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Showing content with the highest reputation since 03/29/2020 in Posts

  1. 18 points
    We finally got to experience passive training in a way that reflects a launch scenario, unfortunately as predicted it does not feel good. First, let’s get a basic premise out of the way: there is nothing inherently wrong with passive training systems. It’s a different sort of trade-off than an action grind system or a simpler character and level-based one. Some people don’t like them, that’s fine, I personally don’t like action grind systems at all and prefer a passive one. Alas some stuff is subjective, but for the foreseeable future Crowfall will have a passive training system and I'm working under that premise. The problem we face is that as far as passive training systems it feels slow and thus unrewarding, and is fairly inflexible with a lack of real choice, which makes the few possible bad choices feel particularly punishing. So what are the issues and how do we fix them with minimum coding impact/effort? Issue 1: Passive training feels very slow and unrewarding. tldr: The general audience will struggle with or refuse to embrace a system that tells them to wait weeks, much less months, before they can start having fun or at least be effective in their areas of interest. Training progress and noticeable returns are very slow at the current TEST speed, while it was better on LIVE it was arguably still not quite right. This is particularly noticeable for Crafting and Exploration, but at later stages of the player base’s passive training timeline also becomes particularly noticeable for Combat when comparing veterans to new players. When a player first starts there are only two things they can really do: limited useful gathering and engaging in combat. The longer the game is live and passive training is progressing, the worse these gaps become and feel, but the biggest offender is Crafting (as was recently pointed out in another thread). The time to effectiveness in any of these areas seems to at least be measured in a minimum of months, but it’s not even worth bothering to Craft until you can surpass dropped gear - despite spending weeks of passive training and acquiring many stats for that purpose. This is a deathblow for anyone who wants to primarily be a crafter, and those people most certainly exist. Given the amount of actual time we spent outfitting new people back when the population was booming, such players most definitely serve a purpose and keeping them in the game is valuable. The same is true of Exploration, though the impact is less severe as gathering has a better ramp-up of usefulness, however, the best stats are deeply hidden in the Specialization trees. The issues with Crafting and Exploration feed into the power gap issues with Combat training, resulting in new players feeling under-powered - especially if they don’t have access to veterans to supply them with well-crafted gear. Feeling under-powered for a long period of time pushes them away from the game, despite the fact that having more people is almost always better regardless of power level, and fuels the desire for catch up mechanics or an alternate training system. Issue 2: Lack of Choice tldr: Players rarely get to make choices that differentiate their account from any other account, and the few choices they make result in less flexible character choices. The passive training system is limited to only 2 major choices (and for most, it’s only really 1 choice) per account for every couple of months at best, and almost no smaller choices within those 2 choices. All of the real choices, small as they may be, lie in Exploration. While Crafting and Combat only have the option to make the right choice and several wrong choices. When an account is created they must choose 2 out of 3 areas, though ultimately if a player is ever going to engage in combat somewhat regularly they only have to make a choice between Exploration and Crafting. A purely Combat focused player will need to make no choices, they will pick Combat and Exploration. Each of these areas have few choices, and the further you progress, the fewer choices you get. For example, in the Combat Basics the choice comes down to which six nodes you may skip. At least three of them will be a choice between taking damage oriented nodes or healing oriented nodes while almost every other node will be shared by all builds going through combat. As you advance to the next Combat tree (Armor or Weapons) your choices quickly disappear, or are again limited, to choosing between Support or Attack nodes. Once you reach the specialization trees your choices lock you into specific builds to gain their benefits, reducing your game-play options. Changing these choices require significant time investments, which can be a huge opportunity cost if you happen to make “bad” choices by choosing poor meta options (or a future patch imbalances specific builds). Crafting is even worse, the only choice is which crafting you want to pursue. Then you pursue it to100% completion or fairly close. There are a few places you might think you could shortcut, for example you don’t need more than 10 Alchemy Experimentation points for Philosopher’s Stones, but unfortunately you will still need to maximize Assembly and Experimentation which will results in you taking the vast majority of the Alchemy training nodes anyways. Exploration has the best scenario, the middle tier Gathering trees have good general use for their areas, but some of the best stats for gathering such as crit harvest chance, crit harvest amount, and beneficial harvest requires taking the majority of the specialization trees to acquire. Resulting in any gatherer going that deep almost universally taking all the nodes, with only slight priority adjustments for more useful or desired resources. How can this be fixed? tldr: Use EVE’s progressive pip model to reduce training gaps and break up tree structures to create choices. The most plausible solution is to take a page from EVE’s passive training system and adapt it to Crowfall. The first major component is that each Node’s pips should have a progressive cost. At the basic level it shouldn’t take more than a few mins to reach 1 pip, an hour or two for 2 pips, and less than a day for 3 pips. Succeeding nodes should unlock at 3 pips, not 4 pips. This will become important as the 4th and 5th pip for a node should be distinctly more expensive than the preceding 3 pips, using our basic example taking say 1 day for the 4th pip and then 2-3 days for the 5th pip. This creates a more rewarding scenario where players have reason to engage with their passive training regularly and receive their perks. It also makes it “quicker” for players to reach a base effectiveness that lets them compete with veterans. While a Veteran may have picked up those 4th and 5th pips as they dedicate more and more time to that specific training, the new player is reaching ⅗ of those stats fairly quickly, reducing the gap. This also allows the ability to stretch the overall training times out longer, without restricting the feeling of getting a reward. For example, you could make maxing a specific craft take 6 months, but you could reach 40% effectiveness in a few weeks, 60% in a month, and 80% in 3 months. But that last 20%, which is primarily picking up the 5th pip in all the nodes, stretches out to 6 months while the gain for doing so is much smaller compared to the player that might have stopped at 80%, only resulting in 1% or so to each stat affected for spending the extra time to maximize. The second component is to break up the trees into more linear options. Some tree structure can still work, but related nodes need to be more linear with multiple lines to pick from to create actual choices. Damage options should be related, but not pre-reqs, for support options and vice versa. While general options should be completely separate lines. This creates many more choices and differences between player accounts as the specific spread of nodes and pips used to reach a deeper tree could drastically vary between two accounts building to the same role. This also gives players more control over which stats to prioritize and should something change in the future due to patches, pivoting has a much lower time cost thanks to the progressive pip changes above. This may require breaking nodes into more incremental options, but as long as the overall times are not drastically elongated the net effect is still fairly positive. The one weakness to this change is that there aren’t that many nodes to train overall. The current trees don’t currently have enough breadth of choices, or many interesting choices, and arguably too much depth. However, if they plan to add more sub systems and thus more training options to the game over time, the breadth problem could be solved and the outline above would make pivoting to new additions less dramatically time consuming to get a reasonable effectiveness level.
  2. 12 points
    Crafting may need a little updating @thomasblair This is the FIRST time, since I have been main crafting in this game for 3 years+, we have had a FULL wipe with wartribe gear out and it points to some serious issues for crafting. Early crafting feels like it is not impactful or useful. PROS of Current System I am happy with the power level of wartribe gear because I realize it needs to be relatively strong for players joining in later in the game. I am also actually VERY happy my guildmates aren't all piling on me to make them gear early on. CONS of Current System Even if I did want to make white or green harvesting/crafting gear, I will fail terribly for a month. Both on assembly and experimentation even if I choose right race, max right stats, and get all the disciplines I can. No runemaking thralls (at least in GR) and no runemaking races making the ONE thing we can't get from wartribes very difficult to make early. Helper Monkey and Risk Management got nerfed, also making it more difficult to craft. Suggestions VASTLY lowering the difficulty of making and experimenting on white and green crafts. (Blue wartribe will be better than both of these, so why make it hard on us?) Add other minor disciplines specifically geared for helping crafting just starting out. Front load the crafting bonuses more. (Possibly make general crafting have a 1 for 1 effect and lower the nodes of the advanced trees) ARTIFACT Feedback There are multiple versions of every color of artifact bind, I believe 6. Meaning there is at least 18 pieces for each wartribe.(Only saw up to blue, maybe higher and more item bloat). There is absolutely no difference or distinction or seeming reason for having different versions. Artifact binds of the same color/type do not stack. Suggestions for Artifacts Each wartribe should only have ONE version per color. Each bind of the same color and type should stack. This is to not only clear up inventory space but also take pressure off the server. Why should the server need to track all these extra items that have no distinction or effect?
  3. 8 points
    srathor

