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Showing content with the highest reputation since 03/31/2019 in all areas

  1. 35 points
    Yeah, I know. It's frustrating. It's frustrating for us, too. Here's the deal: we have a build, and it hung at the 99.99% bar. There is one issue that has proven to be incredibly elusive, and it's causing a massive lag on the server. Overall, the game feels pretty good. We're still working through power-related bugs -- all the underlying system changes we made this milestone have caused a crop of them, but frankly that's expected and we're working them through at a good clip -- but I'd be OK with putting those in front of you. Overall, I think combat is in a much better shape than 5.100, even with these new issues. But the server performance issue is a killer. Any kind of reasonable player load (and I have reason to suspect we'll hit that) causes this problem to emerge, and it makes the game unplayable. Which would be even more frustrating. As to "when", the truth is, we don't know. We have top men working on it. ("Top. Men.") We continue to be in a day-for-day hold pattern until we get this issue resolved. Thanks for your patience. Hopefully it'll be soon. Todd
  2. 35 points
    DERGS-2020 Health Alert Due to a recent massive increase of Infected players all around the world, the university of clinical owl research (CoR) recognises the urgent need to issue a health alert, to inform the public about the recently detected DERGS-2020 virus. Summary Latest scientific reports seem to indicate that DERGS, more casually known as Crow Sickness (medical term: Waitophobic Turnandturnandturnaround Fatality, WTF), is basically caused by Crows spinning their head around in and about the dregs and according guild vs. guild phantasies over and over again, until severe damage is issued to their neural systems. The virus, leading to DERGS, can survive on the surface of any computer peripheral for months and may spontanously cause shock symptoms, if the patient is already weakend by severe news deprivation. While DERGS is very contagious, it is non-lethal. It also has been reported that some Crows in highly infected areas have not been affected at all. Observations of Crows in the wild suggest that about 5% of the population is immune or develop resistance before the virus takes it's toll. A cure is in development and will be distributed soon™. Travel Information Increased risks due to travelling are not indicated. Especially visiting campaign worlds seem to strengthen the immune system and even alleviate most of the symptoms, if already infected. The public is called up to remain calm and travel worlds in the usual chaotically balanced order. Symptoms The symptoms of DERGS come in a wide variety, partially contrary to each other, vastly complicating a final diagnosis. Intensely affected Crows are often found to suffer from anxiety in a degree that partially impaires their motor functions, the ability to express themselves in comprehensible sentences and can cause obsessive behaviour, like chronic meme production or cumpulsive repetition of the word DREGS orally and in writing; on rare occasions all-out insanity. In minor cases, the patients feel an itching sensation or temporary jerk seizures. DERGS can also cause lethargy, up to depression and self-isolation, raising the estimated number of undetected cases significantly. Medical Treatment and Prospective If you feel any symptoms, please do NOT approach your local developer or distributer without further medical advice. First Aid is provided by local support groups all over the world (International/English, Russian, French, Hispanic, Italian, Portuguese) or in the CoR Headquarters. The Insitute of Advanced Cure Economics (ACE) is currently developing the andidote CW-5.110 and is beginning to test it on caged laboratory rats, isolated in a small office in Austin Texas. While these news offer hope, Crows in Not-Texas need to remain cautious about counterfeit medicines, like other games, fake news and overambitious crowestimations. Once the clinical tests have been finalized, within the next few weeks, the antidot will be distributed to the population in batches. We are confident that the current outbreak will be fully under control within the next 3-6 months. We would like to thank the doctors, scientific assistants and patients @Dern @Staff @dreaden @coolster50 @Sharkbait for their shared experiences and the concerned Citizen @Praemus who brought our attention to the necessity of providing an educational brochure about this topic yesterday. Have fun, good luck Dr. Kraahk Edit: Partially adjusted to comply with some obviously existing and fully understandable sensitivites about a horrific real world situation, which this posting is in no way meant to make fun about. My thoughts are with all who got affected by real diseases, be it as patient or family member. To all the others, keep save, take care, don't panic and ask for help if necessary. This is a purely fictional work, meant to approach some rising behaviours from stressed-out playtesters, who can't wait to get 5.110 (including me), that start to feel like a sickness, and to offer one little way to release some of the regarding tension. Thanks for your understanding. Kraahk
  3. 30 points
    jtoddcoleman

    Today is not the day. :(

    Hey folks, Unfortunately, as the title says, today is not the day that 5.110 goes to Test. We hoped it would be. We wanted it to be. We pushed really hard to make it the day. This was a crazy week. On Tuesday, Gordon and I decided to institute a mandatory work-from-home policy for the entire team. That meant a quick scramble to get everyone equipped with machines and webcams and microphones and, in some cases, even desks at home. We started sending people home in waves. By Friday, the entire team was up and running in sixty different locations, with access to slack and email and source code and bug tracking and server monitoring and everything else. This morning we were even able to do company stand-ups like normal, only via webcam. so, really, not like normal at all. In spite of that, we made a valiant run to get you a build, because we know you guys are chomping at the bit to test 5.110 (and believe me, we are, too!) But after our end-of-the-day playtest, we took a hard look at the remaining critical issues and decided it just wasn't ready. So: we're not quite there, but we are so, so close. Thanks again for your patience, but -- as always -- quality is paramount. We appreciate your understanding. Todd & Gordon & the (widely scattered) team at ACE
  4. 25 points
    Yumx

    Vanguards 5.100 Class Tier Lists!

