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Showing content with the highest reputation on 03/25/2019 in all areas

  1. 7 points
    nerion

    Elementalist needs to be removed/reworked

    Elementalist is a discipline that completely negates the damage type for about half the players in the game. It is commonly used as a response to the heavy damage of siege weapons which are almost impossible to handle without this discipline during sieges. This makes its usage almost universal at sieges. There are disciplines which are structured as hard counters . Mudman, Militant Mage, and Scarecrow function in a similar way to Elementalist but are isolated to very specific types of damage. Most classes can change weapons or have options for damage that are not elemental. Clerics and Confessors have no other options so this further exacerbates the issue. If any ability does fire damage then you can not change it to do non-elemental. Most classes have at least some options or paths to change their damage type. This is not a Meta issue because it affects three different types of damage.I am a heal/tank Cleric but I feel bad for anyone who plays a DPS Cleric or Confessor. Please split this Discipline or remove it.
  2. 4 points
    Angelmar

    Jah's Reports on the Trial of Valkyn

    Andius, I salute you and your epic tale of back capping in the wilds of uncharted and bug riddled Galstor with your band of 2-5 Chaotic Rebels vs the 7 Strong Legion of Balance. Glory be to all those that contest in the name of Valkyn the 1am circle standing. I am told that the Dread DarthBunBun, circlestander extrodinare, and his renowned compatriots Phroot the Unnerfed Confessor and Galvia the Sometimes Streaming we're led on a merry chase for some time by one or two outpost backcaps in their Grand Quest for the Screenshot. May the Great Pann, Hearld of the Pantheon of the Gods forever record these mighty deeds. Never have so few, 2-5, stood so valiantly against the slightly more than few, 7. Well done Chaos!
  3. 3 points
    Order isn't real. They are like unicorns, leprechauns, honest politicians and hot women with a crazy rating of 1.
  4. 3 points
    mandalore

    REMOVE TIME TRAINING.

    What do you know that the rest of the community doesn’t? They removed VIPs interaction with training and we don’t know what VIP will Boost.
  5. 2 points
    Ikas

    les actus en français ?

    Bonsoir à tous, Merci pour la question @royo Il ne s'agit pas d'un bug, mais en effet plus de traduction. Le sujet est discuté avec l’équipe depuis plusieurs semaines, et des infos positives sur ce sujet vous seront communiquées très prochainement.
  6. 2 points
    Ossis

    [NEWS] La Llamada Del Cuervo °2

    Oohhh, interesante! Estaré atento a las noticias
  7. 2 points
    APE

    Are Roles Too Homogenized?

    I believe promo nodes should only be additional powers/passives and decent alterations of base powers. The +250 health, +50 AP, +3 x 3 nodes need to be folded into either the entry or capstone node. Much like they toss in plate, shields, weapon unlocks, +10 Dmg, etc. Promo final passive should be a freebie like fessor as well, this one makes little sense to me as is. Almost every promo has 2-3 nodes that are just flat stat boosts and offer no uniqueness to the class, between the promos, or between other classes/promos. Hopefully we end up having more options then points so choices matter, even within the promos. When it comes to homogenized powers and copy/paste, that is definitely happening but could be taken down a notch without needing to drastically change the system. However, this should make it easier to some what balance things where one particular class or team build isn't over the top and if it is, can be tweaked as needed (looking at current situation). When every option is truly unique it tends to result in constant buffs/nerfs to try and make everyone happy. I don't see them redoing the core class design/powers, but they could build upon what is in place, even without adding more animations or sparkly stuff. Server performance, armor, health, and CC in there current state make some promos and classes practically useless outside of one off situations. Once those things get ironed out I hope we see every promo have some viability across the game. Some promos are just plain bad, at least on paper. IMO we are a long ways off from launch and hopefully once the missing pieces make it in they have some time left to go over every class, promo, power, passive, discipline, etc and polish where necessary. Along with add more of everything. Advantages & Disadvantages system that is MIA is another option to make even the same class/promo play differently. Was hoping we would see a bit more creativity in designing classes, but overall things are pretty bland. Some classes have a cool unique mechanic or two, but even with what they've already built, there is plenty of room to expand. Every single power on the bar could have one or more combos. Some classes have close to zero. This is a very underused system. I'd really like to see options to unlock more discipline/power/passive slots through the talent system. Like spend 5-10 points for 1. Things like this could make character building a lot more interesting. I see so many possibilities with the basic systems in place, but they do everything they can to limit our options and creativity.
  8. 2 points
    Lol who did you tag? Try @Pann, the community lead.
  9. 2 points
    Jah

    REMOVE TIME TRAINING.

