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Showing content with the highest reputation since 08/19/2021 in all areas

  1. ACE-Tiggs

    Chat Update

    Summary Our current chat is missing features that a lot of MMO players have grown accustomed to. We need to be able to create chat tabs with custom settings, create multiple chat windows, view multiple chat channels from a single tab, and enter messages into any channel from any tab. Players should be able to delete and hide their tabs at will and filter the channels they wish to see. Additionally, we should have proximity chat so that players can communicate to those that are nearby, with Chat Bubbles which appear over the heads of players within range. Chat Tabs Chat should be split into tabs as they are now, but these tabs should have significantly more customization, and the ability to see multiple channels from each tab. Right-Clicking an existing chat tab allows players to access Tab Settings, Unlink the Tab, Create a New Tab, and Delete the Tab The General Tab and the Combat Log cannot be deleted The General Tab cannot be Unlinked or Hidden Each Tab has the following settings: Tab Name (name field) Tab Color (color picker) Text Size (dropdown) Transparency (slider, not to 100% transparency of course) Time Stamps (checkbox) Tab Hidden (checkbox) Note: The General Tab does not have this option Channel Settings for each channel: Enabled (checkbox) Font Color (color picker) Each channel needs a default color associated with it NOTE: The only default tabs are General and Combat Log All other tabs will be removed, in favor of allowing players to create their own tabs with unique filters By default, the General tab includes ALL filters Unlinking a Chat Tab creates a new Chat window from the unlinked tab Chat Windows created in this way can be moved around the screen by clicking and dragging the Tab The locations of these tabs should persist When an Unlinked Tab is moved over another Chat Window's Tabs by dragging and dropping, the tab that was moved is collapsed into the existing Chat window A “Link To…” option is added to the right-click menu of unlinked tabs Selecting “Link To…” reveals a list of appropriate tabs that the unlinked tab can be linked to “Appropriate tabs” in this case are currently selected tabs of any chat window Selecting a tab from the list automatically collapses the right-clicked tab into the chat window of the selected tab Eg. Right-click -> Link To… -> General. This would collapse the current tab underneath the general tab When players enter messages, they may enter messages into any channel from any tab Typing a slash command and then pressing space will swap your text entry field to the appropriate channel On pressing space, the slash command is removed from the text field as the entire field is updated to show that it will enter text into the specified channel eg. Typing "/say Hello" will enter "Hello" in the Say channel note: The /r slash command will initiate a Whisper to the last player that whispered to you if any Pressing a key binding associated with Channel Swapping will cycle the input channel between all channels that are within your current Chat Tab's filter (default key: \) This hotkey can change the channel after the player has entered text into their text entry field This hotkey will not allow the player to enter chat outside of their filter. They must use a slash command or change tabs to do that All text within the text entry field matches the color of the channel that the message will be sent to Proximity Chat Say, Yell, and Emote channels only show messages to other players within a specified range Proximity Chat Channels have the following ranges associated with them Say is 25m Yell is 300m Emotes is 25m The Say, Yell, and Emote channels can be seen by all players, friendly or enemy. Players will not be able to see messages sent to these channels by Players outside of this range When a player is within range of a Say or Yell chat message, a chat bubble will appear above the head of the sender Say and Yell messages have unique Chat bubbles to indicate whether it is a Say or a Yell An option in UI settings allows players to turn off chat bubbles for all channels If the player’s message is too long to fit in the chat bubble, we will truncate it and add “...” Every emote has a chat message attached to it Note: This message does not take its target into account Eg. “Blair waves” Chat Links (Phase 2 Feature) Players can link Locations and Items in Chat so that they can be viewed by other players Shift-Clicking an Item will create a link within the text entry field If the player is not currently entering text, linking an item begins text entry with the linked item at the beginning Hovering over an item's chat link will show its tooltip While within the map, players can right-click a personal or group map pin to link its coordinates in chat (See Upcoming Zone Map Improvements Design Review) A coordinate link includes the name of the zone and the coordinates that were linked Clicking on a location link will open your map to the appropriate zone, centered on the location linked, and allow the player to create a map pin there If a location link does not link to a zone within your current server, a message will inform the player that the zone is not within their world Chat Channel List System - This channel is used for system messages Default color: Bright red Loot - This channel lists what loot is dropped, with Chat Links for all loot dropped Default color: Purple Events - This channel lists all events that have recently occurred Default color: Yellow Guild Chat - This channel includes all players within your guild Default color: Green Group Chat - This channel includes all players within your group/murder Default color: Light Blue Faction Chat - This channel includes all players within your faction Default color: Light green General Chat - This channel includes all players within the World (server) Default color: Orange Trade Chat - This channel includes all players within the World (server) Default color: Light Pink Say Chat - This is a proximity-based channel and includes players within 25m Default color: White Yell Chat - This is a proximity-based channel, and includes players within 300m Default color: Red Whisper Chat - This channel displays all direct messages Default color: Purple Emotes - This is a proximity-based channel that indicates when players emote within 25m Default color: White Mockups UI: Chat Tab Right-Click Menu Tab Settings - Filter options, colors, transparency, and font size Chat Bubbles Chat Links
    36 points
  2. Howdy y’all! Blair here with a heads up about some combat stat changes coming to the Test server. Over the past few weeks we have heard y’all and can see in our internal metrics there are nefarious things going with a couple of our combat stats, that are causing abnormally high damage in the right circumstances. We really want to make sure everyone has a great PvP experience, so we don’t want to let these issues not get addressed. Armor Destruction (Penetration + Armor Break) stats and debuffs are completely eliminating mitigation values of any kind of armor (plate, mail, leather) on a target, reducing all armor to effectively 0%. Personal Damage Modifier (final damage reduction) stats can exceed values we thought only possible by characters using a block power. This stat ended up in multiple buffs which all stack, and the sum total can push an entire group's Personal Damage Modifier up by 40% in some cases. All the resistance stats from the alpha-era passive skill trees didn’t all translate over into talent trees. These budgeted defensive increases left all the players a bit short. This all adds up into an unpleasant experience where armor values on armor don’t matter, groups must have huge amounts of PDM buffs in order to compensate, and characters who don’t have access to these buffs have a really rough time. While there are a few other smaller contributors, these are the issues we want to tackle first. So in order to put things in a better spot we are going to: Cap penetration values at 20% Reduce Armor Breaks to a 10% debuff, and prevent different kinds of Armor Breaks from stacking. This should prevent the really high values of Armor Destruction. Also: Reduce talent tree Personal Damage Modifier to 3% max available in the tree. Reduce power buffs which grant Personal Damage Modifier to 5% max, and all are in the same stack group, so you can only have 1. This should stop groups from obtaining really high levels of PDM. And: Add 5%/10%/20% armor resistance in the talent promotion box based on the final armor type that promotion is granted. This should make up for the missing from the mitigations, and we will tune as needed. Again, just giving everyone a heads up on what we are thinking with these, and hope to get feedback from you on the Test server! When we launch this in Live, every character on your account affected will get a Mystical Tome of Unlearning so respecing is an option.
    23 points
  3. Summary Currently, players have a variety of functionality in Eternal Kingdoms that is only functional through CSR commands. We need to add a UI that allows them to control EKs to improve the UX of EKs UI: Current List Player Management UI A player management UI can be accessed by all players within the Eternal Kingdom from their left menu bar. The Player Management UI centers around a list of players The List of players is divided in the following way: Monarch Nobles Vassals Citizens (The remainder of players in the EK) Citizens are all players within this EK (or that have been invited to this EK) that are not Vassals, Nobles, or Monarchs Eg. In a public EK, a new player that joined the EK would be considered a Citizen Monarchs and Nobles see offline players that were invited to the EK, but Citizens and Vassals do not An Icon next to each player indicates if they are a Noble or a Monarch Players can filter to display only players that have ownership of a particular parcel using a dropdown in the UI Monarchs have an extra tab in the Player Management UI that lists all banned players Whenever a player’s permissions are updated while their EK UI is open, it should be updated automatically without closing the UI and a popup should inform the player that their permissions were updated An Invite Citizen button allows Monarchs to add EK citizens by name A pop up appears so that the monarch can invite the citizen by typing their name and confirming The popup informs the monarch that players invited in this way can access their EK while it is set to private This button only appears for the Monarch Selecting a Player from the Player Management UI expands the UI to show the following: All parcels the selected player is an owner of (monarch or noble) All parcels the selected player is a vassal of Access to an Options menu, which has the following: An option to "Make Vassal" This is only visible when selected by a parcel owner Selecting this option displays a popup that allows the parcel owner to select which parcel to add the selected player to The list of parcels in this popup is filtered to only parcels that the parcel owner has appropriate permissions for If a parcel is deleted/added while this list is open, it should update automatically After selecting a parcel, a popup automatically appears that allows the parcel owner to grant tokens to the new vassal Token grants are presented as a set of sliders, one for each token type An option to "Grant Nobility" This is only visible when a player who is not a noble is selected by a monarch Selecting this option displays a confirmation popup to ensure that the monarch intends to add the player as a noble An option to "Revoke Vassaldom" for each parcel they are a vassal of This is only visible when a player who is a vassal is selected by a parcel owner The list of parcels in this popup is filtered to a list of parcels that the monarch/noble has appropriate permissions over AND to parcels the selected player is currently a vassal of After selecting which parcel to remove the player from, a confirmation popup should ensure that the monarch/noble intends to remove this player's vassal status from the specified parcel An option to "Revoke Nobility" This is only visible when a player who is a noble is selected by a monarch Selecting this option displays a confirmation popup to ensure that the monarch intends to remove the player as a noble. This popup displays the number of cells the noble has access to, and the number of cells they are currently using. An option to set a Noble’s Cell Count (map squares) A slider will allow the monarch to set the cell count for the noble The slider maximum = Current Cells the noble has + Amount of cells that are left to give The monarch can see how many cells have been used by the noble Nobles do not see the slider but can see how many cells they have used out of how many cells they have remaining The Noble sees how many cells they have remaining while placing parcels within the EK An option to Set Tokens This is only visible when a player who is a vassal is selected by a parcel owner A set of sliders will appear that allow players to set tokens for each token type The slider maximum = Current tokens the Vassal has + Amount of tokens that are left to give An option to “Ban Player” This is only visible when a player who is not banned is selected by a monarch A confirmation popup will ensure that the monarch intends to ban the player An option to “Unban Player” This is only visible when a player who is banned is selected by a monarch A confirmation popup will ensure that the monarch intends to unban the player An option to “Remove” a player This is only visible when a player is selected by a monarch A confirmation popup will inform the monarch that the selected player will no longer be able to access the EK whenever it is set to private, but will not remove them from the EK when it is public EK UI Improvements A few messaging improvements are necessary within existing EK UIs: The remaining cells a noble/monarch has left to place should appear within the EK Builder Rather than disappearing, the EK Token HUD should be updated to display a message that a vassal or noble “Cannot Build Here” whenever they enter a parcel that they do not have tokens for Mock-Ups
    20 points
  4. Please spool up a copy of the current dregs map, cap guild participation at 24, and disable alliances. Run it in parallel with the current dregs campaign. Note: You'll be tempted to keep alliances enabled and the guild cap at 50. Don't. The inclusion of a ruleset that is as biased to small guilds as the current is to large guilds is immediately necessary to bring players back and to buy time to arrive at a more balanced approach. Potential Benefits: It demonstrates a commitment to a large portion of the player base and immediately follows through on verbal statements of priority: Following the recent live stream, there was no immediate commitment to improve quality of life for small and medium sized guilds. However, it was verbally recognized by Gordon as an immediate priority with a verbal commitment hungerdome was now moved up in priority to mid-term. This would provide immediate relief, use tools current in place, and provides recognition to players’ concerns. It’s inclusive: Assuming this dregs is run in parallel with the current dregs, all size of guilds will benefit. Small and medium sized guilds will be more competitive in all aspects of the game from rewards to personal progression to durability hits. Large guilds can engage with the percentage of individuals that crave additional risk and those that don’t, can remain in the current dregs. As they will have the resources to commit to both, they will receive more rewards than they otherwise would have gotten from only one campaign. It’s another way for them to flex their strength. It uses the tools at hand: Part of point one, it deserves its own. Most current suggestions to provide content and relief for smaller guilds will require significant cost of design, development, and test. An example is Zybak’s recently advocating for limited use of instancing to provide content for smaller guilds and a recent reprioritization of hungerdome. These are great suggestions, but too costly and slow and will likely require a population number that is currently not present. I would personally LOVE an arena with associated ELO, but it’s just too expensive to do right now. We already have tools to help address this issue. We just need a dregs with an alternative ruleset. It will increase engagement: There will be smaller fights, but more of them and more engagements with the systems designed to promote conflict in the game. Small and medium size guild excitement would be sky high and we could see the return of individuals and content creators that left because of the current struggles. More conflict means more opportunities for the emergence of new content creators generating excitement for the game, free marketing, and bringing new people into the game. You may want to decrease the size of the map. Don’t. Just because smaller guild sizes will be present does not equate to need for less room. There will frequent engagements with the size as is. There will be more competition: With more guilds participating, there will be more competition for rewards. That means increased engagement, more players optimizing personal and group compositions, and more community involvement as we poorly made dergs talk, theory craft, and define the meta. The stakes will be higher and that’s a good thing. It will help bring into focus the areas that need attention: A positive and a negative, but I think there is more positive. As an example, as engagement sizes decrease, class balance is going to come more into focus. For this perspective, we’ll have way more intelligence about what is working and what is not. We already know there are issues with class balance either through the class itself or systems such as armor pen and PDM. With more frequent engagements, the player base will provide way more free testing, feedback, and discussion. It will bring into focus areas of the game that are problematic and help prioritize work into what will provide the most benefit. It mitigates the implicit bias in design: As the game has matured, systems have come into focus that have shown how skewed they are against small and medium sized guilds given the rulesets that have been available so far. I’m not talking about the ability to compete in conquest. Durability, buffs, and access to farming experience and resources are three quick examples. I’m not saying anyone has it out for small guilds, it’s just become abundantly clear that to accomplish goals you are heavily incentivized to join a larger and larger group. That has shown to lower engagement and lead to a risk-adverse style of play where very little is risked but everything has gained. While I’m implying it’s a bad thing, I’m not even sure it is from a particular perspective. However, it is a bad thing from the perspective of a large portion of the player base who want to engage in the game and its systems in the way of their choosing and in the way that is consistent with the sandbox Crowfall is. Their perspective is no more right or wrong than anyone else’s. Providing this ruleset will immediately provide a more normalized environment for these groups. It gives you some breathing room: I’m taking off my Karen wig and picking up the olive branch. This ruleset addresses what I believe to be the single largest community concern and point of contention in a way that is elegant enough to hopefully allow the organic evolution of the game. A lot of these concerns don’t need a sledgehammer, and in turn, tons and tons of work and rework. This ruleset would address the complaints by a large portion of the community and generate a huge amount of goodwill and patience as other areas are addressed. We know there is a huge list of to do’s as is apparent by the recent addition of design reviews. They are all great and needed, but this relief is needed immediately to allow a large portion of the community to engage with the game in the way they envisioned. Implement this ruleset and give yourself some breathing room to address what is currently in design review and the root cause of some of the things listed here and in other places. It’s not perfect, but it will make the game bearable for a potion of the community that feels more alienated with each passing day. To beat the horse a bit more, we know you don’t have it out for us, and we are more than willing to wait for things as they come online. Help us help you. Potential Cons: This may all be wrong: There is the possibility that you implement this map and ruleset and engagement is low and people have problems finding fights and no problems grinding and getting resources with no conflict. However, the potential benefits eclipse this risk by such a margin that I’m confused and disappointed it hasn’t already happened. It exposes handshake sieges: I want to be positive, but this point needs to be mentioned. First, if nothing else, I hope this post demonstrates that this ruleset should be a perfectly legitimate ruleset available for campaigns. If you agree with that statement, it doesn’t take long to understand the problem that handshake sieges introduce. With more, but smaller guilds, a small number of guilds will be able to own a keep, but you would likely have more guilds that show up to contest a keep when it is venerable with only one coming out on top. Sounds like fun, but with handshake sieges as presented, this storytelling will never take place. I don’t know if it is possible to make this a switch that can be part of the ruleset, or to change directions, or address this concern through design, but it’s clear the playstyle handshake sieges disproportionately benefit in its current stated form. While I have this in the negative section, the positive is we as a player base can provide more intelligence about if we have this ruleset. Reserve spots for attackers and defenders, but with the leftover, allow for third party engagement. It’s still exploitable: Large guilds will still be able to ensure they are always at the max cap for the ruleset by having people lock and unlock and there won’t be enough keeps and there is the stuff I’m not thinking about. However, that is still preferable to what we have now and if you have the personnel to accomplish that, I’m not opposed. It splits the player base: This ruleset might be popular and there will be many different guilds participating, while small guild involvement in the larger dregs will all but disappear. It likely won’t be good for the health of the current dregs, but it’s moving in that direction regardless of the creation of this ruleset. The natural evolution, due to small guilds quitting, or joining larger and larger guilds, is the same outcome. This rips off the band-aid and faces the problem head on. It has to be addressed because we are inevitably going to end up at the same destination soon. Let the two environments compete and see what works best. If one works, we know what direction the game should head, if both work then we have two rulesets that satisfy a larger proportion of the player base. You thought ahead. The tools are in place. Trust the system and flip the switch.
    19 points
  5. ACE-Tiggs

