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  2. Some graphical bugs: Server 146.0.15.135:12028 C1 Kingdom Live/Europe/Trial of Illara(EU)/Brookhurst Flying mushrooms at 2191, 3, 3218 Floor piece wobbles weirdly 2826, 14, 2617 See trough wall 1765, -42, 3065
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  4. Chers Corbeaux ! J’espère que vos avez tous passé une bonne semaine. La nouvelle newsletter est disponible !!! 😋 Je compte sur vous pour proposer des idées que vous souhaitez partager ou divulguer , des projets en cours, besoin d'aide, etc. pour notre Newsletter! ⚰️La mort dans Crowfall Que vous soyez submergé par l’une des tribus de guerre errantes, tombiez sur l’ennemi en chargeant un donjon assiégé ou soyez pris au dépourvu par un assassin alors que vous étiez en train de cueillir des cerises, la mort nous rend tous visite. La mise à jour 5.90 introduira des changements importants concernant la mort et la résurrection dans le jeu. Pour tout savoir sur la mort (dans Crowfall, je précise) cliquez ici ------------------------------------------------------------- ⚔️Amélioration du système de siège En se basant sur les retours de joueurs et sur l'observation du comportement des joueurs, l’équipe de développement a décidé de faire des modifications dans le système de siège, notamment les fenêtres de siège. Toutes les informations ici ✒️Racontons une histoire, ensemble Et si nous écrivions une petite histoire ou une aventure liée a Crowfall, ensemble. Rien de compliqué, il suffit de répondre au message précédent en essayant de donner une suite logique (plus ou moins), et ainsi avoir une histoire cohérente (ou pas). Plusieurs membres ont participé, (merci a @Xianah, @Fredao et @Weero) et pour le moment l'histoire tient debout et est plutôt intrigante, qu'en pensez vous? Contribuez ici ------------------------------------------------------------- ❓ C'est quoi Crowfall? Comment définiriez vous le jeu Crowfall, simplement, en quelques mots? Peut être aussi, quelle est pour vous LA particularité de Crowfall, qu'est ce qui pour vous le rend unique ou différent ? Ce post s'adresse aux anciens, experts de Crowfall et du genre, mais surtout aux nouveaux arrivants, qui perdus ou un peu déboussolés en démarrant le jeu pour la première fois, se sont fait attaquer et tuer par un Sanglier Niv 3. (oui, ça m'est arrive aussi 😁) et souhaitent en savoir plus sur ce qu'est Crowfall. Partagez vos avis ici 🏆 Concours Crowfall #WarStories⚔️⚔️ Les amis, le concours prendra fin le 28 Avril, il ne vous reste plus qu'une semaine pour proposer l'histoire de guerre ultime. (je compte sur vous!!) Pour participer, postez ici. Rappel, vous pouvez utiliser différents formats : Une histoire courte : idéalement pas plus de 500 mots illustrés de 3 à 5 captures d'écran de qualité Une bande dessinée : une série de captures d'écran (entre 5 et 15) avec du texte Une vidéo : idéalement pas plus de 2 minutes Un même : une capture d'écran de votre personnage avec une légende originale Un GIF : une image numérique animée avec un commentaire ou une légende Une illustration : pour les plus habiles dessinateurs d'entre vous Un journal illustré ou un rapport d'action après une bataille ou un moment-clé Vous avez d'autres idées ? Laissez parler votre imagination ! Tous les détails du concours: ici Aussi, voici a titre d'exemple la meilleure histoire de cette semaine ------------------------------------------------------------- ❔ Sondage Facebook: Qui préférez vous combattre? - Un Chef de Tribu de la Guerre ⚔️ - Un Monstre Antique ⚔️ Donnez votre avis sur Facebook!!!! Petit rappel, nous souhaitons élargir notre équipe de traduction et permettre aux membres de la communauté de faire partie de notre équipe. Si vous êtes un corbeau passionné par les dernières nouveautés et mises à jour, par le développement du jeu, que vous êtes doué en français, postez votre candidature! 😊 Rejoignez l’équipe!! Tous les détails ici
