Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Leaderboard


Popular Content

Showing content with the highest reputation on 02/18/2019 in all areas

  1. 12 points
    Scree

    Uncle Bob via Mega Alliance?

    I think it's fascinating how many people here are engaging in some pointless act of vanity to try to improve their standing within the community. This thread was started by one of the driving forces behind Crowfall's development and instead of the community debating him on the merits of his design vision, bickering and nonsensical debating have filled 7 pages. Few people in this thread have actually tried to respond to him, about their concerns with his fix. This is probably why you guys never see them in the forums anymore. You provide zero value to the discussion. Jtodd doesn't give a rats ass about team stacking, populations, or whatever excuse you need to come up with to justify that you wanted to "win" at a pre-alpha test which awards a participation trophy. Keep on going on about it though, I'm sure this thread will join the graveyard of irrelevant discussions that have become the Crowfall forums.
  2. 6 points
    Pann

    Uncle Bob via Mega Alliance?

    This thread has veered very far from its original intent. We have the feedback we asked for and a bunch of misbehavior that we didn't. I'm going to close this thread now because if I started handing out warnings, several of you would be perma-banned. Please do me these two kindnesses: - Revisit the Rules of Conduct, particularly taking note of the differences between the forum rules and the in-game rules. - When someone from our team asks for feedback, it's sincere. When you take advantage of that sincerity and use it as an excuse to troll or insult others, it robs you of the opportunity to interact on a meaningful level with our team. If that's a message you're sending frequently, it gives the impression that you don't really want to help make the game better - and in cases like that, I'm comfortable with helping you find your way out.
  3. 5 points
    Scree

    Uncle Bob via Mega Alliance?

    I think the issues in the current campaign are a good example of differentiating between an unorganized zerg and an organized one. Clearly, Jah is being disingenuous about which his faction is. The constant screenshots of player counts are cute, but clearly show an organization concerned about appearances. Not knowing the difference between two organized, experienced, skill-trained guilds competing against mostly wet-behind-the-ear unorganized factions is a bit "he doth protest too much" in nature. With that said, I am not in agreement with JTodd about his solution to this problem. It feels a bit haphazard and unlikely to influence any behaviors in this game. Rewarding individuals for team enhancing behaviors is a novel idea, but the problem is we have evidence it doesn't work. Any individual reward track incentivizes individual behaviors. If I know up front that I can win rewards simply by crafting more than any other person, I'll do it. That doesn't mean that crafter is giving those goods to anyone, helping his team, or any measurable assistance is being provided towards winning. This is the problem with his reward vectors. Ultimately none of them might actually influence a team's outcome. Let's assume an obvious vector; Kills: I can farm kills against alts and manipulate the rankings so that I win. Crafting: I can craft all day long, and not provide these goods to my team. Harvesting: I can harvest all day long too, but if the goods don't make their way to my team... Captures: probably the only vector he hinted at that would help my team win; ultimately also farmable with the right cross-faction alliance. It's hard to think of any vector that can't be manipulated, simply to win these "gold medals". I also don't believe any of these vectors necessarily mean that an individual was contributing to the success of a team. They merely indicate that a person is having individual success. Reward vectors of a personal nature like this, are almost assuredly going to incentivize the wrong behaviors because teams don't necessarily do well just because one player is doing well. I do believe there are solutions to incentivizing or penalizing team stacking behaviors. I think it's possible to solve this to a degree. Ultimately people are going to join a stacked team if they can get something for doing it. Stop giving people rewards for joining a stacked team. Also please note that their different ways to measure a "stacked" team; both by inspecting player count, and the current faction score.
  4. 4 points
    moneda

    Uncle Bob via Mega Alliance?

    At some point everyone's going to have to deal with whatever system we end up with not being "fair" and just decide whether or not they'll play what Crowfall becomes.
  5. 4 points
    Teddybear

    Uncle Bob via Mega Alliance?

    mr coleman. Yes HoA ran to winterblades tostack the deck and lied about it. But this will not stop the situation you propose with the changes. The common player can play 1 to 2 hours in a day when they work. Powergamers for one reason or another can play much more, and due to this can powergame themselves to rewards simply due to time. Take for instance, you need to lead harvesting. In four days I harvested over 10k blue / purple / legendary mats alone. Noone can beat me simply because of a time situation. That being said I am not fully trained in ore gathering for most of the ores that can be gotten in campaign. During any given hour, that means other people could do better. Am I better at it just because I have the time? Capturing forts is the same. Due to my time of playing 16 or so hours a day, I can during spring and summer, harvest so much that noone can ever hope to catch up. Then fall and winter take forts and camps all day every day, and also take first in this spot. Do I get two rewards because I am a powergamer? There comes a point where the leaderboard will only display people with the most time on the game in your proposed route. That is a bit of a turnoff to the casual player that I myself would like to avoid. Yeah... I do gear out ALOT of people from my harvesting. I have a set of epic gear. I attack groups of 2 - 4 constantly solo that are NOT harvesting and looking for fights because I can. Sry in advance on that one yianni and company At the moment I cant give other options to a reward system that rewards more than the powergamers, or everyone in a given faction, I just want to say that I do not see this as being it. I would honestly like there to be no rewards at all if it means we have better balance among the factions for more fighting.
  6. 4 points
    Scree

    Uncle Bob via Mega Alliance?

