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Showing content with the highest reputation since 09/10/2019 in Posts

  1. 11 points
    Eldritch has come into 5.100 in a very unique position. All of us are effectively brand new players (despite some having dabbled in previous versions, our passive trees still had very little in them). This gives us a perspective the veteran players and guilds simply don't have and that, we believe, ACE lacks serious data on. As fun as it has been, despite all the trouble and issues (and pushing Order because come at us bro get rekt), we've been privvy to an experience that absolutely MUST be addressed and quickly (i.e., before Beta at latest). It's certainly one thing that we're new. We have a lot to learn. We don't know the best way to build specs or the best disciplines, but we're learning. We don't have the best comps, but that's just how it goes being this new and small. We don't know every in and out of crafting and harvesting, but we're learning. There are a lot of balance issues in general and since we lack any possibility of useful crafted gear any time soon it's also quite telling how all of this together can reveal just how lopsided fights are against well geared guilds and well built players. All of this is something we expected and something we are content to tolerate. What we did not expect and cannot tolerate is what the passive training tree and crafting system generally has resulted in. Granted, in pre-alpha we can't expect an economy (especially on a faction where we've become half the population of as a guild of, what, not even 12 active players?), and maybe on release it won't be quite so bad. However, that does not change the fact that our experience as a new guild has revealed some serious flaws with Crowfall's current design. There are some real problems with how the crafting system currently works in general. There's a pointlessness to crafting anything but blue and better gear. There's also a pointlessness to crafting anything without being near or at max crafting skill and experimentation points. This means we can't feasibly create any kind of intermediate gear to help us compare to those already kitted out in blues and better. But, that isn't the worst of it. The worst of it is the passive training tree itself. This tree alone has already pushed away three or four recruits from even bothering playing the game. One in particular dove in expecting to be able to become a great crafter, right up until she discovered the passive tree and how it works. She hasn't logged in since, neither Crowfall or our guild Discord. Another, realizing just how long it would take to catch up in any meaningful way with gear, has likewise stopped playing after about three days. All of this, if the systems remain in place as they stand today upon release, will guaranteed push away many players and risk killing this game before it even begins. A catch-up mechanic will not fix this. The problem is inherent in the current design of the crafting system in general requiring the crafting equippables, all the additives, and thousands of Dust to kit out a single person (therefor you screw yourself by crafting without crafting maxed and at least blue mats/additives), as well as the time gating of the passive training itself. I'm sure we all know and understand the purpose and intent of the passive training system, but in its current iteration it simply does not work whatsoever. There is also the issue of veteran players simply being able to fill out everything given enough time, thus killing any real hope of specialization in roles (combat/harvest/craft). After some discussion, we've come up with a few ideas for changes that we feel need to happen. Simply Add Active Training. This will help, but only to a point. This game's very nature doesn't lend itself well to the “craft 1,000 daggers” approach like WoW or Skyrim et al. Still, an active training aspect is absolutely crucial to ensure players don't feel entirely locked behind a time gate, allowing those that play consistently to build up their crow skills. The basic idea is, so long as you're engaged in an activity related to the tree you're training in, you'll gain points faster. Add Skill Levels and Limit How Many Can Be “Mastered” This will help with the specialization, but one issue will be that if new players think they want to go one way and decide they do not like it we'll need some kind of respec mechanic. This would certainly give gold a good sink. You would have so many levels you can train, maybe you can train everything up to “Journeyman” which might be, say, level 3 of 10, which means you'd only be so far into each main tree. Meanwhile, the 10th level of “Master” maybe you can only pick two, and only pick 4 for the maybe 6th level. And yet, a lot of players may like having lots of characters for lots of builds and situations, or like harvesting and crafting a lot and what to engage with all of it. If someone wants to give it the time, they certainly shouldn't feel like they're being pigeonholed. That brings us to idea #3. Give Vessels Their Own Passive Skill Tree Nobody should feel pigeonholed. Plenty of players like having alts. Certainly, no one should be able to master everything, but mixing in the vessel itself into the equation will allow people to stretch out in a few ways, such that only those that truly focus on specializing will completely fill out certain trees. So, you might hold out on Journeyman level--to use the above example--on your Crow, but each Vessel might still be able to choose one Master of their own so long as your Crow hits a certain level of that skill. But, to truly specialize, you would need to Crow and Vessel Master on the same skill tree, or some equivalent. With these ideas together, we think we have a solid recommendation to try