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  1. 22 points
    vkromas

    5.3 Patch Notes

    Welcome to Crowfall Pre-Alpha Build 5.3 Welcome to Race/Class System Test With this latest update you’ll need to reset your default keybinding settings. To report an issue or feedback, please visit this thread. New Items in 5.3: Action Harvesting has been implemented including the addition of a Weak Points system. Modified Harvest Powers to point to correct Weak Point Amount Stats. Granted Everyone 35 Base stat to all Weak Point Chance types so we can test this system out. Please note that this stat will change in the future. Harvesting pip system has also been added. First iteration of Race/Class split has been added. Replaced tray cycling with power-activated tray swapping. (H key) Survival (U key) Combat (Z key) Melee Tray. Default camera has been offset while in the Survival and Ranged Tray. A complete revamp of the skills and skill trees have been added. New additions are notated below under Skill Trees. Racial passives have been added to each playable race. Race/Class: Elken is now a playable race. Cleric is now a playable class. Removed class based Right Click Dodges from all classes as they are now granted via the race. The following Classes still have a special Right Click Power: Knight, Templar, Cleric. Made primary and secondary stats dynamic based on class type. Added non-weapon specific fidgets to all playable races. Classes are now restricted to using a specific type of armor. Plate can be used by Knight and Templar. Mail is used by Champion, Myrmidon, Cleric and Druid. Leather is used by Confessor, Frostweaver, Ranger, Assassin and Duelist. Enabled the "Coming Soon" options for Character Creation for classes and races that are not playable at this time. Disabled continuing forward when you have an invalid race/class combo. As a temporary measure to assist with testing, all classes automatically have an extra 25% mitigation in their native armor's main protection type (Physical/Elemental/Organic) and a 15% mitigation bonus to their native armor's secondary protection type. Added new Weak Point chance stats and amounts for the harvesting weak point system. Harvestables can now have weak spots based on player weak point chance statistic. If the reticle is placed over the weak spot players will deal damage according to their weak spot statistic. Added a new single, non comboing basic left click attack to basic bows. Rangers now default to basic bows and recurve bows. Basic bows are granted to everyone else if they take a bow discipline along with a various flavour of advanced bow. Reduced most Ranged Bow powers max range to 15m. Added a Range experimentable stat to all Bows during the crafting process. All bow powers that use a ground target remain at a fixed range. Generally 30-35m. Added three new minor disciplines for Plate Proficiency, Mail Proficiency and Leather Proficiency. These grant the ability to equip particular types of armor. Duelists can now dual-wield pistols when Master of Pistols discipline is equipped. Re-added avatar display to the character customization screen. Hooked up the reset and randomize buttons in the customization window. Power Trays: Please note: In order to load out powers into a specific tray (Melee, Harvest, etc) or to alter your default combat tray you must be in that specific tray before pressing “K”. Otherwise it will appear as though you have no powers. Updated powertray UI to now match the new tray changes. Cooldowns on tray powers will now properly update even after entering a fullscreen takeover. Can no longer Swap Trays while Stunned, Suppressed, or Knocked Down. Dizzy Down puts you in combat and also puts you in correct melee tray for each class. Set all tray swaps to a power blackout and not global. Added stealth racial powers to the survival tray. Players can now map weapons and armor to power tray and equip using hotkey. Power tray cooldowns show up now. Tray swap UI and power map is updated when trays are granted or removed. Mapped powers should now persist after logging out of game and logging back in. Action Harvesting: Updated all harvesting to use instant powers. Harvesting a Node with the wrong tool will not give Harvest Pips. Harvesting a tree with no tool will not give Harvest Pips. Equipping a harvest tool creates a shortcut and dragging to powertray equips tool. Crafted tools also create powertray shortcuts. Changed harvestable loot prompt to LMB and changed the harvest tray to the survival tray. Reduced stamina cost of Harvest No Tool. Added a passive stacking damage buff to Punching Trees so it doesn't totally suck for new players. Tray should now determine your reticle instead of the combination of tray + in/out of combat state. Right click dodge powers should be able to get loaded out into the Survival Tray. Added summoning animation to animal and grave tools. Fixed a bug where skinnable harvest nodes could trap the player when they spawn. When using the harvest wood no tool power, if