    So a few things on this, I actually agree that rewards are probably how you adjust behaviors. Psychology aside, people play games to win, and when they win they expect to get a reward. In some games, being on a leaderboard is sufficient, because it showcases how badass you are. These games tend to focus on individual achievement, and the impact of winning or losing as a team is of secondary consequence. Take for example Counter-Strike; One player can go 30-0 but his team still loses. Ultimately it doesn't matter though, because the rewards for winning are non-existent (ignoring the external awards like an eSports tournament prize for the moment). Let's take for example one of the proposals I sent to JTodd. I wanted to acknowledge that players are more likely to join a winning team, if doing so is incentivized (or if no penalty exists for joining that team. Let's use Guild Wars 2 as an example here. There are no real tangible rewards for winning a WvWvW "week". Players can participate on whatever server faction they are currently on, but it is possible with money to transfer to a server. The absence of any real reward structure (beyond a meaningless individual track which only incentivizes individual behaviors) means that players have no reason to join a losing faction and by doing so they are almost assuredly going to lose. This isn't fun. Guess what happens? Everyone transferred off to join the winning servers. It was more fun. For them. So how do we solve this? I proposed that whatever rewards are finally assigned to a winning faction (or guild), that they are given to individuals on the following conditions; The moment you decide to join a faction campaign, you are assigned a locked reward percentage at the time of joining. This reward percentage can range from 0% to 500%. The reward percentage is calculated from two factors; how populated the faction you joined vs the other factions and the score of the faction you joined vs the others. If a guild joins a campaign, the reward percent is locked in for all guild members, regardless of when they actually join that campaign (and that guilds member count is fully realized/considered for determining reward percents going forward). The percentage takes into account things like a new campaign starting up. The difference in points would be negligble and thus at the beggining of a campaign, only the population would weigh on your score. Similarly, later in a campaigns seasons, populations might be balanced but the scores might be lopsided. Adding additional players to that campaign might be desirable to help counter-act the skill of the other factions. In my mind, scoring imbalances would be weighted more than populations, but this weight might simply adjust the longer a campaign goes on. Maybe during the opening seasons of a campaign, the population is all that matters but near the end only score matters in determining awards. Ultimately this proposal is designed to do a few things; If you want to play with your friends, you can. We don't need arbitrary faction-locks ("this faction has too many players" errors) here. It takes into account that campaigns end and guilds/players might want to join an already-in-progress campaign If you decide to play on a faction that is overwhelmingly ahead, you'll get 0% rewards. That's right, you'll take home nothing. Guilds can join a faction and not be penalized if other people jump in to try to piggyback on their leadership/presence Target the un-aligned player who has no guild. Why would he care what faction he joins? Oh, I get 300% rewards? Hrmm. Balance achieved. Decentivize team stacking. Sure you might still want to play with someone and that's fine. I just don't want you to be rewarded for that behavior. Incentivize being the underdog. I really like the idea of guilds that purposefully seek out high percent rewards to try to spice up already-in-progress campaigns. I think the final important note to bring up here is that everyone must acknowledge that Crowfall already has the best solution implemented for dealing with Uncle Bob. Campaigns end. If my proposal fails, and it can because in some cases no amount of manipulation will allow for some games to be course-corrected... the campaigns ending is the perfect solution. The games reset and players go off to the next one (with hopefully better results).
  7. 4 points
    I look forward to you equipping me
  8. 3 points
    In the current NA campaign, if you're Order or Chaos (or maybe even Balance to some degree), there is still a lot to be gained that truly matters. Shiny badge at the end of the Trial? Unimportant. The skill score at the top of the screen? Unimportant. I understand this can be demoralizing, and it is, I will grant you. Trying to level a vessel or harvesting in a zone that's supposed to be yours, and having a roaming band of enemy foes come in and crush you kills the mood--it's happened to me several times today, so I do understand again the frustration. Let me try to convince you why you should still saddle up anyways. The adage that steel sharpens steel, is that you need an equally (or greater) skilled opponent to sharpen your own skills. Say what one will about the guilds on Balance, but I think it's fair to say they have a solid grasp on how to play, and what compositions work, and where they work. I know Chaos has these guilds too. So let me tell you about TRA's night tonight. 1.) We tried a bit of a meme strategy (which we will refine and return to the battlefield), which rather completely failed. 2.) We took a more standard approach, by snagging a fort and waiting, inviting some fine Balance guests to come visit. They did, and we died. 3.) Running around the maps, we stumbled up some Balance bois again, and again, died. So why tell you about a night of combat losses? As it's often said, you learn more in a loss, than a win--and tonight we did. We learned what in our composition worked, and what doesn't work--perhaps more importantly, we gained a greater understanding of where it did, and where it doesn't work. We learned strength and weakness of what we brought to the field. We gained insight into us as players, and how we each need to improve in various aspects. Tonight's losses are going to make us better players, and a better guild. So if you're a guild, no matter your size, and you look at the score, I invite you to ignore it. The shiny token at the end of the rainbow? Ignore it. Use your gold, buy some non-basic white materials at the temple merchants if your guild is hurting on resources, and gear up. Get firsthand knowledge of what classes work well together. Let other people in your guild shot call. Try new compositions. Most importantly, I suppose, is have FUN. I know that three letter word is a four letter word around these parts, but it really is important. If your guild is feeling the doom-and-gloom, go have a meme night. Do something a little silly. Not finding someone to fight is not going to make you any better. Gear up, get on your comms, and go bloody the soil. Even if you get rolled like we did, I will guarantee you--you will learn something, you'll get in good fights, and you might even have fun. So take heart! If you're on Order, come fight with us! If you're not on Order, I'll sure you'll be fighting us soon enough.
  9. 3 points
    Alphastaire

    Uncle Bob via Mega Alliance?

    Meanwhile God King Todd is watching over us peasants arguing about the exact same thing for literal days.
  10. 3 points
    Mayhem_X

    Uncle Bob via Mega Alliance?

    Kind of a shame when this Thread is more fun than the game itself - Just saying
  11. 3 points
    mandalore

    Uncle Bob via Mega Alliance?

    @jtoddcoleman If two 20/35 man guilds can ally together and break the game then that’s a community problem. People refusing to make alliances and farm on par with the top guilds is your community being lazy and entitled; no mechanic is going to change that. This whole drama started because people who didn’t wanna contribute as much got mad that their work horse left them for better allies. Your organized veteran players are playing in a handful of guilds and have a huge knowledge avantage combined with a division of labor and an efficient chain of command. The larger established guilds of two + years ago are mostly gone. Sugoi and the UDL/LoD alliance have quit playing (for legitimate reasons) and it’s caused a power vacuum that the community has failed to fix. I’m down for reward scarcity, I’m not down for rewarding mediocre behavior and second rate players.
  12. 2 points
    Vlaana

