36.6515 0.63% 37.48 1.22% 37.522 0.35% 38.3085 0.07% 39.273 3.15% 40.1015 1.22% 40.1435 0.07% 40.93 0.01% 41.066 1.35% 41.8945 5.91% 42.723 0.56% 43.6875 5.68% 44.516 6.08% 45.3445 0.12% 46.309 14.50% 47.1375 4.22% 48.9305 18.27% 49.759 1.75% 51.552 15.69% 52.3805 0.32% 54.1735 8.42% 55.002 0.04% 56.795 2.84% 59.4165 0.46% 62.038 0.01% Orange Penetration Frequency 14.579 0.01% 17.4205 0.01% 19.2135 0.01% 20 0.01% 20.042 0.01% 21.835 0.04% 22.6215 0.02% 24.2365 0.01% 24.4145 0.01% 24.4565 0.05% 25.243 0.03% 25.285 0.01% 26.0295 0.02% 27.036 0.06% 27.078 0.02% 28.829 0.03% 29.6575 0.06% 29.6995 0.01% 30.444 0.05% 31.2725 0.02% 31.4505 0.15% 32.279 0.09% 33.0655 0.04% 33.2435 0.01% 33.894 0.01% 34.072 0.32% 34.8585 0.05% 34.9005 0.10% 35.865 0.38% 36.6515 0.07% 36.6935 0.55% 37.48 0.12% 37.522 0.01% 38.4865 0.73% 39.273 0.21% 39.315 0.36% 40.1015 0.09% 40.1435 0.01% 41.066 0.06% 41.108 1.08% 41.8945 0.39% 41.9365 0.20% 42.723 0.08% 43.6875 0.41% 43.7295 1.02% 44.516 0.43% 44.558 0.07% 45.3445 0.03% 45.4805 0.28% 46.309 1.20% 46.351 0.70% 47.1375 0.24% 48.102 1.63% 48.9305 1.51% 48.9725 0.31% 49.759 0.10% 49.895 0.36% 50.7235 3.87% 51.552 1.14% 51.594 0.08% 52.3805 0.03% 52.5165 2.75% 53.345 5.90% 54.1735 0.66% 54.2155 0.01% 55.138 6.93% 55.9665 6.48% 56.795 0.23% 56.837 0.01% 57.7595 13.49% 58.588 4.04% 59.4165 0.02% 60.381 15.56% 61.2095 1.98% 63.0025 12.09% 63.831 0.64% 65.624 6.80% 66.4525 0.08% 68.2455 2.57% 70.867 0.68% 73.4885 0.07% Earlier in this post, I commented that players should (typically) allocate their experimentation points one at a time. Your expected quality roll decreases significantly if you spend multiple points at once (In my case, I tried spending 6 points at a time, and was seeing multiple "moderate successes" "successes", and the like. At this point in time, it really doesn't make sense to be spending multiple points at the same time. The counter example is if you only care about extremely high quality output. For example, consider the case in which you which you were specifically creating items for the purpose of creating a blueprint and you only want to blueprint a tool with nothing but Amazing successes. The odds of getting one of these "perfect" creations is extremely. When you need to be this far off on the tail, it makes sense to roll the dicey and spend all your points at once.
  23. 11 likes
    Here's a link to my spreadsheet from making 50 blue quality pickaxes. I plan to repeat this experiment after i get to the end of the Runemaking skill tree to see what +50 does to this. already you can see a difference between rolling 5 pips or 6 pips at 5 difficulty. Or Rolling 5 pips at 5 or 8 Difficulty level. That said this is a small data sample. Yes i know there is no +69 ones. I was annoyed at that too. It looks close to a 1% chance to roll that and have amazing durability too. https://docs.google.com/spreadsheets/d/1U_iK4llVBD_lUC0GGpMfTxmzHwIQXA5krmij01jmX7U/edit#gid=0
  24. 11 likes
    Heh. Really the answer to pretty much every question was STFU and wait for disciplines. I really hope the introduction of disiplines makes resource costs important to more than just knights and druids gives us the archetypes as you intend them rather than with stuff baked in. restores the Myrm to playability and restores the "take dmg to deal more dmg" concept of the character Maybe you're a victim of your own success. From a tester perspective, the pre-alpha feels like an incomplete game... but it feels like a game. So we treat it as a game. Which is a good thing for you as it gets us testing much more than it would if it were merely an assembly of disconnected systems. But we get really concerned when the game aspects are so badly unbalanced that some classes are unplayable (myrm) or nearly so, while others are quite OP (templar, fessor). Because there's a game, we feel that the playing field needs to be approximately level, while it is obvious that the designers feel that there's no actual game yet, so balance doesn't matter at all - they eventually agree to do something about all the whining about Myrms, for example, and respond with an absolutely brutal nerf that turns the best AT in the game into the worst AT in the game. Maybe their point is "stop whining or we'll break this so hard no one will play". Given the plan laid out here (we've been waiting on disciplines and we've baked things into ATs that won't be there soon), balance isn't really a concern. But the over-reaction nerf to myrm is. It feels vindictive. If balance isn't a concern, why change the core concept of a class (one of the coolest concepts) to make it unplayable. It gives us the impression that not only do you not care about balance right now (which is fine), but that you don't understand balance in game right now (which is not). Edit: I wish they'd been more clear about the skill training times concerns. They said they will allow people to train past skills before the skill reaches 100. That's fine - don't care, but it's fine. But they said nothing about the incredibly long training times - do they feel it's appropriate for it to take well over a year to master Ore harvesting, for instance? There's too much specialization required right now. Not "harvester" specialization, or even "excavation" specialization, but "copper and iron" specialization, eventually growing into "ore specialization" - it's too much.
