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Showing content with the highest reputation on 01/21/2019 in all areas

  1. 9 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
  2. 5 points
    I agree it would be interesting to have the seasons have more strategic differences for resources and loot tables. Definitely makes sense from a lore standpoint.
  3. 5 points
    If you have to survey the testing group for reasons to test then you’re probably not a good tester. We are here to break the game. Find exploits. Cheat and have it fixed. Report back what works and what doesn’t. You’re not playing an alpha, you’re testing it.
  4. 3 points
    Stubbs

    Resource Progression through seasons.

    I have only been back for a couple weeks after a looong hiatus (hunger dome was super fun, empty campaign world with nothing to do was not), but it seems like one of the recurring themes is lack of motivation to play in Fall/Winter. I think boosting victory points and capture bonuses will help the high-level gameplay in later stages, but the way resources are handled currently is a big mistake. They are a flat out disincentive to play later stages of campaigns. With multiple character slots available, if you aren't winning, why wouldn't you just spend your time in a newer campaign? Even if you are winning why would you do anything more then the bare minimum to stay ahead while splitting time in a fresh campaign? A solution that fits both lore and gameplay wise would be to adjust the rare drop items so that they follow the reverse path of the common items during campaign progression. As the Hunger infects more of the world things like Chaos Embers, Soulstones and Hunger Shards should drop more in Fall/Winter then they do in spring/summer. IMO once you are in winter things like hunger shards should drop from just about anything (at an appropriate rate) Time spent in winter should always be the most potentially lucrative time spent in game. It is just that the distribution of resources should shift from high common staples/low rare drops in spring to low common staples and higher rare drops in winter. For example, food gets scarce but choice body parts are easier to find. If you were to distill all items down to a gold value, the total gold value per time spent at any activity should only increase as the seasons progress. Its just that the overall distribution of the resources gained for any activity should shift from high amounts of low-value drops in spring to high amounts (relatively speaking) of high-value drops in winter.
  5. 3 points
    X-Jack

    abolish skills and leveling

    If I wanted to play deathmatch in an FPS I would play that. No Progression = No Playing. The nerfing of games to satisfy casuals who then get quickly bored and jump to the next shiny thing is exactly why I am interested in crowfall and similar games.
  6. 3 points
    Ble

    Giving Outposts Area Wide Buffs

    You're spot on. Outposts equate to nearly 50% of the available points in a campaign. They cannot be ignored and they are super tedious and unfun to gather/keep/retake. I'd rather smash my toe with a hammer than have to go out and clean up 30-50 outposts.
  7. 2 points
    squarll

    Why should i bother to play in alpha?

    Ok here we go... So i login and i want to do some pvp Ok so first thing i must grind rocks and trees and make some stupid item so i can fast track to lvl 30 (done) ok i am ready ? no no no you must now grind either gold or necromancy to make a new char that i also have to lvl to 30...(ok Done) now i am ready? nope you must now grind weapons and armor and then you might be ready for a fair fight. Don't get me wrong that in the full game i totaly expect that people who spend alot of time playing the game will be stronger than me gear and experiance wise But this is pre-alpha ffs and yes you can go on the test server but come on who wants to play there ? And yes you could say JOIN a GUILD well i dont want to also if this game was fun to play then where are the 50k backers for this game? I am not talking 500 or 5000 it's 50,000 and at best (even when it's the start of a new campaign) on EU peek time you get 150 lol 150 that must tell you all you need to know about the state of this game. Devs if you want to advertise this game over the next year the best way you could do that is to make the alpha FUN! I log in and think f... that its far to much work to catch up when my stuff will be wiped at some point. I bet alot of players download this and think f... it i will just wait until launch and start there, grinding to test a game.....no thanks
  8. 2 points
    X-Jack

