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Showing content with the highest reputation since 08/19/2019 in all areas

  1. 8 points
    This is a fantastic patch for new and returning players. I highly recommend everyone brush up on the game if you're planning on returning for the "DREGS" like many people are planning on doing. There's some annoying stuff but overall it's pretty good.
  2. 8 points
    I personally dislike this fort/siege schedule as it only fixed a few minor things like back capping, and created a slew of new headaches. 1 - yes night capping forts is dead.....bc no pvp allowed at 98% of forts lol, theres only one objective fort to fight over for 17 out of 24 hrs of the day.... in 6 zones......really, really, boring and anti sandbox feel going on. This also removes any strategy for map movement or control as you are literally forced and pointed to what you have to fight over or care about. This directly helps the faction with the more active player base as now they know exactly where to stack their troops and what they have to defend. (as admitted by most balance they are having an easier time keeping stuff capped)(reference scoreboard) The 5 man fort group now cant use geography and movement as a weapon to get around numbers, they are forced into non winning fights or, to not pvp and farm n craft to try to eliminate any numbers advantages with gear n vessel upgrades. Also now the “night capping” is just towers and gy’s, it definately still exists, as shown by wb roaming group doing towers last night at 2 am in marq with 7 dudes (not funneled to active fort bc forts are pointless still) This directly ties to why the campaign map is dead, pvp has no purpose for character progression or reward and you can make epics in gods reach and campaign temple and eks, why would any one trying to get geared up risk getting slaughtered when you have designed the game to have more safe havens than pvp locations? No one is on campaign because of this, it is by design advantageous to not pvp or be in pvp locations. 2 - i agree on back capping being dead and this being a good thing, shorter fort timers might make the last ten minute strat be less viable if fort windows were only 30 mins? more people might d up for 25 mins over 55 mins etc. 3 - reduced pvp siege burnout is now replaced with pvp boredom. fort locks and less towers have removed almost all campaign map participation, with a main reason being they are all still absolutely pointless for account/character progression. Why would me and a buddy go try capping towers when we could be farming up gear or vessels for guildmates or factionmates, there is no reward to pvp only risk and detrimental gear hits. The game in current format is minecraft with a 5 hr pvp window. 4 - circle standing time is much improved, good job 5 - Respawn cap points have all the same problems forts n towers do, usually they have no strategic purpose bc, capping alerts enemies to the zone, usually not near a valuable objective, and also again they do nothing for a characters development. gy’s are pointless, besides in siege zones during 10-11 if you dont have a fort. All in all im really surprised how vocal some are in support of these mechanics because it sure seems like its killing the pvp and world persistence. There are far to many hideouts for people to progress outside of pvp, and far to little pvp objectives with meaningful purpose that people care and want to fight for. Fights for just points on the scoreboard hasn’ t worked for 6 months. Make pvp have a purpose towards something and people will pvp, until then, this is what crowfall campaigns will look like.
  3. 6 points
    APE

    News cycle— disappointing —

    On June 20th Pann said we'd start seeing one news story a week and occasional blogs. News sounding like fluff for the general public and Blogs being more of what I assume most of us expect "News" to be. Been about 10 weeks since then and we've had 1 Q&A (2nd canceled), 1 "News" fluff piece, and 5.100 update info. Unless War Stories are considered News, they seem to have changed their plans without saying anything. Curious what you mean by "huge" as a post on ~2 game sites and an email blast is the typical milestone "big news" format. While companies are obviously always marketing, actual throw money at it seemed to be on hold until post soft-launch, at least that is what they've said. We aren't even in "alpha" yet so spending resources marketing to a likely minuscule group doesn't seem useful. Not sure how ignoring current population in hopes to make a big push to bring in a smaller group and then continue to repeat the cycle is smart business. Maybe it is just semi cash grab in some regards to get that initial $50 before people get bored and leave? Again this doesn't seem wise with the ripple it causes. Hyping up the Dregs prior to actually testing it at all or seeing feedback from the dwindling active fans seems like a poor move as well. Inviting in a fresh group or bringing back folks that have left to have them leave disgruntled after being exposed to yet another bug filled and broken update doesn't sound like good marketing. For a company that some claim "is the most transparent ever!!!!" I have to ask what they believe transparent means.
  4. 5 points
    royo

