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Showing content with the highest reputation since 03/24/2019 in all areas

  1. 16 points

    The increasing PvE Requirement

    A walk through the most recent ways we've leveled: -XP for killing people in PvP/Captures - Removed -Arrows; make stacks and sac them - Removed -Frames - make/sac - Removed -Campfires/Hay/Soil - Reduced/Removed -Crafted Items General Reduction Of Sac Value -Zombie/Spider Gold Farm - Reduced/removed -Color Value of Sac Items/Vessel Color changes PVE Now the best Option to level -White Sac (Campfire/Ores) till it phases out. -Greatly decreased gold from humanoids only -Recipe Books -Farming of Level-appropriate ranked mobs On Test: Weigh of gold as pertains to leveling reduced. [Phroot added:] Major disc's - gated behind timed spawn and RNG. - Changed in 5.9 Minor disc's - gated behind timed spawn and RNG. - Changed in 5.9 Crafting Nec/Blacksmith/Leatherworker (include Woodworker if want a hunger shard fitted) - gated behind timed spawn and RNG (for tools, Googles, Hammer, Awl and Shard hammer). - Some PVE required for end-game crafting progression, I don't agree that everyone shoudl be able to make fully-kitted out gear right away. [/Phroot] If I'm being honest, not just trying to be negative, this game has the worst PvE experience I've ever encountered since July 1999 until May 2019 so basically in the past 20 years and the many many games I've played, this game has by far the worst PvE. Used to, you got a pass on this because Todd/Blair "this is not a PvE game, this is a PvP game" and so whenever anyone would post about PvE frustrations/problems, thats the general tone by which we as a community would respond. Now that you are MAKING us PvE, you need to be accountable to your PvE. It's really really really lacking. Not only bugged interactions, but it just feels like the whole PvE aspect of this game was a summer interns project. What are your plans around this? Is this something that's going to be quickly phased out? I'm not even mad about having to PvE - I'm ok with it. If you are going to make us PvE, are there any plans to make PvE better? If you are going to phase out this PvE requirement, or phase in PvP XP or some other solution, why are you squeezing us so bad on leveling of vessels in the mean time?
  2. 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."
  3. 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 .
  4. 11 points

