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Showing content with the highest reputation since 03/20/2021 in all areas

  1. Crowfall is quickly moving away from an RPG, from an MMO, and from a throne war simulator and morphing into a MOBA (yes, even the "MMO" side of it). I'm going to start by highlighting how this occurring, why this is a problem, and then how it can be fixed. I make this post as a strong urge to reconsider some of the game direction philosophies and mechanics changes that have happened over the past many months. Crowfall is no longer an RPG: There is no progression. The "Easy come easy go" mantra that has ruined the game has made the crafting system near worthless, and 100% not worth
    28 points
  2. Crows, We want to give a huge “thank you” to all of you in the Beta community who made time last week and over the weekend to join our first round of Crowfall: HungerDome testing. Your feedback was exceptionally helpful, and we are extremely grateful for your support -- especially on such short notice. For now, we have all the feedback that we need and we are already parsing that feedback into actionable tasks for the team. Rather than share specific feedback/focus areas, we hope to have those interested play the next release when ready, and again, share feedback on the quality of
    17 points
  3. Greetings fellow crows and ACE, I've been around for the last 30 months and played almost daily and so far I have agreed with most decisions taken. I think ACE has build very Solid Systems that could make some Great games. However the current game is badly balanced on many levels and that makes it very unattractive. I have hopes because IMO it's a matter of Balance and not Core Mechanics. I was hoping that getting close to launch we will get that pass on balance and make The/A Game and not just a bunch of systems thrown together. I'm also thinking that balancing can be done lat
    12 points
  4. Campaign worlds are going to be where you farm discs and materials to make vessels for an advantage in HungerDome. There are only 2 things you can progress in Crowfall. Your Vessel/Discs and Your crafting/harvesting proficiency. The only thing that really matters here though is your Vessel/Discs for the HungerDome advantage. This is the because combat in Crowfall is too numbers sensitive. The fights just are not fun, win or lose. Small scale is fun. It is the only place where you can actually do a fun or off meta build, where your character and skill and build matter. But,
    12 points
  5. @thomasblair @Tyrant Crafting got nerfed again. Currently crafters CHUG (as in every combine) bon tippers to even come close to wartribe gear. Instead of just adding a quantity button to old bon tipper recipe, it has completely been changed to make tippers cost prohibitive. Example: Old recipe cost for 50 tippers 4 ore 40 mushroom 30 water 25 apples 50 flask 10 sugar cane New Recipe cost is now 20 mushrooms 10 foil 70 water 60 dust 50 sugarcanes 50 apples 50 flasks 100 raw milk 40 larg
    11 points
  6. <QUESTION> Will ACE commit to giving us a 6 weeks (or longer) advance notice to launch? Here's the issue, most of my guildmates AND many other players don't want to burnout from being in beta for months prior to launch. We want to know when to hop in with enough time to work out how to play the game so as to be ready for a fast start at launch. We can't do that if ACE has a 'surprise' announcement, ie. CF will be launching next Tuesday. We had very short announcement lead times for Alpha and Beta. Thanks for listening.
    11 points
  7. Here's my list of things I'd like fixed so far. 1. New players need a place to chat. Please revert until new players have a place to ask for help. 2. Grey action bars are really hard to look at. Please revert. 3. Bon Tippers are too expensive. Please revert. 4. Mob population in camps is too low. Please revert. 5. EK's are bugged again. Please revert until fixed. 6. Drag and drop trading at 50m is very bad for my immersion and makes no sense. Please revert. 7. There is still no way of knowing who in my guild is online. Please implement. 8. EK craft
    10 points
  8. I can't believe the action bar greying out when you perform actions made it to LIVE. We thought this was a bug, apparently it is a design decision. I'm stoked to have to keep guessing if I am out of resource or not. Keep the GCD circle, and reserve greying out a bar for when you are out of resource.
