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Showing content with the highest reputation since 11/04/2020 in all areas

  1. Increasing PvP frequency and Overall World-Liveliness. This subject is often discussed in the Crowfall Community discord and among my guild members. Many ideas have been put forth by members of the community that have differing interests in the scale of pvp, but the overall consensus is the same: people want more pvp. Some solutions have been proposed, such as battlegrounds, or other new tech implementations, but I think that many of our issues can be alleviated with some adjustment of existing game "knobs" and maintain the sandbox game feel. Some context on my perspectives of the game
    30 points
  2. The case for removing mobile banking: Players have been yelling about mobile banking, often times in very direct ways (https://community.crowfall.com/topic/29397-mobile-banking-is-stupid/), for quite a while now. But why is the community so opposed to Mobile Banking as a gameplay mechanic? Let’s dive in. Risk versus Reward: Mobile banking provides a risk-free way to secure rare resources in campaign worlds that otherwise would require strategic thinking and group coordination to obtain. One extreme example of this is the looting of forts. Currently, players can utilize th
    24 points
  3. Mobile banking should be removed. ALL guards should be killable. Even in off hours where the keep or fort is not active. Base Wartribe NPC's are far too weak compared to their rare counterparts. Recalling should drop your inventory in a bag or chest on the ground as you leave. It seemed pretty universally agreed on that those ideas were popular.
    17 points
  4. In a Galaxy far, far away (and many other games I worked on), I would post a weekly Top 5 for feedback and bugs from the Community. This would help me in providing feedback to the team (in addition to all of the other feedback posted on the forums) and also let us know where we are doing good. So I'd like to start doing this weekly with you, my murder of Crows. I've even included a place where you can provide me feedback about this thread, (you may want to see a different question listed or want to offer suggestions for a question of the week). This is separate from our feedback posts we ha
    17 points
  5. This is going to be a bit of a stream of consciousness. I am just going to write things as I think of them. Crafted vessels start at lvl 30. Leveling is not content in Crowfall. It is not challenging or enjoyable. In fact, it is actually really bad. The NPE is at about 5% of the polish it needs, it is barely functional. God’s Reach only for new players / leveling basic vessels. Finish the NPE, Increase mob density. God’s Reach should only exist for the NPE and leveling a basic vessel. Limit resource quality by world band. God’s Reach - Basic resources only. Infected - White/Gree
    14 points
  6. You're adding a bunch of repetition of stuff that doesn't contribute to campaign wins as a solution to "why is campaign population so low" You're requiring repetitive bulk crafting in a system that you yourselves admit wasn't designed for bulk crafting. It was designed for factories, which were cut. It wasn't designed for players to craft a metric ton of terrible items to maybe advance a little, but not too far, and also make sure you bank all that stuff again every time you want a new vessel. You iterated on passive training literally twice in five years time. The designers that wor
    13 points
  7. Hello everyone, @jtoddcoleman@ACE-Tiggs@thomasblair I will try to explain my guild feedback in this post. We are a small French Guild “BSF” with 10 players. The guild plays a lot of RvR game such as TESO, GW2… Optimization It is better but there is still a long way to go before 15v10v3v25v…. is possible on dredge. Passive trees The passive trees were a good feature regarding balance because it allowed players with family/job to have time to gather resources before having enough points to craft. If you remove this feature which was a base for the balance of the ga
    13 points
  8. I would pay serious money to watch a weekend livestream marathon of JTodd Coleman playing the game with a freshly wiped account, making a small guild from scratch, with Blair, Halish, Rhea, etc. and then culminating with them going into Dregs. I mean, I've already paid serious money for Crowfall itself, kind of a sunk cost. Now I'd paid to see how in-tune ACE actually is with what they've made so far. Along the way, it would be great if they answered questions to watchers about why certain things are designed the way they are, while they are actually doing it in the live environment.
    13 points
  9. Please remove the loot all function, part of the fun and excitement when you killed someone while roaming was being in inventory to collect the best stuff and get out before you were jumped. Also this means only 1 person gets the king, chief, herald, ancient loot which again was part of the fun to help others in your faction and we all get a chance at the drops.