testing with: First, determine a maximum pool of Skill Training Points. Players will still have their passive training, but now every single action generates a usable active point. PVP, point capture, harvesting, crafting, war tribes, all of these activities provide a certain amount of actively generated points. Players then allocate as they see fit on the Crow tree or the Vessel tree. Eventually, a player will hit the maximum points on their Crow, at which point a certain amount can still be actively trained on a per vessel basis. So, lets say (for sake of example) you can gain a total of 6 million points on your crow, while a vessel can train up an additional 2 million. This will do a few things: Players can actively play and get better/stronger at whatever they want to simply by playing, players can specialize without being able to get everything, and players will have some wiggle room to split off and enjoy alts without severely pigeonholing themselves (so even a crafter heavy crow, for example, can still have a good combat character, they just won't Master any Combat skills). This could work where you can only Vessel train from however far the Crow has, and adding points to the Crow for the same nodes would free up those points from the Vessel. Players won't be able to pace through a single tree any faster than anyone else, either, with this because you would pull from a single point pool; you'd merely be choosing Crow or Vessel to allocate to. With this introduced, and having an extra however many points that can be Vessel-specific, we could see the re-introduction of the Race tree allowing players to fill out minor buffs for each race like increased stat caps and minor general craft and harvest buffs (or, at least each race group, so Human, Elf, Monster, Stoneborn, Guinecean) Second, greatly expand and refine the skill trees as they exist now. Harvesting as it exists currently feels pretty good with respect to specialization so it doesn't feel like there's much to do to enhance this. The parts that could use some expanding is Combat with a near total overhaul applied to Crafting. Combat should be split up a bit and restructured a bit, having the Weaponry and Armor branches as they stand now, but making some changes as specified further below. Crafting needs to be restructured almost entirely and have new branches added in as detailed below. For Combat, simply tweaking and fleshing out more options will be sufficient, but overall it's adequate as is. Consider introducing three new trees that require Armor and Weapons maxed to reach. These would be named along the lines something like Warrior, Specialist, and Medic. These would provide passives dedicated to benefiting DPS specs, tank/CC utility specs, and healing specs respectfully. For Weapons, consider swapping things around, you choose One Handed Combat, Two Handed Combat, Melee Mastery, or Ranged Mastery along with an additional three Mastery trees: Organic Mastery, Physical Mastery, and Elemental Mastery. I feel like this might split things a bit better but that's just a whatever. This isn't anywhere necessary we don't think, but it would be nice to see this expanded, especially if the point cap and vessel points are introduced so players can better specialize. Now, the part that needs the absolute most work of all: Crafting. The overhaul here isn't just going to be the passive tree, either. This also will need to include some real tweaks on material requirements and other costs based on the rarity tier being worked, if additives are being used or not, and to also ensure that every level of commonality (except maybe white?) is valuable to craft with for gear. First, you should need to unlock access to make items of a certain grade, requiring a certain amount of the tree unlocked to reach each level (e.g. you can't craft with Blue materials/components until you unlock that node). This will give players good milestones to reach and make sure newer crafters know their limits. Second, crafter gear (like necromancer goggles) should also require hitting a certain crafting level in that crafting tree. This will help make master crafters stand out, but with things balanced out so non-masters can still contribute useful stuff. Third, dust and ember costs need to be offloaded more towards utilizing those items so that players can make good use of lesser quality ingredients without using up nearly as much dust/ember resource so they can still make decent gear. As it is now, even if you didn't need to be a master to make great gear, you're only hurting yourself crafting greens/whites because of the amount of dust needed, or without additives because the benefits are too good. Green grade non-additive gear should still have value to make and not be too expensive for mat/dust requirements since as things stand now there is no “stepping stone” intermediate gear anywhere comparable to even master crafted blue and that makes gear disparity problems even worse. Fourth, experimentation points should be frontloaded on the tree so you get more experimentation early to help with crafting decent lower grade gear, while further mastering crafts improve your risky experimentation to max out high grade gear. Fifth, requiring hitting the final Mastery node of any appropriate craft should unlock additional specialist crafting trees: Component Mastery, Weapon Mastery, Armor Mastery, Tinkerer (experimentation and crafter gear focus), and Taskmaster (Thrall focus for when Thralls are ready to go). Hopefully, this assessment will be taken to heart, and a serious overhaul of these systems will be worked on. No one should feel pigeonholed, no one should require master crafting or days of dust/ember grinding to get reasonably competitive gear, and no one should be time gated from feeling useful or doing what they want to do.
  2. 5 points

