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

  1. 28 points
    jtoddcoleman

    Uncle Bob via Mega Alliance?

    Hey gang, let's take a quick walk down memory lane. WAY, WAY back in Shadowbane beta (I’m guessing this was 2002?) we had an interesting thing happen. Our testing community was heavily guild-focused; teams from UO and new groups were waging war and building cities and sieges were happening and, in spite of the bugs, the game was kind of working. Guilds were going at each other, vying for domination of the Aerynth, the Shadowbane world. And then, one day, the fighting just stopped. A couple of the top guilds decided that, instead of fighting each other, they would work together in a big mega-alliance. They had enough manpower and enough skill to take over the server. That guild was called the Rolling 30s, led by a guy named Bone Dancer, and they did a pretty good job of locking the server down for a while. I'm looking at the state of the Trials of Malekai campaigns, and one of them looks strangely familiar. So, I have a few thoughts. First: if the game literally gets to a point where it is mathematically unwinnable, we can always end it early. This is testing, and the goal of testing is to (1) find bugs and (2) learn things so that we can iterate over the design. If we hit a point in this campaign – or any campaign – where we aren’t learning anything useful, then we can (and will) shut it down and move on to the next test. Second: while I know this can be aggravating, I want to make it clear that this isn’t a player problem; it’s a design problem. And it’s not an unknown out-of-nowhere design problem, either… as I said, I’ve seen this before. One of the major reasons that we pushed off the First Sanctioned campaign is because we didn’t have a rewards system in place that would help keep this from happening (the other major reason, of course, was performance.) Will the reward system absolutely fix it? No, probably not… but it will certainly help. Right now, the reward system is about as simplistic as a reward system can be: players on the winning team get a gold badge, everyone else gets silver. EVERYONE gets the badge. So, it really shouldn’t be a shock that players are working together to get the gold… because why wouldn’t they? A better solution, and one that we’re in the process of implementing, uses a combination of Multi-Vector Rewards and Reward Scarcity. I was holding off on discussing this because I wanted to lock the rewards down first, but it seems like a number of people are concerned, so let’s go ahead and talk about it now. Reward scarcity is just that. If every person competing at the Olympics could get a gold medal just by holding hands with their fellow participants, we’d see a lot of gold medals and a lot less competition. So, step one is to limit the number of players who can earn any given reward. On top of that, we need to have Multi-Vector Rewards; not just a single “do-this-one-thing-and-only-this-one-thing-to-win” rule because single vector problems are the easiest to game (and as I noted above, this reward system is about as simple as it gets). So, here’s an example of a better reward structure (and it’s JUST an example): 1. Gold medal for the top 20 players in the winning faction 2. Gold medal for the top 20 individual contributors across all factions, in killing/captures/harvest/craft Even this super-simple example is better than the “everyone hold hands” model we have on ToM… and more vectors, with varying levels of enforced scarcity, would be even better because it drives players to have to make hard choices to “win”. Between now and First Sanctioned, we’ll be spending a lot of time working through the rewards design to help offset this behavior – and once we have more players (and more campaigns running) that will certainly help, as well. (Dregs will, too, because guilds are more willing to form alliances than they are to form “mega-guilds” as that requires giving up their guild identity.) As I said, if the situation on any Campaign gets bad enough, if the game literally gets to a point where it is mathematically unwinnable (i.e. another variant of the dreaded Uncle Bob Scenario) then we will end the Campaign and put up a new one, making whatever adjustments we can. I know I could probably step in and ask the main guilds right now to stop holding hands and fight each other… but I’m not going to do that, because it would skew the test and any learning we might take from that test would be flawed. The simple fact is: our design needs to stand up to actual player behavior, not player-behavior-when-we-ask-them-to-play-how-we-want-them-to. Once we launch, we can’t expect players to treat our design with “kids gloves” just because we asked them nicely. I know that it can be really frustrating to test an unfinished game, and for that I can only say: I get it, I hear you. All I can offer in response is: we’re watching, we’re learning, and we will continue to do the best we can to adjust and iterate as quickly as possible. Thanks for sticking with us as we work through these issues.
  2. 21 points
    Pann

    Uncle Bob via Mega Alliance?

    This thread has veered very far from its original intent. We have the feedback we asked for and a bunch of misbehavior that we didn't. I'm going to close this thread now because if I started handing out warnings, several of you would be perma-banned. Please do me these two kindnesses: - Revisit the Rules of Conduct, particularly taking note of the differences between the forum rules and the in-game rules. - When someone from our team asks for feedback, it's sincere. When you take advantage of that sincerity and use it as an excuse to troll or insult others, it robs you of the opportunity to interact on a meaningful level with our team. If that's a message you're sending frequently, it gives the impression that you don't really want to help make the game better - and in cases like that, I'm comfortable with helping you find your way out.
  3. 19 points
    Yoink

    @New Players - No Vessel vs Vessel

    I see a lot of new players making comments along the lines that they can not compete or even play until they get a crafted vessel. For information's sake here is a side by side view of a level 30 Centaur Champion with no vessel vs a level 30 Centaur Champion with a blue vessel. Same training, same talents selected. No gear. Higher quality vessels are possible ATM but almost all with a vessel will be at this level or lower of quality. This works out to a difference of- 38.5 Attack Power 3.9% Final Damage Modifier 1.2% Crit Chance 0.3% Armor Bonus 1.5% Crit Hit Damage 15.7 Support power 1 Stamina 351 Health I have heard people saying that their group of 3 got wiped out by 1 guy because he had a vessel and they didn't. I've heard a lot of people saying they can really feel the difference in combat now that "everyone has vessels and they do not." I have never heard anyone say that their group of 3 got wiped out by 1 guy because he did 4% more damage than them. I will concede that there are other places to gain advantage. Longer training time, better gear. These will all definitely add up, but it is not just vessels. You can gather all the mats you need in the safety of the temple to craft advanced armor and weapon and you can craft them in an EK right now. Vessels are awesome but don't feel that you shouldn't be playing if you don't have one yet. The biggest advantage vets have over new players is information. The best thing you can do is ask questions and ask for help. Most here with the information are willing to share it. Not sure how/where to craft or what the best way/location to harvest is? Ask Not sure what disciplines or build you should run? Ask Ask on the forums, in game. Hop into guild's public discord and ask questions. We want you to enjoy the game almost as much as you want to.
  4. 16 points
    Staff

    General chat must come back

    General chat was a blessing, talking to your friends and enemies in one place was great, no one uses lobby chat, keep faction chat but also add back general chat, there's no reason for it to have disappeared
  5. 15 points
    Malphrus

    I'm a Spy in Crowfall

    >Be me >20 >talking to dad about cool upcoming games >find Crowfall and it looks dope >buys the game and downloads >wanders around for hours playing a Cleric Half-Giant making snoo snoo jokes with some people I meet >reads online that the best way to get started is to find a guild >decides to start fresh on Half-Elf Ranger, read they have good racial stats and bonuses >really starting to like the game and hanging with a cool crowd >2 days go by and I'm still a noob >new campaign starts and some people I met earlier tell me to go Chaos >goes Chaos and finds a spot on my own with level 7 zombies to farm >30 minutes until siege begins >wtf.jpg is siege >figures out it has something to do with the keeps >gets bored and decides to find out what the siege is in person >sudden big group of people run by naruto style >follows them thinking they're doing the siege >running around for a long time before the group stops and a couple of toons start jumping on my head >comes to the conclusion this is a friend group and I am an outcast >thinking of leaving but really want to see what the siege is >decides to crack joke in chat instead "shhh I am one of you" >mistake.exe >one of them whispers me "are you a spy?" >start sweating profusely having a general idea on what he's talking about >respond with "A spy XD?" >code XD doesn't work and he doesn't believe me >nobody believes me >try to explain situation but makes it worse >they start complaining about spies in faction/zone chat >they let me tag along anyway and even give my toon food >didn't get to see the siege >mfw I realized this is a small community and everyone thinks I'm a spy
  6. 15 points
    Hey when are we getting info on God's Reach? How is the char controller revamp going? Will the new stuff on test have any outside of spawning parcel effects? Are we going to get a knob knurple adjustment or twist on the scoring of the next trial? Is picking a guild important when there is not a god damn thing they are doing right now other than being a giant placard? Are guild banks planned? For when. How big? Any work done on them yet? How are they controlled? How about bags? Will healing ever get points on the boards? How about crafting? Gathering? Any thoughts on just how boring it is to take almost 20 minutes to single cap a fully taken objective? Any ideas on how to spice that up? How about the lovely pathfinding ability, which is ignored by the mounts now. Should we have to wait for pathfinding to be done before mounting? Any storage ideas coming for the massive amount of single use and disposable drops that will be coming to bloat bags? I know yall are working your asses off. What are you working ON? Any details? Any news? Any timelines.
  7. 14 points
    In the current NA campaign, if you're Order or Chaos (or maybe even Balance to some degree), there is still a lot to be gained that truly matters. Shiny badge at the end of the Trial? Unimportant. The skill score at the top of the screen? Unimportant. I understand this can be demoralizing, and it is, I will grant you. Trying to level a vessel or harvesting in a zone that's supposed to be yours, and having a roaming band of enemy foes come in and crush you kills the mood--it's happened to me several times today, so I do understand again the frustration. Let me try to convince you why you should still saddle up anyways. The adage that steel sharpens steel, is that you need an equally (or greater) skilled opponent to sharpen your own skills. Say what one will about the guilds on Balance, but I think it's fair to say they have a solid grasp on how to play, and what compositions work, and where they work. I know Chaos has these guilds too. So let me tell you about TRA's night tonight. 1.) We tried a bit of a meme strategy (which we will refine and return to the battlefield), which rather completely failed. 2.) We took a more standard approach, by snagging a fort and waiting, inviting some fine Balance guests to come visit. They did, and we died. 3.) Running around the maps, we stumbled up some Balance bois again, and again, died. So why tell you about a night of combat losses? As it's often said, you learn more in a loss, than a win--and tonight we did. We learned what in our composition worked, and what doesn't work--perhaps more importantly, we gained a greater understanding of where it did, and where it doesn't work. We learned strength and weakness of what we brought to the field. We gained insight into us as players, and how we each need to improve in various aspects. Tonight's losses are going to make us better players, and a better guild. So if you're a guild, no matter your size, and you look at the score, I invite you to ignore it. The shiny token at the end of the rainbow? Ignore it. Use your gold, buy some non-basic white materials at the temple merchants if your guild is hurting on resources, and gear up. Get firsthand knowledge of what classes work well together. Let other people in your guild shot call. Try new compositions. Most importantly, I suppose, is have FUN. I know that three letter word is a four letter word around these parts, but it really is important. If your guild is feeling the doom-and-gloom, go have a meme night. Do something a little silly. Not finding someone to fight is not going to make you any better. Gear up, get on your comms, and go bloody the soil. Even if you get rolled like we did, I will guarantee you--you will learn something, you'll get in good fights, and you might even have fun. So take heart! If you're on Order, come fight with us! If you're not on Order, I'll sure you'll be fighting us soon enough.
  8. 14 points
    ZombieGandhi

