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Showing content with the highest reputation since 03/21/2019 in all areas

  1. 16 points
    Staff

    General chat must come back

    General chat was a blessing, talking to your friends and enemies in one place was great, no one uses lobby chat, keep faction chat but also add back general chat, there's no reason for it to have disappeared
  2. 15 points
    Hey when are we getting info on God's Reach? How is the char controller revamp going? Will the new stuff on test have any outside of spawning parcel effects? Are we going to get a knob knurple adjustment or twist on the scoring of the next trial? Is picking a guild important when there is not a god damn thing they are doing right now other than being a giant placard? Are guild banks planned? For when. How big? Any work done on them yet? How are they controlled? How about bags? Will healing ever get points on the boards? How about crafting? Gathering? Any thoughts on just how boring it is to take almost 20 minutes to single cap a fully taken objective? Any ideas on how to spice that up? How about the lovely pathfinding ability, which is ignored by the mounts now. Should we have to wait for pathfinding to be done before mounting? Any storage ideas coming for the massive amount of single use and disposable drops that will be coming to bloat bags? I know yall are working your asses off. What are you working ON? Any details? Any news? Any timelines.
  3. 13 points
    @thomasblair I also want to thank you for the reply, I am sure being on the receiving end of this is never a pleasant minefield to tread. Before I dive into my nerdy dissertation I want to thank everyone at ACE. Even those of you we don't see often, or at all, on the forums. You guys always listen to our feedback and interact with us even when we don't necessarily deserve it. Personally, I've been playing since the wipe for a total of about 12 hours of playtime. I have a level 21 white vessel I started in, and a level 30 green necromancer to craft better vessels for my guild. I also have a green cleric at level 9 that I am working on for combat. Socially, I am a guild leader and a Necromancer for a small guild of about 10-15 actives, but we have worked with several guilds much more hardcore and much larger than us. My main job is to enable the other members of my guild to have fun. Crafters, harvesters, PVPers, and people who play the economy are all members of my guild who love how "sharp" those aspects of the game are. I love being able to enable their gameplay -- every time I see a screenshot in our discord that is captioned with "I think this is the best harvest/craft/fight I've ever had" it reminds me of how worth all my effort has been, and how great of a game Crowfall can be sometimes, and how great it can be more frequently with enough work. I also want to preface this post with the following: I am not going to suggest a single solution in this feedback. Experientially, I find that without a thorough and active dialogue between developer and tester, the tester providing solutions often gets in the way of identifying the root problem with design. I feel like this is important context for my feedback, so that ACE can understand the number of aspects of the game that I see regularly, and all the different kinds of players I interact with. The vertical progression game loop(s) are fundamentally broken. Let's talk money first The amount of gold available in the economy has dropped significantly. A Rank 8 wartribe boss -- the kind of monster that is supposed to drop a lot of gold, drops roughly the same amount of gold that an old Rank 10 monster would. They also take significantly more effort to kill. Even if they did 0 damage to you, the respawn rate and the amount of time it takes to kill them means that even at the game's most generous, it is slower than before and it only gets worse when you use less flattering comparisons (R5s dropping single digit gold). I have to admit I don't know the exact values in your spreadsheets -- how could I -- but I highly doubt farming Rank 10 wartribe bosses are exponentially more profitable than the things I've personally witnessed. I am not just referring to pure coin value, but profit-per-time-unit. I would love to be incorrect. This on its own is fine. Our guild was using gold to level vessels almost exclusively last campaign (we asked people to get at least to level 10 first before we boosted them the rest of the way) and we were on the favorable side of half a million gold in our coffers. That's probably not OK to do playing as casually as we had. I do think making some adjustment was called for. However, gold drops on mobs have decreased easily by 50% or more. Some even 80% or even 90%. Wartribes drop a paltry amount of gold considering their comparatively increased difficulty and risk to farm versus the ol' spiders and zombies of yore. This doesn't even account for when spirit banking in-world will be impossible, the risk will increase dramatically. This compounds with the fact that the need for gold has increased. We get severely diminished value for fighting anything and at increased cost since gear durability has lowered and fights last longer, you now get less profit-per-time-unit from two angles now. This additionally compounds with the fact that XP requirements have not changed. If we have less gold, and one gold is worth one XP, then XP is now more valuable than before. This is even more of an issue when you consider the way killing monsters works. 50 XP per kill at best. How do I convince a player to buy anything when they are killing a monster for 50 experience (out of the 17,500 they need for their bad vessel) and getting 12-30 gold each? That is assuming they are killing wartribes or zombies. Skinnable enemies are an entirely different problem. If you are not a proficient skinner they are worthless to kill. I killed R9 and R10 spiders for 2 or 3 hours last night and most spiders dropped 1 dust. Sometimes they would drop a sacrifice item I could not use because I was too high level. Because of their high rank we were not equipped well enough to harvest them efficiently. So my reward for each kill was 1 dust and 50 XP. I was rewarded less for work as my character grew powerful enough to fight stronger monsters. So if it takes 17,500 XP to hit level 30 on a white vessel, and each kill gives 50 XP, then I need 350 kills to hit max. For a lot of that time you will be hitting Rank 5 monsters or below, which means you are getting single digit gold per kill. You'll be lucky to have 500 gold by the time you hit 15. How do I sell anything to this person besides letting them wash their gold by buying sacrifice items for less gold than the XP value? Which, with the 10% tax and the vendor stall upkeep costs, is not even worth my time. If a spider spinneret sacrifices for 40 XP, and a player is taxed 10% on all transactions, I can't sell it for more than 36 gold (and honestly washing gold -> XP for a discount of 1 gold is a waste of their time). I would never justify the cost of the vendor stall with this. This also compounds with the increased need for gold. 1000 gold for a guard. Why would I ever do that when I can let some other person tank the grind for me? That is just simple game theory there. Guards costing so much gold makes way more sense in Dregs or Guild vs Guild conflicts where the only guild hurt by us not buying guards is ourselves. We also have to spend 900 gold for a pack pig and 3000 gold for a scroll case to make one. That's 3900 gold per mount that needs to be farmed. The player perception for a lot of the things you are asking us to farm is "if I want to be competitive, I need these things because if I I'm one of the have-nots -- I lose. Why risk being the have-not?" So to summarize this section: 1. Gold is significantly more challenging to get per time unit played. 2. There are new mechanics in the game that increase the need for gold significantly, which becomes even more severe because of #1. 3. Because of #1 and #2, it becomes more difficult to have an economy (nobody has enough money to price items at the minimum value they must be to be profitable) 4. Because of #3, "buy stuff" being the solution to any other aspect of the game becomes more difficult, which further compounds to #1 and #2. I can't buy gear off of a blacksmith if nobody has the money to buy at a high enough price to be profitable, so I need to make my own swords to break on mobs to get gold and now maybe I can afford a sword except now I have no money so I have to break the sword on mobs to get gold etc. 5. Less a total point, but more just a reminder because I think this needs to be reiterated considering how much people are talking about PVE. Crowfall is a PVP sandbox game. Almost all of these points are not considering the risk of dropping your entire inventory on death. How much more destitute will I be when I buy a sword with all my money and almost break it fighting wartribes for gold, only to get ganked and have nothing to show for it? Easy come, easy go. OK. Now that we've talked money, let's talk progression. What do I mean by progression? Well it's not exactly an academic definition, but for the sake of this post let's call it the entire sum of power a player can get by actively playing the game. That's resources, gear, scrolls, belt items, disciplines -- the whole shebang. Strangely enough I believe money is a part of progression, but this is about feedback and in order to paint the picture I'm trying to paint money had to be its own category. Gear is slightly harder to acquire now because of the changes to beneficial harvest. It is less trivial to chain Critical Harvest now. This is fine, I suppose. I have had 2 guild members interested solely in harvesting quit the game because before the wipe we ran out of need for their materials. "Stop giving us blue ore, please for the love of god." We couldn't sell it either. Not to mention how dumb that is -- selling power to our enemies -- though I admit, I certainly did try. This compounds with the reduced durability on gear. Again on its own, this is perfectly fine. I think I've broken maybe 2 sets of gear since I started playing the game more seriously in mid-December. In my opinion that means durability was too high. However, I also was not spending much time each week in combat. I'm now spending much more time in combat, and the durability is lower, so those two things compound to make gear breaking faster, thus requiring more resources-per-time-unit. This compounds with less value acquired per time unit without considering the durability loss. I'm only pointing this out because of the way the reduced durability on gear places more stress on other systems. Crowfall is a gear-heavy game. If you do not have the gear to compete, you don't have a chance to compete (and even if you do, players will point to a gear discrepancy as an excuse to why they cannot compete). Thus it is always important to keep an eye on the rate at which players lose and acquire gear. I'm going to throw scrolls and belt items into the same subsection here because fundamentally they are the same thing in terms of progression in my mind. They are randomly drop items that accomplish three design goals: they provide an abstracted form of repeatable vertical progression for crafters, they provide an abstracted form of wealth for combat characters, and they create wells of player activity which drives PVP. Honestly at its core, this is an excellent feature. The problem is however that their drop rates are so low that finding one is less "oh sick, a scroll" and more "finally, I've killed 10 bosses and he dropped... a one-use horseshoe scroll? That i have to grind 3000 gold to use?" This is compounded with the generally poor drops on monsters in general. I only feel rewarded for killing high ranking boss wartribes when I get one of these items that rarely drop, and it just reminds me of all the times where all I got was 150 gold, 2 cloth that I can't use because I don't have the bandage book, and a green eyeball I can't use because I don't have the necromancy belt item. Now that I've spoken about resources, gear, and wartribe drops it's time to talk about disciplines. If I was writing for a living this is where the editor fires me for spending 1855 words before I get to my main point. Disciplines aren't even the core of my thesis, but I believe they are the perfect example of my thesis: the difference in which the developers perceive the game, and the way the player-testers perceive the game. Disciplines, stages of progression, 'endgame', and player perception Crowfall breaks when there is nothing to do. I don't think this is a surprise to anybody who is reading this. Players also like being rewarded for doing things, even if the activity is plenty fun in its own right it is also nice to get a shiny. This is why almost every video game has some sort of progression system in it now even if I shake my old-man-cane saying that we used to just play games to have fun in my day. I don't blame ACE one bit for trying to find ways to bring players into the world and playing instead of only logging on for sieges. Not only is it better for the play experience but player retention and concurrency is critical to a healthy ongoing service. Players also like finishing things. We like hitting max level. We like finishing our builds. We like finding the best thing, or something close enough to the best we call it done. The question is: In the entire progression loop, where do disciplines reside? When should I expect to see my first discipline drop when starting fresh? When should I see my second? You can use the rate at which gold is acquired and spent, and the rate at which different disciplines are found, to create a mathematical model to gauge the amount of time it takes for a player to go from fresh vessel, to max level, to the varying stages of gear, disciplines, wealth, and power. I assume ACE has a very clear idea of the time investment each milestone takes to achieve, at least for the people in the center of the bell curve of probability. The thing is: The players have no idea what that expected progression looks like, they only know what they've seen before. I think the toughest thing about developing Crowfall is that anybody can drop $50 and play the pre-alpha. Why is that a problem? If Crowfall was only playable as a full retail product nobody would have known how great it was to make disciplines for 1 ore and 1 dust. Having disciplines be this way for so long I don't think completely explains the negative backlash to the changes to disciplines, but they most certainly exacerbate them. "How do I kill through a geared healer without Plague Lord?" or "My Assassin is so gimped without Black Mask and Agent Provocateur", "Blobs are so hard to break up without Force Mage", or "My damage is so limp without Phantom Feints." I get it, even all the way back when disciplines were first introduced ACE said that disciplines weren't going to be that accessible when people were talking about all the crazy combinations they can create. The thing is, right now, players have no expectation as to how this progression should be besides how it used to be. Every hour I don't get a discipline feels like an hour wasted, since the gold drops are so low and the non-gold drops are so low. My guild has found two disciplines: Naiad and Dryad. I don't even think anybody in our guild wants to use these by the way. Our collective player hour count is probably nearing or already surpassed 200. I can only imagine how disheartening it would have been if they were completely useless disciplines. This would only get worse if majors were locked in when you equip them. Their only value then would be if you could sell them to other players. If you could sell them. See above text about the economy. This all creates a sense of urgency. Every hour I spend roaming looking for PVP is an hour I could have been farming mobs that maybe will drop a discipline. If mobs only maybe drop a discipline and I only maybe find a player, then every hour I spend roaming looking for PVP is an hour I am falling behind the power curve. Every hour I spend roaming for PVP is an hour my opponents may have found the discipline they needed. Then, three days later, while I am farming disciplines, they are the ones roaming now, having completed their build, and they kill me with the advantages their hard work has delivered them. They take the small amount of items I managed to be lucky enough to get and carry on. It is an arms race that forces everyone to do the most boring thing -- grind until there is nothing left to grind, so you don't risk falling behind the power curve. So to summarize this section: 1. Acquiring resources, and thus the gear it makes, has been reduced. Gear also lasts less time, and both of these factors combine to less reward per time unit. 2. Wartribes drop non-gold items that are either worthless (actual or perceived value) or drop so rarely that it only reminds you of how many times that item did not drop. 3. Disciplines have all problems brought up in this post so far driven to their extreme. Conclusion So where to go from here? Well, I promised I wouldn't offer solutions during this, so I suppose I don't have an answer. In fact, I don't think my feedback in a vacuum is valuable enough to provide them in the first place. All I can hope is that the player base and ACE can read this and it help them develop their own thoughts about the current state of the game. I suppose the only conclusion I have is "I'm sorry I couldn't be less verbose."
  4. 12 points
    So disc drop rates... lets start with animal world spawns... Animal world spawns are now the only way to drop major disciplines and to say the least their drop rates are poor. These are static spawns with 3 or 4 hour respawn times (we didn't bother to figure out which) that have a lot of health and are hard to find. Once found one would think that the long respawn boss would always drop a discipline. This however is not the case in our testing we killed 14 R4/R5 bosses with 0 disciplines dropped, we killed 3 R7 bosses with disciplines dropped 1 time and 1 R9 and it dropped that 1 time (these were all killed during night time, not sure if that is important). Now when discs drop they drop 4 and that is great but that drop rate on the lower ranks is abysmal and needs to be fixed. If these are 3-4 hour spawns that are static (meaning that once the time of death is known they will be pvp contestable) they MUST drop disciplines every time. I shouldn't be killing world bosses and getting nothing for it no matter what rank they are. We bounced the idea around them having guaranteed drops but the number of majors varied on rank. R1-4 1 disc, R5-6 2 discs, R7-8 3 discs, R9-10 4 discs. Given that from our few drops we had some overlapping discs we can assume that the tables are the same across all bosses and could be any major so with the system right now its almost impossible to get discs at all and the ones you do get you probably wont want. Please increase drop rates or rework how they drop on low ranked bosses. Aside from the drop rates there is a spawning bug... ill drop some pictures. ACE please fix Moving on to War tribe drops... We farmed with 3 people R8 Urgu for 3 hours and came up with 1 minor discipline. We killed elites, captains, bosses, etc and came up with a few runic weapon recipes (maybe 12-15 between us) but only one discipline. The drop rates should be increased on minor disciplines, i don't know what the percentage drop rate on that is but its not high. We need 3 per person and a lot of them are useless so only 1/2 to 1/3 of the minors people will actually use. This system needs some touch up before live or people will be minor disc less. Again I'm going to say that maybe the rates at which the runic components drop and the discipline drop rates need to be flipped (and preferably increased). 12-15 discs after 3 hours of farming with 3 people is not great but at least its something. This morning we killed 2 group bosses (evidently different then normal bosses) and they had a lot of loot (pictured below). This seems really backwards to me, if the minor drop rates are so poor why do the group bosses drop only 1 but they drop 4 recipes. With these drop rates we will be able to make 6 runic weapons a person before we ever get our minor disciplines. These realistically should be flipped so that when I kill one of these i get 4 discs and 1 recipe. But they had dropped loot both times we killed them so who could complain about that .
  5. 11 points
    Angelmar

