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Showing content with the highest reputation since 09/14/2019 in all areas

  1. 5 points

    #Warstory - The Longest Siege

    The forces of House Avari and The Winterblades defend Umbressa Keep from the combined forces of Order and Chaos in an hour long siege. The Balance will prevail!
  2. 5 points
    @Pann the reason you are seeing more and more desperate posts from some of Crowfall’s Biggest Supporters is when you don’t respond- Our minds begin to wonder if there is a future at all for the game. I could care less about videos and news with high production values — just forum posts about the state of the game are enough to help us keep the faith.
  3. 4 points


    This has been brought up to the devs many times, many good suggestions has been made. The main problem right now is how overtuned they are, most of the time the siege engines do the fights for you in sieges, because the damage a ballista can put out is a great noob stomper. No cap on how many it can hit, and the damage is quite high. But the damage can be dealt with, when you have enough healers and good enough gear, then you can basically just tank that damage. The biggest problem right now, is that the healing shot from the ballistas can heal the Tree of Life, which is not intended. What they should do in my opinion, is spread out all those powers on the different tiers of ballistas, so the defenders would have to choose which ballista to place. It would also make it more interesting for the attackers, to figure out where the healing ballistas are placed, where the fire aoe ones are etc. Instead of right now, all it takes is 1 ballista to hit the Tree of Life room, and the attackers won't be able to kill the Tree of Life. The sieges are scaled for way bigger numbers - that's why it's so easy to defend currently. Realistically, if the defenders know what they are doing, as attackers you would need to: - Have 1-2 groups defending your plague tree (especially in winter when there's only 1 plaguetree which has 1/3 of the health of the Tree of Life, so you need a good amount of people, incase the defenders choose to just zerg down that tree) - Cover and control all the 5 ballista spots that can reach into the Tree of Life (this would require atleast 2 people (probably more) at each spot that can stay alive (so atleast a healer and a dps) versus the defenders, because if just 1 ballista healing shot goes through, that buys the defenders upwards of 30 seconds.) - Have a group at the respawn statue, to delay respawners because of the 90s respawn time inside the keep for the defenders. - And a force inside the Tree of Life room, to kill the Tree of Life. And apart from all of this, you can't lose people inside, cause if an attacker dies, and can't be resurrected, they have atleast a 3-5 minute run, from flying to nearby respawn point as crow, and running back to the siege. This requires a lot of people, and in the current population numbers that is just not possible. Now if we were 100 vs 100 each siege, then the ballistas wouldn't be that much of a problem, because as I mentioned, the dmg is outhealable, and they can be controlled because you would have enough people at all the key points.
  4. 3 points

    Poll: Passive skill tree wipe

    While I voted “no” in this poll...I fully support a complete skill/vessel/equipment wipe and I do not believe a wipe now and another wipe in Jan/Feb would be too much of a hardship. Given the fact that we will not be seeing any updates to the LIVE server over the next 4 months, a complete wipe now would give the LIVE server the best chance for prolonged playability IMHO while we wait for 5.110.
  5. 3 points
    The really sad part is there has been multiple threads pointing this out, the community is shrinking, the servers are relatively empty and I haven't seen actual dev interaction on even one of them. Which means they either aren't even reading the forums anymore or just don't care. I would like to believe they are so busy building the Dregs that they don't have time for updates or the forums.. Because the dregs is the game the community wanted and the faction war has pretty much failed. It would be awesome if it were true....
  6. 2 points

    Impossible de se connecter

    J'ai répondu à votre email d'assistance. Mais si vous utilisez un mot de passe avec des caractères spéciaux, cela vous empêchera peut-être de vous connecter. Essayez-le avec un mot de passe plus simple pour voir si c'est le problème. C'est un bug connu que nous travaillons à corriger. (Désolé pour mon français. J'utilise Google Translate.)
  7. 2 points

    Trade between players...

    I’d like to see us return to the use of EKs for setting up markets. While the vendors in the temples are certainly convenient, I enjoyed seeing the various EKs other players constructed and those EKs which had multiple vendors and useful markets became well known. Why not do guild markets in EKs? I don’t understand why the switch was made.
  8. 2 points

    Some question for beginner

    I watched all of the "getting started" videos and read a bunch of the FAQs. I was just wondering what you people that have already started playing recommend doing to get started that may not be mentioned/emphasized in the official content. Also what have your favorite classes and experiences been?
  9. 2 points

    Wie seid ihr zu Crowfall gekommen?

