Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Leaderboard


Popular Content

Showing content with the highest reputation since 11/21/2017 in all areas

  1. 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
  2. 16 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
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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
  8. 10 points
    Pann

    Regarding God's Reach graveyards

    We've heard concerns from testers about the removal of graveyards from God's Reach a short time after The Fortunes of War was deployed to LIVE. Here's an explanation of what happened and the aftermath. It's not an intended gameplay design for graveyards to be available in God's Reach (GR). There are many factors for that decision, the chief among them being that the purpose of God's Reach is to be a new player/character area where young Crows enter the world, get their beaks wet and then fly off to bigger and better things in campaign worlds and trials. We don't want those young Crows getting too comfortable and settling into GR forever so we limit what's available there, such as the intentional absence of graveyards. It was an innocent mistake that caused graveyards to be included in GR when Fortunes came up on Monday. When we became aware of it, the decision was made to remove them in the patch that was about to be released. Our investigation showed that the number of body parts that were farmed and, consequently, vessels created did not warrant a wipe as there's not enough to turn the tide in the upcoming trail. Developing and testing a game is as much about processes as it is about game design and programming. To that end, we've identified how this happened and what we need to do to prevent it (or something similar) from happening again. This isn't the first time something went sideways, and it won't be the last. It's part of making games (one of the painful parts). Our continued pledge to our community is to always do our best to continually review and refine our processes, to carefully take all angles into consideration when addressing issues as they arise and to keep you informed about what happened, how we fixed it and what we learned from it.
  9. 10 points
    Thimble

    [RP] Corvus Citadel Rallies!

    News from the front had reached Thimble mere moments ago. He had been busy helping run things at the Citadel and had been unable to help the war effort aside from the occasional flight into the Trial of Kane to quickly craft armor before he had to return. Raising the White Crow had proven to be a more difficult affair than anticipated, but the results would be worth it. As for the news from the front lines, it had been good, to say the least. In the face of overwhelming odds, three small groups of Corvus Citadel forces had managed to secure two keeps from the Winterblades and their vassals through the use of cunning tactics and swift decision making. The Balance faction began the night with three keeps, so their defenders were spread thin. Duffy Swiftshadow, Commander of the forces of Corvus Citadel, gave the order to the small group to assault Umbressa Keep, which was particularly light on defenders. Within minutes, the warriors of the Citadel overran the token defense and were able to destroy the Tree of Life and plant their own. Immediately, the band pivoted and marched at best speed to Rose Knights Grove Keep. The first to arrive were the scouts, and they reported back that the forces of Balance and Order were fighting over one of the Bane Trees outside the keep. Quig, Sergeant of Corvus Citadel, and Dirty, one of several Crowguard involved in the operation, quickly devised a plan while Duffy was commanding from the rear, helping the several recruits in attendance to catch up to the main force. It was a bold plan, and a risky one. Once Duffy and the recruits caught up, the small group of warriors began creeping along the wall of the keep, careful not to draw attention. Twice Grimmel, Corax Councilmember and forward scout, motioned for the force to stop all movement and cover their armor with their cloaks as they waited for a distant enemy scout to pass, hoping beyond hope that the scouts' attentions were always directed outward rather than inward toward the keep. Their luck held, as they were able to enter the keep through the breach without being discovered. Immediately they broke into a run, Quig leading the attackers in a glorious charge, straight to the objective: the Tree of Life. The brave warriors knew that they would only get one chance. Within seconds, Grimmel reported that the Winterblades were on to them. They must have had their own scouts watching the Tree of Life because their entire force turned on a gold piece as one and began streaming back toward the keep. The order was given to the warriors of the Corvus Citadel to throw everything they had at the Tree of Life in an attempt to take it down before they were overwhelmed. They grouped up, packing themselves tightly together, to maximize the effect of the beneficial magics of their clerics and other casters. The Tree of Life was nearly dead when the vanguard of the Winterblades slammed into the small force, but the phalanx held, though not without heavy loss. Zerst called out that he would begin the Resurrection Ritual, to try to save as many Corvus Citadel vessels as he could, to allow them to continue to fight. He was able to bring four of them back to life before he was knocked out of the ritual, more than anyone could have expected. Quig gave the order to blow novas, and one after another of the brave warriors gathered their energy and released it explosively, knocking the Winterblades off of the building. Finally the Tree of Life succumbed to its wounds. Quig and Grimmel, each with one hand on the same golden apple, dropped to their knees simultaneously, smashing the apple into the ground, causing a new Tree of Life to sprout, this one attuned to Chaos. The small band of warriors, half of which were green recruits wearing bits and pieces of hastily made armor, had done the impossible. Corvus Citadel had taken two keeps from the overwhelming forces of the Winterblades and their vassals. Thimble leaned back in his chair, taking two puffs on his pipe, the sun streaming in through a window illuminating the smile on his face.
  10. 10 points
    Tark