you're not targeting a tree, you should now get prompted to go find a tree to harvest. Energetic Harvest- When the player has any of the Empowered Harvesting passives equipped, they will now only see the base energetic harvesting buff plus the type of buff associated with the current tool they have equipped. Skill Trees: Skill Trees may take up to 8 seconds to load or navigate through. We are currently investigating a fix for this issue. A revamp of the skills system has been added including the addition of Time Bank. The skills you train are not specifically tied to a vessel, rather, they can carry over from one vessel to the next. Training continues to occur even when you are not online. The Time Bank does have a cap, which means you can queue up to 24 hours of skills to train. Currently, everyone is set to only train 3 skills at a time with the VIP training feature currently disabled. Added Armor and Plate combat trees. Added Leather Armor tree. Added Melee combat tree. Added One-Hand Melee tree. Adding Great Melee combat. Adding the new Combat Basics tree. Renamed Armor Decay Rate children stats so they include the name of the armor they affect, e.g. Plate Armor Decay, rather than all being named "Armor Decay". Added all class skill trees. Percentage completed on tree of trees for each unlocked tree is now displayed. Added in the ability to close skills from lobby with escape. Swapped out Elemental Mitigations for Organic Mitigations in Barbarian tree. Fixed Personal Critical Hit Modifiers erroneously labeled as Critical Hit Chances. Disciplines and Powers: General: A general pass has been made on the basic attack and many other power descriptions and have been updated with proper descriptive text. Timing pass on all activatable abilities. Damage pass on damage abilities. Unarmed attacks should work again. A pass on buffs displaying under nameplates has also been done. Reduced range disciplines grant from 10 to 5. Issue with disciplines persisted on power tray after being deleted has been fixed. Toggle powers will now shut off if you change trays and they aren't also slotted in the new tray. Removed Basic Attacks from Bow Disciplines as they are now granted in the weapon object. Added many major and minor discipline passives to the list that can be loaded out while in the harvest tray. Most major discipline buffs can be used in Harvest tray. This does not include healing powers. Specific Disciplines and Powers: Group Leader Passive can now be loaded out in the Survival Tray. Granted all players Mental Fortitude as a passive but not equipped if their PCM is too high. Reduced Mental Fortitude from 20% to 10%. Added improved version of Weapon Finesse, which reduces resource cost by 20%. Set armor penetration on Spot Weakness to 5%. Bard Song of Speed no longer cancels when entering combat. The issue with Bard Song of Speed remaining at combat buff amounts if the buff was placed on you and you were in combat mode, then went into non combat movement speed has been fixed. Reworked Seeker's Blessing buff from Friar to play nicely with Trailblazer and Bard Song's. Master of Pistols power: critical dodge can occur more than 2x in 45 seconds. Pixie Power: does not stack. Burning Hatred can no longer trigger from damage you do to yourself, such as from falling. Updated Burning Hatred tooltip to make it clear that it heals a percent-based. Blood Pact can no longer be used by the Templar or Duelist class. Fixed a visual issue for Mortal Sin, Long Live the Fighter, Ghost Army, and Haunt showing up as debuffs on caster. Fixed scale for Axemaster Cooldown Combo which was two decimal places off (but safely capping) power_cooldown_short. Updated Master of Daggers Crippling Stab description to reflect its current functionality. Trailblazer/Trailmaster should restart when power is shut off in any way. Many tweaks to Camouflage including the functionality of canceling it when the player enters combat and Trailblazer/master buffs are suppressed while it is active. Added a 45 second cooldown to burrow/camo. Adjusted the stamina regen pauses on camo and burrow to use period instead of amount. Added Retaliate and Soul Powers as valid for use in Survival Tray. Adjusted all Soul Powers to force you into a combat tray when used in Survival Tray. Discipline Retaliates can be loaded out and used in the Survival Tray. Fixed Candle That Burns icon so it’s a buff icon instead of a debuff. Naiad Supreme Element Passive - Fixed issues with the procs not correctly activating on various damage types. Corrected an issue preventing the Stealth detection component for Molehunter, Heads-Up and Aura of Terror disciplines. Adjusted the critical chance and/or critical hit damage for the following powers to +10%: Careless Whisper, Nothing to Lose, Revenge, Ricochet Shot, Deadly Retaliation The cost to activate Nothing to Lose has been reduced to 500 health. Set Ultimate Warrior, Glass Cannon, Resolution, Furious and All Clear damage bonuses to +10%. Glass Cannon now increases damage taken by +10%. Sturdy now reduces damage by 33% while your health is above 80%. Guardian Rhythms now reduces damage taken by 5% or 10% while twisting. Illusionary Armor now reduces damage by 7%. Runecarve Flesh now reduces damage by 10%. Corrected an issue with Slow Demise and Festering Wounds that prevented the Healing Bonus reduction applying. Take Root now increases Healing Bonus by 10%. Group leader Thorns bonus is now up to +10. Created Dominator minor discipline for Champion which adds Dominance on basic attack crit. Removed Rage degeneration in combat, reduced rage degeneration out of combat. Added functionality to the Black Mask Discipline. Call Darkness while active, acts as though all attacks count as from behind. Shadows Linger increases critical hit chance by 50% for 3 seconds after breaking stealth. Shadows Linger can no longer be equipped in any tray except a Stealth Tray. Racial Passives: Half-giant Racial Passive grants 5% damage bonus for 12 seconds Human activated passive grants 10% damage bonus and 5% increase in resource costs with a 45 second cooldown Human passive reduces damage by 3% Nethari personal crit chance mod is -3% All Racial passives can be loaded out from the harvest tray. Race Specific Notes: Guinecean: Racial Burrow will now play the “come back above the ground” animation when they deactivate the power. Adding the burrow end anim to the common stealth cancel passive. Stealth now breaks if you eat a consumable while stealthed. Centaur: Centaur Charge can now be used with no weapon and loaded out into the Survival Tray. Class Specific Notes: Champion: Removed weird buff icon that shouldn't be there in Champion's Leap 2. You are no longer rooted while performing Massive Cleave. Added a new pool "Dominance" for Champions. Champions gain a point of Dominance when leaping and two points of Dominance with each activation of Ultimate Warrior up to a total of 10 points of Dominance. Dominance decays slowly over time. Dominance is consumed by the following abilities for a guaranteed crit: Disarming Shout, Massive Cleave,Rend, Spinning Backfist, Vicious Stomp, Whirling Pain. The cost of Whirling Pain has been reduced and the full cost is deducted on ability use. In addition to the guaranteed crit, Massive Cleave causes additional damage when used with Dominance. Hooked up new champion UI widget for dominance stat. Whirling Pain eats a point of Dominance at the beginning of the ability rather than when it ends. Cleric: Corrected buff overrides and added string references where necessary for: Block, Divine Order, Holy Aura, Vengeful Aura, Illuminate, Retaliate, and Tend Wounds. Divine Order: Added invulnerability and related ultimate effects. Divine Order and Miracle Super Power abilities now restore some of your own mana. Made hushed prayer visible. Tuned the cost of Cleric basic attacks. Flash of Light now requires a Shield. Holy Aura and Vengeful aura now actually affect your group as well as you. Changed the anim id to map to the same ones as the knight for block and unarmed cleric powers. Cleric basic attack should now correctly do damage at farther distances. Cleric Basic left click is now modded by PCM. Confessor: Confessor Immolation can now be loaded out into the harvest tray. Druid: Shroud of Darkness won't stun you if you initiate damage on yourself, for example by falling. Nature's Avatar AttackActive flag remains for the duration of the entire channel instead of wearing off after a second and change. Coalesce Nature now will restore resource to all class types. Lightning chain combo #2 is no longer hitting multiple targets. Master Of Shields Taking Stamina Instead of primary resource. Druid staves should now properly grant healing orb left click in healing tray. Druid removed from Careless Whisper discipline users. Corrected an issue preventing Contain Essence and Empower from working. Druid essence meter should now only show up when you're in a combat tray. Essence Scram has been split into two separate abilities, each usable from a specific tray and the harvest tray. Essence Scram is usable from the Healing and Harvest tray and now Rapidly drain yourself of Essence repeatedly inflicting damage to nearby enemies, restoring 25% to 35% maximum Health to group members and yourself, granting temporary damage immunity, removing Expose and Dizzy effects. Death Surge is usable from the Death and Harvest trays and pushes nearby enemies away and causes them Nature Weapon Damage, restores 25% to 35% maximum Health and grants the Power of Death granting a 10% Damage Bonus for 30 seconds. Added icons for Essence Burn Tray types in the HUD. Duelist: Hooked up Duelist stealth to use a Tray Power. Removed old duelist activate and deactivate from Duelist power grants. Added tool removal to in and out of combat passive. Broke pistols into mainhand and offhand. Removed Duelist access to ranged slot, now that pistols use primary and secondary slots. Default duelist uses offhand pistols, taking the pistol mastery discipline grants the main hand