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Showing content with the highest reputation since 04/08/2019 in all areas

  1. 25 points
    Hey folks, just a quick note, apparently some people took my statement on yesterday’s livestream that “I will never do crowdfunding again” as frustration with community feedback. Nothing could be further from the truth; this game wouldn’t be here without you and frankly won’t be successful without you. That said, I was being earnest about my feelings on crowdfunding; I think it’s a particularly challenging way to develop a game for a few reasons: 1. You have to build excitement/hype at the beginning of the project, and it’s impossible to keep that excitement up for the duration of the project. That means your fighting an uphill battle of fatigue in the press and the audience going into launch. Not good. 2. Supporting a “live” service for the duration of development, with the accompanying build process, deployment pipeline and operational environment is very expensive and time consuming. 3. The process exposes all of our missteps to the world, and that sucks. No one would prefer to make their mistakes in front of a live studio audience. 4. The nature of the beast is that you're putting undercooked systems and unbalanced tables in front of players. As you know, this can often lead to experiences that are not fun. Managing expectations and keeping players happy is especially difficult under these conditions. All of that said, I apologize if it came across in any way as a swipe at you guys. It absolutely wasn’t intended that way. It can be hard to get feedback some times, but I want to make this game great for you and I fully recognize that we can’t do it without you. Next time, I’ll go get the funding lined up first and ask you for your feedback —without also asking for your money. That’s all. Thanks, Todd
  2. 21 points
    Angelmar

    The End of Nightcapping--Congrats ACE

    Six months from Blazzen's article and the guild leader round table at the end of January and we finally have a real fix for nightcapping. @jtoddcoleman We've been through one full campaign and into a second with the new siege scheduling mechanics and can now confirm night capping is dead and burnout is greatly decreased. The reduced keep siege schedule is also giving folks a very welcome break from grind of night after night keep sieges for months on end. We are also seeing "player funneling" during the fort windows--where fort fights didn't exist before because of night capping, forts are now getting contested. For the off-hours folks there is at least one fort always open, where they can try to get a fight started if there are people around. Essentially, ACE has finally taken another stab at solving the PvP Coordination problem: Known location at a known time to compete for a limited or scarce reward or resource. The new schedule finally gives the known time and location. ACE's successes with the new schedule: Night Capping is dead (capping off hours and whoever stays up latest wins) Back capping is dead (capping objectives behind each other groups, while avoiding any fights) Reduced burnout from daily siege Reduced circle standing time/reduction in outpost count Outpost time to capture much reduced Respawn Outposts are sometimes contested. Some suggested further improvements: Fort capture circles and outpost circles are apparently the same thing. So forts, even when contested, can be flipped in about 30s. This often decides the fights. Fort circles need to be their own thing with their own timer that is much slower so the defenders get more of the benefit of guards. Bottom line: ACE doesn't often get credit for their improvements. This focused improvement round on siege/fort mechanics was a very big and long needed success. Congrats ACE.
  3. 18 points
    Features: Topmost half-transparent overlay with combat summary and details, which you can put on top of the game client or on your 2nd monitor. Extensive settings for parse mechanics and UI. High performance: 15000 records per second. Automatically finds combat log files (make sure you enable combat log writing to file in game settings and hit a dummy) Fights history: you can return back in time to previous fights from the current game session. Supports multiple running clients: if you are levelling your alt with a main character, parser will understand who is main and show correct parse. Opponents list for a fight. If you set long enough idle between fights, you can get opponents list for biggest siege fights separately or for the siege overall. You can copy parse details and opponents list to spreadsheet with mouse right-click. Bonus feature - AFK notifier: When turned on, if Crowfall client was inactive for 9 minutes, parser will play crow sound to notify that your character is about to get logged out for inactivity. If there are several inactive clients, parser will play several crow sounds. You can also change 9 minutes to lower value in settings. System requirements: Windows 8 and above. (You can run parser on Windows XP, Vista or 7 by installing .NET Framework 4) You can download all versions here. (Firefox users may experience issues with Google Drive. If download link shows you an error, please try another browser) Repository. Known issues: Requested features: Bar graph based on specific power percentage damage. Raid group functionality, so you can see raid members stats. Installer and auto-patcher. Thanks to Sugoi, Red Reapers, Hard Charge and Datum members for early testing and feedback!
  4. 17 points
    Ble

    Warstory: Thank you, yes, you!

    An elf sits on a chair and thinks to himself "Thank you Staff for running your mouth and uXa for manipulating the capture points system, without you guys we might not have motivated our members to come back and turn this campaign around in a single night".
  5. 16 points
    Yumx

    Vanguard Minor Discipline Guide!

    We in the Vanguard want everyone to improve, and have easily accessible information about the game. With the death of Expansive Mind, Demon's Pact, Fashion Statement and Hand of Glory - we often get asked "Which minors should I go with?". So to help the new players, and refresh the memory of experienced players, we have created a short guide, with the currently available minor disciplines in the game. *Note that we have left out minors such as those who improve songs, and thorns - as we would not recommend them to anyone currently. Enjoy. Remember to click to zoom! _______________________________We are recruiting! Looking for 2x flex players and 1 support player! Check us out here: GUILD THREAD
  6. 16 points
    Ble

    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?
  7. 15 points
    Pann

    Wipe coming with new trial

    The next Trial of the Gods will be announced soon, so we want to give everyone a heads up about the wipe that's coming with it. Characters, inventory, Eternal Kingdoms will be impacted by the wipe. Skills will not. Backer rewards and purchased items will be removed but returned via the Lobby.
  8. 14 points
    srathor