    Jah's Reports on the Trial of Valkyn

    Andius, I salute you and your epic tale of back capping in the wilds of uncharted and bug riddled Galstor with your band of 2-5 Chaotic Rebels vs the 7 Strong Legion of Balance. Glory be to all those that contest in the name of Valkyn the 1am circle standing. I am told that the Dread DarthBunBun, circlestander extrodinare, and his renowned compatriots Phroot the Unnerfed Confessor and Galvia the Sometimes Streaming we're led on a merry chase for some time by one or two outpost backcaps in their Grand Quest for the Screenshot. May the Great Pann, Hearld of the Pantheon of the Gods forever record these mighty deeds. Never have so few, 2-5, stood so valiantly against the slightly more than few, 7. Well done Chaos!
  6. 11 points
    vkromas

    The /who command needs to go.

    So, I wasn't sure if this note from our check-in history should be player facing so I initially left it out. After reading this thread though I've updated the patch notes to now include the following excerpt: /who is now a CSR only command and no longer accessible by players. This has been noted in the 5.8.5 Test Patch Notes posted today, 3/21/19.
  7. 10 points
    nerion

    The Greatest Story Ever Told

    A king yesterday, a refugee today. Elves are proud but the Elven King was the proudest. After his kingdom was lost to The Death Alliance in the long war he had fallen. This is the story of the day he fell the furthest. All mornings began the same. A soulful aching and an active decision just to rise from his dirt bed and continue another day. He was joined by his loyal minotaur slave. He had been at his side in the beginning, the end, and now. He served… Endlessly. The King saw the slave not as a friend but a dutiful servant, loyal, but ultimately a tool. He never thanked him but believed that the slave's own duty was what kept him by his side. Today they traveled together in a large group of dingy elven refugees seeking just to live another day. As they continued their long journey to the next refugee camp, the king was reminded of how much he had lost. No longer did he control an empire. In fact, he wondered if he ever did. Their allies called them friends but deep down he knew in spirit he had bent the knee. He was too prideful, at the time, to call the situation its truthful name. Now, he had no illusions. His people were "too great" to be in the shadow of The Death Alliance. However, all he did was trade one master for another. Without a strong “ally”, success seemed to always evade the elves... He and his slave approached an altar to Myrkul. He knew the altar was built on top of a holy shrine to his old gods but he felt no bitterness. Where had they been? There was no divine power that kept his kingdom together. However, death was Myrkul's tribute and he could feel its power emanating from the shrine. "As one path ends so another begins..." the King whispered as he stepped close to the foot of the altar. His slave opened his mouth but no words escaped. For the first time today and ever, THE PROUD KING BENT THE KNEE. The slave was filled rage and sorrow after witnessing his master's debasement. He knew not to question his lord but he couldn't contain his confusion. "Why my Ki.." he felt the hilt of his king's sword embed itself in his throat. He fell to the ground coughing and spitting blood. From the noise and confusion a large figure approached the pair. The crowd of elven refugees parted and made way for a giant. Both parties recognized each other immediately. The Half-Giant Cleric of Myrkul laughed, "Do I call you king, enemy, or a new convert?". The slave snarled and lashed out at the cleric but raw power of Myrkul crushed him into the ground for a second time. A large boot raised into the air and, in order to save his slave ...THE PROUD KING BENT THE KNEE. The king tended to the wounds of the slave. He was trained in the healing arts for war but he performed this service with tender care and not battlefield duty. His mind wandered as he bandaged the unconscious slave. Maybe elves were not meant to rule? He wondered if it was in their destiny to be ruled and all this time he had been fighting the very nature of his people.... and himself. The slave awoke to a smiling king standing over him. He was very confused. For one, he did not expect to wake up at all. Secondly, he had not seen his king smile in ages. Before he could speak the soulful king placed his finger over his lips. “Shhhh, don’t speak. I know why you have been so loyal to me over the years and I have taken you for granted. I have learned my true place today.” What happened next to the minotaur had only occurred in his dreams. The elven king embraced him passionately and kissed him. His little elven leg even lifted up. When their lips separated the minotaur exclaimed “My King! I always...”. "No, I am a new elf today, MY FRIEND! Henceforth, I shall be known as RAINBOW the Elf! After the worst of storms there will always be a rainbow. I want to guide people to a better tomorrow through love and peace and subservience and...." The slave interrupted Rainbow... "That is all good my little king, but it is time for you to perform your duty" So for the third time that day and many, many more times that night, THE PROUD KING BENT HIS KNEES.
  8. 10 points
    Thimble

    [RP] Corvus Citadel Rallies!

