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Showing content with the highest reputation on 01/22/2019 in all areas

  1. 2 points
    Brightdance

    State of the Knight 5.8

    Thought I’d share my view. Been playing knight for the last 2 patches so not an old schooler here but hey, fresh eyes! I’ll try not to repeat was has already been said. I have been playing CF since HD though. Swordsman – To me this is a large GvG battle spec. Lots of 3+ target abilities and the ability to use pursuit every 4 secs means you can get out of combat really fast when needed (yes, it’s 4 secs to me because by the time you’re done using pursuit the first time you have 4 sec left to use it again). Nothing like running into a mob of people and whacking 4 of them with 1200 points of dmg, whirling leap for 900 and pursuit away. It can really push a group back. Secutor – DPS class and best tank. The ability to basically block at no cost, forever, is huge. Using shieldbreaker and shield fighter discs gives me a 20 pt armor break and a +15 pen, I have 167% crit dmg and have crit geared people for over 2800. Someone stands still they are taking 15-2500 hits every 2-3 secs. Good luck living through that. Problem is, people don’t stand still. The stun from swipe helps but your lucky to land one of these much less 2. With some skill, this can be done and creates a very cool "game within a game" dynamic. In large battles… forget about it. No way to really lock down anyone long enough to do substantial dmg and if you can’t get the shield bash going then play something else, cause your dmg might as well be healing them. Sentinel – I love this guy…. But he sucks! Seriously in large gvg, this class would shine if it were not for the seemingly limitless cc immunity. As an Elken knight, I can pursuit in, stun. Charge, knock up. Shout, AOE root. I’ve done this before in some nice engagements. The idea of procing the dmg boost on stuns and knockdowns is nice but that dmg is crap and the buff is so short you barely get through 3 lmb before its gone… wtf? This knight has so much potential but it’s just not there. Again there are other highlights and cons for all of these but none that have not already been mentioned. Knight chain… yay something worth something, blah blah blah... Knight Ult hasn’t been mentioned much but I do feel it’s possibly one of the best in the game. The physics are finally working… more or less. An aoe high dmg is ult is something that most classes don’t have. You basically have it up all the time. If you jump and ult, it’s a great peel-ability as it acts more like a splash, tossing people away. The idea to make barriers scale with health is a good one. Resolve could be tweaked… there are lots of ways to make Knights more durable and that is the overwhelming issue with them. Allow them a way to actually tank and we’d be in a great spot… or at least not in a really poorly made socksty spot… somewhere in the middle, which is fine considering how utilitarian the class is. Blair needs to take out all his knobs he keeps talking about and turn them to adjust the current kit the knight has and we’d be in good shape. More or better barriers, higher heals from resolve (or second wind?), shorter CD’s, trigger at higher health, etc… A thought I always had was to allow knights to block AND roll/jump. A bit more mobility would go a long way and make us more unique. Doesn’t solve the main “tank” problem but it would make it more interesting. Another thought I had was if the knight is supposed to be heal dependent. Meaning knight isn't really supposed to be far from a healer, then why not give them an inherently high PHM(personal Healing Modifier). Like start them at 30% or give them talents that increase their PHM by 10% per points spend. Better than that poorly made socksty "combat regen" skill (anyone ever take this?). Make that an increase to PHM and then you'd see people actually put points in it. I still love playing knight but yes, if you are here looking to see what makes knight better than anything else, sorry. There is nothing that a knight can do that some other class would not do better
  2. 2 points
    Darguth

    Resource material upgrade

    Currently. I'm assuming there will be "resource dumps" in the game to force out high quantities of white-tier mats in rulesets such as the Dregs where you need to craft your own keeps, forts, buildings, etc. Plus more to maintain them. Plus more to repair them. You already see some of this with things like siege weapons. I think a default way of trading up would be potentially damaging to the economy concept they've laid out. Specialization is meant to force player interaction. If you open up avenues where say I don't need to find myself an expert Logger in order to get the high-quality lumber I need as a specialized Stone Mason, you're going to have fewer player interactions because people *will* just grind it out in some cases. If they did put in some kind of default "destroy huge quantities of white-quality materials to make them useful" mechanic, then I'd hope they would aim for something like grinding them into a more neutral resource like dust/embers.
  3. 2 points
    Do we need to really make spreadsheets to calculate where we are and need to be? Is this a math simulator? Scoring 40 times as much, 15 times as often creates a potential pool of millions of points. That causes a disconnect because its harder to figure out a pathway toward catching up and hampers on-the-fly decisions on what to take/hold. It's unnecessary and whoever came up with needs to simma down.
  4. 1 point
    Ungood

    a Revision to Game Play.