    10 points
  9. I think in addition to what's been said, free city building will help a lot in campaign progression. It shouldnt take a few hours to build a keep because you import a seed and building mats. It should take a long time to get your keep up, sieges need to last longer. Preventing imported seeds, gold, building mats can help with this. Its why 0 import campaigns are really fun, you gotta farm the gold for the seed, deeds and thrall workers (assuming you dont exploit it which has been fixed). Neutral forts should not accumulate resources. If free city building doesnt ever come, then claiming a keep
    10 points
  10. I think we can all agree the current siege system is not what we are looking for. Sieges are integral for the game and should be the pinnacle of Crowfall combat. They should feel epic and create memories. However we need to be realistic and work with the existing systems we have. We need to recognize a complete revamp of sieges will not happen. So with that in mind there are some suggestions below working within what we have now. Disclaimer: Any examples % or npc ability ideas are examples don't nit pick at the examples... they are examples. Changes that need to happen regardless of
    9 points
  11. <QUESTION> when will you start taking questions from these threads for the Q&A?
    9 points
  12. I like this suggestion for repurposing wartribe gear and utilizing those stats that can't be crafted.
    9 points
  13. What a party it was. Thanks to all who showed, sorry you had to leave so early. Some of us had work in the morning. My intuition told me it was going to be a big fight. I expected W to show in force, a large army difficult to deal with. As we engage them, they gave ground. Fire, and steel pushing them from our keep. Then the alarm sounded, Hax had breached the walls on the opposite side. Big props to all of my allies. You pulled weight last night. A glorious victory for Myrkul.
    9 points
  14. Beta Build 6.510 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: TEST Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: TEST Feedback Player Nameplates: Player nameplates have been updated to display cool new visuals granted by Kickstarter rewards or unlocked through other promotional programs. The Name frame displayed can be configured in the Settings-> UI-> Portrait Frame Selection New and updated crafting experimentation UI! The experimentat
    9 points
  15. I'm getting really tired of reporting a TON of bugs and getting confused faces on them. If my bug says "when I push this button it doesn't work" how is that confusing? It might be time you start typing @ArtCraftQA because you're frustrating a lot of people by giving a confused face when the bug is a straight forward problem.
    8 points
  16. Putting more components and sub-components on recipes is just a time sink we do not need. The value of having sub-component assemblies is that it can create different results depending on the combinations used. You do not have that in food crafting. You have 1 result for bon tipper but now you have 2 sub combines of pasteurized milk and red wine that have no difference in the combination. Pasteurized milk is 5 Raw Milk, Large cooking pot and 2 dust. Red wine is 1 each Water, Apple, Sugarcane, Yeast. Yeast is also yet another sub-combine that yields no different result.
    8 points
  17. I want to leap over rocks like a majestic show horse- revert or bring to mounted speed.
    8 points
  18. This will be not a popular opinion but I like the idea of having progression inside a campaign and not in the game itself (like MOBA). Then progression resets once campaign world dies. The only thing that should travel between campaign is players achievements in terms of names, ranks and cosmetics. So you can say "I am the best because I won campaigns" and people can visually see it when they look at you. So I am a fan of long no-import campaigns, where you can only bring your badges with you. However, we all need to understand that we all want different things. Something that I like the
    8 points
  19. <Question> What are you doing to address the 'game is boring', 'no content', 'nothing to do' criticism that gets thrown around frequently by new players and burned-out vets. <Question> Will we see improvements to the social UI features before launch? Multiple channels in chat, functional group UI with less reliance on slash commands, LFG, and Friends.
