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Showing content with the highest reputation since 07/03/2020 in all areas

  1. 38 points
    We have decided to quit Crowfall for now. We will most likely first be back when beta hits in hopes of it can cure our frustrations. But lately it's been feeling like a chore to log in and play the game - and when a game starts to feel like a chore, it's time to do something else. First off, for those who don't know me and our guild, I am Yumx, leader of Vanguard, I've been playing Crowfall almost non-stop since Jan. 2017, so 3,5 years by now. Our guild Vanguard is one of the top EU guilds, we won the first 2 dregs on test, both the NA one and the EU one. We also recently won the first EU live dregs campaign. You might also know us from our videos from the past, Go Broke or Go Home and The European Clowncar. We've been playing Crowfall for with passion for years, providing the community with several guides, such as The Promo Class Breakdown, Minor Discipline Guide, and of course our Tier List. Enough about us - Why do we quit Crowfall? To put it into a sentence; It is the built up frustrations with many different aspects of the game. But to put some words on it, and to spark some discussions with the community, maybe the developers can use this to further develop the game in the future. *DISCLAIMER - Yes we know the game is in alpha, but it's far into development and you can get a pretty good idea of what the final game will look like* Game Loop The game loop is not where we wanted it to be. Currently it's 1 hour of action per day, and 23 hours of grinding - in a PvP focused game, for people that focus on PvP, that really kills the motivation when you spend most of your time doing PvE. Caravans We hoped with the implementation of caravans that it would drive more regular PvP, but in reality it does not do a great job at that. Mainly people just run those caravans in off hours to build up their buildings. This hopefully does change with a bigger population of course. Our hopes of Caravans were timed/announced events, fixed destination of the caravans, where you had to control/protect the caravans to the end, to get the huge amount of resources a caravan can give. Take us through the beautiful landscape and environments you've made, let enemies that don't make it to the caravans first set up ambushes, let's have some amazing PvP - this would be a type of circle standing I could like, because the circle would be moving :D Victory Cards The victory cards most often promotes PvE farming or sitting in your base and hope the enemy doesn't come to try and take it, so even in the siege windows, most often you will find guilds sitting in their strongholds, because that is most beneficial towards winning the campaign. This is obviously something they said they can change and do balance passes on - so this is just feedback on what we've tried so far. But currently with how expensive buildings are, with how short campaigns are and the time it takes to gather those resources - victory cards that promote having "most rank 3 buildings" is just pure slavery. If you were to have Victory Cards that focuses that hard on PvE, such as Hellcat paws, or sacrificial shards to a certain god, make the points gained from those cards way lower than actual hard cards like most kills in sieges, most stuff capped etc. War Tribes The war tribes was a fun addition to the game initially, having those random drops is always a good time waster for MMOs, but in it's current state with Chiefs, Kings etc. in the early game, where crafting almost doesn't matter, being forced to farm those on cooldown to be competitive is not very fun. This is because the drops from these bosses is just too good not to go for, it's also the main way to get crafting additives. We really lack alternative ways to get crafting additives, hopefully through PvP (destroy an enemy crafting building - get crafting additives?) Loot boxes in war tribe camps It's a cool idea to have boxes with strong weapons and armor in. But they are too easily accessible currently. Let us fight over them, make it an event in the campaign (15:00 Urgu camp boxes will open) Animals Why do we have to farm special versions of animals to acquire necro additives and crafting tools? Why are there not a PvP way to get these, a trained necromancer chopping up an enemy vessel etc. Again more alternative ways to acquire additives would be appreciated. Outposts With how little they actually matter to the scoreboard, and how long they take to capture, it feels like they need a rehaul. Yes, it makes sense that it's an activity for smaller scale, but you almost gain nothing from taking the time to kill the guards, then proceed to stand in the circle for X amount of time, just to gain very few points. Maybe they can have a bigger purpose outside of when the victory cards about outposts are there? Like if you own the outpost in the parcel you gain resource advantages on that parcel? Forts Fort fights have always been some of my favourite fights, the only problem with them, is how they are captured in the end. If one force has more people than the other, they just need to stand in the circle to turn it to their side, there's not much strategy or tactical decisions outside of when your enemy make mistakes. Could be awesome to see some multi objectives like in the new keeps, because right now Forts are just as valuable as Keeps, if that's where you decide to make your homebase, it's just much easier to lose. Keeps The current iteration of keeps are in a pretty cool spot, the only thing we're lacking is players being able to decide their own layout, where to place the wards, buildings, walls etc. Not necessarily free building, but just give players several different layouts to choose from, so we have some decisions to make depending on the surrounding area. Siege Windows As mentioned, the downside of sieges being scheduled to 1 hour per day is that, then people think that's when to PvP. So they almost only log in to PvP, at that time of the day. This is very much a mental thing, that people see "okay X is open from X to X, that's when I need to prepare my self for PvP". That's why we suggest timed events more regularly, like Caravans, so people have a visual indicator of PvP is about to happen. Campaign layout Often when you want to go attack forts or keeps, having a respawn point nearby is pretty nice to have, especially if you expect you take some losses, then you don't want people to have to run 5-10 minutes to get back to the fights. But most often respawn outposts are very far off forts, so an idea could be that you give players a way to transform regular outposts to respawn points for X amount of time? Maybe a stonemason craft or something like that. It would also help with huge advantages defenders already have in this game. Crafting My officer and I were the ones crafting for our entire guild (20+ people), and the current crafting iteration could use some optimizing for sure. The biggest problem is how inconvenient it is to craft items that require items from other professions, and it's not so much that you have to be on different accounts/characters, it's more that we lack a nice way to keep an overview. An idea could be: Guild crafting requests, so when you step to a crafting table, a request tab pops up, shows what kind of items guild members have requested, and then you just click on it, and it shows you what item you need to craft at this crafting table, for that item. So let's say a guild member requests a 1 handed axe, with Crit damage and attack power. Then on my woodworker account, I go to the woodworking table, click on requests, on the 1 handed axe that is requested, and it says "Craft a Wooden Plank: Birch/Birch/Birch". Then when you craft it, it says "Part complete by WoodWorkerCharacter" in the request tab, so you can see your progression towards the item, and who crafted the parts. A part from this, going back to asking for alternative ways of getting things, have crafting be able to compete with War Tribe loot early game too, that way people can choose to either go farm war tribes, or the crafting route - we need more choices. PvP This is obviously the most important one for us. The reason I kept playing Crowfall for 3,5 years, is because the PvP was addicting. The thrill of beating your enemies with great coordination, and well timed anti healing, tracking enemy ulties etc. was just an overall great experience. This has sadly turned for the worse in the current patch, with the implementation of Frostweaver and huge amounts of AoE damage. Currently fights go like this: - Everyone has frost guards, because the frost armor is so strong that you can't play without it. - Everyone has Stormcallers, Frost guards and Archmages, because the AoE damage is so strong, you would be gimping yourself if you didn't use it. - With the amount of damage these classes put out in AoE, you don't really need anything else, because you also get a buttload of CC from the frostguards Volatile Ice mechanics. - So the rest you just fill up with healers. - So you see an enemy group, tell everyone to get their AoE ready, then fire it all at once while running into the enemy, and they get AoE'd down, while everyone is clapping in excitement and playing their face and feet. The PvP has been dumbed down to a level that is not fun anymore, for us at least. Crowd Control and Retaliate That every class has access to multiple CC powers on low cooldown, makes the overall CC experience in a fight very spammy. But to counter this, everyone has retaliate ready all the time, and become CC immune most of the fight. This leads to that everyone that PvPs almost always have 1 finger on their retaliate button, because you just have to react to the Retaliate Pop up to keep playing like nothing happend. It feels trivial to the fights, it's just annoying but doesn't have that much of an impact. What would help the overall combat experience in our opinion, is to limit the amount of CCs, make them longer cooldown, but make them have a bigger impact - so retaliate on a cooldown - that way it also means that you need to use stuff like juggernaut and escape artist to outplay/counter stuff - and you can set up burst windows. We want to go back to tracking enemy cooldowns, so we know when we can go for the kill with set ups. Class mechanics With the implementation of the Frostweaver ACE showcased that they are able to actually make unique and interesting powers, so an overhaul for the other classes towards this direction is very much needed. Most of the current classes/builds are not mechanically challenging, even a 6 year old can play champion in PvP. There's no real depth in the skill variety, combos etc., the promotion classes adds very little to the playstyle. An example here could be