    Group Loot Options

    Summary Some players are frustrated that they do not have fine control over how loot is handled within their group. For this reason, we need to add loot options that will allow players to more fairly distribute loot that is granted from killing NPCs. Group Loot Options One of the following loot types is selected for each Loot Category: Free For All - Any player can loot any item freely Split Evenly - This option is only enabled for Gold and distributes stacks of gold amongst all group members alive within the valid loot range (100m currently) When the gold cannot be distributed evenly, the player who attempted to loot the gold gets the remainder Roll or Pass - This option allows players to Roll on loot to see which group member receives it (See Roll or Pass below) UI: New loot options group UI Loot Options are split into the following categories: Gold Gold loot can be set to "Free For All" or "Split Evenly" Default: Split Evenly Item Loot Categories All Item loot categories can be set to "Free for All" or "Roll or Pass" Loot is split further into rarity based categories: Poor - Default: Free for All Common - Default: Free for All Uncommon - Default: Roll or Pass Rare - Default: Roll or Pass Epic - Default: Roll or Pass Legendary - Default: Roll or Pass The Loot Options UI can be accessed by all players in a group. Players access the loot option UI from the right-click menu on any group member's group unit frame All players can see the groups current loot settings from this menu The group leader can change loot settings using dropdowns from this menu Loot settings cannot be changed while any group member is in combat If this prevents a group leader from changing settings, a popup explains that they cannot change loot settings while group members are in combat. Loot Rolling (Roll or Pass) When a loot drop is specified as Roll or Pass, Attempting to loot an item instead triggers a group-wide prompt that has an option to roll to acquire loot, or pass. The Roll or Pass prompt is triggered for all players who were group members within the standard loot max range and were not in Crow form when the NPC was defeated (100m max) If a player is removed from the group after the NPC was killed, they can still roll for the item If a player is added to the group after the NPC was killed, they cannot roll for the item If a player enters the standard loot max range after the NPC was killed, they cannot roll for the item If the player happens to be killed at the time as someone loots and generates a loot roll, they can still roll on that loot. Up to two roll or pass, prompts can be displayed at one time, and the rest are queued Players cannot roll on items while their inventory is in overflow The roll option is greyed out, and hovering over it tells the player that they cannot roll on items while their inventory is in overflow When players move to another zone, they automatically Pass on the loot roll, even if they had chosen Roll previously Death should not force an automatic decision Items cannot be looted normally while players are rolling for them All valid players have a set period of time to choose whether or not they will roll After this time passes, making no decision defaults the player to "Pass" Players can choose to roll or pass by pressing key binds (Y or N), or opening a menu and clicking on the prompt Rolling on an item generates a random number (integer between 1 and 100) used to compare against other group members This roll is announced in the Loot Channel in chat to all party members whenever the player rolls After all, players have rolled or passed (even due to timing out), Loot is granted to the player that rolled the highest The item is automatically added to the roll winner's inventory If the winner's inventory is full, the item goes into overflow A chat message in the loot channel will declare the winner to all group members The chat message contains a chat link to the item that they were awarded Loot Rolls appear as integers to the player but are rolled as floats to avoid ties. If all players have passed, the loot remains on the NPC corpse, and can now be looted by any player immediately without triggering another Roll or Pass prompt The corpse decay timer does not begin until all loot rolls have finished Within game settings, players can choose to "Auto Roll," "Auto Pass," or "Prompt" on specific loot rarities whenever the loot type is set to Roll or Pass By default, these options are always set to "Prompt" eg. a Player can auto pass on poor quality items, auto roll on uncommon/rare items, and prompt on epic/legendary items Dregs Specifics Since Dregs is free for all loot rules, there is potential for a group to “loot” a corpse and while the items are being rolled on, a 3rd party player can come up and also “loot” the corpse. In order to avoid this once, a group member has touched a corpse with loot on it, that corpse is locked to that group. If everyone in the group passes on all the items, the corpse unlocks to FFA loot again.
    19 points
  6. 6 years......6 years...and you think in 3-4 weeks fixing UI/banking is somehow gonna bring the rest of us "rushing" back in? 14 types of mobs. Locked PvP timers for siege. POINTLESS/ZERO character development rewards for pvp. copy pasted mob camps with NO depth/soul. Computer randomized maps that look like someone took a crayon and drew LINES to small round circles that are supposed to be maps. A crafting simulator that is so convoluted that your bags are just filled with more and more junk. (do you like swapping runes btw to craft?? neat isnt it!) oh, btw, want to craft the best on something...gotta roll a certain race! go go go rat creatures. On the fly faction swapping 500 cap guilds with 250 cap zones ZERO realm-pride or allegiance ZERO depth/point to the gods/buffs/explanations/reason I'm not even focusing on BUGS/graphics/performance..these are just CORE issues that are blatant. Do you want more? Seriously I can keep going..this was just me typing fast...Again, i'm glad you're having fun. But from a business stance this game is BLEEDING #'s daily.
    18 points
  7. The creaking of armor was loud in the silence, chains rattling against each other faintly as those they protected drew breath, leather squeaking against restraints and plate clinking against itself as defenders shifted their weight. As with every world they had fought on before, the Hunger was beginning to close in and soon this world would join the others in being consumed. Word came down from the Corax Council that the keep would likely be attacked that night, and they were committed to making the attackers pay dearly for every inch they took. Suddenly, a call echoed from the walls. A runner had been spotted to the east of the keep. He gave his report as soon as he was within shouting distance. The Shire Rats had managed to intercept the enemy siege engineer, killing his vessel and taking the enemy’s entire arsenal of siege equipment as well as their Tree of Life seed. Furrious and his band of guerrilla fighters had not only confirmed that an attack was coming, they had also dealt a major blow to the attackers. Thimble knew that it wouldn’t be enough. The report said that their enemy was Hax. Bzra was their leader, and he was quick to anger, throwing himself into a rage at the slightest insult. Losing their siege equipment and seed would be more than enough for that, and though that would work in their favor, Hax also had far more fighters than Corvus Citadel could muster. It would be a difficult fight, and losing was a very real possibility. That’s why they had already exported everything of value from this world. Losing would only cost the Citadel pride, a price they were unwilling to pay. Suddenly, a war horn sounded from one of the lookout towers. The enemy had placed their siege equipment. Fireballs bigger than a centaur hurled toward the keep from their position. The call came that a second, and then a third, trebuchet had been placed, all immediately firing as soon as they coalesced into a solid form. From the walls, Thimble could see that they were fairly low quality, likely crafted in haste, and he silently thanked the Shire Rats again. After only a few shots, the enemy siege engineers had found their mark. Ball of fire after ball of fire struck the wall adjacent to the inner keep. Whichever enemy commander gave the order to attack that section of wall must have been inexperienced; Thimble knew that it was, tactically, one of the worst positions to breach for an assault. A breach there would allow the defenders to position themselves high on the inner keep walls, benefiting from the additional healing and protection that a stable firing position gives, while the attackers would have to run through a gauntlet of death. They would lose a large chunk of their force before the defenders would be forced to engage in melee, evening the odds. The warriors of the Corvus Citadel would need that advantage, Thimble knew, because from his position on the wall he could see that the enemy numbers easily dwarfed their own by at least two to one. Another horn sounded. More enemies? It looked like Hax had committed their entire force, how could they have summoned more? They weren’t known for making friends; could they have found more allies somewhere? Perhaps they had summoned them from the shadow worlds, where it seemed new armies were born every week. No, Bzra’s brother Towb had been so abrasive that members of Hax had been quietly slipping away to join other forces as of late. There’s no way that any competent commander would decide to commit their forces to fight alongside them. Suddenly, dozens of fire tornadoes sprouted up in the back line of the Hax forces. Their vessels died left and right, spirit crows releasing to fly to their own keep nearby to pray to the Gods to manifest new vessels for them to inhabit. The entire Hax force turned to face the new army that had appeared out of nowhere. The call came in: it was Death Alliance. Thimble remembered, long ago, coming to their aid in several engagements. Corvus Citadel had even been formally allied with one or another of their member guilds at different points in their long history. He remembered that, in the very beginning, shortly after he had first been brought back as a crow by the Gods and formed the Corvus Citadel with four others who now made up the Corax Council, they had allied with the Undead Lords to fight for the god Malekai in the shadow worlds. The battle was intense. Spells saturated the area to the point where Thimble could feel the spark of magic in the air brushing against the face of the high elf vessel he was currently inhabiting. Corvus siege engineers used the opportunity to place their own siege equipment to fire at the trebuchets that Hax had placed, destroying two in quick succession. Just as the third one was annihilated by two balls of fire launched from within the keep, it had launched one of its own. Time seemed to slow down for Thimble as he watched the fireball soar through the air in a high arc, coming down directly on top of the weakened wall, obliterating it. The wall had been breached for the first time since Corvus Citadel had laid claim to the keep of Galious DeCri the first day they entered this world. Instead of rushing into the breach, and into the gauntlet of death that awaited them, the Hax forces were too busy fighting. Several of them had already run, undisciplined as they were, and Thimble was delighted to see warriors of Cataphract, one of their allies, picking off those who turned tail from the fight. He was sure that the Shire Rats were doing the same on the other side of the horde, boxing Hax in and giving them no quarter. As the battle shifted closer to the walls of the keep, Thimble could see that the forces from the Death Alliance numbered far fewer than those of Hax, and he knew that they were able to triumph not only because of the element of surprise, but also through superior discipline and skill. He had fought both against them and alongside them, and knew them well, and he was thankful that, for the moment at least, they were on the same side. A few minutes later, the entire Hax army had been annihilated. A few had likely managed to get out, but the rangers of the Shire Rats had made sure that number would be very small. Duffy gave the order for the defenders to sally forth and destroy the Bane Trees that had sprouted around the keep as a result of the attack. As the last one was being taken down, the armies of the Corvus Citadel and the Death Alliance collided, with not one weapon drawn. The forces weaved through each other, and the commanders nodded in respect. Then the two armies went their separate ways. And thus ends the tale of the Defense of Galious DeCri.
    18 points
  8. Since 7.100 is really close to launching on Live, and this set of changes needs more iteration time, we are going to move these changes into 7.200 and continue to iterate on them in that branch. This should give us more polish time for other changes in 7.100 and more time to dive into some of the edge cases you brought up with the Combat Stats (like Holy Damage). Thanks for the pages of feedback, it has given us a few angles to look at!
    18 points
  9. moneda

