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

  1. 4 points
    I feel it’s all anecdotal conjecture. Could they devote more of the time and money being spent developing the game to communicating with the players. Sure, they 100% could. Should they? Eh. 1. There’s twice a week news post. Sometimes it’s fluff, sometimes it’s not. That’s okay. 2. There’s a monthly q/a live stream. 3. There’s at least one other live stream every month based off what they are working on. 4. There’s a monthly new article sent to your email. 5. There’s their news announcement discord. 6. Facebook. 7. JTodd is pretty responsive on Twitter. 8. Vkromas, Fancyhats, stump are all extremely active on the bugs and feedback subsection. Tag them and they will respond if it’s within their ability to do so. 9. Their @support staff is exceedingly good about answering questions timely and professionally. If it needs an escalation there’s Tyrant and he will respond even though you might not like his answer. 10. Tag ThomasBlair or Jtoddcoleman and they might directly answer dev questions for you. Panns pretty good about answering forum stuff. Jackal has his paws in everything. Tag them if you have a serious enough need. Sometimes they have slow periods of dev and that means slow news cycles. Not everything is flashy and news worthy. The team has really picked up the news rotation with the Trials. @seastodd
  2. 3 points
    @thomasblair Have you considered mobs dropping "discipline fragments" that way we can put them together to the disciplines we want? May make loot tables easier, just control how many they drop. If you still want to differentiate could have "Urgu Minor Discipline Fragment" or "Offensive Minor/Major Discipline Fragment" and make the recipes require different fragment types.
  3. 3 points
    mandalore

    A little constructive criticism

    That sounds logical and well thought out. It has no place on these forums. Somebody ban this heretic before this logical and critical thinking spreads! Also, he’s right.
  4. 2 points
    nicht krank, puh. Erstmal vielen Dank dass Du dir hier die Mühe machst und so konstruktiv und wertschätzend agierst! Ich denke ich erlebe gerade Fluch und Segen des offenen Konzeptes in einer kritischen Zeit des Entwicklungsstandes. Ich hatte Crowfall überhaupt nicht auf dem Schirm. Bin wirklich nur durch viel Zufall auf das Spiel gestoßen obwohl ich meine in der MMO-Szene an dem was mich interessiert eigentlich ganz gut informiert zu sein. Das "Crowcain" hatte mich dann vom ersten Tag weil die Idee und das meiste an der bisherigen Umsetzung einfach gut ist. Rückblickend war - wie auch hier schon erwähnt - die Kommunikation DEV-Team und Spieltester extrem gut. Aber seit "5.8 "First sanctioned campaign" comming to you this November" ausgerufen wurde zieht sich halt alles sehr hin, ohne dass man wirklich weiß was gerade los ist. Spiel pushen oder nicht pushen? Freunde versuchen zu überzeugen wieder ins Spiel zu schauen? Für mich gerade alles schwierig, umgarnt mich doch das Gefühl, dass ACE seit Anfang November am schwimmen ist und irgendwie alles im Notfallmodus gemacht wird. In einer heißen Entwicklungsprozessphase gehts vielleicht nicht anders... aber es nervt tierisch nicht planen zu können. Missinterpretationen und Buschfunk sind sicher auch ein Problem: Aktuelle Kampagne auf 3 Wochen Dauer angekündigt, erster Login *oh geht nur ne Woche* - Livestreaminfo --> Dienstag wird wohl wipe und 5.8.6 sein, da nehm ich mir doch den Nachmittag frei mal sehen wann was passiert Ich bin aus meiner geringen bisherigen Testerlebnissen in anderen Spielen gewohnt klare Testziele zu haben und zumindest etwas mehr über den aktuellen Stand zu erfahren. Es wird sich zwar im PRE-alpha Status versteckt, je nach Defintion mag es gerechtfertigt sein, aber n wöchentliches Update zur aktuellen Entwicklung wäre bei aktueller Entwicklungsgeschwindigkeit denke ich mal n guter Vorschlag. Ich glaube dass mehr Spieler bleiben würden wenn Sie mehr aktiv in die Test einbezogen würden und man nicht am langen Haken verhungert bzw. stupide beschäftigt würden. Für neue Spieler ist es extrem schwer zuverlässige aktuelle Informationen zu bekommen. Die meisten Grundkonzepte sind zwar noch da, aber ein Update zum Plan was bei Release da sein soll und was im Anschluss noch folgen soll wäre auch gut. Gibt es zwar viel gute vids sind die meisten doch veraltet. Ich bin gerne bereit dem Spiel und der deutschsprachigen Community viel Zeit zu widmen, aber gerade bin ich noch etwas zögerlich und hoffe dass meine Befürchtungen nicht so wahr sein mögen Ach ja... Official Crowfall Discord entweder löschen oder aktiv und immer nutzen
  5. 2 points
    Jah

    Unchangeable Major Discs- > BAD IDEA

    That "excessive" grinding and leveling serves to make it not trivial to have numerous alt accounts full of viable characters. I have several accounts but now that I need to vessel/level/gear them, several are inactive. The system actually seems to have worked to deter me from having a full set of crafters, harvesters, and combat characters. Alts will always be an issue, but an individual player only has so much playtime.
  6. 2 points
    PopeUrban