    Wipe coming with new trial

    Bleh! Should have the skill wipe as well. You need to test and retest the early game for pacing and fun. Right now you have zero tests for the leveling up process with all of the changes over the last year. The people with the training will be back to end game power in hours and days, and the ones just learning will be left, once again, so far behind to not even bother.
  9. 14 points
    A few points, since there seems to be a lot of confusion and trepidation about this system. Part of our game vision has always been -- and remains -- fostering interconnection between players of different types. That hasn't changed. However, we can't pursue that goal to the exclusion of everything else. In our current design, we haven't just encouraged interconnectivity, we have enforced it in dozens of ways. Players aren't just more efficient or effective when working with others, they are completely dependent on others. And by "completely dependent", I mean that. If a player doesn't have access to a variety of crafters with a spread of disciplines, they can find themselves in a position where they simply cannot participate in the game. And this happens early; you hit your first gate within a few hours of gameplay. If a player cannot find equipment of the appropriate type, their game play loop is broken. This is not theoretical, or conjecture, we can see it happening now. We can debate the reasons WHY it they might not be able to find that equipment -- I can name a dozen reasons, and I'm sure you can too -- but what cannot be debated is what happens, if a player finds themselves in this situation. They quit. Of course, our team will attempt to identify and fix every root cause that leads to this situation. But that's not enough. We need to have a design in place to correct for that situation, if and when it arises. In an open world, there will be scenarios (Durenthal noted one, above) where players may simply choose not to do something. Whenever a system is 100% dependent on the actions of other players, which we of course can't control, we are in danger of that system failing. and if that system is critical to the game, that's a problem. Randomized, disposable items is a solution to a very real problem. This system is almost identical to the system that we used on Shadowbane. I know that it works. So why don't people like it? Let's look at the main concerns, as voiced in this thread. Some of them I agree with, some of them I don't. Concern #1: "it creates more grind" I don't agree. Players can ignore this system completely and use the previous method to harvest and craft items. Adding an optional way to get something in the game that can be ignored isn't forcing an additional "grind". Further, since these items can be sacrificed for XP, this system shortcuts the PvE loop (less grind) and since they can be salvaged, it shortcuts the harvesting loop (less grind). For the last year, we have heard complaints from our PvP-focused backers that the balance of time I get to spend in PvP was being far out-weighed by things I have to do, in order to PvP. This should dramatically help to address that problem. Concern #2: "what happens right after a wipe?" I agree with this concern. This is a valid issue. That said, I believe this is an issue that we already had, resurfacing: all of the top-tier items in the game are gated behind months of passive training. This is definitely a problem with the current design, and once that I've been thinking about for some time (long before loot). I have ideas for how I think we should address it, and of course I'm open to other ideas. I absolutely agree that it needs to be resolved before launch. Concern #3: "this will cause even more strain on the banking system" This is also valid, and unfortunately I don't have a great answer... yet. This isn't a design issue; I want more storage. The reason for the limited bank space / guild storage options is purely technical; the engineering team has been working on a solution for some time I'll be delighted to launch it the moment it is ready. I get that there is a lot of frustration in this area, and I look forward to the day when this problem is behind us, more than you can imagine. Concern #4 (which I imagine is the most critical): "this means that crafters won't be important" I absolutely understand that crafters are nervous that this will undercut their role in the game. But there is a difference between being something being "important" to me, and forcing me to be 100% dependency on it. Food is important. Oxygen is critical. We recognize this concern, and we're taking great pains to underscore the importance of crafting. We aren't going to drop any legendary quality items. Every attribute that can be found on a loot item can be created via crafting, but not vice versa. Loot items are disposable; they are made to be used (and used up) very quickly. They can be salvaged for resources and components. We are putting these safeguards in place because our intention is still to keep dedicated crafters at the top of the economic food chain. We want crafting to be a full game experience and parallel advancement path. However, we cannot go so far in this pursuit that we risk making a game that is literally broken for everyone else. Todd
  10. 13 points
    ferrat

    Crowfall is not a PvP game.

    It is a Crafting and farming game, that happens to have a splash of pvp with no benefit/payout... the gear gap is huge and can not be closed via earning benefits from pvp. the game rewards Farmers with good materials in their spirit banks and vendors. the game rewards you for logging in and spending points longer then someone else. this also makes you a top tier crafter??!?!?. (yes you need some pve drops too) there is no incentive or alt progression for pvp. its just a thing you can do if you want to.. and if you want to take a fort or keep you must wait for the predesignated time so all the people that have been logging in and spending points longer then you can be prepared and waiting. in its current state this game will be dead to hard core pvpers with in a few months of launch.. the only time pvp will be fun and balanced is after full passive wipes
  11. 12 points
    Ble

    Map Idea to Promote PvP

    Not a fan of high level GR. I think that mobs could give the same-ish XP no mater what level the mob or vessel quality is, and higher rank mobs could just drop more/better stuff and that would be the PvE progression. That way you can make GR low level, but still be a place to get decent xp to meet CW level requirements. Secondly, @monchiezz had a great idea that I thought merits posting. We need a map that promotes PvP. Is it possible for you to generate a slightly larger adventure zone and flood it with resources? A map like this would force everyone to fight during non siege hours in a single zone, would be fantastic.
  12. 12 points
    thomasblair

    The Trial of Arkon has begun

    Sadly I hadn't seen what formula was going to be used until it went up. In the future Design will provide a series of vetted formulas that may be used for a variety of campaign types. *Crawls back into the Dregs work*
  13. 12 points
    Yumx

    Regarding God's Reach graveyards

    @Ble @Jah We all know what really turned the tide in the last NA campaign ..
  14. 12 points
    Yumx

    Showed Crowfall for 5k viewers

    So this streamer Reckful, which I have been following for years, were watching viewer streams. I thought why not try and show Crowfall this way, because we had created an arena from World of Warcraft, which Reckful have played a lot. So he clicked my message, and I showed him a quick and dirty version of Crowfall, and the viewers seemed to love it. Here's the VOD (I recommend watching on Twitch in your browser, so you can see chat/viewer responses) Starts at 1h 44m 33s Was fun!
  15. 11 points
    @thomasblair @jtoddcoleman Recent changes to your targeting system have been great for offensive ability targeting, but they have also largely eroded the integrity behind landing heal spells. Please help: Used to, in Scenario 1, you could land that heal with a left shoulder target easy peasy. You could even land the rescue when the enemy between healer and friendly was almost FULLY eclipsing the healer. Now, with the new targeting, that heal will not miss, but will auto target one of the nearest enemies even though you are clearly targeting a friendly. You'll see whatever target-side animation your heal does happen on an enemy. They do not gain health or benefit from any buffs or hots given by the heal. It gets worse. You'd think Scenario 2 is certain to land. Actually, even at greater Friendly to Enemy distances, that heal will go through the friendly and auto-target the enemy directly behind him with the new targeting system. As shown in Scenario 3a, in order to land that rescue, the friendly must find a path out of the enemies so that 1) there are no enemy within 3 meters and 2) there is no enemy directly behind them. The healer still needs to make a left shoulder heal. If the healer tried to heal the inside shoulder, shown in Scenario 3b, it would instead auto-target to the enemy accordingly. The enemy "snap-to" of heals is quite expansive. It feels to me that every enemy is running around with a 3-4 meter wide hitbox and the spells are auto-targeting to the enemy to whose center your target is closest. This is fine for pew pew. But you need to give your healer spells that same level of intended-target snap-to. They cannot be expected to try and navigate a system like whats currently out there and still be dependably effective. I know that @Hungry has already put up videos showing this, but if necessary, I can make videos to go along with each of these scenarios.
  16. 11 points
    Angelmar

    The Trial of Arkon has begun

    The Great Slayer in the Melee, the Victor on the Field, the Conqueror hoisting his Banner over the Ruins of a Stronghold, these are not the souls dear to Arkon. Arkon values not the great deeds of many, but the small doings of the arrogant few. Arkon is the Patron God of the Noob Ganker (and Zybak is his prophet).
  17. 11 points
    Ble

