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Showing content with the highest reputation on 01/18/2019 in all areas

  1. 7 points
    Pann

    Zybak Discussion

    It is our firm policy not to discuss a player with a third party. As stated before, if you have concerns about a member of the community, please contact support@crowfall.com.
  2. 2 points
    Durenthal

    State of the Knight 5.8

    I'd been meaning to post a state of the knight 5.8 post, but it was too depressing. Still, since you've started it, I may as well chip in. I have played all three knight promotion classes pretty extensively in 5.8. Swordsman - had good damage at the start of 5.8, but it got triple nerfed (Mercy reduced from 9% to 3%, mighty surge bonus reduced from 125% to 50%, and uptime on swordsmanship buff crippled so that only one native knight power can trigger it, and then only some of the time) early and is back to doing less damage than other melee dps classes. The reduced cooldown on charge is nice for battlefield mobility. Lack of self-sustain makes it weaker than the melee classes with self-sustain. As Arkade pointed out, self-healing is much stronger than armor as actual damage mitigation. And the barriers a knight gets are utterly pathetic. They should be a percentage of maximum health, not a little 500-pt invitation for shieldbreaker. Sentinel - CC-focused promotions feel weak in an environment where everyone's running around with two retaliates available. Sentinel has all the problems the other knight promotion classes have - they can't take damage or dish it out well. The additional PCM in the tree helps with using heavy weapons, but as long as the PCM cap is at 25%, heavy weapons don't feel good. Final PCM has a cap of 100% but the only thing that contributes to it is capped at 25%. Secutor - different playstyle than the other two promotion classes. Everything revolves around shield bash. Feels like the math on shield bash is wrong - if we were doing tooltip dmg (including all the multipliers from the talent tree) with it, it'd be utterly useless. But there's an extra multiplier in there somewhere that makes shield bash crits very strong, and that makes the class viable (as far as knights go, that is). Strangely, you can squeeze out more dps on Secutor than on Swordsman if you get your bashes in all the time. We all know that champion (especially pitfighter) is overpowered. Pitfighter is so strong because it has good mobility, a ranged attack that slows on a low cooldown, the most health of any class in the game, the best self-sustain of any class in the game by a large margin, good damage, and decent cc. It's hard to get away from them, it's hard to stop them getting away from you, it's hard to do enough damage to make them sweat given their self-healing. I don't understand how the same devs who made secutor knight could make pitfighter champion and think "these are both tanky melee promotions that are roughly equivalent." Knight is essentially a one-trick pony. Chain pull is a very cool trick, but it's all the knight has, and it's not enough. Knights are weak 1v1. Knights are weak in small group play. Knights are weak guarding the ToL or attacking the ToL. There's nowhere the knight shines. Chainpulling targets into your zerg in large fights isn't a role to be proud of. We're still playing knights. They're not so crappy that they're unplayable. A good knight is an asset to a group. But an equally skilled pitfighter or tank confessor or myrmidon brings more.
  3. 2 points
    MrErad

    Fight the Zergs, Join Chaos Today!!!

    All I know from my clan that switching to chaos has gotten us more PvP and the only thing that compared prior was 5.7 when we were running balance. It seems like order & balance has the bigger crews while chaos is composed of smaller clans or individuals. When UDL is running its crew at full numbers Im expecting that to change & it will be another faction switch for my small band.
  4. 2 points
    Tark

    Fight the Zergs, Join Chaos Today!!!

    Don't fall for the OP's tricks. Chaos guilds are waiting for the first sanctioned campaign and then they will be the zerg. Join Order. I have a feeling HoA will be leaving us at the end of the month and we will need all the people we can get.
  5. 2 points
    Navystylz

    Vessel solution

    Feels a bit punishing right now when you don't have much information on the effectiveness of discipline granted abilities. Some are broken, some might as well be for all the usefulness of having to need a player to be standing still just to hit with it, or a heal that barely moves the HP of a player. Hopefully this will be shored up and we will get some working formulas that will allow us to reasonable "plan" the range of skills at our disposal. Hope some dedicated programmers plan to maintain a tight database for all things Crowfall.
  6. 2 points
    Vanxuten