    [Order] Down, But Not Out

    I know on Order (and on Chaos, I assume), there are a lot of people who've already given up on this Trials campaign. I've read the forum posts, and heard the lack of enthusiasm in some of your voices when suggesting we go pick a fight with Balance, or even dare to see about putting pressure on a keep. We can post ad nauseam about the variety of deficiencies and disparities that may or may not exist, though this does not help us, but to harm us. It poisons our fighting spirit and digital bloodlust. It saps our willingness to try new things, to think asymmetrically, and to work with what we have, instead of what we have not. I'd like to introduce a little less doom and gloom, and a little more excitement. First, I'd like to show all of you on Order, who didn't log in for the first siege night on Trials, just what you missed out on. It's easily one of the most fun battles I've had in this game, and even though we lost the keep, I don't think anyone there left with nothing less than a smile. This is not any form of self-promotion, but one of sharing a cool moment in a game we all love (sometimes to hate). Before anyone gets mad, the opening gag is rather quite self-aware and tongue-in-cheek, but going by the forum posts, I figured I'd better just say so than assume everyone gets the bit. For those of you who aren't keen to video watching, I'll give this a brief breakdown: We used mass ballistae (now the patented ZombieGandhi's Ballista On Every Tower strategy) as a way of showing up any potential overwhelming numbers--we didn't know if all of Balance would show, or a few. We held choke points--sometimes not as well as we should have--in combination of the ballista: the ballista were the hammer, and we the anvil. We even used the ballista healing bolts to heal the Tree of Life (as well as set fire to people in the tree room). Squishy players (leather, ranged, naked, under-leveled) took up a ballista, as for now, they take no damage. A level one fresh vessel could have set fire to dozens at a time. Now using defensive siege weaponry isn't an IQ200 level play, but at the moment, this is only the second time I've ever seen it used, and the first time to adopt my own patented strategy (which will cost you a pinecone to use). This is asymmetrical strategic thinking, and it did us extremely well--far better than I had expected. Lesser guests to our keep would not have done so well--a testament to willingness to fight. This long-winded post is meant to try and convey a few things: 1.) We may be down, but we're only out, unless we say we're out (Chaos and Balance does not decide that, we do. No excuses. Stop. I know you're thinking of one now). 2.) Asymmetrical combat is our friend. Experiment, get freaky, find the weakness of your opponent and exploit it, and don't let them exploit yours. 3.) Have some goddamn fun. This is a video game. If you're not logging in with some measure of excitement, you're doing it wrong. To further promote some hopeful unity, I would like to extend a hand, so to speak. Transcendence (TRA, that's me/us) is already starting to work with Infernal. Order may be low population, but I see there's other guilds putting points on the board. I hope you're reading these forums, and this thread, as if you are, I hope you'll reach out. Let's work together to see what we might accomplish. Fight by our rules, not theirs. If you'd like to contact TRA, I invite you to message me in game, or here, Discord, or wherever. Or if you'd prefer to talk with someone far more pleasant than myself, there is also Nueby. I cannot speak for other Order guilds, or even Chaos guilds, but if you're feeling in the down-and-out brigade, and seek to use this post as a manner of connection, then by all means, please do. The more people working together, the better the fights for everyone will be. All I can say, and speak for, is that Transcendence--whatever our numbers may be--won't be backing down. We'll take the fights, we're looking forward to thinking asymmetrically, and we'll be on this digital battlefield. We hope to see you all out there too, whether you're fighting with us, or against us. edit 'cause I words like Blair maths edit two, 'cause I REALLY words like Blair maths
  9. 13 points
    @thomasblair I also want to thank you for the reply, I am sure being on the receiving end of this is never a pleasant minefield to tread. Before I dive into my nerdy dissertation I want to thank everyone at ACE. Even those of you we don't see often, or at all, on the forums. You guys always listen to our feedback and interact with us even when we don't necessarily deserve it. Personally, I've been playing since the wipe for a total of about 12 hours of playtime. I have a level 21 white vessel I started in, and a level 30 green necromancer to craft better vessels for my guild. I also have a green cleric at level 9 that I am working on for combat. Socially, I am a guild leader and a Necromancer for a small guild of about 10-15 actives, but we have worked with several guilds much more hardcore and much larger than us. My main job is to enable the other members of my guild to have fun. Crafters, harvesters, PVPers, and people who play the economy are all members of my guild who love how "sharp" those aspects of the game are. I love being able to enable their gameplay -- every time I see a screenshot in our discord that is captioned with "I think this is the best harvest/craft/fight I've ever had" it reminds me of how worth all my effort has been, and how great of a game Crowfall can be sometimes, and how great it can be more frequently with enough work. I also want to preface this post with the following: I am not going to suggest a single solution in this feedback. Experientially, I find that without a thorough and active dialogue between developer and tester, the tester providing solutions often gets in the way of identifying the root problem with design. I feel like this is important context for my feedback, so that ACE can understand the number of aspects of the game that I see regularly, and all the different kinds of players I interact with. The vertical progression game loop(s) are fundamentally broken. Let's talk money first The amount of gold available in the economy has dropped significantly. A Rank 8 wartribe boss -- the kind of monster that is supposed to drop a lot of gold, drops roughly the same amount of gold that an old Rank 10 monster would. They also take significantly more effort to kill. Even if they did 0 damage to you, the respawn rate and the amount of time it takes to kill them means that even at the game's most generous, it is slower than before and it only gets worse when you use less flattering comparisons (R5s dropping single digit gold). I have to admit I don't know the exact values in your spreadsheets -- how could I -- but I highly doubt farming Rank 10 wartribe bosses are exponentially more profitable than the things I've personally witnessed. I am not just referring to pure coin value, but profit-per-time-unit. I would love to be incorrect. This on its own is fine. Our guild was using gold to level vessels almost exclusively last campaign (we asked people to get at least to level 10 first before we boosted them the rest of the way) and we were on the favorable side of half a million gold in our coffers. That's probably not OK to do playing as casually as we had. I do think making some adjustment was called for. However, gold drops on mobs have decreased easily by 50% or more. Some even 80% or even 90%. Wartribes drop a paltry amount of gold considering their comparatively increased difficulty and risk to farm versus the ol' spiders and zombies of yore. This doesn't even account for when spirit banking in-world will be impossible, the risk will increase dramatically. This compounds with the fact that the need for gold has increased. We get severely diminished value for fighting anything and at increased cost since gear durability has lowered and fights last longer, you now get less profit-per-time-unit from two angles now. This additionally compounds with the fact that XP requirements have not changed. If we have less gold, and one gold is worth one XP, then XP is now more valuable than before. This is even more of an issue when you consider the way killing monsters works. 50 XP per kill at best. How do I convince a player to buy anything when they are killing a monster for 50 experience (out of the 17,500 they need for their bad vessel) and getting 12-30 gold each? That is assuming they are killing wartribes or zombies. Skinnable enemies are an entirely different problem. If you are not a proficient skinner they are worthless to kill. I killed R9 and R10 spiders for 2 or 3 hours last night and most spiders dropped 1 dust. Sometimes they would drop a sacrifice item I could not use because I was too high level. Because of their high rank we were not equipped well enough to harvest them efficiently. So my reward for each kill was 1 dust and 50 XP. I was rewarded less for work as my character grew powerful enough to fight stronger monsters. So if it takes 17,500 XP to hit level 30 on a white vessel, and each kill gives 50 XP, then I need 350 kills to hit max. For a lot of that time you will be hitting Rank 5 monsters or below, which means you are getting single digit gold per kill. You'll be lucky to have 500 gold by the time you hit 15. How do I sell anything to this person besides letting them wash their gold by buying sacrifice items for less gold than the XP value? Which, with the 10% tax and the vendor stall upkeep costs, is not even worth my time. If a spider spinneret sacrifices for 40 XP, and a player is taxed 10% on all transactions, I can't sell it for more than 36 gold (and honestly washing gold -> XP for a discount of 1 gold is a waste of their time). I would never justify the cost of the vendor stall with this. This also compounds with the increased need for gold. 1000 gold for a guard. Why would I ever do that when I can let some other person tank the grind for me? That is just simple game theory there. Guards costing so much gold makes way more sense in Dregs or Guild vs Guild conflicts where the only guild hurt by us not buying guards is ourselves. We also have to spend 900 gold for a pack pig and 3000 gold for a scroll case to make one. That's 3900 gold per mount that needs to be farmed. The player perception for a lot of the things you are asking us to farm is "if I want to be competitive, I need these things because if I I'm one of the have-nots -- I lose. Why risk being the have-not?" So to summarize this section: 1. Gold is significantly more challenging to get per time unit played. 2. There are new mechanics in the game that increase the need for gold significantly, which becomes even more severe because of #1. 