    Ranger feedback

    I copy my post here, to keep track of bugs on ranger. Feel free to add yours in comment. I will add them in the post and copy/past this post each time the dev ask for a feedback on live server minus the correction they perform if any. Here is a list of the problems for the archer class. It is probably easier to write a list about what is working but anyway. Character sheet - green vessel (haft-elf): https://imgur.com/kinW1Js Major disciplines: Mole Hunter and Sharpshooter Minor disciplines: Uniform leather, Glass Cannon, Demon's Pact Passive used in this build (4): Way of the leader Uniform leather (+100 AP) Glass Canon Gleeful Strike My data is given with the discipline above. Glass canon build with no damage 🤗 Equipment: Blue bow (damages 41-57) Crushing blue quiver (damages 47-69) Stat problem: Endurance regeneration: does not work well, either does not work or you loss the regeneration as soon as 3 food pips are lost. Attack power: 250 attack power for a damage dealer when tanks got twice that (pitfighter tanks got 700 AP). Capacities problem: Charged attack (basic attack): hitting 600/700 damages on leather for 2s of charge when the arrow is not lost in the void. Just to compare auto attack from druid(stormcaller)/assa deal 400/500 on leather so basically with 3+ auto in 2s around 1200/1500 damages. Void definition: sometimes (usually when lagging badly) your arrow-charging animation will stop, but the bar will remain. When you release after this happens, you don't shoot. I've also seen the same thing happen with the animation staying but the bar disappearing. Both instances result in no arrow being fired. I don't have evidence of this since I only recently started recording this game but in a few days I may. @Samulus Double shots (talent): does not work, as soon as it trigger the next charged attack do not deal 50% more damage. https://imgur.com/DcSlyhH Rapide fire: most of the time no arrows are hitting the target but the skill is on CD. Barrage: no damage (between 50 to 140), no range (35m), limited to 5 pleople and you cannot really move as you would like. This spell is upgraded via the talent "withering barrage" to remove 20% of damage BONUS (so basically nothing). The area of effect does not work when you try to hit targets on wall. Moreover, the positionning circle is not visible on slope or in building. Sweep + disengage: too long, the disengage should be instant. Traps: should not explode when it times out. The triggering zone seems too short and the trap can be seen by ennemies. Suppression shot: People should not be able to retaliate on this spell. I mean it is a suppress, isn't it? Forest Step (Warden) - Often does not connect the first hit or second hit on moving targets due to disjointed distance to target (sometimes you teleport onto their head lol). Awesome to use when they are retreating, but it's not reliable for anything other than a teleport right now... It would be really nice if we could reliably connect that second hit since there's a snare on it. @Samulus Ultimate: charging too fast. Create, a second ultimate more oriented toward damage instead of defense to have a real choice. This point is also true for a lot of classes (confessor, ...). Discipline bugs: Get 'em (Mole hunter discipline): the root spell does not root. Passive "all clear" (sharpshooter discipline): no ennemies within 30 meters... (should I say we only have 34 meters...), to be tested Passive "Call of fire" (archer) do not move, charged bow twice then you got a buff. Ho sry, the fight is already moving otherwhere and you only got a poorly made socksty range. Does not work with high tension compound bow. It only procs and makes the sound but doesnt do anything. However, it works fine for recurve bow. @Darkstar412 Passive "Glee ful strike": this passive should increase your damage by 10%. https://imgur.com/b6K7S19 The second hit is without passive so the first hit should be around 810. Equipment problem: The exotic arrow abilities never trigger (Is it part of the problem described below?). The leather stuff bonus damage is utterly pathetic compare to the survivibility given by mail or plaque equipment. Passive talent problem: Too many useless passive talent for the archer specialization (power efficiency, support power) and disparity between physical or elemental penetration. The passive talent tree for weapon sucks as hell. However the power efficiency is mandatory for the warden specialization as there is no viable option to regenerate endurance other than critical hits. @Samulus Conclusion on the ranger: Wood-elf is mandatory because of the dodge range and is the only race that could manage the Fae mobility. Warden is almost mandatory because it is using chain mail so 15k HP and high resistance and has the same range as an archer. On archer, Sharpshooter or Arcane archer discipline are mandatory to have damages other than piercing and the only root working in this game. Quiver or basic arrow are custarded (50% of the class damage does not exist). Currently archer is probably the worst class of the game. 5.8.4 correction: Range: 34 meters, pathetic range to manage kitting when a fae or wood elf just glish/tp on you. This range is not enough to defend a fort or Keep. Archer should be able to reach 60 meters range. My mistake: I probably found why the ranger damage suck so hard. The ranged damage given in my character sheet does not care about my quiver or my basic arrow. https://imgur.com/fbJNEh2 I did a test using basic arrow (damage 14-21) on dummy and got the following damages: https://imgur.com/UFafpLP Now, the same test by using my crushing blue quiver (damage 46-69) https://imgur.com/zwWFS5m By the way, the quiver does not have a durability bar, is it a bug? Is it part of the problem? This bug make us loss more than 50% damages as my quiver got a damage range higher than my bow. Here is my mistake because it's the following problem: perception versus reality. The archer basic attack formula is : 227 - 307 + 2.67*Weapon damage. Roughly, 50% of your damages are flat and 50% are provided by your weapons (50% from your bow and the rest by your quiver). You quiver can only contribute for roughly 25% of your damage. Perception: switching from basic arrow to blue seems to be huge gap, going from 14-21 to 46-69 adding the bow you basically increase your damage range by 50%. Reality: The following calculation is basic and do not consider attack power or damage modifier (dunno if it applies before mitigation or after). I also removed the penetration from weapon and the bonus provided by discipline. The mail stuff also provide (51% armor 1% higher than the cap but it marginal for the calculation without the penetration tree). If someone has the white quiver damage to improve the comparison. MIN damage MAX damage Armor penetration (ex: crushing) Armor mitigation (ex: crushing) Comments White Bow 32.00 46.00 0.00 Blue bow 41.00 57.00 0.00 Basic arrow 14.00 21.00 0.00 Blue quiver 50.00 72.00 0.00 White plate armor 0.19 Blue plate armor 0.31 White mail armor 0.14 Blue mail armor 0.22 Passive tree 0.15 0.18 Talents 0.11 Basic attack calculation formula 227 - 307 + 2.67*Weapon damage 227.00 307.00 2.67 Calculation (White on White) Comments Calculation (Blue on blue) Comments White bow 32.00 46.00 Blue bow 41.00 57.00 basic arrow 14.00 21.00 Blue quiver 50.00 72.00 basic attack output 349.82 485.89 Before mitigation basic attack output 469.97 651.43 Before mitigation Without armor penetration tree for attacker Without armor penetration tree for attacker Output damage on white plate 181.91 252.66 After mitigation Output damage on blue plate 187.99 260.57 After mitigation Output damage on white mail 199.40 276.96 Output damage on blue mail 230.29 319.20 With armor penetration tree for attacker With armor penetration tree for attacker Output damage on white plate 234.38 325.55 Output damage on blue plate 258.48 358.29 Output damage on white mail 251.87 349.84 Output damage on blue mail 300.78 416.92 Ratio between white/blue equipements in percentage MIN damage MAX damage Comments Without armor penetration tree for attacker Gain damage on plate with blue stuff 3.34 3.13 % Gain damage on mail with blue stuff 15.49 15.25 % With armor penetration tree for attacker Gain damage on plate with blue stuff 10.28 10.06 % Gain damage on mail with blue stuff 19.42 19.17 % Basically, the problem is that your damage output stay almost the same if you ennemy use the same level of gear. However, the HP increasing so fast with mail or plate than you need more arrow to shut down an ennemy so you got the feeling to have no damage. This feeling is amplified by all the defensive discipline, healing , the ultimate used as candy and the fact that ranger only got one useful skill "rapid fire". The lack of attack power in the talent tree, etc...
  13. 2 points
  14. 2 points
    jtoddcoleman