    Presentacion y consulta

    Buenoooo y por fin me he animado a comprarme esto. Empecé a seguir el desarrollo de Crowfall en febrero de 2015, pues no hace ya... En aquella época se podía postear en el foro sin haber comprado nada. Ya ni me acuerdo de la Cuenta con lo que me logeaba entonces. Guildwar2 y los combates Mundo vs Mundo dejaron el listón muy alto. Pena que lo dejaron morir y no estuvieron a la altura. Tengo bastantes ganas de que el Crowfall este en marcha y volvamos a tener asedios, pvp y un mundo en condiciones. Actualmente estoy jugando a otro juego mientras este llega a las Betas, pero dado que ya me he comprado el Pack aprovechando la oferta de enero quería postear y saludar. Un saludo y nos vamos viendo
  7. 2 points
    or...maybe...you can just buy an advance vessel off someone. that fixes your issue.
  8. 2 points
    Rather than rewarding all who sign on, how about a consolation prize for the top scoring players of the loosing factions? Then you don't need to beat that other faction to see some rewards, just be among the top of your faction. That way it's still a contest with the same goals, and not a participation trophy for joing the loosing team and not trying to help them win, or worse helping them loose.
  9. 2 points
    The entire design of the crafting system is you need help from other players, it's not just vessels. Some are a bit easier than others *for now* because you can hot-swap crafting discs so easily, but that won't always be the case. It will suck less when there's a more complete economy game wherein you'll more easily be able to buy things you can't make yourself.
  10. 2 points
  11. 2 points
    mandalore

    Fight the Zergs, Join Chaos Today!!!

    It's important to distinguish Chaos here. It seems like EU chaos got tired of fighting uncontested and has been playing NA when most people aren't on to play the constant flipping of assets. So really we should be congratulating Caldera; grats Caldera!
  12. 2 points
    @Darguth @ArkadeThis is the the screenshot we got: Click for the full article explaining it.
  13. 1 point
    Arkade

