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Showing content with the highest reputation since 10/31/2016 in all areas

  1. 39 points
    Content: Posting 1 (this one): Content, Foreword, Basic Informations for new players, list of numbers of supported players per stronghold parcel type, picture of full BigWorld 3.3-3.5 Map (spoilered), most important stronghold parcels Posting 2: Picture of BigWorld 3.3 to 3.5, compared to maximum basic map/EK size (spoilered) Posting 3: All existing parcels with pictures and descriptions, as of BigWorld testing build 3.3-3.5. Posting 4: The new canyon parcel in BigWorld 3.7, as of 2016.12.12 Thread: Mountain Parcel - New details as of May 2017 Also visit my Stronghold Comparison if you like to, now including the number of wall parts you will get for your stronghold packages during the 3.8 tests. Foreword A while ago i made a Stronghold Comparison to show and discuss how big Strongholds will be in Crowfall. Though mostly based on rough estimations and a lot of calculations, the numbers turned out to be pretty good. Now, with the opportunity to take measures within the BigWorld test environment, the possibilities of calculations rose as much as the curiosity how the dimensions of parcels will feel and how the world will look like finally. In this thread i will try to juxtapose parcels that we have seen seperated and from a bird's-eye perspective (like concept arts) or mixed up and from a worm's-eye view (like in the BigWorld test). Please note that those are NOT the real things. Based on given informations, these 3D parcel pictures are roughly self-made emulations, so they won't be perfect. But they should be good enough to give a general idea. After some basic informations for newcomers, i will start with the most important stronghold parcels and show you how they look like, compared with each other and the actual BW 3.4 test environment, and will add new informations and pictures from time to time. Have fun, good luck Kraahk Basic informations For those who are not into geomancy, some basic informations. Parcels are the modules our worlds are made of. Each parcel contains one or more quadratic cells with a side-legth of 256 meter each. Crowfall uses basic maps with a scope of 20x20 cells. In the case of Campaigns, several procedurally compiled basic maps will be stitched together to build the whole world. In case of Eternal Kingdoms, players will have the opportunity to build their very own kingdom (they way they want to) within the frame of one basic map. Parcels and Strongholds can be bought in the shop. They can also be build out of ingame materials (if the necessary skills are trained - like stone masonry or geomancy) or shared or traded with other players in game. Parcels can be placed in other players kingdoms. Placing a parcel somewhere else doesn't change the ownerships. The same is true for building components like walls. So people can work together, without fear to loose something. Parcels and Strongholds support different number of players/shops, mostly depending on the parcel type and rank. The numbers show the estimated support provided by the basic version of this kind of parcel. From Shire to Province - an overview We have seen a lot of pictures and we ran more or less frenetically through the BigWorld. But we haven't seen the parcels side by side yet. In this picture you can see the most important parcel types, including their names and supported player base. Where known, i also added the related strongholds, roughly true to scale. Parcels compared to the world It is nice to know how big parcels are if compared to others. But how big is this in game? To say: How will it feel? To answer this questions, we need something to compare an ingame feeling of scope with those dry pictures above. Since we have BigWorld testing, we can do that. The following picture shows the big stronghold parcels side by side with the explorable BigWorld environment of the 3.4 Test. The Palace parcel (province 3) would swallow the whole swamp area + 2 Shire parcels + 2 Estate parcels. To see more ingame maps of the 3.x tests, you can visit my Crowfall Maps thread. edit 161119: content summary added (including later postings) edit 170425: Time goes by. Adjusted some things, added some links.
  2. 31 points
    Nephal

    A comment on customer service.

