Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Leaderboard

  1. Arkade

    Arkade

    ACE Investor & Tester


    • Points

      10

    • Content Count

      3,208


  2. DocHollidaze

    DocHollidaze

    ACE Investor & Tester


    • Points

      9

    • Content Count

      648


  3. mandalore

    mandalore

    ACE Development Partners


    • Points

      9

    • Content Count

      3,674


  4. KrakkenSmacken

    KrakkenSmacken

    ACE Development Partner & Investor


    • Points

      7

    • Content Count

      5,109



Popular Content

Showing content with the highest reputation on 04/03/2019 in all areas

  1. 3 points
    Isna

    L'avenir du genre MMO, qu'en pensez vous?

    Euuuuuuh....Crowfall est mon dernier espoir?(c'est la bonne réponse?) Difficile de dire si c'est la fin ou juste une mauvaise passe mais c'est pas cool en ce moment :p et ça me fait vraiment mal à le dire car je joue au MMO depuis une dizaine d'années et qu'il n'y a que ça qui m'interesse afin de vivre des expériences et des aventures avec ma guilde...Encore plus quand on recherche une expérience PvP ,le choix est vite limité et peu emballant la plupart du temps ses dernières années. Entre les boutiques ultra intrusive et pay to win /les lags dés qu'il y a + de 10 joueurs sur l'écran/le genre qui a du mal à s'adapter à la nouvelle génération qui veut tout plus vite et plus facilement/le lancement en accés anticipé béta full bug ,il faut juste espérer que ça change bientot avec des projets Kickstarter et qui osent prendre un peu plus de risques pour renouveller le genre! A propos de Crowfall, il est quand même un des rares MMO à mettre le PvP au coeur de son jeu dans les prochaines années et il a un gros potentiel si il trouve un moyen de bien accrocher les joueurs au début,et un potentiel à se renouveler facilement avec des règles différentes avec le système de campagne. Il y a quand même quelques cotés novateurs tout en reprenant des bases plutots saines comme l'importance du craft et du jeu en groupe. On verra bien
  2. 3 points
    We wanted to clear the testing environment to make sure there wasn't any legacy items hanging about giving us and you false data. All the test vendors should be up with everything you need. Now that it has happened I will see it gets added to patch notes.
  3. 3 points
    First little bit is important in regard to there reasoning of this campaign Starts around the 10 min mark
  4. 3 points
  5. 2 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.
  6. 2 points
    Le genre est pas mort mais il est pas très loin de succomber je dirait a moins que des jeux remonte la barre. Le problème actuel étant autant causer pas les joueurs qui ne jure que par le free to play et les développeurs qui non d'autres choix que d'aller vers se modèle économique se qui crée un besoin chez les développeurs de devoir trouver un moyen pour que les gens achètes des choses grâce au micro transactions car un jeu sa ne se crée pas sans argent mais certain développeur affamé d'argent pousse trop loin dans le but de faire toujours plus de profits. Voila ou commence les problèmes qui selon moi sont a l'origine du déclin des mmorpg. Évidement il reste quelques jeu qui sont buy to play mais souvent avec micro transactions.Il y a aussi l'autre problème concernant les early acess une grande des joueurs en ont marre de servir de cobaye pour les jeux en cours de développement. Il y a aussi le fait que les jeux sont annoncer et publicisé beaucoup trop tôt avant la sortie du jeux se qui créé beaucoup d'attente chez les jeux qui se retrouve ainsi déçu. Les problèmes citer dans le texte ne s’applique pas seulement au mmorpg mais a tous les styles de jeux. Il y a aussi le fait que maintenant énormément de jeux sorte mais sont médiocres.Le mmorpg a sont propre style mais crois que en effect le mmorpg doit évolué d'une manière ou d'une autres. Pour finir javais beaucoup d'espoir pour crowfall mais plus le temps passe plus il s'amenuise.
  7. 2 points
    Uta

    L'avenir du genre MMO, qu'en pensez vous?