    8 points
  20. "Crowfall is no longer an RPG: There is no progression. The "Easy come easy go" mantra that has ruined the game has made the crafting system near worthless, and 100% not worth the time investment. On day 1 of the dregs campaign, you can run to a wartribe and pick up epic (purple) gear with top end damage and stats that a crafter will be lucky to make within a month of torturous grinding (by the whole guild) and leveling up. The crafter needs to have legendary disc and legendary belt to have a hope in making a weapon better than what can be picked up on day 1." I disagree. With a green
    8 points
  21. A Goldmine from everyone's favorite @Chillmate
    8 points
  22. Good day, The turn-in cards are currently being abused by having single-member guilds turn in the items that an entire alliance gathers for them. This presents a rather substantial issue, as this will take away one of the few reasons and incentives for smaller guilds to even play Dregs. I'm not going to say I have the perfect answer on how to fix this problem, but here are some ideas. 1. Make Faction v Faction relevant. Bring Faction v Faction Wartribes and gathering nodes up to par with Dregs, so that solo players and smaller guilds don't get overly alienated, and let Dregs be about
    7 points
  23. I've only been around for six months but I've seen the same results with each beta wave and it's kind of grim. I spent my own time the past few days trying to help people in GR/Infected and visiting streams of new players and I always see the same thing: A huge pile of new players floods the GR and Infected worlds. Many finish the New Player Experience and just stop there. Many more play for a few hours wandering around God's Reach doing things like harvesting poor quality mats, trying to figure out crafting (and craft their intermediate armor), or just fighting the low level npc camps th
    7 points
  24. Ideas like this have been thrown around before, but I think we have the tech necessary to do it. Every camp should have a "capture" wheel, similar to any other capture wheel. Except, make it have multiple levels (grey, white, green, blue, purple, orange). During each level, there are enhanced chances of boss spawns. So, if you're lucky enough to own the camp and move it to orange, you have a high likelihood to get a herald or two, and are likely to see some kings and lots of chiefs. It should be very hard to hold a camp when it's orange, as you can get overwhelmed by the bosses. Better br
    7 points
  25. Hunger Dome was the reason I invested so heavily in Crowfall. At release, I will only be playing campaigns to get a vessel and disciplines for Hunger Dome - the focus of my Crowfall time will absolutely be Hunger Dome. Why? Because Hunger Dome is pure fun. The campaign is mostly boredom and grind. If I could drop real money on someone for a legendary vessel and discs, I'd never set foot in a campaign at all. I've been saying this for years, but I'll repeat it here: ACE, if you want the campaign aspect to succeed, you need to make it fun. It's not fun to spend interminable hour
    7 points
  26. I agree with a lot of this, so I'm only going to comment on "Easy come, easy go". "Easy come, easy go" has lost it's original meaning. It is meant to apply to the process of acquiring stuff to be viable (and consequently losing it). We have departed from that applying to the player and their own agency/actions and applying it purely to systems designed to keep a new player logged in. The wartribe loot system at it's core is a good idea, I've agreed with it since it came out. The issue is that it has basically overtaken the entire economy in order to keep a fresh player competitive with a
    7 points
  27. The current setup for siege is leaving a lot lacking, you have 15 minutes to rush a keep before defenders have an opportunity to completely nullify the attack, while dealing with walls and miniboss guards. Then if you do have enough attackers to guard the banes, the ward system is pretty unforgiving for upper wards within small keep and castle. My suggestion is to have wards play differently, if you have all your wards up your tree can't be damaged but each one eliminated allows the tree to take a certain amount of damage. So 4/4 100% damage reduction, 3/4 75%, 2/4 50%, and 1/4 25%.
