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Showing content with the highest reputation on 06/10/2019 in all areas

  1. 9 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!
  2. 5 points
    Hey to the crowfall team, Before making some suggestions, I like some recent changes made to the game especially : - Faster swing animations on switching between combat, harvesting, range, sneak mode. Ty for that ! - The ability to sell items at shops. - The Talent tree system. - The cooking system adds some fun. - The graphics work of crowfall, i think that the graphic team found the nice balance between a cartoonish / realistic mood. - The Armor mod that went to a resist based instead of a health bonus system. These are some suggestions about : The talent tree : It would be fun to have a more cohesive design in the talent tree. At this time, we need to put a lot of points where we don't want, because of a very linear talent tree. But why? If you remember the sb system, you were increasing your main skill (for example, the beastcraft skill on a ranger) and that triggered the unlock of powers. So you could train the power you wanted https://morloch.shadowbaneemulator.com/index.php?title=Ranger_Powers) (https://morloch.shadowbaneemulator.com/index.php?title=Ranger). You didn't need to spend points where you didn't want. This was a strong & solid design system. The sb system allowed a lot of flexibility and customization deepness. The actual crowfall system gives the impression of an inferior design. Of course, some choices break some parts of the tree (the subclass choice), and its a good thing. So how can we improve the talent tree ? simply instead of a linear talent tree with long branches, just unlock powers you can train on leveling, not by clicking on a linear branch path. Keep the branches only where it makes sense (subclass choice for example). The skill tree Same complaint can be made for the skill tree. There are some repetitive paths and trains (for example 3 weapons decay rate randomly put on the tree). And we need to train a lot of powers we simply don't need or want to focus. Branches simply don't give an impression of cohesion. So how can we improve the skill tree? simply cut the branches, because they bring no logical only side effects. Keep the branches only where it makes sense. Unlock all powers of a node (ex : Melee node) at the same time, so we can train only the one we want. You can make some branch dependencies but it would have sense. I think that these design issues are serious and recurrent. All main ideas are here, but they need to be more polished. You would understand that is important for a player to have a nice amount of control on his character building. A player should feel a sense of liberty of testing and promote a build. The character building is the main game core. I would not play a game if i have the feel of following some rigid paths. Games that have success (GTA series, Red dead redemp. league of legends, Dota...) gives a great feel of liberty and customization options. I don't want to overwhelm but some complaints can be made too about the very limited choice of weapon types for each class (see my previous suggestion post). I'm happy that the game is still on Pre-alpha and i would keep some good hope for the next versions.
  3. 4 points
    Staff

    Storage System - No Half Measures

    youre never gonna let this centerpiece thing go are you
  4. 3 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
  5. 3 points
    vkromas

    5.92.0 LIVE Bug Reports for 6/6/2019

    Yikes! I don't think we have another option but I'll ask about. Re: Runic weapons: As for books, bows, and staves only having one gem slot, this is a bug and should be fixed soon.
  6. 2 points
    Tried to fight an ancient elk. It has a charge ability that knocks you back. It spammed it with no cooldown until it pushed me so far away from it's spawn it leashed and reset.
  7. 2 points
    Yoink

    Storage System - No Half Measures

    I know storage is on the radar. I know it is coming. What I want to do here is ask that when you build out this system you do not hold anything back. I want a near endless storage system. At the character, account and guild level. At the character Level we currently have a 6x6 local bank and our 6x12 inventory. Inventory is fine. Id like to see the local bank at least 4x bigger. At account level we have the 15x11 sprit bank. This grid size is fine but I'd like it have tabs for each character. Effectively making it 6x bigger. I'm not sure what you have planned at the guild level but it needs to be massive. It needs functionality. It needs at least WoW guild vault functionally. Multiple tabs that can have permissions set to them. View only, Deposit only, Withdraw permissions, etc. Do not pull any punches here. Make it MASSIVE. We desperately need this QoL system. This might sound like too much but I'm talking storage space, not inventory. Keep with the vision of needing to transport goods and make that have risks. Make all the storage only accessible once you have transported the goods to what ever location you deem necessary. Be that the temple, Keep, Fort, Guild Hall. But once we secure those goods, give us a place to store as much as we want. Keep in mind that once we have a fully functioning game loop how ever much stuff we have accumulated will not matter because of Export Limits. If I want to gather and store 1,000,000 dubers and have 99% of that go poof at the end of the campaign, so be it.
  8. 2 points
    @TheUnknown Creo que los cambios aplicados en el último parche son muy acertados. Al final un sistema simple de muerte donde si la lías mucho tienes que eperar 3min como máximo para resucitar (si... lo he testeado este fin de semana varias veces levando un lvl 11 al intentar cargarme un raid boss R4 con un compañero jajaaj por probar). Lección aprendida: no puedes salir por patas con un raidboss por bajo que sea su nivel...
  9. 2 points
    Ossis

    ¿Direccion que toma Crowfall?