    NPE Updates

    In addition to this, please rethink how accessible respec is. It's inherently more important for the newest players, who are far less likely to have farmed the gold cost of those tomes than anyone else.
    17 points
  10. Dartorn

    Uncle Bob

    Isn't the current state of Crowfall the exact opposite of the original intent of Crowfall? When you first talked about Crowfall you released a video about how you guys wanted to make a game where it wasn't just one or two people(guilds) controlling everything near the end. The example you gave I believe was Risk? Or Monopoly? Where "Uncle Bob" controlled everything and he was the only one having fun with the game anymore. That is literally what Crowfall has become. There is two major alliances that control everything in dregs and no one else stands a chance. You need to seriously consider the systems of your game if it does the complete opposite of your original intent. Alliances are too large, guilds are too large. I know you said in the last qna that its a touchy subject trying to trim down guild/alliance caps because you don't want to leave people out in the cold, and not able to play with their friends, but something has to be done to increase variability and competition. Crowfall has been out what 2 months? Its already at end game. If you aren't in one of these two alliances you're just gonna give up and either join one of the alliances or leave the game. The population is already suffering. A shake up is needed. Time to reset the board.
    16 points
  11. On Monday, as we prepared the release of the Global Conquest Update (7.100) we ran into unexpected issues when publishing the update. Unfortunately, these issues did not present themselves during our prior internal Testing and resulted in about five hours during which the service was unavailable yesterday. Investigative work continues to ensure we do not encounter these issues again. However, we are confident that we have eliminated the problem that prevented the game’s release yesterday and we are excited to get this great update in the hands of our community early this morning. The Global Conquest update is now live. In appreciation for your patience with this process, all of our VIP customers and those who have VIP service are receiving one day of VIP credit added to your account. The VIP credit was applied to all active VIP accounts on Monday, August 31st at 9:30 PM CDT. You will see this credit reflected by the extended end date on the VIP page within the Account Profile section of your account. We appreciate our community’s continued support. The Crowfall Team
    15 points
  12. Please, for the love of everything, when a dregs or campaign ends....Keep my characters gear equipped. Stop auto putting it into the vault. Its actually silly and enough to make me dread logging in to a new campaign.
    14 points
  13. I'm not a real smart person or real good with math but when I log into the game it keeps saying this: Now I don't mean to sound ignant or nuffin' but it says Hax won? Can you explain your post @Anthrage and clarify how Death won?
    14 points
  14. Leeboi

    I'm having fun are you?

    Is your glass half full or half empty? I'm having fun and seeing improvements. This game scratches my itch for PvP
    13 points
  15. It is fun 5% of the time, do I want to spend 95% of my time not having fun so I can have fun 5% of the time, "NO" and that is where the problem lies.
    13 points
  16. PopeUrban

