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Showing content with the highest reputation since 09/17/2021 in all areas

  1. Dregs Gatinyja Campaign Schedule (6 player groups) The Dregs Gatinyja Campaign Starts: Friday, October 8th, at 4 PM CDT (11 PM CEST) The Dregs Gatinyja Campaign Ends: Sunday, November 7th, 11 PM CDT (November 8th, 6 AM CEST) This Dregs Campaign supports the siege schedules for US East, US West, EU, and Australia Regions! Imports & Win Conditions for those Fighting for Victory! Embargo Imports: 65 (Equippable items only) ⇐ NOTE disciplines on the characters now take import tokens 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 awarded to Guilds, and their members, earning 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 30 to enter this Campaign!
    16 points
  2. Summary The game has several issues as we try to accommodate groups of players at different sizes, and the small guilds get especially outclassed by the large guilds. This can be seen as the large guilds dominate all the “bases” (keeps), and the “material suppliers for the bases” (forts) are also controlled by the large guilds. We would like for the forts to have some of the services of the home base and migrate the “material suppliers for the bases” aspect over to “mines” (mines/quarries/timber mill parcels). This combined with the new per zone caps on player amounts from a single alliance(defined in a separate GDD) should make the world, in general more interesting for smaller guilds. Below is a list of current contested content and what “guild size” buckets they should exist in: 5 or less player group content Small Outposts (wilderness) Large Outposts (Road) Group Boss Parcel Small Forts Caravans Mines 15 or less player group content Large Outposts Small Forts Large Forts Hot Zones Group Boss Parcel Daemons Parcel Raid Boss Parcel Caravans Mines 50 or less player group content Large Forts Small Keeps Large Keeps Hot Zones Daemon Parcel Raid Boss Parcel Caravans Mines 100 or less player group content Large Keeps Castle Hot Zones Daemon Parcel Raid Boss Parcel Caravans Mines Adjusting Content Update the Forts Replace Building Materials For Small Group Content Remove the building materials from the forts. Place them into their stand-a-lone mine parcels. Details on the mine are listed below. Add a couple competitive crafting stations Have leveling up the stronghold provide parcel based buffs instead of additional guards (Basically don’t add 20 new guards to Forts) Add NPC vendors back (they were pulled because forts generated materials that could be sold) Crank up the conquest points to be competitive Explore some methods of diminishing returns on structures like forts/keeps. (ie each one past the first owned reduces how much others owned produce, this helps prevent run away scores) Adjust Fort Siege Schedules To Only Last 30 Minutes And They Happen More Frequently Forts should be triggering a lot more frequently. We should also reduce their duration to 30 minutes to prevent standing around issues. Forts are not customizable home bases like keeps, but with all the services they are adding, will be pretty close. Make Fort Them More Easy Come Easy Go Cheaper wall and building costs. Make the walls a bit easier to destroy as well. (Since no siege equipment can be used against forts, players need to use class powers to damage them) Add Walls To The Small Fort / Maybe even remove this type of Fort Add walls to the small forts or remove them. No one wants to own them. They’re not fun as it stands and will need to have some of the benefits added to them from the previous list. Small Forts and Large Forts Give Different Conquest Values Need to do more calculations, but basically, follow the same model all the way through. Create Dedicated Mines and Put Them On The Siege Schedule Mines are 1x1 parcels that now host the building materials that were present in forts. Mines are hooked up to the siege schedule so you can see when the mine is going to trigger. When the mine goes active, it starts to fill up the chests and this generates PvP activity as players fight over this. There are three mine types: Boulder, Ingot, Timber Each type activates at the same time across the entire map. For example, all timber would activate at once. Each event lasts one hour long spawning materials every 3 minutes (as it currently does). This will generate lots of PvP over that one hour as players fight over it. Spread these out into the Adventure zones. (no need to keep them exclusively in Siege zones) Small and Large Keep Costs It can be expensive in time/resources to build up a Keep Since we want to move the “material” generators out of the siege zones we will reduce the overall costs. Start with a 25% reduction. Rotate Hotzones More Frequently Hotzones are a great place to find PvP action, but sometimes it gets dominated by a group and the PvP dies off for a bit. Rotating the hotzone each hour draws different groups each time and keeps the people going to a location fresh rather than stale. Messaging Investigate if we add login toasts to direct people to the current hotzone. (separate GDD coming on messaging) Phase 2 Breaking out outposts into 2 distinct categories of small and large The wilderness outposts are small outposts. These are awarded the least amount of conquest points in the game. 1, 2, 3, 4 conquest points. These will keep the same chest contents as previously done. The road outposts are always large double wide outposts. These are awarded the most conquest points for an outpost. 3, 4, 5, 6 conquest points. These should change to spawn much larger loot chests than what the wilderness outposts use. The God and respawn outposts will use the small outpost values. Increase the range that players can see the event notifications for capturing outposts. Introduce Group Boss Parcels Small groups of players cannot compete with Daemons or Raid Bosses. Instead, let's introduce some group bosses in a similar fashion to give them some additional PvE as well as PvP moments
    15 points
  3. Hey Devs, This is my Crowfall Moratorium now that your game has died. Hopefully you can resurrect this game at some point, but you all might be better off getting jobs in insurance or something. 1. Territory control system - this is your main game loop and you f’d it up. it wasn’t fun. We asked you to make something fun, that wasn’t hidden behind timers. What we got was a jumble of keeps, forts and outposts to win points? we don’t want to win points, we want to own territory and tax people to use it!!!! 2. Free building. - we asked to be able to design our own forts and castles in campaigns. So we had stuff to build and our enemies had stuff to destroy. 3. Give us stuff to do and fight over - you spent so much time balancing the classes and combat, but you didn’t give us anything deeper to fight over aside from timerfall stuff 4. Economy - a strong economy brings players. When there’s stuff in game worth real money, there’s a reason to play. If you don’t have people from China trying to sell gold to your players you don’t have a proper MMO. Your economy was boring. After 1 year all the runes and resources below legendary will be worth nothing. 5. Alpha/beta - Originally you had a crazy community lead chasing players out of the game. Forget her name, but this new one Tiggs is doing a much better job. So good on you there. But every single decision you made seemed to be suggested by a certain Zerg guild. Any ideas to fix this game by my guild (uXa) or other smaller guilds was shouted down by these zergs. 6. Hand shake sieges - should have been live the day the first keep went in. But it wasn’t until after live that you even released a development document. 7. Eternal Kingdoms - are trash. Why did I pay 500$ for a castle? Our guild ek is littered with 10000$ in castles, and they are used to store a bunch of useless trash???? Anyways, best of luck, and if there’s any players left here please don’t bother responding because I won’t be back until I’m desperate for a game! Sloppy
    13 points
  4. I'm still laughing about the call out in the notes about Moon "having a clear lead in Shadows campaign". Like, every single person in Shadows agrees that the rewards are basically pointless. We just collectively decided as a faction that we were going to try for them anyway just for the sake of doing it, even though they are worth like a 15 minute trip to an NPC village. Such a slap in the face to spend an entire month fighting a campaign to earn frikken 5k gold like seriously... that's not even enough to make a discipline blue. Is it the fear that someone will have spent just a day or two in the campaign not contributing, so all of the hundreds of hours of the other players get downscaled to an estimated 3 hr contribution instead? That's dumb. Implement scaling based on individual participation. We have people who've been working hard who deserve to get rewarded for it. Otherwise, it's "not worth the risk" to be in Shadows compared to God's Reach, with the inventory drop and high risk of PVP, if you aren't on the clear lead faction. And often, even if you are. Or go to Dregs, where you actually get something for participating (and mindbogglingly generously, too). Ironically also, the hotzones are less broken in God's Reach, more reliably producing all the solo bosses instead of just 1, respawning at a decent rate, and actually dropping what they are supposed to. Of course, if you actually want people to hot zone, maybe make them support more than just 4-6 people? Seriously... But that's a discussion for another day. For us "Moon Goons" in Shadows, we agreed to keep fighting for the principle of the thing, to get practice on beating the objectives. But our work is ultimately pointless and making us more broke and less progressed than we would be if we had ignored them. Often significantly. The game rewards us for being greedy individualists, not for working on collective objectives. In a way, we are actually punished for pursuing them, in Shadows. I'm really surprised the devs aren't paying attention to Shadows as an "endgame option" for players rather than simply "training grounds for Dregs". A lot of us -want- it to be our endgame rather than guild v guild.
    11 points
  5. Happy FriYaY Crows, Introducing our October VIP Appreciation Reward HEAD OF THE TRICKSTER. Become a backer today to qualify for this reward. https://crowfall.com/en-US/vip Head of the Trickster is a very ancient helmet used by the Gods in the season of Fall when the night becomes its darkest black. On this night, they would don the "Head of the Trickster" and use mystical incantations to intimidate their enemies in battle. No one knows if these Helmets were powerful or what became of the incantations. The September SPIRITED STEED OF CYBELE will be delivered to those that held VIP in September upon 7.200 Update going to Live during the week of October 4th. Have a great weekend!
    10 points
  6. Crowfall I love you, but this patch hurts. This not a milestone patch, this is a patch of 100 hot fixes that should have been put in the game as soon as they were ready... I was hoping for changes that would bring players into the game. I was hoping for changes that would make players want to come back to the game. I was hoping for changes that would keep people playing the game. This patch is not it. With NW launching and more players leaving, I am concerned about the game's population. Please make the next Dregs map relative to the population so we can at least see other people.
    10 points
  7. I have no feedback other than perhaps finish balancing combat, economy, and siege play to fix the basic problems with your core gameplay before applying mutators to it. I'm a big fan of getting campaign variants working but right now you have a game nobody wants to play because of baseline stuff like the state of the crafting grind or general combat balance. No number of mutators and weird campaign rules is going to convince people to stick around if they still find the core of your gameplay experience frustrating to interact with. As a design there's nothing much to say here as its is broadly just tech requests for features you sold us in kickstarter that are missing from the current game.
    10 points
  8. While Keeps were always intended to provide some protection against roving bands of marauders in a very hostile world, they were never intended to be 100% safe. While there are upgrades to the Keeps that allow for many different types of guards to provide some protection against intruders, as well as a debuff inside the central Keep building which prevents enemy stealth classes from entering stealth, neither of these is a 100% guaranteed deterrent. There are specific mechanics given to certain races and classes (particularly Fae and Duelists) that make it possible for them to bypass the walls of the Keeps. Those mechanics were put in to ensure that there are always dynamic gameplay opportunities: even in Keeps, there could always be danger lurking in the shadows. We recommend that when you are in a friendly Keep, you remain vigilant, and if you must AFK, the best place to do so is inside the Keep central building where it at least forces any enemies out of stealth who may have snuck inside.
    9 points
  9. Import tokens are a bad gameplay mechanic. * They actively make playing the game more frustrating and less fun. We want to be able to bring items in and out of campaigns and use them in multiple places. Buy items from crafters in their EKs and use them in campaigns. * They are too easy to mess up. Everyone messes up their first campaign and imports crappy items, warcamp gear, white disciplines, etc. I know people who are quitting the game due to mistakes made with their import tokens. * They are pointless. We can just make trial accounts to import unlimited items at the cost of a couple hours of grinding to 30 Instead of import embargos limiting the number of items you can bring in to worlds. Limit the TYPEs. Let us bring unlimited player created items. No raw materials, no wartribe gear, no ingredients, no gold, no dust, no sac items. Just crafted gear, food and potions.
    9 points
  10. Hey Crows! Today is Campaign Day with Gatinyja (Dregs) scheduled to come online! While many of you are preparing for the competition ahead, we'd like to add a bit of transparency as to the delay of 7.200 that happened this week. When we created the 7.100 campaigns over a month ago, the 7.200 update was internally scheduled to go Live on Monday (October 4th.) Unfortunately, due to a number of technical hurdles, new NPE development, and wicked bugs, the Release didn't reach the Live Servers until yesterday (October 8th) which delayed us from creating new campaigns for a few days. This clearly isn't a situation we wanted to be in and we are sorry we missed our deadline. Looking forward, we have plans for scalable duration campaigns in the future to make a shorter campaign viable, though we cannot commit to a timeframe on that at this time. We are committed to improving Crowfall and bringing you updates as quickly as possible--at quality. We appreciate your continued support. Now come on in, and join us in Dregs! Photo submitted by @Dorizzdt
    9 points
  11. We're hoping for tomorrow, we still have a few blocker bugs being ironed out.
    9 points
  12. Soulreaver

