Jump to content
Search In
  • More options...
Find results that contain...
Find results in...


  1. Yumx



    • Points


    • Content Count


  2. Soulreaver


    ACE Development Partner & Investor

    • Points


    • Content Count


  3. Kraahk


    ACE Development Partner & Investor

    • Points


    • Content Count


  4. Pann


    ArtCraft Developer

    • Points


    • Content Count


Popular Content

Showing content with the highest reputation since 10/12/2019 in all areas

  1. 10 points

    [-V-] Vanguard | [EU]

    Vanguard played on the Balance faction in the Perstilyn Campaign! And the victory went to the Balance faction. Vanguard came back with a vengeance this campaign, after having acquired some new recruits to fill holes in our roster - our first goal this campaign was to get as many fights as possible, to create better synergy with our new players. We definitely achieved way better synergy - with these insanely motivated players, anything is possible (here's a fight from the campaign, where we showcase great coordination) : As the campaign went on we noticed that our enemies were demoralized, spending most of their time bunkering in their main keep. This gave plenty of opportunity to get practice, by attacking almost every siege night - and chaos stood their ground, providing lots of fun fights for us. It also gave us the possibility to screw around, have fun and try different things (such as destroying their entire keep with trebuchets): We then chose to go for the win, already having a point lead, we defended our 2 keeps from multiple failed assaults. The final big battle we had in the EU campaign was recorded by our very own @XeXeeD - and it was the final nail in the coffin for Chaos: Thank you to our enemies for giving us fights this campaign - especially the russians and BlackCanarios crew who by far were carrying the Chaos faction, by ruthlessly capturing every objective they could - Top chaos guilds: (Top chaos players): Thank you to our allies @Mogres Nordic Marauders and @Pestyphus@Darksilver@Kegelj Farewell - if you are looking for a german guild, you should check out these 2 guilds! Top Balance guilds: Top Balance players: Well played everyone! We are hoping chaos comes back with a taste for blood soon. Vanguard will spend the rest of 5.100 testing, practicing and preparing for the launch and wipe in the next big patch in 2020. We have currently 2 spots open for new members - whether you are an experienced player already in a guild or a new player does not matter to us. What matters, is how you show us that you have the motivation and mindset to improve and become a great player within the guild. Apply today - tell us why we should take you in, and what you can bring to the guild! ___________________________ In the off hours from the european campaign, we also visited the NA campaign, where we also played for the Balance faction. Participating in a few sieges, we aided Winterblades @Angelmar @damebix and HoA @soulein in achieving victory for Balance - check them out if you are looking for an NA guild with skilled and motivated players! Thanks for all the fun!
  2. 8 points
    Prologue Caldera has been an active part of Crowfall since early August 2015. “We are the attackers, causing mayhem and murder. We are the crafters you will spend your funds on. We are laying siege to your castle and crushing your attempts to take ours. We are the refuge and protection from The Hunger that is creeping in on us all. “ We are Caldera - Playing with Fire! Avocation – “What does it mean to be part of Caldera?” “Real Life First – Full Commitment when Available Improvement – Team – Success Equality amongst friends, respect towards enemies…” The only thing you really have to do is take care of your real life. To balance between gaming and the rest of your life is your call. When you do come online and play with us, we want you to be fully committed ~ To Play with Fire. Strive for improvement. we will never be perfect. That doesn't have to keep us from trying. Learn from successes and mistakes, from your allies, your enemies, and yourself. Always ask yourself "what would have been a better way to approach this situation?" Don't be afraid to receive feedback, and don't be afraid to give it. Play for the Team. We are not a pile of solo players. The team is our strength, our motivation, our family. Always try to do what is best for the team, and in the long run the team will do what's best for you. We share our time, knowledge, and ingame goods. Aspire for success. While there is sometimes room to “mess around”, when it matters, we always play to win, no matter the odds. People will depend on you. Always play to the best of your ability, use your best judgement, and trust in your allies to do the same. We are all equal gamers and humans, and we treat each other as such. Being an Officer means taking up a responsibility for the good of the guild, no less and no more. Every voice matters. This even includes our enemies: be respectful, in victory or defeat. No flaming, harassment, bug using or cheating. What do we offer our members – “It’s a package deal!” A fun and friendly environment to achieve common goals in. A flexible hours guild with a hardcore mentality when it comes to the important stuff. (Casually Hardcore). A massive amount of in game knowledge to be shared to empower our guild members. A common progressive attitude towards the game where all guild members are recognized for their contributions. Applying – “Still here? Perfect.” Upon reading this, if you feel that Caldera might be a place for you then all you need to do, is click below: APPLY NOW Still not persuaded? If you wish to learn more about our structure and how we do things, then just click below. Read More! or Link to the original Caldera recruitment thread.
  3. 7 points
    Long fight against the forces of chaos outside their keep. ________________________________________________ Do you want to join Vanguard? Apply here!: https://forms.gle/FF4WBSoWjzTMMu5r5 Want to talk to us? Join our Discord!: https://discord.gg/YT8fE64 Do you want to see our recruitment thread?: https://community.crowfall.com/topic/25251-v-vanguard-eu/
  4. 6 points
    FYI - After the stream, I chatted with Blair about doing a write-up on the Discipline changes. He's in the middle of some high-priority work this week, but hopes to have a first draft done sometime next week. Stay tuned for that!
  5. 4 points