    Uncle Bob via Mega Alliance?

    Hey gang, let's take a quick walk down memory lane. WAY, WAY back in Shadowbane beta (I’m guessing this was 2002?) we had an interesting thing happen. Our testing community was heavily guild-focused; teams from UO and new groups were waging war and building cities and sieges were happening and, in spite of the bugs, the game was kind of working. Guilds were going at each other, vying for domination of the Aerynth, the Shadowbane world. And then, one day, the fighting just stopped. A couple of the top guilds decided that, instead of fighting each other, they would work together in a big mega-alliance. They had enough manpower and enough skill to take over the server. That guild was called the Rolling 30s, led by a guy named Bone Dancer, and they did a pretty good job of locking the server down for a while. I'm looking at the state of the Trials of Malekai campaigns, and one of them looks strangely familiar. So, I have a few thoughts. First: if the game literally gets to a point where it is mathematically unwinnable, we can always end it early. This is testing, and the goal of testing is to (1) find bugs and (2) learn things so that we can iterate over the design. If we hit a point in this campaign – or any campaign – where we aren’t learning anything useful, then we can (and will) shut it down and move on to the next test. Second: while I know this can be aggravating, I want to make it clear that this isn’t a player problem; it’s a design problem. And it’s not an unknown out-of-nowhere design problem, either… as I said, I’ve seen this before. One of the major reasons that we pushed off the First Sanctioned campaign is because we didn’t have a rewards system in place that would help keep this from happening (the other major reason, of course, was performance.) Will the reward system absolutely fix it? No, probably not… but it will certainly help. Right now, the reward system is about as simplistic as a reward system can be: players on the winning team get a gold badge, everyone else gets silver. EVERYONE gets the badge. So, it really shouldn’t be a shock that players are working together to get the gold… because why wouldn’t they? A better solution, and one that we’re in the process of implementing, uses a combination of Multi-Vector Rewards and Reward Scarcity. I was holding off on discussing this because I wanted to lock the rewards down first, but it seems like a number of people are concerned, so let’s go ahead and talk about it now. Reward scarcity is just that. If every person competing at the Olympics could get a gold medal just by holding hands with their fellow participants, we’d see a lot of gold medals and a lot less competition. So, step one is to limit the number of players who can earn any given reward. On top of that, we need to have Multi-Vector Rewards; not just a single “do-this-one-thing-and-only-this-one-thing-to-win” rule because single vector problems are the easiest to game (and as I noted above, this reward system is about as simple as it gets). So, here’s an example of a better reward structure (and it’s JUST an example): 1. Gold medal for the top 20 players in the winning faction 2. Gold medal for the top 20 individual contributors across all factions, in killing/captures/harvest/craft Even this super-simple example is better than the “everyone hold hands” model we have on ToM… and more vectors, with varying levels of enforced scarcity, would be even better because it drives players to have to make hard choices to “win”. Between now and First Sanctioned, we’ll be spending a lot of time working through the rewards design to help offset this behavior – and once we have more players (and more campaigns running) that will certainly help, as well. (Dregs will, too, because guilds are more willing to form alliances than they are to form “mega-guilds” as that requires giving up their guild identity.) As I said, if the situation on any Campaign gets bad enough, if the game literally gets to a point where it is mathematically unwinnable (i.e. another variant of the dreaded Uncle Bob Scenario) then we will end the Campaign and put up a new one, making whatever adjustments we can. I know I could probably step in and ask the main guilds right now to stop holding hands and fight each other… but I’m not going to do that, because it would skew the test and any learning we might take from that test would be flawed. The simple fact is: our design needs to stand up to actual player behavior, not player-behavior-when-we-ask-them-to-play-how-we-want-them-to. Once we launch, we can’t expect players to treat our design with “kids gloves” just because we asked them nicely. I know that it can be really frustrating to test an unfinished game, and for that I can only say: I get it, I hear you. All I can offer in response is: we’re watching, we’re learning, and we will continue to do the best we can to adjust and iterate as quickly as possible. Thanks for sticking with us as we work through these issues.
  15. 2 points
    Brightdance

    What's Fun, What's Not?

    This might be nuts but as I read this I was trying to envision a pointless system and I came up with a land ownership system. What if parcels were able to be owned by a faction or guild. An outpost might control a small parcel, larger ones would have multiple outposts and big ones would have forts/keeps. The winner of the CW would be whoever owns the most land at the end. Circle standing needs to be eliminated as well. Make outpost and forts harder to take, make it a real challenge and just a flag you can turn. And for gods sakes make it so you spawn at the closest "anything" you control. It would give real meaning to owning an outpost aside from points or ownership. It's a tactical advantage that the opposing team would have to eliminate if they want the res spam to stop. I always like the vision they had where a map was being taken over by another faction and as the faction moved through the map it would change color. Anyway, good post to the OP. Makes a lot of valid arguments and it's good to see a perspective from someone new. thank you.
  16. 2 points
    Gradishar

    Uncle Bob via Mega Alliance?

    Balance Achieved!
  17. 2 points
    Silkhe

    Uncle Bob via Mega Alliance?