    [-H-] Harbingers

    New and still getting the hang of things?? Finding some of the tasks in Crowfall intrigant and not especially intuitive? Lacking content and things to do? Tired of constantly feeling you're fighting an uphill battle on your own? The Harbingers are still very much an active part of the Crowfall scene, and we are here to help! When not assiting other guilds with their endavours, you can find us roaming the maps to achieve goals on our own. As the Neriyan Campaign came to an end our crest was also on the scoreboard as can be seen in the image above... Not only are we always looking for ways to help others! ... For a price of course, but we are also looking for more to join us. If interested message soulreaver#1118 on Discord.
    9 points
  13. The new Necromancy additives are available only as campaign rewards and are straight up superior to their farmable counterparts. This is bad game design as it allows those who win a campaign to snowball their win into an advantage that cannot be matched through effort. You've created unique power creep rewards that only those who are in the top 20% will have access to. Make campaign rewards cosmetic, or EK rewards, or generic farmables as previously done. Don't make the rewards unique necromancy additives that can only be obtained in this way. This is bad design and I'm surprised to be the first to complain about it.
    9 points
  14. Even that ACE knows they got cards in the pool that are buggy, they still kept them in? And by a slight chance they didnt - they didnt test it properly (even worse). No announcement that there was a problem, and many guilds didn’t receive the proper points for a week worth of playing? (Fall Power taking forts). No compensation for our time? No fixing the bug in campaign as you did the last time? Its not a test server… What can i say? This campaign showed again that rng cards are not fun or working – first it feels that is a waste of time or resources and you still have cards in the pool that are buggy?! How about you invest a few minutes of your time and hand pick cards? Leave the buggy ones out and then we could have something like: Craft boulders eg first - then destroy tier 3 buildings/walls? The challenges are an important part of the game since that kept small guilds on dregs. I really would like to see that you correct the leaderboard and that within the duration of the campaign. Or since it was soooo buggy one one should get points for it (fall power). This is a way to show that you care about the game and the gamers and fix the problems asap. Or what others think they should do?
    9 points
  15. Swift Princess, the purple unicorn Thimble rode on, snorted as she ran. The warriors of Corvus Citadel had been traveling through portal after portal, creating a series of distractions to sow confusion among their enemy. Winterblades and their groupies had started this war by preventing Corvus Citadel from taking a keep at the beginning of Spring long enough for Seeds of War, a hodge podge alliance of misfits, to claim it with a small group. As a result, Corvus Citadel had been forced to take a neighboring keep from one of the no-name guilds in the Seeds of War alliance a few days later. When Winterblades and their following continued to escalate matters, Corvus Citadel had been forced to begin coordinating with Death Alliance more closely, which led to several weeks of embarrassing losses for their enemies, despite superior numbers. Now their distraction tactics had ended, and the warriors of Corvus Citadel were racing toward their objective: the Keep of Chieftain Garouk Bearpaw. The very keep that had been taken from them only a few days prior. The goal was not to take the keep back, but to destroy the Tree of Life, effectively razing it to the ground. Winterblades and their subjects would pay for their hypocritical offenses. With the keep coming into sight, three trebuchets immediately spawned close to the west wall as the Wardens of the Citadel began barking orders. Just as a section of the wall crumbled into dust, a report came in that Winterblades and their lackeys had coordinated with Acolytes to attack a keep held by Death Alliance, causing them to head to that keep to defend it. If they were caught, Corvus Citadel would be on their own for the time being, against the vast army of their enemy. With no time to waste, battle cries erupted and the Vanguard of the Citadel poured into the Keep of Chieftain Garouk Bearpaw through the breach in the wall. The wards were quickly destroyed, and they descended upon the Tree of Life, but not quickly enough; the entire force of the Winterblades alliance streamed into the keep, a veritable sea of enemy soldiers flowing in. The horde was upon them. Though the warriors of Corvus Citadel fought valiantly against an enemy impossible to defeat, they were forced to give ground, taking refuge in the watch tower, just off the courtyard. Rallying cries from across the courtyard could be heard from familiar voices; somehow, a small group of Death Alliance had continued on, ready to assist the Citadel when the others had changed course. The heroes pushed out from the watch tower into the horde of the enemy, but alas it was a failed attempt and they and their allies were mercilessly separated from their vessels. But, as those of Corvus Citadel know, it isn’t over until it’s over. The small army was able to use the nearby shrine to ask the gods to renew their vessels and begin the assault anew. Unperturbed by the vast numbers of their opponents, they knew that their only chance was to rush through the breach and to the Tree of Life in the center of the keep while Winterblades and their pets were busy trying to destroy the Bane Trees that had spawned outside. When the Vanguard of the Citadel leaped over the rubble at the breach, one of the Wardens called out that the enemy had taken a defensive position around the Tree of Life. Duffy, the commander for the operation, was unfazed, and he gave the order to push the defenders away from the objective so that it could be destroyed. The fight was fierce and bloody, both attackers and defenders falling left and right. Until, suddenly, a creaking could be heard, and with a tremendous roar the Tree fell, taking several of the defenders with it. Corvus Citadel had done what had long seemed impossible. They had razed to the ground a keep belonging to the alliance that had crushed so many other alliances into submission. By driving the crow spirits of their enemies away, Winterblades and their devotees had severely weakened the tether that connected the Gods to the worlds being devoured by the Hunger. Soon Thimble and the other crows of Corvus Citadel would travel to a new world, not driven away by the horde that had driven away so many others, but as victors, having defeated that very same horde through cunning, tactics, and tenacity.
    9 points
  16. Here a hot take: losing in PVP because you are outnumbered is not fun. Fighting 100 vs 40 is not fun. It doesn't feel like you could practice more and get better. It doesn't feel like "oh if we catch them off guard next time we might win." No, the result should always be the same 40 lose to 100. In this last campaign I was part of an alliance that had a 100 man alliance attack it during every keep window. The end result was, of course, that the 100 man alliance eventually prevailed, as expected and as I believe they should: 100 should beat 40. A byproduct of this is that most of my guild went to New World, because why bother trying when things are so imbalanced. Sure we could have continued to be a thorn, using gorilla warfare, poach outposts, and play the game like that, but as a 40 man guild with harvesters and other logistical requirements, fighting for and owning a keep for ease of organizing was optimal and had been practical in previous campaigns. Here's where I think the problem is and why I think Artcraft is going in the complete wrong direction with their game. Two campaigns ago, we had a dregs world that was something like 11 zones with each zone having one or two keeps. Lets say 18 keeps for argument sake, because I don't recall the exact count. All these keeps went live at the same time: 9 pm local time. They were spread across, I believe, three different siege, day of the week, schedules (Friday&Monday for example.) So on any particular night there were ~6 keeps live simultaneously to fight over. This past campaign, while maybe well intentioned, was a big step in the wrong direction. You split the keeps to different time zones which made it so that there were fewer simultaneous keeps going live. For eastern time zone there were now only eight keeps going live at 9pm EST. Then you split this number over the three days of the week schedule and you only have two to three keeps live simultaneously. If I'm understanding correctly, this will be reduced even further, to four keeps per time zone, in the next campaign. If there are only four keeps then you will only have one or two live during any particular night of the week. Why is this a problem? It is a problem because the outcome is certain (Big guilds will own everything and smaller guilds have no fighting chance to own anything,) the rewards are only for the few big alliances, and it forces guilds into a concurrent members online arms race. You have predetermined that Uncle Bob will win before even sitting down to play, so why be content for Uncle Bob? The answer is many are leaving and letting Uncle Bob play by himself. I will present two scenarios and let you pick which is best for the game. Constants: There are two 100 person alliances, four 40 person alliances, and ten 20 person alliances. Scenario one, forts and keeps do not overlap, you have 2 keeps go live on any particular night of the week. Number wise, the two biggest alliances can show up to both keeps with 50 players each or go to a single keep with 100 players. Either way the top two alliances will outnumber any other alliance that shows up. If the two alliances simply each take one keep and defend with 100 it would take a concerted effort of at least three other alliances joining together to mirror the numbers at a single objective. In this scenario rewards and fun are enjoyed primarily by the few big alliances, no one else has a fighting chance at owning any territory. Scenario two, forts and keeps overlap, you have 8 keeps and 12 forts go live simultaneously. The two biggest alliances can fight for as many objectives as they want, however each additional objective spreads their numbers down to the point where they quickly reach equal numbers with the smaller alliances. If each of the big two alliances takes two keeps, that dilutes their numbers down to a much closer fight with the four 40 man alliances and that still leaves four other keeps and 12 forts to be fought over by the rest of the community. Here you will have more even number fights, fewer zone caps, and rewards for more or most. In closing, the direction that Artcraft has been going in, by narrowing down the simultaneous objectives each campaign, is hurting the game by forcing alliances into a concurrent players arms race, promoting things like zone capping, and making what most players list as their most liked aspect of the game in Tigg's surveys, skill based similar number fights, few and far between.
    8 points
  17. Hello Crows! Good News! Any player that has purchased the Arkon Greatsword Relic and Golden Dragon Altar Relic before October 6th, we’ve delivered your price protection credit in the form of “Crowns” (Crowfall’s virtual currency) on Monday, October 4th. The Crowns granted will cover the difference in the price based on when you originally purchased and today’s new pricing. We’ve added 5 exciting new relics to the store here. ArtCraft’s philosophy is that whenever you purchase digital goods from our store, the price we charge you will always be the best value we can offer. A crowning achievement that bodes well for Crows across the community!
    8 points
  18. Ironically all the Crowfall Youtubers they paid off to make 'Crowfall Vs New World' videos have all switched to making New World content 😅
    8 points
  19. Is this still an "in the works" kind of thing, or pretty much it? This feels, well to be frank, a let down. No QOL improvements that have been recently discussed (not going to list them for the sake of sanity). No Balance Passes for Class Combat - buffs or nerfs - This is a big one No mention of (fixing) the god awful trading zones in Dregs (they seem randomly generated and spread out for no reason other than to annoy the player base) No mention of the many (not listing for the sake of sanity) asks by players. No real modifications to the current play loop to really bring any players back (maybe a bit soon to ask for these, but Crowfall is hurting at the moment). EK - Allow disc swaps and shorten the log out timer to 1 second also - This is also a big one ** Now this post may sound a bit pessimistic, but I really do want good things for Crowfall. It just seems like so much silence, now when 7.2 drops, just not enough **
    8 points
  20. This fixes nothing thats wrong w the game now. Just changes some rules in Dregs. Much more is needed, this is to little to late
    8 points