    Give us a Roadmap

    Some leaked information you might be interested in:
  18. 11 points
    I actually don't like disciplines being gated behind random drops, either. I feel like they are too critical to creating builds. I'll talk to the design team about this one. Todd
  19. 11 points
    It would take a pretty dramatic turnabout on some design decisions to bring most of my guild back. The vast majority of us have written Crowfall off and moved on completely. However, here's a list off the top of my head of what I think it'd take to get us back: Reduce the grinds to a level where a guild can focus primarily on PvP. Replace the godawful RNG-gated discipline-finding system (it's terrible in 5.92 still) with a proper crafting system for them Improve performance in large fights Remove the target cap on area-effect damage to let us bust stacks of players. The blob vs blob fights are custard terrible. Reduce out-of-party area-effect healing and shift the healing focus to self-sustain and party-only / targeted heals (more stack busting). Give better telegraphs so that we can get some player-skill based combat going with counterplays. Improve the combat UI or give us hooks so we can write our own (WoW was so good at this)
  20. 11 points
    mist

    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
  21. 11 points
    gerrylix

    Crowfall is not a PvP game.

    PVP in crowfall happens in special doses at the moment. A) You get steamrolled by a pug, while farming the stuff you need, to replace the armor you loose, while getting steamrolled by a pug. B ) You join the steamrollers that have more members then any other guild and just faceroll the keyboard because nothing matters if you happen to have 3 backup healers and have more crafters then 5 normal guilds combined have players. C ) You join a siege and end up with A or B D ) The rare case that an even number of players meet each other and you have the enjoyment of loosing or winning after a hard fought battle. E ) Two steamrollers meet each other on a siege, faceroll the keyboard at the lightspeed of 10FPS When i bought into crowfall i was deluded and thought that D was the target audience and E (with better FPS) would be the sieging that happens every 3 days in a keep and be a special massiv battle. Now we got that unintresting siege windows even on forts and the usual pvp we had during 5.8.6 in forts was replaced and further caters to steamroller grps to show up. Crowfall has no regular pvp at the moment, it's nullsec at it's finest. Sitting ducks that flex their manpower muscles every now and then. Since 5.9 my guild members tell me this: "I have no intention in playing Crowfall at this state." "I am sick of farming and grinding 90% of the time." "Why should we even try to compete with the current power gap?" I find the last one pretty amusing because even a reset won't change the fact that crowfall caters to massiv guilds over skilled small grps at it's current state. I know we have warstories of the week from certain players that happen to have one video of a great pvp battle but overall CF is not enjoyable since 5.9 hit, at least not to everyone that doesn't want to be just another gear in a steamroller engine.
  22. 11 points
    vkromas

    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.
  23. 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.
  24. 11 points
    DravoiX

    [Entries] Crowfall WarStories

    Meine Geschichte von der Erstehung der Gilde Horizon Ähneld sehr den normalen Tagesablauf in crowfall
  25. 10 points
    Going ahead and creating a thread for this here since I apparently never did. I'm actively updating the somewhat original crafting combinations sheet. I have now updated the whole sheet for 5.100. A quick note on the values. They have been updated to what exists on live at this time and the numbers show the range from common quality(white) to legendary quality(orange). These are always changing so if they mess with some balancing pieces on the values, don't be super surprised if the numbers don't line up here in the near future. Check out our sheet here: http://winterblades.net/crafting-combinations While I've now updated the whole sheet for 5.100, that does not mean I didn't make a mistake or miss something. Shoot me a PM on the forums or on Discord if you run across something that appears to be wrong.
  26. 10 points
    Pann

    Regarding God's Reach graveyards

    We've heard concerns from testers about the removal of graveyards from God's Reach a short time after The Fortunes of War was deployed to LIVE. Here's an explanation of what happened and the aftermath. It's not an intended gameplay design for graveyards to be available in God's Reach (GR). There are many factors for that decision, the chief among them being that the purpose of God's Reach is to be a new player/character area where young Crows enter the world, get their beaks wet and then fly off to bigger and better things in campaign worlds and trials. We don't want those young Crows getting too comfortable and settling into GR forever so we limit what's available there, such as the intentional absence of graveyards. It was an innocent mistake that caused graveyards to be included in GR when Fortunes came up on Monday. When we became aware of it, the decision was made to remove them in the patch that was about to be released. Our investigation showed that the number of body parts that were farmed and, consequently, vessels created did not warrant a wipe as there's not enough to turn the tide in the upcoming trail. Developing and testing a game is as much about processes as it is about game design and programming. To that end, we've identified how this happened and what we need to do to prevent it (or something similar) from happening again. This isn't the first time something went sideways, and it won't be the last. It's part of making games (one of the painful parts). Our continued pledge to our community is to always do our best to continually review and refine our processes, to carefully take all angles into consideration when addressing issues as they arise and to keep you informed about what happened, how we fixed it and what we learned from it.
  27. 10 points
    Yumx

    Warstory: 8 v 20 Fight outside of keep

    The first siege in the Trial of Arkon, Order showed up with 20 people to start with, and we had not built our walls up. We met them at one of the walls. Later in the evening Order had even more people, and it ended out in a long stand off inside the keep. _______________________________ We are recruiting! Looking for 2x flex players and 1 support player! Check us out here: GUILD THREAD
  28. 10 points
    Yumx

    Life and Death of a Vanguard - By Hithar

    "A short montage made to celebrate latest Crowfall campaigns and all its participants." - Hithar Enjoy @Hithars amazing work with an awesome montage of clips and an insight into our guild Vanguard, from the past few campaigns. __________________________ Vanguard Guild Thread
  29. 10 points
    srathor

    Why training is important

    Ahh Maeve, war goddess, watery tart, dispenser of bloody scimitars that can decide political systems. You have no hold on me. I am a learned elf. A scholar. A man of risks. I am a trained miner. I dig in the dirt for ore. Sometimes for stone, but that is still a bit puzzling. After all these years of teaching myself the art of soil and steel I find myself having issues in the era of Maeve. All of my years of training are but for nought when the War goddess rages. My beneficial harvests are weak, mewling things. I used to be secure in my ways, now I am left with doubt. The armor i had a friend make me, from ore brought from the earth by my own two hands has forsaken me. I can no longer wear mail. The new body I inhabit has not become comfortable with the weight. So clothed in leather, that aids me in my beneficial harvests of metal I come to a puzzling conclusion. The armor is much much much more powerful than my hard earned skills. I used to gain a rush in stamina and knowledge when destroying nodes of metal, eager to address the next area, hands sure, breath steady. Now without my armor, my stamina is spent, my eyes clouded. Is this finally age catching up to me? Or perhaps a trick from the war worshippers? I know not, but with the changes I can no longer trust in my knowledge alone. I have to gird myself in unfamiliar leather, whose properties allow me to see the weakness in the ore in a new light, no longer trusting to the previous node to help me power through the next, I once again venture out to hit metal in the earth. A new cadence to an old song, but I need to take more breaks now, and all the metal seems not as fine. In this age of war, something has been lost. The gleam of ore no longer holds as much promise, it no longer holds as much allure. It is more work to extract it, for less gain and less quality. Perhaps mining is a young man's game, in this new age, I may have lost a step, and that step might be my last.
  30. 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.
  31. 10 points
  32. 10 points
    Duffy