    Totally untrue.
  10. 1 point
    1. Make Spirit Bank only available in the Temple. 2. Start all Keeps at R6 at the beginning of a campaign 3. Start all Forts at R4 at the beginning of a campaign 4. Link immediately adjacent parcels to Keeps/Forts in terms of overall Rank. 5. Set all nodes/mobs in the Keep and linked parcels to R3-R6. Set all nodes/mobs in the Fort and linked parcels to R1-R4 6. Give us a mechanic to rank up the Forts/Keeps. Maybe a sacrifice mechanic. Maybe sacrifice shards from hunger crystals give a ton of value for this. 7. Gate the rank ups by season. Spring Max = Keep:R7, Fort:R5 Summer Max = Keep:R8, Fort:R6 Fall Max = Keep:R9, Fort:R7 Winter Max = Keep:R10, Fort:R8 8. Rank up the nodes/mobs in the immediate and linked parcels with the central fort/keep. 9. Maybe de-rank forts/keeps when they switch hands by 1 rank down to the starting rank as a minimum. This will: Give players more investment in the keeps/forts. Having a bank nearby is now vital. Make forts/keeps valuable to capture and hold even late in the campaign when your faction may have very little chance of winning. Help alleviate instances of certain resources (hungershards/aurochs/certain graveyard types) having very few/no high ranking spots. Make it worthwhile for harvesters to harvest in Fall/Winter. As Plentiful resource pips go down, the quality of the resource nodes goes up. Make Harvest specialization more important. Tons of 5-pip high-rank nodes in spring devalues this training.
  11. 1 point
    Jjusticar

    Are Roles Too Homogenized?

    When you look through all the various classes and their promotions, you can really see how homogenized all of the classes are. And as a result, none of them really fill specific roles. The issue I see moving forward is the same issue we've had for a long time: because so many of the classes are so similar, many promotions will not see the time of day because something else does what they can do but better. For most of the classes, we see the basic 3 lines; damage line, tanky line, and CC line (with healing classes being the obvious exception). When you look into the lines, almost every promotion is just a copy/paste of all of the other promotion lines. You get dmg bonus stats and then random added effects onto abilities. Nothing substantial really gets added in the way of changing the play-style of the class for the role you want to fill. There are no interesting mechanics added, not many cool new abilities, and random passives that should be baseline but aren't (and aren't that fun to play with anyways). I'll break down a few of them below as an example. Let's take a look at a few CC role promotions: Fanatic, Barbarian, Sentinel, X Fanatic --> 3 nodes for CC durations, cc added on 2 abilities, heal passive Barbarian --> 3 nodes for CC durations, cc added on 2 abilities, dmg bonus on cc passive Sentinel --> 2 nodes for CC durations, cc added on 4 abilities, literally same passive as Barbarian but an added bonus for some reason Let's take a look at a few DPS role promotions: Inquisitor, Alpha Warrior, Swordsman Inquisitor --> 3 nodes for passive dmg bonus, 2 nodes for active dmg bonus, dps passive Alpha Warrior --> 4 nodes for passive dmg bonus, 2 nodes for dominance, dps passive Swordsman --> 5 nodes for passive dmg bonus, 2 nodes to slightly modify abilities, dps passive All of these promotions are almost literally just reskins of the same promotion line. They are currently giving close to ZERO unique gameplay elements and mechanics to the classes in my opinion. I think they really need to be looked at. In the DPS promotion lines, the most unique mechanic is Dominance for champions and that's just literally free crits. The Archer promotion does a somewhat ok job at bringing in uniqueness to the role since when you go archer you can see you become this ranged suppresion role.When you look at other promotions you see you're nothing more than just another DPS. At the end of the day, I think we really need to see some more unique gameplay mechanics and elements injected into these promotion classes. Not only do a lot of them add nothing but passive bonuses to a class, they don't make the class feel more unique in any way. If say Alpha Warrior is really strong, there is no reason to bring an Alpha Warrior champ over another DPS because there are no other damage focused roles so you just bring the best DPS. If Alpha Warrior was really good at single target burst, while swordsman was really good at displacement, while archer was really good at suppression, while inquisitor was really good at tank busting, while Slayer is really good at controlling groups, while Titan is really good at area control, you would have the freedom to make choices between promotions and classes based on the role they fill. TLDR; classes/promotions are too homogenized and as a result promotion viability will be hurt. The promotion lines are uninspired and boring, adding nothing new in the ways of class and gameplay mechanics. Gameplay will be dominated by the one promotion that is strongest at the moment that fills each of the only roles needed currently in groups: DPS, tank, heal. As a result, group creativity and composition will stagnate and overall gameplay will suffer.
  12. 1 point
    Lyikos

