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Showing content with the highest reputation since 10/07/2019 in all areas

  1. 4 points
    Yumx

    Ballistae

    This has been brought up to the devs many times, many good suggestions has been made. The main problem right now is how overtuned they are, most of the time the siege engines do the fights for you in sieges, because the damage a ballista can put out is a great noob stomper. No cap on how many it can hit, and the damage is quite high. But the damage can be dealt with, when you have enough healers and good enough gear, then you can basically just tank that damage. The biggest problem right now, is that the healing shot from the ballistas can heal the Tree of Life, which is not intended. What they should do in my opinion, is spread out all those powers on the different tiers of ballistas, so the defenders would have to choose which ballista to place. It would also make it more interesting for the attackers, to figure out where the healing ballistas are placed, where the fire aoe ones are etc. Instead of right now, all it takes is 1 ballista to hit the Tree of Life room, and the attackers won't be able to kill the Tree of Life. The sieges are scaled for way bigger numbers - that's why it's so easy to defend currently. Realistically, if the defenders know what they are doing, as attackers you would need to: - Have 1-2 groups defending your plague tree (especially in winter when there's only 1 plaguetree which has 1/3 of the health of the Tree of Life, so you need a good amount of people, incase the defenders choose to just zerg down that tree) - Cover and control all the 5 ballista spots that can reach into the Tree of Life (this would require atleast 2 people (probably more) at each spot that can stay alive (so atleast a healer and a dps) versus the defenders, because if just 1 ballista healing shot goes through, that buys the defenders upwards of 30 seconds.) - Have a group at the respawn statue, to delay respawners because of the 90s respawn time inside the keep for the defenders. - And a force inside the Tree of Life room, to kill the Tree of Life. And apart from all of this, you can't lose people inside, cause if an attacker dies, and can't be resurrected, they have atleast a 3-5 minute run, from flying to nearby respawn point as crow, and running back to the siege. This requires a lot of people, and in the current population numbers that is just not possible. Now if we were 100 vs 100 each siege, then the ballistas wouldn't be that much of a problem, because as I mentioned, the dmg is outhealable, and they can be controlled because you would have enough people at all the key points.
  2. 3 points
    Staff

    5.100 LIVE Feedback for 9/4/2019

    had a blast tonight in the feral plains with both forts active at once, please make this the norm in the future so we can have back and forth fights for territory
  3. 2 points
    ACE_JackalBark

    Impossible de se connecter

    J'ai répondu à votre email d'assistance. Mais si vous utilisez un mot de passe avec des caractères spéciaux, cela vous empêchera peut-être de vous connecter. Essayez-le avec un mot de passe plus simple pour voir si c'est le problème. C'est un bug connu que nous travaillons à corriger. (Désolé pour mon français. J'utilise Google Translate.)
  4. 2 points
    Zatch

    Meaningful Development

    If you don't think Crowfall has made any meaningful development, you haven't kept track of the game. Looking at my old videos shows how far the game has come in last eighteen months. Is it perfect? Hell no, but if ACE can be as productive for the next twelve months as they were for the previous twelve, Crowfall will be in a great spot. For reference my poorly made socks old video:
  5. 2 points
    They really just need to go through and change up the way most discs work (mainly minors). They always talked about choice choice choice blah blah blah. But most Majors follow the same principle (3 Abilities, 1 Passive. Excluding a few like force mage or rune caster and maybe a few others) and minors are pretty much always a passive (Except Far Sight and Reaper and the old DP and EM that they trashed) but they only give us 3 passive slots (Yes there are "6" for 1 bar classes and "9" for 2 bar classes and an extra for any Human classes, but alot of times there is redundancy between the combat bars, and some people dont fully slot out their combat bar AND survival bar, if they arent a harvester, the survival bar just gets left over passives that could be slotted in it if available like sturdy, etc.) So they want us to potentially slot in 5 Disciplines (2 Major, 3 Minor) for 5 Passives when we can only use three, then they wondered why literally EVERYONE ran DP back in the day because it brings you up to 4 Passive slots for 4 Disciplines (your 5th is being used by DP to make the 4th passive). In all honesty the passive system is just stupid, if tomorrow they added a large list of minors that just gave flat bonuses (like how elven eyes and such work) most people would never slot more than 1 minor that had a passive, because minor passives are rarely worth it when compared to major passives. Personally i think they should just get rid of Passive Slots and just make anything that gives you a passive always give you the passive (like how capstones work now) and only restrict the passives they give by which tray a person is in so that your "stealth tray passives" wont be active during combat or survival trays. but thats just my opinion and i doubt it would change anything this late in the game
  6. 2 points
  7. 1 point
    starrshipcs