    So we thought it might be a fun idea to make a tier list for the 4 main roles you come across when playing in a group. This is both to give new players an idea of the viable promotions, and to share our view on how the different classes stand. *DISCLAIMER - remember this is very subjective and based on our opinions and experiences from numerous fights throughout this patch. How do we determine their ranks? You can see our spreadsheet here: SPREADSHEET LINK Each role has some different variables, and then to prevent the options from becoming too big - we chose to focus on what wins you campaigns currently, meaning how the different classes perform in their designated role, when fighting over objectives. This means forts and keeps(sieges). This also means that niche roles or spec groups are not included in the determination of their ranks. But to try and give a fair rating, since some classes shine when defending and are worse when attacking and vice versa, we put both those variables in. Siege Offensive: Rating on how well that class performs on an offensive siege. Variables: Enemy guards, Enemy Ballista fire, Defenders, Size of the area (both long and short range). Siege Defensive: Rating on how well that class performs on a defensive siege. Variables: Enemy Siege weapons, Attackers, Bottlenecks, Size of the area (both long and short range). Fort Offensive: Rating on how well that class performs on an offensive fort fight. Variables: Enemy guards, Defenders, Size of the area (mainly close range). Fort Defensive: Rating on how well that class performs on a defensive fort fight. Variables: Attackers, Size of the area (mainly close range). Alright, let's get to it! (remember click to zoooooooooooom) FRONTLINE Main goal is to soak damage and lockdown enemies. Variables: Prevent enemies from getting to your group, creating space and pressure, how easy they are killed. *click to zoom MELEE DPS Main goal is to kill enemies as a melee dps. Variables: Damage output, ability to stay on target, how easy they get killed. *click to zoom RANGED DPS Main goal is to kill enemies from range. Variables: Damage output, ability to stay on target, how easy they get killed. *click to zoom SUPPORT Main goal is to heal and buff your team. Variables: Healing output, buffs, ability to land heals reliably, how easy they get killed. *click to zoom Hope you enjoy our Tier List, and let us know if you agree or not 😄 ________________________________________________ Do you want to join Vanguard? Apply here!: https://forms.gle/FF4WBSoWjzTMMu5r5 Want to talk to us? Join our Discord!: https://discord.gg/YT8fE64 Do you want to see our recruitment thread?: https://community.crowfall.com/topic/25251-v-vanguard-eu/
  5. 25 points
    Hey folks, just a quick note, apparently some people took my statement on yesterday’s livestream that “I will never do crowdfunding again” as frustration with community feedback. Nothing could be further from the truth; this game wouldn’t be here without you and frankly won’t be successful without you. That said, I was being earnest about my feelings on crowdfunding; I think it’s a particularly challenging way to develop a game for a few reasons: 1. You have to build excitement/hype at the beginning of the project, and it’s impossible to keep that excitement up for the duration of the project. That means your fighting an uphill battle of fatigue in the press and the audience going into launch. Not good. 2. Supporting a “live” service for the duration of development, with the accompanying build process, deployment pipeline and operational environment is very expensive and time consuming. 3. The process exposes all of our missteps to the world, and that sucks. No one would prefer to make their mistakes in front of a live studio audience. 4. The nature of the beast is that you're putting undercooked systems and unbalanced tables in front of players. As you know, this can often lead to experiences that are not fun. Managing expectations and keeping players happy is especially difficult under these conditions. All of that said, I apologize if it came across in any way as a swipe at you guys. It absolutely wasn’t intended that way. It can be hard to get feedback some times, but I want to make this game great for you and I fully recognize that we can’t do it without you. Next time, I’ll go get the funding lined up first and ask you for your feedback —without also asking for your money. That’s all. Thanks, Todd
  6. 23 points
    Pann

    A little something

    We know everyone is waiting with baited breath for the War of the Gods to be released on TEST. In lieu of that, we wanted to share a couple of things with you for theorycrafting and discussion. As you explore the Crowfall worlds, you’ll spot these intriguing podiums here and there. When you spot one, the “F to Interact” option appears. Interacting with them will give you a buff of some kind. This particular one is next to the Tree of Life in the Sun Temple. When you interact with it, your food meter (aka “chicken ticker”) will be completely filled. This is a wonderful quality of life benefit! Someone recently asked me how saddles slot into the new power bar, so I wanted to give you a peek at the slick revisions were made. On the right end, you’ll see the Mount icon (hit O to summon) and the Recall icon (Alt+P will take you back to the temple). Thank you, thank you, thank you for your patience!
  7. 22 points
    Tinnis

    Today is not the day. :(

    i hope you are ready for winter
  8. 21 points
    Angelmar

    The End of Nightcapping--Congrats ACE

    Six months from Blazzen's article and the guild leader round table at the end of January and we finally have a real fix for nightcapping. @jtoddcoleman We've been through one full campaign and into a second with the new siege scheduling mechanics and can now confirm night capping is dead and burnout is greatly decreased. The reduced keep siege schedule is also giving folks a very welcome break from grind of night after night keep sieges for months on end. We are also seeing "player funneling" during the fort windows--where fort fights didn't exist before because of night capping, forts are now getting contested. For the off-hours folks there is at least one fort always open, where they can try to get a fight started if there are people around. Essentially, ACE has finally taken another stab at solving the PvP Coordination problem: Known location at a known time to compete for a limited or scarce reward or resource. The new schedule finally gives the known time and location. ACE's successes with the new schedule: Night Capping is dead (capping off hours and whoever stays up latest wins) Back capping is dead (capping objectives behind each other groups, while avoiding any fights) Reduced burnout from daily siege Reduced circle standing time/reduction in outpost count Outpost time to capture much reduced Respawn Outposts are sometimes contested. Some suggested further improvements: Fort capture circles and outpost circles are apparently the same thing. So forts, even when contested, can be flipped in about 30s. This often decides the fights. Fort circles need to be their own thing with their own timer that is much slower so the defenders get more of the benefit of guards. Bottom line: ACE doesn't often get credit for their improvements. This focused improvement round on siege/fort mechanics was a very big and long needed success. Congrats ACE.
  9. 20 points
    Staff

    Interactive roads staff diary

    Since we were denied the fabled interactive roads dev diary once again i have decided to take matters into my own hands, yesterday i managed to get into ACE headquarters after they fell for my suave pizza deliveryman disguise and get these secret pictures Below here is the current roads And now here are the new interactive roads As you can see very interactive, thank you for coming to my DERGS- talk
  10. 20 points
    Features: Topmost half-transparent overlay with combat summary and details, which you can put on top of the game client or on your 2nd monitor. Extensive settings for parse mechanics and UI. High performance: 15000 records per second. Automatically finds combat log files (make sure you enable combat log writing to file in game settings and hit a dummy) Fights history: you can return back in time to previous fights from the current game session. Supports multiple running clients: if you are levelling your alt with a main character, parser will understand who is main and show correct parse. Opponents list for a fight. If you set long enough idle between fights, you can get opponents list for biggest siege fights separately or for the siege overall. You can copy parse details and opponents list to spreadsheet with mouse right-click. Bonus feature - AFK notifier: When turned on, if Crowfall client was inactive for 9 minutes, parser will play crow sound to notify that your character is about to get logged out for inactivity. If there are several inactive clients, parser will play several crow sounds. You can also change 9 minutes to lower value in settings. System requirements: Windows 8 and above. (You can run parser on Windows XP, Vista or 7 by installing .NET Framework 4) You can download all versions here. (Firefox users may experience issues with Google Drive. If download link shows you an error, please try another browser) Repository. Known issues: Requested features: Bar graph based on specific power percentage damage. Raid group functionality, so you can see raid members stats. Installer and auto-patcher. Thanks to Sugoi, Red Reapers, Hard Charge and Datum members for early testing and feedback!
  11. 19 points
    Durenthal