  5. Willkommen im Forum. Entwicklungsstand und Test-Zugriffslevel sind in Crowfall nicht dasselbe, werden aber beide mit Alpa, Beta, etc. benannt. Der aktuelle Entwicklungsstand ist Pre-Alpha 5.8.x. Das minimale Test-Zugriffslevel um auf dem LIVE Server sofort lostesten zu können ist Beta-3. Ab und zu, bei größeren Updates, kann es sein, dass der Zugriff auf dem TEST Server neu aufgerollt wird und erst die Tester mit Pre-Alpha Zugriff rankommen, dann Alpha usw. Beim LIVE Server sieht das anders aus. Sobald dort ein weiteres Zugriffslevel die Testerlaubnis hat, bleibt das auch so. Anders gesagt, jedes zur Zeit im Shop erhältliche Paket gewährt nach der Freischaltung sofort Zugriff auf den LIVE Server - und das solange es ihn gibt (also wohl bis zum Launch). Viel Spaß und Erfolg in den Tests Kraahk (Übrigens: Beim Beitritt in eine Gilde über https://crowfall.com/de-DE/guild erhältst du auf deinen nächsten Shop-Einkauf 10% Rabatt. Es lohnt sich also erst irgendwo beizutreten und das Game danach zu kaufen. Dafür kannst du gerne meine Citizens of Ravenheart [CoR] nutzen, die unter anderem dafür da ist, Spielern diesen Discount zu ermöglichen, die noch keine Gilde habe/sich noch nicht binden wollen/keiner regulären Gilde als Quickjoiner auf die Nerven gehen wollen.)
  6. Moin, dass Förderer Paket für 49,99 Euro bietet auch sofortigen Zugang zur Aktuellen Version. (Pre Alpha) Drunter steht aber, dass es Zugang zur Beta 3 gewährt. Kann man daraus schließen, dass wir keinen Zugang mehr haben, sobald die Alpha (2) Losgeht und dann erst wieder zur Beta 3 Spielen können? Bis zur Alpha (2) können wir momentan nur mit diesem Paket spielen? Danke schonmal
  7. As Doomshadow said. The TEST server is only available when it's online. The LIVE server should be online 24/7, with the exception of small maintenance periods. So, that's where you should go (it uses a different client you need to install seperately). If you have issues with the LIVE server and client, it is recommended to contact support@crowfall.com via eMail and they should be able to solve the issue pretty fast. Have fun, good luck Kraahk
  8. My guess is the Test server is offline. It used to say down for maintenance period, but I got the smae message as you. If it's down for maintenance, you usually can't log into anything-campaign, GR, or EKs.
  9. #warstories - Hax - 1st Guild Siege Most of our guys experienced their first siege this weekend. It was a blast having each of them learn how to use the Trebuchets and Catapults for the first time. We might not have had the most impact or the largest presence but we sure as hell let everyone know were here. Thanks for all of the great fights after the siege as well! We look forward to leading the Chaos faction to glory. We are recruiting! Go to: Crowfall.com/guild (or click the Crowfall icon up top and go to Community>Guilds) and search for Hax. -Bzra
  10. Your idea sounds very similar to the system Shadowbane (the spiritual predecessor to Crowfall) used to prosecute sieges vs. player built cities. We're all hoping that such a system is used in the promised "Dregs Ruleset" wherein players will build their own factions instead of choosing from the three currently available. Here's a short explanation of SB's siege system: https://morloch.shadowbaneemulator.com/index.php?title=Bane I'm not sure such a system can work in the faction campaigns, but most of us are hoping for something like this when they finally implement the FFA/Guild vs. Guild campaigns.