    7 points
  28. I think we need to re-think what campaigns are at their core. Treating them like extended multiplayer strategy game matches isn't working out, mainly because of the pairing with an MMO style progression system and the time/investment required with it. Normally, in a strategy game, there isn't a whole lot of risk/reward involved beyond a few hours of time played. In this strange abomination which is half strategy game and half MMO, we the players (and the guilds we are in) are stuck with a whole host of misaligned incentives as a result. I propose that we think of Campaigns in the same wa
    7 points
  29. Yoink

    Fort Feedback

    I have spent the last 2 hours running from empty fort to empty fort. I want to poke my eyes out. What if forts only produced mats during the hour they are live? Have them produce a days worth of mats, 5 minutes at a time during the siege window. If you want those mats, you stay there. If you really want those mats, you fight for respawns in that zone as well. Want to protect what you looted in the last 10 minutes? Run a few guys to a world bank. If you want more than 1 fort, you split up your forces. ---------------------------------------------------
    7 points
  30. Raid functionality is here! Download the new version in my discord https://discord.gg/meBAVMzJBs. Quickstart: Press "⮟ Raid", enter your Character name and Raid handle. Share your Raid handle with your teammates to get into the same raid. (Don't share it with your enemies!) Changelog: Support for 6.5 combat log. Added Raid UI and raid fights history. Added 🡫 Powers view. Added Capture Mode: allows video capturing software to capture separate parser window. Added Reset parser layout option. Added Disclaimer. Added hotkeys. Added setting to hide your out
    7 points
  31. Test Update 6.520 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: TEST Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: TEST Feedback Crows compete for $25,000 Grand Prize in the Crowfall Eternal Champions Series! Find out more: Crowfall.com/EternalChampions Factories Factory functionality has been implemented, find the Factory Station in the Temple! Factory Recipes are granted for Armorsmithing, Weaponsmithing, Leatherworking, Woodworking, and Jewelcrafting pr
    6 points
  32. I’ve been a longtime part time follower of Crowfall and decided to try it out since it is getting close to launch. These are my thoughts as a new player about the new player experience and the post NPE game up to level 30. I know from reading a little of the forums that this is a hot button topic and there are plenty of people who have bad things to say about it. Overall I have enjoyed my time with Crowfall so far. I enjoy how much can be customized (especially with crafting). I like how the game looks. I like the combat and it seems like there is a lot of skill and customization invol
    6 points
  33. MrMostMAD

    General Chat

    Its a fundamental part of any multiplayer game. Removing it is a death sentence.
    6 points
  34. Get rid of 1st 2nd and 3rd place divine favor rewards. Make all the rewards granted to individuals, not 1 reward to the guild leader. Make the objective 1 value, but keep it at 'per member' Example: Sac 50 Urgu artifact items per player in spring to Cybele. If a guild of 1 wants the rewards, they need to sac 50. If a guild of 20 wants the rewards for each guild member, they need to sac 1000. Have some sort of UI that shows your per-member progress. Divine favor is not the win condition anymore so we can do away with the guessing game of who
    6 points
  35. Might have something to do with the fact that the NPE is the most polished and content rich part of the game. When you finish the tutorial in most games its the point where the world opens up and you're like "wow look at all these things to do and places to go" In crowfall when you finish the tutorial it's like "Wow, so this is all there is huh?" By the time you've finished the tutorial you've literally seen the entire game. You've seen the one biome. You've seen every mob type with the exception of ghosts. You probably saw some PvP. The only thing you've missed is bigger versions of the
    6 points
  36. I know, i'm all over the place, but just some thoughts that I think would really benefit all aspects of the game. Topic 1: Zerg Obviously people want to play together and some want to be in large scale groups for ZVZ. They number of people allowed in a clan as well as the number of people allowed in an alliance makes each group need a LOT of players as each group is going to be concerned that if they don't bring the numbers, then the other group will. So it makes sense that people feel the need to zerg/mass group. If people want those types of numbers it could be done via faction