    State of the Knight 5.8

    I'm not going to delve too heavily into the promotion classes. The issues regarding CC specs are known, and it's pretty much acknowledged at this point by anyone who plays a knight that the Swordsman spec is the best of the three while Secutor is the worst. This post is going to focus more on the core knight design and its role as a tank. There are 3 tank classes in Crowfall: Knight, Templar and Myrmidon. Tanks are supposed to be able to soak up damage, and each of these classes does it in different ways. How the tanks tank: Myrmidons can wear mail armor and have two different abilities which can provide healing: Berserk and Vengeance. Their final mitigation is capped at 50% by default. Strangely, the Battle Rager promotion increases their final mitigation cap by 25%, but doesn't enable them to wear plate armor. Templars can wear plate armor and have a 65% final mitigation cap by default. The Paladin promotion can raise that cap by another 25%. Templars also have Righteous Stand, which gives them immunity to CC and damage mitigation for a single attack, and triggers Righteous Parry if successful, which does good damage and knocks the target down. They also have healing via Devotion and Divine Light. Both of these abilities heal the entire group if they are within range. Knights can wear plate armor and have a 65% final mitigation cap by default. They can increase that cap by 10% via the Secutor promotion. Knight's also have Block, which mitigates incoming damage by 50% (after all other mitigation and damage is calculated, I think), but that can be increased to 70% via talents. Block also prevents CC and can be maintained as long as the knight has stamina. There are talents/disciplines which improve the stamina usage. Knights also have a barrier via Noble Blood. The tooltip doesn't say how much it's for, but last I heard it was 500 HP. Healing vs Armor Basically, we have 2 types of mitigation, healing and armor, and healing is vastly superior for several reasons. First, healing isn't specific to any damage type. It doesn't matter what type of damage you get hit by, whether it's bleed, poison, piercing or even holy damage. Armor, on the other hand, it very dependent on damage type. Every class can get 18% armor bonus for physical, elemental and organic via the skill trees. AFAIK, Rangers are the only class that has a talent for bleed armor bonus. Knights have talents that give them up to 11% physical armor bonus. Plate armor can be crafted to give a balance across all 3 major types, or it can be crafted to give a larger boost in 1 major type and lower amounts in the other 2. Armor will never be as good as healing for all 3 major damage groups, and it will never be able to mitigate bleed or holy damage. Constitution provides some bleed mitigation, but the numbers are so small that it's irrelevant. Second, healing can be used to replenish lost HP, whether the target is getting hit or not, at least for the Templar. The Myrms heals don't allow him to go past what he started with. Armor mitigation can only reduce the amount of HP lost when hit. It can't give you HP back. And third, healing is less dependent on gear. Yes, good gear will improve the heals in many cases, but a naked Myrmidon using Berserk will heal the same regardless (assuming they don't miss their crash). A naked Knight has no defense other than Noble Blood and Block. A large part of armor mitigation is designed to come from armor rather than buffs/bonuses, which I will talk about more in a later section. The only heal knights have is the Resolve passive. This passive can only activate once every 90 seconds and it only activates when the knight's HP drops below 20%. If you drop below 20% and it's on cooldown, you're out of luck. Even if it comes off cooldown, if you are already below 20%, you are out of luck. It only activates when you drop below 20%. As such, it isn't reliable. It will save you for a few seconds, but that's about it. It doesn't come close to the kind of sustain that other classes have. Counters Healing can be countered to a degree with certain abilities. These abilities either reduce healing effectiveness by a percentage, or they require the target to heal a certain amount before seeing any benefit from their heals. CC prevents healing for the most part (DoTs will still run), but it's not possible to keep someone locked down with the way Retaliate and CC immunity works. Armor can be bypassed in many ways. First, there are abilities that reduce armor mitigation by a percentage. Brutal Slam, for example, from the Shield Fighter discipline, or Centaur's Wild Charge. Both say they reduce physical armor, not that they increase armor penetration, which is an important distinction due to "Blair math". Armor can be bypassed by Templars via Holy Warrior, or by anyone using Standard Bearer to change the entire group's damage to Electric. Not so good for the knight who stacked physical armor. Block and Noble Blood can both be countered via Shield Breaker. Our best defense is easily turned into a liability by one discipline. Even if we don't use Block, we have to use Noble Blood to get to Oath of Will. Yes, Shield Breaker affects Righteous Stand too, but Templars have heals in addition to their armor. Block and Noble Blood Speaking of Block, it's of concern how it works against DoTs. AFAIK, it doesn't. I know in the past that Rend DoTs have been applied in full through Block. I assume that poison and disease DoTs work the same way. Block only affects direct damage. If this is inaccurate and Block reduces the effectiveness of DoTs, please let me know. Block also makes the Knight immobile. Yes, we can move while blocking, but it's very slow. We