    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!
  3. 4 points
    Personally I would say a big no to building it out in the "training required" direction. There is more than enough for the dedicated crafter types to do already, with more still to come in the form of stone masonry etc when EK buildings are worth putting in the effort to build. Ya'll just had to cut swaths out of the early crafting loop to get new players to "minimally viable", so I would hate to see things added that make it harder to achieve that in the form of essentially required food buffs. If they are not interesting, important or essential enough to be expected or required, then they are not going to interesting or important enough to put valuable passive training time into except as a dump value a few years into training. I also think food and the skill-less to gather collectibles are a great way to introduce players to the crafting system, without gating yet another thing behind passive training. But that's just my opinion
  4. 4 points

    Map improvements.

    Id be happy with a map that faces North
  5. 3 points
    Congratulations. Two bad ideas in one post.
  6. 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.
  7. 2 points
    Long term, after more pressing things are behind you, I'd love to see cooking become its own profession. Now that the recipes are tied to the stations rather than passive skills, the concern that everyone should be able to cook is behind us. That doesn't necessarily mean that some can't cook better than others. Better ingredients, better preparation, better food :Yum:
  8. 2 points

    All out WAR

    The story of the 3 way fight through the eyes of our beloved Sgt. Aurellius. /enjoy
  9. 2 points

    5.100 LIVE Bug Reports for 9/4/2019

    You have to drag it completely off the character sheet/inventory frame. As I recall, you can't drag it to a bank/vault frame either, it must go to the world view window.
  10. 2 points
    I've basically stopped including that stuff on purpose because it's realistically not going in the game. Just like UDL.
  11. 2 points
    All true, but this does not compensate for not being near maxed crafting. These also do nothing for the other inherent problems I detailed. The passive tree has actively pushed new players away from the game. An active system, even a mild one (that would be balanced to be only somewhat faster than passive training alone), would go a long way there. If on retail it would take, say, 6 months to 100% Crafting Basics and one entire crafting tree, the active training would reduce it to maybe 5 months with dedicated play (a few hours per day average), meaning all active generated points are going into that craft's skill tree. Your list also does nothing with regards to the issue of material costs themselves. Perhaps part of that is a result of the pre alpha training speeds because to make anything now is a bad idea given material costs (we'd only effectively double and more on dust costs and the few blue vessels we have now were well over 700 dust each and weapons/armor are similarly expensive; that is a lot of mat grinding). But, keeping in mind the pre alpha training speed is also the sole reason we're able to harvest at any adequate rate in the first place! I should be max Necromancy sans thralls by the beginning of October so that's about two months total. That isn't terrible given the game's current state, but the passive training time gate itself is still a turn off. No brand new player could ever hope to catch up to veterans on EVE, and if they are a craft minded player then they effectively have no reason to play the game for months at a time (it's a real problem for EVE with new player retention). Crowfall is at great risk of experiencing this exact same problem and catch up mechanics simply won't be enough. Eldritch, as a new guild, is a prime example of this problem happening right now. Again, there is no economy right now of any meaningful sort. This certainly causes an issue and much of that is the prealpha state and the low player pop which makes it hard to accurately critique the whole experience. However, you seem to be taking this entire post as one guy ranting about having a bad time soloing. This has been a guild experience. This post reflects our concerns, problems, frustrations, and feedback as a guild. You also seem to be misrepresenting the suggestions given flat out. We're not asking for no-life grinding. We're asking that the time gated passive tree be supplemented so players, especially those only really interested in crafting, have something to actively work towards. As things stand currently, there really isn't. You already have to grind your head off for mats and for chief/king craft books and craft equipment drops. An active training to supplement the passive tree would be a huge boon to player retention. And then, beyond that, we strongly believe there needs to be tweaking done to mat costs and how the crafting trees line up so that green and intermediate levels of gear can be crafted that is better than camp drops without needing additives, craft equipment, (near) maxed crafting, and mountains of dust. The lack of any meaningful, feasible, and accessible way to kit out our guild in some stop-gap gear (especially when considering import/export restrictions and durability loss) to help us be some level of competitive against established players and guilds has further contributed to our reasoning behind this post and our feedback.
  12. 2 points
    No, it shouldn't now, though it use to more than a year ago when melee weapons were stat sticks for rangers. You can test and look at details when in melee vs ranged tray, and check your penetration ratings for the different damage types.
  13. 2 points
    It is not entirely time-gated. Attribute stats comprise an enormous amount of the source for crafting and experimentation points. Disciplines add more. Food, like Bon tippers, helps more. Crafting gear add more. Crafted vessel with the right racial bonus and enhanced stat pools allocated to the specific crafting line add tons more. Potion of sapho, adds more. Crafting inside a keep adds more. Using a group with one player/character running Leadership with crafting, adds more. This poorly made socks is literally for sale by people, you just need gold, which can be acquired so easily now because of the wartribe camps. I'm literally doing all of this poorly made socks with white vessels. I'd be the first to admit the economy and crafting system continues to be flawed in many ways, but you are totally misrepresenting the status quo because I suspect you just want to be able to actively grind no-life neckbeard your way to max skills. This game was suppose to have zero grinding for levels and poorly made socks in the first place, you should be happy ACE decided to abandon what they promised in kickstarter to compromise for people that like to do active grinding (boggles the mind).
  14. 2 points
    Myrmidon Titan Indestructible Frenzy talent doesn't work.
  15. 2 points
    I have to say, I really agree with this. First stage focus on development was the sandbox aspects and basic combat in a battle royal style, with piles of time spent developing ore whacking for stuff, and crafting stuff into other stuff next. All the conquest strategy and what I would consider "real" aspects of a game that bills itself as a "Throne War Simulator" are now being added in after those, and in many ways being forced to fit square pegs into round holes. In every RTS game I have ever played, (another type the game is compared to), the less you think about the mechanics of harvesting and instead focus on territory control, the more you can make strategic choices about what harvesting areas to fight over. From Age of Empires and that third gold pile close to your enemy, to Company of Hero's where simply holding territory was enough to gain resource income. The less you worry about the details of harvesting, (one unit type, "peasant" for ALL harvesting in AoE at a fixed rate, to simply gaining resources from holding territory), the more fun the game seem to be. CF is largely the opposite of that. It's gotten better with PvE places to "farm", but the fact the word "farm", which really isn't fun for most, and is used as a common game play activity seems problematic. Personally I think it was done backwards, but crafting and old harvesting models are what developers were the most familiar with, so that's where they started. Cart before the horse if you ask me. I only hope they can find enough corners to shave off the edges of square pegs to fit them into the round holes they are aiming for.
  16. 1 point
    This is a problem resulting from ACE changing core design and adding RNG gear drops better then low/mid level crafting at a late stage to address issues with folks unable to gear up decently in order to be viable in pvp. Vicious circle of ACE changing core design then reacting to negative results with more changes this past year or so now. Wild ride, but the ending is disappointing.
  17. 1 point