    Dev Diary: The Winged Knight

    ACE, your marketing strategy appears self-contradictory to us. On one hand, you say you're marketing this to the non-tester masses. You release garbage news tidbits and withhold anything useful about the coming 5.110 build on the theory that you'll get more attention with an information overload when the patch hits. On the other hand, you persist with cultivating your pet streamers and you continue to push "war stories" when there's no war going on because 99.95% of your paid tester base isn't playing. You could release racial skills one race every few days if you wanted a little tease to build hype. "Aracroix knight" is a waste of your time and ours. Your absolute best marketing was when you were releasing "patch notes from the future" - your player base was engaged, and the mmo game sites whose attention you covet were writing articles about the coming changes. You have so much you could write dev diaries about: Caravan mechanics Refineries New racial attributes Discipline Changes Thralls Crafting Changes Harvesting Changes Guild interaction (subguilds, alliances) Stronghold buildings How strongholds will work in dregs (who can build where, will some sites be restricted to fort level or will all ruins be buildable to full castle / cities) How sieges will work in dregs (cost of sieging, schedules of sieging, how to initiate a siege) God-specific outposts Power changes to each class and promotion (that could get you 20 dev diaries alone) New passive skill trees and progression rates Frostweaver (again you could get 4 articles out of that, one for the base class, one for each promotion) The list goes on and on. You will get a better response from the gaming sites by releasing a long string of meaningful information drops leading up to 5.110. The gaming sites want views - they'll publish every release. They'd prefer 1000 eyes on each of 50 releases than 2500 eyes on a single news dump article. And the unwashed masses who aren't backing Crowfall are perhaps not as stupid as you think they are - they'll appreciate more actual content in their news, too.
  12. 19 points
    Yumx

    Warstory: The European Clown Car!

    Saturday night Vanguard visited the 2 NA sieges, here's our entire adventure captured on video! We also had to pass the time between the 2 sieges, meaning we had to somehow spend 4 hrs together - this included shovels and a music bot on discord! ________________________________________________ Do you want to join Vanguard? Apply here!: https://forms.gle/FF4WBSoWjzTMMu5r5 Want to talk to us? Join our Discord!: https://discord.gg/YT8fE64 Do you want to see our recruitment thread?: https://community.crowfall.com/topic/25251-v-vanguard-eu/
  13. 19 points
    Yumx

    Vanguard Minor Discipline Guide!

    We in the Vanguard want everyone to improve, and have easily accessible information about the game. With the death of Expansive Mind, Demon's Pact, Fashion Statement and Hand of Glory - we often get asked "Which minors should I go with?". So to help the new players, and refresh the memory of experienced players, we have created a short guide, with the currently available minor disciplines in the game. *Note that we have left out minors such as those who improve songs, and thorns - as we would not recommend them to anyone currently. Enjoy. Remember to click to zoom! _______________________________We are recruiting! Looking for 2x flex players and 1 support player! Check us out here: GUILD THREAD
  14. 18 points
    Prologue Caldera has been an active part of Crowfall since early August 2015. “We are the attackers, causing mayhem and murder. We are the crafters you will spend your funds on. We are laying siege to your castle and crushing your attempts to take ours. We are the refuge and protection from The Hunger that is creeping in on us all. “ We are Caldera - Playing with Fire! Avocation – “What does it mean to be part of Caldera?” “Real Life First – Full Commitment when Available Equality amongst friends, respect towards enemies… Improvement – Team – Success” The only thing you really have to do is take care of your real life. To balance between gaming and the rest of your life is your call. When you do come online and play with us, we want you to be fully committed ~ To Play with Fire. Strive for improvement. we will never be perfect. That doesn't have to keep us from trying. Learn from successes and mistakes, from your allies, your enemies, and yourself. Always ask yourself "what would have been a better way to approach this situation?" Don't be afraid to receive feedback, and don't be afraid to give it. Play for the Team. We are not a pile of solo players. The team is our strength, our motivation, our family. Always try to do what is best for the team, and in the long run the team will do what's best for you. We share our time, knowledge, and ingame goods. Aspire for success. While there is sometimes room to “mess around”, when it matters, we always play to win, no matter the odds. People will depend on you. Always play to the best of your ability, use your best judgement, and trust in your allies to do the same. We are all equal gamers and humans, and we treat each other as such. Being an Officer means taking up a responsibility for the good of the guild, no less and no more. Every voice matters. This even includes our enemies: be respectful, in victory or defeat. No flaming, harassment, bug using or cheating. What do we offer our members – “It’s a package deal!” A fun and friendly environment to achieve common goals in. A flexible hours guild with a hardcore mentality when it comes to the important stuff. (Casually Hardcore). A massive amount of in game knowledge to be shared to empower our guild members. A common progressive attitude towards the game where all guild members are recognized for their contributions. Applying – “Still here? Perfect.” Upon reading this, if you feel that Caldera might be a place for you then all you need to do, is click below: APPLY NOW Still not persuaded? If you wish to learn more about our structure and how we do things, then just click below. Read More! or Link to the original Caldera recruitment thread.
  15. 18 points
    thomasblair

    Dev Diary: Thralls in the night

    The Ancients were placeholders til we built the Thrall NPC's. Thralls are specifically for Majors, minors/exploration still come from where they currently do in 5.100. Thralls do "inhabit" the upper end stations in .110. White Disciplines will continue to be available from vendors in .110 as they are intended for people to try out builds and experiment. Yes you can no longer upgrade White quality vendor disciplines via the combine mechanic. Thralls all drop Blue quality and you combine multiples of 3 disciplines / 3 essences for upgrade stages. Pretty sure I saw The Blacksmith thrall running around! Harvesting soul gems will continue to come from harvesting. The +15% is a bug that exists in .100 that has already been fixed for .110. You threw this out there as kind of a snide remark and I want to drill down into it for a second; "Or no benefit just forced PVE to collect appropriate souls?" Understand that almost all of the content activities we put in game are there to pull and push players into areas where they can encounter other players. For example the purpose in having items on vendors that cost lots of gold is to make players gather gold. The most lucrative places to gather gold are from level 30 NPC's or selling crafted goods to players. In order to get to level 30 NPC's or decent resources, players need to head out into a world that has limited amount of NPC's and resources. Players sitting in a level 30 adventure area either drove off other players or are going to get jumped by other players at some point. Having players always wanting and on the lookout for Thralls (because it takes multiple soul gems to upgrade past rare quality, all Thralls should always have value to everyone) is going to create a window of time (night) where people are out in the world looking for Thralls. This gets people out of the bases, and creates opportunity for PvP. You are going to see that with most of the .110 content now that we have the tools and the zones to support it!
  16. 18 points
    Jah

    Poll: Passive skill tree wipe

    A passive skill wipe that left the existing vessels and loot in place would not help. While the passive skills would be equalized, nobody would be able to make vessels and gear to match those held by existing vets, so you are left with the same (or worse) level of demotivation for new players. If you want to take the step of wiping because it is an easy bone to throw the LIVE service while you are heads-down on the next build, I would suggest: 1) Full wipe of passive skills, vessels, banks. 2) Carrot of a long Trial campaign to compete over as part of the start-over process. I would suggest 2 months. A fresh start with a long Trial campaign could be a good way to hold over the players while we wait for the next build.
  17. 17 points
    Ble

    Warstory: Thank you, yes, you!