    Documentation, please

    I realize that the focus is still on game development and that this might not make the priority list just yet, but I think some out-of-game-accessible documentation would be A+. This would help the new folks, or those like myself who haven't played in the last year, understand and plan vessel progression (not to mention simple game mechanics) without wasting an inordinate amount of time during the testing phase. There is quite a bit of knowledge required to be effective, which is ultimately a very good thing in my book because the complexity provides a lot of options for customization and makes room for those who take time to learn the details to shine, but I find I'm spending most of my time trying to absorb the various options/mechanics by creating each vessel as various classes and then digging through the details available in-game to see what's what. For the details that you can't easily discern the effects of, such as "Control Intensity", I have little choice but to either 1) endlessly crawl through the forum in hope of finding some info that might be still be relevant, or 2) to lean on veteran players to help plug the info gaps, and they are no doubt sick of answering the same questions over and over and over and over... I envision info-graphic "cards" for each subject. Examples: Class cards would detail Class Talent nodes complete with the details of what is granted (including applicable skill tray and indicators to note passive, offensive and defensive/self targeting skills), any inherent stat boosts if they exist (thinking stats of Stoneborn Myrmidons vs. Stoneborn Clerics, for example), relevant armor/weapons, etc. Same for discipline runes, including details on where then can and can't be equipped if applicable. Race cards could detail racial stat boosts and skills, available classes, average (if dynamic, else the static) base core stats for common vessels, etc. Stat cards could detail the various complex stats that would affected when leveling up core stats (int, dex, etc.), and some descriptions of what complex stats do wouldn't hurt either (some are not at all intuitive by name and require a lot of digging on the forum to decode). These are just a few examples, but any detailed documentation would be extremely helpful; they sure don't need to be pretty at this juncture either Food for thought -Starrship
  8. 1 point
    Arkade

    Four Questions About Skills

    1) No 2) There are major disciplines that provide healing abilities, such as Field Surgeon, Pixie, Friar, etc. Field Surgeon is broken (the Rehabilitation works based on the target's stamina rather than yours), and none of them provide significant self healing. You will also have a hard time getting significant support power since they took out the Surging Spirit discipline. You can still stack it, but will probably never be as good as a cleric or druid. 3) Stealth is probably the best way to escape an attack. Duelist especially, since you can go stealth then tunnel in a different direction to throw off attempts to knock you out of stealth. 4) It depends on whether you are talking combat or non-combat. For in-combat, Friar is a good disc to take, particularly as a non-healer, if you want more mobility. You will have the run speed buff up more often than not. Bard gives a run speed buff too, but getting stunned or knocked down will interrupt the buff and you'll have to recast it. Outside of combat, everyone has a mount. Knights can get an extra 15% to mount speed, and there is a food item (I forget which) that gives another 5%. There are also races like Elken and Centaur which get Trailmaster, and others that get Trailblazer (lesser version of Trailmaster). You won't outrun a mount with either, but they can buy you some distance against an unmounted opponent.
  9. 1 point
    Imppen

    Wishlist: Rare spawns/Rare loot!

    Hm. These rare spawns i'm thinking of from my experience from before wasn't a problem with "goldsellers" or "asia grinders". These goldsellers did things more profitable (like grinding). Simply because: 1. The spawn rate was too rare 2. And/Or The drop rate was too low If there's a problem there's a solution, they can't be too valuable/common. Make the droprate for example 10% on a mob that spawns in 2h windows, that's an average of 1 drop in 20h, just as an example, simply not too common/valuable that it'd be a "shortcut" through your progress or economically too profitable (other than at most like a lottery win). I'm no expert in how you develop/make these MMORPG's but in this previous MMORPG there wasn't no problem with this, and they we're relatively popular. When players had nothing to do they could go out and look for these, instead of idling in a town. Or if you just wanna have some fun with a friend, go do some world pvp and maybe win on the lottery if you keep an eye out for these. IMO it'd just add more elements to the game. Also, it's not actually "rarer" than stumbling upon a random high quality item in any other RPG, it's just the actual mobs that are rare instead of the item, and depending on how common/rare the mob is, the item(s) droprate should be adjusted not to be too common. Here's some examples: https://ffxiclopedia.fandom.com/wiki/Notorious_Monsters:_Level_Guide (Ps. I'm too tired while writing this. Hope it's understandable. I'll read this post again tomorrow and maybe edit if needed within 24h. It's hard enough to express myself in english to explain what i actually want to say even when i'm 100% awake 😅)
  10. 1 point
    Kraahk

    Wishlist: Rare spawns/Rare loot!