    Je pense pas que le genre va s'éteindre, loin de là ! je pense juste que c''est un genre moins populaire car la majorité n'aime pas s'investir des milliers d'heure sur un jeu, ils préfèrent faire des games sur LoL, CsGO, Fortnite, etc... qui sont des gens plus ouvert au grand public ! Crowfall, Cu, Star Citizen, Ages of Creation sont là pour remonter le genre une fois qu'ils sortiront chacun Je pense vraiment que le genre se popularisera de nouveau avec un Mmorpg type WoW (ce qui est loin d'arriver en vrai). Mais j'ai bon espoir que Crowfall fera revenir pas mal de monde amoureux de RvR et PvP malgré que ce soit une communauté de niche !
  8. 2 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.
  9. 2 points
    I want something a bit different, because of the requirement for long term investment. Two passive training sets per account. One is eternal and forever (current model), and one is reset and then used when entering specific campaigns, (one at a time limit for these types of campaigns, and every vessel that enters on the account resets the training), with each of those campaigns having a dial for the speed of training.
  10. 2 points
    Yea, I think part of the issue is how easy it is to find "enough" high rank resources to farm to our heart's content on day 1.
  11. 2 points
    This is a really good question that I'll try to track down an answer for. Thanks for bringing this one up!
  12. 2 points
    Kraahk

    How does one start a guild?