    The fact of the matter is, this game and it's developers have been, and obviously still are, fighting an up hill battle right now. If you have backed this game financially, then I'm certain you want it to succeed, unless you've changed your mind entirely. I believe, this community will dictate this games future moving forward, by their actions and their dedication. We all are aware that this is still just a "pre-alpha". We all know that we have had to be very patient, as this thing progresses, and many of us believe there is a time and place for everything. Obviously, many backers, like myself, feel that it is a bit early for segments of the (still active) community to start making drastic or perhaps game-breaking decisions right before an initial "trial campaign", that may simply cause this project to lose more traction. Sure, guild politics and guild strategies definitely need to play out at some point!!! But, why now, and to this degree? We are not supposed to be testing; "How can the community break this game on the first trial campaign"? We are supposed to be testing the latest in-game mechanics, giving the devs an abundance of good data to analyze, and bringing in new blood, if at all possible. In my opinion, for what it is worth, it is pretty early for any of us to honestly defend a deliberate faction unbalancing act, regardless of "numbers", just for the sake of a more certain victory in a trial / test campaign. I believe most players that are upset right now, are not trying to deny the necessity of guild decisions and guild politics in this "Self Proclaimed Throne War"? Most are simply saying; let us first just make a valid attempt at promoting some good test campaigns (with an abundance of valuable test data). We, as individuals/guilds/alliances, can attempt to flat out "Dominate" the campaigns some time later (perhaps before or after Beta)! From what I've witnessed, new player retention on this game was bad enough, as is, and now it's just getting worse (although I noticed some good ideas regarding new player retention above). All things being said, THREE truly competitive Factions is likely our best testing scenario for right now. We, as a dedicated community, can give the devs the "help" that they are asking for! We can help push this thing over the hill, without cutting our own legs out from under ourselves.
  18. 2 points
    Fauno

    Trial of Malekai

    E aí corvos? Que estão achando desta campanha chamada de Trial of Malekai? Vocês estão jogando? O que é está bom e o que necessita ser alterado? Alguém já conseguiu os acessórios para embelezar seus personagens? Falem aí
  19. 2 points
    InfernusDL

    Trial of Malekai

    Tenho jogado bastante o Crowfall mas ando desanimado... Os Devs não previram que as 3 ou 4 maiores guildas do jogo se juntassem em uma mesma facção e com 1 dia de campanha ja decretaram a facção vencedora... Por um lado isso é bom, pois aconteceu agora, em pre-alfa e eles terão que desenvolver mecânicas para não permitir isso. Seja encorajando a permanência na mesma facção com prêmios, limitando o numero de guildas grandes em cada facção ou qualquer outra medida que evite isso... Mas o principal ponto negativo está no uso do Spirit Bank, como no servidor NA estou na Ordem e a Balance já ganhou a campanha não tendo nexo ficar correndo atrás de pontos de dominação, minha diversão seria buscar PVP em mundo aberto principalmente buscando matar quem esteja farmando, mas com o uso abusivo do Spirit Bank, não há recompensa alguma por isso... E nada mais frustrante do que conseguir matar alguem e ao ir pegar o loot dele, só encontrar, cogumelo e plantas porque ele guardou tudo no Spirit Bank estando em combate... Mas, acredito muito na empresa e nas novidades que estão por vir, ajustes sempre estão sendo feitos e as melhorias acabam chegando... Quero testar as novidades do 5.8.4 no testserver mas está acusando problema de cliente, o mesmo reportado por diversos outros jogadores..
  20. 2 points
    bear

    Uncle Bob via Mega Alliance?

    Permanent Rewards with bonuses are always a mistake. For players that need a reward to play the game there are a lot of other options. On the whole HOA going Balance with WB that's the way the game is set up to be played. PLAY TO CRUSH Everyone new it was coming just didn't think it would be at this stage. Check mate you win the first trial of Alpha; too bad I was looking forward to some good three way fights on NA. See you in the field. Love bear Oh and to the management.... FIX RANGERS
  21. 2 points
    PopeUrban

    Uncle Bob via Mega Alliance?

    They tried this approach in Age of Conan. People mercilessly farmed alt kills for reputation. What happenned was everyone in a guild lines up along a wall and went down the line killing everyone's alts. Once decently sized guild doing this can farm 50 kills an hour with no risk for every member of the guild. I'm already stupidly more efficient by virtue of having an alt account and the extra training lines and bank space that affords me. If you tell me I can amp up my scoreboard position for loot for every person in my guild by doing nothing but buying more accounts I assure you you'll find a 20 person guild called Farms of Exile in a straight line right next to the enemy runegate every day getting murdered by naked people with basic weapons. The only thing preventing me from doing this right now is that the k/d scoreboard doesn't actually matter, and I can't actually gain anything by setting up a bunch of victim alts.
  22. 2 points
    I'm sure the experience has varied for others, but harvesting/leveling hasn't been nearly as bad as I thought it would be. The campaign is still going, so we'll power through, get into scuffles and sacrifice our bodies in the name of getting better. Death is lighter than a feather, but Duty is heavier than a mountain
  23. 2 points
    Scree

    Uncle Bob via Mega Alliance?

    Sure, but you'll have to build in safeguards for every vector. How long will that take? Is this really a system that is going to change the behaviors of play? What does this system accomplish? I'm curious, does anyone really think a system that rewards those who play longer (effectively all of these reward vectors are going to be boiled down to a measure of who played the most) are going to accomplish anything? If anything my biggest grief with it, is that unlike the skill system that allows players to not have to worry about logging in to "keep up with everyone", this system blatantly seems to reward the no-lifer basement dwellers. I'm fine with that, but it wasn't what was sold to me originally. Even if you somehow adjust these vectors to be divided by time played, the whole system becomes wonky and unintelligible pretty quickly; try calculating your Kills Per Minute on the fly as you roam the world. Now try to figure out how to stop someone from getting 15 kills and logging off till campaign end. Nothing about this proposal works for me. I don't even understand what its goal is and that's disconcerting to say the least. Rewarding the top x players, why? This is a team game, it should have team rewards.
  24. 2 points
    corvax

    Uncle Bob via Mega Alliance?

