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Showing content with the highest reputation on 01/04/2019 in all areas

  1. 9 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.
  2. 8 points
    top required change: make forts at the start hostile. rushing out at lvl 1 to cap no fightin is silly
  3. 7 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.
  4. 6 points
    I would very much prefer a spirit bank/character wipe for when the sanctioned campaign comes. As others have previous stated, there are just some guilds who do not know yet how to make vessel, where others already have Blue/Epic vessels running around, that is a huge difference in stats, and would suck for a big part of the new players. Also, I know passive training has come quite far now, but I know we have a decent amount in the guild(and outside of the guild) , who are behind due to vacation time (going home to families in christmas, traveling for new years etc.), and these people currently do not have a way to catch up to those who trained from minute one. Which is why I would say wipe everything. This would also make it so, people have no excuses when the campaign ends, and they lose Edit: What you could do, is have everyone start with full trained basic trees in the skills, just to move it a bit further along.
  5. 6 points
    Loving the seasonal adjustments to the point system. It makes winter count. IMO. Don't wipe skills unless there's a development reason for it. Most of us started about the same time, and starting over from zero after just starting to taste real skills isn't fun.
  6. 5 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.
  7. 4 points
    Wiping : From my point of view i would say wipe spirit banks/characters but keep the training. Why? So you can test how a new player experience will be in joining a new campaign, i'm not that sure the points in skills training (health, crit chance etc...) are so huge between a veteran and a new player, the only huge gap for me is in the harvesting/crafting stuff. If you are not wiping the skills system, new players coming will be able to have access to vendors/stuff veteran players will put in the Free city. If you wipe them, then the free city is useless since nobody will have the training required to make decent stuff before weeks/month. A lot of new players are calling on the general how to get stuff, so it's a good thing, again from my point of view, to let the skill train go on the sanctioned campaign to have a good overview of the economy ingame. But if needed then wipe everything. Points/Capture mechanics : It seems that you have the right ideas to avoid the "Uncle bob" thingies, i'm not a game designer so i'll let that to the specialist. My only concerns actually about the points/capture things are : Forts are too easily capturable : A player alone with scarecrow can take a fort, even more if he's one of the FOTM promotion class (pitfighter, plate confessor, paladin) Some powers/glitches are abused to bypass the walls (blinks, teleport etc..) who add a sense of useless in building those walls. I'll suggest to put debuffs in the zone of the fort/keep, kinda the same way Towers worked in Shadowbane, it should be dangerous to go into a fort/keep, not just a walk in the park like it's actually Buffs/variance guards : as actually they are all ranger = scarecrow. Ever make them immune to this discipline or get some variances in guards, we had some of those variance in previous builds, make guards great again! (but not too much like OS guards we experienced before) Make it more easy to build defense when you own a fort, for example actually it's quite hard to find ressources to build those walls, it end with forts being abandonned with no walls because people don't care about it (add even more to the feel of cycle capture) Night caping : maybe make opening window to forts capture to avoid the night caping teams? Not sure about this one because it's not really fair for those who haven't the same hours of everyone else. More alerts we don't know what happen until it's too late as @Soulreaver stated, we need to be advertised more faster when a fort is being under attack, because actually we are only alerted when they are already caping it. Make it when walls are damaged, guards hits or such Some Faction wide chat tab would add some more dimensions in planning attack/defenses and could eventually help bring a sentiment in wanting to participate (instead of only some groups of organized players yet) i've seen for examples some dudes asking for group in pvp in the zone chat of the temple. After all, i enjoyed those 2 weeks of campaigns testing, i personnaly like when the time for defending the keep is coming and everyone gather to the zone to be part of it, it's great time and it's nice to see those big fights talking place (despite the issues around it but hey ! It's pre-alpha) We have a full month of January to test your tweakings so let's go !
  8. 4 points
    If you feel the need to wipe skills to make a campaign fair, that suggests there is something wrong with the whole passive skills system. Everyone starting out with wiped skills is only going to happen once after the game launches. I feel like you should be designing the game so that wipes aren't needed to keep it fair. Or you should stand behind the decision that passive training means things are not entirely fair in this sandbox pvp game.