    An elf sits on a chair and thinks to himself "Thank you Staff for running your mouth and uXa for manipulating the capture points system, without you guys we might not have motivated our members to come back and turn this campaign around in a single night".
  18. 16 points
    Yumx

    Vanguard visiting the NA campaign

    Vanguard visited the NA campaign in Trial of Yaga, we attended a few sieges with a few people - but the picture says it all. Thank you for the fun - please don't take this too serious 😂 We love all the NA guilds, they all have an awesome fighting spirit!
  19. 16 points
    Ble

    The increasing PvE Requirement

    A walk through the most recent ways we've leveled: -XP for killing people in PvP/Captures - Removed -Arrows; make stacks and sac them - Removed -Frames - make/sac - Removed -Campfires/Hay/Soil - Reduced/Removed -Crafted Items General Reduction Of Sac Value -Zombie/Spider Gold Farm - Reduced/removed -Color Value of Sac Items/Vessel Color changes PVE Now the best Option to level -White Sac (Campfire/Ores) till it phases out. -Greatly decreased gold from humanoids only -Recipe Books -Farming of Level-appropriate ranked mobs On Test: Weigh of gold as pertains to leveling reduced. [Phroot added:] Major disc's - gated behind timed spawn and RNG. - Changed in 5.9 Minor disc's - gated behind timed spawn and RNG. - Changed in 5.9 Crafting Nec/Blacksmith/Leatherworker (include Woodworker if want a hunger shard fitted) - gated behind timed spawn and RNG (for tools, Googles, Hammer, Awl and Shard hammer). - Some PVE required for end-game crafting progression, I don't agree that everyone shoudl be able to make fully-kitted out gear right away. [/Phroot] If I'm being honest, not just trying to be negative, this game has the worst PvE experience I've ever encountered since July 1999 until May 2019 so basically in the past 20 years and the many many games I've played, this game has by far the worst PvE. Used to, you got a pass on this because Todd/Blair "this is not a PvE game, this is a PvP game" and so whenever anyone would post about PvE frustrations/problems, thats the general tone by which we as a community would respond. Now that you are MAKING us PvE, you need to be accountable to your PvE. It's really really really lacking. Not only bugged interactions, but it just feels like the whole PvE aspect of this game was a summer interns project. What are your plans around this? Is this something that's going to be quickly phased out? I'm not even mad about having to PvE - I'm ok with it. If you are going to make us PvE, are there any plans to make PvE better? If you are going to phase out this PvE requirement, or phase in PvP XP or some other solution, why are you squeezing us so bad on leveling of vessels in the mean time?
  20. 15 points
    Scarlett Trading Company Scarlett Trading Company going into Dregs will be a neutral mercenary guild. Guild neutrality provides us with a more unique experience than can be found within a standard guild-versus-guild group: paid allies today, may be paid enemies tomorrow. Like many guilds returning and preparing for the upcoming Dregs patch, we are looking to build up and expand our core group. If providing neutral and currency-based services, while being beholden to only ourselves appeals to you, STC may be of interest. If the idea of tactics and outside-the-box planning, along with a comprehension of the OODA loop and maneuver warfare intrigue you as to combat preparedness; STC may be a good fit. We are always looking at combat compositions; where classes and combinations shine, and where they might falter--or compositions that might be overlooked and undervalued. Due to this, we are always asking, “What if…”, which we think helps provide a fresh perspective in the game’s combat system, and helps prevent it from growing stale. We aren’t afraid of trying out new compositions, and putting them through their paces, even if it fails: in this is knowledge, and knowledge only makes us better. We understand how morale plays such an important and impactful part of a group’s cohesion. It’s what helps keep a tight knit group together in tough times, where others fall apart. Morale is just as important in a battlefield and strategic operations, as it is in ensuring a healthy guild. STC’s primary purpose in Crowfall, is to have fun. We think the fun aspect, comes in two parts: the first being highly proficient in what we do in the game; and the second, in providing a social place where you look forward to spending your free and available time. Having excitement for the game and what we can accomplish within it--by our on goals--is what helps keep that fire alight; all with the understanding that sometimes, you don’t feel like logging in. Burning yourself out isn’t fun, nor is playing to another’s demanded schedule; we only want you to play, when you actually possess that desire. If we’ve done it right, hopefully you’ll always feel that little push, to log in. If any of this appeals to you, you have any manner of follow-up questions, or you would like to contract STC we invite you to drop by our Discord https://discord.gg/v2Zb6TZ. From there, please seek out ZombieGandhi, or Sophia Scarlett, as we’d be glad to answer any questions you have.
  21. 15 points
    Yoink

    ACE Q&A for March

    March 5, at 11 5, at 11 5,11 5.11 CONFIRMED
  22. 15 points
    Pann

    Wipe coming with new trial

    The next Trial of the Gods will be announced soon, so we want to give everyone a heads up about the wipe that's coming with it. Characters, inventory, Eternal Kingdoms will be impacted by the wipe. Skills will not. Backer rewards and purchased items will be removed but returned via the Lobby.
  23. 14 points
    Pann

    The War of the Gods (Updated 6 pm CDT)

    UPDATE - Thursday, 3-26-20, 6 pm CDT - Please be aware the War of the Gods Update on TEST will be unavailable the rest of the night. Tomorrow, we will notify our community as soon as we have an update on when it will be available. Thank you! The big day is here! Crowfall backers are cordially invited to log into TEST and get their first look at the eagerly-anticipated War of the Gods update! Please remember, this update is on TEST because it needs to be TESTED so check the release notes to ensure you are aware of what to expect and...have fun playing! PHASE 1 We’re taking a phased approach to releasing the update on TEST in order to collect feedback on specific updated features. In this first phase of testing War of the Gods, we will focus on updated combat and gameplay, leveling progression in the God’s Reach world, and Frostweaver gameplay and mechanics. God’s Reach offers new Crows a safe haven where they can explore the world at their own pace before advancing to the Campaign Worlds where you face higher risks (and rewards!) In God’s Reach, playtesters in both EU and NA will come together as one faction, on one server, to explore the new gameplay. After we get through the initial phase of testing on God’s Reach, we will move into the next phase of testing, introducing the Dregs (guild vs. guild) world on TEST. The ultimate goal is to test all of the new features for polish, balance and performance. Then, we’ll be ready to take The War of the Gods to our LIVE testing environment. FAQ Which test groups will have access to TEST? TEST will be available to everyone who’s purchased a backer pack, so please jump in and join us! To become a backer, it’s not too late to purchase a backer pack to get in and play now and forever, no waiting. All backer packs, include immediate access to play the game plus a digital download of the game at launch. Where do I download the game? The download can be found here. (You must be logged into your crowfall.com account.) Note that the TEST version of the download is different than the LIVE version, so be sure you’re downloading and installing the correct one. Who do I contact if I have trouble downloading, installing or running the game? Send an email to support@crowfall.com for assistance. Please include a DXdiag report (the steps are listed here, it is very helpful in resolving your issue if we can see that data, so thanks in advance!) so we can help troubleshoot the issue more quickly. Where should I send feedback and bug reports? Please use the designated Testing forums to share your feedback and submit bug reports; and thanks for posting them - your feedback helps us to hit our quality bar. What if I find an exploit? Suspected exploits should not be posted on the Testing forums. Please send them to support@crowfall.com with as much information as you can about what you were doing when you noticed it and the steps to reproduce it (if possible). P.S. It's noon somewhere, right? See you in-game!!!!
  24. 14 points
    Yumx