    5.90 LIVE Patch Notes for 5/14/19

    5.90 LIVE Release notes Crowfall Pre-Alpha Build 5.90 Welcome to The God Trials To report any issues or bugs, please go here: 5.90 Bug Reports To report feedback, please go here: 5.90 Feedback For an up-to-date list of known issues please go here: 5.90 Known Issues New Items for 5.90 Embargos are temporarily turned off. Players will temporarily be allowed to move items in and out of worlds without any need to lock or unlock characters. New Character controller technology has been incorporated. Character, mob, and NPC movement should feel much smoother, especially in the following aspects: Combat generally feels much smoother Executing power combos Double Jumps Player positioning Sprinting/Walking Server stability improvements and better logging/debugging functionality has been added to server infrastructure. New lighting system. New Siege Windows. Death and Respawn functionality overhaul. Updates to Environmental Lighting. A large amount of focus was put into fixing several Quality of Life bugs. Hunger Crystals are now the driving factor for a mob to transition into a hunger version. Any mob within a 50m will now transition into hunger form. The day/night transition cycle has been disabled. Campaigns and Sieges: When the siege ends at a fort, the state of the fort will go back to the Holding state instead of staying as capturing or losing. Walls, Guards, and ParcelObjects should now all change to neutral faction instead of 0 faction when a fort/outpost becomes unclaimed. This allows the gate teleporters at forts to work for everyone when the fort is unclaimed. Siege weapons should no longer be visible while in crowform. Siege start toast should now correctly trigger when a keep siege begins. Siege engines should no longer be placeable at the forts unless there is an active siege window. They should also clean up when the siege window ends. Fix for gates not being interactable if intersected with another hippo. Fixed a bug where the tree of life wasn't being destroyed at the end of a siege where the attackers win. Do you want to Destroy [Item name] message will no longer be displayed when you drop a Hippo/Siege material to the border line of the Hippo Window. Siege window will now close automatically after 1 seconds. Campaign scoreboard now scales correctly to screen size. Updated Banewood tree name from Banecircle to "Banewood Tree". Added Minor Discipline drops to War Tribe Elites. Siege weapons can no longer overlap when placed. Adjusted collision on Catapult and Trebuchet to make aiming a bit smoother. Spider Queens added to Canyons in Cluster 15, 16, GREU02, GRNA02. Added Necro Goggles to War Tribe tables! Removed New Player Experience vendor from starter area, and making him a temporary guard instead in the temple. New Temple art assets in God’s Reach and Campaigns have been added. Created a new equipment vendor who sells primitive armor and can be found in the market area of the temple. Combined both melee and ranged weapons onto one vendor in the temple. General Powers: Lots of rework has been done to powers in order to facilitate the new movement controller including: Forced Movement Powers Don't allow players to push you with separation forces when you can't move (dead, knocked down, bleeding out, client blackout). Projectile Rework Includes rework and bug fixes for siege weapon projectiles. Player powers with projectiles. Channeled Powers Rework Several powers have had new FX added or updated, such as Archer Stake. Barrier will no longer stack above the cap value. Fixed for Resurrection and other channeled "single push" powers from not executing and potentially looping the animation indefinitely. Recall now requires grounded state. Removing Cancel Combo option from powers that still use them, longer channeling powers such as Whirlwind, Barrage, and Whirling Pain can now cancel those powers via using a Flash-Cast power or Jumping. Fixed bug where holding a button would re-trigger a charged/channeled power after it just finished. This is not the desired behavior. Instead, you have to press the button to initiate the power. Held button powers still require you to hold them, but must press to initiate any power other than left-mouse-button attacks. Changed guard respawn time to 10 minutes instead of 5 minutes. General Class Powers: Assassin, Ranger, Champion, Knight, Myrmidon, and Ranger must now have a bow equipped to switch to their ranged tray. Interacting while stealthed removes player from stealth and now places them into the Survival Power Tray. Dissipate should aim towards move direction always. Discipline Powers: Ghost Army: Fixed issue with Heal not correctly applying to the caster after 15 seconds. Class Powers: Druid: The Nature's Force proc is now: Nature's Force causes your Spark to deal 25% additional damage, and Coalesce Life Orbs to Heal for 25% additional healing for 20 seconds. Flow of Nature: Now improves all Coalesce Life Orbs by 25%. Duelist: Fix for Channeling UI is not visible for the Duelist power Rapidfire. Ranger: Fixed an issue that prevented players from using Explosive Trap and Faerie Trap when energy was full. Talents: "Robbery" tooltip now states that it will remove the "Camouflage" power from Wood-Elf Racial power. Double Shots!: This talent now deals the bonus damage. Double Shots!: This talent now deals 25% damage and is a 6 second buff upon hitting a target with a charged bow power. Call for Fire has been replaced with Trick Shots. Animation: Adjusted animation ranges on the bow knockdown for the male and female fae. Added minotaur stealth animation. Several fixes made to fae stealth. Polish on whirling pain animation for stoneborn. Fixed sliding on Ricochet shot, also fixed the blend trees on explosive shot and rapid fire. Fixed book sheath location for High Elf confessors. Fixed shoulder pad and end pose in Harvest summon anims. Fixed Guineacian pepperbox shot exit. Fixed grip on harvest tools for centaur. Fixed Stoneborn shovel grip. User Interface: Main player HP bar now includes barrier information and bars have had a visual update. Fixed group member crests to show correct faction. Items can now be rearranged on a vendor. Moved default walk key from C to Keypad Backslash. Several bug fixes for talent windows and vendor windows. Added color indicator to King of the Hill UI to show which faction is winning. Added text to power tray for siege equipment. Largely cleaned up the aim mode, so it makes more sense and is cleaner. Uses decal instead of projector too. Fixed a bug with aim being off the reticle. Visual and Sound FX: Hellcat shadowstep FX fix. Fixed missing decal textures for several Champion, Druid, and NPC powers. New audio elements have been created and added for siege events, hippo construction, lobby interface, death/respawn, and player movement sounds. New sounds have been added to an abundance of powers. New combat music track has been implemented. Reduced volume on some toast messages. EKs and Deeds: Updated houses large and medium to allow crafting stations to be placed inside. Updated collision on the tetragonal tower to try to fix the error players were seeing when socketing towers. Updated modular walls, gatehouses with mesh colliders and optimized collision. Fixed an issue where building placement can move players. Adjusted an issue where deed sockets were not visible at times. Updated attachable melee vendor stall to fix missing sword textures. Disabled the "Scoreboard" button in the map when we're viewing the map for an EK because they don't have scoreboards. Harvesting and Crafting: Major Crafting Disciplines are no longer required for recipe access, only correct station type. Added a tier to each discipline tooltip header. Fixed various harvesting issues, including hitting weak spots and a couple of hacks that were previously present but no longer needed for pulling up the charging bar for old harvesting powers. Plate Boots Recipe now has correct Icon for Metal Plate Ingredient. Limited Use Mount Scrolls now equip into the Saddle Slot to gain the recipe. Added hidden ingredient "Polished Soulstone" to all Spirit Tools. Created multiple outcomes for the new type of Spirit Tools. The new tools have a small chance to produce Soul Essences whenever a resource node is destroyed. Created Soul of X (named after Exploration Disciplines) for each of the premier Exploration Disciplines. Added loot tables to rank 6 and above resource nodes for the Soul Essences. Created crafting recipes for Exploration Disciplines. Created new Exploration discipline templates to swap out in the future, so our naming conventions are preserved. Made a pass on lore text formatting for many an item. Consolidated the Unmarked Stone/Wood runestones into a single Unmarked Runestone recipe that switches output based on using Knotwood, Named Wood, Cobblestone or Named Stone. Intermediate tools now use a basic tool as an ingredient instead of Unmarked wooden runestone. Created Item Templates for Soul of X (blademaster,poisoner,etc) for all combat majors. Created single recipe for major disciplines which switches output based off the Soul of X used. Converted Book of Arkon and Mystical Staff recipes to be more like other weapon crafting recipes. (2 damage components, 1 critical damage stage add, etc) Increased Weight on Book of Arkon as it should be considered a 2h weapon and not a 1h weapon from a numerical standpoint. Metal Bar, Stitched Leather, and Planks now have 2 components that have Critical Healing and Critical Amount. Reduced the stat values on all Hunger Shard Weapon additives. Added new vendor for armor crafting items in forts and keeps. Changed reference from Gold Bar to Aurelium Bar in Discipline: Major recipe. General Bug Fixes: Fixed an issue with the display information for weapon damage type overlapping item names. Fixed an issue where sheathing the harvesting tool causes it to remove itself. Updated necro crafting station to fix texture/material errors on Mino head. Fixed cairns floating, and also verified npc objects are on the ground after death as well. Fixed thunking through objects on login. Fixed a line of sight issue that was preventing NPCs from damaging players if they stood inside of a cairn object. Fixed a line of sight issue that was preventing NPCs from damaging players if they stood inside of a cairn object. Fixed an issue where an item could be moved while trying to split a stack. Fixed a bug where the current XP on the sacrifice window was rounding improperly. Consumable foods no longer have overlapping text on tooltip. Loot Improvements and War Tribe Scavenging Chests have been added. Tutorial Events will not display when in Crow Form. Fixed tombstone interaction grid to not go off the screen.
  5. 11 points
    We need line items for mats. We need stackable books. We need the custard goggles to drop. We need some quality of custard life. We need a sort command that works in the bank. We need the ability to rename Characters. THIS IS INSANE! This is just flat out cruel. Please for the love of god, fix this poorly made socks.
  6. 11 points