pistols. Pistol mastery left click is now linked to main hand pistols. Duelist pip meter should now only show up when you're in a combat tray. Fixed tooltip issue reporting incorrect amount for Bonneti's Defense. Humiliations Galore - Saber attack's should now generate bonus pips. Knight: Chainpull no longer roots you in place when activated. Ranger: Forest Step is now an attack that teleports you directly to your target rather than a canned-distance blink. Added a quiver item that Rangers can equip in the ammo slot, works as a vanilla flavored arrow and decays like normal equipment. Sustain: Now costs 500 Soul Power with the Lifesteal portion of the ability lasting for 30 seconds or until the Ranger heals for 30% health. Templar: Devotion won't heal damage initiated by yourself, for example by falling. Stats: Added Elemental Penetration, Organic Penetration, Physical Penetration and Armor Penetration stats which feed into the other penetration stats. Added some new stats which act as parents to the lowest level crowd control stats and are children of the top level "cc_all" stats, based on the three categories of crowd control: Attack Control Defense Hard Control Defense Movement Control Defense Attack Control Intensity Hard Control Intensity Movement Control Intensity Tuned XP tiers for all race, class and combat trees. Changed pips required to train next box from 3 to 4 and 4 to 5 for mastery. Basic armor mitigations have been reduced to 5%. Deleted some old methods of using snare to slow player based on in combat or stealthed. Buffs/debuffs now apply their bonuses to the current base movement speed. Crafting: Crafting items should now properly contribute durability from the base template as well as components, not just components. Fixed a bug where items in the inventory would not be destroyed when they broke from decay. Fixed a bug where item decay toasts would show the wrong item name. Remove old harvesting runes, and created new recipes for Basic Harvesting Axe, Hammer, Pick, and Knife. Significantly increased the effectiveness of achieving both Good and Great successes in crafting experimentation. Increased the resource quality bonus for Common, Uncommon and Rare resources. Increased the experimentation point cap per line for non-Legendary resources as follows: Poor and Common: 6 Uncommon: 7 Rare: 8 Epic: 9 Advanced Staff did not have any experimental Power Cost Multipliers (PCM) in any of the components. An experimentation line has been added during the crafting process. Added PCM experimentation lines to Enarmes for Shield recipe. Updated all advanced weapon recipes to now include a Crit Damage experimentation line and set it so PCM is only experimented on for one component during the crafting process. Removed PCM from all Bow Components, replaced with attack rating. Tweaked Distance Coefficient on experimentation values for crafting bows. Added in a Basic One Hand Hammer to the Basic Weapon Crafting Recipes for Cleric. Created a Quiver recipe for the new Ranger item. Basic Bow Range is no longer experimentable. Removed and deprecated major, basic, and weapon discipline recipes and large unmarked runestone. Added a public test crafting recipe for the new Dominator discipline. Harvesting disciplines have been added to the pre-alpha test recipes list under Major Disciplines, which are: Scout, Miner, Logger, Quarryman, Skinner, Grave Digger, Villein, Hoarder, Connoisseur, Lookout, Survivalist, Foreman Removed dual weapons from crafting list for 5.3. Removed unobtanium recipe requirement from archery disciplines. Plate armor recipes now want the "plate_layer" adjective which is on the plate layers. Fixed experimentation line tooltips words for Primary Mitigations, Secondary Mitigations and Tertiary Mitigations. Experimenting on chain and leather layers effect the proper stats. Updated test discipline categories to now include Major Harvesting Disciplines. Removed test potions that conflict with new harvesting disciplines and created a Mother Lode alchemy potion with a duration of 30 minutes. Campaign: Logging out or disconnecting while driving a catapult should no longer get you stuck when you log back in. Capture thrones should now persist their state so they won't reset after a server restart. New and smaller beachheads have been added to the Campaign World Tyranny. Bank Recovery item has been added to Beachheads. Added 2 copies of long daggers and one handed maces to weapon racks in Beachheads in order to allow the dual wielding classes to easily equip basic weapons. Corpses loaded from persistence should now correctly keep their inventory so they can be looted/collected. Bane trees should now correctly remove themselves when they die. Updated placement of throne and circle radius in the Forts. FX Adjustments: Recreated Dissipate, New trails on Coalesce, added some cleanup behaviors. Fixed an FX issue causing the fireball to move slower depending on firing location. FX Retiming on basics/zealot rush. Druid projector fix, Nature's Grace polish. Templar