also can't do anything else while we are blocking. Meanwhile, the Myrmidon is free to run around and do damage while under the effects of Berserk or Vengeance, and the Templar does damage and healing with Divine Light, can move within its radius, and also has complete freedom of movement while under the effects of Devotion. Noble Blood does not scale, nor does, I assume, the barrier that Secutors get on Pursuit. What good is the 500 HP barrier from Noble Blood when people are hitting me for that much or more with basic attacks? The changes to advanced weapons will help, but it doesn't change the fact that most barriers don't scale. Armor Caps There are two different caps on armor. The first is the Armor Bonus Cap, which is set to 35% for all classes, for all mitigation types (except for Holy which can never be mitigated by armor). Armor Bonus comes from a variety of sources, including dexterity, skills, talents, gear, abilities and passives. The second cap is the Final Mitigation Cap, as I noted in the first section above. All 3 tanks have the potential to increase these caps to 75%, or higher in the case of Templar. Both the Knight and Templar start with 65% by default, and the Myrmidon starts with 50%. The Final Mitigation Caps include your chest armor values and whatever you get from Armor Bonuses, which is capped at 35%. In order to reach the final cap, a knight will need to get 30% from his chestplate (or 40% for a Secutor). It is ridiculously easy for a knight to cap Physical Armor Bonus. 18% from skills plus 11% from talents gives 29% total. That only leaves 6% beneath the cap. If you decide to make a guinecean knight and run a dex build with 300 dex, that's another 3% used up. Let's say you also decide to take the Rune Caster Discipline. The Sanctuary ability gives 20% armor bonus to the group, but you're only getting 3% physical armor from it because of the cap. It isn't as easy to cap elemental or organic armor bonuses, but it's still very easy to do via abilities and passives. In the same scenario listed above, you'd only be getting 14% elemental and organic instead of the full 20%. Even Bleed mitigation is affected. The Benediction ability from the Friar discipline gives 50% bleed mitigation, but you max out at 35% because of the cap. Blair Math Unfortunately, we don't know exactly how the math works. In a Q&A video quite a while ago, Blair mentioned a change to armor to account for armor penetration. Previously, armor was capped at a certain number and certain classes were able to get a lot of penetration, which would effectively drop armor by a lot. If I was capped at 65% and someone had 30% penetration, I effectively had 35% mitigation. Blair changed it so that we could in theory go over the cap, but only when calculating total mitigation vs penetration. So if I had 75% mitigation total with a 65% cap and you hit me with 5% penetration, I would mitigate 65% of the damage. If you hit me with 15% penetration, I'd mitigate 60% of the damage. The problem is, we don't know if this only applies to the final mitigation cap. If I'm at 35% physical armor bonus and I get another 20% from my armor, that puts me at 55% final physical mitigation. If I then use the Rune Sanctuary ability, my physical mitigation values will not change. Does the math behind the scenes take that into account? Is it giving me a total of 75% and subtracting penetration from that, or is the armor bonus always a 35% contribution and the math only applies to the final mitigation number? If the enemy has 5% penetration, am I getting 50% mitigation or 65% mitigation in that case? Regardless of how the math is actually working, it's very non-intuitive. I don't understand why certain promotions raise the final caps but don't raise the armor bonus caps. I don't really understand why we need 2 different caps to begin with. Maybe the armor bonus caps are a means of limiting the mitigation of other classes so they can't match what plate wearers can achieve, but it hurts plate wearers just as much. If that's the case, then the armor bonus caps need to be raised for the tank classes. Disciplines There are several disciplines which grant healing abilities, and when combined with the Surging Spirit minor disc, they can do a significant amount of healing. None of these abilities provide a significant source of self-healing, though. Most heal only your target(s) and the ones that provide any self healing at all are low amounts and unreliable, such as Blood Orbs and the cleanse from Field Surgeon. A knight with Field Surgeon could certainly help with healing the group, but I still don't know that it compares to Templar healing. Final Thoughts If anything I have written is wrong, please correct me, but I think this illustrates why knights fail as tanks in Crowfall. I know someone will say that this is a group game, not 1 vs 1, so let me diffuse that argument right now. Which of the 3 tanks are you going to bring to your group? The one with good damage that doesn't need much healing when played well? The one that can do some damage and provide healing for the entire group? Or the one that has chain attack and needs a pocket healer to keep them up? When you look outside the tank classes, the knight's effectiveness is even more suspect. We have Champs with plate armor and ridiculous sustain, Confessors with plate armor and mana shield. Both classes are better at taking damage than a knight. The knight is intended to be a tank and it is failing in that role. I don't really care that we can't do a lot of damage. I play a knight because I want to be hard to kill, and there are many classes, tanks and non-tanks alike, who manage that far better than knights do.
  14. 1 point
    Synns