  9. 3 points
    The primary argument in favor of a wipe seems to be the notion that a wipe puts all players in an equal starting position. The argument takes the form as something like this: X player has played longer/is better/etc.; X player has thereby accumulated more gear, passive skills, etc.; X player's accumulated wealth will create an unfair advantage when the next campaign starts. I believe this argument to be folly for a myriad of reasons. First, wealth is purely a relative measure and this applies to wealth inside a video game. Second, each player's inherent ability to build in-game wealth (regardless of the form it takes, e.g. gear, resources, etc.) is not equal. The respective skills of each player will persist from campaign to campaign (and Crowfall has a pretty darn high learning curve). Those players who know how to play will immediately have a significant advantage as soon as a freshly wiped campaign starts. Further, Crowfall is a GROUP game. Not only will individuals be better at the game than others, but the best players will cooperate with one another in guilds and other associations to increase the wealth gap. Practically speaking, this means that certain players are inherently going to level faster, harvest more and better resources, craft more and better gear, and all of this will happen immediately following a wipe. What this looks like day 1 is that, among other things, every single person in a 50 man guild will have advanced weapons, mounts, and level 30 vessels, at the very least (the top pvp players will be in advanced armor, have food and other buffs, etc). As an individual player, you are going to lose, day 1; as a crappy guild, you are going to lose, day 1; as a great guild, you are still going to lose to other guilds, day 1. Hierarchies are inherent... It's the speed at which certain players can build wealth relative to others that creates the largest portion of any wealth disparity in Crowfall, not the wealth they start with. In a word, you might call this skill or merit. Simply put, large guilds are better organized and will band together in a way that has an immediate (and as best as I can tell an insurmountable) impact on the scoreboard. By demanding wipes, all you're doing is giving the players who build wealth more quickly than you do the advantage. I don't believe the skill of building in-game wealth quickly should be something that Crowfall supremely rewards and, presently, I don't think it's something that Crowfall really does reward [I have gear I personally crafted without any passive training and I can hang in 60+ person sieges with a starter vessel]. As a general observation, if Crowfall isn't any fun with huge disparities of in-game wealth, then everyone need not begin playing. Large disparities of in-game wealth are certain to happen with Crowfall's present mechanics (and pretty much every other MMORPG - this is the whole point of an RPG, building wealth/advancement/creating disparities). Third, the game does not need to be balanced around the present campaign type. Given that there are many campaign types expected, e.g. campaigns with zero imports, it makes no sense to wipe this type of campaign, at this precise moment. The people who are demanding wipes might as well demand a different campaign type to test. Fourth, the more wealth that is built in the game, the more wealth will be passed down via hand-me-downs, discards, loot, or sales vendors. These items will still be not as good as what is available, but they will be sufficient to compete against "wealthier" opponents in the present game mechanics. Because the game economy is broken (due to among other things constant wipes), there is not a huge refuge for new/poor players, thus widening the wealth gap. Again, it's the speed of wealth generation, not the total amount of other player's wealth, that is keeping certain players inactive or disgruntled. Frequently wiping the game wipes the fruits of the labor of all players, but some are hurt by this more than others. Fifth, there are major guilds in every faction that are competing at the top of the food chain. If you're getting your lunch eaten, then join one. You might just find access to all of the things you complain you don't have or can't get. They're all recruiting. If everyone really wants to "even the playing field," then my suggestion is to get back to some of the kickstarter promises. The concepts to correct these problems were already identified and planned, but attempting to cater to whiners on the forums has created additional (what should have been easily foreseen) problems. Specifically, if you want losing to be fun, then make losing less burdensome. This means players being able to compete for the throne on "day 1," e.g. no leveling, no grind, no huge disparity of equipment (although this is presently pretty mitigated), etc. This would have the negative consequence of making winning less meaningful, but not everyone is certain to win... everyone is going to lose though, at some point or another. And I don't think there are huge changes that need to be made to any core mechanics to achieve this. I would like to write more, but I just don't have the time at the moment and need to fire this off... PS, I wouldn't have a sanctioned campaign until the performance is better during larger scale battles. It's really the #1, #2, and #3 most important issue.
  10. 3 points
    Tinnis