    NA - Day 3 - Trial of Malekai

    Tark's Journal Day 3: As I lean behind a boulder surrounded on all sides, I grow tired of battling the evil balance board warriors. Feeling a weakness in my knees I collapse, I fall to the ground and ask myself, "How did it come to this?". I fade in and out of consciousness and wonder to myself, "why is this custard boulder I'm leaning up against only a rank 2?" I hear a faint voice in my head that sounds like Dolmar telling me to pick myself up off the ground. Feeling the warrior spirit within I pull myself to my feet, legs shaking but resolved to continue battle. I heard the voice again, "Tark pull out your pickaxe and hit that node". With all my might I swing my mighty pickaxe, "damn, it broke". The enemy starts to close in on all sides, "Is this really the end?" My thoughts dwell on my wife as I start to reminisce when we were last in warm embrace before kickstarter. Knowing the end is near, I feel the spirit of @dolmar putting both his hands upon the back of my broad shoulders, a thrust of life fills me inside and I feel alive once again. Dolmar whispers in my ear, "Tark, need dem purps bruh". Dolmar slaps the 8 key on my keyboard and I am recalled back to the temple. Tired and beleaguered I feel myself starting to detach from this world as I prepare to enter another. I'm going to see Quartermaster Shiner in the Shiner Kingdom. I close my eyes and I see combinations, I've seen these before and I feel comfort. My spirit starts to lift off the ground as I watch my body disappear away from this cold world. My senses start tingling and I'm right back where I started, a level 1 noob in the starting zone. I say to myself "damn, how am I going to tell dolmar I deleted another body". I log off crowfall to go cry and stuff my face with burritos while watching pornhub. I'm dead inside.
  11. 10 points
    The biggest disappointment of today was that there was still vendors with all the free crap. We really thought 5.8 would hit live, with that weird first message. We had 20+ people ready at the time, just to be redirected into the test client.. Please announce days in advance when 5.8 is going live, and please fix your external communication, it's exactly this kind of crap that kills hype.
  12. 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.
  13. 10 points
    A lot of new players get frustrated and confused when they log in for the first time to "Early access" Both the Live and test servers have made a lot of progress since the kickstarter says but the game is not even close to complete. This is a chance to preview some of the systems and help contribute to the development of the game through testing, reporting bugs, and giving feedback. Don't expect a complete game. Please pitch in and help make it happen.
  14. 9 points
    Count me in the nervous group. Rather than improving the economy, I see this as competing with the economy before it's born. Master craftsmen will be competing with loot for market share on anything but their best work. Entry level craftsmen will be left out entirely. The harvesters that feed them will see lower demand for their goods, particularly after salvaging and refining is implemented. IMO, give us the tools for a real economy (a valued common currency, manufacturing & storage inventory), and we will fill the need for gear. Then change loot from finished goods to components that are better, or just different, than a craftsmen can produce but still require crafting to become useable gear. SWG's Acklay bones, Night Sister vibro motors, Krayt tissues, Geonosian power cubes and all the other loot only components made for incredible gear and were all well worth chasing and fighting over, while adding to the economy by demanding the best craftsmen and the best materials for assembly,
  15. 9 points
  16. 9 points
    @thomasblairThanks for taking time to answer my question about Tray toggling! I'd like to clarify what I was talking about. Currently the Tray swap keys act as toggles. If you hit U to enter ranged tray, but you are already in ranged tray, you end up in survival tray. This might be fine with perfect performance/latency, but frequently performance issues contribute to players ending up in an unintended tray. For example, you get attacked while out of combat, knocked down, and you desperately want to get into combat tray. So you hit a combat tray key but nothing seems to happen. So you hit it again. Turns out it was just lag, and both go through. You switch into and out of combat, and get hit while out of combat some more. I propose that hitting the U key can only take you to ranged tray, not into and out of ranged tray. If you want to get into survival tray you hit H. I can understand the original logic was that people might want to toggle between two different trays with one key. Not a bad thought, but in practice it creates a frustrating experience when people end up in a tray other than the one they are trying to use. Should be: Hit H, you go to Survival tray. If you are already in Survival, you stay there. Hit U, you go to Ranged tray. If you are already in ranged tray, you stay there. Etc.
  17. 9 points
    Regerem