    Lock Characters to EKs

    Last night whilst tired and probably at the point that I should have gone to bed instead of messing I accidentally sent my EK Vessel to a campaign losing all my resources on that character in the process (a lot of Purple and Blue body parts). Now like I said, my fault I should have been paying more attention but wouldn’t it be a good idea to lock Vessels to your kingdom aswell so you need to unlock them then to join campaigns. This is a simple adjustment as the feature is already in place for Campaigns.
  15. 1 point
    mandalore

    Fight the Zergs, Join Chaos Today!!!

    @Chroma Chaos be like:
  16. 1 point
    cyjax

    Fight the Zergs, Join Chaos Today!!!

    The sad truth is nobody really gives two poorly made socks about "winning" the back cap meta. We get a nightly lag fest at the keeps with a few spurts of fun fort fights following the keep sieges (still very hit or miss). Both balance and order already went full metal neck beard on the back cap meta and for the most part are waiting for adjustments to make capping smaller objectives worth while. If capture mechanics don't bring opposing forces together the system will remain stale af. All this worry over Uncle Bob is pure nonsense. I feel like the campaign reset mechanics, which were the original plans to offset slippery slope, are more than sufficient. Capture objectives need staggered vuln windows! I hope Chaos pulls some more bodies in. Past couple of campaigns have been real stale without Chaos running around.
  17. 1 point
    I think this is the crux of the problem here. I run a knight in my guild groups and I am the only one. What I bring to the table in big fights is dropping the standard more frequently, soaking some damage and having the ability to initiate the large group fights by being pulled and surviving. Once the fight gets rolling I usually find myself alternating between running in the assist train trying to lock down targets (dodge remove, chain pull, shout root, obliviate knockdown, etc; and peeling for our called targets with a suppress slam or slashing reflect and body blocking. I've built a lot of variations of dword and CC but every single one of them has the standard with surging spirit because despite having good armor values I feel somewhat squishy. Perhaps that has something to do with my awful positioning and overconfidence
  18. 1 point
    Hopefully they will allow small groups of players to be competitive or find a niche. Subguild / allied type of thing. EVE Alliance + Corporations. The game as designed will favor zergs / larger guilds but there's a way to incorporate alternative playstyles (smaller group / solo) without wholesale altering that.
  19. 1 point
    Pann

