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Showing content with the highest reputation on 01/31/2019 in all areas

  1. 3 points
    This has been stated several times already. People who play during prime time--an arbitrary number represented by the population's numbers peaking according to their day time schedules with jobs/school/etc that allow them all to be on for a duration at once--their time is not more valuable than others. Which I point out because any system trying to place greater emphasis on one time frame over another isn't taking into account the changing nature of schedules, especially based on weekends/holidays/gaining or losing players. I don't care what argument you want to use to pretend otherwise. I am a late night person, the time I put in is just as valuable as anyone else. Furthermore, this restricts the power in the players hand to choose to be more active at a certain time for strategic values. We seen this quite a lot in Shadowbane. If a larger force was attacking a smaller guild, but that larger force had more players on during the evening rather than late night, the defending guild could try a strategy of allowing the bane to occur late night, hoping that some of the attacking guild's members wouldn't be on because of real life schedules. They could get their guild to commit to a later night defense, and some people could change their schedules to accommodate. This is a video game that needs to stand alone from concepts such as players schedules and allow for the same time of play regardless throughout the full day/night, except for concerns such as keeps because we cannot choose the time for the bane to go live. This gives the players the most control to choose how their time will best be spent. Is there a chance that your faction could catch up and overtake another factions? How about asking more of your guild members if they could possibly make room to be on a certain time to make a late night push to capture a bunch of things. People can change schedules. They can decide if instead of 6 pm - 12 am they play 10 pm - 4 am. And this should not be restricted because someone thinks because the server is Virginia EAST that the most impact needs to happen from 6 pm EST - 12 am EST. Not everyone on the server are near eastern standard time or even in the same country for that matter. Night-capping As Veeshan already stated, night-capping issues doesn't like in the fact that there is the ability to night cap, but that current populations do no support the numbers to have people take forts at night. With the changes to it is much harder to take a fort with a smaller group. But that does NOT mean that all factions aren't having the same numbers on during those times. Which gives every faction the same ability to accomplish any task. The issue lies in the absurd idea that if you take a fort, literally minutes later, another force can roll in and take it back. There is no permanence, there is no semi permanence, and there is nothing keeping those people from being able to roll in and do that except if their group can handle the guards. Forts Back-capping forts is boring game-play, plain and simple. It's trash that kept me from playing WvWvW in GW2 when that came out; the moment I seen that first objective taken right after capping it in the first place. It's what makes ESO's PvP trash. I think capturing things for points in the first place is just boring game-play for PvP, but at least if you chase points it shouldn't be a never ending dog chasing it's tail moment from no permanence. There is literally no incentive to build up the walls for a fort, because NORMAL PLAYER WEAPONS can hack them down in moments. It takes some actual work to build those things up, unless you had the foresight to spirit bank a LOT of timber and boulders. Then in comes a small group bashing on a corner with their normal weapons invalidating all that works in moments. While they can also teleport through walls, I don't think that kind of game-play in necessarily bad, as it takes a specialized type of group to do this, whom may not have access to a great composition once inside to take the fort that easily. In Shadowbane it was much easier to bypass walls with Wizard's group teleport, Fury's group flight, or personal teleport. But then they weren't capturing anything by doing that either. Walls need to ONLY be damaged by siege equipment OR some new type of siege disciplines which would allow someone to buff themselves to allow their weapons to attack the wall, or maybe buff the group to do the same. I think letting them apply this debuff to the wall itself would lead too easily into multiple groups abusing only 1 person having the discipline. Rolling vulnerability is an iffy thing. Big fights are fun, but turning gaining points into never ending big fights against people could easily burn them out on playing the point capture game. It's all find when once a night you have this huge, fun siege battle against many opponents (crappy performance aside). But when you have that, and every single fort fight become the same because the fort can only be hit at a specific time, this will draw in the keep siege size forces for all these events without getting keep sized siege rewards. I get it, people want more reasons to fight. But I don't necessarily think ACE needs to force this by coding it into the game. Other options to slow the back-capping for forts would be better, as I will outline below. Outposts I'm totally against needing to take outposts just to be able to attack forts. I get it that people need more time to response, but there are other things that can go into make fort harder to just steamroll. 1) Having it so that the maps generate a certain amount of outposts around each fort, so that in every situation there will be 4-8 outposts directly linked to what affects the fort. 2) Now that every fort has a certain number of outposts that directly affects them. Make it so that these outposts buff the defenses of the fort. 3) The guards in the forts have a base rank. Each linked outpost you control will +1 to the rank of guards AND add more guards in general. All outposts = R10 guards in center cap area, R10 guards in the fort confines, R10 guards in corner archer towers, R10 guards on wall catwalks. No outpost = R6 guards in center cap area only Half outposts = R8 guards in center cap area, fort confines etc 4) Balance it how it makes sense. But the idea here is if you are a big group, you can roll in and maybe fights the R10 guards as they are, using siege buffed weapons to get past walls and fighting through R10s and players who defend to cap. 5) NOW it's yours, but instead of running off to capture the next fort, you will--if you didn't elect to capture outposts first--capture the linked outposts to completely buff your guard defenses up. You will build the walls because they will actually be worth the effort to do it and make sure the fort is as good as it can be, before running off til the next one. 6) Or, if it's late night and groups can't handle R10 guards like that, a smaller groups can run around capturing the linked outposts first, debuffing the fort defenses to be weak enough for a smaller force to take. But NOW the messages saying you are losing outposts alert people who are online, and they have plenty of time to arrive to fight because they have the time it takes to take all the outposts, beat down the wall, cap and build them back up to respond to the attackers. 7) This makes it a choice on what fort you want to take, the kind of force needed to take the fort, the choice in how much defenses your group can handle while possibly fighting players at the same time. And now gives a reason to build walls back up, and build up your defenders, without locking out smaller groups from being able to fight for the forts at night. 8) If you don't build up the walls, then the outposts can't spawn the tower and wall guards to defend. Which means if you want the most defended fort before leaving it, you will need to build up the walls in addition. But if you are a small group and building up the walls are too much for the size of the group, you can still have all the outposts generate stronger guards for center capping area and fort confines. Or you can get all the timber and boulders you will need and bring it with you, hoping you can build the walls once you get it (this is obviously thinking past the point spirit banking is fixed). Now there is something in place to delay the fast back-capping of forts already taken, and give time to defenders to respond to an attack call. You can make strategic choices to how much defense you want to leave to keep the fort from being retaken so easily so you can move on slower/faster to the next spot to do the same. It also alerts what fort might be the next target based on proximity to another fort or runegate. Giving players choices without forcing specific times only that things can be vulnerable is much more interesting and fun gameplay than giving just another keep type defense window that will draw the whole server into massive protracted fights. Not every pvp instance needs to be a huge fight between everyone. Forts are not meant to draw this type of fighting. I feel fixing forts and connected outposts with this kind of system can accomplish what is needed, without just making it so that outposts make a fort vulnerable period. Means massive groups can take take a fort quicker, while smaller groups have to go through the whole process to take a fort at night, giving people much longer to respond. Conclusion Even with the above mentioned changes, this is based on ACE making people even want points. I'm a firm believer in that players should make the reason for pvp, and pvp for pvp sake. But having the mechanics in game to invite pvp will only entice people if there is a reason for it. If winning the campaign with 3 million points at the end means nothing but bragging rights, many people are going to ignore the system and not care about capping anything, regardless of what you put in place for day time capping, night time capping, or the argument people have for why they think the point gains are fair. Population plays a big part of what's going on. And unless the numbers are completely imbalanced, there is no different from the forces available during the day and those available at night. I don't think night time capping is the issue people think it is, and even if it's contributing factor is because people aren't compelled to bother doing anything at night. So it leaves what the day time people did during the evening to pop on in the morning and pick up. This could completely change, given a reason to even care about what your point score is and will almost certainly compel guilds to start to play with gaming schedules to take advantage of these things. And there should NOT be a restriction from this kind of strategy, or having people on at night who are not EST people.
  2. 3 points
    Got bored halfway through, skipped to the end and saw all the armor/weapons Zybak was fed. he managed to die 3 times with armor on like that? Oof. Must be rough shooting fish in a barrel, managing to miss, and shooting yourself not once but 3 times lol
  3. 3 points
    Yet your video was a montage of stealth ganking unsuspecting noobs, a number without armor at all. I am sure those considering playing can't wait to experience it..... Hoot! That said, the music was great!
  4. 2 points
    Soulreaver