devotion and smash; confessor fervor polish. Field FX created by stealthed characters should now play correctly for observers who can't see the stealthed character. This includes powers like Caltrops and Stinkbomb. UI: Fixed the red HUD damage frame showing up on load, instead of only on low health. Combat HUD and other various HUD prefab updates: Rearranged starting positions of hero special HUDs as well as harvesting HUD to be easier to see, and drag when in cursor mode Improved readability of buff names Cleaned up the Combat HUD a bit power bar cleanup, more compact and reduction of color footprint re-anchored various hud elements to properly anchor when screen aspect changes Dioramas can now be seen on the Campaign Map. Left Mouse Icon now used in interaction prompt instead of LMB text. General bug fixes: Combo button cooldowns now get properly resumed after leaving a takeover window. The world map is now completely revealed when viewing it in an EK. If you interact while stealthed, it should now interrupt your stealth. Placeable buildings that had their rotation modified while dragging around (while not hitting the rotation keys) now work like the rest of the placeables. Fixed bug with attack animations sometimes playing multiple times. Equipment slots can now specify if items equipped to that slot should grant their skill adjectives. New EKs will launch in the region closest to the player, but afterwards the EK can be set to launch in any region. [MAP] Re-hooked up the scroll bar and parcel boundary toggle. Disable importing purchases on test. Fix for the tools clipping the Guinecean when he is in his idle pose. When you are going to leave a corpse behind, you should now be prompted to confirm before creating a new vessel. Added confirmation prompt before the character create screen if you will be leaving a corpse in the world. Attack and Hold powers will now trigger the AttackingHold parameter on the client side before the server takes over so that it feels more responsive. Known Issues: General: Skill Trees may take up to 8 seconds to load or navigate through. We are currently investigating a fix for this issue. In order to load out powers into a specific tray (Melee, Harvest, etc) or to alter your default combat tray you must be in that specific tray before pressing “K”. Otherwise it will appear as though you have no powers. Character sheet is still a work in progress - a new sheet is currently in development. Knight Chain Pull and Myrmidon Net Pull may not function correctly - a fix is currently being investigated. Z-Fighting/Sorting issues on buildings have been reported during internal playtests. Guinecean Burrow FX persist after going from Stealth to Survival Trays. Centaur scale size in character creation is very large. Motion Blur and Depth of Focus settings have been altered and may need some more adjusting. Floating rocks and trees at the edge of campaign parcels may appear. The Champion often slides an appreciable distance after landing from his Leap ability. Some parcels are displaying their default name. Harvesting doobers are falling or floating away from the drop source. A balance pass is still in the works for hippos. Current feeder requirements may change. Players have reported getting stuck and/or lagging on various steps throughout some of the campaign zones. Keeps have trees and rocks spawning in them. Frame rate performance may be slightly lower. Videos have been removed until we can update them. Floating temples have been reported. To fix this issue exit to lobby and return to the campaign. Destruction of buildings may also cause post processing visual issues. Hellcats missing animation after running leap. AI can track and attack stealthed players. AI may be difficult to loot/skin due to a smaller loot radius. Templar LMB Attack without weapon is missing animation. Non-Ranger classes lack bow animations. All bow related disciplines will remain inactive until they do. Weapon disciplines that grant weapon equips will not be fully functional until animations are added. Final Power Cost Multiplier is not properly calculating gains from skill trees. Players can encounter jumping issues when spam-jumping from higher elevations to lower ones. Ranger machine gun bug - a weird state in which the Ranger animation appears to get stuck in LMB animation. Pressing alt while the trade window is open permanently hides the trade window. UI: Some players have reported inventory items not updating their reduced amount. This appears to be happening most frequently with deeds and resource items. Blue crow effect persisting after reviving has been reported to occur at times. Logging out and back in will fix this issue. Chat disconnects may occur. If this happens, just exit to the lobby and rejoin. Test patch client doesn’t close itself after the game is exited. Durability meter on items is not displaying properly.
  2. 5 points
    This is all the eye candy we need. Female Half Giant is looking pretty vicious. Happy Halloween!
  3. 4 points
    Scree