    12 points
  10. j Todd Coleman says a statement like "I don't want you playing in god's reach, i really don't want you playing in infected, either. For lower vessels like Green and Blues, that'd be okay. But for higher vessels I don't want you there." If you want to force all players to go to Campaign, then you need to put mechanics in the game to allow ALL guilds to feasibly play in Campaign. You CANNOT have a world where 6-8 guilds control and entire world, they turtle up against the other 5-7 guilds and destroy everyone else. You have to allow the guilds that have 10 active players to play the
    12 points
  11. This is what I think we need before launch. Performance Continue work on client controller to reduce desync. Shift more to client if need be. Implement “easy anti cheat” or similar if need be. Use any gains in this area to tighten aiming/movement and combat in general. Improve UI performance. Allow for scaling and on/off for every UI element. Client FPS and all that goes with it. Increase zone cap to 200 minimum. Test more zones per cluster. Push the envelope to see how many zones a cluster can handle. Eventually the population w
    11 points
  12. Crows, the Takkalyn Campaign War begins Tomorrow (Tuesday) on LIVE! Starting tomorrow, Tuesday, November 24th, the Takkalyn Campaign will go live at 12 PM CST and runs through Sunday, December 13th at 11 PM CST (Starts November 24th, 7 PM CET and ends December 13th, 6 AM CET). Win Conditions: The faction or Guild who earns the most victory points by the end of the campaign is declared the winner by the Gods! Additional rewards will be available for participants of the top three Guilds that earn the most Divine Favor, Glory, Wealth, and Power. See the Rewards tab of the Campaign for
    11 points
  13. I'm just going to toss it out there..,. Leveling white vessels, yeah yeah I get it - i'll just eat that one.. Once you get a crafted vessel can we please just start as level 30. There is really no reason for this amount of "grind" leveling in a PvP game. @thomasblair@jtoddcoleman
    11 points
  14. Unpopular opinion: Forcing people to level in PvP zones doesn't promote PvP. The nature of leveling is that you lack core parts of your kit needed for it to function, and that you have no incentive to fill your pockets while doing so. Putting a group of L15 players out in dregs doesn't create any interesting PvP. It simply creates a lot of pointless corpse runs as underleveled people lack fundamental and massive portions of their spec required to put up a fight, and those people don't have anything of value to loot to constitute a reward for ganking them. If you want leveling to pr
    11 points
  15. Stats can not be made interesting without a re-haul. There are too few points available to spend (60) and they have too little impact when spent. 60 Points spent in INT gets you 3% crit amount 60 in STR gets you 3% damage 60 in DEX gets you 3% crit chance and 0.6% resist all You also get 60 AP (30 after todays patch) if it was your class main stat. 60 in CON gets you 480 HP SPI is only used if you are a healer. CON is never worth taking at its current 8 HP per value. At end game gear levels, when you can easily hit your AP or SP cap, you can then throw s
    11 points
  16. Fort Scheduling Revamp: Most players agree the current iteration of fort timers and their resource production are not well suited to the game’s goals and providing players with “content.” The problem stems from the current system of having 1h of vulnerability, followed by 23h of free resource acquisition. This leads to players showing up for one fight over the last 10 minutes of the timers to secure the objective and then logging out for the next 50 minutes waiting for the “golden 10 minutes.” Repeat ad nauseam. This has led me to develop a suggestion for the shifting of scheduling a
    10 points
  17. Likes: I like the overall feeling of the world. I like that there is always the possibility of pvp around every corner. Group combat feels pretty solid. Strategy and tactics pay off. Nameplate hiding. Crowfall does this as well or better than most games I've seen. It means you can actually use terrain to conceal yourself. It means you can actually hide behind trees/hills/other obstacles. Developers have been very responsive to community concerns lately. 6.2 opened up a lot of build options. Dislikes: There is no economy. This is probably the most importa
    10 points
  18. Yes for common mobs. No for players, and anything above captain and alphas.
    9 points
  19. i want to play this game 👆 not a korean grind fest.