    Context: The last MMO that I played was Archeage. I had inherited over time essentially all of my original guild's holdings (an absolutely massive contiguous area in an ideal location). One day I went to log on and one of my two accounts was locked. I immediately sent an email and waited. I didn't get a response in weeks, even though I repeatedly attempted to do everything I could. *Poof* the land started to go and that was it for me in Archeage. Today: I sent an email at 11:12PM to ArtCraft Support mentioning that I had my email linked to both my Crowfall and MicroVenture accounts and had not recieved my investment bonuses yet. Fully expecting to have merely missed something obvious I got an email back ELEVEN MINUTES LATER from Gordon telling me he had solved the problem. Keep in mind it was after 10pm in Austin... The Point: Just wanted to say publicly how much I valued such customer service, especially in an age where in order to talk to someone at my cable company I had to wait on hold for over two hours last week... Nephal et al
  3. 25 points
    So, we had a nice livestream today with an open Q&A. Here are the questions and the answers. General jtoddcoleman : For next 24 hours, 33% discount on Bronze Bundle. Get it while it... lasts? is hot? something. jtoddcoleman: In general, I need to start answering more things with "post launch", if we ever want to launch Q: 5.3 when? Thought they'd come at the same time as the R/C split A: no, we've been pushing to get CW polished, and 5.3 will destabilize everything. Here is the order of operations: 1) get past gamescom 2) get our first real campaign worlds up, with short timeframes (1 week) 3) get 5.3 out to you guys to start testing Q: With the 5.3 skill wipe is there going to be another 2+ week headstart for only alpha 1.2 players or with the lower test population of late will it be open to more packages A: We haven't actually talked through exactly when the next wipe will happen. that last one was actually because we pulled an OLD copy of the skill tree over, and hopefully we can avoid that going forward. Q: Will the Live Server universe get an update before 5.3? A: You know, I actually don't know what the roll-out plan is relating to 5.2.x and 5.3, will have to coordinate with BD and GW, because it's always more complicated than it seems at first glance. Q: Did you finally found a nice sitting position for our beloved centaurs ? A: no, actually. they've gotten worse. Q: If we sign a petition can we get coolwaters put in a little stronger than even the fallen hero? A: I saw that. I will post something when I get back. I need some time and focus to get my thoughts on paper. Gamescom Q: How is the reception to Crowfall at the convention? A: It's been incredibly well received. I had (not kidding) like 12+ interviews today. we had a line outside the booth all day. It's funny, because I forget how much stuff the "average" player doesn't understand/know about CF. Q: Going to be able to stream in other days....? A: We'll see! I hope so. Q: are u showing the game as it is ..like on test servers or have you made like a "GC version" ? A: Gamescom verion is 5.2.1. you have to submit in advance of show. Campaign Worlds Q : When we get our 1st CW will the map be the current size or will it be bigger? A : First CW will be like current map (the larger one, not tiny tyranny) Q: Will roads enable faster movement? A: I definitely want to provide a benefit for roads, but I don't really want to offer too many speed ups for players because it can lead to issues once they stack. my current thought is to offer a speed benefits to PACK and CARAVAN animals on the roads, to speed them up and make it more attractive as a means of moving building materials ...with the obvious side effect of increased risk Q: Would it be possible for Strongholds to grant players of the owning faction who are nearby a buff, similar to what a Bard's song does for a group, or what SB's spires did? A: Not directly, but we do have some plans (related to relics) that would be similar to that. Q: Any chance of upping the 10 import/export limit? Maybe with a change to spirit bank only working near a local bank? Trying to save the loot at the end of the test is a massive chore. A: Great point on the spirit bank. let me talk to TB about that one. And we definitely could up those limits. I would love to put a regen on them, so they max at 10/10 but they reset based on time or game activity. Q: An interesting way to increase the 10/10 limit and drive more activity to the Tug of War would be to tie the number to the slider. A: Agree! that would be even better Q: So the more forts you own the more you can import export? still doesn't help the fact that the limit of 10 is really low. 1 set of gear and a weapon is 5... meaning 5 for resources. and guilds that actually farm it typically have more than 5 stacks of each type of resource A: If you guys feel (in general) that more imports/exports would be better, I have no problem increasing the numbers. that would be a trivial thing to do (it's just a variable!) Q : Does the tech exist in the 5.2.4 build to make it possible for Stronghold Bank chests to only be usable by the faction that owns the Stronghold? A : Great question, I actually thought it worked that way. I'll have to find out if it's a flag we can set. Q: After release will we have access to all campaign worlds types or can we expect to see them introduced via packages through the store? A: No limitation to CW types. I could imagine us doing some kind of a tournament with a separate buy-in, but nothing planned for that right now Q: How is the faction bar experiment going? Are we going to see different win conditions in this build or next? I personally find the bar ... unfulfilling A: I want to try it on a real CW map, but we already have "King of the Hill" mode ready to go Q: As a designer, have you given any thought to possible ways to introduce persistence to the 'throne war' that is at a scale larger than campaigns? A: Eventually, I'd love to try out some campaigns that are more "sports" like in approach. For example: "This Campaign runs every evening from 6pm to 9pm CST, only." or "This Campaign allows each guild to send in a roster of 20 champions, and they start with a Fort. It's an elimination world; lose all your land and your roster is out" Q: Neat idea but that seems like something at the opposite end of the kind of persistence I was referring to. A: I have something coming on that "involvement of the Gods" topic Q: Can you elaborate on mounts and their use/presence in the Crowfall campaigns. As killable "items" are they also lootable etc? A: So mounts & pets & caravan animals is another design that needs a full pass now that we are here, about to implement. You guys see my pattern now, I'm sure: get the initial idea on paper, sketched in broad strokes, then don't touch it again until you get close enough to see it. Then rebuild it, knowing everything that you now know, that achieves the spirit of the original idea in the best/most efficient way possible. Q : With the ability already in game to Warp spirit crows back to the temples. why not warp non faction players in beachheads out of the beachhead? A : I'm not sure what you are asking exactly, but in the next build it the issue of beachhead camping will be addressed better Q: If we could just lock out other factions from entering the beachhead of other factions that would solve that issue. A: Next build (I hope) we should have a hunger effect on any players who sneak into an enemy beachhead Q: I am constantly surprised at how many completely new players I see in the test every weekend. One thing which befalls all of them is losing their first set of gear to having used the wrong statue to respawn. Any way this consequence could be made clearer in game via tooltips or some-such on the statues themselves? A: The entire new character and respawn flow needs another pass. It just needs to be cleaned up. Eternal Kingdoms Q: When can we expect to see the new castle pieces added to the current castle packages? A: Probably in the 5.3, we've got some issues importing data in 5.2 because all of the tables changed for R/C Q: Is the plan for EK's to have PVP flag for the whole EK only. Or will we be able to set it up by Parcel? A: We're going to start with whole world first, it's a good idea though so I'll try and keep it in mind Q: will there be the ability to sub-divid the EK to non-public areas but keep the general area 'open' A: I would rather find a way to allow you to use walls to restrict access... artificial boundaries seem lame Q: Will you make the maps less "square" than current ones e.g. land branches into "zones" A : Probably keep the square grids, but I really want to get "linking" of EK grids in -- which would mean you could make different shapes by connecting them Q : If a fort "supports" 10 players, does this refer to vassals (so there can be 10 houses but more tennants)? A : It's actually the reverse -- the player limit determines who can own / place buildings there. players are not limited to 1 building each. It depends on the building capacity, and upgrading the rank = more buildings in the same space. you can divide them up among players as you like. Q : I understand the chicken ticker nightmare will stay in CWs but is there a possibility to have it removed/disabled in the EKs? not really fun to stop everything to deforest the EK every 10 minutes A : good point. also seems like a good potential relic effect for a monarch to install in their EK Q: With the placement of target dummies in the beachhead. Will this mean the target dummy system/EK asset be done in the near future? Possibly 5.3 or earlier? A: Yeah it's also likely a 5.3 thing, for the same aforementioned issue with exporting our design tables CW/EK mix Q: Will we ever be able to build across parcels in a CW? A: No plan for cross-parcel, because it means that we can't move parcels in real time. maybe if we forced you to remove any offending pieces PRIOR to moving the parcel? Q: Even in a cw world where parcels cannot move? A: TBH I haven't really thought thru the implications. I like the idea of a great wall of china, though, so agree it would be cool Q: And will we ever be able to build roads via hippos? A: Eventually I think it would be great to add a system to paint roads, but that's not in the plan for launch. I think we'll start with "road tile parcels" (1x1s) that you can place Q : Will relics in the EK affect gameplay in CWs? If so, how? (Trying to see if EKs will have a use beyond setting up shops to sell to people going into CWs that allow imports) A : I feel the same way about the vassals system, actually. So I want to take another look at the relic design. SO MUCH has changed since we wrote that, I think it needs a complete pass. Q: Will their be none player controlled defenses added to game eg towers ? A: Yes, we need to allow for NPC guards Q: Will we see game mechanics like toxic water in swamp parcels which may damage players over time if they traverse it ? A: Yes, I definitely want environmental spell effects / bufs & debufs Q: How do you envision thralls in the world? Will they have the same 'model' and different names? Will we enter combat with them - or harvest like a node? Will they be static/predictable to spawn? A: We definitely need some "spirit thralls" (think spirit bear effect) but I'm actually thinking we might want hirelings, too -- mortals who look like, well, mortals. Q: Do we have to fight them to capture? will they roam the map or be static spawns? A: 1) probably 2) undecided 2) (or both) Q: I recently played a game which had meteors that fell from the sky, which introduced a dynamic event and focus for conflict over the rare resources - would CF's mechanics allow for such a thing? A: The seasons system is going to be our first stab at environmental adjustments. events are definitely possible, but post-launch. Q: Can you share any progress about the taxes/maintenance concept with us? A: Oddly, I have made progress on Tariffs, now that Import/Export is settled. But not maintenance. Q: Once the Class/Race split finished will the art team start working on the Kickstarter, 2016, 2017 EK asset skins? A: those are separate tracks; environment artists aren't part of R/C split. We'll get to that stuff, but my priority right now is to finish out this first archetype set and then move on to adventuring areas (of which we are SORELY lacking) Q: Adventuring areas? A: I feel the lack of adventuring areas as keenly as I feel the lack of TOTINOS PIZZA ROLLS Combat & Skills Durenthal : 5.3 makes combat systems-complete. Can we expect the devs to start paying more attention to balance at that point? jtoddcoleman : Yes, but don't assume that life becomes "easy" for the designers. they're going to be under the boot. Q : Any chance of using the lame-duck/zombie 5.1 Live server to test a high-level skill training environment, by resetting skill training to max for all players? Get some use out of it while we wait for it's repurposing. A : Not opposed to a "max skill" test. great idea. Guilds Q: So we keep hearing that guild support is working in one of the dev branches. Any ETA on this? A: It is in early testing, and will hit the website soon. but then we'll have to tie it into the game, so unfortunately it will take some time (like everything else) Q: Any decisions or thoughts on supporting guild-owned EKs? or still going to let players work that out for themselves? A: My plan (right now) is to have it technically owned by the GL with succession rules. Ultimately, someone needs to "own" the guild object, anyway, so might as well resuse the existing admin structure. Resources Q: Will we ever see new 'mothernode' types e.g. trees or leather? A : Yes on leather at some point (giant monster carcass) Q: Has your design approach changed at all in regards to regular nodal resources and POI's? thought we'd see (any) the later in these tests. A: In terms of # of resource POIs, we kept it low to encourage fights. I'm sure it will go up (and isn't hard to do, it's just another thing) Q: So far we've never seen hides higher than rank1 off boars or cats. Is there tech limitation preventing that? A: No limitation, probably just something the designers haven't gotten to, yet (that I know of -- could be wrong) edit: sorted & formatted
  4. 21 points
    EntityGaming