    How can my day 3 crafter compete....

    My solution would be to add in a salvage process for crafters. Break apart that weapon So that I get a blue axe head and a blue handle. Salvage the axe head itself and get 2 blue ingots of Ugrunite (Iron equivalent) Get subcomponents from salvage of dropped gear, get mats from salvage of subcomponents. That lets crafters compete. Pull off that axe head. Custom make a handle that will do something people want. Salvage the handle into mats to make a new handle. Sure at a loss. Take 3 salvages with some random luck to make a new comparable axe. With less durability from a true Hand made axe from a skilled crafter with raw materials.
  4. 7 points
    Kryshael

    Idea for Catch-Up mechanic

    ...for those who are either new or others who have fallen behind (Granted that they need to remove the xp cap on those who have not logged in for a certain amount of time. Real life happens) One of the biggest drawbacks for new people starting after a new wipe is that they cannot ever catch up with those who started their skill trees on day 1. Not only are there players who want to just pvp until the world burns, but there are also those who like to just craft or harvest. There is currently a mechanic in the game that could be tweaked to help new people actually catch up to those who started before them. This current mechanic is the artifact binds that are made from the artifact items that drop from the npc's in God's Reach. Currently you can combine 5 of these artifact items into an artifact bind for a set amount of xp. There are multiple tiers of these artifact items from different level npc's that offer different amounts of xp once you combine them. Use this same artifact system for harvesting. Have "wood fragments" or "ore fragments" drop from their respective harvesting nodes. These fragments are then used to make an artifact that can be used to add xp to the skill trees under Exploration or the Crafting tree. The way for the system to determine how much xp is needed for any one person to catch up to everyone else could be easily calculated since you get 8,640 points per day for the two trees you have selected. Multiply that number times how many days it has been since launch to get the total amount of xp needed to "catch up" to the day one playerbase. You could even add a graphic in the skill area which will show you the amount of xp needed to "catch up". As you use an artifact to gain xp; you then choose which tree you want to add it to (Exploration or Crafting). The amount of xp you get from that fragment is then subtracted from your total for that tree and the UI now shows your updated remaining xp. ALSO, these artifacts need to be account only and not tradeable. This will prevent people from being able to sell them. I do believe this would be a great system and would allow new people an actual way to catch up. There are a few other variables that need to be worked out and would love to speak with anyone about it. Thoughts?
  5. 7 points
    Bzra

    5.110 TEST Feedback for 3/30-4/1/20

    With the changes to the UI, it would be nice to see tool durability right on the screen. Maybe use this same pattern from the Character Screen (i). Put it anywhere. Maybe above the chat? Maybe have it only show when you're harvesting to reduce screen clutter? It would look something like this (my amazing Photoshop skillz):
  6. 7 points
    Will there be free city building in DERGS? Can we get a glimpse of DERGS? Will artifacts ever stack? Will there be a class overhaul? - Forstweaver has made some other classes kinda obsolete Will there be a passive tree overhaul? WTF are crafters supposed to do early game? Is Frostweaver OP?
  7. 6 points
    VaMei

    5.110 TEST Feedback for 4/3/20

    I strongly agree with this. As a skinner, I have to 4 pip apples, more apples, grubs, consumption, bandaging & metabolism before I can get to the Reaping tree and get to a node that'll actually give me Skinning skill. Along the way, I do get to train 3 nodes that'll help me get blood & bone, but none that help me get hide. At this pace, I have weeks of training to get through before I get to a skill that'll actually help me harvest hide, and it'll be months before I can improve Critical Amount. IMO, two things need to change: Trees should allow us to move past a node with only one pip trained. There will certainly be exceptions to this (e.g. Mastery nodes), but they should be the exception and not the rule. Within a node, the base pip should be fairly low investment. Each pip after that should be progressively much more expensive than the preceding pip: double or even quintuple the cost of the preceding pip. Doing this will allow undecided players to dabble in many skills and trades, while focused players can quickly target skills and trades that they know they want; but mastering a skill with a progressive cost growth structure will insure that there are hard choices for a long time to come. It's all about those choices, right?
  8. 6 points
    Durenthal