    Got charged 6 times due to browser glitch

    I tried to buy the game today, but I was using the Brave browser and the first two time I got a "payment failed" message so I just switched to chrome and bought it on there. Now I'm seeing two failed payment attempts on my order history and one successful payment attempt. However, my online banking information list 6 pending Crowfall purchases. I called VISA and they told me to wait it out until they stop being pending and the issue may resolve itself at that point but if it doesn't I can do a dispute. Hopefully I won't have to do that, but I figure I'll put this out here for awareness and such, hopefully the issue gets straightened out so the website works better on alternative browsers.
  13. 1 point
    KrakkenSmacken

    R1 resources in safe zones.

    Only if you don't want a break. Been seeing a bunch of complaints about the nightly keep fights being "too much". So take a couple of day's break between the campaigns. Besides, when numbers get up, there will be different worlds starting up regularly, so I'm sure you won't have forced play gaps once that happens.
  14. 1 point
    PopeUrban

    R1 resources in safe zones.

    So its a newbie map for newbies. OK cool. You also want us to hang out here for a week between campaigns? Boring. Guess I'll amuse myself by chasing newbies around and harvesting and killing everything they walk up to before they can. Nothing else to do. I was hoping you'd give me a reason to visit EKs between campaigns. This seems disappointing unless there's some massive fun system we're not seeing here.
  15. 1 point
    ShadowwBoi13

    R1 resources in safe zones.

    Thank god the took the free city and changed it to only connect with beachheads and no longer connect to siege/adventure zones for people to stand in and wait around while being unkillable.
  16. 1 point
  17. 1 point
    VaMei

    R1 resources in safe zones.

    Aside from player malls and sparring rings, I've never had a clear understanding of the vision for EKs. Was really hoping that the God's Reach live chat would settle that.
  18. 1 point
    moneda

    R1 resources in safe zones.

    I would assume that the stream they were going to do (that had to be cancelled due to a sick Todd) would have gotten into "why this exists." Regardless of whether it's on Test currently or not, that apparently still needs to happen.
  19. 1 point
    moneda

    R1 resources in safe zones.

    Hm. @Pann I think that stream @jtoddcoleman and Melissa were gonna do needs to rescheduled ASAP. 😉
  20. 1 point
    blazzen

    R1 resources in safe zones.

    The advanced resources in campaigns are still subject to competition whether it's in a PVP enabled area or not. In a private EK there would be no competition over the advanced resources there. That's the biggest reason I can think of not to allow advanced resources in EKs.
  21. 1 point
    Jah

    Jah's Reports on the Trial of Valkyn

    I like your guild motto. Congratulations on back-capping some outposts last night. Well done!
  22. 1 point
    PopeUrban

    Are Roles Too Homogenized?

    OP is a little extreme but there are definitely some "flair" issues for various kits. Even thought its in a weird balancing place, I'd look at ranger promotions as the baseline for "what should promotions mean to a class?" Rangers have all of the base tools in the promotion kits in some fashion. They've got a set of bursty melee dps tray skills, a few really good bow attacks, and a few decent traps. Altogether the ranger's core kit CAN do a lot of things, but its not really GOOD at any one of them until you promote it. And then its GREAT at ONE of them. Promote to Archer, you're instantly the longest range DPS in the game, with a bunch of direct buffs to DPS and power alterations to enable kiting. Promote to Warden, and you get AoE melee suppress, some really gnarly AoE spike damage, and a teleport close and mail armor to keep you on target and off the floor. Promote to brigand and you've got not only another trap, but all your traps get devastating DoTs, and you get a stealth tray to deploy them from for maximum ambush. Now despite all of the above not being quite balanced to actually deliver on its promises, the CONCEPT and INTENT of these promotion classes results in a very different playstyle from promotion to promotion by simply "ascending" a specific part of the base kit, and they all do something no other template can do. No template can out-range the Archer No template can suppress spam like the Warden No template can lay traps like the Brigand. The Op may be a little cherry-picked, but he is at least correct that while many specs do a great job at justifying the class they belong to, many of them, even in concept, don't do a great job at justifying themselves in comparison to other specs on the same class as well as ranger specs do. That's a task I imagine that's on the big table for talents 2.0 where we're going to have to think a lot harder about where we want to put points in these specs versus disc powers and perhaps even harvesting/crafting stuff.
  23. 1 point
    Who do you think has that much time to farm the mats for the embers it would take for a full set of rerolled legendary gear? You and the rest of chaos have every opportunity to put the work into organizing like Balance has. We farm in groups and stockpile resource for our guilds. For example, I farm bodies every spring and turn them in but I contribute enough that whenever I need gear I put a request in through our gear request form and I get what I need and want. Division of labor is an amazxing thing when its all 22 HoA working in concert. We have spec chars we encourage people to play. We have multiple leaders who can call targets, rally people and speak on behalf of the guild with our allies if needed. Guilds are an organizational tool to help players win. Are you utilizing all of the tools at your disposal?
  24. 1 point
    Yup, elementalist is rediculous and a poor idea on paper. Hard counters all Fessors, Clerics, Druids, and Forces rangers to use physical quivers. One power shutting down almost a third of the specs in the game is nuts.
  25. 1 point
    Angelmar