  21. 7.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: Live Server Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: Live Server Feedback Revamped New Player Experience When creating a new character, players are given the option to create a Custom Character or create a pre-built Archetype that begins at level 25. Archetypes Designed for players that want to get into the action, at character creation players will be able to select the option to create a character as normal or create a new level 25 character from one of six race/class selections. These options remove the choices that would have been made from leveling including talents, Promotions, and stat point allocations in order to send them to PvP in Skypoint! When creating an archetype character, you can modify the character’s body type and visual customizations. The available Archetype Characters are: Stoneborn Knight Nethari Confessor Fae Assassin Half-Giant Champion Human Cleric Elken Templar Custom Characters The option to create a level 1 character to build is still available, but the experience has been updated. The previous NPE for custom characters has been substantially updated to improve a new player’s ability to get into Skypoint and beyond: Item and XP rewards for several quests have been adjusted Many non-essential quests have become Side Quests to reduce the amount of time required to progress through the Main Questline Side Quests are now tracked separately from the Main Questline The “Low Sec” zones: Arborium, Lunarium, and Solarium have been removed. The quests associated with them will be moving to the Skypoint zone Alliances and Alliance Scoring Alliances now can contain up to 15 guilds The Alliance Leading guild now receives the accumulated Conquest points for its sub guilds This is reflected in the Leaderboard and the final Conquest ranking and rewards. The Alliances menu can now expand to show these additional guilds Performance Updated server stability and performance Campaign Adjusted the Wilderness Culling card to state unique player kills Doubled the mitigation value for Keep and Castle Walls Fixed an issue where a chest was sometimes duplicated Fixed an issue where some zones were not spawning Thralls Fixed an issue with the sorting of Alliance members Imported disciplines should no longer be able to be sold Improved siege schedule to only reset position when switching campaigns Increased World bank size from 100 to 125 Keep Interiors will now apply a damage over time effect when infiltrated by enemies outside of a siege window Large keep gatehouse ladders should no longer place the player inside of the wall when interacting with it Nameplate visibility for siege buildings and walls have changed: For castle and keeps walls, it’s always visible for attackers in siege engines For fort walls, they become visible when damaged for attacks For stronghold buildings, they become visible for attackers in siege engines once damaged When outside a siege engine, visibility for these objects when damaged depends on the new settings in UI > Nameplate Outpost flags have been removed from the Hotzone parcels. Flames and siege indicators will be present just like the other Hotzones Rebalanced conquest points. Keeps now generate more conquest points The Dregs campaign now has 4 adventure zones and 4 siege zones split between the 4 major regions Adventure zones now have 5 respawn statues instead of 6 Adventure zones now have 3 refineries instead of 1 Adventure zones now have 2 outpost banks instead of 1 Siege zones have 2 keeps and 3 forts The number of graveyards across both siege and adventure zones has been increased The interaction prompts for Rune gates will now show the region name for the target zone, e.g. "NA East" or "AUS" The Well of Eternity is now appearing in Small Keeps The "Enemy Sanctuary - Keep Out!" effect has been updated to provide a more insistent and serious warning to intruders before inflicting their demise. When entering a protected enemy area, you will now begin taking damage once every two seconds. If you remain in the area for longer than 10 seconds without leaving, your character is finally killed Updated "Pride of the All Father" Victory Card description to indicate it awards points to participating factions who kill the most enemy guards during active castle, keep or fort siege window per member Vendors in campaigns that run out of gold in their coffer will now be mailed to their owner's spirit bank instead of deleted Crafting All NPC harvesting nodes should appear on the body and be hittable Cloth optional ingredients in the Bandage recipe are now visible without a First Aid Manual. They have a lock icon with a tooltip that states how to unlock the slot Empowered Harvest Passives from Toolkits now grant 25% Buff Power instead of 24% Fixed an issue that caused the cap for Tool Decay erroneously to display as 100 in the character sheet instead of 50 Fixed typo on the Vendor Tax tooltip.Fixed an issue where the crafting screen could become unusable if a character loses connection to the zone in the middle of crafting Great Weapon Components recipe/ingredient names all follow the same name convention now Rare + Crafting and Harvesting belts can no longer be sold to Vendors Tooltips are no longer missing for 'Specialty Toolkits' in the Miscellaneous category of the Character Traits UI tab Trillion Sapphire Necklace affects Logging Stats Upgrade Discipline recipes now indicate if a component is already Soulbound the resultant Discipline will be Soulbound Eternal Kingdom Added better socket validation when loading an EK. Some EKs with broken socketing connections may have some deeds ejected and mailed back to their owner's spirit bank Adjusted the token size of the Obsidian Malekai Statue to be Medium instead of Large Blessing of Knowledge's name has been changed to Valkyn Relic to match the other passive EK relic buff names EK Relic buffs that are passive will only appear in the Spellbook under the Passive section. (reducing the combatHud buff clutter for EK's) Fixed an issue where faction banners on parcels in EKs did not update when the parcel owner changed their guild. The banners will now update when the parcel owner enters the EK Fixed an issue where moving or rotating parcels in an EK would sometimes cause the collision on the deeds on the parcel to stop working Fixed an issue where sockets built-in to the mountain citadel and caldera parcels would sometimes be in the wrong place after moving the parcel Fixed an issue where the incorrect key labels were showing in the building placement UI In EKs, guild member chests are now always accessible to the chest owner even if they leave their guild Lowered the interact distance on the Twitch Dragon Statue from 40 to 5 Removed all non-harvestable trees/rocks from EKs Removed several decorative chests from Castles Set EK relic and god statues to token size XS Set the Dragon Relic buff pedestal to be interactable with PvP turned on Set the EK Houses to be able to switch between Thatch Roofed ones and normal roofed ones “Time remaining” will now show an approximate time remaining for the EK while the EK is active. If there are players in the kingdom, it will always show the maximum time remaining for that EK (15 min for non-VIP, 30 min for VIP private EKs, 3 hours for VIP public EKs) UI A better explanation is now provided when attempting to bind left/right mouse buttons to movement controls. Left and right mouse buttons can also no longer be assigned to auto-run, which had the same conflict as other movement controls Added an Abandon quest button Added an indicator to the Alliance HUD element for when Alliances grow beyond 5 guilds Added localization to some Fly text Added power button highlight when aiming a power Evasion Fly text at distance will be smaller Fixed an issue where default input preferences were assigning the same key binding to two different actions (opening the scoreboard and changing chat combat log filters) Fixed holding enter or / when input controls change causing powers to not respond to input until chat is activated Fixed missing reticle range text Fixed skip intro key not always skipping the intro cinematic when possible Fixed the default subcrest crest from appearing in the guild tab for the social window Pressing/activates chat and prefills it with "/" instead of preventing power input until chat is used Players can now preview how to select stats that will be affected when attribute points are allocated. Simply mouse over the "+" symbol next to an attribute when you have unspent points remaining. Pressing the ESC key no longer submits the dialog used for searching for a player by name (Add Friend, Block, etc). It now correctly cancels the dialog instead. When the player is in crow form after dying, the recall ability will now use the secondary interact key ('G' by default) You no longer have to click on the input field on the dialog used for searching for a player by name (add friend, block, etc) before entering text. That field is now active by default. Chat Added a new option to keep the chat input active after sending. Powers Assassin Assassin Envenom will now properly apply the Deadly poison buff if you have the Garrote or Poisoned Blade powers and have a toxin equipped Assassin Sap Strike when used with Poison Mastery will now properly remove Barriers and will add Exhaustion to enemies using Block Backstab will now activate the Bloodthirsty buff when you have the Cutthroat Talent and the target is Exposed and you hit them from the front Spirit Dart now uses the correct terminology to refer to the "Slowing toxin" it applies Vandal promotion now properly increases the damage of Backstab Centaur The Mounted VFX for centaurs is now more noticeable Champion Corrected a typo in the Champion trait display in the character sheet Cleric Fixed blinded VFX on Flash of Light Updated Strength in Numbers description to indicate that damage is converted directly to healing and is unaffected by Support Power Updated the sound for the Cleric basic attack Duelist Added text to the Rapid Fire description saying that it requires Dual Pistols Fixed an issue that could cause Rapid Fire to occasionally drop a tick Keen Guard now indicates it has a duration between 6 and 18 seconds scaling with pips spent Snipe description now notes it increases Damage Bonus Cap Frostweaver Reworded Ice Devourer tooltip for clarity Fixed Frostweaver Ice caller Ice Formation Chance stat buff display Frostweaver passive Cold Stare will now give credit for Ice in your current stores when you purchase the talent Myrmidon Updated the Raging Bull VFX Added Hit FX for Restoration strike Nethari Nethari Call Flames now indicates it increases your Damage Bonus: Fire by 10% Ranger Cross Swipe now indicates it hits up to 3 targets General Corrected several power tooltips to indicate they hit targets under your reticle Decreased all combat Penetration stat caps to 20%. (this should help mitigation not get stripped away by stats alone) Improved input feel for Harvesting and Energetic Harvesting powers Survivalist Campfires no longer cause damage Talent power modification descriptions are now available! After purchasing a talent upgrade that modifies a power you can now hold CTRL while viewing the description to see additional information about how the talent has modified that power Updated the impact effects for several basic powers Powers that grant the armor statistic as a buff have been updated! Their buff amount matches the same % of mitigation as they used to provide (even though the value in the power may seem lower), just using the new increased armor to mitigation coefficient, otherwise they would have been too powerful with the new increased coefficient. (i.e. Frost Armor used to require 3500 armor to grant 35% mitigation, now 2900 armor provides 35% mitigation). Disciplines Arkon's Disciple Fiery Brand power description now indicates the value of its Elemental Break effect Blood Pact The functionality of Blood Pact has changed. It now exchanges 1000 Health for 200 Mana, 150 Energy or Essence, 20 Fury or Rage, or 4 Power Pips Dirge of Dissonance The power description for Dirge Of Dissonance now indicates it causes damage twice every 6 seconds while toggled on The Song Duration stat no longer reduces the effectiveness of Dirge of Dissonance Fencer Adjusted hit FX The power description text on Sturdy passive is now clearer General Added additional item icons Added unique Location Names for the various War Tribes and Stoneborn Ruins Ancient Sunfire Skull has been renamed to Decayed Sunfire Skull Bug Finder badge Mounted Movement Speed increase now works Catapults and Trebuchets now have the same nameplate view distance Dropping inventory items on "locked" (not yet accepted) trade area will no longer prompt to delete the item Fixed a bug where a player's inventory could enter the overflow state after trying to equip multiples of the same unique item Fixed an issue where after a player received a name change their buddy code didn't work properly. You're now able to use your new name buddy code Fixed an issue where caravans would sometimes get stuck in canyons Fixed an issue where elementals may not double their loot in a hot zone Fixed various world issues with assets clipping Increased experience granted for NPCs level 30 and above In order to avoid players abusing the spamming of ladders to avoid damage, they will experience a three-second cooldown of ladder usage when they go either up or down a ladder Right-click moving multiple sub-stacks of the same item to a chest should now stack The Bow Cast Speed stat will now show in seconds how much it reduces the charge time of bow attacks When mounted, the camera now rises to the player's head instead of staying at the mount's tail NPE Added and updated several rewards for quests Fixed the nameplate on the Bloodied Axe NPC in the NPE For new players creating their first character, we now check the available GRs and select the optimal server choice based on population and ping data. We then load the player into the GR after they finalize their character selection, instead of placing them back into the lobby. Increased the number of graveyards found in Gods Reach Players should no longer be able to summon an unlimited amount of Pack Pigs from the Gods Reach Pack Pig pedestals Updated the Quest Tracker and the Compass Quest Marker to have visuals for side quests Updated the VO for several quests Sound Added a sound for chests despawning CTRL + Right-clicking on an unsellable item now plays a negative feedback SFX Fixing missing ambient sounds for Mysterious Summoner NPC in Sun Temple zone of God's Reach Fixing missing sound for some of the NPC Bloodseeker Tallulah's attacks Fixing missing sound for Hellcat Slasher Fire Spit power Knight retaliate power now has sound once again Ranger Barrage SFX are now better in sync with visuals Right-clicking an item from a trade window back to inventory now plays a negative feedback SFX Shout and burp emotes now have sound Siege Weapon War Horn power now sounds like horns Sun Elf mobs should no longer play two sounds on death Updated unarmed SFX for some races NPC Fixed Boss Gryphon Devour Blackmantle to have the correct 30-second duration Maeve's Dirge buff tooltip now properly reports its damage Removed an inappropriate bleed visual FX from the NPC Hurlbat ability The Gryphon Shredded effect now properly reports its stat debuff value
    7 points
  22. myssing

