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  2. Glad someone posted about this. Agree with all of your points!
  3. Viel Erfolg mit euer Gilde! Man sieht sich auf dem Schlachtfeld (und hoffentlich auf der selben Seite)!
  4. Today
  5. Write to them instead send a “guild request”. The guild forum is really helpful in that regard
  6. Absolutely support every word of @Angelmaron this topic!
  7. you can reach the point in gear where most of balance is right now in GR aside from the bodies since theyre unfarmable in GR , its faster to do it in campaign but its doable in GR, which is fundamentally wrong, you should NEVER be able to reach the same level as someone who plays in a tougher campaign without going there yourself or buying from those who play it. You are right this is a testing phase, a testing phase of every system crowfall has, due to the amount of playtime and how players play this is beta level feedback theyre getting rn in pre alpha, we are simulating a live enviroment, which means we need to test every part of a live enviroment, that includes not having safe spaces like GR, as for what chaos is doing, thats a whole nother post and a 50 page report on the psychology and ideology of the 2 factions
  8. We've had some great fort fights pretty much every night since this change went live. Some of that can be attributed to guilds on both sides being more active the last couple campaigns but the schedule has played a significant part. Great change, and I'm glad our feedback has been taken and improved upon. At first I thought that the short cap time on forts was bad but I'm on the fence now. While it does for sure benefit the larger force being able to just flip it out from under a smaller defending team, it also makes holding the wall a lot more important. The fort being utilized as a defensive structure has been missing from the POI dynamic since it's introduction and having it flip sides so fast gives more urgency to keeping enemies out instead of just piling everyone on the circle and trying to push the opposition off. It can still be a problem if there is a rise in population, mostly because the walls will just disintegrate if a siege sized force shows up and start hitting them. For now though this change has provided a lot of fun, and adapting new tactics to deal with the circle flipping so fast has been a welcome challenge. The next step is to get win conditions where holding forts is more than just a tally on a scoreboard, I think we would get a lot more people interested in playing if there was a end game more tangible than points to fight over. I'm not alone in wanting PVP to be driven by something worthwhile, points on a scoreboard was presented to us as a placeholder back when we first got win conditions and we are still waiting for the payoff.
  9. bonjour, Il y a-t-il une rubrique où nous pouvons éventuellement aider pour la traduction notamment pour les crafts ? par exemple: j'ai deux icônes identiques pour un morceau de cuir ( hard leather square et leather square) et un item morceau de cuir. Pour cet item, qui demande des morceaux de cuir il faut prendre les leather square. Les morceaux de cuir ne correspondent pas. A+
  10. I've stood in my fair share of circles throughout the trials and I can say these past two trials have been a breath of fresh air. The reduction in the number of outposts and the reduced time to cap means I spend far less times standing in circles and far more time fighting over them. The death of back capping and night capping has also been a welcome change. Thanks ACE!
  11. Six months from Blazzen's article and the guild leader round table at the end of January and we finally have a real fix for nightcapping. @jtoddcoleman We've been through one full campaign and into a second with the new siege scheduling mechanics and can now confirm night capping is dead and burnout is greatly decreased. The reduced keep siege schedule is also giving folks a very welcome break from grind of night after night keep sieges for months on end. We are also seeing "player funneling" during the fort windows--where fort fights didn't exist before because of night capping, forts are now getting contested. For the off-hours folks there is at least one fort always open, where they can try to get a fight started if there are people around. Essentially, ACE has finally taken another stab at solving the PvP Coordination problem: Known location at a known time to compete for a limited or scarce reward or resource. The new schedule finally gives the known time and location. ACE's successes with the new schedule: Night Capping is dead (capping off hours and whoever stays up latest wins) Back capping is dead (capping objectives behind each other groups, while avoiding any fights) Reduced burnout from daily siege Reduced circle standing time/reduction in outpost count Outpost time to capture much reduced Respawn Outposts are sometimes contested. Some suggested further improvements: Fort capture circles and outpost circles are apparently the same thing. So forts, even when contested, can be flipped in about 30s. This often decides the fights. Fort circles need to be their own thing with their own timer that is much slower so the defenders get more of the benefit of guards. Bottom line: ACE doesn't often get credit for their improvements. This focused improvement round on siege/fort mechanics was a very big and long needed success. Congrats ACE.