    Goodbye crowfall

    Lash I don't know why you're trying to counterpoint an "I quit" post. These types of posts aren't looking for a debate, they're leaving feedback about their experience because they're so far past the point of debate they're not playing any more.
    13 points
  17. So first off let me start this off with Hellgates... But a Crowfall twist 6v6... MURDER CIRCLES or something But there could also be PVP ranks/titles... it should reset after every dregs, it should also scale so if its a 1v1 its 100% of the exp. But if its 10v2... then you should only get a percentage of that exp. So in the 10v2 case it should be 1/10th of that for the people dying the 2 people in that case... Also something that could help is allowing for grouping with someone outside of your guild/alliance. Being allowed to duel would also be nice. Arena's (with elo/titles that also reset) Unfortunately, it would take a lot of thought in creating something that is OPEN WORLD small/medium scale because it will just get zerged down if its there. So for the most part it seems like the quick and simple way would be to create instance combat but in order to get to it, it should be located through portals in the open world. So the group still needs to go out and search for it and play in the world. (IT SHOULD NOT BE AN NPC THAT YOU QUE IN A SAFE ZONE THUS REMOVING THAT GROUP FROM THE WORLD) Also making sure that fights count towards the actual conquest numbers. It shouldn't be just siege window stuff and outpost but the random fight when you find someone else making the fights mean more.
    12 points
  18. Well said. Beyond replying to direct comments to myself, I'm done. I still see a lot of potential, but the team doesn't seem capable or willing to take advantage of it. You might not care or have had the pleasure of watching the progress for the last 6 years, but ACE has shown zero sign that it is changing how they do things. History keeps repeating and the goal posts have wheels. Every day that one less logs in, every news article questioning the game's health, every negative comment, and every game announced/launched/updated, is working against ACE and their likely low funds, shrinking team, and lack of time. I'm glad Crowfall launched and some enjoy it but it is very unfortunate that it didn't live up to the hype. They overconfidently sold themselves and this product. Looking at what happened in UO, SWG, and SB should of been enough red flags, but I hoped a decade or so of more experience would help. Assuming I'm not hooked on something else and they manage to go in a more successful direction, I'll have no problem giving it another shot, but that would take quite a lot. For now they've lost yet another. On the plus side, it's doing better then Camelot Unchained, but at least they offered refunds. 🙃
    12 points
  19. Summary The proposal in this document is to harden individual requirements, scale rewards based on campaign duration, move most rewards to vendors using alternate currencies and improve our ability to test our systems. Individual Requirements Rules One of the biggest challenges with our reward system is the inability to set individual requirements. We give out ALL rewards based on whether your guild or faction does well enough, but then we never check individual contributions. This leads to a slew of issues where players use the system to gain additional rewards on our different campaign types. For the dregs, we had to pull individual rewards out of our system to prevent guilds from bloating how many rewards they were issued by subscribing proxy accounts before the campaign ended For the shadow, we have had players sitting as many campaigns as possible doing nothing to contribute to the faction and just collect as many rewards as possible with no effort given whatsoever. Potential pitfall, we don’t want to make it so stringent and complex that it’s hard to understand or a mystery to players. This is just to ensure players that are actually playing in the campaigns are rewards. Solution(s) All rewards need to be checked for individual contributions, regardless of campaign type. The reward system needs to validate that an individual has participated through broad checks in activities. Reward changes We need to add data to either a google sheet file or a JSON file that will allow us to check broad strokes of activity. We want to know, simply, if an account is playing our game or not. Again, the goal here is to eliminate the proxy guilds and players, but keep it simple enough for the real players to continue enjoying the game unnoticed. The checks are broken down into two categories. The first is the “Time” category and the second is the “Gameplay” category. Time Category The following two requirements are needed to have any rewards granted to an individual account. If both are true, they qualify. These requirements are on an account level. Total subscribed time This field will let us know how long the account has been subscribed to this particular campaign in hours. Design needs to be able to assign a threshold that players must reach to qualify. Total logged in time This field will let us know how long the player has been logged into the campaign and actually active playing. This time is specific to their subscribed campaign. Design needs to be able to assign a threshold that players must reach to qualify. Gameplay Category We want players to get points for doing a broad set of activities throughout the entire campaign. We track metrics against player activities and will use these to determine if the player has participated within the campaign sufficiently to be an active participant. When a player unsubscribes all of their characters from a campaign, they will forfeit their rewards to that campaign. They will also lose the progress made in the “time” and “gameplay” categories listed above. The following expectations are listed below. Guild rewards - If an officer unsubscribes all characters from the campaign, the officer shouldn't be able to claim the rewards. A guild leader has the right to claim the reward regardless of whether or not they participated in the campaign to avoid situations where no one can claim the reward. Participant rewards - If any player unsubscribes all characters from the campaign, they won't be able to claim the rewards. Clarification Question: Let's say I have 3 characters I'm playing in a campaign and have a combined total of 50 hours played in that campaign. The first 2 characters together represent 49.5 hours of played time and the last character I just subscribed at the very end to "hold my place" in the campaign. Then I unsubscribe the first 2 characters. Do I lose the credit for the 49.5 hours I played on those characters (my "mains") and only keep the 0.5h I played on the "placeholder" character or do I keep all 50 hours? Clarification Answer: Your character would keep all 50 hours played. You only lose the time and gameplay categories if you unsubscribe ALL of your characters from that specific campaign. The player still played the game an appropriate amount to qualify for rewards. We are looking to prevent players from quickly gaming the system without being too punitive to our normal players. Scaling Rewards As it stands, our reward systems do not scale at all in similar ways our campaigns do. This limits our flexibility on the live service. Additionally, many of our rewards will be difficult to scale and distribute in a way that would be easily manageable and balanced. Before we get into the solutions, let me give a simple example of how this would work. Setup: We are going to use Dust as an example of a scaling reward. This reward will be given out in a dregs campaign that could vary in length. In data, we establish a min and max length, in days, that a campaign can be. In the image below, we define the min and max range to be 14 days minimum and 42 days maximum. This data is then used to determine how much dust we give out. For the dust in this example, we give a min and max value of 100 and 400. See the image below. If we use a 14-day campaign, then players would see 100 dust in the reward package. If we use a 42-day campaign then the dust would be 400. If we used a 31-day campaign then the dust would be 332. Solution(s) To help make rewards scale better with campaigns we will need to rely on giving out currencies (Dust, Gold, etc) as part of the reward packages. These scale better as we give out a lot of them. We will need to create 4 new currencies. Glory, Wealth, Power, and Conquest Tokens. These tokens, similar to dust or gold, will act as a currency for claiming rewards at vendors located at the temples. These new currencies and what rewards we place on giving out are described under the “What Rewards To Give Out” later in this document. These vendors will be located in Gods Reach temple by the tree of life and on the starter parcels in their personal EKs. In the EK, we can either put the vendors around the brazier or we can put a third building on that parcel to house them. This also allows us to create rewards that may take multiple campaigns to get. These tokens are no drop and no trade rewards. This work will need to be done in tandem with or after the alternate currency work has been completed. We will need to restructure the strategy game datasheet to accommodate a min and max value for every single item given out of the reward packages. These values will be associated with the length of the campaign to generate the best reward quantity possible. This value will be determined by both the strategy game datasheet as well as the new curves table described in 4) section. The larger the values, the easier it is to scale the rewards. If the min value is specified, but the max value isn’t, then the reward is not a scaling reward. This allows designers to still make non-scaling rewards. Add a new tab to establish a curves table. This will allow us to define minimum and maximum campaign lengths and apply those specifically to the rewards. This is what will control the min and max value on the set on the rewards page. Tech will need to scale the rewards between the two values. A reward that does not evenly divide or multiply between the scales will round up. We need to do more messaging on rewards to be able to explain the high-level differences between reward packages. The reward screen should have a design-driven text field description to put info about the reward package. While we are at it, we should also make the text editable directly above the rewards. This way we can cater the text between GvG and FvF campaigns. This area would need to be reworked by UI. This section will include three bits of information. A general statement Reward description (Campaign specific) Participation description section A string that says, “[Username] [Does or Doesn’t] currently qualify for individual rewards.” This will let the player know when they do or do not qualify for rewards. What Rewards To Give Out With all of these changes, we need to define what rewards to give out. This section will define the specific vendors, current items, and optional new items that will be used for the reward system in the future. Vendors - Below is a list of vendors that need to be created and placed in the temple/ek as described under scaling rewards. Conquest Vendor - Conquest vendors accept conquest tokens. This new token currency would need to be created by design and art. They’re no trade and no drop. Visually, we’d need to work with the Art Team to create new icons above the vendor’s head as well as get a character set up to sell them. Glory Vendor - Glory vendors accept Glory tokens. This new token currency would need to be created by design and art. They’re no trade and no drop. Visually, we’d need to work with the Art Team to create new icons above the vendor's head as well as get a character set up to sell them. Wealth Vendor - Wealth vendors accept Wealth tokens. This new token currency would need to be created by design and art. They’re no trade and no drop. Visually, we’d need to work with the Art Team to create new icons above the vendor's head as well as get a character set up to sell them. Power Vendor - Power vendors accept Power tokens. This new token currency would need to be created by design and art. They’re no trade and no drop. Visually, we’d need to work with the Art Team to create new icons above the vendor's head as well as get a character set up to sell them. Current Items - Below is a list of items that already exist, that will be slotted into the different vendors. Each item will be balanced to the amount of conquest, glory, wealth, or power tokens we generate for each campaign. Conquest Vendors: Currently everything that’s in the rewards packages now will be included. These items currently granted are…. Dust Gold Major Mystery Disciplines Minor Mystery Disciplines Placeable Castle Walls Placeable Fort Walls Placeable Vendors Placeable Vendor Stalls Placeable God Statues Mystery Mounts Weapon Shard Additives Placeable Hunger Player Badges Glory Vendors: Currently everything that’s in the rewards packages now will be included. The items currently granted are…. Dust Major Mystery Disciplines Vessel Mystery Additives Harvesting Additives Placeable Walls Placeable Gryphon Nest Wealth Vendors: Currently everything that’s in the rewards packages now will be included. The items currently granted are…. Topaz Gems Sapphire Gems Emerald Gems Ruby Gems Diamond Gems Exploration Mystery Disciplines Vessel Mystery Additives Weapon Enchantments Placeable Ores Placeable Lamp Posts Power Vendors: Currently everything that’s in the rewards packages now will be included. The items currently granted are…. Placeable Ballista Placeable Catapults Placeable Trebuchets Siege Weapon Additives Mystery Ore Resources Major Mystery Disciplines Vessel Mystery Additives XP Sacrifice Item Placeable Barbarian Tent Placeable Carts (Optional) New Items - Below is a list of new items that should be added or created to reward vendors. They will be slotted into one of the four vendors. 1st, 2nd, 3rd place as well as top 20%, top 40%, top 60%, top 80%, and top 100% will receive conquest statues that players can place in their EKs. These will NOT go on the vendor. The statues would be of a Crow, arms spread open. There would be a mantel at the base that reads what place they got. Each statue should have a different material with 1st place being the most impressive 1st place statue is the biggest and most impressive Top 100% is a smaller and broken statue We should invest some tech time into being able to create consumable items that give places emotes. We can then put those item emotes on reward vendors or give them out as exclusive rewards. Winners Emote: Emote that we can give out to the winners of the conquest category Glory Emote: Emote that we can give out to the winners of the glory category Wealth Emote: Emote that we can give out to the winners of the wealth category Power Emote: Emote that we can give out to the winners of the power category Crow Emote: Emote where a player flaps their arms like their wings We had created new parcels for players to win and put into their EKs. They need to be reviewed and added back into the reward packages. Large fighting arena parcel Marketplace parcel Mountain parcel We should create new parcels to further encourage players to win rewards so they can enjoy them in their EKs Create a medium fighting arena. This is similar to the large one, just medium. Create a small fighting arena. This is similar to the large one, just smaller. Canyon modular parcels. Duplicate the campaign canyon parcels we currently use and put them into deeds that we can give to players. Forest modular parcels. Duplicate the campaign forest parcels we currently use and put them into deeds that we can give to players. Mountain modular parcels. Create a new set of modular mountain parcels for players to add height to their EKs. These would be 2x2 parcels. Endcap parcel Straight parcel T parcel + parcel L parcel Riverlands modular parcels. Create a new (Or reuse an existing set if we have it) set of modular river parcels for players to add water to their EKs. These would be 2x2 or 1x1 parcels. Endcap parcel Straight parcel T parcel + parcel L parcel We should create deeds that spawn NPC inside of the EKs. These NPC would need to be set up by design to provide no loot and no skinning. We can place a dynamic spawner marker inside of a placeable deed to allow players to place and or pick up the spawning node. Gryphon deed Bear deed Pig deed Hellcat deed Wolf deed Spider deed Auroch deed Create EK placeable obelisks in memory of famous crows through the ages. Other than Hero, we have one other notable hero named Enbarus who led the Enbarri. These statues, when interacted with, will give fun buffs or debuffs to players as they brawl in their EKs. These buffs should ONLY be usable inside of the EK and shouldn’t persist between logging in and out. For the purposes of this design, the obelisks will detail the powers used, but we’d need help from Jack forming the lore around each one. An obelisk that gives players a speed boost that greatly increases in and out of combat movement speed for 10 minutes An obelisk that grants unlimited dodges for 10 minutes An obelisk that sets your intellect to cap for 10 minutes An obelisk that sets your strength to cap for 10 minutes An obelisk that sets your dexterity to cap for 10 minutes An obelisk that sets your spirit to cap for 10 minutes An obelisk that sets your constitution to cap for 10 minutes Create some reward sigils that the players can wear on their chests. These sigils will have the same stats as our other sigils but are used as more of a bragging rights item. 1st place conquest sigil 2nd place conquest sigil 3rd place conquest sigil Top 20% glory sigil Top 20% wealth sigil Top 20% power sigil Other Issues To Address As it stands, the reward packages are not very well organized for the players. Currently, they sort by alphabetical order. This puts the coolest package, the legendary one, at the bottom of the list. Design would like the ordering of reward packages to follow the logic below. Rewards that I qualify for The rarity of the reward Alphabetical ordering of the rewards Rewards that I don’t qualify for The rarity of the reward Alphabetical ordering of the rewards Currently, players do all of the calculations by hand throughout the campaigns to figure out what they might get. A great player improvement would be to show the player their “Potential Rewards” at the end of each season. This will let them see what they could get if they continue doing what they’re doing. The potential rewards are only updated at the end of spring, summer, and fall. We need to update the UI to support this visual change. The current text says, “Earned” and “Unearned”. A new text that will be displayed at the end of each season will be “Qualifying” Inside the tooltip, there’s a section at the bottom that will say “Granted” or “Not Granted”. We will need another spot here to say “Qualifying” Currently, EVERY SINGLE REWARD uses a chest icon that looks exactly the same. This makes the rewards look stale and quite frankly a bit lame. After speaking with the UI folks, we should expose that chest in our datasheet and create a variety of icons for the different reward structures. Dregs: Conquest 1st place: Legendary, a cool ass throne surrounded by many chests overflowing with conquest tokens 2nd place: Epic, a chest overflowing with conquest tokens 3rd place: Epic, a chest filled with conquest tokens Top 20%: Rare, a leather bag overflowing with conquest tokens Top 40%: Rare, a leather bag filled with conquest tokens Top 60%: Uncommon, a larger pile of conquest tokens Top 80%: Uncommon, a small pile of conquest tokens Top 100%: Common, a single conquest token Glory Top 20%: Epic, a chest overflowing with glory tokens Top 40%: Rare, a leather bag filled with glory tokens Top 60%: Uncommon, a small pile of glory tokens Wealth Top 20%: Epic, a chest overflowing with Wealth tokens Top 40%: Rare, a leather bag filled with Wealth tokens Top 60%: Uncommon, a small pile of Wealth tokens Power Top 20%: Epic, a chest overflowing with Power tokens Top 40%: Rare, a leather bag filled with Power tokens Top 60%: Uncommon, a small pile of Power tokens Shadow: Conquest 1st Place: Epic, a chest overflowing with conquest tokens and a spirit crow flying above the chest 2nd Place: Rare, a chest filled with conquest tokens 3rd Place: Uncommon, chest filled with conquest tokens Glory 1st Place: Epic chest overflowing with Glory tokens 2nd Place: Rare chest filled with Glory tokens 3rd Place: Uncommon chest filled with Glory tokens Wealth 1st Place: Epic chest overflowing with Wealth tokens 2nd Place: Rare chest filled with Wealth tokens 3rd Place: Uncommon chest filled with Wealth tokens Power 1st Place: Epic chest overflowing with Power tokens 2nd Place: Rare chest filled with Power tokens 3rd Place: Uncommon chest filled with Power tokens
    12 points
  20. Hey all! I'd like to enlist your feedback and thoughts for small and medium scale PvP. Give this some good thought before posting, and don't crap on others feedback (move discussions out of this thread). What's your thoughts, ideas and suggestions for helping out those small and mid size guilds to competing with others. If you like an idea posted use that ❤️ emote!