    I would aggree to the "rare loot from rare spawns" principle. I see opportunities for this in the game, I see the existing demand, and i see some solutions already existing, kind of. I also see issues. The basic principle I see for the demand is the natural tendency towards bargain hunting: If I am clever/fast enough, I should be able to get an advantage. Nothing wrong with that. Some are stronger, some are more clever, some are more reckless, whatever ... let the game allow different people to find something they like especially. The more a game manages to do this, the more it will appeal to a bigger audience. Especially for a PvP MMORPG, that's something that allows for more opportunities ... more people. What I, personally, don't like too much, is the "camping" aspect, though. I don't care if someone found a great place and decides to focus on it and use it once in a while. That's cool. Knowledge should pay out. But I care about exploitation opportunities. There will always be exploitable content and people who exploit it. No question. It just shouldn't be too easy. We don't need another asia grinder. Companies make a lot money out of that, hiring cheap employees, doing nothing but log-in/loot/log-out/next -- and then selling to people who want to take the short road ... with only needing to take it, because most of their own opportunities have been blocked right by those grinders. Things that may look like a good idea for us players, may turn around to something negative for us. All I am saying is ... we should be careful what we wish for. Other legit principles I see are "get something special, by doing something special" and "providing the small people a chance to get something big". For both we already see basic approaches in the current playtest environment. Quite good ones, in my opinion. The different NPC locations (even boar brushes) can, though not alway do, include a boss NPC. Those are meant to provide especially rare loot and can usually only be killed by a group. They also spawn much slower, as far as I have seen. So, if someone wants something special, just gather a hunting party and find a place where chief or ancient animal spawns from time to time. Won't be enough to just camp the position on your own, there will have work to be done. I am absolutely fine with that. As for the other principle, slag ore, the lowest-level ore in game, is on itself only attractive to new players. Nearly nobody else uses it. But still, it can drop gutting grit and chaos embers -- very rare materials high-end crafters pay a lot for. Sell a few of them and all your new-player problems are past. Looking at these last two points, I'd dare to argue that our developers are not only aware of these needs, but are also already working towards finding solutions. And, since there are already some solutions in game, not only since yesterday. This said, one of the basic principles of crowfall is "risk vs. reward". You not only need to do something to earn something ... you better take some risk, if you really want to achieve something extraordinary. You may loose more. But you also may get more. Dare or die. I like this principle. It's the opposite of the exploitation principle (Which I would define as "Lower the risk while increasing the possible reward". That's a mindest that may help individuals to grow ... but not a society). What I could imagine for Crowfall, though, regarding rare solo camp loot, would be things that are basically irrelevant regarding success in the game, but may have a special value for a specific clientele within the overall audience. Like A special flower that only grows at certain places and would be needed to craft a rare dye. A rare crystal that can only be found in the ore of especially high mountains, needed as ingredients to craft crystal towers. A lost tribe that will drop a specific head with a unique appearance you otherwise wouldnt be able to choose during character creation. You get the idea. THIS I would LOVE to see ... next to improvements about the "get something special, by doing something special" and "providing the small people a chance to get something big" solutions. It would also be great to have special loot bosses (or even tribes) roving the country ... meaning: not being bound to a certain land parcel, but being able to pass them. So their positions wouldn't be definite. I think it is important to make those suggestions, in case they need some work on the core system (which best should be done now rather than later - even if it pushes the launch away even more), but it's also something I don't really expect (and don't even want to have (because, even later launch)) on a short-term.
  11. 1 point
    Soulreaver

    5.100 LIVE Feedback for 9/4/2019

    Assassin Blackguard Fly Text, utterly broken.
  12. 1 point
    Soulreaver

    5.100 LIVE Feedback for 9/4/2019

    Confessor and Druid LMB. Not only does it lock on target so they dont have to aim to use it.. it also means you can't LoS to break it
  13. 1 point
    Imppen

    5.100 LIVE Feedback for 9/4/2019

    Very small thing, also very simple to fix: I specced ambush on my duelist with pistols, thinking it'd be usable with pistols too. I found out first when i tried using it "Only usable with a Rapier" Just add a tooltip/info text on the talent when speccing it: "Requires a Rapier" Or melee weapon, or whatever it requires This little detail is something that'd actually have me reroll seeing i can't respec.
  14. 1 point
    Cool! Thanks both of you I found your discord now, serves the purpose of one-line questions that i don't really feel like deserve a thread on the forum. And also the section you mentioned, i hadn't seen. This is all i was looking for! Thank you again
  15. 1 point
    PsychPillz