  11. So I've found a lot of debate about the current clock idea for sieges. If people want something more than a generic clock that ticks the same time every day, then what about this idea. We have access to a ton of material features and crafting in the game already, why not switch something around enough to have a Siege Trench (temporary name) constructed that has to be within a set distance of the Keep/Fort/Outpost (farther for bigger targets) that takes a bunch of materials (more for bigger targets) and a lot of time (more for bigger targets). The special material (I don't know, sand? Maybe more than one, materials is a thing that would need ideas) needed can't be stored, has a small maximum carrying capacity, and dissolves on vessel death (maybe even dissolves for other reasons too, like time or distance or something). The setup should be designed so that completion is inevitable, but if a ST under construction is being harassed, it's going to be rough to finish. Once the ST is completed, an announcement is called, saying that faction A is preparing for war against faction B. This means, even if the whole project was done in stealth, at this point people know about it. The completed ST can no longer be attacked, and works as a temporary base for the attackers. This is when you get a publicly visible timer going (more for bigger targets). Once the timer goes down to zero, you get an actual battle. With the battle started, the winner will either be faction A or faction B, depending on who can hold out the longest. Faction C can totally still crash the party and mess up both sides. In fact, if they get their own ST done soon enough in the timer process of the last step, they can even join in for a nice three-way fight. The last one standing wins. After a battle is finished, there is a cooldown period (more for bigger targets) where a ST can not be started in that area. This gives people a chance to relax before the next big fight. A fair value of this idea is that, during the ST construction phase, you get a ton of tiny skirmishes going on all around the clock. This means you can always have something to fight or fight for, but you still get a lot of time where your hard earned reward is still your's. Once construction is done, the minor skirmishes might stop, but the bigger preparations will begin, and people will be pushing to get people online. After the war ends, you've got some time to rest once again, then the cycle starts over. Cooldowns and construction times thus can be a lot shorter than the wait times we've currently got for a fight. So for people who want to have a lot of ongoing fights, this gives a phase that promotes a lot of fighting just to make the big fight start, and you can still have a big fight occurring at variable times (instead of preset times). For people who like to enjoy their rewards, this gives a lot of time where you can enjoy it properly, with still a nice warning when you're time is running out. For people who want to just jump on a quick steal, this has nothing because you can't quick steal with this much setup. Even possible with this idea would be a creative configuration for the ST and Keep/Fort/Outpost regarding siege weaponry or other neat constructions, which could be added during the preparation phase after the ST is constructed (which would give people a lot to do during that preparation phase). Only the cooldown period truly would then count as a rest period. Another great part about this idea is the number of siege skills that could be added to our skill list in compensation for it. Faster ST component construction, higher material capacity, special configuration choices.. and that's in addition to any of the siege skills you could already invent with the current configuration. A win for everyone (as long as you aren't someone who expects cheap victories).
  12. Hi. As the title states, I downloaded and installed the test server and tried to login and it gave me the following.... "Login failed. Please try again. Generic/unknown HTTP error" I don't know what this is or how to fix. Any help would be appreciated. Also, I did try to re download.... didn't help. thx all
  13. Problem is there no warning, territory system would help this because you can see where the enemy is pushing and have time to put together a defence at a key location. Right now you attack a keep with 10 people with an organised group and there no way to get defenders there and organised in time. However with timers i think will be the problem of large guild that are slightly ahead of the gear curve will run the campaign into the ground, we saw it with balance on the NA server before the wipe where they ran the keeps with no real competition due to gear difference. Fort however at that time allowed a catch up mechanic to a degree with workbenches being accessable there fairly easily now if thingas align with how they were pre wipe like they did with balance larger faction with better gear that faction could literaly run the server and prevent people from even crafting gear to be able to compete by locking them out of crafting benches. We all see one faction can hold 3 keeps at once fairly easily when there ahead and they could do the same with forts since i doubt more than 3 fort will be available at the same time so theyll probaly be able to defend 3 forts aswell liek the keeps had been in previous campaigns
  14. you miss the point that there will always be forts open to attack, and usually multiple assuming you are playing during your servers day/primetime.
  15. Yesterday
  16. I am hoping to see improved performance once a stable 5.9 version hits live. Having dregs added campaigns in 6.0 would be lovely.
  17. Dregs campaigns are supposed to be coming in 6.0. That would certainly put them ahead of launch.
  18. number 2 is probaly the mob killing itself when it goes into cacoon
  19. i just spend 15 minutes killing them only for them to kill themself by jumping of a spot ridge and taking fall dmg or turning into a cacoon and killing themselfs -.- really getting old now tbh. just now the confessor captain literaly charge up a hill by the camp with his 40 meter charge and then procceded to dodge off it killing himself when he was 15% soooo yeah
  20. They did mention they were "soft" launching and that tends to mean launching with key features missing. Fully functional hopefully but almost guaranteed to have missing features.
  21. Alertness and possibly other stealth detect powers are broken on Rangers. I can use alertness right next to stealth players and they will NOT show up. Other players in the group can see the player in stealth with my alertness but I cannot as the Ranger who cast it. I can see the assassin mobs in war camps, but players, nada.