    Unchangeable Major Discs- > BAD IDEA

    Lack of options increases dependence on other players to provide those options. It is the same logic behind preventing players from achieving mastry in every crafting type, and the same logic behind every build having natural and deliberate counters. Narrow roles require more people to fill them, which in turn increases the need for players to band together with others. Major disciplines are not minor functionality bonuses, as you yourself have already said. They are major, potentially build shifting aspect of the character. How does it make sense to lobby for them to be hot swappable while still require people to lock in to race, class, and talent promotion class? Minor disciplines are minor enhancements that in total comprise less than a quarter of what is offered by a major. They are much more in line with what is offered by gear and it thus makes sense to treat them as a bit less sticky. You opinion on this matter seems to be "the more stuff I can do with less work" makes crowfall a better game. I fundamentally disagree with your opinion. The more valuable individual characters (and thus the people who have invested in those characters) are, the stronger the game expresses the crucial interdependence that a good sandbox requires to function. The more roles a single person can fill with less effort, the less of a reason that person has to seek allies. That is devastating to the very fabric of a game in which the majority of the content is other players. For you it's about "do we have a molehunter?" For me its about "do we have Dave, our antistealth guy, or Ronald, our backup antistealth guy?" The first is a question of whether or not you have some loot in a bank. The second is a question of whether or not you have people on hand that can do the job. Only one of these things causes you to actively seek out people that are enthusiastic and passionate about doing that job. Only one of these things organically creates functional, competitive, long lasting guilds and friendships out of necessity. Those personal connections are crucial to the long term draw of a sandbox mmo. Without them the "content" dries up really fast. Its the difference between having a job and being valuable, or being some random guy with the right equipment on today.
  7. 2 points
    The classes i have spend time on. Assassin : Blackguard. Poison Paradise : 8% Life Leech to all damage done is a much needed part of a spec that doesn’t offer more CC nor damage. When the damage converted to health is only 8% though, u have to be careful how small the numbers become. You are able to sumplement these numbesr with Leadership, but the 4.5% Leadership offers doesn’t make it viable anymore. 12.5% damage done converted to health means you for each 1000 Damage done you get 120 Health. 120 health… Hmm read into the equation that if you dont do damage that numbers is 0% if the Blackguard promotion passive is to even be slotted then this number has to change. You have classes far outdamaging you. This is the only thing that the promotion class offers, and without it being viable the promotion class is just not worth taking the end talent. Assassin : Vandal. On paper the Vandal looks like a really interesting spec., with Yagas Gift and multi stuns being on the top of the list. Its a spec I’ve played aorund with a lot lately, but due to the squishiness of the class and lack of sustain means they are utterly reliant on their CC. Something which Retaliate and “Q”’s pretty much makes it possible to ignore. So what does the class have and what are the issues : Yagas Gift : In a small scale (1v1 or Xv5) it’s a viable power to slot. The 15% health, becomes something u can use to lure people into overcommiting. That beind said, with the armor changes, and especially the move of health from armor to leveling vessels end up with a lot less health, making the 15% a lot smaller. The 4 seconds of 90% damage reduction feels completely negliable and doesn’t provide the escape it’s suppose to. It’s an extremely weak “promotion class” power compared to mau of the others, end compared to the 20% extra damage for example that the Cutthroat gest 100% of the time, then the 5 minute cooldown is just brutal. The Stun vs Retaliate. Since the Vandal is heavily reliant on the Stun anything which makes it possible for the opponent to ignore that CC becomes something to be aware of. Especially the amount of Retaliate you are capable of using combined with how often “Q” is usable for a class then this spec becomes a lot less viable. Ranger : Archer The Archer is a turret mode class, and the promotion class offers you a nice boost to your damage, in making your LMB/Channeled shots cast twice as fast. As long as you stand still. Stand still… Reflect on that a bit, the time -any- class can stand still on combat is extremely situational, and very rare. But but they have a lot of range you say… Like 60 m… That’s true, problem is that unless you’re on elevated terrain you can¨t even see your opponent. Your own allies block your field of vision and targeting anyone is actually quite hard. Add to that, that the Bow-Quiver (read QUIVER!) doesn’t add up (see previous feedback post) then the amount of cast time a ranger has, vs that amount of damage they do is starting to get a bit out of had. -NO- other class have their LMB slowing you to 50% movement speed. Why is this relic of gameplay still present on the ranger when it’s been removed from all the other classes? The Archer is extremely squishy, has not defences, and basically no abilities to kite effectively with…
  8. 2 points
    Frykka