3. Because of #1 and #2, it becomes more difficult to have an economy (nobody has enough money to price items at the minimum value they must be to be profitable) 4. Because of #3, "buy stuff" being the solution to any other aspect of the game becomes more difficult, which further compounds to #1 and #2. I can't buy gear off of a blacksmith if nobody has the money to buy at a high enough price to be profitable, so I need to make my own swords to break on mobs to get gold and now maybe I can afford a sword except now I have no money so I have to break the sword on mobs to get gold etc. 5. Less a total point, but more just a reminder because I think this needs to be reiterated considering how much people are talking about PVE. Crowfall is a PVP sandbox game. Almost all of these points are not considering the risk of dropping your entire inventory on death. How much more destitute will I be when I buy a sword with all my money and almost break it fighting wartribes for gold, only to get ganked and have nothing to show for it? Easy come, easy go. OK. Now that we've talked money, let's talk progression. What do I mean by progression? Well it's not exactly an academic definition, but for the sake of this post let's call it the entire sum of power a player can get by actively playing the game. That's resources, gear, scrolls, belt items, disciplines -- the whole shebang. Strangely enough I believe money is a part of progression, but this is about feedback and in order to paint the picture I'm trying to paint money had to be its own category. Gear is slightly harder to acquire now because of the changes to beneficial harvest. It is less trivial to chain Critical Harvest now. This is fine, I suppose. I have had 2 guild members interested solely in harvesting quit the game because before the wipe we ran out of need for their materials. "Stop giving us blue ore, please for the love of god." We couldn't sell it either. Not to mention how dumb that is -- selling power to our enemies -- though I admit, I certainly did try. This compounds with the reduced durability on gear. Again on its own, this is perfectly fine. I think I've broken maybe 2 sets of gear since I started playing the game more seriously in mid-December. In my opinion that means durability was too high. However, I also was not spending much time each week in combat. I'm now spending much more time in combat, and the durability is lower, so those two things compound to make gear breaking faster, thus requiring more resources-per-time-unit. This compounds with less value acquired per time unit without considering the durability loss. I'm only pointing this out because of the way the reduced durability on gear places more stress on other systems. Crowfall is a gear-heavy game. If you do not have the gear to compete, you don't have a chance to compete (and even if you do, players will point to a gear discrepancy as an excuse to why they cannot compete). Thus it is always important to keep an eye on the rate at which players lose and acquire gear. I'm going to throw scrolls and belt items into the same subsection here because fundamentally they are the same thing in terms of progression in my mind. They are randomly drop items that accomplish three design goals: they provide an abstracted form of repeatable vertical progression for crafters, they provide an abstracted form of wealth for combat characters, and they create wells of player activity which drives PVP. Honestly at its core, this is an excellent feature. The problem is however that their drop rates are so low that finding one is less "oh sick, a scroll" and more "finally, I've killed 10 bosses and he dropped... a one-use horseshoe scroll? That i have to grind 3000 gold to use?" This is compounded with the generally poor drops on monsters in general. I only feel rewarded for killing high ranking boss wartribes when I get one of these items that rarely drop, and it just reminds me of all the times where all I got was 150 gold, 2 cloth that I can't use because I don't have the bandage book, and a green eyeball I can't use because I don't have the necromancy belt item. Now that I've spoken about resources, gear, and wartribe drops it's time to talk about disciplines. If I was writing for a living this is where the editor fires me for spending 1855 words before I get to my main point. Disciplines aren't even the core of my thesis, but I believe they are the perfect example of my thesis: the difference in which the developers perceive the game, and the way the player-testers perceive the game. Disciplines, stages of progression, 'endgame', and player perception Crowfall breaks when there is nothing to do. I don't think this is a surprise to anybody who is reading this. Players also like being rewarded for doing things, even if the activity is plenty fun in its own right it is also nice to get a shiny. This is why almost every video game has some sort of progression system in it now even if I shake my old-man-cane saying that we used to just play games to have fun in my day. I don't blame ACE one bit for trying to find ways to bring players into the world and playing instead of only logging on for sieges. Not only is it better for the play experience but player retention and concurrency is critical to a healthy ongoing service. Players also like finishing things. We like hitting max level. We like finishing our builds. We like finding the best thing, or something close enough to the best we call it done. The question is: In the entire progression loop, where do disciplines reside? When should I expect to see my first discipline drop when starting fresh? When should I see my second? You can use the rate at which gold is acquired and spent, and the rate at which different disciplines are found, to create a mathematical model to gauge the amount of time it takes for a player to go from fresh vessel, to max level, to the varying stages of gear, disciplines, wealth, and power. I assume ACE has a very clear idea of the time investment each milestone takes to achieve, at least for the people in the center of the bell curve of probability. The thing is: The players have no idea what that expected progression looks like, they only know what they've seen before. I think the toughest thing about developing Crowfall is that anybody can drop $50 and play the pre-alpha. Why is that a problem? If Crowfall was only playable as a full retail product nobody would have known how great it was to make disciplines for 1 ore and 1 dust. Having disciplines be this way for so long I don't think completely explains the negative backlash to the changes to disciplines, but they most certainly exacerbate them. "How do I kill through a geared healer without Plague Lord?" or "My Assassin is so gimped without Black Mask and Agent Provocateur", "Blobs are so hard to break up without Force Mage", or "My damage is so limp without Phantom Feints." I get it, even all the way back when disciplines were first introduced ACE said that disciplines weren't going to be that accessible when people were talking about all the crazy combinations they can create. The thing is, right now, players have no expectation as to how this progression should be besides how it used to be. Every hour I don't get a discipline feels like an hour wasted, since the gold drops are so low and the non-gold drops are so low. My guild has found two disciplines: Naiad and Dryad. I don't even think anybody in our guild wants to use these by the way. Our collective player hour count is probably nearing or already surpassed 200. I can only imagine how disheartening it would have been if they were completely useless disciplines. This would only get worse if majors were locked in when you equip them. Their only value then would be if you could sell them to other players. If you could sell them. See above text about the economy. This all creates a sense of urgency. Every hour I spend roaming looking for PVP is an hour I could have been farming mobs that maybe will drop a discipline. If mobs only maybe drop a discipline and I only maybe find a player, then every hour I spend roaming looking for PVP is an hour I am falling behind the power curve. Every hour I spend roaming for PVP is an hour my opponents may have found the discipline they needed. Then, three days later, while I am farming disciplines, they are the ones roaming now, having completed their build, and they kill me with the advantages their hard work has delivered them. They take the small amount of items I managed to be lucky enough to get and carry on. It is an arms race that forces everyone to do the most boring thing -- grind until there is nothing left to grind, so you don't risk falling behind the power curve. So to summarize this section: 1. Acquiring resources, and thus the gear it makes, has been reduced. Gear also lasts less time, and both of these factors combine to less reward per time unit. 2. Wartribes drop non-gold items that are either worthless (actual or perceived value) or drop so rarely that it only reminds you of how many times that item did not drop. 3. Disciplines have all problems brought up in this post so far driven to their extreme. Conclusion So where to go from here? Well, I promised I wouldn't offer solutions during this, so I suppose I don't have an answer. In fact, I don't think my feedback in a vacuum is valuable enough to provide them in the first place. All I can hope is that the player base and ACE can read this and it help them develop their own thoughts about the current state of the game. I suppose the only conclusion I have is "I'm sorry I couldn't be less verbose."
  10. 13 points
    I highlighted certain parts of this FAQ for discussion. Just wondering if the above is still a design goal for the game or if it's just an outdated FAQ at this point. This is clearly not where we're at, or have been for a very long time (since big world I guess). There are vessel levels now, with a pretty big power curve in them, which means anything below lvl 30 can hardly even compete properly (and you'll see lots of new players around below lvl 30). The grind for lvl 30 isn't extremely long (despite being super boring), but it's mostly vets who speedrun the process in the most efficient way. I get it that it's supposed to be some sort of tutorial to get you acquainted with your powers, but just throwing this out there. And I won't even mention vessel quality here. This "flat" power curve for both skills and gear is pretty far from where the game is at, but it's specially true for gear. Basically instead of grinding to get to lvl 100 and own lower levels, you grind to have all purple+ and own everyone else. Jewelry atm is particularly disgusting in how much power it gives, but armor is also horrible. Mitigation and pen is a huge power gap. Honestly combat stats are far too complicated and bloated, whole system should be streamlined and toned down a lot. I know the Shadowbane vets love their deep customization and builds, but I still hold firm to my belief that the game's combat started going downhill with discs. They addded very little in the way of interesting new mechanics and gameplay options, and just added more stat stacking, power creep, hard counters and cheese combos/builds. It's much easier to balance around a kit. I like promotion classes, I think the whole game could revolve around that and weapon selection and having plenty of powers to choose from within each class/weapon, instead of discs and so many gear stats. Right now Crowfall isn't so much a territory control PVP game, but more like a farming simulator spreadsheet game with some pvp sprinkled in to close the loop. Kinda like EVE I guess, which isn't surprising given how ACE modeled their game after EVE, but still disappointing for those of us who bought in based on their original design pitch. The only part of the game I feel is working perfectly well with the original pitch is the tactical/coordination side. Comms and good coordination/shot calling is one of the major deciding factors in fights atm, probably the most fun aspect of the game right now IMO. Other than that it's mostly spread sheet combat, stacking stats and winning that fight cause you have the right disc/build not so much because you made the right plays. So yea, might want to rethink certain elements of the game if the question "HOW DO YOU PREVENT SEASONED CHARACTERS FROM SMASHING NEW PLAYERS?" is still something meaningful to the game's design.
  11. 13 points
    jtoddcoleman

    Zone Caps

    I'd absolutely love too -- but the charts still show a few (not many, but a few) hitches on the server that need to be addressed before we will feel comfortable increasing it. We have a (fingers crossed) MAJOR performance update that we're been working on for a few months now, but it touches so many different systems that it is highly likely to break everything the moment that we launch it. so we're putting it through a lot more testing cycles, in the hopes of minimizing that pain. We know that the zones work reasonably well right now at 100. The problem is: if you jump it up, even a little, then you aren't just risking a bad experience for those 10 players, you're jeopardizing that play experience for everyone on that server. So while queueing absolutely sucks (and yeah, I know it does) it's actually the lesser of the two evils right now. We're working on the real fix, and I think we have a handle on it. It's working its way through the process and hopefully you guys will see it soon, and your patience will be well rewarded. Todd
  12. 13 points
    Scree

    Uncle Bob via Mega Alliance?