    The here and now...

    Three things I would love to see implemented right here, right now. 1 : Spirit Bank. Only accessable while in the beachhead. I don't care about the amount of imports and exports. Just make it only accessable while under some flag which is only present in the beachhead. Having the spirit bank is fine and all but the fact that players are using it to avoid one of the major dynamics of the game : Inventory looting… is just starting to get ridicilous. 2 : Disciplines. Like the Spirit Bank. Make it only possible to change Disciplines while in the beachhead. The drop a disc - switch - and counter is providing a rather incorrect picture of what the game is going to be like, and I for one would just love to see this simple dynamic changed. 3 : Mounts. Please give us mounts back, make u dismount at -any- kind of damage, and make the cast time of it 30 seconds. Of course that is my top 3.. when we aren't talking System stability and performance.
  5. 2 points
    Yeah, I have a problem. I have two different design goals and they are diametrically opposed. I want to be able to expose the strategy game information to everyone, even to people who aren't even playing in the Campaign -- but if I show the maps, that makes it pretty impossible to hide them at the same time. So instead I was leaning towards a hybrid approach: show the maps and the major features (mountains, roads, strongholds, etc) and hide the details until someone claims them (outposts, etc). I could also throw other things into the mix, like resources and mob spawners -- you'll probably recall they had them in previous versions. We had fog of war, and it was kind of cool, but frankly it didn't last more than hour once a new map came up. so when I hit the conflict between these two design goals, I decided that showing the strategy game was more important, and I gave that priority. I like the idea, though, so I will continue to look for opportunities to use it (or a variation of it) in the future. Todd
  6. 2 points
    Soulreaver

    Fae racials seem mandatory?

    U’r expecting things to be 100% balanced - they wont be. So start by moving away from that. Secondly you’re expecting all assassins to play - hit’n’run. They dont need to be played as such. An extra Amulet slot as well as the potential for an extra dodge is more than enough to make me look at the High Elf a second time. As for stealth movement speed. Well yes its good. Personally on the present maps I spend more time out of stealth moving from A to B - where the Half Elf has the advantage. Your presumptions means that for your gamestyle only the Fae seems to work. Thats cool. Im not saying that the advantages of the fay arent as u have stated. Just that you downplay the other races a lot incorrectly. Edit: U assume all need/want a gap closer - u dont see it - doesnt transfer into me holding your hand and telling u all of the small tasty tricks of a class/race. Explore them a bit more yourself.
  7. 2 points
    Hyriol

    Where is the Embargo Vault?