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

    Interview with Metauriel When did you become a Caldera recruit? Late 2015 Why did you choose to join Caldera? I was looking for an organised and active Guild during the first Alpha phase after kick-starter. One day, I found two candidates I was seriously thinking about applying to. That night in the hungerdome, me and my group where attacked by Caldera while looting some zombies, two of my allies dying before I could close my loot window. The next morning, I applied... What activities do you take part in as a member/recruit of Caldera? I am the main organiser of all things PvP, doing a lot of theory-crafting discussions, planning, and helping fellow guild members improve in combat. On the side I also play the game sometimes, mostly during sieges, for training, or when someone needs help. If someone asked you about joining Caldera, what would you say to encourage them to apply? To me, Caldera is both an organisation and a family. As an organisation we are competitive yet respectful towards others, and always strive to improve and succeed together. As a family we share our time, fun, knowledge, and in-game goods with each other, and of course go through the occasional internal conflict. Any advice for new recruits during their trial to become members? Be active, ask as many questions as you can, and learn as much as you can. Caldera is about being part of a living community, and improve together. What are your main passive(s)? Combat What is your best memory while being in Caldera? There are many awesome memories over the last four years, but one of them is an evening where we organised a guild harvesting session during the "big-world" test phase. While our harvesters were harvesting in the most valuable and dangerous area of the map, I was in charge of two combat groups and multiple scouts to fend off the various other groups active on the map. I am proud to say that during about three hours of light skirmishes and occasional group fights, no enemy ever got close enough to actually get eyes on our harvesters. Why do you like Crowfall? What interests me about Crowfall is the enclosed, temporary campaigns, where hundreds or thousands of players and player-run organisations fight for victory, and the organisational challenge that emerges from player driven economies and conflicts. Any advice you would give to testers looking at Crowfall? When you try the game, be aware of its state. By now it does a good job pretending to be a game, but it is still very much a prototype. Figure out if you are willing to actually play it at this stage, or if you are just looking to see where its going, or to help with development. And if you do want to play it, FIND a GUILD.
  6. 3 points

    Tyranny (a conditioning mechanic)

    I think it's an interesting idea, I just don't think people would be able to stomach getting the debuff applied to themselves. I think it will be viewed as a punishment and not a deterrent. As in the other thread, I just think it's a vastly superior idea to have a mechanic on the victory condition. So, in campaign, leaders and guilds need to make serious decisions about who they should ally with and if they should leave their alliance and join another, and so on. Not temporary, not combat related, but strategic. Can you imagine the politics of needing to argue between nation leaders and subguilds as to whether it makes more sense for a powerful, small subguild to leave and take a lower position but better proportions, as opposed to staying with a large nation that does not pull their weight equally? I can. And I think it could totally work. In my experience, political intrigue and frustration is going to have more longevity than direct game mechanic intervention. Let us have to be smart about how we play, who we score points for, and who we keep in our guilds and nations.
  7. 3 points
    In preparation for the Decapathon2, @furriousbeardshow and I are doing a special live stream with tips for quickly leveling a new character. All new Crows and "Crowfall Curious" are invited to tune in and ask lots of questions; Crowvets are welcome to tune in and answer lots of questions! Saturday, Oct. 26, 2 pm CDT: https://www.twitch.tv/crowfallgame UPDATE: Getting battle-ready article published
  8. 3 points
    Yes, we'll add the video to the Getting Started in Crowfall playlist on our YouTube channel. Speaking of, if you see any videos or streams that you have found helpful, please let us know so that we can add them to the playlist.
  9. 2 points

    Vidéo tutoriel.

    Salut, je vous présente un tutoriel pour faire découvrir Crowfall au nouveaux joueurs ou aux curieux, celui-ci s'articule par une série de vidéo entre 10 et 15 min comme ça vous pourrez à terme choisir des choses plus précises si vous connaissez déjà un peu le jeu. N'hésitez pas à partager et à me dire ce que vous en pensez ou si vous voulez que j'aborde un sujet en particulier dans de future vidéos. Je vous donne le lien de la première vidéo. A bientôt en jeu !!
  10. 2 points
    I started watching it just now and saw it literally came here to see if there was something So cool
  11. 2 points
    Yeah, I joined Order at random and had to get pointers from Balance (Staff). Found out the two most veteran and geared guilds banded together on Balance. Then they got the best guild in the game to come and fight with them from EU when that didn't work. Then add the numbers and toxicity of Chaos in the chat... Great game but horrible gamers in it rn. This is all just testing but there are people too afraid to lose like it matters. Fragile ego's. Very excited for when the game releases though.
  12. 2 points

    Balancing sides

    Adding some sort of damage multiplier to punish big zergs clumping up could be an interesting option. But adjusting the overall PVP-mechanic with multipliers according to the current point-status of the campaign or the number of people participating in a specific fight would be just veeeeeeery poor game design for any PVP-Game imo. I mean it's meant to be a Throne-War-Simulator, right? Sometimes you just get outnumbered and steamrolled. It should be exactly like that in such games. If people really loose interest because of loosing the game they could just join other campaigns with other rulesets, right?
  13. 2 points