    Als alter Shadowbane-Spieler nahm ich die Nachricht auf, dass eine ‚Fortsetzung‘ in Vorbereitung war : Crowfall. Ich war sofort sehr begeistert von dem Konzept, das auf dem Papier beschrieben wurde: Sterbende Welten,Minen, Mühlen und Steinbrüche Erobern, um Ressourcen zu sichern, Burgen errichten und Nachbarn belagern. Ein tolles Konzept! Später wurde mir klar, dass Crowfall den Thronkrieg weiterführen wird als Shadowbane. Es wird eine Revolution im Gaming sein und ich werde ein Teil davon sein, außerdem habe ich eine großartige Community gefunden!
  10. 2 points

    Passive Training "Fix"

    Passive Training and Grinding Systems are at the core, equivalent. They are both time taxes on the player where they will seek optimizing gains over other productive activity patterns they would pursue once said skill/training level has been achieved. The perk of passive vs grinding is you don’t have to do activity X (like grind out 300 daggers to vendor trash) thus gaining that time to pursue more useful objectives in game. Also there’s no shortcuts, everyone has to spend Y passive time to achieve Z skill level no matter what, all are equal. The key to a good passive system is having activities you can do while you wait for your training. CF is hit and miss in this area. Additionally limiting power stacking effects from that time spent training is also important. While it’s not as big as some people think the Combat tree’s stacking power and depth is still noticeable and a problem area for CF’s passive system. Given the general weakness and focus on depth for he combat trees I’d be in favor or a revamp or removal of passive training. Nothing about it is that interesting when it comes to building your account.
  11. 2 points

    Poll: Full Wipe

    Except we have done that many times already before you got here. If they do a full wipe, prepare to see a lot of vets stop playing, and then when newbies come along with questions, they'll get nothing but crickets. You think the servers are empty now? It's really easy to suggest a wipe when you have nothing to lose.
  12. 2 points

    Poll: Passive skill tree wipe

    I voted "no", and I am in agreement with what most of what the others who voted the same have said. I think a passive wipe would hurt more than help at this point. I think the skill system and or skill tree needs to be reworked at some point, but I understand that it is not a priority at the moment. Full wipe will happen soon anyway, so there's no good reason I can think of to mess with people's progression right now. Also, I would like to hear from some "yes" voters too.
  13. 2 points

    Poll: Passive skill tree wipe

    There would be no crafting/harvesting grind after a full wipe. Everyone would just wear war tribe gear as it would be the best thing available until training got further along. This is the sort of stuff that needs testing and why I think it would be a good idea to do a full wipe. We haven't had a full wipe or fresh start to test the early game since war tribe loot was introduced. This was a huge change to the NPE yet we haven't fully tested it. There's also been little testing on the inverted experimentation difficulty vs. resource quality curve. At a glance it's pretty obvious to many crafters that early game crafting is going to suffer mightly vs. war tribe gear. I'm a firm believer that experimentation difficulty does not need to increase and should remain constant despite resource quality. The boost you get from using better resources is enough in itself to differentiate quality. Skill training of the crafter will dictate the amount of risk they can reasonably take when experimenting. We don't need this experimentation difficulty vs. quality curve at all.
  14. 2 points

    [EU] - Caldera - [CAL] - Playing with Fire

    What the f*** man all those l33t guild marketing and communcation skills. Is this how guilds have become now ? I am impressed ! Are you going to try to sell me something once I have joined ? I don't even know if I am going to be allowed to post in there that very message. It will just go poof when I click on Submit Reply. Anyway, nice job with this presentation !
  15. 2 points

    Meaningful Development

    I can agree with a lot of the points/counterpoints made in this thread and I don't want to come off as angry at any of the people who have responded. The truth of the matter is that I personally feel dissapointed by the current development. I don't want to keep trying to bludgeon my point as I can agree that realistically it doesn't matter in the grand scheme of things. The developers will continue on their merry way despite any of my thoughts or opinions (and please don't take that as me thinking that my thoughts mean more than anyone else's). It comes down me, some random dude on the internet bought into a kickstarter and wishes this game was in a nearer to complete state(original huh). I do hope that they can deliver on this project as it would be fun to play and I can agree that at this point I should just move on as my personal grievances offer nothing constructive. For me, I just have learned that I will stay away from kickstarters/E.A. games unless I know exactly what I'm getting.
  16. 2 points