    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.
  33. 10 points
    Raindog

    [Entries] Crowfall WarStories

    The Surly Knight Sir Rain was sitting at his usual table, at his usual time, in his usual mood, in the corner by the fire, in the tavern near the temple. His usual time lately was all of the time. This tavern was a fine example of the strategic importance of staging posts along the route to the warring frontier, with good stables, good supply and good ale. In truth, Master Blair, the owner of the tavern could do without the patronage of the surly Knight by his fire, but he was a veteran himself and could well afford a little charity to a fellow warrior. "Your ale, Sirrah" said Blair and with a smile as effusive as the foam in the pewter crock he slapped it down on the rough oak table in front of Sir Rain. But his broad smile was not met in kind. Master Blair retreated with a sad shake of his head, well knowing the states of soldiery, and the unseen, unsaid sadness of a warrior at peace. Sir Rain occasionally worried that his surly presence was not a great boon to the Inn but what he did not know was that Master Blair was more than happy to accommodate his misery in lieu of the marketing offset. In any day that the surly knight was in attendance Master Blair could be happy that his establishment had the kudos of an active, if surly, knight in attendance. This then was the gripe for any professional soldier of these times. Fighting, risking life and limb to achieve a state of peace, but then finding peace an unwelcome friend. Sir Rain could not voice his frustration of peace to the young serving staff who saw nothing but joy in front of them. For to gainsay those whose peace he had fought for was an anathema. Yet, still, he just wanted to fight and struggled not too with the local idiots. Sir Rain could see no release, nor wanted any, duty to honour being what it was, and honour bound, now, to peace. Maybe there would be no other campaign for him, and Master Blair would grow tired of him and throw him out to the gutter where he would rot, having learnt no other skill than war. Indeed, Master Blair's patience was running a little thin this autumn as Sir Rain's gruff demeanour was scaring the serving maids of his establishment, yet knowing full well if Inn's like his did not hold host to warriors, then who would ? Sir Rain's thoughts turned darker still. Inside, he wanted to scream at the locals, scream that that they were just fools. That war was always a moment away. As much as he wanted to fight for their glory, he could neither accept their peace. Peace was not in his soul. So he drank. Master Blair raised his eye to the open door and put one hand to the throwing knife under the bar as the phalanx of leather armoured assassins poured into the Inn, and then relaxed as he recognized the face that entered behind. In any walk of life there are not many faces that can truly alter the plight of all that fall under their gaze, but today, this face, this person, was known for a thousand leagues, for this was Commander Dravoix. "Enjoying your rest Sir Rain?" "NO Sir! I am not!" Sir Rain could not help himself and had already stood bolt upright, without having to think about it. "Good, Chaos hordes are infiltrating, we have incursions across the map and I need warriors like you to step up" "Yes Sir! About time! I shall report to the temple for muster." "No time for that I'm afraid, your orders are to move directly to Thracia and gather what troops you can to retake Storm Haven keep. We shall undertake a new campaign to neutralise all regions. Are we clear Sir Rain?" "Yes Sir! The best news I have had this year. Storm Haven it is Commander".
  34. 10 points
    Thimble