    Gods Reach and Hindering PvP

    Currently GR is taking to much of peoples time. To many people are staying on GR and farming materials safely. I would propose that GR is strictly limited to Common quality materials. Remove Kings/Captains and Motherloads from Gods Reach as well. And remove the ability for war tribes on the Gods Reach server to drop anything higher than common. The point is to let it be a introduction to the game, not a place for people to get swole. Everyone should be being pushed onto the Campaign worlds and be on the campaign worlds to stay. Side note. Remove the ability to bank where ever you are on the Campaign. Only inside Forts, Keeps and the Temple.
  14. 2 points
    Welcome to the forums. The devs will surely read your words and take them into account. So first of all: Thanks for the feedback. I can only answer from a player point ot view and my personal experiences and observations, though. They may be wrong, they may be right. 1. The arch of the lost new players Thats quite some issue right now. There is no real silver lining for new testers. But the developers explained over and over again why. And indeed during the last year a lot of things have been implemented that makes the testing environment a lot more convienient for new testers. But yeah, there is no focus on first-player-experience. This is expected to change in the last part of the development. We are still in Pre-Alpha, which has been defined as the time when single parts of the later game are tested, without the full game loop existing. Focussing on NPE would only cost resources, to build something that would need to be changed later anyways, and by this delay launch even further. It can only be seriously and efficiently tackled, once we have the full game loop. Remember, it's a small company. Large companies may be able to put a few people on such a task. But for this company it would soon be 10% of their ressources and they just can't afford that. Conclusion: New player experience is currently an issue and will only finally be solved near to launch. Those who join should know that they are not players, but technical testers (hough the testing environment already seems to be pretty playable). Should this be communicated on the shop page more urgently? In my personal opinion: definitely yes. However, that's how it is. 2. No seek & hide "Account name = ingame name" has been a very early decision. There are some pro and contra arguments. Pro won (and is most unlikely to change). It could be nice for spying for example. But "having to take responsibility for the own actions" has been deemed more important - and it fits the basic principle of Crowfall "risk vs. reward". You are you, no matter what body you use. Your account name is not your main login name though, that would currently be your mail adress. So, as for security purposes, it's already not that big of an issue and I am sure they are still thinking about final solutions regarding this whole topic. So if you have any suggestions - that's what the suggestions box is for. 3. Newby Island Having a new-player-zone is basically the principle of the level restrictions for campaigns. There was something like that in shadowbane, and there will be something like that in Crowfall. Obligatory or voluntarily - we don't know. Right now we are in testing ... so nothing's carved in stone. Level restrictions are pretty new, so first of all they are a technical feasibility study. Just creating and testing the ability to do this, in case there may be need for that in all or some worlds of the later game. Watching it from the point of view of someone who experienced the whole development, it seems to make a LOT of sense, though. Both for the new players and the more experienced players. Before that, new players got much more frustrated by getting killed over and over again, everywhere they spawned. So now there is a save place. If you are experienced enough, you won't need more than one or two hours to level up your basic vessel high enough to be able to join the campaign. So that's not really an issue. And, there are enough areas where you can train your fighting skills even within the God's Reach starter areas. 4. Upset or Offset, that's the question Well, that's a design decision. Crowfall don't use tab-targeting. No easy clikedeeclick targeting, you need to aim at your target. That's hard to do if you don't see were you are aiming at, because the reticle is centerd on your character. A lot of variations have been tested so far. The current one is what seems to be the one that makes most sense. Probably not finally carved in stone, but I'd say as good as. Feeback and suggestions to make this change might have to be very good in order make the devs rethink the current reticle system. But, still in development, so still possible, right. A simple "I don't like it" surely won't work, though. Last not least, just an offer to think about: Seemingly degrading anybody who may say anything that may offer explanations about something you mentioned and don't like, by in that case automatically calling them fanboys (btw. what about the girls, hm?), doesn't seem to guarantee the best chances for good answers ... in my opinion. Offering an opinion is cool. Trying to avoid negativ feedback, too. Doing it by turning down certain kinds of answers right from the start ... is not. Though Crowfall is a PvP game, our community is usually quite accomodating and able to discuss different opinions appropriately. I can only hope it stays that way. But it would need all of us. You too. Just saying. Have fun, good luck Kraahk
  15. 2 points

    [-V-] Vanguard | [EU]

  16. 2 points
    I didn't say that it was something they consider low priority. I said it is something that I think should be considered a higher priority than it seems to be. Maybe it is a higher priority but it really hasn't seemed like it other than an offhand mention here and there. Best I can do is hope attention is given to it.
  17. 2 points
    Guild banks are essential for release. They need to be finished well before launch. It’s a GvG/RvR game.
  18. 2 points
    Interview with Soulreaver When did you become a Caldera recruit? Aug 2016 Why did you choose to join Caldera? Caldera was at the time the most active guild in EU, we were playing hunger-dome and often either allied or opposed each other. Tinnis then recruited me. What activities do you take part in as a member/recruit of Caldera? Ouch.. Recruitment, Interview, Making sure there are activities for members to take part in, Siege leadership, Guild management in general, Farming dust and gear for all ranks, Roaming, Relations with other guilds, Classroom training of certain classes (Ranger and Assassin), theory-crafting, assisting where needed in general so there is no one task. Just a long list and if you ask me tomorrow it'll most likely look different than today. Jack of all trades... If someone asked you about joining Caldera, what would you say to encourage them to apply? If you're looking for a guild which shares everything, in-game goods, knowledge. Whom do their utmost to help each other. Whom are a bit rough around the edges, but where there is room for all kinds of players... young and old, inexperienced and pro. Then this is the place. We don't have a huge online time presence, cause we also take care of our RL, and as such when on - we're on cause we choose to be and cause we choose to aid and assist each other. Any advice for new recruits during their trial to become members? Be active, be open, be informative and listen. Most of all, don't be disrespectful. What would you consider to be your main passive tree(s)? Combat What is your best memory while being in Caldera? Ouch there are many… Memory 1 - Dash to the Fort Memory 2 - Vs Champions Why do you like Crowfall? The seasons change how the game is played, meaning there will be time for each aspect of the game, and how you manage those aspects is what either makes you successful or brings with it failure. Any advice you would give to testers looking at Crowfall? This is a test version of a potential game... Join cause you think the potential it has is good, but don't expect it to deliver yet. There is no such thing as class balance, there are many yet to be implemented features, a lot of the time you will be encountering bugs which are game-stopping and annoying. Despite all that though.. it's a fun "game".
  19. 1 point

    Warstory: Pre-Dregs with the Vanguard

    Cool video and super cool fights.
  20. 1 point

    Tray Switching

    This I would prefer as well.
  21. 1 point
    Agreed ... In fact I agree with all the points being made in response (although no idea what was meant by "its not about the squirrelstory here"?) ...and I hope that no one gets too defensive or fails to see the points being made. For the most part I believe that there should be more of this sort of thing, if done well (honest/fun intentions), and by that I mean not victimizing new players over and over or something to that extreme. Unfortunately as 'Chaos' we only had one 5-man group on at that Keep (+perhaps some spies wearing 'chaos' as well) when this all began (Saturday 1st siege) so it was a one-sided affair... but not unexpected.
  22. 1 point
    A sad example of having fun at the expense of others by using mechanics that are blatantly unintended. I would take it down as it's more of bad press for Crowfall then of any use.
  23. 1 point