    News from the front had reached Thimble mere moments ago. He had been busy helping run things at the Citadel and had been unable to help the war effort aside from the occasional flight into the Trial of Kane to quickly craft armor before he had to return. Raising the White Crow had proven to be a more difficult affair than anticipated, but the results would be worth it. As for the news from the front lines, it had been good, to say the least. In the face of overwhelming odds, three small groups of Corvus Citadel forces had managed to secure two keeps from the Winterblades and their vassals through the use of cunning tactics and swift decision making. The Balance faction began the night with three keeps, so their defenders were spread thin. Duffy Swiftshadow, Commander of the forces of Corvus Citadel, gave the order to the small group to assault Umbressa Keep, which was particularly light on defenders. Within minutes, the warriors of the Citadel overran the token defense and were able to destroy the Tree of Life and plant their own. Immediately, the band pivoted and marched at best speed to Rose Knights Grove Keep. The first to arrive were the scouts, and they reported back that the forces of Balance and Order were fighting over one of the Bane Trees outside the keep. Quig, Sergeant of Corvus Citadel, and Dirty, one of several Crowguard involved in the operation, quickly devised a plan while Duffy was commanding from the rear, helping the several recruits in attendance to catch up to the main force. It was a bold plan, and a risky one. Once Duffy and the recruits caught up, the small group of warriors began creeping along the wall of the keep, careful not to draw attention. Twice Grimmel, Corax Councilmember and forward scout, motioned for the force to stop all movement and cover their armor with their cloaks as they waited for a distant enemy scout to pass, hoping beyond hope that the scouts' attentions were always directed outward rather than inward toward the keep. Their luck held, as they were able to enter the keep through the breach without being discovered. Immediately they broke into a run, Quig leading the attackers in a glorious charge, straight to the objective: the Tree of Life. The brave warriors knew that they would only get one chance. Within seconds, Grimmel reported that the Winterblades were on to them. They must have had their own scouts watching the Tree of Life because their entire force turned on a gold piece as one and began streaming back toward the keep. The order was given to the warriors of the Corvus Citadel to throw everything they had at the Tree of Life in an attempt to take it down before they were overwhelmed. They grouped up, packing themselves tightly together, to maximize the effect of the beneficial magics of their clerics and other casters. The Tree of Life was nearly dead when the vanguard of the Winterblades slammed into the small force, but the phalanx held, though not without heavy loss. Zerst called out that he would begin the Resurrection Ritual, to try to save as many Corvus Citadel vessels as he could, to allow them to continue to fight. He was able to bring four of them back to life before he was knocked out of the ritual, more than anyone could have expected. Quig gave the order to blow novas, and one after another of the brave warriors gathered their energy and released it explosively, knocking the Winterblades off of the building. Finally the Tree of Life succumbed to its wounds. Quig and Grimmel, each with one hand on the same golden apple, dropped to their knees simultaneously, smashing the apple into the ground, causing a new Tree of Life to sprout, this one attuned to Chaos. The small band of warriors, half of which were green recruits wearing bits and pieces of hastily made armor, had done the impossible. Corvus Citadel had taken two keeps from the overwhelming forces of the Winterblades and their vassals. Thimble leaned back in his chair, taking two puffs on his pipe, the sun streaming in through a window illuminating the smile on his face.
  9. 10 points
    Andius

    A Beginner's Guide to Crowfall

    This is a video series aimed to take a fresh player who has never played CF before and walk them through leveling to 20+ in the new God's Reach zone. So this video series got thrown together pretty fast. There are no cuts for mistakes (even when I demonstrated I'm really bad at doing math in my head or accidentally said villien makes tools degrade FASTER 🤣) But I still took the time to break it down into sections so it's easy to navigate to the information you need. I will probably doing a much more formal series closer to release and potentially more informal ones to update this if too much of it's information becomes dated. FULL SERIES PLAYLIST: https://www.youtube.com/playlist?list=PLZqb8y5qt8eRErGjunUeNB4ucbXijqwxM PART 1 - https://youtu.be/Mh660IOTH3g PART 2 - https://youtu.be/KISBiQKL0Ec PART 3 - https://youtu.be/kkXK0HRSdMY PART 4 - https://youtu.be/-rgmsaPUYTo PART 5 - https://youtu.be/P52ETClU24g PART 6 - https://youtu.be/mmziJA3IxxM BREAKDOWN OF CONTENTS PART 1 Character Creation Faction Selection Passive Skill Training Gathering & Crafting PART 2 Your First Weapon Survival & Combat Trays Bandages & Hunger Skinning Attributes & Talents Slotting Skills PART 3 Sacrificing Faction Temples Mounts Local Banks Crafting Tables / Intermediate Gear Part 1 Non-Basic Resource Gathering PART 4 Recalling Spirit Banks Intermediate Gear Part 2 The Campaign Map Slotting Abilities 2 / Exploration Disciplines PART 5 Mid-Rank Mobs Crafting Bandages Wartribes Class Specialization Major Disciplines PART 6 Conclusion
  10. 9 points
    Thimble

