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Showing content with the highest reputation since 06/30/2021 in all areas

  1. We're sorry for the extended downtime, and we've made progress on the login and server issues, we hope to have everything back in service shortly.
    46 points
  2. We're working on the login issues, and the servers will be back online shortly.
    42 points
  3. Dev’s, please hear our simple plea! Open a Faction v Faction campaign as soon as possible! As it currently stands any group with less than 200+ people has no real place in the GvG dregs, which is the main purpose of the game. Alliances are not the answer, trying to contrive some sort of artificial limitation on Guild size, etc, is not the answer either. The GvG dregs are a beautiful thing for the largest groups to fight over, but the majority of us in smaller groups would like to experience everything that Crowfall offers as well! Please open Faction v Faction immediately! Reply to this thread if you agree!
    34 points
  4. Here are my first week adoption notes for Crowfall. Engine / Performance. Network Latency. I find it positive that the devs have found a reasonable approach to handling player to player latency issues. Having a player based in Australia fight say a player in Europe with reasonable response times, no ghosting and minimal rubberbanding is actually very interesting technical hurdle to pull off (especially when you factor in 300ms between both contents in raw internet speed alone). I can see at times the T-post bunny hops are still a negative with other players, but I am open to forgiving it due to having transforms sync via Unity3d (I'm guessing via older ver of DOTS or ECS) isn't an easy problem to solve. None the less, I have yet to experience "I lost that fight due to ping" remarks. Graphics. Stylized graphics vs high definition is one of those conversations that never ends well. Firstly, nearly every High-definition based game always screws up the uncanny valley moment anyway. There is always a regression back to stylized art directions or worse the texturing / MIP controls are horrible on both performance or if not the human eye. We are advancing quite aggresively in this space via the 3d industry, however its overrated especially if you want faster turn arounds with smaller teams. If anyone has ever built a game by themselves or in a studio setting, picking an art direction that holds over time with faster turn-arounds is critical. I enjoy the graphic style of Crowfall. I worked on the early stages of TeamFortress 2, graphically it was a massive challenge to settle on a consistant art direction that reflects your brand and rapid turn arounds. Its also hard to carve out your own style - especially in the Stylized category. You either end up with Disney Infinity / Xbox Avatar Cartoon, Fortnite or WoW. Crowfall design team managed to sneak their own blend here, I'll give them props for that. Not an easy move! Animations. I understand that with Unity3d keeping your Avatar rigs synchronized across multiple clients is a network bottleneck, especially you are using a varient of Entity Component System(s) (ECS). The more you trade with the server between clients the more cost it imposes - network specifically. However, this game does scream out for more acrobatic movement with finishing moves and player combat. I hope they down the road invest heavily into Motion Matching (the special sauce behind how in some games like assassin's creed) techniques to make this more streamline, as you still retain a small ECS footprint but you get so much more fluidity to the player movement(s). Procedural Terrain. I feel there is too much constancy over consistancy. Biomes and water shaders look very basic in terms of implementation. Despite my praise for the art direction, i do feel here they took a lazy approach to the design decisions. If the games sole priority is to promote PVP first with PVE/Crafting to underpin this, then the structure setups aren't exactly deliberate in design. Furthermore, the procedural generation isn't constant, meaning everytime you play the game it changes. The map generation is a once-off per realm moment, whilst it is randomized its still injected into the clients as a cached static geometry post proc gen. There is a lot of cleanup that needs to occur, mob allocation and variety of tree's would be ideal. Using more effective shaders here would also yield better environment experiences with little to no cost on draw calls either. Using for example Houdini Engine could still give the team access to randomized building designs using the same geometry / props. It would generate more explorative experience(s) and keep each map you visit somewhat more unique. Biomes just need to actually make more sense. Especially if the feature in the game is a season change in itself. Triplanner shading is dead simple in Unity3d and It requires little to no effort for example to switch seasons procedurally - Example A / Example B and Example C. Memory Leak??. Profiling the game, I can see the map itself actually has threads that aren't merging backonto the main UI thread resulting in a very harsh stutter and GPU/CPU impact. I think this is why players are complaining about memory leak as I would guestimate someone in the dev team isn't approaching the scene switching with clean destroy and thread management. I would go so far as to say that its probably as a result of one of the devs using a custom BackgroundWorker instead of leaving Unity3d couratine approach to threading. Point is its jarring, and i'd lay money its the source of performance over time issues with the playerbase. That aside, I have absolutely no understanding or purpose why this map is also in 3D. Now before a horde of players chastise me about how the map is generated dynamically its really not technically. As stated, the maps post procedural generation happens, do so once-off which means there is a lot of room here for optimization with small effort. The only dynamic occurances on the map is when flags change or certain spots become active and hot. Which if you think of this as a layered approach, the base layer (terrain) can be cached or mesh combined with manual cleanup post proc-gen and the placement of prefabs to represent map changes etc simply could be far better optimised than whats offered up at present. Its just a horrible experience and I fear it pushes negativity on the game far too much. Realm Switches. I can't undertand the technical hurdle here that is preventing the develpopment team to use the same functionality / featureset as the Portal system has to date. If you assert that when you switch between "islands" via "portals" really means under the hood your networked player base is switching "rooms/channels" then why would eternal kingdom or better yet realms be any different? The room layers themselves are your network nodes and visually nothing is changing per say as you're still using the same set of prefabs anyway. The scene loading / unloading works for the individual islands so realistically the only equation thats changed is the terrain geometry, prefab positioning and network channel switching. To put it bluntly, loading between Eternal Kingdoms and <Realm Selection here> seems lazily implemented. Resulting in a frustrating experience for gameplay. User Experience. Discoverabiltiy. The game has a lot of very unique concepts to comprehend and that in itself is an amazing feature to celebrate. However, the cognitive load imposed on users requires a lot impact to working memory. This results in what I found to be a heavy sense of burden around understanding how talents, skills, crafting and even at times navigational elements play a role in helping discoverability to work. In short, there are far too many deadends which results in either asking for help form others or alt-tabing to google praying someone took the time to do the job the team couldn't. Importantly, i don't think the game should lead players by the nose to all solutions however there needs to be a rythmn here around how players are expected to discover and what that breadcrumb trail looks like. Example piercing vs crushing as a game statistic. What do they mean? how do they compare and more importantly where can i validate theories against these. Not to pick on just one, you could mount a case around say Foreman Runes and their usage with larger ore deposits. The community do a good job of removing the fog of war, but the intention here is that a player should be able to self-discover it as well. Example - Control Click to sell without prompts? Shift Click to split stacks etc. Not easily discoverable. If that is you work on the premise that a user interface is designed to answer questions a user might ask, and the graphics represented are the said answer to question. Recipe System. Walking up to specific work stations and seeing a list of additional recipes as well as the existing base recipes is honestly surprising design choice. Progressive Disclosure in design is important piece to leverage here, as if I walk up to a wood working station see the first half the recipe tree is the same as it was in the leather working station, it really doesn't amplify the change. Moreover, if the player is working phsysically up to the leather working station then by design they are giving the game client a clear intention - show me all recipes for leather! - mutating the UI modals like this just offers again too much cognitive load and affects working memory. The fact they dont' also retain state, meaning the last node you clicked on recipe before switching and coming back also is a lost oppurtunity for easier experience(s). Why does the Assembly UI reset everytime you change your amount? Very small effort to fix but such high positive impact on users. Assembly UI. A very small change please, make it so that if I click on a component that can also be made in that crafting station, it switches the assembly UI to enable me to create that. Switching in and out of context here is again an impact on working memory for users. Realm Switching. The entire user experience simply needs more thought. Especially when the intention is to explain how token system works, the consequences of said choice and more importantly how long term the traffic of items can flow between "modes" of gameplay. This is a critical barrier to entry for the player base adoption of how they react to player vs player experiences / early adoption. Inventory. Playing backpack shape tetris is fun to a certain extent. Having an option to "optimize" to compact placement would be ideally a better option to help balance he burden of size impacts of items vs quantity management. Icongraphy is on point, I do feel that every icon so far does a more than reasonable job of promoting its intended "commodity" type. I'm yet to see an icon that makes me feel confused or feels its out of place for its intended meaning. Features Combat. Enjoyable. There is always going to be issues with balance, its a massive complex game of Rock Paper Scissors Lizard Spock. I am a very forgiving player when it comes to this topic as I don't have the answers to solving it and i'm really yet to see any game ever settle on it. It's going to require a metric tonne of data to baseline what is the balanced solution here and I'm not convinced an engine built on neural AI would solve this either. Suffice to say, the ability to construct your own blend/recipe of a character build, try it out then succeed/fail - fantastic. I haven't had this much fun with an MMO since Eve Online, as ship doctrines are always an ongoing debate even a decade later. I look forward to future arguments with other players around build decisions. Crafting. Its complex, heavy to comprehend and adopt but with more focus on user experience principles it is by far the most indepth crafting tree i've had in some time. I love the approach of having runes be the focal point of "upgrades" vs "players". Moreover bind on equip in this space will hopefully future proof the game from black market gold / item selling (which ultimately will kill the virtual economy). Equipment. Best In Slot only lasts for a finite amount of time. Again, never ever bring repairs into this equation. Player driven equipment should always have higher priority over pve given equipment. However, don't get greedy like Black Desert Online has. I like the experimentation of how an item can result in a dynamic change in stats, provided the RNG is deliberately designed to kill your ambitions through mindless pve grind sessions to backfill. Balance is key here. I almost expected to see a pay-to-craft catch in this recipe system, meaning "if you pay 1000 CRO you can get X outfit to give you 10% more luck in experiments". Please never go down this path, as I will abandon the product. Capture the Flag. Love it. Have had an amazing time this week sneaking some points while large clans sleep on their warchests of loot. However, the Eventlog is baffling to why it exists, as there is too much free intel given away. I feel that this needs re-work, better yet it should be a feature in say the talent tree or given to keep/castle owners per say. An incentive to have that extra edge over the rest of the player base. Suffice to say, when I found out that players could all see your behaviour with no effort beyond a mouse click. Felt like I was robbed of the surprise delight. Raid Boss. Instant death. Not even sure that is intended but when i first saw how players cheese them by standing on rocks to avoid their hits, this felt like cheating. Yet I can't fault them as being 1x shotted by a Saytr Raid Boss with a bow was crushingly unfun. Mounts. Slippery Slope. Vanity items imho should be earned not paid. Theres a limit to the pay-to-experience here, and I appreciate that its a nice wealth generator but I'd rather see a player ride past on some rare mount gained by some specific achievement. Vendors. Unfinished. I've been in a lot of teams, i can guess how this conversation likely went down. Something something time ran out, re-use the inventory UI and ship it. Take the time please to pick this back up and rework it. Specifically the ability for rune vendors to have more clearly labled "what they are" instead of imposing extranous cognitive load by way of "guess which rune this means". Classes. LazyPeon is a moron if he ever thought this was a negative. I love the ability to go out into the wild see a class / race and never really be certain of what domain they choose and why. You soon learn after the first opening and combat happens. This is exactly why i feel I will be with Crowfall for sometime! - I look forward to more arguments over balance, nerfs and race/class systems. Player Markets. Albion Online did it better, suffice to say the ability for land owners to create an actual player market square is far more engaging long term goal imho. Instead of whatever work around is in place at the moment with 90 vendors in a square where you ride between them relying on "is this a good deal?". I'd rather see the same system like this being used in Keeps/Forts has today. You have specific vendor themed shops, you go to them and are able to buy player items from said shops. Ideally this will help drive fluctuations in supply/demand whilst at the same time promote a more enjoyable shopping experience Freeport City should also adopt this as in the end foot traffic location sniping in a game isn't fun for competitors or players buying. I do love the idea that players can have their own markets. This is an exciting feature worth experimenting more on. Guild Sizes. I love the idea a 500 person guild can lay waste to a keep. I however worry about the ambition of the game vs the reality. To put it another way, if the population had sustainable numbers this would be ideal. Yet, I feel guild sizes combined with alliances just raises the bar of early adoption too high for players resulting in that "theres no real restorative justice". If a twitch streamer is able to rally a zerg to whelp a lower number guilds chances of success, it just results in a negative adoption spiral. I would prefer realms to have progression unlocks that scale with population sizing. Meaning, if there were player population with low numbers than the ability for a guild to field 500 would instead be reduced to 250. As the realm population scales up, then the tiers of unlocks scale with it. Resulting in server population balances being scaleable. Hitboxes. The bigger you are, the easier you are to hit and smaller the harder. Being able to hit a character 2-3m away from their actual location or shooting an arrow at a head but missing it by 3/4 of a meter and still landing. Feels.... cheated. The hitboxes appear universal across all races regardless and oversized. I'm happy to wear the cost of a missed oppurtunity because my positioning / aim was off. Sound / Reverb. Never ever remove the ability for us to hear someone hitting a tree or grinding a mob a grid away. This by far was the most exciting feature I like about crowfall so far. It puts fear into you as a small guild player that your actions won't go unnoticed by proximity but at the same time is helpful when you hunt for fights. You won't see this discussed in Youtube reviews but its the most important feature of the game. Spells. I would like to see a spell queue system more but at the same time I feel like that would probably make it too easy to fight. I'm in two minds on this one but suffice to say color grading of spell icons was well done. Helpful with understanding the types of offense/passive/defense they carry out. Chat. Horrible. This should have been a deal breaker for "Ship or no ship". Producer who green lit this let the entire brand down. Pick the feature back up, rework it and make it a priority in rebuilding trust. Navigation. I can appreciate why no minimap is important but at the same time we are dealing with procedural generated terrain with the same prefab weighting. Meaning there are no unique landmarks in the terrain or horizon to help build memory around. When everything looks the same then in turn it just adds to confusion and disorientation. Compact that with the map performance and visual queues it just means players are constantly in my opinion in a state of annoyance / agitation. Pick a side here - solve the map performance and visual queue issues or give up the minimap. Party System. Ability to see where a party is on the map would be ideal. I do find it frustrating that when we switch characters we have to re-invite players back to said party. Ability for party leaders to select player icon allocations would be ideal. Furthermore ability for party leaders to allocate icons above enemy heads (1-2 nothing more) even more ideal. Helpful for target callouts. Overall my experience with the crowfall community has been 90% positive. It sucks to be killed and lose your inventory or durability, but thats what i love about games like this. The game to me has enormous potential, as long as the devs are able to balance between "new" features and "finishing" existing ones. The critical failure of many previous game studios is they assume new means adoption goes up. New is great, provided you have a history of building on previous success. From what I've heard so far the teams have spent a lot of time to arrive at this moment in the games history, some of it is negative criticism of how that said time could have been better used. I for one don't subscribe to any of it, as i am judging my $79 based off whats in front of me today. How the team arrived at this point is history, what i care about is the future and present. I'd love to see a roadmap of where the journey goes next. I won't hold the team accountable to deadlines or times, just broadstroke "best idea of the day" visual queue of where they are heading and whats the thought process behind it. The more they bring the player base along for this journey the more they will ultimately forgive mistakes and celeberate successes. This week I've paid for 4 seperate purchases of the game for family and friends. I am so far a happy customer and look forward to what comes next with Factions vs Factions, but I do hope that this game doesn't turn into a Last Oasis / Conan Exiles example of "Why game studios squander their potential" case studies.
    31 points
  5. ACE-Tiggs