    Tinnis' "poor" combat .log 'parser'

    see details and steps here example videos are inside enjoy!
  11. 3 points
    That isn't what I am talking about. I am well aware of the longstanding plan to wipe before soft launch and never again after. What I am talking about is how commonly people ask for wipes in the name of fairness. That is something that has happened for every major patch of Crowfall, and will continue to happen after this "first sanctioned campaign." Either there is something wrong with the system, or people just need to accept that the system does give an advantage to veterans over beginners-- by design.
  12. 3 points
    I can't understate how huge all of these are to addressing Faction warfare scoring in the genre as a whole. Guild Wars 2 was plagued with scoring issues (too many to list here), but at its core, you've fundamentally solved nearly all of my concerns. The busiest time in GW2 WvWvW was the opening day of each weeks campaign. It's because everyone understood that the scores start at 0 for everyone, and it was anyone's game. The reality was that off-peak capturing by EU/AS forces effectively screwed over some servers by allowing those teams to seize points when the majority of players couldn't respond. Complicating matters is that once the scores ran away too far between each team, players would stop logging in. It was possible to know who was going to win almost immediately at the start/middle of a week. These scoring systems allow players to join 50% of the way through a campaign and still pull an underdog victory out. At the same time, none of this is achieved by using artificial deflationary point awards, or other unclear methods at keeping point values "close". Players will know quickly that its possible to win in the 4th quarter because every touchdown is worth 21 points. I really like this and I can guarantee that Guild Wars 2 WvW veterans will love it too. Couple this with siege windows for forts/keeps and you've got yourself a real ballgame here.
  13. 3 points
    its a minor thing, but it feels like it would be fun if in addition to the multiple forts, and three main keeps.....you put one castle at the top of a mountain town parcel in one of these maps [perhaps that zone even ONLY unlocks in the winter - if that tech is ready....]
  14. 3 points
    I agree, but also keep in mind that there will be a post launch tome system to catch people up that is not yet implemented.
  15. 3 points
    yianni

    Hybrid Druid (Archdruid) Feedback

    yup i agree with both of you, when i first started playing this game a year ago i started with fessor. that was a huge let down at the time and switched to scim druid mainly and switched between it and stick and loved it and people hated me now with the promotions, i wanted to do scim but its so damn squishy. even @PanzerUDL who always played it for years isnt anymore. i've enjoyed playing arch druid because watching people drop almost instantly is fun and can definitely change things in a siege, BUT there's a lot of set up, and as of right now the bombs go off first then the animation. so people cant really get out of it, once its fixed, it wont be hitting as many people. also about 60% of the time bombs work everytime. i've had them not go off numerous of times which is frustrating. i'm left with a bunch of essence that i have to burn using LMB. im not gonna even say anything about healing with archdruid haha i cant speak much for eathkeeper because i havent played it, but i can imagine its just gonna be dropping balls, wisp and healing rain and try to do some damage with LMB. i do agree that we need lightning burst back, OR for the love of malekai please fix bear @thomasblair, its such a good skill but then again so worthless. everytime i see a druid cast it i laugh thinking what a waste of time, my LMB is hitting him/her while theyre charging up this spell thats not gonna hit me basically druid needs some more work, as does ranger. but ill let them make a thread about it
  16. 2 points
    Exploring options for capture point mechanics FULL STORY
  17. 2 points
    veeshan