    5.100 LIVE Feedback for 9/4/2019

    Hello, Here are some things that I have noticed on the last several play through over the week: 1. While playing as the Elkin Templar and attempting to use the "censure" ability which is a 20m jump stun attack. This attack seems to very frequently collide with terrain such as an incline of a hill or a small rock which cancels the ability. Also even when on flat terrain and attacking at >19m the attack frequently stops a few meters short of the target with no effect. 2. While using the "Glide" racial ability of the Fae: If I switched between any of the trays (life, death, attack, harvest, ect) glide would be canceled and I would fall out of the sky like a brick. It seems more like a bug than not, but I am not sure. 3. Cosmetic more than anything else, but equipping uncommon and above items in the gear slot doesn't display right. Instead of displaying a green(ect) background it displays clear. More just annoying than anything else. 4. I have noticed some odd stuff with the druids (fae) main left click attack (also seems to be a post above me with some of the same issues). One thing is that the animation is wonky, with the lightning bolt coming in a general straight line from behind the player to the mob. Seems that it would look better if either the character was the source of the lightning or if a bolt was coming in vertical from the sky onto the target. Second is that when attempting to "kite" mobs with the druid there have been many times where the left click attack wont work while moving and I need to stay still for a moment before using it. Not sure if this is my own laggy internet, but thought it was worth a mention.
  16. 1 point
    As the topic says. I shouldn't need to go via survival mode to enter stealth mode if i'm already in combat/melee mode. Also, while in stealth mode; If i've only got guns equipped i should be able to pop out of stealth by just clicking the shoot button.
  17. 1 point
    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.
  18. 1 point
    Emohysterya

    Impossible de se connecter

    With a new password... Same message... i use a password with only letter in lowercase and number...
  19. 1 point
    Deioth

    Poll: Bring Back good minor discs

    Definitely a lot of directions they can take minors and passive slots in general. They can offer something baseline with more bonus when slotted, they can expand slots available dramatically and mix and match perks and drawbacks or creative restrictions, such as having three "offense" flagged might reduce your armor caps and three "defensive" flagged reduce AP/SP, but a good mix has no drawbacks, and more. Personally, I think they should give everyone a Major/Class only passive slot with the three existing general slots (so everyone gets effectively 4), introduce a minor exploration discipline slot, and something like a perk/benefit system for overfilling a certain kind of passive (offense, defense, utility, support). I'd also love to see them give everyone an extra hotbar button, but shrug. I certainly would like to see weapon disciplines be a thing, however. I'd be very hard pressed not to run a two handed mace myrmidon.
  20. 1 point
    Pann

    Survey Comments

    I wanted to let ya'll know that DebySue is carefully combing through the survey results. Your responses have been very helpful and we appreciate the time you spent sharing your feedback with us.
  21. 1 point
    Dadok

    5.100 LIVE Bug Reports for 9/4/2019

    1) When turning on the map while auto-running, the cursor doesn't show up. 2) The campaign map should be centered on me when I open it. 3) The campaign map is difficult to drag. 4) I can't delete minor disciples by dragging them out of the slot. A "do you want to delete this discipline" dialog appears, but clicking YES does nothing.
  22. 1 point
    Crowlinks can be used to purchase starter packs at the time of registration only. They can't be applied to an existing crowfall.com account. Your Crowlink is "crowfall.com/join/USERNAME" (so, in your case, crowfall.com/join/Zislatik). Each person you refer who registers using your Crowlink will receive 10% off purchase of any starter pack purchased.
  23. 1 point
    I hope to see you all rolling out Centaurs so you all will be in Roman inspired armor.
  24. 1 point
    Welcome to the forums. I think these are all good suggestions. I suppose that some of them are already on the list of the developers - we are just not there yet. But since we are getting nearer to the development stage in which optimization and quality of life will be the main topic (early next year), I'd say it's the right time to start making this kind of suggestions seriously. So, well done. 👍 And if you find more, share them, too. Have fun, good luck Kraahk
  25. 1 point
    The campaign of Perstilyn. Since Perstilyn Campaign started Balance has been pounding away at the Chaos Keep walls. Saturday evening was no exception. Over the course of 40 minutes they presisted to hammer away at the Keep Defences. In the end, only a few walls remained, as they made their advance to the Tree of Life. A lot of rotation positions went into the defence of the keep, and boiling down 40 minutes of Siege Operator gameplay becomes rather blurred. So I've tried to show the important moments of the fight, where Balance does so pushes or Chaos rotates on the map when needed. The Keep with no walls The players of Chaos are mostly a large group of 4G players, KDS and Caldera. If interested in joining either of these groups contact : 4G : Through Discord : BlackCanario#4693 Caldera KDS
  26. 1 point
    Damn, i lost a really good fight. WP
  27. 1 point
    Somehow, you cannot hit ppl that are running away but still inside 3m range. Maybe is something linked to the sprint but i am not sure. Even if i am 1m range and the target has no shields or whatever, most of the time if the are running and i am chasing as a melee, i cannot him even at 1m range with the red reticle perfectly on the hit box.
  28. 1 point
    Deioth

    Passive Training "Fix"