    9 points
  20. @ACE-Tiggs - thanks for engaging us. As i read through the feedback post, I thought to check the original Kickstarter post and compare to where have arrived at today. https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/ Disclosure: since 6.2, I log in from time to time to eyeball the game and spend passive points. I play about 5 hours on a weekend to get a small taste of the changes. Mechanics are progressing nicely, but the total lack of a Strategic focus is disappointing. Crowfall is not a Strategy base game. Many people have pointed out the sie
    9 points
  21. 3v3 Community Tournament Why? As active members in the Crowfall community something all of us involved in the planning of the 3v3 tournament enjoyed was seeing the community get together behind a common goal or event. In the past, the impromptu community 1v1's had been a great source of fun and excitement for the community and we wanted to bring that same energy on a larger scale. While this is for "honor" and prizes, it's another opportunity to play the game we all love. When? Saturday 14th November, 20:00 CET, 14:00 EST (Rounds one, and two) Sunday 15th November,
    9 points
  22. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 TEST Bug Reports and Legend for ACE feedback on Bugs reported To report feedback, please go here: 6.200 TEST Feedback For an up-to-date list of known issues please go here: Known Issues Crafting Skill Tree Basic Crafting - Added an additional node to the skill tree. Skill Tree Basic Crafting - Shifted nodes that Attention to Detail, Helper Monkey, and Risk Management are granted at. Campaign Balli
    9 points
  23. The recent (re)addition of invuln’s to the various ultimate abilities (including champion ultimate warriors) was a step in the wrong direction. These “get out of jail free cards” increases the numbers sensitivity of combat. And by that I mean it makes bringing more people more important than tactics. Outnumbered groups need to be able to punish people who make mistakes and frequent ultimates and invulns make that less possible. I understand the invulns were added when barriers were removed due to the Unstable Mage discipline 1 shotting people. What I propose is removing most of it not al
    8 points
  24. ban all accounts associated with whichever card bought these accounts for real, ive killed Avocetii before when he was exploiting with a full inventory of goodies.
    8 points
  25. @jtoddcoleman@thomasblair@ACE-Tiggs Removing the passive skill trees doesn't solve the root of the problem people had with them. The problem wasn't that new players were perpetually behind or couldn't craft because of time gates, or even that it took too long to specialize in anything. The root of the problem is that there's no reason to craft with low skills. With this new system, why would you craft for other people until you've gotten your legendary belt with a legendary discipline in a legendary vessel? For harvesting, it'll be the opposite with the new system. Everyone will grind low
    8 points
  26. Take a day off and have some fun Blair. There is this new game getting worked on called Crowfall! Make up a nice untrained toon. Log in. Get that toon ready. Go play for a bit. On a non dev account. Go mine a few things. Go skin a little. Gather up the 45 Metal for a sword. (no wait, 90) Then do it again. And again. And again. Do it some 60+ times Click all the buttons needed. Go get the three knowledges needed to make a blue soul. Why don't you try it for a bit. Let us know how it goes. Get a first hand idea of what you are asking people to pay for then do. For entertainme
    8 points
  27. Can go back a step before kickstarter for even more wishful thinking: "WHERE DID WE GO WRONG? There was a time when our industry took CHANCES. Our games didn’t have to appeal to everyone, and we didn’t judge ourselves solely on mass market success. With amusement park games, it’s impossible to lose. With sandbox games, it’s impossible to win. If you can’t win and you can’t lose, then WHAT'S THE POINT OF PLAYING? I don’t want to kill more rats, fill another experience point bar or collect another meaningless badge. I want to play a GAME, against PLAYERS where my actions, my decisions and m
    8 points
  28. Soul essence sells for way too much, farming disciplines should not be the best source of gold (nor should forts, it should be farming wartribe) Soul thralls are useless. Delete the soul thrall mob from the game. Domain tokens (minor major) should be what we are farming, then add a vendor who accepts tokens to buy discs from that domain. The inventory management is a complete nightmare and disaster. Hunger should be removed from the game. I'm not sure which of the devs has chosen that hill to die on, but I'll rejoin the chorus of people who hate it. You can be CCd while
    8 points
  29. (No lists are in any order of importance) Top 5 Crowfall likes (things you feel we're doing great on). I like the class variety, done bit better with recent discipline changes, feels more like there's places for everything. shifting things helps and there's always going to be a meta of course, but i think it's a good direction at the moment. i think this gives good area for changes that can shake things up if you maintain it well. I like the idea of gathering creating areas for pvp. watching the balance of player numbers vs available resources/respawns is going to be very imp
    8 points
  30. You should strongly consider taking the cap off of AoE targeting, or raising it to ten, so that one group can punch up more reasonably. I want to expand on this a bit. There is a problem in your game, in that during a 5v10, the 10 not only has a numerical advantage, but a mechanical advantage. When a group of 5 tosses aoes at a stack of 10, the effectiveness of the aoes are essentially halved in comparison to the same aoe going from the 10 to the 5. This is because the aoe has a cap. Every person you have over 5 standing next to each other is a significant survivability boost.
