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Showing content with the highest reputation on 03/19/2019 in Posts

  1. 7 points
    You guessed it. I'm back already with more than a half-way meme video. As per usual, these were fights that I felt were a lot of fun, and this one has more of an overall story focus. There's drama, emotion, plot! As always, this is by no means a diss, or a rustling of jimmies--just good heart-felt memes that I hope people might enjoy as much as I do. Watch as @@DocHollidaze answers the call!
  2. 4 points
    Noric

    Tree fight = slide show

    Just a short soundless clip of ~20 chaos vs an unknown number of balance. Think they had 50 in zone but no idea how many showed for this. Regardless this shows how much FPS lag the GUI is causing me in larger fights. Heck this was at most 70 people and not all packed into one spot. The 2nd time it has a large impact..... just can't see health or CDs
  3. 3 points
    blazzen

    Zone Caps

    I like this idea. And maybe it requires VIP to have an EK and/or boot up an EK. ACE has to cover those server costs somehow.
  4. 3 points
    Having an impact is different than getting 30%+ healing received or base damage, on top of an extra 6k+ hit points, on top of 35%+ mitigations to damage, and the list goes on. The difference between a BiS geared character and some dude in whites or even god forbid, intermediate is just ridiculous for the original design goals of the game. Honestly intermediate gear should just be called "training gear" or something, to be made very clear to new players hopping onto the game that stuff it just garbage to get started and not something to really be taken seriously. You can still have a strong crafting economy without such a steep power curve in gear. There's other games that can be used as an example of that. Funny you used Overwatch as an example, because that game pretty much died for doing certain things that are very similar to the direction CF is headed (Apex Legends was just the nail in the coffin, OW was already on life support before that). Picking widow or hanzo in a low to mid rank game may look like throwing a match, because of how high both the floor and ceiling are on those heroes, but in the first few seasons of OW a highly skilled player picking widow for example could still outplay and beat her "counter" heroes like winston. Same for a match up between tracer and mccree for example, it was all mind games and big plays. There was a meta in the pro scene (dive) but player skill still trumped that. Koreans were widely known for being the most skilled players, and that was shown in many games where they went against a meta comp with oddball comps like junkrat back when he was pretty bad and still won because of individual plays. After Ana every hero added to the hoster was some sort of "hard counter", CC heavy, power creep hero that pidgeonholed the game each time more into this sort of heavy healing melee ball ult combo GOATS meta that has dominated the game for ages. Skill matters a lot less now, to the point those same korean players can't really stand out anymore. The ceiling has dropped dramatically due to the hard counter spam heroes like Brigitte and the unbeatable meta. It's a class balance issue really, not just a "winning mentality" one. There was a very brief time in CF's pre-alpha (at the end of Big World, after myrm was finally nerfed and before rangerfall began), which was probably the most balanced combat had ever been in this game. Confessor was a little overpowered compared to the other classes, but that was mostly because of the huge AoE and good dmg it had, but it was still squishy and could be killed fast, so it wasn't too out of control. The only "mandatory" pick at that point was having one healer and one dps per group, everything else felt viable if played right. If you picked a second healer, you were losing on dps, so one healer was still a good call provided your healer could stay alive. Each class had some definite pros and cons. Now in group play there's like a handful of specs that can pretty much carry you through any situation the game throws at you and puts your enemy at a severe disadvantage if they're also not playing those specs.
  5. 2 points
    Hey they just need to make a "too damn many champions" debuff, if there are 5 champions within say 25 meters they all get a 10% damage and healing debuff that stacks with each additional champion.
  6. 2 points
    IMO the most important factors for deciding a combat engagement atm are: 1) builds and comps first, so yea, agree with you there; 2) comms and shot calling, due to how healing and AoE currently work target prioritization and some discipline is pretty important IMO. It is, IMO, why sometimes you see those 6v11 or similar videos (on top of a few other factors as well, ofc); 3) Gear. Maybe not as important as 1 and 2, but still pretty significant nonetheleess. It's easy for those of us who are always ahead in the power curve to dismiss how much of an impact all purple+ gear has on your stats when compared to newer players starting in whites and without jewels for example.
  7. 2 points
    Kaffe