  18. 1 point
    I'm also going to drop a few links here for you if you want a bit more in-depth info on Cooking and Alchemy. https://crowfall.com/en-US/news/articles/cooking-with-valkro/ https://www.youtube.com/watch?v=_xzOjCslFrU
  19. 1 point
    Their feedback is still valuable even if you dont agree with it. Yes Order has a population issue but if it wasnt for my clan also going at it alone in Order they wouldn't have upgraded gear period. The biggest thing I've seen so far is that there is no reason to craft white , green or blue quality gear that isnt from a maxed vessel. You're better off going mob drop at that point. Front loading the passive skill training a bit more could help in that area . So this was from the first campaign since the inventory wipe & vessel wipe. The top 2 swords are mob dropped . The bottom sword is a player crafted max blacksmith white vessel with no bonus from the keep , crafting armor or jewelry . We rolled that one as all stats to see if we could get the crit healing up and to see where we could get the support power up to in comparison to the mob drops. So when rolling these as a max white you'll get 1 stat to max if you're lucky. Why bother with whites or greens when crafting? Blues wouldn't be much better just a little bit easier due to the higher quality. Player crafted green & whites need a boost over mob drop. The extra durability is meaningless when this stuff drops like mad. Currently there is no place for a new blacksmith & a max blacksmith is just going to gear himself up properly & not waste time in this tier.
  20. 1 point
    Reading over this thread, though If certainly missed some I'd like to approach a point made by @APE in a slightly different fashion. You are experiencing not simply a problem but problems, which are the effects, not the causes. So what Ace needs as far as information is causes, because they cannot control effects directly, only causes. Take your example where you are dieing super fast and someone else is living for quite a long time. Saying this is simply gear, stats, and passive training is a unidimensional analysis. I find it doubtful you were playing mirrored setups just different qualities, I'm talking same race/class/promo/disc. Some of the setups you can get in the game will give you enough invulnerable/barrier/heal up time that you in 10 seconds may have only had in effect that 3 second window to do damage. Then you have classes like rangers that are just broken currently and they scale very improperly with their gear. My point being that breaking down all the minutia in an experience you have offers the best chance for ACE to identify what small pieces they need to tweak for the top end of the system to function. Generalized top down solutions to problems are hard work, a gamble; most of the time if you didn't formulate your problems correctly, which is not a simple thing, you won't even solve your problem this way. You can also be sure you created a myriad of new ones. I don't believe we are at the point of testing where balancing all these things should take priority. It makes it significantly less rewarding to play the game right now, adding in frostweaver wont make my experience better than a good round of balance changes. However if you get the game balanced now, then start adding many more core or even periphery elements you are forced to double back and rebalance again. In an MMO balance is forever a challenge, a limit if you will, that is never achieved but approached. In regards to passive training, I agree it is problematic in that it incentivizes a player to leave for a week or month and come back when they can "do more". It has the virtue though of equally rewarding people who no life the game to those who more casually play. I can't be alone in playing an MMO and stressing every moment I'm not on working on my progression I am falling behind. When we get proper balance and catch up mechanics, I do think the system will function beautifully .
  21. 1 point