that you put almost all CC into the actual CC promotions. Disciplines With the limited amount of viable majors and minors, everyone is running the same builds. You're playing Icecaller? Earthkeeper? Crusader? Use Field Surgeon and Naiad. Minors? Sturdy, overwhelming odds, matching X. There are no other choices that can beat that. We desperately need more viable choices so we can specialize our builds more towards our preferred playstyles - but it's impossible currently with how the fights play out. Balancing This is one of the next steps they announced they will be working on. And it's definitely needed. Here are some suggestions to changes: - Reduce Volatile Ice Damage. - Reduce Volatile Ice Proc chance. - Reduce Aura Emitter Damage. - Increase Barrage damage to whatever you reduce the other AoEs to. (Single target dmg should always be higher than AoE, which is not the case currently) - Reduce Frost Armor (from Frost Guard) to take 5 seconds to break, instead of 10. - Move Crowd Control to CC promotions for the different classes. - Make hybrids more viable. (Arbiter/Archdruid some more base support power forexample) - Give melees more CC immunity than Ranged Classes. In big fights, melees have to run through hell to get to targets, where ranged can just pew pew from range, meaning all the CC affects melee way more than ranged. To make up for this, give them more CC immunity so they also have a chance to do anything. We need melee to be viable again, and this is one of the main reasons they are not playable in big fights. - Early game the offensive stats from war tribe gear is way higher than what you can gain for healers, meaning damage is way higher than healing. Could use some fine-tuning, see Crafting feedback. - Generally we think with longer cooldowns on powers, ultimates, retaliate etc., the fights won't be as spammy, but more about setting up combos together, which is what we would prefer. Classes There are so many promotion classes that are unplayable in the current iteration of combat - because they don't feel specialized enough in what they are advertised as. Champion (Only Pit Fighter is played): Alpha Warrior lots of damage? Well with how the Pit Fighter capstone works, Pit Fighter actually have enough damage but way more survivability. Barbarian lots of crowd control? Well all the other champions have almost the same amount of CC, just more dmg or survivability. Cleric (Only Crusader is played): Arbiter lots of crowd control? Well with how retaliate works, and since you can have 2 roots on Crusader from naiad + native root, the Crusader have enough crowd control and way more healing. Radical ranged dps? Compare it to ANY other ranged dps and it will fall short in output over time. Knight (Secutor and Swordsman are played): Sentinel lots of crowd control? The other knights have exactly the same amount of CC, and the Secutor even has better CC through spammable dodge pip removal. Templar (Paladin and Fury are played): Vindicator melee dps? The main damage from a vindicator is execute, their divine light is not worth it, because only 5 targets and slow tick rate. Compare it's output to forexample Titan (if the melees even can have uptime) then it falls short. Ranger (lol): Archer is somewhat viable, because of their single target sniping from long range, but the damage output versus the other ranged dps (confessor, stormcaller, archmage), it's so slow. Their barrage is also very low dmg compared to other AoE. Warden tanky ranger? Well if people just ignore the warden, what can it actually do? Brigand stealth traps? Traps being that huge and clearly visible makes it very bad for combat where you fight enemies that have eyes in their head. Their slow stealth movement also makes it hard to use Brigand for group fights, where they would shine if they quickly could get into the backline and surprise with traps. Assassin (even more lol): Sadly the only thing assassin is useful for is PvE, and that's the blackguard. Assassin needs a serious overhaul, make it have some kind of impact through lockdown (see retaliate changes) or AoE antiheal or something useful. Frostweaver (Everything is played): You make a well designed class, and suddenly every promotion is used and feels unique. Confessor (Inquisitor and Fanatic is played): Why change the names btw? Fanatic (CC promotion) is not used for their CC abilities though, because all confessors have the same CC. They are mainly just used for their passive elemental break debuff. Sanctifier is sadly still a joke, has no impact on fights, condemnation being locked in animation, their low range on CC, sanctifiers are ignoreable in fights. Myrmidon (Titan is played once every full moon): Titan went from one of the best DPS' if played well, to unplayable with the implementation of ranged AoE and huge amount of CC. Battlerager is ignoreable, it can soak dmg, but has no CC that makes an impact nor any utility or damage. Conqueror was also a great pick before to have 1 of in your lineup - now it's useless, frostweaver does it better. Duelist (Slayer is played): Slayer is played because it has lots of control combined with good ranged damage, you actually feel like a DPS promotion playing this. Vanguard Scout is a promotion people forget exist. Dirge is used for harvesting characters, because it's easier to craft mail/plate harvesting gear. Druid (Earthkeeper and Stormcaller is used): Archdruid used to be THE AoE damage. You would work together to set up the big one shots - it has now been overtaken by the quick AoE dmg Frostweavers and Stormcallers has, why take 20 seconds to set up a one shot, when you can spam AoE dmg every second on a Frostweaver with almost no ramp-up time? Hitboxes Hitboxes really have to get fine tuned, if anyone has ever tried to play a ranged character, trying to hit enemies on objects, fort/keep walls etc. most often even though your reticle is straight on the enemy character, you will not hit your enemy. Very frustrating. Leveling I understand that leveling was implemented to slowly introduce players to the class and their powers/mechanics. But if that's the reason, why do you then still have to level advanced vessels? Did you think we forgot how to play our class after we upgraded our vessel? We should just have short class introductions when you create a basic vessel, and that should be it. Leveling feels misplaced in a PvP game like this, which brings me to the next part, New Player Experience. New Player Experience Now I know the current New Player Experience is not done. But here's what a new player needs to know (I have explained, trained and taught A LOT of new players over the last 3 years): - They need to understand that fights are mainly played in groups. - They need to learn how to use siege equipment. - They need to learn how objectives work. - They need to learn how to craft advanced stuff. Learning this means they get to learn how crafting items are dependent on multi professions/crafters and requires time. Which hopefully teaches them to appreciate when they get well crafted stuff. "I would like an epic Runic Sword" "Yeah but do you understand the effort it takes to make a sword like that happen?" - They need to learn the basics of their class (later all classes, but that shouldn't be in the intro) - They need to learn how harvesting works, where resources come from, what Plentiful harvest is etc. - What victory cards are etc. If they learn all this stuff in the introduction, they will be well suited to out into a campaign and actually contribute for a guild. It's a huge amount of work, but this is what guilds are forced to teach new players when they take them into their guild. __________________ Now this sounds like a lot of negative stuff, but it's just how we have experienced the game the last 3 years. Here's some positive stuff though: - Dregs, Guild vs Guild worked out great, the forced friendly fire between allied guilds adds a fun factor to fights. - Thralls at night is a cool mechanic, and forces people out into the world (will work great with a big population) - The game have been great enough to play it non-stop for 3+ years, you have done a lot of stuff right. - All the different stats in the game makes it an awesome experience for min/max'ers, that you can really dive into your stats and exactly hit your caps in late game etc. is great. (Only problem is what is actually viable vs obtainable) - Harvesting was chill and useful (till Caravans) - The feeling of being dependant on eachother in a guild is still there, you can't fight without your crafters, you can't craft without your harvesters, you can't harvest without your crafters. (I know wartribe = non crafted gear, caravans = non harvested resources, but still :D ) We hope the devs can use some of this feedback. Hopefully a bigger population will fix a lot of these frustrations, only time will tell. Now, this was a long post, and if you've reached the end, thank you for reading, this post was made to spark discussions about the game, so fire away, but keep it constructive!
  2. 13 points
    Dissentient is beginning a weekly, community-wide Wednesday Night Fights event. We welcome all players from across Crowfall to join as we seek to have weekly, even-numbered fights with mixed rosters. The goal of this event is to provide an arena-style scrim system where players can exchange strategy, tactics, builds, and other combat knowledge while being able to request constructive feedback from the broader community. We hope the combined use of scrims + Discord video streaming can provide players with the ability to assist one another in improving their individual play and increasing their knowledge of the game as a whole. We will be hosting this event each week in the Dissentient discord for voice comms and a 40-slot Eternal Kingdom named “ConstantineX." Due to the current limitations of EKs, the format for these scrims will be 5 v 5 (unless we run in Infected and we can organize larger groups) and people will be free to organize groups as they see fit. The first Wednesday Night Fight event will take place on Wednesday, July 8, 2020 beginning at 8:00p EDT and will end when people are tired of fighting. If you have questions please reach out to me in this thread, on discord at Ruq#6343 or via DM on the forums. I look forward to seeing everyone each week as we get some fights, mess around, and learn from each other. TLDR: Show up. Hop in Discord Grab a drink. Mess around with new builds. Shoot the breeze with people in comms. Challenge that group of smack-talkers to a duel. Show you're the best slayer in the game. Have fun. Learn something new. Edit: Back-up plan if EKs are still busted tomorrow night is to utilize the Infected campaign for the scrims. We will make the final decision in DIS-cord (link above) at 8:00p EST when we start.
  3. 13 points
    Marklarr