    A little constructive criticism

    Highly unlikely until 5.9 release where we will again probably see 300+ for a few weeks for Alpha testing. Big numbers won't show until Beta. A few may return for a short stint with the 5.8.6 wipe but without a full wipe the experienced players will be in epic/legendary and the new runic gear in just days. Then it will stale just as fast. It is still Testing and NOT, very much not a "game."
  9. 2 points
    I was with Balathan, and I love him but I am going to do a similar post with a bit more organization. Findings / Observation (Major Disc Drops) We are not sure if drop is only during night. Farmed at night to try to maximize drops either way. Spawned either every 3 or 4 hours. Farmed 15 or so R4/R5 - Got NOTHING Farmed couple 7+ - Dropped 4 Majors Out of the 12 Spawns farmed (this is the 6 spawns found in 2 different Maps) Only 2 were high rank(7+) Taking above into account, changes are needed to drop rate etc. Jumping Spider spawns sometimes spawn 3 Ancients Recommendations / Fixes (Major Disc Drop) Keep Ancient spawns to always be in hunger touched form. (We do think fighting them in this form is better but think it would be hard or frustrating to deal with the day/night cycle) or have discs drop for both forms, or have more discs drop in hunger form. Increase Spawn Rate (1 hour? 2 hour?) All ranks should drop majors 100% of the time. Change the amount dropped based on rank. Look at jumping spider spawn to see why it's creating 3 Ancients. Consider making it difficult to "hard" farm without people knowing spawn timer or where it spawns. [Spawn based on server time so people can try to interrupt you] [Spawn on a variable time so if you killed them you have to wait as well and can't just get it on spawn easily] [Making Ancient spawn obvious even if ancient isn't spawned, otherwise VERY easy to run by it when it's dead and never find it] Findings / Observation (Minor Disc Drops) "Group Boss"(is this new?) - 2 out of 2 dropped a Minor and 4 recipes "Boss/Chief" - Rarely drops minors, drops recipes "Captain" - VERY rarely drops minors Group Boss/ Boss don't have proper names (Example urgu_champion_groupboss_8) Recommendations / Fixes (Minor Disc Drop) Looks like Group boss has 100% drop rate for minors, this is great but like Balathan said should be 4 minors and 1 recipe. Current drops mean we could do every weapon we ever wanted as runic while not even having all our minors. Question: Is the "group boss" new? What is there spawn rate? Is there one at every camp? Boss/Chief should have 100% drop rate for atleast 1 minor. Captain/Elites I still think should have more drop rates for minors, but above 2 recommendations would go a long way. Findings / Observation (Camps) We are back to 100m range camps. (thought @jtoddcolemanwas adamantly against this?) Camps are back to being abusable. Mobs DO NOT despawn even if camp does majority of damage, allowing easy skinning, gold, etc. Mail/Plate classes have less HP and EVERYONE will get DESTROYED by 4 rank 10 guards doing tons of damage from 100m out Recommendations / Fixes (Camps) Lower the range(50m?) Go back to mobs despawning if they are killed by guards. Not sure on damage, may need to be looked at considering we have less hp overall in this next patch until VERY late game
  10. 2 points
    Jah

    Why have Stack Limits at All?

    There is no plan for "Weight" to be an inventory weight system. It is a stat for weapons that influences power cost, cooldowns, and damage.
  11. 1 point
    Saying the a reward system that is purely cosmetic not helping with a faction imbalance problem is proof that using rewards as a balancing metric will fail and we need to go straight to the nuclear option is like if you offered someone 1 cent to switch factions, they said no and then you said "Well! Cash rewards as an incentive to switch factions won't sway anyone!"
  12. 1 point
    Andius

    Why have Stack Limits at All?

    So just going to throw out there. I think I've seen a few items with a "weight" on them. I assume this may be a precursor to a not-yet-implemented inventory weight system. So if weight is going to be an eventual mechanic, why do stack limits at all? Weight limit for inventory and item number limit (with each stack being 1 item) for banks is all they had in Darkfall and it worked out pretty well there. It would be incredibly helpful to the current bank slot problem to just kill stack limits and eventually let weight limit be the balance to carry capacity when it's included. It's not like the stack limit is hurting what people can carry on them at a time. It's just aggravating your limited bank slot issue and causing your game to need to keep track of more items.
  13. 1 point
    Phr00t

    Barbarian

    Tried it against people with brains, fun but ineffective. Doesn't do enough damage, the CC is great but retaliate is too strong right now, and physics-based CC like force mage and centaur charge reign king instead of stuns/knockdowns. So play it if you want to have a fun spec but don't expect to be super useful!
  14. 1 point
    PopeUrban

    Unchangeable Major Discs- > BAD IDEA

    I mean why not remove leveling, vessels and gear entirely? Then there won't be any grind.
  15. 1 point
    Like I said, I didn't check the numbers in 5.8 ... but I just took a short look, and if i saw this correctly, the largest parcel is currently about 130 soil (capital parcel). Also the requirements for soil and it's components has once more been reduced drastically, so that the costs got reduced to about 1/4 of the costs in the 5.7 list above. So right now it should be doable without bigger problems. I also need to say that a single player should be good enough with a much smaller parcel than a capital. And ... capitals have originally meant to be built and maintained by 120 people. The shop price of such a parcel was 1.800$. This equals 15$ per person, which equals 1 month VIP ticket, which equals the ingame effort that is necessary to trade a VIP ticket with someone esle ingame. Multiplied by 120, that's how much effort building a capital parcel should rightfully take. So, in my opinion, expecting this to be done alone + in the blink of an eye ... i am not sure if this would lead to a happy end.
  16. 1 point
    Is there too many parcels one can own? What are the benefits etc.
  17. 1 point
    oneply