    In my suggestion thread regarding the new guild experience, I pointed out two key problems. One was Crafting, partially exacerbated by harvesting, needing to be maxed out to make anything useful. If players could actually transition into stop-gap gear with only minimal to moderate skill investment rather than needing maxed crafting and blue+ materials to make anything worth the time and material cost, this would go a long way towards improving an overall sense of progression. But, the passive tree itself is a massive detriment as it currently stands. One idea I proposed is similar, by including an active method to skill point gain players will feel more incentive to play. The idea, of course, would be to even it out such that all activities feel equally rewarding. Ultimately, no system we can come up with to fit the game's vision is likely to be free of means of exploit, but that can be tweaked and adjusted with data. We need player retention right now and a big reason why new players don't stick around is because they're not given an incentive to play. Like it or not, people want a grind, even if they claim they do not, when it comes to RPGs and MMOs. Unless they decided to just make this game Fantasy Planetfall, we're going to have a grind. For people who just want to become known as great harvesters or crafters, they need a reason and incentive to play as their skills go up, and right now they don't. Players that engage in victory condition activities, war tribes, PvP, harvesting, and crafting, all the various activities of the game, they should be able to generate additional skill points to their currently active trees. I think ideally the way to do this would be to eventually cap out per day and the most active contribution methods get to that cap faster, which would be risky PvP activities. It could even bring in diminishing returns. Maybe every capture point is worth, for sake of example, 5 extra passive training points. But, if you end up only capping all day, it eventually diminishes significantly to as low as 1 point. Engaging in other activities, or engaging in a balance of activities, will keep the diminishing returns at bay. Those who might try to skirt it with "safe" options like war tribes would then be at risk of PVP because they would become more active in PVP as players fight for mobs or come to fight the "safe" grinders, and harvesting would be another "safe" option to create emergent PVP gameplay. Crafting would probably have the most immediate reward, but feature the strongest diminishing returns and be based on rarity of things created (balancing around particular crafts, too, as some would tend to make far more things more often like Runecraft or Alehcmy). But, with a system like this players would be able to engage in the whole game and feel rewarded for it. The most significant problem with a purely passive training system is that it isn't engaging and players need to feel like their engagement results in progression. Fix that, and we'll have a much stronger and more rewarding experience for new players.
  29. 1 point
    XeXeeD

    [-V-] Vanguard | [EU]

    Fun Fort fight against Chaos EU
  30. 1 point
    APE

    1500 Powers?

    Really hope Camelot or Ashes end of being decent as their character building looks so much more interesting. Crowfall has some decent ideas, but Disciplines, Talents, and Promos aren't close to what the other two games have planned. Which is surprising if SB had as much as you and others have said. Unfortunate that they kind of one and done the whole class design (after re-doing it multiple times) which to me is one of the most important aspects of a game. I don't care if a map looks 5% different every time or if crafting takes 10 or 1000 steps to make a axe handle which seems to have been a big focus.
  31. 1 point
    Deserves a lot more attention that it’s getting. GJ mate.
  32. 1 point
    XeXeeD

    Vanguard - A Long Fort Fight!

    Awesome fight!
  33. 1 point
    Hithar

    Vanguard - A Long Fort Fight!

    Fun fight, well played
  34. 1 point
    APE

    Meaningful Development

    Not sure if these would be considered core, but seem important to me: Advantages & Disadvantages UI overhaul (especially Crafting) Thralls Mass crafting production Campaign rewards EK being more then glorified housing for a handful of people at a time While plenty of games launched with "core" features and grew over time, they likely launched with a lot more in comparison to what Crowfall has or will have by launch from what they've announced. Some believe the current version is launch ready, doubt the larger gamer pool agrees.
  35. 1 point
    royo

    5.100 LIVE Bug Reports for 9/4/2019

    I dont know if it's a known issue but champion can negate the fall damage with his leap . like that :
  36. 1 point
    Jah

    Survey Comments

    If Dregs is somehow worse than 3 Faction campaigns, I'll probably find some other game. Dregs or bust.
  37. 1 point
    All of HAX managed to pull ahead of Vunark by 1 kill. Erad, L2estless are both individually ahead of all of the HaX's Chaos levy. Audin/Vunark, 1 behind.
  38. 1 point
    APE

    Poll: Bring Back good minor discs

    Totally agree. Some of us suggested making capstone free soon after they were revealed, took them a while but they did it. They could come around and change passives more later on. I'm all for choice, but having a large pool and few slots just removes creativity IMO. As the meta/fotm and likely overpowered options float to the top. What I'd like to see and seems feasible: 3 Minor Discipline Slots: Equip discipline, get passive or stat benefits automatically. 3 Passive Slots: Class specific passives. Could be base and promo, but likely would need a few more overall for each class. Exploration: Keep it how it is with the passives granted being used by the 3 survival bar passive slots. Major Disciplines : Not sure if it will be completed or scrapped, but the plan seems to be for Major Disciplines to become part of the leveling/talent point system. Where we would need to spent talent points to unlock Major powers/passives or maybe even enhancing them (doubt it). If this does happen, would like passives paid for with points to be given to us without needing to slot them. Besides creating new passives (which the game as a whole needs), this seems relatively doable within what is available. Still requires choices but allows for more build creativity. Not counting exploration, this could result in up to 12 passives factoring in compared to the current 5. Race x 1, Promo Capstone x 1, Class 0-3, Major 0-4, Minor 0-3 (races with extra passive would get another class slot) Still not as deep as many other games, but it helps. Add in the Advantages & Disadvantage system and I might actually buy into them saying this game has an incredibly deep character advancement system. Still not as deep as many other games, but it helps.
  39. 1 point
    mandalore