    Improvement to the camp/capture system

    Current Problem There a problem with the fundamental with the camp/capture system that simply put you can flip anything at anytime with basically no warning take the fort for example they get flipped so quickly you cant even defend against it most times because by the time u get over there it been taken. I feel i have a solution to this that will keep campaigns a little less chaotic bit and strategic Changes to the Territory system Key Points - To Take keeps during a seige your faction must have a presence in the area lets says own 25% of the Control points. - All Camps/Forts/Keeps are connected together (Refer to Fig 1 Below) - The capture points must always connect up with a Beachhead or a Fort to be able to progress this way you can cut off the supply lines so to speak and hault the push (See fig 2) - You can capture through runegates if you own points connect to it to the otherside that connects to your beachead Edit: - Free cities runegates shouldnt count for territoy These changes you should see more PvP happening fighting over control points instead of just flipping points where no one happens to be at/defending, you can also see on the map wether or not someone making a push towards your forts and able to muster a defence agaist it without it being flipped uncontested. Ive spend alot of time capturing control points these last 2 campaigns and its rare you actually get a fight cause no one knows your doing it which is kinda boring. There not a whole lot of incentive for people especially unguided people to cap them either adding a small reward loot table may help that like a hand full of resources doesnt have to be much like even 10-20 or a small chance for a gem or mineral would go along way that or boose guard drop a little to be inline with mobs. References https://imgur.com/a/8oPtWj9 Fig 1: (Red lines represent Connections that works both ways, Orange are one way connections these are connected from Beachhead runegates and Keeps, You can attack from castles but dont need surrounding points to assult keeps at siege times. Fig 2: Shows the supply lines have been cut and order can nolonger capture points using these locations so balance can take back this territory unless order can reestablish the supply line to the runegates
  18. 2 points
    Xarrayne

    Title

  19. 2 points
    Jah

    @New Players - No Vessel vs Vessel

    On the other hand, I think it is safe to say some people overestimate the power gap that vessels provide. It is useful to try to better understand just how big that gap is in reality.
  20. 2 points
  21. 2 points
    Rikutatis

    Backdoor Siege at Sunset

    Well played by Chaos, I actually really enjoyed this "crowfall moment" lol. Didn't you guys have a smaller chaos team defending the last bane tree as well?
  22. 2 points
    Opportunity costs and time, that's the risk. While out skulking about close to harvesting points, the assassin is not actively making gains, while a harvester is pretty much always whacking on something and making gains. I can harvest about 100 resources per 20 food buff in the spring, while when I'm an assassin I might look for that same 20 minutes and see nothing but empty zones, or parties that are too well organized to take on. I am much more profitable while harvesting, than I am while assassinating. Harvesting is less fun, but it is more profitable.
  23. 2 points
    No, it's not a messaging problem. Because even with catch-up mechanics you have 2 potential outcomes. Either 1) they allow you to fully catch-up in which case the passive skill training system is just a hard, artificial time gate or 2) the catch-up mechanic only gets you "close" to where veterans are but you can never fully catch-up. Option #1 is a bad concept. Option #2 means that some passive skill imbalance is *intended*. If it's intended, we need to test it to make sure that the concept actually works. Players need to be able to jump into the game, be at a passive skill disadvantage, and still have fun without needing to fully understand why the disparity exists. You can't solve that by over-communicating because new players simply are not going to be able to digest that amount or nuance of information in the time it takes them to form an impression of the game. It's an inherent issue of how new players are going to perceive their initial experience. Comprehensively documenting why something works the way it does will no't solve the problem of a user perceiving the functionality as a bad user experience. I know. I've worked in software development for a long time and we tried this approach for many years. It was always a bad idea.
  24. 2 points
    I'm definitely in agreement with Jah here. If the relatively low imbalance in passive skills now is problematic to having a fun (not necessarily "fair") playing field, then there are fundamental problems with the design of the passive skill system that need attention sooner rather than later.
  25. 2 points
    night capping and 'fort trading round and round' certainly current issues
  26. 2 points
    Yoink