    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!
  5. 5 points
    Staff

    A Reason to Fight

    Despite the circus that thread is boogis does have a point, fighting to fight is great for the winners, i dont feel demotivated to seek out fights right now but the sheep will so we need to give them a reason to fight besides them being forced too, and one of the greatest ways i have seen a game pull sheep into pvp was ESO's pvp ranks, they locked the best stamina healing behind alliance ranks and the best shaders such as legate black and palatine white. Rprs enter cyrodiil to get some shaders, pvers enter cyrodiil so they can heal themselves in dungeons, continually creating a pvp cycle. Currently pvping outside of a fort or keep costs everyone, no one wins these fights in reality because nothing is gained, only gear dura being lost and a 2 minute fly back to a respawn for the losers gets handed out. If during these fights you gained say 1k pvp points towards your next rank even a loss wont feel as bad since you made progress and a victory will feel so much sweeter seeing 5k pvp points pop up at the bottom of your screen. For dregs i dont imagine we'll have a problem finding enemies to fight but incentivizing fighting in factions probably will be hard, adding pvp ranks with rewards will help alleviate faction stacking, avoiding fights, and backcapping in just one change. PvP ranks do promote zerging for points but they also promote small scale at the same time, in ESO i ran solo most of the time because i didnt want to split my points with others, the sheep i hunted had a chance against the greedy lone wolf as opposed to rolling in with the entire pack and getting a paltry amount of points. Another great thing with the pvp ranks was it also made fights around keeps or keep resources valuable due to extra points being rewarded to the victors at the end, a current problem we have with fort windows is chaos doesnt show up until the last 5 minutes, i bet theyd show up to try and fight before that if the longer we fought and the more died during the window meant getting more points to whoever owns it in the end. You can even reward special pvp ranks to winners of certain campaigns like "General of Cybele" for the top 3 guild masters on the winning faction. BUT we dont have to stop at pvp ranks, we can make harvesting ranks and crafting ranks involving the sacrifice process and giving it meaning past level 30. A problem crafters and harvesters will have is eventually they wont have something to do, whether it be because theyre stonewalled by passives or their guild just simply does not need more mats and the trader life doesnt appeal to them. Heres some possible examples for those ranks to hopefully keep them occupied during these downtimes. crafter rank 1- sac 5 white daggers with 90 max damage crafter rank 984- craft a blue dagger with x max damage with only 1 damage reroll crafter rank 200974883- sac 3 legendary 2h maces with +20% crit damage and 138 max damage harvester rank 1- sac 200 white ore/50 white leather/ 100 white wood/ 200 white stone harvester rank 984- mine x amount of nodes in 30 minutes harvester rank 200974883- sac 20 legendary halite and 20 legendary grave goods
  6. 5 points
    Pann

    Whats a point of winning?

