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

  1. 4 points
    PanzerUDL

    The Battle of Black Mire

    Chaos defends a fortress against the forces of Order. Great job Order for making an attempt to push the fort. Good testing of the mechanics.
  2. 4 points
    I'm reassured about the future of Crowfall every time I hear Gordon or Todd talk. Thanks for your time. It's definitely worth it!
  3. 3 points
    Join Thomas Blair and Gordon Walton for this special Crowfall Q&A Live! FULL STORY
  4. 3 points
    You can watch the entire segment here: https://www.twitch.tv/videos/203171567
  5. 2 points
    Xarrayne

    The Battle of Black Mire

    Yeah this was a fun fight, lots of back-and-forth without all the silly kiting over field and glenn (for the most part), even though we only had 2-3 tanks between the two sides! It was hard to get a read on numbers and judge distances properly from our limited view at the gate so Anthrage and I just kept throwing bomb traps down and hoping for the best P.S. Gradishar has been fired for suggesting we make a suicide push on the throne
  6. 2 points
    I am saddened by the dodging of legit questions. Re: the game loop question: Right now you have the ability to give us a decent map, legit win conditions, and a fixed time limit. That's all we're asking for. We just want a reason to fight and a valid way of tracking who's winning / has won.
  7. 2 points
    makkon

    Controls are unuseful

    plz do not tell me you can't press 9 buttons to play.... what next? tab target with mouse clicking on skills? you asking to make this game backstep to 2004 with world of warcraft. all they need - make possible to change hotkeys for 1-9 buttons, fix big hitboxes and fix bugs. combat is ok.
  8. 1 point
    VIKINGNAIL

    My suggestions as of November.

    1. No more estimated release dates. Don't talk about release dates at all until you have something concrete. For those of us that pay close attention to the development of the game these delays don't come as a surprise and they themselves are not a sign that the sky is falling, but it really does not look good for the game when it has to announce launch delays and that ripples out and generally gives people a bad impression of the game development's health. 2. Tighter aiming. This is an action combat game, aiming should be a factor. 3. Set up to add full friendly-fire setting for hardcore pvpers and test it at some point in beta. It will completely change the look and feel of combat and as beta is close to release and close to when the game will start getting real buzz you are going to want footage of the game to look appealing, FF will help with this when people see a game with positioning and structure. Gentle to no FF rulesets are making the game look like a gw2 clone in videos. 4. Prioritize dregs. While the initial KS appeal was the vision that CF will have multiple bands and rulesets, dregs was promised as part of the core module. And keep dregs actually FFA. Once this game is launched, soft or not, people will compare it to what the KS advertised, and they will take the game to task if it is too far from what was advertised.
  9. 1 point
    no new topic preview or edit source view [e.g bbcode view] is annoying... [used to have on the old forum...] esp if you trying to say use *spoiler* tags or other such things...
  10. 1 point
    We eagerly await. actively participate and consistently salivate over crowfall which will drown out our lives and be a welcome respite and destresser by killing multitudes. Take the time you need but , But try not to leave us in the dark .
  11. 1 point
    The potions you drink for crafting are raising your basics stats. So they pretty much cap them. Then it looks like the basics training is doing nothing because they are already capped. This is my 5.2.10 crafting basics tree. For my Blacksmithing account.
  12. 1 point
    Gradishar

    The Battle of Black Mire

    Although the fighting outnumbered and against guards was frustrating...I know I had an absolute blast last night! GG! EDIT: What? No love for PaleOne? Cordite? Verot? OsirianLegacy? Slayus? Zander14cool?
  13. 1 point
    Much faith restored. I have a man crush on Gordon and his answers about delivering a game that was finished were very reassuring. Blaire, stop filtering Gordon. Everything he says is correct, they are dumb and that effer needs to get back to work. I know Gordon wasn't the one who put this stupid filter in this forum. This transparency and dedication to this project is why I follow this game. I have never interacted with a game forum pre or post launch to this extent. Take as long as you want, just produce a game that is fun and that you are happy with. I may often be critical and that is because I care about this project, it is how I show it. Only negative - You dodged the Friendly Fire question. Friendly Fire is essential to curb Zergs. Please give it to us in Dregs.
  14. 1 point
    McTan