    Guild Bank and Guild Rank

    Guild Bank: With the game set up to require as much cooperation between different types of gatherers and crafters and as difficult as it can be to coordinate groups of people if we had some sort of an in game guild bank that anyone in the guild could deposit resources into (and preferably could be accessed via EK) then that would greatly simplify coordinated group crafting and get rid of needless hassle. If there was some sort of ranking system for withdrawing items from the guild bank that would be even better. Guild Rank: One of my favorite things from back in my Lineage 2 days was the idea of a guild rank with selectable bonuses. Being able to pour resources as a group into leveling your guild (which was insanely expensive and would require rare items in addition to gold) and gain passive buffs gave tangible value to being in a guild other than the existential benefits of group cooperation. As I recall the buffs could also be tiered by guild rank giving rewards to people who were promoted within the guild. I think if Crowfall implemented a similar system along with the option to choose between a small passive buff and perhaps extra member slots to grow a guild that had neared the player cap it would give a lot of value and meaning to guild membership. This would also help level the playing field between zerg guilds and more tightly focused small guilds. I know there is already a similar concept in the works with Relics, Artifacts, and blessings, but as I understand it those rewards would only go to the winners of campaigns. A ranking system that you could pour resources into as a guild would extend similar benefits to all guilds that wanted to work for it and not limit it to only the most powerful and largest guilds.
  9. 2 points
    Pann

    Updated: New campaigns kicking off soon

    This evening, we will be kicking off a new five-day campaign on LIVE and a two-day campaign on TEST. There will not be a wipe for either. The reason for the shorter campaign on TEST is because the things we need to look at closely are related to the final stages of the campaign. Update: Since the time of the original post, the length of the LIVE campaign has now been adjusted from seven days to five days.
  10. 2 points
    excellz

    Giving Outposts Area Wide Buffs

    In one of the other posts on this topic, there was also a suggestion that the outposts link to each other in a way that creates solid territorial lines for fighting. Ie., think about each series of outposts as creating triangles with each other, that reinforce one another. That way, the outposts in the back of the lines can't be backcapped and it forces fighting over outposts into known areas. Not sure I love this idea, but if they are going to have SO many outposts in the world map, it makes defending / taking them much more interesting. If someone can link back to that thread (I can't find it) the visual makes more sense. Combine that kind of territorial linking system with a buff/bonus/purpose to the outposts themselves and you start to have an interesting system that both creates interesting, dynamic PvP, and a goal to the system to encourage the conflict.
  11. 2 points
    X-Jack

    abolish skills and leveling

    Okay, you got me. Thought you were serious for a minute but you are just here to troll. Nice job, have a good night
  12. 2 points
    I agree that we should have more of a see-saw out of the seasons. My reasoning isn't that I can't do something, it's that the trend is to only play the game the first 2 days of a campaign. Yes there are still fights that go on, but the numbers during the spring and summer are higher. From an end game, or rather a maxed harvesting characters standpoint, it should still be hard to harvest some things in winter, like apples; while other things should be easier to acquire.
  13. 2 points
    I don't know in this ruleset how to solve this problem but is a coincidence that the winning faction happens to employ cross faction spies? looking forward to the dregs where you just can kill exploiters
  14. 2 points
    Zatch

    Why should i bother to play in alpha?

    Was there really a need to post this when you already came to this conclusion?
  15. 2 points
    DocDoom

    Why should i bother to play in alpha?

    Trust me, all of the meaningful testing is being done by the main organized guilds as part of their theory-crafting and innate competitiveness, as they have been doing continuously for years now. This game doesn't need more testers it needs more devs to fix all the bugs we've found.
  16. 2 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.
  17. 1 point
    mystafyi

    Giving Outposts Area Wide Buffs

    I like this idea quite a lot with one small change. Outposts and campires behind the territorial line would autoflip back after 24-48 hours from time of conquer if they are still isolated way behind the lines. This way players wouldn't be forced to constantly flip outlying outposts in the back end of the realm. Would help concentrate players in conflict for territory. This would also give smaller groups of 2-3 , and even those running solo a way to really effect the war since they can see the fruits of the labor in the form of the map territorial lines.
  18. 1 point
    veeshan

    Giving Outposts Area Wide Buffs

    cant even defend them either cause if u defend it they just go back cap another one else where, you can either play the endless cat and mouse making no progress or keep capping at the same rate they are aswell making no progress -.- WTB territory system to put a halt to back capping its boring without it and would atleast make thing where your able to defend you front line of outposts
  19. 1 point
    moneda

    Why should i bother to play in alpha?