    I think it's fascinating how many people here are engaging in some pointless act of vanity to try to improve their standing within the community. This thread was started by one of the driving forces behind Crowfall's development and instead of the community debating him on the merits of his design vision, bickering and nonsensical debating have filled 7 pages. Few people in this thread have actually tried to respond to him, about their concerns with his fix. This is probably why you guys never see them in the forums anymore. You provide zero value to the discussion. Jtodd doesn't give a rats ass about team stacking, populations, or whatever excuse you need to come up with to justify that you wanted to "win" at a pre-alpha test which awards a participation trophy. Keep on going on about it though, I'm sure this thread will join the graveyard of irrelevant discussions that have become the Crowfall forums.
  13. 12 points
    So disc drop rates... lets start with animal world spawns... Animal world spawns are now the only way to drop major disciplines and to say the least their drop rates are poor. These are static spawns with 3 or 4 hour respawn times (we didn't bother to figure out which) that have a lot of health and are hard to find. Once found one would think that the long respawn boss would always drop a discipline. This however is not the case in our testing we killed 14 R4/R5 bosses with 0 disciplines dropped, we killed 3 R7 bosses with disciplines dropped 1 time and 1 R9 and it dropped that 1 time (these were all killed during night time, not sure if that is important). Now when discs drop they drop 4 and that is great but that drop rate on the lower ranks is abysmal and needs to be fixed. If these are 3-4 hour spawns that are static (meaning that once the time of death is known they will be pvp contestable) they MUST drop disciplines every time. I shouldn't be killing world bosses and getting nothing for it no matter what rank they are. We bounced the idea around them having guaranteed drops but the number of majors varied on rank. R1-4 1 disc, R5-6 2 discs, R7-8 3 discs, R9-10 4 discs. Given that from our few drops we had some overlapping discs we can assume that the tables are the same across all bosses and could be any major so with the system right now its almost impossible to get discs at all and the ones you do get you probably wont want. Please increase drop rates or rework how they drop on low ranked bosses. Aside from the drop rates there is a spawning bug... ill drop some pictures. ACE please fix Moving on to War tribe drops... We farmed with 3 people R8 Urgu for 3 hours and came up with 1 minor discipline. We killed elites, captains, bosses, etc and came up with a few runic weapon recipes (maybe 12-15 between us) but only one discipline. The drop rates should be increased on minor disciplines, i don't know what the percentage drop rate on that is but its not high. We need 3 per person and a lot of them are useless so only 1/2 to 1/3 of the minors people will actually use. This system needs some touch up before live or people will be minor disc less. Again I'm going to say that maybe the rates at which the runic components drop and the discipline drop rates need to be flipped (and preferably increased). 12-15 discs after 3 hours of farming with 3 people is not great but at least its something. This morning we killed 2 group bosses (evidently different then normal bosses) and they had a lot of loot (pictured below). This seems really backwards to me, if the minor drop rates are so poor why do the group bosses drop only 1 but they drop 4 recipes. With these drop rates we will be able to make 6 runic weapons a person before we ever get our minor disciplines. These realistically should be flipped so that when I kill one of these i get 4 discs and 1 recipe. But they had dropped loot both times we killed them so who could complain about that .
  14. 12 points
  15. 12 points
    ZYBAK

    Giving Outposts Area Wide Buffs

    Right now taking and holding outposts is very lackluster. It's boring and usually something people dread doing primarily because there's no reason to grab them other than "points". - If you're a PvPer and you're not in the race to win then there's no point in even bothering with them. - For harvesters they don't get any benefit whatsoever. If you guys gave something like a 5% damage buff for having a nearby Outpost and an extra plentiful harvesting point and extra harvesting critical chance it would really incentivize people to want to grab them for reasons outside of points. - It would add some tactics to taking points on the map. Maybe you want to grab the 2 nearby outposts for a 10% damage buff before trying to take a fort. If you're planning on doing a motherload run you'd want to grab nearby objectives first for the buffs and a fallback point. Overlapping buffs might be too much but maybe there could be a limit to how many stacks you could have. @jtoddcoleman@Tyrant@thomasblair
  16. 12 points
    Ok ACE, how is it that you want us to level? You provide no useful sacrifice items past lvl 3, and blue and purple vessels were a pain in the ass to level even when we could use soil, architecture frames, etc. In kickstarter, you promised us we'd start at endgame. Your bolted on leveling system sucks - having class powers gated behind levels is not what we signed up for. If I wanted a leveling theme park game, I'd play WoW again... they at least do it well.
  17. 11 points
    nerion

    The Greatest Story Ever Told

    A king yesterday, a refugee today. Elves are proud but the Elven King was the proudest. After his kingdom was lost to The Death Alliance in the long war he had fallen. This is the story of the day he fell the furthest. All mornings began the same. A soulful aching and an active decision just to rise from his dirt bed and continue another day. He was joined by his loyal minotaur slave. He had been at his side in the beginning, the end, and now. He served… Endlessly. The King saw the slave not as a friend but a dutiful servant, loyal, but ultimately a tool. He never thanked him but believed that the slave's own duty was what kept him by his side. Today they traveled together in a large group of dingy elven refugees seeking just to live another day. As they continued their long journey to the next refugee camp, the king was reminded of how much he had lost. No longer did he control an empire. In fact, he wondered if he ever did. Their allies called them friends but deep down he knew in spirit he had bent the knee. He was too prideful, at the time, to call the situation its truthful name. Now, he had no illusions. His people were "too great" to be in the shadow of The Death Alliance. However, all he did was trade one master for another. Without a strong “ally”, success seemed to always evade the elves... He and his slave approached an altar to Myrkul. He knew the altar was built on top of a holy shrine to his old gods but he felt no bitterness. Where had they been? There was no divine power that kept his kingdom together. However, death was Myrkul's tribute and he could feel its power emanating from the shrine. "As one path ends so another begins..." the King whispered as he stepped close to the foot of the altar. His slave opened his mouth but no words escaped. For the first time today and ever, THE PROUD KING BENT THE KNEE. The slave was filled rage and sorrow after witnessing his master's debasement. He knew not to question his lord but he couldn't contain his confusion. "Why my Ki.." he felt the hilt of his king's sword embed itself in his throat. He fell to the ground coughing and spitting blood. From the noise and confusion a large figure approached the pair. The crowd of elven refugees parted and made way for a giant. Both parties recognized each other immediately. The Half-Giant Cleric of Myrkul laughed, "Do I call you king, enemy, or a new convert?". The slave snarled and lashed out at the cleric but raw power of Myrkul crushed him into the ground for a second time. A large boot raised into the air and, in order to save his slave ...THE PROUD KING BENT THE KNEE. The king tended to the wounds of the slave. He was trained in the healing arts for war but he performed this service with tender care and not battlefield duty. His mind wandered as he bandaged the unconscious slave. Maybe elves were not meant to rule? He wondered if it was in their destiny to be ruled and all this time he had been fighting the very nature of his people.... and himself. The slave awoke to a smiling king standing over him. He was very confused. For one, he did not expect to wake up at all. Secondly, he had not seen his king smile in ages. Before he could speak the soulful king placed his finger over his lips. “Shhhh, don’t speak. I know why you have been so loyal to me over the years and I have taken you for granted. I have learned my true place today.” What happened next to the minotaur had only occurred in his dreams. The elven king embraced him passionately and kissed him. His little elven leg even lifted up. When their lips separated the minotaur exclaimed “My King! I always...”. "No, I am a new elf today, MY FRIEND! Henceforth, I shall be known as RAINBOW the Elf! After the worst of storms there will always be a rainbow. I want to guide people to a better tomorrow through love and peace and subservience and...." The slave interrupted Rainbow... "That is all good my little king, but it is time for you to perform your duty" So for the third time that day and many, many more times that night, THE PROUD KING BENT HIS KNEES.
  18. 11 points
    Angelmar

    Jah's Reports on the Trial of Valkyn

    Andius, I salute you and your epic tale of back capping in the wilds of uncharted and bug riddled Galstor with your band of 2-5 Chaotic Rebels vs the 7 Strong Legion of Balance. Glory be to all those that contest in the name of Valkyn the 1am circle standing. I am told that the Dread DarthBunBun, circlestander extrodinare, and his renowned compatriots Phroot the Unnerfed Confessor and Galvia the Sometimes Streaming we're led on a merry chase for some time by one or two outpost backcaps in their Grand Quest for the Screenshot. May the Great Pann, Hearld of the Pantheon of the Gods forever record these mighty deeds. Never have so few, 2-5, stood so valiantly against the slightly more than few, 7. Well done Chaos!
  19. 11 points
    vkromas

    The /who command needs to go.