    6 points
  37. If it was indeed a design decision, it's a very poor one.
    6 points
  38. The systems in the game are just not feeding into themselves. Let's count the features in the game. We have: Resource Harvesting Equipment Crafting Disciplines and Thralls Outposts, Forts, Keeps, and Castles Wartribe Encampments Caravans and City Building Races, Classes and Promotions Vessels Eternal Kingdoms, Building and Parcel Placement, and Stonemasonry Conquest, Divine Favor, and Leaderboard Scoring Now, how do they tie into each other to create a never ending cycle? They don't, not really. Why would you harvest resource
    6 points
  39. It's great to see everyone sharing their PoV and opinions. Hopefully ACE reads through and see peoples concerns. But one thing people has to remember, you can't say now that the game will flop, just because you dont enjoy the current state - thats a hypothesis and can only be proven after launch. Regarding the easy come easy go, sadly it's just how gaming has become here in modern times. Look at the really popular games, CoD, you queue up with your friends for a few matches, instant gratification. Among us, instant into the match, instant gratification. E
    6 points
  40. I doubt many people want to do it, but they have to in order to be competitive. Crowfall has taken a complete 180 from being a game designed around being respectful of people's lives and time to one where you are only competitive if you no-life or are in a large guild with a stockpile of no-lifers. For as much whining and griping as there is about Wartribe gear, no one actually believes that it's competitive to end-game crafted gear, which in Crowfall is available to large guilds within weeks of a wipe. Much of the whining seems to be coming from large guilds who want a more signifi
    6 points
  41. A related, and arguably more influential problem, is AoE caps. You need only watch a battle that is 1.5:1 or 2:1 ratio with more than 10 per side. The bigger group simply blobs around like a fart, and there is absolutely nothing interesting to do. You can run choke points, you can drop CC, you can drop AoEs. Doesn't matter. One of the worst design choices I've seen is artificial AoE cap. It breaks the primary tool of punching up: positioning and AoEs. The other worst design is PDM on everyone's ults (can we believe it used to be full immunity?). It breaks the other primary tool of pu
    6 points
  42. Currently, there's no point in trying to defend extra Banetrees or Wards. What matters is the last one. When the last Banetree falls, siege ends. When the last ward falls, Tree of Life is vulnerable. Why defend the other Banetrees and Wards if it's only losing the last one that has consequences? A not-novel idea is shortening or lengthening the siege timer when a Banetree or Ward falls, respectively. The siege would still end when the last Banetree falls and the Tree of Life is still open to attack when the last ward falls, but it would allow defenders to put pressure on the attackers by
    6 points
  43. Getting tired of being trolled by totally-not-epic "Epic" Armor.
    6 points
  44. Many ppl alerted devs that the per member cards were better and they had to make more obj for small or mid size guild, they clearly listen the other camp (zerg camp and shadowbane's fanboy). Now we can see an empty game with many ppl waiting a launch date in hope to see something interesting but even with HD ( big guild will ruined it too, they already do...) after a couple of week ppl will leave the game because of the same issues we report since years now... I can take my pop corn and watch...
    6 points
  45. well it currently used for big guild to ally up other big guilds because with 5 guild limits and no member limits people all wanna ally big guilds and not small/.medium ones which cant band together and compete cause 5 guild limit in alliances and no one want to loose there guild identity and merge together which is fair. Unless they cap alliances size based on total members instead of number of guilds it just gonna be a tool for large guild to prevent people from being able to counter them so they can win. The score system doesn't cater for alliances either since it score based on guild.
    6 points
  46. im just gonna say having a blast on euro server since the lower population zergs arnt realy a thing and the fights have been much more enjoyable usualy with less than 10 people a side anything above a 10v10 turns into a blob zerg fight which isnt very fun (Maybe if aoe ever become uncapped the era of the blob might not be so prevenant but yteah blob v blob is not very fun. Funniest seige ive had was the old Gaea statue that forced people to separate despite being a zerg attacking it was more enjoyable of a seige. imo Was funny today during seige time WB/HOA invaded euro to zerg a guild wi
    6 points
  47. Same fight, different view. undeadlords.net
    6 points
  48. Welcome to another portion of the Feedback and suggestions from RU community which is translated, added and improved by me. Today we will talk about a number of things from loot drop & craft system to Dregs rules and simple bugs. It is a long read post but it is full of ideas from the brightest minds and every such post is actually mind-blowing for myself... so I hope it'll be the same for you, my readers 1. Seeds and Dregs land rush: The issue: guilds send the fastest couriers right when a Dregs campaign starts to plant a seed to the best spots in the campaign: obvio
    6 points
  49. Funeraldirector

    Siege system

    Would love to see more of a Darkfall style siege system in this game, actual ownership of holdings and instead of siege timers, make it so when clans drop a siege on your holding, it starts 22 hours later. By doing this you can split up the masses/zergs that just want to work together in masses. Allows small scale clans a chance to split large groups. Here's some of what darkfall did: Initiating a Challenge The one area of the siege-system that remains identical to the previous system is the initiation of challenges. To initiate a challenge, a high-ranking member of a clan must enter
    6 points
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