    Incoming changes to Rules of Conduct

    I actually take the biggest issue not with the rule, but with how menial of a job you've created for yourself. Are you encouraging people to report "Bumps" or posts of "no substance"? Feels like you'll be inundated with nonsensical reports. Worse, how do you punish these offenders? Warnings? For bumping a post? I don't think any rules can truly bring about the kind of forums your team might be hoping for. I just don't see it happening. When devs reply to the whiniest of complaints, and people who argue nonsensical points... THAT encourages the same behavior, because other people will see if they too are whiney and complain loudly, they'll also get attention. The best way to encourage quality posting is not to impose rules across the board, in the hopes of stopping bad behavior. The real truth is you need to engage your community that is having positive well thought out discussions. I've seen next to little of this type of engagement. The forums are a barren wasteland as a result. I understand the dev team is busy working on patches, and putting out fires, but your community lives and breathes by its interactions with you. Try a little of the carrot, and less of the stick.
  4. 3 points
    Happy Halloween! Have some candy for your eyeballs. FULL STORY
  5. 3 points
    Thanks, man. I was about to post a really snarky comment about this update but this info solves the main issue. I think i avoided getting a warning. But I am still looking at you ACE. I expect you guys wont keep passing solo images (even cool solo images) as updates.That is wrong, dont do it. Give us real updates.
  6. 3 points
    Just like Halloween Candy this update looks good at first but doesn’t really satiate your hunger for something more substantial 😜 Don’t give us too much candy we will get sick 😷
  7. 2 points
    Pann

    Incoming changes to Rules of Conduct

    That's a great point. Thanks for pointing that out. We'll edit the text. The crux of this is that the same rules about personal attacks and trolling are applicable in regard to members of the dev team the same as they are for members of the community. You can say you don't agree with design decisions. What is not okay is name calling, insulting and trolling. A post, whether it's in text or image form, supporting another user's post is constructive. That's why I wanted to change this rule that prohibited all image-only posts. Historically, we have always posted here before any changes to the rules have been made -- it's what this specific forum was created for in the first place -- and it's why I have posted about these changes in advance of formalizing them. I try to pop into the Discord channel for at least an hour or so every couple of weeks. It's nice to chat in real time with people from the community. I rarely go in with an agenda -- unless it's because I have space in the newsletter and want to offer folks a chance to promote their guild or projects. This was just something that popped into my head as I was chatting that day so I brought it up. The rule revisions are something Gordon and I had been discussing for months (or longer), and with Jack on board now I finally had enough time freed up to give those changes some attention. P.S. I did a quick look through the number of forum Reports we received in October versus the number of warnings that were issued. Here are the stats: Reports: 15 Warnings: 6, three of which were for ads/spam Bans: 0
  8. 2 points
    Gorwald

    Eye Candy - Official Discussion Thread

    Again a great piece or Art from @davegreco Would fit a place into my appartment near the rushing bull one
  9. 2 points
    armegeddon

    "Death of a Game - Shadowbane"

    My single biggest concern right there. Campaigns can be adjusted by rule and time frame, great idea. Eternal Kingdoms and the crafting/gathering system should help with "Sheep Retention", which was the largest contributor to Shadowbane's failure other than performance. I'll say it again, there will be large nations, alliances and more than likely "Server Wars". There will be Two and three hundred man sieges. Optimization is paramount. Nice to see Winterblades get a mention! For any that have not read the history, I recommend it! Entertaining.
  10. 2 points
    High Elves with Two Handed Swords confirmed?
  11. 2 points
    Xarrayne

    What We Want

    Yeah let's just back away slowly and avoid eye contact...
  12. 2 points
    FloTS09

    What We Want

    Why? Apparently he got fed up with us , nice "rightbackatu-throw". But a bit too much over the top for me.
  13. 1 point
    Deioth

    "Death of a Game - Shadowbane"

    Seems rather relevant. I'm rather impressed, actually, after watching it realizing just how much Todd is actively working to avoid literally every pitfall described in the video that lead to Shadowbane dying. We have Campaign Worlds that allow players to choose their preferred playstyle, that being RvRvR, multi faction, GvG, or FFA (the latter two encompassing Shadowbane's original gameplay). The CWs also ensure that no stalemates occurs of only a handful of big hardcore guilds left with no more political intrigue or smaller guilds or more casual players. They're using an established engine with Unity rather than their own. But, then they're bringing in everything that made Shadowbane so good and unique in the first place, such as the rather drastic amount of individual customization of classes and builds. In interesting watch all around, makes me more excited for CF in fact.
  14. 1 point
    Zomnivore

    Any Changes To Monetization?