    A New Beginning

    Howdy Folks, I’m Gordon Walton, the co-founder of ArtCraft Entertainment, here with our Founders' Update a week after our launch! You’ll be hearing a lot more from me moving forward now that we are launched as I’m managing the Crowfall Live service. My operating philosophy is that we (the Crowfall Live Team) are the stewards of your Crowfall experience, and our mission is to ensure the game and service run well, and that Crowfall evolves and improves in ways that both please and delight our audience. We have built a highly competitive game in Crowfall specifically targeted for you; fiercely competitive groups of players whose actions impact and change the worlds they play in. We want you to have an intense and memorable experience every time you play. This update will cover the state of the Live service right now and then some of what’s coming next. Click here to read Gordon's blog.
    26 points
  6. Soulreaver

    [-H-] Harbingers

    The Harbingers Intro - “Who are the Harbingers” The Harbingers are a Mercenary group composed of seasoned players of Crowfall. We operate mainly on EU – that does not hindered us from taking contracts on the NA servers. There is no permanent banner which we claim to be ours. No faction that prevails nor reigns supreme above the others. No Deity whispers in our ear. In other words, we will roam in the direction of whom ever pays for our services. The only thing set in stone are the terms of a contract, and our honor to uphold it. Interlude - “You can hire the Harbingers!” Bad omens of what is to transpire can often loom on the horizon and can feel daunting - you are never without choices! In Crowfall numbers matter, numbers and skilled players are often the difference between success and failure. It is often that simple. Is your gaze … Set on securing a keep, dominating a zone, and broadening your guilds presence on the map? Furthering your standing in a campaign. Harassing and Hinder the actions of the other factions. Getting those extra numbers - for that all important sieges. Keeping track of your enemy’s movement. Securing vital PoI. Eliminating specific targets... While there will be no set task we personally seek to fulfil - there are none too small and none too large which we cannot assist you with. In these situations, and more you can always call on the Harbingers. Avocation – “What does it require to be part of The Harbingers?” Take initiative - This isn't just our idea, this is something everyone in the group buys into and take ownership of -when- when they join. Be responsive - show that you invest in this idea. Give feedback even if just a like/dislike, be active on Discord. We are looking for players who put guild before self. Creative! - Bring in ideas that will give us gameplay and help us evolve, help others with their tasks. Why join The Harbingers? A tight knit, dedicated group that will help each of their members, who share everything. We are “casual” with semi-hardcore playstyle, composed of players whom have a very large amount of in-game knowledge. We work to create an environment, where you can work at your best. We encourage change, nothing is set in stone, and while we can teach you to play the meta, we instead try and teach you to break it. When you as a player evolve, we as a group progress. You influence the direction we take. Additional sources of information Guild website: https://theharbingers.eu/ Guild youtube: The Harbingers - YouTube Current recruitment Status : PAUSED Harbingers are presently hesitating on recruiting more players, do toss us a message if you -really- want to join our playstyle. Contact: Message on Discord to hire, apply or ask questions : soulreaver#1118 Thanks for any interest, On behalf of the Harbingers Soulreaver.
    26 points
  7. 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 The Shadow Campaigns The Shadow (Faction vs Faction) Campaigns return! The Shadow Campaigns are Faction vs Faction campaigns where followers of the Sun, Earth, and Moon pantheons compete for Conquest, Glory, Wealth, and Power. Unlike The Dregs, The Shadow allows guilded and unguilded players alike the opportunity to capture strongholds, siege objectives, construct and upgrade buildings, and earn end of campaign rewards. The Shadow is intended to provide a means of progression for players bridging the gap between God's Reach and The Dregs. The Shadow Campaigns have a minimum level of 25 to participate and has NPCs level 29-33 When you first enter The Shadow Campaign, if you are not guilded you are given the option to join a faction If you are a member of a guild, your Patron Deity determines the faction you are a member of The Shadow Campaigns are Embargo Campaigns. When you join the campaign with a character you can import a set number of items into the campaign. Until the end of the campaign, you must 'unlock' your character from the campaign in order to join a different campaign or access your Eternal Kingdom. At the end of the Campaign, Rewards are given for members of Factions based on their Faction's standings in the Campaign Similar to the Strongholds that are found in The Infected zones of God's Reach, the building options in Strongholds are predetermined. Duelist Balance Changes Talent Tree has been updated - Dirge and Vanguard Scout tree positions have been swapped along with other powers moving their placement around. Impale – Replaced the impale specific bleed with a standard Bleed Rapid Shot – Now hitting 5+ targets activates 20% Crit Amount buff for 15s, removed Exposed punish and Crit increase on each hit Flintlock Shot – Now, if Exposed, Knock Down, Removed the need for the enemy to be attacking Lunge – Now activates 2000 Armor/Cap buff for 10s, removed Exposed punish Cheap Shots – Now activates 10% Crit Chance buff for 15s, Replaced the Crit on Exposed with, if Exposed each shot spreads Exposed to a nearby enemy within 5m Keen Guard – Now activates 50 Stamina Regen over 10s at 5 pips, stacks with Revitalize Ambush – Now teleports caster up to 10m, activates 10% Bonus Damage/Cap buff for 10s, Replaced the Knock Down if Exposed and attacking with, if Exposed, root Snipe – Now activates 10% Bonus Damage/Cap buff for 10s, Replaced the auto Crit if Exposed with, if Exposed, root Trip Shot – Single Target Attack, 25m, 23s CD, Knock Down, generates 1 pip Flip Shot – Single Target Attack, 15m, 15s CD, Execute, Flash Cast Graceful Swipe – 180 AoE Cone melee attack, 6m, 5 targets, 23s CD, applies Exposed to bleeding targets, activates 5s CC Reflect Buff Ricochet – Your basic pistol attacks now hit an additional target. This overrides Spirit Whip. Sweet Victory – Now heals the Duelist for 750 when they Hard CC an enemy, ICD 5s Hunter – Basic attacks add a stacking 1% PDM reduction on target, stacks up to 10 times, and lasts for 10s, Flintlock Shot adds 2 stacks Cloak of Shadows – Now also adds a 10% Bonus Damage for 10s Into the Shadows - Now also adds all Duelist Buffs when used. 10% Bonus Damage/Cap buff for 10s, 10% Crit Chance buff for 15s, 20% Crit Amount buff for 15s, activates 50 Stamina Regen over 10s, activates 5s CC Reflect Buff, and activates 2000 Armor/Cap buff for 10s. Inconceivable - Power Removed Buckshot - Power Removed Slayer - Power Removed Slayer Enhancement Changes Rapid Shot: Has a chance reset Flip Shot, when attacking targets below 50% health Removed Keen Guard Enhancement Dirge Enhancement Changes Keen Guard: Removed the Heal from this enhancement Assassin Balance Changes The talent tree for Assassin has been updated. Backstab – Raised base damage, lowered behind target multiplier if Exposed always counts as from behind Sneak Attack – Now teleports caster 10m, activates Instant Poison buff Shiv – Now comes with old Poison Mastery buffs by default, refresh Instant and Deadly Poison buffs if active, if Exposed, refresh Exposed Kidney Shot – Now if Exposed, generates 1 pip Garrote – now also activates Deadly Poison buff Blink Step – Now also activates Instant Poison buff Blur – Increase in combat movement speed by 40% and PDM by 30% for 10s, 30s cooldown Decimate – Now if Exposed, generate 1 pip, increased base damage, decreased weapon damage Dagger Storm – Point blank AoE attack for 8m radius up to 7 targets, damage scales per pips, deals extra damage to Bleeding targets, Gain a Barrier. No longer a combo. In the Zone - Power removed Efficient Poisons – Now also has, gain a stacking 5% Poison Penetration buff for each active Poison buff Poison Mastery – Replaced previous power with, Crippling Poison now also removes barriers and if the target is Blocking, they gain an Exhaustion Schadenfreude – Replaced the Heal on Stun with a Hard CC that grants you a 10% Damage buff for 10s Yaga’s Gift – Replaced previous power with, Applying or refreshing a Poison Buff, heals the caster for 250 Health Irresistible – Applying CC to a target also applies an Exhaustion (this is currently removable via the various Cleanses) Resourceful Tactics – Replaced previous power with, Recon can now be used from the melee tray. Blink Step now gives 5% life steal for 10s, if Exposed, Root the target ShadowStep cost increase to 750 Increased the damage of Instant and Deadly Poisons Most Class Ultimate powers no longer clear the Exposed condition Reduced the duration of Exposed to 20s Cleanse, Cauterize, and Purgative now also remove Exposed Moved Power Damage Bonus: Behind +10% from In The Zone to Stat Bundle 5 Moved Power Efficiency +25% from In The Zone to Stat Bundle 5 Cutthroat Promotion Adjustments Blink Step - Now, if Exposed, generates 1 pip Sneak Attack - Now, adds a barrier when used Backstab - Removed the reduced cooldown, Now if Exposed, Execute Removed the In The Zone enhancement Removed the Kidney Shot enhancement Vandal Promotion Adjustments Kidney Shot - Removed the increased damage and instead, Now also breaks Block and applies the stun Recon - Recon is now a targeted AoE Backstab - Removed the Suppress and instead, Increases damage to Stunned Targets Removed the In The Zone enhancement Vandal promotion now causes basic attacks to deal Poison damage instead of Weapon damage Blackguard Promotion Adjustments Blur - Now immune to CC while Blurred Garrote - Is now an 8m AoE, up to 7 targets Removed the In The Zone enhancement Blackguard can now equip plate armor Campaign Adding back the Woodworking Table to the Engineering Works which disappeared at Rank 2 Added hint to the campaign launch screen to show the restriction icons have tooltips Added several badges for campaign rewards Clarified the Highway Robbery victory card descriptions to state that it requires unique player kills Fixed a bug that was preventing visual effects from playing on the zone map to signify upcoming, active, and conflicted siege events or hot zones Fixed an issue with the ballista's Magic Shield power Fort circle capture times have been changed. The time it takes to capture a fort with 3, 4, or 5 players has been reduced. The max number of players that can contribute to the capture circle is 5 Packpigs will now drop Ethereal Dust on death and skinning has been fixed for them The Castle is now less Conquest points and increased penalty points as the campaign goes on Updated Campaign Populations to more accurately reflect the population of the campaign Updated the message that pops up when you log out in a stronghold to “You are logging out in a siege location. If this stronghold is lost before your next login you will be moved somewhere safe.” When a ward is destroyed at a keep or castle, there is now a toast message displaying to players within the area Crafting Added an icon from the building UI with a tooltip that explains that higher-quality resources can affect the recipe progression Added Cocoa Beans and Water to Scavenging Cupboards Crafted campfires should now properly give the resting buff Fixed an issue where the Dwarven Blacksmith Stall was not interactable by players that did not place it Fixed issue with Metal Bar: Electrum & Steel outputs being switched Gnocchi properly indicates it is a food Guild member Chests can now be crafted, find the recipe with the rest of the Stonemasonry Chest recipes. Increased resource costs of Noble and Vassal Chests Moving while the crafting window is open will now force the window to close Parcel and Backer Parcel recipes should sort in the recipe book from smallest parcel to the largest parcel in the list Players are now able to use Woodland Grove parcel to craft a Woodland Hills Parcel Updated the tooltip of Energetic Harvesting with the correct Stamina regen amount Updated Wood Grub icon We will not show +0xp for harvesting plants or when at the level cap Eternal Kingdom Added a new day/night EK toggle Added missing stairs to some of the guildhalls Created stone and wood castle wall ramps for EKs EK Vassal Commands now have the correct messages when they fail due to the player being on the starter parcel or on a world edge parcel Fixed an issue where parcels couldn't be dragged in the EK editor if it was opened right after placing a building Fixed an issue where the camera could go under the world during placement in EKs Fixed an issue where the incorrect error message was showing when an invalid token was entered in the /ekincrementvassaltokencount command Fixed an issue where the incorrect message was showing for the /ekdisplayparcelowner command Fixed an issue with Metal Bar: Electrum & Steel outputs being switched Fixed an issue that was causing thrones to rotate weirdly when attempting to socket them Fixed an issue that was preventing parcels in the EK editor from being dragged when clicking on the parcel icon Fixing the number of sockets available in Guild Halls to be five and it should be more uniform with two on each side of each doorway (besides the West wing, which has one socket) Improved server stability when loading and unloading EKs Loot no longer drops on death in EKs Removed the Alliance Management UI in EKs There are now Guild Chests that can be crafted and placed in EKs UI Added +/- expansion buttons for inbox entries that contain multiple items Added more visible online and offline tags to the social menu to better differentiate between online and offline players Added UI notifications when you join an embargoed campaign so that it is clear your character will be locked to the campaign Disabling the "Show Locations" option in the UI settings will now entirely remove the location HUD from the upper right of the screen Fixed a bug causing the chat panel to open each time the player sent a Murder invite Fixed a scaling issue with the Build Timers Fixed guild icons on nameplates sometimes appearing incorrectly Group UI debuffs now shows stack count Input mappings when using QWERTZ and AZERTY keyboards now show the correct key in most cases. The ` and ö keys on QWERTZ will act as the same key and display as ` and the ù and ! keys on AZERTY will act as the same key and display as ù Made reticle target unit frame be more responsive when showing buffs Provided some protection against choosing graphics settings that can cause some players to crash Receiving a Friend Invite will no longer put the user into cursor mode The "Coming Soon" banner is now displayed in both the Faction vs Faction and Guild vs Guild bands, if there aren't any campaigns currently running Powers Arrow damage now properly updates on Chaos Orb, Ranger Retaliate, and Ranger Traps Better aligned the projectile to the damage timing for Hellcat Fire Spit NPC power Fixed a display error on the bleed damage for Garrote Fixed an issue with shrapnel where it was splitting damage instead of applying the same damage to each target hit Large power cooldowns will now show minute timers Opening the social menu for a nearby friendly player (to invite, trade, or whisper) will now break stealth Performing a deathblow on a fallen enemy will now break stealth Stealther Ultimate powers now properly removes the Dirge of Dissonance