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Showing content with the highest reputation since 12/28/2018 in all areas

  1. 19 points

    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
  2. 16 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 Equality amongst friends, respect towards enemies… Improvement – Team – Success” 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 Link to the original Caldera recruitment thread.
  3. 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.
  4. 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.
  5. 11 points

    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
  6. 10 points

    [-V-] Vanguard | [EU]

    Vanguard played on the Balance faction in the Perstilyn Campaign! And the victory went to the Balance faction. Vanguard came back with a vengeance this campaign, after having acquired some new recruits to fill holes in our roster - our first goal this campaign was to get as many fights as possible, to create better synergy with our new players. We definitely achieved way better synergy - with these insanely motivated players, anything is possible (here's a fight from the campaign, where we showcase great coordination) : As the campaign went on we noticed that our enemies were demoralized, spending most of their time bunkering in their main keep. This gave plenty of opportunity to get practice, by attacking almost every siege night - and chaos stood their ground, providing lots of fun fights for us. It also gave us the possibility to screw around, have fun and try different things (such as destroying their entire keep with trebuchets): We then chose to go for the win, already having a point lead, we defended our 2 keeps from multiple failed assaults. The final big battle we had in the EU campaign was recorded by our very own @XeXeeD - and it was the final nail in the coffin for Chaos: Thank you to our enemies for giving us fights this campaign - especially the russians and BlackCanarios crew who by far were carrying the Chaos faction, by ruthlessly capturing every objective they could - Top chaos guilds: (Top chaos players): Thank you to our allies @Mogres Nordic Marauders and @Pestyphus@Darksilver@Kegelj Farewell - if you are looking for a german guild, you should check out these 2 guilds! Top Balance guilds: Top Balance players: Well played everyone! We are hoping chaos comes back with a taste for blood soon. Vanguard will spend the rest of 5.100 testing, practicing and preparing for the launch and wipe in the next big patch in 2020. We have currently 2 spots open for new members - whether you are an experienced player already in a guild or a new player does not matter to us. What matters, is how you show us that you have the motivation and mindset to improve and become a great player within the guild. Apply today - tell us why we should take you in, and what you can bring to the guild! ___________________________ In the off hours from the european campaign, we also visited the NA campaign, where we also played for the Balance faction. Participating in a few sieges, we aided Winterblades @Angelmar @damebix and HoA @soulein in achieving victory for Balance - check them out if you are looking for an NA guild with skilled and motivated players! Thanks for all the fun!
  7. 10 points

    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.
  8. 10 points

    [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.
  9. 10 points

    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.
  10. 9 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.
  11. 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,
  12. 9 points
  13. 8 points
    UPDATE 12/11: The news article is up! Read me ----------- original post ----- I've had an apostrophe and I need your help! We want to do a "12 Days of Crowmas" celebration for the upcoming holidays. beginning Dec. 12 and ending Dec. 24. Instead of eight maids of milking and all that jazz, I am looking for volunteers who would be willing to donate in-game items for a daily giveaway. It could be anything as humble as a stack of coal or as luxurious as a legendary vessel, and I need to collect items on both the EU and NA servers. (Props to @CrusaderW for inspiring this idea. For a time, he was putting together "new Crow packs" that he would give away during his live streams. These bundles had lots of goodies such as armor and weapons that would be useful to new players.) If you are willing to pony up something, please drop me an email (community@crowfall.com) and let me know your account name, what item(s) you'll donate and if it's for EU or NA. Feel free to include a plug for your vendor or guild if you'd like to promote them.
  14. 8 points

    Dizzy Distortion needs to go.

    The dizzy distortion really needs to go. I get the idea behind the effect, but it really triggers bad motion sickness for me and I've never been bothered by visual effects before, and I'm sure it bothers other people too, considering the feedback on it during testing. I think it needs to either go, have a toggle setting, or be replaced with something like stars floating around your head or something like that. If you guys choose not to change it, then there needs to be some sort of heads up for players to understand this game has visual effects that might bother people.
  15. 8 points

    War Story of the Week: Kunter84

    Congratulations to Kunter84 whose "Fun Friday - Cleric POV" video has been selected as the #CrowfallGame #WarStory of the Week! In the battle for Impius Keep during the Trial of Arkon, the underdogs of the Chaos faction bravely attempt to turn the tide in their favor. There are some helpful bits of strategy advice to found in the video, including these nuggets of wisdom: Don't let the enemy get behind you Fill the breech with fire Go for the squishy targets first What tactical advice do you find most helpful during a siege?
  16. 8 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.
  17. 8 points

    The Trial of Arkon has begun

    ❤️ @thomasblair. Just having fun.
  18. 8 points

    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.
  19. 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.
  20. 8 points

    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.
  21. 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"
  22. 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.
  23. 8 points

    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.
  24. 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.
  25. 7 points

    Fix broken class.