    Disc Rune Farming Refresher

    ummm, vessel leveling is sped up too....so..... its open world farming/gathering. i know with the super low player population it feels like youll be out there just mindlessly farming but that wont be the case at launch. there are no safety instances, everyone is going to need to farm them, and spirit banks will be gone. there will be conflict at those spots. remember its pre alpha and a very low population of regular players. more players, more conflict.
  18. 1 point
    If you need to make large parcels it takes like over 300 soil, each piece of soil requires mulch, ore concentrate, and gravel. All those things need to be be crafted, and you will soon find yourself going a bit nutty hitting the 4 same buttons over and over. All you need to do to avoid this frustration (which I hope factories or a mass produce button, similar to the large resource grind) is get a app called TinyTask.. it works really well with the game and I still love the person who told me about this.. I used to make soil while I slept using the app, I would wake up and it would be done, not sure if afk timer will affect it, but it would still be better to just let it run for 10 minutes, rather than clicking for those same 10
  19. 1 point
    minors drop should be increased until pre alpha end. else this is not worth time to test it. decrease gear decay rate on mobs. this is stupid to craft special weapons/armor to farm only after real game start I would like to see very low drop rate on disciplines since runes should be rare but plz do not make this game grind-based. it is already are.
  20. 1 point
    Bug with power for Cleric Arbiter: "Divine Alacrity" is not resetting the cooldowns on the powers listed on the tooltip.
  21. 1 point
    Andius

    Why have Stack Limits at All?

    Yes I saw that the first time it was written, which is why that post was suggesting that they do it. They'll need to if they want to make the caravan mechanics they talked about very meaningful.
  22. 1 point
    Airuntheman

    Tower Shields

    I've crafted a tower shield, and now I'm trying to equip it on my knight. Per a quick search, I found I needed to equip the "Secutor" Major Discipline to equip Tower Shields. But, when I look at the available Major Disciplines available to craft, there is no "Secutor" type. Any guidance?
  23. 1 point
    The problem I have with unchangeable major disciplines is that as a new player you have no way to see the recipes of the other crafting disciplines. When I first started the only way I was able to learn how the crafting disciplines interact was from playing around with each one. If we do move to unchangeable major discs we need to be able to at least see other recipes.
  24. 1 point
    Some of the Kickstarter packages offered extra character slots. Mine shows +3 which is exactly the amount that are currently locked. I do not think it's a coincidence Character Slot An additional character slot 3 Consume
  25. 1 point
    Stoneborn still dont jump as high as other races. They cant make it over small ledges that the other races can.
  26. 1 point
    After playing test for awhile, I have found that Ancients are super tanky!
  27. 1 point
    Fefner

    Unchangeable Major Discs- > BAD IDEA

    I do think that for players who are currently testing this game will have a good idea which discs to use when the game goes live BUT if your a brand new player this will be a bad idea and could potentially frustrate them and they could leave. I did say on another post maybe add a short timer when you equip them so player can test them before them being locked in place?
  28. 1 point
    1304049

    A little constructive criticism

    I mean you can give examples about what they should be doing or what you want them to be doing that they aren't rather than saying communication is bad with no evidence.
  29. 1 point
    Thimble

    [RP] Corvus Citadel Rallies!