    Hey BucDen, The embargo system as described above hasn't been implemented. For now, use the spirit bank (b key) to save all your items at the end of the campaign, or to transfer items between worlds. It can be used anywhere and is safe from looting. Be sure to keep an eye on those import/export limits you mentioned as they're only given to you at the beginning of every campaign.
  8. 1 point
    Noph

    Fae racials seem mandatory?

    Hey Crows. Been toying around with the Assassin these past days, and one thing about the current designs really springs to mind. Designing racials with certain classes in mind, seems to defeat the purpose of allowing other races to play this class. Especially in a pvp game where RP etc seem less likely. I realise balance isn't a thing in the game yet, but looking at the various racials, I simply can't see why you'd ever NOT pick Fae. The 70% stealth speed alone is incredibly powerful (and specifically designed for the Assassin. Let's not pretend that's of any use to Druids or Frostweavers) but when you add stealthed gliding on top it's like you're almost nerfing yourself by NOT picking them. And we've not even begun to look at what a gap closer (or creator) double jump + dash is. Being the only dash that can be activated mid-air, you cover WAY more than the 16 metres that are advertised. Need to disengage so you can re-stealth? Jump dash, jump dash, disengage, flip re-engage, jump dash. You're practically on another continent by now. Is there a hill anywhere close by you can dash off of? Then blimey, you just flew even further. Need to chase someone down? Same as above. You're faster than anyone... It seems to me that not only are Fae so obviously better assassins that nothing compares. Other races actually seem worse, simply by virtue of existing in a world where Fae assassins are an option. I can't think of a scenario in which a Fae assassin would lose to a non-Fae assassin, all else being equal? Am I wrong in this assumption? Have I missed something? I know that for Myrmidons etc, Half Giant was a no-brainer, but that might have changed with the damage immunity nerf. Suddenly that "no stun" and charge from the cow is beginning to at least look interesting. But for Assassins, what does a Half Elf or Nethari bring to the table? Nether Rush is cool and the hovering effect means it can be used to dash up cliffs etc if angled right, thereby presenting some interesting escape mechanisms, but that's it. The bonus to fire damage again seems like a racial made specifically for one class. Am I missing something here?
  9. 1 point
    CreepLordGodKing

    Talking while Running

    So in MMORPGs there is a lot of running. We all know this fact. But it does deserve extra mentions....a lot of running. Painfully excessive amounts of running. Like the amount of running that when you die and you start calculating stuff like how much time you spent with family, friends, worship, and sleep you also realize that you spent a ton of time in MMORPGs running. Yep - that much. Sooooooo.....we are all going to create a macro to autorun if the devs don't make it native and if we do then we can't talk/chat/type while running. That sucks. I like to chat. More specifically I like to type in the chat window. Problem is...I can't do that while I'm running or harvesting. I think this needs saying every so often. The CreepLord hath Remindedeth You
  10. 1 point
    Tooltip

    Crowfall: PvT Edition

    So, the way things go in this game, you basically need to be level 30 to fully play most (all?) classes. In some cases, like the Druid healer, you need to be 15 before you can even start healing, and 25 before you don't have to endlessly tray-juggle. This leads to players finding the optimal way to level. In 5.8 that was sacrificing architectural frames. While NOT AT ALL INTERESTING, it was at least fast. You basically got 2 levels per craft and it was over quickly. 5.8.1 "fixed" that so now crafted items basically give 10xp per 1 basic mat. This means that players need to find the best way to mass produce items at that conversion rate in order to level. Turns out (from what I've seen) that basic axes (30xp) made with 3 knotwood (not rank wood), and or basic bows/books (118xp) made with 12 knotwood are the way to go. They require the least amount of effort, and can all be done in total safety. Sure, fighting the right mobs is faster and also gets you gold, but it has obvious risks and is arguably slower (not to mention you cannibalize your own faction xp by monopolizing spots) So it's basically Player vs. Trees gameplay before you can even play the actual game. 17,500xp to 30 at 10xp per knotwood = 1,750 knotwood. I'm specced into wood gathering (not exclusively) and it takes me 3 swings with a basic axe to pop a knotwood tree. The average drop rate is 1.5 wood per tree = 1,167 trees. Come on, now. Is this really how you want your players spending their time? Fighting Knotwood trees? Can we please do something about this ridiculous leveling problem? Give XP (with DR per character-character kills) for PvP. Increase mob density, or at the very least allow us to respec until you can get the whole mob overhaul in. Please don't just reply with "go fight mobs instead". Many players are not playing that way and there's a reason for that. It's poor design, not poor player choice.
  11. 1 point
    veeshan