    Knight Swordsman dps promotion class

    The Swordsman promotion class for Knight is listed as melee DPS, but there are some significant problems with it. As a result, it does less dps than any other dps promotion class. I've done a comparison with the Myrmidon Titan promotion, which is strong, but not as strong as the Champ Alpha Warrior promotion, for example. Stat-wise, there's not a huge difference. Titan gets 105 more Attack Power, and 1.5% more crit chance. But the Titan has a number of ways to increase its damage output: Frenzy adds 1.25% dmg for each 100 dmg done or received during its duration. It has an uptime of about 65% Whirlwind generates up to 20 stacks of increased damage (and causes a bleed) Blood Thirst buffs the damage on most Titan powers when hitting a bleeding target (LMB 3 causes a bleed, so does whirlwind) The Titan passive grants up to 25 stacks of a damage buff (for an increase of up to 50% dmg) for 30 seconds after hitting a bleeding target. The swordsman is so very weak in comparison. The swordsman buff grants a 50% dmg increase to LMB (and only LMB) attacks for 10s after it's triggered (it has a 30s ICD, giving it at best a 33% uptime). Only one native Knight power can trigger the buff (the first part of the Onslaught combo, and the bleed 3rd part of the onslaught combo). Also note that that hits the cap for Basic Attack Damage bonus, so anything from jewelry or the passive skill tree goes to waste when the buff is active. If a knight blocks, he gains a stacking dmg buff based on the amount of damage he takes while blocking. So if a swordsman stops attacking to block for 10s, he can, perhaps, get a 45% dmg buff that lasts 5 seconds. This is actually a DPS decrease compared to just attacking. 10s of 0dps followed by 5s of 1.5x dps. That's the same as doing half damage for the 15s. The swordsmanship capstone talent gives a 10% slashing bonus dmg (and cap) benefit. But every knight power save part of the onslaught combo does crushing damage, because they're all shield attacks. Even the Ult is crushing. Note that the Titan capstone power gives 10% slashing and 10% crushing to the Titan. Titan does not need a nerf. It fits in well with the rest of the dps promotion classes. Swordsman needs a buff to catch up to the other dps promotion classes. Edited to add: Following up, I'm not asking for wholesale changes to the class or even the promotion class. I don't want to see swordsman as the LMB "dps for dummies" build. I actually like the playstyle as is for the most part. I think the swordsman passive needs to be changed significantly to ramp up damage, and an additional mechanism for increasing dps would be nice. I would even give up block entirely on swordsman in order to secure more dps (although I note that the Titan literally cannot die with Frenzy active, so I don't think swordsman mitigation is problematic in a DPS class, especially now that it's been nerfed to mail from plate). Additionally, the capstone should include crushing and slashing dmg bonuses (and cap increases to match), same as the Titan capstone (and others) offer.
  9. 6 points
    In an effort to review all the skill trees, I decided I needed a way to visualize and review them even if the servers were down. So I took the weekend to screen shot every Skill Tree, every detailed node description and the label the Skill Trees. Knowing I can't possibly review in detail every node and tree in a timely manner. I thought I would share my efforts with the community so others can help. I have an Imgur folder for each tree linked below. I will not link every image as there is a lot of them, however here is an example of each type of image you will find. Note: The albums are hidden but using the links will allow you to view them. If you want to use my images on another site, your free to do so keeping in mind we still in testing and things are subject to change. Also be courteous and let us know where you are using them and let those on your site know where you got them originally. Alchemy https://imgur.com/a/ICbLt9Z Animal Specialization https://imgur.com/a/tG3KIJA Armor https://imgur.com/a/pkkmInq Blacksmithing https://imgur.com/a/atJ11oe Combat Basics https://imgur.com/a/EErI7Sx Command https://imgur.com/a/W7CCF2J Crafting Basics https://imgur.com/a/5naaW9f Excavation https://imgur.com/a/wYeSqQR Exploration Basics https://imgur.com/a/mP70V0f Grave Specialization https://imgur.com/a/GQWli3I Great Melee https://imgur.com/a/61KfFih Great Ranged https://imgur.com/a/Cp1k1Na Jewelcrafting https://imgur.com/a/KmiWz2Y Leather https://imgur.com/a/ICk7Jf7 Leatherworking https://imgur.com/a/m4F1R2Z Mail https://imgur.com/a/1BS9aky Melee https://imgur.com/a/yAJzT4P Necromancy https://imgur.com/a/UVJxd8c One-Handed Melee https://imgur.com/a/JgUCqff One-Handed Ranged https://imgur.com/a/2NUQNl9 Ore Specialization https://imgur.com/a/JzKTYlG Plate https://imgur.com/a/FavL9YN Ranged https://imgur.com/a/CL0g4bq Reaping https://imgur.com/a/v7TfL1t Ruemaking https://imgur.com/a/tHq892r Stone Specialization https://imgur.com/a/EFQTziJ Stonemasonry https://imgur.com/a/x1Z0w4L Weapons https://imgur.com/a/Q3gvzTv Wood Specialization https://imgur.com/a/QVZKxzH Woodworking https://imgur.com/a/1FllogK The information is now at your fingertips, let the analysis begin, there is nothing stopping you but time. Your Humble Tester Chief Sarcan
  10. 6 points
    Zenatos