    [RP] The Fall of Storm Haven Keep

    A cold wind stirred above the white snow. It swirled and eddied before finding its way to the precipice, coalescing into an invisible wave as it tumbled over the edge. Down it went, leaving the peak in its wake, flowing around trees as it descended. When it reached the bottom, it sped out from the base of the mountain, heading south, losing intensity as it ran into obstacle after obstacle. Finally, nearly depleted in strength, the last tendrils reached out before dying and managed to barely move a banner on the walls of the Sunset Keep. Dark eyes surrounded by fur took notice of the movement, as they took notice of everything in sight. This vessel had revealed to Thimble even the most skilled assassins with its eyes, once thought to be a curse by Gaea, the Earth Mother. Now prized for their eyes above all else, Elken had become the vessel of choice for Thimble when seeking to expose the sin of his enemies to the Flame of Truth. He had wrestled with the White Crow for what seemed an eternity. Finally it had begun to struggle less, tiring from the constant fight against the magical energies harnessed deep within the Corvus Citadel. Soon the Citadel would control its powers completely, strengthening their forces, further solidifying their victory on the battlefield. Already Thimble had been able to siphon some of the power of the White Crow, giving the Sergeants of the Citadel the real time combat intelligence they needed to command successfully. Soon, he would be able to infuse the Citadel’s Artificers, greatly increasing the efficiency of their operations. The present suddenly rushed back to him as Duffy gave the order to move northwest, skirting the mountain on the way to the portal to Calinor. Without hesitation, Thimble leapt from the walls of the Sunset Keep, landing with the agility only an Elken could achieve, immediately transitioning into a sprint. The order was unexpected; the baneful trees hadn’t even spawned. Duffy was taking a risk with this move, but being bold was often necessary when fighting Balance. And, truthfully, Order had in recent weeks shown itself to be quite formidable as well. The Death Alliance leaving the freedom of Chaos for the rigidity of Order made no sense to Thimble, but as adversaries they had earned the respect of the Citadel, and it felt like that respect had been returned in kind. Bounding up the rocks below the portal to Calinor, Thimble caught a brief glimpse of Grimmel as the scout stepped through. Immediately the report reached them that the Free City was clear of enemies, and the order was given to proceed. They waited only seconds on the other side; the army of Corvus Citadel, for that was what it was becoming, had practiced squad movements and had become efficient at force projection. Grimmel had already reported the all clear on the other side of the portal, so when Duffy began giving the order the entire force was through the portal before he could finish. Swiftly they raced as one cohesive unit along the road through Thracia toward Storm Haven Keep. Stilling their breaths while positioned behind a hill near the keep, the forces of Corvus Citadel managed to remain hidden only a hundred yards from the walls. While looking for the flat ground necessary to perform the summoning ritual for the mighty siege engines, Duffy noticed a breach in the wall and quickly consulted the Sergeants to devise an attack plan. Mighty Vanboozled, grizzled veteran of the Citadel, suggested an immediate attack without waiting, to try to take advantage of the boon presented to them. The order was given, and five full squads of warriors streamed into the breach, pivoted left and flowed into the corridor inside the exterior fortifications. Emerging from the ramp at the top into a hail of arrows and seeing their desired avenue cut off by a ruined bridge, Thimble and Duffy, brothers in arms, ran along the top of the wall toward their secondary objective: a bridge, still in tact, to the left of the inner keep. The order was given for a small group to break off at the back to distract the Order defenders as the main force cut down guards left and right. Unfortunately, the enemy was not so easily fooled. When Thimble and Duffy reached the end of the bridge, with their brothers and sisters streaming across behind them, they ran headlong into the bulk of the enemy force. Worse still, Order had the high ground, and with great defensive positioning. Thimble could only assume that Chroma, who had shown his tactical cunning, was leading the defense. In an attempt to avoid total annihilation, a hasty retreat was called. Their numbers cut in half, Thimble and the remaining warriors of Corvus Citadel maintained discipline as they retreated down another ramp, taking shelter inside the fortified walls. That allowed Chroma, or whoever was leading, to order the defenders to advance across the bridge and attack from the top of the ramp, while splitting their force and attacking simultaneously through the courtyard into the chamber below. Performing the incantations and required movements as fast as he could, Thimble summoned tornadoes to toss the enemy left and right, granting a momentary reprieve to the now very small attacking force. That reprieve lasted only a moment, though, for the heavy hitters of the enemy were within their ranks. With a mighty bleat, Thimble charged, using his antlers to knock three of the enemy away. Instinct took over, his movements faster than his mind could even comprehend. He summoned a blast wave, blowing several of the enemy away and lighting them on fire. He then leapt into the enemy, pivoted on his hooves, and immolated an entire group as he teleported back into the chamber. It was a last ditch effort, however, and ultimately proved to be futile. Despite valiant efforts by Thimble and his brothers and sisters, they fell to the overwhelming forces of Order. At Duffy’s command, they flew back as crow spirits, recovered control of their vessels, and formed up on the other side of another hill close to the keep. Once all forces had been accounted for, they began an ordered retreat. Then, suddenly, Duffy received intelligence that the powerful forces of the Winterblades had been spotted near the keep, on the other side. Immediately the Corvus Citadel forces turned and advanced hastily on the nearest baneful tree. Arriving in moments, they found a squad of Order hacking at it with all the effort they could muster, clearly hoping to destroy it before anyone could interrupt them. It didn’t work. Five full squads under the banner of the Citadel quickly overwhelmed the squad attacking the tree, and then the healers began immediately healing it. Before they could bring the tree back to full health, word reached them that the Winterblades had done the same thing at another tree, and that the Death Alliance had retreated back into the inner keep for a last stand. Grimmel, who was able to use the shadows to stay hidden, relayed information as the Winterblades streamed into the keep, killed off any remaining guards that got in their way, and ran straight to the inner keep. He described a quick battle in which the defenders of the lower room were overrun almost immediately, then gave the recommendation Duffy was waiting for: if Corvus Citadel were to attack again, it would be at that moment or never. With a mighty roar, minotaurs and half-giants running in front, Corvus Citadel’s attacking force charged through the breach and straight into the inner keep, behind Balance. They ascended the ramps swiftly and saw an unbelievable sight at the top: the Death Alliance had repelled the Winterblades assault. Hesitating only a moment, Thimble began firing tornadoes at the small groups of Order left in the room with the Tree of Life. He charged with his antlers, blew up the enemy with blast waves, and summoned more tornadoes. Over and over, his pyrotechnics and antler antics forces the enemy off the edge and into the courtyard below. It looked like Corvus Citadel was going to be victorious in the pitched three way battle. Until, of course, the Winterblades streamed in, having regrouped from their earlier defeat. Corvus Citadel was able to hold them off for awhile, but in the end the Winterblades and their vassals were able to destroy the Tree of Life and plant their own Golden Apple. Corvus Citadel’s attack had failed. The Death Alliance, and the rest of Order, had lost their keep, but not to the forces of Chaos. For the first time in the Trial of Illara, the Winterblades controlled two of the three keeps. Still, even though Duffy’s plan was bold, Thimble knew that it was better to have tried and failed than to have not shown up at all. After all, Corvus Citadel had earned a reputation for not backing down from a fight without good reason, and they had proven that again today.
  11. 9 points
    If Game of Thrones was based on Crowfall every episode would be like this: But we want this:
  12. 8 points
    Introducing siege windows for major control points FULL STORY
  13. 8 points
    You heard it here first, folks! Game Designer Val Kromas will be hosting a live stream on Thursday, April 11, 11 am CDT, about Alchemy. We'll be taking questions during the thirty-minute stream, but she'd like to know in advance what information you're hoping to get from the presentation and what questions you might have.
  14. 8 points
    And, I also wanted to follow up with some more words since I'm not the best at articulating things on the spot even though I have it right in front of me on a sheet of paper. Ideas currently in the works. Like I said, this is the prototype phase so it's possible some of these ideas just aren't feasible at the moment. Potion of Speed/Slowness Hunger Suppression Potion of Wealth - extremely difficult and rare. Might be the first alchemy recipe to truly utilize golden apples. Poisons and possibly poison food? We may need tech for this but the idea is that a poison additive, using a special accessory, like the Emerald tablet, will unlock an optional slot in some cooking recipes that allows for the outcome item to contain poison. So what are some of the items we might see as new components for alchemy? Golden Apples as a crafting reagent. Explain why this one is important and why it needs to be something awesome. Various different types of flasks - may ultimately have an impact on the outcome of the potion recipe. This is all cool and all, but when can we get combat specific potions? We’re still trying to find our balance with combat at the moment, which means adding a new layer in the midst of trying to create a meta could potentially hinder/break the overall flow. I really want to create more combat specific items, like poison coatings for all weapons, molotov cocktails, and poison traps, but at the moment it isn’t completely feasible, but it is on my radar. It isn’t completely off the table either, that’s why we’re doing this in phases rather than all at once. Ok, no combat stuffs, but what about transmutation? It’s a similar vein as combat. Once we figure out where our sweet spots are with harvesting we’ll be able to start expanding into a situation where we can support transmutations. “Why should I train in alchemy?”. How are you going to encourage me to do so? Experimentation options! Unlike cooking the plan is to utilize a lot of those trained skills to help boost the experimentation on future alchemy items. Having the ability to utilize experimentation points for alchemy is going to be the difference between an “Eh” healing potion and a “WHOA” one. Brewing! We touched upon the idea a bit of adding drinkable consumables that offer some kind of buff/debuff. Let’s expand into that a bit! Some future ideas: Craft Beer, whiskey, teas, distilling The idea is that the base cooking drinks will still be accessible but if someone were to advance into alchemy they will also be able to become brew masters. Racial FX! We talked about this a lot with the new cooking items stream. I really, really like this suggestion and hope to incorporate it into alchemy and cooking going forward. It’s really a no brainer, we built this awesome system in which our races have unique attributes and characteristics, now let’s start incorporating it into gameplay! Like, maybe the stoneborn are completely immune to alcoholic beverages, or high elves can metabolise food faster so they’ll need some kind of supplemental items to keep their hunger at bay. Anyway, that's a pretty big summation of the stream and I hope to follow it up with things you can test soon, or at least see more of on another stream. As always, please keep the ideas coming! Sometimes they aren't easy to do or schedule for, but if it's an idea we can run with we'll try to note it for future implementation. Edit to also catch a few more questions I noticed on the stream: I hadn't even considered this idea, but I'm wondering if we can explore using the toxins slot to make something like this happen. Let me do some testing and see if it's a possibility. This is something will probably require some tech time that we aren't afforded at the moment. I'm hoping once factories come online something can be done to help alleviate the white quality to better quality ratio. For now though, we might have to wait a bit longer until we can even delve into this. Definitely something I want to explore. Minecraft does this really well and I want to see if we can use our current system to support this. No definitive answer on this just yet, other than, "I am experimenting." Ok, so I hope that gives you all a bit more insight and ideas on the direction I'd like to take alchemy in. Thanks for reading and if you watched the stream, thanks so much for following along to that too.
  15. 8 points
    Again... With the lack of being able to remove Major Disciplines, you will burn through vessels testing things to get it "right". With the gold drop being a LOT less than before, the time taken to reach the point where you unlock your major disciplines become a long grind. With people persistantly requesting things game NOT to be a grind, how does this fit in with the vision of Crowfall being a game where you can enter the fight and feel useful from the start. Where did the change in attitude towards grind (the huge amount of PvE/Gathering we are experiencing) happen? A huge amount of the present tester, brought into the concept and design of the game... now that you are changing it, do you feel you are going back on the visions by which you have sold the game? If not, then can you please take some time to elaborate as to how this fits in with that vision. The vision that I refer to is : No Crowfall is not going to be grind heavy vs what we are saying we experience/see.
  16. 8 points
    How hard is it to ... despite twitch, twitter, WTF ever social platform, to simply put out a post on the Official Forums (which should be the starting point instead of the diaspora of SM platforms)? How long does it take to compose a informational post to push out to the masses? I don't see the argument here.. I do find it frustrating. As a communication meduim, the official site should be the primary, front line announcement platform. Some may differ, but.. and does it matter at this stage..umm. well, obviously not, as illustrated by ACE's communication to the communty. I'll say this, many wish that ACE would use the "Official Site" to distribute information as a first line. Call me old and outdated....
  17. 8 points
    Couple thoughts on this: I don't think forts/keeps should have high rank nodes around them. I actually don't think they should have advanced nodes on the parcels at all. Performance wise, advanced nodes (unlike slag/knotwood/cobble) have some effect FPS so not having them on the parcel means fights on these parcels will perform better. Keeps especially have become the BEST harvesting locations because they have the highest concentration of R10 nodes, they have walls/guards nearby, and they don't have any monsters to deal with. This has made other harvesting locations such as adventure zones somewhat obsolete. This is further compounded by the implementation of war tribes. I think by moving high end advanced nodes to monster spawn locations (adventure zones, war tribe camps, etc). it'll mean it's a lot more difficult to go STRAIGHT TO R10 if you have to fight off R10 monsters to get to the R10's. That alone could force some progression. You'll have to gear up in some lower quality advanced gear to be able to take on R10 monsters. I also think that having nodes around forts/keeps is contributing to people only really hanging around the forts/keeps and not exploring quite as much. Leaves a lot of dead zones in the map. I was a big proponent of the 5.4 ganelon keep harvesting but putting a bunch of nodes around a keep has resulted in some unforseen consequences and I think they are part of the issues that the OP raised. There can still be clusters of nodes outside of the adventure zones but I think the high rank stuff should be in the adventure zones.
  18. 8 points
    Kraahk

    The way of the CAREBEAR

    Nothing in this statement is true, except of the "I", because that seems to be all what this is about: You! (Fair enough, though) One of the latest news articles stated well enough why God's Reach was implemented and how it is meant to work in the bigger scheme. During testing, there may be short times when no other campaigns are available. Like the last full pvp campaign ended on thursday and the next full pvp campaign will start on tuesday. In these times you can still pvp. Either in your EK, but also in the God's Reach campaign. To make it more easy for you: Go here These are full pvp zones, including forts and keeps and sieges. So, what are you complaining about? About not having full access to a campaign with more than 2 pvp zones for whole 4 days ... in a game at pre-alpha stage? Seriously? I love feedback, i love criticism. When it is sound or funny ... at least somehow. But your's doesn't seem to be ... anyhow. Let me be frank with you. What you showed here sounds, for me, like the usual carebear-complainer rambles that has been seen from time to time within the last four years: "I don't get enough victims, so this game is poorly made sockse! I want them now, I want them weak, I want to feel good without any effort ... and you owe me to get there. Not now, but yesterday!" (By the way: Up to now it never worked out well. Just saying.) That is not how it works. In each area of Crowfall, you will have to do something to get where you want to be. In your case, in this stage of development, right now, until tuesday, this would be to go to the siege islands. I know, it's a tall order. But sometimes we need to make sacrifices. Speaking of sacrifices, I am willing to take into future consideration that you might have intended to make your original post be funny (and maybe i just didn't understand it). Or that your anger was genuine, but you just didn't see that there were pvp islands on God's Reach. Or maybe you just had a bad day and exeggerated a bit. Or maybe you just wanted to show off a bit to, so you would find people matching your individual playstyle faster and easier. But, if you really meant it just the way you wrote it, man, i would recommend to reconsider the way you look at some things. I do it all the day. And sometimes it's not the worst idea. Anyways, have fun, good luck Kraahk
  19. 8 points
    I’m against anything that summons/teleports/moves you. Territory control is a fallacy if it moves you there automatically.
  20. 8 points
    Just wanted to Chime in here real quick because this is such an interesting thread for a host of reasons, but my main concern is how we as a community seem to be treating each other recently. First, let me start by saying "Thank You Jah!" for doing this and hopefully your efforts will bring some fresh blood to the game and revive some people that have lost interest due to current state of pre-alpha. So as we all know the current state of affairs is rough around the edges and it's clear Balance is more organized and playing to win. Not sure why this is a problem since it's a game and needs to be tested, also let's not forget without a hardcore player base to break/abuse/exploit everything this stuff wouldn't get fixed and would cause the game to fail spectacularly come launch. Second, I think lots of people are taking this whole thing way to personally except for Order who are way more relaxed despite there predicament and those are people I can easily get down with, so expect to see me flying Orange next Campaign on NA. Let's try not to take the #warstories as such a personal affront to our skill level and realize it needs to be phrased in such a way that will not only garner interest in the game, but also make it sound like there is more going on than there truly is. Half the people complaining on Chaos in this thread about numbers have no remorse about killing me 1v5+, but complain the instance they get outnumbered and start bringing up gear, time-played, and every other excuse for some reason. It's a PvP game you are going to die...LOTS..and most the time it's going to be massively unfair. Get over it or as Mandy always points out find a Guild or better yet Make one and get your own "unfair advantage," but either way lets stop beating this dead horse over and over on the boards it's just in poor taste and really makes people sound like sore losers. Also, if you are on the winning side aka Balance. You don't need to justify yourself or actions on the boards either, if someone wants to QQ just let them do it by themselves stop jumping into threads and even nicely explaining why the person is wrong/bad/misinformed or anything else because we all know people read text in "anger voice" and it just leads to further pollution of the boards and makes you sound like a poor winner which is even worse than a sore loser. On a personal note I've been enjoying the game solo this campaign and have found it both fun and rewarding for my time investment. There are lots of disadvantages to being a solo player especially one that is non-stealth, but overcoming those is part of the enjoyment for me and finding/pushing the limits of what my build can do is quite fun. I get killed quite often in fact I might have the most deaths in game at least on Balance side, but you will never see me on the boards QQing about some real or imagined disadvantage. I get better with each loss, I learn to adapt my play-style to fit the current state of affairs and who/how and where/when to engage/disengage from fights. If you take losses rather fair or unfair as learning tools you will enjoy the game quite a bit more and get better at the same time. TLDL - We all know the game is still in the "works," so let's not antagonize each other for sport when someone has a "moment"
  21. 8 points
    nerion

    Elementalist needs to be removed/reworked

    Elementalist is a discipline that completely negates the damage type for about half the players in the game. It is commonly used as a response to the heavy damage of siege weapons which are almost impossible to handle without this discipline during sieges. This makes its usage almost universal at sieges. There are disciplines which are structured as hard counters . Mudman, Militant Mage, and Scarecrow function in a similar way to Elementalist but are isolated to very specific types of damage. Most classes can change weapons or have options for damage that are not elemental. Clerics and Confessors have no other options so this further exacerbates the issue. If any ability does fire damage then you can not change it to do non-elemental. Most classes have at least some options or paths to change their damage type. This is not a Meta issue because it affects three different types of damage.I am a heal/tank Cleric but I feel bad for anyone who plays a DPS Cleric or Confessor. Please split this Discipline or remove it.
  22. 7 points
    SmokinJoker46290

    Questions for the Devs!

