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  1. Tark

    Tark

    ACE Development Partner & Investor


    • Points

      23

    • Content Count

      1,246


  2. Pann

    Pann

    ArtCraft Developer


    • Points

      12

    • Content Count

      2,840


  3. KrakkenSmacken

    KrakkenSmacken

    ACE Development Partner & Investor


    • Points

      11

    • Content Count

      5,151


  4. mandalore

    mandalore

    ACE Development Partners


    • Points

      11

    • Content Count

      3,773



Popular Content

Showing content with the highest reputation on 02/19/2019 in all areas

  1. 12 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.
  2. 4 points
    excellz

    What's Fun, What's Not?

    Thought I'd post a few random thoughts as I haven't logged in for a couple of weeks (RL, work, fam') - and not feeling the urge to with the game designed as it is. Curious how my thoughts compare to the general community? Things I Like / Find Fun Gathering - the ebb/flow of the pip system has a good feel to it. World Gen - campaign worlds feel dynamic, nicely designed with areas to focus action - I imagine this will become more focused as points of interest, etc. make their way in. Character Design - Really like the prestige classes, wish characters has a bit more "uniqueness" to them though. Crafting - In PRINCIPAL. Game has fun combinations, etc. However there's a lot I dislike (see below). Theorycrafting - Game is going in the right direction for this, with disc and class combinations in a group. I wish there was more of the SIn / Adjudicator type synergies to explore. Thinks I Dislike / Find Tedious Point System - The more and more I think about it, I hate feeling compelled to get on a video game at a specific time that never changes during testing to play a game of CTF for fake internet points. It's not sandboxy at all, at the moment. The Point System - the recent reward drama reinforces this point. How is this a "throne simulator" when we're playing, at it's core, "CTF?" I hate the scoring system and how much it narrows gameplay choices and design. Feels so weirdly ... pasted on to the underlying game design. Performance - I have BIG concerns here. The game is so choppy / poorly optimized that I worry how much of it can truly come together at the end. Gathering in Bulk - It's tedious. As much as I love the microdesign of the pip system, gathering for more than an hour causes a lot of carpal tunnel issues. I don't have any kind of RSI but I think I will develop it if I gather in CF on a regular basis. Hold left click / spam-A = tension on the mouse hold and cubital tension on the keyboard hand. Crafting - While I like the crafting system, I hate how tedious it can be. However - I know that will be alleviated when/if the factory system is implemented. That being said, while the system initially impressed me with the multitude of choices and component options, once understood (thank you, -W- site), it felt very mechanical. You have x% to do this, x% to do that, a couple dozen ore/wood/stone combinations to play with to get a few more %%, but ultimately we're shifting percentage sliders a few degrees left or right in the process, over and over. At the risk of angering math nerd, I'd love to see a bit more RNG in the crafting system, both in the effects and in the maths. .001% Performance Gains - Exaggerating here but the game is full of small math bonuses that feel incredibly boring in isolation. I logged in for the first time in weeks today and had 250k combat points to spend. I think the actual impact of those expenditures in the 1h tree added up to something like 3% weapon decay loss and .1% power efficiency. Again, I MAY be exaggerating but if that was 2 months of actual gains I would have died from the lack of excitement at the outcome. Combat - This one I struggle with. I can't put my finger on what I dislike... is it mounts that allow remounting quickly? Is it the lack of VFX and UI feedback that help register combat impact? Is it the lack of VFX and SFX to help identify and trigger combat counters? Is it the "slippery" feeling of combat that's probably due to a lack of optimization? There's a lot to unpack here, but as I played over a month, I became increasingly ... bored by combat. There's nothing in it that feels visceral or engaging. Nitpicky Things / Misc Siege Weapons - need a lot of VFX work on these. Feature Deprecation - I get some of the choices made in limiting the launch feature list vs initial Kickstarter design list. Good example, destructable voxels. But where did the fun scouting / cartography ideas go? The game feels like a hollowed out version of what was pictured at the KS launch and that is unfortunate... my feelings here may be what they are because I find the core design system (CTF Points!) to be such a boring concept for a "sandbox MMORPG".
  3. 4 points
    nerion