    Defending keeps

    Going to repost some thoughts I had in another thread because it probably fits better here. . 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.
  27. 2 points
    wipe everything but please sort out the bloody EU server first, the server crashes on a daily basis!
  28. 2 points
    Make camps connect to forts, meaning in order to take a fort u need to fill in the missing camps from your beachhead and onwards. https://community.crowfall.com/topic/23373-improvement-to-the-campcapture-system/
  29. 2 points
    PS nerf frames before the sanctified campaign and character wipes
  30. 2 points
    As a long time campaign player in WWII Online since 2004, the concerns expressed here are near and dear to my heart and certainly a challenge for game developers. WWII is almost identical to Crowfall in terms of what dictates the eventual campaign winner. There is no gear curve or player leveling in WWII. While it is skill and tactics based, at the end of the day its about numbers and good management of limited equipment a side can bring to bear ... but far and away its about numbers. Here are my observations from 14 years of playing in this type of game. Over the years the game has tried all manner of 'incentivizing' an underpop and losing side. This often took the approach of trying to balance things to give the underpop side some advantage. They tried spawn delay for overpop side. They tried faster caps for the underpop side. They implemented mechanics that limited strategic movement thereby limiting the amount of town taking damage an overpop side could inflict in a period. And the list goes on; falling just short of side locking. In short, none of the balancing efforts yielded any appreciable results and in general none were received very well by the playerbase, especially controls on how fast one could spawn into the game. I fear that any effort here to skew the scoring to help the underpop team will yield similar results. Further, I think that just as taking a town or holding a town was the measure of success for the vast majority of players in WWIIOL, it will be the same here and relegating a losing side to perform 'other tasks' to score won't be the carrot to keep people playing. One other observation ... without question the biggest impact on losing players in WWIIOL occurred when one side was able to string together more than 3 campaign wins in a row. And this was very difficult to adjust for two reasons. 1) The game had no mechanics to adjust game parameters or win conditions. 2) More importantly the players had unwittingly created an unassailable side loyalty condition. Very few people ever switched sides to self balance. You were Axis or you were Allies. Squads had their websites built around a side. The game had structured high commands for each side. It was only very very late in the games history when much of the playerbase was already gone where large squads came to the conclusion that unless they switched sides to self balance the game was finished. With that experience in mind, I would caution against mechanics that promote faction loyalty. Because at the end of the day the player base will end up having to self balance. Thankfully I already see that happening to an extent here in Crowfall and it needs to keep happening! So what to do? I think the greatest impact that can be had is limiting the length of the campaign. Who in their right mind would stick around when their vessel is campaign locked in a losing affair for 6 months. 90 days is too long as well. Even if you have a really good campaign going where the scoring is relatively close you have to consider what is actually happening at day 70. In this scenario you have a slogfest going. Sides are fighting over the same old forts. You take it during the day, side B takes it back during their highpop and then side C takes it during their highpop. Rinse repeat. The slogfest can be as debilitating to a playerbase as one side always losing. We saw this in spades in WWII Online. Once a campaign had stagnated people lost interest. So what is the purpose or attraction of having a campaign go more than 45 days ... or maybe even 30 days. Crowfall has something that WWIIOL did not have and that is what I believe to be a robust mechanic for changing the parameters of the campaign. So lets see some of that! Why do I have to wait 6 months for a fresh start and something different. A fresh campaign is the best opportunity to change the course of the ship. It is an opportunity to reengage players that may have lost interest, an opportunity for larger guilds to help with some self balancing, and an opportunity for a losing side to make some new alliances and attempt to energize their side. I believe that if you simply limit the lengths of the campaign the problem will take care of itself and you won't have to go down a path of introducing balancing mechanics and 'incentivization' mechanics.
  31. 2 points
    Xarrayne

