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Showing content with the highest reputation on 12/24/2017 in all areas

  1. 3 points
    Kee

    Saaalutations!

    I had already posted in the newbie forums in their big ol' intro sticky, but I had no idea there was an entire sub-forum dedicated to it. So, naturally, I have to double-dip and squeeze the most I can out of this whole nubcake-status. So far this game and community seem excellent, and I'm really excited to get in and try to chip in my paltry testing experience to help edge the game to the finish line. There's just so much potential here, I'm really trying hard not to go into absurd frothing-at-the-mouth-fangirl mode - but hot damn. Soo, if any of you are looking for a buddy to drag along, hit me up! I'm on the hunt for a group/guild/ragtag band of misfits to play with. And an early-ish Merry Christmas to all of ya. :3
  2. 3 points
    Kee

    Mounts?

    Does this mean Santa delivers to the Eternal Kingdoms?! ... Brb, finding a way to craft a chimney.
  3. 2 points
    Kraahk

    Mounts?

    Unfortunately Rudolph the red-nose reindeer is busy today and will only be able to answer your call next year about this time. Though maybe not on this specific day, you know, mounted logistics can be a rough job.
  4. 2 points
    BarriaKarl

    New Player Experience

    They are working on a series of videos to function as tutorials. Remember to check them and leave feedback.
  5. 1 point
    pamintandrei

    Champion builds.

    I just started playing champion and i would like to see the builds everyone is using because currently the class seems really underpowered soo what are you builds?
  6. 1 point
    Kee

    Population

    The game is still in a very early state, but it seems consistently populated with at least several dozen folks on during the really weird late hours. I don't know what it's like during peak, but if it's that steady at 3am I wager it's alright during the more active times. Keep in mind though, again, were not even in beta yet. The progress is going to be rolled back and wiped. You can make this a great hobby but unless you have a passion for testing, this is not going to satiate your want for a singular game to play.
  7. 1 point
    Kraahk

    Mounts?

    Sure. And there are already chimneys. All you need is your credit card and Santa will deliver anything you need for your EK ... except of visitors and citizens of course. That you have to take care of yourself.
  8. 1 point
    Kreigon

    Aktivität

    Ich würde noch warten und jetzt noch nicht ins Spiel einsteigen. (Bin selbst nach ein paar testsessions wieder ausgestiegen) Das Spiel ist einfach noch lange nicht fertig das ist Fakt und auch im Februarwird es meiner Meinung nach zu 100% keinen Softlaunch geben. Also abwarten und Tee trinken (im Herbst 2018 ist es dann wahrscheinlich so weit um als "Spiel" durchzugehen)
  9. 1 point
    Armegeddon

    Saaalutations!

    Welcome!
  10. 1 point
    Kee

    After logging in...

    I agree it's important for there to be things that let a solo player putz around and not be entirely bored and/or overwhelmed by enemies, but it's definitely more important for there to be a way to get solo player X to find a group of buddies - even if their usual crowd isn't on. A group-finder, or a LFG chat, or something to that measure would probably help bridge that gap. Perhaps the ability to flag yourself as a solo player looking to buddy up so that passers-by can see that you're longing for some company?
  11. 1 point
    Jubenei

    Champion builds.

    The biggest flaw probably is, that if you keep left klick for attack you can`t use your hotbar skills. So you have to stop attacking and then can use it. Also the time you have to use your combos could be longer, at least thats my opinion.
  12. 1 point
    Kirves

    Champion builds.

    I would also like to see some because I’m getting the same impression to me it feels like all melee classes are lacking and feel very clunky
  13. 1 point
    To me, it sounds more like the trainer NPCs from Shadowbane than quest-givers. You probably remember (or will when I mention them) that you had to hunt down the trainers for skill lines and give them exponentially larger amounts of gold to rank up your skills. There were no quests, but there were lots of things you could murderize to farm you some coins, and that plus the random loot drops and experience was more than enough incentive to wander around hostile territory when all your friends were asleep. I see your point - I just disagree with it. Time will tell which of us winds up being correct. Edit: honestly, my biggest unanswered question is "how will currency work?" There have been a few ideas thrown around vis a vis coins etc over the years, but as of right now, I still don't know how I'm going to pay a shopkeeper for something I want. If it works on a barter and trade system, then automating it is going to be a nightmare. Having a way for the value of different things to be normalized across all the different styles of play will, I think, be a major factor in whether or not these kinds of activities end up feeling rewarding. Also, if you're actively disincentivized from sacrificing harvesting materials, but crafted gear is worth more, then this won't really work for EVERYBODY, since people who spend all their time harvesting won't really be able to interact with the sacrifice system without finding a way to convert the yield of their chosen play style into something that works with the sacrifice system. It's not a perfect solution, but it's certainly A solution, and I think it's a good first step and a system I'd like to see incremented on. I really hope that explanation made sense - I'm pretty sleep deprived.
  14. 1 point
    DeHei

    New Player Experience

    English isnt my main language, so i have sometimes problems to find the right words for that, what i want to explain. Pls excuse that, but ty for your feedback. I will look for the volume, if i create other videos again. I hope the developers will create better tutorials, so we dont need to give time for that
  15. 1 point
    Gummiel

    New Player Experience

    well first of all you should probably make it with the English version of the webpage, and also you need to speak WAY WAY louder, even knowing the game, I can't figure out what you saying for the most part, someone not knowing the game, will have no chance, hell since I couldn't make out what you saying anyway, I couldn't even be bothered to watch most of the video, so just jumped around to a few places to see if you were still that quiet, maybe once that fixed I will watch the whole video and give some feedback on the actual content in it
  16. 1 point
    Zolaz

    Mounts?