    Dregs message verbiage.

    I know there aren't a lot of us, but on my side of the world it is just a bit past 6am. I normally get up around 9am. I am up early to help my guild with the initial Dregs rush. I haven't had coffee yet, because if there is no 7.2 today I would like to be able to go back to sleep. We are working on some blocking bugs / Dregs campaign starts the day 7.2 goes live Can someone officially just tell me "Not today" so I can go back to sleep? Your wording doesn't indicate an ETA on fixing these bugs and leaves a LOT of room for a sudden update that you fixed the bugs, servers are coming down for maintenance, and the campaign launches in an hour. One other grumble: the Message update to the dregs campaign post doesn't show up in the dev tracker. I saw the original post. If it weren't for discord, I wouldn't know there was an issue. This really should have been accompanied by a post so it would appear in the dev tracker.
    7 points
  23. ShuaiGe

    ArtCraft's 2nd game

    There is no third game they could create that I will play. If their second game meets the same fate of Shadowbane then they do not deserve a third shot. If their focus is not on making Crowfall as good as it can be, they will have lost me as a customer.
    7 points
  24. Ace keep banging on at every given opportunity telling people about all the cool stuff they can change in campaigns to keep it interesting and fresh With the last announcement they finally decide to change something and they decide that the thing to change is to make discs cost tokens as well? I have no words at this point. Really struggling to care enough to even be vaguely interested in the next campaign at this point.
    7 points
  25. I whole heartedly agree. The fall card read : "+1 to +5 to participating factions which have the most captures forts per owned keep. Factions without a keep score as if they own one keep." @Tyrant has acknowledged this as being incorrect - a faulty card. It doesn't state : At the end of the season. Neither does it count your points -if- you don't have keep. So on several levels it is bugged. When looking at the points scored it shows that -all- whom did hold a keep -did- all get 5 points... Not 1.. 2.. 3 nor 4.. but -all- got 5 points indicated that the card is completely screwed up. Just not the ones that didn't hold a keep. This is where you step in and -FIX- things, you don't just ignore them, the game has gone live - that was -your- choice Ace. Choices matter remember? When you choose to make something permanent you also own up to that and correct mistakes that are made -as- you have done in the past. It is of course unfortunate that a card needs to be corrected, and that it's a hassel - I can completely sympathise. It is part of how things work. When you screw something up, you have to fix it. Just because something is a hassel doesn't justify you -not- doing it, it was a hassel getting the things done to accomplish doing the card as well.
    7 points
  26. I think the major issue right now with them is that the CF devs are playing the New World launch
    7 points
  27. Update 7.200 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 Revamped NPE The NPE is being substantially updated to improve a new player’s ability to get into the Infected and beyond: Item and XP rewards for several quests have been adjusted Side Quests are now tracked separately from the Main Questline Several non-essential quests have become Side Quests Known Issue Disciplines cost import tokens to join an embargo campaign Alliances and Alliance Scoring The Alliance Leading guild now receives the accumulated Conquest points for its subguilds. This is reflected in the Leaderboard and the final Conquest ranking and rewards. Alliances now can contain up to 15 guilds The Alliances menu can now expand to show these additional guilds Performance Updated server stability and performance Campaign Doubled the mitigation value for Keep and Castle Walls Fixed an issue where a chest was sometimes duplicated Fixed an issue where some zones were not spawning thralls Imported disciplines should no longer be able to be sold Improved siege schedule to only reset position when switching campaigns Increased World bank size from 100 to 125 Nameplate visibility for siege buildings and walls have changed: For castle and keeps walls, it’s always visible for attackers in siege engines For fort walls, they become visible when damaged for attacks For stronghold buildings, they become visible for attackers in siege engines once damaged When outside a siege engine, visibility for these objects when damaged depends on the new settings in UI > Nameplate Outpost flags have been removed from the Hotzone parcels. Flames and siege indicators will be present just like the other Hotzones Rebalanced conquest points. Keeps now generate more conquest points The Dregs campaign now has 4 adventure zones and 4 siege zones split between the 4 major regions Siege zones have 2 keeps and 3 forts Adventure zones now have 5 respawn statues instead of 6 Adventure zones now have 3 refineries instead of 1 Adventure zones now have 2 outpost banks instead of 1 The number of graveyards across both siege and adventure zones has been increased The interaction prompts for Rune gates will now show the region name for the target zone, e.g. "NA East" or "AUS" The Well of Eternity is now appearing in Small Keeps The "Enemy Sanctuary - Keep Out!" effect has been updated to provide a more insistent and serious warning to intruders before inflicting their demise. When entering a protected enemy area, you will now begin taking damage once every two seconds. If you remain in the area for longer than 10 seconds without leaving, your character is finally killed Updated "Pride of the All Father" Victory Card description to indicate it awards points to participating factions who kill the most enemy guards during active castle, keep or fort siege window per member Vendors in campaigns that run out of gold in their coffer will now be mailed to their owner's spirit bank instead of deleted Crafting Cloth optional ingredients in the Bandage recipe are now visible without a First Aid Manual. They have a lock icon with a tooltip that states how to unlock the slot Empowered Harvest Passives from Toolkits now grant 25% Buff Power instead of 24% Fixed an issue that caused the cap for Tool Decay erroneously to display as 100 in the character sheet instead of 50 Fixed typo on the Vendor Tax tooltip.Fixed an issue where the crafting screen could become unusable if a character loses connection to the zone in the middle of crafting Great Weapon Components recipe/ingredient names all follow the same name convention now Rare + Crafting and Harvesting belts can no longer be sold to Vendors Tooltips are no longer missing for 'Specialty Toolkits' in the Miscellaneous category of the Character Traits UI tab Trillion Sapphire Necklace has an effect on Logging Stats Upgrade Discipline recipes now indicate if a component is already Soulbound the resultant Discipline will be Soulbound Eternal Kingdom Added better socket validation when loading an EK. Some EKs with broken socketing connections may have some deeds ejected and mailed back to their owner's spirit bank Adjusted the token size of the Obsidian Malekai Statue to be Medium instead of Large Fixed an issue where the incorrect key labels were showing in the building placement UI In EKs, guild member chests are now always accessible to the chest owner even if they leave their guild Lowered the interact distance on the Twitch Dragon Statue from 40 to 5 Removed all non-harvestable trees/rocks from EKs Removed several decorative chests from Castles Set the Dragon Relic buff pedestal to be interactable with PvP turned on Set the EK Houses to be able to switch between Thatch Roofed ones and normal roofed ones “Time remaining” will now show an approximate time remaining for the EK while the EK is active. If there are players in the kingdom, it will always show the maximum time remaining for that EK (15 min for non-VIP, 30 min for VIP private EKs, 3 hours for VIP public EKs) UI A better explanation is now provided when attempting to bind left/right mouse buttons to movement controls. Left and right mouse buttons can also no longer be assigned to auto-run, which had the same conflict as other movement controls Added an indicator to the Alliance HUD element for when Alliances grow beyond 5 guilds Added localization to some Fly text Added power button highlight when aiming a power Evasion Fly text at distance will be smaller Fixed an issue where default input preferences were assigning the same key binding to two different actions (opening the scoreboard and changing chat combat log filters) Fixed skip intro key not always skipping the intro cinematic when possible Fixed the default subcrest crest from appearing in the guild tab for the social window When the player is in crow form after dying, the recall ability will now use the secondary interact key ('G' by default) Powers General Corrected a number of power tooltips to indicate they hit targets under your reticle. Improved input feel for Harvesting and Energetic Harvesting powers Talent power modification descriptions are now available! After purchasing a talent upgrade that modifies a power you can now hold CTRL while viewing the description to see additional information about how the talent has modified that power Updated the impact effects for several basic powers Assassin Assassin Envenom will now properly apply the Deadly poison buff if you have the Garrote or Poisoned Blade powers and have a toxin equipped Assassin Sap Strike when used with Poison Mastery will now properly remove Barriers and will add Exhaustion to enemies using Block Spirit Dart now uses the correct terminology to refer to the "Slowing toxin" it applies Centaur The Mounted VFX for centaurs is now more noticeable Champion Corrected a typo in the Champion trait display in the character sheet Cleric Fixed blinded VFX on Flash of Light Updated Strength in Numbers description to indicate that damage is converted directly to healing and is unaffected by Support Power Updated the sound for the Cleric basic attack Duelist Added text to the Rapid Fire description saying that it requires Dual Pistols Fixed an issue that could cause Rapid Fire to occasionally drop a tick Keen Guard now indicates it has a duration between 6 and 18 seconds scaling with pips spent Frostweaver Reworded Ice Devourer tooltip for clarity Fixed Frostweaver Ice caller Ice Formation Chance stat buff display Myrmidon Added Hit FX for Restoration strike Updated the Raging Bull VFX Nethari Nethari Call Flames now indicates it increases your Damage Bonus: Fire by 10% Ranger Cross Swipe now indicates it hits up to 3 targets Disciplines Arkon's Disciple Fiery Brand power description now indicates the value of it's Elemental Break effect Blood Pact The functionality of Blood Pact has changed. It now exchanges 1000 Health for 200 Mana, 150 Energy or Essence, 20 Fury or Rage, or 4 Power Pips Dirge of Dissonance The power description for Dirge Of Dissonance now indicates it causes damage twice every 6 seconds while toggled on The Song Duration stat no longer reduces the effectiveness of Dirge of Dissonance Fencer Adjusted hit FX Sturdy Updated power description text on Sturdy passive to be more clear General Added additional item icons Added unique Location Names for the various War Tribes and Stoneborn Ruins Ancient Sunfire Skull has been renamed to Decayed Sunfire Skull Catapults and Trebuchets now have the same name plate view distance Dropping inventory items on "locked" (not yet accepted) trade area will no longer prompt to delete the item Fixed an issue where after a player received a name change their buddy code didn't work properly. You're now able to use your new name buddy code Fixed a bug where a player's inventory could enter the overflow state after trying to equip multiples of the same unique item Fixed an issue where caravans would sometimes get stuck in canyons Fixed an issue where elementals may not double their loot in a hot zone Fixed various world issues with assets clipping Increased experience granted for NPCs level 30 and above In order to avoid players abusing the spamming of ladders to avoid damage, they will experience a three-second cooldown of ladder usage when they go either up or down a ladder Right-click moving multiple sub-stacks of the same item to a chest should now stack The Bow Cast Speed stat will now show in seconds how much it reduces the charge time of bow attacks When mounted, the camera now rises to the player's head instead of staying at the mount's tail NPE Added and updated several rewards for quests Fixed the nameplate on the Bloodied Axe NPC in the NPE Increased the number of graveyards found in Gods Reach Players should no longer be able to summon an unlimited amount of Pack Pigs from the Gods Reach Pack Pig pedestals Updated the Quest Tracker and the Compass Quest Marker to have visuals for side quests Updated the VO for several quests Sound Added a sound for chests despawning CTRL + Right-clicking on an unsellable item now plays a negative feedback SFX Fixing missing sound for some of the NPC Bloodseeker Tallulah's attacks Fixing missing sound for Hellcat Slasher Fire Spit power Fixing missing ambient sounds for Mysterious Summoner NPC in Sun Temple zone of God's Reach Knight retaliate power now has sound once again Ranger Barrage SFX are now better in sync with visuals Right-clicking an item from a trade window back to inventory now plays a negative feedback SFX Shout and burp emotes now have sound Sun Elf mobs should no longer play two sounds on death Updated unarmed SFX for some races NPC Removed an inappropriate bleed visual FX from the NPC Hurlbat ability The Gryphon Shredded effect now properly reports its stat debuff value. Maeve's Dirge buff tooltip now properly reports its damage. Fixed Boss Gryphon Devour Blackmantle to have the correct 30-second duration