    Sorry to interrupt the show, but I'm gonna shut it down. This thread makes my head hurt and I think my eyes are bleeding.
  7. 4 points
    It’s very complicated and deserves more nuance than they are incompetent. I think at its core CF is trying to be too many games, appeal to too many genres and doesn’t clearly identify itself. Is it a moba heavy mmo? No. Is it a PvP mmo? No. Is it a PvP survival game? No. Is it a group PvP siege game? Sometimes but then part of the pop doesn’t want that. Is it a solo gank/harvest simulator? Some of the time yea but that’s not what it was marketed as, what it claims to be and where it comes from so it’s confusing. I want to trust the dev team but I struggle with seeing some of the influences of the game devs that directly clashes with what I expected (a spiritual successor to Shadowbane with deep character creation, player driven politics and player driven conflict being the major driver for the game) and what I am getting isn’t that. I’m getting a game with overwhelmingly complicated crafting and harvesting systems that detract from the PvP (and they’ve toned it down as the community almost universally agrees it’s too much). I’m getting a game with next to zero customization as there are very clear choices as to what’s best. When I do have choices they are normally illusions of choice: letting me take disciplines to give me powers that I can’t slot because each there’s a finite amount of bar space and some classes have some 100% have to take abilities. The other illusion of choice is the vastly unbalanced discipline choices but I understand that should go away with balance passes but after years of many remaining the same I’m not exactly expecting it tomorrow. The passive training is meaningless for combat chars and then literally the most important thing on a harvesting/crafting char. I’ll make another post tomorrow, I’m getting my thoughts more together. I’ll tag you. These long winded, ivory tower rants are what the dev boards typically are. There’s a few legitimate conversations that have actually benefited the community but mostly it’s the same 10 people showing off our lexicons.
  8. 3 points
    I agree with this 100%, when the crafting system was recently tweaked so that common quality was more difficult to experiment on and legendary easier it skewed the lower tier materials into worthlessness. Add onto that change that a new crafter or harvester is going to have little to no training and the end product of your labor is going to feel like a lot of wasted time. I reported this in the feedback thread before it even hit the live server but since most of the people involved in the conversation had their training maxed already it barely even got a second glance. There are three main issues working together to make this situation bad: 1. While I do appreciate the addition of item drops such as armor and weapons for lessening the stress of crafting, it also completely negates the value of anything crafted at lesser quality levels or training. Common quality crafted gear should be at least as good as the vast majority of item drops. 2. The experimentation difficulty on the lower tiers ends up giving less than competitive results. The quoted "30% difference between lowest and highest tier crafted gear" was made using a fully trained and probably geared crafter. Anyone less than fully kitted out for their chosen crafting specialization is going to have depressing results trying to work with low tier mats. And if new crafters can't use the piles of common and uncommon materials then who is that mass of resources intended for? 3. The passive training system is a huge turn off for anyone that wants to primarily be craft or harvest focused. For a guild like Eldritch that doesn't even have any members max passive trained the two problems above contribute to crafting results that are enough to make people give up the game. This isn't posturing from someone threatening to take their ball and leave this is something that actually happened, and it isn't the first time. I think the best solution is to either rework or remove the passive training requirements from craft focused play, there is already a huge grind getting the crafting vessels and gear online without the need to time gate a new guilds ability to even participate.
  9. 3 points
    At this point I see little about Crowfall that is very ambitious or steps too far away from the mold. More of it is a bare minimum MMO design with some nice twists on traditional features, but lack of content and features doesn't make something special. To me it seems like it has a ways to go but between what is in and what they've said is planned, I don't see the game design as a whole really changing or improving greatly to the point is blows enough people away. I've backed other projects and while they too have a long way till release, I have more faith in them breaking away from the norm. Camelot Unchained being one of them has some great ideas that Crowfall isn't going to match.
  10. 3 points
    Darksun_