    The position of "I speak on behalf of the silent majority" is always a sign that a person should be ignored completely.
  20. 1 point
    Parfax

    Giving Outposts Area Wide Buffs

    You could also have the outposts give you 10 or 20 random material of a random color. This would also give players the ability to farm resources without actually farming them as well.
  21. 1 point
    I think you are in the wrong room, in the wrong game, and have the wrong idea of what we are building here. It is that simple.
  22. 1 point
    Synns

    abolish skills and leveling

    Sounds to me Kim-lee that you may have purchased the wrong game for you, maybe you should have read up on the game before you brought it as what you are asking for is a completely different game that this game was never going to be 🤷🏼‍♂️
  23. 1 point
    RikForFun

    abolish skills and leveling

    What a remarkable knowledge of game business here! A pity the OP did not open his own kickstarter...
  24. 1 point
    Stubbs

    Resource Progression through seasons.

    A mechanic that disincentivizes players to actually play the game is a bad mechanic no matter what length of time it occurs over.
  25. 1 point
    If this is still happening it's always quickest to email support@crowfall.com to get help!
  26. 1 point
    Arkade

    Resource Progression through seasons.

    It's not a mistake. Players who are trained to harvest will still be good at it in the fall and winter. If you don't bother to train it, don't expect to be good at it in those seasons.. Harvest enough in the spring and summer so that you don't need to harvest in the fall and winter. We currently have campaigns that last 4 days long. When campaigns are months long, you'll have a lot more time to harvest before the penalties kick in.
  27. 1 point
    pistkitty

    Weapon Nerf & Concerns.

    When I heard about this weapons nerf, I had a different concern. Pre-alpha, work in progress, yadda yadda...I think they're jumping the gun, doing these adjustments before determining the final state of crafting. Right now, any random, including a full combat spec'd player, can for the price of a scrap metal access every crafting recipe in the game by swapping in and out the appropriate disc, which allows them to create anything they want. (This is a ridiculous system, but testing blah blah, I digress). If they stick to this, and indications are they will, when disciplines become very rare and sought after, advanced weapons (and gear in general) will potentially become very difficult to craft, and valuable. Why the hell would I go through the trouble and time to learn to, let alone craft a Sturdy Staff of Whoopin' when your hastily assembled Random Stick is almost as good?
  28. 1 point
    Missing the multiple campaign solution here... at launch new players will have campaigns of their own with the r1 through r5 harvesting nodes for green mats but nothing higher.... thus, other than twinks for fun, better geared players will not be in the campaign... they will be in the dregs world with end game materials.
  29. 1 point
    That's kind of the issue to be honest. New players can get advanced white weapons and armor easily ... good quality green gear won't happen for a long while. I've never bought into lowering advanced weapons so they are closer to intermediate weapons ... the difference between a non gimped green weapon (or armor) and a "good" white weapon/armor (and let's not talk about blue) is a way bigger issue if you ask me. Now, I understand that there need to be a difference between white/green/blue to give an incensive to harvest quality materials (and yeah there is a huge difference between farming white, green or blue materials) but the fact that you need green weapons AND armor to be able to stand your ground is a big problem for the new player experience if you ask me so I kinda undestand where the OP comes from. And while I do agree that new players aren't as useful as the big guilds for testing pre-alpha, we still need frest blood for plenty of reasons (server stability for example) and the bad press that comes with bad new player experience is also something to consider.
  30. 1 point
    squarll

    Why should i bother to play in alpha?

    ok so ignore the vessels part So all i need to do is farm green mats in a pvp zone and not be killed by the gankers that are bored that there is no pvp and will kill anybody on site and take your stuff? that sounds great to me...
  31. 1 point
    Sogar

    Weapon Nerf & Concerns.