    Honest Feedback

    I love to give people a hard time on the forums and frankly having some humor helps deal with a lot of the issues in this game. This is my best attempt at being serious about feedback. We all want this game to succeed. Crowfall's core problem is not the actual awards mechanics but a combination of several problems surrounding how points are gained and the lack of ability/incentive to control an area. There is literally no strategy or thought on capturing forts, towers, and camps. In fact, the only thought process I see people follow is to simply avoid combat. If one team is fighting others in pvp and another simply chooses obscure areas plus never stops moving, who will be rewarded with more points? This by itself is a problem. When you combine this with absolutely zero benefit from area control you are in a situation where players literally just want to constantly run around the map standing in circles and avoiding any combat. Why defend? If they are capturing your fort it is better to go after theirs than try to hold back people at yours. You will gain more points on your character that way and defending gives you none. This also creates a mechanic that two factions could "swap" forts to help catch up in points or feed each other. The more focus on the system as a form of success the more balancing issues you will create. The awards mechanics for a faction are going to be a near infinite struggle of balance. You have abusive mechanics for gaining points, non-participating faction members, and no incentive to prevent everyone choosing one side. If you limit the players that gain an award based on points you will exacerbate the issues mentioned earlier with abusive point gaining. Either players will just stand in circles for hours, swap assets, or farm alts for kills. You need to pit players against players... not players against a system. Frankly, I am not a fan of faction combat and that is not why I went into Crowfall. Players naturally will balance the sides in a FFA. There will be adjustments but overall it usually works out. Hence why so many Shadowbane players are excited about this game. The issue with Shadowbane was a lack of a way to reset servers in a way that wasn't depressing. That is what campaigns are for and different rule sets. Smart move. Do you even feel there is enough of a demand to allow for a campaign with factions in it to run next to the dregs? Why even struggle with such a complicated structure instead of focusing on why most players are here? Unless the factions will exist in the same campaign as dregs you will have a problem. I see the only benefit of factions is helping introduce players to the game, not a core mechanic. Area control issues will transcend the factions and also affect dregs. Blazzen's post is a great place to start on that concept. There needs to be more meat to defending and a purpose beyond points for caps/towers/forts.
  4. 4 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.
  5. 3 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...
  6. 3 points
    KrakkenSmacken

    Durability is Over the Top

    If PvP is more profitable, then harvesting is less, and somebody else's life sucks more. It's a zero sum game. SOMEBODY has to put in the time whacking nodes. Just because that somebody isn't you, does not make those resources magically less expensive/easier to get, it just means you personally didn't spend the time harvesting. "It will be easier when PvP is more profitable", is not accurate. If PvP is more profitable, without improvements to the baseline productivity of mice, then all that will mean is the churn rate on mice leaving game completely for the cats to starve goes up. The spirit bank the way it is, is probably all that is keeping any mice around at this point.
  7. 3 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.
  8. 3 points
    Gradishar

    Uncle Bob via Mega Alliance?

    I agree...it was. And the next night’s sieges could have been equally fun and close...had certain people not gotten butthurtt and took their balls and went home. Apparently it only took one siege to break the will of the server. GG.
  9. 3 points
    Casino

    Uncle Bob via Mega Alliance?

    @Jah it is still amazing you just do not get it. Minus this campaign, the fighting has been more or less even. All three sides had a stock of decent players / guilds and it was competitive. Then it is announced there will be a "prize" for the win. Now you go and move heaven and earth to make sure to get as many as you can to the balance side. All because you wanted " that first campaign win ". There is no secret about this, it was said many times in your own team speak. The point most of us are talking about is not that you are " winning " but that you , the self proclaimed server health police, went out of your way to make sure that the health of the server was the last thing you gave a crap about. The curtain was pulled back and all your crap was revealed, now you have to do damage control. spin spin spin all you want, this was never about making the server health, it was about getting that first win and doing whatever to do it. Hey that's your play, play it, just do not have the audacity to think this is anything other than the need of a shinny by you. You have resorted to using cali-math, videos, ambiguous screen shots, " first time posters " coming to your side. But you get an atta boy jah... the pixel hugging gold border is alllll yours spanky.
  10. 3 points
    Tark

    Uncle Bob via Mega Alliance?