    Hello everyone

    Hello everyone, I'm just play this game again.Somethings has changed, I feel like a newbie. Anyways, nice to meet you guys here. sorry for my bad english
  17. 2 points
    Winter draws close… And the fort fights are becoming a lot more frequent. Nordic Marauders and Caldera, small randoms from the Europe Region make up the bulk of the fights and engagements. At Blacksilks Fort and The Salty Maid, the most numerous fights took place, so as a day in fall comes to a close… The Salty Maid Blacksilks Fort Personally I changed to a Ranger for these fights, just to something different. So it's a different view from the Assassin I usually play. Caldera is still recruiting and looking for members, so take a look at who we are, and if joining our ranks could be something which could seem of interest. Read More! or Join our Discord and ask questions #WarStories #CrowfallGame #Caldera #Ranger
  18. 2 points

    ACE's August QA communication failure

    @Tinnis giving constructive criticism that most of the community agrees with shouldn’t be viewed as silly or nasty. I don’t know how he could have said that in a more professional manner and still managed to capture the passion and outrage that most of the community feels.
  19. 2 points

    Meaningful Development

    Yes. Thanks for your feedback. This depends on when you you bought what in which country. Contact support@crowfall.com and they can give you your individual answer.
  20. 2 points

    5.100 LIVE Feedback for 9/4/2019

    Heart and Lung drop rates for Necromancy still feels low. It would be sweet if they could be added to guards loot table or the dial be turned up from current sources. Thanks!
  21. 2 points

    ACE's August QA communication failure

    I can't imagine what sort of "lot of marketing" they will do. They would still be promoting a pre-alpha (maybe alpha) with unknown development still to come and many issues that will keep players away just as they are now. Maybe it was you but I read someone else mention that ACE is saving up for the next update. I don't get who they are saving it up for? The people that care are asking for them to communicate and those checking in once a while and maybe not ignoring email updates aren't likely to care if it is a big update or not. Faction based PVP or any feature working in another game has no value here. DAoC faction play which basically started RvR doesn't work the same for example. I can't foresee any reward making the current experience worth it for me (ignoring future development). To get a higher population the experience needs to be something that more people want. Even within this small community I see many say they are waiting for the Dregs to even log in. ACE's version of faction gameplay is a watered down version of Shadowbane with neither bringing anything new/better that others haven't already done and likely more successfully. Not sure I've ever been part of an EA/Alpha/Beta or launched product that suffered from too large a community.
  22. 2 points