    Currently the ability to found a guild is restricted to those who have a "Reserve Guild Name" reward in their backer bundle (Kickstarter Amber or higher) or who bought it specifically (currently available in the shop beginning with 9.99$). Once you have the right to create a guild, you can do so at crowfall.com -> community -> guilds (here). You will have to choose a Guild name, a guild name, a guild crest and a patron god. Once you created the guild, you won't be able to change these details (there may be one opportunitiy to do so later ... or there may be not). So give your choice some serious thoughts. Crests are pretty likely to get a chance to be changed, once the availale Crest Symbols are complete. Here is a list of the first badge of heraldry symbols, patterns and colors, so you can start checking out what you might want to use. Crests are shown in the open campaign world next to the name of each member of your guild. So also check how it looks when it is tiny. Name and tag are definitely fix. So don't mess that up or you will need to buy another Reserve Guild Name pack if you want to change it (=creating a new guild). We don't know yet which influence the choice of a patron god will have. But since the old guilds didn't have to chose them but new guilds do, and since nobody knows anything about what it means, it seems likely that we will be able to change that at least once in the future. Besides that, we will most likely be able to create guilds in the later game without spending money for it (the current thing is just about buying in to "reserve" the name pre-launch). It has been said (a long time ago) that guild creation most likely won't be for "free", though (maybe ingame stuff, but also not excluding that we may have to buy it (though i think the letter would be very unlikely)). Hope this helps. Have fun, good luck Kraahk
  13. 2 points
    If there are 0 imports.. Why are there limitless exports?!?! Can we please once and for all just cut the navel cord and make it 0 exports during the campaign, on a campaign end - Winner gets X - Second gets Y - Loosers gets Z exports
  14. 2 points
    Loved the stream. Relationships between the gods, that's an interesting topic. Especially when it comes to the relation between Todd and his free mouth and Pann and her understanding of sensitivities. In germany we call these special moments "Fremdschämen" ... and I have the feeling even the crow did it several times during the stream. Here's proof: It was very funny, though. So, thanks.
  15. 2 points
    Feedback: 🤮
  16. 2 points
    Not a critical issue for this 7 day Campaign, with impending wipe for 5.8.6 - but definitely a big problem for any future "no import" CWs. @vkromas will we be able to craft the npc vendors inside of Campaigns again at some point?
  17. 2 points
    What is there to prep? We can't bring anything in to the campaign. There is literally nothing you can do to prep for a campaign like this other than play something else.
  18. 2 points
    Todd talked about it in the stream today. They want to get the armor changes in sooner rather than later, so it was either delay the campaign until those changes are ready, or make the campaign shorter.
  19. 1 point
    We at Caldera love to test and theorycraft. We also love to help the community, so here we bring you a rough breakdown of each Promotion Class, for each class currently available! Are you in doubt which promotion class to pick? Or maybe which class to play even, then don't worry! We have broken down each promotion class showcasing their main objective and strengths. Enjoy! Assassin Cutthroat: Revolves around getting behind your target to do extra damage, your target takes 10% extra dmg while kidney shotted, and you have +20% dmg when using backstab from behind. Your passive increases your damage by 20% while behind targets. Blackguard: This is a more self sustain promotion class, you will have lifeleech, self-barrier when stunning enemies and reduced cooldown on kidney shot and Backstab. Your passive gives your Nature and Poison toxins 8% lifesteal. Vandal: This is the more CC/DoT heavy build, your kidney shot applies a severe bleed, you get the power cheap shot (stun from stealth), and your backstab supresses enemies if you hit it from behind. Your passive will save your ass (the hit that would have killed you, instead takes you to 15% max health and gives you 90% mitigation for 4 seconds) Ranger Archer: Ranged heavy pure damage, you can reduce enemy damage with barrage, and archers stake prevents movement reduction/root effects. You will gain suppression shot, and increased range (+9m), your rapid fire can expose punish targets. Your passive revolves around standing still and spamming basic bow shots. Warden: The talents lean towards full melee builds, revolves around traps (major burning damage and debuffs - including anti stealth), you gain forest step (melee teleport to targets), and you can buff your group with damage bonuses. You also reduce a lot of damage taken, both from your archers stake, and you'll be able to wear mail with this promotion class. Brigand: You are now a stealth/melee ranger, you gain a stealth tray with the Ambush power. Your archers stake will instantly slow in a big field, and you'll have an empowered cross slash to apply severe bleed to your target. You will also do increased damage behind targets. Your passive is a