    Hybrid Druid (Archdruid) Feedback

    Admittedly part of the reason Druid feels "bad" atm is because we had so many tools prior to this split, but there's definitely an objective lacking in certain areas. Most of my sentiments on the different Druid specs have already been voiced here pretty accurately... The loss of utility/CC as an Earthkeeper, the squishiness of the Stormcaller, and the heavy reliance on bombs for the Archdruid are all quite off-putting. The Earthkeeper is good at healing, but that's all you really do (damage is non-existent, one hard CC on 30s CD, and Nature's Avatar is not gameplay), and I'd like to see the Roots, Whirlwind or Blight re-added to the base kit. The weighting between base values and scaling for the Oaken Guard talent also seem rather off... The base value is way too strong in the early game, while scaling worse than any other Heal-over-Time ability I know of - that could probably do with some tweaking; The Stormcaller should probably get the Ironwood Body passive back from Earthkeeper (their damage potential is great, but they're as durable as dry leaves), and probably get back Roots or Whirlwind too; As for Archdruid I think that they should lose the bonus Orb healing from the FoN (Force of Nature) proc, and have that power reallocated to Support Power (+50 or +75 per point) on the Forest Affinity skill (that's the one that unlocks the specialisation) If you proc the FoN passive then you probably don't have many/any orbs left on a relevant part of the battlefield anyway; It's a rather tight window to have relevant* healing on orbs (+50% of a small number is still a small number*); Without any base SP your heals from discs (e.g. Field Surgeon) are completely irrelevant, so you're losing out on the Healing Mod from those discs too; If it makes the trade easier you could cut the Attack Power from that first node (between Pack Avatar, the super-Blight and the FoN buff they really don't need it). The Stormcaller will still be much more reliable DPS-wise, and Earthkeeper will still be the superior healing choice in this scenario too - more healing spells, 150-225 more Support Power, +10% Healing Mod/Mod Cap, various healing stats from talents, and ease of Essence management to lord over the Archdruid. TL;DR Druid still needs some shuffling of their utility spells to give Earthkeeper and Stormcaller some flavour, and Archdruid needs to be a little more relevant in the healing department. IMO.
  32. 2 points
    In regards to the knobs for balancing campaigns: Seasonal changes to victory points: Perfectly reasonable. This means that even if a faction plans to wipe the map in the second half of the campaign, the first half leaves the other factions free to get some harvesting and crafting in. Capture Bonus Pool: The bounty system is a very popular one in pvp games, for sure and I think this move is pretty genius for a throne war game. I especially like the effect it can have in letting a faction spend extra time on recovering their strength before launching a new attack, rather than being forced to fight losing battles because it's an automatic loss otherwise. One point I do want to stress is that in other games, more specifically MOBAs, we've seen the effects of when the bounty system is overtuned. What ends up happening is that games become really chaotic and back and forth. While in MOBAs this is not a good thing, since it messes up the impact of player skill, in Crowfall it could present for interesting FFA campaigns that are chaotic. Overtuning this knob could be a really interesting experiment. A concern I have is that if you take the season points mechanic and the bonus point mechanic together, there is incentive for a faction to straight up not fight for the first half of campaign, just not even play it and then storm the entire map in the second half, getting maximum bonus points on top of being a more rewarding season. This is a very dangerous scenario that you have to be aware of. It's the main problem of all of these knobs - while incentivizing waiting it out and going for the comeback is good, it also adds incentive to not fight in the first place and wait. New campaign: In regards to what one can bring into the new campaign - I am personally 100% in favor of bringing in absolutely nothing. Maybe just the levels since we know players will just start out farming arch frames, but definitely not upgraded vessels. As someone who started really recently, I definitely feel the pain of being severely behind the game's economy and this makes testing a bit difficult, since there aren't enough people that would require low-end goods that I can produce at the start. Clean slate would allow us to see the economy develop in a nice way with these full campaigns.
  33. 2 points
    If you’re doing no imports why not wipe vessels? Letting the guilds that know how to/and have crafted vessels bring them still screws over the have nots. If you’re going wipe banks wipe vessels to. Speaking as somebody who only plays a day or two a week the constant wiping is tedious but that’s me being a lazy pos so it’s understandable. I roam the boards for bridges to lurk and tolls to impose but only log in for the occasional siege.
  34. 2 points
    I would prefer no-imports (except vessels) for the first campaign, would mean everyone would have to harvest and craft within the campaign. More opportunities for conflict. Everything else seems fine to me, can’t wait to try it out
  35. 2 points
    Extintor