    Sounds like the problem with the charge is more of too many things attached to it making it a great ability. The only potential bug item from that list I’m not sure about is going through CC immunity, I don’t recall if chain pull/push effects ignores blocks or not but if some of the other physics effects do then I would assume the charge does for some reason or all physics effects have something a little buggy in them. As for it’s “range” that’s hard to accurately tell as what we see and where the server thinks we are can be slightly off enough just due to regular pings to feel weird. This has been particularly noticeable to me in general with the change to the 3m melee range. As for the general argument going on, idk I think it’s all silly to be pointing fingers either way. If someone is beating you with something cause it’s imbalanced you should probably switch to it or look for a counter. Them’s the breaks of competitive games. Now if it’s truly buggy/exploit then yea test it, get others to verify it, and of course report it without abusing it. But there’s also a lot more leniency in this testing phase then their would be once the game is live regarding those latter buggy/exploity issues. Now is the time to share info and work together to verify bugs vs balance problems without bringing name calling into it. The post shouldn’t be “hey these guys beat us with broken mechanics their douches” it should be “hey is this working right we saw this do X, Y, Z can anyone confirm?” Cause remember this is not a complete game, this is still messy alpha testing phase.
  26. 7 points
    Long fight against the forces of chaos outside their keep. ________________________________________________ Do you want to join Vanguard? Apply here!: https://forms.gle/FF4WBSoWjzTMMu5r5 Want to talk to us? Join our Discord!: https://discord.gg/YT8fE64 Do you want to see our recruitment thread?: https://community.crowfall.com/topic/25251-v-vanguard-eu/
  27. 7 points

    feedbacks and opinions

    A few days ago the infected was set up on crowfall and I wanted to share with you my feelings since this launch and on the game currently. It's sure that I will push open doors and repeat things already said, but sting of wakeup call is always good! I know that the game is in development and that things will evolve but I give my player's opinion because crowfall looks more and more like a real game and lots of new players arrive and give up too quickly sometimes. In my opinion the first thing to do for the game got meaning, is to balance access to resources. Currently too many high-level resources are reachable. Indeed the god's reach should not have ranks as high, for the war tribes and for harvesting resources. A player who starts crowfall must start with the god's reach to learn the mechanics of the game but very soon he should be confronted with the infected. Indeed have a zone without pvp with as much benefits that the current god's reach is totally the opposite of the basic idea of the game (or at least what I understood). We could imagine that the god's reach offers resources up to rank 4 for example to access the lvl 15 and then, we would naturally go into the infected to continue the progression, but finally having the pvp aspect. Infected it could go to the 7th rank for example and the higher ranks would be reserved for campaigns. Restore meaning to the risk / reward choice is for me an important thing for the future. Then, after several years of testing and several reset we notice the same thing every time the passive skills have not been reset since a long time, new players have the impression of being faced with an impassable wall (which is not entirely true or totally false). The passive progression should be much more horizontal than it's now. The latest levels of harvest are a good example of what should be made for passive skils, a star-shaped tree. Like that a new players can "quickly" be good in ONE branch of the tree but will time to be good in ALL. This would allow new players to feel quickly useful (within a guild or not) and thus to have fun and the desire to play. So I think a restructuring of the "form" of progression would be important and really beneficial to CF. By doing this kind of progression, we can imagine a new player choose runemaker job and be an axe specialist then pick specialist etc... This would also allow the dev to "add" branches easily when the game will have several years operating. For the economy, I think we should remove the vendors from the temple and leave them only in freecity to give life to this area that could allow rp for those who likes and boost the trade of more players. Even if I admit that the top would have been an access to EK directly since the GR in order to give meaning to the ek but it may be difficult technically. Moreover vendor's location can become reward from campaign like that war will have sense and alliance between guild in a faction can be a negotiation for bigger guild which give 1 or 2 location to smaller guild for their help. For new players also a recurring problem is felt, a feeling of being lost when you start the game. I think a "tutorial quest" would be welcome to guide the players in their first steps and teach them the different aspects of the game. An example that marked me is a player who discovered that you could sacrifice after 3 days of play! The starting area of the god's reach would be perfect for that. We could even start the game in crows to understand a little better the lore of the game (I dream a little there). I think it should be the only quest in this game to understand who you are (ig) and how to play. You can tell me we already have the little bubble info but they are so fast that new player forget and dont take time to read it . Finally I will finish there because it is already long all that poorly made socks, in terms of fighting, the possibilities of having an impact when you're outnumbered are too low, indeed the lack of aoe (or their effectiveness) doesn't allow a small group to worry or kill a larger group unless it makes big errors. Even if @Belantis made a great post of the different strategies u can use, when u see big fights on the videos or stream u see ppl turning around and some fights become boring cause of that. (it's just an opinion and i can understand ppl dont feel like me on this point) thank you if u have read everything!
  28. 7 points