    opinion et feedback

    voilà je viens de faire un post sur des suggestions et mon ressenti actuel ici : si jamais vous êtes anglophobes ou si ma traduction anglaise est à chier (c possible), voilà une version fr. N'hésitez pas à commenter dessus en fr ou en ! Voilà quelques jours que the infected a été mis en place sur crowfall et je voulais partagar avec vous mon ressenti après ce lancement. Il est sur que je vais enfoncer quelques portes ouvertes et rappeler des choses deja dites, mais des piqures de rappel ca fait toujours du bien ! Je sais que le jeu est en développement et que les choses vont évoluer mais je donne là un avis de joueur car crowfall ressemble de plus en plus à un vrai jeu et bcp de nouveaux joueurs arrivent en abandonnant trop vite desfois. Pour moi la première chose à faire pour que le jeu est du sens c'est d'équilibré l'accès aux ressources. Actuellement trop de ressources à haut niveau sont accessibles. En effet le god's reach ne devrait pas avoir des ranks aussi haut, autant pour les war tribes que pour les ressources de collectes. Un joueur qui débute crowfall doit commencer par le god's reach pour apprendre les mécaniques du jeu mais tres vite il devrait être confronté à l'infected en effet avoir une zone sans pvp avec autant d'avantages que le god's reach actuel c'est totalement à l'opposé de l'idée de base du jeu.(ou du moins ce que j'en avais compris) On pourrait imaginer que le god's reach offre des ressources jusqu'au rang 4 par exemple permettant d'accéder au lvl 15 et ensuite on irait naturellement dans l'infected pour continuer à progresser, mais en ayant enfin l'aspect pvp. L'infected lui pourrait aller jusqu'au rang 7 par exemple et les rangs supérieurs seraient réservés aux campagnes. Redonner du sens au choix risque/récompense est je pense une chose importante pour l'avenir. Ensuite, après plusieurs années de test et plusieurs reset on remarque la même chose à chaque fois que les passifs n'ont pas été reset depuis longtemps, les nouveaux joueurs ont l'impression d'être face à un mur infranchissable (ce qui n'est pas tout à fait vrai ni tout à fait faux). La progression passive devrait être bcp plus horizontal qu'elle ne l'est maintenant. Les derniers paliers de récoltes sont un bon exemple de ce qui devrait à mon avis être fait pour les passifs, un arbre en forme d'étoile comme ca un nouveaux joueurs peut "rapidement" être bon dans UN domaine mais mettra du temps à être bon dans TOUS . Cela permettrait je pense au nouveaux joueurs de se sentir rapidement utile (au sein d'une guilde ou non ) et donc d'avoir du fun et l'envie de jouer et de persévérer dans le jeu . Je pense donc qu'une restructuration de la "forme" de progression serait importante et vraiment bénéfique pour CF. En faisant ce genre de progression, on peut imaginer un nouveau joueur qui choisis de faire des outils en commencant par être expert en hache puis en pioche etc... Cela permettrait aussi aux dev de "rajouter" des branches facilement lorsque le jeu aura plusieurs années d'exploitation. Pour l'économie, je pense qu'il faudrait retirer les vendeurs du temple pour ne les laisser que dans la freecity afin de donner de la vie à cette zone qui pourrait permettre du rp pour ceux qui aime et de dynamiser le commerce de plus de joueurs. Même si j'avoue que le top aurait été un accès au EK directement depuis le GR afin de redonner un sens au ek mais c peut-être difficile techniquement. De plus les emplacements de vendeurs pourraient être des récompenses de campagne redonnant du sens à la guerre entre les factions et aux alliances à l'intérieur d'une faction.Une grosse guilde pourrait vendre/donner un emplacement à une plus petite guilde contre leur aide. Pour les nouveaux joueurs également un problème récurent se fait sentir, une sensation d'être perdu quand on commence le jeu. Je pense qu'une "quête tuto" serait bienvenue afin de guider les joueurs dans leurs premiers pas et leur apprendre les differents aspect du jeu. Un exemple qui m'a marqué c'est un joueur qui a découvert qu'on pouvait sacrifier après 3 jours de jeu ! La zone de départ du god's reach serait parfaite pour cela. On pourrait même débuter le jeu en corbeaux pour comprendre un peu mieux le lore du jeu (je rêves un peu là ). Je pense que cela devrait être la seule quête du jeu pour comprendre qui est notre personnage et comment on joue. Je sais qu'il y a les "info-bulle" mais celles-ci sont trop petites et disparaissent trop vite du coup bcp de gens les zappent ou les oublient. Enfin je finirais là dessus pour pas trop m'éparpiller, au niveau des combats, les possibilités d'avoir un impact lors de sous nombre sont trop faible, en effet le manque d'aoe (ou de leur efficacité) ne permet pas à un petit groupe d'inquiéter ou de tuer un groupe plus grand à moins que celui ci ne fasse de grosses erreurs.Même si @Belantis a publié un excellent post des différentes stratégies que vous pouvez utiliser, lorsque vous voyez de gros combats sur les vidéos ou que vous regardez en streaming, vous voyez des gens se tourner autour et certains combats en deviennent ennuyeux. (c'est juste un avis et je peux comprendre que les gens ne se sentent pas comme moi sur ce point).
  23. 2 points
  24. 1 point

    Documentation, please

    I realize that the focus is still on game development and that this might not make the priority list just yet, but I think some out-of-game-accessible documentation would be A+. This would help the new folks, or those like myself who haven't played in the last year, understand and plan vessel progression (not to mention simple game mechanics) without wasting an inordinate amount of time during the testing phase. There is quite a bit of knowledge required to be effective, which is ultimately a very good thing in my book because the complexity provides a lot of options for customization and makes room for those who take time to learn the details to shine, but I find I'm spending most of my time trying to absorb the various options/mechanics by creating each vessel as various classes and then digging through the details available in-game to see what's what. For the details that you can't easily discern the effects of, such as "Control Intensity", I have little choice but to either 1) endlessly crawl through the forum in hope of finding some info that might be still be relevant, or 2) to lean on veteran players to help plug the info gaps, and they are no doubt sick of answering the same questions over and over and over and over... I envision info-graphic "cards" for each subject. Examples: Class cards would detail Class Talent nodes complete with the details of what is granted (including applicable skill tray and indicators to note passive, offensive and defensive/self targeting skills), any inherent stat boosts if they exist (thinking stats of Stoneborn Myrmidons vs. Stoneborn Clerics, for example), relevant armor/weapons, etc. Same for discipline runes, including details on where then can and can't be equipped if applicable. Race cards could detail racial stat boosts and skills, available classes, average (if dynamic, else the static) base core stats for common vessels, etc. Stat cards could detail the various complex stats that would affected when leveling up core stats (int, dex, etc.), and some descriptions of what complex stats do wouldn't hurt either (some are not at all intuitive by name and require a lot of digging on the forum to decode). These are just a few examples, but any detailed documentation would be extremely helpful; they sure don't need to be pretty at this juncture either Food for thought -Starrship
  25. 1 point