    No mounts in the game right now. All you got is Tom and Larry ... --pointing at each of His feet in turn--
  17. 1 point
    I dont like the idea of everyone being melee and ranged at the same time. They should work towards the oppposite direction and make unlocking trays through Discs a subpar decision, i dont care what you say knigths/champions/whatvs arent supposed to equip bows that is why rangers exist. Since they cant (they could but wont) just say no to letting classes doing what they are clearly not suposed to do they should really make them suck at it as much as possible. I plan to main ranger so i may sound like a hypocrite since i will totally abuse my dual trays as much as possible. Melee classes could totally use a boost though. Playing ranged is far to superior atm. About cleric: I would like the option of his powers effects being inversely proportional to his target distance. He would still be a ranged class but the closer you are to the action the best he can fulfill his role. It would IMO be a better class characteristic than Auras which is just a brain-dead mechanic.
  18. 1 point
    BarriaKarl

    You Get NOTHING!

    I will have to play devil's advocate here and say there is nothing wrong with using RNG in games. It's possible to substitute it but that generates complexity that cant be seem in MMOs, not now at least. There is clearly some issue with the RNG here but i personally think that it is okay for players to always have a chance to fail. The game tells you the chance you have to fail so technically a player already has control of his chances of sucess through the pasive skill training. If your chances to craft that item are low you cant exactly complain about failing and getting nothing. Creating ways to skip that kinda goes against the skill training function. Now, like i said before there seems to exist some errors with the RNG here so complaining about that is okay. Please go ahead, dont mind me...
  19. 1 point
    Gummiel

    Tutorial / First Login

    well something like that wont be before the game is about ready to launch, at this point too many things will continue to change, that it would be waste of time to make a proper tutorial, but sure once they get down to it, actually getting killed and turned into a crow as part of the tutorial would be neat
  20. 1 point
    srathor

    You Get NOTHING!

    Always having a chance to fail is fine when rolling dice and the gm is able to give context to make the roll fun. In a game like this with crafting the way it is and a roll meaning YOU GET NOTHING! You Lose! GOOD DAY SIR! Well that is rather infuriating. While skilling up it can make some sense, but we should have a choice, Like having 1 pip give 5% more chance to not fail. Let the risk and the reward make sense. Put the player in control of the risk. It then becomes worth it to push things. Give us a slot on the assembly combine to put a pip in to lessen the chance of failure or three or 4 pips to lessen our experimentation points later in the combine and all the complaints would be mitigated by the fair comment of you chose to take the risk. Players need the tools to counter the risk, and the risk needs to make sense. Right now you are telling the players they can never get enough skill and that you value their time at zero.
  21. 1 point
    Durin

    Tutorial / First Login

    I always thought it would be neat when you made your first character to actually be killed in battle and then become a crow during the tutorial.
  22. 1 point
    Anthrage

    [-W-] Winterblades

    So many good fun fights lately. It's unfortunate so few guilds are active at this stage in the Pre-Alpha test, but those few who are really make the otherwise mundane task of testing a serious blast. Fights like this one make me very hopeful for release and very glad to be fighting with such a great group of guys and gals:
  23. 1 point
    This sounds like an excellent resource sink for the enemy gear that you'll loot, the gear with the failed stats, and the general trash that you end up collecting.
  24. 1 point
    It's funny that people don't think this is part of the campaign loop. It sure as heck feels like it is when it gets people out of their EKs and into CWs. ~10% character's power from this seems fair.
  25. 1 point
    thomasblair

    You Get NOTHING!

    We should see some change in the next few updates. The advent of crafting stations in 5.4 will mean those folks who have no real interest in crafting will only be making basic/intermediate recipes. This will filter out players who have no skills trained in crafting and really don't want to be crafting anyways. (By the time a player unlocks the advanced recipes, they should have some skills trained) Assembly failures will no longer consume the item, but instead grant an unexperimentable template of that item. Won't be the most useful (maybe in a pinch), but they will be useful in another system we have coming online soon.
  26. 1 point
    Spawl

    You Get NOTHING!