    [RP] The Fall of Storm Haven Keep

    A cold wind stirred above the white snow. It swirled and eddied before finding its way to the precipice, coalescing into an invisible wave as it tumbled over the edge. Down it went, leaving the peak in its wake, flowing around trees as it descended. When it reached the bottom, it sped out from the base of the mountain, heading south, losing intensity as it ran into obstacle after obstacle. Finally, nearly depleted in strength, the last tendrils reached out before dying and managed to barely move a banner on the walls of the Sunset Keep. Dark eyes surrounded by fur took notice of the movement, as they took notice of everything in sight. This vessel had revealed to Thimble even the most skilled assassins with its eyes, once thought to be a curse by Gaea, the Earth Mother. Now prized for their eyes above all else, Elken had become the vessel of choice for Thimble when seeking to expose the sin of his enemies to the Flame of Truth. He had wrestled with the White Crow for what seemed an eternity. Finally it had begun to struggle less, tiring from the constant fight against the magical energies harnessed deep within the Corvus Citadel. Soon the Citadel would control its powers completely, strengthening their forces, further solidifying their victory on the battlefield. Already Thimble had been able to siphon some of the power of the White Crow, giving the Sergeants of the Citadel the real time combat intelligence they needed to command successfully. Soon, he would be able to infuse the Citadel’s Artificers, greatly increasing the efficiency of their operations. The present suddenly rushed back to him as Duffy gave the order to move northwest, skirting the mountain on the way to the portal to Calinor. Without hesitation, Thimble leapt from the walls of the Sunset Keep, landing with the agility only an Elken could achieve, immediately transitioning into a sprint. The order was unexpected; the baneful trees hadn’t even spawned. Duffy was taking a risk with this move, but being bold was often necessary when fighting Balance. And, truthfully, Order had in recent weeks shown itself to be quite formidable as well. The Death Alliance leaving the freedom of Chaos for the rigidity of Order made no sense to Thimble, but as adversaries they had earned the respect of the Citadel, and it felt like that respect had been returned in kind. Bounding up the rocks below the portal to Calinor, Thimble caught a brief glimpse of Grimmel as the scout stepped through. Immediately the report reached them that the Free City was clear of enemies, and the order was given to proceed. They waited only seconds on the other side; the army of Corvus Citadel, for that was what it was becoming, had practiced squad movements and had become efficient at force projection. Grimmel had already reported the all clear on the other side of the portal, so when Duffy began giving the order the entire force was through the portal before he could finish. Swiftly they raced as one cohesive unit along the road through Thracia toward Storm Haven Keep. Stilling their breaths while positioned behind a hill near the keep, the forces of Corvus Citadel managed to remain hidden only a hundred yards from the walls. While looking for the flat ground necessary to perform the summoning ritual for the mighty siege engines, Duffy noticed a breach in the wall and quickly consulted the Sergeants to devise an attack plan. Mighty Vanboozled, grizzled veteran of the Citadel, suggested an immediate attack without waiting, to try to take advantage of the boon presented to them. The order was given, and five full squads of warriors streamed into the breach, pivoted left and flowed into the corridor inside the exterior fortifications. Emerging from the ramp at the top into a hail of arrows and seeing their desired avenue cut off by a ruined bridge, Thimble and Duffy, brothers in arms, ran along the top of the wall toward their secondary objective: a bridge, still in tact, to the left of the inner keep. The order was given for a small group to break off at the back to distract the Order defenders as the main force cut down guards left and right. Unfortunately, the enemy was not so easily fooled. When Thimble and Duffy reached the end of the bridge, with their brothers and sisters streaming across behind them, they ran headlong into the bulk of the enemy force. Worse still, Order had the high ground, and with great defensive positioning. Thimble could only assume that Chroma, who had shown his tactical cunning, was leading the defense. In an attempt to avoid total annihilation, a hasty retreat was called. Their numbers cut in half, Thimble and the remaining warriors of Corvus Citadel maintained discipline as they retreated down another ramp, taking shelter inside the fortified walls. That allowed Chroma, or whoever was leading, to order the defenders to advance across the bridge and attack from the top of the ramp, while splitting their force and attacking simultaneously through the courtyard into the chamber below. Performing the incantations and required movements as fast as he could, Thimble summoned tornadoes to toss the enemy left and right, granting a momentary reprieve to the now very small attacking force. That reprieve lasted only a moment, though, for the heavy hitters of the enemy were within their ranks. With a mighty bleat, Thimble charged, using his antlers to knock three of the enemy away. Instinct took over, his movements faster than his mind could even comprehend. He summoned a blast wave, blowing several of the enemy away and lighting them on fire. He then leapt into the enemy, pivoted on his hooves, and immolated an entire group as he teleported back into the chamber. It was a last ditch effort, however, and ultimately proved to be futile. Despite valiant efforts by Thimble and his brothers and sisters, they fell to the overwhelming forces of Order. At Duffy’s command, they flew back as crow spirits, recovered control of their vessels, and formed up on the other side of another hill close to the keep. Once all forces had been accounted for, they began an ordered retreat. Then, suddenly, Duffy received intelligence that the powerful forces of the Winterblades had been spotted near the keep, on the other side. Immediately the Corvus Citadel forces turned and advanced hastily on the nearest baneful tree. Arriving in moments, they found a squad of Order hacking at it with all the effort they could muster, clearly hoping to destroy it before anyone could interrupt them. It didn’t work. Five full squads under the banner of the Citadel quickly overwhelmed the squad attacking the tree, and then the healers began immediately healing it. Before they could bring the tree back to full health, word reached them that the Winterblades had done the same thing at another tree, and that the Death Alliance had retreated back into the inner keep for a last stand. Grimmel, who was able to use the shadows to stay hidden, relayed information as the Winterblades streamed into the keep, killed off any remaining guards that got in their way, and ran straight to the inner keep. He described a quick battle in which the defenders of the lower room were overrun almost immediately, then gave the recommendation Duffy was waiting for: if Corvus Citadel were to attack again, it would be at that moment or never. With a mighty roar, minotaurs and half-giants running in front, Corvus Citadel’s attacking force charged through the breach and straight into the inner keep, behind Balance. They ascended the ramps swiftly and saw an unbelievable sight at the top: the Death Alliance had repelled the Winterblades assault. Hesitating only a moment, Thimble began firing tornadoes at the small groups of Order left in the room with the Tree of Life. He charged with his antlers, blew up the enemy with blast waves, and summoned more tornadoes. Over and over, his pyrotechnics and antler antics forces the enemy off the edge and into the courtyard below. It looked like Corvus Citadel was going to be victorious in the pitched three way battle. Until, of course, the Winterblades streamed in, having regrouped from their earlier defeat. Corvus Citadel was able to hold them off for awhile, but in the end the Winterblades and their vassals were able to destroy the Tree of Life and plant their own Golden Apple. Corvus Citadel’s attack had failed. The Death Alliance, and the rest of Order, had lost their keep, but not to the forces of Chaos. For the first time in the Trial of Illara, the Winterblades controlled two of the three keeps. Still, even though Duffy’s plan was bold, Thimble knew that it was better to have tried and failed than to have not shown up at all. After all, Corvus Citadel had earned a reputation for not backing down from a fight without good reason, and they had proven that again today.
  35. 9 points
    Yumx

    [-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 passionate 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: Recruitment is OPEN. 2 Flex players 1 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 New Minor Discipline guide, for Patch 5.100: Vanguard Minor Discipline Guide
  36. 9 points
    Yumx

    Warstory: The Constant Action Siege

    It started out as an attack of 10 people, which turned into a 25+ v 25+ constant battle. Thanks to everyone involved! _______________________________We are recruiting! Looking for 2x flex players and 2 support players! Check us out here: GUILD THREAD
  37. 9 points
    Scorn

    Warstory: Thank you, yes, you!

    So I sincerely believe that Hax did a good job with rallying Chaos this CW. Hax and uXa really tried to bring things around. Applecross is a freaking beast at the circle standing game as are several others. Outposts are something I still detest, especially how you can manipulate the score with them. Every CW there has been 1 Faction that has completely captured the entire map. That is problematic. The maps are not built for the population of the game which is somewhat frustrating to me. I feel as if I can not get a proper read on some issues with the game due to this. The map is designed for multiple zones of 100-150 and we usually don't get to 100 total players. I missed out on the majority of this CW but did hear there were fights going down on the regular. It was not until one week past that I started to actually play this campaign and there were indeed regular fights to be had. Establishing my spot via fighting and standing, alone or with friends, I was back and involved. It was Fall and Chaos were using Order accounts to take back outposts to get rid of the capture bonus. This was smart though arguably dirty. That is why I came back And I was not alone. I didn't come back for the fights, I didn't come back for an active population, I didn't come back to test the bugs (old fixed* ones included) Everyone had some good fights, small and mid scale. Everyone won some and everyone lost some as it always is. It was good to see old names back in game, it was good to see fresh and newer players in game as well. I had fun, even with all the issues CF has I have fun. And I hope others did as well! Good fights, always. I look forward to more.
  38. 9 points
    No thank you. Save the login reward garbage for games that need to trick you in to logging in every day to shove microtransactions in your face. You already get a reward for doing activities ingame. Its called loot. If that isn't enough, then that's the problem we need to fix. If the game is not compelling enough as a holistic design to get people to log in, the correct response is to make it compelling enough. Pasting over a game that isn't enough fun to get people to log in with a wide brush full of bribes and chores doesn't make the game better, nor does it make the user experience better. People should be able to take breaks from MMOs without feeling like they're gimping themselves. Login rewards are not fun. They're not a game play system. They do not make any game that uses them better. They're just an annoying chore with the sole purpose of psychologically manipulating the player's fear of missing out as a substitute for having something interesting enough to do they'd log in anyway.
  39. 9 points
    Fauno