    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!
  29. 7 points


    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.
  30. 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'?
  31. 7 points

    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!
  32. 7 points
    I disagree with this. Some of you here are now saying the game is about PvP. Then why did you all nutcup together. You just want to log on for the siege, out # everyone and win. That's all you will push this game to if you have set timers on the forts, keeps and remove points for camps and towers. Everyone will disappear in-between. Stop acting like you are here from the health of this game. Half of you already said. "I will do anything to win" I guess that includes killing the game. This is a bad idea that just front loads your play style. It's boring capping camps and towers, but it's fun when you run into another small group doing the same. This game needs more small scale fights. We should be looking for ways to increase small scale. Now you are trying to kill that. Save all this log on twice a day to fight sieges and forts for your Dreggs. You will just have a similar issue as Darkfall. Leave factions alone! I am not saying the current system is prefect. @Ace please don't do this.
  33. 7 points

    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.
  34. 6 points
    FYI - After the stream, I chatted with Blair about doing a write-up on the Discipline changes. He's in the middle of some high-priority work this week, but hopes to have a first draft done sometime next week. Stay tuned for that!
  35. 6 points

    News cycle— disappointing —

    On June 20th Pann said we'd start seeing one news story a week and occasional blogs. News sounding like fluff for the general public and Blogs being more of what I assume most of us expect "News" to be. Been about 10 weeks since then and we've had 1 Q&A (2nd canceled), 1 "News" fluff piece, and 5.100 update info. Unless War Stories are considered News, they seem to have changed their plans without saying anything. Curious what you mean by "huge" as a post on ~2 game sites and an email blast is the typical milestone "big news" format. While companies are obviously always marketing, actual throw money at it seemed to be on hold until post soft-launch, at least that is what they've said. We aren't even in "alpha" yet so spending resources marketing to a likely minuscule group doesn't seem useful. Not sure how ignoring current population in hopes to make a big push to bring in a smaller group and then continue to repeat the cycle is smart business. Maybe it is just semi cash grab in some regards to get that initial $50 before people get bored and leave? Again this doesn't seem wise with the ripple it causes. Hyping up the Dregs prior to actually testing it at all or seeing feedback from the dwindling active fans seems like a poor move as well. Inviting in a fresh group or bringing back folks that have left to have them leave disgruntled after being exposed to yet another bug filled and broken update doesn't sound like good marketing. For a company that some claim "is the most transparent ever!!!!" I have to ask what they believe transparent means.
  36. 6 points
    It's been debated at length that defenders usually have an advantage in these kind of siege games, given positioning and tactical advantage of being able to stay static versus an approaching force. However Crowfall takes this to another level. Let's look at the advantages that a defending force currently have at a Fort or Keep during a siege window: 1) Positional advantage - defenders are able to sit on walls or in fortified positions, and attackers must move to them. 2) Ability to launch defensive siege from walls or fortified positions - Ballista are another topic altogether right now. 3) High rank guards hitting attackers for 20% of their life per hit, from 100m away. 4) Respawn economy - Defenders are able to spawn nearby, without any penalty other than a timer. I'm going to focus mostly on point 4) in this post. Testing has shown that the first death penalty incurs a ~90 second respawn timer. https://gfycat.com/zealousmagnificentamericancreamdraft - Proof of 90 second respawn on first death. If your flight time is short, such as when defending a keep or fort, your first death is essentially meaningless and you can respawn quickly. Let's envision a scenario when you are the defending force at a Fort, and you venture outside of the walls to confront attackers. Let's say the fight is relatively even, and each faction loses 5 members during the battle. Given even numbers, this fight essentially means that the attacking force has already lost the battle. Defenders simply wait the 90 seconds, resurrect and are good to go, while attackers need to fly to the nearest spawn location, which may not even be in the same zone if you are sieging a Fort. So now each side has lost 5 players, and the attacking force is essentially down 5 