    Metal Bar Combinations

    Spent a while harvesting a bunch of Metal ores and combining them in every way possible. Here's the list of the different combinations and the benefits they'll grant to the items that you create with them. Built a great Sharp Rapier for my Duelist with only top tier Tin and Iron and it rips people apart.
  5. 19 points
    Seems a bit of an over-reaction.
  6. 19 points
    i would personally welcome a skill wipe etc [especially if it comes along with some sensible skill tree revisions]
  7. 18 points
    Yumx

    Vanguard Minor Discipline Guide!

    We in the Vanguard want everyone to improve, and have easily accessible information about the game. With the death of Expansive Mind, Demon's Pact, Fashion Statement and Hand of Glory - we often get asked "Which minors should I go with?". So to help the new players, and refresh the memory of experienced players, we have created a short guide, with the currently available minor disciplines in the game. *Note that we have left out minors such as those who improve songs, and thorns - as we would not recommend them to anyone currently. Enjoy. Remember to click to zoom! _______________________________We are recruiting! Looking for 2x flex players and 1 support player! Check us out here: GUILD THREAD
  8. 18 points
    The plan hasn't significantly deviated, other than in some systems/areas we've built more than we originally intended (vessels, disciplines, real-time parcel stitching... and of course the poster-child of expanded scope, the race/class split). That said, while the "top-level" feature list hasn't changed, I have made -- and will continue to make -- made changes to content and implementation where it makes sense -- the vassals system, which I'll be doing a refresh on soon, is the one that leaps to mind (because I'm working on it right now). My general rule in these cases is to give you guys something either more flexible/functional than promised, or -- if and when we have to fall back -- to explain how and why and do the best that I can to live up to the spirit of that feature. When major things happen, Gordon and I will typically announce them "off-cadence" with a Founder's Update, typically on a Wednesday but occasionally on a Friday. In terms of the milestone schedule, yes, of course we have a plan internally but we never share that because I things shift around constantly in the development process and it doesn't matter how many caveats we make; if we say it, or even imply it, some players take it as a gospel -- and get really mad when we "break that promise". So instead our approach is to (1) communicate constantly, (2) be as transparent as possible, (3) which includes openly owning our mistakes, and (4) show constant forward progress. To that end, I think we've done a pretty good. Hopefully you guys agree. Todd
  9. 17 points
    Kraahk

    Meet the Elken!

    Would be cool, yeah. But it might cause certain strategical problems.
  10. 17 points
    Tinnis

    Crow-a-Thon July 25

    section index: blair and todd intro and qa sessions blair and mhlash cleric powers and QAs dogget human assassin smoke bomb animation after stream reset back to todd eric modeling stoneborn shield back to todd destruction FX effects back to todd and dogget Blair and Susi character sheet and QAs back to todd New building pieces back to todd greco half-giant myrm art back to todd jonathan world parcels after stream reset back to todd blair hlash new racial powers back to todd [starting the booze] stream back billy and lars UI skill tree changes, powers etc back to todd and blair closing QA todd and blair
  11. 16 points
    Prologue Caldera has been an active part of Crowfall since early August 2015. “We are the attackers, causing mayhem and murder. We are the crafters you will spend your funds on. We are laying siege to your castle and crushing your attempts to take ours. We are the refuge and protection from The Hunger that is creeping in on us all. “ We are Caldera - Playing with Fire! Avocation – “What does it mean to be part of Caldera?” “Real Life First – Full Commitment when Available Equality amongst friends, respect towards enemies… Improvement – Team – Success” The only thing you really have to do is take care of your real life. To balance between gaming and the rest of your life is your call. When you do come online and play with us, we want you to be fully committed ~ To Play with Fire. Strive for improvement. we will never be perfect. That doesn't have to keep us from trying. Learn from successes and mistakes, from your allies, your enemies, and yourself. Always ask yourself "what would have been a better way to approach this situation?" Don't be afraid to receive feedback, and don't be afraid to give it. Play for the Team. We are not a pile of solo players. The team is our strength, our motivation, our family. Always try to do what is best for the team, and in the long run the team will do what's best for you. We share our time, knowledge, and ingame goods. Aspire for success. While there is sometimes room to “mess around”, when it matters, we always play to win, no matter the odds. People will depend on you. Always play to the best of your ability, use your best judgement, and trust in your allies to do the same. We are all equal gamers and humans, and we treat each other as such. Being an Officer means taking up a responsibility for the good of the guild, no less and no more. Every voice matters. This even includes our enemies: be respectful, in victory or defeat. No flaming, harassment, bug using or cheating. What do we offer our members – “It’s a package deal!” A fun and friendly environment to achieve common goals in. A flexible hours guild with a hardcore mentality when it comes to the important stuff. (Casually Hardcore). A massive amount of in game knowledge to be shared to empower our guild members. A common progressive attitude towards the game where all guild members are recognized for their contributions. Applying – “Still here? Perfect.” Upon reading this, if you feel that Caldera might be a place for you then all you need to do, is click below: APPLY NOW Still not persuaded? If you wish to learn more about our structure and how we do things, then just click below. Read More! or Link to the original Caldera recruitment thread.
  12. 16 points
    I must confess, i nearly missed it. I only recognized it because just a few minutes ago i said in a discord channel, that today it's the first time ever that i have a strange feeling of being bored about Crowfall, though i would have never dreamed that i would say so (yeah i know, shame on me ... but hey, i went through a lot, so maybe you can forgive me xD ). Then someone asked me how long i am here. I didn't know, so i looked it up. And yes, kickstarter just started ... exactely today three years ago, on february 24th 2015. Which was the same day i first was introduced to the new Crowfall project. So, hail to subconscious informations. I got it and understand the source of this strange inner turmoil now. (which also means that it is gone now ) So, how long have you been here? What is your story with Crowfall. What changend in your eyes during the years? Which of those changes did you like most and which least? How much are you still into Crowfall. What is the thing you liked or hated most since you followed Crowfall? What did you expect and what are you still waiting for? I am really curious about your stories. It would be great to hear some. Let's see how much energy the community can provide at the 3-years mark to get them. Have fun, good luck - and happy anniversary Crowfall! Kraahk
  13. 16 points
    Yoink