    Nouveau CM Français

    Bonjour ou bonsoir à tous ! J'ai le plaisir de vous annoncer que je suis votre nouveau CM, Regerem. J'ai une longue expérience en tant que CM et nous sommes peut être déjà croisé sur des jeux tel que Neverwinter, PWI ou bien Firefall, voir même Lord of the Ring Online, mais ça remonte. Côté personnel je suis basé au Canada (non, pas au Québec), et je serais donc certainement plus actif en soirée (heure française). Crowfall est un jeu avec beaucoup de potentiel et je suis ravi que nous puissions le faire évoluer ensemble. Si vous avez des questions n'hésitez pas, je suis là pour ça !
  18. 9 points
    Looks pretty good so far. We have to see the implementation though. Is there any thought of players improving the workbenches over Time with mats, and or having crafting amounts advancing a counter by completed works to improve upon the workbenches. Like over time with completed works the bench gets a plus to it. Making it more valuable over time so that people do not just burn and replace. It could add history to certain places. Like Black Mire was steeped in so much necromancy that the workbench grew into it's awesome and terrible reputation. What would happen once a craft is started? If I start a craft, then during the "cooking" timer I get killed. Can anyone remove the crafted item? Is it lost? Is it treated like a local chest and I lose access till I can pick it up? Can it be recovered by the magic tow truck? Is it placed into local storage once complete or any kind of variation on this idea. Will you have to have the mats for the craft on your body or will it be able to access the mats from local storage? (More secure) Will crafting in the forts add to the "win" counters? More so than crafting at a beachhead would do. Let the crafters contribute in the small ways as well as the big. Risk vrs reward.
  19. 8 points
    I personally dislike this fort/siege schedule as it only fixed a few minor things like back capping, and created a slew of new headaches. 1 - yes night capping forts is dead.....bc no pvp allowed at 98% of forts lol, theres only one objective fort to fight over for 17 out of 24 hrs of the day.... in 6 zones......really, really, boring and anti sandbox feel going on. This also removes any strategy for map movement or control as you are literally forced and pointed to what you have to fight over or care about. This directly helps the faction with the more active player base as now they know exactly where to stack their troops and what they have to defend. (as admitted by most balance they are having an easier time keeping stuff capped)(reference scoreboard) The 5 man fort group now cant use geography and movement as a weapon to get around numbers, they are forced into non winning fights or, to not pvp and farm n craft to try to eliminate any numbers advantages with gear n vessel upgrades. Also now the “night capping” is just towers and gy’s, it definately still exists, as shown by wb roaming group doing towers last night at 2 am in marq with 7 dudes (not funneled to active fort bc forts are pointless still) This directly ties to why the campaign map is dead, pvp has no purpose for character progression or reward and you can make epics in gods reach and campaign temple and eks, why would any one trying to get geared up risk getting slaughtered when you have designed the game to have more safe havens than pvp locations? No one is on campaign because of this, it is by design advantageous to not pvp or be in pvp locations. 2 - i agree on back capping being dead and this being a good thing, shorter fort timers might make the last ten minute strat be less viable if fort windows were only 30 mins? more people might d up for 25 mins over 55 mins etc. 3 - reduced pvp siege burnout is now replaced with pvp boredom. fort locks and less towers have removed almost all campaign map participation, with a main reason being they are all still absolutely pointless for account/character progression. Why would me and a buddy go try capping towers when we could be farming up gear or vessels for guildmates or factionmates, there is no reward to pvp only risk and detrimental gear hits. The game in current format is minecraft with a 5 hr pvp window. 4 - circle standing time is much improved, good job 5 - Respawn cap points have all the same problems forts n towers do, usually they have no strategic purpose bc, capping alerts enemies to the zone, usually not near a valuable objective, and also again they do nothing for a characters development. gy’s are pointless, besides in siege zones during 10-11 if you dont have a fort. All in all im really surprised how vocal some are in support of these mechanics because it sure seems like its killing the pvp and world persistence. There are far to many hideouts for people to progress outside of pvp, and far to little pvp objectives with meaningful purpose that people care and want to fight for. Fights for just points on the scoreboard hasn’ t worked for 6 months. Make pvp have a purpose towards something and people will pvp, until then, this is what crowfall campaigns will look like.
  20. 8 points
    Marth