    3m melee, why not skill shot ranged

    3m melee is taking some adjusting. I can work on it. Am I the only one to notice you can miss at 1m? So you can be 4m off and hit someone with range, but melee would miss a basic attack at 4m. Can we make ranged more of a skill shot? Sorry for the edit, I need to clarify this a bit. At work and shouldn't be posting 😋
  11. 3 points
    The problem isn't that some players are hardcore, the problem is that not enough hardcore players have decided to stick around and play Crowfall. I keep seeing casual guilds and players pop in. Lot's of new and soon to be gone names I'm sure. Sorry, casual doesn't fuking cut it here, this game requires way to much logistical grinding for casual to have a chance. Dude keeps complaining about faction stacking, but I'm guessing hasn't been around long enough to know any real context. Factions were decent at various points but also one side gets completely outnumbered all the time. 1.5 years ago Balance amounted to like a dozen people while UDL was the zerg. But this year some groups decided to quit because the game was too much hard work, or the people that were doing a lot of the work for them switched sides. The people who decided to neckbeard and work hard on the logistical grind won, a lot. How is any guild supposed (much less be demanded of) to balance out the game for every one else when people just quit all the time and can switch factions every two weeks. This game is enough work already to have to work on the behalf of other lazy players demands. 2 months ago I was averaging 30 hours a week in Crowfall, running 6 accounts constantly. Fights in this game are 90% won before the fights ever happen. Numbers, group comps, gear. You can sit there and mash buttons but if you out compete on those 3 components you will 90% win. People aren't going to win sht running around in groups half full of assassins wearing green wartribe armor. /rant
  12. 3 points
    @Pann Will there be a EU Trial Kampaign up soon aswell?
  13. 3 points
    During patching and while I was logged in, my scanner kept blocking API.MIXPANEL.COM outbound. I checked on this site and it does analytics but has also apparently had a history of taking more information than it needs, such as passwords, etc. What's the purpose of this within the game? Is there any actual reason I should unblock this?
  14. 3 points
    Hungry

    The End of Nightcapping--Congrats ACE

    I feel like pushing for completely player-driven, emergent sandbox gameplay in the casual Faction ruleset that tells you who you can and cannot kill is going down a rabbit hole that won't lead to anything good. A lot of us have to accept that once Dregs comes out we're never playing Factions again and let the casual playerbase have their game. This includes myself, who definitely Faction gameplay is 1000% not for me. As someone who had to do a lot of hurry-up-and-wait fort/outpost flipping duty during Cybele I really don't think that the old capture free-for-all was a game for casuals.
  15. 2 points
    Oh and btw did you forget that the qna live is in the 2nd week of the month?
  16. 2 points
    royo