DoT Thorns damage now shows what ability the player with thorns was attacked with, and correctly states that the other player was damaged by the thorns Updated several powers to reference that Toxin is an item you equip that is needed to activate poison buffs Updated several ranged powers to use a down to up camera shake Updated the power term to state thorns only works when your health takes damage, which excludes damage taken when barriers are applied. Updated the visual effects for several powers Assassin Added a new animation for Shiv Blur will now place you into combat when used Decimate power has been updated to list the correct amount of pips regained for striking an exposed target Diffusion description has been updated to fix an issue with the dynamic tooltips Shadowstep will now properly prevent Damage Over Time effects from being applied while you are entering stealth Sneak Attack no longer applies exposed every time is used on a target Sneak Attack no longer deals damage twice when used on a target Updated the description of Septic Strike to note how long the Blackmantle that is applied to your targets lasts Cleric Blessed Protection now has a unique animation Divine Presence power now has a unique animation Word of Wrath now has a unique animation Champion Demoralizing Shout support power debuff now applies properly when the target also has the Lament of Sadness debuff Updated Vicious Stomp VFX Confessor Fire of Life now properly heals the targets after preventing their death Reduced the healing done by Fire of Life by 20% Druid Blight and Overgrowth now use unique animations Nature's Grace and Grasping roots now use unique animations Updated Alter Reality to be available on both the Life and Death tray for druids Updated Gaea’s Growth animation Wicked Winds now pushes the target an amount consistent with other pushes in the game Duelist Dynamite will now move the duelist when used while CCed Flintlock Shot will now grant pips in the proper amount of time after initiating the attack Go For Broke and Pepperbox shot will now hit targets on a slope Graceful Swipe Buff FX no longer is removed when you dodge Hunter passive description has been updated to state the max stacks and duration New Duelist power icons have been hooked up to Trip Shot, Graceful Swipe and Flip Shot Rapid Shot power description has been updated to be correct Snipe now properly Roots the target only if the Exposed status is on them Duelist Flip Shot will no longer auto-reset when used right after the Rapid Fire cooldown Elken Head Butt will now properly display the Knocked Down fly text from the caster's perspective Fae Fae Jump Combos will no longer be interruptible by interrupt powers. Fae Glide activate now has a 1-second cooldown. (It should be now more beneficial to just glide and not spam the jump key as gliding) Frostweaver Added more information about Knocked Down to the Frostweaver Power Ice Weave Icecaller's Cool Ice can no longer be flipped to Stable Ice by Ice Weave Ice Sunder passive power has been updated Updated Freeweaving animations Half Elf Wildkin's Retort will now properly heal when you are rooted Knight Valorous Strike combo now benefits from the Call of Darkness buff Minotaur Bloodthirst now displays the correct debuff icon when you crash Bull Rush will now properly display the Knocked Down fly text from the caster's perspective Changed the description of the Minotaur's Bloodthirst power to better convey its effects Nethari Call Flames DoT will now do Holy damage when used while Holy Warrior is active Ranger Alertness now adds an immune to Exposed for 30s to the caster (Shadow Alertness changed to this as well) Cross Slash now adds a Root, removed the bleed from the first power in the combo Cross Slash now properly displays the correct amount of bleed damage for the bleeds on the powers Cross Swipe (Cross Slash combo) is now a 90 Cone AoE Attack and still applies a Bleed Fixed an issue where the Ranger's Rapid Fire would fail to cast when you held down the button while it was still on cooldown Fixed an issue which caused a Warden's Concussive trap barrier buff description to say that it only granted 20 barrier Ranger Sustain had its cost increase from 500 to 750 Reduced the duration of Trap Master from 30 seconds to 25 seconds Surprise Strike now has a unique animation Surprise Strike now teleports caster 10m and applies Suppress in addition to the bleed Updated the Barrage animation Templar Blinding Light now has a unique animation Devotion is now properly be capped at 200 health per heal for the Paladin promotion, before Healing Bonus and Personal Healing Modifiers for each target Reproach no longer casts twice when you have a parry active Updated the Righteous Defense talent node icon has been updated Blinding Light now has a unique animation Disciplines Discipline Socket Unlocks now indicate how/what level they unlock in the tooltip at the top of the Discipline Socket Bloodletter Fixed typo in Exsanguinate Purgative now removes the Dirge of Dissonance DoT and grants a short immunity when it does Class A Engineering Added to the Engineering Works description that explains that you need a siege engineer discipline equipped to gain access to the recipes Hydrologist Updated visual effects for the Water Spirit power Field Surgeon Field Surgeon now properly heals the targets after preventing their death Forest Creature Slow Stake debuff tooltip now shows the correct value for the debuff Master of Focus Chaos Orb's cooldown has been increased to 16 seconds Poisoner Poisoned Blade description has been updated to better clarify the Deadly Poison buff that is applied Updated the Poisoned Blade power to tick its damage immediately, in addition to its persistent tick, to ensure it applies the poison even if you continue attacking the target. Reality Tripper Alter Reality now properly hits the correct targets when it explodes Alter Reality and Throw Illusion Shield now are properly effected by ranged distance stat increases Runecaster Sanctuary description has been updated to better describe how long the area lasts that will protect allies Runescarred Gladiator Updated the visual of the Reprisal power Song Twisting Hymn of Restoration no longer counts a second time to trigger Song Twisting before the original buff falls off Underdog Underdog's Attack Power buff on being knocked down or stunned no longer stacks. This means that the maximum Attack Power that can be gained from this passive is now 100 General A character's equipped vessel is now viewable when hovering over the vessel details in the Character Window Active hot zones should now grant additional experience from killing mobs Added additional campfires to Urgu camps to provide more light Added/improved lighting in adventure villages Added sound for a flawed assembly Adding a tutorial tip about having to rebind to a hero statue when logging out of a campaign A toast message now appears whenever a Ward is built Added backers to the credits Adding advanced armor/weapon vendors in the Safe Zone Low Sec Keeps Adjusting the Sky Point map to be more balanced and removing the Auroch/Muskhogs surrounding the Wood Laden Pigs in the Moon Temple of Godsreach Banewood and buff timers now show minutes and seconds when less than 5 minutes are left Fixed an issue when sometimes the player would fall through the world when a building is built Fixed an issue where some animals' corpses changed their texture after looting them Fixed an issue where the level Up effects sometimes show when resurrecting Fixed an unnecessarily capitalized S in Gaea's Chorus Fixed Character Create icons for Stoneborn and Half-Elf hair that were showing beards and eyebrows Fixed collision on Gryphon, Bear, and Hellcat Daemons, which was causing them to get hung up on objects in the environment Fixed input bindings getting stuck when setting movement to a mouse button when it is not assigned to anything Fixed the blue tinge that was sometimes visible on the portraits of new characters Fixed weather sounds persisting through zones Grave weak point nodes were appearing outside the actual hit range for the harvestable object. This is now fixed and every single weak point will appear inside the harvestable Outpost fire rings should now render correctly on uneven surfaces Players should no longer be able to attempt to drag an item to a group member multiple times, during periods of high latency Players should now be able to import Malekai Obsidian Statute & Totem Players should now be able to import the Hero Crow Sigil Players should now be able to import the Hero's Throne & Zealot Sigil Players should now be able to import the Bloodwine Drinking Horn Relic Removing the campfire recovery tooltip from the game, as campfires should no longer heal you while you stand near them Restored world band names on return from viewing a campaign map/rewards/etc. Slag now uses the same damage FX as Cobblestone The Gryphon sigil will now appear correctly Updated Gods Reach Minor Discipline vendor's listing to be properly alphabetical Updated harvesting VFX Updated mount names to better differentiate between variations of the same type of mount Updated multiple relics, so that assets appear correctly, without any floating Updated Sh'akkan's dialogue to give better directions (Gloomwing's hunting grounds are southwest instead of just south) Updated the button on the character select screen to read WORLD SELECT Updated the error message that displays when your inventory is full and you try to pick up an item Updated the tooltip of Serious Disease (applied by some NPCs) to no longer have incorrect text Updated the warden's description to mention that they are trap masters Updated translations for German, Spanish, and French Updated Vendor names in the temples Victory card animations should now properly animate NPE Adding a quest reward to talking to Guillermo at the beginning of the NPE so players have a reason to open their inventory Added additional NPC guards to prevent enemy factions from entering Safe Zones Allowing players to interact with the Wood Laden Pig spawn pedestal during the Delivery Time quest Ambassador Dolag has been made easier to interact with Changed the target dummies to an enemy faction in the ranger sanctuary Changed the text in the tome of unlearning to say "talent points" and "talent nodes", rather than calling them "training" nodes and points Fixed typo in Colonel Norrek's dialogue Fixed typo in Corpseweaver Q'enna's dialogue Fixed a typo in the Lord of Time and Space quest Fixed typo in Overseer Ayda's dialogue Fixed typo in Fort Captain Vess's dialogue Fixed typo in Morrigan's dialogue Fixed typo in Guard Captain Claurent's dialogue Fixed typo in Taryon's dialogue Items given by a quest are no longer hidden by quest dialog Leaders of the Wartribes quest no longer lists Kings or Heralds in the quest objective Removed all Heralds and Raid Bosses (War Tribes and Monsters) from Gods Reach and Infected Removed redundancy in Kedar's dialogue Return to Brak Lionshield quest in the NPE after crafting an intermediate harvesting tool will now grant an experience reward Taking the Huebald quest after reaching level 25 before completing the main questline up to that point will no longer cause a quest to maintain in your tracker Updated Fiamma's dialogue in GR3 to tell the player to get a pig if they lost it along the way Updated the Cover the Basics quest dialogue to mention the ability to fix flawed assembly with ethereal dust Updated the dialogue to not tell the player to bind to the statue in the moon temple, as that's kind of a death sentence Updated the images in the "To the Outpost" quest dialogue Updated the interaction for the refinery in GR2 Updated the reminder text in the Join Your Faction quest to state which faction owns what zone Updated the reward of the quest: Victory through Crafting Updated the text on the objective for killing 10 players to direct players to Sky Point Updated the "Tools of the Trade" quest so that it will auto-complete if a player already has a shovel Yaga Outpost in Moon Temple of GodsReach is no longer capturable You should now be able to use the Runegates in the Earth Temple in the starter worlds if you are a crow and you meet the level requirement for the Runegate NPCs Added Fire Crowns to Heralds and Sun Elf Bosses Adjusted collision of daemons to stop getting caught terrain Duelist NPCs will now move the proper distance when dodge rolling towards you Fixed an issue which caused the Elk's Snownado projectiles to fire in the wrong direction New Elemental NPC Enemies! NPCs should now show an indicator on their Nameplates that they can see stealth
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  8. A blast from the past, this guide is here to stay! This guide becomes mostly relevant after you've completed the new player experience which will take you through all three temple zones. >Quick Tips - Numlock is the Auto Run Key - You can change factions inside the temple by selecting one of the banners shown below, They're inside that tent/booth type thing to the right. This area is the opposite doorway on the Sentinels plaza from where all the vendors and crafting benches are. - The Level Boost Scroll and Respec Scroll are located in the tent on the left here, the book vendor sells single use Respec and Boost items for 40k and 75k gold respectivly. Alrighty! Lets talk about how to get you started on Gathering! First up, there are five different types of Gathering Mining = Ore Quarrying = Stone Skinning = Hide Logging = Wood Gravedigging = Bodyparts Each of these gatherings requires the use of one of your exploration discipline slots. You can purchase the common gathering discipline from a vendor inside your faction's temple. You should have met him during the tutorial. He's over here. He's more towards the back, as you get closer too the bank you'll see the icons for the Minor Discipline Vendors. See em back there in the image below? They're up in the back and too the Left. Here He is! The vendor you want to talk to is the one with the blue diamond over his head on the right hand side since there is 2 of em now! The elf on the left is the crafting exploration disc vendor and the elken on the right is the harvesting exploration disc vendor If you're talking to the right fellow, you'll be seeing a shopping interface like this! I know it looks a little complicated and intimidating, but don't worry we'll break it down step by step. Each of those items along the top are Common Gathering Disciplines. Gravedigging, Logging, Mining, Quarrying, and Skinning. The items that are bags down along the bottom left hand corner are Belts, these can be equipped once you get your hands on a Uncommon (Green) Quality Gathering discipline. In the right hand corner you've got specialty additive coins and Domination dust, those coins aren't used until you're making a Legendary Belt so don't worry about them and domination dusts use is explained further down below. So now you know where to get a common gathering discipline from, everyone just calls these discs by the way. But what do you do with it? The tutorial covers this, but for the sake of explanation in case your skipping the tutorial. For this part, lets open up your Inventory screen! As you can see below, most of the screen looks familiar, but you'll see in the upper right hand area that I've got the 'Discipline Tab' open rather then the 'Equipment Tab' which is open by default. As you can see on this character, I've already got both my Exploration discipline slots filled, (Id have shown a blank but I've run out of characters, I apologize). To equip a discipline its a simple matter of dragging and dropping into the slot. Disciplines can now be unequipped as well by dragging them into your inventory. When you first aquire a disc it will state 'Binds When Equipped' on it, and once you've equipped it the item will Soulbind to you displaying