    Vanguard quitting Crowfall .. For now

    There was nothing in yumxs post that suggested it was a lack of competition on EU that proved to be the final straw for them. His feedback is felt by a vast majority of the community, as others have echoed, please dont turn this thread into a big guild/dominant guild issue, its most of the things in the initial post as a culmination that has caused this.
  4. 12 points
    Kingdom of Jah is now available!!! Aerynth Traders has come to life again, and rebooted as Kingdom of Jah. This is a community run vendor town, where crafters and harvesters from across the player community come together to sell their wares. Kingdom of Jah is a one-stop-shop and will continue to expand to meet the needs of the community. We already have 15+ vendors, and members from 4 guilds participating! Check out this quick instructional video about how to shop in Kingdom of Jah: Want to be a part of Kingdom of Jah? The process is simple: Reach out to either myself or @jah for availability. Let us know what you're interested in selling on your vendor. We want to make sure we're providing a variety of products! We provide the building and vendor stall, you just need to provide the vendor (15k gold and can be purchased in God's Reach). There is no charge to set up a vendor with us, all we ask is that you keep it active and stocked! There is a 5 gold/15 minute tax that the game collects from you, so don't forget to keep a little gold in your vendor's vault! A little history: Aerynth Traders has been a staple resource to the Crowfall Community. First launched in 2018, it's sleek design and organization has made it the premier trading hub for Crowfall players and communities. At it's height, Aerynth Traders had over 30 vendors, with over 15 unique entities involved in the marketplace. Multiple vendors experienced great financial wealth, by generating millions of gold through transactions. The focus of Aerynth Traders has always been about community, and bringing friends and foes together for the financial gain of all. Winterblades has also made it our mission to provide low cost gear for new players. (Kingdom of Jah is born as the new Aerynth Traders because of the current bugs associated with EKs, but hopefully we'll be back to our namesake shortly.)
  5. 12 points
    Hey folks, So I'm trying to distill this thread down to some basic points that I can turn into action plans to address. From a high level, it sounds like the two biggest concerns for the ex-SB folks are: 1. Character customization is extremely linear, especially compared to SB, and 2. The SB=style siege handshake mechanic would be much preferred over predetermined time windows. Is this an accurate summary? Thanks, Todd
  6. 10 points
    Zybak 2: Dark Horse is my second PvP montage mainly consisting of footage from the "Amersyn" campaign. Amersyn was the first campaign to hit the LIVE servers with the new Divine Favor system and it'll be one to remember! If you enjoyed the video I'd really appreciate it if you left a LIKE and shared it with your friends. I put a lot of time and effort into these montage videos so I'd love to hear about what you thought in the comments below!
  7. 10 points
    Yumx

    Vanguard quitting Crowfall .. For now

    Us pushing for the win has nothing to do with all this feedback, all this feedback would still be valid even if you guys could compete.
  8. 8 points
    Silkhe

    Vanguard quitting Crowfall .. For now

    Great post Yumx! I have several accounts and log in and play nearly every day. I have weathered the previous patch storms / wipes and continue to play... despite many of my friends & family members ditching this game (for the most part). I've generally always embraced the grind. Since patch 5.0, there has always been more than enough trivial tasks needing to be done towards addressing many more various meaningful tasks, which are then needed to address even more various essential tasks and/or combined group tasks towards probable successes... G wizz, lots of tedious tasks in this game. Well now, I am no longer embracing the grind. On any given day, there are many tasks that can not even be done or accomplished at all. I do what can be done, but the ones that can't be done end up irritating blockers to my progress. Lately I grind, and my guild-mates grind (even more so), and our results end up a myriad of new frustrations. I used to enjoy harvesting for long stints. Now I do it for a while and feel myself slipping into a coma. It doesn't help that the harvesting nodes are further spaced out in most zones, and often lack certain material types as well? Also, I've always sought out various forms of pvp regularly. I have had so many fond pvp memories yet they are rapidly fading away and becoming lost in these new patch transitions. For me personally, group pvp (like 12+ vs. 12+) has become almost zero fun... as I pretty much fall victim to volatile ice / aoe / knockdown spam over and over in nearly every group engagement. I certainly have more fun going out solo and getting ganked, or running into 2 or 3 random enemies. At least it is generally more fun and/or competitive than the more recent guild fights. In closing; It is so strange to now finally see and experience All The Exciting New Visuals, New Content, and New Crowfall / Dregs Campaign Concepts... yet inevitably be having less and less fun just playing?!? I thought that I had grown fairly accustomed to the 'Grind' and all the nasty 'Inventory issues'... But now I fear they are reaching intolerable levels as the game direction blatantly becomes chore after chore after chore, and we wait so impatiently to become 'remotely special' within our chosen specialization?
  9. 8 points
    MyaterPain