  22. Mejoras en las Ventanas de Asedio Se han efectuado varios cambios en la herramienta de programar ventanas de asedio. Las principales son: 1 a partir de ahora va a haber ventanas de asedio pre-programadas para fuertes y torreones. 2 Se ha agregado mas detalle a la programación para poder tener más ventanas abiertas durante las horas punta y menos en horarios muertos. Si las horas punta tienen 8 veces más el número de jugadores, entonces se ofrecerán 8 oportunidades de capturar lugares durante ese tiempo. 3 Todo comienza con notificaciones a todas las partes envueltas. Por lo que se agrega una "Programación de Asedio" a la campaña. Eso te mostrará de un vistazo dónde están los lugares capturables y cuándo durante las próximas 24 horas. En el código ahora hay una herramienta de programación que permitirá al equipo de diseño agregar datos a torreones y fuertes, esos datos serán un reflejo de la actividad de los jugadores. Esta herramienta permitirá ver la programación de asedio de fuertes y torreones durante la campaña. El diseño visual del sistema permitirá identificar mucho mas rápido cualquier conflicto de horario y solucionar cualquier posible problema que pudiera ocurrir tan rápidamente que los jugadores ni lo notéis. El nuevo sistema permitirá maximizar la oportunidad de atacar y defender adecuadamente valiosos fuertes y torres durante la campaña y da una guía de dónde hay mas probabilidades de que sucedan las peleas ahora y en el futuro inmediato. Aunque esta herramienta aún no esta lista para ser probada, está muy cerca de poder ser implementada para los entornos de pruebas, pronto anunciaremos cuando se instalará en el servidor de Prueba para que puedas ver los cambios tú mismo. Os pido personalmente que lo probéis y cuando lo hagáis me deis vuestra opinión sobre cómo funciona y qué se puede mejorar, lo que os gusta o lo que no. Leed más sobre esta característica AQUÍ. Muerte y Resurrección Sea defendiendo un fuerte, en un asedio, luchando contra las tribus de guerra, o por sorpresa mientras recolectas recursos, la muerte siempre nos llega, tarde o temprano, a todos en Crowfall. La actualización 5.90 introduce muchos cambios importantes a cómo funciona la muerte y resurrección de tu avatar. Esto hará esta parte del juego una decisión mucho más estratégica. Ciclo de Muerte Actual Si recibes un golpe que reduce tus puntos de impacto a 0, te deja inconsciente desangrándote. Si no recibes un golpe de muerte de parte de un enemigo o te ayuda un aliado, al final terminas de desangrarte del todo y mueres. También tienes la opción de parar la cuenta atrás y aceptar la muerte. De cualquier modo cuando mueres, tu alma en forma de un un cuervo "espíritu" aparece encima de tu cuerpo y un cairn se erige sobre tu cuerpo. Ahora tu cuervo espíritu se transporta a la estatua de dragón mas cercana (localizadas en fuertes y torres) que pertenezca a tu facción. Desde ahí tienes la opción de volar de vuelta a tu cair o resucitar en la estatua. Si tomas el tiempo de volver a la estatua tu equipo recibe menos daño a causa de tu muerte y puedes reclamar el inventario de lo que se dejo ahí. Si decides resucitar en la estatua tu equipo recibe mas daño y el inventario se queda en el cairn. Cuando resucitas tienes un periodo de 3 minutos en el que tienes menos salud, esto es para evitar que los jugadores vuelvan inmediatamente a la batalla y que estas nunca terminen. Muerte, Cuervos y Resurrección. ¿Qué es lo que cambia? El sistema sigue exactamente igual hasta el momento en que mueres. Una vez aparece tu Cuervo las cosas cambian un poquito. En lugar de ser transportado a la estatua del dragón, tu cuervo permanece en el Cairn donde está tu cadáver. Resucitar donde esta tu Cairn no será posible, tu cuervo tendrá que volar hasta un punto de resurrección adecuado. Los lugares válidos son estatuas de dragón en fuertes y torreones y el templo de la facción. A futuro se podrán incluir nuevas áreas. Si te pierdes buscando donde resucitar, tendrás la opción de presionar "G" y aparecer directamente en el templo de la facción. Esto hará que el poder de recuperación (el poder que todos tienen de volver al templo de su facción) este desactivado durante la cuenta atrás, pero te permitirá volver directamente al templo de tu facción para resucitar allí. Dependiendo de las reglas del mundo donde estés, algunos objetos del inventario pueden ser dejados atrás. Ya que resucitar donde esta tu cairn ya no es una opción, tendrás que desplazarte