the text as shown on the example below on the right. Alrighty! You've got your common gathering disc equipped, I'd advise Wood, Ore, Stone, or Leather as your first, gravedigging is really only used for necromancy which is gated behind group content so its a little tricky just starting off. Lets talk about tools! So far you've probably been using the common tools that you can make using the crafting menu J. Equipping your common discipline has now granted you a 'trait' that allows you to equip intermediate tools of that gathering type. See how below it says Traits Granted, Miner and Intermediate Runestone Picks? Traits are what allow you to equip better tools and gear. Inside the vendor area (opposite the side with all the vendors) you'll see a plethora of crafting benches, starting off we only need to focus on 2 of them. Starting with the wholly unimpressive but very important general crafting bench. You're going to need a couple of resources for this part, so if you haven't yet wander outside the temple and gather up a handful of non basic ore, wood, and ethereal dust if you don't have it. You only need afew to start off. Opening up the General crafting bench will show you this screen! As you can tell this has a lot of different drop downs, the ones we are going to be using is 'Runecrafting' and 'Basic Crafting'. From the basic crafting menu we'll be making a few tools same as we did before. If you use wood you gathered from a tree that is not Knotwood you'll get a 'Sturdy Tool' rather then a 'Tool', the only difference here is durability, but when crafting all durability is cumulatively added together, so small efforts help in the long run. After you've gotten your basic tool, sturdy or otherwise, lets pop open the Runecrafting tab on that list. Like I said we'll be crafting an intermediate Harvesting Tool, so select the one you want and now we'll be using those resources you gathered earlier. For this recipe, you can't use slag, so make sure you've gathered from the glowy ore nodes out and around the map. I know the drop rate is pitiful, I promise we'll be getting to how to fix that. Up till now, you've probably never had to deal with Assembly chance. I'm using my Runecrafter for this explanation which is why my Assembly stats (Shown down there in the bottom right just above difficulty and below the reset button) are a fair bit higher then most of yours will be. That success chance percentage down there is the thing stating how likely it is that your crafting will succeed. Now, when you press assemble on this and succeed you'll be shown this screen. For most this will be your first time actually touching the real crafting system. This is the 'experimentation screen' for crafting. Most of you will have one maybe two points of experimentation to work with. You can 'roll' them on any of the stats listed here, for a intermediate runestone pick you'll have Durability and Mining. Lets click on those little diamonds below those two stats on the left hand side to slot our experimentation points. I went ahead and threw all mine into Mining for this example. Now, you've got your points in place, but what does that mean? For every experimentation point the crafting system is going to do a roll, this roll will determine a value from Critical Failure to Amazing (I think, I stopped paying attention to the names a long time ago, shiny golden dot good) for each individual roll. How likely you get a success or better is determined by your risk, which is described in that fancy box just below where we put in our experimentation points. See here how the drop down under 'Add Risk' says 'No Additional Risk' right now? That means I'm getting no bonuses to the stats beyond the result that i just explained (Shiny golden dot good, makes big stat bonuses). I'm going to change that stat for demonstration purposes, for general crafting, I'd suggest trying to keep that 'Your experimentation stats' value and the 'Final experimentation difficult' within about 10 of each other, but that's just advice, feel free to deviate and go crazy. So! I ran this on the 'ARE YOU INSANE' Level of risk difficulty from the risk drop down, Initially I had six failures out of nine. Each failure gave me around 4% bonus for rolling on the 'Are You Insane' difficulty but 0%, Critical Failures will give you negative percentages that will take away from your total. As you can see in the image above, only 3 of the little dots are dark 'failure' indicators rather then the six that I just stated. This is because I used the 'Polish' option that you see just above the 'Take' button, polish re-rolls 3 of your lowest rolls on a crafting experimentation and will always give you at least 1 level better of results, for instance turning three failures into three success and reducing my overall number of failures. Sorry if its not super clear here. In summary: The number of experimentation points are the number of times the system rolls. Higher rarity crafted items will give you more chances to roll, but you need more points to spend. Each roll gives you Flat percentage bonus to the stat based on result, Critical Failure is negative, Failure is 0, Success grant bonuses. Increasing Risk gives you a flat bonus to the percentage bonus granted by each roll regardless of result. On a quick note, with the recent changes to Assembly when you get a 'Flawed Assembly' you'll be shown a screen like the one below. When you 'Flawed Assembly' now the item stays at the same level of rarity, however you do not get to experiment on said item meaning you don't get any additional stat bonuses to it. When making components this is not 'too' terrible, but for the finished item this can be atrocious. I think thats about as straightforward as I can make it, my apologies if its still unclear. Either way, hit that take button and lets get to some gathering! Now that youve got yourself the Common Gathering Disc and its equipped you can equip your intermediate gathering tool. As you can see here, there's some green text there that says 'Equip: Harvesting Wood in PvP Areas can now yield the 'Logger' Discipline. This chance is increased in Wildlands Zones and Dreg's Adventure Zones.' and this is super important, because this is how you progress as a gatherer. You'll need to gather 'Uncommon Gathering Disciplines' that will drop from resource nodes (so Trees, Rocks, Graves, Etc) while you are gathering using these tools. When equipping the common discipline the game should also give you an explanation of the harvesting wheel which is super important to stamina management in gathering. Keeping your stamina up is how you keep a 'retaliate' in your pocket to help you not get killed if you get attacked. There is an explanation on the gathering wheel further down. On the Tool it states in PvP Areas, well isn't this whole game a pvp area outside the temple? Close, but not quite. Using the Arborium map as an example you can see where the player is expected to come in from the temple (assuming you are earth faction of course). Just to the left of that location is the line of 3 earth faction indicators that divide the map. The areas to the left of this line (apparently) do not drop disciplines when harvested in and the areas to the right do as they are proper Pvp zones. Dregs is the Guild Versus Guild worlds incase you were curious about that. Lets get to explaining some parts about the gathering now! Namely explaining Ranks, Plentiful Harvesting, and Motherloads. First things first, all gathering resources have ranks. They rank between rank 1 and rank 10. The Starting Worlds campaign only goes up to Rank 6. The higher the rank the better chance you have of getting uncommon+ drops from said resource node. However the trade off is that the resource node will have more armor, health, and generally take a lot longer to get through. In the temple area you'll find rank 1 nodes like this. You can tell this node is Rank 1 because when you hover over it you'll see the box that will tell you the rank. When you hover over a node you will also see the Plentiful Harvest Stat. The Plentiful Harvest Stat goes between 1 and 5 and dictates the drop rates for nodes. You can boost your plentiful harvesting stat by getting better gathering disciplines, using potions, and getting the dined condition from kebabs. See how below on the discs it lists the Plentiful Resources: Ore, that stat is Plentiful Harvesting as listed when you hover over a resource. Critical Harvest Chance is the chance for a large amount of bonus resources to be harvested when you finish a node Plethora of Dust just increases dust drop rate. Kebabs look like this, you've gotten some from the tutorial quest, different types of kebabs buff different gathering Plentiful Harvest Stats. These can be made at the cooking station located almost directly behind you if you're looking at the general crafting station in the temple. Aside from the meat or mushrooms you can buy all the supplies from the vendor with an apple on their head located just across the way inside the vendor area of the temple. And lastly to boost plentiful harvesting you can use Potions! These are crafted by anyone using an Alchemy crafting discipline at an Alchemy bench and will require a bit of stone (16 per potion), a water flask, and 6 of the resource you are making the potion for, so six non slag ore for mining potion for example. Fair warning! You can only have one potion, one wined, and one dined buff each at a time. So if you eat multiple kebabs or drink multiple potions, only the last potion or kebab will have an effect. Alrighty, now that that's covered, lets talk motherlodes! Motherlodes are the large resource nodes you see in the world that take multiple people to take down. The tutorial told you this, so that's all there is too it right? Noope! Motherlodes look like this to start. So i'm sure you've seen them whilst running around. These motherlodes need both multiple people hitting them and one person using the active ability 'Take it down' from the Foreman Discipline. The Foremen discipline can't currently be found in the starting world and can only be purchased from Eternal Kingdoms on vendors if you're lucky. If you're adamant about pursuing Jewelcrafting or Necromancy, reach out to Altybear (the person who posted this) and lets talk. Why would I say something like that? Well its because these motherlodes are the only locations that drop Minerals (used in ambrosia and philosopher solutions which are base components in necromancy) and Gems (which are the raw materials needed for Jewelcrafting) Anyway, if you're looking for a Foreman Disc, they look like this for reference and one person will need to use an exploration discipline slot to equip it. There's a secret method to obtaining exotic exploration discs like Foremen, maybe you can find some clues as to how to do so over in the Beginners Guide to Crafting. Alrighty! So by this point, hopefully you've farmed up a bit of your chosen resource, maybe gotten lucky and picked up a few greens if you're harvesting rank 4-6, maybe rank 3 if you're really lucky. If RNGaia has smiled upon you, you've also gotten an uncommon gathering discipline drop by this point. As seen below you've gained the active use power Energetic Harvesting and the passive Harvesting Power. Well what do these do? Ive got the explanation for the skill spelled out below. By using the ability Energetic Harvesting, which will need to be put onto your hotbar from the K menu, you'll spend a certain number of pips that are generated every time you hit a node in the circular display shown below. The central icon will change based on the number of pips present in the in your harvesting wheel. Here I've got the wheel displaying 0 pips, meaning Energetic Harvesting cant be used and displaying 2 pips which means if I use the energetic harvesting ability I will gain the 'Perceptive Harvest' Buff as listed in the tool tip a little further up. For lower level harvesting these aren't super important, but once you really get going the stamina you'll save by optimizing your buff rotation is really nice. I'm a fan of 4-1-2 since you can do it fast enough to get the upgraded buffs for both 1 and 2 before 4 runs out. Try experimenting around with the effects and see what you like. Gathering Wheel now badly explained, lets move onto the new trait that you received for equipping an uncommon discipline. If you look up at the uncommon Skinner Disc that I've got a little bit up from here, you can see that it now says 'Slots Granted' Harvesting Toolkit. A harvesting toolkit is a gathering item which gives you a drop chance for each gathering professions unique drop. These are specialty items that are used in crafting, remember minerals and gems that I mentioned up in the motherloding section? Those are drops that you need one of these belts to have a drop chance for. The belts are sold on the vendor where you bought the common exploration discipline from and each of the gathering belts cost 2,500 gold pieces. So, a quick rundown on what all the specialty items are used for, after all, if you're gathering them you should at least have an idea where to sell/use them. Mining: Gems, Harvested from ore motherlodes, used as a base component in Jewelcrafting. Quarrying: Minerals, Harvested from stone motherlodes, used as a base component in Alchemy recipe Ambrosia and Philosopher solutions, both essential for Necromancy. Cutting Grit, Harvested from small single nodes, used to make diamond cutting discs in Stonemasonry, essential for Jewelcrafting. Logging: Heartwood, Used in woodworking recipes, primarily specialty quivers for bow users. Beeswax, I think this one is used in cooking (Artisan Cheese), honestly I cant tell you since I've barely touched the stuff. Skinning: Bone, Ground and used in Alchemy for the Gem and Mineral Harvesting potion which increases gem and mineral drop rates by 20% Super good, requires 6 of the same rarity per potion. Blood, Used in jewelcrafting for combat based bonuses. Gravedigging: Grave Goods, I know they sell for a lot, but aside from that I don't know a current use, necromancy additives are looted off enemies and skinning mobs. (Feel free to comment below any additional uses for these bad boys!) So Congratulations! You've got your feet firmly planted as a gatherer now, but how do you advance from here? Lets open up your crafting menu, J, and look down at the bottom at the 'Upgrade Items' tab, particularly the 'Upgrade Exploration Discipline' for this example. This menu is how you upgrade your disciplines. You'll need 3 uncommon disciplines to make into a rare and 12k gold to fund the purchase of the 3 domination dust that you'll need, you can buy those domination dusts from the exploration discipline vendor all the way in the lower right hand corner. The Soul essence drops from Thralls that will spawn randomly around the maps at night, you've likely seen them around. Anyway! Thank you for sticking with me to the end, and I hope this shottily put together guide will at least give you a bit of assistance. I'll likely be doing revisions and edits as things come to me down the line, so consider this a WIP of sorts. At this time I'm obligated as a guild leader to shill my guild. So please, check us out, Lion Forge Guild over on the guild recruitment forums.
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  9. Thank you everyone for all the support you provided through the years to Crowfall. Our Live server is now offline while we prepare for launch on Tuesday, July 6th at 6 AM CDT (1 PM CEST). We look forward to seeing how the world unfolds as you all make your mark. We appreciate each one of you that has helped us get to where we are today. Our Test server will still be in service for those that still wish to play until launch, you can download the client here (scroll down to the bottom). See you soon!
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  10. Guike