    Fun with broken Druid orbs

    Posted this in the bug forum, but it was fun. Thought about Spelling out DREGS, BUG, etc. Landed on PvP
  11. 5 points
    Even assuming the AI didn't get stuck on every little thing, a herd of uncontrollable autofollow NPCS is a terrible experience to fight over. Try leading a gang of these through a war tribe camp to simulate a pvp encounter. Now imagine replacing the war tribe mobs with intelligent players. Try simply running in a straight line and watch as your caravan constantly unleashes from you. The mere act of leading these things through an open field feels terrible as you're constantly stutter stepping, checking behind you to make sure they're still in range, and generally engaging in every single thing people hate about babysitting NPCs. The way this works is exactly why people hate escort quests. Why isn't this a vehicle? A vehicle would have its own built in speed and obey the owner's command directly so you wouldn't need to constantly fiddle with it, worry about range, lose any target you're fighting because you're surrounded by a wall of pork when you're trying to shoot someone, etc. For some reason I expected this: And I got this: I was pretty excited at the prospect of high speed hijinks, stealing carts, and playing highwayman. What I got was a system that seems actively hostile to everything fun implied by the use of the word caravan. This mechanic needs several more passes.
  12. 5 points
    Lets not forget these beauties created over the last year
  13. 5 points
    soulein

    Knight Swordsman dps promotion class

    It's not just Swordsman. The entire Knight class needs to be redesigned from the ground up. It's kind of a frankenstein's monster of a class as it was designed before a lot of the game's tech was fully online. The best part of the Swordsman is its mobility. The 5 second Pursuit cooldown is godly from a positioning perspective. Secutor is a damage sponge that has the potential to be a great anti-dodge platform but ultimately suffers from the wonky dodge pip/dodge pip removal mechanic where the target will just regen a dodge pip a few seconds later and escape. Sentinel is probably the least most useful CC spec in the game, partially because many of the CC specs modify the class's base abilities to do additional CC effects. To be frank, the Sentinel's CC potential is lackluster at best. I remarked the other night that Knight and Champion should be combined to create a new class called Champion. It just feels like a better class all around and fulfills the class fantasy of a frontline warrior far better. The saving grace of the Knight is its ultimate (AoE pull + respectable damage) and Chainpull. Those are the only things keeping them afloat as a class.
  14. 5 points
    Targeting/Aiming Aiming certain abilities (like rescue, druid orbs, frost weaver ice) seems to be very inconsistent and behaves oddly. If it weren't too late in development I'd recommend scrapping them and starting from scratch or just implementing some sort of tab target system for some spells/abilities. Frostweaver, Stormcaller and AoE's Some people in the community think that the implementation of mass AoEs is a counter to zerging in some way. This argument is false and reveals their complete lack of game knowledge (from CF or otherwise), but it appears that this notion was acted upon in regards to the Frostweaver's design and AoE abilities from other classes. I agree that there was a need for ranged AoE potential (glass cannon artillery) but the damage we're seeing from some of these classes is extremely over tuned and needs to be walked back. On a Frostweaver specific note, it seems like free weaving is spammable and leads to some very broken power combinations, as well as some serious frame lag. Swordsman, Vindicator Removing their access to plate is a mistake. These classes weren't over powered killing machines by any stretch of the imagination and punishing their defense with this nerf is really hard to understand. Vindicators and Swordsman should be restored to plate armor or have their damage somehow buffed to make up for their lowered defenses. Assassins I'm not sure what Assassins are supposed to do. They don't hit hard enough for how squishy they are. They don't have a large enough heal block to really take on a support/debuffer role. And entirely too much of their damage/usefulness is locked behind poisons that are gated behind the very arcane crafting system.
  15. 5 points
    Hello Team, I've spent the last two days digesting the changes that you have made and have tried to really step back and look at the bigger Crowfall picture and how it compares to the state of current games. I played pretty much nightly from 5.4.3 through 5.9, checked out for a long time, and came back 3 weeks ago. Here is my attempt at an unbiased feedback: The UI: It is much improved aesthetically and it feels like final artwork. It sill needs much more flexibility. The ability to scale, setting transparency, docking windows, the ability to open only the windows I want. I don't always need that paper doll and inventory with the stats sidebar. Usually it's in the way. It obstructs my view way too much. Let me choose what I want to see. Give me the ability to keep windows open while roaming the world. Let me have the option to see my stats update and change in real time as I use powers, as things proc, when I get debuffed. Let me keep my inventory open while I'm grinding mobs so that I can toggle auto run and sort while I'm moving camps. Right now the UI feels like CLUNK, menu mode, CLUNK, movement mode. It doesn't feel like an extension of the game. It feels like browser windows on top of an application. Chat window need the same love. Tabbing through various forms of communication is a pain. Trying to organize random people in a siege is a pain. It's 2020 guys how about: Can we get some proxy comms? Where are you guys at on this? I like the new minimal buff layout. The problem is that sometimes I want to see when some of them are active and some I could care less about. Give us a check box next to the passive buffs in the "Active Passive" window that allows it to be displayed when active. Give us the option to only show it's icon so we don't have to have rows of red or green boxes. Shift- F to auto loot. Make the loot window auto scale to the size of the objects inside the container. Huge rectangular loot windows are clunky and generally un-sexy. Crafting UI needs love too. We need options to craft bulk items, a repeat or a slider with a number of items to create. Allow us to scale and/or manipulate the flyover combat text. Size of numbers, colors for certain types of damage, barrier values etc. The blue stat bar needs tabs for combat, crafting and harvesting. Give people easy access to important information. Provide descriptions on mouse over. Break down the crafting and exploration just like combat and show assembly, experimentation, experimentation points. The Explore tab shows the breakdown and values for harvest critical, critical amount, plentiful harvest etc. All that data is extrapolated from the details window and makes it easy for new players to understand without digging through a window and wondering what all these vague numbers mean. The Profession tree needs to show pip costs, even if the node is locked. Combat and Character building: Why is the camera still hitching and how are you going to eliminate that? It is beyond frustrating. Can we get this in a Q&A or something? Did I miss it somewhere? Sprinting in combat is still pretty bleh. I understand limiting side and circle strafing but please give forward only sprinting a bump. I like the removal of the green and red lines for ground effects. No one should know exactly where the heal or hurt begins and ends. Spell effects are still way out of control, especially with the frost weavers vomiting green mist everywhere. Need an opacity slider for those effects. Separate ones for self, group, and general yassssss Melee combat still feels slick to me. It's in a weird place where people either slide past you or hang up completely. There isn't any middle ground. Performance issues still make melee combat unpredictable and camera hitching makes it worse. Often I can't tell if my hits are registering. Damage numbers do not show consistently and sometimes disappear in spell effects or nameplates. Aiming is muddy, sometimes stuff hits that is waaaay off and sometimes dead on misses. So how twitchy is this game supposed to be, on a scale of Animal Crossing to CS:GO? Mob AI warps and stutter steps. Druid mobs cast healing rain on me. A Great point was made previously about mobs one shotting players instead of chasing them off, maybe thats your design vision. Corpses are still occasionally unlootable or I have to play this mini game called find the tiny spot to interact. That mini game hurts my heart. In combat health regen seems meaningless. Out of combat health regen does too. I hope you have a strike team for class and discipline balance picked out. It's gonna be a rough one. Please consider using some of your more active and unbiased testers. community feedback is important and when the time comes I hope we can have a dialogue about how things work, whats balances and what fixes may be implemented for these classes. These class trees need a rework, I can say this because they are all more or less the same shape. Unrelated nodes gate some important ones. 5 points for a major seems about right on the two classes I have tested. There are a few nodes in the trees that I sure would like to have but am willing to sac for those all important majors. Many many good points about the NPE and early crafting/harvesting have already been made in this thread. I'd just like to remind you that effective listening has two components, active and empathetic. We value your comments on our feedback.
  16. 5 points
    Jah