    So, I wasn't sure if this note from our check-in history should be player facing so I initially left it out. After reading this thread though I've updated the patch notes to now include the following excerpt: /who is now a CSR only command and no longer accessible by players. This has been noted in the 5.8.5 Test Patch Notes posted today, 3/21/19.
  20. 11 points
    Thimble

    [RP] Thimble's Promise

    The forges within the Corvus Citadel had been a bustle of activity since the Trials had begun. Though Thimble was but a crow, he had mastered the use of hammer and anvil while inhabiting the reanimated corpse of a long dead knight. Long had he toiled in that vessel, sweating from the heat of the flames, his arms covered in soot. The body had required food and drink while working, but the Citadel had provided. Zerst, Master Chef of the Citadel, had been hard at work himself, creating endless amounts of his signature dishes: gerbil cream pies and gerbil juice. He claimed that there was a secret ingredient, but that he would never tell what it was. No matter; the products of his genius had helped Thimble and the other Crafters of the Citadel outfit nearly all of their combatants in armor made from rare ores gathered near the contested Goldenhorn ore fields. All of that was about to change. The Trial of Valkyn, the All-Father, had begun. The forge still needed tending from time to time, but Thimble had several very eager apprentices who were now skilled enough to take on most of the work. Now Thimble would be able to spend more time in the Trial, to compete to earn tribute with He Who Sits Upon The Dragon Throne, Valkyn the Ancient. He would burn, tear apart, and shred the reanimated bodies inhabited by the crows of Balance, and he would help lead the forces of Corvus Citadel and the rest of Chaos to victory. That was his promise, to himself and to his Brothers and Sisters of the Citadel.
  21. 11 points
    jtoddcoleman

    Zone Caps

    we're pushing as hard as we can to get the new server performance improvements out to you guys, because the higher the cap, the less this issue will matter. we could put in a temporary faction cap (something like 33/33/33) but my fear is that people would just abuse this with alts and it wouldn't actually help the situation -- in fact, it would make it worse, as everyone would be forced to queue pretty much all of the time. we're aware of the issue, and absolutely understand that it's incredibly frustrating. if there was more that we could do, we would. server and client performance is our #1 priority for the next milestone. once we're on the other side of that improvement, I'm more than happy to look at separate queues for different factions (or maybe just enforcing that during siege windows), but I want to stay focused right now 100% on improving performance. Todd
  22. 11 points
    Staff

    Game not what it should be

    Crowfall was promised as a play to crush throne war simulator, and while its certainly play to crush (with pure numbers and extreme gear difference) and it is a simulator (circle simulator) it needs to be much better on a lot of fronts. Farming in this game sucks, you need a ton of mats, strong tools, a lot of time, and complete dependence on others for higher tier mats from other professions unless youve bought several accounts, and even then unless you have several farmer crafters behind you you'll still be behind, farming dust is a pain, farming embers is even more of a pain, and little things like skinning getting reduced drops at night, and lack of much needed mob types, all add up to an extremely unpleasurable experience for the entirety of the gearing session. Even after getting all the mats, rounding up various crafters to craft it, you will still have a chance to have it all wasted with a chance to fail on assembly regardless of skill, for my most recent set of gear 2 of my gauntlets were flawed from blue to green with a 98% to not fail. Even after working overtime to farm mats, beating your way through rng crafting, you can finally pvp, oh wait no you cant, not alone at least, youve now gotta get a couple of geared friends to stand a chance, congrats! back to farming for you buddy boy. Ok now that you are geared, your friends are geared, and you got your discs set up you can go finally pvp. Or not.... you can now stand in circles for several hours. After awhile of circle standing you finally meet someone, oh wait oh god he isnt alone, he has 12 other dudes with him, you and your 4 buddies never stood a chance, you cant run because your mount moves about as slow as your thought process before your morning coffee, you cant fight them because there's just too many, you cant focus them because this combat system is complete trash you accidentally hit the templar once and he knocked down your entire team, and with a movement and combat system like this you cant kite them and spread them out without malekai himself descending from the heavens and personally blinding half of them. Ok so you died now you get to respawn super far away because you didnt own a fort and now have to fly for 5 minutes or break your armor, then you get to sit around for 3 minutes on shroud and hope no one comes by. Now that you've ressed you can go look for an even fight, your teammates logged for the night because the crow flying made them die inside, after finding 1 person you get into a fight with them, turns out the gear you crafted wasnt enough, youre fighting a champion, you get him down to 1% health 40 times but he just heals right back up and kills you because you didnt decide to run plague lord that day. Ok after respawning, flying, and waiting, you meet someone else of the same class, another myrmidon! finally a fair fight, or so you thought, you manage your crashes perfectly and even manage to break his, but unlike you his gear is a tier higher, he has more health because health is related to armor for some ungodly reason, and his 2 axes named noob slayer and carried by my guild do more damage because he exploited with wooden boards, and now youre dead again, back to flying, back to waiting, back to hating the cycle. Before this game is ready it needs a lot of changes, allow me to list a few below REDUCE THE PVE GRIND FOR THIS PRIMARILY PVP GAME, increase drop rates on leather, wood, and higher colored items, along with dust and embers. MAKE THE GAME ACTUALLY SKILLFUL WITH BUILDS AND OVERALL COMBAT, introduce armor and weapon sets like eso's, it allows for a lot of customization and unique builds allowing your min max to be more then just a good hunger shard (which needs some serious rng buffs) REPLACE THE KEEPS AND FORTS WITH SOMETHING BETTER, AND MORE DEFENDABLE, keep sieges are only passably acceptable atm because its the only time you will be 100% assured you wont have to just circle stand, the keeps are small, and undefendable with its layout allowing for holes everywhere. forts themselves are too easily capped, went with my druid and hacked my way into several forts earlier, chopping through the stone foundation and thick wooden walls, we didnt cap it super quick because theres just 2 of us, but more would have capped that fort with 0 warning in under 3 minutes, make forts stronger, harder to take, and have more warning. THE NERF SLEDGEHAMMER, for the love of the all father, stop nerfing classes with just the sledge hammer of doom, tweak the classes dont destroy them like fessor, when the pitfighter nerf comes please dont make it worthless TLDR: farming sucks, crafting sucks, pvp sucks, combat and movement system sucks, still better then wizard101
  23. 11 points
    No arguments there. Standing in circles is bad game play, and constant fort flipping is also bad game play. I just happen to think the proposed "immediate fixes" favor a very specific type of game play, and totally cuts out casual players from the greater war game, (solo's could not effectively contribute without camps) and are slanted towards "what will help us win" more than than better game play. I would rather ACE implement real fixes, than spend time tweaking an incomplete system. This last campaign has at least been competitive, and these changes would pretty much guarantee the next one wouldn't be. I can bear up with great fortitude to the complaints about certain guilds feeling burnt out by the pace, considering how deaf to other players complaints those same guilds have been when it comes to "doing what it takes to win", even at the expense of those players game experiences. Shoes on the other foot, and suddenly it's a "simple fix you can do today".
  24. 11 points
    So, ACE seems intent on removing capabilities for leveling quickly with crafted materials that players have discovered, forcing them to level in some way that ACE "approves" of. Has ACE considered that players are trying to circumvent the process that ACE wants because the process that ACE wants is not fun, nor interesting and is excessively time-consuming?
  25. 11 points
    top required change: make forts at the start hostile. rushing out at lvl 1 to cap no fightin is silly
  26. 10 points
    Thimble