    8 points
  31. Crows, the Vekelsey Campaign War begins Tomorrow (Friday) on LIVE! Starting tomorrow, Friday, November 13th, the Vekelsey Campaign will go live at 12 PM CST and runs through Sunday, November 22nd at 11 PM CST (Starts November 13th, 7 PM CET and ends November 23rd, 6 AM CET). Win Conditions: The faction or Guild who earns the most victory points by the end of the campaign is declared the winner by the Gods! Additional rewards will be available for participants of the top three Guilds that earn the most Divine Favor, Glory, Wealth, and Power. See the Rewards tab of the Campaign for de
    8 points
  32. I was pumped when this hit live. Hit it pretty hard. Only to realize that getting crafting online in no way enhances the fun you can have in CF. We have hundreds of combined man hours into harvesting and crafting since Monday. I doubt we are 1% of the way closer to actually having crafting online in the way we did before the belt items and crafting souls change. You didn't add active progression. You made things much much worse and then put in a terrible grind just to get back to where we were before you made things worse. Grinding mats to make crap items (that have no use outside of
    8 points
  33. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 LIVE Bug Reports and Legend for ACE feedback on Bugs reported To report feedback, please go here: 6.200 LIVE Feedback For an up-to-date list of known issues please go here: Known Issues Crafting Runewright Specialty Belts Exploration Disciplines should craft properly Eternal Kingdom Eternal Crows should now be able to harvest from their Eternal Kingdom. Opening a guild chest (admin and member) sho
    8 points
  34. Today, Crowfall, released its latest game update, The Revival (Game Update: 6.200). “This update is a tribute to our players as it was their feedback that led us to innovate on the system. The system empowers players to be the architect of their Crow’s unique build - the power is in the player’s hands, it is only limited by our player’s imaginations”, said J. Todd Coleman (Co-Founder, Creative Director for ArtCraft Entertainment). The Revival (Game Update 6.200) Talent trees have undergone a complete overhaul! All talent nodes will now cost 1 talent point, with the exception of dis
    8 points
  35. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 TEST Bug Reports and Legend for ACE feedback on Bugs reported To report feedback, please go here: 6.200 TEST Feedback For an up-to-date list of known issues please go here: Known Issues Campaign Fixed the rewards text to display properly. Eternal Kingdom The extra large Castle should be able to be picked up and removed from EKs. UI Added caravan whistle power slot, which is onl
    8 points
  36. Idea – Using Vessels to create Guards in Keeps Problem: The current system for guard creation in Keeps lacks inventive concepts and causes each keep to feel the same. Additionally, the current system requires certain buildings to be built simply for access to certain types of guards (e.g. Arcane Armory for Confessor Guards), limiting the building choice within keeps. Further, once players obtain higher-level vessels for their combat characters, Necromancy will become a less-needed profession. This provides progression for the craft throughout the life of the game. Solution:
    7 points
  37. Auto loot : this is something that is going to get soooo much grief. Faster connection = looting from everyone in the faction. When part of another faction, just use a stealther with double Ulti and you can grief pretty much anyone. Adding chests to the Outposts.... Not even sure what they are all about. A really bad route. Would rather have gotten : You to look at the Dust requirement compared to the amount of dust you can get (while not owning a Dust Fort) Harvesting the ol fashion way vs forts Champion and Myrmidon... should look really close at how OP they are prese
    7 points
  38. I think i'm rolling a pit, they dodge nerfs better than anything.
    7 points
  39. I wanna repeat. Big amount of players came here from kickstarter. Passive training is one of the main game goal. Kickstarter promise list almost non-existent anymore. Is it really worth to remove system which you afforded so big time just to make some experiment on players population? I think not. So, rework passive training instead of remove it completely. Make this game balanced between grind and pvp project for RL players. devs, you will not make better grind game (niche is already fulfilled) you will not make better themepark game you will not make b
    7 points
  40. From a character build standpoint. The core of the game has been dumbed down even further, though. My small guild used to run in campaign exclusively because there were things to do throughout the day that werent on a timer. Now with small maps/worlds and everything under the thumb of the half-dozen big boys, the game has been basically simplified to an unplayable state in Dregs for everyone but the You's of Crowfall. Just trying to bring some perspective that isnt from behind a keep wall and swimming in their passive resources like Scrooge McDuck, stating the world is great.