  25. 11 likes
    aha! now that IS a good question, made even better because (as noted) it hasn't been asked before. ;p The answer is: we largely disconnected this system from passive training, on purpose. Training still AFFECTS your disciplines, because your Discipline powers will derive their effectiveness from your underlying stats (which are driven by skills) but you don't need to "invest" in Disciplines to use them in the same way that you invest in archetypes or universal skills. Why would we do that? Going back to my SB reference above, what was cool about that system was the ability to try out different options relatively quickly (not minutes, but hours and days -- very different than passive training, which is days/months.) Requiring a days/months "investment" would work against the cycle of experimentation and exploration we want from this system. Additionally, the nature of experimentation requires that some experiments fail, and if you lost passive training time as a result, that would be really annoying. Losing the time that you spent actually doing the experiment is fine, IMO, because that's a variable (and discretionary) cost. Passive Training is a sunk cost, and the experiment would put you behind other people who didn't experiement... which would be a huge disincentive to experiment. This system should focus on 1) theorycrafting what combinations might be awesome 2) the collection game, which touches a ton of in-game activities (exploring, harvesting, crafting, thrall hunting, etc), and then 3) putting those theories to the test, and adjusting your strategy after you see how well they turn out. To answer your question about archetype cross-training: Blair and I discussed some light cross-over of archetype skills (i.e. "because I have invested in Ranger archery-related skills, do I get some benefit with other characters when using the Archery discipline?") and we decided not to go down that path. It wouldn't be impossible to add it later (I suppose) but honestly I think the system will have enough complexity and depth without it. Todd ACE
  26. 11 likes
    Once you equip them into the vessel they are consumed and permanently part of the vessel. Which means their max lifespan is the lifetime of the vessel and their min lifespan is being overwritten by a different discipline. Only way to lose them would be to lose the vessel.
  27. 10 likes
    I just want a toggle. Press F once and wait. Two reasons. The obvious: my poor finger. I have to rotate fingers when I'm harvesting for hours. Please don't contribute to carpal tunnels. Won't anyone think of the Shadowbane vets, we aren't as young as we used to be. Less obvious: socialization. Most game activities leave you free to chat about 90% of the time - when you're waiting for a craft to complete, or seeking pvp but there's no red in view. When you're stuck holding down a button most of the time, you can't chat. That may seem minor, but socialization is kind of a core MMORPG feature. Shared downtime where you can chat is what builds community (and this is partly why community has disappeared from modern MMOs, they tend to eliminate downtime in the name of convenience). Waiting for the iron node to die is a perfect moment of downtime to be part of the community, and needing to hold down a stupid key is robbing us of it.
  28. 10 likes
    If you want to Dodge as an archetype without one in their base power package, there might be a Discipline in your future which grants it.
  29. 10 likes
    Yup, each Discipline has a series of Archetypes that can use it. They are mostly limited by available animations for that archetype, however in some cases we don't want to give out certain aspects such as Stealth to every archetype. The can equip portion of the tooltip wasn't ready in time for the screenshots. The code for it just got checked in about 10 minutes ago. For example Arcane Archer's Can equip looks like : Knght, Lgnr, Rgnr, Assn, Myrm, Tmpr, Chmp, Stlk Yes it will! X Disc + Y Disc + G Archetype may make a super broken thing, finding them is part of the fun!
  30. 10 likes
    On Sunday a handful of -W- took a Euro Vacation for sun, fun, and flame grilled Euro cuisine (now with 300% more SINFUL goodness courtesy of the Templar/Fessor Meta). https://www.youtube.com/watch?v=4O-VNOXTiyU&list=PLAzDbSjp6T-O9F95NUj70JNXC5LPqEnuN Five fights with CAL/Euros and a big portion of Divine Fire.