    [Entries] Crowfall WarStories

    Meine Geschichte von der Erstehung der Gilde Horizon Ähneld sehr den normalen Tagesablauf in crowfall
  7. 11 points

    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
  8. 11 points

    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!
  9. 10 points

    Player Suggestions? Ok here it is.

    Suggestions --------- I played just over a year ago for about a month and then stopped, I am getting too old to spend a lot of time play testing a game. Ok here is my suggestion. JTodd, I have been a fan of the games you've been apart of in the past. I was addicted to Shadowbane and I liked some parts of Faxion. I signed up to Crowfall because of your past games and the original vision YOU had for Crowfall. STOP LETTING THOMAS BLAIR MAKE DECISIONS....he is turning your game idea into a grind fest...a chore. The crafting system is WAY TOO interdependent. The passive skill training takes WAY TOO long. Gear breaks WAY TOO often and soon. Disciplines seem WAY TOO hard to come by. The fact that I need 3 guild members to do anything really makes an independent person feel like a leach /a dependent child / a hanger-on; it's kinda degrading. If I get a week where I have the luxury of being able to play a game....it doesn't matter how much I grind, I still will have a lowbe. Much of character development is locked behind a time gate (I felt that in Faxion as well, though not nearly to the degree I feel it in Crowfall). I was exited for a Throne warfare game like Shadowbane that had a fast paced, combat system like Faxion. But what this game in it's current iteration has me wondering if I will keep playing. Even with a guild, this game (the past 3 weeks I have been back playing) is way to much grind for me. Just as I farm enough blue mats for weapons and armour, my white gear breaks (again) leaving me to finish trying to level a blue vessel with the had earned blue gear I JUST GOT. After about 10, R10 cats, the durability on my brand new gear is already close to 1/3 lower and I haven't died in that gear yet. So as other threads have said...it a grind for the sake of grinding; NOT for GvG throne warfare. To my understanding, T Blair is the person behind crafting and passive skill training. He has some good ideas as far as powers go, and even though I feel the crafting system is way too interdependent, some crafting depth is required. T Blair has taken it over-board. Rein him in. By all means, keep listening to his suggestions, I believe he does have some good ones BUT STOP LETTING THOMAS BLAIR MAKE DECISIONS
  10. 10 points
    We are excited to share that our plan is to release The God Trials update to our TEST server next week. FULL STORY --------------------------------------------------------------- UPDATE 5/13/19 Hey, everyone! We are in the final stages of the God Trials update deployment. I promised I would tell you more when I had more to tell. Here it is. NO WIPE FOR The God Trials (Pre-Alpha 5.90) We are trying to keep wipes to a minimum, so the decision was made not to do a wipe with 5.90. REWARDS RESET We will be resetting Backer Rewards (i.e. Eternal Kingdom assets, badges, etc.) WHEN The update is at least 24-hours away from deployment. During that time, we will continue to address known issues and fine-tune the items on our to-do list. We'll make an announcement when we have a firm "go time". WHAT TO EXPECT Here's the overall strategy for this update: 1. The God Trials (Pre-Alpha 5.90) will be rolled out to God's Reach. 2. At least 24 hours later, we'll prop it up on LIVE and begin a short (four-day) campaign. (Note: This will be a non-sanctioned campaign, not a War or Trial of the Gods campaign. Details will be announced soon.) 3. When that campaign ends, we will kick off a new Trial of the Gods. More news as I get it! _______________________________________ UPDATE 5/14/19 We are in the process of deploying 5.90 to God's Reach now. LIVE will remain in maintenance mode until the update is complete. I am not able to give an ETA for when service to LIVE will be restored. Meanwhile, TEST is up and there are two active campaigns there for those who would like to spend some time there checking out the new hotness while they wait for LIVE to open again. CORRECTION: My most humble apology for the incorrect information posted previously: Purchases have NOT been reset. This means that your EK and all the items there, including your vendor's merchandise, will be right where you left it.
  11. 10 points
  12. 10 points

    Siege Victory/Loss Splash

    Please get rid of the Siege “finished” splash screen, locking up our screens mid combat and causing more lag opening the menu screen to click it off is really problematic - particularly when the Tree of Life is destroyed and the fight over controlling the space to plant your golden apple is still going on.
  13. 10 points

    [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".
  14. 10 points

    [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.
  15. 10 points

    [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.
  16. 9 points

    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.
  17. 9 points

    First impressions - No Direction

    I killed zombies for 5 hours today. I really don't understand why ACE is trying to make the game more grindy. I don't think they actually play the game in a legitimate fashion, ie. try to play as if they were actual players trying to win in the live environment, vs. testing things out once or twice in the test environment to prove a feature works. If they did play the game like real players, I can't possibly understand how they would come to the conclusion that the changes they added over the last few months make the game more fun.
  18. 9 points
    If Game of Thrones was based on Crowfall every episode would be like this: But we want this:
  19. 8 points