    The Battle of Black Mire

    That Druid Ult though.
  15. 1 point
    PanzerUDL

    The Battle of Black Mire

    I loved that push. To be honest, I think it was good to test if that tactic would work. The bomb traps were a pain for sure.
  16. 1 point
    Jah

    The Battle of Black Mire

    Thanks for sharing this recording. Fun fights!
  17. 1 point
    Tofyzer

    The Battle of Black Mire

    Nice pew pew pew!
  18. 1 point
    @ACE_Jackal About the no-EK-stuff-on-TEST server you've been asked to investigate. This is not a bug. We've been told before 5.3 that with 5.3 we won't be able to use our rewards on the test servers anymore because you want us to do this on the live server. And thats what indeed happend. So the question, if we can have at least some EK things on the test server to, well, test them, is still valid. There was some confusion about the answer to the question "Will we be able to create guilds for free/in game resources - or ONLY from the store forever?" ... while this question itself probably based on the former comment "just to have guild is a little bit expensive too". The answer was "The guild thing is a service. so maybe it wont be ingame. Thats the one thing you may not be able do it ingame." Has there be a misunderstanding about the definition of "the guild thing", and for you it meant something like the enhanced crest symbols? Because, for some people it sounded like just creating or having (maintaining) a guild would cost real money and could not be done "for free" or at least "by using ingame resources". I think a clarification may help to avoid unnecessary trouble.
  19. 1 point
    shamelessPuck

    Oldies v. Newbies balancing

    This is the basic idea here, and I’m not surprised Jah has it. AC has explicitly and repeatedly stated they intend to make the power curve from skill training to be relatively flat. Yes, a new character and a years old character played with equal skill will gave the fully skilled character to win, but new players should still be useful in combat, crafting, harvesting, and exploring. I think the bigger challenge is going to ensuring that old players still feel like there’s a reason to keep training.
  20. 1 point
    Ah! That would make more sense. Thank you kindly for the response man! I'll keep an eye out for it then.
  21. 1 point
    soulein

    The Battle of Black Mire

    Amazing fights!
  22. 1 point
    Caldrus

    24/7 testing

    Contacted the support now. Thanks for all the replies ! edit : damn, guys i have to say this support is godlike and effin fast too ! problem solved !
  23. 1 point
    Barab

    Stoneborn Rangers

    I can gaurentee the Stoneborn have the stones "for it".
  24. 1 point
    Sindothyx

    Enjoying the new website look.

    Think it gets the point of what the game is about more directly. May spark more interest when directing someone here. I'll also take the time in this thread to say that I appreciate all of your communication and hard work on this game. Just because it's your job doesn't mean hard work shouldn't be recognized. As many hard decisions as you have to make on what makes it in and what does not before soft launch, it still feels good to have such a competent development team at the helm. From those who read and respond on here to the developers themselves. Big congratulations thus far on 5.3 and beyond.
  25. 1 point
    Gummiel

    Latency/Ping ?

    because it is pretty much impossible to keep a perfectly stable server while a game is still in active development, without slowing to a crawl, if they had to ensure a launch like stabilty for a server, we probably would barely even have open world at this point
  26. 1 point
    Tens

    24/7 testing

    My entitlement was added in about 2 days but it was also over a weekend so I didn't expect them to get to it so fast. I would go ahead and email support @Caldrus since it's been over 24 hours and we have US Thanksgiving this week.
  27. 1 point
    McTan

    Sugoi vs -W- vs UDL/LoD/HoA+1

    Thanks for the responses, I'll trust you both on TTK.
  28. 1 point
    Destrin

    Plans for Thanksgiving week?