    Another disingenuous argument by Jah in a desperate attempt to save face. The "game" is about numbers and experience right now. This game is far from complete, there are a lot of features missing that add nuance to the game that could possibly help you beat a stronger foe. Right now we brute force everything in this game. The largest cooperative force is going to have more "brute force" than the rest. You get too hung up on numbers because its the only objective fact you have on paper that supports your narrative. Begging JTC to confirm your number in his logs reeks of desperation. What you are doing is nothing different than someone going on TV and giving a set of statistics supporting their position while ignoring all the other evidence. Winterblades treats the player-base like we are a bunch of idiots, thinking we can't see right through your disingenuous "facts". There is a word for what you are doing and its called "cherry picking". Take a sample of player gear on each guild and faction and assign each quality color a number value. You are going to find out quickly that the balance faction on average has a higher score, and that score will increase even more when you break it down by guild in the favor of Winterblades, HoA, and Sugoi. I can point out statistical points in our favor all day long because statistics are used to lie. Not long ago on these very forums, Angelmar was speaking about Winterblades being stewards for server health. Can you honestly say the server is healthy right now? What was the most egregious change that tipped the balance (no pun intended)? Answer the questions objectively and the answer will be clear that you guys acted in your own interests over server health. I know you guys care about the game, but that doesn't preclude you from taking a misstep. When you speak internally you guys know you messed up and were a bit hasty in this move. Why keep doubling down in public and further smear your image? The damage its doing to you is not worth it for a pre-alpha game. Have an honest discussion Jah and stop trying to refute everything as part of your damage control. Answer the questions.
  11. 3 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.
  12. 2 points
    Khenjin

    Some Changes I suggest

    Spirit Bank - I feel the spirit bank needs to be changed sooner than later. As it stands there is virtually no profit in ganking (not just 1v1 but also killing groups farming motherloads). to many times I watch people stand there and die as they spirit bank everything of value (I do this too as its just way to profitable to not do it, especially since I am behind the curb at the moment). There needs to be risk vs reward in these types of games and having safe places/ways to farm resources ruins not only the economy but the fun of the game. I suggest making the spirit bank something tangible in the temple you have to access to store things. It should purely be there for transferring between characters in a pinch and storing for the next campaign. I feel this wouldn't take long or be hard to implement as you could literally just make another chest that lets you open the spirit bank UI. Or if you don't want to add another chest/npc then just make the UI only work in the temple zone. Maybe, MAYBE make it possible to spirit bank in the keeps but I think having that risk of moving stuff from the temple to the keep or vice versa a good thing for the health of the game. Resources - I feel the resources need to be only r7 and no higher around the keeps. Then make random nodes around the zones that have the possibility of being high ranks. Also think the resource ranks need some adjusting. r4 should guarantee 1 green r7-8 should guarantee 1 blue and have 20% or so more Health r9 should give a reasonable chance at purple and have 40% more health r10 should guarantee 1 purple and have probably around 70% more health and 10% more resistance As it stands at the moment there is no reason to farm anything below r7 as the chance to get green or above is way to low and inefficient to be worthwhile. having resources randomly placed around the map makes scouting worthwhile and also word of mouth very powerful. Also means you will be further from a safe zone and hence make it risk vs reward. Mounts - I think the casting speed for mounting up is way to fast, especially since it can't be interrupted if you have the dizzy immune buff on. Multiple times I have had people not turn to fight me but instead just mount up in front of me and run away to the keep. I think the cast at the moment should be interrupt-able from damage. Also I haven't done actual testing but the 15% extra speed from the knights passive on mount speed doesn't seem to be working or working correctly. I should see a noticeable difference between me and my guild mates but I don't see it. Tree of Life - I personally think the tree of life has too little Health. During one of the sieges the enemy got around 12-16 people around the tree and it fell within 10-20 seconds. This particular siege wasn't a fight either, they broke a wall we weren't watching when we were practicing siege weapons on the other side of the keep and rushed the tree, there was absolutely nothing we could do in that situation as they were able to get to and destroy the tree of life so quickly. I feel since its a keep it should be more of a struggle to take it, it also feels like the bane tree's have the same if not more life and seems a bit silly the attacking force can get upto 3 of them while we only get 1 with some guards that really don't apply much pressure. Class balancing - Champion - I've noticed the champion seems to be a bit too strong at the moment (especially or maybe only the pit fighter subclass(haven't vsed other subclasses yet.)) They have all 3 things going for them at the moment it seems, damage, health/tankiness, healing. This is a lethal combination Its fine if they do well at one of these but to do well at all 3 of them has proven they are a little broken at the moment. Confessor - The confessor also has a little to much going for them at the moment in my opinion. They can wear plate which gives good resistances ontop of good amount of health while still being able to deal really good damage. also the tornado's... they are too strong right now with the amount of fall damage they cause at times. In one siege I died almost instantly because 1 tornado hit me, once i landed another one hit me again and then i was left on 200 hp. In that particular situation I had only taken around 600-1200 damage from players and the rest was just fall damage. I think yes they should cause damage but not 5k health. it is by far the biggest nuke in the game at the moment requiring very little skill to cause the damage. Helping with class balancing - one idea I've been thinking about with helping balance the 2 classes I just mentioned is to add a reduction to damage output on heavier armour such as mail and plate. while leather gets a bonus I think equipping heavier armour should give a negative. maybe give 1 to 2% damage output reduction to mail, while plate gets 2 to 3.5% damage reduction on the chest and maybe less on the rest of the armour. I'm sure there is stuff I have overlooked and or not thought about with these suggestions so please if you have constructive criticism on my suggestions or the game post it! I thought of all these changes in the health of the game and feel it would be some steps in the right direction.
  13. 2 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.
  14. 2 points
  15. 2 points
    Tark