    Tool tips that need improved

    Many of them are pretty good but i feel we can do much better. For example some tool tips provide 0 information on what it actualy does, take Noble blood from knight for example (Deals 60-81 +70 wep dmg in a cone, you gain a Barrier lasting up to 15 seconds) Like how much is the barrier would love to know all i know is it takes 1 and a half zombie hits so im guessing its only like 500 but who the hell would know -.- (Also being knight only dmg mitigation the shield should be a little more relevant considering the CD) Then we have thing like will of the stoneborn (Fortify your defensiveness increasing crashing defence and weapon efficiency. Like again whats values doesnt say i can do the maths from before and after i apply the buff but these thing should visable at a glance. I would also like you to considering changing % weapon dmg and have a value there instead so its easier to see the dmg output of said skill instead of having to break out the calculator for every skill to see how much dmg there gonna be doing. Also if you can show the amount of energy/stamina u have for your bars like you HP bar has would be nice too. having it hidden away in the combat details tab it a bit of a pain.
  12. 1 point
    They want an early head up sytem for the keeps get a fken territory system so they need to push camps to get to keeps that moving line is your warning system -.-
  13. 1 point
    Duelist Pepperbox Shot is affected by uneven ground as well.
  14. 1 point
    You can disable those.
  15. 1 point
    I thought it was monumental that JTC clarified that if you’re playing vastly out numbered that’s on you.
  16. 1 point
    wasnt there...thats 'go home time' ;p no idea what is going on with this event with regard anyone recording it or not
  17. 1 point
    Fauno

    Bate-papo LIVE

    Oi corvos Hoje, no seguimento do artigo do corvo Blazzen, iremos ter o 1º bate-papo com nosso director criativo J.Todd no nosso canal Discord Crowfall Oficial. Iniciará pelas 15:00, hora brasil, aproveitem Toda a história aqui Espero que gostem.
  18. 1 point
    moneda

    Fae racials seem mandatory?

    A lot is being made of the in-stealth movement speed and I'd just like to point out that there are a number of Brigands out and about completely destroying people as Wood Elves and Minotaurs, neither of which have the Fae in-stealth movement speed. It's a really good trait to have, absolutely, but it's not going to help you catch anyone that's not already standing still.
  19. 1 point
    Fauno

    A estratégia de jogo

    Blazzen da Lords of Death partilha conosco seus pensamentos estratégicos sobre os prós e contras do sistema de pontos de captura. Toda a história Hoje, 31 Janeiro pelas 15:00 BR, o nosso Director Criativo Crowfall J. Todd Coleman irá conduzir um bate-papo sobre este tópico no canal discord oficial de Crowfall com a particpação de @blazzen@Angelmar (Winterblades) e DravoiX (Horizon). Esperamos que seja do vosso agrado. Abraço
  20. 1 point
    Noura