    5.115 LIVE Feedback for 7/2/20

    Please make the map a normal North, East, South, West instead of this tilted weird poorly made map which makes saying directions all kinds of wack cause it's simply not the norm in any game or real life lol.
  10. 7 points
    Yumx: First, let me say that this saddens me. The Crowfall community is richer with -V- in it. With that being said, I understand your frustrations and in a lot of areas, share them. There are certainly areas which need improvement and assistance. Crafting is too complex, cumbersome and interdependent IMHO. WarTribe gear, at least early on, is too strong in comparison to crafted weapons and armor. AoEs are too powerful and there are numerous promotion classes that are ineffectual. With that being said, I also see the Devs listening to our concerns and making adjustments. The pig claiming alerts are certainly a step in the right direction and I truly believe that the Divine Favor cards are becoming more and more pvp focused. The framework that ACE has created provides a foundation for a game that I still believe will live up to the promise and excitement we felt back in Kickstarter. Taking a break until Beta sounds like a solid plan. I look forward to your spirited return.
  11. 7 points
    I don't think that this is a system of "we must be entertained right now". There are fundamental flaws that the majority of this community agrees on. There are some amazing things in CF, it's why we are all here and why we bother to post at all. My friend put it best when he said "I feel about crowfall how I imagine parents would with their 32 year old child that showed such potential at a young age who is still living at home, cant hold a job and spends all day talking about 5G, chem trails and how covid is a hoax. I'm not mad. Im just disappointed and defeated."
  12. 7 points
    Most of this post mirrors my own concerns and reservations about the game. I want this to be a game I love to play and want to get on each night but right now it isn't that. On the side of the AoE meta, I think if the only huge AoE was stormcallers, it wouldn't be a big issue since they have a long cooldown and are fairly squishy. The frostweavers just don't have many downsides to them making the rock, rock, rock gameplay that @Yoink mentioned. It could be that population and duration of the campaign being longer may alleviate some of these issues but I've been becoming more and more concerned that we'll never actually end up with a larger population. The peak populations on servers still patch 5.8 from December 2018 where it hit something like 540-600 people across the different servers. Even with the push to live, I don't think the servers even pushed over 400 concurrent since the push to Live and it has just gone down rapidly since. Outside of the siege window, the game is pretty dead. You'll find some roaming groups of 5 people ganking but that is all that is really there. Even that is pretty rare so actually running with people to protect farmers generally ends up being a waste of man power where we would end up with people just sitting around not doing much. This ends up being a waste of man hours as well since there is so much to farm/grind if you actually want to win a campaign which most guilds are not trying to do at this point. Hell, I think 2 of the keeps on the NA campaign are still unclaimed. Most guilds have moved to just doing minimal builds on forts to accomplish goals that are actually outside of actually competing on the Divine Favor cards. That alone should be a fairly big indicator that something is wrong. Hopefully ACE takes a good look at this thread because there are some good thoughts and concerns mentioned here.
  13. 6 points
    APE

    ACE Q&A Livestream for July!

    @jtoddcoleman @thomasblair Minor Disciplines: While the "right solution" is being figured out, could drop rates be increased? In the meantime would increase the value/reason to upgrade vessels, re-level/sacrifice, do necromancy, farm mobs, etc. Range: Nerfing damage across the board is not the solution, just as nerfing illusionist did little. Aurora Emitter: Need more options to remove/purge/cleanse debuffs and buffs for that matter. Spread them across races, classes, promos, disciplines not just healer must haves which limits variety. High offensive powers like AE become much less of a concern, it adds more build diversity and strategy. Frostweaver: Long range spam AOE damage and CC with fast casting (bugs or not), "tank" casters that have no downsides (confessor tanks range?), and Frost Armor benefit to everyone. Balance: This will never be achieved which is great. Whack a mole "1000s of power changes" seems like an endless cycle. Crossing my fingers though. With so many promos and disciplines being flat out disadvantages to choose, players have limited options. We've lost several disciplines for reasons, but the pool hasn't been refilled. This divides the "great" from "why does this exist," very quickly. If we had 33 viable promos/classes (not amazing, just viable) and every discipline was at least C+ tier, the build variety and everything involving combat would be on another level.
  14. 6 points
    corvax

    ACE Q&A Livestream for July!

    Don't call it a Mini Keep, Base, or Smaller Footprint, instead classify it as a Garrison. So now we have Keeps, Garrisons, Forts, and Outpost. At 18:17 JTodd talks about the Garrison ward room with 5 different access points and a staircase to the objective, if you really want to create different 'combat spaces' from one model, give us 2 or 3 destructible armor clad doors or barricade and allow the defender to choose their location prior to siege going live, so the egress/ingress for that Garrison ward room can have different permutations. Every Total War game has something like this.
  15. 6 points
    Makuza

    Bring back old God's Reach maps

    Honestly, I had issues leveling there, which is prolly because of the missing followup questline of the NPE. You end up on lvl 7-8 after the current questline which gives you little options to grind from there on but you have to cover the gap to be able to kill the aurochs in the second zone, which are 12+. On those aurochs you got to grind until you are able to kill the urok-wartribe-mobs arround the mountain, which are ~18. If you are solo and got competition on those few spots, it takes way longer than before to level in the current state. On top of that, I was running arround without a single piece of armor and still had my basicweapons on level 15. I could have bought some stuff at the Vendor, but I tried to do it as "Newplayerlike" as possible and it was just a bad experience. Just let the hamsters or the satyrs in the first zone drop some clotharmor on a high droprate or even add some pieces to the questrewards without goldvalue and ppl would be much happier. I guess the upcoming NPE-quests will cover those gaps but there are other issues if it comes to that system, since its made for basicvessels. Blue Vessels will have a hard time after lvl 10 to make much progress if the quests dont scale with their quality. Xp still dont carry over and this is also true for the quests. In the worst scenarios, you can end up getting 5 xp from a quest, while it would have granted you 500 if you are not close to level up before turning in. How can this xp-thing still be an issue?! Ofcourse we all know that xp dont carry over, but no new player would ever expect that, because I know not a single game beside from cf, which isnt able to do so. We are so used to these flaws by now, it feels almost weird. I also dont want to go with this queststuff on every char I create. You could give guiseppe an option to either let you do the tutorialchain or give you a straight XP-Buff until level 15-20. With this tutorial Island, I dont believe that GR is or can be procedual generated anymore, so this is handmade and should be fleshed out as possible in this case. Give us more Mobcamps. Let them drop a bare minimum of items and gold, nobody should use GR for grinding valuable stuff.
  16. 6 points
  17. 5 points
  18. 5 points
    Balancing doesn't purely mean continual nerfing just to even things out. I feel like you guys have the same philosophy in balance/implementation as my wife does with the A/C. It's on, or it's off. A broadsword is applied where a scalpel is needed.
  19. 5 points
    ComradeAma

    Nerfing All Ranged

    Please fix FW Volatile Ice/ Frost Armor bugs before hammering ranged damage.
  20. 5 points
    Wilbur

    Nerfing All Ranged

    Its around a quarter. This level of damage from a ranger was equivalent in 5.100, maybe less so with end-game mitigation, which factors in heavily here. I tend to agree with Oneply, the issue is AOE spam for melee. Ranged DPS in general isn't overly high, its probably near enough where it should be. The issue we are seeing at the moment is a combination of low mitigation (passives) and generally low healing output (Support power from crafted vessels) and the AOE spam damage output/CC being too high. It really doesn't take a brain surgeon to see where the changes need to made.
  21. 5 points
    Hungry

    Vanguard quitting Crowfall .. For now

    Vanguard will always be one of my favorite guilds in this game. Y'all are irreplaceable. Hope to see you guys again soon.
  22. 5 points
    Ble

    Vanguard quitting Crowfall .. For now

    Watching some of you blame other players/guilds for the endless abyss of problems and shortcomings this game continually fails to address is a wasted exercise. V is an incredible guild, lead by an incredible individual. I've enjoyed every interaction I've ever had with them. Wish you guys the best. Hope JBlaird wakes up.
  23. 5 points
    Jah

    Vanguard quitting Crowfall .. For now

    According to the scoreboards from the last Dregs campaign, your guild is larger than V. Either way, people need to stop blaming players and guilds for the state of the game.
  24. 5 points
    Wilbur

