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  1. Kraahk

    Kraahk

    ACE Development Partner & Investor


    • Points

      6

    • Content Count

      2,520


  2. blazzen

    blazzen

    ACE Development Partners


    • Points

      2

    • Content Count

      3,543


  3. KrakkenSmacken

    KrakkenSmacken

    ACE Development Partner & Investor


    • Points

      2

    • Content Count

      5,151


  4. snowmizer

    snowmizer

    ACE Development Partner & Investor


    • Points

      2

    • Content Count

      407



Popular Content

Showing content with the highest reputation on 11/10/2018 in all areas

  1. 2 points
    snowmizer

    Fallen Colossus Parcel???

    Will 5.8 finally let us drop our Fallen Colossus??? And where can we buy that hat Todd was wearing in the Q&A November video???
  2. 2 points
    Welcome to the forums. There is no anti-customer tactic from ACE at all. Throughout the last more than 3 years the developer company ACE has again and again shown their intense dedication to serve their customers. There can be bugs and misunderstandings, though. But if you contact support@crowfall.com directly, clearly state the problem you are dealing with and act yourself appropriately, there should be no major problem standing in the way of solving your issue. Of course there have to be rules, though. But within the last three years I haven't heard of even one single case, where they didnt honestly try to help in a very customer oriented way. However, it is not really appropriate to bring on this topic publicly. Strictly speaking it can even be against the rules. It's unlikely to be prosecuted in your specific case, though with most other companies it usually would be. But it's generally not the way someone should go. If you have a problem with the game, support@crowfall.com should always be the primary choice. If you don't understand what they are tying to tell you, feel free to contact old crows like me privately. They may be able to explain the details/circumstances or to lead you to experienced crows that speak your first language if it isnt english. In any case, have fun and good luck Kraahk
  3. 1 point
    idoll

    Super annoying things

    Address here super annoying things. From user centered design perspective annoying things, which have no none to zero meaning in game should really be fixed. Let me start with gathering tools. What purpose does it serve that I need to make millions of copies of gathering tools to gather. I can not address enough how annoying it is to craft such basic item... again.... and again... i understand if my pick was looted from my body. Sure... but why does it have to break all the god damn time. Im sure you can find other material sinks than this... which are enjoyable from gamer perspective. The second thing is gathering in general. It is super annoying to have to slot the tools again and again and use right kind of tool. Why cant i just have one single ability for gathering and the guy would pick right tool for the job if he had one. I play games for fun and the current mechanics are far from being fun. Please automate the things, which are not that important.
  4. 1 point
    The Milestone videos give a quick overview of what's been added to the game testing in the last 3 major builds: 5.8 is about to arrive so look for more details coming in the next couple weeks.
  5. 1 point
    Arkade

    State of the game?

    The game is in a playable state, but it is not yet a complete game. You can harvest and craft. You can fight mobs and other players. You can group up and take over camps and forts. You can experiment with different races, classes and disciplines. You can visit other peoples' EKs and buy gear from their vendors, or set up your own vendors in your own EK, or in someone else's EK, if they give you permission. There are lots of things you can do, but there are no ultimate objectives. There isn't yet a way to actually win (or lose) a campaign. Your faction can own every camp and fort on the map when the campaign ends, but you don't actually win and there are no rewards. 5.7 has been out for quite a while and a lot of people are waiting for the next build. As such, there aren't that many people playing right now, so finding other people to play with or against may be difficult. There is very likely to be a wipe of everything when 5.8 hits, so any gains you make now will be lost. The good news is that 5.8 will bring the first real campaign. There will be win conditions. We don't know yet know if, and how, winning and losing will affect exports. The original design was to have exports only occur at the end of the campaign, and players would get a percentage of their exports based on whether they won or lost, and what type of campaign they were playing in. But obviously, since there haven't been any win conditions up to this point, it hasn't worked that way. Players have been able to export at any time from any place. That will change, but we don't know yet if that change will be in 5.8. The world is set to become much larger in 5.8 as well. In 5.7, we have a beachhead for each faction and 1 large mainland area that is contested. The beachheads are connected to the mainland by runegates. Essentially, each "island" is a separate server, and 5.7 introduced the tech to be able to move characters and their gear/inventory between those servers. In 5.8, there will still be a beachhead for each faction, but there will be at least 7 contested areas. Also, players will now be able to move between EKs and campaigns without switching vessels. In 5.7, any time you wanted to visit someone's EK, you had to create a new vessel within that EK. Any vessels you had in a campaign could only move within that campaign. In 5.8, you will be able to move between a campaign and any EK without switching vessels, though you can only join 1 campaign at a time with each vessel. Vessels will now be permanent unless you delete them (or they do a wipe). So, if you are looking to get in, now might be a good time to start learning the game. You could wait until 5.8, but it will take you some time to get up to speed. They are trying to get 5.8 on the TEST server sometime this month, hopefully sooner rather than later. It will probably be another 2 - 4 weeks before it goes to LIVE, depending on how much they need to fix.
  6. 1 point
    I'm aware it's an unpopular way to go about it. I'm actually very sorry for bringint it up in the first place. I'm afraid today's been very stressful on me and I was trying to cope as best as I could. I absolutely don't want to cause a scene or anything, and it's not like there's some sort of big conspiracy to delay me for just a measly 100 dollars when there's plenty of other players currently buying into the game. I've been contacted about it from support however and they're doing their best to look into it. Thank you for your well wishes and your concerns. I'm hoping it all goes well.
  7. 1 point
    Kraahk