    Bate-papo LIVE

    Eu vou participar! :-) Só que será em Inglês certo? Não sei se a comunidade BR vai entender, nem todo mundo entende inglês. Acho que vou fazer um conteúdo no mundodocorvo.com.br sobre essa conversa depois! O que você acha @Fauno?
  21. 1 point
    This has been stated several times already. People who play during prime time--an arbitrary number represented by the population's numbers peaking according to their day time schedules with jobs/school/etc that allow them all to be on for a duration at once--their time is not more valuable than others. Which I point out because any system trying to place greater emphasis on one time frame over another isn't taking into account the changing nature of schedules, especially based on weekends/holidays/gaining or losing players. I don't care what argument you want to use to pretend otherwise. I am a late night person, the time I put in is just as valuable as anyone else. Furthermore, this restricts the power in the players hand to choose to be more active at a certain time for strategic values. We seen this quite a lot in Shadowbane. If a larger force was attacking a smaller guild, but that larger force had more players on during the evening rather than late night, the defending guild could try a strategy of allowing the bane to occur late night, hoping that some of the attacking guild's members wouldn't be on because of real life schedules. They could get their guild to commit to a later night defense, and some people could change their schedules to accommodate. This is a video game that needs to stand alone from concepts such as players schedules and allow for the same time of play regardless throughout the full day/night, except for concerns such as keeps because we cannot choose the time for the bane to go live. This gives the players the most control to choose how their time will best be spent. Is there a chance that your faction could catch up and overtake another factions? How about asking more of your guild members if they could possibly make room to be on a certain time to make a late night push to capture a bunch of things. People can change schedules. They can decide if instead of 6 pm - 12 am they play 10 pm - 4 am. And this should not be restricted because someone thinks because the server is Virginia EAST that the most impact needs to happen from 6 pm EST - 12 am EST. Not everyone on the server are near eastern standard time or even in the same country for that matter. Night-capping As Veeshan already stated, night-capping issues doesn't like in the fact that there is the ability to night cap, but that current populations do no support the numbers to have people take forts at night. With the changes to it is much harder to take a fort with a smaller group. But that does NOT mean that all factions aren't having the same numbers on during those times. Which gives every faction the same ability to accomplish any task. The issue lies in the absurd idea that if you take a fort, literally minutes later, another force can roll in and take it back. There is no permanence, there is no semi permanence, and there is nothing keeping those people from being able to roll in and do that except if their group can handle the guards. Forts Back-capping forts is boring game-play, plain and simple. It's trash that kept me from playing WvWvW in GW2 when that came out; the moment I seen that first objective taken right after capping it in the first place. It's what makes ESO's PvP trash. I think capturing things for points in the first place is just boring game-play for PvP, but at least if you chase points it shouldn't be a never ending dog chasing it's tail moment from no permanence. There is literally no incentive to build up the walls for a fort, because NORMAL PLAYER WEAPONS can hack them down in moments. It takes some actual work to build those things up, unless you had the foresight to spirit bank a LOT of timber and boulders. Then in comes a small group bashing on a corner with their normal weapons invalidating all that works in moments. While they can also teleport through walls, I don't think that kind of game-play in necessarily bad, as it takes a specialized type of group to do this, whom may not have access to a great composition once inside to take the fort that easily. In Shadowbane it was much easier to bypass walls with Wizard's group teleport, Fury's group flight, or personal teleport. But then they weren't capturing anything by doing that either. Walls need to ONLY be damaged by siege equipment OR some new type of siege disciplines which would allow someone to buff themselves to allow their weapons to attack the wall, or maybe buff the group to do the same. I think letting them apply this debuff to the wall itself would lead too easily into multiple groups abusing only 1 person having the discipline. Rolling vulnerability is an iffy thing. Big fights are fun, but turning gaining points into never ending big fights against people could easily burn them out on playing the point capture game. It's all find when once a night you have this huge, fun siege battle against many opponents (crappy performance aside). But when you have that, and every single fort fight become the same because the fort can only be hit at a specific time, this will draw in the keep siege size forces for all these events without getting keep sized siege rewards. I get it, people want more reasons to fight. But I don't necessarily think ACE needs to force this by coding it into the game. Other options to slow the back-capping for forts would be better, as I will outline below. Outposts I'm totally against needing to take outposts just to be able to attack forts. I get it that people need more time to response, but there are other things that can go into make fort harder to just steamroll. 1) Having it so that the maps generate a certain amount of outposts around each fort, so that in every situation there will be 4-8 outposts directly linked to what affects the fort. 2) Now that every fort has a certain number of outposts that directly affects them. Make it so that these outposts buff the defenses of the fort. 3) The guards in the forts have a base rank. Each linked outpost you control will +1 to the rank of guards AND add more guards in general. All outposts = R10 guards in center cap area, R10 guards in the fort confines, R10 guards in corner archer towers, R10 guards on wall catwalks. No outpost = R6 guards in center cap area only Half outposts = R8 guards in center cap area, fort confines etc 4) Balance it how it makes sense. But the idea here is if you are a big group, you can roll in and maybe fights the R10 guards as they are, using siege buffed weapons to get past walls and fighting through R10s and players who defend to cap. 5) NOW it's yours, but instead of running off to capture the next fort, you will--if you didn't elect to capture outposts first--capture the linked outposts to completely buff your guard defenses up. You will build the walls because they will actually be worth the effort to do it and make sure the fort is as good as it can be, before running off til the next one. 6) Or, if it's late night and groups can't handle R10 guards like that, a smaller groups can run around capturing the linked outposts first, debuffing the fort defenses to be weak enough for a smaller force to take. But NOW the messages saying you are losing outposts alert people who are online, and they have plenty of time to arrive to fight because they have the time it takes to take all the outposts, beat down the wall, cap and build them back up to respond to the attackers. 7) This makes it a choice on what fort you want to take, the kind of force needed to take the fort, the choice in how much defenses your group can handle while possibly fighting players at the same time. And now gives a reason to build walls back up, and build up your defenders, without locking out smaller groups from being able to fight for the forts at night. 8) If you don't build up the walls, then the outposts can't spawn the tower and wall guards to defend. Which means if you want the most defended fort before leaving it, you will need to build up the walls in addition. But if you are a small group and building up the walls are too much for the size of the group, you can still have all the outposts generate stronger guards for center capping area and fort confines. Or you can get all the timber and boulders you will need and bring it with you, hoping you can build the walls once you get it (this is obviously thinking past the point spirit banking is fixed). Now there is something in place to delay the fast back-capping of forts already taken, and give time to defenders to respond to an attack call. You can make strategic choices to how much defense you want to leave to keep the fort from being retaken so easily so you can move on slower/faster to the next spot to do the same. It also alerts what fort might be the next target based on proximity to another fort or runegate. Giving players choices without forcing specific times only that things can be vulnerable is much more interesting and fun gameplay than giving just another keep type defense window that will draw the whole server into massive protracted fights. Not every pvp instance needs to be a huge fight between everyone. Forts are not meant to draw this type of fighting. I feel fixing forts and connected outposts with this kind of system can accomplish what is needed, without just making it so that outposts make a fort vulnerable period. Means massive groups can take take a fort quicker, while smaller groups have to go through the whole process to take a fort at night, giving people much longer to respond. Conclusion Even with the above mentioned changes, this is based on ACE making people even want points. I'm a firm believer in that players should make the reason for pvp, and pvp for pvp sake. But having the mechanics in game to invite pvp will only entice people if there is a reason for it. If winning the campaign with 3 million points at the end means nothing but bragging rights, many people are going to ignore the system and not care about capping anything, regardless of what you put in place for day time capping, night time capping, or the argument people have for why they think the point gains are fair. Population plays a big part of what's going on. And unless the numbers are completely imbalanced, there is no different from the forces available during the day and those available at night. I don't think night time capping is the issue people think it is, and even if it's contributing factor is because people aren't compelled to bother doing anything at night. So it leaves what the day time people did during the evening to pop on in the morning and pick up. This could completely change, given a reason to even care about what your point score is and will almost certainly compel guilds to start to play with gaming schedules to take advantage of these things. And there should NOT be a restriction from this kind of strategy, or having people on at night who are not EST people.
  22. 1 point
    Namru

    Crowfall: PvT Edition

    If the plan is by release to have the 30 levels be a tutorial, where you learn your character and skills and leave the starting area at level 30, then I think it is ok. In its current implementation though, I have to agree that the leveling might as well be removed and have everyone spend 30 levels worth of stat points at character creation. If the idea is the first 30 levels will be a *guided* tutorial, teaching you how to skin an animal, etc.. and they give quests that grant whole levels for completing so you can hit level 30 in an hour or two of walking around gathering mats to craft your starting weapon to complete a tutorial quest that will give you your first 5 levels or something though, then that seems OK. I would still prefer to see an option to 'skip the tutorial' and go straight to level 30 if players wanted to, however.
  23. 1 point
    Noph

    Fae racials seem mandatory?