    The Trial of Arkon has begun

    ❤️ @thomasblair. Just having fun.
  21. 8 points
    Kraahk

    ACE reacquires publishing rights

    I am not particularly sad to hear that Travian left. Through a long period of time I had a lot of sleepless nights due to them. And not those of the pleasant type. In my personal opinion things should have been handled very differently back in 2016. Whatever, that's cold zombie guts. This years new team was good, though. It's sad to see them go, they had a lot of potential. So, a shoutout to @Menja, @Ikas, @Fauno, @TheUnknown and @Cerus: Thanks for your work and the way you did it. And for what you tried to do, they way you did, even if it didn't always work out in the end. You would have deserved better. Alas, fate decided differently. I hope you had some fun with us. To all of you i wish only the best for your future. And maybe we'll meet again. In another story, another world, or even just in another campaign. Fare well.
  22. 8 points
    This is great! Nice writeup @thomasblair! I really like the system for having prefixes, core attribute and suffix. Reminds me of rolling gear in Shadowbane. I like the stat choices for the armor too as they just make it so much more interesting than what we currently have. I also REALLY like that we will get armor/weapon drops from monsters. Aside from the more obvious pro's like allowing players to gear up quicker this also gives me hope that we may see equipped item loot in the Dregs after all. I could see people wearing "dropped gear" as an "everyday" type of armor and save the high end crafted stuff for sieges. That risk/reward component of not always wearing your best armor in fear that you might lose it is missing from the current faction campaigns in Crowfall and I certainly hope it appears in the Dregs.
  23. 8 points
    corvax

    Questions for the Devs!

    In the future, please run your Chaos/Order agreements through me first, and I can save you time and effort on how the next agreement will work out for ya 😁 And yes ignoring, breaking, and circumventing agreements/truces/NAP's that cannot be enforced, is the oldest ruse in the book. In simpler terms 'outfoxed' You can learn something by understanding the circumstances of the entire engagement including how Scarlett solo capped a keep. Or you can continue to build straw men about numbers and believe your own propaganda. Fact is fact, Scarlett took a keep as a single player and that has ramifications larger than who is grinding who down with numbers. It really was quite elegant how she has been setting up the Knock out punch for weeks, I'd go into more detail, but it's obvious I have lost your interest. Thanks for your reply.
  24. 8 points
    Just wanted to Chime in here real quick because this is such an interesting thread for a host of reasons, but my main concern is how we as a community seem to be treating each other recently. First, let me start by saying "Thank You Jah!" for doing this and hopefully your efforts will bring some fresh blood to the game and revive some people that have lost interest due to current state of pre-alpha. So as we all know the current state of affairs is rough around the edges and it's clear Balance is more organized and playing to win. Not sure why this is a problem since it's a game and needs to be tested, also let's not forget without a hardcore player base to break/abuse/exploit everything this stuff wouldn't get fixed and would cause the game to fail spectacularly come launch. Second, I think lots of people are taking this whole thing way to personally except for Order who are way more relaxed despite there predicament and those are people I can easily get down with, so expect to see me flying Orange next Campaign on NA. Let's try not to take the #warstories as such a personal affront to our skill level and realize it needs to be phrased in such a way that will not only garner interest in the game, but also make it sound like there is more going on than there truly is. Half the people complaining on Chaos in this thread about numbers have no remorse about killing me 1v5+, but complain the instance they get outnumbered and start bringing up gear, time-played, and every other excuse for some reason. It's a PvP game you are going to die...LOTS..and most the time it's going to be massively unfair. Get over it or as Mandy always points out find a Guild or better yet Make one and get your own "unfair advantage," but either way lets stop beating this dead horse over and over on the boards it's just in poor taste and really makes people sound like sore losers. Also, if you are on the winning side aka Balance. You don't need to justify yourself or actions on the boards either, if someone wants to QQ just let them do it by themselves stop jumping into threads and even nicely explaining why the person is wrong/bad/misinformed or anything else because we all know people read text in "anger voice" and it just leads to further pollution of the boards and makes you sound like a poor winner which is even worse than a sore loser. On a personal note I've been enjoying the game solo this campaign and have found it both fun and rewarding for my time investment. There are lots of disadvantages to being a solo player especially one that is non-stealth, but overcoming those is part of the enjoyment for me and finding/pushing the limits of what my build can do is quite fun. I get killed quite often in fact I might have the most deaths in game at least on Balance side, but you will never see me on the boards QQing about some real or imagined disadvantage. I get better with each loss, I learn to adapt my play-style to fit the current state of affairs and who/how and where/when to engage/disengage from fights. If you take losses rather fair or unfair as learning tools you will enjoy the game quite a bit more and get better at the same time. TLDL - We all know the game is still in the "works," so let's not antagonize each other for sport when someone has a "moment"
  25. 8 points
    It's not who, it's what. There are all sorts of other things that could have been suggested and have been in the past, (shorter cycle times for camps or, different capture mechanics based on killing/destruction) that won't cut out a significant portion of the games population. The above suggestions favor one type of group, one type of play style, that frankly belongs in the dregs, not in faction play that is supposed to be by design more inclusive. Dregs not having camp points, great. Dregs having longer period windows on keeps and forts so large guilds can rally the troops, also great. That is not what the factions are for, so I would prefer it if the people pining for the dregs don't try to convert the faction world into them. Factions by nature are not as much play to win as dregs, so it's not factions fault or rules that a play to win team is burning themselves out trying to cram a square peg into a round hole.
  26. 8 points
    Pann