    Mr. Coleman, I want to thank you for allowing me to participate and test Crowfall. This is the best money I have ever spent on a pre-release game. The value I have received for my initial investment cannot be calculated. I have made friends and frenemies that go all the way back to Grey-box Hunger Dome, and I can see the ride is just getting started with all the salt and sand getting thrown around over the Trials of Malekai. Also I think it was very generous of you to reward the winners and the losers of ToM with a 2% crit badge for helping you test Crowfalls first rewards campaign. And I will be on every night ready to test combat and rewards systems until you have the data points you need from this campaign. Most corporations making games don’t give their customers Jack poorly made socks, and sometimes they don’t even release the game itself. However; I am not convinced that a lot of time and energy needs to be invested in a complicated (or fair) rewards system over top of the embargo system. The real value of Campaigns ls tied to the embargo mechanic. This is where faction and campaign loyalty will have the biggest impact, and it will be a house of contention based on what I am witnessing on this thread. Yours in Crowfall, Corvax
  25. 2 points
    Aedius

    Uncle Bob via Mega Alliance?

    speaking for me and my guild : this week-end people from the US campagne come into the EU and it's hard for us : they got more stuff, more training, some of them come on our side, and we can see that they are just better. As we are speaking of campaign, they are king of boring outside the keep window, we got 2 main issues : - new people doesn't found it fun ( we got 5 new guys on our discord, and they all play only 1 day ) : they are killed near the keep or the fort when farming some first stuff. - fighting to defend a fort is almost not an option on EU, we are just not enought and it's just too easy to run away to an other fort. with currrent bugs like - physics bugs like orbs that fall from the walls, tornado or druid ult that almost kill a full group with fall dommage - skill shot that miss targets - people cannot be unmount with dammage or stun. - fort's wall dont block many people. - we were not able to use our ballista and with current design : - no balancing between classes ( when a dommage dealer class deal less than a tank it's a balancing problem ) - the map that is not fair ( some faction got only r9 and some got all the r10 ) - fort are too easy to rebuild, when someone take it, 30 secondes latter they go elsewhere Good point are : - fight have less lag - fight have more fps
  26. 2 points
    For me the biggest difference between this MMO and others is how heavily guilds effect the gameplay. Because there is such an emphasis on joining a guild and team-play, the situation arises where you have vastly different experiences of the game between players who join a communicative guild who captures points and siege; and players who are basically soloing minus campaign wide sieges. These are two massively different game play styles and any system that caters to just one of these play styles or treats them the same will be flawed because it incentivizes one over the others. This isn't such a big deal in other MMOs because in those games you are grinding monster in dungeons to get loot whereas in this game your grinding low level confused players. In CF, the large crafting and harvesting component makes it immensely difficult to keep up with mega guilds who can farm from multiple accounts and having competitive gear is essential to doing well in PvP. People will naturally start moving to bigger and bigger guilds because that is the play style that's being incentivized. There should be some kind of balancing system or loyalty system or reward system in place to get layers to choose under dog factions or guilds. This wouldn't get rid of mega guilds, but it would create a choice for players. Safety in numbers and equipment or better rewards or something.
  27. 2 points
    srathor

    Uncle Bob via Mega Alliance?

    So much of the game requires man hours to get ready. You need to harvest to get tools so that you can harvest to make gear so that you can harvest to get more tools so you can get the gear to protect the harvests to get more gear to kill the enemy harvesters to get tools and gear and better weapons to get more items to get the harvesters more gear to get the gear to get ready for a pvp fight that you need more mats to get the gear to get the siege engines to get the buildings so that you can make tools to get the other guys areas. HoA moving to hide in W's skirts means less ability for the 3 factions to be able to do such things. It also does not help that UDL is taking time off. I am totally burnt out on the lack of quality of life for crafters and gatherers. The new discs help a lot for the gathering part. But it is not enough, due to the sheer amount of homework the crafters have to do to feed the war machine. Without the crafter arm of UDL the bulk of the killers have zero interest, so we are all off playing more fun games till poorly made socks gets changed/fixed/fights stop crashing and ruining the experience. And we stopped holding interest with the bulk of 5.8 being a poorly made socksshow performance wise. Most of UDL actually lost interest when Pest was trying the game almost a year ago and we couldn't have 5v5 fights due to MSG ping. Also points systems where the only things being marked are kills and damage done, or circle standing skills do not encourage the support arms to keep trying. So much of this game is driven by the need to get stuff, to be able to make stuff. But the getting of stuff is handed the short end of the stick so much. And the base part of getting the stuff is not that much fun. It is a dangerous undertaking, that is a chore. And half the time the people who are invested in the training are supplanted by the spring summer mechanic gatherers who are taking the best nodes for themselves, and the other half the time in fall and winter it is so unfun to be the target of all the now geared out killers who are better than you at fighting that it is just not worth it. My opinion on the whole thing is that The numbers of HoA added to W is not that big of a deal, but the logistics and sheer bloody mindedness of HoA added to W's numbers and quality players means that why bother to play an unfun game in a pre alpha vrs a stacked deck of motivated try hards. It is already unfun, why add to that.
  28. 2 points
    Heartsteel

    Uncle Bob via Mega Alliance?

    Browsing around, from what I can tell, a lot of you are: 1. Upset cause you're on the losing end. 2. Defending being on the winning end. and a lot of you are just 3. Whiny toddlers. Anytime the word guild is even mentioned in a game, they forge alliances and make enemies. It's just how it goes. Next campaign some of 'em are probably gonna stab each other in the back anyway when there's no reward to work for so the factions will most likely even back out after a few short campaigns. Several of you have legit ideas and arguments which is great, but most of you are just ticked that you're either on the losing end or a guild you figured would help your faction win left for the guild alliances. All over an imaginary golden reward or whatever. Y'all are acting like you're being cheated out of $1,000,000. It's sad. The problem here really seems to be the guild alliances. Wanna get rid of them? Give the guilds a reason to fight each other. Player individual rewards are great, but top guild rewards would probably take care of that even faster. Granted, we are in pre alpha and there isn't a lot of big, coordinated guilds yet, but you have to look beyond that. Where are we gonna be at launch? New players come in, new guilds, new skillsets, ect.. Get a good number of guilds and competitive players and boom. Faction tier rewards, Guild tier, then player tier. Rewards for teamwork and rewards for solo. The top player isn't necessarily going to be in the top guild, and the top guild may not necessarily be in the top faction. Everyone gets a fair shot. But seriously, if we're gonna be this insulted over a gold badge, then we need to rethink our life priorities and we're probably just not ready for rewards yet.
  29. 2 points
    PopeUrban

    Uncle Bob via Mega Alliance?