    News from the front had reached Thimble mere moments ago. He had been busy helping run things at the Citadel and had been unable to help the war effort aside from the occasional flight into the Trial of Kane to quickly craft armor before he had to return. Raising the White Crow had proven to be a more difficult affair than anticipated, but the results would be worth it. As for the news from the front lines, it had been good, to say the least. In the face of overwhelming odds, three small groups of Corvus Citadel forces had managed to secure two keeps from the Winterblades and their vassals through the use of cunning tactics and swift decision making. The Balance faction began the night with three keeps, so their defenders were spread thin. Duffy Swiftshadow, Commander of the forces of Corvus Citadel, gave the order to the small group to assault Umbressa Keep, which was particularly light on defenders. Within minutes, the warriors of the Citadel overran the token defense and were able to destroy the Tree of Life and plant their own. Immediately, the band pivoted and marched at best speed to Rose Knights Grove Keep. The first to arrive were the scouts, and they reported back that the forces of Balance and Order were fighting over one of the Bane Trees outside the keep. Quig, Sergeant of Corvus Citadel, and Dirty, one of several Crowguard involved in the operation, quickly devised a plan while Duffy was commanding from the rear, helping the several recruits in attendance to catch up to the main force. It was a bold plan, and a risky one. Once Duffy and the recruits caught up, the small group of warriors began creeping along the wall of the keep, careful not to draw attention. Twice Grimmel, Corax Councilmember and forward scout, motioned for the force to stop all movement and cover their armor with their cloaks as they waited for a distant enemy scout to pass, hoping beyond hope that the scouts' attentions were always directed outward rather than inward toward the keep. Their luck held, as they were able to enter the keep through the breach without being discovered. Immediately they broke into a run, Quig leading the attackers in a glorious charge, straight to the objective: the Tree of Life. The brave warriors knew that they would only get one chance. Within seconds, Grimmel reported that the Winterblades were on to them. They must have had their own scouts watching the Tree of Life because their entire force turned on a gold piece as one and began streaming back toward the keep. The order was given to the warriors of the Corvus Citadel to throw everything they had at the Tree of Life in an attempt to take it down before they were overwhelmed. They grouped up, packing themselves tightly together, to maximize the effect of the beneficial magics of their clerics and other casters. The Tree of Life was nearly dead when the vanguard of the Winterblades slammed into the small force, but the phalanx held, though not without heavy loss. Zerst called out that he would begin the Resurrection Ritual, to try to save as many Corvus Citadel vessels as he could, to allow them to continue to fight. He was able to bring four of them back to life before he was knocked out of the ritual, more than anyone could have expected. Quig gave the order to blow novas, and one after another of the brave warriors gathered their energy and released it explosively, knocking the Winterblades off of the building. Finally the Tree of Life succumbed to its wounds. Quig and Grimmel, each with one hand on the same golden apple, dropped to their knees simultaneously, smashing the apple into the ground, causing a new Tree of Life to sprout, this one attuned to Chaos. The small band of warriors, half of which were green recruits wearing bits and pieces of hastily made armor, had done the impossible. Corvus Citadel had taken two keeps from the overwhelming forces of the Winterblades and their vassals. Thimble leaned back in his chair, taking two puffs on his pipe, the sun streaming in through a window illuminating the smile on his face.
  30. 1 point
    I understand what you are saying in part. What I fail to understand is how one can craft (which requires certain major disciplines slotted) and be as effective as possible in pvp (where one requires other major disciplines that use the same slots as crafting)?
  31. 1 point
    The entire system is designed for you to delete characters when you've obtained a better one. Vessels will never be mass produced, which means the only time you'd ever not be in the market for an upgrade to any of those six slots is if that slot contained an absolutely perfectly rolled legendary, with every body part and every component of the philosopher's stone also a perfect legendary roll, with legendary optional components. The odds against obtaining such a vessel are extremely high, nearly to the point of impossibility. You will likely always be looking for an upgrade that will require you to delete a character. Given the knowledge of this system, you have two options. Either delete them once you've acquired the vessel, discs,and sufficient item value to immediately sacrifice level to 30 for an upgrade, or reserve a floating slot specifically for leveling replacements and experimenting. You are going to delete characters in crowfall quite frequently compared to other MMOs because the game is designed to force you to delete characters. If you need a free slot for leveling, create a free slot. You're going to delete all of those characters eventually any way. If your needs are greater than the number of character slots you own,
  32. 1 point
    They've been listening since day 1. Player feedback is what killed rooted combat. Player feedback got us the race/class split. Player feedback is why we have male Fae. No more damage splitting, progression in general, active harvesting instead of being locked and zoomed. But hey, don't take my word for it.
  33. 1 point
    Is it just me or are the recent changes throwing a monkey wrench into crafting? This should be cause for concern considering harvesting and crafting are such a cornerstone of this game. Can't get minor disciplines unless you're fighting warbands, but how in the hell are crafters supposed to start crafting without leveling first? Not every player has multiple accounts or even the time to level multiple characters? Personally some of the recent changes have bled a lot of fund out of the game. Hardly any of the people I usually play with even log on anymore because you're so focused on changing things that people could work with instead of fixing what is broken. I mean, why can't there be two sets of disciplines: one for crafting and one for combat? It's not like the person is able to do a whole lot crafting wise unless they build up their passive skills, however this way they can at least go out and fight and play the game. This will scare off newer players who are trying to learn. Heck, with intermediate gear, a new player can barely hold their own against R4's in the teen levels. They won't stand a chance against a warband, group or not. While yes, they will have to work at their characters, build up the resources and get better, I fear that the learning curve will be far too steep for anyone looking to get into this game. Want to make a hardcore game for hardcore players? Sure, fine. Do just that. I just hope that select group of players has enough cash to keep your servers afloat as many rookies give up in frustration and move on to another game. I don't want to see this happen. Over the last several months I've had great fun playing with my guild. Since April 2nd, many cannot even be bothered to log in because of the current state. Many are hoping that the 6.0 patch will make the game playable again. I can only hope for the same thing. Otherwise, not only will you scare off new players but you'll chase off the current players who have committed themselves to trying to make this game better. But hey, don't take my word for it. I've only been beta testing MMO's for the last twenty years. I've seen this mistake so many times it simply gobsmacks me. I know you have a vision, I respect that. But hold on to it too tightly and you could lose what you've sought to build. Start listening to the players, please.
  34. 1 point
    The concept of Campaigns and every so often the board completely wipes.
  35. 1 point
    So disc drop rates... lets start with animal world spawns... Animal world spawns are now the only way to drop major disciplines and to say the least their drop rates are poor. These are static spawns with 3 or 4 hour respawn times (we didn't bother to figure out which) that have a lot of health and are hard to find. Once found one would think that the long respawn boss would always drop a discipline. This however is not the case in our testing we killed 14 R4/R5 bosses with 0 disciplines dropped, we killed 3 R7 bosses with disciplines dropped 1 time and 1 R9 and it dropped that 1 time (these were all killed during night time, not sure if that is important). Now when discs drop they drop 4 and that is great but that drop rate on the lower ranks is abysmal and needs to be fixed. If these are 3-4 hour spawns that are static (meaning that once the time of death is known they will be pvp contestable) they MUST drop disciplines every time. I shouldn't be killing world bosses and getting nothing for it no matter what rank they are. We bounced the idea around them having guaranteed drops but the number of majors varied on rank. R1-4 1 disc, R5-6 2 discs, R7-8 3 discs, R9-10 4 discs. Given that from our few drops we had some overlapping discs we can assume that the tables are the same across all bosses and could be any major so with the system right now its almost impossible to get discs at all and the ones you do get you probably wont want. Please increase drop rates or rework how they drop on low ranked bosses. Aside from the drop rates there is a spawning bug... ill drop some pictures. ACE please fix Moving on to War tribe drops... We farmed with 3 people R8 Urgu for 3 hours and came up with 1 minor discipline. We killed elites, captains, bosses, etc and came up with a few runic weapon recipes (maybe 12-15 between us) but only one discipline. The drop rates should be increased on minor disciplines, i don't know what the percentage drop rate on that is but its not high. We need 3 per person and a lot of them are useless so only 1/2 to 1/3 of the minors people will actually use. This system needs some touch up before live or people will be minor disc less. Again I'm going to say that maybe the rates at which the runic components drop and the discipline drop rates need to be flipped (and preferably increased). 12-15 discs after 3 hours of farming with 3 people is not great but at least its something. This morning we killed 2 group bosses (evidently different then normal bosses) and they had a lot of loot (pictured below). This seems really backwards to me, if the minor drop rates are so poor why do the group bosses drop only 1 but they drop 4 recipes. With these drop rates we will be able to make 6 runic weapons a person before we ever get our minor disciplines. These realistically should be flipped so that when I kill one of these i get 4 discs and 1 recipe. But they had dropped loot both times we killed them so who could complain about that .
  36. 1 point
    Andius