    So uh...how close is this to beta again?

    Thanks. Tutorials and better tooltips are certainly planned. They wanted to get the game more finalized before they put a lot of effort into that sort of thing. Similarly, they have long said that optimization comes later in the process. We should be seeing a lot of work on optimization in the coming months. The new version on TEST is actually a lot more bright/colorful than the current version on LIVE.
  17. 5 points
    I'm going to be the devils advocate, the critical guy. I'm sure what I say won't be that popular, we have a contagious defensive optimism here. Number one problem: This game lacks a dependable creative vision, it does not have internal accountability to successful development and implementation and the game does NOT communicate its greatness (yes, there is greatness) to the new player fast enough to keep them invested until they get there. If ACE doesnt SERIOUSLY look at this video and understand that this is what EVERY new player experiences, then this game is over. There is no way people will get to the end game if the new player experience is this horrible. It's time to take a hard look at your company. I had to do this myself about 12 years ago. Some relationships got stomped on etc, but had we not done it, our company would have never grown. You must remove or minimize the people holding you back, and lets be honest, something is holding you back. Please please identify whats holding you back and make those changes. I know it will be a set back. You might have to take the game down completely etc, you might have to backtrack. But the FOUNDATION on which you are building this game is fatally flawed. The problems that exist in this game are not "something we can work on in Beta". It doesn't matter how much flash and flare you add along the way. Please, confront the hard choices. I am so offended by this release. There are others like me. We made huge efforts to bring many many people to this game with the expectation that this release would show us you guys (ACE) can get it done. All we did was make excuses and explain away the problems until a week later, those same people start leaving in droves.
  18. 5 points
    APE

    Youtuber's review

    He and many popular reviewers do "first impressions" and that is what that video was, even though he has tried CF multiple times in the past. Someone shouldn't need to do "research" or join a guild to understand basic aspects of a game. Not to say he might have missed some of what is available, but looking at his experience, I'm not sure I would come away much different if I hadn't been following since day 1. Almost all of his issues are still valid at least partially. In 5.110 the UI looks and performs better and we get EXP from harvesting/crafting, but most of his other items still exist. I don't base my game choices on reviews alone, but his videos get 100s of thousands of views. More people liked his video then participate in this community.
  19. 4 points
    Dropped loot is definitely one of things affecting new crafters and as much as it annoys me for how it affects crafters I must admit it does serve a purpose with getting new players equipped quickly, and takes some of the burden off the early logistic rush for fresh start campaigns. And yes it primarily effects the initial launch of the game, but eventually the problem for new players wanting to get into crafting will shift from dropped loot to veteran crafted loot. But the root problem is still there: there's no reason to craft until you "wait" for your training since better gear is either available as a drop or from players that started long before you. I say the latter case is worse since at that point you can't even shrug it off and use dropped gear to be competitive as the stats that really matter, damage and armor, so very subpar compared to crafted gear. This means as the game ages new players are heavily dependent on veterans for reaching parity with those same veterans. This discourages new groups of new players forming, pushing all new players towards existing groups, and puts additional burden on veteran logistics. How much will each of those factors truly matter in the long run? I don't know, depends how tight resource supply is, how time consuming crafting ends up, and what options are available for selling/moving items into other player's hands. Factories are supposed to ease a lot of that burden and guild banks will help with some of the logistics, but we really need a more viable market system than vendors. They have mentioned they know the vendors aren't good enough, but a replacement doesn't seem to be a high priority. If they shifted to a progressive pip cost system and restricted dropped loot to say 100% crafted stats but common quality only, it might work out that drops aren't as important but a good enough baseline to hold you over til new crafters can make better gear in a few weeks to a month. One of the issues Crafting in crowfall has is that there's not many niche's where a minimally trained crafter can spend time producing something useful. Sticking with the EVE example, a new player can at least make the same ammo a veteran can, the veteran just does it faster and cheaper. Crowfall has no equivalent due to how experimentation works, which setups the base problem of having to wait for crafting. There's perks for different systems and which system a game will want to use depends on what type of player experience they want. In a passive training system they can enforce account specialization to a degree, something action base games or character level based games can't really do, and if they try is usually trivially defeated. Those latter types of systems also tend to pad their content with grinding actions and leveling, which means you spend a "lot" of time getting to the point where you can start playing the "actual" game. I like passive training because it gets rid of the time wasting when done right and lets me get straight to playing the game I care about. It also reduces the time stress for players to stay competitive as we all have different schedules and responsibilities. If you cater your MMO to only people that can play 6 hours a day, you're limiting your audience. As for why ACE choose passive I can speculate two major reasons: 1. Originally there was no leveling at all. Leveling was added later to help ease new players into their classes, so it was either action base or passive from the start and they seemed to agree with me: don't waste time not playing the game to grind so you can play the game, just play the game. Adding leveling also resulted in the talent trees and promos, so bit of a double edged addition. Overall leveling in Crowfall is fairly trivial, you spend very little time leveling. 2. They really want people to specialize and fill niches versus creating more characters or buying more accounts. Two ways to do this are utilize game time for activities that in many other games are push a button and forget, and use passive training to differentiate what an account can do.
  20. 4 points
    yes, ACE definitely needs to use EVE Online's model. Some folks complain that you need to passive train for a year in EVE to do anything but that just shows those people haven't ever actually played EVE.
  21. 4 points
    yianni