    Zybak Discussion

    It is our firm policy not to discuss a player with a third party. As stated before, if you have concerns about a member of the community, please contact support@crowfall.com.
  27. 8 points
    I would very much prefer a spirit bank/character wipe for when the sanctioned campaign comes. As others have previous stated, there are just some guilds who do not know yet how to make vessel, where others already have Blue/Epic vessels running around, that is a huge difference in stats, and would suck for a big part of the new players. Also, I know passive training has come quite far now, but I know we have a decent amount in the guild(and outside of the guild) , who are behind due to vacation time (going home to families in christmas, traveling for new years etc.), and these people currently do not have a way to catch up to those who trained from minute one. Which is why I would say wipe everything. This would also make it so, people have no excuses when the campaign ends, and they lose Edit: What you could do, is have everyone start with full trained basic trees in the skills, just to move it a bit further along.
  28. 8 points
    I wanted to go a bit further on what I said in the 5.8 feedback topic concerning skill trees. Basically In their current form, they add very little in the way of character building. The only choice is the advanced class. Other than you you just fill in the points as you get them. There are no real choices. The skill trees are linear. If I am required to spend 5 points in a stat to get to the next one, I didn't make a choice. I played connect the dots. If I am given 30 talents points to fill into a tree that has less than 30 useful places to spend the talents, I didn't make a choice. I want lots of choices and I want them to matter. If I spend a point to get one new skill or passive, I want it to be at the cost of choosing a different one. Choices need to be exponential and exclusive to matter. I really like where the whole talent system within vessels can go and here is how I would expand on it. Before we start, please ignore all values or numbers. Don't worry about something seeming OP or not. Values can be adjusted to what ever they need to be. Focus more on the idea. The first thing I would do is cut passive combat training at the account level. Leave exploration / crafting. Move combat training to the vessel level like you did for class / race. Give each vessel ~300 talent points to spend. ~10 per level. Some classes or races can have more or less total points as a way to balance them. Take almost every stat in the game and let us train it with these points, how ever we want. Use diminishing returns. If I want to put 300 points into Crit Hit Damage let me, but I will be severely gimping myself in other stats. Do not require me to spend X talent points in one skill before I am allowed to train in the next skill. Do not limit the # of talents points I can spend in one place. That is linear and without choice. Here is an example with just a few of the in-game stats. Pretend they are all here. Imagine something like this but with all or most of the stats and you can spend your points in them as you see fit, how ever you want. The first few points you spend give better returns and the more points you spend the worse it gets, but if you see fit to spike one or two stats go nuts. Want to take a balanced approach? Go ahead. Do it this way on each individual vessel and every one will be different. The next things I would do is expand on each advanced class. Currently they do serve the purpose of not all champions are the same but there is only one degree of separation. All Champion Pit-Fighters are the same. I would go even further. Here is an example for Druid. Your first choice is your advanced class. That then branches off into more choices only available to each advanced class. Here is an example for Earthkeeper, the healing focused druid. Remember, I just made up all of these numbers and abilities. They don't matter. What does is the level of character customization that this could mean. Right now I can be a Druid - Earthkeeper. I want to be a Druid - Earthkeeper that hard spammed Crit Healing amount and Slashing resist, that can heal outside my group, that focuses on druid orbs, that wants to dance at the cusp of essence burning, who can return to life sometimes when he dies. What do you guys think? Is this too much customization or too cluttered? What would you like to see the character building process be? TLDR: SB
  29. 8 points
    Guest contributor Anhrez gives a great rundown of group harvesting. FULL STORY
  30. 8 points
    Our general philosophy going forward is, if it uses a key, we will let the player bind it to what they want, and notification hotkeys are no exception. We have a lot in store for the upcoming social system, and we're working hard to ensure that the features MMO players have come to expect will be a part of that. One of those things is giving the player full control over what appears in their chat. Additionally, we have a goal in giving much greater flexibility to the players in how they interact with others, as well as providing better feedback for when a player wants to interact with you. We'll be announcing more as it comes online, but I'm pretty excited to be working on these features, and hopefully you folks are excited too!
  31. 8 points
    blazzen

    Is crowfall fundamentally boring?