    Campaign status for 5/20/19

    Upon review of the great feedback from testers that we’ve seen over the course of the last few days (THANK YOU!), we have decided to take additional time to address some gameplay and technical issues before resuming the Trials of the Gods. Here’s the plan: We will kick off another mini-campaign, Cimazen, this afternoon. (At the time of this writing, I’m not able to give an exact time; I’ll update this post when I have one.) This will be a two-day campaign. We’ll be watching carefully, so your bug reports and feedback and ultra-important so we can quickly identify anything else that needs tweaking before a new trial begins. Although the campaign that’s kicking off today will begin too late for an EU siege, EU will still have the opportunity to complete two sieges before this mini-campaign ends on Wednesday.
  20. 8 points
    Scarlett Trading Company Overview Scarlett Trading Company (STC) is a faction neutral mercenary and trading guild created with the goal of creating a hub for trading and mercenary activities cross-faction. We want to offer our players the freedom to choose whatever faction they wish to play without losing the support of a guild. Faction neutrality will allow STC to offer unique cross factions services such as killing spy accounts, trading information or feeding misinformation to different factions. Additionally STC will offer any standard services for each faction such as capping forts/outposts, defending/attacking resource heavy areas or even sieging keeps. In order to achieve this STC intends house at least moderate force of 10-15 dedicated players on each faction. Finally, STC seeks to be able to complete any task customers are willing to pay for and therefore must be able to contend with any force on any faction. Aside from mercenary jobs STC will spend a good portion of time building a trading empire. As its name suggests Scarlett Trading Company will be a large trading EK trading anything from resources to off-profession components to full gear sets and weapons. STC seeks to set the standard for trading companies selling even the highest quality gear (yes even legendary) for the right price. We want to be able to ensure quality and fair prices in addition to offering discounts to newer players and possibly to losing factions if things are looking pretty grim in hopes even out the odds. STC intends to become one of, if not the largest mercenary and trading guild in the Crowfall community. Requirements We expect our members to: Have a Progressive Mindset - While we do want to be one of the best we don’t expect you to already be the best. All we really ask is that you are willing to listen try to improve. Be Active - You don’t have to make every day just let us know when you aren’t able to make sieges or if you are taking an extended break. Be Productive - Crowfall requires farming for resources and time spent crafting. Lots of people means lots of farming/crafting...so just be willing to help out in some way. Have a Good Attitude - Basically just understand that sometimes YOU ARE going to die and YOU WILL sometimes lose stuff. You just have to be willing to get over those things it’s just the nature of the game. Who Can Join? Anyone can join, though right now we can only really offer support for order players as we have not yet spread to any of the other factions. We are currently preferring harvesters and those willing to play healing classes, but we aren’t going to turn anyone away as long as they meet the requirements above. Want to Know More/Want To Join? Feel free to join our discord https://discord.gg/4m4bkKh and ask questions or inquire about joining STC.
  21. 8 points

    [-V-] Vanguard | [EU]

    ____________________________________________________________________________ Guild discord: https://discord.gg/YT8fE64 Vanguard - "a group of people leading the way in new developments or ideas" ___________________________________________________________________________________ Vanguard is a new Crowfall-only PvP guild, created by veterans from other EU guilds. We have a very ambitious vision of establishing a smaller guild, with a hardcore mindset. We do not aim to be a large guild, we instead aim to have a strong core of PvPers, that can make a difference when involved in fights. We are already active everyday practicing, theorycrafting, min/maxing. We are the kind of people who wants to get stream sniped, because we love the action. ____________________________ Why join Vanguard? We can teach you any class/promotion/build at a high level. Give you an environment that promotes personal development. A professional approach to the game, while still having fun. You will play in a guild with very passionated and motivated people. You will be able to influence and help in the guides we will provide to the community. ______________________________ What is Vanguard looking for? We are looking for players that share the same mentality and approach to the game that we have. We want players that: Spends hours theorycrafting and testing builds. Want to practice every week and improve their skill. Is able to take constructive criticism. Love to min/max and optimize their time. Is able to put their ego aside and take a loss. Plays more or less every day. What we are looking for currently: 4x Flex players (atleast 1 Secutor player) 1x Full support player. ________________________________________________________________ If this sounds like something you can see yourself doing, then apply to our guild. APPLY HERE ________________________________________________________________ Our goals: As mentioned we do not aim to become a large guild, instead we choose quality over quantity. We do not aim to win campaigns right away, instead we will use this time looking for as much PvP action as possible. We have some goals starting out: 1 - Obtain and keep a strong core of 10 very active players. 2 - Get scrim sessions up and running twice a week. This list will be updated as we progress. ____________________________________________________________________ FAQ: "Will you accept crafters and harvesters?" - No, we are only looking for PvP players. But we expect our members to pitch in with gathering resources. "How will you get gear?" - We have enough alt accounts to cover all professions, and there are plenty of options to outsource. "What will your end goal be?" - We want to be a force to be reckoned with, but we do not aim to be a large guild. We want to be the turning factor of fights. "Will you only accept experienced players?" - No, the most important factor, is that you have a will to learn and improve. If you have that mindset, then we can help you to become a great player. "Which guides have you made?" - While we have a lot of work in progress, we have had a very succesful guide in the past while we played in Caldera. It can be found here: Promotion Breakdown
  22. 8 points
    Introducing siege windows for major control points FULL STORY
  23. 8 points
    I think you need all of it. I get that the starter zone is kinda sorta designed to be a linear experience that teaches some of this but I think you need prompts that actually stops the user at the different locations and teaches them a bit more. Don't let them zone out of the starter area until they complete it sorta thing. Then you definitely need the ability to skip it if you're a veteran player. I went through this in my mind of how to best teach all of these things and this is what I came up with below. Hope this helps. Race / class tutorial when making first character. First thing when zoning in you teach harvesting. Hit trees to get wood, dust and apples. Explain the plentiful harvest pips and season modifiers. Open details tab and view harvesting stats. After gathering 3 wood, teach crafting by crafting an axe. Open details tab to show crafting stats. Gather more wood to craft a pick, hammer, and knife. Gather stone/wood to craft basic weapons. Craft basic weapons Move to next area and kill monsters and skin them. Gather enough leather to make a full intermediate armor set. Move to next area which has some advanced R1 nodes and teach about those. Harvest enough materials to make intermediate weapons. Send player to intermediate crafting station in this same area. Craft intermediate weapons and armor. Explain the experimentation system, risk system, etc. At this point the player has done some combat, crafting and gathering. Direct them to the skill tree to begin training in the areas they enjoyed the most. At some point the player has gained some levels also. Prompt them to add attribute points and talent points. When adding talent points and buying skills prompt them to the hotbar loadout screen to arrange new abilities. Vendor at end of tutorial area before portal which has starter minor discipline runes for each class. Have player get one of these disc runes from vendor and apply it. Teach them to find the passive ability and slot it. Once complete, direct player to runegate (which teaches them about runegates) to zone out of the starter area.
  24. 8 points