    Thanksgiving is the second Monday in October.... missed the mark a little bit.
  29. 1 point
    srathor

    Plans for Thanksgiving week?

    What are the rough plans for this week? Test Server shutdown going to happen? When? What day? What Time on that day? Test running over the Holiday? Live getting the 5.3 patch on Wednesday? Cats and Dogs living together?
  30. 1 point
    I advocated for something like this very early on in development, but I don't think they were really interested in doing something like this. I'd like to see the barrier system be more robust, sort of like Dragon Age Inquisition's "Guard" mechanic for fighters or their barrier mechanic for mages.
  31. 1 point
    entityofsin

    Plans for Thanksgiving week?

    I am going to beta test the contents of several bottles of alcohol into my mouth as part of my Thanksgiving plans.
  32. 1 point
    elvo

    Plans for Thanksgiving week?

    frostweaver release you heard it here first folks
  33. 1 point
    McTan

    My suggestions as of November.

    It should be harder to hit and more meaningful when you do. Melee, ranged, all. That means that all auto-hit heals (ie ground heals and heal fountains) need to be toned down substantially, though. Otherwise already long TTKs will get obnoxious. Edit: Lower TTKs also require more skill, and organized skill will be able to fight off more numbers when TTK is lower. This is especially true with FF (which I'm also calling for)
  34. 1 point
    VIKINGNAIL

    My suggestions as of November.

    Another suggestion I'd like to add is that before soft launch I'd like to see combat sounds get significant work put in as sound can often impact the feel of combat a lot as well. ACE really needs to make their combat feel as best they can and the combat doesn't feel like it has much weight right now, sounds will help that to a degree.
  35. 1 point
    Helix

    My suggestions as of November.

    This is because the server and client are not perfectly in sync with each other. When you swing at a target client side, on the server side that target might actually be offset by a significant margin. So with this in mind they (the developers) have to work some "magic" to make aiming actually work. In this case it's the wider hit scan and not so much the hit boxes themselves. There also other things to take into consideration (like client-to-server validations), that all adds to the over head which pushes the client-server further out of sync with each other. The reality is that combat is actually closer to Wildstar and the reticle is just there to center yourself and the target. It's not a traditional aim system in the least. So the reason why people were missing 9 out of 10 attacks (that one video where I was literally fighting 10 guys in a house might be evidence of this behavior) is because of the above mentioned issue, but the hit scans were significantly more narrower which means you were more likely to miss a target that was standing right in front of you because on the server side he wasn't actually there. tl;dr it's not the hit boxes, it's the way abilities / attacks / whatever actually "searches" / scans for targets. Wider scans are used to compensate for sync issues between client and server.
  36. 1 point
    Dregs should be the most important band for launch, it was part of the KS core module, yet for whatever reason it is getting watered down and will probably just be cut in favor of shadows. Also the person you quoted said soft launch (start of beta)... Soft launch and beta are definitely two completely different things.
  37. 1 point
    Pann

    Could we maybe never leave pre-alpha?

    Closing this thread since it's gone so far away from the original topic.
  38. 1 point
    Frykka

    My suggestions as of November.

    There was a few weeks last spring/summer where the melee hit box was a pin point... you could miss 9 times out of 10 standing right next to someone... like hitting a harvest weak point while both you and the node are moving, that tight. If that is the supposed "complaining" you are talking about then you are wrong... it was a very short period and was changed in days. I have no worry that they will adjust these kinds of things to fit the active playerbase and not some whiners. Hit boxes need to be the same size as the body imo and the raycasting thing where you can hold LMB while moving and only be aimed within 5 m of the target for continued hits (target lock), even around LOS corners, needs to go.
  39. 1 point
    VIKINGNAIL

    My suggestions as of November.