    What is going on with faction balancing? Is this going to be coming in a future update or should we all just hop on the balance train like the rest of this game? Its very demoralizing to show up to siege with about 25 people going against roughly 100. But we still show up each and every night and try our best win or lose despite the number differences. Whats stopping new players from joining the stacked faction or chaos/order from ALL jumping ship making the other 2 factions empty?? I get the argument about the big guilds not all being able to be on the same faction if a balancing system was in place but to be honest, if 1 of the bigger guilds from balance swapped to one of the other factions then we might actually have a game on our hands instead of feeling like a constant punching bag. Is there any news on when a performance patch will be released? Not sure if the devs show up to siege but when 100 people are standing a few inches from each other the game turns from a modern PC game made in this century to the very first moving picture ever made in the late 1800's. Frame rate drops to basically 0, skills stop hitting targets, everyone is yo-yoing back and forth and its basically which side has more AOE output thru the lag spikes. Myrm classes that rely on crashing a mechanic at a specific time are impossible to pull off. just trying to switch zones has caused some consistent crashing and this last hot fix released on 4/17 has only made things worse. Will we be getting Guild storage before you put out more "new" items??? I like the fact that the additives came back for bodies!! However, without implementing some sort of guild storage first (that we have been asking for since i can remember) our bank space is even more packed with random stuff. Having to make a few extra characters to use as a storage for myself and guild is a bit of a hassle and a little ridiculous. Not to mention completely confusing when remembering what random toon is holding what. Was the armor durability supposed to be paper??? First few days of this new campaign we didn't have much since it was after a wipe. Most of us purchased intermediate armor just to make do but when handed one of the first sets i realized the durability was 1/5th what it used to be and the intermediate had more. If i can buy some intermediate armor that has higher durability than our guilds master blacksmith can craft (without the tool) i think there's an issue. Sure the armor rating and stats are non existent but my point stands on durability rating being significantly higher with intermediate vs rare/green or any other color crafted without the tool. Is this a PVE or PVP game?? Started off as a PvP game but now its turning into just another PvE game except with 1 added PvP mechanic. Spending hours grinding mats to make gear to PvP in was understandable. But farming endlessly at a PvE war camp for a minor disc just has me wanting to put a bullet in my foot. Not to mention getting multiple of that same minor disc for the other 15 guild mates that want it!!! I guess my question is do i get paid sick leave or holiday pay for this full time job i just started??
  23. 7 points
    SmokinJoker46290

    Why do you hate skinners?

    There is no love for the skinning profession. With the day / night cycle affecting the hide drop tables, waiting for spawn time of mobs and the recent nerf to the amount of mobs found inside forests and other area's its making skinning not worth it. Sitting at a whopping 2 R9 hellcats in our forest of silence trying to get enough flexible hide to gear out 1 person is hours worth of nonsense. Even if my beneficial harvest did happen to Proc, i would get that bonus only on the second cat i skin then wait another 3 minutes for spawns. Why is this happening to the skinning profession when ore/stone can go from pocket to pocket burning thru hammers/picks??? I understand that leatherworking might not be as important as Blacksmithing but if we are 4/5 days into a new item wipe and everyone who can use mail/plate armor has greens/blues and the leather wearers are still in commons then there seems to be an issue. Then u nerf the gold drop and replace it with 1 dust...... i get that animals shouldn't be rollin down the street with fat stacks in their pockets but 1 dust in compensation?!?!? i can go smack a tree twice and get 2/3 dust. Dont forget the new Ancient mobs which have turned solo skinning into a nightmare. Accidentally agro an ancient anything on your journey and its game over unless you have a pocket healer at all times. Then when you do kill a R5 ancient you are rewarded from the gods with.... you guessed it....more dust. We spent a good 10 minutes killing a R5 expecting to see our first majors of the game after this new wipe, instead we got 45 dust and a kick to the moral. We where all on white vessels with common gear and didnt expect to kill it easily but good gravy!!!! Not sure how many people have to complain about this before a change that actually happens to make skinning worth it.
  24. 7 points
    Just wanted to share one of my favorite shenanigans thus far in the Trial of whats-her-face. When an ill thought out decision gives you lemons, you turn it into a silly video. Credit goes to Xarrayne for the video's title. I hope the canyon folks had as much fun with the silliness as we did.
  25. 7 points
    Dear team, you do realize that it doesn't really look good, if you tell us you would inform us when you will wipe one week in advance ... and then you publish a news telling us you wipe tomorrow, righ'?
  26. 7 points
    @thomasblair Have you considered mobs dropping "discipline fragments" that way we can put them together to the disciplines we want? May make loot tables easier, just control how many they drop. If you still want to differentiate could have "Urgu Minor Discipline Fragment" or "Offensive Minor/Major Discipline Fragment" and make the recipes require different fragment types.
  27. 7 points
    Feydan

    [Newsletter] Der Ruf der Krähe – KW14

    Ich glaube das Problem liegt an mehreren Dingen, da was genaues zu benennen ist schwer. Wir befinden uns immernoch im Pre-Alpha Status, dass allein ist schon abschreckend für viele. Schließlich gab es in der Vergangenheit sehr viele Early-Access Titel die einfach mal plump gesagt reine Geldverschwendung waren, die Leute sind halt vorsichtiger geworden und das ist auch okay. Des weiteren Gibt es nach wie vor ziemliche Performance Probleme bei denen wir alle hoffen, dass sie sich mit 5.9 noch mal ein ganzes Stück verbessern werden. Zwar ist die Verbesserung schon spürbar geworden mit der 5.8 Version des Spiels, aber dennoch ziemlich ... naja... durchwachsen. Dann kommt natürlich noch das Merketing dazu. Ich selbst hab bisher wenig bis gar keine Werbung für Crowfall gesehen und das ist im momentanen Stand wahrscheinlich auch besser so. Man sollte sich damit zurück halten bis die Basics wirklich alle gegeben sind. Für mich und einige andere ist das Spiel schon jetzt wirklich gut und teilweise besser als so manches full release. Das sieht jedoch nicht jeder so. Ein weiterer Grund wäre die Undurchsichtigkeit durch den geringen Informationsfluss. Ich denke hier besteht vor allem dringend Handlungsbedarf was die Darstellung auf der offiziellen Seite angeht. Vieles führt etwas in die irre. Wenn man sich schlussendlich einloggt hat man ein komplett anderes Spielerlebnis als einem versprochen wird. Das bringt mich zu dem nächsten Punkt. New Player Experience. Die war bis dato auch aufgrund fehlender Tutorials und und Informationsbeschaffung im allgemeinen ziemlich bescheiden. God's Reach ist zwar ein guter Ansatz aber auch hier bin ich der Meinung besteht immernoch dringend Handlungsbedarf um neue Spieler auch wirklich bei der Stange zu halten. Jeder der sich nicht unverzüglich eine Gemeinschaft/Gilde sucht steht so ziemlich auf verlorenen Posten. Wir erleben dies fast täglich in unserer Gilde. Jeder neue Bewerber bei uns hat absolut keine Ahnung wo er anfangen soll und wie er ansetzen soll. Auch wenn er bereits ein paar Spielstunden hinter sich hat sind fragen wie "Wo kann ich meine Intermediate Rüstung herstellen?" oder "Was soll ich denn jetzt am besten als erstes machen" eigentlich an der Tagesordnung. Ich denke diese Probleme sind aber allgemein auf CF zu beziehen, spielen aber nicht unwesentlich eine Rolle für den deutschen Teil der Spielerschaft. Wir unterstützen uns in der Gilde wirklich sehr gut, aber es wenden sich dennoch einige wieder vom Spiel ab mit Begrüdnungen wie "zu grindlastig" oder "hab was anderes erwartet" was mich widerrum auf die oben genannten Punkte schließen lässt. Das war jetzt vielleicht wenig konstruktiv aber vielleicht hilft es dennoch einen Ansatz zu finden. Wollte nur mal die Dinge aus einer Sicht schildern:)
  28. 7 points
    Here are a few problems with the thought process of "ranking up" through throttling resources or skills We're meant to begin in "harvesting season" with heavy incentives to do exactly what you (and everyone else) is doing. Hit the ground running and harvest up as much stuff as possible, as quickly as possible. If you can only hit the ground running for garbage, you're not going to stockpile garbage. You're going to make quick garbage gear, pvp other people in garbage gear, and wait until fall to do your "real" harvesting when its worth the time and effort for better materials. This flips the entire intent of the slow slide from plenty to scarcity and spring to winter on its head and essentially removes incentives to play for anything but mob farming in the early game due to less valuable objectives combined with less valuable materials. Also keep in mind that r10 nodes may not even be *available* in certain world bands and that the current spread of resources is likely not representative of a release era 3 faction campaign. While you may lament greens being obsolete, for many campaigns greens may be the norm. Rarity tiers are as much about the EK economy as the campaigns themselves, and the primary motivator to go to harder bands is better stuff while risking greater difficulty getting and keeping said stuff. For a dregs campaign with ready access to R10 nodes, yeah, whites and greens may be obsolete by design. That's the carrot on the stick for people thrashing the lower threat campaigns to move up to your level so they have to stop buying their purples from you. For a 3 faction campaign at soft launch, an R5 node might be the upper limit. In order for this system to work at all it only makes sense that lower tier goods become essentially obsolete in higher tier worlds. Note that the mechanics of harvesting place very little emphasis on having any pre-existing highly ranked goods in order to very quickly access highly ranked goods. Someone coming from a year of playing max r5 ranked campaigns could choose to join dregs, and assuming appropriate training levels, be rady to face that world. That's a good thing in my opinion. A few constructive thoughts Radical scaling of resource ranks is a very interesting campaign knob to play with. A campaigns that starts in a different season for instance, or one which requires sacrifices at shrines to upgrade the surrounding materials. While I think its a poor fit for the core gameplay, its a great concept to build variant rulesets around. Its encouraging to see that people still have the best interests of new players and the overall impact of the NPE in mind.
  29. 7 points
    nerion