members. It takes longer than 90 seconds to regroup, destroy a wall and be ready to push in. Defenders are now all alive, and can resume with their original numbers. Attackers must continue into another compromising situation: attacking the throne rooms, or killing guards. Some guards cannot even be reached at this stage, as they will be up on walls that in most cases, cannot be climbed, as most defending teams will not repair ramps, only ladders, which attacking teams cannot use. In the current game, generally you don't even bother with killing guards, because that gives the enemy team more time to resurrect and regroup. So the attacking team charges the throne room and the enemy players (and at least 4 guards). Should they manage to kill anyone that didn't die in the first attack, those players can resurrect 90 seconds later and rejoin the fight, however attackers cannot reinforce with new players. Most battles last much longer than 90 seconds, so it's not rare to kill the same person 3-4 times in one siege. See this video for part of an example. Just in this video alone: Bzra dies 2:15 Taloc dies 3:30 Samwell dies 3:45 Samwell is back in the fight visible at 6:00 Bzra is back in the fight at 6:05 Taloc is back in the fight and dies at 6:23 Although the POV person from the video dies, I can assure you that when we pushed into the throne room, we fought Samwell, Taloc, and many others that we had already killed multiple times again. The fight ended when uXa reinforced with superior numbers, but we would have likely lost the battle eventually due to pure attrition, an issue that the defenders do not have to deal with. In summary, defenders have too strong of an advantage in the current state of the game. Attackers must push through long range and sometimes impossible to reach guards, overpowered ballista with invisible spell effects, and advantageous defender positioning. Attackers also have to deal with respawning defenders who are able to rejoin fights at full strength, as Death Shroud doesn't apply when you resurrect at a Dragon statue. And on top of all of this, attackers have to succeed in eliminating the opposing force in one singular push, as they cannot reinforce in a timely manner. Defenders get multiple chances to win. All this combined means that for attackers to win a Keep, they must either vastly outnumber, out-skill or out-gear the enemy, or defenders decide not to protect the keep at all. There is no situation in Crowfall right now where an attacking force can squeak out a win and claw out a victory after a hard-fought, even battle. Suggestions Add a 3-5 minute death shroud timer from time of death. If a player resurrects via a dragon statue, they have the death shroud debuff until that time runs out. (Players resurrected by allies should not be given death shroud, ACE you have this one backwards in the current game) Remove MKIV ballista from the game or see other suggestions regarding eliminating targeting inside your own keep walls. Tune or tone down fort and keep guards. They are either too powerful, or have too much range, or both. We are not here to fight insane guards, we're here to fight other players. Having NPCs be so strong and possibly turning the tide of battles is not what we signed up for. Thank you for your interest
  37. 6 points
    Howdy folks Going to try and stay away from my normal rants. Given the fact that many of the people I normally play with refuse to play the game in its current state, I was curious what would need to happen to get testers back to the table? It was only several weeks ago we had people queuing to get into zones to play. Now the place is a wasteland. Many of my guildies are off playing other games, waiting for change. What do you think that change should be? Obviously we don't want hand outs or to make the game easy, but in it's current state it is simply a frustrating mess. Frankly, I'd just be happy being able to level at a decent pace without having to worry about my gear falling apart after 24 hours of gameplay. I mean, I get it, PVP is part of the game and frankly it makes it exciting. What isn't exciting is that every time you die, the hit on your gear is bloody crazy! Dying is cool, dying naked after several deaths is not. Come on, share your thoughts!
  38. 6 points
    In the end of the siege window all 3 factions ended up in the same map. It lead to a long mobile 3 way fight. Good fights everyone! ______________________________We are still recruiting, looking for 1 full support player, and 4x flex players!Check us out: Our recruitment thread
  39. 6 points
    The first evening in the Trial of Maeve. We decided to leave our keeps undefended, and instead chose the overwhelming odds of sieging the Order factions main keep as only 5 people. Enjoy the 4 different point of view video! ______________________________ We are still recruiting, looking for 1 full support player, and 4x flex players! Check us out: Our recruitment thread
  40. 6 points

    Champion Builds?