    Forced retirement?

    Regarding this, I will try to be more transparent about what we'd like to have being tested on the TEST server. I will begin by posting in the Announcements forum where I will outline areas of the game that we would really love players to take a look at. Thanks!
  25. 8 points

    Skill wipe for 5.9 plz

    There’s always some new tester asking for a wipe and the 200+ people that consistently test are often tired of starting over so a handful of people can get “even foot” when it’s been woefully lopsided every time and then those new people quit and we wiped for nothing. They shouldn’t wipe for the community, they should only wipe when they need to for dev reasons like database changes or new systems.
  26. 8 points

    The increasing PvE Requirement

    I don't mean just the leveling curve. I mean the endless random farming, how gear breaks farming gear, how sacrifice interacts with leveling (how bad the UI and wasted xp at cap is for sacrifice is an issue), how vessels don't sac, how higher tier vessels get less xp from sources, an endless standing in circles capture system, lack of mines for pvp centric players. In SB the beta guilds had zero problem leveling on release and securing every start up server under a different warlord. The SB PvE system was trash and it was avoidable or at least afk'd bc it was so bad. They don't want us skipping the PvE here but its bad PvE and there's so much of it. The barrier to get into competitive PvP is massive. God's Reach, Faction, Dregs will all suffer from the same symptoms of Uncle BoB bc Uncle Bob is a built in intended feature. The very nature of the game is carrying over knowledge, skills, organization, logistics and for some servers gear, vessels and stockpiles. How much PvE is required to be competitive in PvP? How long does it take to farm majors/minors, level a green+ vessel (the jump from white to green is waaaay too high), get a green set of gear from the 3-5 crafters you will need to befriend/trade with (they wont want gold so you will need to farm dust which is gated behind training) and then learn how your class plays and hope you picked the right class and talents or you have to do it all again? How many new people are going to do that? How many people will want to do all of that while getting smashed by people who have been doing it for years or months and know exactly what to do. The faction servers now perfectly show what I suspect will happen come launch. The established player base and long term active guilds have banded together and won every trial and won that by massive leads. The Eu server is even more one sided than NA bc of less people. How many new people are going to get smashed while jumping through all of those hoops and keep playing after a month?
  27. 8 points

    [Entries] Crowfall WarStories

    A song I came up with for this contest - tho it is not strictly a warstory, I would say it is a song about telling a war story. Hope you enjoy (click the songs name for the recording - I can't figure out how to embed this stuff, so I'll leave it like this for now) A crows way I've seen so many war swept fields Walked worlds and paths saw broken shields I've lived so many bloody lives There's just one tale I want to tell One song that yet survives So listen closely Lean your ear And lend a bit of precious time Not used for death and murder I'll tell you legends While we're here And sing for you an easy rhyme Because I've learned too early: It's a crows way to fly We'll be gone in the morning It's a crows way to die But our song lives eternal I've heard so many prayers called From broken throats By gods enthralled I have forsaken all the gods For there's one truth That I have learned That stands against all odds So listen closely Hear my call And lend a bit of precious time Not aimed to please a goddess I'll tell you legends From before the fall And sing to you of peace, sublime Because I've learned too early: It's a crows way to fly We'll be gone in the morning It's a crows way to die But our song lives eternal I've been to many crumbling forts Have visited Some sprawling ports Seen plentiful eternal lands My travels tought me Just one thing One truth still in my hands So listen closely Hear me out I'll share with you what I have gleaned From years upon the roadside 'Cause I have seen That you are proud You're happy slaughtering the fiend Because you haven't learned yet: It's a crows way to fly We'll be gone in the morning It's a crows way to die But our song lives eternal Still my song lives eternal
  28. 8 points

    The ambush?