    Druid leveling

    is the worse custard experience i've had in a MMO period especially after 5.110... running out of essence too fast, good thing the AI is custarded or id be dying all the time as i sit there waiting for my essence to regain. the LMB is soooo slow... oh poorly made dergs my first skill is a useless debuff that i cant even damage anyone with, at least i can physically debuff my target for my ELECTRIC damage coming from leveling a frostweaver to a druid made it even worse good thing i have my ult that makes me immobile as i sit there and taking a pounding while i squat in the air at least i get sacrifice to get some essence, drains my hitpoints but i cant heal it because i'm a DRUID makes complete sense thats my rant for now #makedruidgreatagain
  22. 4 points
    APE

    More choice with passive training

    Yes please. This goes for the Talent/Promo system as well. 1 pip/point to unlock node Keep the layout, keep the X% trained or X points needed to be spent to unlock certain nodes, keep the total points/time needed to gain a pip, etc. This change a lone would greatly improve the player experience when it comes to building a character and performing the role they wish to play in their way. Most options are not dependent on one another (A -> B -> C) as the layout is built. Most are a sum of the whole (A+B+C). If I'm going to eat a whole bag of M&Ms, I don't see an issue we me eating all the green before the blue if the end result is the same.
  23. 4 points
    shruuti

    5.110 TEST Feedback for 4/3/20

    Just want to show some Love to the ACE Crowfall codewarriors!! When we all know you're under the gun in more ways than one, nothing but love and respect for your resolution, fortitude and efforts !! So to you ladies and men I say... Bravo, Bravo! Bravissimo!! Bellissimo!! Veramente, Grazie Mille!!
  24. 4 points
    Anhrez

    How can my day 3 crafter compete....

    I don't want to be uber day one ... I want to be relevant. We have been up for a week ... what is in the vendor shops from Blacksmith, Woodworker and Leatherworker ? nothing Decrease training on page one for crafting and gathering ... why is it the same pace as Combat? your attacks work without the needed training on that first page but for crafter and gatherer? failure Give crafters something of value to do early game ... hell give them craftable Sacrifice items ?! create a sink for the white mats. Its like you just want crafter accounts to be non-played. Scale back the stats on WarTribe gear ... you talk of all the knobs how about using them?
  25. 4 points
    mandalore

    How can my day 3 crafter compete....

    I’ve yet to encounter a member of the community that thinks the gating that if the CF passive system is good for the game. It’s never been liked by the current community of backers and it’s objectively bad for newer players coming to the game post launch. It’s one of those systems that’s needlessly complex so somebody can point to it and say how complex it is and then pay themselves on the back. The crafting system is complex, the amount of handed needed to make items is vast (backers have skirted that by just making dedicated crafting accounts for each specific crafter needed) and the passive system is so gated as to all be ensure the oldest alt accounts dedicated to crafting will have a severe advantage over anybody trying to get into the crafting alt scheme later in the life of the game. (Just to be clear: there are no dedicated crafting players playing on a single account. You’ve made crafting so complex that anybody who wants to be a crafter needs multiple accounts which is bad on its own merits and the older the account the more of a gap between what they can craft and what a new account can craft. I’m fine with their being a difference in crafting skill but the power curve of gear is so massive that it can easily tilt entire campaigns and it’s not something you can really compete with.)
  26. 4 points
    PinkFluffyPanda

    Youtuber's review

    Dear devs this is what crowfall looks like to a new player, if you want this to have succes take note on some of the stuff that is being said in this review. I ofc "defended" the game in the comments but it's just to show some stuff that you might want to take a look at in near future, this is only meant as a help to make Crowfall get succes that I'm sharing this with you.
  27. 4 points
    Vunak

    The feel of combat

    This is the product of CF listening to the wrong crowd when the game was in its earliest testing. The game had a really impactful feeling combat system back in Hunger Dome. But they changed it to this super floaty, no animation lock system we have now. CF also has an extremely low skill ceiling so you don't feel like you are doing anything significant because of it. I don't think there is much we can hope for this late in their development. I've been an advocate of changing the combat system to a more skillbased system than we have now, but what do I know.
  28. 4 points
    Courtesy of Bzra Wealth. Glory. Power. These are the virtues with which Crows are judged by the Gods. If you become a Clam Stacking Casual I can absolutely, without a doubt, guarantee you can achieve at least maybe one of those things, possibly per season based on a ranked scoring list. If you were to stack upon the ranks, what would you become a part of? Kind words from other guilds will be the testament to our achievements in just one year of playing Crowfall, starting from a tiny 2 person team and growing up to a mid-sized guild of 30 now in 2020. 1. The most dangerous speedbump to the undefeated Winterblades and House of Avari alliance in the Trial of the Gods era of pre-alpha. 2. Also, Winterblades bitches. 3. The home of Dern, 2020's hottest Crowfall poorly made dergsposter. We are a fun-having, if competitive-minded guild looking for similar minded players gearing up for the Guild vs Guild campaigns. Have a good time, but play hard and play smart. We accept completely new players to Crowfall -- experience is nice but the correct mindset to improve and play competitively is what matters. The Clams are currently focused on the TEST server right now, as that is where the majority of the action will be for now. If you are interested, please stop by our discord and hang out!: https://discord.gg/dMuEvut Here are some fun videos from the Trial of the Gods campaigns in 2019!: https://www.youtube.com/watch?v=5DRGRM87xKE https://www.youtube.com/watch?v=y_cDSBdGSyc https://www.youtube.com/watch?v=t6QhRla3_zE https://www.youtube.com/watch?v=Rqa6GksuZFE
  29. 4 points
    I think crafters can be summed in two kinds of people. The first gives importance to the act of crafting, the other to the results. CF seems to be making a game where the results is what matters. Yes, the process isnt interactive but as a result CF crafting has RULES in place. CF crafting is more akin to real chemistry. People think what we do is super fun when in reality most of the time we only follow a recipe and hope we dont mess it up. Plus a whole lot of waiting. We dont care for the process, we care for the results. Can you imagine if chemistry was determined by timing measured in seconds? Would be like playing dice. Again and again. We would be trading control for enjoyment/more agency. I would never do that trade. Yes, CF crafting is more akin to following a recipe but that and its rigid rules give players control. I think people also dont really notice how those interactive mechanics work. Make it hard and it becomes a matter of luck, make it too forgiving and it is useless and no more than a fancy overlay to the real stat, knobs and mechanics hidden in the code. I'd rather crafters be people who can plan well than people with good timing.
  30. 4 points
    Helix