    Let's talk about confessors shall we? I mean it's definetly a class that is supposed to have a place in large fights and sieges and for some obvious reasons 90% of them use the plate wearing spec. So yeah, plate and mail deals less damage than leather but the tradeoff is not nearly as close enough for it to be worthwhile (10% damage/healing for having less than half of the survivability). As for the specs themselves, with the passive equiped you get less than 10% damage tradeoff from the spec for again a lot more survivability (righteousness giving a shield anyone), the only drawback is the range and with how laggy large fights are, range does not help that much. Now, I still disagree with Puffs on one point : I consider that the weapon nerf is actually a buff for leather wearer simply because they will be able to survive longer which will let their healer be able to do their job before they get OS. That said, they will have to have a second look at the difference between the different armor class. Right now, the HP difference coupled with the resistance difference is just too huge compared to 10% bonus damage and healing.
  32. 1 point
    I love the diversity in the crafting system. I detest that the game is moving toward keeping me from exploring that diversity via disciplines that can only be destructively changed. I needed to create 4 characters to hold the 8 discipline slots needed to operate 8 crafting tables and find it to be a tedius roadblock that detracts from my crafting experience. I love that the game has EKs in it where I can build all sorts of useful items. Getting at that ability is becoming a chore. I think about Eve and what it would be like if you had to have 4 characters to build all the diverse items in that game. It makes me shudder.
  33. 1 point
    This is admittedly a bit l2p combined with lack of optimization, but can stance commands be idempotent? Sometimes, there's a delay between hitting the button and stances actually switching. Sometimes, I hit the button and nothing happens. So, it's easy to: hit melee from ranged > It doesn't look like it takes, so I hit melee again > Game catches up, and end up in survival in the middle of a fight. Melee stance key should always put me in melee. I understand that the toggle might be convenient for simple 2 stance classes, but it's a pita for rangers, especially brigand which uses all 4 stances. Alternatively, stance changes should feel more responsive. I understand that there needs to be a bit of a delay so that changing stances has a cost, but maybe change the ui immediately with some sort of cooldown timer. That way, it's clear that I've changed stances. It'll be easier to avoid survival stance traps this way.
  34. 1 point
    Angelmar

    [=CC=] Corvus Citadel

    Gratz to CC tonight. You guys more or less carried Chaos faction tonight. Held the last bane tree against counterattack . Glad to see new guilds getting organized. Congratz!
  35. 1 point
    Staff

    20 hour review

  36. 1 point
    BushRanger

    Recherche des joueurs

    Yo, je recherche des joueurs, débutant ou non, histoire de ce monté un petit groupe pour jouer ensemble et découvrir le jeu et pourquoi pas monté une guilde ou en rejoindre une plus t ar d, un des buts est de connaitre plus ou moins bien le jeu pour être "prêt" d'ici à la sortie officielle. Voilà, je recherche juste des gens cool, peu importe la classe pour l'instant. Contact : Ici ou sur le discord Crowfall FR ou encore sur mon discord : https://discord.gg/gyBmXfA Peace
  37. 1 point
    PopeUrban

    Discussion on Combat Speed

    I'm guessing that the slow combat speed is very much like the generous hit cones for most hitscan abilities. ACE has gone on record several times that they want reaction skills and aiming to be important, but not so important you need to be essentially playing an FPS with FPS style requirements in terms of tracking, following, and hitting targets. The slower movement speed helps this philosophy, lowering the skill floor and ceiling by requiring a bit less of the players so that really godlike aim and curclestrafing is still helpful but not TOO helpful compared to someone who is used to more forgiving dps style systems. To be honest, I think normalizing run speed is a solid idea, and that pic run speed buffs should be applied to sprinting modifiers in stead.
  38. 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!
  39. 1 point
    Ble