    ACE, if you are not familiar with these issues, I hope you are paying attention. These are examples of the opposite of fun.
  27. 1 point
    I love the Fortnite Gathering. Loved much of the BDO gathering as well but that was from just how many ways you could affect it. I mainly like gathering so that I can make things. In Crowfall it is just too slow to get to where it is viable again. It is better. But there are a few tweaks I want to see. Base Gathering Changes Tools Durability is upped considerably from what it is now. Starting durability should be 500 for a wood based tool and 750 for a stone based one. (The issue is the same one as the arrows were for rangers) We have to carry too many for a viable time out Gathering discs should be Minor ones, yes we should be able to slot 3. Our opportunity cost is already baked in, we are training gathering skills. We are equipping gathering gear. More damn nodes. Higher ranks nearer the center Lower ranks near the edges of the maps. Fields around of 2-3 types. (Think corruption) Up the base yield per table in the nodes 1. Give a base 10% chance to crit for being crows to gathering. (Or make stats viable for gatherers.) 2. Give a 1% bonus to crit chance on node destruction per weak point hit up to a cap of 5. 3. In the "Gathering" node Give a bonus to add to the effect of the weak point crit addition. .50 per pip to crit hit and crit amount per weak point hit Group Gathering Changes 1. Multiple Buckets for the node destruction roll. Best stat for the players who have hit the node. (As in I have A high crit chance with training and gear, that is used. Anhrez has High gem chance training and gear, that is used, Venark has high crit amount gear and training, that is used, Woolly has high Plentiful harvest stat. That is used. Whoever does the most damage Is not cared about.) 2. Make Energetic Harvesting buffs affect the whole group. I think we need more ability for a group to feel effective, not just master/minion. I think we need more yield per node. I think we need more variable outcomes with early game crits. The potions are gone (Thank god) but the lack is majorly felt. I would love to see some doober energy balls added to gathering skill training nodes that would give small duration combat buffs to guards around where the gatherer is working. (Like dust but pops in a larger radius spooge) If a doober is only going to pop in a 5 meter radius have the buff doobers blow out to 15 yards out. Stuff like + 5 combat crit for 5 minutes, Or + 50 out of combat regen, + 2.5 chicken ticker regen over 2 minutes, 5 minute duration Bloodworm glow buff. That type of thing.
  28. 1 point
    yes... more plank wood "Laminates" (think plywood, chipboard, not alloys) for more stat choices and specialty seal optionals please. There ARE more crafts than blacksmith btw BLAIR! Good bows are laminates too these days. Also move ORBS to Alchemy when they return and have more weapons be NOT blacksmith, it is not like an ORB is made from like glass or polished stones or anything alchemisty, right? To many blacksmith weapons don't rely on other crafts much... make handles/shafts woodcraft only (not metal bar or plank). Books are still the only item requiring blacksmith, leatherworker, runesmith and woodworker... need more of blacksmith items to require 3 or 4 of the crafts min for equity of interdependancy.
  29. 1 point
    Tinnis

    New Website Design - Issues & Feedback

    @Scree / @EdZ / @Scree its getting pretty embarrassing at this point the number of issues still outstanding that have yet to be fixed p.s. still cannot see even simple recent news articles either for example An Introduction to Banks - Official Discussion Thread - October 19 > literally no way to read this anymore whatsoever either via the site (doesn't even turn up in news section manually or search) - the link is broken via the forum / now vanished from google / even via an old direct url - all fail - it isn't even on the internet archive - i checked! 'more about' alpha button still goes to gordon walton part 3!!!!!!! this is rookie stuff people - that was reported immediately and should of either been checked and fixed before moving to live - or immediately after being reported
  30. 1 point
    Brightdance

    Starting Crafting Guide

    A Little run down on what I think is an optimal path for starting crafters. To start with you obviously will have to rush all the pre-requisite nodes to get to your desired craft. You should only train 4 pips except for the final node that opens up the crafting tree, this requires 5 pips. Once into that crafting tree, you will want to train the first node to 4 pips. Next move to the top line which opens up experimentations. This line is what gives you experimentation pips and helps with getting better experimentation results. Train the first experimentation node to 4 pips, this will give you +.8 exp pips. Next, you will want to train 1 pip in Exceptional Experimentation Points to give you +.4 pips. Now move to Exceptional Experimentation line (top line) and train this to 4 pips (8 experimentation). Continue on this line and train your next node (T3) to 1 pip. +2 experimentation. This is a great start to crafting and will give you 6 experimentation pips with a potion. +.8 from a potion +.8 from the first node and +.4 from the 2nd node = +2 pips to your starting 4 pips for a total of 6 pips This will also give you +10 experimentation for a total of 60 experimentation. +50 from a potion +8 from first exp node +2 from second exp node While 60 experimentation isn't anything to write home about it does give you a noticeable increase in your results. You should also be able to get +5 from weapons and armor to bring you to 65 experimentation. Part 2 takes you to 8 pips and 70 exp but really at this point do what makes sense to you. This is only good for this test with potions. I imagine with no potions assembly will become much more important to ensure you can actually successfully put things together.
  31. 1 point
    DravoiX

    New Website Design - Issues & Feedback

    Feedback: the What is Crowfall site looks akward i didnt even noticed that im able to click on stuff also the NEED HELP IS ANNOYING
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