    7 points
  28. Summary Design can create packages of “rules” via the CampaignConfigurator tab in the Campaign Data table. These Campaign Rules drive the specifics of a particular campaign. Design wants to leverage these to influence the metagame and keep the game fun and fresh. This document outlines several tech requests for new rule types. After each tech request section, some specific use cases for the new campaign rules are listed. These could be used alone or combined with other rules. These campaign modifiers are messaged on the Enter Campaign UI screen in a section called Campaign Rules & Restrictions. This doc concludes with some requests for UI and Art support for this initiative. New Tech Requests Location Adjectives and Global Adjectives There are a large number of systems that can be driven by or react to the presence of adjectives. Having the ability to apply these to parcels and/or globally will give us a large amount of flexibility. Out of all the Tech Requests in this document, these are the most important as they open up a wide swath of functionality we can leverage. Zone Adjective Rule Type The Campaign Configurator should allow us to apply location and/or global adjectives as discussed below. At the end of the day we want to be able to do these two things: Apply adjectives globally to the entire campaign, e.g. every player gets XYZ adjectives Apply adjectives to specific areas (via location adjectives) Below is an example of what the data for this may look like. It is essentially just a rule name linked to a location adjective foreign key. We should be able to specify the number of these per rule. Potential Use Cases Apply the effects of a particular discipline to every character. This doesn’t take a discipline slot and is a free bonus. Archer World: Everyone starts with Archery, Bow Slot, Ammo Slot. All players have ranged attacks. True Sight: Everyone starts with Head Up. All players detect stealth. Quick and Brutal: Everyone starts with Glass Cannon, Pound of Flesh, and Last Resort. Players deal and take more damage generally. They also cause more damage at low and high health. It’s a DPS fiesta in a fine china shop. Stat effects: Critalicious: +35% Crit and Heal crit chance. Tons of crits. Flatlander: -100% crit chance. Even guaranteed crits may not crit. Famine: -2000 Max Health for all players. Crafting Dangerously: +20 Assembly and Experimentation when on Outpost, Castle and Keep parcels. Superior Masonry: Wall health is doubled. New Unique Passive Effects Berserker: Players don’t immediately die at 1 HP. Instead, they enter a Berserker mode for 15 seconds during which time they cannot be healed and after which they die. They can fight and act normally during that time. Corpse Blossom: When players die they cause AOE damage to friendlies and an AOE heal to enemies. Vampirism: Players can become a Vampire who is more powerful at night. At night gain life steal, max health, perception, and damage bonus. Vampire Hunter: Gain a single target Stake power and AOE Holy Water power which do high damage versus Vampires only. You cannot be a Vampire. Elemental Form: Players can turn into one of three elementals with unique elemental combat packages. Quickening: Players get a full heal, resource restore, and a damage/healing buff when they behead an enemy. Gaea Connection: Gain randomly applied stacking combat buffs from harvesting. For example Health, crit chance, crit damage, and damage bonus. Characters become extremely powerful if they can harvest for a long period of time. New Equipment Slots Trinket: All players get a new “trinket” slot which can equip a no-export activatable item that can have any ability effect/passive (such as the ones above or any other). We could leverage the quest system to start players with a quest to earn the trinket for that campaign for example or use many other methods to allow access to the special trinket. Guild Members Allowed and Alliance Cap Sizes We want to address super guilds/alliances who monopolize and crush the smaller ones. To address this we’d like the ability to restrict a few different aspects of guilds/alliance player campaigns/zone concurrency. The changes mainly deal with how many guild players are in the Campaign “right now” as opposed to a max potentially defined by inactive and less active players. Guild level Changes: Cap total Guild Members Allowed at the Campaign level! Campaign Limit Value - This value defines the total number of people from a single guild who can concurrently be in a campaign at a time. Defined in a campaign configurator rule. (Dregs rulesets only) Once the limit is reached no more players from that guild are allowed to log into the Campaign, until a player from that guild logs out. This should leverage the current world queue system using the number of players currently logged in as a filter on top of it. This means messaging can be added to the existing queue popup, about the guild having too many players logged into the current campaign. Alliance level Changes: Alliance Cap - How this currently works: This value is hardcoded in a template (set at campaign creation time in the OPs tool) that defines the max size of an alliance (currently 500). A guild's “size” is based on the total number of players fetched from the web. (if the web says your guild has 200 people in it, that is the value used for the guild) The sum of all the guild’s players never exceeds the Alliance Cap template value (or the guild going over the limit is kicked from the Alliance). What we would like Changed: The “size” of a guild as counted in the Alliance is based on the number of guild accounts that enter the Campaign. This allows the same account to not count multiple times against the guild. (people don’t like being charged multiple times) For example, I have 2 characters on my account I locked to this Campaign, since they are on the same account, my guild's contribution to the Alliance Cap is 1. If the same account has characters in multiple guilds, then both guilds are charged 1. Guild “size” is also capped at the max guild concurrency value. Zone Limit Value - Limits the total number of people from a single alliance/faction who can concurrently be in a zone at a time. Defined in a configurator rule based on zone type. (Dregs + Shadow rulesets) Ie adventure zones get one value, keep siege zones get another value. (Zone type is already defined based on zone adjectives) Once the limit is reached no more players from that alliance/faction are allowed to log into that zone, until a player from that alliance/faction leaves the zone. This should leverage the current zone queues with a filter on top of it. This means messaging can be added to the existing queue popup, about the alliance/faction having too many players logged into the current zone. If a player in an alliance/faction attempts to log into a “full zone” from the lobby and the zone is full, they should be given an option to instead log into their Temple zone. Allowed Races We’d like the ability to restrict what types of races are allowed to be created or imported into the game. The data could be represented similarly to the adjectiveDefinitions table with rows corresponding to every race with a boolean indicating whether the race is allowed. Potential Use Cases Elf World: Only Elves allowed. Players must be Wood Elf, High Elf, Fae, or Half Elf. Monster Mash: Only Monstrous races allowed. Players must be Minotaur, Centaur, Guinecean, and Elken. Oh the Humanity: Players must be Human, Half Elf, or Half Giant. Monster Template Alias A monster template alias allows us to swap one monster template with another. The data could have columns for a group name, before template, and after template. A group is specified in the campaign configurator and all templates in that group are swapped. Potential Use Cases This will allow us to easily amp up or modify certain classes of NPCs and do so from the campaign configurator. Since we’re choosing what is swapped and what is not, rather than automated, this preserves any quest or special NPCs. Here are some ways we could use this. Wartribe Boss Rush: All minion ranked Wartribes NPCs are now elites. All elites NPCs are now bosses. All bosses are now raid bosses. Spider Infestation: Wolves, cats, and aurochs are replaced with spiders. Holiday Town: Swap out neutral NPCs with versions in holiday themed clothing. Gryphon Power: All Gryphons are bosses, group bosses, or raid bosses. Loot Multiplier/Adder Things along the lines of “Double Loot Weekend” are go-to promotions that MMO teams leverage strategically. We need a sane way of doing this. Currently doing this requires duplicating thousands of rows in multiple tabs, which is the opposite of that. It seems the most straightforward way of doing this is to allow us to apply a mod to the num_rolls column of the “Goody Chest” tab in the “Item Data - Goody Chest” google sheet. We should have support to do both a scalar, which acts as a multiplier to that number, or an adder that just adds the value. The data can be represented by the name, type of modifier (scalar, adder), and value. Potential Use Cases Double Loot: Double the rolls on all loot! Loot Boost: One additional roll on all types of loot! Modified XP Double XP falls into the same category as the double loot as a tasty treat to include from time to time. This tech would modify XP granted from killing NPCs, sacrificing items, and crafting items (if possible). The XP for killing NPCs and sacrifice comes from a single place in data. This tech might apply a scalar to both of those. It’s desirable to also include crafting XP in this package but crafting XP is heavily derived so there isn’t a single good place to apply a scalar from the design data side. The XP calculations for crafting XP are fairly complicated so this would need to be applied as a final scalar somewhere in code. Sacrifice XP is from the “sacrifice_value” column in the Item Templates tab of the Item Data google sheet. Monster XP comes from the “xp_value” column in monsterTemplateStatGroupsData tab of the NPC Data google sheet. Potential Use Cases Level Land: Double experience awards for NPC kills, sacrificing items, and crafting! No Noobs: No experience is awarded NPC kills, sacrificing items, and crafting! UI Support On the Enter Campaign UI, we show a Campaign Rules & Restrictions box with icons indicating the types of modifiers being used during that Campaign. This is shown below. We’d like to request some new icons to help message new types of mechanics. Here are the new rule types or mechanics being proposed that could use new icons. Bonus Discipline Unique Mechanic Stat Adjustment Special Equipment Race Restrictions Guild/Alliance Size Restrictions NPC Modifications Bonus Loot Drops Experience Modifiers UI Functionality If you hover over an icon it will give you a blurb indicating what the modifier does. A major improvement would be to allow the player to do something along the lines of “Hold CTRL for all details” similar to what can be done with power descriptions for example. This should offer an exploded sort of view that gives something like a bulleted list of every campaign modifier.