    Uncle Bob via Mega Alliance?

    Remember all those times you had to log off because your guild leader was afraid of losing and someone was going to make a video of it? Pepperidge farm remembers.
  16. 2 points
    Silkhe

    Uncle Bob via Mega Alliance?

    As a member of Order, still fighting each day, this comment strikes me as disingenuous, perhaps naïve, and pretty much "short-sighted". The map after day one tells the real story of what was happening, and that is that "Balance" is not actual balance this go round, for ... um, reasons?
  17. 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
  18. 2 points
    Thevo

    Uncle Bob via Mega Alliance?

    I think you are squeezing too much this thread. As far as I understand, what Todd said is "We identified a potential issue, and we already have potential solutions to test. Be wary, cause we may want to redress it sooner than expected". Maybe it would be nice to add a permanent failsafe as a victory condition. "The winner will be the faction with the most points after 14 days, or the first faction to get X points" That being said, there has been a lot of statements on this thread that I just don't agree with. "No win, no fun", "Pvpers only care about winning", proposals of mechanics that would just made the Uncle Bob worse and more common,... If you are aiming for a game where everyone gets to be Uncle Bob itself, then we are target players for very different games.
  19. 2 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.
  20. 2 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.
  21. 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
  22. 2 points
    Tark

    Uncle Bob via Mega Alliance?

    We lost because rangers are gimp. Discuss
  23. 2 points
    Vlaana

    Uncle Bob via Mega Alliance?

    How can I say this,.. I really don't care about you spending time on a new feature when a lot of older ones don't even work properly. As I previously said in another post do thing step by step instead of making a castle of cards.
  24. 2 points
    Tark

    Uncle Bob via Mega Alliance?

    Only new players are complaining about numbers because they dont exactly understand the issue at hand. You are attempting to deceive others that our beef is with numbers. W is trying to change what the outrage is about and failing miserably at it. You should have called the Russians to help you with that.
  25. 2 points
    Valgrim

    Uncle Bob via Mega Alliance?

    What we're seeing now (I think) is 2 guilds deciding a match due to low server populations overall. With greater numbers on the servers in the future I think that effect will become diluted. At least I hope. I don't think there is really any help for stacking every geared guild on one server if that's what they want. I'm looking further down the road when the player count is in the thousands, not a few hundred. If at that point guilds want to be lame then they can all go be lame in their own campaign as there will be several to choose from. All I'm saying is that a baseline 5v5 is all we can hope for and is easy enough to implement. As for the current situation... We get that a 5 on 5 of the Lakers vs a high school team is equally matched in numbers. I don't think anyone is disputing that. What people do seem to be disputing is the narrative that the Lakers in this situation are somehow locked in a heroic struggle. I'm not angry, it's just lame and no fun for the majority. Right now there is really only one campaign and it's being "ruined" so people are up in arms. In the future smaller guilds and undergeared players will just go play elsewhere I would imagine.
  26. 2 points
    PopeUrban

    Uncle Bob via Mega Alliance?