    Vanguard quitting Crowfall .. For now

    Lol, we have 28 people. We aren't trash though, which is probably why we're dominant.
  25. 5 points
    Any of the large, dominant guilds care to recognize that their being large and dominant contributes largely to what they perceive as a low amount of PvP?
  26. 5 points
    Before the victory cards existed it was already an almost insurmountable amount of work put into the logistics of winning. Now we still have all of that and we're being forced to throw away hundreds of man hours of work for Divine Favor on top of that. I can't think of any realistic reward that would make this much effort worthwhile.
  27. 5 points
    Thanks @Yumx I was in denial about where this game is and my thoughts on it. I've played, nearly every day you could log into this game since HD and reading this post I can not agree more. ACE, whom ever you are taking suggestions from for how this game should go... fire them or stop listening to them. This game was much more fun in the past. Go look at your kick starter video, the one that got us all way back then and do it with the vision you started with. Stop making us grind for every little thing we need. More Bon Tippers anyone? Maybe what you are getting wrong is that you feel you need to make sure we grind for everything in order to PvP. PvP first please! Right now you can't expect to pvp competitively without having a guild of people grinding through the Harvesting and Crafting in order to make anything worth a dam. I dont know what to tell ya or where to go... go back to the start and stick to your vision then, if you think it's the same vision, look again and read Yumx post. More guilds will follow unfortunately.
  28. 5 points
    makkon

    5.115 LIVE Feedback for 7/2/20

    my another 50 cent of current balance/economy/overall game problems which prevent me to login and doing active gameplay/testing. https://community.crowfall.com/topic/27607-5115-live-feedback-for-63020/?do=findComment&comment=461093 also I think alot of ppl are leave already so other ppl can leave coz of this. will try to bring everything I dislike inside 1 post. most of this is about was tested with current players population and size of Dregs. some of this can works better with more people, some with less but the problems mostly exist in any scenario. character building/progress 1) archetypes are boring. there are almost no unique mechanics inside single class or they are not fully disclosed. 2) when there was no promo classes, single class was not that bad. promo should buff some aspects or bring new UNIQUE mechanics. you just split class into 3 classes with minor changes and called it promo. as result there are only 1-2 promo cutted subclasses with the same builds are available 3) majors are boring. and you keep cutting access for some classes. may be it will be better you did not create those amount at start but bring 1-2 per month so we can test it. anyway I do not feeling I build up some fresh build with those. now I can't even have a variety. learn from path of exile if you wanna made something like this. 4) minors are ok but there are still alot of useless like blood pact. 5) lvling is boring. I mean white vessel is only via mobs/trash loot but mostly just eating some time. Do not see any reason why I should waste my 2-3h on lvling it (I really have no clue how to do it if there will be 1000ppl on the server) lvling something blue+ is the super mega trash time killer. inventory/bank 1) way too much trash items which was created for nothing but soaking slots... 2) way too low bank size compared to trash loot and amount of resources needed for player to keep 3) stacks amount. why something stop at 99999? why something are only limited to 200 per? why something even do not stacked. 4) all my 3 accounts with 5 characters on I should spent on keeping trash. if I delete single mushrooms I get cursed by cooking master 5) exporting from Dregs is something terrible. 50 slots, most of this can be easily farmed in infected/GR but I should choose coz it was my time to farm it...well... drop balance issue. UI 1) why no possible to move every single windows like chat? 2) why no possible to remember window position 3) why opening inventory also make active every single UI window if I only wanna see my inventory? 4) why you keep changing styles/colors/placeholders every patch but do not make a single NORMAL UI like any trash indian projects have 5) why not make filter for millions of stats in details? MAP 1) terrible implementation i've even seen. at least it opening now without 5s lag on client. 2) go to T34. did you try to find it? or 2234 4522 1. you will get killed until your members will find you 3) why I can't see party members icons/nicknames on the map? 4) why I can't see who is from my party on the navigation? 5) why I can't make some marks? you can store it on my client side and clear on campaing end? 6) leaderboard not working. blinking or everything can cleared on opening chat 1) years of developing. and... well.. I can't print there sometimes. words are sometimes cleared automatically. 2) some 4g guyz still unable to connect to the chat server... guild 1) no vault ingame 2) no members list ingame, no ranks 3) no ally, no kos list 4) no any single things which have any other games... just an icon and chat which can not works sometimes twinks 1) it looks like this game is around twinks. you need it for banking, for saving loot, for embargo from Dregs, for crafting, for gathering. which is wrong. looting 1) I can't loot flowers. should stay and aim for hours 2) I can't loot big mobs. should stay and aim for hours 3) I can't loot anything if there are any other player aroound coz... all the time I stating interactive dialogue via F button... death/drop/respawn 1) recurrection should be available out of combat for any class without eating slots 2) travelling as crow through entire map is not so entertainment. pressing G to back to temple eating more gear durability. death shroud was bad implementation. now it is better but still required some adjusting. currency/trading 1) dust, gold, chaos embers, old broken uncle boots, apples.... you should stop on something one or give us possibility to select which currency I wanna trade for my items. high end resources 1) chaos embers are easily done in safe zone or even in EK. which is wrong 2) some regular resources way too easy (ore, wood, stone) while other are close to impossible or very hard to get skill tree/talents 1) talents are BOORING. no unique. almost do not change gameplay. all they give is +X to something...which usually...capped with better gear class balance 1) pretty sure you get decent amount of reviews right now. I would like to say only 1 thing - balance is not existed. non in pvp, non in pve, non in any single aspect of this game. you should start from now. else there will be late. aoe OP stealth OP 120m dodge OP any single healer OP CC is nonfactor 2) some classes are very strong on start, some are very strong later while those who was strong become weaker. should be 50/50 crow tree 1) time to lvl this makes me cry on current stage. I mean most of the ppl will leave projects in 1-2 month after release. they even do not touch alot of things only available through crow tree 😃 2) there is no feeling what I like it. coz +3% to this is not unique grind 1) the grind is real. less ppl on the server - easier the grind. but it takes really big amount of time. gods reach and save zones 1) was created for new players to get some exp and lvling character to 15-20lvl. every single player now doing there almost everything caravans 1) should be on timers or on global events. learn from lost ark. they did it perfectly for daily action. and do not forget to not make it during sieges/forts. I mean for those who give us 200 pieces of rare resources it should be more drop/gathring/crafting 1) lvl 1 elemental drop 2 dust. lvl 30 mature spider qeen drop... same 2 dust. you see something wrong here? 2) why I still can't blueprint? or create 20 items per 1 craft? 3) current caravans implementation is makes gathering almost nonexisted. overtuned profit. caravans can be done solo with non prime time atm. 4) drop in GR compared to Dregs are overtuned. vessels 1) you can craft decent blue vessel already which in my case looks bad coz caravans and no1 on the server. but getting minors is impossible which makes those nonexistent and useless building 1) ok for a balanced caravans. wasting time for a 6 days campaings performance 1) terrible. and it will be number 1 reason why ppl will not play this game. 2) if you can't optimize FX - dont create so much useless skills with the copy-paste mechanics. new players experience 1) no need to create 10-steps y-y-y-y quests. create a journal with the tutorial. it should be able to be opened from UI and readable. 2) ppl do not know what to do after they lvled character. they even have no clue what awaits them ahead... check grind. bugs/exploits 1) colossal amount. sometimes I even do not understand it is bug or working as intended (infinite instant respawns on the ancient bear) lootboxes/wartribe 1) are out of control which mean craft is not existed for 2-3 month after release bosses 1) where should be global event notification with zone and coordinates for chiefs/kings/ancients and local event notification for mobs who is under. this mean ppl will do pvp for this and not scouting entire map (which mean stealthers just sitting on the spawn and checking it). loot from those mobs should be adjusted (getting blue chest with no stats or white minor is something wrong), respawn timers should be at the prime time (not through entire day) like siege shedules. I've recommended to also read this one
  29. 5 points
    Makuza