    Ok I get this is late in the Alpha Game, with a Pre-Alpha game that looks great, and runs great. So I get that what I am about to toss out might be way to too late, and not even well received, or maybe both, or maybe a third or fourth option. in any case, here is my suggestion, and it's kinds a two part thing. just to be clear this all started when I was talking with a friend while we were out harvesting and gathering, and well ultimately, we got ganked, but that made us think about how the game was set up and how it could be made better or at least more defined. So these are my suggestions to improve the game overall from my sampling so far. The First Part: Skills. I get that we only have 3 Skill Branches, so, like everyone is going to take Exploration and either Combat or Harvesting. What I would like to suggest is additional Tracks to make things no so cut a dried in the choices area. For example, I would like to see a Stealth based Skill set up. I get that this would make Stealth abilities Account bound as opposed to character/class bound. But given how OP stealth abilities are, this is not a bad thing to just give them to everyone that wants them. The Stealth lines would work both to provide stealth abilities and also to provide counter stealth abilities, IE: The Ability to Hide, and the Ability to See Hidden. The reason for this, is now it becomes a choice on if you want to Explore, or if you want to use Stealth.. a hard choice for some.. an easy choice for others. But still a choice none the less. The big point with this that, now there could be a much higher chance to run into someone that can counter stealth (with no way for the opposing player to know if they could or couldn't) than there is already. So it would add a proper risk to the game for people that use or depend on stealth to give them a perceived easy win or easy escape from losing. Another Option would be something like Traveling Skills.I know we have exploration, but, since mounts will be put into this game, it would make sense to split Exploration into "Harvesting" and "Travel" skill sets. Travel would focusing on run speed, decreased falling damage, access to better mounts, as well as increased moment while on mounts, and Harvesting, well, would make you better at punching trees and stuff. This would make it so that some hard choices would need to be made. Second Part. Classes. Ok, well one thing I have seen in this game is that the balance is really bad. Which, is not the have all end all of a game, but, as I see it, if there is going to be a divide (and a huge one) between the players that are out harvesting and those out looking for PvP, to the point that if you are playing a "Harvesting" character you may as well not even bother trying to fight, why not simply put in Harvesting/Crafting Classes? The idea would be simple, they all get starting trait line like everyone else, but theirs allows them to harvest faster and reduce tool wear, better drops, etc. Then you have 3 classes. Heavy Harvester, Built off the Champion Class, since they already use a Great Axe, they kinda fit Thematically with the 'Heavy Lifter" vibe, and they gets a 3 point line, Blacksmith/Miner, Stonemason/Quarry, Jeweler/Mother-load Specialist. Medium Harvester, Built off the Ranger Class for obvious Thematic reasons, which would have their 3 trait lines be, Leather worker/Skinner, Necromancer/Graverobber, Woodworker/Logger Light Harvester: Built off the Cleric Class, with 3 Traits lines that would be Alchemy/Quarry, Cooking/Logger, Rune making/Miner This way these classes would have their own leveling system, their own benefits to crafting and the like, and this would eliminate a lot of need to have two leveling systems, by making crafting "Classes", as opposed to giving crafters and harvesters the illusion they are combat classes, and it's not like we won't all have designated crafter toons when the game goes live, as I hear they will take a lot of work and materials to make the proper Discipline , so we won't be swapping them out like we are now, so we may as well go all the way. Just my suggestion.
  5. 1 point
    Jah

    Resource material upgrade

    And presumably we will some day be crafting those structures inside Dregs campaigns, and not just in EKs.
  6. 1 point
    KrakkenSmacken

    Resource material upgrade

    My point is, it is a false assumption to think of leveling as a "finite market".
  7. 1 point
    InfernusDL

    Nethari Vs FAE

    Yuukai já deu um bom resumo sobre as classes. Eu após testes feitos jogarei de Minotauro Ranger...
  8. 1 point
    Jah

    How to safe farm in Crowfall 5.8

    You can have both combat training and crafting training on the same account. Harvesters being loot pinatas is an intended game mechanic. It fuels conflict. Make some friends!
  9. 1 point
    Yuukai