    A Crow has Fallen - Coolwaters

    It would need to be on master of scimitars, and be the only heal they can take :-) @thomasblair @mhalashace @jtoddcoleman
  14. 16 points
    Fellow Knight fans, rejoice (yes, I'm looking at you, Durenthal)-- the designers have given him some love. Lead Designer Thomas Blair introduces the StamiKnight in today's update. FULL STORY
  15. 16 points
    Pann

    Murder of Crows: Gordon Walton, Pt. 1

    How did this one-time paper boy become the legendary Tyrant? FULL STORY
  16. 15 points
    Mytherceria

    A Crow has Fallen - Coolwaters

    I honestly was unsure what to make of Cool when I first met him. He was brash, opinionated, and oh my god did he love to argue. He set off all my buttons. And then I got to know him and meet him in person, and all the uncertainty just vanished. His absolute genuineness, his passion, and selfless decency to those he cared about was just so clear that the knowing was immediate. He was one of the most authentic souls I have ever met. His bluntness was not malicious. It was just him. And who he was was awe inspiring. I want to scream at the universe as loud as I can and tell it to custard off but I also know that we will get through this together because that is what families do.
  17. 15 points
    Hyriol

    They call him a Tyrant, but...

    ...who would be afraid of that face? ♫ Me and Tyrant, GuineaPals ♫
  18. 15 points
    Grave Digging follows all the new rules from the harvesting redux. There is no tiering of tools nor tiering of Grave types. Unfortunately this was written weeks ago before I had made all those changes. (downside to trying to get ahead on our weekly content drops) We are going to replace those sections of the content drop to avoid confusing people. There are many more Human nodes in the map than anything else. Also Monster GY's also drop Human parts since Legionnaire is largely human, and elkin and minos are largely Human except for their legs and heads. I tried an even lower level of bones, cartilage, muscle in one of my early drafts of the system and frankly it crossed too many lines. Where we ended up is a good in between. (thankfully you also missed the "moist" stage of vessel crafting as well) I will talk more about this system and demo it tomorrow morning on the Live Stream. So be sure to stop by!
  19. 14 points
    Pann

    Crowfall curious? Get answers here

    Big Crowfall caw-out to @Rauthr for this great contribution on the Crowfall Reddit! Thanks for taking the time to create such an in-depth, comprehensive answer resource for some of the most commonly asked questions about the game. We really appreciate the time you spent putting this together! You can view the original post here . Do we have to be the same race to play together since the start? You can be any race, any class. What determines if you can play with your friends, is if you join the same faction for a campaign or not. Is the game full loot? Do you lose your set when you die to another players? Different Campaign types, will have different rules. Some may be full loot, others may have a timer for you to return to your body before others can loot, and yet others may have only a random item or two drop. Campaigns will last for limited times, and is the source of more rare materials/rewards. The winning faction will get to keep more/better rewards from the campaign than other (also depending on how much you contributed), and then the new campaigns might have a new ruleset on the world. Is the game more focused on PvE or PvP? As far as I can tell, there isn't so much a "PvE" in the usual sense. Right now it is PvP focused in terms of your activities. But you will have to kill some animals, either to skin them, or to get to materials they are guarding. In a recent email that crowfall sent out, it talked about how they are still working on the "moment to moment" game loop (the one that keeps you on from one 10-20 minute session, to the next) How does the grind in Crowfall work? Do you have to grind levels, items, etc..? You will get the majority of your stats from the gear you equip. BUT if you do level up, you will get a few (3) extra stat points to spend how you like. You will find that you can more quickly earn exp through crafting, and sacrificing items, than you might notice from going out and just killing mobs. Crafting will require more and more items, the more complex the recipe is. And with experimentation points, you will be getting different results with each craft. The "Ideal" crafting would be that you keep crafting until you get a set of experimentation procs that you would then "blueprint" (allowing you to replicate that EXACT craft again in the future) Is there a competitive scene? Most players that have access to the game, are avoiding the "burnout" since the game is more game-assets than it is a "game." Yes you can play the characters, Yes you can enjoy yourself, but it's not (yet) something that you will want to log in each/all day for. Currently the focus of the campaigns will be holding forts. and the only way to control a fort is to fight off everyone inside. Similarly, if there is a small region with high quality resources, you'll need some bodyguards to help protect you/others while they are collected. Are there factions? Can players from different factions play in the same guild? You can join guilds (see through the Crowfall website), and there are 3 factions to choose from. It would seem that even if you are in a guild, that does not mean that you HAVE to join the same faction as them. I'm not sure how this would work, as I have not fully tested/experienced this aspect. How is the population of the game? The population is currently quite low. You may encounter a group of 5-10 from time to time if you stay on during popular play hours, and near points of interest. Normally however, most people seem to be playing right now, just to get a feel for which classes and professions, etc, that they enjoy the most. How does disciplines work? Is it like Archeage where you can kind of mix multiple classes together? I have not played Archeage, so I can't give you a "yes" or "no" about that. BUT Each character gets 2 "Major" disciplines. These major ones will generally offer 1-2 abilities and a passive. You will then be able to choose a "Weapon Mastery" which will provide you with another 1-2 abilities, and lastly are 3 "Minor" disciplines. These can be used to further alter your character's strengths and weaknesses, either in mobility, combat, or even harvesting. My suggestion: If you think you will be interested in the concept of the game, go ahead and pick it up. Skills train off of Real Time, and are permanent to your "Crow" which then carries these bonuses into ALL characters that you make. By starting sooner than later, you can at least start training some skill trees to see if A, that's a tree you want to focus on come launch, or B just to see what other people may be getting as options in a tree you may never touch once playing for real. I get the impression that this is the main reason a lot of people are playing while it is still in such an "alpha" state. So that when the more polished gameplay elements are live, they will be able to see how strong certain classes/builds can be once fully trained; or, like I mentioned, if they are even worth the time/trouble.
  20. 14 points
    ACE_JackalBark

    Shoutout to Support

    Thank you so much for the shoutout, @Farske! Gordon, Pann, and I work really hard to be on top of support tickets, and it's always awesome to hear you guys appreciate it. This made my day!
  21. 14 points
    catberry

    I did a thing... for my video.