    Unless those amulets somehow give you a gap closer / disengage like the jump dash the Fae have, I just don't see it. Mind, I lack experience in Crowfall, so I won't claim that I know best. But I've worked with enough games during the design phase, reviewed and critiqued enough once they launch and played enough to think this is a glaring design flaw. It would appear I'm not alone with this observation. The unprecedented ability to engage and disengage at will is essentially the backbone of a hit an run class, like the Assassin, which is basically just the stealth burst archetype. Once the burst is over, you run and reset. It's an archetype that's designed to pick favourable fights and avoid the others. The slow-fall (while stealthed?!) only adds to this. Now we've added verticality to a single race, which massively benefits a class that wants to pick fights as inopportune times. All of the above would be powerful enough, but add 70% stealthed walk speed on top, and it's kinda clear to see this race was made specifically with assassins in mind. I'm not sure that's a great idea, in a competitive game.
  24. 1 point
    makkon

    Fae racials seem mandatory?

    so why I dont see nethari and high elfes playing assassins? coz stealth speed, double jumps/long fly which abusable for escape and for wall/roof jumps, fall dmg immunity and pretty much the same stats (+/- 10-20 stats is not a mandatory) which is tweakable by vessels
  25. 1 point
    I’ll be boycotting it since I wasn’t invited to co-host with Tinnis.
  26. 1 point
    Better take a screenshot, you're going to get reported and they're gonna edit your post.... This one too for that matter.
  27. 1 point
    Scorn