    7 points
  29. Yeah the campaigns were a good idea. There were a number of things Crowfall did right that really gave me a lot of hope early on. They just clung to a small number of really terrible ideas that have proven to be even more disastrous as population drops. Like casual faction swapping was always a bad thing. But you know in peak population times if 20 people switched teams it wasn't the end of the world. When population got low, though, that same action simply wrecked factional gameplay (ultimately for all sides). Worst of all, it's not that the devs are ignoring the problem. They are aware of it and they like the way it works. 🧠💥 Ditto for vendors. It was never a good setup. EKs are a mess. Having to sit down and log out because I want to shop a different area is a mess. Everything about vendor implementation is a disaster for crafters, the economy and therefore the entire game. As population drops and shopping gets even thinner, with more abandoned vendors standing around, it has gone from bad to disastrous. And the developers like the way it works. Just. Baffling. These two things alone, I believe, did a lot to kill the game. And they did so with the full support and love of the game designers. I mean there are quibbles about class balance, the pure vertical climb of crafting in general and we can argue over how far line of sight should be but the murder of the game's economy and of all factional warfare has really stuck the blade between the ribs of this game. (I think the death of FvF has ultimately killed Dregs as well. FvF should be a place for smaller guilds to find allies or for "Dregs failures", basically, to go lick their wounds. Do a campaign in the Shadows. Get yourself sorted out. Then do another round of Dregs. But Shadows got killed, partially with the intentional help of Dregs guilds, and there went their feeder and fallback world. Now people who decide to break from Dregs just quit the game because there isn't anywhere else to go.)
    7 points
  30. I'm not looking to start a discussion, or even discuss this with other players at all. My hope is that the devs see this, and maybe take some of it to heart if others agree with me. I'm not a complainer, but I feel like these things have no chance of changing if it doesn't get brought up. And I already know that many are going to say: these reasons are why Crowfall is "Hardcore", and maybe "Hardcore" isn't for you. To which I answer, annoying is not "Hardcore". It's annoying. So first off, I would rather be playing Crowfall. It's a better game than New World by far. But here are the reasons why I'm playing New World instead. 1. Motherloads. I like gathering. It's the reason I like Crowfall so much in the first place, but most end game content is locked behind group gathering. In New World I can hop on after work, and not have to spend time looking for a partner, and then hash out who keeps what, or how much I have to pay them to get them to gather with me. 2. Centralized sales. I don't enjoy spending 6 hours trying to first find all the vendors that sell what I want, and then have to try to narrow down who has the lowest price. I can do this in seconds in New World. 3. Resource Spawns. Now I realize that the limited resource spawns in Crowfall is intended to create conflict. However, in practice what happens is when you want a specific resource, you go to the same place, over, and over, and over again to gather it. In New World, resources are plentiful and everywhere, and I find it more enjoyable to just roam around the world, knowing full well that I will run into plenty of the resources I'm after, and don't have to farm the same spots all the time. 4. PVE content. Crowfalls combat system is leagues better than New Worlds. Not even a contest. But the game gives you reasons (albeit very shallow ones, but reasons none the less) to farm different PVE areas. Crowfalls PVE is almost strictly gold farming. So pick the most efficient farm, and farm the same one over, and over, and over again. Same issue as resource spawns. 5. PVE content extended. This one is definitely going to trigger the "git gud" crowd. The content locked behind the world bosses isn't accessible to solo, or small group play. I don't enjoy big groups. I will never enjoy big groups. New Worlds dungeons are small group accessible. 6. Crafting. It may not seem like a big thing, but being able to craft out of your chests without actually going to your chests in New World makes crafting a lot more enjoyable as a whole. In Crowfall I found myself running back and forth between my chests and a crafting table far more than I realized, until I played New World. 7. Cost of Eternal Kingdom. I played for two months straight. Gathered what I thought was a pretty respectable stockpile of resources by the end of it too. Especially since I gather all the time, and PVP only when its convenient. I spent damn near all of the resource stacks that I gathered in that two months time trying to build the smallest house for more storage space, and only completed about half of the components for that one blueprint. That's absurd. There are more, but this list is long enough, and these are the big ones. All I ask Dev Team is that you just think about some of these points.
    6 points
  31. Here are some batch recipes for various buff foods, to be able to craft with zero waste. I hate leftovers!!! In the "Crafting Process" sections below, the numbers are the number of crafts to complete, which may be different from the number of products crafted. SOUS CHEF ARTISAN CHEESE x5 (Additional Risk Difficulty Reduction +5) A great choice when you don't need more experimentation points (see Sumptuous Pot Pie below!). Shopping List: 10x Raw Milk (500g) 6x Cooking Foil (36g) 2x Water Flask (30g) 2x Large Cooking Pot (12g) 2x Mushrooms (harvest) 5x Beeswax (Logging) TOTAL: 578g (116g ea) Crafting Process: 2x Pasteurized Milk (Components) 1x Yeast (Components) 5x Artisan Cheese (Sous Chef) SPICED CHOCOLATE MILK x5 (Harvest Critical Amount: All +1) Spicy choco milk is great because it offers a Wined to go with your harvesting Dined! The buff it gives maybe doesn't sound like much, but can nearly double the amount of goods that pop on a critical. Yum! Shopping List: 15x Raw Milk (750g) 10x Sugarcane (100g) 5x Hot Pepper (150g) 5x Cooking Foil (30g) 1x Large Cooking Pot (12g) 5x Empty Flask (Alchemy) 5x Cocoa Beans (scavenge) 5x Peppermint (scavenge) TOTAL: 1042g (208g ea) Crafting Process: 1x Pasteurized Milk (Components) 5x Chocolate Bar (Campfire Cooking) 5x Spiced Chocolate Milk (Sous Chef) Be sure to add Hot Pepper additive! GRILLED SANDWICH x5 (+15 harvesting skill) Sandwiches provide a different harvesting buff depending on the meat provided (DO NOT USE MUSHROOMS AS PRODUCE, they'll always make Logging sandwiches!). Gravedigging: Spider Logging: Mushroom / Bear Mining: Auroch / Cat Quarrying: Boar / Elk Skinning: Wolf Shopping List: 20x Potato (400g) 15x Ground Black Pepper (150g) 14x Water Flask (210g) 14x Cooking Foil (84g) 5x Raw Milk (125g) 5x Meat or Mushroom of choice (Skinning) 2x Mushroom (harvested) 5x Produce (ie Garlic, Wild Onion) (harvested) TOTAL: 969g (194g ea) Crafting Process: 10x Grind Food Items (Potato) (Food Processing) 1x Fresh Butter (Components) 2x Potato Flour (Components) 2x Yeast (Components) 5x Bread (Campfire Cooking) 5x Grilled Sandwich (Sous Chef) (DO NOT USE MUSHROOMS AS PRODUCE, it'll force Logging sandwiches due to a bug) HEAD CHEF BISCUITS AND GRAVY x5 (Melee Power Damage +5%) If most of your DPS comes from melee powers, here's a nice go-to food. Stock up on those blood and bones! Shopping List: 11x Large Cooking Pot (132g) 10x Potato (200g) 10x Ground Black Pepper (100g) 10x Seasoning Salt (100g) 10x Water Flask (150g) 5x Raw Milk (125g) 1x Cooking Foil (6g) 5x Animal Blood (Skinning) 5x Animal Bone (Skinning) 5x Meats or Mushrooms (Skinning or harvested) 5x Hot Sauce (scavenged) TOTAL: 813g (163g ea) Crafting Process: 5x Grind Food Items (Potato) (Food Processing) 1x Pasteurized Milk (Components) 1x Potato Flour (Components) 5x Bone Broth (Sous Chef) 5x Biscuits and Gravy (Head Chef) BON TIPPERS x5 (Additional Risk Difficulty Reduction +15) Tippers are great for individual crafts -- they offer the same buff, but only for one experiment. When you're planning on doing a bunch of crafting in a row, Bon Tippers are where it's at for Wined! Shopping List: 50x Tippers (5000g) 14x Water Flask (210g) 10x Sugarcane (100g) 10x Raw Milk (250g) 5x Ground Black Pepper (50g) 2x Large Cooking Pot (24g) 2x Cooking Foil (12g) 10x Empty Flask (Alchemy) 10x Apple (Logging) 5x Currant Berries (scavenge) 4x Mushrooms (harvest) TOTAL: 5646g (1129 ea) Crafting Process: 2x Pasteurized Milk (Components) 2x Yeast (Components) 10x Red Wine (Sous Chef) 5x Bon Tippers (Head Chef) MEAT BURGUNDY x5 (Basic Attack Damage +10%) LMB ftw! Do more basic attack damage! Lordy this recipe takes a lot of random stuff to make lol Shopping List: 30x Potato (600g) 10x Large Cooking Pot (120g) 12x Water Flask (180g) 5x Sugarcane (50g) 2x Cooking Foil (12g) 5x Empty Flask (Alchemy) 5x Apple (Logging) 10x Meat (Skinning) 2x Mushrooms (harvested) 10x Herbs (harvested) 5x Produce (harvested) 5x Currant Berries (scavenged) TOTAL: 965g (192g ea) Crafting Process: 15x Grind Food Items (Potato) (Food Processing) 5x Grind Food Items (Herbs) (Food Processing) 1x Potato Flour (Components) 1x Yeast (Components) 5x Red Wine (Sous Chef) 5x Gnocchi (Sous Chef) 5x Meat Burgundy (Head Chef) PESTO GNOCCHI x5 (Ranged Power Damage +5%) Pew pew stronger ranged powers! Eat all the potatoes!!! Shopping List: 60x Potatoes (1200g) 15x Large Cooking Pot (180g) 5x Raw Milk (125g) 12x Water Flask (180g) 1x Cooking Foil (6g) 20x Herbs (harvested) 5x Mushrooms (harvested) 5x Olive Oil (scavenged) TOTAL: 1691g (338g ea) Crafting Process: 30x Grind Food Items (Potato) (Food Processing) 10x Grind Food Items (Herbs) (Food Processing) 1x Fresh Butter (Components) 2x Potato Flour (Components) 10x Gnocchi (Sous Chef) 5x Pesto Gnocchi (Head Chef) POT ROAST x5 (Healing Bonus +3%) Pot roast is delicious and makes your healing better. What's not to like? Shopping List: 30x Potatoes (600g) 15x Large Cooking Pot (180g) 15x Water Flask (225g) 10x Seasoning Salt (100g) 10x Ground Black Pepper (100g) 10x Meat (Skinning) 5x Animal Blood (Skinning) 5x Animal Bone (Skinning) 10x Herbs (harvested) 5x Satyr Salt Cube (scavenged) TOTAL: 1205g (241g ea) Crafting Process: 15x Grind Food Items (Potatoes) (Food Processing) 5x Grind Food Items (Herbs) (Food Processing) 1x Potato Flour (Components) 5x Bone Broth (Sous Chef) 5x Gnocchi (Sous Chef) 5x Pot Roast (Head Chef) SUMPTUOUS POT PIE x5 (Experimentation Points +1) A straightforward Dined for +1 experimentation point! Alternatively, look at Artisan Cheese for difficulty reduction. Shopping List: 20x Potato (400g) 19x Water Flask (285g) 9x Cooking Foil (54g) 5x Raw Milk (125g) 5x Large Cooking Pot (60g) 12x Mushrooms (harvest) Alternatively: 2x Mushrooms + 10x any meat. 5x Produce (harvest) 5x Urgu Spice Mix (scavenge) TOTAL: 924g (185g ea) Crafting Process: 10x Grind Food Items (Potato) (Food Processing) 1x Fresh Butter (Components) 2x Potato Flour (Components) 1x Yeast (Components) 5x Bread (Campfire Cooking) 5x Sumptuous Pot Pie (Head Chef) Mushrooms or meat, your choice! No effect on outcome.
    6 points
  32. With 7.2 comes changes to the NPE....why? The new player experience just showcases the middle and end game experiences....The majority of people who bought the game quit after experiencing the middle and end gameplay experiences. Why on earth are you wasting development time and resources on a new player experience when you lost so many players who made it past the NPE and were wholly unsatisfied with the core design of the game? New players are not what you should be focusing on. You should be using your time and efforts to bring back the majority of customers who already bought the game but refuse to play because the core gameplay design is a boring, unfair slog of grindwork that rarely involves skilled, thrilling action. Look at all the reviews of this game and believe them. Stop wasting time on the npe and change the blasted game! Or give me a refund because this random scattered capture, non-territory based, score board watching, zone parking filler grindfest where stats cant be beat by skill or talent and strategy ultimately boils down to nameplate blob zergs of short windowed battleground instances owned by uncle bob is not the pvp throne war originally advertised when I backed it. 🎯🏌️🙄
    6 points
  33. ACE-Tiggs