buff stacking up damage for your next Dagger spin, stacking 10 times (max + 250% damage). Duelist Slayer: Pistol duelist as we know it, increased range, resetting cooldown on flintlock shot and it can be used as interrupt, also gets a new ultimate which has half the soul power cost, and grants 2 dodge pips. Very mobile and high ranged damage. Your passive revolves around crits, stacking up a buff, which then can be consumed on either longer lasting buffs or extra dodge pips. Vanguard Scout: Stealth focused build, you gain increased damage from stealth, you gain a new "stealth poke" power, reduced cooldown on tunnel. Your passive gives you lifesteal while in stealth. Dirge: Full melee builds, you can open with a knockdown from stealth with ambush, your impale single target stuns at 5 pips, redirect pain also heals you over time, and you gain increased control duration. Pepperbox shot will debuff your enemy with reduced piercing mitigation - so you can deal more damage with your impales. Your passive makes you do more damage to targets under 50% health. Myrmidon Titan: High damage, revolves around the power Frenzy, where you can't die while it's up. This promo class has the Bloodthirst mechanic, striking bleeding targets will make you do more damage. While Frenzy is up, you will be able to interrupt people after using several different abilities. Battle Rager: Tanky build, more health, reduced berserk crash damage, gives you the ability to avoid berserk crash damage while using Whirlwind, and your passive increases your max health by 50% of the damage you avoid, by avoiding berserk crashes. Conqueror: This is a more AoE focused promo class, you have more CC, and CC immunity than in the other builds, you'll have a single target supress, your whirlwind will make you immune to CC, while everytime you apply a bleed effect you also slow the target, meaning you can Whirlwind through groups of enemies, slowing them all, without being able to be CCd. You also reduce enemies critical hit defense when you slow them (stacking 5 times, 5x3%). Templar Vindicator: This build is heavily focused on doing damage, you'll get several bonus damage buffs, while sacrificing survivability. Your execute move will no longer require pips, making you able to spam it like a melee dps. Many of your powers will have their survivability aspects removed in change of extra damage. And your passive is extra slashing damage based on your bonus fire damage. Paladin: This promo class changes the templar to a more support/healer build. Your parry will drain pips slower, you will have Holy Warrior faster, your Devotion is being enhanced so it heals you and your allies for 50% of the damage you deal. And most importantly, Divine Light no longer has a pip requirement, meaning you have a free healing circle lasting for 12 seconds. Your passive stacks up healing critical chance everytime you heal an ally. Fury: This is the more CC focused version of the templar. You'll have a slow, increased durations on CC, reduced soul power cost on your ultimate, a melee ranged root, and when you place down your divine light - you knockdown and daze on enemies within your divine light. Your passive increases your max health everytime you CC enemies. Confessor Inquisitor: A more traditional confessor build. This promotion class emphazises damage, you can gain extra basic attack damage after using Fervor, your fire tornadoes can hit the same target more times, your righteousness procs damage buffs, your singletarget stun combo doesn't consume the debuff that explodes with damage anymore. Your passive gives all your fire damage type powers a chance to apply severe burn to targets. Sanctifier: A special promotion class, this turn your confessor into a melee/tank, that excels in close combat. You'll be able to retaliate more often, your Fervor increases your physical armor bonus, your condemnation heals you each time it hits, your righteousness also applies a barrier to you, your hellfire auro deals 50% more damage, and your tornadoes no longer consumes the aura. You will be able to equip Mail/Plate armor, but you will also have your range reduced on your powers to 8m - but you get +20% damage. This build will probably be really strong with the focus orbs, so you can keep your enemies close to you. Fanatic: This is a CC heavy promotion class. Your condemnation will slow enemies, you won't consume Hellfire Shield/Aura when using your knock up/tornado combos, reduced cooldown on Fervor because it's a mana heavy playstyle, your absolution always slows your target. Your passive has a chance to trigger Cleansing Fire when dots are applied to you - cleansing all DoTs on you, while also healing you. Additionally you also apply Elemental Vulnerability to targets with your basic attacks. Champion Alpha Warrior: This build revolves a lot around getting critical hits, you will gain a lot of dominance stacks, both through your leap and basic attack crits. Your neckbreaker (ultimate) can now also benefit from dominance stacks. Your rend will reduce your enemies critical hit chance defense, meaning you have 7% higher chance to crit on them. Your passive increase your critical hit chance whenever you spend a point of dominance, stacking up 10 times. MOAR CRITS Pit Fighter: A very tanky version of the champion. Increased self healing and maximum health, Whirling Pain also applies a barrier, you will get the