    Balancing sides

    These things are not untrue at all. The import rules still mitigate the potential advantages for campaign play so I don't think the impact on balancing will be very significant, any more than tethering export allowances to campaign victory status would be and for the same reasons, but this is one of those early adopter boons that can be hard to overcome; if you have the resources at launch then you will likely get and hold the economic advantage for at least a while. Of course, those who intend to capitalize on this must do so right at launch in order to "establish their brand" because even spending a whole bunch on EK down the line to try and catch up may not actually give the same advantage as those who spent the same at/prior to launch got because latecomers will have to chip away at established go-to economies. It also depends on what value you actually place on gold, or any other forms of payment they may intend to allow (like dust, embers, etc). Vendor searches could be a way to further mitigate this particular issue. Query the item you want and get a list of vendors on the various public EKs with some sort handles. But I digress, that is a totally different balancing conversation.
  24. 1 point

    Balancing sides

    There has been no comment but it’s clear the winning team doesn’t need an in game advantage from winning, especially if that advantage will push them towards winning again.
  25. 1 point
    My first ever siege footage! Super proud of this! I feel like any faction vs faction battle really embodies what Crowfall is meant to be, and I love it! https://youtu.be/RqtuBknvTzI
  26. 1 point

    It seems like the people forgot...

    Can't argue with that. I think OPs point is that not all topics are worth discussion at this point. Discussing what functions by design and what doesn't function by design makes sense at this juncture, but discussing things like balancing and stub systems that aren't even completely implemented does not make much sense because all of the relevant pieces aren't yet there. ACE could indeed, and should, get ahead of this for the sake of maintaining all of the testers they have acquired; no one wants to feel ignored for years when they opened their wallet to buy in to the discussion, as we all did. That said, they also can't react to all posts on the forum where the topic is a moving target that they may have already changed in a more-recent-but-unrealeased build. In development, game devs need to walk a line between "we need new players/testers to fund and test development and so need to put something functional together to attract them and hold their interest" and "we are trying to develop a cohesive game with a lot of complicated interlocking systems and working with our testers is paramount to delivering the vision", and I think ACE's communications are more in line with the former than the latter of late. I'm sure resources are spread thin but I think what they have together is significant enough that they can new attract and keep play testers without obscuring the current state, so they should make more of an effort to make it clear that 1) this is not a functional game yet and 2) to broadcast which systems are in flux and which are test worthy. I'm pretty sure this will need to entail some label changes and disclaimers in-game to be maximally effective.
  27. 1 point
    I am curious as to the hair growth product your brother was using at the time of the photo?
  28. 1 point

    Population spread

    Any number.
  29. 1 point
    The ROME recruitment trailer has been added to the original post. Despite Crowfall developments being slow, the Fellowship Gaming community is active and prospering in other titles. For instance, Ready Roulette, the Fellowship Gaming Chapter in Modern Warfare is currently engaged and recruiting. Furthermore, our community continues to expand across multiple video game titles, acquiring the best those player communities have to offer. We've come to the Crowfall community and we're here to stay. We can't wait to meet more fantastic players within this MMORPG.
  30. 1 point

    User Interface question

    Not currently. There were some demos a few years ago about UI scaling and being able to move things around, but the UI has gone through several iterations since then. I would assume it's still planned, but not something we will see until after 5.110.
  31. 1 point

    Returning player with questions

    Thanks for the reply. I'm not expecting the game to be an FPS or MOBA, but so far pretty much every game that has PvP as an afterthought has a better PvP design focused around rewarding you for... PvPing. Maybe this will get better down the road when all these things you mentioned are actually added to the game and the population gets bigger, but from what I'm reading a ton of people spend a lot of time in God's Reach. Where it up to me, there would be no safe zones in the game. No leveling up either, but eh, since it's here, leveling should be dangerous at all times and you should viably be able to earn xp through killing other players of your same/higher level or through being opportunistic (guilds/raiding groups), or maybe through other means like scouting or crafting for you guild (which would encourage you to actively be a part of the guild instead of having them pat you on the head and tell you to begone and mindlessly grind until you "grow up" at level 30). With proper design, like maybe being able to hit the first few levels (5 max) in a safe starting area to teach the game, this would work fine in most game types, as leveling will always be dangerous. This is the draw of many open world pvp games of old and even lazy hybrids like WoW that so far Crowfall utterly fails to capture that. Even EvE does this better by make non-secure secs vastly more enticing through overwhelming risk/rewards. Playing it safe is generally the slow ineffective route rather than the natural choice like in Crowfall atm. It shouldn't even be a concern in the dregs, so I'll skip worry about it until we get there. Crafters should never be safe. They should find a copse of trees to hide in and secretly craft and travel across the land with eyes on every horizon or invest in guards or guild protection. Finding a crafter's little hideout should be something players are capable of and should be a risk/reward of crafters who don't hire protection or use guild/faction protection (which should still be technically dangerous through siege or stealthy intrusion). The option for stories of heists about guilds stealing amazing crafted gear right from the corpses of crafters should exist, but right now crafters just sit in saftey, completely bypassing the PvP metagame. IMO, nearly everything in the game should have some element of risk and should ultimately encourage PvP, whether that's fighting for resources, leveling spots, safe crafting havens etc. Distrupting a guild's crafting ability by punishing their crafters should be an option, etc. I've played many PvP games in my time and it's baffling that even some of the more terrible ones have a better world PvP experience than Crowfall so far, as the battles for resources or protecting faction leveling spaces ensured there was something worthwhile to do at all times. Especially since Crowfall is supposed to focus specifically on these competitive elements and PvP itself while these other games had a very strong PvE component that is already vastly superior to Crowfall's (and probably always will be). I thought this might have been just me, but I've already seen similar complaints echoed by many other players after reading through reddit and the forums, so I don't think I'm alone. I'll be fair and say it could be an early development issue or population issue, but I doubt it, and steps taking by devs (like dropping PvP loot from mobs) shows that they're realizing this is going to be a problem. I'm sure some people would like to spend four hours in a safe zone gathering basic mats or grinding then pvping for an hour only to do it all over again, but many of us won't. The guilds that won't need everyone pulling weight will probably be massive, and even then I have a hard time imagining those guilds not requiring even their "muscle" to help gather materials as they are separate lines and something they could do instead of standing around "guarding". As it stands, there's just not a lot of incentive to take risks and so not a lot of incentive to PvP. Most PvP I've seen so far seems mostly planned (I'll give it a pass to population issues). If I wanted structured PvP matchmaking then, well, I'd play a game with that. Crowfall was supposed to be about political PvP, i.e. lots of incentives forcing conflict like limited space, time, and resources, but right now none of that is true. The game is nothing like EvE either, which it professes to take inspiration from. Again, I'm starting to realize that this just might not be the game many of us hoped it would be (There are some people who are very happy that it's a economy/crafter first game and PvP game second), but I'm leaning towards Camelot Unchained now since it seems to have many less steps to actually PvPing and pretty much everything outside the cosmetic safe towns is focused around PvP and control. Hopefully it'll release someday...
  32. 1 point