    Introducing Crowcraft

    Crafting is not easy to get into. What professions do you need? Which materials are required? Where do you craft the proper components? What material combinations yields which stats? These are all questions that I hope Crowcraft will answer. Crowcraft is meant to help with crafting by allowing you to select and customize any item you want to craft and then listing the total required materials as well as each crafting step, in the order that you should do them. Try it here: https://guillaume-docquier.github.io/crowcraft/ It is and will be free and ad-free forever I am very open to suggestions on how to make the tool better. Let me know what you think on my Discord! Also if you find bugs (I hope not, but it will happen) you can report them there. Join here: https://discord.gg/Ju87JBQGJw P.S: You'll notice that not all profession have been implemented yet. However, I think I'll be able to use Gopher's Crafting Sheet to fill in the blanks!
    22 points
  11. We apologize for the delay, we're still working on the login issues and hope to have them restored as quickly as possible.
    22 points
  12. We're continuing to work on the service and login issues, we'll keep you posted. Sorry for the inconvenience.
    20 points
  13. We're working to resolve the issues with preventing access to the LIVE Servers this evening. The current estimate is approximately one hour. Thank you for your patience.
    19 points
  14. The game is fine. Gamers, on the other hand, have become more and more absurdly unreasonable as the years march on.
    18 points
  15. Welcome everyone! We're super excited to have you as a part of our Crowmmunity!
    18 points
  16. Wrain

    Your game died

    He's not entirely wrong. The FIRST impression is always the most important/remembered. The overwhelming MAJORITY of players were thrown into one of the worst concocted tutorials I have EVER seen in an MMO. Then absolutely ZERO realm attachment, no mention of the gods to choose from, the ability to just "bounce" between factions on a whim, and then some insane "world" select screen that is more confusing to a new player than the rest of it. You have NO bio's, NO realm pride, NO 24/7 keeps to attack, a map that has keeps littered all over the place with no rhyme or reason, no choke points, no dungeons, insane discipline rune/construction, insane harvesting, that is all blanketed around a "pvp niche" product. This is NOT setup for pvp. Its a farming/crafting simulator right now that encourages ZERG mentality, ZERO pride to your realm, and locked timers with the most confusing map iv'e ever seen in an MMO to date. Fixes? 1. Make 3 maps /bios with 24/7 attackable keeps/forts. Each fort holds a Gods statue, by holding the keep(s) the REALM gets the bonuses/extra gold drops/items increase/harvesting etc. 2. Remove the world select screen, and make it ONE big open world after you leave (noob island gods reach). (dregs the exception) 3. Get rid of the 3d map, (its janky, slow, confusing, and just poor looking), make a basic 2d map for quick access and make it paint-brush art style like the rest of the art. 4. CAP guilds to 50 max, no matter WHAT server whether dregs or shadow(faction vs faction) Alliances TAKE FRIENDLY FIRE (AOE ect) 5. Stop making us remove/add disciplines for crafting/slotting, its annoying and its almost as bad as the banking features. Do ANY of this and you WILL get players back. I love the art, I love the combat, love the classes and ideas..but this guys not wrong, its confusing beyond anything and this is why the "new" players left. I cant blame them. Wrain
    17 points
  17. Hey everyone! Ever wanted to kill some Devs and take out your frustrations? Now's your chance! Join us on the Public Test Server (PTS) this Thursday, July 29th at 6:00 PM CDT (1:00 AM CET) for an hour-long event of killing Devs and trying to break the 250 Zone cap. Yes, we’re upping the cap and want to give our latest game version a test drive! What’s more fun than killing Devs? Earning time on the Public Test Server towards the Blue Topaz Tankard! Nah, we’re just kidding, that’s not more fun, but the time on PTS counts towards earning the tankard, so why not kill two birds with one stone!? Download the Test Server here We’ll need to get the testing completed before the sieges start on Live, so please be prompt, we start at 6:00 PM CDT (1:00 AM CET) We are forcing the siege so it’s not on the schedule in-game. To help ensure that you can level and gear up quickly, PTS has free vendors available Meet us on Dregs at the Keep of Galious DeCri in Muftaru The free resources available on the Public Test Server are located in chests in the Crafting Table area to aid in crafting equipment and vessels. Additionally, these resources can be used to quickly level your character to 30 by sacrificing them at the Braziers located in the center of the Temple. If you have VIP you can also use the pedestal to level up to 25 See you there!
    16 points
  18. Check out the Founder's Update from Co-Founder and Executive Producer, Gordon Walton as he shares a look at week two post-launch and reviews his plans for continuing to build a uniquely competitive PvP experience. crowfall.com/en-US/blog/Welcoming-New-Crows
    16 points
  19. The server has a cap of 1800, each map has a cap of 200, so why ONE guild can have 500 members? Its completely nonsense. So one guild can lock 2 maps and a half, just by itself? Now imagine an alliance with 5x500 ppl. One alliance can lock a whole dregs? Ofc that wont happen in real life cause its impossible to avoid others to log in, but, that is just an example of how things are messed up related to guilds sizes. This current system leads to huge alliances closing maps and fighting between them. There is no room for smaller guilds, they cant even farm properly cause they gonna get zerged in any map they try to go. Game needs to improve experience for all kind of players, including those on small guilds, that is the majority of the players on the game. In the current state, they will probably quit they game when they realize that not much can be done: they cant fight those alliances, they cant farm, they cant have a keep and etc. Or they join one of the big guilds or they quit. And we will go back to the boredom of the beta dregs where only two alliances / guilds fight over things. Please, rethink it. The best pvp at crowfall is not that huge 100 x 100 battles, your tech cant even handle it well.
    16 points
  20. Today was my first day of playing crowfall since a beta some time ago. I'm glad I missed yesterday because today the servers were awesome! I logged right in, had no performance issues at all. I followed the tutorial, basically told me everything I needed to know, got to level 28, and then I wanted to go check out how the PvP zone was. I got in a couple of skirmishes with some randoms, some went well, others didn't. Honestly it was pretty enjoyable. However I tried to communicate with my comrades after a victory to maybe you know, group up, maybe even naturally find a guild without opening a website and searching through a bunch of random names and fourm posts. You know SOCIALIZE in an MMOrpg. I know I must be crazy. But no, the world, despite there being players in it, is dead. This game requires you to group. I'm all for that, there is no LFG system, I'm all for that too. But the chat system is the worst I've ever seen in an mmorpg. The CHAT system, in 2021. You've created a game that demands socialization and have absolutely no systems in game to organically facilitate it. It absolutely blows my mind. At least give us local chat ffs. Edit: How can I only look at one chat channel in my chat window at a time? This is like... 1999 levels of coding. Let me see zone/guild/general/whispers and any combination of that in one window.
    16 points
  21. On July 8th, starting at 8:30 AM CDT (3 :30 PM CEST) the Live server will go into maintenance. During this time players will be unable to login to the game. Estimated downtime one hour.
    16 points
  22. LIVE is going to remain maintenance until Wednesday AM CDT. Please play on the TEST server until then and sorry for the inconvenience! You can get the Crowfall TEST installation at the Play Now button at Crowfall.com
    16 points
  23. [SF] Silverflame is a small guild that really only started last week at launch. Too small to do any real PvP; can't even imagine taking more than an outpost much less even a fort. No one even wanted us in an alliance. So a rag-tag band of new players, with no alliance friends, spending almost all our time in voice chat teaching new players to play; but treating Crowfall as a throne war strategy game, not a zerg fest. End of Spring season and we're in 6th place out of 196. But way more important for our self-described casually competitive guild, we've had a blast playing this and are having FUN. Isn't that what matters? If this sounds like something you'd like to be a part of, or want to discuss an alliance, or just want to hang out and talk CF: https://discord.gg/Y3msTRm
    15 points
  24. TheLazyPeon, I guess he didnt get paid enough to do a good review.
    15 points
  25. Tyrant