    Why have Stack Limits at All?

    Darkfall had an item limit of 1000 individual items in a bank I think. But you could say, stack 30,000k iron ore and have it count as a single item. So directly translated in to Crowfall terms, they had slot limits but not stack limits.
  37. 1 point
    Soulreaver

    Disc Rune Farming Refresher

    Just make Disciplines crafteable by Runecrafters and get away from "random"-drop. The harvesting loop is getting so huge that Crowfall is starting to feel more like a PvE game than a PvP one. Yes it's a niche game, but I never imagined it was the grind upon grind one. I specifically personally worked to get away from these games.. when investing into : "Able to be viable from the start" then what we have now was in no way what I imagined.. Fresh character viable? Nope. Give him a vessel - viable now? Nope Ok.. give him level 30 - viable now? Nope. Ok give him all the gear he wants - viable now? Nope … but starting to get there. Give him disciplines.. - Viable now? Yes. The amount of time getting from A to B... to be what is considered Viable.. and I don't mean able to kill everyone, just able to play at a level where you're not killed for venturing outside the beachhead is just getting ridicilous. Yes we want a player driven economy. IMO the level of grind isn't helping with that. --- Speaking of runes. Since Major disciplines is SO far into the leveling, testing/trying new builds, is on top of everything else also just a huge annoyance. Yes ppl want to create and do new builds. Locking disciplines is NOT needed. When they find a new build that works.. I mean really work they will need new and different stats on their vessel. Chances are rings/amulets also are not optimal so they want to change those too. It doesn't need to be the locked in disciplines…. There will be plenty of reason to change to new builds requirements, having to be forced to recreate/relevel/reharvest diciplines to get active again to test these builds… Where is the fun in that? It's just a grind on grind on grind. Just leave the Disciplines changable by paying a Chaos Ember.
  38. 1 point
    Might

    [Newsletter] Der Ruf der Krähe – KW14

    Da ich keinen Facebook Account habe, ist diese Umfrage für mich schon gestorben.. Dennoch finde ich es ist eine sehr gute Idee Umfragen über Facebook zu machen, falls man(wie schon vor meinem Post mal erwähnt) nicht allzu eingeschränkt ist dabei, was Erstellung jener Umfragen angeht. Ich finde nicht dass Facebook ausschließlich nur für Privat und Geschäftszwecken genutzt werden sollte. Es gibt ja mehr als genug Spiele-Communitys die ebenso über Facebook aktiv sind. Ist ja auch ein hervorragendes Medium um sein Produkt besser zu vermarkten das Potenzial in Facebook in der Hinsicht ist sehr groß. Wenn es sich anbietet so eine Plattform auf der sich so viele Menschen tummeln zu nutzen dann ist es ein nicht verkehrt sie auch zu nutzen, vor allem wenn man eine Community ist oder versucht eine aufzubauen. Mir als Spieler ist es eigentlich Schnuppe ob FB oder irgendein anderes Medium über das man sich austauschen kann, solange es eines gibt auf das ich immer und von überall Zugriff habe reicht mir das schon. Ob es jetzt Leute gibt lieber FB oder Discord oder lieber was anderes nutzen das ist deren Sache. Ich kann nur meine Meinung wiedergeben. Aber ja eine Facebook Community aufzubauen wäre sehr gut finde ich. Je früher desto besser, jetzt hast du vllt. ne Handvoll Leute die CF über Facebook kennen oder kennen gelernt haben werden aber in Zukunft je näher das Game dem Release kommt, desto entscheidender wird es sein über wie viele Plattformen man sich über Crowfall erkunden kann oder es finden kann. Mich nicht denn ich finde das Game sehr geil, vielleicht gehts nur mir so aber in CF hast du schon ein ganz anderes Gefühl als bei den ganzen anderen MMOS's die ich so gezockt habe. Das wichtigste aber! Den Devs ist die Community wichtig und deren Meinung! Das sind sehr große Pluspunkte.
  39. 1 point
    Finkregh