    Path to Alpha - Official discussion thread

    From the desk of Creative Director J. Todd Coleman, here's an update on what's coming in the final phases of pre-alpha and the beginning of alpha testing. FULL STORY
  20. 1 point
    There are 6 vendor locations in each temple, I think, and quite a bit more in the free city. If necessary, they can always expand the free city to add more. None of these require the crafting of a stall, just the vendor. The stalls are already there. Right now, vendors are very easy to make. In the future, we will likely have to capture thralls and put them to work as vendors, but passive skill training won't be a gate on getting a vendor up (not a significant one anyway). With recipes being attached to disciplines and in the future, disciplines to talents, players will be able to unlock the advanced recipes just by leveling up. Skill training will obviously be needed to make better stuff, but that won't stop people from making and selling white quality gear. Right now, if you don't pay your upkeep on a vendor, items start getting deleted from the vendor as payment. After 24 hours, if the upkeep isn't paid, the vendor is deleted. It's possible that we'll need other mechanisms to limit it, but let's see how it goes once we get to longer campaigns and people are more inclined to place vendors. From what I've seen, we haven't even come close to filling up the free city yet on any of the campaigns. I've never even seen a temple with all the vendor slots filled.
  21. 1 point
    Howdy all, I was recently asked on Reddit how to make better items in response to a post. I started the reply and it got sort of long, so I thought I'd throw it up here and link it instead. I'm sure I've missed some stuff so please feel free to make any corrections / suggestions, I'd really appreciate it! I should mention I joined in 5.8 so I'm by no means an expert and this reflects my meager knowledge. This primer will assume you have some idea as to which profession you're interested in. First off, here's one of the devs walking through crafting changes in the current patch: https://www.youtube.com/watch?v=URZC4k0b_nM Watch it and don't worry if you don't fully understand everything right off the bat. It's still good to see the UI and all that. Generally, crafting improvements (making better stuff) come from 2 places: Account Training Your passive account training (click Skills at the top of the screen from character select or press esc, then the dumbbell icon from in game). There you begin your account training and can invest points in a particular crafting path (start this early!). To focus on crafting, select the crafting basics tree and start spending points to unlock the professions you're interested in. Once you get to the actual crafting tree node you want, you'll notice several branches you can invest in. All crafting trees have 5 primary branches, 4 of which split into 2. From top to bottom, they deal with: Experimentation Success Points Assembly Success Speed Recipes Mass Production Thrall durability Quality of Thrall How experiment points, success and assembly affect your crafting is discussed below. For now, we'll be mostly ignoring Recipes (since you currently get them from Disciplines), Mass Productions (not in yet?) and Assembly speed (currently set at 1s). Recipes come from Disciplines Pressing J will open your crafting menu where you'll notice basic recipes. Currently in 5.8 (and 5.8.1), all crafting professions are available to everyone by crafting and equipping the appropriate major discipline (hexagon shape). Once you have that, you need to find the appropriate crafting table. They are found in forts / keeps out in the campaign world, or in Eternal Kingdoms (EKs). Materials Matter When you find a table, you'll see all the different recs available to you. For example, if you're a blacksmith, you'll have the ability to make a Metal Bar. This requires 3 slots of 3 "non-basic" ore. Depending on the type of ore you use, the metal bar will take on different properties. Here is a useful reference: http://winterblades.net/crafting-combinations/ This concept of "materials matter" is general across all crafting. So you can make items with any old material, but the best, custom tailored items will require particular materials (found in campaigns). I've heard it said on these forums that the most basic materials contribute the most to an item with a diminishing returns on contributions from higher level components. Assembly Success and Experiment Points Once you've obtained the appropriate materials for an item, you can then start crafting. Each crafting stage has a success / fail (Assembly) chance based on the recipe, material quality, and your skill level (increased through passive account training and other skills like leadership, gear and vessels). If you fail the assembly, you lose 1 quality level . This can turn a set of blue materials into a green item, so assembly chance is important! If you succeed in assembly, you are allowed to invest experimentation points into the craft. This allows you to customize your item based on the properties that the base materials grant the item. Using our Metal Bar example, after consulting the Winterblades website, we see that using Iron in all the slots gives the metal bar Attack Power and Crit Damage. Thus, you will be allowed to invest experimentation points in Attack Power, Crit Damage, and Durability. The more you train your account in the appropriate crafting discipline branch, the more experimentation points you'll have to spend up to a max (this max can be increased through various means). But that's not enough. You then select how risky you want to be and based on that, you'll have higher or lower chances to succeed or fail at the experimentation leading to higher or lower bonuses for that stat. This is affected by the Experimentation Success skill in your account training (and other bonuses). Once you're settled on what to invest points in, and how risky you want to be, you roll the dice. You now have a final opportunity to modify the item by rerolling either the single (minor reroll) or all the experimentation rolls (large reroll) for a variable amount of Ethereal Dust. When you reroll, you are guaranteed a better result than the original roll. Finally, you customize (currently just naming the item) and that's about it! Summary Creating better items is a combination of having more crafting skill (assembly success and experimentation points/success) from your account training, the right materials. Do your research before you set out to craft an item. Ask your clients what they'd like, and make sure you're well equipped. Find out if someone you know has specced into Leadership, or can make you certain potions that can help with crafting. I hope you found something useful here, and if you spotted anything incorrect, please let me know!
  22. 1 point
    Another tip. Materials quality increases the assembly and experimentation difficulty. It uses the highest quality to calculate the increase. These were the values last time I checked. Assembly difficulty increase Experimentat diffiduclty increase Poor 0 0 Common 10 5 Uncommon 15 10 Rare 25 20 Epic 35 40 Legendary 50 60
  23. 1 point
    You only lose 1 quality level on an assembly failure, so if you use all blue ore to make a metal bar and fail the assembly, you will get a green metal bar. The Large reroll will reroll all of the experimentation points and the result is guaranteed to be higher than the original roll. Gear and vessels/attributes also contribute to your crafting stats.
  24. 1 point
    Thanks for the video - good to know that we can place permanent stalls now during a campaign. I still think there is quite a "curve" to get there - i.e. you need to train your passive skills there, have all the resources to make a vendor and stall, need to have the funds to maintain the stall, and need to be there before the other player to place the stall. Therefore, I'd still like to see a system where an individual can set up a temporary shop anywhere to benefit the "small businesses". Otherwise we are going to see a lot of trade chat spam and dependency on large/wealthy guilds. Edit: I suppose an alternate solution would be to make it so players can only have their vendor up for a limited amount of time - with a temporary lock out timer - in order to let other players put a vendor up with minimal competition...
  25. 1 point
    Ossis