    [RP] The Fall of Storm Haven Keep

    A cold wind stirred above the white snow. It swirled and eddied before finding its way to the precipice, coalescing into an invisible wave as it tumbled over the edge. Down it went, leaving the peak in its wake, flowing around trees as it descended. When it reached the bottom, it sped out from the base of the mountain, heading south, losing intensity as it ran into obstacle after obstacle. Finally, nearly depleted in strength, the last tendrils reached out before dying and managed to barely move a banner on the walls of the Sunset Keep. Dark eyes surrounded by fur took notice of the movement, as they took notice of everything in sight. This vessel had revealed to Thimble even the most skilled assassins with its eyes, once thought to be a curse by Gaea, the Earth Mother. Now prized for their eyes above all else, Elken had become the vessel of choice for Thimble when seeking to expose the sin of his enemies to the Flame of Truth. He had wrestled with the White Crow for what seemed an eternity. Finally it had begun to struggle less, tiring from the constant fight against the magical energies harnessed deep within the Corvus Citadel. Soon the Citadel would control its powers completely, strengthening their forces, further solidifying their victory on the battlefield. Already Thimble had been able to siphon some of the power of the White Crow, giving the Sergeants of the Citadel the real time combat intelligence they needed to command successfully. Soon, he would be able to infuse the Citadel’s Artificers, greatly increasing the efficiency of their operations. The present suddenly rushed back to him as Duffy gave the order to move northwest, skirting the mountain on the way to the portal to Calinor. Without hesitation, Thimble leapt from the walls of the Sunset Keep, landing with the agility only an Elken could achieve, immediately transitioning into a sprint. The order was unexpected; the baneful trees hadn’t even spawned. Duffy was taking a risk with this move, but being bold was often necessary when fighting Balance. And, truthfully, Order had in recent weeks shown itself to be quite formidable as well. The Death Alliance leaving the freedom of Chaos for the rigidity of Order made no sense to Thimble, but as adversaries they had earned the respect of the Citadel, and it felt like that respect had been returned in kind. Bounding up the rocks below the portal to Calinor, Thimble caught a brief glimpse of Grimmel as the scout stepped through. Immediately the report reached them that the Free City was clear of enemies, and the order was given to proceed. They waited only seconds on the other side; the army of Corvus Citadel, for that was what it was becoming, had practiced squad movements and had become efficient at force projection. Grimmel had already reported the all clear on the other side of the portal, so when Duffy began giving the order the entire force was through the portal before he could finish. Swiftly they raced as one cohesive unit along the road through Thracia toward Storm Haven Keep. Stilling their breaths while positioned behind a hill near the keep, the forces of Corvus Citadel managed to remain hidden only a hundred yards from the walls. While looking for the flat ground necessary to perform the summoning ritual for the mighty siege engines, Duffy noticed a breach in the wall and quickly consulted the Sergeants to devise an attack plan. Mighty Vanboozled, grizzled veteran of the Citadel, suggested an immediate attack without waiting, to try to take advantage of the boon presented to them. The order was given, and five full squads of warriors streamed into the breach, pivoted left and flowed into the corridor inside the exterior fortifications. Emerging from the ramp at the top into a hail of arrows and seeing their desired avenue cut off by a ruined bridge, Thimble and Duffy, brothers in arms, ran along the top of the wall toward their secondary objective: a bridge, still in tact, to the left of the inner keep. The order was given for a small group to break off at the back to distract the Order defenders as the main force cut down guards left and right. Unfortunately, the enemy was not so easily fooled. When Thimble and Duffy reached the end of the bridge, with their brothers and sisters streaming across behind them, they ran headlong into the bulk of the enemy force. Worse still, Order had the high ground, and with great defensive positioning. Thimble could only assume that Chroma, who had shown his tactical cunning, was leading the defense. In an attempt to avoid total annihilation, a hasty retreat was called. Their numbers cut in half, Thimble and the remaining warriors of Corvus Citadel maintained discipline as they retreated down another ramp, taking shelter inside the fortified walls. That allowed Chroma, or whoever was leading, to order the defenders to advance across the bridge and attack from the top of the ramp, while splitting their force and attacking simultaneously through the courtyard into the chamber below. Performing the incantations and required movements as fast as he could, Thimble summoned tornadoes to toss the enemy left and right, granting a momentary reprieve to the now very small attacking force. That reprieve lasted only a moment, though, for the heavy hitters of the enemy were within their ranks. With a mighty bleat, Thimble charged, using his antlers to knock three of the enemy away. Instinct took over, his movements faster than his mind could even comprehend. He summoned a blast wave, blowing several of the enemy away and lighting them on fire. He then leapt into the enemy, pivoted on his hooves, and immolated an entire group as he teleported back into the chamber. It was a last ditch effort, however, and ultimately proved to be futile. Despite valiant efforts by Thimble and his brothers and sisters, they fell to the overwhelming forces of Order. At Duffy’s command, they flew back as crow spirits, recovered control of their vessels, and formed up on the other side of another hill close to the keep. Once all forces had been accounted for, they began an ordered retreat. Then, suddenly, Duffy received intelligence that the powerful forces of the Winterblades had been spotted near the keep, on the other side. Immediately the Corvus Citadel forces turned and advanced hastily on the nearest baneful tree. Arriving in moments, they found a squad of Order hacking at it with all the effort they could muster, clearly hoping to destroy it before anyone could interrupt them. It didn’t work. Five full squads under the banner of the Citadel quickly overwhelmed the squad attacking the tree, and then the healers began immediately healing it. Before they could bring the tree back to full health, word reached them that the Winterblades had done the same thing at another tree, and that the Death Alliance had retreated back into the inner keep for a last stand. Grimmel, who was able to use the shadows to stay hidden, relayed information as the Winterblades streamed into the keep, killed off any remaining guards that got in their way, and ran straight to the inner keep. He described a quick battle in which the defenders of the lower room were overrun almost immediately, then gave the recommendation Duffy was waiting for: if Corvus Citadel were to attack again, it would be at that moment or never. With a mighty roar, minotaurs and half-giants running in front, Corvus Citadel’s attacking force charged through the breach and straight into the inner keep, behind Balance. They ascended the ramps swiftly and saw an unbelievable sight at the top: the Death Alliance had repelled the Winterblades assault. Hesitating only a moment, Thimble began firing tornadoes at the small groups of Order left in the room with the Tree of Life. He charged with his antlers, blew up the enemy with blast waves, and summoned more tornadoes. Over and over, his pyrotechnics and antler antics forces the enemy off the edge and into the courtyard below. It looked like Corvus Citadel was going to be victorious in the pitched three way battle. Until, of course, the Winterblades streamed in, having regrouped from their earlier defeat. Corvus Citadel was able to hold them off for awhile, but in the end the Winterblades and their vassals were able to destroy the Tree of Life and plant their own Golden Apple. Corvus Citadel’s attack had failed. The Death Alliance, and the rest of Order, had lost their keep, but not to the forces of Chaos. For the first time in the Trial of Illara, the Winterblades controlled two of the three keeps. Still, even though Duffy’s plan was bold, Thimble knew that it was better to have tried and failed than to have not shown up at all. After all, Corvus Citadel had earned a reputation for not backing down from a fight without good reason, and they had proven that again today.
  27. 10 points
    Thimble

    [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.
  28. 10 points
    Andius

    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
  29. 10 points
    Nueby

    Transcendence is Recruiting! [NA]

    Who is Transcendence, and what are our goals for Crowfall? Transcendence (hereafter known as TRA), is a guild of adults (at least in age)who in our free time, enjoy playing this game of Crowfall, while learning and trying to improve in its many aspects. We are a guild who seeks to grow through quality of player--this is more about ones personality than their game-play skill. Though Crowfall is still in a pre-alpha state, we are striving to leave our mark on the community in a positive manner, through our decorum and guild personality. We also seek to leave our positive mark in the in game sense as well, by being active on the fighting front, and having friendly competition on the leader-boards. Our overall goal in Crowfall is to have fun. There is a fine line between taking the game overly serious, and overly casual, and we're trying to ensure we find our balance somewhere in the middle. Also, being a multi-national English-speaking guild it allows us to have players on at all times of the day. Who should apply to Transcendence? TRA has little patience for drama, and in a game of this nature, that's bound to happen. So if you thrive on drama, and seek to spurn it on, you're not going to find a lot of support here. If drama tires you out, and you just want to go crack some heads on the digital battlefield, or harvest the shiny things, or make the shiny things, then you may be in luck. TRA is of adult age ranges, which means people have jobs, families they care for, and real life troubles of their own. To this, we know that people don't always want to play Crowfall. Even when they do, real life may not simply allow it. We don't have any manner of required play time, or an expectation that you'll be all night every night. Do you have to play X class, or participate in Y activity? The answer to this is 'No'. If your only real desire to to mine ore, and that's the kind of thing that makes you happy, then mine to your heart's content. If you have the blood-lust that roils in your veins, and you'll find only satisfaction in crushing your enemies, and making their women weep in lamentations, then crush away. If you want to be armorer and quartermaster, taking pride as guild members harvest those tasty shiny things, or crush said enemies, by the gear you've provided--then put on that blacksmith's apron. Whatever your focus or interest, it's welcomed. If PVP is not at all your thing, you are not required to indulge in it--though we think it's a lot of fun, and we do invite you to join us. If combat is your sole goal, you are not required to arm yourself with a pickaxe, instead of combat axe--though any harvested material you bring in does help. When it comes to PVP, there are situations where some classes are more necessary and preferable than others. Does this mean we will force you to switch to said class? No. If you find the class that you love, and it's all you want to play and improve and master--than continue to do so. Though being flexible in class and build does allow the guild to be more impactful on the battlefield. I've read all this and I want to join. What's next? If you've read through our brief post, and the style of our guild seems to resonate with what you'd want, then we invite you to drop by our Discord: https://discord.gg/3PSmZtj Once there, find Nueby (our guild boss) and message her, and she'll conduct an interview. Why is the interview important? It ensures that your personality, and our guild personality, sync up well. The last thing you'll want to do, is be here a month, and not feel like you fit in well. It also helps you to know going into things, what as a guild we expect of our guild members, so there's no surprises along the way. If after the interview, you decide we're not the guild for you, then no worries. TRA tries to keep in good contact with our factional guilds (and some cross-faction), so that if you don't find what you're looking with us, chances are, we'll know where to send you. We hope to see you on the battlefield, whether as friend or foe.
  30. 10 points
    @ACE There are SIMPLE fixes you can do today to improve your player experience and still get all of the testing data you need. Please reply here with a +1 to sign the petition! 1) Put any kind of TIMER on the capture of forts (6 hrs, 12 hrs, anything!) 2) Increase siege timers to every 3 days (72 hours) 3) Make outposts useless again. Remove the points attained from them (for now). We know all of the stuff above works, so let's put it on hold until other systems are in that improve the points mechanics. THANK YOU!
  31. 10 points
    Scree

    Uncle Bob via Mega Alliance?

    I think the issues in the current campaign are a good example of differentiating between an unorganized zerg and an organized one. Clearly, Jah is being disingenuous about which his faction is. The constant screenshots of player counts are cute, but clearly show an organization concerned about appearances. Not knowing the difference between two organized, experienced, skill-trained guilds competing against mostly wet-behind-the-ear unorganized factions is a bit "he doth protest too much" in nature. With that said, I am not in agreement with JTodd about his solution to this problem. It feels a bit haphazard and unlikely to influence any behaviors in this game. Rewarding individuals for team enhancing behaviors is a novel idea, but the problem is we have evidence it doesn't work. Any individual reward track incentivizes individual behaviors. If I know up front that I can win rewards simply by crafting more than any other person, I'll do it. That doesn't mean that crafter is giving those goods to anyone, helping his team, or any measurable assistance is being provided towards winning. This is the problem with his reward vectors. Ultimately none of them might actually influence a team's outcome. Let's assume an obvious vector; Kills: I can farm kills against alts and manipulate the rankings so that I win. Crafting: I can craft all day long, and not provide these goods to my team. Harvesting: I can harvest all day long too, but if the goods don't make their way to my team... Captures: probably the only vector he hinted at that would help my team win; ultimately also farmable with the right cross-faction alliance. It's hard to think of any vector that can't be manipulated, simply to win these "gold medals". I also don't believe any of these vectors necessarily mean that an individual was contributing to the success of a team. They merely indicate that a person is having individual success. Reward vectors of a personal nature like this, are almost assuredly going to incentivize the wrong behaviors because teams don't necessarily do well just because one player is doing well. I do believe there are solutions to incentivizing or penalizing team stacking behaviors. I think it's possible to solve this to a degree. Ultimately people are going to join a stacked team if they can get something for doing it. Stop giving people rewards for joining a stacked team. Also please note that their different ways to measure a "stacked" team; both by inspecting player count, and the current faction score.
  32. 10 points
    Heartsteel

    Uncle Bob via Mega Alliance?