    11 points
  21. ArtCraft Co-Founder and Executive Producer, shares a look at the sixth-week post-launch, and sheds light on changes coming to The Shadow Faction v. Faction campaign world, and gives a preview of the new update in production. Check out the complete update here
    11 points
  22. My postmortem on Crowfall will include the following: Shadowbane was right there. Talking to Raph Koster and other "MMO-theorists" was a waste of money. Should have been talking to longtime guild leaders, at a frequent and meaningful guild round table, about what is absolutely imperative to use from Shadowbane, UO, SWG, EVE, Albion. Not a discussion about what you want to build, a discussion of what you MUST build for this kind of game. Things like: meaningful property placement, ownership, and ranking that emboldens guild identities; completely functional and smooth inventory and guild management and a robust permissions system; a scaling economy need for gold at the guild level via ownership; non-uniform resource distribution; an ability to make utterly unique and ingenious character and group specs, even if they suck; a world that does not have portals; a world that has vibrant identities via biomes. Ultimately, CF designers never took enough time to understand why Shadowbane had a cult following, and take all of those design ideas and port them. You cannot build a PVP MMO game in which the "positive" endgame (ownership) is more rare than the "negative" endgame (destruction). I went to many sieges, but never owned or built a keep. There are guilds whose identity is built around destroying enemies and that's great, they have a real place in these games to foil other types of guilds; if they aren't especially toxic about it, it actually rallies other players to engage more. But, you cannot force guilds who don't want to be that kind of aggressor to constantly engage in these ways. It must be true that the percent of guilds who own something semi-permanent be much higher than the percent of guilds who lose property by force. Look at the number of smallish guilds and alliances who simply got wiped off the map within two-months. Put another way: owning a city should be very common, ranking that city should become exponentially harder, and destroying a city should be very rare and purposeful. There were very few sieges "just for the hell of it," in early SB. It was because the guild competed for resources or killed your farmers. Not simply because they existed. You cannot build a meaningful lived-in world without a really strong economic infrastructure. This includes: really, really, really thinking about currency sinks. The way you keep everyone from owning R10? The material need (gold) needs to be contested, but it must also be fairly common. And the biggest and strongest guilds need to need exponentially more gold (that is, more gold per person). In Crowfall, you need less gold per person because crafters can support the whole guild and there is no scaling maintenance, ranking, or tax. Shadowbane worked because a 5-man team dedicated to farming could build and own a city. Could they get it to R10 and keep it there? Probably not, without duping, unless they played an amazing economic game or ran a very popular economic open-city. You need to give people an overwhelming desire for gold, more than they could possibly farm. Then, you give them ways to create value via ownership location, strategic marketing, strategic harvesting and hunting (disc hunting), and politics. The ratio of currency that is erased from the database (true gold sinks via NPCs, maintenance costs, taxes) to the lifetime currency farmed needs to be much higher than it is in Crowfall. We already started to feel like gold was meaningless, the only gold sinks left for our guild were individual major disciplines...In other words, you need the strongest guilds to need gold more than stuff and the smaller guilds to need stuff more than gold. You cannot build a game for unicorn-type players. Building a game for hardcore PvP and hardcore crafting has only one proven solution: cooperatively owned property that is maintained by many people. Your hardcore crafters become hardcore city managers, managing the gold flow and resource use to map out, build, and rank their city and then use the NPC crafters efficiently. The model of hardcore individual crafters requires people who really don't want to fight much to be integral to the game. These people - hardcore PvPers and crafters - are unicorns, and building a game that relies on their existence was flawed from the start. Here, the city management goes too fast, involves too few people, disconnects from normal economic loops because it uses a unique material gotten in only two ways. Shoulda been gold, shoulda had more ranks, shoulda been more meaningful. You cannot build a game using a principle of minimum viable product and expect big things. MVP has no passion, it is a completely lifeless strategy used for technology in general that just cannot ever translate meaningfully into entertainment and gaming. You cannot build an MMO using a principle of "easy come, easy go" for everything. People need to care about their characters (RPG) and their influence or engagement in the world (MMO) You cannot build an MMO using a principle of "our players don't have a lot of time". Yeah, your funding audience, especially at kickstarter, is probably a standard deviation older than the median of the age distribution curve of MMO players. But your playing audience didn't need to match your funding audience. Building a game around the idea that "our players are adults with kids, and only have a couple hours a week" just doesn't work for an MMO (and maybe doesn't work in general). You cannot market an MMO, in this marketplace, when you had no NDA. People buy hype. Valheim wasn't that amazing of a game, but it caught the hype train and rode that sucker to millions. Neither is New World, but they'll do the same. Frankly, Crowfall could have done the same if they kept it quieter.
    11 points
  23. Back again with another homebrew design. Enjoy! High Level Design Goals Provide a similar, but inferior keep-like loop of upgrade and defense for guilds or alliances pushed out of or not populous enough to compete in the keep game. Engage those who do not own a keep in the escort and fort systems by giving them a reason to desire raw building materials Provide additional incentive for players to trade upgrade materials to one another in campaign markets Provide an avenue for passive conquest gain so that landless guilds can have infrastructure as well as outpost conquest gain methods. Elevate elements of risk and depress elements of rewards from passive conquest gains to ensure forts and keeps retain primacy on the conquest board. Provide an avenue for small scale "base assault" PvP for smaller force numbers. Avoid pulling players away from the keep loop while engaging those who feel it is inaccessible for their organization. Provide compelling value for keep owners to ally or trade with smaller groups Hideout Basics Hideouts represent clandestine bases for groups of small unconventional forces. A hideout is an instanced cave, temple, or other small parcel separate from the main world map that can only be accessed by a hidden ingress point which must be discovered by any enemy who wishes to attack it through the hideout system, or by trading with a hideout owner. Attacks against hideouts are called Raids, and heavily limit the number of attackers and defenders in a limited pvp format which requires open world interaction to access. Hideouts are not lost in a failed defense, but their total level is reset. Hideout raids represent the plundering of the base for valuable intelligence, while destruction of other structures is optional. Conquest points generated by Hideout are transient, in the event of a failed defense, all conquest points the hideout has accrued are awarded to the attacker. A guild may not simultaneously own a keep and a hideout. Hideouts are destroyed when a keep is claimed by that guild, and the spent resources are lost. In the event a guild "upgrades" from hideout to keep, the hideout's generated conquest points are effectively "locked in" with the destruction of the hideout. A campaign may contain as many hideouts as there are guilds, encouraging any guild to interact with this system and providing many opportunities for attack. The owner determines the entry point for the hideout, which can be placed anywhere on any adventure, neutral, or allied map. A guild may only establish one hideout at a time, regardless of the number of campaigns they are playing. Hideouts can not be established on siege maps without being in an alliance with a keep owner on that map, or during early campaign when those keeps are unclaimed. Functionally similar to keep interiors, Hideouts contain a limited number of building plots which can be upgraded through feeding them building plans and materials. Hideouts do not contain a tree of life, and for this reason their owners rely on stealth rather than magic or fortifications for security. Like all other structures built within campaigns, hideout are lost at the end of winter. Assumed Technical Challenges (I am not an ACE developer, just guessing) Crowfall seems to lack the ability to mount and unmount instanced play areas dynamically, preventing traditional instance design We can alleviate this by treating hideouts the same way we treat EKs. Assign one Hideout to every guild which is stored as an EK-Like map with a single parcel based on the hideout's type. Not sure if there is a mechanism to allow characters to travel between worlds while remaining campaign locked, thus if hideouts are stored as ek-like worlds this feature may require a codebase similar to that of the planned EK to EK portals Would need to associate any banks with the proper campaign. There is currently no visible guild information attached to skulls. The spy system requires this functionality. I think players who never use it would still appreciate this functionality though. The spy interface and raid systems will require dedicated new codebases. Step One: Build a Hideout Stonemasons may construct a "Hideout Construction Kit" from boulders, timber, and ingots. The costs of the kit are relative to the size and type of hideout. This Item is a 2x2 usable inventory consumable, but may only be used within Adventure Zones, siege zones where an ally owns a keep, or siege zones where no keeps are claimed. Like other building materials, players may not recall while it is in their possession, and this item can not be exported or imported. When used, the player channels for 30 seconds while rooted in place, similar to a bandage. If this channel is interrupted, the player must begin the channel again. When the channel is compete, a hideout entrance is generated at their location. This entrance is by default visible only to the owning guild and their allies, and is marked on the map for these guilds. Using the hideout entrance will send the player to a load screen, and move them to the hideout map. When the map is built, its defense window is added to the schedule beginning at that time. Step Two, Upgrade your Hideout Hideouts contain a central Command Tent, the Hideout equivalent to a Keep's central structure. This command tent contains a war table, four guild chests, One Soul Beacon, One Smuggler NPC, and one Spy NPC The Soul Beacon functions as a bind point, but unlike a hero statue does not function as a resurrection shrine. That is to say players may bind to a hideout for the purposes of recall, but may not resurrect there if killed as they would at a Hero Statue. This prevents guilds who own hideouts from having effective respawn times in distant zones to ensure keep and outpost owners always have the respawn advantage over any itinerant hideouts in their area established when the zone was under other management or when the campaign was young. This still allows Hideout owners to operate effectively in enemy held territory, but makes doing so less attractive than friendly territory and prevents alliances from having multiple clandestine res points simultaneously. Unlike a keep's war table, upgrading the level of a hideout does not provide walls or other defenses. In stead, each upgrade level increases the hideout's passive conquest point gain and spy research capacity. Hideouts begin with a +0 score and the ability to research ones guild, and gain +1 passive conquest points and +1 additional passive research target per level. These conquest points represent actionable intelligence which can be plundered by enemies. A hideout's penalty for loss is all of the conquest points it has acquired since its first upgrade and the total wipeout of its intelligence. The conquest points are awarded to the attacker. All intelligence percentage are zeroed out. When upgraded the Command Tent is replaced with a more permanent structure pulled from existing house assets appropriate to its type. After its first upgrade it gains a single Faction Chest. In addition to the Command Tent, the hideout contains a small number of building plots identical to those found in keeps. However hideouts may only upgrade any of these buildings to a maximum level of 2, and opportunity costs are high due to the extremely low number of plots. Building plans can be purchased from the Smuggler NPC for the same costs as the City Planner NPCs found in temples and keeps. Smugglers offer only class A, B, and D deeds as no Hideout contains class C or class E plots. Upgrade costs for Hideout structures are identical to those found in keeps Hideout Types All small hideout kits cost 50x ingots, boulders, and timber All normal size hideout kits cost 100x ingots, boulders, and timber Keep in mind all hideout structures have a maximum rank of 2, with the exception of the command tent, which can be upgraded all the way to 10 Small Bandit's Hideout - 1x Class A, 1x Class D Bandit's Hideout - 2x Class A, 1x Class B, 1x Class D Small Poacher's Hideout - 1x Class B, 1x Class D Poacher's Hideout - 2x Class B, 1x Class A, 1x Class D Small Cultist's Hideout - 2x Class D Cultist's Hideout - 2x Class D, 1x Class A, 1x Class B Step Three: Using your Spy For Fun and Profit Player skulls now contain the deceased player's guild as well as their name. Interacting with the Spy NPC will open a guild selection dialogue, displaying an intelligence level from 0 to 100% You may select one guild to command the spy to gain intelligence on, and change this guild at any time. The spy will passively generate intelligence gains at a rate of 1.5% per hour. Each Hideout level will increase the number of guilds that can be passively researched in this way by one. Through purely passive gains this means the spy will max out the intelligence on a guild in a bit under one week. Choose wisely. Any player skull sacrificed to the war table will add 5% to the intelligence gained on that guild. It will behoove you to hunt down targets you wish to raid, or commission someone else to do so. Once the spy has obtained a 100% intelligence rating on a guild, the intelligence percentage readout changes to a series of two buttons, and the interface displays the amount of potential conquest score gained by raiding it. The first of these buttons buys a hideout map for 10,000 gold. This map can be traded or sold. When this map is present in your inventory the hideout's location is visible to its holder and marked on the map with the owner's heraldry. Interacting with the enemy hideout will open a hippo interface. Placing the map in the hippo will schedule the owner's guild as an attacker during the hideout's next vulnerability window. If the target guild does not own a hideout this button will be greyed out with the tooltip "does not own a hideout" if moused over. You must feed the map to the hippo at least 24 hours before the next vuln window. The second of these buttons buys a stack of ten "Intelligence Report: <guild>" consumables for 50,000 gold. When consumed, this grants a two hour buff to the user which grants 50% bonus damage to guards owned by that guild, 10% final mitigation <all> versus members of that guild, 20% final mitigation (all) versus guards owned by that guild, and immunity to the effects of any active sentinel owned by that guild during a siege window. These reports may be sold or traded. Maps and Intel reports are not crafted items, and as such can be traded in a fully anonymous fashion. Buying either item resets the Intelligence counter for that guild to zero. You may spy on your allies to set up a future betrayal or function as a double agent by selling intel reports or maps to your enemies. Step Four: Raiding an enemy Hideout Fifteen minutes before the vulnerability window, if an attacker is defined, the guild who owns the hideout will receive a toast message "<Attacking Guild> raiding party spotted en route to our hideout, prepare to defend!" At this time, any players in the hideout will be given a warning that only one (small hideouts) or two (normal hideouts) groups are permitted to defend it. When the window begins, if more than the allowed defending groups are present, any ungrouped players are removed from the hideout. Any additional groups of players present will be removed, prioritizing the smallest groups first, and any additional groups will be removed at random. If you are designated as the attacker for a hideout's vulnerability window (by feeding its map to the entrance) you may interact with the hideout's entrance to move your group in to the hideout. If raiding a Small hideout, only one group may enter at a time. if raiding a normal hideout, two groups may enter. If you are the defender, you may click the entrance to enter the hideout if there are lower than the allowed number of groups (one group for small, two for normal hideouts) currently defending. Any defenders entering the hideout after the beginning of the raid will spawn at a random point on the edge of the area. If capacity exists, your allies may assist in the attack or defense during a hideout raid either as part of principal combatant groups or in groups of their own. Raids are contests to control the Command tent, with the control area expressed as a fort-like capture circle. Attackers and defenders have 50 reinforcement tickets each, regardless of the size of the hideout. Each time an attacker or defender is killed, that team loses one ticket. If a player is successfully resurrected with a resurrection skill, that ticket is refunded. If a team is out of tickets, dead players on that team who release are immediately ejected from the area in crow form and no new outside reinforcements may join the battle. There are no resurrection statues on a hideout map. In stead, defeated players must fly to the edge of the map and wait out the respawn timer, or choose g-leave hideout to spawn in crow form back in the world to clear the slot for any waiting players at the entrance. Players respawning within the map will return to life on the edge of the map near their crow's location as soon as the timer has expired or their crow form crosses the barrier, and will not clear their slot for outside reinforcements. If either the attacker or defender successfully maintains control of the Command Tent for ten minutes, the Raid is ended prematurely and the victor is declared as the current controller. If the defenders win, they immediately gain 100% to the intelligence score of the attacking guild and a stack of 10 intelligence reports on that guild. If the attackers win, all conquest points accrued by the hideout are removed from the defender's score, and added to the attacker's score, the Command Tent is reduced to level zero, and all intelligence scores are reduced to 0% Optional campaign "knobs" Campaign Variant Rule: The World Is Not Enough This rule variant of the handshake siege rules places spycraft at the forefront of the war effort. Laying siege to keeps now requires paying a stack of 20 Intelligence Report <Target Guild> to the keep's war camp hippo to initiate a keep siege in stead of its normal gold based costs. Build a strong coalition of clandestine operatives or engage in the seedy black market of third party information brokers to undermine and break your rivals! Campaign Variant Rule: You Only Live Twice This rule variant of the Hideout rules amps up the risk and reward of the intelligence game and paves the way for possibility of an espionage based total victory. Hideouts are constructed with a rank 10 Command Tent Hideout Maps and Intelligence reports are half price. Hideouts that fail a raid defense are marked as "Compromised" Compromised hideout entrances are visible to all players, regardless of faction or alliance. Compromised Hideouts that fail a raid defense are placed under the control of the victor, allowing them to amass massive conquest gain Guilds that have completely lost all Hideouts can not build another. Prepare your deadliest enforcers and employ your most ruthless assassins to eliminate all competition and rule the underworld to bring low even the mightiest armies! Campaign Variant Rule: License To Kill This rule variant of the Hideout and Guard rules amplifies the effect of Intelligence Reports to create a terrifying cat and mouse game where no one is ever truly safe. Intelligence reports now prevent their target's guards from seeing the user while stealthed. Intelligence reports allow use of their target's gates and keep buffs while stealthed. Intelligence reports now add an F-assassinate interaction to all guards owned by their target while the user is stealthed. This action channels for two seconds, then kills the guard instantly. The user does not leave stealth, and the kill is not reported in the event log. Keep guards killed in this fashion outside of a siege window will respawn in ten minutes. Strike at the very heart of power, steal its strength, and make it know fear! Final Notes By contextualizing smaller forces as information brokers, providing compelling but inferior keep-like buff infrastructure, and positioning them as sources of useful siege and fort related buffs my hope is that the proposed system would improve engagement of small guilds, entice larger ones to adopt them in to alliances, and provide an accessible critical path to otherwise landless guilds that better suits the common activities and force strengths of small ganking and harvesting guilds. In addition I hope to create a new class of information brokering organizations. The minor persistent conquest gains should incentivize these guilds to be better positioned in the conquest game than purely outpost capping guilds and provide a compelling game loop for such guilds to create an undercurrent set of personal rivalries and contests in the "bandit meta" further down the scoreboard that create a richer experience with additional economic and political incentives for interaction with guilds of all scales and stripes. Should such a system or similar idea be adopted, it is my recommendation that its activities be folded in to the divine favor system with a series of hideout specific cards placed in the deck to provide a counterbalance against keep-based cards in the deck and ensure similar availability of divine favor scoring to guilds of all sizes willing to engage with the objectives. In regards to Shadows campaigns, this should be limited entirely to guild visibility/use and not allow allies entrance. Probably a good idea to limit the spy interface to enemy guilds only. There is potential for exploitation of the hideout system via alt guilds, but its risks, costs, and rewards are structured to be unattractive to large organizations outside the information gathering mechanic, and unattractive for small guilds to make one map alts for additional outposts due to upgrade costs.