  12. for crafter you need: 1) alot of free spaces in bank 2) safety place to care resources and keep staying near crafting stations 3) special gear (armor + accessory at least) 4) lvling in account tree (crafting) 5) vessel with better stats for crafting this mean you can't and won't go out of safety place and pvp with this character. on the same way you can lvling at the same time: crafting/combat or crafting/gathering or combat/gathering trees. with another character (vessel) builded for combat you can always do some pvp. this way you should lvling crafting/combat (you do not need another account ) lvling account skill tree crafting/gathering. this way you will suck in pvp ps. usually crafters is the separated accounts coz they need alot of bank space.
  13. I think they should get the Dregs and other systems like embargo, refining, caravans into testing first - and then do the risk vs reward balance across the game as a whole. Waste of time to try to fine tune it right now.
  14. ok i want to have crafter/gatherer. what should i do?
  15. Your equipped items can not be looted. You're inventory can be looted after either a) you release your corpse, or b) they chop off your head. If you are not looted you can get your inventory back by returning to your corpse/cairn. Chances are you'll be looted, though.
  16. R5 is too high for God's Reach, and there is no need for the campaign to be full of R7. Even R7 should be spread around. And R10 should be Dregs only.
  17. Treasure Hunter seal This seal will increase the drop rate or rarity rates of items dropped by mobs you deal the most dmg too, seeing we have harvesting seals it might be a good idea to give PvE farmers a boost since thats basicly like harvesting mobs and something somone who just wanna kill things. (Fuctions basicly like rarity drop/Quanity drop you get in say the diablo/Path of exile type games one increase the quality of the items while other increases the amount of item the mob drops) Added some items for the pve player i feel will go a long way in the long run for the game since it add pvp content aswell.
  18. Gods reach should be R5 imo tops. R10s should only be located in the forests and Ravines R9s Should be located in tiles surrounded the Ravines/Forest R8s should be located Around keeps and forts (Forts should each have an abundant resource, So you get forts with Wood around another with stone around another with Ore around and another with animals around. This is to add differences to forts and give some more reason to capture than others (I would even split them further into forts gte one resource type around them so one may be all iron in the vacinity another might be all Birch and so on) R7s should be the main resources all other tiles with maybe the occasional R9/8 tile spot outside those spots.
  19. Hey guys if you want to use a controller for CrowFall with steam you can. What you need to do is Enter Big picture mode, then go to settings and in settings you will set up a controller for desktop config. all the configurations you need just like a regular game. Once comfortable with your settings exit big picture and run Crowfall and you controller will work. Im using it right now. understand if you want to make additional changes you will have to start steam again in big picture mode apply configurations to desktop mode for controller and exit out big pic mode again and again until you are comfortable with setup. your configuration for desktop mode allows you to use your controller as a mouse for your everyday use without having to be in big pic mode or playing a game in big pic mode. try it!!
  20. Are resources in the campaign world better than they are in gods reach? I stand by that for the pre-alpha testing GR as is functions as it should. You cannot get the best stuff their, and because it's a testing phase and not the game, you want people to be able to pick it up and hit the ground running in a semi safe environment. You cannot begin to competitively gear to fight a purple vessel, purple equipment guy by playing gods reach. You have to go to the campaign to do that. Or if you could, the astronomical amount of time it would take makes it very unrewarding, which you cannot. I think what the chaos players are doing is an example of something that is only bad for the game because it's such unrewarding and unengaging gameplay and is not what this game is about and potentially is misrepresenting it as a loot simulator. These two reasons are why I believe that incentivising players into the campaigns is the answer. You are right that it feels like nothing pushes these players into the Campaigns. I say pull them in, don't push.
  21. 100% agree here - archers/rangers are WAY overtuned at the moment. As they are now, they can take a player wearing full plate from 10K to 2K health in one volley from almost 70 meters. There is no counter to that.
  22. If you are killed in pvp, can the things you wear and carry be looted off your body? Or is there a limited time to reclaim your possessions?
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