    5v5 Tournament

    Want to gauge interest in a tournament of 5v5. I've done these in many games and it's usually lots of fun. I'd like to do single healer, single champion and single stealther. This would ensure the fight happens with relative equal opportunity to initiate (vs 5 stealther), doesn't last forever (2 healers) and isn't a champ fest. I'd probably do a gold entry fee, then, depending on how many entrants, do a weighted split to top 2 or 3. Counter-discing would be allowed but you'd have to fight the tourney with the group you signed up with (same classes/characters). We'd get a chance at grabbing lots of great content for videos (and bragging rights!). Bueller? Bueller? Lemme know.
  40. 1 point
    This is the point of the campaigns, right? Evolving rulesets, experemental stuff, turning knobs, and shaking stuff up. The ruleset details are pretty vague except we know about factions and dregs. We know that several campaigns will be running concurrently.You are assuming that it will be weeks or months if your guild is eliminated but we don't know and I suspect it will not. There isn't enough information to say no that won't work. To clear the air, I also agree with most of what you are saying. I agree completely that the players should decide. Thats why we didn't want to play for points, thats why so many SB vets are vocal about the points system, it sucks. (Back in our day...) we don't need points do determine a winner based on pre set conditions. You don't lose until you quit. If you piss off the server and get pushed out to a tiny Island in the middle of the ocean and have to live like hermits (opp anyone?) thats your hand, you get to play it. Reroll,disband, join another guild, suck it up and find a way to make it fun. Play to crush, Own the economy, control the most valuable resources, be mercs, be a jerk andinterrupt other peoples sieges. We all remember.
  41. 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.
  42. 1 point
    You forgot Frostweaver! That’s very important to the success of Alpha!
  43. 1 point
    Complete damage immunity bug! A bit odd since he can attack me. In chat he said his combat log had negative damage taken. I didn't get any combat log entries for damage done. @jtoddcoleman@Tyrant
  44. 1 point
    I think this game will be a niche game and a good one too. If there will be a hardcore playerbase, i think this game has the potential to live forever - just like EVE Online. I think the best goal is to make a hardcore niche game with a strong playerbase. For me and many other it will be at least.
  45. 1 point
    Given from many of your posts you are pretty focused on a single game rule set, that being hard core GVG mod. So lets focus on that. I guess if you take points out of the equation you would advocate something like as soon as a guild does not control any points they either swear fealty to another guild or they are out of the game. The campaign continues until 1 guild, along with their vassals, control every position on all maps, or perhaps x% of all positions. And frankly I like that. It is not about point ticks but actually taking and holding positions on the map. But that said, unless they also incorporate some kind position linking on the maps I think the tendency will be to continue to take the most points you can with the least amount of effort. Or said another way, fight avoidance as opposed to creating good fights. So unless they create some choke points I do not think it will matter if you do point ticks or positional control.
  46. 1 point
    When Order was steamrolling because Winterblades didn't wanna play Ring Around the Outposts, a slew of the smaller guilds (Spectre Legion, CSC, etc.) went Balance in order to get themselves a good fight and provide some competition, which is counter to the popular narrative people wanna spin about players always choosing the winning side or whatever but it's true. When UDL decides they wanna compete over here again instead of Legends of Aria things'll be smoother for Chaos, but I'd just like for people to take this pre-alpha state a little less seriously. The game is not done, the sky is not falling, and the population doesn't actually need a guiding hand right now.
  47. 1 point
    DEVs should never create a full loot PvP game and let players balance the population among the factions alone. This is asking the players to crowd in the safer and more populous side. it is human instinct for self-preservation. Analyzing the current design I find it best to implement the system that creates hunger in the real world where the human population grows in geometric progression while food in arithmetic. That is, the larger the population in a faction guild, the more difficult it will be to supply everyone. I think it would be interesting to have a campaign with very limited resources to force the war bettwen cities. Limited resources without respawn and players divided into city maps belonging by small, medium, ou large guilds and resources arround. When the supplies run out (food mainly) the world war begins focused on steal another guilds and the last living city wins. We do not need campaigns with predetermined time. This is unrealistic and just forces players to stay in a bad environment. Players in larger guilds would have fewer resources per member due division bettwen all and each one could be killed by players in smaller guilds, but with more resources per soldier (best equipment due less division in guild). That is, there would be a balance between total population in one guild and individual power per member (inversely proportional). All guild members need to help each other and will have to hand over all collected resources to the Guild Bank that who will divide for all members a value into gold used to buy items. Of course, the player receives a guild score for contributing. There may be patents in the guild according to the player's score. The goal would be to create a guild capable of making its members individually strong and numerous, which would be very difficult in a world with limited resources and with very large number of players in same group. GREED, WAR and HUNGER like real world.
  48. 1 point
    Seems like the stronger faction could use it to further increase their lead. I could gain points from assets and then burn down key poorly made socks to deny you what points you do have. How would you implement this in dregs? How would you prevent abuse?
  49. 1 point
    Scorn