    Race: Centaur / Minotaur Role: Front Line Tanky DPS Major Disc: I'd run something to support your party and increase party DPS Minor Disc: I like "Expansive Mind" and "Demons Pact" to open up more options LvL Stats: Strength > Constitution - If you can reach STR cap great, but attack power caps at 1k so once you have a weapon and gear you don't want to be too far over that 1k AP. Gear Stats: Attack Power - Crit Hit Damage - Final Damage Mod are what you're looking for on gear. Get that 1,000 attack power and focus on trying to get to 200% crit hit damage and as close to 40% Final Damage Mod. Weapon: Leverage the crush damage / pen bonus from the Pit Fighter tree and use a great mace. Notes: Keep in mind what a pit fighter is designed to do. You want to be disruptive and self reliant. Break through the front line of combat and get to the back line where you can be a pest. The pit fighter kit has "Ultimate Warrior" & "Invincible Warrior" as personal back pocket heals which should keep you healthy if you're out of range of your healers. Feel out your limitation based on gear level and know when it is time to evacuate yourself to return to your healers for a brief reprieve and top off, then get back to the back lines.
  41. 6 points

    The increasing PvE Requirement

    They went out of their way in Kickstarter to make this a nonstandard mmo with heavy PvP. There are 50k backers who backed that vision. Are they not obligated to make the game they asked for our money to make? They went out of their way to appeal to the Shadowbane fans, the lead devs first mmo, and then time after time they deviate from that vision. They went out of their way to make it seem more PvP centric than PvE but somehow the game has ended up more PvE than anything else.
  42. 6 points
    I don't get it. Certain unnamed people made it clear through their actions that any talk about PVP or victories, makes the people you killed feel bad. Making people feel bad results in forum/ingame warnings and bans. Some of them lifetime bans with no refunds. Criminal! Ok... back to my self imposed ban on the forums until they fix the rules and the way they are moderated. Sorry if this made anyone cry.
  43. 6 points
    I've seen at least one person make the argument there needs to be meaningful progression for people to be interested in logging in. For PvPers this isn't true. At all. I played a game 5 years that character progression could be maximized in the first 5 hours because the combat system was engaging/fun. A lot of other people loved that game too. It was called Freelancer and it's success kind of helped launch another prominent crowdfunded game developed by the same guy (Chris Roberts). What PvPers do want is some way to measure their success. Which is provided by the fact campaigns have win conditions. Real PvPers (Not bottom feeders who need their egos propped up by the fact their gear/level will enable them to make SOME kills) will have no issue getting into this game whether or not there is any stat disparity at all between white and purple gear so long as they have a way to measure whether they are winners or losers. This does have some truth when it comes to economic aspects like crafting. A thriving economy requires and endless supply of work you can do to help advance your guild/faction. Anything that gives people an advantage PvPers are going to want though. Whether that be a 500% power gap or a 5% power gap. Items that provide minor advantages that are cycled through the economy via destruction very quickly are just as good or better than items with a huge power gap that stay in the economy a long time. I don't know the current state of the game well enough at this point to comment on how well it's doing in these regards. Just throwing out some general thoughts from my experience with PvP and Open World PvP sandboxes in particular.
  44. 6 points
    This. This. This. I am probably a dirty casual because I have a job and a child. I'm OK with admitting that. What I don't like seeing is WBs leading a petition and skewing the votes (at least, that's how it looks on the surface) to push for a change that would potentially alter the rules to better benefit their inherent organization. On top of it, my small group and I (and others like it) would have literally nothing to do but lag during siege fights and then go craft on week nights. And maybe get into a fort fight that would end up being just a laggy siege fight all over again. Either standing in circles or standing by the fire waiting for your guild to lead something is still standing around. As casuals, we at least don't have that problem lol.
  45. 6 points

    Uncle Bob via Mega Alliance?