    Harvesting isn't bad once you get to plentiful 5 with full skill training. My fear is that people won't stick with the game long enough to get there. It's painful early game. Crafting is similar. Early game it is very painful with lots of failures and bad rolls. End game it gets better (although RNG can still kick you in the junk on occasion). Combat training is pretty bland but does advance your character, probably too much. This is why I've lobbied for roughly HALF of everything granted in the current skill trees to be rolled into the base vessel. This would make early Crowfall more interesting AND lessen the gap between new players and veteran players by flattening progression. As far as combat goes I still think the aiming is too easy and there's too much CC which drives down the skill ceiling. Artificial limits on how many targets an ability can hit should be replaced by tailoring the hit scans appropriately and using the already in place collision detection to determine how many people an attack can hit. Full friendly fire would be nice but is probably asking for too much based on the current combat system. Darkfall combat (minus transfers and bunny hopping), Shadowbane character building, Eve economy, SWG crafting, Eve passive leveling, along with the procedurally generated maps, campaign resets and EK stuff. That is how I'd build Crowfall.
  32. 8 points
  33. 8 points
    It's really weird that this is the first time we are hearing about this. I actually think this creates for interesting mechanics in terms of controlling movement between "islands". The randomness of where you'd pop out is the only downside to it. Regardless, this really needs an expansive article covering the topic and not 3 offhand comments by devs to fully explain this system and its design necessity.
  34. 8 points
    I still believe it will release Dec 2016.
  35. 7 points
    This is a fantastic patch for new and returning players. I highly recommend everyone brush up on the game if you're planning on returning for the "DREGS" like many people are planning on doing. There's some annoying stuff but overall it's pretty good.
  36. 7 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 Improvement – Team – Success Equality amongst friends, respect towards enemies…” 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 Join our Discord and ask questions Link to the original Caldera recruitment thread.
  37. 7 points
    srathor

    Do you want a wipe?

    They should wipe it all on live. And go to 1x speed training and see the reactions. Keep the data for the trained on Test. But wipe all gear and banks on test as well. With free mats and training Test could be used to.... well... TEST!
  38. 7 points
    PopeUrban

    WIPE

    The only moment in time where everyone will be on even footing is the day of release. Wiping the server constantly will not fix this problem you think you have.
  39. 7 points
    Dear team, you do realize that it doesn't really look good, if you tell us you would inform us when you will wipe one week in advance ... and then you publish a news telling us you wipe tomorrow, righ'?
  40. 7 points
    ZombieGandhi

    Ahrethil monkakhrun, Balance?

    Keeping in the spirit of spreading a little good-natured memes and some fun gameplay that was had the past two days of this particular Trial, I thought I'd share some of the more interesting highlights. I did not show every kill, or death, as not every were interesting enough for a video, or could be turned into clever enough of a meme. Through these first couple days, and I wager we'll see that pan out even at the end, Order is just too strong. ACE has tried everything, even shadow-moving larger guilds into other factions, and it still clearly isn't enough. Please enjoy the video for the good-natured fun that it's meant to be, and do not let any jimmies be rustled. Thank you all for the fun fights, and I look forward to more. Kur'mae'il!
  41. 7 points
    Angelmar

    Ruining campaigns

    How quickly Chaos and Creme's Militia forget last weekend when we carried EU/NA Chaos and got Chaos two keeps. That would be when Chaos went from being far behind to pulling ahead of CAL/KDS Order. Now that Chaos is far in the lead, we worked to bring Balance to the Force. Unfortunately we could only get Order 1 keep this round. But it was an epic stand. The 14 Horsemen(+2 leggers) of the Apocalypse. The Harbingers of Balance: The Balance Travel Guide to Europe will be coming to stores near you. Pre-Order Now.
  42. 7 points
    Yoink

    5.7 VIP Training Guide

    Here is a spreadsheet that shows all possible race/class training combinations in 5.7 with the current VIP rules. Use this to get the most utility out of your account(s) in the upcoming 5.7 Live patch! 5.7 Class Combos See you guys out on the field! Edit: If you notice any incorrect or missing info please let me know.
  43. 7 points
    Deeds, walls, and gatehouses, oh my! FULL STORY
  44. 7 points
    Ginko