    Tree fight = slide show

    Hey man, thanks for the comparison! Didn't know that it caused that much problems, it definitely needs to be changed or a temporary solution to disable some elements.
  8. 2 points
    veeshan

    Tree fight = slide show

    From my experience from other games name tags actualy cause alot of lag when it comes to larger scale stuff.
  9. 2 points
    It wasn't too long ago that everyone and their brother were rangers plucking people from 90m at 1000 dmg per shot. I've been around long enough to see the swings in meta. I think the problem is they balance with a sledge hammer instead of a scalpel.
  10. 2 points
    I see a big difference between design models for gear: 1. Linear gear progression - this is the mmo themepark design. You make incremental progress over time in acquiring more powerful gear, with the goal of eventually acquiring best-in-slot items. You never lose gear, you only replace it with better items until the next expansion resets it all back to zero. Content is mostly designed around power levels (level-based questing zones, progression dungeon raids). IMO this design is not the best for economics or open-world PvP. 2. Supply and logistics - this is mmo sandbox design like Ultima Online, Star Wars Galaxies, and EVE, and other genres of games like Survival or Strategy. it's easier to acquire gear and easier to lose gear, with a flattened power curve and risk vs reward elements. The effort is based around maintaining a level of power over time, and is good for gameplay around resources, territory, crafting, economics, and PvP. I expected Crowfall to fit the "Supply and Logistics" design because it makes the most sense for the kind of game it's intended to be.
  11. 2 points
    That's a fancy way of saying to only play like 25% of the specs in the game. No. A lot of the people I've talked to don't actually enjoy feeling forced to play meta classes and feeling like they have to run double healer. Why bother having the other 75% of promotion classes? No.
  12. 2 points
    Ussiah

    Zone Caps

    Maybe the fact you could get kicked while "doing an objective", means maybe that objective isn't actually tuned correctly? But I think they know the current system is completely flawed
  13. 2 points
    Jah

    Zone Caps

    @jtoddcoleman Please get rid of the /who command. That would instantly remove a major incentive to run alts in enemy factions in the campaigns. I am sure it is a useful command for devs, but can't you make it a dev-only command?
  14. 2 points
    jtoddcoleman

    Zone Caps

    we're pushing as hard as we can to get the new server performance improvements out to you guys, because the higher the cap, the less this issue will matter. we could put in a temporary faction cap (something like 33/33/33) but my fear is that people would just abuse this with alts and it wouldn't actually help the situation -- in fact, it would make it worse, as everyone would be forced to queue pretty much all of the time. we're aware of the issue, and absolutely understand that it's incredibly frustrating. if there was more that we could do, we would. server and client performance is our #1 priority for the next milestone. once we're on the other side of that improvement, I'm more than happy to look at separate queues for different factions (or maybe just enforcing that during siege windows), but I want to stay focused right now 100% on improving performance. Todd
  15. 2 points
    I had not seen that “HOW DO YOU PREVENT SEASONED CHARACTERS FROM SMASHING NEW PLAYERS?” in the FAQ. If what is their intent then I agree with most of what the OP is saying. There are a lot of suggestion and ways to make things more flat line and I would appreciate it if we started to go in that direction. It is definitely MUCH better than most MMOs where an end game player can look at a lv 1 player and turn them to ash but the end result is still the same. I disagree that discs are where it went wrong. What the discs are adding might be wrong but the disc system I think is a fun one. The ability to create your own style or theory craft the next best is one of the things I find most appealing about the game. I just think they need to revamp the discs so they give various tactical abilities vs +20% dmg abilities. For example Force Mage – I like the push back but dmg boost makes it OP. Make me run faster, jump higher, see more, CC more, change dmg type, etc… Stop giving me more dmg, more armor, more healing, more crit, crit dmg, ap, +wpn dmg, etc…
  16. 1 point
    Behind every warrior is a great war story. FULL STORY
  17. 1 point
    I think high places defeated endless all the time till the fall dmg patch hit.
  18. 1 point
    Majk