    Vanguard quitting Crowfall .. For now

    The term sandbox gets abused for years now as a cheap excuse for not having any content. If you find anything in CF which you would call "sandbox", there is way to much restrictions arround it and in that way you can call every game ever made a sandbox game. You can prolly even call pacman a sandboxgame with some fantasy. There is no sand in this box
  30. 5 points
    Tigari

    5.115 LIVE Feedback for 7/2/20

    Vandal promo from assassin seems to be the "CC/Dot" promo right. Does extra toxin dmg, and Kidney Shot gives bleeds.. But thent gets Mace mastery and +Crushing dmg. Then Why is the Disc meant to help bleeds a dagger disc? Knife grinder gives +bleed dmg with Tenderize, and a bleed on the 3rd LMB. The bleed is minor, but I feel it would fit better on Vandal, minus the dagger portion. What if we replace Vandals +crushing damage, and give it a +Bleed damage on the last note. I know in another post i suggested making Vandal a Ranged style Promo, and this wouldn't really be too bad. Piercing arrows give Bleed, I could see a Knife grinder/Sharpshooter style spec working out okay with focus on Heavy Bleed damage. Just trying really hard here to find a way to make assassins not bottom of the barrel :'(.
  31. 5 points
    Durenthal

    5.115 LIVE Feedback for 7/2/20

    Fix the bottleneck on green+ minor disciplines. They're stupidly rare, and they're holding back progressing to crafted vessels. Fix the ranged vs melee disparity. It'd be an interesting experiment to remove all snares/roots from ranged powers. Change wartribe loot drops to be common quality only. Stop trying to make wartribe gear potentially viable vs endgame crafted gear. Make it good starter gear and leave it at that. The idea should be to let players get started without needing to have everything crafted. The time and effort required to craft gear even at white levels should be rewarded with gear that matches wartribe gear. Give us longer dregs campaigns. The strain of city building in a 7 day campaign is ridiculous. At the beginning of the game, when training is limited, the dregs should have R6-8 resources, not 8-10. Dregs CWs starting 3+ months after training starts can have 8-10. This should be really easy knob to twist, and I don't understand why you haven't done it. You're short-circuiting the harvesting-crafting loop. We're past due for a balance pass on classes, powers, and disciplines.
  32. 5 points
    veeshan

    5.115 LIVE Feedback for 7/2/20

    Figured i would give some feedback on the archer kit since that what ive been playing the last few patches, Note this is nothing to do with balancing but to address some issues i have with the class. Skills (I wouldnt touch on melee skills because ive been playing ranged archer over brig/warden) Rapid shot - skill works fine i feel it doesnt realy do any more dmg than your basic attack probaly an extra 10% dmg output however it doesnt seem to be affected by bow charge speed (From spellbound/new quivers and doesnt trigger arrows affects so it might actualy be less dmg overall when you take that into account) you also can run into a problem where u ca loose your tripleshot buff sometime if u dont fire an arrow fast enough after using rapid fire which further drops your dmg down. Ricoshet Shot - This skill right now is just plain bad so bad i rather take 1% crit chance over it, you should never use this skill, it does 200dmg to 3 targets if there close enough where ur left click hits for 1200-1500 dmg sooo yeah the buff is kinda meh too if u do happen to trigger it. Could do a small change and have it activate quiver affect on all targets hit and it could be worth picking up Flare Arrow - Seems fine however i think enemies can see it cause no one ever walks into itso its actually quiet hard to get use out of it unless you see somone stealth infront of you but your better off using rapid fire to hit them than try and flare them, spray and pray rapoid fire seems to be more reliable to break a stealth target than the anti stealth mechanic, however if u do hit flare you do a decent amount of dmg. Barrage - just doesnt compare at all to any other AOE ability it seems 30-40dmg + 35% weapon dmg is a tad laughable it also caps out at 5 targets and cant be modified by range, sugestion here since it does like no dmg you could remove the target cap on it so it can atleast be used in conjunction with withering barrage as a suport ability more afffectivly Suppression shot - its fine but kinda gets negated with the whole retaliate issue atm which is another problem all together. Disapline skills (Sharpshooter/Arcane archer) Binding arrow (Sharpshooter/Arcane Archer) - dunno why you doubled up here and gave it to both disc i feel u were running out of ranged skills. but the skill itself is fine however same thing as suppression shot since you can just retaliate out of it, its often super situational other wise you better off just shooting another arrow rather than doing no dmg and having somone retalaite instantly out of it Ricochet shot (again Sharpshooter version) - a much much worst skill than the normal ricochet shot i recommend removing the skill and making a completely new one which i feel something along this line could complement Sharpshooter greatly. - Snipe, Fires a projectile that ignore all targets with over 35% and ignore barriers, Deals 340-460 +400% weapon dmg and trigger arrow affect 10 second cooldown 2 second charge time, It affectly is a 3rd Left click that only hits targets below 35% hp and ignore barriers which i dont think will be over the top considering the Cooldown. The problem with archer in large fights is you cant finish anyone off that runs behind there lines to get healed so this helps with what i think is archer biggest problem Muiltishot (Arcane archer) - errr super weak frostweaver freezing blast imo slow cast time less dmg no extra affects hands down terrible in comparison. Making it apply quiver affect on all targets might be a simple solution to making it worth wild to use. Talents - Swap Ambidexerity and archer stake positioning around reason for this is ambidexerity is a must have talent for all ranger classes since most of your important melee skill require and offhand weapon to use and archer stake is not a must have skill in comparison - Cloak in Moss - This applies to all those HP regen talents in everyone tree increasse it by 10 fold, 3 extra hp regen every 5 seconds is pointless 30hp per point however could be useful (Caps in these regen stats need to be increased aswell) - Add New Keystone Arcane archer - Add a new keystone so you choose Archer or Arcane Archer this is for the magic dmg type bonuses the problem with magic quivers atm is your automaticly doing 10% less dmg due to archer keystone boosting all physical dmg and cap by 10% you dont get this for ice and fire quivers. Bonus for this keystone is 10% dmg/cap bonuis to fire, ice and electric new Talent - Quick shot = Demonstres your prowess with a bow causing your movement speed to no longer be reduced while charging any bow basic attacks. Also improves double shots! talent so that charge bow attack is 25% faster, Reason for this talent is it complements well with spellbound bows extra charge speed instead of the raw dmg bonus archer talent gives Quivers Piercing - Pretty standard quiver no complaints Crushing - Pretty good and interupting combo so has some usefulness there Slashing - I feel this needs work, i think this should be an exception to the rule of triggering on the 3rd left click skill and have it activate in every attack, having an execute that only activates on every 3rd attack is not a good mechanic cause it plays alot into chance, having it trigger off any shot you do however makes it more relable and you know you will do more dmg if there below 35% threshold Fire - Fire quivers are the worst possible quiver atm its proc is the same dps as ice quiver (also does less dmg that piercing bleed overall) but ice quiver roots where fire doesnt. My fix to this is have the fire quiver dmg prob on all targets within 3-5 meters this gives you a minor AoE option its not alot but its make the arrow type different from ice and piercing Ice - No complaint with ice quivers (Xcept not getting ice dmg bonus from current archer keystone) lighting - New quiver just so we have 3 physical and 3 magic quiver options. Effect every basic bow attack puts an electrical charge on the target stacks up to 25 charges last for 1 minute, if the target dies the electrical charge discharges to the closest enemy target dealing 100-150 dmg per charge on the target (If you want gear to play a roll in the dmg output you could do something like 50 dmg + 50 weapon dmg per charge seems like it be the right ballpark) Bows Recurve - no bonuses at all no specialy 3rd ability, i think the base dmg on recurves should be increased a little so it slightly higher than compount asnd spell bound bows because there no reason to use recurves over a compound if you have access to it since compound is more range and more dmg since there 3rd attack does more than every other bow) Compound - Currently get bonus to range cap and dmg bonus on 3rd attack which his fine Spellbound - Gets penalty on range in exchange of bow charge speed which is fine however it should increase with quality of bow like compound range cap currently its 15% no matter the quality it seems, no bonus 3rd skill that compound get aswell which shouldnt be the case i would give the 3rd bow attack a spirit whip affect (Doesnt apply quiver affects on targets it bounces too).
  33. 4 points
    oneply