    Nethari Vs FAE

    Jogo de Assassin FAE, 50% de velocidade em furtivo. É indispensável para quem joga de Assassin e também claro, evita danos de quedas e etc podendo se jogar tranquilo de locais altos. Nethari precisa de um Up, nem mesmo para Confessor vemos mais, no 5.6 eram muitos Nethari de Confessor porém parou de repente e vejo mais os High Elf do que a class que deveria ser.
  10. 1 point
    VaMei

    Kills vs Caps

    Kills are a means to an end, not the goal itself. There are many roads to victory.
  11. 1 point
    Asokka

    Suggestions for Exploration/Gathering

    1. In my opinion beeswax, blood and bone should be removed from Basic Exploration and be moved into Reaping. Since the Dev's have made getting gems and minerals such an essential and specialized part of the game, the beeswax for siege engines, blood for jewel crafting and bones needed to make the gem/mineral potions should require a specialist to gather. Many might say 3.5% isn't something worth changing but I disagree since those who go into Reaping only get 2.5% (6% total) more chance then your average, non-specialized gatherer. Beeswax, blood and bone should at least be a 10% drop rate considering gem have a 15% drop rate and minerals have a 30% drop rate when maxed out plus whatever g/m potions give. Hell, they even made Cutting Grit a 15% drop rate from its previous 5%. 2. Due to the recent hardcore nerf to beneficial harvest, there should be a concern about how it really hurts skinners far more the other gathering professions. Ore, stone and wood specialists have it easy with being able to proc their buff off slag, cobblestone and knotwood then hit a cluster of up to 6 ore/stone veins and nearby trees that are literally mere yards apart. They don't need to waste time killing anything. Even with the beneficial harvest lifetime: animal skill in the carnivore specialization tree maxed out, my beneficial harvest buff last 36 seconds. That is not enough time to proc the buff, kill a level 7 boar and skin it with a -20 knife. If you're thinking... "Then use better weapons, tools and gathering armor." ...you're missing the point. The only other way to modify the timer is to waste time going through the logging branch of Reaping to get the mastery which adds 0.15, I have no really idea how much extra time it will add until I get there which I have to waste over a week of precious passive training time on logging skills that I will rarely use just to get to the mastery skill. Since there are little to no elk or auroch above rank 5 except very rare 1 or 2 groups, farming green strong hide to make a green beneficial harvest suit is a waste of hours upon hours of my time. 3. If I were to rewicker the talent trees, it would be this: Exploration: I would remove the blood, bone and beeswax nodes. Then change Survival Proficiency and Gathering Proficiency both to give 0.025% to beneficial harvest chance: all. This makes them even. Reaping: Make blood and bone 2% per pip and remove plethora of meat: animal. Skinners already get a wonderful amount of meat within a 20 minute harvesting period in Spring and Summer, so this skill option is utterly useless. Instead, replace it with beneficial harvest lifetime to offset the time it takes to kill an animal and skin it with a decent knife. I would say do the same for logging but getting dust in 5.8 is beyond necessity so leave it as it is. I would change the first heartwood skill to beeswax with 2% per pip and the second heartwood to give 2% per pip. Thus giving blood, bone, beeswax and heartwood at total of 10% drop rates when all is said and done. Side Note: I would also change the stats on harvesting armor from beneficial harvest chance/power to beneficial harvest chance/lifetime.
  12. 1 point
    VaMei

    How to safe farm in Crowfall 5.8

    I'm a harvester, and even I can't wait for the spirit bank loopholes to be closed. Short of getting import/export working as intended, at least make SB temple only...
  13. 1 point
    Qlimax