    5.110 TEST Feedback for 3/30-4/1/20

    This is going to be controversial but I feel like the passive skill lines / eve-esque type of progression no longer fits this game. If the wipe has shown us anything it's that crafters are left in the dust with nothing to do for an extended amount of time while they wait for their points to accumulate so they can unlock stuff. What are crafters supposed to do in the beginning? I think a switch to ACTIVE progression when it comes to skill lines might be a good possibility. If not total active progression, than at least partial. Want to get better at being a lumberjack? Cut that tree down. Want to get better at crafting armor? You craft it. Obviously that's a huge ask, and the obvious answer will most likely be "no way we're going to refactor that". Unfortunately I don't see a good solution.
  31. 4 points
    What is the current plan for Stonemasonry and what can we start to expect to get out of it? Is it pretty much just going to be base building? And, will there be a "tier" system for quality of constructions based on rarity of materials used? Are there plans to change or revamp the passive training system, either in conjunction with or in lieu of a more active system regardless of future catch-up mechanics? What improvements to crafting can we expect to see to ensure newly training crafters can still make useful stuff and to ensure mob drops don't outpace crafted goods except blue+ grade master crafts (without nerfing mob drops into irrelevancy?) Is it safe to assume this new "Quest Log" will be related to the NPE and when can we expect to begin testing it? Yes or no, what are the overall plans for the quest log?
  32. 4 points
    I personally dislike active minigames for crafting, so that's a preference thing I don't agree with. My favorite crafting mmo was Star Wars Galaxies - I really enjoyed being able to set up and experiment on what I want in a menu, put in the resources, turn on the factory and go do something else until items are made.
  33. 4 points
    McTan

    How can my day 3 crafter compete....

    Mobs could drop components, instead of finished gear (similar to necromancy additives), that could be given to a crafter and crafted. So, a nice loot drop would be a blue mace component to go with other mace components, and the crafter could assemble as usual. Over training time, the crafter would themselves be able to make blue mace components, with a much better rate of success. What I am hearing is that crafters want to feel useful. The easiest way to be useful is to be necessary. If players do not have access to player crafters, put an NPC crafter in who does the same thing, but with fewer experimentation points.
  34. 4 points
    Buckly

    How can my day 3 crafter compete....

    I guess... why... why does your 3 day crafter have to compete with really good mob drops? If the mob drops are better, for at least a few weeks... what is the real harm in that in terms of the long haul? Give crafters a reason to be crafters at low levels... like high sacrifice value on crafted items or let them combines low level items to make better items. But really this is an issue that literally fixes itself with time. Or let crafters "learn by doing" through the basics, so they can grind if they want to a level that is on par with medium-high mob drops. Resource intensive sure, but if you want to, you want to. Sort of like they did with combat, add talents that are awarded through XP. But make it crafting XP instead of combat XP.
  35. 4 points
    If you're looking for a baseline of "how to do resource transportation" Archeage is IMO the gold standard. For a game that did almost every other thing wrong, the cargo hauling mechanics and pvp were a fantastic design that was executed extremely well.
  36. 4 points
    Gorwald

    Youtuber's review

    So a lot of people figured what to do ingame since kickstarter but one youtuber can't and it's doomsday? Mmmkay
  37. 4 points
    Staff

    Youtuber's review

    possibly one of the worst reviews ive ever seen, as a reviewer youre supposed to do research on what youre reviewing. i truly am envious of this guy, wish i could play to a game to level 5, poorly made dergs out a vid, do no research and call it a day for my job
  38. 3 points
    The problem is you’re assuming max level crafters. Right now on test dropped gear is the best, and will be until crafting trees start to get fleshed out. The problem is after a wipe there won’t be max level crafters meaning even with the economy loop dropped gear will be the best up to the time passive training allows some one to surpass it. So knowing that the only incentive to be a crafter is knowing that after X amount of time your gear will be better. Dropped gear was put in the game so that people that wanted to pvp immediately could do so and not need the services of a crafter. It unfortunately worked so well that upon a complete reset, no one needs the services of armorers and weaponsmiths for quite some time. It’s good for the strictly pvp crowd but people that came here specifically for the crafting are going to be disappointed.
  39. 3 points
    Ussiah

    How can my day 3 crafter compete....