    Hybrid Druid (Archdruid) Feedback

    I've been playing druid for the last couple of years and I used to love it. As I like to be healer I just tried the earthkeeper specialization but I haven't fight too much so I don't have a clear opinion about the final state I think we lost some group bufs and a lot of offensive power. I can speak about the leveling and it's pretty bad and it will be worse once the frame shortcut disappears. The main problem to level up as a healer is you invest your stat points, your talent points and your disciplines slots for your final spec but you can't use any of that for almost 20 levels because you don't have your life tray. You can't even slot the healing powers granted by disciplines. So for almost 20 levels you can't do damage and you can't heal, you are pretty much useless. Besides we lost a lot of support power we used to get from the skill trees and from what I've seen the numbers we get from items now are lower too. Something similar it's happening for the stormcaller too, spending a lot of talent points in healing stats (healing critical chance and stuff like that) he won't be able to use at all. I don't like the leveling system in general because it removes the "right into the battle" we used to have, but I think it's even worse for the druid. I know it's a work in progress and I hope it will be fixed, but it's gonna need a lot of changes.
  36. 2 points
    If you think that there wasn't farming in SB, you either were not in a guild/nation that participated in a lot of banes, you duped a ton, or someone else in your guild was shouldering the work of farming. If you are trying to differentiate killing mobs vs hitting nodes, both are about equivalent in how exciting they are to do. Which is really not very exciting at all. Even with higher gold drop rates, banes/bulwarks/siege weapons/control rods were all pretty pricey. Some people just were not aware of that due to someone else doing a lot of that farming for them or putting a lot of work into open cities.
  37. 1 point
    You should wait for release then instead of playing now. Expect plenty more wipes.
  38. 1 point
    Been reading this thread, and pondering the issue, and my view is no wipe of anything, just put a total lock down on imports, for several reasons. This is a team game. New players may not have "tanks" to bring to the field, but some of their faction team mates will. Sure individuals will be ahead, have better vessels, more training etc, but I am with Jah on this completely. If the game can't work and be competitive with a disparity in these things, the game just doesn't work. The people who already have better vessels and training, are also the same people that can land rush the start, and optimize everything after a wipe. Within 2 hours of a restart expect to see level 30 guild vessels out in the wild anyway. Especially knowing this will be happening with the resources. It will speed up the new player experience, AND speed up the veterans ability to power level and gear up fast. If this is announced NOW, and new potential players hear about it, they may be encouraged to jump in earlier to learn the ropes before the first sanctioned campaign starts, and not make the mistake of thinking they will be on even footing with the vets. It will give them some time to acquire said vessels, and get out in the world, level, and learn the basics of the game before being shoved head first into a competitive environment. With an import lock down, you do get the effect of limiting the ability to bring more to bear that just vessels into the new world. All resources, and gear, will have to be made in world, and under the expected conditions. It's a model ACE can try as early as the next campaign start in a couple of days. Just shut off the imports/exports, and see how it feels. If they wipe, it will be a totally untested model they wipe to, and it might be terrible, and you can't get any of the stuff back that has been worked on since 5.8 came out. Wipe nothing, set the campaign up with zero imports, do it soon, and see what that feels like. That's my take on it.
  39. 1 point
    Tomes are not planned for soft launch. They are a down-the-road plan. If the month of training we have now creates a fairness issue for incoming players, that problem will exist after launch as well.
  40. 1 point
    Lots of good stuff already reported in this thread. To which I'll add knight knockdown doesn't knock its targets down knight ultimate doesn't make the knight invulnerable (we get the buff but still take normal damage) you forgot to bring the pitfighter in line with the rest of the classes. Watch the first fight this video to see how ridiculous a pitfighter is.
  41. 1 point
    mandalore

    Tinnis' "poor" combat .log 'parser'

    What is this devil magic? Sorcery!!!! Witchcraft!
  42. 1 point
    I would vote for reset and no imports. I believe it will always be an issue for people to start off behind other players because of imports. Giving an advantage to the better players/guilds before the fight will make the gap even larger. This is one of the reason people hate p2w games. It is that they are getting a competitive advantage before the fight even happens. Bring in new vessel and have fast leveling, maybe 2/3 times it is now. Get people in and having fun ASAP. Skills I can understand not resetting if there is an in game mechanic to catch up. I also would make sure lag is acceptable in large fights before doing the first campaign. You don’t people talking about how they couldn’t play because of lag/rubber banding, etc… They game is getting great hype with 5.8, just want it to continue.
  43. 1 point
    wipe everything, make skills accumulate faster. there will be a lot of new people coming in. without performance being fixed, especially FPS issues this wont go well
  44. 1 point
    I think Characters and Spirit Bank wipe would be a good idea so that people will actually gather in the first campaign.We all know that if you say you wont wipe anything and spirits banks stay the same all guilds will farm like crazy in the 7 days before to get everyone a couple of sets of armor and weapons to get them through the whole duration.But i think skills should stay so that harvesters actually get some decent drops and crafters can make stuff that doesnt have -50 damage .
  45. 1 point
    cyjax