    Small Scale Siege Defense 5.6 Test

    Grabbed some video of a recent siege fight. First day playing knight and was very fun. Thanks to everyone for playing!
  45. 7 points
    This is actually a really good point, and one that escaped my notice. Let me think about it and get back to you. Todd
  46. 7 points
    Just a suggestion: Make onlining an EK part of the join world process. The current systems incentivize players to AFK in their EKs for extended periods to keep them open to visitors. This is costing you money in AWS fees as you have servers online for extended period of time with nothing happening in them. Extending the online times based upon number of vendors, nobles, etc. doesn't change this. You have a lot more EKs online that are actively in active use by players because player feel the need to AFK and keep them online so their vendors are accessible. If any player with entry rights could also start up the EK, you wouldn't need to extend their online times, no one would have an incentive to AFK in the world and cost you money, and you'd only be paying for servers that were actively in use by a player. You could move time to die for servers to be less than a minute even, simply starting the server close procedure when all players exit. And, in fact, this entire process could be mostly transparent to the players in the first place. The button would say "join world" and the players would only use the "offline" tag as an indicator that joining the world will take a bit longer (as it has to boot itself up first) Functionally, this would be like having every EK online at all times, and doesn't really pose any kind of access risks since simply joining a world doesn't afford you ant permissions you wouldn't otherwise have. having it be part of the join process would also largely prevent players from making costly moves like going down the list of public EKs and simply onlining all of them for lols. If putting an EK online was simply part of the join process, you'd save money, and players would have unfettered access to EKs. As a result players would have 100% uptime for the purposes of vendor shopping. Since players can only see EKs they have access to on the world browser anyway, this change would prevent the need to write any special case checks for permissions, and in the end seems like a win/win for the player and the server costs.
  47. 7 points
    Shikra

    Some numbers for the Min/Max folks.