    Are Roles Too Homogenized?

    More customization the better. Disagree with the OP contention. A DPS Templar, DPS Knight, DPS Champion and DPS Myrm all play differently, there is more variation based on the underlying basekit on playstyle than is suggested here. That said new classes, new mechanics and always more more more customization is welcome "but they are all DPS" That's not really an indictment. In Shadowbane an Aelf Werewolf Crossbow Warrior, a Mino Polearm Warrior and an Elf blademaster Warrior .. we're all warriors, all DPS and all played differently, and that's variation in one class based simply on weapon selection. All being "DPS" doesnt mean parry spam vindicators play like crash juggling left click Titans.
  26. 1 point
    Chroma

    Are Roles Too Homogenized?

    Allow me to nit-pick a moment Playing a role is moving beyond the standard mmo trinity Heal, DPS, Tank mindset and starting to specialize. OP is right any class can DPS and DPS is DPS BUT DPS is not a role. In CF tanking is not a role. It's a pretty vague statement that we use so lets define it a little more. Ranged damage and control is a role. Backline disruption and healer displacement is a role. Target caller and melee damage is a role. Debuffing healing and finishing low targets is a role. All combat specialists. Can any class do any job? Of course not. Can multiple classes fill the same role? Yep! Those classes can do the same job despite having very different tools to work with. Take the Swordsman, it's a very different creature compared to the Alpha. It has a ton of control built into the base kit. 30% long cooldown reduction, yes please! 30M chain pull, stripping dodge pips, cone knock down and depending on the promotion path barriers galore or amazing mobility. It's very different from the Alpha. Hell it can fill several roles as the fight evolves. I won't even add in the discussion on Disciplines, which we haven't touched. Suffice to say that once they balance the big 3 (Force, Illusionist, Elementalist) we can hopefully see more diversity. We live in a petri dish here in crowfall 5.8.4 pre alpha. The big guilds know what works for them and are running optimal builds with appropriate min/max. Everyone has to adjust and it seems like the testing isn't in a state where another big guild can run a counter group and change the meta. Part of it is current bugs, unbalanced classes, game mechanics and the other part is game design and win conditions. I feel like Crowfall has a great foundation and I hope that with our testing the devs can find ways to manipulate the player base to encourage different kinds of gameplay (Big Siege, Small scale, group fights, defensive builds, etc) instead of what we have now. (Zone Lock, Meta builds, Circle standing) Promoting fun is a tough question and I think most of us would like the answer to not include "hey bring more people". C'mon 15 man raid groups and friendly fire!. I digress, sorry for the small tangent
  27. 1 point
    email support
  28. 1 point
    Duffy

    Elementalist needs to be removed/reworked

    It’s a ridiculous hard counter to elemental damage at this time and has drastically shifted the entire meta to compensate. It’s unique in that it didn’t just add onto the mitigation aspect of the game like other disciplines did (and will inherently get rebalances with any adjustments to mitigation’s) but it entirely negates every elemental damage and heals up whatever damage made it to boot. Combined with heavy healing to cover the cooldown gaps this single discipline ability almost entirely negates the elemental damage classes in group combat. The fact that blobs don’t even care if they are standing in elemental AoE sinc the CD will come back around and save them before they could die form it or worse even run into it on purpose shows the discipline is having far too strong an influence on player decisions.
  29. 1 point
    KrakkenSmacken

    Rewards for defending outposts.