    Poll: Bring Back good minor discs

    For now, the cost of animations is why they are tied together.
  40. 1 point
    It's probably too late to change it now, but I'd prefer that weapon choice not be tied to race or class at all.
  41. 1 point
  42. 1 point
    oneply

    Poll: Bring Back good minor discs

    Too many minors are passives. Minors should just be a singular bonus, whether it be a passive, a power, or a stat bonus. I do like the weapon passive as mentioned above (SB style I guess). But currently as they are 3/4ths of them are near useless. Even the crafting ones only have a couple outside of techniques that are useful. It definitely needs a good looking over. Maybe something someone can play around over the next couple months until 5.11.
  43. 1 point
    wtb Surging Spirit Also, Master of Axes MVP!
  44. 1 point
    mandalore

    Poll: Bring Back good minor discs

    Eh but they could have been good. I liked weapon discs in Sb but they were entirely different than what we got in SB. Weapon discs in SB were for classes that didn’t normally have access to that weapon so a great sword weapon disc would be used by a thief or an archer rune for an assassin. It allowed for some off meta builds.
  45. 1 point
    The perceptive harvesting targets appear outside the node hitbox when trying to harvest from animal corpses like wolves. This makes it very difficult to hit the target compared to trees or stone or ore.
  46. 1 point
    Used

    5.100 LIVE Feedback for 9/4/2019

    some random feedback from a rather new player: ill leave out passive tree as that has been given feedback from pretty much all views already. so lets start with the resources: currently i can farm up to r8 resourses in jorveth were the worst thing that can happen is someone else trying to compete for the same resourses with his harvesting tools, annoying but that can happen in all other instances aswell. in the infected i cannot get higher resources yet if i want the same r8 nodes i am attackable by enemies, this costs time and durability for no real gain. at least i can kill enemies if i want the spot they are harvesting at. yet overall less efficient than jorveth. the campaign has the best resources tho again with combat +option to be looted. yet with the limit on export and especially in the the trial of yaga with only 20 exports we had to throw away alot of what we harvested despite having multiple mule accounts in the guild. -> the overall most efficient way to harvest is the safest way wich avoids all combat. yet i thought this game is about PvP. but maybe it has to be this way because of the item decay rate in combat. the other part to harvesting are mother lodes: this feels more like a forced group activity to get needed minerals/gems. you only seem to need one skilled person to make the decisive hits and some more people to 'be there'. this doesnt really make forming up groups for it easy, even in a guild it will be only done if it is really needed. instead of forcing people to group up for this, i would prefer the game to give them an incentive for that by making it more efficient also in terms of ore/stone/dust per person present than solo harvesting and requireing all to harvest decently and not just be present to reduce the mitigation. for example let the weakspots rotate between all participants and provide a stacking buff with each weakspot hit for the spawning loot. its much better if people naturally will seek group harvesting whenever possible as the spots for that are more limited and therefor it leads much better to PvP encounters. now lets get to combat: in group combat the biggest issue IMO is the targeting. there are only a few skills that require you to target an ally and those could be made ground targeted with a small radius and 1 target, then you wouldnt need to be able to target allies in any combat tray. the target hitboxes also seem to be very huge, if you for example kill a group of wartribe NPC and have them close to each other on the floor it can be a challange looting them all with one NPCs hitbox blocking several others. not sure how much that affects group combat as i have yet to play a melee in groupfights. hard to say much about group combat with this targeting and being a new player, to me it seems you can make most things work given the right situation and composition. for running around solo a bit i did obviously look into gank/stealth classes first: the brigant seemed very interesting but is extremely slow in stealth with no mobility skill or ability to boost stealth movement speed. the fact that his traps are clearly visible from afar and therefor dont act as actual traps for players doesnt