    Improvments

    Thanks for the reply Kraahk! I Agree and like everything you said exept drops on mobs, sure no rare weapons or armors. But like, rare items for the house, rare materials och something. That 0.001 chance of finding something that will make you rich! Best Regards Majk
  19. 1 point
    Not at all, it has nothing to do with zerg or small group size of a guild... we will get alliance mechanisms to match forces... if you are outnumbered vs a blob it doesn't matter much.... If you are matched at 50 v 50 with group comps by 5s, what is more fun and more tactical, allowing the blob ups that mostly create a giant emperor penguin in winter body block which leave knight pull and force mage push as the only target separators from the safety of the blob OR spreading that blob out even a bit more with a confined spaces progressive debuff penalty.
  20. 1 point
    KrakkenSmacken

    Zone Caps

    VIP. Anyone with VIP status can start up any EK owned by another VIP player. Can always start your own, VIP or not, because that's pretty much part of the core game.
  21. 1 point
    VaMei

    Zone Caps

    I strongly agree. There is no reason for an EK to be using server assets when there is currently no player demand for that EK. Conversely, an EK intended for use by players other than the owner is useless when the owner is not available to bring up their EK. In a global game, a public market or guild store that is not available on demand to the players it is intended to serve, serves little or no purpose. Using an off delay of player activity as a keep alive, is to my thinking backward. IMO, there should be 4 options determining who may start an EK: Private: Only the owner may start the EK. Nobles: Any player with land rights may start the EK. Guild: Any member of the owner's guild may start the EK. Public: Anyone may start the EK. If ACE wants to monetize the EKs, I strongly support that. Premium parcels, buildings, decorative items, etc., go to town on these things. Some of the start permissions could be tied to premium purchases; i.e. Guild permission could require a Guild Hall, while Public permission may require a City Center. If EK uptime is something ACE would like to monetize, I'd suggest a low barrier to nearly unrestricted availability (with 'nearly' defined in the fine print). If uptime is limited, it won't take long for players to figure out that running around in a competitor's market EK during off hours is going to run them out of time and cost them prime time availability.
  22. 1 point
    moneda

    Chaos Keep Shinanigans

    No, actually. The majority of the "Chaos horde" doesn't log in when there isn't a siege happening.
  23. 1 point
    veeshan

    Chaos Keep Shinanigans

    You would get fights if you walked around in smaller groups.
  24. 1 point
    mystafyi

    Tree fight = slide show

    The devs have stated that they have a big performance upgrade in 5.9. Be patient till that hits. Pretty much everyone has some issues with a lot of players onscreen.
  25. 1 point
    Glitchhiker

    Commander visibility

    Valid point, but on the other hand it makes steamrolling "casuals" or beginners too easy for well organized groups. And considering how beginner-unfriendly this game already is, an addition in their favor might not be a bad idea. I also think "breaks in enemy organization" should be provoced or created by skillful gameplay and not just because you're up against a group of headless chickens.
  26. 1 point
    PopeUrban

    Commander visibility

    I rather enjoy the barely organized chaos of 5 person groups and no obvious leadership structure. Its like the bodyblocking allies. Prevents large scale organization from being too easy, requires people to use their noggins and leaves room for exploiting breaks in enemy organization. I'll take the banner, but only if I can have my entire group dual wield them.
  27. 1 point
    Glitchhiker