    11 points
  24. 7.100 Global Conquest If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: Live Server Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: Live Server Feedback Features Expanded Mega Dregs and Shadows (Global Cross-Server access to battles anywhere at any time) The Dregs (Guild vs. Guild Campaign Battles) and The Shadow (3-Faction Campaign Battles) Maps have been redesigned to support global cross-server access to battles around the world. The update enables players to join battles in zones on any server at any time giving Crows unlimited access to formerly separated cross-server zones. Siege Zones now have timers that are split between the US East, US West, EU, and AUS at 7-11 PM local time. Additionally, these zones will be hosted in the appropriate region to give a better ping time for players in that region. There are now 4 Adventure Zones that have connections to each of the Temple zones. These Adventure Zones do not have any Siege Objectives. There are currently no zones that have a Castle Stronghold; there are two Keeps in each zone Alliances With the launch of Update 7.100, the max number of members in an alliance will be locked at 500 players. If a guild within the alliance adds members which pushes the alliance over the maximum cap of 500 players, that guild will automatically be removed from the Alliance. Sacrifice Experience Rollover The value of your sacrifices will automatically carry over to the next level of experience based on the total value of your sacrifice items. The “roll-over” functionality allows players to level up multiple times in a single click when sacrificing. Shorter death penalties Respawn delay has been shortened to 30 seconds per death in Shadow and Dregs when outside of Sieges. Respawning in temples no longer has a delay. Respawning in a keep during a siege has not been affected. Campaign Added the correct number of sockets for chests in the Guild Hall Ranger's Sanctuary Adjusted the health bar's height on the Keep Wards Adjusted the rock height near the Dregs Keep so that Fae can't jump and dodge into the Dregs Keep Adjusted culling LOD on the Wards Archived campaign's collect rewards button now properly opens the campaign results UI Buddy Trial accounts no longer can claim Campaign Rewards. They can be eligible for "earning" the reward, but they are unable to claim any rewards until they purchase Crowfall Changed the rewards messaging to specifically mention Dregs in the following message, "In Dregs, rewards are only available to participating players in a guild” Conquest Points have been adjusted. Keeps have had their conquest values increased, and Keep penalty points have been distributed evenly across the spring through winter. There were no changes to the point values for outposts and forts. Dying near a war table will no longer prevent you from releasing your crow. Fixed a bug where outdated Conquest scores were displayed on the map after a campaign ended Fixed an issue with an invisible wall at Forts that prevented players from going down the Chimney Fixed an issue where some players could not enter any campaign after deleting a character Fixed an issue where sometimes the Campaign Results screen would display endlessly Fixed an issue where sometimes a stronghold would lose the sockets attached to it. Fixed an issue where the campaign list collect rewards button was not responding to clicks Fort walls show a nameplate to enemies when damaged Persisted buffs should no longer carry over to or from an embargoed campaign Fully constructed buildings in Shadow campaigns will no longer reset when the server restarts Keep/Castle walls show a nameplate to enemies while mounted New Necromancy additives added to Campaign rewards Players can no longer build the tree of life sapling in the middle of the siege schedule. This prevents players at the start of a campaign from feeding the tree of life for the first time inside of a siege window. Players will now be harmed on the top of the Banetree Rank 2 Slaughter House now only has 1 pedestal instead of 2 Removed the giant rock that was allowing the Fae to jump into a neighboring fort. Runegates owned by a specific faction in The Shadow campaigns now display the appropriate map pin Stronghold buildings show a nameplate to all when damaged Tearing down a stronghold building now has a confirmation pop-up The barracks construction timer will now show up over the signpost rather than the center of the building The scattered stone and dust FX now shows after teardown the Strongholds The top 3 Conquest winning guilds for Dregs will now receive a number of Campaign Reward Badges! Also, many disciplines, crafting, and reagent rewards now come from treasure boxes which dispense from the full list of available items of that type which clicked The Top of the Twin Tower Outpost doesn't contain any invisible collider The Ward Icon should be displayed when hitting the Wards There are new additive treasure boxes in the glory category for dregs Updated the dot reticle to be slightly bigger and of higher contrast to be visible in more situations Vendors placed by alliance members in a stronghold will no longer be ejected (and sent to the bank) when the server restarts Crafting Fixed a bug where the Crafting Window would sometimes cause players to be unable to move Improved the responsiveness of the crafting UI during the crafting process Reduced Vendor sell value of Swift Mounts that do have a vendor sale value. (most don't) Risk Management granted via crafting belts now also grants 5 to Partial Re-roll Cost Modifier The Harvesting Health bar has been updated with a cleaner, more efficient art and added center crosshairs to help with targeting The UI Setting, Reopen Auto Closed Windows, will reopen to Personal Crafting instead of the last Station Updated the crafting icon for the Gryphon mount transmog Eternal Kingdom Added and placed some ladders in the Caldera parcel Added interacts to placeable staircases Fixed an issue that was preventing vendor stalls from being interacted with after placing them Fixed issues when socketing chests to guild halls and crafting decks that were causing the chests to be left behind when the main deed was picked up Fixed an issue with trees that were unharvestable in the Mountain Citadel and blocking building placement Fixed an issue where guild member chests could not be opened if they were placed on the starting parcel Fixed an issue where public EKs sometimes wouldn't stay open for three hours if the setting had just changed from private to public Fixed an issue where the button for entering an EK from the lobby would sometimes not show the loading icon after being pushed Fixed an issue where the Stone Staircase EK placeable could not be moved or picked up after initial placement Fixed an issue where recently changed settings for an EK wouldn't correctly update in EK editor if it was reopened Fixed ladders in several EK Castle parcels Fixed some issues where players were floating in EKs and sinking in God statues Public EKs should remain public even if a non-VIP player wakes the EK The toggle for switching an EK to Public is now grayed out for non-VIP monarchs When attempting to name an EK and the same name is already used with different capitalization changes, the name cannot be used. UI Changed "Leave Guild" confirmation to warn about the 24-hour cooldown before the player can join another guild Fixed a bug where the crow release prompt could be hidden for certain characters Ranged stat on the equipment UI should now show stat contributions only from weapons enabled by your current tray Restored the key binding for switching to the previous chat tab The confirmation window that appears when destroying a building can now respond to hotkey presses (Y for Confirm, N for Cancel) The "Invite Friend" prompt will be replaced with "Remove Friend" when interacting with a nearby player that's already on your friend list Chat Repositioned the Guild Chat tab to appear earlier in the chat window Powers General Double jump now no longer allows players to enter the castle Fixed an issue causing Fae Faerie Flames VFX to remain whenever it is removed by an ultimate Fixed an issue where Spirit Whip was hitting the same ranged target multiple times Fixed Nethari and Guinecean unarmed attack damage values in the spellbook Knight and Cleric Block buff tooltip updated to include Block Bonus Cap increase Removed the descriptive term "poison" from Shiv buff tooltips for Blackmantle and Slowing poison so you doesn’t imply that it applies two types of poison Runic Frostcaster: Fae, High-Elf, Wood-Elf should all have the correct inventory icons now Updated the description of Guiding Light Aura to indicate it buffs Bonus Damage: Holy and Bonus Damage: Fire Updated the orbs generated from Burning Hatred, Gaea’s growth, and Taste of Poison so that they no longer spawn on top of your target Assassin Envenom power description is now updated to describe how the power works Fixed Assassin Bloodthirsty granting more than one stack per hit. Updated an issue where Fae's Faerie Fire would not show the "stealth blocked" message when players try to stealth Updated the icon for Blur in the assassin talent tree Champion Stamina Replenishment Buff now has a correct tooltip description Cleric Holy Symbol now has a hit sound Cleric Block description is now identical to Knight's Spiritual Presence now has custom sound Confessor Magma Ball now benefits from the Sanctifier Promotion Class damage bonus Duelist Fixed the return to idle for Duelist attacks so that jumping can actually interrupt it Updated Duelist dynamite so that it no longer ends early if the player is trying to move while dodging Updated the description of Graceful Swipe so that it indicates the correct duration Druid The visual fx for Coalesce Nature 3 now displays correctly Druid orbs can now be seen by Players who are in the same group as the caster. Fae Fae Flying sound no longer persists until unstealthed Adjusted split body curves on the Fae female unarmed attacks (The lower body movement is weird when doing the roundhouse kick with 3rd LMB and has now been fixed) Frostweaver Resource usage shows more properly in the Flytext Half Giant Fixed an issue when a male Myrmidon equipped weapon is not attached properly on the hands of the vessel (wrong rotation of weapon) High Elf Updated the icon of the second basic attack for high elves, it is actually a kick Knight Retribution buff should display the correct stats value in the tooltip description Noble Blood Removed the word seconds which was duplicated in the description of Oath of Will Disciplines Agent Provocateur Fixed a text error with the Piercing Vulnerability debuff from Caltrops Deadly Infected Blackmantle from envenom no longer has temporary text Force Mage Elemental Break - Removed the string code from showing and changed to Elemental Mitigation modified by 20% Illusory Shield Fixed typo in the word Ricochet Pixie / Sun Worshipper Chain Heal power should now heal the correct number of targets Restoration Strike Restoration Strike Combo 1 & 2 power now has sound effects General Account vault will now properly show a divider (/) between numbers Added a description to the vessel quality increase popup to better explain how to get XP post increasing vessel quality Added line of sight filter to NPC duelist pistol attack Added weapon trail nodes to the human player character races Adjusted video effect culling on Arcane book weapon Bosses and other mobs that are level 36+ should appropriately grant XP when they are killed Corrected the description of the Dragon Sigil Badge so it reads 2% Damage Bonus Equipped tools should no longer drop on death in The Shadow Fixed a bug where the crow release prompt wouldn't be shown while bleeding out if the player was next to an interactable stronghold table during a siege Fixed an issue preventing players from executing chat commands containing Cyrillic player names Fixed an issue that caused Severe Burning (from NPCs) to display a text error Fixed an issue where Guild crests were not appearing on siege results Fixed an issue where ingots were not spawning in Forts Fixed an issue where mounting after resurrecting in the same zone does not show the mount Fixed an issue where NPC quest voice-overs were not playing Fixed an issue where the invite command for grouping was case sensitive Fixed an issue where the prompts for social interact options (trade, invite, etc) weren't being closed properly Fixed an issue with Female Centaur Hair Style no.5 in character creation Fixed an issue with the grouping and EK commands that were preventing players with dots or dashes in their names from being found Fixed Half Elf Plate helmet clipping through the head Fixed missing Caravans in Dregs and Shadow Flytext optimizations Fixed some terrain that was culling and blinking Fixed Sun Elf Herald loot drops so it only drops one statue head based upon its name Fixed the Wood Elf male cloth helm when equipped will no longer make you bald Flytext for damage that is done to barriers will now be displayed in light blue next to the 0 <156> Harvest nodes that decay will no longer give experience and loot when they time out It should no longer be possible to interact with an inventory item that is in the process of being deleted God's Reach temples have new additional ambient sounds Lootable NPC corpses should now have a visual indicator that they can be looted Mature Hellcat Mauler should no longer be stuck and undamageable Modified the Gods Reach to add new parcels Mounts granted as quest rewards now display Mount-Quest as their item tier NPCs should have an image on their nameplates now Restricted gate access to exit a temple to the temple's faction to avoid killing players leaving the temple with the wrong faction Sentinel Maeve: Health reduction reduced to 20%. Sentinel Yaga: Support Power reduction reduced to 15% The Hero Statue in the Sun Temple of Gods Reach is back! The Muftaru Zone no longer has invisible objects that make players rubberband The Russian translation has been limited to Innova and Legacy/Grandfathered RU users. Players that don't qualify for Russian access that are currently using Russian will have their game client's language defaulted to English (the language can be changed to the other available languages from the settings at any time) The underground crypt area now has ambient sound in Temple, and birds/bugs are muted Updated the sacrifice window so drag and drop works over everything but the buttons. Updating the camera positions of many Quest NPCs Underhill Duelists can no longer shoot through walls. Vendor NPC Coffers indicate the amount of gold charged is a pro rated fee based on how long it has been since you relocated it. You should no longer need to unequip and reequip a weapon or armor piece to get it to count toward the damage values in combat after zoning or logging in Sounds All Mounts have new shoes and now make sounds when walking Champion powers Aegis of Destruction and Aegis of Salvation now have custom sounds Electric, Lightning, and Crushing Elementals now have custom sounds for their type Fixed click sound on Export Items button in the Lobby Vault Fixed some sound issues with Banewood Trees Fixed sounds not playing their louder versions when originating from the local player NPC versions of Myrmidon Arcing Slash and Bloody Swipe powers now have hit SFX Players and NPCs now play footsteps if moving behind the camera Shout and Burp emotes now have sounds Sound for Barrage now better matches the length of the animation The Gaea Sacrifice Level Up sound now has a new, more noticeably unique sound NPE Adjusted Soldier Sanev's position to stop the quest marker from clipping through the wall Burn the Tents interaction nameplate and quest marker no longer overlap Changed the icon in the tutorial event for Intermediate Gear to have color and texture, Oh so pretty! Don't worry Quest now has a world marker to the Pack pigs Elemental Hotzone parcels now spawn the elemental NPC Fixed campfires so they no longer appear to be floating Fixed a clipping issue with satchels in the NPE Fixed a typo in Jaswinder's dialogue Fixed an issue where Captain Flavius didn't have a voice on one of his quest dialogs Fixed an issue where players were unable to interact with the Tree of Life in The Seed of Life quest Fixed an issue where the Tree of Life was floating in The Seed of Life quest Fixing more quest markers related to Captain Vatra of the Sun Temple in Gods Reach It's a Trap quest: Typheinne no longer speaks for Dolag Moved the spider spawns in the Moon Temple of Gods Reach by Gawain. There should be less near the satchel and much more around Gawain himself. Read the Journal quest table no longer blocks the door The Solo Boss Auroch that is near Yuri & Hilda has been slain for good and will no longer pester those in the area Updated the "Go to the Temple" system message. It shall now be titled "This World is Dying" and only mention when the campaign is ending Updated the text on the quest formerly titled Outposts Galore to reflect that you now only need to capture one outpost Updated the Quest Image for the Ranger's Sanctuary quest
    11 points
  25. We the players want to see a summary of what Tigg's sends from the likes/dislikes thread to the designers/devs. Communication goes both ways, you want our input and we information to flow back down the pipeline. What information makes it to the designers/devs, what information gets cut? What are the guidelines here? Who chooses what information goes to the designers/devs after Tiggs hands you the likes/dislikes? How do you build upon these?
    11 points
  26. This is great but we really need an "edit mode" toggle on this interface. I and pretty much everyone I talk to are tired of every single building lighting up and offering us the ability to modify it at all times, or even worse lighting up when we don't even have the ability to modify it. Stick a checkbox on that interface, right at the top, that says "edit mode" If you're in edit mode, you have all the interaction options with buildings you have now, highlighting, can use deeds from the inventory, etc. If edit mode is turned off, literally nothing highlights, ever, at all, you only have interact options even for interactables you own or have the ability to eject, and you can actually enjoy the EK without going blind or accidentally picking up and moving stuff around. 99% of my time in the EK is spent not editing it so I don't need be able to edit it and have selection highlights 99% of the time either. Also, it is unclear how one would use this interface to invite citizens or add nobles/vassals that aren't already citizens.
    11 points
  27. TwoLucky