    Defending keeps

    Bragging about winning these 4 day campaigns has become a meme. Think we are all waiting on ACE to make the much needed adjustments to POI captures and keep sieges.
  46. 1 point
    xphlawlessx

    Defending keeps

    I'm so confident it will , have you watched any of the videos of Todd ? Or met him... That guy knows his poorly made socks ! The biggest thing is that the Devs are building a game because they want to play it... That makes such a difference in the way things are handled Vs a company making a game strictly for the amount of possible income... I mean this is gonna be a cash cow anyway, based on quality but it doesn't seem to be the focus. It feels in everyway like a passion project, a very early version but a passion project none the less
  47. 1 point
    Why would I care about being liked?
  48. 1 point
    Doesn’t atlas has horrible reviews? SB got hikacked by its distributor and it had a failed launch in part because of UBIsoft, I’d hope he doesn’t repeat that with CF. It is still prealpha. When I gave them money I expected 4-6 years; I know how long it takes to make a game. CF isn’t a mass appeal MMO, it’s a niche game and I mean this from the bottom of my black decrepit heart: custard steam and custard fotm hogwash trends that lasso in gamers like the junkies we are. I’ve played WoW off and on since 2003, I’ve played DAOC, Darkfall, GW, GW2, Albion, EVE and SB; Sb was by far my favorite. It didn’t make the most money, it didn’t have the largest pop but it does have my favorite memories sitting in front a pc besides pornhub.
  49. 1 point
    Please....just stop with these type of posts/comments. ABOVE IS THE PROBLEM WITH GAMERS TODAY IN MMO'S. You're basically stating its "boring and dry" but hey, you gotta drink alot of it before actually "enjoying" it. No, there is a HUGE difference between farming mobs/npcs in a WELL CODED CHALLENGING combat game vs AN OBJECT THAT YOU JUST STAND THERE BEATING ON REPEATEDLY. Does a tree somehow threaten your character? Will it actually kill you? Or maybe those rocks you are pounding on and collecting pine-cones are going to attack as well? I appreciate your feedback but this acceptance of something even LESS thought engaging is just not acceptable. In ANY product even outside of gaming. Unless I want to farm watching a movie/tv/netflix OR possibly just load my brain up on drugs...POUNDING ON TREES/ROCKS IS NOT THE SAME NOR AS FUN AS RISK/DYING TO MOBS WHO ACTUALLY FIGHT BACK. And I OWNED a full city in Shadowbane Live as well as a guild. Having an NPC roll items while i'm out ACTUALLY DOING COMBAT is not the same as having me or my friends POUND ON TREES AND ROCKS FOR APPLES!!!!
  50. 1 point
    No its obviously NOT shadowbane. The numbers alone speak for themselves. 800k at release on a BROKEN game and this live pre-alpha is struggling to maintain 100 people interested and playing during testing releases. Look, i'm NOT slamming or wanting this game to fail. The main following at shadowbane forums/emulators etc were HOPING this was going to at least somewhat follow the ideas OF shadowbane. Unfortunately, at least for me and some folks it is a VERY different game. I did kickstart for Shroud of the Avatar for the VERY same reason I did this launch. I was HOPING Richard Garriott would follow his Ultima Online origins but alas, he tried something different. Not my cup of tea (or alot of other players as well as the numbers speak for themselves) So to everyone enjoying this game, I honestly wish it the best and hope it does an AMAZING job at what its aiming for. Its just not what I was expecting.
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