    Nerfing All Ranged

    How does nerfing all range classes help make melee relevant again? The problem stems from overpowered Frostguards that are tanky and have ridiculous damage output and the Aurora Emitter hitting like a truck from Stormcallers. Confessors and Archers damage is similar to that of 5.100 and they never made melee irrelevant. There is literally two powers causing all the issues, Volatile Ice and Aurora Emitter. ACE is making this way more complicated than it actually is. TTK doesnt need to be longer by any means. Archer damage comes at a cost, they are very squishy and their DPS uptime is low. Confessors keep getting nerfed down, i thought at least in 5.100 and early 5.110 they were the perfect benchmark. Melee would be better off getting buffs that make them better at surviving in the blob. Address the 2 powers and melee will reappear again. Nerf the ranged class and youll end up with a melee meta. Is that the desired goal??
  34. 4 points
    jtoddcoleman

    ACE Q&A Livestream for July!

    Thanks for the heads up. It will absolutely be resolved before beta. I just can't fix it instantly. Todd
  35. 4 points
    Thanks for all those who came out! We are planning on doing this weekly -- however we are currently discussing moving it to the weekend so more of our EU friends are able to join. I'll be posting additional details later this week with a date for the night Fight Night!
  36. 4 points
    Assuming I am getting my minors and majors and promo class (haven't found a reason I wouldn't yet) By the time I do this I am left with roughly 11 of the 55 talent points that I actually choose with. The tree has to many gates and is as you said to linear. I do not like majors with specific damage types or restrictions. Physical, elemental, and organic would allow us more use of the tools you give us to play with. Or even attaching different style of base stat entirely. How many piercing majors do we have now? That is cutthroats and dirges only? I would love to have enough points when I unlock my promo to reach one and the option to delve into the other trees. I get this would be a lot of work to restructure things that way so just a wish-list thing. Do not get me wrong I love theory-crafting your game and love all the different pieces and stats and the ways they have dynamic relationships with each other. It just feels like a lot is left on the table and even if I sweat the choices I make, they overall feel un-impactful which given the scale on talent points is simply not true. The tri split between dmg/def/utility leaves me maxing the one I chose and then choosing from non ideal talents at the end. I really would like to feel that building my guy different mattered and it does not currently. Even including more talents that off shoot and are good, but have a negative impact as well to consider would be great. Idk the solution but I am really hoping your team does!!!
  37. 4 points
    nihilsupernum

    Nerfing All Ranged

    I sure feel like I'm getting out-dps-ed by ranged here. My big 5-point diffusion hits for like 1.3k. Their lmb hits for near that much and rapid fire hits for way more. If ranged doesn't get nerfed, that's fine, but what kind of damage should I be hitting for in melee here? 3k diffusion? 500 damage autos?
  38. 4 points
    So def a minor thing but the poisoner discipline really fit well with brigand kit there a reason the ability For them to us it was removed?
  39. 4 points
    Grivyn

    5.115 LIVE Feedback for 7/2/20

    Siege schedules are a player driven introduction, WB and HOA didn't like that non-US based players were taking forts during their off hours so mounted a concerted forum/partner campaign to get them implemented. All the negatives around it were voiced at the time but were drowned out by the dominant 2 guilds at that time and their clamouring for the implementation. Now ACE has said time and again they don't like investing in tech that they wont use, so we are now stuck with them to the detriment of the game which is rapidly becoming a game of "timers" between sieges and King/chief, caravan and loot boxes spawns. The unfortunate reality atm is there is very little organic PVP to be found outside of these timed events.
  40. 4 points
    Duffy

    Vanguard quitting Crowfall .. For now

    Divine Favor is the only reason to even bother playing. Every guild that’s made a big deal about quitting has been a dominant one that’s feedback boils down to “I want to login and keep winning at big events” which means someone else is losing. If the losing side can’t progress, they by extension have no reason to login to provide the dominant group content. Bit of a catch 22 there. I agree on the balance issues and current meta needing some fixes. But the general gameplay loop is finally starting to look like something besides slamming your head into constant siege blobs or circle capping forts endlessly, some tweaks and a feature or two would certainly improve it, but if all you are gonna do is login to PvP...what’s the point? What are you fighting over? What’s the purpose to the action? Mind as well go play a lobby shooter/MOBA or Battleground centric game if you’re just looking for constant action, someone needs to be doing the PvE/Farming or theirs no point to any of this. If everything is decided by scheduled fights why bother if you’re not winning? You have no real chance to progress or incentive to login. Getting crafters usable faster would help a ton too, but I think we’ve all been saying that since dregs patch hit.
  41. 4 points
    PaleOne

    Vanguard quitting Crowfall .. For now

    a lot of truth in this post. I have stopped playing temporarily because character/vessel progress is locked behind the lack of rare minor disciplines. I liked the small scale pvp we had going with outposts and such-- but with the events channel making outpost conquest heard across the map its difficult to accomplish anything with 2-3 people
  42. 4 points
    Yoink

    Vanguard quitting Crowfall .. For now

    Hope things turn around and guys come back. Combat - it's been solved, and there is only one question and answer. Right now we are playing a game of rock, rock, rock. We need more viable answers. CF combat (once you get into battles of 15+) is less complex than rock, paper, scissors.
  43. 4 points
    Arkade