    ACE reacquires publishing rights

    Thanks Kraahk Really was a pleasure work with this game. This game have a huge future, at least i believe, and don't forget CM aren't important, the most important is the community, players because without them.... no CM I hope see you all, in field, killing spyders, monsters, doing some big wars...:) I will be there Thanks by your words, and have fun. Enjoy this great game with a great team. Best Regards Fauno
  40. 9 points
    Count me in the nervous group. Rather than improving the economy, I see this as competing with the economy before it's born. Master craftsmen will be competing with loot for market share on anything but their best work. Entry level craftsmen will be left out entirely. The harvesters that feed them will see lower demand for their goods, particularly after salvaging and refining is implemented. IMO, give us the tools for a real economy (a valued common currency, manufacturing & storage inventory), and we will fill the need for gear. Then change loot from finished goods to components that are better, or just different, than a craftsmen can produce but still require crafting to become useable gear. SWG's Acklay bones, Night Sister vibro motors, Krayt tissues, Geonosian power cubes and all the other loot only components made for incredible gear and were all well worth chasing and fighting over, while adding to the economy by demanding the best craftsmen and the best materials for assembly,
  41. 9 points
    SmokinJoker46290

    Why do you hate skinners?

    There is no love for the skinning profession. With the day / night cycle affecting the hide drop tables, waiting for spawn time of mobs and the recent nerf to the amount of mobs found inside forests and other area's its making skinning not worth it. Sitting at a whopping 2 R9 hellcats in our forest of silence trying to get enough flexible hide to gear out 1 person is hours worth of nonsense. Even if my beneficial harvest did happen to Proc, i would get that bonus only on the second cat i skin then wait another 3 minutes for spawns. Why is this happening to the skinning profession when ore/stone can go from pocket to pocket burning thru hammers/picks??? I understand that leatherworking might not be as important as Blacksmithing but if we are 4/5 days into a new item wipe and everyone who can use mail/plate armor has greens/blues and the leather wearers are still in commons then there seems to be an issue. Then u nerf the gold drop and replace it with 1 dust...... i get that animals shouldn't be rollin down the street with fat stacks in their pockets but 1 dust in compensation?!?!? i can go smack a tree twice and get 2/3 dust. Dont forget the new Ancient mobs which have turned solo skinning into a nightmare. Accidentally agro an ancient anything on your journey and its game over unless you have a pocket healer at all times. Then when you do kill a R5 ancient you are rewarded from the gods with.... you guessed it....more dust. We spent a good 10 minutes killing a R5 expecting to see our first majors of the game after this new wipe, instead we got 45 dust and a kick to the moral. We where all on white vessels with common gear and didnt expect to kill it easily but good gravy!!!! Not sure how many people have to complain about this before a change that actually happens to make skinning worth it.
  42. 8 points
    I personally dislike this fort/siege schedule as it only fixed a few minor things like back capping, and created a slew of new headaches. 1 - yes night capping forts is dead.....bc no pvp allowed at 98% of forts lol, theres only one objective fort to fight over for 17 out of 24 hrs of the day.... in 6 zones......really, really, boring and anti sandbox feel going on. This also removes any strategy for map movement or control as you are literally forced and pointed to what you have to fight over or care about. This directly helps the faction with the more active player base as now they know exactly where to stack their troops and what they have to defend. (as admitted by most balance they are having an easier time keeping stuff capped)(reference scoreboard) The 5 man fort group now cant use geography and movement as a weapon to get around numbers, they are forced into non winning fights or, to not pvp and farm n craft to try to eliminate any numbers advantages with gear n vessel upgrades. Also now the “night capping” is just towers and gy’s, it definately still exists, as shown by wb roaming group doing towers last night at 2 am in marq with 7 dudes (not funneled to active fort bc forts are pointless still) This directly ties to why the campaign map is dead, pvp has no purpose for character progression or reward and you can make epics in gods reach and campaign temple and eks, why would any one trying to get geared up risk getting slaughtered when you have designed the game to have more safe havens than pvp locations? No one is on campaign because of this, it is by design advantageous to not pvp or be in pvp locations. 2 - i agree on back capping being dead and this being a good thing, shorter fort timers might make the last ten minute strat be less viable if fort windows were only 30 mins? more people might d up for 25 mins over 55 mins etc. 3 - reduced pvp siege burnout is now replaced with pvp boredom. fort locks and less towers have removed almost all campaign map participation, with a main reason being they are all still absolutely pointless for account/character progression. Why would me and a buddy go try capping towers when we could be farming up gear or vessels for guildmates or factionmates, there is no reward to pvp only risk and detrimental gear hits. The game in current format is minecraft with a 5 hr pvp window. 4 - circle standing time is much improved, good job 5 - Respawn cap points have all the same problems forts n towers do, usually they have no strategic purpose bc, capping alerts enemies to the zone, usually not near a valuable objective, and also again they do nothing for a characters development. gy’s are pointless, besides in siege zones during 10-11 if you dont have a fort. All in all im really surprised how vocal some are in support of these mechanics because it sure seems like its killing the pvp and world persistence. There are far to many hideouts for people to progress outside of pvp, and far to little pvp objectives with meaningful purpose that people care and want to fight for. Fights for just points on the scoreboard hasn’ t worked for 6 months. Make pvp have a purpose towards something and people will pvp, until then, this is what crowfall campaigns will look like.
  43. 8 points
    @thomasblair@mhalashace@vkromas@ACE_FancyHats Bookmark this thread and come back to it when you're ready to iterate on Minor Disciplines! Minor Disciplines - The Good, The Bad, and The Ugly This post is going to go through all Minor Disciplines available from the Minor Vendor in the Temple in 5.100 patch. I'm going to classify each and every minor into one of 4 categories: Good, Meh, Bad and Ugly Good - This Minor has use in almost every situation on at least 2 classes and synergies well with different builds Meh - This Minor has a good effect, but for whatever reason, you wouldn't use this Bad - This Minor has a very situational effect and doesn't synergize well with any build or class Ugly - This Minor has no idea what it's doing and doesn't need to be it's own Minor Each Minor will be classified based on my own judgement, and you're free to disagree with it. I might also add some of my own suggestions so that a particular minor might see more use if my suggestion were followed. Now that I've explained the rules, let's get started! Alchemy Techniques, Blacksmithing Techniques, Jewelcrafting Techniques, Leatherworking Techniques, Necromancy Techniques, Runemaking Techniques, Stonemasonry Techniques, Woodworking Techniques - Good Gives a Passive that increases your Assembly and Experimentation Caps. You'll want this at the high-end to craft really good gear. Stonemasonry Techniques is the only bad one, since Stonemasonry doesn't need stats currently. It'd also be nice if Woodworking Techniques granted the use of Weapon Weights in their weapons. Armor of Faith - Meh Gives you an active power that increases Personal Damage Modifier by 7% for 15s every 23s. If you're build already makes use of all your passive slots, but not your power slots, then this could be a Minor to take. Though 7% is not a lot, and you're probably better off using Sturdy or a power from a defensive Major, like Rune Caster. It would see more use if it were more potent, like it was when it was first introduced. Attention to Detail - Bad Gives a Passive that increases your Additional Risk Points Value by 1. The description of the Minor says it increases the Percent each Experimentation Point is worth, and the description of Addition Risk Point Value says it does that, but there's no indicator it actually does anything. The messaging is really bad with this Minor Use it alongside Helper Monkey and Risk Management, but once you get to high-end crafting drop it for Leather Scroll Case or a Techniques Minor. Blood Pact - Ugly Gives you an active power that changes your resource to Health for 15s every 45s. There is no situation, ever where this would be desirable. You're just asking to get yourself killed. Just remove this from this from the game. No one will ever run this in any situation Burning Hatred - Bad Gives you a Passive that spawns Health Orbs when you deal damage. It's a weaker version of Blade Master's Blood Price. Burning Hatred heals you for 1.8%-2.2% of your Maximum Health. Most players will nominally be around 10,000 HP, that's only 180-220 HP. A regular lmb does twice that. Blood Price, on the other hand, heals you for 63-77+28% Support Power AND gives you 100 Attack Power. Blood Price heals for roughly the same, but gives you more AP. Why would you take Burning Hatred over Blood Price, given the chance? Burning Hatred needs to be healing for about 5% of max HP, nominally, before it'd be considered. Careless Whisper - Good Gives you a passive that, after 5 lmbs within 12s, Critical Strike and Critical Damage are buffed