    I really went a little bit overboard. You can say I like Duelist. A lot. And yes. That's my face. Very shopped and overpainted, but it is.
  22. 14 points
    miraluna

    That sad zerg feeling

    Instanced mini-games would kill the open-world concept of CF. A better approach is to design world maps, territory objectives, and a scoring system that encourages players to disperse across the map in smaller squads.
  23. 13 points
    I'm just dropping this here. Most of you already on these forums will propably not learn alot from this one. But, i'd like to mark this as my starting mark for a series of vids wich will eventually go into deeper waters! For now, this might be a good tool for anyone wanting to educate a newbie about Crowfall for the first time!
  24. 13 points
    We all still want to do the Wereforms, and even more exotic Disicplines! The first round of disciplines was very design, art, and tech heavy and we didn't want to sign up for more than we could accomplish for round 1. I'm really happy with what we put up is functional disciplines (minus FX and sound in some cases) and not just another list! Also there is a much more detailed description of each power in the Powers UI once you have the discipline equipped. Obviously to prevent the inventory tooltips from too much bloat we limited ourselves to a 5 or 6 word high level description.
  25. 12 points
    Eldritch has come into 5.100 in a very unique position. All of us are effectively brand new players (despite some having dabbled in previous versions, our passive trees still had very little in them). This gives us a perspective the veteran players and guilds simply don't have and that, we believe, ACE lacks serious data on. As fun as it has been, despite all the trouble and issues (and pushing Order because come at us bro get rekt), we've been privvy to an experience that absolutely MUST be addressed and quickly (i.e., before Beta at latest). It's certainly one thing that we're new. We have a lot to learn. We don't know the best way to build specs or the best disciplines, but we're learning. We don't have the best comps, but that's just how it goes being this new and small. We don't know every in and out of crafting and harvesting, but we're learning. There are a lot of balance issues in general and since we lack any possibility of useful crafted gear any time soon it's also quite telling how all of this together can reveal just how lopsided fights are against well geared guilds and well built players. All of this is something we expected and something we are content to tolerate. What we did not expect and cannot tolerate is what the passive training tree and crafting system generally has resulted in. Granted, in pre-alpha we can't expect an economy (especially on a faction where we've become half the population of as a guild of, what, not even 12 active players?), and maybe on release it won't be quite so bad. However, that does not change the fact that our experience as a new guild has revealed some serious flaws with Crowfall's current design. There are some real problems with how the crafting system currently works in general. There's a pointlessness to crafting anything but blue and better gear. There's also a pointlessness to crafting anything without being near or at max crafting skill and experimentation points. This means we can't feasibly create any kind of intermediate gear to help us compare to those already kitted out in blues and better. But, that isn't the worst of it. The worst of it is the passive training tree itself. This tree alone has already pushed away three or four recruits from even bothering playing the game. One in particular dove in expecting to be able to become a great crafter, right up until she discovered the passive tree and how it works. She hasn't logged in since, neither Crowfall or our guild Discord. Another, realizing just how long it would take to catch up in any meaningful way with gear, has likewise stopped playing after about three days. All of this, if the systems remain in place as they stand today upon release, will guaranteed push away many players and risk killing this game before it even begins. A catch-up mechanic will not fix this. The problem is inherent in the current design of the crafting system in general requiring the crafting equippables, all the additives, and thousands of Dust to kit out a single person (therefor you screw yourself by crafting without crafting maxed and at least blue mats/additives), as well as the time gating of the passive training itself. I'm sure we all know and understand the purpose and intent of the passive training system, but in its current iteration it simply does not work whatsoever. There is also the issue of veteran players simply being able to fill out everything given enough time, thus killing any real hope of specialization in roles (combat/harvest/craft). After some discussion, we've come up with a few ideas for changes that we feel need to happen. Simply Add Active Training. This will help, but only to a point. This game's very nature doesn't lend itself well to the “craft 1,000 daggers” approach like WoW or Skyrim et al. Still, an active training aspect is absolutely crucial to ensure players don't feel entirely locked behind a time gate, allowing those that play consistently to build up their crow skills. The basic idea is, so long as you're engaged in an activity related to the tree you're training in, you'll gain points faster. Add Skill Levels and Limit How Many Can Be “Mastered” This will help with the specialization, but one issue will be that if new players think they want to go one way and decide they do not like it we'll need some kind of respec mechanic. This would certainly give gold a good sink. You would have so many levels you can train, maybe you can train everything up to “Journeyman” which might be, say, level 3 of 10, which means you'd only be so far into each main tree. Meanwhile, the 10th level of “Master” maybe you can only pick two, and only pick 4 for the maybe 6th level. And yet, a lot of players may like having lots of characters for lots of builds and situations, or like harvesting and crafting a lot and what to engage with all of it. If someone wants to give it the time, they certainly shouldn't feel like they're being pigeonholed. That brings us to idea #3. Give Vessels Their Own Passive Skill Tree Nobody should feel pigeonholed. Plenty of players like having alts. Certainly, no one should be able to master everything, but mixing in the vessel itself into the equation will allow people to stretch out in a few ways, such that only those that truly focus on specializing will completely fill out certain trees. So, you might hold out on Journeyman level--to use the above example--on your Crow, but each Vessel might still be able to choose one Master of their own so long as your Crow hits a certain level of that skill. But, to truly specialize, you would need to Crow and Vessel Master on the same skill tree, or some equivalent. With these ideas together, we think we have a solid recommendation to try testing with: First, determine a maximum pool of Skill Training Points. Players will still have their passive training, but now every single action generates a usable active point. PVP, point capture, harvesting, crafting, war tribes, all of these activities provide a certain amount of actively generated points. Players then allocate as they see fit on the Crow tree or the Vessel tree. Eventually, a player will hit the maximum points on their Crow, at which point a certain amount can still be actively trained on a per vessel basis. So, lets say (for sake of example) you can gain a total of 6 million points on your crow, while a vessel can train up an additional 2 million. This will do a few things: Players can actively play and get better/stronger at whatever they want to simply by playing, players can specialize without being able to get everything, and players will have some wiggle room to split off and enjoy alts without severely pigeonholing themselves (so even a crafter heavy