    The problem with reward scarcity in faction campaigns: There are only three teams. You are encouraging players to compete with their own team for limited rewards and by doing so potentially shafting the majority of the winning team. Lets put forth a theoretical scenario in which all three teams are evenly populated, with even distribution of play schedules, training, gear, skill, etc. If your rewards can only address the top 100 players on a team, where is the incentive for the remaining 900 to play? In this dream scenario of player behavior the faction campaign reward system is broken. In a real life scenario where those top 100 players are almost certainly routinely the same people with tone of disposable time, previous knowledge from testing, or as crowfall moves forward past release, simply more training invested the entire reward mechanism breaks down. Even if those players turn out twice as much score over the course of a campaign, in a faction with 500 or 1000 players, those 100 players did not actually swing the campaign. They actually contributed less to the win than the lower scoreboard positioned other 900 who get reduced or no rewards. Scarcity is a great design for dregs, but for faction campaigns where you can't simply say "We'll never get top 50 in this alliance, so lets start our own" all it accomplishes is ensuring the majority of the winning team gets shafted, and this inevitably leads to infighting and splintering in a ruleset where 'green is people I want to help' is the intent. If Winterblades is in balance with me and defending a siege in this scenario, but they're already topping the leaderboard, I actually have more incentive to avoid helping these members of my faction than to help them. I want them to fail so that my efforts for objectives where they are not present move me up the scoreboard. If I help them and we get the same credit, I have not earned any additional rewards as their lead over my guild remains constant. In a reward system that only rewards the top performers, without the option of just starting my own competing team, I am actively going to avoid helping anyone higher on the scoreboard than me because I'm penalizing myself by doing so. In fact, if we already have a huge lead, I am actually more encouraged by this implementation to actively sabotage the top of the leaderboard for my own material gain, and would have no qualms about doing so. As long as balance wins, I will happily throw literally every other guild in my faction under the bus if you reward me for this behavior.
  30. 2 points
    Fairly new to the game here...but have a thought that could help with this situation. If the rewards can be turned into a currency, you could payout that currency based on whether your faction wins and what rank you are within that faction. Create the payouts so that the leaders in a losing faction earn more reward currency than the standard contributor in the winning faction. Let's say that the top 20 contributors of the winning faction get 100 currency, the next 20 get 90, and so on until all on the winning side get 20 currency. Then make it so the top contributors on the losing faction earn 80 currency, the next 20 get 70, etc. Play with the numbers however you want, but the point should be that the MVP of the losing side should get more rewards than the average player on the winning team. This isn't a cure-all, but it does create an incentive to be on the underdog factions.
  31. 2 points
    Makuza

    Uncle Bob via Mega Alliance?

    Like I stated above, this doesnt help. for 1. You need to be in the winning faction to be in the best 20, so your point is already invalid. for 2. The dominating faction has better access to ressources, so the harvest and crafting is already invalid. Kills is interesting, since the lowpop factions will have more easy targets to pick, but this can be counterd with alt-acc farming if you really need to go for the K/D. Captures is also invalid because ppl will just use alt-acc to capture-recapture for hours to push their score. There is always a way to exploit these mechanics. Give me something better
  32. 2 points
    Makuza

    Uncle Bob via Mega Alliance?

    I dont agree with that. The ppl are the problem here and everywhere else. You will always have a few, which are not going for the "easy and lucrative"-way, but these will not pull the difference. There is no design you can pull out of your cylinder to change that behavior beside from punishing the winning team... which doenst make sense, right? Since this IS JUST an example, I cant take it serious anyway, because this wouldnt change anything Iam really wondering if you have any plan how to grab this issue, since I cant remember any game which was able to pull something out design-wise to counter this human behavior. Actually I'am impressed that you sound kind of surprised that this did occur.
  33. 1 point
    gracen

    Uncle Bob via Mega Alliance?

    yes, this I am sure we can all agree on. We want to play and "test" and figure out the changes and have fun. Running into a larger alliance with our few people that are obviously under-geared comparatively, then we will make sure we play our way:) I personally have nothing but respect and love for all of our past "friends" in many games not just this one. I thought W and uXa was tighter than this but wow this is enlightening. As for HoA, i enjoyed hanging with them and appreciated them.
  34. 1 point
    Zadracys

    Trial of Malekai

    Só não gostei do fato das guildas maiores terem se juntado na mesma fcção. Espero que os Devs alterem o sistema de facção para que coisas assim não aconteça ou que se mesmo acontecer, as outras facções consigam vira o jogo.
  35. 1 point
    makkon

    Uncle Bob via Mega Alliance?

    developers only. there is no clear info on vessels there is no clear info on stats (for example what is AP and how it is works, how stealth works etc) there is no clear info on what you should do after you login there is no clear info on how to craft, how is it working and what you should gathering there is no info on siege mechanic ontop of the broken things like jumping over walls without breaking it there is very poor class balance and from time to time even game breaking bugs (like 50% PDM for block users) which are abusable by veteran players without any a twinge of conscience and much more. as result who cares about excuses - ppl leave project if they does not get fun. isnt it? no win = no fun = no ppl = no CF. I can stay with it (outnumbered for 2 years already) and I really dont care about lose or win (pre alpha). not sure about other ppl. win is mandatory for pvp players. it should be sometimes. else there will be only oneside campaigns
  36. 1 point
    Wrain

    What happened to Advantages & Disadvantages?

    Oh boy... Seeing that makes me "cringe". THAT is EXACTLY what I thought this game was going to be. Instead its getting turned into a WoW talent tree clone. Sigh....i'm losing more and more faith in this. Wrain
  37. 1 point
    Tark

    Uncle Bob via Mega Alliance?

    We lost because rangers are gimp. Discuss
  38. 1 point
    Devonic

    Website feedback

    We can no longer edit the guild message of the day. Gave error code before, so probably intentional. I like the look of the new website and would like to see some new stuff in the store
  39. 1 point
    KrakkenSmacken

    Uncle Bob via Mega Alliance?

    Fixed that for ya.
  40. 1 point
    Jah

    Uncle Bob via Mega Alliance?

    You logged off and let us capture the map. Order is indeed a much smaller faction than both Balance and Chaos in this campaign. Balance and Chaos had similar populations, but Order was significantly smaller. Your guild leaving Order and switching to the largest faction, Chaos, played a role in that. The Winterblades does have a gear advantage, as a result of playing the game as intended. We spent the many hours required to compete over harvesting resources and craft good gear. But that doesn't seem to be what the thread is about.
  41. 1 point
    veeshan

    Uncle Bob via Mega Alliance?