    Crowfall 5.8.6 new patch short story. As night turned into day an Aracoix Druid Boss respawned in Stonehaven. Brave duo of Titan and Paladin decided to face him. Once the boss minions were down, adventurers prepared to jump him but suddenly saw an enemy confessor around the corner. It was Chaos ambush! Not knowing the opposing numbers duo disengaged from Aracoix camp and noticed that five Chaos players were chasing them. Running away was not an option and brave adventurers took the fight. Enemies decided to jump on Titan and burn him down, but raging Berserker with support of Holy Warrior retaliated pressure, chased and killed enemy Confessor. Looking at undying Titan Chaos forces decided to surround Paladin. But they did not know that it was the exact adventures plan! Paladin was fighting furiously, trying to parry as many attacks as possible to not die, while Titan was killing offenders one by one. As death nearly came to Paladin, Chaos forces lost a lot of health and fall dead before being able to make a final blow. Seeing death of his team mates, the last standing Assassin decided to vanish in shadows. Brave adventures, still shocked from surviving the ambush against impossible odds, continued their journey.
  29. 8 points

    Questions for the Devs!

    In the future, please run your Chaos/Order agreements through me first, and I can save you time and effort on how the next agreement will work out for ya 😁 And yes ignoring, breaking, and circumventing agreements/truces/NAP's that cannot be enforced, is the oldest ruse in the book. In simpler terms 'outfoxed' You can learn something by understanding the circumstances of the entire engagement including how Scarlett solo capped a keep. Or you can continue to build straw men about numbers and believe your own propaganda. Fact is fact, Scarlett took a keep as a single player and that has ramifications larger than who is grinding who down with numbers. It really was quite elegant how she has been setting up the Knock out punch for weeks, I'd go into more detail, but it's obvious I have lost your interest. Thanks for your reply.
  30. 8 points
  31. 8 points

    Crouching Minotaur, Hidden Net Pull

    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.
  32. 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.
  33. 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.
  34. 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.
  35. 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....
  36. 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.
  37. 8 points

    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
  38. 8 points
    I’m against anything that summons/teleports/moves you. Territory control is a fallacy if it moves you there automatically.
  39. 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"
  40. 8 points

    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.
  41. 7 points
    Prologue Caldera has been an active part of Crowfall since early August 2015. “We are the attackers, causing mayhem and murder. We are the crafters you will spend your funds on. We are laying siege to your castle and crushing your attempts to take ours. We are the refuge and protection from The Hunger that is creeping in on us all. “ We are Caldera - Playing with Fire! Avocation – “What does it mean to be part of Caldera?” “Real Life First – Full Commitment when Available Improvement – Team – Success Equality amongst friends, respect towards enemies…” The only thing you really have to do is take care of your real life. To balance between gaming and the rest of your life is your call. When you do come online and play with us, we want you to be fully committed ~ To Play with Fire. Strive for improvement. we will never be perfect. That doesn't have to keep us from trying. Learn from successes and mistakes, from your allies, your enemies, and yourself. Always ask yourself "what would have been a better way to approach this situation?" Don't be afraid to receive feedback, and don't be afraid to give it. Play for the Team. We are not a pile of solo players. The team is our strength, our motivation, our family. Always try to do what is best for the team, and in the long run the team will do what's best for you. We share our time, knowledge, and ingame goods. Aspire for success. While there is sometimes room to “mess around”, when it matters, we always play to win, no matter the odds. People will depend on you. Always play to the best of your ability, use your best judgement, and trust in your allies to do the same. We are all equal gamers and humans, and we treat each other as such. Being an Officer means taking up a responsibility for the good of the guild, no less and no more. Every voice matters. This even includes our enemies: be respectful, in victory or defeat. No flaming, harassment, bug using or cheating. What do we offer our members – “It’s a package deal!” A fun and friendly environment to achieve common goals in. A flexible hours guild with a hardcore mentality when it comes to the important stuff. (Casually Hardcore). A massive amount of in game knowledge to be shared to empower our guild members. A common progressive attitude towards the game where all guild members are recognized for their contributions. Applying – “Still here? Perfect.” Upon reading this, if you feel that Caldera might be a place for you then all you need to do, is click below: APPLY NOW Still not persuaded? If you wish to learn more about our structure and how we do things, then just click below. Read More! Link to the original Caldera recruitment thread.
  42. 7 points

    5.9. Disciplines by Sgt. Atreus

    Greetings Crows, Sgt. Atreus has done some nice work putting together all the latest on disciplines in 5.9. and we've decided to share his work with the rest of the community. https://1drv.ms/x/s!Ai_itbqfeWeDgoBUH8CShE66IT-Yvw @AtreusThank you very much for the hard work sir! Enjoy everyone! /salute
  43. 7 points
    Whew, ok. Let me reply to this thread again in stages because this is one of those subjects that's probably going to require more than one stream to cover all the things. Talking with our team we initially wanted this stream to be an "intro" course into vessel creation, leveling, and how a new player can get a new vessel. I'm pretty sure we touched on a lot of those entry level points today, but for the current set of players or those who are more hardcore, we didn't really bring anything new or address a lot of your questions. So, with that being said let me touch on a few things we're going to work toward iterating. This is going to be a collaborative experience with all of you! 1. I completely forgot to mention this point, but I'm sure most of you already knew about this. We have a plan to now broaden XP gain into other aspects of game play, such as harvesting, crafting, and taking outposts. 2. We're going to go back and re-examine the amount of XP given on a mob kill. 50XP for a rank 1 and 50XP for an elite mob just doesn't feel right, and we're going to start establishing a better baseline for mob XP. This is one of those "Le duh" game developers, moment but this specific issue fell under our radar and now that I'm aware of it, I want to fix it ASAP. 3. New player experience and God's Reach fine tuning. We're at a point where we have a general idea of how we want this to feel and want to work on iterating on this experience, including XP gain, overall flow, and feel. 4. Sacrifice amounts: This is a big one and this one is probably going to take the most time to adjust and polish, but I agree with you. Some of the values on our loot items are not at the best rate for level gaining. Let's re-evaluate these values! I have a lot of other ideas and possible solutions, but they all depend on how receptive the powers that be are to those ideas. I won't go into detail on them since it's always a possibility those ideas will get shot down, but I just want you to know that my current intent is to facilitate a solid playable experience. OK, I see some other posts here asking specific questions and I'll do my best to answer those, now!
  44. 7 points