    Four Questions About Skills

    1) No 2) There are major disciplines that provide healing abilities, such as Field Surgeon, Pixie, Friar, etc. Field Surgeon is broken (the Rehabilitation works based on the target's stamina rather than yours), and none of them provide significant self healing. You will also have a hard time getting significant support power since they took out the Surging Spirit discipline. You can still stack it, but will probably never be as good as a cleric or druid. 3) Stealth is probably the best way to escape an attack. Duelist especially, since you can go stealth then tunnel in a different direction to throw off attempts to knock you out of stealth. 4) It depends on whether you are talking combat or non-combat. For in-combat, Friar is a good disc to take, particularly as a non-healer, if you want more mobility. You will have the run speed buff up more often than not. Bard gives a run speed buff too, but getting stunned or knocked down will interrupt the buff and you'll have to recast it. Outside of combat, everyone has a mount. Knights can get an extra 15% to mount speed, and there is a food item (I forget which) that gives another 5%. There are also races like Elken and Centaur which get Trailmaster, and others that get Trailblazer (lesser version of Trailmaster). You won't outrun a mount with either, but they can buy you some distance against an unmounted opponent.
  26. 1 point
    Somehow, you cannot hit ppl that are running away but still inside 3m range. Maybe is something linked to the sprint but i am not sure. Even if i am 1m range and the target has no shields or whatever, most of the time if the are running and i am chasing as a melee, i cannot him even at 1m range with the red reticle perfectly on the hit box.
  27. 1 point

    Passive Training "Fix"

    In my suggestion thread regarding the new guild experience, I pointed out two key problems. One was Crafting, partially exacerbated by harvesting, needing to be maxed out to make anything useful. If players could actually transition into stop-gap gear with only minimal to moderate skill investment rather than needing maxed crafting and blue+ materials to make anything worth the time and material cost, this would go a long way towards improving an overall sense of progression. But, the passive tree itself is a massive detriment as it currently stands. One idea I proposed is similar, by including an active method to skill point gain players will feel more incentive to play. The idea, of course, would be to even it out such that all activities feel equally rewarding. Ultimately, no system we can come up with to fit the game's vision is likely to be free of means of exploit, but that can be tweaked and adjusted with data. We need player retention right now and a big reason why new players don't stick around is because they're not given an incentive to play. Like it or not, people want a grind, even if they claim they do not, when it comes to RPGs and MMOs. Unless they decided to just make this game Fantasy Planetfall, we're going to have a grind. For people who just want to become known as great harvesters or crafters, they need a reason and incentive to play as their skills go up, and right now they don't. Players that engage in victory condition activities, war tribes, PvP, harvesting, and crafting, all the various activities of the game, they should be able to generate additional skill points to their currently active trees. I think ideally the way to do this would be to eventually cap out per day and the most active contribution methods get to that cap faster, which would be risky PvP activities. It could even bring in diminishing returns. Maybe every capture point is worth, for sake of example, 5 extra passive training points. But, if you end up only capping all day, it eventually diminishes significantly to as low as 1 point. Engaging in other activities, or engaging in a balance of activities, will keep the diminishing returns at bay. Those who might try to skirt it with "safe" options like war tribes would then be at risk of PVP because they would become more active in PVP as players fight for mobs or come to fight the "safe" grinders, and harvesting would be another "safe" option to create emergent PVP gameplay. Crafting would probably have the most immediate reward, but feature the strongest diminishing returns and be based on rarity of things created (balancing around particular crafts, too, as some would tend to make far more things more often like Runecraft or Alehcmy). But, with a system like this players would be able to engage in the whole game and feel rewarded for it. The most significant problem with a purely passive training system is that it isn't engaging and players need to feel like their engagement results in progression. Fix that, and we'll have a much stronger and more rewarding experience for new players.
  28. 1 point