    Hi guys I heard that they were offering like level boosters but I don't quite know the full story. If someone could explain in further the new plan for how they're going to monetize the game that would help me understand and provide feedback.
  15. 1 point
    KrakkenSmacken

    What We Want

    After reading that very lengthy, difficulty to follow, impossible to enumerate or mentally organize rambling. All I could think of was this. BTW, thanks for that trip down memory lane. Hadn't thought of this is years, now I can't get the song out of my head.
  16. 1 point
    Gradishar

    "Death of a Game - Shadowbane"

    "Service hacked" and "people concerned about their CC info" is not the same thing as a hack of people's CC information. Considering how quickly you left the game VN...I'm surprised you remember anything about it at all. Correct me if I'm wrong, but you never experienced mine fights, harvesters, warehouses, seneschal, realm claiming, realm charters, hermits, taxation, lore charters, lore play, Nephilim, Vampires, Nightstalkers, Necrmancers, Sappers, Saboteurs, Sanctifiers, Strigoi, Sentinels, Doomsayers, R8 Epics (like Vranaxxas, Shuggroth M'ael and Ithriana), ballista, mangonels, artillery towers, Vorgrim gear, Tears of Saedron (respecing) Bloodstone, Galvor, Woormwood, glass weapons, Dalgoth, Vorringia...etc...etc....etc. You certainly can comment on why you left the game after 3 months...or had the attention span of 12 year old with ADD...but perhaps you should leave the reminiscing about Shadowbane to those who actually played the game and know what they are talking about.
  17. 1 point
    VIKINGNAIL

    "Death of a Game - Shadowbane"

    Yea, their service was hacked, and people were concerned about their CC info with a company that could have their entire game service hacked. I guess you just had to be in the know and have an accurate read on the pulse of the community back then to understand why people were leaving. Not everyone seems to remember things very well. Heck there are some people in this thread that even tried to downplay the problem of sb.exe before and the frequency at which it occurred in large battles.
  18. 1 point
    Just be careful with the amount of eye candy you provide, or we might get... ... EYE-a-betes!
  19. 1 point
    TorquedSoul

    Unofficial Looking for Guild Thread

    LFG. EST timezone. English speaking. I want to focus/learn crafting and may make it my primary profession after release. What I need is either resources or help acquiring them from the campaign worlds. I wont need most of what I craft so any output would be donated to the guild. I enjoy the monotonous tinkering that the crafting will require so I'm looking for a guild that can make use of a crafter. If it is possible to level up a class skills in addition to crafting, I will either play a tank or a support class.
  20. 1 point
    Gradishar

    "Death of a Game - Shadowbane"

    Neither did I.
  21. 1 point
    Kraahk

    Exploring Crafting

    Welcome to the forum. The risk/chance concept and teamplay are important principles of the later game - and so of testing, too. If you want to craft in safety, you can do so in the beach heads (campaign starting area) or in the eternal kingdoms. Otherwise there will always be a risk. The same is true for harvesting. You can reduce the risks by cooperating with other players (rove the world together) or by saving your resources as often as you can. You can for example transfer a limited amount of campaign inventory items into you account bank (press b). Otherwise you will have to trade with others or use the low level resources you can find in the secure locations. As far as i know, there are no current plans to change this. Anyways, have fun and good luck.
  22. 1 point
    Zolaz

    "Death of a Game - Shadowbane"

    I never heard anything about CC info being hacked during Shadowbane.
  23. 1 point
    jonnjo

    Hello Everyone

    Jonnjo Here. I finally decided to purchase head start over the weekend. Can't wait to get more people in world and try this out full scale.
  24. 1 point
    FloTS09

    What We Want

    just for the sake of more confusion. *clapclapclap* u have proven a point ohh great hero, pls enlighten us all, so that we are able to further develop our lowly characters and may march all into the mindless senseless aoe driven combat that looks ohh so flashy. #still waiting for a healthy disscusion :3 refering to everything written before
  25. 1 point
    Uta

    Pré-Recrutement

    bonne courage avec ta guilde même si je pense que le recrutement marchera surtout quand les phases de beta arriveront^^
  26. 1 point
    Uta

    Probleme autorisation version Test

    essaie de retélécharger le zip test et décompresse le dans un autre dossier, normalement tu dois faire une maj pour te conecter et le groupe alpha 3 a bien accès au serveur test tant que la 5.3 n'est pas sortie peut etre qu'il n'y a plus d'accès au test afin de nous préparer à la prochaine version
  27. 1 point
    Half Giant Cleric Ftw... Love her look!
  28. 1 point
    Kraahk

    Any Changes To Monetization?