crow, for example, can still have a good combat character, they just won't Master any Combat skills). This could work where you can only Vessel train from however far the Crow has, and adding points to the Crow for the same nodes would free up those points from the Vessel. Players won't be able to pace through a single tree any faster than anyone else, either, with this because you would pull from a single point pool; you'd merely be choosing Crow or Vessel to allocate to. With this introduced, and having an extra however many points that can be Vessel-specific, we could see the re-introduction of the Race tree allowing players to fill out minor buffs for each race like increased stat caps and minor general craft and harvest buffs (or, at least each race group, so Human, Elf, Monster, Stoneborn, Guinecean) Second, greatly expand and refine the skill trees as they exist now. Harvesting as it exists currently feels pretty good with respect to specialization so it doesn't feel like there's much to do to enhance this. The parts that could use some expanding is Combat with a near total overhaul applied to Crafting. Combat should be split up a bit and restructured a bit, having the Weaponry and Armor branches as they stand now, but making some changes as specified further below. Crafting needs to be restructured almost entirely and have new branches added in as detailed below. For Combat, simply tweaking and fleshing out more options will be sufficient, but overall it's adequate as is. Consider introducing three new trees that require Armor and Weapons maxed to reach. These would be named along the lines something like Warrior, Specialist, and Medic. These would provide passives dedicated to benefiting DPS specs, tank/CC utility specs, and healing specs respectfully. For Weapons, consider swapping things around, you choose One Handed Combat, Two Handed Combat, Melee Mastery, or Ranged Mastery along with an additional three Mastery trees: Organic Mastery, Physical Mastery, and Elemental Mastery. I feel like this might split things a bit better but that's just a whatever. This isn't anywhere necessary we don't think, but it would be nice to see this expanded, especially if the point cap and vessel points are introduced so players can better specialize. Now, the part that needs the absolute most work of all: Crafting. The overhaul here isn't just going to be the passive tree, either. This also will need to include some real tweaks on material requirements and other costs based on the rarity tier being worked, if additives are being used or not, and to also ensure that every level of commonality (except maybe white?) is valuable to craft with for gear. First, you should need to unlock access to make items of a certain grade, requiring a certain amount of the tree unlocked to reach each level (e.g. you can't craft with Blue materials/components until you unlock that node). This will give players good milestones to reach and make sure newer crafters know their limits. Second, crafter gear (like necromancer goggles) should also require hitting a certain crafting level in that crafting tree. This will help make master crafters stand out, but with things balanced out so non-masters can still contribute useful stuff. Third, dust and ember costs need to be offloaded more towards utilizing those items so that players can make good use of lesser quality ingredients without using up nearly as much dust/ember resource so they can still make decent gear. As it is now, even if you didn't need to be a master to make great gear, you're only hurting yourself crafting greens/whites because of the amount of dust needed, or without additives because the benefits are too good. Green grade non-additive gear should still have value to make and not be too expensive for mat/dust requirements since as things stand now there is no “stepping stone” intermediate gear anywhere comparable to even master crafted blue and that makes gear disparity problems even worse. Fourth, experimentation points should be frontloaded on the tree so you get more experimentation early to help with crafting decent lower grade gear, while further mastering crafts improve your risky experimentation to max out high grade gear. Fifth, requiring hitting the final Mastery node of any appropriate craft should unlock additional specialist crafting trees: Component Mastery, Weapon Mastery, Armor Mastery, Tinkerer (experimentation and crafter gear focus), and Taskmaster (Thrall focus for when Thralls are ready to go). Hopefully, this assessment will be taken to heart, and a serious overhaul of these systems will be worked on. No one should feel pigeonholed, no one should require master crafting or days of dust/ember grinding to get reasonably competitive gear, and no one should be time gated from feeling useful or doing what they want to do.
  26. 12 points
    With Jon O'Neal's part of the Big-Reveal stream from May 18th, we got a first look on the ingame Mountain Citadel Parcel (Province, Mountain, Rank 2). (And i must confess that i am pretty proud of how close my own 3D reconstruction of Dave's concept art in my parcel & stronghold comparison threads were, compared to the real parcel now. Couldn't help to mention it. I seem to become vain... ) However, in this stream we also saw an example of how this parcel could look like with buildings on it. The interesting thing was to see how many buildings of what kind were placed on this test parcel. If my count was right, there were about 108 buildings plus the citadel itself. As we know, regarding the mountain citadel parcel (likewise the large castle and the palace) the original plan was a support number of 120. We didn't know though what those support numbers might mean. Now, seeing this number of buildings on this mountain citadel parcel example might lead to some more conclusions. There were several types of buildings. Some of these building were large buildings -- for example garrisons, which are surely made to be inhabited by and providing living space for much more than one single person. Calculations here and there ... to cut a long story short: the pictures hint that support numbers - at least when it comes to the mountain citadel - look like to be the maximum number of vassals. To say: house owners -- who again can grant tennant rights to others. So I calculated which number of citizens would make sense, based on the number and scale of buildings, and landed roughly on about 430 + citadel inhabitants. Thats pretty near to a total of 480, which is 4 times the basic support number. So i'd say: to fill a stronghold parcel completely, expect to need 4 times the basic support number. To make it feel alive, expect to additionally need 6 times the support numbers of guests and visitors (to say +1.5 times the number of citizens). So even a single Citadel parcel seem to be enough to support a thousand players (including visitors). And that's already the goal of concurrent players. So just as a general reminder: don't underestimate the scope of what your strongholds can do, even a lot smaller ones. Since i will use a Citadel for my EK myself, i put some more work into it. Initially i made this for my own community EK alone, so please excuse if the picture doesn't focus on general and neutral usability. But i thought for all current and future Citadel owners, this little basic allocation concept might be of use, too. So, why not sharing. It highlights specific quarters that seemed to make sense for me personally and it copies how the buildings were placed in the stream parcel - but with some exceptions. The buildings are numbered, so you can easily let people choose where they would prefer to live. One additional interesting thing. If you look at the picture above, you will see a dark grey part of the citadel. This is the main building of the large castle as shown in the stream an in Tinnis' video. The white buildings around it are the additions a citadel will probably have. So this will be reeeeally huge - stay tuned. Have fun, good luck Kraahk
  27. 12 points
    ACE_JackalBark