    Commander visibility

    Where did you even read "group leader"?
  28. 1 point
    Kaffe

    Tree fight = slide show

    Hello! Your suggestion to changing/customizing the HUD/UI is a good idea. I think everyone would like that. However, I don't think that the HUD is what is causing the FPS drop. I am quite sure it is one of the following, or both. 1) The game is probably simulated on the servers. Our FPS is therefore linked to the FPS of the server. Due to many updates when many players are cluttered, especially near a Bane Tree, the server has to update values a lot, and the FPS drops. 2) It might also be that there is too many particles or other elements, and if the rendering pipeline isn't optimized the FPS will also drop. I have some, but limited, knowledge in this area. I can only imagine that the FPS will get fixed by server/render optimizations and not HUD/UI changes.
  29. 1 point
    JJAY

    Archdruid Talent Choices

    Hello, Good DPS Build for Me, All points on INT until your Cap https://imgur.com/LiFm7Cd https://imgur.com/95knOXK https://imgur.com/u7iMB9P https://imgur.com/Fyghb6P Illusionist can be changed to Militant Mage/Elementalist, greetz JJ
  30. 1 point
    even eso didnt have complete linear progression with its gear, yeah you wanted all orange gear but creating unique and effective builds is what kept you ahead and that theorycrafting omg i loved it, spent all 3 hours on my flight to Arizona planning different builds, and i do expect crowfall will be supply and logistics with the implementation of supply caravans
  31. 1 point
    Azeron

    ARIA "The Noble House" [EU]

    You are welcome to join i will send you an invitation Best regards
  32. 1 point
    miraluna

    Cant place anything in EK

    Definitely sounds like something is bugged - if you also cross-posted in the Testing Feedback then QA should get the info.
  33. 1 point
    Staff

    Commander visibility

    Because i'm the tankiest in my group, and i wanna bash in the skulls of my enemies with a giant banner that has a heart on it
  34. 1 point
    mandalore

    Commander visibility

    Why would why a commander want to reveal themselves? Shouldn’t you as a player be forced to figure out who your enemies are instead of a mechanic doing it for you?
  35. 1 point
    Who has the bank space to save multiple sets of gear?
  36. 1 point
    Luckily these things are easy to modify. Other then having to create mechanics to allow paperdoll looting the rest are database variables. I am not sure I want to go back to UO days. Running around in death robes with a heavy bow and a handful of reagents got a bit silly.
  37. 1 point
    Well, some players will. I would not say that is a universal. All the complaints about gear imbalance between factions would suggest some players are more willing to put in the effort than others, even with the reward is substantial. Reduce the reward significantly and I suspect even fewer will put in the effort - hence no demand for crafters unless they just make gear lootable on death.
  38. 1 point
    It's weird, I've come to observe the exact same phenomena you have and yet the conclusion I came to is that I should strive to form groups up with classes that synergize to do what we need to accomplish. Are you advocating that people should be able to win with any group comp as long as they have better gear? I'm sure it was no accident that you use the negatively connoted term "slave" but I think it would be more appropriate to suggest that some players are more interesting in being successful in their efforts rather than looking cool or playing whatever they want at any time. Are you salty that you can't win every fight as fae assassin? Or that chaos can't win every campaign with 75% of the players being fae assassins? Because damn that is sure what it feels like from my point of view, and is half the reason I roam as a ranger lately.
  39. 1 point
    But it is almost all knowledge-based. You have guys like Paindotcom complaining about people making beneficial harvesting armor, and yet beneficial harvest has existed in its current state for longer than I can remember. The people who actually test, yes I mean test like the boring way of trying anything and everything, not test as in "log in and treat this like a game", the first group will have a distinct knowledge advantage because they took the time to learn the ins and outs of the game.
  40. 1 point
    If gear didn't have a noticeable impact on gameplay, not many people would bother crafting it. Then why would there ever be an in-game economy?
  41. 1 point
    Guilds that can follow a strategy, vision or doctrine will almost always defeat guilds that lack the cohesion to tell their players what to do with their time.
  42. 1 point
  43. 1 point
    mandalore