    Presentacion y consulta

    Bienvenido Vanxuten! Para el que quiera tenemos un clan español abierto a todos los hispanos. Somos unos cuantos ya que nos juntamos en el juego. Discord Red Reapers: https://discord.gg/JNUvjgB
  26. 1 point
    at the moment player's can place player ran vendors both inside a faction's temple beachead OR the 'free city' for all factions to use
  27. 1 point
    Navystylz

    Lock Characters to EKs

    It's like a right of passage now. But now with a dedicated EK character, this can't accidentally happen. Because if you never bring that character in game, you can't just 'Enter Campaign'.
  28. 1 point
    Aren't we doing that already?
  29. 1 point
    People who choose to play unguilded can be successful, but they will be the ones who learn how to play the multiplayer game well despite not being in a guild. There's a few people I'm confident already plan to play this way.
  30. 1 point
    A top percentile of the losing factions players, I am thinking top 10-20% range would be fine.
  31. 1 point
    mandalore

    Fight the Zergs, Join Chaos Today!!!

    I found it. @srathor
  32. 1 point
    Samulus

    In game battle shouts.

    Dude is going to blow an O-ring if he keeps carrying on like that.
  33. 1 point
    Jah

    Fight the Zergs, Join Chaos Today!!!

    Yea, I have. You are fielding similar numbers to the other two factions. I understand that it often feels like the other two sides are ganging up on you in a 3-faction war. This thread is literally an invitation to join the winning faction, with a false claim that you are doing it outnumbered.
  34. 1 point
    Maveras

    Fight the Zergs, Join Chaos Today!!!

    Why you do even need ppl when you can nightcap
  35. 1 point
    Chroma

    Zybak’s live stream

    Zybac livestream, huge thumbs up. anything else to do with Zybak, nope!
  36. 1 point
    I think what I'm looking forward to the most is 5.9. If this game smooths out play-wise as much as they say, along with the previous implementation of 5.8, we're looking at probably drawing a pretty decent-sized crowd. I'm just look forward to movement and execution flowing better. Nothing is going to solidify the game like that will at this point.
  37. 1 point
    srathor

    Fight the Zergs, Join Chaos Today!!!

    How many did they send to kill the bait last night? But hey they got me. And we got the other keep. Good times. Then we came back and killed this keeps tree as well, but they were faster on the planting of the new tree. Ahh well.
  38. 1 point
    I understand that there may be things that don't make it in by launch. Todd mentioned taming during the livestream as an example. If we can still have pets, I'm not overly concerned that the taming mechanic has to wait unto post launch. That said, the list of things I think this game can launch without is pretty small. I think we can launch without the Infected and Shadow bands, and I think we can wait for the Bloodstone ruleset as well. These are just variations on the existing game that won't make or break the game at launch. Farming can probably wait as we have other ways to get food and those can modified to provide more food until farming comes online. Relics and artifacts can possibly wait too. Crafting needs to be completed, including the projects interface, factories, recipe drops and thrall capture and use mechanics. Caravans need to be added, and therefore, pets and mounts. Obviously the frostweaver has to be added, and there needs to be an evaluation of all classes, disciplines, abilities, passives and armors, not just for balance purposes, but to ensure that each class and promotion is able to fulfill its intended role. The Embargo system needs to be fully functioning. POIs need to be completed. I like the idea of materials from POIs being able to be broken down into resources and used for crafting, though they should only provide common quality resources, and the POI output should be affected by the seasons. This will put less of a burden on people to harvest unless they want the higher quality stuff. Obviously the war tribes are being added, but we need more boss mobs and other types of mobs. We still have yet to see the Bog Bear, Giant, Wyvern, Gryphon or Urgu. If adventure areas are being designed with any of these mobs in mind, similar to the spider canyons, then that will need to be developed as well. I think the Sentinels need to be added, more to improve the new player experience than anything else. Exploration stuff like tracking and cartography. Exploration needs to be more than just harvesting. Different biomes, completing all the parcels and buildings like the fallen colossus and the castle. The number of distinct biomes may be limited, but we do know they were working on a desert biome, so having at least a couple different ones will be good. More can always be added post launch. If the relics and artifacts aren't in for launch, then having the buildings that they are to be placed in is less of a necessity. And, maybe most importantly, performance has to be improved. Hopefully 5.9 will be a major step up, but I'm sure this is something that will be ongoing up to and beyond soft launch. I'm probably forgetting some stuff, but I'm hoping that a good amount of these things will be in for alpha. If all of that is in for launch and the throne war gameplay works in both 3 faction and dregs over the course of 3-6 month campaigns, I think we'll be fine.
  39. 1 point
    I explicitly like the point of the company clearly mentioning that there will have to be cutbacks from the original vision, if the game should be published within a timely manner. I always dislike if people/companies say they can do it ... and then they don't. Providing and establishing open communication is important in community-driven games and companies. It's the right thing to do. It may not always be what we want to hear. But it is what we need to hear. I can only hope that most of us heard it - and that those who didn't, will be told so by those who listened now. Anyways, in the end you will be able to say "we told you so". In my opinion, it was the right thing and the right time. So, thanks for that.
  40. 1 point
    You forgot Frostweaver! That’s very important to the success of Alpha!
  41. 1 point
    sanfall

    guilds & thralls.