    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).
  22. 1 point

    Paladin (healing) Templar

    Paladins are the a class that can deal twice as much Points/Minute - HPS+DPS then any other AoE contender that are limited to mostly DPS or mostly healing. In the combat log parser a paladin can deal 160.000-180.000 Total Damage+Total Healing in a fight while the next is probably a Cleric, Confessor and Myrmidon but they stop at about 80.000-100.000 Total Damage+Total Healing. It's not a solo play class - that's for sure - but in a proper group is the foundation. Feel free to explore and build it but don't complain about it
  23. 1 point
  24. 1 point

    Bride Of Valkyn

    REALMS BEYOND Hansa opened the shutters. Not because he expected to see anything different. He just had to do something to keep from going mad. The young man peered through the enormous window that covered the entire wall. Vast fields of numberless stars, bright and cold, passed in procession. What time was it? Morning? Night? He rubbed his forehead. It was all still a blank. The last thing he remembered was following the pale woman past the Obelisk and up the hill. Then a strange weariness came over him. He awoke here. Wherever here was. Hansa closed the shutters. He looked about his surroundings for the thousandth time, hoping he’d spot something different. A clue. His room was spare but comfortable. A bed, a table and chairs, a fireplace. It had an eerie unnatural feel though. Everything was made of black glass. And it was very quiet - except for a distant, thrumming sound. At least he wasn’t alone. The first time he met Them, he’d almost fallen over from shock. He’d heard a scratching at the door. When he opened it, an enormous cat stood there on its hind legs, as tall as a man and with emerald eyes. The creature was holding a tray of food and drink. The cat padded silently into the room and laid the tray on the table. He’d tried speaking to it, but the cat ignored him and left. The cat came and went many times after that, bringing food and cleaning up. He dared once to touch its shoulder but retreated when the cat laid its ears back and hissed. He’d peered outside the door before it closed. Two other cats were standing in the hallway, one on either side, as if they were guards. Was he in a prison? And what was happening back at The Arch? Had Lady Olenya missed him? Were they searching for him? Hansa had never felt so helpless. Suddenly the door creaked open. A visitor! He shook himself and rushed over. A bearded man, reddish hair flecked with grey, stood there. Older and taller than Hansa, he wore antique-looking armor, battered but finely made. The style seemed familiar, but Hansa could not quite place it. The bearded man strode past him into the room. Befuddled, after a moment Hansa followed. The man reached the center of the room and stood there silently, his eyes squinting as he searched his surroundings. “Who are you?" asked Hansa, striving to be polite. “A foolish question,” the bearded man grunted. "I am a traveler, as you are." “What does that mean? Where are we traveling?” The man peered at him. “Ah! I see it in your eyes. It is as I feared.” “I don’t understand. See what?" “The favor of Our Lady. A treasure men would kill to possess. Pure, but fickle as the wind.” Hansa felt a chill of recognition. Now he knew where he’d seen that armor before. In an ancient, faded tapestry that hung above the main hall of The Pinnacle. “By the Gods – you’re Almuir.” The bearded man straightened. “Why do call me that?” “I’ve seen you on a tapestry at your family castle in The Arch. At least it was your castle back then.” The bearded man passed a hand over his eyes. “I was caretaker for the Obelisk,” continued Hansa. “The one they put up where you’d disappeared - after you’d spoken with the Goddess Illara.” At the mention of the name, the bearded man's face turned purple with anger. “You dare speak of my beloved?” he shouted. “You have sealed your fate!” The man drew a dagger from his belt. “Huh? Wait…no!” cried Hansa. Hansa yelped as the bearded man drove the blade deep into his chest. He fell, vision blurring…and then suddenly he was somewhere else. He floated weightless amidst endless fields of stars. A circle of light beckoned in the distance, hanging like an ornament in the void. The circle grew larger. Whether it was coming towards him or he towards it, he could not tell. As he drew nearer, the circle resolved into a great hall hung with gold and silver lamps. The hall was filled with a multitude of fantastical beings. Men with the heads of goats. Winged horses. Many-legged serpents. Seated before them on a great throne was the pale woman he had seen at the Obelisk. Although her eyes were covered, she rose and turned towards him in that moment. She gestured to the beast creatures as if to bid them wait. Hansa felt a tingling, like fingers probing inside his head. It was terrifying but didn’t hurt. A vision appeared in his mind. A beautiful dark-haired young woman, very short, with blue eyes, stood at the edge of a cliff. A great shadow loomed over her. As darkness engulfed the girl, she transformed into a being of pure flame. But the darkness was stronger, and the girl’s light went out. The image vanished. The pale woman made another gesture. A swirling portal appeared. Hansa was launched at great speed. Before he could register a thought, he felt his body slam into what felt like wet grass. He rolled over. Taking a deep breath, he waited for his eyes to focus. Above him was grey sky. Beneath him, mud. From the corner of his eye he could see the Obelisk, rising through the mist. The Arch. He was back. He felt his chest. No wound. No pain. Hansa struggled to his feet. Suddenly, he shivered as a cold wind struck him. He looked to the east. His jaw dropped. Rising above the Grimward, where once had been pure blue sky, were now piled banks of greenish-black clouds, rising as high as the eye could see. It was all too much for Hansa. He ran. In a few moments, he was at his nearby cabin. Fighting back panic, he slammed the door behind him and stood panting until his mind cleared. He had to find Lady Olenya.
  25. 1 point
    Just 9 … The EU campaign has been going for nearly a week and the factions and new alliances. Balance and Chaos, have setup fights on the road between the Magga's Fort and the Chaos keep. Order decides to in their confusion, backdoor and steal the fort. Knowing full well that both faction will respond to this. The setup The aftermath #CrowfallGame #Warstories #Caldera
  26. 1 point