    This week I RPd a Factory

    Step 1 Get Mats Step 2 Turn Mats into Components Step 3 Turn Components into Armor So Crowfall is a Sandbox game so often the content that is there needs to be created/provided by the players. I decided to give myself a 'Quest' if you will... Make 50 sets of Metal Armor (15 Mail, 35 Plate) This was something for me to do, keep me busy and focused and just for kicks... combined with the fact that Skill Training would be reaching abilities to make Armor Layers and Treated Steel. All the Crafting/Harvesting I did could be done with 2 accounts (I used more for bulk bank space) I was donated Meat and some Dust(For which I am grateful) but these could be farmed with a few extra hours Harvest. I also bought more materials than I needed (I originally planned on making 100 sets and forgot to change some of my math when getting Mats) I used ~105% Materials due to some Flawed Assemblies *Hopefully my math isn't too far gone with getting lost in the process, if it is so be it *Times have been rounded up to the nearest 1/2 hour This was done over 5 days with an average playtime of 4-5hours a day for this project 6hours: Farm Gold ~80,000 1 hour : Purchase and Organize Materials 1/2 hour : Craft 1500 Coal(900 Wood-600 Dust) (300 crafts) 1/2 Craft 500 Carbon (300 Meat and 200 Dust) (100 crafts) 1 hour : Craft 200 Lacing Sinew (120 Meat 80Dust) AND Craft 200 Leather Padding (200 Lacing Sinew 1200 Hide) (400 crafts) 1/2 hour Craft 90 Metal Scales (1620 Ore 270 Coal) (90 crafts with Experiment) 2 hours Craft 210 Metal Plates (3780 Ore 630 Coal) (210 crafts with Experiment) 1 hour Craft 200 Treated Steel (1200 IronOre 400 Carbon) (200crafts with Experiment) 2 hours Craft 450 Armor Layers (2700Ore, 900 Hide, 900 Stone 450 Dust) 2 hour Craft 150 Metal Rings/Sheets (3300 Ore, 450 Coal 450 Armor Layers) (150 crafts with Experiment) 3 hours Craft 150 'Fillers' *Helm, Boots, Gloves* (90 Metal Scales, 210 Metal Plates 150 Treated Steel 150 Leather Padding 900 Dust) (150 Long combines) 2 hour Craft 50 Breastplates (150 Metal Rings/Sheets 50 Treated Steel 50 Leather Padding 600 Dust) (50 Long combines) Total Time Spent 20hours Total Gold used 74,250 Total Ore used 12,600 Total Hide used 2100 Total Stone used 900 Total Wood used 900 Total Meat used 420 Total Dust used 2830 I didn't get too many Flawed Assemblies so that didn't bother me, and it wasn't the time it took crafting that got to me either (though sitting for a minute watching the final cook isn't great) The Failed Experiments were really frustrating, I understand with Higher trained skills this will happen less but still I am really looking forward to BluePrints and Factories when things can hopefully Stack up on top of Clone Copies of themselves and not use so much Bank space! Final Thoughts: This was mainly to show how silly the vendor purchased resources are IMO. HOWEVER it was also a learning experience and I believe that if the prices are adjusted that there is no reason to not keep Vendors in AS LONG as their Prices are high enough so that Harvesters can get more from directly Harvesting a Node rather than Farming Monsters for Gold. Currently at 4.5 per piece it is too cheap (though not too far off) 10 would be Ideal for Whites, I can see the Potential to even allow Greens or Blues for 10/30x more Harvesters must expose themselves in the world for longer, must change RuneTools and Disciplines (which makes them weaker in Combat) and change their location. Gold spenders do not It takes Export slots to get these out of a Campaign to an EK, or risk Crafting in the Campaign itself. Also, buying mats from a vendor will not get you any Ethereal Dust while actual Harvesting will.
  50. 1 point
    KrakkenSmacken

    Crafting Risk Asymmetry

    Seems to me like your almost deliberately setting yourself up to fail. Find friends. Not every trip ends in a fight. In fact, most don't. I've wandered around unmolested for hours. If you are a really dedicated crafter, what are you doing traveling anyway? Camp at the forts with the tables. Focus on EK crafting. Set up shop, buy your mats off other players, and craft in total peace. Wait to travel from the portal until other players are heading out, doesn't even need to be a guild mate. Pick a stealth class and sneak around with your stuff, and don't go if you see danger. Get there once, use the chests. You don't have to pull the contents out when the forts flip, just wait until it flips back to your side. Forts sell the basic mats, so you can do naked, with all your gold farmed in the safety of the beach head on the boars, in your spirit bank, pull that out when you get to the fort. That covers all but the more complex crafting things like necromancy, alchemy, and gem making. If you picked one of those as your profession, and are not planning on joining a guild, you have picked a very tough row to hoe. It also doesn't matter what you train skill wise, if your not a PvP player, you are not going to have the skills to PvP with any skill or gear, so you are naturally giving yourself a disadvantage that no amount of changes to game systems would fix. There are all sorts of avenues to recourse. Most of them social. If you don't like being social, I'm not really sure why you think picking a very social profession will be fun for you.
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