    5.8.2 Snap Test Feedback and Bug Reports

    Spirit Whip is still not functioning correctly and chain on every LMB as it should/used to. The new Con bonus and stats still don't seem attractive enough to merit placing points in them. The Barrier bonus being 2x Con looks somewhat attractive and may be worthwhile. I have not been able to test in a serious environment but it still feels quite weak. The Block Bonus being 1% of Con is something to consider...if it actually worked. I would suggest adjusting Personal Damage Modifier CAPS to fix. It has no effect on Templar Parry (50% Personal Damage Modifier CAP) or Cleric Block (50% Personal Damage Modifier CAP) No effect on Basic Block (50% Personal Damage Modifier CAP) The only Class it seemed to have any effect on was Knight Block with the Unbreakable Talent where with a .28 Block Bonus I got Personal Damage Modifier to 75% which again seemed to CAP. (50+28 would be 78 etc)
  28. 1 point
    Introduction I'm going to jump right in and say this: Leveling in Crowfall right now is tedious, the mechanics behind sacrificing to the gods feels cheap; and I don't feel *Good* when I see that I gained a level from throwing axes and apples into a fireplace. With how much lore @jtoddcoleman has poured into the Crowfall Universe, why have us sacrifice just anything to the gods? Here are my pointers for making leveling more fun, more balanced; and mean something to the lore of the universe. Lore Chaos Embers, and Ethereal Dust are integral parts of each step of the gameplay process. These reagents are also integral to the story of how Valkyn the All-Father tore the great wyrm in twain, removing the Embers of its lifeblood, using this to form the Sun; the EMBERS of the sun still spread across the shattered worlds. The all father, not done with his vengeance, tore from the second half of the Great Wyrm; its unborn spawn still wrapped in a celestial shell. The egg was thrown to the heavens, and thus named Moon; the silvery blue DUST motes still flake off its surface, drawn to the Chaos Embers of its mate. These are the offspring of the Sun and Moon, these, I view; are worthy of all the gods. For what use do gods have for weapons and armor, wood and stone? They are gods, are they not? Can they not just weave of the fabric of the universe these things? Right now, we can take ANYTHING in the world that has a sacrifice value, and send it unto the gods; specifically right now to Malekai, the whisperer. Anything we craft, things we collect; all for a return of Experience Points... but WHY would the gods favor us for these trinkets and baubles? It's silly to think a god like Maeve would care for anything but carnage and war. See an except from her Lore page: Maeve is the Goddess of War and the Ruler of the Oceans. She glories in conquest; in combat she has no equal. The undisputed master of the blade, not one of the Gods could stand against her in single combat and survive. Or perhaps Malekai himself, speaking of his white spiders? Messengers and spies, they scurry in shadow, eager to do his bidding. In dark corners they dance on threads of moonlight. They watch and they listen. If we were to take bits of each god, and have them tied to the leveling system; it makes things much more interesting. Here are the mechanics I propose to make this work... Devotion At the start of your vessel entering a campaign; you decide which god you are devoted to. This changes the artifacts you can equip for buffs and sacrifice for experience. (more on Artifacts below.) Each time a season ends, and a new begins; so does the choice of which god you wish to devote yourself to. Depending on the god you devote to, you gain a buff on what in-game actions are indicative of that gods lore. For instance: Devoting yourself to Maeve, the goddess of Warfare - You gain 5% extra experience for taking part in sieges, participating in PvP, and gain a lump-sum of Experience every time you get player kills while the siege timer is up. (This would be more popular in Fall and Winter) If your faction wins during the siege, you get another lump-sum of Experience. If you lose, your devotion weakens, and your bonus XP in sieges goes down 5%. Or: Devoting yourself to Yaga, the reaper, the collector - You gain extra experience not in taking part in PVP; but by capturing a players last breaths in an empty flask. These can be sacrificed for experience thus adding the fallen player's name to her book of whispers. Once that name is consumed; they cannot be added to the book again by anyone; until the next season. (this stops people from killing the same people over and over, I see this being a popular choice for small group PvP as the F to interact like chopping off a head would be how the whisper would be collected.) Or: Devoting yourself to D'Orion, god of the Hunt; stalker of prey - you gain passive experience up to a CAP each season by actively stalking your prey while in the (Tracking Tray?). You also gain the Active skill *Hunter's Mark* where you mark your prey, or their trail. You gain a +5% damage bonus to that target only; and if you kill that target you also gain a flat XP bonus of *A certain amount*. You can see how this gives a sense of purpose, if you play an assassin role such as @ZYBAK and are looking to feed Yaga's book of whispers, you level up not but sending her minerals and a bouquet of flowers; but by stealing the final words of the dying. It adds PURPOSE to gaining experience, it adds a meaning to how our vessels grow. We aren't spoon fed experience by sacrificing logs, or worthless axes to all powerful being. We earn our experience through actively playing a ROLE. Sure, it may be more of a pain in the ass to level up our vessels; but if they purposely make it easy, then why the hell do they even make us do it? Just remove levels all-together if it's going to stay the way it is. Once you give your players a role within the world, especially new players; then they know what they have to do to level up. (ON A SIDE NOTE: I think that harvesting, and crafting should also provide a base amount of experience; depending on which god/goddess you are devoted to that amount increases. Such as being devoted to a smithy god, or what-have-you.) Artifacts Those relics and religious artifacts left behind by the priesthoods of the gods; they hold value to those that covet their worth in gold, and power to those that wear them in honor of their god. The gods seek out these trinkets as well, granting memories of battles long past, giving their eternal champions more awareness and EXPERIENCE for their willingness to return such a sacred bauble to them. Depending on the God that the Artifact is attributed with, they provide different buffs; which scales with the Rarity of the Artifact. These would give incentive to those that wish to explore and plunder these dying worlds. These temples are hidden behind Rune gates, that lead to "instanced dungeons" for parties to explore. Once the Rune-gate is entered; it begins to crumble; and after 5 minutes, it becomes no more. Those trapped inside must make it to the end, where the treasure resides. Amongst this treasure is a recall stone, which instantly transports you out of the rune-gate. If you leave with the Recall spell, the stone shatters. The rune-gates run on a random timer; winking back into existence in a different area of the campaign map. Maybe 5-10 reside in each campaign world at any given time, always warping to different locations; hidden on top a mountain, or deep under WATER cause @jtoddcoleman loves that stuff. Artifacts would be our Sacrificial items to the gods, as well as areas to fight over with other factions. You're looking to level up your vessel? Well this artifact gives you X amount of XP (typically a large amount to make it worth while) OR it gives you some kind of buff while you wear it. However, you only get the buff, and can only sacrifice the artifact, if you're devoted to the god it was made for. As a reminder: Your devotion can be changed at the start of each new season, in the left hand area of the Beach head where all those statues line the boar pit; have a statue of each one of the gods there; and that's where you would choose who you're devoted to. Your devotion lasts per season, so you can only change it four times per campaign. Last Words I really enjoy where Crowfall is going, but there are many things I feel are pointless. It may be ACE has a card up their sleeves for fixing the current sacrifice system. However, I'd love to chat more with @jtoddcoleman and @Tyrant on how this could work. I have some ideas, and I'd be more than willing to do a voice chat off-stream, or on-stream, to discuss this.
  29. 1 point
    Then could it simply be the problem is more the lower playerbase in pre alpha testing, if the population was lets say 3 times what it is now there would still be enough population to cap points in the off peak times and not have them sit over night like they do.
  30. 1 point
    Same here, i hadn't played for 6 months and when i saw capture points i was like "cool there must be territory control then" and was really disappointed to see none. I'm really looking forward to this kind of system, this gives players clearer objectives and allows for easier understanding of the strategy ongoing if you wanna help defend or attack. Problems like what has been told about defenders running behind attackers would be prevented as much as possible
  31. 1 point
    Arkade

    Quick Question:

    I think February is still the target, though that could still be a month from now.
  32. 1 point
    Night Capping is just a symptom of the greater problem: Defending Forts is generally a waste of time and energy. It's far more efficient to wait til a force moves on and recap it, the change to points don't change that strategy much (it does encourage going for back-line forts that may have been sitting in a faction's back-pocket most of the campaign, which is a nice incentive). Sure it helps take some of the edge off the low to high pop times, but it doesn't really solve the issue of circle capping til one side gets bored/runs out of time and logs off. We've seen several really good Siege nights where lots of folks show up and have some fights with real objective based play. The ways keeps work encourages fun and engaging PvP interactions. The way forts work encourages avoiding PvP and capping them as often as you can at your leisure, if that can be changed somehow the whole dynamic will change and hopefully dispel/reduce any high/low pop timing issues.
  33. 1 point
    My preference would be to totally de-focus any balance concerns with points accumulation in the Faction CWs and redirect that time/energy/thought cycles on Dregs design and system-creation.
  34. 1 point
    Easy fix. Have trees when in combat/taking damage, go into combat mode. Keep functionality for healing trees out of combat Loved it though. Kept yall from taking advantage of our bugged wall. Showing up 15 minutes early and camping the keep due to it. I also like how yall could damage the guards even though the keep was not in siege mode too. But I really liked killing yall with the catapult. That was the cherry on top.
  35. 1 point
    I have been thinking the same thing would be very interesting. I see It being very similar to Risk you can't take a territory or tile you are not connected with.
  36. 1 point
    There also less people to cap it in the first place. there nothing stopping ur faction lower night population to recap something another faction lower population took. they just cant be bothered. Its not realy an issue if the factions are balanced playerbase if one faction has twice the amount of people than the other there be a larger night time force however there also be a larget day time force so it doesnt matter anyway cause they just zerg the point 24/7 anyway in comparison to enemy faction. The fact is if the factions are rather balanced player base then night time capping is the exact same as day time capping just small fights for them. its juts day time in miniature form i can also tell u right now keeps dont flip at all during night time due to needing alot more player to take them than in 5.8 which in the current player base we dont realy have at those times (normal 25-40 people on the server after people go to sleep) and alot fo that are people who didnt log off the keeps dont flip at night the last person to cap them before prime time peopel sleep will keep them the whole night which power to them. Balance also log in earlier this campaign to recap them before anyone else to get the extra cap points, early bird gets the worm i guess, this probs contributed the most to the points atm tbh than.
  37. 1 point
    Could considering making fort wall require siege equipment of some kinda to destroy like catapults rather than auto attacks.
  38. 1 point
    its not realy an issue all factions have night time players instead of 100 players for example though during the day on all factions it be 20 on each fastion doing it instead. one faction doesnt have a majority night time players and if they did there day time crew would be lower so they wouldnt be able to compete during the day so thats there catch up time. problem will only come when one faction has much more active players than the other factions if the population the same in all faction/activity night time not an iussue cause there day time is weaker.
  39. 1 point
    to defend a fort, we have to be aware of the attack and have time to go defend. currently we dont. 2 days ago we were on a map, saw a fort under attack, when we arrived, they where gone. A scout give us indication that they where going to the nother fort, but we dont arrived in time. they were 20, we were 20 at the beginning of the marathon, but only 7 ( from 3 guilds ) when they jump on us after capping the fort. After launch, scout will be available ( i hope so ) but not in alpha, and never 24h a day. My solution : the fort cannot be attack while walls are full the walls cannot be down while the nearest camp/tower is to the defendant. camp/tower launch an alert : a vertical red light while under attack pros : people got much time to defend attack is not much slower and available 24h a day you can still fake an attack to lure some defender you still need scout to count enemies people need to stay on fort for 5 minutes to take all the camps cons : it's like an assisted mod harder to go sneaky not newbie friendly
  40. 1 point
    Nah, night capping is a real issue. I for one quite like the idea someone proposed some time ago of scaling points based on the active population. I think no one would have a issue with that? Risk vs reward. Playing off-hours has less risk, so less rewards it is.
  41. 1 point
    There is currently no incentive to defend. We also need relics or faction buffs or zone buffs for controlling objectives.
  42. 1 point
    @vkromas people are currently spamming campfires around the trees of life to our heal dmg done to them. Is this intended functions for campfire?
  43. 1 point
    mandalore

    Crowfall: PvT Edition

    Even I think the leveling is a bit over taxing for new players. Imagine logging in for the first time, having nobody to directly ask, no general chat in game, no in game system to guide you and then a system that people tolerate but basically nobody legitimately likes. Why are we leveling basic vessels? I can see making people work for higher tier vessels because there is a substantial gain but making people level basic vessels is just archaic.
  44. 1 point
    Here's a problem with the Fury HP passive buff and running Juggernaut. If you have stacks of the HP increase and then activate toughness it wipes away all stacks but if you do it in reverse and activate Toughness first then build stacks you get the proper increased HP.
  45. 1 point
    InfernusDL

    Qual seu preferido?

    Dessas, Elken patrulheiro, pela mobilidade...
  46. 1 point
    Taking an outpost is ATM just sitting around doing nothing for 10 minutes. What you propose means sitting around for 30 minutes doing nothing. Very much against that.
  47. 1 point
    mandalore

    Talking while Running

    There is an auto run in now but any UI usages turns it off.
  48. 1 point
    Spawl

    Vendors Need to Buy

    We need the ability to purchase goods for a set price on vendors. I would like to put a resource request such as 100 green ore and have the vendor pay them for it.
  49. 1 point
    squarll

    Why should i bother to play in alpha?

    I backed the game at the first kickstarter and i was sold on this video at no point in this video does it talk about craftfall they sold the kickstarters a pvp game with destruction and dying worlds...not grind rocks and trees...
  50. 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
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