    Chat Update

    All of this sounds awesome, but please make sure the chat bubbles are a toggleable feature. That could get super annoying/cluttering near a lot of people. Thank you for listening!
    11 points
  28. Dont think its unusual? 1: The chat/ui has never been functional and has been noted as an issue for years. Is one of the biggest reasons CF fails to retain new players and slowly bleeds off older ones. 2: The much vaunted "knobs" seem to not be connected to anything as we still have the exact same Dregs/Factions rulesets as when first implemented. 3: Not even a mention of handshakes. Not that handshakes would help at this point as most guilds have ramped up crafters and players have multiple epic+ vessels already. Templates are done and all that's required is maintenance mode of gear feed from purple fort resources. So we are left with a barren world bereft of players outside of siege windows as there is no incentive to be out in the world gathering anymore. 4: Few if any new guilds/players are left, its devolved into the same players/guilds as alpha/beta simply because they have to much time/effort invested to simply nopeout and walk away. 5: 7.100 has done more damage to the game than any prior patch, the sheer amount of flaws in it was astounding for a released game. There is still heavy game impacting issues with it (looking at you random disappearing name plates). 6: Released game that still generates an app crash every time its closed, this an intentional throw back to the sb.exe errors to make the ex-Shadowbane players feel at home? 7: The game is at a sink or swim point, its not attracting new players and veteran players are getting jaded with lack of progress on seemingly easy low hanging fruit being resolved that has been identified and brought up multiple times. 8: Stop listening to the partner forums, the voices in there out of sight of the majority of players pushing personal and vested guild interests on how "they" want to play not "how do we turn this around". Every bad idea you have implemented has been sourced from this forum, either make it viewable so Joe Blogs can at least post on normal forums in support or against whatever is being discussed, or do away with it.
    10 points
  29. Expecting a working Chat system, Group Loot options, Campaign Reward requirements, Scaling & Testing, and EK player management (player housing) at launch from a game thats been in development this long make a person new to the mmo space? Feels like a Beta to me.
    10 points
  30. Do LOTS of cosmetic rewards. (skins, portraits, EK Stuff) Have some of the rewards be exclusive to each campaign. If you miss out on a campaign, you will never get a shot at that reward again.
    10 points
  31. <QUESTION> Can we get a dregs campaign with a guild member cap (of something around 50 members per guild)?
    10 points
  32. When a monster corpse with gold is looted, the total gold looted amount should be evenly divided and distributed among the members of the group that are within loot rules range. If you are close enough to share XP for a kill, you should also be able to get a share of the gold as well.
    10 points
  33. The bright side is ACE heard some of the complaints. TTK is crazy different depending on scenarios due to Massive Offensive Scaling PDM Stacking Low Armor Amounts Stacking Pen The problem is the changes put forth seem to be low effort(sledgehammer). Wish I could put it a better way, but thats what it looks like. Armor needed buffed, but you should buff ARMOR not Resist All in talents. Pen needed Nerfed. Wish you had just gone the % base instead of keeping it flat, but I am glad you have lowered the amount. PDM stacking could be lowered, but if you are going to do that you need to look at every ability instead of just saying "change it to 5". Ironwood body is laughable now because you just went through and changed everything to 5. Also nothing was done for the biggest PDM abuse. ULTS with sub 500 cost. NOTHING was done about the massive offensive scaling with auto crits and 220% crit damage. We like the DIRECTION of the changes but it seems like execution is the issue again. Take time and do a real balance pass instead of sledgehammer changes.
    10 points
  34. Update 7.100 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: TEST Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: TEST Feedback Features Expanded Mega Dregs and Shadows The Dregs and Shadow Maps have been redesigned to support siege times and zones spread between multiple regions around the world in a single campaign. Siege Zones now have timers that are split between the US East, US West, EU, and AUS at 7-11 local time. Additionally, these zones will be hosted in the appropriate region to give a better ping time for players in that region. There are now 4 Adventure Zones that have connections to each of the Temple zones. These Adventure Zones do not have any Siege Objectives. There are currently no zones that have a Castle Stronghold Combat Stat Changes Blair here with a heads up about some combat stat changes coming to the Test server. Click here to read about the changes Campaign Added the correct number of sockets for chests in the Guild Hall Ranger's Sanctuary Adjusted the health bar's height on the Keep Wards Adjusted culling LOD on the Wards Buddy Trial accounts no longer can claim Campaign Rewards. They can be eligible for "earning" the reward, but they are unable to claim any rewards until they purchase Crowfall Changed the rewards messaging to specifically mention Dregs in the following message, "In Dregs, rewards are only available to participating players in a guild” Conquest points have been adjusted. Keeps have had their conquest values increased and Keep penalty points have been distributed evenly across the spring through winter. There were no changes to the point values for outposts and forts. Fixed a bug where outdated Conquest scores were displayed on the map after a campaign ended Fixed an issue with an invisible wall at Forts that prevented players from going down the Chimney Fixed an issue where some players could not enter any campaign after deleting a character Fort walls show a nameplate to enemies when damaged Persisted buffs should no longer carry over to or from an embargoed campaign Fully constructed buildings in Shadow campaigns will no longer reset when the server restarts Keep/Castle walls show a nameplate to enemies while mounted New Necromancy additives added to Campaign rewards Players can no longer build the tree of life sapling in the middle of the siege schedule. This prevents players at the start of a campaign from feeding the tree of life for the first time inside of a siege window. Players will now be harmed on the top of the Banetree Rank 2 Slaughter House now only has 1 pedestal instead of 2 Removed the giant rock that was allowing the Fae to jump into a neighboring fort. Runegates owned by a specific faction in The Shadow campaigns now display the appropriate map pin Stronghold buildings show a nameplate to all when damaged Tearing down a stronghold building now has a confirmation pop-up The barracks construction timer will now show up over the signpost rather than the center of the building The scattered stone and dust FX now shows after teardown the Strongholds The top 3 Conquest winning guilds for Dregs will now receive a number of Campaign Reward Badges! Also, many disciplines, crafting, and reagent rewards now come from treasure boxes which dispense from the full list of available items of that type which clicked The Top of the Twin Tower Outpost doesn't contain any invisible collider The Ward Icon should be displayed when hitting the Wards There are new additive treasure boxes in the glory category for dregs Crafting Reduced Vendor sell value of Swift Mounts that do have a vendor sale value. (most don't) Updated the crafting icon for the Gryphon mount transmog Eternal Kingdom Added and placed some ladders in the Caldera parcel Added interacts to placeable staircases Fixed an issue that was preventing vendor stalls from being interacted with after placing them Fixed an issue with trees that were unharvestable in the Mountain Citadel and blocking building placement Fixed an issue where guild member chests could not be opened if they were placed on the starting parcel Fixed an issue where the button for entering an EK from the lobby would sometimes not show the loading icon after being pushed Fixed an issue where the Stone Staircase EK placeable could not be moved or picked up after initial placement Fixed issues when socketing chests to guild halls and crafting decks that were causing the chests to be left behind when the main deed was picked up Fixed ladders in several EK Castle parcels Fixed some issues where players were floating in EKs and sinking in God statues Public EKs should remain public even if a non-VIP player wakes the EK UI Changed "Leave Guild" confirmation to warn about the 24-hour cooldown before the player can join another guild Fixed a bug where the crow release prompt could be hidden for certain characters Ranged stat on the equipment UI should now show stat contributions only from weapons enabled by your current tray Restored the key binding for switching to the previous chat tab The confirmation window that appears when destroying a building can now respond to hotkey presses (Y for Confirm, N for Cancel) The "Invite Friend" prompt will be replaced with "Remove Friend" when interacting with a nearby player that's already on your friend list Chat Repositioned the Guild Chat tab to appear earlier in the chat window Powers General Double jump now no longer allows players to enter the castle Fixed an issue causing Fae Faerie Flames VFX to remain whenever it is removed by an ultimate Fixed Nethari and Guinecean unarmed attack damage values in the spellbook Knight and Cleric Block buff tooltip updated to include Block Bonus Cap increase Updated the orbs generated from Burning Hatred, Gaea’s growth, and Taste of Poison so that they no longer spawn on top of your target Assassin Envenom power description is now updated to describe how the power works Updated an issue where Fae's Faerie Fire would not show the "stealth blocked" message when players try to stealth Updated the icon for Blur in the assassin talent tree Champion Stamina Replenishment Buff now has a correct tooltip description Cleric Holy Symbol now has a hit sound Cleric Block description is now identical to Knight's Spiritual Presence now has custom sound Confessor Magma Ball now benefits from the Sanctifier Promotion Class damage bonus Duelist Fixed the return to idle for Duelist attacks so that jumping can actually interrupt it Updated Duelist dynamite so that it no longer ends early if the player is trying to move while dodging Updated the description of Graceful Swipe so that it indicates the correct duration Druid The visual fx for Coalesce Nature 3 now displays correctly Druid orbs can now be seen by Players who are in the same group as the caster. Fae Fae Flying sound no longer persists until unstealthed Adjusted split body curves on the Fae female unarmed attacks (The lower body movement is weird when doing the roundhouse kick with 3rd LMB and has now been fixed) Half Giant Fixed an issue when a male Myrmidon equipped weapon is not attached properly on the hands of the vessel (wrong rotation of weapon) High Elf Updated the icon of the second basic attack for high elves, it is actually a kick Knight Retribution buff should display the correct stats value in the tooltip description Noble Blood Removed the word seconds which was duplicated in the description of Oath of Will Disciplines Deadly Infected Blackmantle from envenom no longer has temporary text Illusory Shield Fixed typo in the word Ricochet Restoration Strike Restoration Strike Combo 1 & 2 power now has sound effects General Account vault will now properly show a divider (/) between numbers Added line of sight filter to NPC duelist pistol attack Added weapon trail nodes to the human player character races Adjusted video effect culling on Arcane book weapon Bosses and other mobs that are level 36+ should appropriately grant XP when they are killed Corrected the description of the Dragon Sigil Badge so it reads 2% Damage Bonus Equipped tools should no longer drop on death in The Shadow Fixed an issue preventing players from executing chat commands containing Cyrillic player names Mature Hellcat Mauler should no longer be stuck and undamageable Fixed an issue with Female Centaur Hair Style no.5 in character creation Fixed an issue with the grouping and EK commands that were preventing players with dots or dashes in their name from being found Fixed an issue where mounting after resurrecting in the same zone does not show the mount Fixed an issue where NPC quest voice-overs were not playing Fixed an issue where the invite command for grouping was case sensitive Fixed Half Elf Plate helmet clipping through the head Fixed some terrain that was culling and blinking Fixed the Wood Elf male cloth helm when equipped will no longer make you bald Flytext for damage that is done to barriers will now be displayed in light blue next to the 0 <156> Harvest nodes that decay will no longer give experience and loot when they time out It should no longer be possible to interact with an inventory item that is in the process of being deleted God's Reach temples have new additional ambient sounds Modified the Gods Reach to add new parcels Mounts granted as quest rewards now display Mount-Quest as their item tier NPCs should have an image on their nameplates now Restricted gate access to exit a temple to the temple's faction to avoid killing players leaving the temple with the wrong faction Sentinel Maeve: Health reduction reduced to 20%. Sentinel Yaga: Support Power reduction reduced to 15% TheMuftaru Zone no longer has invisible objects that make players rubberband The Russian translation has been limited to Innova and Legacy/Grandfathered RU users. Players that don't qualify for Russian access that are currently using Russian will have their game client's language defaulted to English (the language can be changed to the other available languages from the settings at any time) Updated the sacrifice window so drag and drop works over everything but the buttons. Underhill Duelists can no longer shoot through walls. You should no longer need to unequip and reequip a weapon or armor piece to get it to count toward the damage values in combat after zoning or logging in Sounds Champion powers Aegis of Destruction and Aegis of Salvation now have custom sounds Electric, Lightning, and Crushing Elementals now have custom sounds for their type Fixed click sound on Export Items button in the Lobby Vault All Mounts have new shoes and now make sounds when walking Fixed some sound issues with Banewood Trees Fixed sounds not playing their louder versions when originating from the local player NPC versions of Myrmidon Arcing Slash and Bloody Swipe powers now have hit SFX Players and NPCs now play footsteps if moving behind the camera The Gaea Sacrifice Level Up sound now has a new, more noticeably unique sound NPE Adjusted Soldier Sanev's position to stop the quest marker from clipping through the wall Burn the Tents interaction nameplate and quest marker no longer overlap Changed the icon in the tutorial event for Intermediate Gear to have color and texture, Oh so pretty! Elemental Hotzone parcels now spawn the elemental NPC Fixed campfires so they no longer appear to be floating Fixed a clipping issue with satchels in the NPE Fixed a typo in Jaswinder's dialogue Fixed an issue where players were unable to interact with the Tree of Life in The Seed of Life quest Fixed an issue where the Tree of Life was floating in The Seed of Life quest It's a Trap quest: Typheinne no longer speaks for Dolag Don't worry Quest now has a world marker to the Pack pigs Read the Journal quest table no longer blocks the door The Solo Boss Auroch that is near Yuri & Hilda has been slain for good and will no longer pester those in the area Updated the "Go to the Temple" system message. It shall now be titled "This World is Dying" and only mention when the campaign is ending Updated the text on the quest formerly titled Outposts Galore to reflect that you now only need to capture one outpost Updated the Quest Image for the Ranger's Sanctuary quest
    10 points
  35. Yes, the people who where here for the past 6-7 years shaped the game you are playing. Ground target reticles? removed - players didn't like em. Root Motion Combat? removed - players didn't like it. Build time on crafting? removed - players didn't like it. Survival mechanics? removed - players didn't like them. There is quite a long list of things that were yanked because of feedback. Unfortunately, There is no way to take feedback from folks who weren't here when the cement for the house was being poured. That being said, those of you here now are shaping the aspects of the game we change from now on, and that feedback is considered in everything we do. So keep it coming! The big driver of this is tech, and the alliances locking players out of zones. In a perfect world we wouldn't have these limitations, but we want to try something and not let the issue fester. Yes i know it causes problems with the 3rd+ parties and those parties do add variability to the fight, we just don't have a better way to solve the core issue and not let it be gamed. This is a really good summation of everything contained in this thread, thanks! I'd like to thank everyone for your feedback, aspects of the design shifted based off of it, and we will move into the next phase where Tech costs the feature out, and we see where it can be put in the schedule.
    10 points
  36. Given the competitive nature of Crowfall Campaigns, we try to maintain the integrity of the Conquest Scoring as best we can. Recently a zone crash during the middle of a Dregs zone caused a loss of points for a guild as if they had lost control of a keep, without the keep actually being captured. After investigation, we will be adding those Conquest Points to the Conquest Score during the next Maintenance window.
    9 points
  37. Please spool up a copy of the current dregs map, cap guild participation at 24, and disable alliances. Run it in parallel with the current dregs campaign. Potential Benefits: It demonstrates a commitment to a large portion of the player base and immediately follows through on verbal statements of priority: Following the recent live stream, there was no immediate commitment to improve quality of life for small and medium sized guilds. However, it was verbally recognized by Gordon as an immediate priority with a verbal commitment hungerdome was now moved up in priority to mid-term. This would provide immediate relief, use tools current in place, and provides recognition to players’ concerns. It’s inclusive: Assuming this dregs is run in parallel with the current dregs, all size of guilds will benefit. Small and medium sized guilds will be more competitive in all aspects of the game from rewards to personal progression to durability hits. Large guilds can engage with the percentage of individuals that crave additional risk and those that don’t, can remain in the current dregs. As they will have the resources to commit to both, they will receive more rewards than they otherwise would have gotten from only one campaign. It’s another way for them to flex their strength. It uses the tools at hand: Part of point one, it deserves its own. Most current suggestions to provide content and relief for smaller guilds will require significant cost of design, development, and test. An example is Zybak’s recently advocating for limited use of instancing to provide content for smaller guilds and a recent reprioritization of hungerdome. These are great suggestions, but too costly and slow and will likely require a population number that is currently not present. I would personally LOVE an arena with associated ELO, but it’s just too expensive to do right now. We already have tools to help address this issue. We just need a dregs with an alternative ruleset. It will increase engagement: There will be smaller fights, but more of them and more engagements with the systems designed to promote conflict in the game. Small and medium size guild excitement would be sky high and we could see the return of individuals and content creators that left because of the current struggles. More conflict means more opportunities for the emergence of new content creators generating excitement for the game, free marketing, and bringing new people into the game. You may want to decrease the size of the map. Don’t. Just because smaller guild sizes will be present does not equate to need for less room. There will frequent engagements with the size as is. There will be more competition: With more guilds participating, there will be more competition for rewards. That means increased engagement, more players optimizing personal and group compositions, and more community involvement as we poorly made dergs talk, theory craft, and define the meta. The stakes will be higher and that’s a good thing. It will help bring into focus the areas that need attention: A positive and a negative, but I think there is more positive. As an example, as engagement sizes decrease, class balance is going to come more into focus. For this perspective, we’ll have way more intelligence about what is working and what is not. We already know there are issues with class balance either through the class itself or systems such as armor pen and PDM. With more frequent engagements, the player base will provide way more free testing, feedback, and discussion. It will bring into focus areas of the game that are problematic and help prioritize work into what will provide the most benefit. It mitigates the implicit bias in design: As the game has matured, systems have come into focus that have shown how skewed they are against small and medium sized guilds given the rulesets that have been available so far. I’m not talking about the ability to compete in conquest. Durability, buffs, and access to farming experience and resources are three quick examples. I’m not saying anyone has it out for small guilds, it’s just become abundantly clear that to accomplish goals you are heavily incentivized to join a larger and larger group. That has shown to lower engagement and lead to a risk-adverse style of play where very little is risked but everything has gained. While I’m implying it’s a bad thing, I’m not even sure it is from a particular perspective. However, it is a bad thing from the perspective of a large portion of the player base who want to engage in the game and its systems in the way of their choosing and in the way that is consistent with the sandbox Crowfall is. Their perspective is no more right or wrong than anyone else’s. Providing this ruleset will immediately provide a more normalized environment for these groups. It gives you some breathing room: I’m taking off my Karen wig and picking up the olive branch. This ruleset addresses what I believe to be the single largest community concern and point of contention in a way that is elegant enough to hopefully allow the organic evolution of the game. A lot of these concerns don’t need a sledgehammer, and in turn, tons and tons of work and rework. This ruleset would address the complaints by a large portion of the community and generate a huge amount of goodwill and patience as other areas are addressed. We know there is a huge list of to do’s as is apparent by the recent addition of design reviews. They are all great and needed, but this relief is needed immediately to allow a large portion of the community to engage with the game in the way they envisioned. Implement this ruleset and give yourself some breathing room to address what is currently in design review and the root cause of some of the things listed here and in other places. It’s not perfect, but it will make the game bearable for a potion of the community that feels more alienated with each passing day. To beat the horse a bit more, we know you don’t have it out for us, and we are more than willing to wait for things as they come online. Help us help you. Potential Cons: This may all be wrong: There is the possibility that you implement this map and ruleset and engagement is low and people have problems finding fights and no problems grinding and getting resources with no conflict. However, the potential benefits eclipse this risk by such a margin that I’m confused and disappointed it hasn’t already happened. It exposes handshake sieges: I want to be positive, but this point needs to be mentioned. First, if nothing else, I hope this post demonstrates that this ruleset should be a perfectly legitimate ruleset available for campaigns. If you agree with that statement, it doesn’t take long to understand the problem that handshake sieges introduce. With more, but smaller guilds, a small number of guilds will be able to own a keep, but you would likely have more guilds that show up to contest a keep when it is venerable with only one coming out on top. Sounds like fun, but with handshake sieges as presented, this storytelling will never take place. I don’t know if it is possible to make this a switch that can be part of the ruleset, or to change directions, or address this concern through design, but it’s clear the playstyle handshake sieges disproportionately benefit in its current stated form. While I have this in the negative section, the positive is we as a player base can provide more intelligence about if we have this ruleset. Reserve spots for attackers and defenders, but with the leftover, allow for third party engagement. It’s still exploitable: Large guilds will still be able to ensure they are always at the max cap for the ruleset by having people lock and unlock and there won’t be enough keeps and there is the stuff I’m not thinking about. However, that is still preferable to what we have now and if you have the personnel to accomplish that, I’m not opposed. It splits the player base: This ruleset might be popular and there will be many different guilds participating, while small guild involvement in the larger dregs will all but disappear. It likely won’t be good for the health of the current dregs, but it’s moving in that direction regardless of the creation of this ruleset. The natural evolution, due to small guilds quitting, or joining larger and larger guilds, is the same outcome. This rips off the band-aid and faces the problem head on. It has to be addressed because we are inevitably going to end up at the same destination soon. Let the two environments compete and see what works best. If one works, we know what direction the game should head, if both work then we have two rulesets that satisfy a larger proportion of the player base. You thought ahead. The tools are in place. Trust the system and flip the switch.
    9 points
  38. I want nothing more than the people that want another MOBA to just move on. Your feedback isn't valuable. You fundamentally want a completely different game and those are already available on the market. Go and try Mortal Online 2, for those who want a "hardcore pvp" game. Everything people say that is wrong with Crowfall, is actually wrong with that game. The combat is atrocious Skyrim flailing with added netcode and hitreg problems. There are 2 enemies: bandit and zombie. There is no PvP. I mean none. Zero. "600 skills" but most of them are just a flavor of of crafting knowledge: i.e. leaf A skill, leaf B skill, tree A skill, really looking at tree A in a different light skill, Zzzzzz. There are some people that love Crowfall for a few reasons, but wish it was further along in development. Fine, go away and come back later. Every New World forum is talking about how that game has "a good skeleton of an MMORPG, but it isn't quite ready yet" and they're saying to wait a year. Where is that patience with this game now that it has launched? New World again is a bad pvp game with meaningless territory control, terrible combat, boring harvesting. If you want DotA just go play DotA. Compare PvP MMOs to one another and you'll find Crowfall is actually the best thing on the market. It fell flat due to not being able to educate its players and too many naysayers being boosted as "influencers" among a very gullible population vulnerable to disinformation, but it has a very good skeleton. For some reason the forums go unmoderated and people can get off saying whatever they want, so the official source of information is corrupt. It has a very deep pit to climb out of because of that choice to not ban the people who come here offering nothing but trolling. The trolling is now seen as the voice of the players from the ignorant looking from the outside in, where actually most of the discussion is going on in various Discords.
    9 points
  39. Updates? They barely worked in the first place. I wouldn't call them updates I would call it "trying to make broken systems function properly"
    9 points
  40. The other feedback channels are greyed out, so I can't create a topic in them. Hopefully this channel is OK for this. I have found that a 400 slot main bank, with VIP, is just barely enough, and it still requires a lot of management as well as EK chests in order to make it work. What this means, to me, is that it would be extremely inconvenient, and require a lot of difficult cutbacks in loot and gameplay, to use the default 200 slots. This bothers me, as does the decision to make respecs cost 75k, because it seems like the dev team have nearly forced me and my friends to buy VIP. Several of us have expressed a sense of mistrust and resentment toward the dev team, because we feel that this design decision makes the "pay once" claim questionable, and perhaps even makes it a bait and switch. Severe limitations on respecs and bank space seem like something that would be imposed on free to play accounts in a free to play MMO, not on one that we already paid $40 for. The 200 slot limit is just far too restrictive. It feels like a major penalty.
    9 points
  41. The losers are the ones who chased points and made the last 4 weeks miserable for their members and allies. Congrats Hax you likely lost half of your starting members over the past month. If you play this game for the numbers and the mind numbing things that go alongside making that number larger, then you've already lost. HAX made it a habit of night capping outposts, attacking small guilds and avoiding ANY type of conflict with Winterblades, all the while they were pushed around the campaign as they lost keep after keep. Only LoD/UDL were able to hold their original keeps claimed on day 1 and never lost a keep they attempted to defend. Instead of attacking keeps and getting a good fight, HAX and WB both sought to turtle in their keeps or siege empty keeps or small clans. The fact that an alliance that made it known to their members on day ONE that no one was to "chase points", and that the end positions were meaningless was able to actually OUTSCORE all other opposition just shows how bad the competition really is. Did Death Alliance lose a single keep they defended? No. Did Death Alliance lose the day 1 claimed keeps? No. Did Death Alliance chase points? No. Did Death Alliance route all other alliances and destroy more keeps than any other? Yes. Did Death Alliance do this with fewer members? Yes. Did Death Alliance work together better than any other alliance? Yes. Did Death Alliance force their allies to "give everything to Hax or WB"? No. Did Death Alliance outscore all other alliances while not even trying? Yes. Did Death Alliance "win"? Yes. Claim whatever you want to claim. Trumpet your victory because you chased points and had a higher total as a single guild that was fed by all their allies and conspired with all other enemies to avoid fights as much as possible... and still lose in the end. CONGRATS TO DEATH ALLIANCE! If you are not Death, you know you suck.
    9 points
  42. Maybe they just aren't professional posters.
    9 points
  43. To be honest, I am still amazed this game does not give XP for killing other players. Maybe that would help with disguising the grind abit?
    9 points
  44. Delfofthebla