by 10% for 6s. Good on lmb-heavy builds to increase their damage, plus there's a visible indicator that tells you when the buff is active. Dig In! - Bad Gives you a Passive that increase your Anti-Critical Strike by 25% for 15s when under 25% Health. When you're low health, critical hits aren't what you should be worried about. Considering there are stats that increase raw damage when you're below 35% Health, Dig In! won't prolong your death. Field Surgeon's Rescue is what'll help you. If Dig In! made you immune to crits, or increased Final Mitigations at low health, it'd be a much more viable option. Elven Eyes - Good Gives you +20m Far-sight. Has no Passive or active Power, and Far-sight has general uses, so it's good to take when you've filled out both your Passive Slots and Power Bar(s), and have an empty Minor slot. Eminently Punchable - Meh Gives you a passive which restores resources when hit. At high levels, you don't need to work about your resource management all that often, and you get more resource from support classes. It might be good as a first minor when you're low level and resource management is something you should worry about, but that goes away as you gain levels. Explosive Thorns, Prickly Skin, Protective Thorns, Thornshield - Ugly These 4 Minors all revolve around Thorns, but Thorns damage is laughably weak. It also is functionally the same Retribution, which I'd argue is stronger because Retribution is determined based on your enemy's damage, while Thorns is dependent on some other stat that's not obvious. There's also no way to increase your Thorns, unless you're an Earthkeeper Druid. To make Thorns work, you have to go all into Thorns, but why would you take 3 Minors just to make 1 effect somewhat work? It's lunacy. These 4 Minors are better off as 1 Thorns major, but that still doesn't solve the issue that Thorns damage is weak and can be ignored by other players. Taking these Minors off Thorns and onto Retribution would also make them be more interesting choices. Finish Him! - Bad Gives a Passive that increases Execute Power damage. There's only 2 powers in the game that Finish Him! might work on: Templar's Execute and Ranger's Multipurpose Shot with Slashing Arrows/Quiver. The problem is: Execute only works on low Health Players, and the damage increase is not noticeable enough to tell if it even does anything. It also doesn't help that Slashing Arrows/Quivers give a chance to deal Execute damage. Your target will likely be dead before you can determine if you did Execute damage or if RNGesus said you rolled high on your damage. The messaging on this Minor is just really poor. Found Resources - Meh Gives a Passive that returns 2 Pips if you enter stealth with no Pips. In some ways, it's a weaker version of Agent Provocateur's Preparation Passive. With the current way Zoning works, you always enter a Zone with no Pips. Found Resources makes it so, if you ever engage into a fight with no pips, you can get 2 just by stealthing. Of course you could just wack a mob to get full pips, or if you're running Agent Provocateur, Preparation can give you full pips if you stay in stealth long enough. One of the few Stealth disciplines and something to take if you have full Passives in your other tray(s) Furious - Meh Gives a Passive to Champions that increases their Damage Bonus by 10% at Full Rage. Only usable on Champions and is overshadowed by stronger Passives from Majors Glass Cannon - Good Gives a Passive that increases your Damage Bonus by 10% and decreases your Personal Damage Modifier by 10%. If you're a Ranged DPS and have a pocket healer, the increased damage is not something the worry about. There are ways to counteract the increased damage that make this Passive a good choice. Helper Monkey - Good Gives a Passive that reduces the Assembly and Experimentation difficulty by 10. This helps to make it more likely to get good rolls during Experimentation Last Resort - Bad Gives a Passive that increases your Critical Strike by 25% when you're below 25% health. When you're below 25% health, you're on death's door. Getting more Critical Strike won't get you out of that situation. Might be good in close 1v1s, but those will be few and far between. Plus, it's not hard to hit the Critical Strike Cap, so this Minor will literally do nothing for you in that case. If it was Critical Damage, then you'd maybe see it, but you're still on death's door and you're likely not in a 1v1 where'd getting a Critical boost would turn the tide. Leather Scroll Case - Good Grants the Scroll Case slot. You'll need this to craft Runic Weapons and Horse Shoes Matching Leather, Matching Mail, Matching Plate - Meh Gives a Passive that increases your Support Power by 100 when you're wearing a full set of either Leather, Mail, or Plate. These are not bad Minors, but you likely have better Passives from your Major disciplines that overshadow these Minors and you can't slot it to get the effect. Minor Accompaniment - Bad Gives a Passive that increases Song Damage. Only has use with Troubadour's Consonant Chains and Dirge of Dissonance. This Minor is only bad because Toggle Powers (which Troubadour mostly consists of) are bad with the amount of CC that flys around during fights. You're going to spend most of your time recasting songs rather than engage in the fight. Otherwise, this would be a Meh Minor, as it's usefulness is tied to Troubadour. Mortal Sin - Meh Gives a Passive that increases a target's chance to be critically hit by 2% per stack, can only be used by Confessors and Templars. Because hitting Critical Strike Cap is not hard to do through other means and Minors, there's other Minors that you might want to take instead. Could be useful early game, where you can't get high crit chance, but late game it falls out of favor. Overwhelming Odds - Meh Gives a Passive that increases Resist All by 7% when 3 or more enemies are within 10m. Has general uses, but because most classes can reach their Mitigations Caps, this minor isn't all that. It's good early game, when armor isn't good enough to reach caps, but once that happens, Overwhelming Odds becomes less wanted. If it increased Final Mitigations, rather than Resist All, it would see more use late game. Project Management - Bad Gives a Passive that reduces the cost of a Small Re-roll by 25%. It's completely overshadowed by Helper Monkey, Risk Management, and a Techniques Minor. Only ever use this if you don't need Helper Monkey and/or Risk Management anymore Pound of Flesh - Good Gives a Passive that increases your Damage Bonus by 15% when your target's Health is above 90%. Good for opening bursts to quickly reduce your target's health. If your target is using Sturdy, it quickly gets them below the Sturdy threshold. Somewhat situational since it only has an effect at the beginning of fights, but not a bad pick Resolution - Good Gives a Passive that increase Damage Bonus when 3 or more enemies are within 15m. Will activate in most scenarios to increase your damage. Especially good with melee characters. Risk Management - Good Gives a Passive that increases your Additional Risk Difficulty Reduction by 10. This makes it so higher additional risks are more likely to result in good rolls on the item. Shadow's Caress - Meh Gives a Passive that increases Health Regen by 35 while in Stealth. Another rare Stealth Minor. Considerably weaker than Agent Provocateur's Lay Low. Only run this if you don't have a healer and aren't running Agent Provocateur. Shield Whiz - Meh Causes Shield Fighter's Throw Illusion Shield to bounce off an additional target and gives a Passive that applies a Snare to Throw Illusion Shield. Only had use on one Power in the Game, but it turns it into a ranged Snare, which isn't bad. Plus it combos with Illusionist. Only Meh because it's only useful to one Power on one Major Discipline Sparring - Meh Gives a Passive that increase Basic Attack Damage by 10%. Good early game, but with talents and gear, you can reach the Basic Attack Damage Cap, which makes this Minor useless late game. Spirit Whip - Meh Gives a Passive that bounces your Basic Attack to 2 additional targets with a 50% and a 25% damage fall off. In most situations, your enemies aren't going to be grouped up enough for the attack to bounce, and damage it does won't be felt that much. It'd be much better if there wasn't a fall off, or if it was less severe. Sturdy - Good Gives a Passive that increases Personal Damage Modifier by 33% while above 80% Health. Has universal value. You'd want this on practically every build. The sustain this gives you is great, and you should want to have this in your build. Sustaining Note - Good Gives a Passive that increases Song Duration by 6s. If you're using Bard or Troubadour, you should use this, especially to make twisting easier to accomplish. The Reaper - Good Gives a +0.5 Harvest Power Pip Bonus, giving you a full pip every swing. The only Harvesting Minor, and like Elven Eyes, it only gives stats, no passives. Take it if you're a harvester and your build doesn't need all your Minors or a Profession Harvesting Discipline Song Twisting - Bad Gives a Passive that allows you to twist songs to make a stronger one. Only bad because you'll more than likely be interrupted while trying to twist, causing you to very rarely get it off. If Toggle Powers weren't easily interrupted, this one would be Good for Bard or Troubadour builds Uniform Leather, Uniform Mail, Uniform Plate - Meh Gives a Passive that increases your Attack Power by 100 when you're wearing a full set of either Leather, Mail, or Plate. These are not bad Minors, but you likely have better Passives from your Major disciplines that overshadow these Minors and you can't slot it to get the effect. Weapon Finesse - Bad Gives a Passive that increases your Power Efficiency by 20%. A stronger version of the Mental Fortitude Passive you get by default. Power Efficiency caps at 25%, and it's likely you'll get close to the cap through talents and skills. Only in early game where you're using non-advanced weapons and have low Efficiency would this maybe be worth, but Mental Fortitude is good enough.
  44. 8 points
    thomasblair