    [-V-] Vanguard | [EU]

    Guild website: https://vanguardcrowfall.com/ Guild discord: https://discord.gg/YT8fE64 Vanguard - "a group of people leading the way in new developments or ideas" Vanguard is a Crowfall-only PvP guild, created by veterans from other EU guilds. We have a very ambitious vision of establishing a smaller guild, with a hardcore mindset. We do not aim to be a large guild, we instead aim to have a strong core of PvPers, that can make a difference when involved in fights. We are already active everyday practicing, theorycrafting, min/maxing. We are the kind of people who wants to get stream sniped, because we love the action. Why join Vanguard? We can teach you any class/promotion/build at a high level. Give you an environment that promotes personal development. A professional approach to the game, while still having fun. You will play in a guild with very passionate and motivated people. You will be able to influence and help in the guides we will provide to the community. What is Vanguard looking for? We are looking for players that share the same mentality and approach to the game that we have. We want players that: Spends hours theorycrafting and testing builds. Want to practice every week and improve their skill. Is able to take constructive criticism. Love to min/max and optimize their time. Is able to put their ego aside and take a loss. Plays more or less every day. What we are looking for currently: Recruitment is OPEN. Looking for one support player! If this sounds like something you can see yourself doing, then apply to our guild. APPLY HERE Our goals: As mentioned we do not aim to become a large guild, instead we choose quality over quantity. We do not aim to win campaigns while everyone gets the same reward, instead we will use this time looking for as much PvP action as possible. We have some goals starting out: 1 - Obtain and keep a strong core of 15 very active players. ✔ 2 - Get scrim sessions up and running twice a week. ✔ This list will be updated as we progress. FAQ: "Will you accept crafters and harvesters?" - No, we are only looking for PvP players. But we expect our members to pitch in with gathering resources. "How will you get gear?" - We have enough alt accounts to cover all professions, and there are plenty of options to outsource. "What will your end goal be?" - We want to be a force to be reckoned with, but we do not aim to be a large guild. We want to be the turning factor of fights. "Will you only accept experienced players?" - No, the most important factor, is that you have a will to learn and improve. If you have that mindset, then we can help you to become a great player. "Which guides have you made?" - While we have a lot of work in progress, we have had a very succesful guide in the past while we played in Caldera. It can be found here: Promotion Breakdown New Minor Discipline guide, for Patch 5.100: Vanguard Minor Discipline Guide Our thread with Guides, Tools & Information Patch 5.100 Class Tier Lists: Tier Lists OUR TIMELINE IN DETAILS FOR 2019!
  25. 14 points
    thomasblair

    Dev Diary: The Power Bar

    From a mechanics level our server has always had the concept of "in combat" and "out of combat", it was just being controlled by the player manually (like a stick shift) via the survival tray and any of the "combat" trays (melee/ranged/death/life). This is why we have always had ooc regen and ic regen. 1) Being on any NPC's hate list will keep you in combat. When it dies or leashes you are removed thus dropping ooc. If you are on a players hate list and damage them within 10 seconds you are in combat. Using any combat power (tray / left clicks) will briefly put you into combat for the animation length plus a few seconds. If you are on no hate lists, you drop out. 2) 1 hit. (hitting an out of combat player just forces them into combat (no more dizzy/dizzy down) 3) Hitting a mounted enemy has an increasing chance to dismount them on each hit. 4) Managing their ultimate as an escape mechanic will be something the stealth classes need to think about. 6) Deathblow requires out of combat to initiate the power. (As of now, the combat check happens at button press and not completion, so getting hit wouldn't stop it) 7) All the class widgets go into the class widget slot on the powerbar, be it pips for Assassins or Myrmidon hearts. 😎 Default is still 8 power tray slots, there is always the human option for 9 though! 9) Tools only appear when you start the swing on the resource node and for a few seconds after that. All to tools are considered "equipped" so follow whatever loot/import rules that exist for said campaign. 10) Pretty similar to how it is now, loadout power, activate. If you enter combat, the power deactivates.
  26. 14 points
    I say this with the caveat that y'all have overwhelmingly been a phenomenal group to provide support for and I'm insanely excited for when beta rolls around.
  27. 14 points
    Sometimes things has to be scaled up for people to notice. In this video we showcase the effect of stacking 1 class on our players, and firing away AoE powers at the same time. This took about 3 weeks to prepare, to craft vessels, gear, jewelry and testing. For people who don't understand, AoE powers goes through buildings, that goes for both healing and dps powers. Thank you to @DrakanoWOW for letting me use his stream clips, check him out he's an awesome dude: DRAKANO STREAM LINK ________________________________________________ Do you want to join Vanguard? Apply here!: https://forms.gle/FF4WBSoWjzTMMu5r5 Want to talk to us? Join our Discord!: https://discord.gg/YT8fE64 Do you want to see our recruitment thread?: https://community.crowfall.com/topic/25251-v-vanguard-eu/
  28. 14 points
    srathor