    No level boosters that i would have heard of (ever). And not further monetarization plans either. Maybe you're referring to the early concept about a possible skill queue and catch-up mechanic (see here)?
  29. 1 point
    Keaggan

    Incoming changes to Rules of Conduct

    Yeah I am curious what is the trying to combat? Images are already under the same rules as text so they will be moderated. But posting and image/meme/gif/or some simple reply is the norm of forum discussions. It's as common and unoffensive as "lol" and "RIP" have become. The internet has it's own language that has been developing for 20 years so I'd ask again what is this trying to combat?
  30. 1 point
    Amazing work! With there being an influx of more art is there any chance of getting prints added to the store in the near future?
  31. 1 point
    so the art was the trick and the patch notes were the treat? well played ;p [love the half giant cleric. death by snu snu!]
  32. 1 point
    Otto

    Eye Candy - Official Discussion Thread

    OR you could have called the piece " Elf Bashing!" and I would have been equally happy with it. I can't abide those anti-beard folk.
  33. 1 point
    Never mind I got my info fix! Thanks ArtCraft!
  34. 1 point
    Oh my gosh. Double posting because I just looked more closely at the clouds. Sick.
  35. 1 point
    That hair! This piece beautifully captures what it feels like to dominate in a PvP environment. Well done, sir!
  36. 1 point
    no elkin ranger 0/10 eye candy Artwork is seriously badass! If there was sometype of awards ceremony for concept artists, Dave would win in every category, I guarantee it! You know you just wanted to scare us by making us think there wouldn’t be an update today. How long were you laughing as you hovered over the submit button?
  37. 1 point
    So if I comment on how great this is instead of just +1-ing the post I am in policy
  38. 1 point
    Sorry for the incredibly late news post, folks! Technical difficulties.
  39. 1 point
    PaleOne

    Tuesday Halloween update?

    There has been a Delay in our announcement of a delay in delaying our delay....
  40. 1 point
    PaleOne

    "Death of a Game - Shadowbane"

    The video brought back some memories. One of them was a warlock based team template called “the Death Star” Full groups of warlocks overflying the battlefield calling targets
  41. 1 point
    Jah

    Tuesday Halloween update?

    When 5.3 arrives it will be on the TEST environment first, so campaign dates on the LIVE environment don't really make a difference.
  42. 1 point
    volrath

    guild name reservation

    Veramente l'ho fatto perchè ho il pledge amber dai tempi della campagna kickstarter e volevo provare l'interfaccia di costruzione. Anche perchè con il lavoro non ho di certo il tempo che avevo 2 anni fa quando partecipai alla campagna kickstarter Se vuoi costruire\gestire tu (o qualcun altro) la gilda, fate pure. Quando sarà il momento mi accoderò volentieri a voi
  43. 1 point
    entityofsin

    What We Want

    This thread just got really confusing. At least to me it did.
  44. 1 point
    Yumx

    Caldera [EU] - Playing with Fire

    Caldera have been hosting Community Skirmish events the last month now, here are some videos from the events
  45. 1 point
    Very nice water flask - good to finally see one in-game. Interesting that it looks race-specific, I'm guessing the water flask crafted by a minotaur will look quite different...
  46. 1 point
    Good catch and valid criticism of current table design. We'll need to address this. Todd
  47. 1 point
    We will have the video uploaded to YouTube later today. I am also working on a write-up for those who prefer skimming news articles over watching videos. A new Skills FAQ will be published in the next week or so.
  48. 1 point
    Pretty cool that certain players manned the booth during the event. Having actual players explain and show things is much more effective and genuine than some marketing material. Also with a game like Crowfall it's pretty hard to wrap a lot of the features up in a neat little digestible package without context.
  49. 1 point
    Pann

    A Crow has Fallen - Coolwaters

    He was certainly quite the character. A lawyer to the core of his being, his responses to forum warnings would put Clarence Darrow to shame, and still, in the end, we managed to wrap it up with a virtual handshake. While we enjoy getting to know most of our players online only, Cool was one of the few CF players I'd actually spoken with. MrMike and Bill spent many hours on the phone with him. Their office is near my desk, so I'd pop in and say hello. He was always cheerful and friendly despite the situation that was wonking up his connection to the game. Our hearts are with his friends, family and guildmates. Lastly -- and I hate that I even have to say this -- please be kind and respectful in this thread. It's not the time or place for shenanigans and improper comments will not be tolerated. Thank you for your cooperation.
  50. 1 point
    zingmaster

    Some Shadowbane reminiscing...

    God...rewatching old videos of SB makes you wonder how we ever played the piece of poorly made socks to begin with, let alone thought it was amazing. But it was