    The could make it like the bank. Everyone who opens it, opens "their" own version of it, and gets one amount of whatever is inside. If the items inside spawn only on flipping, or on a schedule, then it would give people a reason to go visit all the territory they held because they would know there was something in the chest for them.
  30. 1 point
    Sloppy

    Rewards for defending outposts.

    INTRODUCTION I'm looking forward to the upcoming changes to forts and outposts made in the last monthly video. It was mentioned the outposts were for groups of 1-3 players to fight over. Zones currently have about 10-12 mini areas built into them. For example the spider area, the zombie area, the forest with the hellcats etc... Each one of these mini zones should only have 1 outpost associated with them. The outposts should have 1 npc guard protecting them (Something that takes a badly geared player 2 mins or a well geared player 30 seconds to kill). When the guard is killed whoever gets the final hit becomes leader of the outpost. ============================================================================================================== A REASON TO DEFEND Currently people run from outpost to outpost capping, while the enemy faction has a small group across the zone doing the same thing. It's currently almost more incentive to avoid a fight. We should be trying to promote small scale pvp, not avoid it. 25% of everything looted or harvested in the mini zone should go into a chest at the outpost and only the owner of the outpost can loot it. ============================================================================================================== A REASON TO TAKE IT Attackers can take the outpost at any time. (I know timers may be put on outpost but I'd prefer they didn't) If they take it the owner of the outpost has a 5 minute window to get 50% of what's in the chest and the other 50% goes to the chest in the nearest fort. ============================================================================================================== PREVENTING ABUSE OF THE MECHANIC There's people out there that will put a spy in an alternate faction, (This system isn't only for the faction game, but will adapt to all frms) just to keep the loot safe by flipping the point back and forth. So we need to do some stuff to protect against abuse. 1. As mentioned above, send 50% of the loot to the fort. 2. To prevent people from pulling the loot the moment the enemy engages the guard, we lock everyone out of the chest while the guard is damaged. 3. After the chest is looted it should not be accessable for a random amount of time between 30 and 90 minutes. There should be no clock visible, or countdown timer. ============================================================================================================== FORTS NPC fort boss instead of circle. He becomes vulnerable based on the new siege timing mechanic coming soon. The player with the last hit on the Boss owns the keep, and gets a 5 minute window to loot the fort chest. Only 50% of the loot sent to the fort was in the chest, the other 50% was sent to the nearest keep. Remember there are no outposts in the area around the forts, so they also get 25% of all loot/harvestables put in the chest, plus the extra 50% if any nearby outposts flipped. =============================================================================================================== KEEPS Same mechanics as the fort. However whoever plants the tree becomes the owner. 50% of all fort loot and 25% of all resources farmed in the keep zone are in the chest. =============================================================================================================== CAMPAIGN POINTS AND WINNING THE SERVER Campaign points should be based on the sacrifice value of all loot earned. 2x points for outposts, 3x for forts and 4x for keeps. Remove capture bonuses. They aren't really working properly. Wait - There is more loot generated in spring, how do we catch up? 10x points for all hunger shard related loot, or killing winter type mobs etc. Stuff that gets people out into the zones doing stuff. Those outposts with level 10 hunger shards in the mini zone should be fought over extremely hard. =============================================================================================================== IMPORTANT NOTES 1. This gives pvp'ers a way to earn resources without resorting to hitting nodes. 2. This gives people a reason to defend what they take and to actively use and protect the area. 3. This gives pvp'ers a strong reason to defend harvesters in the area they have taken. Why roll that group of newbies farming spiders when they are paying you 25% of their gold. 4. More incentive for people in the same faction but of a different guild to grab a different outpost and stay spread out. Which helps prevent zergs. 5. A giant pyramid scheme to allow the overlords of the server to benefit. Ya the rich get richer, but they deserve to be rich when they put in the hard work. 6. No new resources are being created, harvesters and gold farmers are just getting 25% less, but are being more protected as the pvp pushes away from ganking and more toward outpost fighting. 7. Too many timers suck. So if we can keep the timers off the outposts it could be better. If Darkfall 2, it ended up being called Timerfall because of a similar yet flawed system. 8. This creates hot spots. People will naturally flock to the outposts with the best loot. The hotspots will end up generating most of the campaign points. So he who controls the hotspots will gain a ton of points for themselves, their guild and their faction. 9. This mechanic works for guilds, dregs, factions and gods. All while people do selfish things! =============================================================================================================== TLDR - Take some territory, collect some taxes. Pvp'ers lock down an area, they profit, while they have a reason to protect newbs and harvesters.
  31. 1 point
    Sloppy

    Rewards for defending outposts.