allí una vez resucitado para recuperar los objetos. Tu equipación recibirá una pequeña reducción en su durabilidad cuando mueres. La Cuenta atrás de la Muerte Cada vez que mueres veras una cuenta atrás donde debe estar la opción de resucitar, cuando termine será cuando puedas resucitar. Cada vez que mueras esa cuenta atrás sera mayor. Esta cuenta atrás inicia nada más convertirte en cuervo espíritu, por lo que normalmente terminará antes de que llegues a la estatua dragón o templo. Esperamos que estos cambios estén instalados en la versión 5.90. Tienes más información de ello AQUÍ. ¿Conoces a algún youtuber o streamer? Crowfall quiere trabajar mas cercanamente con su comunidad, como Community Manager me gustaría tener contacto con vosotros, por lo que si conoces algún YouTuber este preparando contenido para Crowfall dínoslo AQUÍ. Historia de guerra de la semana Esta semana tenemos que destacar a Makkon que fueron emboscados y aun así, contra todo pronostico, consiguieron salir victoriosos. Lee más sobre ello y ve el vídeo AQUÍ. Un lugar para nuestros Streamers Si tú haces livestreams de Crowfall en español, esto te puede interesar: ACE y Travian Games te ofrecen el canal oficial de Crowfall para hacer tus Streams. ¿Interesado? Contáctanos aquí en el foro o en Discord (TheUnknown#2425) y únete al equipo de Streamers. El Concurso de #WarStories Comparte con nosotros tus creaciones relacionadas con Crowfall y gana un paquete de merchandising de Crowfall. Ya casi no queda tiempo, el concurso termina el 26 de abril. ¡No pierdas tu oportunidad de participar! Lee más AQUÍ. AVISO: ¿Tienes algo interesante para contar? ¿Encontraste un tutorial útil? ¿Planeas un proyecto o una actividad relacionada con Crowfall y buscas aliados? Por estos y otros motivos, escríbenos y te ayudamos a difundir tus novedades en la comunidad Hispana y redes. Saludos, TheUnknown
  23. I believe keeping the scope down is smart but the fewer pieces there are, the better they need to be individually and as a whole. Some parts ACE has down well and I'm sure they'll only improve. However, PVP or conflict in of itself seems lacking quite a lot across the board. Classes/powers/build options and in turn combat aren't anything special (not that they are bad) and the campaign rulesets we've experienced so far are elementary. Don't sell this is as a "Throne War" if there is no war or throne beyond doing Zzzzz tasks to see points accumulate at the top of the screen. I might have too high expectations for a game or this team, but I know so much more is possible as I've played other games that have done more. They don't need to water down the game and offer every feature possible, but the ones they go with need to be worth player time and money compared the countless other forms of entertainment out there. Unless the niche they are after is a desperate group willing to play anything remotely close to what they seek that might pale in comparison to games made 15+ years ago. Will be interesting to see if they come up with rewards that coincide with some risk and get people to buy into this design long term. Right now it is very repetitive with no real difference then a FPS/MOBA type game where a match ends and you start up another. With whatever power gap between groups carrying over to the next. At least those games have a ladder to climb. If it's the same factions/guilds winning most times and little variation in format, can see people getting burnt out or just bored relatively quickly and moving on to something else. See this happening already in pre-alpha. I played in the Albion Online betas for a bit and the activity and participation was different. Not enough carrots or engaging elements to keep people logging back in beyond those that like to simply play to play, win or lose. I'm one of those and I have a hard time seeing this last once the new shiny feeling is gone. The design needs to make players feel like they control the outcomes and have a chance due to numerous actions and factors. The point model doesn't take it far enough in regards to PVP and group or solo involvement with others.
  24. ancients: 1) if you die, he did not reset HP 2) sometimes mob disappeared after get killed 3) sometimes mob disappeared if day/night switch also it is not so good to get constant cooldown and fixed spawn place for such mobs
  25. Haven't been in yet. Guild keeping me too busy on live. Heard it's good.
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