    [-V-] Vanguard | [EU]

    Fun Fort fight against Chaos EU
  29. 1 point

    Meaningful Development

    It was in an old MarkeeDragon video, off in the background. I'll edit in a link when I manage to find it. Edit: It's probably not the mount feature video you were thinking of, but it's modeled, textured, and moving. Doggett's making his ears move over Todd's right shoulder.
  30. 1 point
    Sup all! Just started almost a week ago. I have played an assassin to level 13 and a duelist to level 10, as I'm a stealther at heart. Looking forward to what I've seen so far. Love pvp and crafting, as I'm a crafter irl. I've played tons of mmo's from UO to GW2 and now CF, also Minecraft with my kids lol. One question I have though, is there any certain issue or report I should be looking for while I learn how to play this? Just want to help out in any way I can to make this world better.......Good Luck all and be safe!!!
  31. 1 point
    Don't quote me but I believe they said they'd bring new features up on TEST here and there individually or whatever with the big patch milestone happening by end of Feb 2020. Some of the new features seem dependent on others so I imagine TEST will have everything at some point prior to going to LIVE.
  32. 1 point
    Two Iron Motherlodes spawned inside of each other, see screenshot for location
  33. 1 point

    Poll: Full Wipe

    new players will still be behind no matter what you do, the very second passive training reaches the point to where greens can be made properly every single person in the dominating alliance rn will be in greens, same when blue becomes viable, youre shooting the problem in the foot instead of the head, the community needs to stop asking for wipes and passive training increases, JUST ASK FOR IT TO BE GONE
  34. 1 point

    Poll: Full Wipe

    I think the wipe will point out a major flaw in cf. That the game is pretty unplayable for the first 1-2 weeks post wipe.
  35. 1 point
    launch is early 2020....
  36. 1 point
    the mentioned interview: [TenTonHammer] "Crowfall Interview: War of the Gods Marks A Major Milestone"
  37. 1 point
    Hello ! I'm regisitered yesterday and i'm realy exited to play Crowfall. Can i play rigth away after buying the Patron Backer Pack ?
  38. 1 point
    The thing is, when fighting templars, you basically have to know you're not going to hit hard. They have some natural counters to the confessor. The confessors strength is also not to just throw fireballs into a melee ball. I went through a couple of your videos and while your play in terms of staying alive is not bad, you spend a lot of time throwing fireballs at targets that are less than optimal. It is naturally going to happen at times as there isn't always an ideal situation. The second video, it looks like you are fighting a black guard and they have a ton of anti crit so you're not getting any crits but you get a pretty solid absolve at the end. The thing to always remember is that all a ranger really does is deal single target damage from a long distance. They have a couple of good utility/CC abilities but the confessor reigns supreme in this area. Their physics took a pretty hard nerf but it is still notable and valuable. You just have to plan/position better to take advantage of it. Others have put it well in the thread pointing out that Archers in melee have a really bad time. They also have a really bad time if a confessor gets on them. They are going to either die or be forced so far out of the fight that they are effectively removed for a decent chunk of time. Edit - If you want to talk more Confessor at some point, shoot me a PM or you can find me on Discord. I tend to try to avoid long discussions on the boards just because a lot of it can end up where you're talking past each other.
  39. 1 point

    Meaningful Development

    Kraahk, I agree with you on this subject, but wanted to point out there have been statements made that were confusing, some of those could very well be impacting the OP. I Would like to point out this quote which I think could be confusing. As you can see this answer to the question "Will you complete the entire project before you ship it?" certainly can be confusing to some and can be interpreted differently.
  40. 1 point

    Meaningful Development

    I've been expecting a game that was developed and delivered by December of 2016 as stated in their kickstarter page. They have failed to deliver anything beyond what is pre-alpha. I'm not sure why you accept a product so minimal and basic in its current state. They are NO WHERE near having the game complete even 3 going on 4 years after their delivery expectation.
  41. 1 point

    Battle royo! le retour

    Merci Prom et merci d'avoir fait l'effort d'écrire en français! 👍
  42. 1 point

    Great cosmetic way to monetize?