    Yea unfortunately you don't know what happened and how unnecessary the combat delays were. They went with something that a few of us plainly told them would not work, and we had to watch it all not work for a year until they finally moved on from it. Some of their ideas are things not even big budget studios could pull off as far as client and server side information. The question isn't whether they should rush the product and I wish you would read things more objectively. The point was that they shouldn't make announcements related to release date until they have something concrete. Hardcore is for people that want challenge and to dominate past that challenge with skill. MMORPGs have become casual convenience fests and that has eroded the industry for a decade and CF itself through development has already suffered from this as well. Things like requiring an action combat to actually make players have good to decent aim is a way to increase skill. Having friendly fire is a way to increase skill. No my ideas will increase the skill-ceiling in a way that is relevant to the industry and player tastes currently. CF will not succeed as a pvp-centric mmorpg if it ships with lame combat that doesn't require a lot of skill. The best skill-ceilings occur when games require both mechanical and tactical skill. There are some players who lack mechanical skill that have been fighting hard against CF requiring it for a long time, often resorting to hyperbole acting like some of us are asking for Quake (we aren't). This game never had true friendly fire. They might have tried it one random night a long time ago with a handful of random players, but they need to try it closer to release with a polished game and a wider tester base.
  40. 1 point
    izkimar

    My suggestions as of November.

    Personally I think you should just move on; the developers have gone on record saying they don't want a twitch fest shooter-esque game. All we can hope for is some aiming changes. Combat is better than it was, and I think this is as good as it's going to get this late in the game. It's unfortunate, but it's what it is. I never really ever assumed that this was going to be dark fall 3.0, I feel bad or those that did tho. I think in another year tho the game will be pretty presentable and as long as combat doesn't regress (which is all we can hope for now) the game will be enjoyable for the masses. You'll have your disenfranchised players talking about skill ceilings and how they're far too low and those might be justifiable opinions; but having a "high skill ceiling" isn't the lone primary ingredient for having a successful game. Plenty games have had high skill ceilings and failed; some times it's even the cause. Clearly they CAN'T do dark fall-esque aiming for what ever reason, plus they don't want to do it. We got rid of those sh!tty animation locks and root motion and that's a big win in my book.
  41. 1 point
    soulein

    My suggestions as of November.

    I liked those widened raycasts for melee attacks. They should definitely tighten up aiming in the current system to allow for more player skill to shine through. One of the problems with the game's combat is the abundance of GW2 style ground targeted AoE's and AoE fields. I think GW2 did a lot of things right when it came to their character and ability system, but their mass pvp combat was a mess of AoE spam. We should be asking ourselves how we can avoid the proliferation of these 15m circles on the ground as a substitute for player skill and group coordination.
  42. 1 point
    VIKINGNAIL

    My suggestions as of November.

    2. How good were wildstar and eso combat for PvP? Combat is the most important part of this game, especially because they do not have robust PvE so their PvP must stand out and keep people engaged and committed to the game. They already tried the animation lock rooted combat, it sucked. They need to stop making bad decisions with combat. Give people combat that takes mechanical skill, that's going to do better for the game than this pseudo-action combat they might try for. They'll get a lot of QQ from a handful of their current active testers, because those are the types of players that grunt about CSGO being "mindless twitch aim". ACE needs to really understand the context of the feedback of their current testers, there are many reasons that the game is a ghost town right now, the testing isn't fun, and the direction of the game has gotten worse and worse. 3. At this rate not many, if they actually made a game where player skill mattered a lot then there would be tons. PvP is very popular in online gaming now, but dumbed down PvP is not. Hardcore PvPers want to be challenged, they want skill to determine things more than anything else. Right now this game does not offer that. 4. Does it make sense to you when the game should be casting a wider net but first and foremost prioritizing their KS promises? It doesn't matter if you would personally enjoy full FFA or not, what matters is that they sold a vision, they shouldn't drift too far from that, and they should definitely not remove their hardcore rulesets, they should be willing to offer whatever people want to play, if it is profitable, and right now their soft settings aren't going to make this game profitable. You could basically make this claim against any suggestion or feedback ever made related to crowfall. Everything is a matter of context and right now it's pretty obvious that their current direction isn't inspiring a lot of excitement to test or look forward to the game outside of a bubble within their community. Combat was delayed for a year because they refused to scrap certain bad ideas.
  43. 1 point
    Cordite