    Exactly Bear. Originally I said take 25% away so as not to unbalance the current economy. But the economy isn't really balanced yet, so they can make more resources instead to ease the tears. The whole point is to give people stuff to fight over. A reason to stay and defend something they took, and to actively use the territory. I suggested last hit mechanic because it was the easiest thing to code. For sure it could be switched to be on the guards inventory. This could could create some free for all fun. You could also force people to drive a caravan with the loot on the back to the nearest fort they own, or a million other things. The idea is the kick-off point for so much action and fun. I'm not sure what the dev's actually had in mind. Maybe they already have some sort of plan for taxes and loot from these pvp hotspots.
  32. 1 point
    Cerus

    [NEWS] La Llamada Del Cuervo °2

    Buenas, otra semana está por terminar. Y con su fin viene la proxima edicion de La Llamada Del Cuervo. La Prueba de Valkyn se extenderá hasta el 27 de marzo a las 15:00 CET. 📺 Milestone Video: Esta semana salió el nuevo video resumiendo las novedades del último patch. Danos tu opinión sobre los cambios mas recientes. Una experiencia PvP perfecta: Como bien sabéis, el aspecto más importante en Crowfall es el PvP. ¿Pero qué es lo que hace una experiencia PvP perfecta? ¡Danos tu opinión AQUÍ! Cuentanos tu #WarStory A partir del 1 de abril, queremos admirar a vuestros inolvidables #Crowfall #WarStories. Puedes participar publicando tus gifs, videos, historias o screenshots agregando los hashtags #Crowfall #WarStories y las mejores creaciones tendrán un lugar en nuestro sitio web de Crowfall bajo /warstories. El Trial offline es un puequeño combate entre Caos, Orden y Balance. Ya tenemos 17 participantes. ¿Qué faccion ganará? Vota por tu facción AQUÍ. Primeros cambios en el foro: Hoy hicimos algunas mejoras visuales al foro de la comunidad hispana. Esperamos que os guste. Nueva categoria: "Proyectos de Comunidad" Abrimos este espacio para invitaros a postear sugerencias y unirse a distintos proyectos para mejorar la comunidad. ¡Estad atentos! Travian Games ya está planeando un proyecto de colaboración con la comunidad hispana. AVISO: ¿Tienes algo interesante para contar? ¿Encontraste un tutorial útil? ¿Planeas un proyecto o una actividad relacionada con Crowfall y buscas aliados? Por estos y otros motivos, escríbenos y vamos a difundir tus novedades en la comunidad Hispana y redes. Saludos, Cerus
  33. 1 point
    Well, bloody hell then. When you do @crowfall and you see the logo it makes you think it's official compared to the others listed. *smh* It's strange because it has 4 or 5 members associated with it so I figure it was reaching more ACE peeps.
  34. 1 point
    I don’t think it is. I think you just assumed it was a team member and they haven’t specified they aren’t. It would be different if they were actively saying they are. All ArtCraft and Travian employees have banners in the top right of their posts that say they work for either company.
  35. 1 point
    Then they're using the official crowfall logo which I think would be against the rules.
  36. 1 point
    Isn’t that just a player who has Crowfall in his name? That’s not a dev or mod or anybody associated with ACE, Travian or Crowfall.
  37. 1 point
    Maybe they should make you a moderator since you care so much what tag I used.
  38. 1 point
    I expressed this in chat the other day after coming across Fall for the first time, and was left genuinely baffled by the season system. Whilst this is largely an aspect of the fact we're in alpha - but the market of things to do with gold is lacking. But whenever I had down time from doing other stuff, and even when I just wanted to burn some time - I'd harvest, using pots and food, I could get to good harvesting potential, and get some good stuff. I wasn't able to finish gathering the resources for a set, and was basically left high and dry - i could no longer reach these high pips, the rarer loots were now just entirely impossible for me to attain, and even blue, was significantly harder, with maybe 1/2 ores coming out at the end, rather than significantly higher quantities of blue, along with other qualities were available the days before. Ultimately, I felt the same as some in this thread, that this system actively discouraged the new players, whilst having no real tangible effect on the veterans. I certainly, as of right now, seems like a mechanic that actively pushes people away from the game.
  39. 1 point
    @CrowfallCentral When will these appear in our purchases?
  40. 1 point
    Duffy

    REMOVE TIME TRAINING.