    My Secret To Playing A Cleric

    After having to give out the build to many friends on Chaos I feel that I am short changing everyone by not providing my True Secret to power. Many have claimed it is because of hacks, psychic powers, an uber spec, or my giant manhood which endows me with great confidence. While maybe one or two of these is true I think it is time to reveal the heart of my power which is: MYRKUL I am still of the living but he clothes me in the power of death itself. While other lesser players fear death I am fueled by it. Death itself is my foundation... MYRKUL does not discriminate on your race.... only the fact that you are alive. All can die and be resurrected into his glory. Are you tired of RPing as Rainbow the Power Bottom Elf's nightly delight? MYRKUL can help you! With MYRKUL you can not only live forever but also go ALL NIGHT LONG. You have seen my endurance in-game and MYRKUL can give you that same endurance in bed. Click HERE to witness a fraction of the glory of MYRKUL! Don't settle in life or in death. Embrace MYRKUL for true power. That is all.
  30. 7 points
    I’d be down for some good old fashion HUNGERDOME action in between campaigns
  31. 6 points
  32. 6 points
    PopeUrban

    Why do you hate skinners?

    Now put that next to the screenshot of 4 people hitting motherlodes for 4 hours. Also screenshot the durability on the gear of both parties.
  33. 6 points
    Raindog

    [Entries] Crowfall WarStories

    The Surly Knight Sir Rain was sitting at his usual table, at his usual time, in his usual mood, in the corner by the fire, in the tavern near the temple. His usual time lately was all of the time. This tavern was a fine example of the strategic importance of staging posts along the route to the warring frontier, with good stables, good supply and good ale. In truth, Master Blair, the owner of the tavern could do without the patronage of the surly Knight by his fire, but he was a veteran himself and could well afford a little charity to a fellow warrior. "Your ale, Sirrah" said Blair and with a smile as effusive as the foam in the pewter crock he slapped it down on the rough oak table in front of Sir Rain. But his broad smile was not met in kind. Master Blair retreated with a sad shake of his head, well knowing the states of soldiery, and the unseen, unsaid sadness of a warrior at peace. Sir Rain occasionally worried that his surly presence was not a great boon to the Inn but what he did not know was that Master Blair was more than happy to accommodate his misery in lieu of the marketing offset. In any day that the surly knight was in attendance Master Blair could be happy that his establishment had the kudos of an active, if surly, knight in attendance. This then was the gripe for any professional soldier of these times. Fighting, risking life and limb to achieve a state of peace, but then finding peace an unwelcome friend. Sir Rain could not voice his frustration of peace to the young serving staff who saw nothing but joy in front of them. For to gainsay those whose peace he had fought for was an anathema. Yet, still, he just wanted to fight and struggled not too with the local idiots. Sir Rain could see no release, nor wanted any, duty to honour being what it was, and honour bound, now, to peace. Maybe there would be no other campaign for him, and Master Blair would grow tired of him and throw him out to the gutter where he would rot, having learnt no other skill than war. Indeed, Master Blair's patience was running a little thin this autumn as Sir Rain's gruff demeanour was scaring the serving maids of his establishment, yet knowing full well if Inn's like his did not hold host to warriors, then who would ? Sir Rain's thoughts turned darker still. Inside, he wanted to scream at the locals, scream that that they were just fools. That war was always a moment away. As much as he wanted to fight for their glory, he could neither accept their peace. Peace was not in his soul. So he drank. Master Blair raised his eye to the open door and put one hand to the throwing knife under the bar as the phalanx of leather armoured assassins poured into the Inn, and then relaxed as he recognized the face that entered behind. In any walk of life there are not many faces that can truly alter the plight of all that fall under their gaze, but today, this face, this person, was known for a thousand leagues, for this was Commander Dravoix. "Enjoying your rest Sir Rain?" "NO Sir! I am not!" Sir Rain could not help himself and had already stood bolt upright, without having to think about it. "Good, Chaos hordes are infiltrating, we have incursions across the map and I need warriors like you to step up" "Yes Sir! About time! I shall report to the temple for muster." "No time for that I'm afraid, your orders are to move directly to Thracia and gather what troops you can to retake Storm Haven keep. We shall undertake a new campaign to neutralise all regions. Are we clear Sir Rain?" "Yes Sir! The best news I have had this year. Storm Haven it is Commander".
  34. 6 points
    PopeUrban

    Take a Bow

    Take a Bow or The Ghost Eater "It's there. The big one. That's the ghost eater." I indicated the beast's position to my companions with an unfamiliar hand. A Nethari hand today, of poor quality. I reminded myself to dig up a better one. The elk in question was massive, a full head higher than the rest of its herd. It knew we were there but continued to graze, unbothered. We'd encountered its kind before. Hunger-tainted beasts with a longevity rivaling that of the Crows. Magic vital to our task, sealed away in one of Illara's entourage. I'd call it a cruel joke by the Mother of Cats, but that would imply she cared enough about us to play such pranks. She doesn't. She doesn't care about anything. It exhaled a faint blue flame. The mark of a beast made immortal by consuming the spirits of the departed. An Ancient thing. A thing we hunted not for meat or leather, but to claim those spirits for our own purposes. Only Crows will leave this place. The beast has no use for such power. "Are you sure we're up to this? We had two more with us last time." Koregen asked, knowing he'd be responsible for keeping the beast's attention. "We're better armed than last time. We know its tricks, and we need what it has for the fall." I replied. "It's handled." Vanduros chimed in "You keep its gaze, and I'll make sure you keep on your feet." My companions shuffled warily. It is never a small thing to hunt such a beast, and our equipment paled in comparison to Kane's trial. "Alright, Kor's going to jump it. Val, keep him alive and if there's any trouble I'll try and give you a breather." I always deliver a plan. Occasionally my men carry it out. "What about me?" Rand asked. He was new, but enthusiastic. He was the one that had tracked the beast down. Even if he showed poorly, that alone entitled him to a share of the spoils. "Stay alive. Hurt it as much as you can. We-" I paused, spying movement on a nearby hill. My men followed my gaze. Their tones dropped to a whisper. A centaur crested the hill, wearing the colors of the Winterblades. He was followed by five more of his unit. They weren't a bad lot, the Winterblades. They'd taken residence in our temple at the beginning of the trials, and seemed content to squat until greener pastures revealed themselves. They always seemed to be in the way somehow. I'll be glad to be rid of them when they move on to prove their mettle in more deadly lands. They're bad for business. "Don't they have anything better to do?" Vanduros whispered. "Apperantly not. I suppose Jah hasn't had much luck scouting a better prey." I replied. As if on que, The Winterblades scout, Jah, joined his companions at the top of the hill. We sat there for a small eternity, two groups of hunters after the same prey. We watched them, they watched us, and the Ghost Eater watched us all. "Screw it. Get him." As I gave the order, Koregen leapt at the beast and battle was joined. It went well until it didn't. Koregen missed a few swings and the Ghost Eater toppled him with a bone crunching kick. I launched it skyward to give him time to recover. Vanduros patched the wound. Jah and his companions kept their places. Between fireballs I snuck a few glances in their direction. They'd produced a few rations and simply sat and watched. I'm fairly sure money changed hands. They made no move to assist, nor interfere. The battle stumbled onward, and my men made up for a lack of strength and steel with a surplus of stubbornness and determination. One by one our audience lost interest, finished their snacks, and wandered away back to whatever it is itinerant would-be-kings do when there's not a castle to blow up. We burned, smashed, slashed, and danced around the beast for the better part of a day, forgetting our audience to focus on the task at hand. It was exhausting. The beast clung to life with the stolen fervor of the many lives it contained. In the end its tenacity proved a poor match for our greed, and Koregen delivered a final crushing blow. It kicked twice and died. He reached inside and collected our prize. The dead it had eaten were free for a time, until we had use for them. I wiped the sweat from my brow, and remembered our audience. When I looked up, only Jah remained, chewing idly on an unidentifiable scrap of sustenance. He had stayed for the whole ordeal. He stood, dusted the seat of his pants and walked away without a word. I took a bow, and we did the same.
  35. 6 points
    TaeSilverfox

    The Night Shift #ChaosWarstories

    The night was cold and dark for the beginning of a new Spring. Blades clashed and smashed against flesh and bone. War ravaged the lands of Balance and Order. There was no peace, and when there is only war Chaos dominates. We never tire, we never sleep, overcome with madness we press on. We conquer. We pillage. Last night Balance and Order succumbed to fatigue and attrition. The will to live drained from their soldiers’ frail minds. But, our insanity is our strength! We grow stronger and bolder as the witching hour nears. Previous battles that had been lost became stepping stones in our onslaught. Standing above all others a new behemoth of Greed and Gluttony has arisen… Glistening in the flames that razed Order and Balance to the ground, tears ran down his face as he pleaded on his knees, "But why are you here!? It’s, It’s, It's Spring!” he stuttered, “The harvests?!?! Don’t you…" With a flash of a glowing runed axe his sentence was cut in half as his head was lopped off. RealBlankSpace, "Because we are Chaos." As rage and despair filled every valley, mountain, and refuge Fist of the Empire lead Chaos to subject fort after fort, outpost after outpost, until there was nothing left, until there was no one left. Standing at the last fort of Order, at the last fort unconquered by Chaos, a madman of greed and gluttony leered. TaeSilverfox shouting, "We will haunt your dreams and serve anguish for breakfast! You will lament your fate and wonder how this can be happening! You will question your materials, you will question your vessel, you will beg for an answer, and then you will start to demand one! You will say how unfair life is, you will proclaim that you are being cheated, you will ask for someone to please do anything.” As the horde of Chaos banged on their walls and shattered their spirits, the remnants of Order frantically ran around in circles. Cowering inside their fortress behind 12 guards, Order could not compose themselves. With the help of Corvus Citadel, we breached the walls and took what we pleased. New demons have been born. You need not see them to be afraid, they will come for you, they will take everything from you.
  36. 6 points
    So, i say that that communication about wipes need some significant improvements. And you try to tell me it doesnt, because last week they said "we wanted to wipe today, but couldn't quite make it"? I could also imagine that not everybody watches every one hour stream. And what about those who depend on translated news? I mean, not that they would matter of course. As much as it surely doesn't matter that those people will find out about the wipe only after the wipe. Not happy. Not good. And it's not new. But it is getting worse. That is a problem ... or pretty sure will become one, if it doesn't change. And sorry, but there are no excuses. This issue needs to be addresse. ASAP. And not this single specific issue today, but this generally growing communication issue.
  37. 6 points
    mandalore