    A New Beginning

    I'm very sorry you and others took my message as insulting, I was attempting to be direct (which is my nature), and I apologize for any offense as none was intended. As you might imagine most of us working on Crowfall live issues are a little sleep deprived, which certainly can contribute to making mistakes. What I most wanted to communicate is that a Dregs campaign without a critical mass of players is no fun for anyone involved. So we need the right size of population before we start one that will be competitive and fun to play in. We have not begun our promotional and advertising activities yet, but even so the number of active accounts that have characters ready for Dregs in both Australia and Brazil are increasing daily. You are absolutely right that is our responsibility to do that promotion so that we can get the population growing. I can say that it's coming soon. We put servers in both these regions based on the number of players that backed us pre-launch, leading us to believe that there was good chance that competitive players in these regions may want to play Crowfall. Many game companies don't bother to do local servers in these two regions due to the difficulty and expense involved and our bet was that providing local servers would matter to players. My view is that we (the team building and supporting Crowfall) are always in the hands of you, the players. Many of you give us plenty of feedback and we certainly listen and use your input to guide our efforts. I hope that you will support us if you like playing Crowfall, see its potential, and agree with the direction of our efforts. And that you keep giving our team feedback whenever you believe we are either on or off track! Thanks! P.S. Several other key game issues brought up in this thread and others are not off our radar, and we'll have more to share in the coming weeks.
    15 points
  26. Campaign Nermara (US East) Dregs Schedule The Nermara (US East) Campaign Starts: Friday, July 9th, at 4 PM CDT (11 PM CEST) The Nermara (US East) Campaign Ends: Sunday, August 1, at 11 PM CDT (Monday, August 2, 6:00 AM CEST) Imports & Win Conditions for those Fighting for Victory! Embargo Imports: 30 (Equippable items only) Embargo Exports: Unlimited Win Conditions & Conquest Points The faction or Guild earning the most Conquest Points by the end of the campaign is declared the winner by the Gods! Additional rewards will be rewarded to top Guilds, and their members, for achieving the top scores in Divine Favor categories: Glory, Wealth, and Power. See the Rewards tab of the Campaign for details on winners and rewards. Fight for the Gods as you set a path to victory! You must be Level 25 to enter this Campaign!
    15 points
  27. the tutorial is boring map is terrible UI is one of the worst he's ever seen death crow is tedious no explanation at all about what the different server worlds are couldn't find anyone to pvp with, or any other player at all all chats are completely empty "You essentially took six years to make a worse version of GW2's WvW mode" And he's not wrong. This game is incomplete garbage and should have never left beta in its current state.
    14 points
  28. 20+ players online and 60 total isnt a "small guild" its a medium sized zerg. This whole thread is misleading.
    14 points
  29. Hey folks, I’ve gone ahead and migrated my guide to the new forums setup. I've done some minor updates to reflect all of the changes to Cleric up to 6.540. Here's hoping they don't get changed much in 6.550! If you've got any questions about this guide, any feedback, or want to chat feel free to comment below or DM me on discord. Guide Changelog: Edited 07/02/2021 - Added to the new Cleric section, updated a few builds and links. Edited 04/16/2021 - Gave a much needed overhaul to the entire guide, catching things up on over 6 months of changes. Most of the tips were relevant, but a little dated. Edited 11/08/2020 Completely modified the old guide and most things have been re-written or changed. Edited 08/17/2020 - Updated title to reflect current patch, no real changes needed. Edited 08/09/2020 - Updated TL;DR to reflect Ble's advice of finding a holy symbol, even if it isn't yours, to cast spells. Good tip! Edited 08/01/2020 - Updated Guineacean Dodge - Added new talent chart, dropping 30 SP for Anticrit and Resists. Posted 07/31/2020 ----------------------- TL;DR Don't want to read this massive rant of a guide? Here's the bare minimum you need to know as a returning healing cleric or someone new to the class: All of the cleric races are pretty good. Take the one you like the most. Spec into all of your healing stats, grab some defensive stuff, and don't forget the auras. SP > Healing Bonus > CHC = CHA > HP > Stam There are a TON of disc options through domains that are good now. I like Pixie + Sun Worshipper for most raw healing setups. On Crusader spam Tend Wounds, cast Holy Symbol and get the buff before you press your other buttons unless it is an emergency. On Arbiter spam ALL of your buttons aside from ult. Stand in your friends Holy Symbols if your symbol is down. Use your HP as a resource. You heal yourself almost as well as others. Anti-healing is far more widespread in this new patch so your job will be more annoying. Here is a Puddle Healing Arbiter Build and a Chain Healing Crusader Build. Good luck! ----------------------- TABLE OF CONTENTS Crusader vs Arbiter Talent Build Stat Priority Gear Races Disciplines Playstyle Final thoughts ----------------------- 1. Crusader vs Arbiter Choosing between Crusader and Arbiter is a bit tough currently, as both promotions bring a lot to the table. New Cleric players should take some time to try out both specs, but I’ll try to give a short TL;DR on their themes. Crusader Pros Tons of throughput, the best in the game for raw HP/s. (Icecaller edges this class out in BIG fights) Access to lots of quality healing discs and buff discs, very versatile. Very good in large fights. Cons Squishy in comparison to Arbiter. Suffers under pressure. Pick Crusader if you want to be the typical soft healer character that heals for a ton, but needs help to win. Arbiter Pros Still very high throughput, and increases the healing potential of other healers in your group. Relies heavily on HoTs in comparison to Crusader, leading to spammy and consistent healing. The utility it brings is very strong in smaller fights. Cons Needs to get into the thick of a fight to be most efficient, which can lead to deaths. Doesn't dish out as much healing. Pick Arbiter if you want to be a very annoying and strong healer for your group, if you are focusing on smaller scale content, or want to reduce healing skill requirements while INCREASING your playmaking potential with your other spells. 2. Talent Builds Talent builds for Cleric are very versatile in this patch, with no exact spec being the “best”, with a number of flexible options based on your playstyle. To start, I’m going to share the “critical” path for each healing focused Cleric to go down, I’ll then focus in on the talents that are flexible in the builds and what you may want to consider. The Critical Path These first 7 talents are required for every single healing cleric. This gives you all of your class based heals, all of the good talents for throughput, and Noble Purpose which solves mana issues while healing. The only talent here that is sort of flexible is the Holy Aura talent (+Max HP Aura for Team), you can spec out of this if you know your healing partner in your group will be taking this specific buff. If you can’t guarantee to have this buff in group, you should take this talent. From here, if you are a confident Cleric player you can branch out into a promotion of your choice and talents that suit your playstyle. I’m going to post an example Crusader spec and Arbiter spec, and then highlight the optional nodes. Light Domain Crusader - The Chain Healer This Crusader build specs into the light domain and takes the Pixie and Sun Worshipper disciplines, leaning into spammable chain healing spells and buffing those chain heals while also grabbing the best debuff cleanse in the game. This build leans into the main healer mindset that this class performs so well in. Nature Domain Arbiter - The Stake and Puddle Healer This Arbiter build specs into the nature domain and takes Lord of the Forest and Bringer of Life as well as the Fortified Stakes minor disc to lean into a “stand your ground” type of playstyle, where you place protective auras and debuffs around your group to keep them alive and healthy, while you spam Fountain of Life to keep the healing flowing and Wee-One to debuff your enemies damage output. --- In each of these builds you have two talent points that are flexible. I’m going to highlight each of the useful talents you can take below, which you can decide for yourself on what you want to take. If you aren’t sure what to take, I typically default to recommending Circle of Life and Hand of the Gods as it gives you more CC utility, and also an AOE rez to help recover your team - useful almost all the time. Strength in Numbers Really good if you plan on blocking a lot and receiving damage. Doesn't perform that well due to it basing healing off of your actual damage taken post mitigations, but does add some extra HP/s. Circle of Life AOE Rez on a 10m cooldown. Put this on your melee tray and only use it when you are trying to clutch save your team or to keep moving after a won fight with some losses. Divine Presence This talent provides you with a nice spammable damage buff and damage reduction buff for your team. It lasts a total of 18s despite the confusing tooltip provided your team is near you when you use it. Note - You must take the circle of life talent to access this node. Hand of the Gods Really nice, massive AOE root that will help you win fights. Not much to say here - quality utility spell. I don't really recommend the minor disc slot or the other talents you could theoretically access here. If you have some build or group spec that values them, more power to you! They are beyond the scope of this guide. ----------------------- 3. Stat Priority Healing Cleric has a very simple stat priority list. Support Power Healing Bonus Critical Healing Chance Critical Healing Amount HP Stamina SP Support power (SP) is the main driver of your throughput. It is a flat additive to your raw healing and is the easiest way to increase your healing output until higher gear levels. This can be said for most classes, but Cleric in particular needs SP to function well. Cleric struggles to find healing bonus outside of lucky wartribe drops in comparison to Earthkeeper or Icecaller, so you need to have a lot of raw SP to back up your good coefficient healing. Healing Bonus Healing bonus will improve your overall healing by a percentage which is extremely valuable on all healers. You can find healing bonus on Mail or Leather armor, and by pumping your intelligence - but otherwise there is very little available to Clerics outside of your raw intelligence stat. Try to find as much of this as you can. Crit Healing Chance (CHC) vs Crit Healing amount (CHA). These stats are a bit weird for Cleric. Once you get Support Power to a relatively high value (1700~/2000 roughly) these stats start ramping your healing output significantly. Basically their order is dependent on your gear, and you want to balance how much you weigh it around the buff you get from standing in your holy symbol, or your allied Crusader Cleric’s symbols. If you are an arbiter, you will want to find a Crusader friend or try to get this on crafted gear. For Crusaders, Holy Symbol grants you +20% crit healing chance and amount. Because of this, a general rule is that it is more valuable to crit heal more often than it is to crit heal for a little more, but when you are at roughly 45% crit healing chance and nearing cap, you will likely see more value come from pumping crit healing amount. Base Stats As a general rule with stat allocation, SPR comes first and INT second. Any points in INT double dip on CHA as well as Healing Bonus, so on our gear I typically value CHC most of the time. HP and Stamina HP and Stam help you live, get more of it but not at the cost of healing. On Arbiter, consider pumping CON with your spare points after you max SPR, but even Crusader benefits from the extra health. Tough choice, but if you are playing