    Winterblades realy did like abusing the poorly made socks out of that mastery of shield block bug ill tell you that much, was funny when they accused me of doing it aswell. Didnt even have block on my bar so yeah dodge is better for solo poorly made socks but still they accused me of it guess there sue to ll there knights/druids and clerics doing it.
  42. 1 point
    KrakkenSmacken

    Uncle Bob via Mega Alliance?

    This is what the map looked like the first morning of the campaign. All forts held by balance, almost all camps held by balance, and you know what a slog it is trying to cap those by yourself, not to mention I was there when you swept the first couple of forts, and I saw how the current best/cheat builds with the knight blocking bugs (now removed) were being used. So what in that behavior and results would lead me to believe that anything other than the above layout of the map would greet us every single morning that could possibly make it worth even bothering? It's not just one keep fight, it's the totality of the situation.
  43. 1 point
    Jah

    Uncle Bob via Mega Alliance?

    I'm just saying, that is what the score reflects. That you decided not to compete. The score will now run wild, as if Balance were infinitely more powerful. That won't mean they were.
  44. 1 point
    bellyfrog

    Uncle Bob via Mega Alliance?

    Because we won all three sieges on the first day, completely dominating both other factions. Just because you guys won one fight with 40v60 or whatever really doesn't change the fact that the power level of Balance in this campaign is very disproportionate to the other factions.
  45. 1 point
    weaponsx

    Uncle Bob via Mega Alliance?

    Toss as much BS as you want, it does not change the fact that you , the self proclaimed guild for a healthy server, went out of your way to do everything short of kneepads, well those as well, to make sure to get that shinny. Hey man, if you want a shinny that bad, more power to you, but do not think it is because of those that left your clan and joined ours. They are a wonderful addition, the reasons why they left are theirs and i will not get into that pissing match. The POINT of this is that YOU, went out of your way to secure that shinny. So don't try to feed todd some BS and try to come out smelling like a rose. ALSO as far as going to EU to farm, when you were on order I recall many times that your guild left to go to EU to farm because the chaos were out and about. Hypocrisy runs deep.
  46. 1 point
    Jah

    Uncle Bob via Mega Alliance?

    @jtoddcoleman You can see some examples of the spin, and the people who were pushing it, above. Most of them are in the same guild, a guild that recently picked up several ex-Winterblades who clearly have bitter feelings about their former guild. /who faction 15 minutes before the first siege of NA Trials of Malekai: Balance: Chaos: /who zone for each faction present at the siege that broke Chaos' will: Balance: Chaos: @jtoddcoleman Do you have server logs that would confirm these numbers?
  47. 1 point
    Alphastaire

    Uncle Bob via Mega Alliance?

    Disagree. The system is literally designed in a way that it is beneficial to do this; it isn't a player problem, it's a design problem. If there's a better or more rewarding way of doing something, that's how it'll be done. That's what we saw this trial, and that's why the design must be changed.
  48. 1 point
    I mean, it's not like most of us really need your stuff. If I or anybody I play with needs "stuff" it will be more efficient to just farm it ourselves. At this point, I think spirit banking desirable goods mid-gank is more a matter of principle and pride.
  49. 1 point
    moneda

    Spirit Bank Abuse Remaining in 5.8.3

    You can make as many threads about this as you'd like but they're not going to make a change to this before they're ready. They're working on multiple systems (inventory, post-campaign exporting rules, etc.) that will influence how the Spirit Bank will be used in the future and you're just going to have to wait for that work to be done like the rest of us.
  50. 1 point
    APE

    Duelist in 5.8

    Was curious so did a little run myself with trash gear. Would need more from you to get a better comparison. Assuming no Disciplines? Slayer passive? Your crit damage is twice what I saw with just Inconceivable and your regular shots seem a bit higher as well. Glass Cannon and Careless Whisper are common for added DPS so did a run with them. My damage range is rather large so whatever Glass Cannon adds and the 9% dmg from Inconceivable aren't really noticed. Crit damage Min seems low being about the same as Max regular damage, regardless of buffs. However Crit Max does go up a decent amount with Inconceivable, Glass Cannon, and Whispers buff active. Didn't do Glass/Whisper only. Pepperbox 5 pip tooltip was reduced from 285-430 to 90-135 at some point. At least looking at the SS Tinnis has posted from early 5.8. Assuming this was besides the bug and seems about where it really should be if not higher when factoring in all the various defense players have (barriers, armor, HP, heals). The full damage and CC vs 3 targets is maybe holding it back? Maybe have high main target and lower 2nd/3rd, while keeping the CC on all 3 or even just 1? 50-75% of main shot? With full buffs, multiple Pepperboxes relatively quickly isn't hard to do. No way it is going to be high damage, with CC, at range going off every few seconds. Something needs to adjusted. Vendor gear and crafted advanced pistols for laughs 48-65 DMG pew pew, 327 AP, 137 Crit Dmg, 26% crit chance, 18.5 dmg mod Basic 373-604, Crit 478-781 Base Basic 347-444, Crit 583-721 Inconceivable Only Basic 356-685, Crit 534-841 Glass Cannon & Whisper Buff, No Inconceivable Basic 379-715, Crit 522-1137 Inconceivable, Glass Cannon & Whisper Buff Base 391, 373, 402 442, 422, 463 458, 466, 443 391, 387, 478 (crit) 506, 604, 536 511, 480, 488 522 (crit), 496, 522 (crit) 603, 781 (crit), 724 (crit) Basic 373-604, Crit 478-781 Inconceivable Only 347, 599 (crit), 583 (crit) 416, 444, 412 671 (crit), 698 (crit), 401 377, 377, 385 412, 412, 721 (crit) Basic 347-444, Crit 583-721 Glass Cannon & Whisper Buff, No Inconceivable 455, 415, 376 386, 538, 567 (crit) 356, 642 (crit), 534 (crit) 528, 376, 752 (crit) 626 (crit), 481, 533 776 (crit), 685, 841 (crit) Basic 356-685, Crit 534-841 Inconceivable, Glass Cannon & Whisper Buff 715, 631, 565 658, 640, 1082 (crit) 900 (crit), 1010 (crit), 646 381, 656 (crit), 522 (crit) 827 (crit), 383, 445 1137 (crit), 605, 958 (crit) 383, 445, 473 494, 693 (crit), 431 379, 429, 669 (crit) Basic 379-715, Crit 522-1137
×
×
  • Create New...