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Showing content with the highest reputation on 05/06/2018 in all areas

  1. 1 point
    Helix

    Is crowfall fundamentally boring?

    Is crowfall boring? Does it feel like a tedious chore? Is the amount of time investment to get ready to the "juicy" parts of crowfall far too much? Does harvesting and crafting suck? Should there be less of a time investment in needing to gather? Should gear be faster to acquire? (At least the lower tiers: white, green). Does combat feel far too basic? Is skill training boring? IMO, yes to all of the above (excluding crafting, which I actually think is quite good, just not the amount of mats required to craft the lowest tier of armor), and with soft launch supposedly this year I can see the game heading to a reckoning of sorts (word on the streets already is extremely critical if not down right negative). Crowfall is in an extremely weird place. It's a heavily focused pvp game that's also supposedly trying to reach across the "aisle" and ensnare those mindcraft/landmark type players that like to run around 8 hours a day hitting rocks and building stuff. Unfortunately for those players, the vast majority of people who play crowfall are going to be stone cold killers that only want to gank and pillage. All their efforts will be for not, and getting repeatedly ganked will surely drive these type of players away. These two groups are vast different, and fairly incompatible. I fear the game will end up with two types of disillusioned players. The harvesters that just want to go out and hit rocks only to get killed, and the killers that are forced to go out and hit rocks because there aren't enough people who want to harvest (either because they've been driven away from the game, or because there simply isn't enough in the first place). The crafters will suffer because they won't have the mats required to manufacture armor and provide for the masses, so they too will be forced in to the tedious chore of having to harvest. This isn't too far off from where we are now. I've seen the game regress a little bit more and more in the fun factor with the increasing emphasis on harvesting. I've harvested in other games, but it's different with crowfall. It's literally the most mind-numbing dull experience I've ever experienced in a video game. I'm not sure how they can improve it either besides drastically increasing the mats you receive and reducing the amount of time and effort necessary to acquire those mats and get your gear so you can actually "start" playing. Harvesting is simply not fun, yet the majority of players are forced to do it, and it eventually ends up monopolizing a large percentage of your play time in crowfall. I'm worried about the game. Everyone I've tried to sell on the idea has pretty much shrugged it off once I started talking about how harvesting and crafting is so vital to your character progression. It's not like gear isn't important, and the variance between gear statistically is significant. It's not just the harvesting that's boring. It's the combat and class design too. Combat and class design feels extremely sterile and one-dimensional. Combat literally revolves around spamming LMB, attacks are weightless and the base ability kits of most of the classes feel far too bland and "safe". Combat and class design is in a desperate need of an overhaul; doubtful considering what's already on the devs plate and a supposed soft launch deadline. I'm interested in what others thing, I'm already readily anticipating the "this is a test, not the game" and "there is no game loop yet" arguments. Valid perhaps, but I think there is enough "game" here to at least see what direction they're going.
  2. 1 point
    Guthrie

    Pioneer pack

    Hello dont know if this is right place to ask this but...was wondering can i play this game in test aswell now couse wifey said i could spend that extra on it its really expensive for us but i tought its special type of mmo so lets spend it XD
  3. 1 point
    Well a borderline warning could be issued in the case of necromancy where someone is trying to raise the dead for nefarious reasons, also a warning could be issued for necrophilia which is digging up the dead for sick purposes, but the worst sin against humanity is NECRO-ing a thread from 2017. What were you thinking Mayhem, is this a cry for help? Winterblades has support counseling to which you are entitled, please report to Tark 27 as soon as possible.
  4. 1 point
    Gaiawyn

    Femtaur Gaiawyn Gets a Makeover

    Lipstick is a must when you're going into battle! As far as the frosty sparklies, never can have too much!
  5. 1 point
    Thyr

    Femtaur Gaiawyn Gets a Makeover

    well the lipstick kills the centaur. But that aside I think this could be a good direction in terms of character creation. You know the slider magic.... (no boob slider please). The Fae looks a bit too sparkly but could be the effects.....
  6. 1 point
    Gaiawyn

    Femtaur Gaiawyn Gets a Makeover

    Here's another fun makeover of the Fae. She's a frostweaver wannabe.
  7. 1 point
    Tinnis

    Pioneer pack

    your access levels should be listed here...it might show multiple ones and generally be messy tho? https://crowfall.com/en/account/#rewards-tab
  8. 1 point
    Tinnis

    Pioneer pack

    the live and test client differences confuse many [as do the name of the access levels e.g. betas allowed into pre alpha etc] enjoy check out https://crowfall.com/en/how-to-play/ and other link collection here https://sites.google.com/site/crowfallresource/
  9. 1 point
    Tinnis

    Pioneer pack

    make sure you are using the "live client" and launch it from the green button on the patcher [rather than direct game .exe]. you have access to the 'live client' but not the 'test client' at the moment. [and dont feel like you are missing much - live is the 'stable' / more frequent place to be generally]
  10. 1 point
    Anthrage