    October Q & A

    I'm sorry your sad and angry, we're all working very hard to make this game better each day. Today, we've patched to 7.200, which means Dregs will be announced shortly. Yes, we launched 3 months ago, and there will always be Dev time as long as we're a live game. Also, it's better for us to take the time to fix show stopping bugs and wait to release an update over updating and players can't proceed since they're hitting a major roadblock due to a bug.
    6 points
  34. Evil @sappho running at me with a dagger: We put @Boyerin the corner: This guy was "horsin' off": Evil Elken: Headless Horsewomen: Proud Rat:
    6 points
  35. ACE-Tiggs

    October Q & A

    Hey All, We'll be focusing our efforts on 7.200 and 7.300 and have decided we'll push out October's Q & A to November when we'll have much more to discuss with you. Thanks for understanding!
    6 points
  36. ACE-Tiggs

    Discord

    We're working opening up our Discord and it'll tie in to your game login.
    6 points
  37. I've written volumes and volumes about the parts of the game that weren't fun in alpha, and in beta, and at release. I feel like I wasn't really off the mark with any of it. I feel like logging in to this forum since launch is like deja vu from conversations that are several years old. Crowfall isn't fun. I want it to be fun, but it just isn't. The necessity of stable faction play, accessible advancement models, intuitive combat balancing, and embracing the average rather than the exceptional as the primary customer, retaining exceptional goals for the exceptional, and delivering on the promise of campaigns being practical variants that encourage self-selection risk levels versus reward levels are now a matters of practical fact rather than exercises in armchair design. I don't need to write another thousand posts to point it out as theory as the validity of these points, as raised by many including myself for years, are now proven as practical matters of fact. Perhaps the team should sit down, not just Tiggs, but all of them, and just play the game they made for an entire campaign, in dregs OR shadows as they expect players to. Your players are adults with jobs, mostly, so the excuse you don't have time doesn't hold water. If we have time, you have time. Play the game like you expect us to, after leaving your job, putting the kids or cats or whatever to bed, just a few hours a day, with brand new accounts with no developer mode shenanigans, come back and tell me how much fun it was after a month. Actually play the game against your current player base, on anonymous accounts, and try to win some campaign rewards. I'm not convinced this has ever happenned and doing so should provide you some extremely valuable insight. I am not convinced the people making this game have ever really played it by the metrics they expect the users to play it. If you can't get by with the population of the entirety of ACE staff and close friends on that schedule, it is foolish for you to expect anyone else to summon up that many friends or allies to play your game either. If it isn't fun for you to do the list of tasks required to succeed in your game every night for a month straight, it isn't fun for your players either. I'm not convinced many at your company has actually played crowfall for the duration of a campaign, you know, one match of your match based game. Imagine people at riot developing LoL without ever having actually played a complete match of LoL. That's really all there is to it. If the grind, risk, time investment, required coordination, scheduling, or whatever is too much for you, the developers, it is likely too much for the majority of your audience. If your content is too boring to keep your developers engaged for a month of casual play, it is likely too boring to keep the majority of your user base engaged for a month of casual play. If you hate playing your game, its a pretty good bet most of your users also hate playing your game.
    6 points
  38. They don't want to reimburse because last time it caused problems when they went to do it. Well, ACE, sorry if that's inconvenient for you but do you know what else is inconvenient? It's when you play a game for a week doing one thing in particular because it's one of the very few reward systems in the game only to find out the it doesn't work at all. Maybe if it was such a pain to fix last time you would have properly QA'd the cards before they get used and maybe put other provisions in to reduce the effort/hassle it takes to correct mistakes when found. So what do you want players to do in future? Just accept that any of the cards might be buggy and we could potentially lose hours of play time exceeding triple digits? I can't believe your answer to this is to make it a problem for the players. Do the right thing; fix the card and reimburse the points and if you can't reimburse the points then reimburse the guilds affected via other means. We shouldn't have to be on here writing forum posts to force you guys to do what is right.
    6 points
  39. stop pushing the recruitment and fix the game. Its just insulting at this point.
    6 points
  40. Crowfall unfortunately has a lot of problems whose sum make the already meh experience even worse. Take crafting. It itself is alright. Not good, not bad. But add no functional trading/selling. Add no Guild bank. Add no mailing system. It is a bunch of issues that make the whole thing 10 times worse. Even in an organized guild simple things become a huge pain in the ass. In what world is it okay for a guildie to need to spam 'someone have mushrooms?' in chat and voice cuz the game literally doesnt help at all? 'Someone needs food? Huh, what kind you say? Im at temple, can you come here?' It is just the game being a pain in the butt for no reason. And the vast number of small problems is what makes this game be dead. For every not bad thing there is 10 'minor issues' that will make you wonder why you bother.
    6 points
  41. It's not fun fighting 20-40 vs 100. So every small group of 20-40 left and only the 100 are left to play alone in the sandbox. The Devs are taking and allowing for actions that hurt their game and need to turn 180 and focus on gaining and retaining small groups of players. Not having per member cards on campaign seasonal objectives was at the direct request of bigger guilds that didn't like the threat of smaller more efficient groups having a chance of winning. Devs listening to this request wasn't in their best interest of keeping new and small groups of players playing their game. I am not sure where the logic is behind the current campaign map. Did they want to consolidate all the time zones into a single dregs and still allow for some local sieges? If so this is a good want, but when you have 75% of your population in NA to then give equal objectives split among all the time zones is a poor choice. For east coast players we went from fighting over more than 15 keeps to eight? Spread this out over the different days of the week and the bigger guilds can and are monopolizing holding keeps. Fewer objectives to fight over means that the big guys own a larger percentage and smaller guilds have no scraps to fight over. A step in the wrong direction. We need more simultaneous objectives to fight over. Our community is not new player friendly. You have some guild's who are proud of wiping other guilds out of the game and focus so hard on winning that their "play to crush" mentality is crushing the game. In Beta the community was welcoming. Now, it is a bunch of elitist fairy godmothers. Also, information is coveted and not available to new players. incentivize a better community and disincentivize the cancer of "play to crush" at least until you have a population that can handle a bully in the sandbox. The quality of life items that should have been implemented day one still arn't there: like a working chat, and in game guild organization tools. You don't get a second chance to make a good first impression. Keeping and growing the population should be an immediate concern for the Devs above whatever they have planned for two months down the road. Don't add more nuance, fix the basic stuff. Make the game fun, more fair, and new player friendly.
    6 points
  42. MurphyAKL