    Goodbye crowfall

    Man I can't wait for Crowfall to come out of early access in 4 years
    9 points
  45. I think those, like Jah, who blindly support (even the broken aspects of the game) are not helping. Turning blind eye with ignorant comments just sums up the current state of Crowfall IMO. Comments like "updates are expected" is minimizing the reality of the broken state of this game. We all should hope this game gets the attention, fixes, updates, it needs, but to downplay the current state is just harmful. Loving the game regardless is great, but isn't wanting and advocating for more from it even better?
    8 points
  46. Come back in 1 year and check out Artcraft's new game. They will surely have learned from their mistakes and their next game will be a complete and flawless product! Gordon Walton and J. Todd Coleman are genius tier developers.
    8 points
  47. So Hax won despite having a weaker alliance. Looks like a solid result by them then.
    8 points
  48. Deadulus

    Goodbye crowfall

    I wanted Crowfall to be good and had some fun, I grew up on DAoC, Warhammer Online so I felt like the core audience. I do really enjoy the pvp but the gear gap for a still level 30 in wartribe gear is just impossible. It really takes the fun out of it for me, even in shadows. Forget about dregs, people are so desperate for a some action its not even fun for lowbies. I wish you could jump into more evenly matched fights without sinking so much time into the PvE grind or needing the connections of a large active guild crafter. I've tried joining 3 larger guilds at this point since launch but still have trouble finding groups since I play mostly off peak hours. I feel like I gave it a fair shot. If anyone wants a month of VIP DM me, I'd rather someone use it, Won it on a twitch stream. GL after NW launches. I hope to see some success/growth at some point and I'd happily revisit but this just isn't approachable for a casual player in any way. ☹️
    8 points
  49. Guild Name: Running Dawn Guild Region: NA Guild Link: https://crowfall.com/en-US/guilds/search?name=running%20dawn#DAWN Guild Discord: http://discord.runningdawn.com/ Guild Description: We are a small guild of 20+ active players looking to grow and recruit new and experienced players to our cause. We formed our Crowfall guild when the game launched on July 6th and strive to be the top 20% in Dregs Conquest Points and Glory and get legendary crafting across all disciplines and be self-sustainable. We only require that members adhere to our discord community guidelines (common sense rules). We support each other in playing the game how everyone wants to play it. So if you want to craft or harvest all day every day you can. If PvP is more your style, you can join our blood thirsty horde to hunt down poor souls in Dregs (guild vs. guild). If you are looking for a guild that is small enough to know everyone while also being active enough to achieve worthwhile accomplishments in Dregs, be sure to click the guild link to apply and join us in Discord.
    8 points
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