    Pioneer pack

    Hello and welcome! The Pioneer package includes: Immediate access to the 24x7 LIVE pre-alpha testing environment as part of the Beta 1 test group This will give you access immediately to the Live testing server, which is up right now. It does not give you access to the Test testing server yet, though they are adding new test groups to the Test server access list every week or so. The Live server is where the action is happening however!
  11. 1 point
    Gaiawyn

    Femtaur Gaiawyn Gets a Makeover

    Haha! Lovin' the comments. Here's to hoping someone can ride me in the future...will be trailblazin on these hooves soon!
  12. 1 point
    I don't think the point is that it is a buff. The point is that there is more choice in what to experiment on. Most recipes have too few options to choose from when experimenting.
  13. 1 point
    Arkade

    Themed Buildings

    I can't remember if this is in the plans or not, and I know there are different styles of the fort throneroom, but what I'm talking about is alternate building types. Instead of having a house and placing a blacksmithing station in it, what about having a building that actually looks like a forge and limiting it to only blacksmithing stations? There could be a tannery, an alchemist's lab, a carpenter's shop, a mason's shop, etc. We have themed vendor stalls. Adding themed buildings I think would add a lot to the immersion of the world. Maybe we could name the buildings, even if it's only seen when a player targets the building. You could also have a market building which isn't really a building like the others. There is no interior. Maybe it's a ring of vendor wagons that has 4-8 slots for vendors. Kind of like a kiosk. The "base" of the building could be a circle of cobblestone around the wagons. There could also be something in the ring inside the wagons, or it could be left empty. Maybe players could place the market around a huge tree. It would also be cool if we could have street peddlers. Imagine having a vendor that you attach to a building, but the vendor can actually move up and down the street and cry his wares. How about adding other building types like fountains or gardens. Maybe some statuary to slot into those gardens. How about allowing us to build our own wells? Obviously, some or all of this would need to be post launch, but there's no limit to the types of buildings they could add.
  14. 1 point
    Outlawone

    Femtaur Gaiawyn Gets a Makeover

    yea baby
  15. 1 point
    I nominate "Collection" to go with the other two "C"'s. You collect people through leadership, collect single resources through harvesting, collect mounts/pack animals and use them to collect and groups of harvested resources. To a degree, that makes some sense. It would be very hard to be a leader without at least some level of insight into the basics of the relevant subject matter (sometimes even more than that). Leadership skills make sense to me as a branching of choice and the addition of other skills on top of the basics. I would, however, concur that leadership in the crafting area makes little sense to me. Crafting seems to be the application of expert and minute skill and the expert doesn't seem to require a superior or supervisor but may instead require logistical support which is provided by leadership in the harvesting area. This would also avert the issue of a dedicated crafting character being unable to make the best stuff without someone else simply sitting in group providing a set of buffs and not providing any actual tangible support (unlike a group of harvesters who would all be presumably harvesting at once and might benefit from a leader pointing out how to coordinate their efforts).
  16. 1 point
    Exploration skills aren't just about harvesting, I have been calling it the gameplay track for a long time. It just so happened that harvesting was the first gameplay we built outside of combat. Expect when we add more gameplayesque skill trees for features like like Animal Husbandry (pets/mounts/pack animals) they will end up in Exploration. Now that I have removed Leadership skill nodes from the Profession Basics skill trees, the trees are roughly balanced around 30 days of training time if you want to 5 pip every skill node.
  17. 1 point
    Galilald

    May 8th Wipe?

    Vacation for live
  18. 1 point
    Hunt

    May 8th Wipe?

    +1 for full wipe <cough> I may need to take May 9th as a sick day
  19. 1 point
    Talizar

    Is crowfall fundamentally boring?

    Please not another grind fest game we have AA, BDO, AO and others that fill that need already. Each day I become less and less convinced this is a game that I will ever play.
  20. 1 point
    Apok