    Thinking About Backing the Game

    This is going to be a pretty big word vomit, but hopefully it helps to give you a better idea of what the game is about. There are five different world types. Every player gets an Eternal Kingdom, which is their own personal world. This world comes with only a central default parcel (piece of land) that you can't build on. You can purchase, or craft in-game, parcels, buildings and defensive structures to place in your EK. You can invite other players to join your world, or they can invite you to theirs, and you can pool your parcels and buildings together to create a larger world. EKs can be used as a training ground for your guild, as you can control whether the EK is public or private, and whether PvP is on or off. You can also set up an EK to be a marketplace, though right now that isn't really working as intended. It's something they plan to address in the near future. The biggest issues working against it are the fact that players get logged off when AFK, and EKs shut down after a bit if no one is in them, so it's hard to keep an EK open. The other issue is that players can place vendors in the temples in other worlds, so no one bothers to visit EKs anymore. That is supposed to change as well. As far as actually playing the game, you want to start out in a God's Reach world. God's Reach are PvE only worlds where you can level up and learn the basics of the game. They are in the process of building the new player experience (a basic quest system) to help players learn the game. Right now, the quest system only takes you to about level 8. There are two more parts coming that should hopefully take new players to 30. God's Reach worlds never end (they do for testing, but not once the game is live). The Infected is the next world type. These worlds have PvP, but there is no inventory looting, and there are no winners and losers. It's just a constant 3-faction tug of war with a scoreboard that shows who is winning at any given time. The minimum level to join an Infected world is 15 (max level is 30 and you can reach max in 2-3 hours). Infected worlds never end (again, not for testing). This world type includes fighting over outposts, forts and keeps. The Infected world is usually only up when a Dregs campaign is not, due to low player population. For beta, we should see multiple of each world type. Next are the Shadow, which are faction-based campaigns. The scoring is similar to the infected, though these worlds end and there is a definite winner. You also drop your inventory when you die, allowing other players to take it. This world type also includes fighting over outposts, forts and keeps. The minimum level for this world is 20. There are currently no Shadow worlds active, as the focus is on testing Dregs right now. The last set of worlds are the Dregs. These are guild vs guild campaigns. In addition to fighting over outposts, forts and keeps, guilds can engage in city building. This allows them to upgrade keeps, adding different types of buildings and buffs. This is where the caravan system becomes more important, as you need the materials obtained from caravans to build up your city. The Dregs also includes the Divine Favor system, which is a set of cards with various goals for guilds to accomplish to earn points toward winning the campaign. There are a set of cards that are the same each season, though the points are awarded for what each guild accumulates within a specific season. Another set of cards is only available in a given season, and the following season, there will be a completely new set of cards. For example, there might be a card that rewards the top 3 guilds that sacrifice the most enemy heads to a certain god. The minimum level for the Dregs is 20. Only the Shadow and the Dregs go through all four seasons, since they are the only worlds that end. God's Reach and Infected are both perpetual spring. The higher you go into each world tier, the better the potential rewards. For example, you won't find better than rank 4 and maybe a few rank 5 harvesting nodes in God's Reach. In the Dregs, you'll find ranks 8-10 (10 is the max). That risk vs reward structure extends to dropped items as well, like crafting recipes and tools, and disciplines. It is recommended to join a guild and play with other players. The Shadow is faction-based, so you can join a pre-made team, and the Dregs also has default factions for players who aren't part of a guild, but your overall experience will likely be better in a guild. The game is pretty deep and there are many inter-dependencies, particularly in crafting. To a certain degree you can do everything yourself, but it would require multiple accounts and lot more effort on your part. It's just easier and a lot more efficient to work with other players. An alliance system for the Dregs is in the works, which will enable guilds to ally with each other, and they are still working on the in-game guild tools. Right now all we have is guild chat. Guild creation and membership is handled entirely through the website right now, and it costs real money to make a guild (you are actually paying for the guild name reservation). Once the game is live, creating a guild will be free. You can search for guilds here: https://crowfall.com/en-US/guild or here: https://community.crowfall.com/forum/5-guild-recruiting/ Beyond the quests for the NPE, there isn't any hand-holding. The game won't tell you what you should be doing. It's entirely up to you and your goals. This is another good reason to find a guild, as they can help you figure that out. Shadow and Dregs campaigns have import and export limits. When you join a campaign, you can only take so much stuff in with you, and at the end, you can only take so much out. How much you can take out will be dependent on how you do in the campaign (win, lose, kneel, quit). That logic isn't in yet, though. Right now, everyone can export the same amount regardless of the results. Different campaigns can have different limits. Your characters can move between all worlds, though once they join a Shadow or Dregs campaign, they are locked to that campaign. You can unlock the character from the lobby, currently without penalty, but that may change in the future. Your inventory will move with you when moving between EKs, God's Reach and Infected World. For the Shadow and Dregs, you are always subject to the import and export limits. You have a central vault that is used by all characters on your account. There are currently some issues that they are working on in regards to giving us more storage space, as well as guild-based storage. The game is set up to allow for a lot of experimentation. You can level a common vessel (the default body you get when you first create a character) pretty quickly. You can purchase most common quality disciplines from a vendor and try them out. When you get to the point where you get a better vessel (vessels are crafted by necromancers), you will need better quality disciplines, which are harder to obtain. You have to venture out into the Shadow and Dregs worlds to get those. Understand that there are still things being worked on, there are still lots of bugs, and there isn't much balance. They know they need to do another pass on the disciplines and on class talents. And they are also still working on performance. It has gotten a lot better, but it still has a ways to go. Now that you know all of that, you should also know that Beta will begin in the near future (1 to 3 months, most likely). At that time, anyone who created a Crowfall account will be invited, a few thousand at a time, based on when you joined. So if you want, you can wait until then and try it for free to see if you like it. I hope that all helps. If you have any specific questions, just ask.
  44. 4 points
    Yoink

    Bring back old God's Reach maps

    Take out the good farming but put in better leveling. Litter the place with mobs so we can blow through it. There is no pvp there so we dont need scarcity to drive pvp to one location. Or take out the level restrictions on infected and dregs. And get rid of mobs 1 shotting you if they are over 5 levels.
  45. 3 points
    jtoddcoleman

    ACE Q&A Livestream for July!

    I didn't want to add yet another term for people to learn, so instead tried for symmetry: outpost (small and large), fort (small and large), keep (small and large). Love the idea about blocking different entrances -- great way to add variety to a single combat area. I'll think about the right way to implement that. Thanks! Todd
  46. 3 points
    Several people I've talked to see these two things as high on their wishlist for where Crowfall should be going. I count myself among them.
  47. 3 points
    BarriaKarl

    ACE Q&A Livestream for July!

    I just want to give a shoutout to DebySue who did an amazing job selecting questions and being super attentive to the chat.
  48. 3 points
    The introduction of pack pigs as events that are announced is an interesting mechanic that could be expanded to other activities to help focus and drive conflict outside of siege schedules. In general, disincentivizing mindnumbing camping and grinding activities and encouraging focused conflict through events could help with the overall feel of campaigns. Semi-regular timed events that are announced/visible to players have the additional benefit of making players feel like there are constantly activities to be engaged in. Some suggestions are included below. Pack Pigs: Consider spawning unladen pack pigs at captured outposts (or unique outposts) on a semi-regular basis. Pigs would have to be tamed, led to a quary/mine/lumber camp, loaded, and taken to a refinery. Harvesting: Introduce events that spawn clusters of motherloads, mature/elder animals, graveyards, groves of trees with improved resource yield. (And/Or) timed events that greatly improve resource gathering yield in a parcel for a given amount of time. War Tribes: Disincentivize camping and grinding war tribes and promote conflict with semi-regular timed events with better-quality rewards. Limit quality and availability of rewards outside of events. Thralls: Introduce semi-regular timed events that increases thrall drops and/or spawn rate of named thralls for parcel. Alternatively, make thrall spawning a timed event that triggers on random parcels and is announced. General Suggestions: Tie Victory cards to involvement in events and not simply grinding timed spawns 'Fuzzy' graphical indications of active/upcoming events on the map would help drive conflict Consider connecting event visibility to outpost ownership in zone. Consider making rare or better war tribe gear lootable on death. Limit the use of Recall in campaign zones. You should have to run your loot out of danger. Consider locking use of recall to near captured respawn shrines and/or outposts. Introduce crafting recipes to breakdown items (war tribe loot) - does this exist and I haven't found it? Balance between harvesting and pack pig refining needs tuning.
  49. 3 points
    McTan

    Vanguard quitting Crowfall .. For now

    I am glad Vanguard is planning to come back at beta and I hope they do. I never burn myself out on testing, though I have guild-mates who have done just that with several games. If I have learned anything about the current state of MMOs, it is that current-day releases are like yesterday's betas, current betas are like yesterday's alphas, and so on. This is why a lot of games flop so hard, they are putting out half-baked things because there is neither money nor patience nor time to cook these games fully. I hope they take a lot of your suggestions seriously. As for the direction of the game, I am more confident in its success than I was during Big World (last time I had played), but I suspect that taking multiple extended breaks has enabled my seeing progress where you might see stalling or regression. I would never have consistently tested this game for 3.5 years, so it's possible we just have significantly different tastes. Either way, take it easy, hope to see you later.
  50. 3 points
    SAM_BUKA

    5.115 LIVE Feedback for 7/2/20

    Minors' farming is unbelievably hard and ridiculous, and impossible, and broken... It stops all the progress. Period. This issue is super bad.
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