    20 hour review

    Pros: Hand to hand combat feels great. I love the multi custom stat,skill tree+I guess vessel tree? Rewarding to farm and make my own gear. Harvesting buff and pinpoint mark makes farming more enjoyable. Tons of classes and races to make a unique feel for everyone Gameplay of siege weapons etc look cool. Though they show an assassin stab it 5 times and it explodes. Cons: Convinced a bunch of friends to purchase the game..needless to say we all ended up on different factions by accident. We couldnt play with one another which turned people away. Starting area bugged. Started on a cliff, fell died. gg Pop up hint boxes last 1-2 second. What'd that say? I dunno How come it's taking so long to harvest this rock with a pick? Hey Noob, you're using the wrong tool..oh.. Bugged trees and rocks Friends lost interest before we even tried pvp. argh Oh you need a guild for the next tier gear. I guess you can go farm and maybe ill make you an item New campaign starts, hey player x hows it going? want to party? im lvl 4 what level are you? I'm 30 and i can make everything. cya Where am I? Press M, 3-4second delay of loading. Yep this map is going to get me ganked. Can i put a marker on the map. No. Ah crap I'm going the wrong way again. Argh guards can see me in stealth. But they're looking the other way. We have eyes in the back of our head brah i have 60 wood..can i make 5 axes? No, one at a time. Oh Run away there's an opponent! I have a swift mount and he's two football fields away...Uh some how to catches up and snares me and shoves an axe in my heart. What the...but I have the fastest mount and you were so far away? 100 yard range on snare sniper rifle gun? Bye bye items. K thx Chased first opponent to their temple portal. Insta death. Congrats you lose everything and the dagger you worked so hard for..meh alt f4, when's new camp? Opponents glitching in some corner near our fort to take it over. k Hooray I solo'd an outpost. I'm going to cap this for our faction. Stealth, go watch a youtube video. No still not capped. wth..goo
  14. 1 point
    APE

    a Revision to Game Play.

    Remove stealth? Seriously though, they have anti-stealth on races, classes, disciplines with more to come. This is not a game, it is testing of an unfinished product and things will be broken until they aren't hopefully. If you are out harvesting a lone or with others and have no anti-stealth, that's on you. Not that I believe stealthers should have free kills just because, but they have limited use and serve a purpose. However, when there is a small population, lots of imbalance across the board (gear, levels, disciplines, classes, etc), and lack of team work, it isn't surprising to see stealth and gankers having such an easy time. Lag or lack of makes a huge difference. I believe they have plans to add more diversity to training. Animal husbandry, taming, farming, map making have all been mentioned. Comes down to time, money, priorities. I'd much rather do something exploration related or anything other than harvesting/crafting while still focusing on combat. Hope it comes. As for what is a "crafter/harvester" vs a combat character, this continues to change with how passive training and disciplines work. As is, someone can still equip good gear, train harvesting/crafting & combat, and only give up some disciplines which shouldn't mean instant death to a full combat player. Believe this will change more once they remove weapon mastery disciplines or whatever the plan is. Full fledged "trade" classes would be interesting, but would require changing so much that I don't see the value, especially when what they have or will works fine. The game is far from finished, you likely got ganked by someone better geared and taking advantage of your weakness and it sucks. Come release, people should play accordingly. If you are going to main a harvester, build knowing gankers exist. Find people doing the same. If everyone has flares, perception, or whatever anti-stealth, it shouldn't be so painful. Simply having others and situational awareness is good as well. Giving everyone stealth would be horrible. Same for anti-stealth. At least not in the forms we have now. It should be limited to specific character builds that give up something to gain something. Currently I believe the issue is some options forgot to take away and just gave gave gave.
  15. 1 point
    APE

    abolish skills and leveling

    Yes lets make all games fall within the same cookie cutter molds... A few games have tried to follow Overwatch and done poorly. Same goes for others going after Hearthstone. Fortnite ate PUBG's lunch who ate H1Z1's. There isn't enough room at the top. Plenty of gamers, especially those that have been around for a while, want a more social experience with long term investment. Not everyone just wants a shiny skin or a rank to go up or down 50 points a day after hours of playing. Overwatch is my most played game currently but it doesn't come close to scratching the itch I've had for years (pretty much before WoW). Crowfall will not be massively popular but it doesn't need to be if enough show up. Copying or trying to appease the masses makes no sense when other companies already do it well. Joining a guild and providing something of value is a way to avoid grinding if that isn't your thing in Crowfall. If you don't have anything to offer, well... Although if they can make grinding somewhat entertaining and relatively painless, lets see how it goes. Also, not to break it to you but all gaming is pretty much a grind. All we do is pick different flavors. Be it going up the leaderboards, gaining levels, getting better gear, unlocking achievements, or just playing the same thing over and over and over. I've played Overwatch since launch and I have what to show for all my time? Pick something that brings you entertainment and have at it. Not all games are for everyone. If you want a game where you can hop in and out without much consequence or lasting impact, the games you listed and countless others do it very well.
  16. 1 point
    While I'd like what you are suggesting, it's more so for my entertainment and not faster/better development. Giving everyone maxed characters or whatever wouldn't do anything to speed up optimization or complete any of the missing features/systems. Your suggestion would likely bring in more people but at the same time, some would likely be turned off due to the lag and missing features which make this still far from a release product. It's fun for those that don't mind playing/testing for what it is. I do believe more structured testing would speed up certain things to catch bugs, but then again I don't make games for a living so I don't know much. I can't say the current "game" or future version will be exactly what I backed or hoped for, but it is turning into something decent and if it actually functions, will likely be semi popular with the crowd(s) it is aimed at. Honestly believe it would be in ACE's interest to just shut off testing for X amount of time. Be it servers off or just no specific work going towards fixing bugs or whatever that people are "needing" asap. Just put their heads down and finish the big picture stuff. A well optimized, feature rich test version would be better than having a BR or maxed characters to screw around with. Having both at some point wouldn't hurt though. Believe I'm one of the more critical backers that doesn't just agree with whatever the devs do and at this point they should just keep on doing what they have and hopefully it works out. If not, I'm out a little money but they are out of a job and respect from us.
  17. 1 point
    sanfall