    Experienced Player LGu

    To whom it may concern, My name is Falon. I am a hardcore MMO player, new to Crowfall, just looking for a place to call home! Experience: I have 10+ years experience in sandbox/Open PvP MMOs. Titles include Ultima. Shadowbane. GWars. Eve online. Terra. Archeage. LoL. I am 23 years old and will be highly active :) Guild criteria: Region: Eastern US. Atmosphere: I am looking for an ACTIVE community that will play together often/daily. I'm sure we will get along well🤪 Casual/Hardcore?: I am here to have fun! which means PILLAGE AND CONQUER BHAHAHAHAHA🤺 Size: Its not the size of the boat, but the motion of the ocean! What truly matters is the number of active players. NO PREFERENCE Play-Style: 1- Confessor 2. Templar 3. Druid 4. Cleric. I enjoy playing high Crowd Control/support players. Commitment: I work the week days, but will be on daily. Weekend warrior 💪 Miscellaneous: Shadowbane was my wheel house. My family began Freecorpse and Gypsies Tramps & Thieves. Running spec groups and booting Zergers was our specialty. Strategy swiftly counters numbers, with tight mechanics and solid communication, many as one will always prevail! Voice-Chat services: I use TS. Vent. Discord. Mumble. anything you need from me, I can meet you there. PM me if interested! I begin world domination tomorrow!!!!
  27. 1 point

    Crafting help required

    1. You can harvest very well with a full combat character, depending on training and gear. Skill training is account based, so all of your characters will benefit from it, and you can train in both combat and harvesting. Disciplines are divided into majors (combat and crafting), exploration (harvesting) and minors (combat and crafting). There's 1 harvesting minor, but you don't need it depending on the exploration discs you have. Harvesting is also affected by the seasons. In spring and summer, players get a buff that helps to get more/better resources. In fall and winter, it's a debuff, so without some combination of skills, disciplines, potions and food buffs, you will have a hard time. The God's Reach worlds are eternal spring, so you get the max buff in those worlds all the time. The campaign worlds are currently in summer and have about 10 days left. You can also improve your harvesting via armor and jewelry. Harvesting stats can be added to combat stats on armor, so you don't lose any combat effectiveness there. With jewelry, you have to choose between combat and harvesting (and crafting) stats, but that's something you can swap as needed. 2. You can go that way. It's up to you. All characters have the base combat ability for their class. It mostly comes down to your discipline and gear choices. I run around solo all the time on characters that have little to no combat training and I do okay. Often avoiding a fight is just a matter of playing a stealth class and keeping your eyes open. Again, it's important to remember that skill training is account wide, so if you want to do crafting, harvesting and combat all on the same account, you won't be able to train them all at the same time. You can do them all, but you won't have the training to make you better at all of them. You also can't double up on your training. By that I mean, you can't train both blacksmithing and leatherworking at the same time, for example. You have to choose 2 out of combat, crafting and exploration. Many people play multiple accounts and have one for combat/harvesting and others for crafting/harvesting. 3. As I said, you have to choose 2 of combat, crafting and exploration. You can only train one harvesting tree at a time, but there is some overlap in the earlier trees. For example, if you train the first skill in the Excavation tree, it increases your stats in mining, quarrying and gravedigging. As you get further into the skill trees, they get more specialized. The Ore Specialization tree, for example, only improves your mining. 4. Most stuff in the game can be harvested solo. The only harvested items that require more than 1 person are minerals and gems, which come from stone and ore motherlodes, respectively. They require at least 2 people to harvest. There are other things you will want/need that are drops rather than harvested, but you can usually find someone selling them, or you can kill mobs to try to get them yourself. The tougher mobs have a higher chance of dropping good stuff, as you would expect. 5. Anything with stealth is generally good if you are harvesting alone. You won't escape all the time, but against a single ganker, you'll have success if you are smart about it. 6. You (your account) is an immortal crow. You inhabit bodies (vessels) and play as them. When you create a character, you are given a common quality vessel of whichever race you choose, and you select which class you want to play. Better vessels can be crafted by necromancers. When you get/craft a vessel, you use it to create a new, better character. 7. It's an npc. You have to give them gold to keep them running, but they stay up as long as the server is up. Finding open spots to place a vendor can sometimes be a challenge, though. The best spots tend to get filled quickly. 8. Check out the guild recruiting forums. 9. The game has a pretty steep learning curve, and the new player experience still needs some work. Feel free to ask questions in General chat. General is all servers and factions. Faction is only the people in your faction, on the specific server you are currently on. Zone chat is just the specific zone you are in. Open your character sheet (press I) and click on the details button. Familiarize yourself with the various stats used for combat, crafting and harvesting. Understanding how the stats work and how you can raise them will go a long way toward understanding the game.
  28. 1 point