    While the level grind is annoying to me just by virtue of existing, it hasn’t taken us more than 24 hours to level a new vessel after it was created. As for skill training disparity, while it’s there, it’s not really that big a deal outside of the inherently broken issues we already have outside of it. (Armor mitigation is too strong a stat choice at the moment) You can gather the vast majority of what’s needed on day one with tools, gear, disciplines, and buffs - all things an organized group can quickly provide. Training takes some of the difficulty edge off and improves your returns - but it’s not make or break for whether the activity is worth doing. Additionally one of the most important gathering items - ethereal dust - can be gathered immediately with no training. There’s no reason to wait to gather til you have training, gathering is pretty much always a net gain. Crafting has some build up to it based on training and does suffer a bit from “catching up”, tho we still utilize craters at the lower end of the curve to fill consumable needs, lower quality gear, and filler parts. Some crafting gear (particularly jewelery and crafting build vessels) can help folks hit well above their skill training. The curve difference is most obvious in crafting but even then the real grind is going from green quality to max blue and purple quality. Combat wise most of the power comes from gear followed by skills followed by vessel. Knowing the strong discipline and class combos of the current meta with decent green or blue gear is more important than having the skills. That all said, the passive skill training system is not about depth. You will catch up in an area with focused training, time mostly gains you breadth and the ability to engage in other areas, outside of combat, not additive power.
  41. 1 point
    royo

    Les campagnes - Vos avis sur le sujet

    Salut, alors pour ma part au sujet des campagnes et en essayant de pas déborder du thème car ça peut aller vite. Déjà le système de campagne en lui-même est plutôt pas mal puisque les "règles" peuvent être modifiées au gré de chaque campagne et cela permet d'imaginer des tas de scénario possible. Je dirais en positif: -le système de saison, en effet comme l'ont déjà dit Isna et Aedius, c'est quelque chose d'assez atypique et qui si il est bien réglé peut donner un vrai boost à chaque campagne, je reconnais que certains ajustement doivent ou peuvent être fait (comme la durée de chaque saison ou la quantité de points bonus etc...) mais cela peut justement être changé à chaque campagne. -le système de siège qui même si lui aussi demande a être amélioré ( de mon point de vue) est assez intéressant. -l'île du temple qui permet de faire une zone "newbie" car avant cela ca pouvait être vraiment compliqué de débarquer dans le jeu. -le système de récompense qui même si aujourd'hui est anecdotique et sera important pour garder les gens motivés à l'avenir (on voit comment même avec des récompenses les serveurs se sont vidés en attente de la prochaine grosse maj) Pour le négatif: -la prise des forts et avant post, qui en plus du peu d'intérêt d'un point de vue fun pour l'avant post, ne présente aucun intéret à combattre, il est plus intéressant de rusher les forts sans combattre que de défendre du coup comme cela a été dit les forts sont svt même pas réparé et ca va être pire qd on devra payer les gardes en gold. Peut-etre faudrait il penser a de réel bonus qd on les captures ou à autoriser la capture des forts que durant le siège ce qui donnerait un aspect stratégique au moment du siège ou encore un timer avant que l'on puisse reprendre le fort. Bref qq chose qui donne envie de défendre ces points. -les ressources rank 9-10 autour des keeps, je trouve vraiment ca à vomir. Couplé à la spirit bank instantané il n'y a aucun risque à aller farm. de mon point de vue ca tue le jeu ... On le voit bien car les canyons qui avant ca étaient des points de farm et pvp important sont maintenant vide... Je peux comprendre que les devs aient fait cela pour que les gens ramassent plus vite des ressources et se stuff vite mais ca a en est devenu risible je trouve -les classes/races qui peuvent tjs passer à travers les murs, je sais que ce n'est pas réellement en lien avec la campagne a proprement parlé mais ca fait qd meme pour moi partie de qqchose qui tue le gameplay, quand un groupe de 5 elfes des bois rush un fort sans avoir a cassé un mur et le prend sans aucun effort alors que 5 d'une autre race vont galérer pendant 10min a casser le mur et prendre le fort c'est pas le top . Ils y auraient d'autre point mais c'est déjà assez long !! Pour finir, je conclurai juste en souhaitant que l'on voit/revoit rapidement un autre type de campagne que le tri-faction avec les points , des campagnes ffa comme on avait eu avec bloodbath ou des campagnes plus courtes (qq heures ) en mode BR comme on avait eu en 2016 pourrait à l'occasion être assez fun et motivante tout en permettant de tester certains bugs de la physique du jeu .
  42. 1 point
    Extintor

    REMOVE TIME TRAINING.