    my disappointment with a lot of games when it comes to crafting is a lack of guild crafting mechanics. I understand we can work as a guild, and this will probably happen at the beginning when everyone is unskilled, but when the game has gone live, and enough time has passed that 1 crafter has mastered all the trade, it basically becomes a 1 player craft all item type situation. Rarely do I see a situation where a guild can come in and work as a whole (And it shows) and feel like you achieved something as a group. Sure, the guild will work together to get the materials. But it usually falls to the 1 person to get everything crafted.
  42. 1 point
    Please for the love of god please please split Blacksmithing into armor and weapon smithing I feel sorry for our blacksmith he doesnt even get to play the game with the amount of crafting requests from 20+ people there more than enough in blacksmithing to split the profession into 2 especialy with runic weapons coming in at some stage too not to mention in the future ur bound to add more recipes/weapon types and all that. Armor smithing takes up more time due to all the sub components and blacksmithing is just needed by literaly every class i dont think there a single class that doesnt need something from blacksmithing for there weapons not to mention half the other crafts need items from blacksmithers aswell...... the demand for blacksmithing atm is literary twice if not more the the 2nd most demanded profession atm
  43. 1 point
    Any way we try to score an individual's contribution to a team's success is going to be biased, gamed, and frankly wrong. I really think the only way the games internal score board is going to be 'fair & balanced' is to forget the roles and the individual contributions, and focus on nothing more than team objectives. Whether those objectives revolve around use and control of the land, capture and control of POIs, destruction of NPC factions, or whatever goals are set before us, how a faction/guild/team accomplishes the objectives and who did what getting there, doesn't need to be so relevant as the fact that they did it. If the real rewards are handed out to the winning team as a whole, nothing else matters. Within that team, we know who did what. I'd rather Ace not spend a load of development cycles pulling together a system that will be broken before it's started, because it can never be right in everyone's eyes.
  44. 1 point
    I partly agree. I would personally like to see the territory capture mechanics have a palpable impact on resource gathering. For example an extra plentiful harvest pip for working land you territorially control. Then tie some scoring to how much material has been sequestered in the not built yet embargo. I also think knocking down/sacrificing hunger shards should play a much bigger role. One problem with pure resource gathering as the only means to points, is that the largest guild will win, every single time, and players will avoid direct conflict in territory disputes and search for non-opposed locations to harvest from. I think they started with the "easy" and obvious territory stuff, but should look at the other options to gain increasing influence.
  45. 1 point
    Jah

    why are we fighting for points?

    Thematically it would make more sense for scoring to be based on resources. Crows gathering up resources and thralls from dying worlds is the main story of the game. Controlling territory in the dying worlds is just a means to that end.
  46. 1 point
    sanfall

    why are we fighting for points?

    but the win condition will provide rewards at the end right? if so, are the rewards resources? and if it is resources, wouldn't the suggestion in the opening post be a better option since you are fighting for resources. Resources gathered during campaign is the score (as in you can see which faction gathered the most resources)?
  47. 1 point
    Jah

    Vessel solution

    You can get currency from pvp. Either from looting it, or by having a guild that appreciates your pvp contributions handing you the resources you need.
  48. 1 point
    KrakkenSmacken

    Vessel solution

    This isn't a MOBA. What you are describing is a MOBA. Your right, that's not how it is in CF, nor was it ever supposed to be that way. That would be a completely different game than the one I backed.
  49. 1 point
    veeshan

    Lock Characters to EKs

    Did it too myself with about 30k worth of cooking stuff cause i was experimenting with cooking which is expensive with merchant prices for sugar canes and things
  50. 1 point
    Arkade

    Vessel solution

    It's pretty simple. The previous system for creating new characters wasn't very intuitive for new players. They wanted to change the character creation to be more traditional, while still keeping the vessels concept. There was also the concern of vessel permanence among the player base as many disliked the idea that their "character" would break and they'd need to create a new one. The addition of the talent system and the locking of disciplines will create a significant demand for vessels. Any time you want to change a discipline, new vessel. Any time you want to change a talent, new vessel. Any time you want to try a different race, class or simply upgrade, new vessel. Sure, someone might have a legendary vessel and no longer need to upgrade it, but they are going to need vessels for other builds/roles that they want to play. And it's not like everyone is going to get to legendary quality and that will be the end of it. There will always be players who are newer to the game, who still need upgraded vessels. There will always be a demand for vessels. If it does become an issue though, it won't happen until the game is live for a while. If demand drops and there isn't enough for necromancers to do, they can always give necromancers more stuff to make. There are supposed to be combat pets and I've suggested in the past that necromancers could be given the ability to craft pets. Even if the pets are permanent too, that still gives them a whole extra set of things that they can craft and sell.
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