    Respawn timer

    Their definitely is a problem with the timer that needs to be addressed. I think if you choose to spawn back at the temple you should have no timer. Honestly I log off a lot when I have a two min timer.
  33. 1 point

    Extra Experimentation point at Keeps

    I think it's just keeps, and yes, in both infected and campaign worlds. However, the buff doesn't work for the alchemy and runemaking tables, at least in the infected. Not sure about in the campaigns. The buff gives you +2 to the pip cap and +1 pips. You can also get +1 pips from Sumptuous Pot Pie.
  34. 1 point

    Blog and affiliate

    so i have a gaming blog and i would like to know if crowfall provides any support to blog for it or is there any kind of affiliate to it ? since i have been playing this game from a long time i thought i would start including this into my blog and write about whats coming and currently on going with crowfall as my own experience?
  35. 1 point

    5.100 LIVE Feedback for 9/4/2019

    It seems it's still impossible to hit most green bullseyes when skinning. The problem seems to be that they appear beyond the dead animal body hitbox and so skinning over it doesn't register.
  36. 1 point

    [ByZ] Byzantine Empire is searching!

    You going to team up with ROME, or stay split? Watch out for those Huns.
  37. 1 point

    Documentation, please

    I realize that the focus is still on game development and that this might not make the priority list just yet, but I think some out-of-game-accessible documentation would be A+. This would help the new folks, or those like myself who haven't played in the last year, understand and plan vessel progression (not to mention simple game mechanics) without wasting an inordinate amount of time during the testing phase. There is quite a bit of knowledge required to be effective, which is ultimately a very good thing in my book because the complexity provides a lot of options for customization and makes room for those who take time to learn the details to shine, but I find I'm spending most of my time trying to absorb the various options/mechanics by creating each vessel as various classes and then digging through the details available in-game to see what's what. For the details that you can't easily discern the effects of, such as "Control Intensity", I have little choice but to either 1) endlessly crawl through the forum in hope of finding some info that might be still be relevant, or 2) to lean on veteran players to help plug the info gaps, and they are no doubt sick of answering the same questions over and over and over and over... I envision info-graphic "cards" for each subject. Examples: Class cards would detail Class Talent nodes complete with the details of what is granted (including applicable skill tray and indicators to note passive, offensive and defensive/self targeting skills), any inherent stat boosts if they exist (thinking stats of Stoneborn Myrmidons vs. Stoneborn Clerics, for example), relevant armor/weapons, etc. Same for discipline runes, including details on where then can and can't be equipped if applicable. Race cards could detail racial stat boosts and skills, available classes, average (if dynamic, else the static) base core stats for common vessels, etc. Stat cards could detail the various complex stats that would affected when leveling up core stats (int, dex, etc.), and some descriptions of what complex stats do wouldn't hurt either (some are not at all intuitive by name and require a lot of digging on the forum to decode). These are just a few examples, but any detailed documentation would be extremely helpful; they sure don't need to be pretty at this juncture either Food for thought -Starrship
  38. 1 point

    Four Questions About Skills

    1) No 2) There are major disciplines that provide healing abilities, such as Field Surgeon, Pixie, Friar, etc. Field Surgeon is broken (the Rehabilitation works based on the target's stamina rather than yours), and none of them provide significant self healing. You will also have a hard time getting significant support power since they took out the Surging Spirit discipline. You can still stack it, but will probably never be as good as a cleric or druid. 3) Stealth is probably the best way to escape an attack. Duelist especially, since you can go stealth then tunnel in a different direction to throw off attempts to knock you out of stealth. 4) It depends on whether you are talking combat or non-combat. For in-combat, Friar is a good disc to take, particularly as a non-healer, if you want more mobility. You will have the run speed buff up more often than not. Bard gives a run speed buff too, but getting stunned or knocked down will interrupt the buff and you'll have to recast it. Outside of combat, everyone has a mount. Knights can get an extra 15% to mount speed, and there is a food item (I forget which) that gives another 5%. There are also races like Elken and Centaur which get Trailmaster, and others that get Trailblazer (lesser version of Trailmaster). You won't outrun a mount with either, but they can buy you some distance against an unmounted opponent.
  39. 1 point

    Wishlist: Rare spawns/Rare loot!