    [Newsletter] Der Ruf der Krähe – KW14

    Moin, erstmal super dass es ein Gewinnspiel gibt. Ich bin auch kein Facebook Freund und besitze auch kein Account, denke aber auch wenn es nicht mehr so den großen Anklang findet, hat Facebook doch noch so einige user 😉 Und wenn auch nur eine Handvoll über Facebook an Crowfall rankommen ist dass doch schon positiv. In meinen Umfeld sind noch viele Spieler auf ihren Spieleseiten auf Facebook aktiv. Für mein teil denke ich wenn es kein großer aufwand ist, könnte Facebook schon ein paar Spieler ins Boot holen. Wie Feydan schon sagt ist es wirklich schwer zu sagen.. Mich wundert aber auch dass so viele Spieler so lange bei der Performance und den momentan Spielinhalt so lange aktiv und interessiert sind. Performance ist immer noch ein Problem. Erst recht bei großen und langen Belagerungen. Dann kommen noch die Wipes dazu.. Dass stimmt mich aber positiv, da Crowfall es schafft in einer Pre-Alpha so vielen Leuten schon sehr lange viel Spaß zu bereiten. Was ich persönlich denke und ich kann da auch falsch liegen.!!!! Das die Gewinn Spiele nicht so der aktivitäts Magnet sind .. Crowfall ist hauptsächlich ein PVP fokussiertes Spiel und ich bekomme oft mit dass bei einigen Spielern die Lore im Hintergrund steht. Wenn die Spieler lesen Geschichtenwettbewerb wird sicherlich schnell weitergeklickt (kann mich auch täuschen) Klar kann man auch Videos machen ect..aber dass liest man erst später. Ich weiß auch nicht wie aber vielleicht müsste man es Gruppenbasierter machen, damit neue Spieler kontakt mit anderen haben.. und auch nicht so kompliziert. z.B Macht ein Gruppenfoto mit voller Gruppe nach dem ihr zusammen ein Camp zerstört habt. Oder plant ein abgesprochenes PVP Event und macht ein Screenshot mit den Spielern die mitgemacht haben. Und die sind dann alle in der Verlosung. Oder erstellt ein Deutschen Guide zu eurer Lieblings Klasse, oder macht ein Deutschen crafting Guide 😅 Sachen die was für die Commuinty nutzen und oft nachgefragt und gesucht werden. Ich liebe die Geschichten auch, nur sind sie nach einmal Lesen gelesen und man kehrt erst mal nicht wieder zurück. Auch wenn man denkt es ist einfach ein Video zu erstellen bin ich immer wieder verwundert wie viele nachfrage wie man es am besten macht. Naja im großen und ganzen versuchen mit Gewinnspielen Spieler zusammen zu bringen. Oder auch Guides zum füllen des Forums. Damit es eine Interessante Anlaufstelle wird wo man auch nützliche Informationen findet. In Crowfall ist es wirklich wichtig eine nette Gruppe zu haben dass wertet das Spiel noch mal um 100% auf. Darum legen ich auch jeden ans Herz gründet Gilden oder sucht euch Gilden dann werdet ihr eine wirklich gute Spielerfahrung haben. Und es ist auch nicht zu früh, dass Spiel selbst ist natürlich noch nicht fertig aber bei intensiveren spielen werdet ihr merken wie Tief und wie spannend Crowfall ist. Fast alle unsere Gildenmember sind froh dass sie schon so früh angefangen haben und ich bin jetzt noch immer verwundert was man alles noch lernen kann 😉 Also erst mal LG Finkregh
  40. 1 point
    Akineko

    [Newsletter] Der Ruf der Krähe – KW14

    Nachdem mir soeben ein kleines Vögelchen gezwitschert hat- wen will ich verarschen, es hat mir gekrächtzt und mir mitteilte das es hier ein "wer lebt noch und warum?" Klassentreffen gibt, sowie eine Wetterumfrage...dachte ich mir ich schau mal vorbei. Ich muss ganz ehrlich sagen das ich momentan nicht mehr viel mit Crowfall zu schaffen habe. Ich hab nach dem ein oder anderen Test irgendwie den Faden verloren - weil der mir nicht mehr so ganz rot ersichtlich war. Hinzu kommt natürlich das in der (deutschen und internationalen) Community irgendwie eine Flaute herrschte, da kann man sich auch von anderen keine Motivation ausborgen wenn man die eigene verloren hat. Was mich auch zum Thema bringt - was könnte man machen damit hier wieder mehr los ist? Ich als Hobby Schreiberin bin zum Beispiel von diesem angekündigten Wettbewerb sehr angetan. Da werd ich mich sicherlich beteiligen - zudem ich ja gesehen habe das es wohl mehr Infos über die Lore gibt. Spieltechnisch bin ich mir nicht sicher ob irgendetwas mich grade so richtig aufputschen würde. Ich finde es sehr angenehm das anscheinend wieder mehr Interesse daran besteht die Community direkt anzusprechen und einzubeziehen - das lässt darauf hoffen das wir als Spieler wieder das Gefühl haben, das unsere Stimmen Gehör finden PS: ich benutze auch kein Facebook
  41. 1 point
    Surelia