    Max passive skills for all

    It is all about where and what we want tested. On the Test server, post a system making it through its initial implementation paces, there really is no reason to not artificially boost player acceleration. (this is why even with the new leveling process and flow in 5.100, we let everyone bypass all of it it in favor of testing out fully tricked out characters with all powers in the 5.100 cycle) The powers bugs were far more important to shake out than leveling. We might have not even known about the ranger traps/druid orb problems until live as no one would have been using them since they would have been leveling instead. On the Live server, we always want a playable game, with as much content (rough edges and all) as we have, because it tells us what edges are razor sharp and need to be fixed as soon as we can. This means we really don't want artificial boosting in unless we really need it, because it hides those super rough edges, and we end up all fooling ourselves what we need to do with a particular system.
  45. 8 points
    Top 10 1) Finish Frostweaver (I know this was recently mentioned) Nothing will get more people will come back and give Crowfall another try than releasing Frostweaver. 2) Assign Discipline to specific droppers and announce a list of them and a map 3) Give XP for any and all captures and have the xp be residual for holding land.Increase Capturable XP and loot bonus as the seasons progress 4) Make all outposts become spawn points- also give out gold loot when you cap it in a lootable chest.(loot and pillage) 5) Give huge bonuses for capping entire zones and holding them 6) Put GUILD crests next to Faction crests on all capturables and give guild points for capping and holding. 7) Make cash valuable again by allowing sacrifice for xp and any level. 8 ) Make the leaderboard only recognize pvp kills and deaths. 9) Create Fence NPC's that buy from players and sell same items to players for gear and runestones 10) Pay Campaign winners with VIP Character slots/ PLUS XP badges/EK Statues or their choice of discipline runestones./ Crowns/ titles
  46. 8 points
    Greetings all, On EU we had the most fun and active campaign to date and the best sieges so far. We've all won some and lost some but the points game goes to Balance so a Congratulations is in Order! (no pun intended ) A shout out to V for bringing life back to Balance. And what a life - up to the point of winning. A shout out to everyone else involved and I won't name them because I'll probably forget a few. KDS thanks you all and is ready for more crows to fly! /salute
  47. 8 points
    This is great! Nice writeup @thomasblair! I really like the system for having prefixes, core attribute and suffix. Reminds me of rolling gear in Shadowbane. I like the stat choices for the armor too as they just make it so much more interesting than what we currently have. I also REALLY like that we will get armor/weapon drops from monsters. Aside from the more obvious pro's like allowing players to gear up quicker this also gives me hope that we may see equipped item loot in the Dregs after all. I could see people wearing "dropped gear" as an "everyday" type of armor and save the high end crafted stuff for sieges. That risk/reward component of not always wearing your best armor in fear that you might lose it is missing from the current faction campaigns in Crowfall and I certainly hope it appears in the Dregs.
  48. 8 points
    Introducing siege windows for major control points FULL STORY
  49. 8 points
    mandalore

    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?
  50. 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.
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