    I would aggree to the "rare loot from rare spawns" principle. I see opportunities for this in the game, I see the existing demand, and i see some solutions already existing, kind of. I also see issues. The basic principle I see for the demand is the natural tendency towards bargain hunting: If I am clever/fast enough, I should be able to get an advantage. Nothing wrong with that. Some are stronger, some are more clever, some are more reckless, whatever ... let the game allow different people to find something they like especially. The more a game manages to do this, the more it will appeal to a bigger audience. Especially for a PvP MMORPG, that's something that allows for more opportunities ... more people. What I, personally, don't like too much, is the "camping" aspect, though. I don't care if someone found a great place and decides to focus on it and use it once in a while. That's cool. Knowledge should pay out. But I care about exploitation opportunities. There will always be exploitable content and people who exploit it. No question. It just shouldn't be too easy. We don't need another asia grinder. Companies make a lot money out of that, hiring cheap employees, doing nothing but log-in/loot/log-out/next -- and then selling to people who want to take the short road ... with only needing to take it, because most of their own opportunities have been blocked right by those grinders. Things that may look like a good idea for us players, may turn around to something negative for us. All I am saying is ... we should be careful what we wish for. Other legit principles I see are "get something special, by doing something special" and "providing the small people a chance to get something big". For both we already see basic approaches in the current playtest environment. Quite good ones, in my opinion. The different NPC locations (even boar brushes) can, though not alway do, include a boss NPC. Those are meant to provide especially rare loot and can usually only be killed by a group. They also spawn much slower, as far as I have seen. So, if someone wants something special, just gather a hunting party and find a place where chief or ancient animal spawns from time to time. Won't be enough to just camp the position on your own, there will have work to be done. I am absolutely fine with that. As for the other principle, slag ore, the lowest-level ore in game, is on itself only attractive to new players. Nearly nobody else uses it. But still, it can drop gutting grit and chaos embers -- very rare materials high-end crafters pay a lot for. Sell a few of them and all your new-player problems are past. Looking at these last two points, I'd dare to argue that our developers are not only aware of these needs, but are also already working towards finding solutions. And, since there are already some solutions in game, not only since yesterday. This said, one of the basic principles of crowfall is "risk vs. reward". You not only need to do something to earn something ... you better take some risk, if you really want to achieve something extraordinary. You may loose more. But you also may get more. Dare or die. I like this principle. It's the opposite of the exploitation principle (Which I would define as "Lower the risk while increasing the possible reward". That's a mindest that may help individuals to grow ... but not a society). What I could imagine for Crowfall, though, regarding rare solo camp loot, would be things that are basically irrelevant regarding success in the game, but may have a special value for a specific clientele within the overall audience. Like A special flower that only grows at certain places and would be needed to craft a rare dye. A rare crystal that can only be found in the ore of especially high mountains, needed as ingredients to craft crystal towers. A lost tribe that will drop a specific head with a unique appearance you otherwise wouldnt be able to choose during character creation. You get the idea. THIS I would LOVE to see ... next to improvements about the "get something special, by doing something special" and "providing the small people a chance to get something big" solutions. It would also be great to have special loot bosses (or even tribes) roving the country ... meaning: not being bound to a certain land parcel, but being able to pass them. So their positions wouldn't be definite. I think it is important to make those suggestions, in case they need some work on the core system (which best should be done now rather than later - even if it pushes the launch away even more), but it's also something I don't really expect (and don't even want to have (because, even later launch)) on a short-term.
  40. 1 point
  41. 1 point

    5.100 LIVE Feedback for 9/4/2019

    Confessor and Druid LMB. Not only does it lock on target so they dont have to aim to use it.. it also means you can't LoS to break it
  42. 1 point

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

    What the f*** man all those l33t guild marketing and communcation skills. Is this how guilds have become now ? I am impressed ! Are you going to try to sell me something once I have joined ? I don't even know if I am going to be allowed to post in there that very message. It will just go poof when I click on Submit Reply. Anyway, nice job with this presentation !
  43. 1 point

    feedbacks and opinions

    A few days ago the infected was set up on crowfall and I wanted to share with you my feelings since this launch and on the game currently. It's sure that I will push open doors and repeat things already said, but sting of wakeup call is always good! I know that the game is in development and that things will evolve but I give my player's opinion because crowfall looks more and more like a real game and lots of new players arrive and give up too quickly sometimes. In my opinion the first thing to do for the game got meaning, is to balance access to resources. Currently too many high-level resources are reachable. Indeed the god's reach should not have ranks as high, for the war tribes and for harvesting resources. A player who starts crowfall must start with the god's reach to learn the mechanics of the game but very soon he should be confronted with the infected. Indeed have a zone without pvp with as much benefits that the current god's reach is totally the opposite of the basic idea of the game (or at least what I understood). We could imagine that the god's reach offers resources up to rank 4 for example to access the lvl 15 and then, we would naturally go into the infected to continue the progression, but finally having the pvp aspect. Infected it could go to the 7th rank for example and the higher ranks would be reserved for campaigns. Restore meaning to the risk / reward choice is for me an important thing for the future. Then, after several years of testing and several reset we notice the same thing every time the passive skills have not been reset since a long time, new players have the impression of being faced with an impassable wall (which is not entirely true or totally false). The passive progression should be much more horizontal than it's now. The latest levels of harvest are a good example of what should be made for passive skils, a star-shaped tree. Like that a new players can "quickly" be good in ONE branch of the tree but will time to be good in ALL. This would allow new players to feel quickly useful (within a guild or not) and thus to have fun and the desire to play. So I think a restructuring of the "form" of progression would be important and really beneficial to CF. By doing this kind of progression, we can imagine a new player choose runemaker job and be an axe specialist then pick specialist etc... This would also allow the dev to "add" branches easily when the game will have several years operating. For the economy, I think we should remove the vendors from the temple and leave them only in freecity to give life to this area that could allow rp for those who likes and boost the trade of more players. Even if I admit that the top would have been an access to EK directly since the GR in order to give meaning to the ek but it may be difficult technically. Moreover vendor's location can become reward from campaign like that war will have sense and alliance between guild in a faction can be a negotiation for bigger guild which give 1 or 2 location to smaller guild for their help. For new players also a recurring problem is felt, a feeling of being lost when you start the game. I think a "tutorial quest" would be welcome to guide the players in their first steps and teach them the different aspects of the game. An example that marked me is a player who discovered that you could sacrifice after 3 days of play! The starting area of the god's reach would be perfect for that. We could even start the game in crows to understand a little better the lore of the game (I dream a little there). I think it should be the only quest in this game to understand who you are (ig) and how to play. You can tell me we already have the little bubble info but they are so fast that new player forget and dont take time to read it . Finally I will finish there because it is already long all that poorly made socks, in terms of fighting, the possibilities of having an impact when you're outnumbered are too low, indeed the lack of aoe (or their effectiveness) doesn't allow a small group to worry or kill a larger group unless it makes big errors. Even if @Belantis made a great post of the different strategies u can use, when u see big fights on the videos or stream u see ppl turning around and some fights become boring cause of that. (it's just an opinion and i can understand ppl dont feel like me on this point) thank you if u have read everything!
  44. 1 point
    I've basically stopped including that stuff on purpose because it's realistically not going in the game. Just like UDL.
  45. 1 point