    Agree with this. More frontloading with disciplines or changing the passives. I still STRONGLY think crafting basics should be changed to a 1 to 1 to frontload more and adjust advanced skills.
  40. 3 points
    silinsar

    Youtuber's review

    I don't often drop by here (basically I saw the video and wondered what the reactions to it would be), but one thing about the video that actually resonated the most with me isn't really given much mention here. And I want to point that out: I backed this game in early 2015. I think at that time, I was counting on / getting the info of a "somewhat" / early access release by the end of 2016 (this was when they were patting themselves on their backs for making an entertaining mass PvP MMO with a manageable scope - ha!) . It's 2020 now. I was starting to study when I backed this, now I finished that and I have been working a full time job for quite a while. For about one to two years I was quite enthusiastic about that game (or at least regularly checked on news / forums, got exited and watched videos regarding design, game modes, classes, races...) but that interest faded over time, leading to me check it out less and less and eventually not at all. Every time I allowed myself to get exited again for some kind of beta (when the game was already years late / behind the initial schedule) it still felt not ready to play yet at all. It was just... disappointing. And that's the mood the youtuber showed and mentioned as well. He might have had more insights into different developments within the game had he spent more time and effort but if you try something again year after year, giving it a benefit of a doubt, and still do not see it getting close to a finished product, you're just not willing to do that. You expect it to have made notable progress, take a look at it again, hoping that now it's the time... and the first impression you get is "Crowfall is really still THIS unfinished?". After that you don't notice the good points anymore. You're just dragging yourself through an experience that was already coined by that bad first impression. So yes, it probably wasn't ready to be reviewed / having a look at it from a beginner perspective again yet. But it's not the youtuber's fault that the game is in that state and giving off that impression. I can only speak for myself but I had been keeping up with news, betas, etc. for years, but I just got tired of it. My life literally changed completely while anticipating this game. I'm still a big fan of games and MMOs, but I feel like this game is taking so very long; people that were the target audience and backed it stopped being part the target audience. Some friends I have gotten interested in the game in the past shifted their focus away from games / the genre completely. Crowfall is LATE. I still have hope and wish that it turns out to be an amazing MMO at some point but I know even if it does, in the past I might have played it for thousands of hours, now when it ever releases, I probably will not do so for more than a few hundred, even when it turns out exactly what I had hoped it will be. And I wish the game, when it finally gets released, is a finished product and enjoyable experience. tl;dr: Crowfall is late. Many would have expected it to be much more by now. ACE should finish it but for me too much time has passed already to still be really exited about it.
  41. 3 points
    APE

    Youtuber's review

    He gave his honest opinion based off the experience had with what was available in-game. I've never heard of a MMO where someone needed to do "research" or had to join a guild to understand the basics. He showed off everything that GR has to offer (combat, leveling/talents, harvesting, crafting, map, etc). It's not like he logged in, had 1 lag spike and logged out. He's also tried CF in the past and as he said, the overall experience and bugs haven't changed a great deal. 5.110 Would have shown some much needed progress but some of the big picture issues he has are still very real (GR is a boring PVE grind barrier to the "real game, combat has issues, UI system is not great, QOL like auto loot, world looks and feels empty because it is). Title of the video "Is It Worth Playing Yet?" It shouldn't take hours, research, and slogging through GR to figure that out. Games need to hook people asap. Clearly Crowfall isn't a full game yet, but he didn't say it was at all. He did question why it is still this far from finished after 5 years compared to other games. Looking at his video of Ashes and their Alpha progress, I have to ask the same question. Really, all we have to do is look at the activity of the community to get his answer. Overall, no it isn't worth playing yet for the vast majority of players. Maybe months from now, beta, or launch? I have no idea. As a KS backer, I have barely logged in over the last couple months because I agree with his view.
  42. 3 points
    Tseriph

    5.110 TEST Bug Reports for 3/30-4/1/20

    half-elf rangers unable to retaliate in ranged tray.
  43. 3 points
    ZYBAK

    How can my day 3 crafter compete....

    Early game crafted gear needs to at the very least be equivalent to War Tribe gear. The entire point of War Tribe gear was to make it so you could get some armor and weapons if you didn't have crafting connections. Basic and Intermediate weapons are completely useless at this point 😬
  44. 3 points
    I think the easiest solution is to raise the baseline on the stats that noob crafters can achieve to be more comparable to what noobs can loot from mobs.
  45. 3 points
    Just a reminder, when I bought the game I knew very well this is not a finished product, so I am not sure how anyone can say they are unhappy with their purchase! Once the game is released, and the product is finished, than make a judgement!
  46. 3 points
    I mean its going to be walking the same janky pigs with people trying to kill you, right? I'm not sure what hidden depths putting it in a campaign could possibly reveal. Different spawn rates or resource payouts sure, but those things aren't my issue. The act of doing the gameplay activity is. It feels like a first pass with temporary content waiting for the real thing to be finished. For instance, harvesting feels good. The whole doober mechanism, UI, weak spots, etc. is an activity that's comfortable, intuitive, and pleasurable to simply do in its own way. It stacks up to the harvesting systems in pretty much everything else I've played, and in many cases blows them away with its moment to moment gameplay. There was a lot of obvious work put in to making harvesting fun and intuitive because its an activity that, like combat, we're expected to do repeatedly. Same with crafting. There is an obvious amount of love put in the the minutaie of not only the crafting system, but all of the interfaces, icons, and associated integrations in to the greater product. By comparison, this major feature feels like somebody set a deadline for checking off 'caravans exist' and a few other people scrambled to do only the bare minimum required to check it off the list. If that's the case, OK cool. As is it feels really out of place.
  47. 3 points
    APE

    Youtuber's review

    Looking at the retention rate and comments I've read from people that have tried, it isn't just one youtuber coming away with that experience. That guy in particular has a lot of experience with games so it isn't like he is clueless. Most of his comments were not about figuring out what to do, but the state of things as a whole. Many hopeful keep with the "that will be fixed or come later" but later seems to be getting closer. 5.110 didn't drastically change things IMO, despite the devs saying as much for months. It's better for sure, but it isn't miles a head of where it was.
  48. 3 points
    Bzra

    TEST Feedback (5.110 Phase 1) for 3/26/2020

    I would love to see guild banks and possibly an in-game guild online/offline player list.
  49. 3 points
    Now survival tray is gone, can we restore switching between two combat trays to a single key (T)
  50. 3 points
    Tinnis

    Frostweaver disappointing

    i miss when the base druid had branching/chaining combo powers that meaningfully interacted with both each other and a coherent resource mechanic, before the dilution event.
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