    How can I say this,.. I really don't care about you spending time on a new feature when a lot of older ones don't even work properly. As I previously said in another post do thing step by step instead of making a castle of cards.
  46. 6 points

    Today's reset

    The only way to give more warning is to delay the patch after it is ready. You really want that? "Please give us a week of dead server before wiping."
  47. 6 points
    I can't understate how huge all of these are to addressing Faction warfare scoring in the genre as a whole. Guild Wars 2 was plagued with scoring issues (too many to list here), but at its core, you've fundamentally solved nearly all of my concerns. The busiest time in GW2 WvWvW was the opening day of each weeks campaign. It's because everyone understood that the scores start at 0 for everyone, and it was anyone's game. The reality was that off-peak capturing by EU/AS forces effectively screwed over some servers by allowing those teams to seize points when the majority of players couldn't respond. Complicating matters is that once the scores ran away too far between each team, players would stop logging in. It was possible to know who was going to win almost immediately at the start/middle of a week. These scoring systems allow players to join 50% of the way through a campaign and still pull an underdog victory out. At the same time, none of this is achieved by using artificial deflationary point awards, or other unclear methods at keeping point values "close". Players will know quickly that its possible to win in the 4th quarter because every touchdown is worth 21 points. I really like this and I can guarantee that Guild Wars 2 WvW veterans will love it too. Couple this with siege windows for forts/keeps and you've got yourself a real ballgame here.
  48. 6 points

    Caldera [EU] - Playing with Fire

    After ~7 hours of constant action on the European server. Chaos finally got back, from the 2000 point lead Balance had. Thank you to @DravoiX , Horizon, and the balance faction for creating all this action, it was a lot of fun! And thank you for the great effort from the chaos guys! Especially Northlanders @Roccah @Battlex @BamBamBarny etc., thank you! 800 captures .. Good job guild!
  49. 5 points

    Uncle Bob via Mega Alliance?

    Meanwhile God King Todd is watching over us peasants arguing about the exact same thing for literal days.
  50. 5 points
    If you want to play solo in this game, you have to be smart about it. You can't just go out into the world and expect that you won't get attacked. There are many things you can do to mitigate your risk: 1) As has been mentioned, you can level your vessel to 30 within the safety of the starter zone/temple if you want to. There are places for vendors in the temples and as we get longer campaigns and the economy gets going more, you will start to see weapons and armor for sale, so you'll even be able to gear up without leaving the safe zones, if you want. It won't be easy--rank 1 pack pigs don't drop much gold--but you can do it. That's the tradeoff. You can hide behind the walls and take longer to level/gear up, or you can risk going out into the world for quicker gains. 2) Harvest using a class that has stealth. While harvesting you will be vulnerable, but you can remain hidden while moving about the world. 3) Scout out the area you want to harvest before you begin. Know which nodes you want to hit and in what order you want to hit them. See if there is anyone else in the area before you begin. If there are outposts in the area that your faction doesn't own, consider taking them before you begin so you have a fallback position. Having the guards at your back might not save you in most cases, but they can't hurt. 4) Harvest close to a fort or keep that your faction owns and make use of the local bank often. Getting killed isn't a big deal if you just banked all your stuff. Alternately, you can look for locations where no one is likely to find you. Look at the campaign map and see if there are any outposts that haven't been captured. You can tell because the circle around the zone won't be fully filled in. If an outpost hasn't been taken, that means that people don't go there much, if at all. The area might only have low rank stuff, but you'll be at less risk. 5) Make sure your tools are good enough for the nodes you are harvesting. If it takes you 2 stamina bars to destroy a node, that's twice the amount of time you are exposed. 6) Improve your harvesting skills and/or use potions and food so that you can afford to take combat disciplines instead of harvesting disciplines. Equip yourself with advanced gear. Give yourself a chance to fight back if you do get attacked. 7) Pay attention to chat. There may be reports of someone in the area. Maybe someone just got attacked nearby. Ask in zone chat if anyone has seen anything and you if you see something, report it to your fellow harvesters. Maybe you got lucky. You just finished off a node and dropped into stealth before a group of 3 enemies came running through. Let other people know about it. 8) If your play time is flexible, try to harvest when there are less people playing, or switch to a less populated campaign, if that's an option for you. None of this is a guarantee that you will be safe while harvesting in the PvP areas, but they will certainly help your chances. If all else fails, look for other people who want to harvest and work with them. You still won't be 100% safe, but a solo player looking for kills is more likely to pass you by if there are 3 or 4 of you rather than just 1. I have done a lot of solo harvesting in this game. Yes, I have gotten attacked and killed, but not that often, and I have managed to escape or even kill the attacker on occasion. Don't expect the game to protect you. Learn to protect yourself.
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