    Trial of May

    Hmmm. White knight Mandalore to the rescue! They are developing a game and they’ve locked themselves into an expectation that there will always be a persistent 24/7 trial going. Let’s be honest with ourselves, there shouldn’t be and they don’t have to do that. Their testing needs come before us “playing” and they find themselves and a patch crossroads. 5.90 is a huge patch for them (just like 5.8 and 5.7 and 5.6) and they are close but it needs to be tested. If there’s a campaign up on live then everybody is “playing” live and only a handful of people are testing test. So they have to make a choice. 1. Do they push an unfinished 5.90 to test and launch a trial? It will most assuredly go bad and anybody who is playing the trial will be mad for them pushing something so unfinished and bug ridden. 2. Do they delay the trial for their needs (a week or two at most) and ensure the large 5.90 bug list is under wraps before launching another trial? One of those options is about placating people and costs them money, time and other resources while still trying to do their job (make the game) and the other is them doing their job. If launching the trials every gets in the way of them pushing content so the game can move forward they should delay every time. We paid for early access to pre alpha testing and if that becomes liability to the production of the game they should cut us off as needed.
  45. 7 points

    [RP] Corvus and the Fist

    The corridor was adorned with tapestries depicting past battles. Thimble always loved walking through the Hall of Battle. Busts of vessels wielded by heroes of the Citadel dotted the walls as well, each one placed carefully on a pedestal that Stoneborn had shaped and grown out of the walls themselves. Coming to a large set of doors, Thimble pushed them open and entered the chamber beyond. The War Room was large and circular, with several cylindrical tables that were designed to be moved around the room to mimic the configuration of one of the many worlds they visit before the Hunger destroys them. Praelian, Battle Commander of a group that called themselves the Fist of the Empire, was next to one of the tables talking to Vanboozled, one of the Sergeants of the Citadel. As Thimble entered, they turned toward him. “Our forces will stage at the Temple in the Trial of Illara shortly,” Praelian said in his gruff voice, which Thimble noted was both strong and confident. “How many will you be able to bring to support us, Van?” “I’m hoping we can commit two squads to tonight’s siege. Many of our warriors have been busy with other … projects.” If Praelian’s voice was gruff, Vanboozled’s was pure gravel, coarse and grizzled, both broken and strengthened from a tremendous amount of experience leading forces in battle. “Great. Now that Thimble’s here, I’ll tell you about the plan for tonight,” Praelian began. He went on to describe what the Fist’s strategists had come up with. A few minutes later, two squads of Corvus Citadel and 3-4 squads of Fist of the Empire gathered at the Temple in the Trial of Illara, ready to move out. Suddenly, eight warriors bearing black shield crests with green triangles on them appeared. Though Chaos, they had become infamous for their past actions, and both Praelian and Vanboozled knew well to avoid them. Once the order was given to go through the portal to Aerynth, the black shields followed. The Fist broke off and went one way while the warriors of the Citadel went another, and the black shields split up as well, in an attempt to follow. Vanboozled led his two squads in a circular path, twice dodging around outcroppings, and finally one of the scouts reported that there were no more black shields following. The report came in that the Fist had managed to shake their pursuers as well, so the two groups met up in the forest named Wolf’s Cry, just southeast of the Tetuoria Taubaet Keep. Mere moments later, all eight of the black shield warriors showed up; they must have had a scout who was following undetected. Almost immediately following that, a horde of Balance was reported leaving the keep and heading straight toward where the Fist and the Citadel forces were gathered inside the tree line and behind a cliff. The black shields had somehow reported the hidden position to the enemy. There was not even enough time to pivot before the enemy was upon them. A bloody battle ensued, and right at the start the vessel that Thimble was wielding was netted and pulled into the middle of the enemy forces before he even had time to build up enough pyrotechnic energy to immolate. He managed to struggle out of the net just in time for his Elken hooves to carry him to safety - or so he thought. With one final bleat, the vessel succumbed to its wounds, and Thimble found himself in crow form at the nearby portal. It seemed that much of the rest of the force had met a similar fate shortly thereafter, because the order came to return to the Temple and make haste toward the Brookhurst portal. Intelligence came in that the force that had attacked them was Hy'shen Avari and that they had won despite the combined force of Corvus Citadel and Fist of the Empire outnumbering them. Once in Brookhurst, the Sunset Keep was only a short run from the portal they entered through. Because the order was to make best speed, Thimble immediately took off with the few who had gathered around him. His Elken legs carried him faster even than the pack pigs that the other warriors were riding, so he made the objective and met up with the Fist with his brothers in arms trailing behind him. Immediately, the Fist summoned an enormous trebuchet and began firing it at the walls. Before the rest of Corvus Citadel could catch up, though, a huge force of Order came flowing over the walls and out of the gates of the keep like a tidal wave. Thimble and his brothers and sisters fought valiantly alongside their allies, but it was impossible to last long against such an onslaught. Where they outnumbered the enemy by a small margin in the previous battle and still lost, they were now sorely outnumbered and they simply had no chance at all. Praelian gave the order for a tactical disengage, but by that time all of the Corvus warriors who were there had perished. Afterward, back at the Citadel, those who had taken part in the battles gathered in the War Room to discuss and learn from the events that had transpired. The next phase of Thimble’s plans for the White Crow was nearly upon them, and when he reported that to the others they became excited. Changes were coming, and as always Corvus Citadel would continue to work with their allies to defend the Chaos faction. Later, in his chamber within the Citadel, Thimble touched a piece of parchment in his pocket. A note, left on his vessel as it lay on the ground after the second battle, with three words: “Friendship is coming.”
  46. 7 points