ultimate "Invincible Warrior" which makes you immune to CC/DMG (like every ultimate) but also gives you a barrier and a heal over time. And it only costs 500 soul power. Your passive gives you 100 attack power everytime you trigger a self healing effect - stacks 5 times. Barbarian: This is a very CC heavy build. Not only do you get +21% duration on your CC effects, you will be able to reset your blind combo, your leap does a knockdown, your whirling pain applies a slow and then suppress to multiple enemies, and the soul power cost of your Neckbreaker ultimate is reduced to 350. Your passive gives you +15% damage and +25% movement speed whenever you apply a crowd control effect. Druid Stormcaller: A full dps promotion class. Your life tray will be removed, in exchange for damage. You are able to instant buff yourself with Nature's Avatar (big damage buff), you will gain access to lightning burst (aoe lightning), and your faerie fire/faerie flames will be enhanced, so they also reduces the targets electric armor by 15%. Your passive will stack up a buff, that at 8 stacks will give you a lightning shield. Archdruid: This is the hybrid druid build. You will be switching a lot from life to death tray and vice versa. You have enhanced buffs, Bark Skin have 200% increased thorns, your Nature's Avatar is now an instant group buff, giving all group members increased offensive stats. You will gain the power Shroud of Darkness, and your Blight in enhanced, so your orbs deal 25% more damage when they explode. Your passive cites the way the build has to be played, if you successfully hit with more than 3 orbs when you use blight you get a buff, +75% dmg/healing for 20 seconds. So you will be exploding lots of orbs! Earthkeeper: This is the full support druid. You have lot's of selfhealing, everytime allies pick up healing orbs, you also get healed, your Bark Skin now only applies to you and heals you with a HoT. You gain access to Healing Rain. And your Nature's Avatar can now hit two targets when you channel, it will automatically apply to a nearby ally, 8m within your target. Your passive is an automatic Essence dump, which will then also replenish resources to group members. Can trigger every 45 seconds. Cleric Radical: This is a almost full dps cleric build. You will sacrifice healing on several abilities in exchange for damage. It also reduced the soul power cost of your Divine Order (damage ultimate) by 500. You will have increased range (6m), you will gain a power called Searing Light instead of Flash of Light, which works as an interrupt. Your illuminate will not heal buy replenish resources and increase your critical hit chance. Your passive causes your critical basic attacks to reset the cooldown of your Searing Light. Meaning you can spam interrupts with enough crit chance. Crusader: Your more or less full healer build. You will have lots of increased support stats, like support power, crit heal chance and crit heal amount. Your ressurection will be enhanced, bringing allies back with 40% max hp. This is the only build that will make illuminate heal group members. And your Hand of the Gods (aoe root) will also heal all friendly targets within it's deploy radius. Your passive will grant allies below 50% health a shield equal to 10% of their max health for 15 seconds. This can happen every 15 seconds. Arbiter: This build is more of a hybrid build, you will still get support stats like support power, but you will also gain more CC. your Holy symbol will now also knock down up to three enemies when it's deployed, your AoE has it's radius increased (double radius), and your Divine Order ultimate (if you choose to use it) will reset the cooldown of several powers. You will also be able to stun enemies, with your next basic attack after using illuminate. Your passive recovers mana and increases basic attack damage everytime you apply CC. Stacking 3 times. Knight Swordsman: An offensive build for the knight. Your shield slam is enhanced, meaning you are considered blocking while charging it up (free defensive), your Obliterate causes Bleed effects to have a 100% critical hit chance, your Oath of Will increases your crit chance by 25% for 15 seconds or till you crit three times. Your Pursuit(charge) has it's cooldown reduced by 50%. Your passive has a chance to grant you a buff when using any non-basic, non-shield power, while also wielding a sword. The buff will increase your Basic attack damage by 125% and your Basic attack damage cap by 50% for 10 seconds. Remember to wield a sword with this build! Secutor: This is a tanky knight build. You will have increased health, and several shield improvements. Increased damage on all shield powers, shield slam instantly enables shield bash when hitting a target while charged 2/3rds. Oath of Will reduces the cost of maintaining Block by 75%, and lose no additional stamina from big hits. Pursuit also applies a Barrier when it ends. You are able to equip Tower Shields. Your passive increases the Shield Bash damage by 100%, and all shield powers that damages an enemy will instantly enable Shield Bash. Sentinel: This is the more CC heavy knight build. You will gain stats with increased duration of CC. Shield slam can now suppress the target after charging more than 2/3rds. Chain attack will now also apply a slow to the target. Noble Blood will now also Root enemies. Pursuit will stun nearest enemy when it ends. Your passive increases energy regeneration, gives you a buff if you stun/knockdown enemies while wearing a mace. The buff increases your damage bonus by 15% and movement speed by 25% for 6 seconds. Remember to wield a mace with this! Thank you for reading all the way through! Check us out at https://caldera-hq.eu/games/crowfall/ ! See you ingame!