    opinion et feedback

    voilà je viens de faire un post sur des suggestions et mon ressenti actuel ici : si jamais vous êtes anglophobes ou si ma traduction anglaise est à chier (c possible), voilà une version fr. N'hésitez pas à commenter dessus en fr ou en ! Voilà quelques jours que the infected a été mis en place sur crowfall et je voulais partagar avec vous mon ressenti après ce lancement. Il est sur que je vais enfoncer quelques portes ouvertes et rappeler des choses deja dites, mais des piqures de rappel ca fait toujours du bien ! Je sais que le jeu est en développement et que les choses vont évoluer mais je donne là un avis de joueur car crowfall ressemble de plus en plus à un vrai jeu et bcp de nouveaux joueurs arrivent en abandonnant trop vite desfois. Pour moi la première chose à faire pour que le jeu est du sens c'est d'équilibré l'accès aux ressources. Actuellement trop de ressources à haut niveau sont accessibles. En effet le god's reach ne devrait pas avoir des ranks aussi haut, autant pour les war tribes que pour les ressources de collectes. Un joueur qui débute crowfall doit commencer par le god's reach pour apprendre les mécaniques du jeu mais tres vite il devrait être confronté à l'infected en effet avoir une zone sans pvp avec autant d'avantages que le god's reach actuel c'est totalement à l'opposé de l'idée de base du jeu.(ou du moins ce que j'en avais compris) On pourrait imaginer que le god's reach offre des ressources jusqu'au rang 4 par exemple permettant d'accéder au lvl 15 et ensuite on irait naturellement dans l'infected pour continuer à progresser, mais en ayant enfin l'aspect pvp. L'infected lui pourrait aller jusqu'au rang 7 par exemple et les rangs supérieurs seraient réservés aux campagnes. Redonner du sens au choix risque/récompense est je pense une chose importante pour l'avenir. Ensuite, après plusieurs années de test et plusieurs reset on remarque la même chose à chaque fois que les passifs n'ont pas été reset depuis longtemps, les nouveaux joueurs ont l'impression d'être face à un mur infranchissable (ce qui n'est pas tout à fait vrai ni tout à fait faux). La progression passive devrait être bcp plus horizontal qu'elle ne l'est maintenant. Les derniers paliers de récoltes sont un bon exemple de ce qui devrait à mon avis être fait pour les passifs, un arbre en forme d'étoile comme ca un nouveaux joueurs peut "rapidement" être bon dans UN domaine mais mettra du temps à être bon dans TOUS . Cela permettrait je pense au nouveaux joueurs de se sentir rapidement utile (au sein d'une guilde ou non ) et donc d'avoir du fun et l'envie de jouer et de persévérer dans le jeu . Je pense donc qu'une restructuration de la "forme" de progression serait importante et vraiment bénéfique pour CF. En faisant ce genre de progression, on peut imaginer un nouveau joueur qui choisis de faire des outils en commencant par être expert en hache puis en pioche etc... Cela permettrait aussi aux dev de "rajouter" des branches facilement lorsque le jeu aura plusieurs années d'exploitation. Pour l'économie, je pense qu'il faudrait retirer les vendeurs du temple pour ne les laisser que dans la freecity afin de donner de la vie à cette zone qui pourrait permettre du rp pour ceux qui aime et de dynamiser le commerce de plus de joueurs. Même si j'avoue que le top aurait été un accès au EK directement depuis le GR afin de redonner un sens au ek mais c peut-être difficile techniquement. De plus les emplacements de vendeurs pourraient être des récompenses de campagne redonnant du sens à la guerre entre les factions et aux alliances à l'intérieur d'une faction.Une grosse guilde pourrait vendre/donner un emplacement à une plus petite guilde contre leur aide. Pour les nouveaux joueurs également un problème récurent se fait sentir, une sensation d'être perdu quand on commence le jeu. Je pense qu'une "quête tuto" serait bienvenue afin de guider les joueurs dans leurs premiers pas et leur apprendre les differents aspect du jeu. Un exemple qui m'a marqué c'est un joueur qui a découvert qu'on pouvait sacrifier après 3 jours de jeu ! La zone de départ du god's reach serait parfaite pour cela. On pourrait même débuter le jeu en corbeaux pour comprendre un peu mieux le lore du jeu (je rêves un peu là ). Je pense que cela devrait être la seule quête du jeu pour comprendre qui est notre personnage et comment on joue. Je sais qu'il y a les "info-bulle" mais celles-ci sont trop petites et disparaissent trop vite du coup bcp de gens les zappent ou les oublient. Enfin je finirais là dessus pour pas trop m'éparpiller, au niveau des combats, les possibilités d'avoir un impact lors de sous nombre sont trop faible, en effet le manque d'aoe (ou de leur efficacité) ne permet pas à un petit groupe d'inquiéter ou de tuer un groupe plus grand à moins que celui ci ne fasse de grosses erreurs.Même si @Belantis a publié un excellent post des différentes stratégies que vous pouvez utiliser, lorsque vous voyez de gros combats sur les vidéos ou que vous regardez en streaming, vous voyez des gens se tourner autour et certains combats en deviennent ennuyeux. (c'est juste un avis et je peux comprendre que les gens ne se sentent pas comme moi sur ce point).
  17. 2 points
    I've basically stopped including that stuff on purpose because it's realistically not going in the game. Just like UDL.
  18. 2 points
    Myrmidon Titan Indestructible Frenzy talent doesn't work.
  19. 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".
  20. 2 points
    "You filthy custard bastard.” “I didn't find out till today that you're a filthy traitor”, Pakkrat said. Chaos is a bitter, passionate faction filled with hot blood and traitors. Defeat stings but it stings even worse when you find out your close friends betrayed you… friends you thought would never leave. “I really thought you had more gumption than that....” Pakkrat lamented. The siege had went really well that spring evening. Really well if you were a part of Balance, if you were a member of the House of Avari, which I am. I had rained down arrows with my new vessel, empowered by my fellow traitor Heartsteel. Her avatar and my arrows brought more kills than I had ever garnered in any campaign prior, and I earned them all in a single fight. Balance is good. Malekai is the patron god of traitors. He watches over and guides me. In my mind burns one desire, deeper than friendships, stronger than allies, and more ferocious than betrayal. It’s a madness really. Quite uncontrollable... the words haunt my mind: I will adapt, I will overcome. I will fail, I will succeed. I will work, I will find a way. I will not stop, I will not relent. I will dominate. Fear is the enemy of the mind and death is a sweet song, a ballad I now play with my bow or occasionally with my bombs. Royal Kitsune, “custard you Tae!” His bitterness was well deserved. I had trained with Royal Kitsune on how to use the full power of the Archdruid. We had bonded as I explained the vessel’s strengths and weaknesses. I had been a friend, a mentor, and now I have just blown him up. It was quite precious to me. My first kill of this campaign. I came upon Royal Kitsune shooting at a bane tree, trying to take it down. My smile turned wry, he was all alone, and I was behind him. Seeing it as a teaching moment I placed orb after orb atop his head. Spinning while I conjured the deep magics of the earth. Then after my final orb I stared at him surprised that he had not noticed anything at all. He was so focused on that one bane tree, and then I just blew him up. “Bada boom”, I said. Favor to Malekai.
  21. 2 points
    @Pann ty for info ! As a quick feedback,the idea of this kind of map is great but too much ressources in siege map and their rank are too high compare to ressource map (7 on siege ). With low ressources (rank 3-5) on siege map and put cairns active it can be perfect.
  22. 2 points
    @WillMaPupen Our Guilds combat-log analyzer. I'm already working on a community version... I hope to bring a first version online for you next week...
  23. 2 points
    Pann