    First Look: New EK Assets

    Check out a brand new set of building blocks! FULL STORY
  28. 12 points
    Hello everyone! First forum post from me but anyways I'm Purposeful, most call me Purp, I've been following crowfall since early 2016 and I've been dabbling in the playtests as the weeks have gone by. After struggling a bit to start out myself and seeing lots of newcomers ask the same questions I compiled a video to help people get started. Here's the link! https://youtu.be/x-2PlKhD9Xk I plan on making lots more YouTube content for Crowfall as the game grows. Cheers everyone!
  29. 12 points
    Pann

    Content Pending on removal. 

    SirGeorge, please don't abandon this project. All of us on the team were excited when you announced it, and we're looking forward to seeing how it evolves. Sometimes constructive criticism isn't as kind as it could be, but don't let that get you down. If we jumped ship when someone said something unkind, there would be no Crowfall. Let me know how we can help.
  30. 12 points
    I really disagree, and will continue to disagree, with being able to train 2 universal skills. It will be one of, in my opinion, the worst changes ACE could do the the skill trees. Not only does it take away specialization, if it's VIP benefit it will pigeon hole players into feeling like they need to pay money to stay relevant which is terrible. If you're concerned about multiple accounts, I wouldn't be...yah you can get like 5 accounts if you want to be totally self-sufficient, but the point of the game is not to be self-sufficient. And the people in my guild w/ multiple accounts have em to fill in the spaces we don't have covered in crafting/harvesting atm. There really isn't much you can do to stop multiple accounts, and training more than 1 universal is not the way to go about it. I agree combat trees are pretty garbage atm, but even as they stand i've theorycrafted more than a few, what i'm hoping are, really strong builds when you take AT skills into mind as well...you have a surprising amount of options. Let's wait to see what the skill trees look like after a few iterations, it's waaaay to early to be asking for stuff like this imo. Takes away too much from the game, and really takes away from the dependence on interplay between people specializing and building relationships when they start toeing that line of self-sufficiency. Just my thoughts, but I don't think training 2 skills is worth it. As a side note: I don't know why people use the "takes soo long to get through just a few of the trees" when the point of the passive system is to take a long time specializing in those trees. If it really takes waaay too long, they can change numbers. But keeping 1 specialization per account is the way to do it.
  31. 12 points
    Crowfall - Caldera - Faction vs Faction Testing out some friendly fire discpline! Groups of 3+3 vs 3+3 Druids, confessors, champs vs Legios, duelists, rangers very buggy patch both in terms of powers, visuals and performance and had a number of local recording issues not all clips complete, some lacked sound and i lost entire matches and no more guild tags to make proper factions with! p.s. whenever i used natures avatar on Caenth's confessor i said: *you're powered up! get in there!* Couldn't help it PoV of my group's champion (Xeno) video PoV of the other group's confessor (Hammarr) - playing with no UI for extra guts / cinematic effect.... video 1 video 2 Also some of his view when we crashed US EAST server fighting versus ourselves and sugoi and whoever else was around video
  32. 11 points
    @thomasblair @jtoddcoleman Recent changes to your targeting system have been great for offensive ability targeting, but they have also largely eroded the integrity behind landing heal spells. Please help: Used to, in Scenario 1, you could land that heal with a left shoulder target easy peasy. You could even land the rescue when the enemy between healer and friendly was almost FULLY eclipsing the healer. Now, with the new targeting, that heal will not miss, but will auto target one of the nearest enemies even though you are clearly targeting a friendly. You'll see whatever target-side animation your heal does happen on an enemy. They do not gain health or benefit from any buffs or hots given by the heal. It gets worse. You'd think Scenario 2 is certain to land. Actually, even at greater Friendly to Enemy distances, that heal will go through the friendly and auto-target the enemy directly behind him with the new targeting system. As shown in Scenario 3a, in order to land that rescue, the friendly must find a path out of the enemies so that 1) there are no enemy within 3 meters and 2) there is no enemy directly behind them. The healer still needs to make a left shoulder heal. If the healer tried to heal the inside shoulder, shown in Scenario 3b, it would instead auto-target to the enemy accordingly. The enemy "snap-to" of heals is quite expansive. It feels to me that every enemy is running around with a 3-4 meter wide hitbox and the spells are auto-targeting to the enemy to whose center your target is closest. This is fine for pew pew. But you need to give your healer spells that same level of intended-target snap-to. They cannot be expected to try and navigate a system like whats currently out there and still be dependably effective. I know that @Hungry has already put up videos showing this, but if necessary, I can make videos to go along with each of these scenarios.
  33. 11 points
    We need line items for mats. We need stackable books. We need the custard goggles to drop. We need some quality of custard life. We need a sort command that works in the bank. We need the ability to rename Characters. THIS IS INSANE! This is just flat out cruel. Please for the love of god, fix this poorly made socks.
  34. 11 points
    Andius

    A Beginner's Guide to Crowfall

    This is a video series aimed to take a fresh player who has never played CF before and walk them through leveling to 20+ in the new God's Reach zone. So this video series got thrown together pretty fast. There are no cuts for mistakes (even when I demonstrated I'm really bad at doing math in my head or accidentally said villien makes tools degrade FASTER 🤣) But I still took the time to break it down into sections so it's easy to navigate to the information you need. I will probably doing a much more formal series closer to release and potentially more informal ones to update this if too much of it's information becomes dated. FULL SERIES PLAYLIST: https://www.youtube.com/playlist?list=PLZqb8y5qt8eRErGjunUeNB4ucbXijqwxM PART 1 - https://youtu.be/Mh660IOTH3g PART 2 - https://youtu.be/KISBiQKL0Ec PART 3 - https://youtu.be/kkXK0HRSdMY PART 4 - https://youtu.be/-rgmsaPUYTo PART 5 - https://youtu.be/P52ETClU24g PART 6 - https://youtu.be/mmziJA3IxxM BREAKDOWN OF CONTENTS PART 1 Character Creation Faction Selection Passive Skill Training Gathering & Crafting PART 2 Your First Weapon Survival & Combat Trays Bandages & Hunger Skinning Attributes & Talents Slotting Skills PART 3 Sacrificing Faction Temples Mounts Local Banks Crafting Tables / Intermediate Gear Part 1 Non-Basic Resource Gathering PART 4 Recalling Spirit Banks Intermediate Gear Part 2 The Campaign Map Slotting Abilities 2 / Exploration Disciplines PART 5 Mid-Rank Mobs Crafting Bandages Wartribes Class Specialization Major Disciplines PART 6 Conclusion
  35. 11 points
    Don't be fooled. Doggett will make solid and unwavering eye contact while he steals your fries.
  36. 11 points
    Hi there fellow crows! I’m Minke and am the English Community Manager for Crowfall. I work for Travian Games and have been working for them for the past 7 years as a CM for our American and International domains. I’m here to gather the good, the bad and the ugly and use it to serve the community and the game as best as I possibly can. Some might call me a nerd, others might not. I enjoy playing games just like the rest of you and besides that I’m a big fan of anything related to biology and science. In Crowfall I’m enjoying the crafting and all the recipes and combinations it allows me to create. Creating and designing EK’s and big structures is something that is right up my alley. Nice to meet you all and if you do see me in game, try not to kill me TOO fast! Cheers, Minke
  37. 11 points
    Is the sky falling? No. Did JTC destroy Crowfall? No. Does the tomb mechanic need a bit of tweaking? Likely. Is the concept of a catch-up mechanic good for Crowfall (with a passive skill system copied from EVE)? Yes. See EVE skill injectors.
  38. 11 points
    SirGeorge