  20. 1 point
    I'm tired of making every other crafter more effective than me ;). It seems ridiculous that jewellers don't get an experimentation points necklace like most other professions. Does anyone know if we'll eventually get some love?
  21. 1 point
  22. 1 point
    The thing that was great about the 5.4 map was each keep had a high concentration of a specific resource only. Creating a strategic reason to hold one keep vs another, and possibilities of trade between guilds holding keeps in a long duration (3 month) campaign. Imagine a CW with 15 keeps, and each has only one resource - the Iron Keep, the Auroch Keep 🤣 etc. When there is a concurrent population of 2000 players this seems like a real possibility. I'm totally bored with MMOs that focus all the gameplay on individual gear progression - I'm hoping CF will do something more innovative with strategy and survival elements.
  23. 1 point
    So? Its not the harvesting score, its the crafting score. Should PvP score be redone too since it doesn't reflect the harvesting and crafting that went into the gear used to get the score? They will add those scoring metrics as they come online.
  24. 1 point
  25. 1 point
    So when they add healing to the scoreboard the "focus" of every following trial/campaign will be all three? I don't think that's how "focusing" works but okay. 🤷🏾
  26. 1 point
    I see you find my post "funny". Either way, I was talking about the effort for the campaign not the reward. The trial of zaleena's reward was a bleed badge, if the way to win that badge was to do a sht ton of bleed damage, than yeah I would have said the focus of the zaleena trial was making people bleed. The, apparently, primary way to win the Kane badge is to do crafting, so yeah crafting is a focus of this campaign.
  27. 1 point
    Seeing as how they made it 0 import to not skew the efforts of crafting, I stick to my opinion that this campaign has a not inconsequential focus on crafting.
  28. 1 point
    Todd and Melissa will host a live stream Tuesday at 11 am CDT about Crowfall lore FULL STORY
  29. 1 point
    But what about items like the crests we earned for doing other campaigns?
  30. 1 point
    Well, the game is designed around interdependence (especially with crafting, which is the focus of this trial), so I'd say they are still pretty important even if for only 7 days. But what evs
  31. 1 point
    If that's going to be the case going forward, then the cost should be reduced.
  32. 1 point
    @jtoddcoleman You seemed to have trouble articulating Yaga. Here's my interpretation. Yaga is the Great Reclaimer. Mortals of narrow thought may fear Yaga as a malevolent force, knowing that if they are successful at evading death by other causes, the darkness of Yaga's cold embrace awaits them. While many mortals would label Yaga as an evil, those of broader thought know better and view her as a patient friend waiting to carry them into the after. Yaga is not evil, rather Yaga fights endlessly to sweep away the True Evil. Without Yaga's endless efforts, the world would suffer from stagnation, decrepitude, and the lingering half life of living rot. Without Yaga, there could be no fertile fields, forrests, and hills for the rebirth brought by Cybele, only an eternity of foulness and decay.
  33. 1 point
    ^ Its like watching Gallagher do surgery with his mallet.
  34. 1 point
    l rewrote this several times with various amounts of sarcasm & snark; it's an issue that's near and dear. Finally settled on trying to keep the feedback productive. 🤐 On its own, skinning is not broken. The skills mostly work, and quality flexible & durable hide are always available in the named areas of the adventure zones. If the best stuff is supposed to be hard to get in useable volumes, potentially requiring multiple campaigns to gather, we're there. Relative to the abundance and diversity of high ranking mining, quarrying & logging nodes available, skinning has real issues. Motherlodes and day/night disparity only serve to exasperate the issue. Adding a random pair of animal spawns with 3+ mobs to each of the keeps and forts, and making animals & guards ignore each other, would go a long way towards closing the gap.
  35. 1 point
    I, like most, will not be playing this. It, as sad it is to say, is worth farming smallville better than: Farming ore for gold and silver, farming poi for colored wood to: Make colored picks/hammers/knives to create blue gear.... for more people than i want to craft and farm for, just to: Be miserable for a week to export poorly made socks gear..... #FAIL I'd rather just farm blue ore, embers and dust on God's Reach........ I'm sold on the game, I have six accounts, but goddamn... who is making decisions at ACE?
  36. 1 point
    There is merit in having a variety of well leveled vessels. For instance not count crafting and harvesting vessels I use a cleric for PvP and a templar for PvE. I started dropping resources on new vessels the moment I learned there would be no imports.
  37. 1 point
    KrakkenSmacken