    Side note for @jtoddcoleman As the god of Trickery and deception, Its really appropriate that the gold version of Malekai's sigil is the reward for all this, all things considered. I Think Malekai would approve of how this is all turning out.
  27. 2 points
    PopeUrban

    Uncle Bob via Mega Alliance?

    "Try harder" - Winterblades "You're actually really good, stop trying harder and come join balance with us" - Also Winterblades I have immense respect for both of these guilds but call a spade a spade man. You know good and well that you stacked the best assemblage of players and econ on the server deliberately to squelch competition. You know good and well that one member of this assemblage is worth 3 average players in the current state of testing. You're good, and you removed one of the few real existing obstacles to your dominance by choosing to ally with rather than compete with them. That's why you did it. You played the ruleset well, you gamed the system well. You're playing to crush and there's nothing wrong with that, but your two guilds deliberately made an alliance to remove the ability of your enemies to perform better in order to gain the reward. Given the same scenario, population, resources, and skill level of guild members I would do the exact same thing. The only difference is I wouldn't be attempting to spin it as anything other than a blatant power grab for cool loot.
  28. 2 points
    KrakkenSmacken

    Uncle Bob via Mega Alliance?

    Fixed that for ya.
  29. 2 points
    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.
  30. 2 points
    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.
  31. 1 point
    Darguth

    You can do better !

    "You can do better!" is not particularly constructive feedback. What exactly should they be doing differently that they aren't doing now? Your story seems to suggest you expect to be able to jump into *and reasonably compete to win* PVP combat while playing solo and without investing really much or any time into your character's progression. Those aren't reasonable expectations, I would say. Crowfall is not an FPS or MOBA that you can just queue up a match and engage in some quick and dirty PVP fights. It's meant to be a long-term, campaign-driven combat between organized groups (guilds, alliances, factions, etc.)
  32. 1 point
    gracen

    Uncle Bob via Mega Alliance?

    Do you always try to ask questions to set people up rather than accepting what they wrote or answering their questions? This is not as easy a question to answer as it can be complicated by many outside forces but ultimately Guild should always be first. That is like saying does family come first or the government...sometimes they are tied together and run together, sometimes they are not.
  33. 1 point
    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.
  34. 1 point
  35. 1 point
    mandalore

    Uncle Bob via Mega Alliance?

    I meant solo not to say a person out harvesting solo but not in a guild, a person playing the game without a guild.
  36. 1 point
    RikForFun

    Uncle Bob via Mega Alliance?

    Just quoting my point of view expressed better than I can do.
  37. 1 point
    Jah

    Uncle Bob via Mega Alliance?

    Your guild repeatedly whined that we outnumbered you. I have shown that we did not, and that our faction didn't outnumber you either. I am confident that the server logs would refute your lies as well. Disputing your lies about numbers does not contradict the fact that what you are actually whining about is getting outplayed.
  38. 1 point
    Demuan

    Uncle Bob via Mega Alliance?

    How about a Mechanic that allow the 2 loosing fractions to Ally against the winning one to Close the Point Gap? Did Not think this any Further. Maybe the Community can Help there?
  39. 1 point
    Valgrim

    Uncle Bob via Mega Alliance?