really help either. having them completly invisible i can see to be an issue too, but one could reduce their visibility to lets say 5m considering they seem to trigger only at ~1m radius. the assassin IMO mostly suffers from some inbalances in its promotion class choices. the blackguard being the clear favourite. i am not quite sure what the vandal is supposed to excell at, that one lack a bit of identity for me. the cutthroat could use some minor tweaks to make it worth giving up the defenses over a blackguard. right now blackguard will have more sustained DPS as he has lower CD on kidney / backstab aswell as the ability to stay in the fight longer. the cutthroat has a little higher initial burst (the 'from behind' bonus is quickly lost and hard to regain without a disengage against a half decent enemy), but the biggest hitter being diffusion on poison toxin is the same as the blackguards. if one would change with the talents affecting kidney/in the zone in the cutthroat tree to remove its pip scaling (always being the 1 pip version) then one could prepare a diffusion with kidney/in the zone to burst harder with a much higher cooldown than on blackguard. this would be a significantly different playstyle but on a similar powerlevel as a blackguard. a bonus would be being able to cast the cutthroats 'in the zone' in stealth tray. for the duellist while slayer and dirge seem overall usable classes the vanguard scout doesnt feel finished. one has just to use the ability 'cheap shots' to see that something is off with it. if one would swap the +HP talent with the dirges +range talent and replace the last personal healing modifier talent with stealth movement speed, then i could see this more as a scout/poke class and then it might still need the option to use cheap spots from melee tray as swap into stealth tray to compete with dirge/slayer and not just feeling as a lesser version of those. the inconceiveable skill is one i really like on the slayer when the feeling lucky stacks are up. but i would prefer the randomness in the skill being the time the buffs are applied and the pip scaling be the type of buffs you get. the plathora of things getting one out of stealth or preventing one from entering stealth makes stealth basically not part of group combat, one could improve on that. the NPCs tracking skills make them often a much stronger threat then an additional player opponent, not sure i like that. Campaigns: last campaign there were not many fights over keeps in EU as everyone did try to defend their keep first. maybe change the siege shedule to only ever contest one keep at a time, but with the 2 forts on the same map and if the siege at the keep is broken the fort siege ends too. this way one would set the sieges focus onto a single keep while also giving the option to play it safer and take the nearby forts while the other two factions are fighting over the main objective. i do not really like that in the campaign one does compete more against ones own faction than against the opposition. however i understand why it is needed to be that way as it is impossble to balance a 3 way faction based match. there are options for dregs but in factions it will be too difficult to balance the players. another option to think about for the faction mode could be to scrap the direct competition and make it an indirect one. example: when you are on chaos you have a scoreboard based on kills-deaths in wich your faction tries to be ahead,when on order you see a scoreboard based on holding points and on balance you see a score based on captures. at the end there are 0-3 winning factions winning conditions can be changed to a variety of other things. this way they would all fight in the same mode against each other but as they dont compete for the very same thing, their chances to win their own competition is still there even with very inbalanced population. this should be more fun than competing directly in an unwinnable match. for more 'serious' competition there would then still be the dregs. NPC guards are all single target based wich makes them scale terribly bad with numbers. they already do not get more HP for more people being around, i would prefer they would do some lower damage AoE wich hits many players with maybe a slight debuff (example archer barrage wich applies reduced damage) in the trial of yaga EU, order hat 4 wartribe camps in their temple yet chaos and balance had 5 each. not sure about the amount of bosses.would be nice if the safe zone harvesting would be balanced in the future, in case the resource ranks there remain as high. thats it for now probably more to come in the future.
  47. 1 point
    Nervontuxis