  31. 9 likes
    Here is the thing... You dis the devs, the players, and our enthusiasm toward a playstyle as advertised by ArtCraft. Nothing personal really but your negative posts are the lingering smell you leave as if we all want to bask in your quintessential deuce. If you are playing CF in test, your input should be about what we are working on and coming module releases and not some game element that is really not even on the radar and is in fact 180 degrees from the direction the Devs have mapped from the start. Being the most negative person on this forum isn't a way to help the game, make friends, or influence people. I'd appreciate your support if there was any semblance of such.
  32. 9 likes
    Alpha Group 1 backers can now import their items into their spirit bank and place them in BuilderWorld2. We're looking forward to seeing your creativity! (and hearing about any and all bugs you find) As the world gets more full it may lag on your client, just move to an area with less buildings to do your own building experiments!
  33. 9 likes
    Hey no hard feelings. He got to kill and loot me. (On the PvE server) I get to call him a jerk and exploiter and generally a crappy person. All is fair in love and war. If he ganks me with a parcel placement though, I am going to have to start poison testing my apples. There could be a plot against me.
  34. 9 likes
    If Blazzen drops a parcel on me and kills me I am gonna be disgruntled.
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    Armor doesn't currently work that way, I don't know why. The stats are cumulative from all pieces of armor, but the mitigation is slot dependent. If they made it so the mitigation numbers added up, it would provide plenty of incentive for people to wear all armor pieces. It would certainly make things less confusing. If they got rid of the hit location thing and had all mitigation be cumulative, they could add the armor mitigation values to the paper doll so people can tell what their actual mitigation is. I don't think the hit location adds anything to the game, since we can't target specific locations and don't get different effects based on where we hit.
  36. 9 likes
    A 13-minute reminder that we are in pre-alpha and nearly everything currently accessible will change shortly or may change eventually. Thanks Blair.
  37. 9 likes
    Hello everyone! First forum post from me but anyways I'm Purposeful, most call me Purp, I've been following crowfall since early 2016 and I've been dabbling in the playtests as the weeks have gone by. After struggling a bit to start out myself and seeing lots of newcomers ask the same questions I compiled a video to help people get started. Here's the link! https://youtu.be/x-2PlKhD9Xk I plan on making lots more YouTube content for Crowfall as the game grows. Cheers everyone!
  38. 9 likes
    @jtoddcoleman I know in the past you have commented that ACE had insufficient resources to do the deep character customization from SB. The skill system we've seen was superficial at best. It is thrilling and to see that ACE recognized the importance of this issue. The system laid out by Blair appears to be a giant leap in the right direction. Thank you for continuing to strive to reach the full potential of the Crowfall vision and honoring the trust of your backers. Great stuff JTC, Blair and the rest of ACE.
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    Oh yes, it's very nice! I told him we already tested the EK
  40. 8 likes
    MiracleMax gives an overview of the first iteration of EK building placement FULL STORY
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    Gordon is awesome. He does that kind of stuff for us all the time. I just think it's easily worth considering some standardization. It's not fair to rely on Gordon 24 / 7. Especially to him. And as good as he is, nobody beats a system for consistency.
  42. 8 likes
    I haven't read everything, but I haven't seen anything I'd call "toxic" at all. I'm sure testers can express themselves more politely . We all know this is alpha. We all know there will be unavoidable loss. However, preventable loss should be prevented for obvious reasons. There is zero wrong with asking for some basic, common sense measures to prevent needless duplicating of testing effort. That's exactly what Gordon explained in his post. I can't think of many reasons players shouldn't be warned when you're about to knowingly trash many hours of their work by permanently taking a server down. These are not unreasonable requests. If they are viewed as unreasonable then I hope the ass kissers are ready to pick up the testing slack for those who quit testing in frustration that may be easily avoidable. In fact, I'm fairly sure Gordon kind of already does this stuff for us himself anyway. Edit: Blazzen's suggestion about an auto dump into the SB overflow sounds clever to me. Might not be worth the time if it isn't simple to code though.