    [Entries] Crowfall WarStories

    A cooperation of several Ravenheart citizens, presenting several points of view on the current campaigns. Available as an image, here. Have fun. The Monarch The Solo The Group The Crafter I sat in my castle, I walked through the mist, The glorious Darkowls I went to the forge stiff and alone. all tired and alone. where marching forth. and crafted a lot And i didn't feel like And I feel like this war To capture the Sunset Keep, I crafted and crafted I could call it home. works me down to the bone. way to the north. until it got hot. Empty the court Empty my stomach Restokin's Refuge Then I crafted again and empty the halls. and no fire to be seen. had just fallen to us. and I crafted it all. Empty my soul Can't even remember, It was just a fort Then i cried out for mats. inside empty walls. how long has it been? and not worth a buzz. I'm a resource trawl. Where are the warriors? Where are the halls? But we used it as camp But nobody came, Where have they gone? Tell me where is my home? to replenish the troups, so I went out alone. I sit here and wonder I sit here and wonder... to craft a few triboks I got me some body parts what wrong have i done? Just why did I roam? and train a few noobs. metals and stone. I just heard a rumble, I heard a faint rustling And then we went off, Then I crafted again I heard some screams. not too far away. detoured through the south, and I crafted it all. I heard feets shuffle I raised up my sword „Because east are spies,“ Then i cried out for mats. didn't know what it means. to hold danger at bay. said our own spies mouth. I'm a resource trawl. Then suddenly silence, Then suddenly arrows, We met several outposts But nobody came, no sounds anymore. a bloodcurdling scream. with false banners shown. so I went out alone. As if their existence I know I've been ambushed We smashed them to pieces I got me some body parts was nothing but lore. and this ain't a dream. and made them our own. metals and stone. So I go to the balcony, I move a step sidewards, The Forest of Fall is Then I crafted again my hand holds a flower. look out to my right. where we made a break. and I crafted it all. And I watch my land There's a fiery flower, We cutthroat it's monsters Then i cried out for mats. from the highest tower. an Elk joins the fight. for leveling sake. I'm a resource trawl. In the distance is fire I count out the arrows, It wasn't enough though. But nobody came, and hords running by. each a resounding hit. And how could it be? so I went out alone. I look flabbergasted My shield is a porcupine, Epic vessels demand I got me some body parts and ask myself: Why? quite heavy, I admit. for an epic fee! metals and stone. Why should one go out A small guinecean When we finally got there Then I crafted again into mud, into rain, - all cuddles and fluff - they weren't surprised. and I crafted it all. when inside it's cosy rolls by my feet, They were well prepared Then i cried out for mats. with food and champagne. all a-glow from some buff. and quite well advised. I'm a resource trawl. And while all my musing I thought to myself, But we were prepared more, But nobody came, turns into a slumber, this is really a show! we filled the field so I went out alone. I start to remember: I kicked him away with siege weapons, warriors, I got me some body parts I should fight the hunger. as if shot from a bow. sword and shield. metals and stone. How could i forget I know how this ends, They gave us a hard time. Then I crafted again my purpose, my fate?! there's no time to be nice. I don't recall and I crafted it all. So I run to the kitchen I will follow my purpose how often I had to Then i cried out for mats. to fill up my plate. and they'll pay the price. respawn and all. I'm a resource trawl. But since there's no cook A fireball hits me Yet we smashed the walls But nobody came, and i can not decide, - the smell is grotesque. and entered their keep. so I went out alone. I start making it all - I feel like a roast boar We made them regret I got me some body parts be it roasted or fried. with a hole in my chest. and we made them weep. metals and stone. Some hours later I take my last stand, Their captain stood out Then I crafted again I'm willing and able look into my bag, on the wall and did yell. and I crafted it all. to serve all the food and see my mats vanish, I gave him a rearkick Then i cried out for mats. and set up the table. stack by stack. and watched while he fell. I'm a resource trawl. Then I hear a rumble, The last thing I hear are We killed their tree, But nobody came, and i hear some screams. some screams in the distance. we watched it burn. so I went out alone. I hear some feets shuffle It seems there are others If you stand in our way I got me some body parts don't know what it means. to offer assistance. you will get what you earn! metals and stone. Now suddenly laughter I drift off into silence. The general stood There's no glory in crafting, and peoples galore. but then I just wake. in the silence after, there's work to be done. As if all the silence There's laughter and people looked at the debris Leave fun to the poor blokes was nothing but lore. and what smells like a cake. and broke out in laughter: who needs to have fun. I don't know what happend I don't know what happened „Return to our kingdom, Though, there is an upside and i do not care. It seems I'm elsewhere. get something to eat, in my nasty chore: All is as it should be But it all feels quite comfy, before we jump back into At least what i craft so why should i dare. so why should I care? battlefields heat!“ don't just vanish nomore.
  47. 7 points

    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.
  48. 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.
  49. 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.
  50. 7 points
    I’d be down for some good old fashion HUNGERDOME action in between campaigns
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