    I don't understand why they don't just limit the populations? In what other competition would you allow an imbalance of competitors? This is like showing up to a 15 on 5 basketball game. "Well they wanted to play together!". Huh? I get that people might have friends that want to come in late but Crowfall campaigns end. It's not separating people for very long. In addition there will be multiple campaigns. Add to that a system where spots open as people leave the campaign and I don't see the problem. What's worse? Separating latecomers to the game temporarily/making them play together on another campaign or inventing some convoluted system to combat (poorly made socksty) human nature and likely tanking the game anyway? Right now the problem is just a handful of guilds. People forget that once this game is ready thousands are going to flood in. Just wait until the unwashed masses all go Chaos because "hurr, durrr chaos!" (No offense to Chaos guilds). The plebs are not going to weigh the consequences of a scarcity system. What they are going to do is go Chaos regardless, realize that they might not be rewarded and gripe, so you may as well have limited the faction choice to begin with. 😀 The customer is not always right as evidenced by the current sorry state of the campaigns.
  40. 1 point
    Tark

    Uncle Bob via Mega Alliance?

    Agreed 100 percent Scree. We are not asking for intervention. I would like to see this play out over multiple campaigns so we can get some good data and feedback to the developers. I'm getting whining PM's from people now saying, "you tricked JTodd into believing something that is not true". Nobody is trying to pull the wool over JTC eyes. There is a political element at play here shaming two dominant guilds for stacking the odds in their favor at a time when they probably shouldn't have done it. The collective strength of every one else cannot win a war (not be be confused with battle) against the Sugoi/HoA/W alliance at this point. We are working to get some momentum built but you can't just speak results into existence, this will take time. I also agree with Scree on the rewards system. Individual success is not the way to go with rewards. From my personal point of view I like to play multiple characters (pvp/crafter/farmer) and it would punish someone like me more. For the dregs that is a non starter for me. I want to help my team win, and if we win I want rewards.
  41. 1 point
    cemya

    Uncle Bob via Mega Alliance?

    FWIW 1. I think if you set up any sort of reward system, I would suggest it be two tiered: - Any substantive rewards should be kept at guild level, not individual. I think that is more in the spirit of the game design plus it will reward cooperative and social play - At the individual level, rewards should be cosmetic only 2. On the mega-alliance Uncle Bob issue: - scale guild rewards based on a calculation of what percentage of the server population the alliance of guilds represents. For example, an alliance that involves 90 percent of the server population will earn less than an alliance that involves 20 percent - provide rewards for fighting to the last, even at great odds (this has been suggested by others many times) 3. See if you can increase the size and scale of the campaign worlds. I know this is a technical issue as well, but it seems to me that the larger the playing field the less likely any one alliance can dominate. I've always been in that group that thinks a massive single world a la EVE was the way to go...keep that as an option down the road if technology permits, as I think many of these issues become manageable if you let time/space do the work for you.
  42. 1 point
    veeshan

    Uncle Bob via Mega Alliance?

    can always do a lottery where ur name gets pulled out of a hate and ur tickets are the score u have so even with 1 score u have a small chance still but the more you contribute the more tickets are in the pot for you.
  43. 1 point
    Shiner

    Uncle Bob via Mega Alliance?

    @Jah Still waiting...for a reply to this please. Oh my.../sigh More misleading dribble. 1. Out number = Possibly Yes. 2. Outnumber at the fight. Actually at the fight as you seem to continually wish to mislead people to thinking = 100% NO. Question for you: Lets put some perspective into your misleading comments, which you are purely clutching as the basis for your argument and only have that to hold onto which is numbers, pure numbers, and which also remains unsubstantiated even after repeated requests for it: How many LVL 1-10 players, inexperienced, in Intermediate Gear and Welfare Weapons (vendor), no jewelery, and no idea of a good discipline set-up.. would it take to take down a fully Geared (Blue/Purple or Gold), experienced, correctly specked, correctly disciplined, coloured jewelry wearing opposition faction combatant, just one of them. This really makes a joke out of your continued "NUMBERS" argument - consider only the FACTS, that you want to consider, and use those as your only defense. Sir, You have been found wanting! - Time for your Leaders to face the community and stop hiding. Let them post something with some maturity and less bombastic arrogance. Note to self: Must stop calling this misleading, must call it what it as now...lying!
  44. 1 point
    makkon

    Uncle Bob via Mega Alliance?

  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
    Tark

    Uncle Bob via Mega Alliance?