    5.100 LIVE Bug Reports for 9/4/2019

    The Trial of Gaea gold badge has in its tooltip +500% harvesting efficiency, i do get 50% as it is the cap yet i am not sure either of those two numbers is intended.
  29. 1 point
    I won't mince words here. Everything you described above is exactly why Crowfall's combat sucks ass right now. The combat went from being something that ranged between average to mediocre pre-disc to what is now something sitting between mediocre and garbage tier. I know major and more comprehensive balance passes will only happen closer to launch, but there's no skill, mechanical input or nuance to CF's combat, only builds and comps and counters and hard counters. The ceiling is just so low, provided both sides have equally decent shot calls and ppl who knows which skills to use and can listen, more often than not the fight is decided before it even starts, by just looking at the comps/builds. I've been saying this for years, but it just falls on deaf ears. And I won't even go into the problematic mess that healing has always been. Unless they completely revamp the balance and purpose of discs, classes and other mechanics CF will just be a spread sheet meta game.
  30. 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! = )
  31. 1 point

    Battlefield tactics when outnumbered

    Personally I would prefer it if a res statue was unusable while a poi is in its siege window. From a lore perspective, say the presence of a Bane Tree is suppressing the statue. Not only would that allow the attacker to wear down the defender's forces through attrition, but it would add value to controlling other points on the map, and the time slots when those locations are vunerable. Regarding the OP, I would add the fighting withdrawal. Less than a retreat, the goal is to prevent the larger force force from flanking or enveloping your forces, while forcing them to maintain their grouping relative to your force. Against a less skilled enemy force, you may find opportunities where a melee player over extends (especially if they think you are in retreat) or a key healer or ranged DPS drops back.
  32. 1 point
    I cannot remove a minor discipline from my Minor I slot. I tried relogging, dying and even selling said discipline but it still will not budge from the slot. Every time I drag it out, it just pops right back up. Send help. The discipline is "Prickly Skin" if that matters.
  33. 1 point