    Crowfall clone in development by ex WoW devs

    More ARK then CF imo. I see very little "copied", CF isn't the first game to have these type of graphics, they're not the first with destructible fortresses, about the only thing that looks like it could have been copied is the tree of life. It's like when Warhammer came out and everyone called it a WoW clone, it was nothing like WoW and had been using those graphics in table tops long before WoW was a twinkle in the MMO communities eye.
  21. 1 point
    Honestly I think the experimentation mechanism is fine and suffers only from the lack of mass production. Its annoying to have to random roll literally every single item but keep in mind that the end goal is much more similar to the SWG system, in which you're random rolling for blueprints and mitigating RNG rather than controlling it entirely is the goal of the system. Random rolling every single component, and then every single second tier component, and then every single sword on top of that? That's arduous and irritating. However the end product here is that you can blueprint out one good metal bar, mass produce it in a crate of several HUNDRED metal bars, at which point you've "solved" half of the RNG for subcomponents for a long while, get a good roll on a component from said bars, and you've solved that RNG, and so on up the line. With a small amount of RNG and luck you've reliably produced 20+ swords with good rolls while actually only "rolling" the equivalent RNG of 5-10 swords, and making that RNG more likely to output a good (but likely not PERFECT) result as you go. Mass production makes RNG more of a choice in the process. You're choosing between "well this roll is pretty good, do I want to keep trying for a better roll and possibly wasting materials, or keep this one for a blueprint and stop rolling this component for a while?" rather than the only option being "roll again" The overall goal being that mass production is the counter to RNG, and that luck and scale have a much more complex relationship than they do now. In the SWG system such mass production mechanisms made the compexity of your entire supple and production chain very important as those were a much bigger point of how reliably you could output items with a desired stat roll than how good your individual dice rolls were. Currently, without that system, luck overtakes the crafting process as you're RNG for every single roll of every single part of every single item. Ideally your dice rolls are a much smaller part in the overall output of items. Crafting speed is a huge part of that I'd imagine, as the tradeoff with mass production is usually you can get more reliable mitigation of RNG, but it takes far longer to do so. Blair already stated on a stream, for instance, that the number of experimentation rolls done on an item lengthen the blueprint's crafting time. I think the bigger issue with crafting as is is that most of the stats are pretty boring and simply lead to building very cookie-cutter gear with a lot of false complexity rolls that do the same thing in practice even though they take up half of the crafting stats list. Like, what's interesting and fun about every single damage type having its own crafted piercing stat? We don't do that for crit chance or damage. Gear selection is directly controlled by disciplines. You put together a build based on discs, and that build dictates the optimal gear. I'd like to see gear have a slightly larger emphasis on functionality of a build than simply influencing its efficiency as it does now. All those "bonus thorns" and "bonus lifesteal" style stats for instance. Why couldn't those just... do the thing? Now I can choose between disc powers and gear for certain effects, or choose to double them up, etc. Where are the proc chances or resource return or other non damage/mitigation effects? If I have to fault the design of the crafting system for anything its for having boring practical stat distributions that seem to exist only to buff stuff people's build already has rather than add anything interesting to it.
  22. 1 point
    It would be more fun if the Basic Crafting tree had lots diagonal lines connecting the nodes, so you could have more choice of what to train and still get an efficient path to unlocking your specialty.
  23. 1 point
    EVERYTHING and i do mean EVERYTHING that has been done in the state of crafting has been to increase random gambling and to lower skill. the only exception that I have seen is in the choosing of the material. the only way to actually correct this would be to remove experimentation and replace it with concentration. the crafter is concentrating on a stat that they desire. be it damage , durability , or a direct stat. this in turn can be a skill or a suite of skills that can be expanded on over time by the crafter. also of note. the methodology we are currently seeing is "quality over quantity". my educated guess is that this will remain true and consistent. there is not , nor do I expecct to see a viable business model where trying to sell as much cheap ammo as possible will make crafting speed anything but a dead skill that your forced to take.
  24. 1 point
    Crafting in general needs looking at. A Blacksmith can craft a one handed weapon and only need 3 hides made into stitched leather from a leather worker. A woodworker wishing to craft a one handed book needs components from a blacksmith, a rune maker and a leather worker and currently contains 2.5 times more metal than it does wood. Crafting is currently riddled with imbalances
  25. 1 point
    I've advocated before to have every line have 3 different basic crafting stats on the way to the professions... spread it out because the stats are not equal in value or rather crafting speed alone just isn't as valuable to have early on as the other 3.
  26. 1 point
    The basics are supposed to be just that. Basics. Learning a system and its foundational base. We start off with specialist training in the basics. Going down a singular line towards a goal. Making it basically, not the basics. Each one of those lines should be interspersed with the others. But then you have numbers that are too small to be noticed. And a number than once you get all of them is useful but underwhelming. It makes for a difficult choice to the dev, and doesn't make sense for the players due to them not being at all balanced. What would help would be a larger number for the foundational aspect of the basics. Where each node had multiple small effects on the basic skill that added up once you cross trained into a large effect on all of the individual skills. You could do this by reducing the large 25 point bonus to skill at the end node. And move those points into the gathering of the preceding nodes. And then do something else for Mastering the basics. Like the final node would give protection for failed assemblies of the specialist nodes. It would be a welcome addition to skill out of the 1 on the d20 failures no matter how skilled you are. If the final node of basics would grant 50% immunity to grey white and green combine assembly failures of the advanced crafting it would be VERY valuable to pure crafters. If in the advanced crafts the mastery node of an individual line would then add to that so that as they got the 5th pip of the corresponding training they would become immune to assembly failures of that line and quality level it would be even more valuable. You get more training you avoid the failures. With mastery of the basics and mastery of the individual quality levels you skill out of any flat out failures, and lessen the chances for the roll of the base success and moderate successes. If you skimp on the training of the pattern and skill lines and get the pips and experimentation first then it is of course more risky and the failures happen like the do now. The whole point of all of this is the crafting system now just feels much too much randomness. With no way to stop the YOU LOSE GOOD DAY SIR rolls it feels much more like gambling than a progression of skill.
  27. 0 points
    Anhrez

    Leadership has just changed location

    Did this last mini patch just take it away? I just spent 75% of the pips in Exploration Basic and now there is not there ... dammit what am I to do with all this basic skill now this is what is on 5.6 compared to @Nakawe 's image from just Friday
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