    Wipe coming with new trial

    Bleh! Should have the skill wipe as well. You need to test and retest the early game for pacing and fun. Right now you have zero tests for the leveling up process with all of the changes over the last year. The people with the training will be back to end game power in hours and days, and the ones just learning will be left, once again, so far behind to not even bother.
  29. 14 points
    A few points, since there seems to be a lot of confusion and trepidation about this system. Part of our game vision has always been -- and remains -- fostering interconnection between players of different types. That hasn't changed. However, we can't pursue that goal to the exclusion of everything else. In our current design, we haven't just encouraged interconnectivity, we have enforced it in dozens of ways. Players aren't just more efficient or effective when working with others, they are completely dependent on others. And by "completely dependent", I mean that. If a player doesn't have access to a variety of crafters with a spread of disciplines, they can find themselves in a position where they simply cannot participate in the game. And this happens early; you hit your first gate within a few hours of gameplay. If a player cannot find equipment of the appropriate type, their game play loop is broken. This is not theoretical, or conjecture, we can see it happening now. We can debate the reasons WHY it they might not be able to find that equipment -- I can name a dozen reasons, and I'm sure you can too -- but what cannot be debated is what happens, if a player finds themselves in this situation. They quit. Of course, our team will attempt to identify and fix every root cause that leads to this situation. But that's not enough. We need to have a design in place to correct for that situation, if and when it arises. In an open world, there will be scenarios (Durenthal noted one, above) where players may simply choose not to do something. Whenever a system is 100% dependent on the actions of other players, which we of course can't control, we are in danger of that system failing. and if that system is critical to the game, that's a problem. Randomized, disposable items is a solution to a very real problem. This system is almost identical to the system that we used on Shadowbane. I know that it works. So why don't people like it? Let's look at the main concerns, as voiced in this thread. Some of them I agree with, some of them I don't. Concern #1: "it creates more grind" I don't agree. Players can ignore this system completely and use the previous method to harvest and craft items. Adding an optional way to get something in the game that can be ignored isn't forcing an additional "grind". Further, since these items can be sacrificed for XP, this system shortcuts the PvE loop (less grind) and since they can be salvaged, it shortcuts the harvesting loop (less grind). For the last year, we have heard complaints from our PvP-focused backers that the balance of time I get to spend in PvP was being far out-weighed by things I have to do, in order to PvP. This should dramatically help to address that problem. Concern #2: "what happens right after a wipe?" I agree with this concern. This is a valid issue. That said, I believe this is an issue that we already had, resurfacing: all of the top-tier items in the game are gated behind months of passive training. This is definitely a problem with the current design, and once that I've been thinking about for some time (long before loot). I have ideas for how I think we should address it, and of course I'm open to other ideas. I absolutely agree that it needs to be resolved before launch. Concern #3: "this will cause even more strain on the banking system" This is also valid, and unfortunately I don't have a great answer... yet. This isn't a design issue; I want more storage. The reason for the limited bank space / guild storage options is purely technical; the engineering team has been working on a solution for some time I'll be delighted to launch it the moment it is ready. I get that there is a lot of frustration in this area, and I look forward to the day when this problem is behind us, more than you can imagine. Concern #4 (which I imagine is the most critical): "this means that crafters won't be important" I absolutely understand that crafters are nervous that this will undercut their role in the game. But there is a difference between being something being "important" to me, and forcing me to be 100% dependency on it. Food is important. Oxygen is critical. We recognize this concern, and we're taking great pains to underscore the importance of crafting. We aren't going to drop any legendary quality items. Every attribute that can be found on a loot item can be created via crafting, but not vice versa. Loot items are disposable; they are made to be used (and used up) very quickly. They can be salvaged for resources and components. We are putting these safeguards in place because our intention is still to keep dedicated crafters at the top of the economic food chain. We want crafting to be a full game experience and parallel advancement path. However, we cannot go so far in this pursuit that we risk making a game that is literally broken for everyone else. Todd
  30. 13 points
    Tyrant

    Update on getting 5.110 to Test Server

    We took someone's advice and jiggled the cord and look what happened! 😵 Seriously though, the LIVE issue is being worked on until we get it fixed again. We'll communicate as we know more.
  31. 13 points
    Kraahk

    Interactive roads staff diary

    I am happy to inform you that an unexpected additional funding made sure that caravan animations WILL be in, as shown in and proved by the following, updated animation. (to start animation, please move your head from the right to the left)
  32. 13 points
    Narak

    EU Jolmander Campaign Review

    This tuesday was the ending day of the JOLMANDAR CAMPAIGN for the brave warriors doing themselves the honor of fighting on the european server. After many eventful battles the BALANCE faction led by the NORDIC MARAUDERS chalked up the victory. Until the last siege day the outcome of the battle for campaign victory was undecided and the CHAOS faction, composed of a large and better and better organized group of russian warriors, fought hard against their imminent defeat. The ORDER faction led by VANGUARD did not care much for the a victory by points, but chased every fight they could get and contributed a lot to the fighting activities. Troups of the other big EU Guilds, which avoided the battle for several month, were still not sighted. The NORDIC MARAUDERS look back on a interesting campaign and wait eagerly on the next big event in CROWFALL (patch 5.110). Until then we will continue to fight on the european server and will not let our blades rust away. Thanks for a campaign full of fights VANGUARD and Alekzak with his russian allies. ------------------------------------------------------------ Am vergangenen Dienstag endete die JOLMANDAR KAMPAGNE für alle tapferen Recken, die sich auf dem EU-Server die Ehre gaben. Nach vielen ereignisreichen Schlachten konnte die BALANCE-Fraktion unter Führung der NORDIC MARAUDERS am Ende den Sieg für sich verbuchen. Bis zum letzten Belagerungstag war der Ausgang der Schlacht nicht sicher und die CHAOS-Fraktion, bestehend aus einer großen, immer besser organisierten, Gruppe russischer Kämpfer, hatten sich mit aller Kraft gegen die bevorstehende Niederlage gewehrt. Die ORDER-Fraktion unter Führung von VANGUARD machte sich wenig aus dem Sieg nach Punkten, suchte aber jeden möglichen Kampf und steuerte so viel zu den Kampfaktivitäten dieser Kampagne bei. Nicht gesichtet wurden weiterhin die Truppen der anderen großen EU-Gilden, die nun schon seit einigen Monaten den Kampf meiden. Danke an VANGUARD und Alekzak mit seinen russischen Mitstreitern für eine Kampagne mit vielen Kämpfen. Die Nordic Marauders blicken auf eine interessante Kampagne zurück und warten gespannt auf das nächste große Ereignis in Crowfall (Patch 5.110). Bis dahin werden wir weiter die Kämpfe auf dem europäischen Server suchen und unsere Klingen nicht rosten lassen. ------------------------------------------------------------ Balance Leaderboard: Chaos Leaderboard: Order Leaderboard:
  33. 13 points
    We are not blindly unaware of the Crowfaithful's desire for information about War of the Gods, but I would ask you to bear some things in mind - and I'm being candid because you are the Crowfaithful. I've known so many of you from my very first day at ArtCraft. We are a small yet determined start-up that looks for every possible way to get the most out of the limited funds we have. While the dollar figure in this press release sounds like a king's ransom, every cent of it has to be measured out and used carefully. We're not spending any Marketing money at this point; that's being reserved for a big push at launch. This means that in order to spread the word about Crowfall, we have to leverage what we can to get press coverage. In addition to my background as a journalist, I was the Sr. Director of Public Relations and Community at CCP before I came here, so I have a solid understanding of what it takes to get the media's attention and I understand the plans that DebySue and Todd have in place for us. The bottom line is that we need that coverage to draw attention to the game now, ahead of our big Marketing push. In order to get that coverage, we need to give the press information that hasn't already been released. You're going to start seeing more juicy morsels being parceled out over time, but we aren't quite there yet. In the meanwhile, we have been trying to communicate more with the new Founders Blogs and Dev Diaries. Granted, some of that may be mostly old news to those of you who follow us super-closely. I see the comments, and I promise I never lightly dismiss them. I never lightly dismiss anything said by members of our community. It all matters. All I can say is this: You've been with us this long. Please don't give up on us now. We are soooo freaking close to getting 5.110 into your hands. It's our passionate obsession, no one wants that more than this team does. I appreciate you. Thanks for reading this.
  34. 13 points
    Pann

    War Story of the Week: Bzra

    In the history of memorable, rallying speeches, one may call to mind such classics as William Wallace's in "Braveheart" or the St. Crispin's Day bit from "Henry V", and who can forget Patton's speech to the troops? This speech by Bzra can't come close to either of those. 😃 I'm not even sure it lives up to the title "The Greatest Speech in Crowfall History." But it is amusing and it's our War Story of the Week.
  35. 13 points
    ferrat

    Crowfall is not a PvP game.