    A little constructive criticism

    I feel it’s all anecdotal conjecture. Could they devote more of the time and money being spent developing the game to communicating with the players. Sure, they 100% could. Should they? Eh. 1. There’s twice a week news post. Sometimes it’s fluff, sometimes it’s not. That’s okay. 2. There’s a monthly q/a live stream. 3. There’s at least one other live stream every month based off what they are working on. 4. There’s a monthly new article sent to your email. 5. There’s their news announcement discord. 6. Facebook. 7. JTodd is pretty responsive on Twitter. 8. Vkromas, Fancyhats, stump are all extremely active on the bugs and feedback subsection. Tag them and they will respond if it’s within their ability to do so. 9. Their @support staff is exceedingly good about answering questions timely and professionally. If it needs an escalation there’s Tyrant and he will respond even though you might not like his answer. 10. Tag ThomasBlair or Jtoddcoleman and they might directly answer dev questions for you. Panns pretty good about answering forum stuff. Jackal has his paws in everything. Tag them if you have a serious enough need. Sometimes they have slow periods of dev and that means slow news cycles. Not everything is flashy and news worthy. The team has really picked up the news rotation with the Trials. @seastodd
  38. 6 points
    Moin, erstmal super dass es ein Gewinnspiel gibt. Ich bin auch kein Facebook Freund und besitze auch kein Account, denke aber auch wenn es nicht mehr so den großen Anklang findet, hat Facebook doch noch so einige user 😉 Und wenn auch nur eine Handvoll über Facebook an Crowfall rankommen ist dass doch schon positiv. In meinen Umfeld sind noch viele Spieler auf ihren Spieleseiten auf Facebook aktiv. Für mein teil denke ich wenn es kein großer aufwand ist, könnte Facebook schon ein paar Spieler ins Boot holen. Wie Feydan schon sagt ist es wirklich schwer zu sagen.. Mich wundert aber auch dass so viele Spieler so lange bei der Performance und den momentan Spielinhalt so lange aktiv und interessiert sind. Performance ist immer noch ein Problem. Erst recht bei großen und langen Belagerungen. Dann kommen noch die Wipes dazu.. Dass stimmt mich aber positiv, da Crowfall es schafft in einer Pre-Alpha so vielen Leuten schon sehr lange viel Spaß zu bereiten. Was ich persönlich denke und ich kann da auch falsch liegen.!!!! Das die Gewinn Spiele nicht so der aktivitäts Magnet sind .. Crowfall ist hauptsächlich ein PVP fokussiertes Spiel und ich bekomme oft mit dass bei einigen Spielern die Lore im Hintergrund steht. Wenn die Spieler lesen Geschichtenwettbewerb wird sicherlich schnell weitergeklickt (kann mich auch täuschen) Klar kann man auch Videos machen ect..aber dass liest man erst später. Ich weiß auch nicht wie aber vielleicht müsste man es Gruppenbasierter machen, damit neue Spieler kontakt mit anderen haben.. und auch nicht so kompliziert. z.B Macht ein Gruppenfoto mit voller Gruppe nach dem ihr zusammen ein Camp zerstört habt. Oder plant ein abgesprochenes PVP Event und macht ein Screenshot mit den Spielern die mitgemacht haben. Und die sind dann alle in der Verlosung. Oder erstellt ein Deutschen Guide zu eurer Lieblings Klasse, oder macht ein Deutschen crafting Guide 😅 Sachen die was für die Commuinty nutzen und oft nachgefragt und gesucht werden. Ich liebe die Geschichten auch, nur sind sie nach einmal Lesen gelesen und man kehrt erst mal nicht wieder zurück. Auch wenn man denkt es ist einfach ein Video zu erstellen bin ich immer wieder verwundert wie viele nachfrage wie man es am besten macht. Naja im großen und ganzen versuchen mit Gewinnspielen Spieler zusammen zu bringen. Oder auch Guides zum füllen des Forums. Damit es eine Interessante Anlaufstelle wird wo man auch nützliche Informationen findet. In Crowfall ist es wirklich wichtig eine nette Gruppe zu haben dass wertet das Spiel noch mal um 100% auf. Darum legen ich auch jeden ans Herz gründet Gilden oder sucht euch Gilden dann werdet ihr eine wirklich gute Spielerfahrung haben. Und es ist auch nicht zu früh, dass Spiel selbst ist natürlich noch nicht fertig aber bei intensiveren spielen werdet ihr merken wie Tief und wie spannend Crowfall ist. Fast alle unsere Gildenmember sind froh dass sie schon so früh angefangen haben und ich bin jetzt noch immer verwundert was man alles noch lernen kann 😉 Also erst mal LG Finkregh
  39. 6 points
    jst4kix

    REMOVE TIME TRAINING.

    The whole account time training is absolutely stupid. I log in i set my account to train i log out because Im not wasting my time playing a game where i am already far behind the other people. I forget about the game for awhile come back, Have to many points in one tree. Move to another tree.. repeat process. A month later have absolutely no desire to play. This is one of the worst ideas i have seen in a mmo. I despise the rate of which this game is being developed and the place it is currently going. Can i get a refund?
  40. 6 points
    Isna

    Feedback general 5.8

    Hello. I will give some feedback on this first campaign that has just ended and give my feelings by being as objective as possible. We're going to start with the map that I find very nice since 5.8. Being able to get a glimpse of the trone game you want to set up with this first reward campaign was interesting, especially with a lot of players who have played to win their faction. Nevertheless there's already been a lot of feedback on the capture that's not "fun" and I'll join his feedback. In the other MMOs where I have been, the capture is not fun when there are no defenders but it is a small part in general (morning/night). On Crowfall, for the moment, there is very little interest (maybe no insterest at all) in defending a small fort or a small outpost. This result on small groups that rotate in a loop and capture objectives in chain without meet ennemies. Many players tried to don't meet others because on the leaderboard it's more intersting to cap than fight. I hope it will be better when the caravan system is active to build the forts. About the forts : We could also have the additional point of experimentation in each small fort that our faction controls and not only in the big keep that is not vulnerable outside the attack windows. In this way we may meet more people near the fort. Another way to make the fort more attractive could be a system to improve our fort. That will pull people to take care of it/to stay longer around the fort for the scout/build and not just move on to the next one without stopping. About outposts : Outposts are a good idea for solo/duo/small group players but they have no interest here again except for the campfire... Maybe allow the forward post near the forts to alert the faction that there are enemies in the area? Or a new system to show on the map the enemies who are near our outposts. About score leaderboard : I find the capture bonus to be quite fun and innovative that can allow a faction to catch/decrease nightcapping effect or slightly lower hours. The changes during the seasons are also nice and fun, I played on the EU campaign where there was a lot of Nightcapping and the score was tight until the last days. Be careful not to bet everything on the siege bonus though If a faction dominates for several hours and everything is destroyed in one hour once it loses everything, it's not fun either and will kill the game and player motivations. Or you have to find a way to allow a good defense (balanced siege weapon/message that prevents in advance) About the mounts : I know they haven't been implemented for long and the system is probably not finished but I meet some issue with it. For me, in a PvP game, a mount is just a way to move from point A to point B and not a way to flee/avoid combat as it is at the moment. On other games, you often have to get out of combat to get your mount back, which means killing or getting killed but Crowfall is a little different on this point because it allows you to leave combat tray.. I therefore propose to put a big timer to invoke your mount as 10-15 seconds for example. I think you should also lose the mount directly if you are attacked in order to encourage fighting and ambushes. For me, the mounts in crowfall should be a little more fun but not a way to avoid fighting, it's really a shame for a pvp/gank game! I think you already know, but you can't jump when you're on a horse, which can be a little annoying as soon as there's an obstacle. About the siege : I may participate in 20-25 seats since the beginning of the year and almost all the of them during this first campaign. Some sieges were more fun than others but it also allowed to see many bugs/issues. The ballistas are strong, maybe too strong in terms of damage and can shoot in the tree room, it wouldn't shock me if we could easily destroy them but we have to hit for 30-40 seconds to 10 on the slightest ballista to destroy it and the player inside is also not reachable and can keep shooting at us. I like the tree principle but I find that there is a small problem on the attack tree when it is destroyed and the "race" to who puts his golden apple first... I find it a little... random A faction can very well make a well conducted attack, destroy the tree and paf, a player of the enemy faction succeeds in putting his apple before since the fort is neutral. We saw that once during a tri faction fight on the Chaos keep. Balance defeated chaos and the main part of orders, destroyed tree, but an order was able to use a golden apple while his team rush balance in a "suicide attack". As soon as the tree is destroyed, there may be a capture area that appears in the tree room that must be empty of all enemies for a few moments in order to really win the attack. I find this system more balance as the keep really gone to the winning faction, and force players to do a little the same thing as now, that's mean kill all enemies from the room before they can capture the keep. Free City is a good idea but you shouldn't see the enemies. It's too easily to scout all the maps at the same time with only one person, which pretty much cancels out the charm of the different surprise attacks/strategy. About the keep : I want to report some bugs to the keep during siege or not: When several people pass through a door, they find themselves at the top of the rampart and then fall if they take a small step. The balistes that can be placed from the outside by enemies, which takes the free places for real balistes of defense. The loopholes all around in the ramparts are a little too high for a distance to use them properly. To be able to go on the keep's roof and be stay able to heal the tree. To conclude on this first part, I think I'm not the only one who made this feedback but the maps were full several times. This is not a huge problem itself and I well understand the aim to keep good performances, but maybe try to let an equivalent number of players in each faction willd be great (in order to don't meet 70 chaos when we are only 30 because the map is full). This is not balanced to the people inside the map and ruins the siege time. If you plan to implement a queuing system before the game release, I think so you might start implementing it as fairly as possible.(I've seen a lot of people rally on this subject but I can easily understand that a queue is mandatory to avoid the 400-500 players zerg that crash the servers and this system has pretty much worked well in the RvR games I've played.). Global feedback about fights : Physics: Physics is a good idea but bothering the hand-to-hand classes to attack it at the same time. That often make large scale fight not very fluid... Fight balance : I'm not going to talk about a particular class because you've always been clear about the balancing that will come in alpha, or a little later, but I'm going to talk about the fights that are REALLY too long and it might bring more problems than fun... I understand that a tank class shouldn't fall in a few seconds. But, is it really normal and wanted to let a tank jump in the middle of 45 players, remains 10-15 seconds and leaves without too much trouble because not enough damages to punish it? Same for assassin fae... for me, the role of the assassin is never to be in the middle of the mix but more in the periphery to avoid taking too many damages. Even when a fight is "easily" won and winners push hardly, it often takes 4-5 minutes to clean all the players who are just running away. And 5 or 6 players are needed to kill a guy who is running away and move on to the next one. There isn't enough aoe, not enough burst except the ulti champion and bomb druid for the moment in the game and I find it cruelly missing. Main problems : The longer the fights are, the more likely you are to receive new allys or have more and more enemies around you. This can be cool but can also put your servers in difficulty when the fights last half an hour. One other issue is that players could come back again and again, and any faction will be able to take an advantage. Then, for the under-number battles, it will be very difficult to support fights due to their long duration and with few tools to hardly burst/take out enemy from the fight. This will force people to create bigger guild rosters. Moreover, with the last update, the damage of craft weapons was hardly decrease to fill the gap between an inter and a craft weapon. I think it would be better to increase the inter and restore the craft weapon as before. We also lost the displines of master weapons who gave some bonuses and nice skills. We can see that you can't kill someone easily anymore like there had been the case for 3 or 4 big updates, which is quite annoying. It also gives a strange impression in video, the fights are pretty fun even if too long but in video, it gives the impression that there's no impact on our attacks/our pushs. I think seeing 40 players against 1 for 30 seconds is a bad pub for the game. I hope some adjustments on this point will be coming quickly, except it's just related to the lack of balance/performance of a pre alpha Death debuff : I understand his interest to avoid that the enemies get into the fight again but it is very badly done and very frustrating. It brings more problem for me in its current state between the camping/the fact of not being able to play for 3 minutes. I hope this system is temporary and will disappear on the maps when they are bigger because there is nothing fun in it. I would rather have a timer of one or two minutes before being able to go back to my body or status than to come back to the fight and make me one shot without any possible defense. Another way may be to reduce this debuff from 75% to 15-20% in order to give the player the opportunity to defend himself a minimum. About the game in general : In terms of the "Uncle Bob" scenario you fear (not sure of the translation from french for a Faction which ruins a campaign in 3 days...), I really hope that you will find some solutions to mitigate it as much as possible. The ranking of players by faction is a first step because it will bring competition in the factions that cannot win the campaign and will prevent the losers from stopping playing. About multi account and exploits link to that system. I really hope you will soon talk about the VIP and make it attractive without being paid to win. Espacially more attractive than a double account anyway, which I assume is not an easy thing for you. Multi-accounting can be a hell in a game like crowfall, it can allow to exploit the system of exports/imports, scouts of enemy factions, exchange forwards outpost, take a ballista instead of a real defender and probably other things that do not come to my mind. The last point of this part is a question to you about pre-alpha rewards : I would also like to know if the rewards we will win during this pre-alpha, like the badges, will remain after the soft launch. I hope no... For me, this kind of item should only be cosmetic and not give any advantage to the people who participated in the test in advance. Our lnwoledge is still an huge avantage. Conclusion with more positive notes : The first EU campaign even if there were only two factions was pretty fun. The durability of the armor is perfect and much more pleasant than many patches in the back. The performances have improved well even if there is still a lot of work to do. The different maps of the 5.8 are pretty well done. The harvest displines that can be equipped at the same time as the fight, it's a very good idea. Thank you, Isna
  41. 6 points
    Ikas