    Where did everyone go?

    To be fair I didn't vote because it was a terrible poll, but I don't disagree with your overall opinion.
    6 points
  43. My thoughts as a player that typically roams in a 2-4man group. But also have done some sieges. Currently in the dreg my group has around top 15 or so kill participation doing only 2-4man groups. I have worked on other daoc private servers that have higher population than crowfall currently and one my jobs was to help make fun content for people. Think it's a good idea to have some new and wacky dreg designs. But all that stuff doesnt make the game actually good for the majority of the players(new players, people in small guilds and people in medium sized guilds). I think content ACE should focus on is the content that those groups of players can do, all these changes will do is make the game fresh for a short while but the big problems will still be there(the fact there's nothing to do for the majority of the players). Look at adding some content for these other players that cant partake in the big sieges/big alliance content. Currently the biggest alliance doesnt even need to play the game outside siege time because there is no content that needs to be done or fun to be had outside this short window. Update how outpost chests work, right now no one cares about the wartribe, green tier, white tier, and blue tier mats in them. Make them give purple+legendary additives,hunger shards, materials, enchants, and major+minor discs. Things people actually want. Give a mini hotzone marker on the map what outpost the chest spawns at so people go there to fight over them. Update the hotzones so these new chests spawn there, or add some other incentive for people to do them. Currently no one cares about hotzones. Look at pvp progression systems similar to the realm point system in games likes ESO/Warhammer/DAoC. Where you have another whole talent tree which you progress through doing pvp, the realm point system worked where in groups and smaller duos/solos you earned more realm points than people zerging a target IE. a solo kills someone they get 2000 realm points, a full grp gets 200 realm points, a zerg gets 5-20 or so. Look at some content that mixes world roaming and rewarding instance content, have systems similar to hellgates(Hungergates) where groups can see where certain special hunger shards spawn on the map, when they destroy it a gate opens where they go inside and face another 6man team. Winners get some conquest points for guild, and the updated chest with good loot inside. Go forward with handshake sieges but expand on it and let smaller and medium sized guilds participate in them also, make it so the big keep/castles are similar to what you have now where youre just limited on zone cap. But make small keeps 50v70 combat, and make forts despawn guards and have some 20v20 and other forts be 6v6. Make forts like they were in the passed where they work as mini bases for the smaller/medium sized guilds. Let them build respawn statues in them, and world buffs. Let them choose what kind of chest they want to spawn in there, a chest that give keep mats or a chest that gives the updates chest(mats) Look at adding a pvp currency, make it so players drop x amount of currency on death similar to gold. Let the group decide how they split this currency. Or add some system where it evenly distributes the currency similar to the realm point system above. Let people use this currency to buy things like new combat enchants, let people have some form of progression in pvp. This currency can be tied in with other content listed above. TLDR: Focus more on new player+smaller guild+medium sized guild content. Adding some extra fluff to the current broken system wont change anything or wont make the gameplay loop anymore fun. There's no incentive to play the game outside siege windows. Change that.
    6 points
  44. While we are talking about XP please add XP for player kills. A reasonable placeholder would be adding a modifier for player's skulls sac values. Also, i will once again request player's skull match vessel rarity. Low hanging fruit, amazing improvement.
    6 points
  45. ACE-Tiggs

    Alliance Scoring

    Since the 7.200 Release, there has been some confusion as to the scoring changes for Alliances that were introduced. While in an Alliance, the Conquest score of subguilds in the Alliance are combined with the Leader of the Alliance to determine the Scoreboard and eventual winners of the campaign. With this: If an Alliance sub-guild leaves an Alliance, the Conquest points they've accumulated are removed from the Alliance leader. If that guild were to join a different Alliance, the Conquest points would be added to the other Alliance. Otherwise, they would remain with that guild. Conquest rewards are only given to the Guild Leader / Officers of the Alliance Leader. Divine Favor Rewards are given to individual guilds and participants as normal. The intent is that an Alliance can be competitive in Conquest scoring with larger guilds and receive equivalent rewards overall. In this system, subguilds being eligible for Conquest rewards would have resulted in the Alliance receiving more rewards overall than if a single guild had won them.
    5 points
  46. Tyrant

    Scary Awesome Bundle

    Only Base Starter packs are available to be be used for upgrades as our system only allows upgrades from a single bundled package and the Base Starter package is the only one that works that way. We're working on getting the 20% vault increase in the store soon as a separate item.
    5 points
  47. Hello everyone, i want to tell you about my concerns and ideas for Hunger Crystals. Right now they are not really engaging or a fun activity or even needed that much. They are more a nuicence for Harvesters and nothing else, you are fighting PvP? they dont really do anything, harvesting? they take away your buff food and nothing more. the Loot of the Crystals: Sacrifisable Shards even in Dregs, where you dont need them anymore, cause you cant enter unless you are 30. Additional Loot of MLs if you have the buff: Hunger Shards (Weapon Additives) The shards give depending on QL from poor upwards: 15 / 20 / 25 / 30 / 35. Because the plentiful Harvest for Shards are so hard to come by. (Only Epic + Leggo Belt Miner/Quarry and the Miner/Quarry Keepbuff) you only get a really small amount (even with plenti 5 you get quite few). It is absolutly a waste of time. There are right now only 2 reasons to go after them: they sometimes block good nodes or you want the additives (hunger shards). With the hunt for the additives it is quite a chore. i heared, that there used to be multiple ways to get the buff, but nowadays there only is the 5% buff of connisseur, that is really low. Additionally you only get them from Motherload Hunger Crystals and they are so spread apart and rare, so getting any hunger shards is a hassle. We went roaming and searching for them for 2 hours and only got 1 hunger shard (leggo+leggo miner with both keep buffs). All other Ressources have fixed spawn poins and are quite plenti, so you can search for a nice spot and have your wa, but the crystals are mostly random and with the enlargement of the maps a real hassle to find, Especially the MLs, the small ones are all over the place, but the MLs? really rare. Suggestions to maybe look at and improve the system: 1. implement more ways to get hunger shard buffs again: for example make a harvesting potion, where you need the sacrifice shards (even make it a bigger number) and get a potion to get % for the additives. 2. improve the value of the sacc shards, they just give too little to care about right now. 3. maybe implement more reasons to remove the shards. like if it is near a keep/fort give a debuff for the sieges or stuff like that. anything to make players have a reason to go after them. 4. Maybe make the Spawnrate of MLs in Winter bigger, risk and reward: winter is the most active time oftens, many fights for outposts, forts and roamers, have a chance to get more of the crystals and if you get a fight farming them you can earn them . These are just my thoughts about them, right now i am only mildly bothered by them and dont really want to even look at them, cause they dont give anything of value. Regards KyriaThor EDIT: Sometimes the Loot of the ML Hungershards spawns either ontop it the Node (to high except you have doublejump) or it drops in a wide circle quite far away from the node. The circle is okay, you can still get it, but if it drops ontop of the ML, it does not fall down after the node vanishes, so you can only get it if you are fey or hamster. REALLY annoying.
    5 points
  48. Yyyep. What I told my guild was that if the next campaign was the same as the current campaign then Crowfall is likely going to be in "check back later" status. I've heard the game has a "1 year runway" meaning development is funded for a year after launch even if no one plays it and if that's true then they have some time to implement their various design documents and maybe come out swinging for a second launch on Steam. (I think they'll get murdered in Steam reviews regardless but I would definitely fire the game back up for a Steam launch to see what all has changed, say, 6 months from now.) If the coming campaign involves some significant changes -- say, the reward system for Shadows or maybe the significant combat changes they are in theory still working on -- then that may be worth checking out too. But yeah, starting to wonder what we're getting. I wouldn't mind seeing them do a short campaign (1-2 weeks) to use live as a "test server", too, if there are big changes and they are more of the "how does this feel" variety rather than the "this might crash the servers" variety. If next campaign is 6 more weeks of what we're playing right now then I envision most people will shelve the game, at least until the next BIG patch.
    5 points
  49. I actually loved the way that DAoC did their housing and market. There was a "market board" that would show all things listed for sale. You could either buy from that market board and pay a 10% extra fee or you could travel to the house number and buy directly off of their merchant. I love the EK system, I just hate that we have to use a third party tool (Discord) to find the items we want. Create a searchable market but you still need to travel to the EK.
    5 points
  50. If the popular server is sucking the life out of every other guild, yes You are from Winterblades, so you probably aren't seeing that aside the major Zerg guilds, No-one else is surviving this. 4 Alliances are up and running, every other guild is bailing out the game. If you aren't within said Alliances, it's pointless to fight in dregs. If you dont fight in dregs, rewards are stupidly bad everywhere else. If they dont stop or shorten Dregs lifespan, by the 28th everyone will be playing New World instead.
    5 points
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