    Warden - thoughts?

    Just to preface, this is my just my own thoughts on the Warden and its place on the battlefield. Obviously my own thoughts and experiences will differ from others. I've played as, with, and against Wardens, and as a class in general, I've found them to be more of a combat multiplier than anything else. Their ability to wear mail, and the passive Ranger talent points to physical defenses, plus their Q lifesteal ability, allow them to be more tanky than one might expect. This comes with their overall offensive power being less-than-stellar: your job as a Warden isn't to do the killing, but to stay alive, and apply buffs/debuffs so your group can. There's the anti-stealth capability of the Ranger class itself, which makes you a fine friend to overworld groups. The Aero Spin is what makes the Warden shine. Yes you have bombs that can apply a variety of debuffs, but the Aero is an AoE suppression attack. Whether in confined spaces (fort or Tree of Life room), or a dense pack of baddies on the open field, you have the tankiness and survivability to dip in, and start going to work in suppressing the baddies. Last I played, the overall cooldown of this ability was rather short, so while you can't quite spam it, it's still going to have very frequent up time. Even if the bads notice you're going in to AoE suppress, you present them with one of two choices: stay, and take the suppression; or leave the area, but in turn giving up ground. You present your enemies with two bad options, and no good ones--save for someone getting off a hard CC on you, though that's not always an option. Race wise, I think they're all pretty viable. Minotaur frontal stun immunity is quite nice in helping to counter any hard CC that might be thrown at you. Wood Elf has a nice dodge, and in areas where you have the room to maneuver as such, can be quite nice in closing, or opening, the gap. So a lot of it is more where you plan to utilize the class, I think. Between your bombs, Aero, anti-stealth, and in general self-sufficiency with the frequent Q use, you present yourself as a massive pain in the rear to your enemies, and a helpful boon to your group. While a group may not want to go terribly heavy on Wardens, even having one or two, as that force multiplier, can help make engagements and overall pressure more on your side.
  46. 1 point

    Champion Builds?

    Race: Centaur / Minotaur Role: Front Line Tanky DPS Major Disc: I'd run something to support your party and increase party DPS Minor Disc: I like "Expansive Mind" and "Demons Pact" to open up more options LvL Stats: Strength > Constitution - If you can reach STR cap great, but attack power caps at 1k so once you have a weapon and gear you don't want to be too far over that 1k AP. Gear Stats: Attack Power - Crit Hit Damage - Final Damage Mod are what you're looking for on gear. Get that 1,000 attack power and focus on trying to get to 200% crit hit damage and as close to 40% Final Damage Mod. Weapon: Leverage the crush damage / pen bonus from the Pit Fighter tree and use a great mace. Notes: Keep in mind what a pit fighter is designed to do. You want to be disruptive and self reliant. Break through the front line of combat and get to the back line where you can be a pest. The pit fighter kit has "Ultimate Warrior" & "Invincible Warrior" as personal back pocket heals which should keep you healthy if you're out of range of your healers. Feel out your limitation based on gear level and know when it is time to evacuate yourself to return to your healers for a brief reprieve and top off, then get back to the back lines.
  47. 1 point