    New player joining the ranks!

    Its marked as "skills" on the top of the vessel/world selection screen. It also looks like a pair of dumbells in the left icons when you are in inventory. The passive training runs 24/7/365 as a progression model. You collect points over time, and spend them when you login. If you don't pick a train you won't accumulate as there are specific tracks and branches you have to select. If your planning on crafting, you will need to get to one of the nodes that specifies a certain field, like blacksmithing, or leatherworking. For combat the gains are marginal increases over time. (E.G. +3% slashing mitigation). For harvesting they will give you better results of the appropriate material types. Some buffs are by class (E.G. All Ore), and some are by specific harvestable (E.G. Iron). You will always start in two "basics", so you do have some time to examine the trees before making a tough choice. Cheers
  38. 1 point
    Does that mean you'll be logging in this campaign?
  39. 1 point
    This is horrendous. You have us grind warbands for our items, then we have no imports on a campaign that is only a week long when we're supposed to be crafting. This is more of a harvesting campaign than a crafting or combat campaign because that's all anyone can do in one week. We're left with only one world to fiddle with and a dud of a campaign that can't be played. We never even got any high ranked wolves, elk, auroch, or pigs to farm at all at any point since the last wipe. Are we ever going to see even R8 strong, tough, and/or soft mobs ever? Is it going to be perpetually impossible to craft leather? Is rank 5 supposed to be the new endgame, and will greens be of any significant value for resist all when the armor changes come or will we be left with nothing to make blues and epics with while we're left with just bad greens and commons to work with? This game has taken giant leaps backward. You seem to be removing things more than you are adding things.
  40. 1 point
    Love it, and I spent the last half week gathering and banking stuff to get as much crafting score as possible. But I am still glad they are doing this. A. Because your resources from previous campaigns, god's reach, and the EK should not be able to be used to pad your crafting score in a campaign. B. Because now the seasons have meaning. C. Because when we all have minor disciplines that took us 20 seconds to acquire it would be a big middle finger to incoming players to make them farm for hours for each one. Now we are all on a par. D. Because this system makes Uncle Bob cry. I only wish we all would have been told in advance because the fact this might happen was an unconfirmed rumor in the community days before now suggest to me certain people are being fed insider info which is NOT ok. We all should have been hit with this at the same time. Whoever knew this was coming down the line has had at least 48 hours on prepping this over those of us who didn't know, based on how long ago the rumor started circulating. That's a major advantage both in terms of time to plan, and making sure they're investing their prep time into things like leveling vessels that would actually benefit them instead of gathering resources they can't import.
  41. 1 point
    vkromas