    Not that I think the VIP model was ever Pay to Win, but if it was P2W at all it was only P2W sooner. In any case, Ace dropped the second training track from VIP back in Nov of 18.
  43. 1 point
    I'm also going to drop a few links here for you if you want a bit more in-depth info on Cooking and Alchemy. https://crowfall.com/en-US/news/articles/cooking-with-valkro/ https://www.youtube.com/watch?v=_xzOjCslFrU
  44. 1 point
    Reading over this thread, though If certainly missed some I'd like to approach a point made by @APE in a slightly different fashion. You are experiencing not simply a problem but problems, which are the effects, not the causes. So what Ace needs as far as information is causes, because they cannot control effects directly, only causes. Take your example where you are dieing super fast and someone else is living for quite a long time. Saying this is simply gear, stats, and passive training is a unidimensional analysis. I find it doubtful you were playing mirrored setups just different qualities, I'm talking same race/class/promo/disc. Some of the setups you can get in the game will give you enough invulnerable/barrier/heal up time that you in 10 seconds may have only had in effect that 3 second window to do damage. Then you have classes like rangers that are just broken currently and they scale very improperly with their gear. My point being that breaking down all the minutia in an experience you have offers the best chance for ACE to identify what small pieces they need to tweak for the top end of the system to function. Generalized top down solutions to problems are hard work, a gamble; most of the time if you didn't formulate your problems correctly, which is not a simple thing, you won't even solve your problem this way. You can also be sure you created a myriad of new ones. I don't believe we are at the point of testing where balancing all these things should take priority. It makes it significantly less rewarding to play the game right now, adding in frostweaver wont make my experience better than a good round of balance changes. However if you get the game balanced now, then start adding many more core or even periphery elements you are forced to double back and rebalance again. In an MMO balance is forever a challenge, a limit if you will, that is never achieved but approached. In regards to passive training, I agree it is problematic in that it incentivizes a player to leave for a week or month and come back when they can "do more". It has the virtue though of equally rewarding people who no life the game to those who more casually play. I can't be alone in playing an MMO and stressing every moment I'm not on working on my progression I am falling behind. When we get proper balance and catch up mechanics, I do think the system will function beautifully .
  45. 1 point

    ACE's August QA communication failure

    When u say nothing, it's sometimes cause u had noting to say... And currently if they have nothing to say we can be worried... I hope news and discussions with community will come back fast !
  46. 1 point
    While that does work, it also deletes the discipline. I was okay with that, but I'm just letting anyone else who is having this issue know. Also, thank you for the help! = )
  47. 1 point

    Battlefield tactics when outnumbered

    Personally I would prefer it if a res statue was unusable while a poi is in its siege window. From a lore perspective, say the presence of a Bane Tree is suppressing the statue. Not only would that allow the attacker to wear down the defender's forces through attrition, but it would add value to controlling other points on the map, and the time slots when those locations are vunerable. Regarding the OP, I would add the fighting withdrawal. Less than a retreat, the goal is to prevent the larger force force from flanking or enveloping your forces, while forcing them to maintain their grouping relative to your force. Against a less skilled enemy force, you may find opportunities where a melee player over extends (especially if they think you are in retreat) or a key healer or ranged DPS drops back.
  48. 1 point

    [Deutsch] -NM- Nordic Marauders

    Wir suchen im Moment wieder nach Spielern. Was wir suchen steht in der Gilden Vorstellung oben.
  49. 1 point

    [Deutsch] -NM- Nordic Marauders

    Viel Glück
  50. 1 point

    Class breakdowns - my gripes

    I seem to remember them saying that a lot of classes had abilities that were meant to end up on discs. Hope that is still true. I'd like to see each class get a very very simple base kit. Some basic abilities to be playable out of the box and maybe just 1 or 2 class defining abilities that make you want to play that class. Work the rest of the base kit abilities into Major and Weapon Discs. Base class kit - LMB attack and 2 abilities, passives Race - 1-2 abilities, Major Discs - 1-3 abilities and or passives, work all the extra abilities that were stripped from class into new majors. Weapon Disc - 1-3 abilities and or passives. Take fessor for example. Start them with LMB, Absolution, and firewave. Break down the other abilities into new Major Discs. Something like, Disc 1 - gives stats, a new passive and the firewave/tornado spell. Disc 2 - gives stats, a new passive and the stun and mana regen spell. Now you have choices. Do you go for utility Disc, or CC disc, or DPS disc, or defensive disc, or support disc?
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