    For all you stat freaks out there, the full race trees in stat form. Hope it makes sense. I'd be very surprised if there are no errors... Before any training + racial bonus When racial basics tree complete dex str int spi cons dex str int spi cons Res cost Armour class Max Stamina Inventory slots Harvest crit amount Leader ship Combat leader Harvest leader Craft leader Cooldown reduction: long Human 30 60 30 30 30 50 80 50 50 50 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Nethari 30 20 70 30 30 50 40 90 50 50 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Half elf 100 30 60 60 20 120 50 80 80 40 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Half giant 10 110 20 30 100 30 130 40 50 120 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Fae 50 20 30 30 20 70 40 50 50 40 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Elken 40 60 20 30 60 60 80 40 50 80 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Wood elf 40 20 20 70 30 60 40 40 90 50 -0.04% 1% 5 5 1 10 25 25 25 -0.30% High elf 40 20 40 30 20 60 40 60 50 40 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Minotaur 60 40 10 20 50 80 60 30 40 70 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Centaur 20 40 20 20 80 40 60 40 40 100 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Guinecean 110 20 60 30 20 130 40 80 50 40 -0.04% 1% 5 5 1 10 25 25 25 -0.30% Stoneborn 10 40 30 30 40 30 60 50 50 60 -0.04% 1% 5 5 1 10 25 25 25 -0.30% When Racial group tree complete - i.e. Man, Sylvan, Monster (also remember to include yellow section above) dex str int spi cons Support power Attack control defence Hard control intensity Move control defence Move control intensity Hard control defence Personal damage modifier Crit hit chance Crit hit damage Craft speed Craft success Craft experim'nt Craft thralls Tool decay reduction Beneficial harvest chance Beneficial harvest lifetime Beneficial harvest power Harvest crit chance Human 70 100 75 70 70 15 -5% 5% - - - - 3% 3% 5% 10 5 1 5% 0.05% 5% 5% 5% Mining & blacksmith Nethari 70 60 115 70 70 15 -5% 5% - - - - 3% 3% 5% 10 5 1 5% 0.05% 5% 5% 5% Half elf 140 70 105 100 60 15 -5% 5% - - - - 3% 3% 5% 10 5 1 5% 0.05% 5% 5% 5% Half giant 50 150 65 70 140 15 -5% 5% - - - - 3% 3% 5% 10 5 1 5% 0.05% 5% 5% 5% Fae 130 55 70 90 60 15 - - -5% 5% - - 6% - 5% 10 5 5 5% 0.05% 5% 5% 5% Skinning & leather Elken 120 95 60 90 100 15 - - -5% 5% - - 6% - 5% 10 5 5 5% 0.05% 5% 5% 5% Wood elf 120 55 60 130 70 15 - - -5% 5% - - 6% - 5% 10 5 5 5% 0.05% 5% 5% 5% High elf 120 55 80 90 60 15 - - -5% 5% - - 6% - 5% 10 5 5 5% 0.05% 5% 5% 5% Minotaur 100 100 50 60 110 25 - - - 5% -5% -0.03% - 3% 5% 10 5 error 5% 0.05% 5% 5% 5% Quarry & stone Centaur 60 100 60 60 140 25 - - - 5% -5% -0.03% - 3% 5% 10 5 error 5% 0.05% 5% 5% 5% Guinecean 150 80 100 70 80 25 - - - 5% -5% -0.03% - 3% 5% 10 5 error 5% 0.05% 5% 5% 5% Stoneborn 50 100 70 70 100 25 - - - 5% -5% -0.03% - 3% 5% 10 5 error 5% 0.05% 5% 5% 5% When specific race tree complete - the white section above has been INCLUDED in this table (also remember to include the yellow AND green sections above) dex str int spi cons Support power Attack control defence Attack control intensity Hard control intensity Move control defence Move control intensity Hard control defence Personal damage modifier Crit hit chance Crit hit damage Physical armour Elemental armour Organic armour Healing modifier Personal crit hit modifier Craft speed Craft success Craft experim'nt Craft thralls Tool decay reduction Beneficial harvest chance Beneficial harvest lifetime Beneficial harvest power Harvest crit chance Human 120 120 125 120 120 30 -5% - 10% - - - - 3% 3% 3% 3% 3% - - 5% 5 10 error 5% 0.05% 5% 5% 5% Quarrying & stonemasonry Nethari 120 80 165 120 120 30 -5% - 10% - - - - 3% 3% 3% 3% 3% - - 5% 5 10 error 5% 0.05% 5% 5% 5% Half elf 160 120 125 120 80 15 -10% - 10% - 5% - - 3% 3% - - - 5% -3% 5% 10 10 - 5% 0.05% 5% 5% 5% Graves & Necromancy Half giant 70 200 85 90 160 15 -10% - 10% - 5% - - 3% 3% - - - 5% -3% 5% 10 10 - 5% 0.05% 5% 5% 5% Fae 175 75 90 120 80 40 - 5% 5% -5% 10% - - 6% 3% - - - - - 5% 5 10 error 5% 0.05% 5% 5% 5% Tree cutting & woodwork Elken 165 115 80 120 120 40 - 5% 5% -5% 10% - - 6% 3% - - - - - 5% 5 10 error 5% 0.05% 5% 5% 5% Wood elf 160 75 110 160 90 30 - 5% - -10% 10% - - 9% - - - - - - 5% 10 5 error 5% 0.05% 5% 5% 5% Tree cutting & woodwork High elf 160 75 130 120 80 30 - 5% - -10% 10% - - 9% - - - - - - 5% 10 5 error 5% 0.05% 5% 5% 5% Minotaur 120 160 70 80 170 25 - - 5% - 10% -5% -0.03% - 3% 3% - - 5% -3% 5% 5 5 error 5% 0.05% 5% 5% 5% Skinning & leatherwork Centaur 80 160 80 80 200 25 - - 5% - 10% -5% -0.03% - 3% 3% - - 5% -3% 5% 5 5 error 5% 0.05% 5% 5% 5% Guinecean 170 110 120 90 105 40 - 5% 5% - 10% -5% -0.03% - 3% - - - 3% - 5% 5 10 error 5% 0.05% 5% 5% 5% Mining & jewelcraft Stoneborn 70 130 90 90 125 40 - 5% 5% - 10% -5% -0.03% - 3% - - - 3% - 5% 5 10 error 5% 0.05% 5% 5% 5% Plethora of dust Additional racial bonus stats will apply when these races are brought into the game. and also on the top table - but I forgot to highlight. It looks like the crafting thrall nodes are goofed.
  48. 7 points
    Join us on a trip to the home of the dead. FULL STORY
  49. 7 points
    It's not about the destination, it's about the journey. If the game is not fun enough to play daily regardless of passively unlocking or actively grinding then there are more serious design issues.
  50. 7 points
    Some good points and questions in here Anthrage, thanks for posting. One thing that stood out to me was this "I'd love to hear Jon talk about these curiosities some day, assuming he has some insight on how things work and why." I will for sure one day soon (when things get a bit more ironed out bug wise) have an updated video or lives Stream on destruction and our thoughts on it. Not surprisingly, destruction is a HUGE pain the ass to get to work properly. One of the hardest aspects of the game (tech wise) and why most other MMO's don't truly do full on destruction. I can tell you this. When it comes to fixing certain things like destruction for example. Things can be very different from test to live. (naturally). It is an on going process. Any feed back and I mean ANY feed back is always greatly appreciated. I'll take a look at this fort you're talking about. Should be made with all the same pieces we make all the other forts. So it could be something else or something hiding in there that is killing FPS. I know I don't post very much but I do read a lot of what you guys and gals have to say. (I'm working on posting a bit more in 2018 lol) I do love connecting and hearing form all you bad-asses. Keep it up!! Hope all you Crowfaller's had a great holiday!! -Jon
×
×
  • Create New...