    [NEWS] L'Appel du Corbeau - 3e édition

    Bonsoir les amis ! La semaine de travail est enfin terminée, enfin le weekend et surtout enfin notre nouvelle newsletter est disponible !!! 😋 Encore une fois, merci pour vos commentaires, et ne soyez pas timides, proposez, suggérez SVP! 👍 Je compte sur vous pour proposer des idées que vous souhaitez partager ou divulguer , des projets en cours, besoin d'aide, etc. pour notre Newsletter! ⚔️ "The Trial of Kane" La nouvelle campagne démarre le 2 Avril! Êtes-vous prêt à prouver vos compétences en artisanat pour mériter son sceau? Tout savoir sur ce nouveau Trial et sur les conditions de victoires: ici ------------------------------------------------------------- 🗡️Les Tribus de la Guerre Les Tribus de la Guerre: un groupe de soldats, chefs de guerre et barbares dispersés dans le monde de #Crowfall. Plus d'informations sur cet article ici 🕺 A la recherche de la Nouvelle Star du Streaming! Cette semaine, j'ai fait appel aux membres de la communauté francophone pour collecter des liens Youtube, chaînes Twitch, etc. Toujours dans l'optique de faire évoluer et grandir la communauté, nous recherchons des personnes qui diffusent des vidéos et/ou font du Streaming Crowfall et également du contenu, en priorité vidéo. 🎬 Qu'ils s'agisse de contenu un peu ancien, actuel ou si vous avez dans l’idée de devenir la "Nouvelle star du Streaming" 🕺, je vous invite a partager vos informations, idées et suggestions ici. ------------------------------------------------------------- 👏 Le "Trial offline Le vainqueur du petit jeu / défi est la faction Balance!!! 👏 Félicitations aux participants et votants qui ont su maintenir un équilibre parfait dans les votes! ⚖️ 🤔 Le "Ganking" Sur un jeu PvP, le "Ganking" n'est pas rare et de nombreux novices se plaignent du fait que d'autres joueurs profitent de leur faiblesse pour les tuer, comme un chat s'amuserait avec une petite souris. Parfois utile, souvent honteux, pas très drôle quand on en est victime... Que pensez vous de cette pratique? Donnez vos avis ici !!! ------------------------------------------------------------- 📜 Et l'histoire dans tout ça? Un bon jeu nécessite forcément une bonne histoire? Qu'en pensez vous? 🤔 Donnez votre avis sur Facebook!!!! Pour terminer, quelques petites indiscrétions et rumeurs croustillantes Teaser 1 ❓ Êtes-vous un corbeau passionné par le développement du jeu, toujours au courant des dernières nouveautés et mises à jour et vous êtes doué en français? Alors restez à l'écoute: nous aurons des informations intéressantes pour vous la semaine prochaine. Teaser 2 ❓ Êtes-vous un corbeau créatif et aimez-vous la narration? Il y aura aussi de bonnes nouvelles pour vous la semaine prochaine.
  42. 6 points
    They are literally adding new features all the time. I'm guessing you just haven't passed through enough of the testers-cycle-of-grief yet? I've been here doing this for more than 2 years, so I've reached the end enlightened state of somewhat detached patience. I find the other people testing/playing the CF more frustrating than ACE and the game itself, lmao
  43. 6 points
    The “free city” label on the map is an error (there aren’t 4 FC zones) Each Trial we are putting up has different rules as we add new functionality to our internal tracking and the Leaderboard. I know they only come every 2 weeks but we are trying to get as many new win variants in as we can. We understand most people don't have patience for testing games in this phase of development. As we get closer and closer to alpha, more content will be fleshed out, and the worlds start to feel alive. Folks should find more things to have fun with. (I'm having lots of fun making the new limited use recipes/belt accessory/mount loot items for y'all!) Right now all the content on a parcel is linked to the rank of the parcel. So this is a side effect of us wanting folks to be able to get to r6 npc's. In the future we will have alternate TT's and the ability to not have the NPCs be linked to the parcel rank.
  44. 6 points
    Mmm, Not rats! We have Ugru now. We have xp bars. Upon green vessel xp bars, upon blue vessel xp bars. You get the idea. We have meaningless badges.. See the Malaki participation trophy. We have a game. (Circle standing for 20 minutes) We have players. About 300 of them. Good movie. We have skill! Well yall do. Allies Check. Enemies. Check. Alliances. Oh yeah Look at balance. So Balanced. Betrayal. Check. Stinking Hitler Elves. Risk. I play a gatherer. I know Risk. Conquest!. Yep See circles. yay. Thousands. Nope. Claim the throne.... We cant sit in it. We can't claim or interact with it. It sits there. Uncaring. Waiting. I have lost. Time and effort, a bit of money. Lost a lot of hope too. And quite a bit of trust. And I get killed a lot when I bother to play. The experience. It wasn't hollow. Past tense. Last yearish. Very very hollow. Worthless Trophy. Mmmm. Nuff said. All the knobs, so little twisting. Twisting, twisting, in the wind.
  45. 6 points
    If white gear went back to 6 experimentation pips (one less than green), where it was in 5.6/5.7, the gap from white to green would evaporate. Why ACE felt the need to nerf white gear, I don't know. It happened around the time they deleted "poor" or "gray" quality drops from the loot tables making R1 to R3 nodes more useful.
  46. 6 points
    Once again, I have a variety of content from his past night's siege that some people perhaps might enjoy. While Order may not have the numbers to currently proper siege, there are still many strategies available to us for reasonable fights--and more importantly, good fun fights! Sophia and I have been working on one such strategy with the OODA loop mentality, and our engagement and disengagements have been a lot of fun. Hopefully you'll either: 1.) Enjoy the video 2.) Find something useful from the video (like why heavy axes leave a lot to be desired in how reliable they are in the Fury sustain department) 3.) Some manner of combination. We may be only a handful in size, but we plan to be a frustrating handful.
  47. 6 points
    Extintor

    REMOVE TIME TRAINING.

    Well, I'll ask ACE to remove the active progression because that's not what I bought back in the day. I bought a game with time based passive training. I guess nobody will be completely happy at the end.
  48. 6 points
    Not to get to off topic, but your point is pretty silly to be honest. I have end game gear currently that I got solo via trading, bartering, and buying. I can still contribute to siege fights by showing up and helping to defend the walls or charge in with rest when the walls come down. The DREGS are very much designed to be a GUILD campaigns and I don't plan to play there. I do plan to be part of a FACTION which entails gives me a side that I can contribute to. I've been a solo player for pure PvP reasons in DAoC, Albion Online, and quite a few other team based PvP games and have never had issues obtaining end game gear and having a good time. I do get you feel the need to be part of something b/c that is how you enjoy the game and that is great, but please don't dictate to other's how the game should be played based off your single-mindedness. Granted it's harder on solo players, but I enjoy the challenge and I get it's not for everyone and that is why I don't push my personal agenda on other's. However please keep in mind that there are other play-styles and CF is very aware of this otherwise it would just be a ton of Keeps and open space for large fights with nothing else going on.
  49. 6 points
    Scorn

    General chat must come back

    Not just friends and enemies but new players asking question as well. IMO that was the most valuable part of General Chat-the ability to reach a wide audience of everyone online
  50. 5 points
    yianni

    Hopping ponies needs to be fixed

    @thomasblair not sure if you're aware of this, but it needs to be fixed.
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