in a larger group you may be able to get away with having less overall health. ----------------------- 4. Gear Most of your gear choices are not interesting in Crowfall currently. Here's the TL;DR: Get healing stats on your chest piece. Get anti-meta resists on your secondary pieces (likely Slashing Res, Fire Res, or Lightning Res in this meta) Get healing stats on your rings and necklaces. SPR > INT at early - until you start to near the SP cap Mail vs Plate. What's the difference? This choice is all about playstyle, and partially about race selection. The difference is simply 5% healing bonus from mail, or more mits from plate. At wartribe gear levels, you should likely choose mail as the Armor difference as of 6.510 is not significant (only a few percentage points of mits), but as we transition into crafted gear plate will pull away in Armor value. You can still use plate to good effect if you plan on being up front in early gear levels as well, but it's not as good. To make the choice simple, if you are newer to Arbiter or like to play upfront pick plate - it will give you the most Armor. If you are more passive in your playstyle and don't soak much damage (a mistake, in my opinion) you should 100% choose mail. Ultimately this is a philosophy question and a group assignment question. If you are healing a frontline group of melee and are likely to get targeted you are going to want to be wearing plate, but if you are assigned to a ranged group and will not be taking the brunt of damage wearing mail is a good idea. Try both playstyles out and see what fits you best. ----------------------- 5. Races There are a lot of good race choices for crusader cleric right now. Here's the breakdown. Centaur Pros: Strength of the Legion Aura - passive 75 AP/SP for the group. - BUFFED in 6.200, as AP is harder to come by. Horseshoe slot. High racial CON - more HP. 20m Dodge. Bunny hopping. Cons: No healing base stat increases. Large body. This makes you more likely to be targeted. Really strong cleric race, brings a lot of team buffs and is tanky. Strong frontline cleric choice. Elken Pros: Racial 10% CHA passive. Elken Charge mobility. Gestalt for anti-stealth. Cons: Bad healing stat spread outside of +CHA. In previous patches, I hated Elken for Cleric. In 6.510 I actually put a lot of stock into the Elken Charge power - making this a strong choice in my eyes. Retaliates got nerfed in this patch, and so having access to mobility will increase your survivability by a lot if you use it effectively. Guinecean Pros: Excellent throughput base stats (+DEX and +INT) Burrow Bonus ring slot. Small body. 20m Dodge Paragon Disc - allowing you to run Vengeful Aura which was removed from the normal talent tree. Cons: Lower HP and Stam Is noisy as custard. Excellent cleric race. This is a good choice if you prefer to play less on the frontline or be more difficult to hit. Half Giant Pros: Makin' Me Mad passive - increased healing bonus when hit. Blood of the Giant power - on demand barriers, +5% Healing and Damage bonus per activation (2x max). High racial CON - more HP. Cons: Large body. No healing base stat increases. This is likely a good cleric race for a frontlining cleric, but it falls short in comparison to the Stoneborn. There is probably a place for this race in some playstyles, but sub-optimal for now. Human Pros: Pain Tolerance passive - increased mits. Extra minor disc slot. 11th Bar Slot Guardian Rhythms Minor Cons: Medium tier stat spread I guess? Humans are a great Cleric choice. They are super strong and well suited to the role, if a little boring. They gain an extra bar slot and the Guardian Rhythms minor without needing the music domain which is really nice. 10% bonus Personal Damage Modifier for the whole group, a nice bonus bar slot to run it in, and a bonus minor slot to slot it in. Very strong race. Stoneborn Pros: Excellent healer base stats. Blood of the Mountain passive: +15% PHM I Get Knocked Down passive: +Healing Bonus after knockdown. Cons: No significant boosts to your team. Stoneborn is a great race for front line healing, and a slightly more selfish playstyle. They have a lot of buffs for themselves but not much for the team. Choose this race if you want to be up front and tanking damage. Strongly recommend this for Arbiter as it gets so much +PHM from it's healing, which combos well with their passive. Conclusion on Races Basically every cleric race is playable for crusader. I find it difficult to select a specific race to recommend, but if I had to I’d say go for Centaur or Human. Both are very valuable to their teams and play well, but the other races are all pretty strong too. Pick what you like! ----------------------- 6. Disciplines Crusader Cleric has a TON of options to consider now due to the Domains change in 6.200. This means that I won’t be able to outline every single disc available to you, and you’ll need to do a little digging. For now, I recommend using the Crowcaine Wiki or the Crowpedia in game (bottom right of the Talents Page) to look through all of the discs. In previous iterations of this guide I would recommend different majors or minors to pick from, but at this point the choices you make are less simple. Many of the discs have been improved, and there is an argument for most of them depending on your playstyle. In the Talents section above I selected minors and majors for the builds I suggested, you can base your choices off of them if you’d like specific recommendations. Experiment around with different build ideas on the TEST server to try out different disc combinations and playstyles. For Crusader, go Pixie, Sun Worshipper, God’s Reach and Toughness. For Arbiter, go Lord of the Forest, Bringer of Life, Gods Reach and Fortified Stakes. Healing Discs are all really well balanced and roughly equal to one another. Go experiement. ----------------------- 6. Playstyle Cleric is a class that is excellent for a beginner, but has a lot of opportunity for optimization in both straight healing and absorbing damage on the field. If you just spam all of your healing on cooldown you will keep your group alive fairly well (and it is optimal on Arbiter), but if you use your brain a little and execute some basic concepts you will be a top healer, and in later gear levels I don't think Cleric can be touched. Basically what people miss about Cleric is that it is actually a combo class, without the pips. The TL;DR of this entire section is: If you are a Crusader, cast holy symbol, step into it, spam your other spells, body block as much as you can, win. Prioritize your group first. If you are an Arbiter, cast Pixie Dust on as many people as possible, spam your spells, body block as much as you can and win. Spam your debuffs and knock downs on focused targets and groups of players. Alright now let’s nerd out. Cleric Spells Clerics only have a few simple spells, but they work really well together. Tend wounds: Spammable single target HoT with good throughput. Maintenance heal. (Note: Arbiter’s Tend Wounds lasts 2x as long, and provides a PHM buff for half of it’s duration. This is your best heal, spread it). Holy Symbol: Spammable AoE chain heal with good throughput. Maintenance heal, combo piece, group healing. (Note: Arbiter’s Holy Symbol knocks down enemies. Try to place this to heal your friends, but also knock down your enemies.) Illuminate: Large group heal + HoT + resource regen. Save and combo this heal with Holy Symbol on Crusader, and on Arbiter spam this thing off cooldown as it improves PHM and doesn’t heal as much for you. Blessed Protection: Group wide barrier for group members. Spam this. Crusader only. Spiritual Presence: Pulsing AOE heal, damnation DOT for enemies, and exhaustion debuff for enemies. Spam this. Arbiter only. Miracle (Ultimate): Massive group heal + PDM + resource regen. Your largest save and a combo heal. Your discs will also provide more healing. I’m not going to dig into all of the spells but they follow pretty similar principles. Let’s talk about the core spell that brings the clerics kit together. Holy Symbol Usage This spell is what separates the mortals from gods. With the Blessed Symbol talent when we step into our own Holy Symbol we receive the Blessed Symbol buff that increases our Critical Healing Chance and Critical Healing Amount. This not only increases throughput but makes it more predictable. You will always want to cast heals with this buff up, but unless someone is going to die you should never cast a larger heal without having Blessed Symbol on yourself. This spell creates a ton of combos that you need to be rotating through while healing and being mindful of. Comboing your spells At all times on a crusader you should be looking to chain your spells together as efficiently as possible. You should only be spamming Tend Wounds at all times, and otherwise looking to create combos. Here's a basic flow: Is someone in YOUR GROUP in trouble? Cast holy symbol on you and your target. If you can’t do both, just you. Cast Illuminate now that you have the sick crit buff. Are they still in trouble? Use any single target save spells you may get from your discs. Cast Miracle if multiple players are in trouble, or you can't target the endangered player. The combos are basically the same when healing outside of your group. Just remember that Illuminate and Miracle only heal inside of your group. Group Coordination Try to coordinate miracle or other healing cooldowns with your partner healer in your group prior to combat. Who should ult first to save someone? Who is purging first? Who are you pocketing in your group, if at all? Working with your healing partner will make both of you more efficient and will keep your team alive a lot longer. Positioning This is where your combos and your personal skill can really shine. You can do a lot of really excellent things with your positioning to otherwise mitigate damage. If you are playing a mail wearing cleric you can still apply these principles, but you should be far more conservative with your positioning overall. Clerics benefit from the fact that almost all of their healing applies to them as effectively as it applies to their target. With that in mind, to be optimal in your cleric play you should be taking close to the same damage as you are dishing out in healing. This does not mean you should be making yourself an opportune focus target as you are very susceptible to sustained damage, but you should be trying to take a little heat off your friends. Some practical applications of this concept are doing things like body blocking for your team. The easiest way to do that is to literally stand on top of the focus target of the enemy, making them miss hits on the focus target and instead hit you. The other way to do this is to put yourself in front of the enemy main damage dealer and just be annoying and block them. Any damage you mitigate this way and ultimately heal on yourself is damage you are preventing, while also annoying the enemy and making their job harder. The combination of putting your body on the line while also healing your team is what the Cleric was built for, so go get it. Experiment with your positioning and try to fight as much as you can so you can learn your limits and how to best play around the guild. ----------------------- 7. Final Thoughts Cleric is sick.
    14 points
  30. I joined KDS as i wanted to be apart of a good guild for my time in crowfall, i was okay with the whole putting the guild first thing. What i wasnt okay with was after being asked to hand over five mining disc to an officer was that i was told i couldnt mine dregs because i have a green disc and the guild wasnt going to give me an upgrade, although i could have made my own upgrade if i had kept hold of my gathered items and not given them the the guild. My entire crowfall experience has been a poor one becuase its seems that if your not an established player within the guild you dont get anything , yet your asked to contribute. So to reward this selfish behaviour i emptyed every chest in there EK and i am waiting with my other account for there guard to be down to do the same. I had the option to sell the stuff i stole or give it away, so i gave it to a rival guild for free... thats right nothing at all. All i wanted to do was spend my time mining dregs and helping the guild but it seems im too english to be excepted into this guild
    14 points
  31. Yumx