  43. 8 likes
    Hello Crows! Would you like to have larger fights? Do you want some action to spice up testing? Are you thirsting to drink the tears of your enemies? Well we're looking to make March Fight Month! Starting March 3rd or 4th each week we will hold an event called Fight Night! During this event we'll host a scenario. Perhaps running a siege where one side defends the Lord Commander while hostile forces assault the keep and try killing him in the Keep Stronghold. Or maybe running a 3-way swamp battle with each faction having a Captain that must be protected...last Captain standing wins! You may be asking “so when does this all happen, how to I become part of it and why does Keaggan's hair smell so good?” I can help you with the last one...My wife pick out my shampoo. But enough about the important issues let's get back to talking about fighting! To make sure we have as many people as possible we need to lock down two big thing. Time & Date. Starting time? Take the poll above for which time(s) can you make. How long should Fight Night Last? 1 hour? 2 hours? More? Take the poll above to let us know! Depending on which day it runs we may need more scenarios. If there is something you think would be interesting to try please suggest it. It just needs to be feasible with what we can do in the tests currently. We'll be using Crowfall Discord voice channels to coordinate the event. However, we will need some leaders to communicate within each group which means there's openings for people step up and help. Lastly, event sponsorship. This being a game we should have some fun! I think it would be cool to have a vote for MVP each week. The winner would get a prize. While Crowfall Discord can provide some prizes we'd love to open this up so others to have a chance to sponsor a prize for the MVP. Maybe your guild would like to sponsor a week or perhaps your website would like to be involved. Do you run a Twitch stream, YouTube channel or host a Podcast and would like to show your support for the community. If you are interested in helping out please PM here or on Crowfall Discord do go over the details. Your sponsorship doesn't need to be spectacular like a Castle or Ruby account. Just a little something from the heart. There may be more topics I missed or you may have additional questions. Please feel free to discuss them here. Our first Fight Night will be at the end of this week so spread the word and join in on some killing, mayhem and good old community fun! Thanks for your time, -Keaggan Crowfall Discord Link: https://discord.me/crowfall
  44. 8 likes
    Lets start with the gospel according to Blair: iFrame powers, being "Oh Sh!t" powers, are ultimately an escape valve. While they can be used offensively, they are designed for mitigating damage, avoiding death, disengaging from combat, etc. Lets now review the current iFrame Powers: Knight - Leap Slam: Jump up, gravity well, AoE Damage Confessor - Immolation: 5s Invuln, removes movement debuffs, can still cast Champion - Flying Neckbreaker: Jump up, AoE knockdown Legionnaire - Rallying Cry: Group heal and Crit% buff [Technically not iFrame, but a "C" power as the Archetype does not disengage from the physics when engaging this power.] Ranger - Sustain: 10s Lifesteal of all damage [Technically not iFrame, but a "C" power as the Archetype does not disengage from the physics when engaging this power.] Druid - Essence Scram: LifeTray-Channeled Power-Invuln,AoE Damage, Removes Essence; DeathTray-Channeled Power-AoE pushback, Self Heal, 30%DamageBuff if fully channeled; [The DeathTray Essence Scram is not technically an iFrame, but a "C" power as the Archetype does not disengage from the physics when engaging this power.] Myrmidon - Raging Bull: 4s Invuln, AoE Damage, AoE Knockdown Duelist - Vanish: Allows burrowing from combat, leaves barrel which explodes/knocksdown Templar - Brilliance: AoE Blind, Health Buff, Self Heal ACE went to the SoulPower charge up mechanic for iFrame powers when the Knight was reworked into the Stamina Knight (prior to the introduction of the Templar). This is what we were told concerning this change: Now...lets ask some questions... Did this change "make all C powers much more interactive as the player needs to do something, as opposed to just waiting for cool down timers." I suppose it did, in a sense. You didn't always have your "oh sh!t" power available anymore at the beginning of an engagement. You have to "do something." The question is, was there anything wrong with NOT having it be "interactive"? What is the benefit from having it "more interactive"? Sparring prior to a group fight to "charge your C" is barely "interactive" but it is certainly "more interactive" than before I guess. I just don't believe that "interactivity" is an objective worth sacrificing balance and Archetype playability...but I'll address that in a minute. Was there anything inherently wrong with the old system? No...I don't believe there was. While some of the I-Frame powers were clearly more useful than others, all of them did serve a function as an "oh sh!t" power to use when in trouble. Therefore, they were all effective as a defensive tactic and added to the playability of all Archetypes. Were some of the iFrame powers over powered? Yes, I would argue that at the time both the Myrmidon's Raging Bull and the Legionnaire's Rallying Cry were both OverPowered and needed some form of nerf. The Myrmidon's Raging Bull was soon split into 11 damage hits rather than the "kill in one shot" power it was. The Legionnaire's Rallying Cry was not nerfed itself (except it wasn't immediately available because of the SoulPower change). Were some of the iFrame powers under powered? Yes, I would argue that the Knight's Leap Slam was and is underpowered as is