    Any chance of paysafe being implemented for purchasing access?
  34. 1 point

    5.100 LIVE Feedback for 9/4/2019

    Loading screens have been really slow this patch. Server performance greatly reduces whenever a handful if people are putting into the zone. People loading in/out definitely seems to be the worst offender. Fires cause lag spikes when more than 20 people in the same area.
  35. 1 point
    You can, but as is evident by your posts your guild has not accepted help from others and you don't seem interested in doing all the things in game that are designed to boost your crafting ability apart from passive training. What's funny is I don't think you realize that it use to be the case that recipes were actually gated by passive training. lmao But anyway, the core thing here is you at least stated what your time frame expectations are which is what you should have said more concisely from the very beginning. You want your small guild that is brand new to be equally competitive as people in bigger groups that have been here since the last wipe, and some having been here for 3+ years - in a couple weeks. Amazingly, you can be, or close to it, you just have to do a lot of work like A LOT of work- which you can actually do - but I sense that you don't want to do that stuff but would rather just grind out mobs or grind out crafting poorly made socks nobody will ever use to gain crafting points you can allocate. I respect your guys attempt to be hard chargers, and most of us recognize the crafting system needs to be improved, but you aren't gong to get much sympathy from people who have been neckbearding this game for more than a year if you aren't doing all the stuff we have to do to be competitive.
  36. 1 point
    One of the oddities of backing a product not yet created is that it is all generic ideas. I imagine many different people imagined different things when they saw the kick starter. In just my friend group we would have all described nearly an entirely different game from what we saw. I didn't invest in kick-starter for any of the more specific mentions because I am not naive as to the fact that during the development process choices have to be made. Things have to be given priority over other things and some things are so in conflict with others they need to be cut entirely. I invested in a very generalized dream for a game and a group of people I thought might bring something even close to that grand dream into being. EK's were one of the things that most interested me in this game. In fact the EK is what I am most excited about. Yet I would think only the most ignorant Dev team would prioritize your personal happy place to build things over the functioning game world. If you think EK's are where they want them you are mistaken. If you think they should have focused on EK's over the stability of the game and the campaigns at large, you are mistaken. It is one thing to post strong arguments for why you believe things should be given more focus than they already are. Or to advocate for features to be included that you have any real evidence to suggest won't be, other than they simply aren''t here in the incomplete game yet. You might even advocate to ensure something does not fall to the chopping block that is important to you. Ascribing perceptual motivations and whether or not "betraying the backers" is something the dev team even cares about is just sad. You could not possibly be sure of that. You make a deductive argument claim while supporting it with inductive reasoning at best. Gotta break a few eggs to make an omelet, not everyone is going to be happy:)
  37. 1 point
    It should be slashing damage. The only benefit you'd get from elemental penetration would be if you had an elemental quiver or had some other type of magic damage spells.
  38. 1 point

    Interested in Business

    Hello all, can call me Peaky or Old Boy Joe. Friend got me interested into the game more for the economy and gathering side. Kind of a mercenary player I guess one would call me so I am here looking for what work I can get and sell to all what I can. Anyone can hit me up at the PeakyMurders Discord discord.gg/st8fQPc for talks anytime as well as business inquiries. Have some harvesters that can grab more loot for anyone who pays them in some fashion or for fodder in a fight if you please. They find fights, no matter the outcome, enjoyable so one can do with them as they wish. Catch ya on the other side.
  39. 1 point
    For other classes it's the main hand that determines the weapon damage type outside of special exceptions like Divine Light.
  40. 1 point
    When my Cutthroat Assassin loses the holy aura from a cleric he is booted from stealth as if he took damage. I do a lot of stealth scouting for our roams so this has forced us to switch to Vengeful Aura much to my clerics dislike =).
  41. 1 point
    I hope there is a lot of strategy involved but so far seems to be get the most stats, bring more players, and typical organized play wins over disorganized. I don't see a lot of room for complex strategy play or even politics. Will have to see what the Dregs brings, but with win conditions, it might limit creative strategy vs just gaming the system to victory. Like path of least resistance vs planning out 20 steps a head of enemies.
  42. 1 point
    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.
  43. 1 point

    Will there be more races/Classes?

    I am still all in for the Hamstaur: Since the two other suggestions I made in this old thread (bard and pigmen) already came true, I will allow myself to be quite optimistic. I have no doubt that we will see several new races and classes and combinations in the time after launch. I believe to remember them mentioning (in the dark ages) that one idea to make VIP more interesting may be to unlock new classes a months earlier than for the plebs.
  44. 1 point
    There is a stark difference in the acknowledgment that there is indeed the possibility of Uncle Bob and the implementation of meaningful counters to Uncle Bob.
  45. 1 point
    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.
  46. 1 point

    There is no payment selection button

    Russian players have to go through 4game. This post explains the reasons:
  47. 1 point
    Some Node, Python, the usual suspects. +1 for a dockerfile.
  48. 1 point
    Awesome. Check the repository: Crowfall Combat Log Here is the current version running. https://crowfall.crusaderw.com/combat_log/#/ What languages are you working with?
  49. 0 points

    ACE's August QA communication failure

    Honestly with the news cycle consisting of no real news I suspect that either they are out of money or plan to start over again with a completely different version after raising more money ...
  50. 0 points
    I agree they need many of the things on that list, I am just realistic in saying they wont be able to add them all. As for anything crafting related, I am sure Blair wants crafting front and center, but past changes don't reflect that(looking at you RNG drops, EK changes and no economy now). As for betraying old backers, I am sure they don't care much about that in the grand scheme of things. As evidence to that, I assert that the game today is nothing like what was promoted years ago. In addition, as you said above, they promoted relics and EK's for most of their fundraising and yet EK's are on life support and we cannot even talk about relics since they are MIA. On an Odd note, statistically around 500 backers would have died since 2016, so that would be less people to upset.
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