    War Story of the Week: Kunter84

    Congratulations to Kunter84 whose "Fun Friday - Cleric POV" video has been selected as the #CrowfallGame #WarStory of the Week! In the battle for Impius Keep during the Trial of Arkon, the underdogs of the Chaos faction bravely attempt to turn the tide in their favor. There are some helpful bits of strategy advice to found in the video, including these nuggets of wisdom: Don't let the enemy get behind you Fill the breech with fire Go for the squishy targets first What tactical advice do you find most helpful during a siege?
  24. 2 points
    miraluna

    How to build Houses?

    You can craft all the land parcels and buildings in-game in CF, using harvested resources and the Stonemasonry skill. It's not necessary to purchase unless you want that convenience. The housing in UO and SWG was amazing, the biggest downside being the worlds eventually ran out of space and new players would not be able to find a spot. Crowfall's system is a compromise in that it is instanced so that everyone can build if they want to, but it's not just a house - it's a whole world that can be shared with friends, guild or merchant community using the permissions system: https://crowfall.com/en-US/faq/fealty/3IbfChnulaCMuUGmq8aGiw
  25. 2 points
    Yumx

    [-V-] Vanguard | [EU]

    Wednesday we had a great siege, with some quick decisions we made things happen:
  26. 2 points
    wor

    Multi boxing is really bad lately

    Obviously they make more money when everyone has multiple accounts so their probably gonna be pretty lenient on this. Plus its really hard to catch and prove .
  27. 2 points
    wor

    3 Faction Systems Don't Work

    Forum PvP best PvP
  28. 2 points
    Not specific enough.
  29. 2 points
    And yet ACE clearly allows it. Who doesn't have 2 accounts? Seriously, there cant be many active players that don't.
  30. 2 points
    Phr00t

    5.100 LIVE Feedback for 8/16/19

    Any update on a guild bank system? Seems the storage system is getting worked on, what with the new vault and world banks and all. With limited imports and only 100 world bank slots especially, guild banks or shared storage of some kind are highly needed at this time! This is a primary pain point for our guild. @vkromas@ACE_FancyHats ❤️ edit) we know you have been working on it, just looking for any kind of update if you have any to share
  31. 2 points
    oneply