    It is a Crafting and farming game, that happens to have a splash of pvp with no benefit/payout... the gear gap is huge and can not be closed via earning benefits from pvp. the game rewards Farmers with good materials in their spirit banks and vendors. the game rewards you for logging in and spending points longer then someone else. this also makes you a top tier crafter??!?!?. (yes you need some pve drops too) there is no incentive or alt progression for pvp. its just a thing you can do if you want to.. and if you want to take a fort or keep you must wait for the predesignated time so all the people that have been logging in and spending points longer then you can be prepared and waiting. in its current state this game will be dead to hard core pvpers with in a few months of launch.. the only time pvp will be fun and balanced is after full passive wipes
  36. 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?
  37. 12 points
    thomasblair

    Today is not the day. :(

    At least 1! 😉
  38. 12 points
    Pann

    CF covid-19 impact?

    Thanks for the concern. We work in an office building with other companies, so we aren't really isolated and need to take the same precautions as everyone else. Additionally, school closures and daycare closures are also having an impact on the team. So, yes, we we have moved to a WFH structure. However, everyone on the team has plenty of WFH experience, we're set up to do it efficiently and the lines of communication are super strong. The situation will not impact our development at all. (Except that we had been bringing lunches in each day for a few weeks and now half of us don't remember how to fend for our own lunches anymore. haha!) Ya'll stay safe, too!
  39. 12 points
    Pann

    Dev Diary: All the Things

    Filling the gaps in Racial Disciplines FULL STORY
  40. 12 points
    Pann

    Crow Appreciation Rewards

    We’re pleased to announce the launch of our Crow Appreciation Rewards program! FULL STORY
  41. 12 points
  42. 12 points
    "A short montage made to celebrate latest Crowfall campaigns and all its participants." - Hithar Enjoy @Hithars amazing work with an awesome montage of clips and an insight into our guild Vanguard, from the past few campaigns. __________________________ Vanguard Guild Thread
  43. 12 points
    Medicaid

    Vanguards 5.100 Class Tier Lists!