    Hungercast Episode 2 Question

    Haven't finished the entire episode (whew its a long one)---great discussion so far: I'd like to add some post recording comments (sorry I missed the show I've been sick as a dog the last couple of days)- TTK vs. TTC should look more like ---- Resources Available vs. TTH vs. TTC vs. Automation. From my perspective this is the least developed Game Mechanic to date and one of the most vital. We can only see what they've show us in Test. In a game that has bag looting, item decay, building requirements and a decreasing availability of resources -- not to forget: competition for those resources -- Raw Materials are the Most Important subject for sustainability. Will resource fields be concentrated or spread out? Will there be enough yield to support X player base in the world band? Will "mines/lumberyards/farms" auto produce resources & at what quantity (i.e. automated Harvesting),...I mean the list goes on and on. Argument 1: Harvesting (if not automated) is going to require combat skills OR security teams. If it takes hours of play time to harvest enough resources [plus crafting time] to outfit 5 players let alone a guild of 50 or more.....those security teams are going to be bored to death. Security Patrols are hours of tedium and boredom punctuated by minutes of action if you are lucky*. If harvesting mechanics in Crowfall are going to be similar to typical MMO's, the majority of harvesting is going to be done solo or in small groups of 2-3 players. I cannot see "cut throat pvp" type personalities hanging out / protecting 2 or 3 harvesters or Caravans for hours on end waiting for something to happen. Everyone wants some action right? Lets go make something happen! The Point: Harvesters are going to need Combat skills just as much as Combatants. Even with VIP: Harvesters will only be able to train combat skills half as fast as player X who skips harvesting & crafting all together. The current 3 sphere system does not encourage people to be Harvesters or Crafters -- This is a MAJOR problem for sustainability of the game. It essentially forces all the Combatants to do their own harvesting & crafting. They need to do something different to "promote" the harvester / crafter play style. To me, the obvious answer would be to split Combat training out into a separate sphere. At that point - what is the value added by leaving grouping Exploration & Crafting in the same sphere? (To "limit" people from playing what they like? -- that does not draw MMO sheep to a PVP game!) Make it about choice. Let the player decide - don't limit their play style preferences. Split everything out into separate Trees. Control the VIP / Non-VIP perks with Training points - 3 for Non-VIP & 4 for VIP (assuming there's 5 trees). Argument 2: Automated Harvesting (mines, lumberyards, farms) & Caravans,....where is ACE at? If they do, will they provide x% of exotics? Will these be skills that have to be trained? (Will this be a new skill tree?) How long will the first few campaigns run - 2 weeks, 6 weeks, 3 months....? How will resources become limited? What will the range of "node ranks" be by band? {this is important because some bands will not have rares/exotics and will impact training choices in the harvesting trees ~ or will mines & quarries produce them} *Security Patrols: if you are actively engaged in the harvesting of a node ....you are not a Security team! A Security team should be actively scouting for & identifying threats, reacting to those threats, and providing a clear escape route for your goods! Yeah..its a suicide mission. A group coming to take your loot should be coming with greater numbers or they are just plain stupid. More to Follow.... Malekai.org - Awesome site guys, thank you for putting it together. Can't wait to see more stuff as we learn it - character stats and maybe a character builder app? OMG yes - fix the bloody tooltips please ACE! And a dictionary of what all the modifiers are and what they do!! Great Point about the disconnect on what this game aims to do by appealing to all the various types of Game play (RVR, full sandbox, etc...) This game needs Sheep. Right now - all we can play with is RVR in test. At this point in development its really hard to market that to the greater MMO community. Love the show, looking forward to the next one!
  44. 1 point
  45. 1 point
    Helix

    My suggestions as of November.