    a Revision to Game Play.

    Yes, we all want it to be successful and fun. And yes, it currently is not as fun as it could be. Having stealth as a passive skill training for everyone is not how i imagine fun would be. And while they had stealth stuff in Passive skill tree previously (although i'm not too sure since i never trained combat), it did not unlock any skills. Skills were still specific to class. Previously, it would require passive training to improve effectiveness. Now, talent does that and it allowed players to get to lvl 30 in under a day and be good at pvp'ing so they can have fun straight away. This game has classes for a reason, and that is to lock people into specific skills when they choose a class. Assassins and duelists can stealth, clerics and druids heals, knight and champion tanks etc. This game is not designed to be a classless game where anyone can be anything. You choose a class, you get specific skills.
  18. 1 point
    untuin

    abolish skills and leveling

    This isn't a casual battle game. If you want that, play your overwatch, fortnite, or whatever. This is a niche game, not mass market. Do you want every game to be the same? I wouldn't be opposed to to a 1-2 year cap to enforce specialization, though. Also, I don't think combat should be a tree. I'd prefer something like Artisan (Crafting), Laborer (Gathering), Explorer (Tracking, Survival). That way, specialization is more for the economy. It's probably too late for that, though.
  19. 1 point
    MrErad

    Templar talk.

    You have to remember other than militant mage a lot of people are playing broken classes. Plate Confessors who can basically be immune to melee , militant mage which blocks slashing , Multi invulns from champs , range can basically kite us. Templars have the 2 most easily blocked damage types but there are ways around this. You could always slot poisoner in to make your slashing attacks be poison damage. Shield breaker for barriers or standard bearer so you can flip to electric damage. The Vindicator & Fury line do need work though. Giving up healing needs a bigger trade off. If you've died before dropping your AOE for healing(if you're not a paladin healing is garbage) or DPS then its most likely due to someone having a broken class or primed broken abilities. On top of your gear being of lower quality. There's a lot of stuff broken with scaling currently and sporting nearly 40% resistance not counting all my bonus armors etc I can be hit for 3500 on a crit while in plate & 1.7k on other abilities. 5.8.1 will start addressing some of the broken damage. Also you can animation break our abilities by just parrying. The other day I took 6.4k damage in 1s from one person in 2 moves. So I wouldn't worry to much until more balancing comes around. 1st Thing I would love to see fixed with the class itself though is the censure to be switched to a ground based small aoe for the stun. There's to many times ill skip off someones head and get launched further, ricochet off the target , or watch it impact and not do any damage or stun. That small change I believe would help a ton.
  20. 1 point
    Hy'shen Avari leads Order to victory in yet another campaign! Note the impressive Kill/Death ratio.
  21. 1 point
    Wrain

    Why should i bother to play in alpha?