    5.100 LIVE Feedback for 8/16/19

    Or give us a toggle. and make world bank alphabetical like the vault.
  32. 2 points
    Cheers. I don't know why I couldn't figure that out before reading your comment, but I've got it now! Turns out, a piece of bread in my inventory was my 13th item...
  33. 2 points
    weaponsx

    The End of Nightcapping--Congrats ACE

    Pfffttt you sure as hell aren't going to do anything about our stay in CF. ACE will be the one to dictate how long or short we stay. you are nothing more but an annoying little gnat.
  34. 2 points
    @KatzeWeiss I guess staying constructive was out of the question after a couple hours lol. At no point was I, or am I "salty'. I listed all my concerns with factual backing not emotional accusations. You also fail to realize that at 2 am the fort changed to a different zone......you stayed in Marq with your roaming 7 man capping towers instead of being funneled to the active fort at 2 am, bc I'm sure you all realized as does everyone else no one is going to fight for a fort at the start of a 15 hr window lol Thus FURTHER proving MY point that fort locks aren't funneling people to the forts, and also as an example of how people just hit the current based schedule in the last 10 mins. (Marq was 1-2am est) Thank you again for your in game factual support of my points being addressed. I thank you and welcome your opinions, though would again say, staying away from pointless mudslinging or disregarding someones opinion as "Salt" does not help the game of Crowfall become better.
  35. 2 points
    Jah

    The End of Nightcapping--Congrats ACE

    The thread is about some specific changes. Its not about how safezones are ruining world pvp, how objectives like forts don't feel useful, etc. The thread isn't about how everything is great now. Its about how less sieges per week is a welcome change, having less outposts is a welcome change, and not having all 12 forts flip every night to whoever stayed up the latest is a welcome change. Those changes are not killing pvp. There are a variety of other factors that might be, but the specific changes discussed in this thread are not.
  36. 2 points
    We actually have this ingame, it's in the settings.
  37. 2 points
    boogis

    Hi there

    needed just log off log in stuff.
  38. 1 point
    While that does work, it also deletes the discipline. I was okay with that, but I'm just letting anyone else who is having this issue know. Also, thank you for the help! = )
  39. 1 point
    APE

    Keep/fort/outpost upkeep

    I'd like to see something like this. They could do a crafting/harvesting/fighting buff based on value of resources sacrificed at the stronghold. Maybe 5-10-30-60 min worth of 5% buff to plentiful harvest, crafting speed, health, damage, etc. Get crazy and let players stack the buffs from multiple locations. P2W, except you are paying the Gods. The idea of strongholds being lost and becoming neutral is nice as well. If Campaigns go on for weeks/months, this requires players to stay active and not slack on their responsibilities. This gets people playing all the time, not just showing up for siege times. Games need resource sinks and this would be another good one. Watching a few streamers, I've noticed most tend to trash a lot of less valued items. To me this shows a problem with the system. If these are dying worlds, we shouldn't have the luxury of just trashing weapons and vessel parts. We need more reasons to value everything and a good upkeep system could help.
  40. 1 point
    Heartsteel

    Dizzy Distortion needs to go.

    The dizzy distortion really needs to go. I get the idea behind the effect, but it really triggers bad motion sickness for me and I've never been bothered by visual effects before, and I'm sure it bothers other people too, considering the feedback on it during testing. I think it needs to either go, have a toggle setting, or be replaced with something like stars floating around your head or something like that. If you guys choose not to change it, then there needs to be some sort of heads up for players to understand this game has visual effects that might bother people.
  41. 1 point
    RogerShrubs