    Are you finding it cumbersome to move with us because its hard to move when you cup someone elses balls?
  47. 1 point
    BarriaKarl

    Leveling

    I think the main problem with the leveling system is that the gap between a "low" level and a maxed character is too damn big. If it was about not being at your best but being able to compete while leveling things would be a whole lot better, but, as it is now, running with a non-maxed character is suicide. You will get wrecked 10 out of 10 times. There is no actual feeling of progresion 'cuz all levels before Max suck. Level 1 you suck real bad, level 10 you suck just bad, level 15 you unlock the first shinnies but still sucks, level 25 you suck a bit (but just enough that being competitive isn't really viable). There is no progression because anyone who isn't a masochist (not judging) will have to do the leveling before playing the real PvP game and get some real fun. The worst ofender iMHO is, like people said before, the gating of powers -- Class defining powers in some cases -- behind an un-fun leveling process. I woud like to reccomend giving acess to the basic powers from lvl 1 but have them be downgraded (?) versions. Where the player could, using the same tree we have now, unlock the normal power whilist leveling. So an assassin would get a stealth power that has some sort of drawback (worse movement speed or a stealth penalty), a druid would get healing powers but they would, I don't know, generate more essense or heal less (No idea what is going on with druids anymore)? In a certain way it would be like the power upgrades we have in the promotions tree but earlier and not as game changing. Basically you would downgrade the basic powers and create "new" upgrades (that would really just be the powers we have now thus avoiding powercreep and balance changes). Would that solve the leveling problem? No way. But it would help quite a bit with how that leveling is perceived. Worst case it would at least make the leveling process more interesting. Havin to kill boars is bad, but having to kill boars using only auto-attacks is just wrong.
  48. 1 point
    mystafyi

    Leveling

    I would be happy with removing skill gating behind levels. All skills should be available at the start, level 1. Let levels 2-30 be refinement and improvements. I hope this whole iteration of leveling post 5.7 is just a bad dream we all will wake up from in 5.9. Grind for the sake of grind just to pvp was not a core concept, in fact one could argue it was just the thing ace wanted to avoid. https://crowfall.com/en/faq/gameplay-and-systems/combat/
  49. 1 point
    Zatch

    Leveling

    This is the main thing. Level 10 should take 10-20mins to acquire,and give you the necessary class toolkit to PvP. The extra 20 levels should be about character refinement not whole pieces.
  50. 1 point
    Mayhem_

    Leveling

    I have not posted much over the last couple years as most people say what needs to be said already. Most of the big bugs we find go directly to support in email as to not perpetuate the faulty systems. But I think this case is special and needs a bit more attention - As I really "dislike" the current direction. I read that this whole thing came about because a few spoke out for the need for some type of Achievement satisfaction - I find it VERY difficult to believe this is satisfying in any way to anyone. So I just started framing out everything I would like to say about the leveling system and the current nerf and the total waste of time to try and even get a green vessel to 30.......but it would turn into a book and 95% of it has been stated in this and/or other threads. One thing i did not see mentioned though was the fact that this "Created Uncle Bob" or at the least a bigger divide between the haves and haves not - Those that had the logistics early on are all now running in Epic Vessels already and those that would like one will either "fail" or grind themselves into oblivion. My son and I will be fine but I really feel for the new guys taking a look into the game. If I was new, I guarantee that I would not play this game past lvl 15. This is not to say that that others should not…… just not “Me”. I would simply call the investment a write off and move on. I "heard" it mentioned that ACE/Blair thinks that now people will need to fight for the Leveling areas and creating this conflict is a desirable method to encourage PVP. Do I even need to explain how impossible it will be for a person to "PVP" without even having skills? The idea of a talent tree is fine but I honestly the full kit should be acquired by level 10 and rest some new gravy. For "Me", even aside from the recent 5.8.2 sacrifice nerf, I have not had any "Fun" at all with the talent system. To be honest, I think it is a joke and feel sorry for whom ever planned it out. Luckily, I believe ACE will see the foolishness of all this and fix it soon and if not soon – “We” will simply take a break until someone pulls head from @$$. I know ACE gets tired of only negative feedback so let me say – “My son and I are still with you and believe you are creating something quite amazing that we plan to enjoy for A LOT OF YEARS”. But recently, every time I see the “CF” acronym in my mind I think – Cluster Fudged. Just honest “Personal” feedback -
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