the Champion's Flying Neckbreaker. By adding the charging requirement of SoulPower, they are even less utilized by the Knight and Champion. Were some of the iFrame powers essential to the effectiveness of the Archetype? Absolutely. The Duelist is not a stealth class if he cannot stealth while in combat to disengage the fight. Putting the Vanish on a SoulPower charger completely negated the AT's survivability. Similarly, the Druid's Essence Scram, the Ranger's Sustain and the Confessor's Immolation are all essential powers which should not have been put on a charge up IMHO. Were there other unintended consequences which negatively impacted gameplay by this change? Yes, the survivability of harvesters were greatly impacted. Getting "caught" harvesting is always a dicey proposition. Not having your "oh sh!t" power available when ambushed while harvesting simply means "dead harvester." There is no way for the harvester to disengage from the fight to prepare when his iFrame power is gated behind the SoulPower charge up. Adding additional disincentives to dedicated harvesters was a poorly considered design decision. Are there better ways of balancing the iFrame powers rather than putting them all behind a SoulPower charge up? Absolutely. ACE already nerfed the Myrmidon's Raging Bull power by splitting the damage. The Legionnaire's Rallying Cry can be nerfed by lowering the heal %, the heal radius or lengthening the recast timer. In summation, please reconsider this design decision. It was unnecessary. It makes gameplay less fun. It can be circumvented by artificial "sparring" prior to engaging in fights. It creates additional disincentives to dedicated harvesters. It nerfed already underpowered Archetypes. There are more effective methods of balancing the "oh sh!t" powers which can be narrowly tailored rather than across the board changes. As I've said before...trying to jam round pegs into square holes is never a good idea. Surgical cuts are almost always more effective then bludgeoning blows. Please...please...please...reconsider this decision.
  45. 8 likes
    Account security is your reward.
  46. 8 likes
    As everyone else has said I hope you guys have some POIs and objectives before 24/7 testing. I'm very curious to see how far the game progresses between now and 24/7 testing. Are you guys still on target for soft launch this summer?
  47. 8 likes
    I like the idea of attacks potentially hitting different parts of the body. I have a feeling that most attacks will likely be randomized to hit all areas. However certain special skills like CC, Utility, or high damage skills might be targeted to hit the chest, feet, or head. This could lead to even more character building and class countering. Let's say you're a Champion and want to mitigate the effects of that nature root spell that's targeting your feet. You can specifically change your boots to deal with that one skill rather than having to adjust your whole set if everything was cumulative. I think it's neat.
  48. 8 likes
    So why choose to go with this location hit boxes? Its unneeded complexity. I have only ever seen this one time in a game and it had other systems that overlapped and assisted this system. And even then, it always begged the question "But why?". And how would you apply this thing realistically? A axe attack that crosses their entire body which gets assigned to it? The first hit? Or is it just a roll and a piece of armor gets randomly selected? You say that its so you can "target the head" or "target the feet"....but why? Target the feet slows them? Just add that as part of the ability that it applies a slow. Targeting the head gives them dizzy? Just add that part of the ability. You could add in another system that could identify the weak parts of the armor so you can get a extra 10% damage in targeting that one armor but...how do you target it? With an ability that purposely targets only that one peice of armor? Why not just turn it in to a armor debuff on the attack. Its so much over complication for extremely little gain. Also you mentioned so that a person cant get away with wearing one piece of armor...that makes no sense. If you have 4 armor slots each giving 5% to a total of 20%, if you only wear one piece....thats not getting away with anything you are at 5% damage reduction. At the end of the day, it doesn't add anything to the gameplay that cant be taken care of in a easier, more traditional way. Its not breaking new ground, its just an overly complex way to do something extremely simple.
  49. 8 likes
    Of course they are legitimate questions! Absolutely. but they are also secondary concerns, our focus right now needs to making the base game as solid as possible, right? Once we have a solid base to work from, we can always add mechanics to increase longevity and retention. (and fwiw, the sheer depth of the character advancement system with classes/traits/disciplines/etc in SB allowed allowed for a HUGE degree of experimentation, which itself became a big driver of replayability. You'd build a character and be pretty happy with him -- until you saw a combination someone else did, and it made you think that maybe your current guy would be just a little bit cooler if you have taken X instead of Y...) Todd ACE
  50. 8 likes
    Wow, this is a much more robust system than I expected it would be. Very excited! Everything sounds great. Hopefully the way the system works with archetype restrictions, it will prevent "do it all" builds, like picking up a fessor that already has dps, mobility and CC, then giving him heals, survivability, stealth and whatever else is needed to make a class that doesn't need to rely on any other. Otherwise the idea of team composition and classes that rely on each other to operate might sufffer.