    Well, I'll ask ACE to remove the active progression because that's not what I bought back in the day. I bought a game with time based passive training. I guess nobody will be completely happy at the end.
  43. 1 point
    Surelia

    [Feedback] Prüfungen der Götter

    @solairredenke hier sollte sich bald (nächster patch) was tun. lass mal auf nächsten donnerstag warten. bis dahin sind aktuell zu wenig spieler aktiv, was das hauptproblem darstellt, aber auch hier... bald!
  44. 1 point
    That is why I suggested linking adjacent parcels to the system. Not perfect, but better than now. If you add up all of the adjacent parcels of all of the forts and keeps, that is a whole lot of R8-R10 nodes and mobs by the end of the campaign that are generally pretty worthless R3-R4 now. Those fair weather harvesters and gankers are what keep the world from being empty. They are what cause pvp to happen outside of seiges. As the campaigns get longer, how long will it take for people to go from only logging in during sieges to just not logging in at all? We are already seeing this happen during fall/winter in 2 week campaigns. It will only get worse when winter lasts a month. An empty world is just plain not good for the overall health of the game.
  45. 1 point
    There are no animal spawns of any sort on keep/fort parcels at this time, and only randomly in adjacent parcels. A skilled harvester suffers little effect from fall & winter. I'm at plentiful 5 year round using a kebab in fall & adding a potion in winter. Winter is actually the BEST time for me to farm, since the fair weather harvesters are not competing with me, and the gankers that feed on them are gone.
  46. 1 point
    See, calling it "metagame" ("the game above the game") when actually fixing some of the borked class mechanics/skills would wildly shift it around really kinda gives the actual state of CF class balance too much credit. The fact that the term is being thrown around at this stage of development is humorous to me; the "meta" is not some complicated culmination of experience with what works, it's a very simple few conclusions drawn from what race/class/disc combinations aren't bugged into uselessness/are broken or borderline exploits. Without balance being sought or established, it's hard to tell what should or should not be acceptable, so people roll whatever they can play CF most effectively with. The earlier part of what you said though I guess I can agree with lol... But I likewise would have rather they put off the recent wartribes addition until we got 5.9... That patch has been pretty much done, "waiting for the train [5.8 talent tree update] to clear the station" (JTC's quote from January) per ACE.
  47. 1 point
    There will be a free beta after closed beta, right before soft launch. Anyone who has created a Crowfall account by a certain date will be eligible to play, whether they have bought the game or not. After the free beta ends, purchase of the game will be required to play. That is the time when people will get to try it for free.
  48. 1 point
    Together, these two things reinforce a loosing cycle. people who don't play, don't learn, gear up or team up people who don't learn, gear or team up, don't win people who consistently loose don't play Beyond farming for stuff that will be wiped, players that are actually playing are learning what works well and what does not, finding a guild that fits well for each of us, and how we can best fit within that guild. Guild officers are building and refining teams, learning how to best wield those teams, refining guild doctrine, and forging relationships within their guild and with other guilds. Players and guilds that wait until they feel the juice is worth the squeeze are going to be cannon fodder to guilds that have been on the ground all along. Stuff that is wiped can be quickly reforged if the gears are already turning. Building and tuning the machine takes time.
  49. 1 point
    AVENGE

    Keybinds!

    WASD is for scrubs Implementing keybind code is so trivial compared to most development tasks. At least they got the "invert mouse" flag done right. This is an action combat game, it should be absolutely EMBARRASSING for ACE to not make this happen much sooner than later. The earlier its implemented properly the less retroactive adjustments to replace the hardcoded values with variables whenever the inputs are called. And rename "Mouse Button 3" to MB3 to clean up the UI too so I dont have to also bind it to ".".
  50. 0 points
    jst4kix

    REMOVE TIME TRAINING.

    Keep up? You have to pay extra to keep up. It's a different form of pay to win. VIP status will have to be maintained full time to be competitive in all areas from crafting to combat. Say what you want it just a money grab. You can passively fall farther behind every day unless your paying. In which case you still have to wait.
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