    1. I agree, release dates were a mistake. 2. In a recent post by tblair he said that he regrets removing telegraphs and building emphasis on the reticle because it gives people the wrong impression. He likened crowfall more to ESO and Wildstar than csgo when it came to abilities and aiming. Two options I see them doing. 1) They'll clean up the aiming cause right now it's giving everyone "false positives" as to what aiming is supposed to be. 2)They'll fall back to some telegraph system which accurate conveys the games combat, abilities and ability radius. I just want the reticle to work like it's advertised in game. If it's on a target, hit them, if it's not on them, you don't hit them. If accurate aiming is not a possibility, change the system up. 3. How many hard core pvpers do you think play crowfall? What criteria even qualifies them as "hard core". While I'm not against trying unrestricted friendly fire, I think it will be terrible for the game. If it's turns out bad for the game (even the developers don't think it will work), I don't want it. 4. I remember them saying that FFA and GvG will get rolled into each other. Makes sense to me, since the game isn't a first person death match shooter.
  46. 1 point
    Kreigon

    jumping right in... now questions!!!

    Action??? there is no action on live servers (nothing interesting to do after 1-2 hours), the game is far from finished and basically a testingground with some features but there is no gameloop. I guess this early access of Crowfall is a bit misleading because this ea is not like a steam ea where you have a bugged but finished core game. In Crowfalls ea you have a bugged and unfinished core game testing area I think you can heal yourself at campfires or when you swap back into the survival tree (and you have enought food eaten) Come back at the END of 2018 for a finished game
  47. 1 point
    Jah

    Oldies v. Newbies balancing

    So the question is how significant will that advantage be? Too significant, and new players will feel they can't really participate. Too insignificant, and the training itself will feel pointless. ACE needs to find the balance on that, and that is their intent.
  48. 1 point
    I'm glad you guys finally got around to making this post. It was becoming pretty clear that the Race/Class split decision would force this game back into 2018. No ones faulting you on this. It makes the game more interesting in almost every conceivable way. This type of dialog with the player base is whats been missing from you guys lately. I get the feeling you received some backlash this year in a couple areas (the Tomes incident), and it made you gunshy about talking straight with us. You should never try to hide bad news from us, just like you never hesitate to share good news with us. When a developer uses the term "Transparency" to describe themselves or their development process, I tend to hold them to a higher standard. It feels to me lately you've shied away from embracing that concept. The only thing you could possibly do to truly anger your backers at this point is to fail to deliver Crowfall's Vision to us at some unspecified point in the future. The rest is the noise that most of us recognize as a swarm of entitled gamers who feel pre-purchasing something entitles them to something. That white noise will always be present in any gaming community. You can't avoid it. Much like you can't avoid "Pay to Win" criticisms. Keep on making Crowfall in the Vision™ you sold us on 3 years ago. The real community will have your backs.
  49. 1 point
    Frykka

    Dizzy Down

    Silly srathor, everyone knows in group play that the ones who beat the node aren't the toons that pick up the doobers.. That job is for the epic escape stealther who pops out to pick them up... and is usually an officer or senior member of the guild with a build meant to be hard to catch and not a harvesting build (hint: harvest leadership). Sure, leave the whites and greys for the harvest group but unless you catch a solo harvester which will be rare, you aren't gonna even know which player has the loots when half charge you and half bolt... I have a dozen strategies for confusing those who hunt gatherers from years of gaming... A lot of hunters are gonna be pretty weary of what looks like an easy gank when it keeps turning out to be an ambush that breaks their gear. Having friends is yuge...
  50. 1 point
    Talizar

    Hunger in Crowfall

    Wrong any annoying thing is a game is annoying and not positive. Annoying for the sake of being annoying is bad bad bad game play, Feeding my army is fine, feeding my face is stupid.
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