    Fallen Colossus Parcel???

    That's very unlikely to happen. Especially regarding the point that the earlier promised parcels like those for the mountain citadel and palace are still not in game yet. What makes me much more curious is wether the new hamlet (base of the colossus parcel) parcel size (128x256m) will stay and/or if the colossus parcel will keep the measures it's original concept shows (256x512m). Really makes a huge difference. Especially regarding the either huge colossus or the statue, depending on the measures.
  8. 1 point
    Agree, split it there currently way way to much benefit to just doing blacksmiths compared to other profession.
  9. 1 point
    Tinnis

    Known Issue: Dev Tracker

    it has been broken on and off again [or missing people/zero backlog] for years now. i made my own ages ago. .rss used with either inoreader for pure rss reader or blogtrottr for email digests they should also hide/fix the "0 people online" bug for ages too example of how on the blogtrottr email digest looks [clicking the titles takes me to posts directly]
  10. 1 point
    It lets people avoid the need to caravan their loot to safety, which was one of the core concepts of Crowfall. Spirit-banking from everywhere, and safe recalling with loot are both bad for Crowfall.
  11. 1 point
    That would solve it. People who want to be attached to a "character" wouldn't play the game, so assuming the game lasted long enough, it would certainly take longer to fill up. ACE has pretty much removed all other material permanent gains directly related to conquest play (EK leggo notwithstanding) from players, except this one. I don't count passive training as material. If your so worried about it, pick a different profession. I would rather ACE lose a couple of overly anxious want to be necromancers, than an entire class of player type that enjoys becoming attached to characters.
  12. 1 point
    That's my point, people won't change vessels that often.
  13. 1 point
    In a test environment, I don't see a problem with Recall, but once the game is live should we have it at all? I agree that having Recall available at any time is way OP for harvesting. Once I've got enough stuff that I want to bank, Recall. If enemy are closing in, Recall. Running my goods to base should be when I'm most at risk, but Recall allows me to skip that entirely. As for war parties, if they get cut off, should they be allowed to teleport to safety, or should they be forced to choose between fighting their way through or hiding?
  14. 1 point
    I like it, but I would change a few things. Zero exports at the start. In spring you have to earn every export. New world imports is limited to the stuff you can equip on one Vessel. Scale the free exports based on season. So when you move from spring to summer, +5, Summer to fall, +10, and fall to winter +15, with +25 given as a base to everyone at the very end of the campaign. (Or something like that) I would scale the rewards in a similar way. So the fort/keep/camp rewards could scale based on season as well. Not sure how I feel about the cap. I would almost say a daily cap (from the point of view of the games counting of days). So every sunrise you can trade in an export token. Also scaled by season. This way the cap is not so much a cap based on total per season, as it is a cap on how many things you can export per active hour of play. But all in all, I approve of the direction of the idea.
  15. 1 point
    Gummiel

    Hidden randomly generated content

    oh god I would so love that, though might be too much work for the benefit
  16. 1 point
    Frykka

    Hidden randomly generated content

    I would like to see the resource parcels have random node generation for trees, rocks, ore, etc... in other words the node locations would not be static so you would have to search 'known" good harvesting grounds for the actual active nodes which have various spawn points but do not always spawn in the same place.
  17. 0 points
    Get a first look at the brand new lobby. FULL STORY
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