    First Look: UI Updates

  39. 11 points
    Hyriol

    Giant - Official discussion thread

    Miri paused, but not because of fear. She had to do the mental math necessary to convert yards to meters. Her reticle doesn't show Imperial measurements!
  40. 11 points
    aha! now that IS a good question, made even better because (as noted) it hasn't been asked before. ;p The answer is: we largely disconnected this system from passive training, on purpose. Training still AFFECTS your disciplines, because your Discipline powers will derive their effectiveness from your underlying stats (which are driven by skills) but you don't need to "invest" in Disciplines to use them in the same way that you invest in archetypes or universal skills. Why would we do that? Going back to my SB reference above, what was cool about that system was the ability to try out different options relatively quickly (not minutes, but hours and days -- very different than passive training, which is days/months.) Requiring a days/months "investment" would work against the cycle of experimentation and exploration we want from this system. Additionally, the nature of experimentation requires that some experiments fail, and if you lost passive training time as a result, that would be really annoying. Losing the time that you spent actually doing the experiment is fine, IMO, because that's a variable (and discretionary) cost. Passive Training is a sunk cost, and the experiment would put you behind other people who didn't experiement... which would be a huge disincentive to experiment. This system should focus on 1) theorycrafting what combinations might be awesome 2) the collection game, which touches a ton of in-game activities (exploring, harvesting, crafting, thrall hunting, etc), and then 3) putting those theories to the test, and adjusting your strategy after you see how well they turn out. To answer your question about archetype cross-training: Blair and I discussed some light cross-over of archetype skills (i.e. "because I have invested in Ranger archery-related skills, do I get some benefit with other characters when using the Archery discipline?") and we decided not to go down that path. It wouldn't be impossible to add it later (I suppose) but honestly I think the system will have enough complexity and depth without it. Todd ACE
  41. 11 points
    Posting from my alt account since my main account cant post to testing forums for some reason. Here is the work of most of the testing weekend 2/17- 2/20 by us Cremillians. A fully crafted Templar Vessel in honor of her release this test. Vessels are craftable and are much easier to make than previously thought! This body was made with pretty much no additives or philosophers stone (just some humerus and femurs I dug up).https://www.youtube.com/watch?v=T43Fa89p1p8
  42. 11 points
    You mean like this?
  43. 11 points
    https://www.youtube.com/watch?v=-vyzSzcNBk0 Super cool. makes it harder to monkey around on other apps while playing, but the immersion is soooo worth it IMO.
  44. 10 points
    Yumx

    [-V-] Vanguard | [EU]

    Vanguard played on the Balance faction in the Perstilyn Campaign! And the victory went to the Balance faction. Vanguard came back with a vengeance this campaign, after having acquired some new recruits to fill holes in our roster - our first goal this campaign was to get as many fights as possible, to create better synergy with our new players. We definitely achieved way better synergy - with these insanely motivated players, anything is possible (here's a fight from the campaign, where we showcase great coordination) : As the campaign went on we noticed that our enemies were demoralized, spending most of their time bunkering in their main keep. This gave plenty of opportunity to get practice, by attacking almost every siege night - and chaos stood their ground, providing lots of fun fights for us. It also gave us the possibility to screw around, have fun and try different things (such as destroying their entire keep with trebuchets): We then chose to go for the win, already having a point lead, we defended our 2 keeps from multiple failed assaults. The final big battle we had in the EU campaign was recorded by our very own @XeXeeD - and it was the final nail in the coffin for Chaos: Thank you to our enemies for giving us fights this campaign - especially the russians and BlackCanarios crew who by far were carrying the Chaos faction, by ruthlessly capturing every objective they could - Top chaos guilds: (Top chaos players): Thank you to our allies @Mogres Nordic Marauders and @Pestyphus@Darksilver@Kegelj Farewell - if you are looking for a german guild, you should check out these 2 guilds! Top Balance guilds: Top Balance players: Well played everyone! We are hoping chaos comes back with a taste for blood soon. Vanguard will spend the rest of 5.100 testing, practicing and preparing for the launch and wipe in the next big patch in 2020. We have currently 2 spots open for new members - whether you are an experienced player already in a guild or a new player does not matter to us. What matters, is how you show us that you have the motivation and mindset to improve and become a great player within the guild. Apply today - tell us why we should take you in, and what you can bring to the guild! ___________________________ In the off hours from the european campaign, we also visited the NA campaign, where we also played for the Balance faction. Participating in a few sieges, we aided Winterblades @Angelmar @damebix and HoA @soulein in achieving victory for Balance - check them out if you are looking for an NA guild with skilled and motivated players! Thanks for all the fun!
  45. 10 points
    Cremillia a Crowfall Eternal Kingdom- Light RP, PvP What we are- We are a small tight knit Eternal Kingdom focused guild specializing in the creation of Vessels through necromancy. However that does not mean we won’t have a presence in campaign worlds. In order to create top quality vessels we will be playing in the guild v guild rulesets and engaging in large scale PvP alongside allies. Crowfall notes of distinction: We have members who have been playing since Hungerdome and we were the first Guild to create a Vessel in game when most people thought it wasn’t even possible! What we are looking for: We are looking for players active in the testing now who are interested in harvesting, crafting (focusing on necromancy), and PvPers. If you are interested and would like to know more you can pm me on the forums or through discord and by making a post in our application thread at our website http://www.lordemil.com/cremillia/forum/ See you all in game!
  46. 10 points
    It is far too easy to hit your target with both ranged and melee attacks with the current system. Previously, the game had much tighter rays for both melee and ranged characters, increasing the level of skill required in combat. The current system allows players to disregard aiming to such an extent that it may as well be tab targeting. That's not totally fair, as you can still miss, but you almost have to try hard NOT to hit something in a reasonably sized fight. There is still a learning process involved in the game, but after a few weeks of continuous play most players plateau at a reasonable level of effectiveness, after which, practice and experience will yield diminishing returns. I'd like to see Crowfall reward more skill and effort on the part of the combatant. If many of the game's newer players can't hit their targets, then they need to git gud. If this means we need to lower cool downs on some ray powers so they can be used more frequently, fine. This will also help dampen the effectiveness of having a numbers advantage over your enemy.
  47. 10 points
    The issue of doobers from motherloads came up during the stream and @thomasblair noted his concern about increasing the yield from motherloads in light of the fact that they are coded to allow for up to 3x the yield of normal nodes. Of course, we immediately said "3x yield? when have we ever seen 3x yield?!!?" To which TB said... "well...its 1x to 3x yield for motherloads." First, I would go back and double check your code because in all the motherloads I've dropped, I've never seen any yields that made me think we were getting more than normal nodes. Is this 1x-3x for both the treasure table rolls as well as the loot table? Is this happening at 75%, 50%, 25% and 0%? Again, given the time we've spent harvesting minerals for vessels and gems for ring experimentation, the motherloads have always been a significant disappointment in terms of "normal" yield. Second, if it is "working as intended" and the 2x and 3x yields are just so rare we never see them, I'd suggest changing the range from 1x-3x to 2x-4x. If we know the yield will be at least twice a normal node...and up to 4x a normal node...the extra time and wear and tear on our picks could be worth it. Motherloads are currently VERY difficult to drop...and there should be a significant reward for doing so.
  48. 10 points
  49. 10 points
    Wow, this is a lot to digest. I like the stamina Knight. I always said it was weird to have a Knight use mana. I like the change to block where taking damage will drain additional stamina. Now that knights get shield bash daze on 3 consecutive hits are you going to leave the snare that's on the third LMB attack or is it being replaced by this shield bash mechanic? Biggest hidden nugget in here is that ALL CLASSES will have C powers that need to be charged. Overall I think this is an EXCELLENT change. The only class that I think this could really hurt who doesn't need to be hurt is the Duelist. If a Duelist gets popped out of burrow and doesn't have C charged up they're going to be dead meat.
  50. 10 points
    damebix

    For the "mods"

    I'm not a troll or much of a forumbaner, but speaking from extensive experience as a Guild Leader that deals with inter-guilds relations on a daily basis, in games like this the political forums are absolutely critical to what goes on in game. ACE can choose to support political forums here, or someone else can host unofficial ones, but propaganda and politics is easily 50% of the game.
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