    [-V-] Vanguard

    Guild website: https://vanguardcrowfall.com/ Guild discord: https://discord.gg/YT8fE64 Vanguard - "a group of people leading the way in new developments or ideas"Vanguard is a Crowfall-only PvP guild, created by veterans from other EU guilds. We have a very ambitious vision of establishing a smaller guild, with a hardcore mindset.We do not aim to be a large guild, we instead aim to have a strong core of PvPers, that can make a difference when involved in fights.We are already active everyday practicing, theorycrafting, min/maxing.We are the kind of people who wants to get stream sniped, because we love the action. Why join Vanguard? We can teach you any class/promotion/build at a high level. Give you an environment that promotes personal development. A professional approach to the game, while still having fun. You will play in a guild with very passionate and motivated people. You will be able to influence and help in the guides we will provide to the community. What we are looking for currently: Recruitment is CLOSED. If this sounds like something you can see yourself doing, then apply to our guild.APPLY HERE FAQ:"Will you accept crafters and harvesters?"- No, we are only looking for PvP players. But we expect our members to pitch in with gathering resources."How will you get gear?"- We have enough alt accounts to cover all professions, and there are plenty of options to outsource."What will your end goal be?"- We want to be a force to be reckoned with, but we do not aim to be a large guild. We want to be the turning factor of fights."Will you only accept experienced players?"- No, the most important factor, is that you have a will to learn and improve. If you have that mindset, then we can help you to become a great player.
    14 points
  32. Devs, I'm sorry, but if you continue this path of "dregs only" end-game, this game is awash. I'm now solo running around as nobody I play with is logging in. Its pretty simple as to what the issue(s) are and easily fixed so i'm not sure what your overall end-game goal is. 1. I stated before release tutorial was going to come off "forced" and 99% of all new players would just click the "?" and go along with it. Its a fetch-quest and really puts a bad taste in your mouth FROM THE START. 2. You still have this convoluted log-in screen where "new" players are beyond confused on where to go and what to do. 3. You released a GvG dregs campaign WITH NO END-GAME FOR NEWBIES WHO THE MAJORITY DO NOT OR ARE NOT READY FOR JOINING A GUILD. 4. You have encouraged guilds to "zerg" with these ridiculous allowance caps of players/size of guild. 5. There is ZERO realm pride and players are just going to 'flood' the overwhelming side to farm/harvest. 6. You have got this crafting/rune drop fiasco so painful that even crafters are drooling all over their keyboards. Want to get this population moving again? 1. When players log in-simply with red "!!!" that the tutorial is NOT required and can be done AT YOU LEASURE. It will not disappear and its at your own pace or just remove the majority of it. 2. Have the Gods reach as a NEWBIE starter island setup where once you cap out and leave, its over. You are FORCED to go to the Faction vs Faction vs Faction side. Player is then introduced/explained to the faction realm gods/war. Picks a side and THATS THE SERVER. (West coast/aus/east ect) also let them know THEY CAN JUMP SERVERS. 3. Do you honestly believe the majority of NEW players are going to just run up and want to be a "peon" in some player enforced guild? TONS of players enjoy just a solo experience after work for an hour or two. You have basically destroyed ANY chance of them having some fun and logging out. 4. 500 members in a guild, server caps in effect. Please, this is crazy. DROP The guild size limit down. FORCE alliances but they CAN take friendly fire. Sure guilds will still cup each other and try to work as a team...but this will STOP massive blobs of AOE, and friendly-fire/chaos will happen. Thus adding a bit more strategy to these "power" zergs. 5. Why are we not shown the gods list at character select screen and given a sense of realm pride? The player picks a faction, and at capped level in gods reach, has the choice to swap factions one last time before leaving to THE REAL WORLD. 6. Being forced to farm hours upon hours just to get a decent mat drop with green runes is insanity. There is NOT enough to do in this game to warrant this. If this is all people are allowed to do right now, AT LEAST LET THEM GET SOME REWARDS FOR THEIR TIME/EFFORT. This has created a monster of "elite or zerg" mentality and you will NOT sustain #'s like this. Especially with new players or anti-social players. DAOC/ESO/EQ pvp/Warhammer Online...you really gotta get some faction devotion/pride in this. Let the guilds have their lil "play farm" but this is NOT what the overwhelming majority of new players are going to want. #'s are now bleeding and if you read thru all the "refund" and complaints..its SINGLE and DUO players who have NOTHING to do except a fetch quest and then pure confusion. Wrain
    13 points
  33. Top 5 Crowfall likes (things you feel we're doing great on). The small unit PvP is great. Some general balancing issues needed with the 6v6 variable, but really fun. Keeping Test up for training, excellent. CSR for ACE are top notch, imo, including the Mods here and in Discord. Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? The GvG/FvF zerg battles are a slide show. Not a new issue. Some of the optimization posts help, but not enough. The Chat panels should be moveable, customizable, more than 1 viewable, and lack of UI customization in general, in work I hope. Dregs Bank... no filters/sorting? No tabs? It's basic in GR, so move the code to Dregs, at least we have 4 categories. Stealthed Raid Bosses in GR camps? Really? That's just cruel. If you could ask the Team member one question, what would you like to know? Be nice, seriously don't be a jerk. Do you believe that Crowfall was ready for release? With a launch that only garnered 2,000 players, do you regret not marketing more, or do you feel the niche market for PvP is what is limiting the activity? I'm just surprised CF didn't have at least 10,000 players at launch, or about 10-15% of the purchases.
    13 points
  34. Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs. The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs. The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs. The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs. The inventory and vault system is absolutely horrible. Can't sort inventory. Can't sort vault in dregs.
    13 points
  35. it's from someone who hasn't tried hard enough. No, you're not going to play the grander throne war game by yourself or with a small guild. And no, you're not going to be regularly winning those 1v5 while in the middle of farm pulling a mob camp. When Dilbo says you need a guild, that's the meta-game he is talking about. And that's fine and his advice should be followed if that's the game you want to play. That's not the solo game. I've been playing the solo game going on my third week now. It's slow going but viable. You'll get better at it as you learn the ropes. Don't let the negative Nancys fool you, it's a very viable play style. It just takes guts, determination, and a willingness to play differently and for different reasons.
    12 points
  36. As I have stayed back and watch the dregs play out its interesting to see that when a guild feels it cant win a dreg it just jumps to the next new dreg in line and even when guilds are winning dregs there still sending members to other dregs to cash in there as well. This only plays into the hands of the larger guilds. It allows them to send members everywhere to befit from everything while hurting the smaller guilds and killing off new players from the game. I think Guilds need to be locked to FvFvF and to the dregs Campaigns they decide to play in.
    11 points
  37. Hey guys! Back again with another thread. I'm reaching my limits in this game. I really wanted to love it, but the game is making it really hard for me. So i'll try to give you an inside of my experience so far and maybe you can let me know if i'm missing something. I'm coming from a small guild with a few players willing to put in work but most are casuals. PvP: Besides having the "fun" to kill ppl, in 95% of the cases you get nothing to 200g out of a player kill. Downside, each time you die, your equip loses durability and you are forced to go farm these NPC villages in the PvP zone to get new equip/gold. If you're having really bad luck, you'll get killed while doing so and lose durability and progress while trying to achieve the exact opposite. PvE/Professions: So the obvious next step is to improve your own gear and achieve it through professions. I'm Miner and Weaponsmith. I farmed my ass of for a purple Rune in mining, farming nodes and gold. The outcome of farming almost 2 hours maybe gives you the ore to craft 1 (if lucky 2) advanced white weapon(s) of your choice. I currently have the green Weaponsmith rune and the Weapons i'm crafting are still worse than the ones dropping in Skypoint, only thing that is better from a handcrafted white weapon is the durability. So after having farmed ores for around 30-40 hours i maybe have enough green ores to make only one green weapon. Also tried farming the big nodes with a friend, but the outcome is also ridiculous. Obviously, since the coloured ores are so hard to get, i would not "waste" them crafting a weapon for myself having only the green Weaponsmithing rune. Conclusion: So here i am. Sick of farming, sick of having worked my ass off and not getting anything out of it. I'm not able to help out my guild, not even able to help out one single player with a green weapon. Not even able to craft one for myself without wasting the most valuable ores i farmed. Half of the guild comes online and says: "Hey, lets go make PvP, lets go do something!" and i would love to join in and go make PvP, but mostly doing PvP, after some time, ruins your parties gear (we are no big zerg) and sets you back to go farm for your gear. A lot of players of my guild are not willing to accept the fact, that you have to do PvE and Farm 90% of the time, so you can get there and have the gear and whatever else is needed to do 10% PvP. And what really is PvP if you are not in a really big and well organized guild? It's roaming, farming and from time to time encountering another single or multiple players to fight. That will, again, not give you anything in most cases if you win, but destroy durability of your gear and maybe lose gold, if you haven't banked recently, in the case you lose. While doing PvP we took over Outposts and a few Forts, besides very rarely finding some big loot chests at outposts (i personally only found one in my whole play time) we got absolutely nothing out of doing PvP. Besides fun when killing and even more frustration when being killed and having your whole equips durability being destroyed. I asked myself if joining some bigger guilds would bring much change (?), but i doubt it. From general chat i have read that big PvP fights mostly almost crash the servers performance and are horrible to play. Neither do i know if these bigger brawls or goals, that my guild was too small to achieve, bring you bigger progress that's worth to keep playing. Also, since the purple rune didn't significally increase the outcome of my farm, i'm pretty pessimistic about putting in more work to get an orange one. I'm also one green miners away for upgrading the harvesting tool to a blue one. But i also doubt that this tool would increase anything siginifically. I would very much appreciate if someone with more experience or insight on the whole progression process could put in a few words and relight my will to keep on going in Crowfall. Cause one thing is overlooking the missing functionalities, the bugs and the not really user friendly UI, but the other thing is putting in tons of hours and not getting anything out of it nor achieving real progress. Thanks for your time and for an objective and factual answer to my concerns about Crowfall in advance. And sorry if i made some grammar mistakes, english is not my mother tongue.
    11 points
  38. Naani

    EK Highlight issue

    Morning, So when placing items etc in the EK everything works splendid it's the aftermath that really only the EK Owner has to deal with. The issue is interactive items being interactive all the time If you could make a toggle switch that can activate and deactivate "editing mode" it would be nice. So the owner of the EK can admire the content's of the EK and possibly not pick up buildings etc say during a duel or scrims or just walking around crafting or what ever they may be doing. I think getting this implemented before release will help with a greater positive response to EK's on Release DAY(: Thanks ^.^ P.S trying to upload a picture to explain it better but I can't figure out how to convert it into a url
    11 points
  39. Join game because you heard it's a sandbox pvp focused mmo Go through 4-5 hours of brain dead tutorials and fetch quests, no pvp at all Finally the game directs you into the pvp zone, but after wondering around for hours find out the zone is dead Completely confused, ask the community where the pvp is Community tells you you're an idiot and you're playing the game wrong, even though all you've done is follow the in game tutorial Go to dregs Get farmed by the big guild dominating the server Join a guild yourself Still get farmed by the big guild dominating the server Uninstall
    11 points
  40. You can't even mine a rock without two people
    11 points
  41. KillaVanilla

    Your game died

    If they advertise this hot mess on steam they will be slaughtered by bad reviews. From performance to class balance the game is a pile of garbage.
    11 points
  42. Big PvE MMO streamer plays PvP game as if the PvE game, doesn't understand anything about the core tenant of the game, then gets upset that the game isn't another PvE MMO clone with some PvP in it. It's like he was reviewing Eve Online but never once went into low/null sec and spent the entire game running around in his newb ship wondering why all the PvE missions weren't that interesting. 🤷‍♂️
    11 points
  43. basically his biggest issue: having to fly as a crow after pvp death is a deal breaker (he only wants to pvp) while the big button with the msg "hold to return to statue" is in the middle of the screen is at least what i took from it ^^
    11 points
  44. I am sure some of these points have already been said. This is just my observation of the release. 1. Group of 5 is way too small. I think we had either 8 or 10 people in a group in Shadowbane. Since you have raid bosses (and sieges) there should be a raid mode where multiple groups can be grouped together. Make only the party leader of the other groups show up on the compass to prevent icon overload. 2. We need a mini map and a better main map (showing where party members are). The main map feels like a computer resource hog too. Maybe that is why party stuff was left off? 3. Load lag when players are in the area needs to be addressed. Is this Darkfall all over again??? 4. Not enough NPC's in camps and their AI is weird. This feels intended to make the game future proof (for low population). The AI part is where they just stand there for seconds before attacking and sometimes attack you from a mile away. Not consistent and feels jittery. 5. Is the developer strategy of the game built around a lower population in the future? The feel of almost everything yells "we are ready to have Darkfall levels of population". This could be a double edged sword for the game as a whole. 6. Crafting feels a little overboard with the base resource cost. I will say this is from a newer player perspective. I know getting better gathering disc's gets you more materials faster. It just feels like climbing a mountain in a game where everything breaks fast (drops and vendor items break fast to a new player eyes). My suggestion is to tone it down a bit. Less ore needed for bars, etc. 7. No guild member list in-game? It would be nice to see where guild members are and have the ability to group with them within the in-game interface if you are on the same server. Same with friends list. See where they are (unless they toggle location off) and group up (not just a Murder). 8. The game engine still needs a lot of optimization. I have been saying this for years in both beta and alpha. Several other games that looks like this game run smooth on my computer and do not run my graphics card fan. They are just as complex as Crowfall. Crowfall turns my computer into a jet engine even in my own eternal kingdom. Overall I am enjoying myself. It has that Albion Online meets Shadowbane feel to it. It's a lot different than most run of the mill MMOs out there. I also get to play with some people I have not played with in years. Now if the sheep would only stay around longer on this one instead of running away to other games.
    11 points
  45. Tyrant

    A New Beginning

    We definitely are working on the banetree persistence issue (and the crash btw). The persistence issue was something we thought was fixed pre-launch but clearly wasn't. We are definitely sorry for any and all bugs that diminish the enjoyment of the game and are working on them. Big ones like these get our immediate full attention as it ruins one of the high points of the competition. Again sorry to everyone affected, and we're on it. Thanks!
    11 points
  46. While the Live Service is in Maintenance we'll be performing an additional backend update that will extend the Maintenance by approximately half an hour.
    11 points
  47. This sounds like poaching on a new level, rather than sharing your knowledge base... just saying.
    11 points
  48. How about they make a larger map with more camps that isn't so easy to dominate?
    11 points
  49. I am going to start by saying that I have been through several mmorpgs launches in my, long, history of being a mmorpg fan. I know that every single time something or someone is going to "f**k it up" during launch day. And since many of the founding developers are in the mmorpg business way longer than myself, they knew it also. Yet, someone or something "shat the bed" and no safety net was in place. Either the netcode, some ddos kiddo - imagine being ddosed in 2021 and not having a solid protection- the servers, the junior developer that was left to guard "the wall at the Northern Border" during the night did it, and there seems that there is no one to "change the sheets"..... I think is safe to assume that you guys rushed the launch due to lack of funds to go on further otherwise you would not have launched during this absolute crazy period in the mmorpg history where many, already established, game developers are launching new IPs ( Lost Ark, New World, Sword of Legends, to name a few), or a sequel to an already successful mmorpg (WoW Burning Crusade, FFXIV Expansion, GW2 expansion or Black Desert Online's new class). You took the risk, you launched, and now the servers are down. Not only that this is a PR suicide as it is, but, furthermore, you decide to be silent with the current events and not post anything on social media besides the, few, discord messages. You have what ? 1-2000 people on Discord. Not everyone uses Discord. Twitter is the go to. This is not how you run a global release in 2021. You use Twitter, you communicate. people need to know that you are trying. But the way you do things now I bet many would see it like " they got the money, they ain't giving a f**k anymore", they let a junior developer to monitor the server overnight and he is overwhelmed. And I know this is not the case, I know you poured your soul into this game. But act like it. Take responsibilities, communicate, reassure your player base that you are working on fixing the problems. You advice people to play on the Test Server, while launch day happened already ? "LIVE is going to remain maintenance until Wednesday AM CDT", I am too European to understand this message. You launched globally, you MUST communicate in CEST also. And "Wednesday AM CDT" is what, 7 in the morning, 9 or maybe 11 ? The format is plain bad. Sorry to tell you but that person who posted that Discord message needs to stop posting. There are already memes regarding that post.....It only damages your image. I come from Black Desert Online, I follow Crowfall for a LONG while, I knew today was launch day and decided to try it. Not because I don't like Black Desert Online anymore, but because I always was intrigued by the unique features you were working on in Crowfall. And while the graphics are dated, skill animations are dated, lack of standard indie game features like the ability to hide your helmet, inventory sort, inventory search are missing, the map looks like is stolen from a game made in 2001, while these are a turnoff, the unique features of the game entertained me. I play an assasin, I play solo, and I have not had so much fun, like I had in the few hours I have been able to play, since back when Lineage2 launched in Europe. I don't feel like going back to Black Desert Online just yet, I wanna stay a month or two or seven, hell I even canceled my SOLO preorder because I wanna focus on Crowfall undisturbed for a while, but in order to do that, I need to have servers to play on. Can you provide that ? Can you start with just that ? I apologize if I was too much of a negative Andy, is how I see the situation you are in right now. And I do not want you to lose your player base just because you rushed launch and you were unprepared. Please rethink the whole "talking with the player base" plan that you have going and start healing. Best of luck !
    11 points
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