    Squarl you are absolutely correct. But you posting on here is just going to get you flamed by 90% of the left-overs. You see, these people still playing ARE crafters or fabois. You are right to be worried about the #'s as you should be. (I know the devs are, they are running a BUSINESS) When you have STEAM releasing ALPHA games that have MORE players than this game does....there's an issue. The game has non-stop potential, unfortunately the direction its been heading is WAAAAAYYY off mark from the nostalgia backers who originally purchased this game/dream. If you notice its the SAME few defenders on these forums trying everything they can to make you feel like "YOU" are the issue. Its not, its the game. In business you look at #'s. period. This game is already released all over youtube and its not looking promising to the vast majority of PvPers. IMO to fix this... 1. Run the test server as a giant tool-box and let players run around maxing their characters instantly, throw in a battle-royal 24/7 with a tight map with toys/weapons lying everywhere. Populate mobs and constantly just have exploits and break everything. Let players come up with insane character builds racially/stat/discipline wise. Balance from here. 2. STOP THE CRAFTING. It needs to be stopped and full swing needs to be pushed towards combat/sieges/maps/npc/mobs. This game already has the most insane farming/crafting simulation out of any MMO since MUDS. Enough is enough for now. 3. Constant wipes are killing the player-base. The vessels are just another hash-re-hash way of forcing more grinding/leveling. Complete a campaign..give the player a REASON to keep playing. This isn't working. Let us keep our characters with REWARDS on them so we keep going. I loved Shadowbane. I loved DAOC. I loved UO...but right now this is not what me, my friends, or the MAJORITY of backers thought they were buying into. my 2 cents, watch yourself on here...the fanbois will eat you alive. Lifting my glass to the devs/Todd in hoping he turns this game into the masterpiece it could be. Wrain
  22. 1 point
    ComradeAma

    abolish skills and leveling

    New player will never be as strong as old player. They will lack knowledge, skill, social contacts and won't even understand which role they want to play in game until they play a month or so. They don't need to be at the same progression level when they are learning. But once they got to the point when they are ready to go hardcore with proper build, guild and gameplay they will have an option to buy experience tomes from other players and catch up on skill training. Skill tree is not designed to be a grinding thing, it is a way to specialise your character in what you want to do and disable ability to be jack of all trades like other games too.
  23. 1 point
    Arkade

    State of the Knight 5.8

    That's the only thing that matters. We are SUPPOSED to be tanks. If they don't want knights to be tanks, then increase their damage, call them melee dps, and I'll play something else.
  24. 1 point
    pappy

    20 hour review

    This is pretty much dead on example of a players first experience, unless they have someone hold their hand. It's going to destroy the game if things don't change. It's not fun!
  25. 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!
  26. 1 point
    Yumx

    Caldera [EU] - Playing with Fire

    Yet another win for chaos! Great job with all the capping/defending Northlanders @Roccah @Battlex & co. And great job once again Caldera! Balance had a lot more numbers this time, and we did lose some battles, but we won the war.
  27. 1 point
    SaintyBoyo

    General vendor stall

    I've got a workaround! If you skill all the way into Themed vendors they do actually work, I've attached to side of lodge throne room successfully, the dock part of the general vendor wont attach to anything at all so far I seen. But tried about 3 themed vendors and they work fine to outside. Crafting stations work on the Platform recipe in tier 2 of of skills, so sure the vendor stalls will too. Found out after not playing for couple days and though meh why not skill into the whole skill set for vendors and test
  28. 0 points
    InfernusDL

    How to safe farm in Crowfall 5.8

    How not to farm and lose all your itens ? When you are getting attacked, open you Spirit Bank, let your enemy kill you and hope that it won´t give you a Death Blow. You will have 5 minutes to deposit all your itens and don´t lose anything... Let help travian games to fix this ? How? Close all the banks when you die and it won´t allow you to open a bank after you´ve been killed... Or, for 4 days campaings set Import and Export to 50 and bind on all account...
  29. 0 points
    Arkade

    State of the Knight 5.8

    A little background from just about 2 years ago when the "new" knight was introduced. This knight used stamina, where previously it had used mana, and the Shield Bash ability was added. https://crowfall.com/en/news/articles/meet-the-new-knight/ We still don't have any of that. Part of that was supposed to be provided by the Secutor discipline, but the Form Up ability was just labeled as "coming soon" and they eventually removed the Secutor disc. Now that we have the Secutor promotion class, maybe Form Up will be given to them automatically if and when they get it working. The idea was that when Shield Bash was active, pressing 2 would cast it. When it was not active, pressing 2 would cast Shield Slam. That hasn't happened yet either, but I rarely use either ability. If they are combined into one, maybe I'll find a place on my bar for it. In a previous version of the character controller, we would press and hold the #1 button to execute Pursuit. When we released the button, the knight would stop and do the hit/stun. Currently we click once to activate and have to wait for the entire animation to play out before it executes the hit, even if we reach the target after 5 meters. Hopefully this is still on their radar somewhere. It's kind of ironic that the knight was the first archetype they made and it's the one that has the most unresolved tech issues. Maybe once they get the Frostweaver done, the engineers will have some time to look at this stuff.
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