    Zone Caps

    I started a dev partner post about it but just to give it more attention most of this alt/spying problem ccan be fixed with removing /who and the ability for people to have nearly instant access to ISR. If you want intelligencce you should have to earn it, not log in an alt and type /who.
  44. 1 point
    PopeUrban

    Zone Caps

    I posted about this a while back. I don't understand the need to keep empty EKs open at all, or the need to have separate UI steps for online and join. Permissions exist to prevent people from making alterations they shouldn't. Why isn't "join EK" a single user interaction that spins up the EK if its offline? If everyone who had access to an ek could online it you wouldn't need to have timers to keep it online at all. If onlining it was part of the join process people couldn't just go down the list and open a bunch of eks because they couldn't spin up a second ek while inside the first. There wouldn't be any empty eks if they just shut down the moment they emptied since they wouldn't need to be left online when empty. If nobody had to AFK or click a button to open a literally empty ek just to sit there and be empty you wouldn't be spending server uptime on eks that are not being used just to sit them there for the possibility of use. In the current system you have not only a system that actively prevents the use of EKs as a shared space (because why would I place any assets in a position where I may be literally unable to access them) but from ihe outside it seems like you're wasting resources by actively encouraging people to open empty servers with no activity happening in them. If everyone with access to an ek just onlined it as part of the join process, you wouldn't have to worry about how long empty eks stay online because there wouldn't be any empty eks. From the user perspective the access to eks would be, functionally, as if they were all open all the time, with the only down side being that it would take slightly longer to log in to one that isn't currently in active use by another player. I'm sure this is something you've thought about so what's the reasoning behind this whole "we need to have empty eks sit there and then be worried about how long they sit there empty" Is it more expensive to spin them up and run them down again more often or what? It seems to me that the default behavior should be "onlines when joined, offlines when empty" and the owner could optionally choose to lock it from the menu if they wanted to, for instance, secure a pvp ek before logging in to it for changes.
  45. 1 point
    veeshan

    Zone Caps

    I dont want one tenth of my faction slot allocation filled with balance spies. There currently a minimum of 3 watching the zones were in every siege,
  46. 1 point
    Noric

    Zone Caps

    Way to much effort in arguing about a map mode a lot of us wont even play when dregs comes out.... I would rather the Devs spend time adding content and fixing known bugs. Who cares about balancing a pre-alpha map when sooo much content is missing.
  47. 1 point
    danderions

    Zone Caps

    Caps are bad*, forced timers are bad*, and people will find ways to abuse them. Uncap zones and let people lag out. *Generally speaking, some rare timed events can be good. Provide incentives, create game mechanics, actively encourage people to spread their forces instead. If keeps are the few good rare timed blob events... focus your efforts on the "meat and bones" of every day activity, forts and outposts. Encourage players to fight, farm, and craft actively around these areas. Make forts and outposts integral to activating keep timers. The changes proposed for future campaigns which are adding more timers and increasing rarity of sieges will just force these issues to the forefront of the discussion, even more than now.
  48. 1 point
    Level a white vessel / class to thirty get an achievement that locks to that account. Something like: Knight Basics Mastery. Any knight vessels created start with these base stats. If you make a green vessel you get the talent points to spend at the start, and the 90 stat points. Any extras you get for having better stats or more points is unlocked through the next set of 30 levels with the new body. But you keep what you learned already. Rinse repeat Either with a green+ achievable or just keep the different tween the white and the purple or something. Every new vessel losing so much power and being forced to restart with zero skills is an abomination.
  49. 1 point
    Roll out for siege defense one night in all white gear. Would be curious how much of a difference there is.
  50. 1 point
    Cerus

    Hola de un nuevo Community Manager

    Hola @mefisto! Me encanta Colombia. Estuve en Santa Marta de vacaciones. Me encantó todo. Parque Tayrona, la gente, la flora y fauna, la comida, todo ... ademas las Arepas... Yo pienso igual y comparto este entusiasmo. También espero que podamos conseguir formar esta experiencia única, no sólo en el juego sino también alrededor del juego y en la comunidad.
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