    [Newsletter] Der Ruf der Krähe – KW14

    Weiß nicht ob 5.8.6 bereits reicht, aber viele sind glaub von dem "Wirbelmachen" und dann passiert doch nix etwas enttäuscht. Denke mit den Tribes und wenn vor allem zügig weiterer Content folgt dürfte bald die Spielerzahl EU und damit auch dann die der dt. Community wieder steigen. Spätestens 5.9 sollte dann genug Motivation sein.
  42. 1 point
    This is true, but it is unrealistic to expect automated scoring mechanics to reward your guild members for you. There are countless ways that people contribute, and it is the responsibility of the guild to make sure those contributions are rewarded, even when those contributions don't show up as numbers on a scoreboard, or automatically earn gold badges.
  43. 1 point
    I , unfortunately it seems, do not like the reward/badge system. The reward should lie in content in game.... not a gimmik. I'll log in to create parchment paper on my SIX acounts to obtain the badges. It all seems artificial. Gold or silver doesn't mean poorly made socks.. it does the same thing. It smacks of slapping a band-aid on a bullet wound. Give people a reason to log in for a "shiney". It fails to those (or at least to a plurality) that have understanding. the game has become somewhat tedious. I've got a great idea.. lets gate everything.. runes, recipies, punitive drop rates to get people to grind harder... We can lower durabilityto 1/2 rate.. so, given the damage to PvE (which is a requirement to get drops now), they will have to craft more weapons and armor , further stressing those that craft given available in game time! #WINNER....not I dont inherently argue with the changes, it's just how it is implemented. Take leather, ACE might as well remove it from game (given the effort to craft it vs. time to collect and craft given resistance derived). ACE has to realize that most guilds with any numbers have a handfull of players that actually are willling to craft for their own guild, much less post poorly made socks on the open market (RIP given in game changes). These changes will kill any in game trade... you won't be able to keep up with it... Unless you are an alliance/zerg that overruns and dominates everything. I'm not talking about now, or anyone playing in particular, but imagine if a 300 man gaming community rolled in (which hasn't happened .. yet....but if they are not here eventually, the game will have failed). This game was not made for ex_SB guilds to bash epeens on 300 man servers, if we ever get there given the changes). To speak frankly "The Juice isn't worth the squeeze". Now, many may disagree.....I've seen peoples opinion. Perception vs. reality. Big guilds vs. new players. Big guilds may be "technically right", but all the new guys will quit given gear degradation and erffort to proceed.. @mhalashace@thomasblair AT least .. for gods sake.. PUHLEEEZE .. if you're going to keep this "system", remove mobile damage and combat stance damage from gear..
  44. 1 point
    I don't believe that every campaign should reward all players and/or playstyles. It is good to stir things up. By your comments, it seems like you and your fiancé where more than okay with the reward system during a previous campaign but feel slighted by this one. There were many that felt slighted during the one you "had a lot of fun". There will be some that you benefit and some that you don't.
  45. 1 point
    noob question but since were on the topic and i cant find a fac how do you get new parcels ?
  46. 1 point
    I would usually send you to the EK FAQ page ... but it seems it has been removed - to be updated i guess. Basically, Eternal Kingdoms are the player housing areas of Crowfall. They can be used to build community hubs, market places, crafting centers and such. For campaigns with no imports, EK's don't matter. For campaigns with imports, they can become useful base camps for preparation and secure crafting. It is also planned that monarchs will be able to set things like taxes. Parcels can be used to add land to an Eternal Kingdom (like a city or hills). Environment Parcels can provide a lot of basic resources. Stronghold Parcels can provide building tokens, which will allow you to place buildings or building parts of a specific size and type on it (like a villa or a castle wall). Buildings can provide connections slots for smaller building parts (like a work station or a vendor stall). Which again can provide connectors for even smaller building parts (like a vendor). The current max size of an EK is 20x20 cells (so 400 cells max), with 1 cell being 128x128 meters, which is the size of a farm parcel. Since you can place parcels in other peoples kingdoms too (if you got granted nobility in them), there is not really something like "too many" you can own. So, wether you can take benefit of a parcel or not purely depends on what you do with it.
  47. 1 point
    Couple thoughts on this: I don't think forts/keeps should have high rank nodes around them. I actually don't think they should have advanced nodes on the parcels at all. Performance wise, advanced nodes (unlike slag/knotwood/cobble) have some effect FPS so not having them on the parcel means fights on these parcels will perform better. Keeps especially have become the BEST harvesting locations because they have the highest concentration of R10 nodes, they have walls/guards nearby, and they don't have any monsters to deal with. This has made other harvesting locations such as adventure zones somewhat obsolete. This is further compounded by the implementation of war tribes. I think by moving high end advanced nodes to monster spawn locations (adventure zones, war tribe camps, etc). it'll mean it's a lot more difficult to go STRAIGHT TO R10 if you have to fight off R10 monsters to get to the R10's. That alone could force some progression. You'll have to gear up in some lower quality advanced gear to be able to take on R10 monsters. I also think that having nodes around forts/keeps is contributing to people only really hanging around the forts/keeps and not exploring quite as much. Leaves a lot of dead zones in the map. I was a big proponent of the 5.4 ganelon keep harvesting but putting a bunch of nodes around a keep has resulted in some unforseen consequences and I think they are part of the issues that the OP raised. There can still be clusters of nodes outside of the adventure zones but I think the high rank stuff should be in the adventure zones.
  48. 1 point
    Marth

    Hi!

    What happened to 1304048 i havent seen him in a week.
  49. 1 point
    Jah

    Hi!

    Welcome, 1304049.
  50. 1 point
    sorrinrp

    How to build crafting stations?

    Ah I see, thank you! My lvl 20 guy hasn't even looked at a stonemason's table, the guy that's in my EK is only lvl 8. Thanks for your help!
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