    Bride Of Valkyn

    CLOVEN DAWN “Thank you for coming, Magna Mater,” said the human priestess, bowing low. “Of course, Lady Olenya. And please – no bowing to an old friend.” Olenya gave a nervous smile. “It is wonderful seeing you again, Calliope. I'm sorry it has to be on such a dire occasion.” “Dire? You mean the missing lad? What mischief can he get into? We are in the kingdoms, after all.” Olenya lowered her voice. “Yes, of course. But there is more. Matters which I could not trust to a letter.” Striving to appear casual, Calliope looked around, . They were in the antechamber of the Pinnacle, prison of the Devoted. Nearby at attention stood two men of the Nethari Guard - soldiers loyal to the Lord Archon. Normally, Calliope would not have given it a second thought. But after her last meeting with Anaxis, her disquiet had grown. The manner of Calliope’s reception at the Arch of Lyessa fed her unease. Usually, a routine visit would summon the attention of a single, sleepy clerk. Instead, an entire squad of pike-men had mustered. Gerakos, the Warden Commander himself, had scrutinized her pass. Calliope's request to travel to the Shrine of Illara was denied at first. Gerakos insisted all efforts were already being made to find the missing caretaker. The Magna Mater need not remain at the Arch. It was only when Calliope pulled rank, invoking her authority as a member of the Golden Council, that he relented. Even then, he required that she be accompanied by his guards. What had happened to make the garrison this jumpy? Calliope realized she needed to speak with Olenya – in private. She motioned to the nearest guard. “Do you have accommodations for ladies?” the half-elf asked delicately. The two Nethari looked at each other. One of them shrugged. “Of course, Magna Mater. This way.” Once they were alone, Calliope turned to Olenya. “Speak freely but quickly. If we take too long it may arouse suspicion.” Olenya took a deep breath. “When I arrived a week ago to visit Hansa, I found an empty cabin. I summoned the guard and we searched the area. We found a single set of booted prints, walking off into the hills. After several leagues, they disappeared. It was as if whomever had made them had vanished into thin air. So, we came back.” Calliope stroked her chin. “Strange. On a campaign world I would guess robbers. Or an assassin. But this is a placid realm. And no one comes to the Arch without a pass. Was there anything else?” “Yes, although I am not sure what it means. One of the Nethari guards told me they saw strange blue lights out by the Obelisk a few nights before I arrived. When I heard that, I wanted to return to Hansa’s cabin to investigate further. Perhaps the lights would repeat themselves. But Warden Commander Gerakos forbade it.” “Why?” “I don’t know. The night before you arrived, the garrison was suddenly in great agitation. I was commanded to stay in my room at the Pinnacle. I was told it was for my own safety. I just managed to get a letter off before I was confined. They let me out only when you arrived and asked for me.” “That is outrageous,” scowled Calliope. “I will have words later with the Warden Commander. But dawn is near. Let us go and see things for ourselves.” Calliope took Olenya by the hand and they walked back into the antechamber. To her surprise, the Warden was already there waiting. With eight of his men. He seemed more anxious than before. “Before we go out, Magna Mater, I want your word.” “My word? What do you mean Warden Commander?” Gerakos mopped his brow. “I want your word that you will tell the Lord Archon that you ventured beyond the gates on your own authority. That I forbade it but was overruled.” Calliope frowned. She nodded. “Then follow me to the courtyard, please.” A large coach was waiting for them by the gates. The Nethari guards fanned out as the two women took seats inside. The Warden Commander waved and the procession set off. The road east to the Shrine was well-maintained. The ride was smooth and swift. They arrived just as the sun was peeking out above the eastern horizon. They got out and looked about. Calliope had not seen the Obelisk in some time. It was an impressive sight, casting a long shadow in the half-light of the coming dawn. The half-elf turned to the others to comment on its grandeur. Olenya was staring white-faced at the horizon behind her. All around, the Nethari guards were dropping to their knees and making holy signs. The Warden Commander drew his sword and stood frozen, his eyes wide. The Magna Mater spun, her hands instinctively reaching for her weapon before remembering she was unarmed. Then she saw. As the sun’s light crept forth, the entire eastern sky scrolled into view. Boiling clouds towered as far as the eye could see. They churned and twisted. Their hue was a sickly black-green. An icy gust blew over them. They shivered in its embrace. It felt wrong. Unnatural. “When, Warden Commander?” Gerakos gulped. The Magna Mater strode towards the man and shook him by the shoulders. “When?!” she cried. “On the Third of the Harvest Moon,” he murmured, as if in a daze. “We heard a ripping, as if the skies were being torn. But this cannot be. It is impossible.” “Control yourself,” urged Calliope. “Listen carefully. Take us back to the Pinnacle. Breathe no word of this to anyone.” She motioned to Olenya. “I need you with me when I speak to the Golden Council. Otherwise they will think me mad.” Calliope turned back towards the thick banks of black-green clouds. She shivered again, but not from the cold. “The Hunger has reached the Kingdoms.” END OF PART II
  48. 1 point

    Ranger Race Overview

    Human is a great brigand due to extra slots for 3x traps/trap passive and candle's synergy with bow auto and traps. Extra armor is nice in melee and lack of speed is a non-issue issue for the new spec. Have everything Brigand needs and nothing it doesn't. Kind of poorly made socksty in other specs though. Default Brigand IMO. Minotaur Warden is mean as poorly made socks with some gear, the new supress on spin, and ranger ult if you play it properly. Default Warden. Like a myrm that gave up some tank to get a decent ranged weapon. Half Elves are boring. They've always been boring. They have good base stats though. Only really worth it as fort/keep archers. Good at not much else. Wood Elves are still great sneaky snipers, snipers just aren't the kings of sneak for the class any more. Everything that made them good in pre-talent ranger still applies in the archer spec. Still a great speedy solo lookout/scout toon that will be even better with maps and tracking implemented. Elken are still apex kiting archers due to extra range and using charge as an extra kite tool. Default nonstealth archer. Brigand's whole shtick is traps now. You're expected to soften people up with traps and then blast down what's left. Kind of a reverse pf toxins. Assassins have a backloaded gank. You weaken the target so the toxins and dots can finish them. Brigands have a frontloaded gank. You let them hit your massive stack of traps for damage and CC and you finish them off with melee/ranged skills. Its a different in playstyle of "do I want to go to the target" or "do I want the target to come to me"
  49. 1 point
    For all you number-crunchers playing @crowfallgame , I recently calculated the Attribute totals for all the races - minus anything you get from the Vessel/Class you use - useful for those trying to figure out the best choice for a particular Harvesting or Crafting role: This when combined with the information below should help making the Racial choice a bit easier for Crafters and Harvesters: (Credit to Tark for the above image. I know, it hurt me too. )
  50. 0 points

    Population spread

    3 different (4 if you count EK) game modes, massive maps with slow invisible non-jumping mounts, all for 100 people? Or is it down to 50 now? Might as well be single-player.
  • Create New...