    Is in gaming spying an exploit?

    Good luck locating the naked stealth assassin scouts everywhere. Just keep popping that molehunter as you go then. Good gameplay! So much fun! Lets everyone just get 20 accounts and spread them around! This didn't stop from the spies being super effective in Albion as well, even with the threat of permanent ban those were everywhere.
  48. 1 point
  49. 1 point
  50. 1 point
    Shikra

    Some numbers for the Min/Max folks.

    For all you stat freaks out there, the full race trees in stat form. Hope it makes sense. I'd be very surprised if there are no errors... Before any training + racial bonus When racial basics tree complete dex str int spi cons dex str int spi cons Res cost Armour class Max Stamina Inventory slots Harvest crit amount Leader ship Combat leader Harvest leader Craft leader Cooldown reduction: long Human 30 60 30 30 30 50 80 50 50 50 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Nethari 30 20 70 30 30 50 40 90 50 50 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Half elf 100 30 60 60 20 120 50 80 80 40 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Half giant 10 110 20 30 100 30 130 40 50 120 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Fae 50 20 30 30 20 70 40 50 50 40 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Elken 40 60 20 30 60 60 80 40 50 80 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Wood elf 40 20 20 70 30 60 40 40 90 50 -0.04% 1% 5 5 1 10 25 25 25 -0.30% High elf 40 20 40 30 20 60 40 60 50 40 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Minotaur 60 40 10 20 50 80 60 30 40 70 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Centaur 20 40 20 20 80 40 60 40 40 100 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Guinecean 110 20 60 30 20 130 40 80 50 40 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Stoneborn 10 40 30 30 40 30 60 50 50 60 -0.04% 1% 5 5 1 10 25 25 25 -0.30% When Racial group tree complete - i.e. Man, Sylvan, Monster (also remember to include yellow section above) dex str int spi cons Support power Attack control defence Hard control intensity Move control defence Move control intensity Hard control defence Personal damage modifier Crit hit chance Crit hit damage Craft speed Craft success Craft experim'nt Craft thralls Tool decay reduction Beneficial harvest chance Beneficial harvest lifetime Beneficial harvest power Harvest crit chance Human 70 100 75 70 70 15 -5% 5% - - - - 3% 3% 5% 10 5 1 5% 0.05% 5% 5% 5% Mining & blacksmith Nethari 70 60 115 70 70 15 -5% 5% - - - - 3% 3% 5% 10 5 1 5% 0.05% 5% 5% 5% Half elf 140 70 105 100 60 15 -5% 5% - - - - 3% 3% 5% 10 5 1 5% 0.05% 5% 5% 5% Half giant 50 150 65 70 140 15 -5% 5% - - - - 3% 3% 5% 10 5 1 5% 0.05% 5% 5% 5% Fae 130 55 70 90 60 15 - - -5% 5% - - 6% - 5% 10 5 5 5% 0.05% 5% 5% 5% Skinning & leather Elken 120 95 60 90 100 15 - - -5% 5% - - 6% - 5% 10 5 5 5% 0.05% 5% 5% 5% Wood elf 120 55 60 130 70 15 - - -5% 5% - - 6% - 5% 10 5 5 5% 0.05% 5% 5% 5% High elf 120 55 80 90 60 15 - - -5% 5% - - 6% - 5% 10 5 5 5% 0.05% 5% 5% 5% Minotaur 100 100 50 60 110 25 - - - 5% -5% -0.03% - 3% 5% 10 5 error 5% 0.05% 5% 5% 5% Quarry & stone Centaur 60 100 60 60 140 25 - - - 5% -5% -0.03% - 3% 5% 10 5 error 5% 0.05% 5% 5% 5% Guinecean 150 80 100 70 80 25 - - - 5% -5% -0.03% - 3% 5% 10 5 error 5% 0.05% 5% 5% 5% Stoneborn 50 100 70 70 100 25 - - - 5% -5% -0.03% - 3% 5% 10 5 error 5% 0.05% 5% 5% 5% When specific race tree complete - the white section above has been INCLUDED in this table (also remember to include the yellow AND green sections above) dex str int spi cons Support power Attack control defence Attack control intensity Hard control intensity Move control defence Move control intensity Hard control defence Personal damage modifier Crit hit chance Crit hit damage Physical armour Elemental armour Organic armour Healing modifier Personal crit hit modifier Craft speed Craft success Craft experim'nt Craft thralls Tool decay reduction Beneficial harvest chance Beneficial harvest lifetime Beneficial harvest power Harvest crit chance Human 120 120 125 120 120 30 -5% - 10% - - - - 3% 3% 3% 3% 3% - - 5% 5 10 error 5% 0.05% 5% 5% 5% Quarrying & stonemasonry Nethari 120 80 165 120 120 30 -5% - 10% - - - - 3% 3% 3% 3% 3% - - 5% 5 10 error 5% 0.05% 5% 5% 5% Half elf 160 120 125 120 80 15 -10% - 10% - 5% - - 3% 3% - - - 5% -3% 5% 10 10 - 5% 0.05% 5% 5% 5% Graves & Necromancy Half giant 70 200 85 90 160 15 -10% - 10% - 5% - - 3% 3% - - - 5% -3% 5% 10 10 - 5% 0.05% 5% 5% 5% Fae 175 75 90 120 80 40 - 5% 5% -5% 10% - - 6% 3% - - - - - 5% 5 10 error 5% 0.05% 5% 5% 5% Tree cutting & woodwork Elken 165 115 80 120 120 40 - 5% 5% -5% 10% - - 6% 3% - - - - - 5% 5 10 error 5% 0.05% 5% 5% 5% Wood elf 160 75 110 160 90 30 - 5% - -10% 10% - - 9% - - - - - - 5% 10 5 error 5% 0.05% 5% 5% 5% Tree cutting & woodwork High elf 160 75 130 120 80 30 - 5% - -10% 10% - - 9% - - - - - - 5% 10 5 error 5% 0.05% 5% 5% 5% Minotaur 120 160 70 80 170 25 - - 5% - 10% -5% -0.03% - 3% 3% - - 5% -3% 5% 5 5 error 5% 0.05% 5% 5% 5% Skinning & leatherwork Centaur 80 160 80 80 200 25 - - 5% - 10% -5% -0.03% - 3% 3% - - 5% -3% 5% 5 5 error 5% 0.05% 5% 5% 5% Guinecean 170 110 120 90 105 40 - 5% 5% - 10% -5% -0.03% - 3% - - - 3% - 5% 5 10 error 5% 0.05% 5% 5% 5% Mining & jewelcraft Stoneborn 70 130 90 90 125 40 - 5% 5% - 10% -5% -0.03% - 3% - - - 3% - 5% 5 10 error 5% 0.05% 5% 5% 5% Plethora of dust Additional racial bonus stats will apply when these races are brought into the game. and also on the top table - but I forgot to highlight. It looks like the crafting thrall nodes are goofed.
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