    Browsing around, from what I can tell, a lot of you are: 1. Upset cause you're on the losing end. 2. Defending being on the winning end. and a lot of you are just 3. Whiny toddlers. Anytime the word guild is even mentioned in a game, they forge alliances and make enemies. It's just how it goes. Next campaign some of 'em are probably gonna stab each other in the back anyway when there's no reward to work for so the factions will most likely even back out after a few short campaigns. Several of you have legit ideas and arguments which is great, but most of you are just ticked that you're either on the losing end or a guild you figured would help your faction win left for the guild alliances. All over an imaginary golden reward or whatever. Y'all are acting like you're being cheated out of $1,000,000. It's sad. The problem here really seems to be the guild alliances. Wanna get rid of them? Give the guilds a reason to fight each other. Player individual rewards are great, but top guild rewards would probably take care of that even faster. Granted, we are in pre alpha and there isn't a lot of big, coordinated guilds yet, but you have to look beyond that. Where are we gonna be at launch? New players come in, new guilds, new skillsets, ect.. Get a good number of guilds and competitive players and boom. Faction tier rewards, Guild tier, then player tier. Rewards for teamwork and rewards for solo. The top player isn't necessarily going to be in the top guild, and the top guild may not necessarily be in the top faction. Everyone gets a fair shot. But seriously, if we're gonna be this insulted over a gold badge, then we need to rethink our life priorities and we're probably just not ready for rewards yet.
  33. 10 points
    Tark

    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.
  34. 10 points
    Due to the expansive nature of the Undead Alliance structure, Pest UDL has starting to hire contractors to help with his admin. For those looking for the primary guild experience theres the core of the 10 year old alliance: Undead Lords (70+)--the Knights of Myrkul, a death cult RP! Lords of Death (70+)--Another death cult. and Sinister (50+)--vaguely brooding folks that missed the memo on the naming scheme. For those seeking a more unique experience, UDL offers a full range of subguild options: TheBalance (not to be confused with the faction) for the discerning roaming killer. Obsidian for the stealth obsessed Screeling Mostly Harmless, for the un-ironically named. Mithril Warhammers for the dwarvishly inclined For the more independently minded Chaos member there is always Lords of the Dead (30+)(LotD, not to be confused with LoD)--another death cult not quite ready to make the jump to Undead Alliance. Any Elves, Former Elves, and Wannabe-Legolases wishing to join the Undead Alliance may contact @nerion and @MarsJust, UDL Chief Ministers for Elven Re-education and Immigration. @Ginko's door is always open for any new guilds that have yet to hear about a Death Cult near you! Preferred communication is through multiple PMs and spammed discord messages. Join the Undead Alliance Today! This-Message-Paid-For-Jointly-By-Ministry-of-Elven-Re-education and Zerglings-for-Chaos-a-limited-liability-advocacy-group.
  35. 9 points
    If Game of Thrones was based on Crowfall every episode would be like this: But we want this:
  36. 9 points
    In regards to the power curve it would help a great deal if White Gear started at 6 PIPS of Experimentation like it USED to. So gear would be 6/7/8/9/10 instead of 4/7/8/9/10 which is a HUGE jump from White to Green. This would also ensure that White Gear would not phase out into obsolete territory for crafters as quickly if it still had a use and more potential Experimentation Points. I like the Talent trees, that's where you can create differing Class builds. But forcing players to level to even be able to play their Class is atrocious and grindy (even if it is a fairly small grind) Perhaps new Vessels could start with a significant pool of Talent points to unlock their Class Basics as Talent trees expand and grow OR get rid of the Class Basic Talents that unlock Skills at least and allow new Vessels to have the Skills applicable to their Class from the start.
  37. 9 points
    Vlaana

    Ranger feedback

    I copy my post here, to keep track of bugs on ranger. Feel free to add yours in comment. I will add them in the post and copy/past this post each time the dev ask for a feedback on live server minus the correction they perform if any. Here is a list of the problems for the archer class. It is probably easier to write a list about what is working but anyway. Character sheet - green vessel (haft-elf): https://imgur.com/kinW1Js Major disciplines: Mole Hunter and Sharpshooter Minor disciplines: Uniform leather, Glass Cannon, Demon's Pact Passive used in this build (4): Way of the leader Uniform leather (+100 AP) Glass Canon Gleeful Strike My data is given with the discipline above. Glass canon build with no damage 🤗 Equipment: Blue bow (damages 41-57) Crushing blue quiver (damages 47-69) Stat problem: Endurance regeneration: does not work well, either does not work or you loss the regeneration as soon as 3 food pips are lost. Attack power: 250 attack power for a damage dealer when tanks got twice that (pitfighter tanks got 700 AP). Capacities problem: Charged attack (basic attack): hitting 600/700 damages on leather for 2s of charge when the arrow is not lost in the void. Just to compare auto attack from druid(stormcaller)/assa deal 400/500 on leather so basically with 3+ auto in 2s around 1200/1500 damages. Void definition: sometimes (usually when lagging badly) your arrow-charging animation will stop, but the bar will remain. When you release after this happens, you don't shoot. I've also seen the same thing happen with the animation staying but the bar disappearing. Both instances result in no arrow being fired. I don't have evidence of this since I only recently started recording this game but in a few days I may. @Samulus Double shots (talent): does not work, as soon as it trigger the next charged attack do not deal 50% more damage. https://imgur.com/DcSlyhH Rapide fire: most of the time no arrows are hitting the target but the skill is on CD. Barrage: no damage (between 50 to 140), no range (35m), limited to 5 pleople and you cannot really move as you would like. This spell is upgraded via the talent "withering barrage" to remove 20% of damage BONUS (so basically nothing). The area of effect does not work when you try to hit targets on wall. Moreover, the positionning circle is not visible on slope or in building. Sweep + disengage: too long, the disengage should be instant. Traps: should not explode when it times out. The triggering zone seems too short and the trap can be seen by ennemies. Suppression shot: People should not be able to retaliate on this spell. I mean it is a suppress, isn't it? Forest Step (Warden) - Often does not connect the first hit or second hit on moving targets due to disjointed distance to target (sometimes you teleport onto their head lol). Awesome to use when they are retreating, but it's not reliable for anything other than a teleport right now... It would be really nice if we could reliably connect that second hit since there's a snare on it. @Samulus Ultimate: charging too fast. Create, a second ultimate more oriented toward damage instead of defense to have a real choice. This point is also true for a lot of classes (confessor, ...). Discipline bugs: Get 'em (Mole hunter discipline): the root spell does not root. Passive "all clear" (sharpshooter discipline): no ennemies within 30 meters... (should I say we only have 34 meters...), to be tested Passive "Call of fire" (archer) do not move, charged bow twice then you got a buff. Ho sry, the fight is already moving otherwhere and you only got a poorly made socksty range. Does not work with high tension compound bow. It only procs and makes the sound but doesnt do anything. However, it works fine for recurve bow. @Darkstar412 Passive "Glee ful strike": this passive should increase your damage by 10%. https://imgur.com/b6K7S19 The second hit is without passive so the first hit should be around 810. Equipment problem: The exotic arrow abilities never trigger (Is it part of the problem described below?). The leather stuff bonus damage is utterly pathetic compare to the survivibility given by mail or plaque equipment. Passive talent problem: Too many useless passive talent for the archer specialization (power efficiency, support power) and disparity between physical or elemental penetration. The passive talent tree for weapon sucks as hell. However the power efficiency is mandatory for the warden specialization as there is no viable option to regenerate endurance other than critical hits. @Samulus Conclusion on the ranger: Wood-elf is mandatory because of the dodge range and is the only race that could manage the Fae mobility. Warden is almost mandatory because it is using chain mail so 15k HP and high resistance and has the same range as an archer. On archer, Sharpshooter or Arcane archer discipline are mandatory to have damages other than piercing and the only root working in this game. Quiver or basic arrow are custarded (50% of the class damage does not exist). Currently archer is probably the worst class of the game. 5.8.4 correction: Range: 34 meters, pathetic range to manage kitting when a fae or wood elf just glish/tp on you. This range is not enough to defend a fort or Keep. Archer should be able to reach 60 meters range. My mistake: I probably found why the ranger damage suck so hard. The ranged damage given in my character sheet does not care about my quiver or my basic arrow. https://imgur.com/fbJNEh2 I did a test using basic arrow (damage 14-21) on dummy and got the following damages: https://imgur.com/UFafpLP Now, the same test by using my crushing blue quiver (damage 46-69) https://imgur.com/zwWFS5m By the way, the quiver does not have a durability bar, is it a bug? Is it part of the problem? This bug make us loss more than 50% damages as my quiver got a damage range higher than my bow. Here is my mistake because it's the following problem: perception versus reality. The archer basic attack formula is : 227 - 307 + 2.67*Weapon damage. Roughly, 50% of your damages are flat and 50% are provided by your weapons (50% from your bow and the rest by your quiver). You quiver can only contribute for roughly 25% of your damage. Perception: switching from basic arrow to blue seems to be huge gap, going from 14-21 to 46-69 adding the bow you basically increase your damage range by 50%. Reality: The following calculation is basic and do not consider attack power or damage modifier (dunno if it applies before mitigation or after). I also removed the penetration from weapon and the bonus provided by discipline. The mail stuff also provide (51% armor 1% higher than the cap but it marginal for the calculation without the penetration tree). If someone has the white quiver damage to improve the comparison. MIN damage MAX damage Armor penetration (ex: crushing) Armor mitigation (ex: crushing) Comments White Bow 32.00 46.00 0.00 Blue bow 41.00 57.00 0.00 Basic arrow 14.00 21.00 0.00 Blue quiver 50.00 72.00 0.00 White plate armor 0.19 Blue plate armor 0.31 White mail armor 0.14 Blue mail armor 0.22 Passive tree 0.15 0.18 Talents 0.11 Basic attack calculation formula 227 - 307 + 2.67*Weapon damage 227.00 307.00 2.67 Calculation (White on White) Comments Calculation (Blue on blue) Comments White bow 32.00 46.00 Blue bow 41.00 57.00 basic arrow 14.00 21.00 Blue quiver 50.00 72.00 basic attack output 349.82 485.89 Before mitigation basic attack output 469.97 651.43 Before mitigation Without armor penetration tree for attacker Without armor penetration tree for attacker Output damage on white plate 181.91 252.66 After mitigation Output damage on blue plate 187.99 260.57 After mitigation Output damage on white mail 199.40 276.96 Output damage on blue mail 230.29 319.20 With armor penetration tree for attacker With armor penetration tree for attacker Output damage on white plate 234.38 325.55 Output damage on blue plate 258.48 358.29 Output damage on white mail 251.87 349.84 Output damage on blue mail 300.78 416.92 Ratio between white/blue equipements in percentage MIN damage MAX damage Comments Without armor penetration tree for attacker Gain damage on plate with blue stuff 3.34 3.13 % Gain damage on mail with blue stuff 15.49 15.25 % With armor penetration tree for attacker Gain damage on plate with blue stuff 10.28 10.06 % Gain damage on mail with blue stuff 19.42 19.17 % Basically, the problem is that your damage output stay almost the same if you ennemy use the same level of gear. However, the HP increasing so fast with mail or plate than you need more arrow to shut down an ennemy so you got the feeling to have no damage. This feeling is amplified by all the defensive discipline, healing , the ultimate used as candy and the fact that ranger only got one useful skill "rapid fire". The lack of attack power in the talent tree, etc...
  38. 9 points
    Even now, Minotaurs trapped on the Balance faction, still must bend their backs at the elven tyrant's whip. Have not we had enough? How long will the community at large cast a blind eye to HoA's blatant enslavement and abusive practices against the gentle bovine creation? Not even Winterblades has stooped the to depths un-burrowed by Guinecean kind, to show such hostile cruelty to creatures who were given life, not by the spark of the divine, but by the ravages of the elven ego. I ask you to stand with me. Whether you be Balance, Order, or Chaos, friend, frienemy, or foe--let us all stand united against HoA's abusive practices, and tell them, "No".
  39. 9 points
    Hamlet