    5.8.6 Test Patch Notes for 4/2/19

    The test environment was updated 4/1/19 with the following 5.8.6 updates. 4/1/19 5.8.6 TEST Release notes Welcome to Crowfall Pre-Alpha Build 5.8.5 Welcome to The Trials of the Gods To report any issues, bugs, or feedback you have for this playtest session, please go here: 5.8.6 Feedback and Bug Reports For an up-to-date list of known issues please go here: 5.8 Known Issues Test Server Characters and Items are being wiped! (All Skill training remains) Test vendors are up to allow you to recreate everything you may need on Test. (Disciplines may now be found on vendors) Armor Updates: We have a stat Final Mitigation which sits on top of all the chest_armor mitigations stats. Rename this stat to Armor Class. Use this stat to experiment on in the crafting process. Updated Armor Item tooltips to now reflect Armor Class instead of specific mitigation values. Add mitigation values back to the Boots, Gloves, Helm. Remove the hitpoints statistical bonus baked into the armor item templates on plate, mail, and leather and moved those hitpoints into the Constitution Attribute as well as player level up. Optional Armor layers have been removed. Rebalanced the crafting numbers such that armor pieces contribute different amounts of total mitigation based on the Slot. Weightings: Chest - mitigation values * .5 Helm - mitigation values * .2 Boots - mitigation values * .15 Gloves - mitigation values * .15 A pass on armor Tooltips has been done to make the values and items easier to read. Specialty Seals can now be experimented on. Specialty Seals are now placed into armor during the final combine phase. Stat Updates: You now gain +2 Support Power for each point of Spirit You now gain +2 Stamina for each point of Spirit You now gain +0.1 Food Max for each point of Spirit You now gain +1 Attack Power for each point of your class Attribute You now gain +0.1% Critical Hit Chance for each point of your class Attribute You now gain +0.1% Critical Healing Chance for each point of your class Attribute You now gain +0.1% Critical Hit Damage for each point of your class Attribute You now gain +0.1% Critical Healing Amount for each point of your class Attribute Crafting and Items: Crafting: Common quality items now have 5 experimentation PiPs. Crafting: Most Weapon Recipes now have specific experimentation lines. Item Tooltips: Armor no longer shows decimal values. Saddles: No longer flagged as No Drop. Vendors: Updated the Exploration Discipline Vendor to no longer include prototype disciplines.
  42. 1 point
    I see okay, my bad. Thanks for the info
  43. 1 point
    however, that means there will be absolutely zero vendors in this campaign, since vendor thralls can only be crafted in EK's @jtoddcoleman
  44. 1 point
    Arkade

    Vessel solution

    For the same reason gear decay is no longer so heavily tied to death. It creates a slippery slope problem. The people who are losing die more, their vessels "decay" more, and they are forced to replace them more often, resulting in even more losing. There is no need to have vessels decay. Multiple character slots, plus upgrades to better vessels, plus the need/desire for alternate builds, plus multiple accounts, plus a (hopefully) constant influx of new players who need vessels. There shouldn't ever be a time when vessels aren't needed. Even someone who has all legendary vessels on his account will need more vessels at some point. Maybe the meta will change and they will want to do a different build. Or maybe they have other accounts that they want to gear up. Or maybe a new race or class is added to the game. Or maybe a new quality tier is added to the game. We have runic weapons. Why not runic vessels? If lack of vessel decay ever becomes a problem, it is going to be far down the line. Necromancers can be given other things to make, if vessels aren't enough. I've suggested in the past that some pets could be crafted via necromancy. They could also do a pseudo-decay system for vessels where there isn't decay, but rather a weakening of the vessel, and some item crafted by necromancers is required to repair it. There are lots of ways to fix it without actually having vessels decay, should it ever come to that.
  45. 1 point
    Health is still on the legacy armor. The armor I used was the free set I got from the vendor prior to the change. Newly crafted armor doesn't have health on it. The weird thing though was that when I first logged onto test, my constitution was 50 points lower than on live, but I was getting more HP from my constitution. Later when I too the screenshots, my constitution was back to the original level and I wasn't getting the extra HP any more. I think they might have stealth patched or something lol.
  46. 1 point
    Arkade

    AFK timer

    Some of use actually test on test. The fact that people can't keep their EKs open is a bigger issue.
  47. 1 point
    Extintor

    REMOVE TIME TRAINING.

    Eve was released in 2003, I think. I started playing in 2010, 7 years later, and I kept playing for 6 years. For me it's not about what I can do on my own, it's about how I can contribute to my guild and enjoying doing what I do in my play time. Sure, a player with more skills will be more efficient, but two players, even if one has less skills will be even better. If playing is not fun what's the point of playing, if playing is fun who cares about what other rewards you get.
  48. 1 point
    Excellent post. I was looking for something like this and you saved me a lot of time creating new characters.
  49. 1 point
    So many builds I want to craft around these promotions!
  50. 1 point
    we just dinged 200,000 accounts (not backers, thats 42.7k)
×
×
  • Create New...