    Campaign Crafting

    Thank you, this makes sense
  42. 1 point
    oneply

    A Reason to Fight

    What metrics are the ranks based off of? KDA isn’t truly accurate to all contributions of PvP. Not enought metrics are tracked and the ones that are are questionable in accuracy (pve deaths still count as PvP deaths). So if buffs/rewards are only attainable by a rank then the meta will be hyper focused on the few builds that are optimal for it. Case in point, half the server is playing/leveling a ranger to abuse the overpowered LMB button. You’ll see less and less willing to be out there healing. Plus basing it off this tiny population of players doesn’t give an accurate story of what the conditions will be like if the game is mildly successful and we have a lot more people running abouts. there is no way this game survives if the main draw for PvP is over high lvl resources in scarcity. Gatherers will move to safe zones and then eventually stop playing the game. We need the sheep or better PvP objectives to get the wolves attacking each other. Resources are not the way, living in the past (sb) doesn’t solve today’s problems. Ranks are for theme parks and mobas. Objective PvP with impacts/repercussions fit into the sandboxish PvP games like CF. Right now there is no impact or repercussions for any objective in the game. Change that and the PvP will ignite.
  43. 1 point
    Azerlin

    3 Faction Systems Don't Work

    So, being a gamer for over 30+y now, one thing I have noticed in any game where there's a forced "Faction" chose it brakes down quickly. For the testing phase this is a good place holder. In a more polished version and when it dose not cost RL money to make guilds, guilds will be the way to go, each they're own faction in they're own right. I understand that there's other modes in the works that dose this, and in these modes true coopetition will take the fore front. I do think the other option is to make the deities Factions among themselves. This is how things will be a little more diverse, but in the end, when players have the choice things will quickly unbalance. To truly fix this in the current campaign setup would be to force join the faction with the lowest player count when entering that campaign. I'm sure ACE will get nothing but grief if this was done, ( well at least until the DREGS servers are online ). I'm sure though that ACE has some surprises for us in the future on these things and much more. I'm glad I've joined the community and look forward to what the future holds.
  44. 1 point
    Staff

    Power Bar Combinations

    i believe the bar swapping takes too long and feels clunky after playing ESO and having near instantaneous swap and ability usage
  45. 1 point
    KrakkenSmacken

    Whats a point of winning?

    Right now there is a HUGE piece missing, which will be missing until after the wipes stop happening. EK persistence. Right now the rewards are cosmetic trinkets, and things we can use in the only place that currently matters, the campaign world. There is a whole "get stuff from campaigns for your EK" loop still missing, partly because nobody is going to put in the time making buildings that get wiped, and partly because ACE has given everyone a big enough kit and sample parcels and houses that there is no need to do that yet, and partly because the economy is on a never ending sea-saw while ACE tries to build systems and keeps dramatically shifting economic balance. Bottom line, its still a pre-alpha TEST and systems that support the kind of thing you seem to be looking for, have not been built or addressed, because trying to do so early would be like trying to build a house roof down, rather than ground up.
  46. 1 point
    mystafyi

    Trouble logging in on mobile

    I just checked myself and could scroll down to the sign in button on 2 different iphones. I did notice that something was acting strange since the first attempt would not allow me to scroll down far enough, but a second attempt worked. I could repro this many time over different ios and iPhone models.
  47. 1 point
    Having the Duelist Saltpeter Rounds buff makes it to where your Pepperbox Shot doesn't stun. Pretty easy to reproduce. Put Saltpeter Rounds up, try to stun, does nothing.
  48. 1 point
    oneply

    3 Faction Systems Don't Work

    Scoreboard is misleading for accurate number counting and you know it. Not going to get in an argument with a disingenuous person.
  49. 1 point
    veeshan

    Templar - FURY (good or bad?)

    CC mechanics need a real look at for classes that are CC build such a fury, Sentinels and so on. These classes need an something in there talent tree to prevent the use of retaliate or atleast make it much less spamable such as stamina dmg, debuff that prevent use of retailiate for x duration (Your CC control vs there CC defence) and so on.
  50. 1 point
    Acromanthor

    Comunidade Brasileira.

    Obrigado pela resposta rápida.Infelizmente a comunidade BR não participa de Beta ou Alpha.Mas estou empolgado com o game.
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