    Vanguards list is nice but will soon be very outdated. So as a clairvoyant let me give u HoA's list of top everything in 5.11 top range dps frostweaver top healer frostweaver top frontline frostweaver best seige comp (attacking) frostweaver frostweaver frostweaver frostweaver frostweaver best seige comp (defending) frostweaver frostweaver frostweaver frostweaver frostweaver nothing else will matter. just who can frostweaver around elementalist the best.
  44. 12 points
    Eldritch has come into 5.100 in a very unique position. All of us are effectively brand new players (despite some having dabbled in previous versions, our passive trees still had very little in them). This gives us a perspective the veteran players and guilds simply don't have and that, we believe, ACE lacks serious data on. As fun as it has been, despite all the trouble and issues (and pushing Order because come at us bro get rekt), we've been privvy to an experience that absolutely MUST be addressed and quickly (i.e., before Beta at latest). It's certainly one thing that we're new. We have a lot to learn. We don't know the best way to build specs or the best disciplines, but we're learning. We don't have the best comps, but that's just how it goes being this new and small. We don't know every in and out of crafting and harvesting, but we're learning. There are a lot of balance issues in general and since we lack any possibility of useful crafted gear any time soon it's also quite telling how all of this together can reveal just how lopsided fights are against well geared guilds and well built players. All of this is something we expected and something we are content to tolerate. What we did not expect and cannot tolerate is what the passive training tree and crafting system generally has resulted in. Granted, in pre-alpha we can't expect an economy (especially on a faction where we've become half the population of as a guild of, what, not even 12 active players?), and maybe on release it won't be quite so bad. However, that does not change the fact that our experience as a new guild has revealed some serious flaws with Crowfall's current design. There are some real problems with how the crafting system currently works in general. There's a pointlessness to crafting anything but blue and better gear. There's also a pointlessness to crafting anything without being near or at max crafting skill and experimentation points. This means we can't feasibly create any kind of intermediate gear to help us compare to those already kitted out in blues and better. But, that isn't the worst of it. The worst of it is the passive training tree itself. This tree alone has already pushed away three or four recruits from even bothering playing the game. One in particular dove in expecting to be able to become a great crafter, right up until she discovered the passive tree and how it works. She hasn't logged in since, neither Crowfall or our guild Discord. Another, realizing just how long it would take to catch up in any meaningful way with gear, has likewise stopped playing after about three days. All of this, if the systems remain in place as they stand today upon release, will guaranteed push away many players and risk killing this game before it even begins. A catch-up mechanic will not fix this. The problem is inherent in the current design of the crafting system in general requiring the crafting equippables, all the additives, and thousands of Dust to kit out a single person (therefor you screw yourself by crafting without crafting maxed and at least blue mats/additives), as well as the time gating of the passive training itself. I'm sure we all know and understand the purpose and intent of the passive training system, but in its current iteration it simply does not work whatsoever. There is also the issue of veteran players simply being able to fill out everything given enough time, thus killing any real hope of specialization in roles (combat/harvest/craft). After some discussion, we've come up with a few ideas for changes that we feel need to happen. Simply Add Active Training. This will help, but only to a point. This game's very nature doesn't lend itself well to the “craft 1,000 daggers” approach like WoW or Skyrim et al. Still, an active training aspect is absolutely crucial to ensure players don't feel entirely locked behind a time gate, allowing those that play consistently to build up their crow skills. The basic idea is, so long as you're engaged in an activity related to the tree you're training in, you'll gain points faster. Add Skill Levels and Limit How Many Can Be “Mastered” This will help with the specialization, but one issue will be that if new players think they want to go one way and decide they do not like it we'll need some kind of respec mechanic. This would certainly give gold a good sink. You would have so many levels you can train, maybe you can train everything up to “Journeyman” which might be, say, level 3 of 10, which means you'd only be so far into each main tree. Meanwhile, the 10th level of “Master” maybe you can only pick two, and only pick 4 for the maybe 6th level. And yet, a lot of players may like having lots of characters for lots of builds and situations, or like harvesting and crafting a lot and what to engage with all of it. If someone wants to give it the time, they certainly shouldn't feel like they're being pigeonholed. That brings us to idea #3. Give Vessels Their Own Passive Skill Tree Nobody should feel pigeonholed. Plenty of players like having alts. Certainly, no one should be able to master everything, but mixing in the vessel itself into the equation will allow people to stretch out in a few ways, such that only those that truly focus on specializing will completely fill out certain trees. So, you might hold out on Journeyman level--to use the above example--on your Crow, but each Vessel might still be able to choose one Master of their own so long as your Crow hits a certain level of that skill. But, to truly specialize, you would need to Crow and Vessel Master on the same skill tree, or some equivalent. With these ideas together, we think we have a solid recommendation to try testing with: First, determine a maximum pool of Skill Training Points. Players will still have their passive training, but now every single action generates a usable active point. PVP, point capture, harvesting, crafting, war tribes, all of these activities provide a certain amount of actively generated points. Players then allocate as they see fit on the Crow tree or the Vessel tree. Eventually, a player will hit the maximum points on their Crow, at which point a certain amount can still be actively trained on a per vessel basis. So, lets say (for sake of example) you can gain a total of 6 million points on your crow, while a vessel can train up an additional 2 million. This will do a few things: Players can actively play and get better/stronger at whatever they want to simply by playing, players can specialize without being able to get everything, and players will have some wiggle room to split off and enjoy alts without severely pigeonholing themselves (so even a crafter heavy crow, for example, can still have a good combat character, they just won't Master any Combat skills). This could work where you can only Vessel train from however far the Crow has, and adding points to the Crow for the same nodes would free up those points from the Vessel. Players won't be able to pace through a single tree any faster than anyone else, either, with this because you would pull from a single point pool; you'd merely be choosing Crow or Vessel to allocate to. With this introduced, and having an extra however many points that can be Vessel-specific, we could see the re-introduction of the Race tree allowing players to fill out minor buffs for each race like increased stat caps and minor general craft and harvest buffs (or, at least each race group, so Human, Elf, Monster, Stoneborn, Guinecean) Second, greatly expand and refine the skill trees as they exist now. Harvesting as it exists currently feels pretty good with respect to specialization so it doesn't feel like there's much to do to enhance this. The parts that could use some expanding is Combat with a near total overhaul applied to Crafting. Combat should be split up a bit and restructured a bit, having the Weaponry and Armor branches as they stand now, but making some changes as specified further below. Crafting needs to be restructured almost entirely and have new branches added in as detailed below. For Combat, simply tweaking and fleshing out more options will be sufficient, but overall it's adequate as is. Consider introducing three new trees that require Armor and Weapons maxed to reach. These would be named along the lines something like Warrior, Specialist, and Medic. These would provide passives dedicated to benefiting DPS specs, tank/CC utility specs, and healing specs respectfully. For Weapons, consider swapping things around, you choose One Handed Combat, Two Handed Combat, Melee Mastery, or Ranged Mastery along with an additional three Mastery trees: Organic Mastery, Physical Mastery, and Elemental Mastery. I feel like this might split things a bit better but that's just a whatever. This isn't anywhere necessary we don't think, but it would be nice to see this expanded, especially if the point cap and vessel points are introduced so players can better specialize. Now, the part that needs the absolute most work of all: Crafting. The overhaul here isn't just going to be the passive tree, either. This also will need to include some real tweaks on material requirements and other costs based on the rarity tier being worked, if additives are being used or not, and to also ensure that every level of commonality (except maybe white?) is valuable to craft with for gear. First, you should need to unlock access to make items of a certain grade, requiring a certain amount of the tree unlocked to reach each level (e.g. you can't craft with Blue materials/components until you unlock that node). This will give players good milestones to reach and make sure newer crafters know their limits. Second, crafter gear (like necromancer goggles) should also require hitting a certain crafting level in that crafting tree. This will help make master crafters stand out, but with things balanced out so non-masters can still contribute useful stuff. Third, dust and ember costs need to be offloaded more towards utilizing those items so that players can make good use of lesser quality ingredients without using up nearly as much dust/ember resource so they can still make decent gear. As it is now, even if you didn't need to be a master to make great gear, you're only hurting yourself crafting greens/whites because of the amount of dust needed, or without additives because the benefits are too good. Green grade non-additive gear should still have value to make and not be too expensive for mat/dust requirements since as things stand now there is no “stepping stone” intermediate gear anywhere comparable to even master crafted blue and that makes gear disparity problems even worse. Fourth, experimentation points should be frontloaded on the tree so you get more experimentation early to help with crafting decent lower grade gear, while further mastering crafts improve your risky experimentation to max out high grade gear. Fifth, requiring hitting the final Mastery node of any appropriate craft should unlock additional specialist crafting trees: Component Mastery, Weapon Mastery, Armor Mastery, Tinkerer (experimentation and crafter gear focus), and Taskmaster (Thrall focus for when Thralls are ready to go). Hopefully, this assessment will be taken to heart, and a serious overhaul of these systems will be worked on. No one should feel pigeonholed, no one should require master crafting or days of dust/ember grinding to get reasonably competitive gear, and no one should be time gated from feeling useful or doing what they want to do.
  45. 12 points
    Ble

    Map Idea to Promote PvP

    Not a fan of high level GR. I think that mobs could give the same-ish XP no mater what level the mob or vessel quality is, and higher rank mobs could just drop more/better stuff and that would be the PvE progression. That way you can make GR low level, but still be a place to get decent xp to meet CW level requirements. Secondly, @monchiezz had a great idea that I thought merits posting. We need a map that promotes PvP. Is it possible for you to generate a slightly larger adventure zone and flood it with resources? A map like this would force everyone to fight during non siege hours in a single zone, would be fantastic.
  46. 12 points
    Yumx

    Warstory: The Kansas City Shuffle

    After being pushed back from our initial attack, we had to come up with something else. Well played to everyone involved. _______________________________We are recruiting! Looking for 2x flex players and 2 support players! Check us out here: GUILD THREAD
  47. 12 points
    As Clams are wont to do, once the Trial of Gaea ends we will be moving faction to CHAOS next campaign in order to do what we do best. We look forward to facing our good friends Winterblades and HoA on the field of battle!
  48. 12 points
    thomasblair

    The Trial of Arkon has begun

    Sadly I hadn't seen what formula was going to be used until it went up. In the future Design will provide a series of vetted formulas that may be used for a variety of campaign types. *Crawls back into the Dregs work*
  49. 12 points
    Yumx

    Regarding God's Reach graveyards

    @Ble @Jah We all know what really turned the tide in the last NA campaign ..
  50. 12 points
    Yumx

    Showed Crowfall for 5k viewers

    So this streamer Reckful, which I have been following for years, were watching viewer streams. I thought why not try and show Crowfall this way, because we had created an arena from World of Warcraft, which Reckful have played a lot. So he clicked my message, and I showed him a quick and dirty version of Crowfall, and the viewers seemed to love it. Here's the VOD (I recommend watching on Twitch in your browser, so you can see chat/viewer responses) Starts at 1h 44m 33s Was fun!
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