    Crows of the Worlds - Order Beckons

    Join us here! - https://discord.gg/XD2Asja
  40. 9 points
    dolmar

    Call to Order on NA

    To clarify this . I will step in here. As my honor does dictate . You can ask anyone in uXa . No one tells me what to do. They can ask and i decide if i will or i will or will not. I dont say this to be egotistical . It is the same for any member of uXa they are free people to make their own decisions. The game is meant to be fun not work. My enlightenment on soulin and HOA . He never did hide the fact that they were going to join winterblades in balance to secure a win. We worked with them as we would any other sovereign guild in a faction game. Soulin has my respect . HOA does put in work...No one can say otherwise. . It is not easy leading large numbers of people every night especially getting a melting pot of guilds working together with their own agendas. We just see things differently uXa was also allied with -W- in order. When -W- informed me they were going balance i was saddened as at the time they were good allies and i had made some friends there. But, as a guild leader I chose to stay in order for the time being. My choice was the best one i felt for my team . As was going Chaos now. Soulin and HOA -W- and Dambix/Malefric have made the choices they feel is best for their team and their notoriety. That's fine. This is Factions This is Zerging this is a game of thrones... good luck to all in this Prealpha game. Have fun.. That is the reason we are here. Sorry for they typos!
  41. 9 points
    Grillo

    Great Customer Service!

    I had an issue with my username and two accounts so I emailed customer service this afternoon and they responded super fast and resolved my problem even better than I expected. I have played various MMORPGs and have never experience such great customer service. I am glad I decided this to be my next MMORPG. I really wish this game a lot of success.
  42. 9 points
    Aedius

    crash in big fight

    Today i decided to record the defense of the Balance fort in EU because we knew that chaos will come in number. It was a mess, everyone crash when they arrived at the tree, see my example : https://youtu.be/Ru-gAPDp8DM?t=143 On 7 people on our discord 6 of us got a crash. Is it the case only for us ? Is it the same on the US server ? When the first campaign will be live, we will get more people online, so it must be fix before.
  43. 9 points
  44. 9 points
    Yoink

    Solo Outpost Game Play Video

    Here is some solo outpost game play footage I just took. My video recording software messed up and it cut out the first 10 minutes of video.
  45. 9 points
    I don't care one way or the other if skills, vessels, and items are wiped. But I can see it being a bit lame starting at 0 skill and just doing a noob campaign. Can you allocate everyone some amount of training to start with or up the training speed. Make us deal with the logistics of harvest/craft vs capturing the map. Really digging the changes to capture point value amounts. Here is my biggest gripe with the current system. It is terribly un-fun. The way it is set up currently, the most efficient route to victory is not to fight the other side but to just have the 3 factions running in a circle behind each other recapping the fort that they just took. It's like a dog chasing its tail. Outposts - Take way to long to capture solo. I would suggest something like 2-3 minutes to full cap it regardless of number of people there. Have outposts send out a call for help in the zone they are in. A toggle we can turn on that shows all outposts under attack on our compass. With a 2-3 minute cap time this give people the chance to actually fight at these nodes, or at least get closer to the people capping them. Forts - This is where the dog chasing it's tail really shines. I want forts to be more like mines were in Shadowbane but with a faster turn around time. I would make it so that a fort can not be recapped for either 1, 2 or 3 hours, chosen randomly. This would be plainly listed on the map. Give the fort a 15-30 minute period where the throne can be claimed by the other sides. Get rid of having people stand in the center to cap and bring back the long channel to claim like we had on dragon statues. If the opposing factions do not claim the fort with-in that 30-60 minute period the defenders keep it for the next 1, 2 or 3 hours. These changes to outposts and forts would make me actually want to do them and organize for them with my guild. I know I would get PvP if I was doing outposts. I'm guaranteed to find someone looking for PvP or have someone find me when I'm looking for PvP. Yay! PvP. The changes to the forts would make it so that there was almost always going to be organized GvG PvP on the hour and adds a layer of strategy to the game. Do we defend our fort(s) or claim another? Right now claiming forts is just 3 factions each running up to a different fort, standing in the center uncontested while alt-tabbed, rotate clockwise. Make this style of play not the most effective of getting points. Make the entire playerbase's option only to either defend or attack a combination of only about 5 forts each hour, instead of attack or defend a combination of 20 forts 24/7. Funnel us towards each other, not spread us out. Keeps - I'd Say these are mostly fine the way they are. 3 that all are active at the same time once per day. Only thing I would do is rotate the times each day so that PST and EST all get a shot at prime time keeps throughout the week. I'd engage in all of these activities even if my side was losing horribly. PvP is still PvP.
  46. 8 points
    Kraahk

    The way of the CAREBEAR

    Nothing in this statement is true, except of the "I", because that seems to be all what this is about: You! (Fair enough, though) One of the latest news articles stated well enough why God's Reach was implemented and how it is meant to work in the bigger scheme. During testing, there may be short times when no other campaigns are available. Like the last full pvp campaign ended on thursday and the next full pvp campaign will start on tuesday. In these times you can still pvp. Either in your EK, but also in the God's Reach campaign. To make it more easy for you: Go here These are full pvp zones, including forts and keeps and sieges. So, what are you complaining about? About not having full access to a campaign with more than 2 pvp zones for whole 4 days ... in a game at pre-alpha stage? Seriously? I love feedback, i love criticism. When it is sound or funny ... at least somehow. But your's doesn't seem to be ... anyhow. Let me be frank with you. What you showed here sounds, for me, like the usual carebear-complainer rambles that has been seen from time to time within the last four years: "I don't get enough victims, so this game is poorly made sockse! I want them now, I want them weak, I want to feel good without any effort ... and you owe me to get there. Not now, but yesterday!" (By the way: Up to now it never worked out well. Just saying.) That is not how it works. In each area of Crowfall, you will have to do something to get where you want to be. In your case, in this stage of development, right now, until tuesday, this would be to go to the siege islands. I know, it's a tall order. But sometimes we need to make sacrifices. Speaking of sacrifices, I am willing to take into future consideration that you might have intended to make your original post be funny (and maybe i just didn't understand it). Or that your anger was genuine, but you just didn't see that there were pvp islands on God's Reach. Or maybe you just had a bad day and exeggerated a bit. Or maybe you just wanted to show off a bit to, so you would find people matching your individual playstyle faster and easier. But, if you really meant it just the way you wrote it, man, i would recommend to reconsider the way you look at some things. I do it all the day. And sometimes it's not the worst idea. Anyways, have fun, good luck Kraahk
  47. 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.
  48. 8 points
    You forgot Frostweaver! That’s very important to the success of Alpha!
  49. 8 points
    I hope you guys enjoy this. My intentions were to have this be an interview by the players and for the players. I asked them some pretty tough questions and I think it turned out pretty well!
  50. 8 points
    Welcome to Crowfall Pre-Alpha Build 5.8 Welcome to The March to the First Campaign To report any issues, bugs, or feedback you have for this playtest session, please go here: 5.8 Feedback and Bug Reports For an up-to-date list of known issues please go here: 5.8 Known Issues Please note: Group aura has been toned down, but still may persist. Groups: Group Aura has been removed. Eternal Kingdom: Players should no longer lose inventory when moving between Eternal Kingdoms. Campaigns: Players in the EU Campaign should no longer be returned to the Lobby when using a runegate.
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