    7 points
  41. Sorry Blair, but the -whole- system felt too grindy and unneeded. Comments about the whole idea of having was -wasting- ressources to get these items was just really annoying and a general sense of : I wish they would have left things alone and invested their time on other things such as performance was much more important. The above comment you make isn’t what I can relate to when listening to the crafters and harvesters of the guilds I frequently visit. Edit: Wasting 10 armor sets for 1 drop. Well that is 2000 Ressources down the drain. Not to talk about the Dust grind you have fo
    7 points
  42. The removal of passive skilling, and moving into “belt”, also has the draw back that Crowfall falls under the catagory: Everyone can once more do -everything-, and the whole pitch “HARD CHOICES” isnt valid any more. While I get why, it’s just also playing up to the impactient players seeking instant gratification whom don’t want to be dependent others. All they need to do now is make sure they have enough belts, it’s a twist which will greatly profit those players that can no-life the game and while the boost they get by being online to get more ressources, they can now also create a -f
    7 points
  43. I think this is one the most valid criticisms of this upcoming system, and the game itself. Winning things in this game feels more like a relief than a victory. Being successful is not a reward in and of itself today. The rewards systems do help but I think there are more things to be done to keep people chasing the carrot so to speak. If we look to other MMOs, most of this stuff is handled via cosmetics. Campaign rewards can help. Things like custom weapon effects/skins, unique mounts, titles or things like that will go a long way. I don't think making people want to login to keep passives
    7 points
  44. We need a home that isn't the temple so we have different centers of gravity. We need a guild-level progression that encourages and develops guild identity, keeps do not do this. We need the development of the city to be stretched significantly, so that the progress is noticeable but long. The most important resource in the game, the one to build the city, needs to be gold - in massive quantities. Maintenance costs should be sky high, and again, gold. Shadowbane niche exists precisely because most of the game was grinding gold to build a city. All these voices com
    7 points
  45. Change to Stakes has killed them from being useful, before 6.2 no one used the archers stake until they put in a talent to make it instant. Come 6.2 you introduced new stakes and had them instant cast by default. Now someone has decided that stakes all need the ridiculous casting animation once again. This has just killed stake builds that will now take 3secs per stake. If they are running barbed, archers, protection stakes by the time they get those down they are dead in the 10-12 secs it would take. If I'm building to be a stake user at the least allow fortified stakes to return them to
    7 points
  46. Top 5 Crowfall likes (things you feel we're doing great on). The potential is amazing. Implementation of some of the great ideas need some work. Tiggs is a very worthy new member. Good Job so far! Small group combat is a blast. Building out groups is fun. Lacking the Crowpedia is not as fun. Art and ambiance is top notch, Storms in fall are visually amazing. The idea behind the cards in Dregs is fantastic, Much more work is needed on balance and reasons why. Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you
    7 points
  47. Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it. There are tens of thousands of people with access to the beta right now. Yet under 1% of them are playing at peak times. I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc. Wait, let's unpack that last one a bit. People don't want to participate because there's a chance their work will be wiped aw
    7 points
  48. Bzra

    This gryffon per member card

    We farmed a ton of them. We made sure not to bring alts into the campaign before the card ended as well. From the sounds of it, there were a good number of guilds going for this one. I think it was a successful card! To highlight another issue, I wish we knew how we got the points each season. A breakdown would be great, even if it's a quick mouse-over feature.
    7 points
  49. Your cons are largely either speculative, ill informed, or just plain wrong. Combat training constitutes an extremely minor advantage much easier to acquire through gear which any level 1 day 1 player can equip. Harvesting training is the only system that walls players away from content, and only for about a week as they unlock rune tools, being a little bit longer for shovels. One those tools are unlocked a new player can harvest literally everything an established player can, rolling the exact same harvesting loot tables. Further harvesting training raises stats obtainable through
    7 points
  50. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 TEST Bug Reports and Legend for ACE feedback on Bugs reported To report feedback, please go here: 6.200 TEST Feedback For an up-to-date list of known issues please go here: Known Issues Campaign Eternal Crows can no longer send messages through the whisper chat command to their enemies in a campaign. Fixed a hole on top of the Yaga Outpost in Emlee Zone that Crows were getting stuck in and unable to get out
    7 points
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