    Todo esto se ha corregido ya @R3SURG3NT3: el equipo se rompe un % menor (1/6 parte de lo que has experimentado) y cuando mueres no tienes debufo. Ahora si quieres evitar tener que andar mucho al morir solo tienes que farmear/jugar donde haya un Fuerte o keep de tu facción. Allí se resucita sin problemas. Aparte, esto hace que el capturar fuertes y keeps sea más importante, fomentando el PVP, aunque el mundo es muy basto comparado con la gente que juega, pero tiene sentido si el objectivo es un juego completo.
  10. 2 points
    Hud

    Dust Based Economy

    Would also be nice to list items on vendors in exchange for dust rather than gold. Trying to do my part, keeping a vendor stocked but I can't even find anyone to trade me crafting mats or dust for gold.
  11. 2 points
    Marth

    Storage System - No Half Measures

    centerpieces could have storage
  12. 2 points
    thomasblair

    Upcoming Discipline Changes

    @BleIt definitely sucks the amount of ancients in this randomization of the Campaign worlds and the Worldbuilders and QA will make better efforts to ensure the spawners in the future don't create such a dearth of the disc droppers. Sadly we can't adjust spawners mid campaign as with our current tech the maps are locked in when the campaign starts. We have on our list to shift specific discs to certain NPC types, so you can focus target specific disciplines. @DedolinNot adding additional stats to higher quality discs was a decision to not let additional stat bloat creep in to every aspect of legendary. We definitely want the higher qualities to feel more powerful but not to the point where they decimate the lower tier vessels. (Because at that point then legendary becomes the new standard for minimal viable!)
  13. 2 points
    Ble

    Upcoming Discipline Changes

    Viable in what context? Because the only context where this viable is vs. some spiders or other pve. It's also viable in PvP vs other white/whites. But white/white is not viable vs blue/blue and blue/blue is really the only combat-worthy set-up now since the way you've done discs. White/white is also not viable vs ballistas, but blue/blue starts to have a chance if you maneuver correctly. Have you actually tried to farm specific discs in your game? Or have you just gone out and saw that a_disc_00 dropped and turned the page? Because if you think watching 3 people get 3 random discs, half of which are always worthless crafting techniques, is a good and valuable thing, then you missed the issue completely. There's no way to target the discs you want. I have to compete between a full loot table on every disc-dropping mob I kill, all of which are on timers. And btw, those rare good minors, yeah I need 9 each of those were I to go legendary. And as bad as that is, it doesn't hold a candle to how horrible getting majors is. Not even talking legendary vessel. We got us a 3 hour spider to kill. And the "us" is EVERYONE IN THE CW. Oh, and it spawns every 3 hours. You've no way to hunt the ones you need/want or even the type (healing, defense, caster, melee). Lets say you're going for two majors on your legendary vessel. Every time you kill that r6 spider you get 2 out of a possible 40 major discs. Now lets say that all drop equally, meaning that you will get 1 each of the majors you need every 40 that drop. So you get 1 major that you need per every 60 hours (40 majors will drop in 20 spawns of 3 hours) or 60 hours if you play 24/7 and kill the spawn every time it spawns. I need 9 of each type, so 9x60 hours or 540 hours or nearly 23 days of logging in every 3 hours without fail. Lets say you can only play 12 hours a day. Now you need 46 days to complete your majors. What if you can only play 6 hours per day, you need over 3 months to farm your majors. Normal people prob average 1-3 hours a day, so lets say 3 hours. You'll be able to complete your major discs in only 6 months. This accomplishment nets you a legendary disc that has the same stats as a white disc... No, this is not an accomplishment. Accomplishment carries the connotation of a euphoric end, a sense of pride to go along with the completion of a journey or quest, a feeling that the time spent, although long, was worth the end result. None of that here.
  14. 1 point
    fnukafka

    PVP - arena

    Hi i am playing this game about 6 day (i lvl up my char it was very easy after gear up) Only what i can do in game is hunting coloured resources + fighting with npc for gold. gold is unless now. i would like improve my fighting skills but if u have only 30 people on server is no CS and zone capture. then will be fine had some arena for 2v2, 3v3 ( u can charge 150 g per fight and wining team will earn this entry + some token what u can uses for buying arena pvp talent or something)
  15. 1 point
    blazzen

    Showed Crowfall for 5k viewers

    This works https://www.twitch.tv/videos/437034397?t=01h44m33s
  16. 1 point
    yianni

    Dust Based Economy

    From my understanding i thought gold wasn't gonna be put in game. I know i saw/read it somewhere from one of the devs
  17. 1 point
    blazzen

    Dust Based Economy

    Simple solution may just be to put dust on vendors for gold similar to the vendors that sell white advanced resources.
  18. 1 point
    Ikas

    [NEWS] L'Appel du Corbeau - 13e édition

    Chers Corbeaux ! J’espère que vos avez passé une excellente semaine! La newsletter est dispo!!! 😎 Je compte sur vous pour proposer des idées que vous souhaitez partager ou divulguer , des projets en cours, etc. pour notre Newsletter! ACE Q&A Le directeur créatif, J. Todd Coleman, et le directeur du design, Thomas Blair, ont abordé une multitude de sujets, allant des changements récents aux plans futurs, au cours de la diffusion en direct du Jeudi 6 Juin. ------------------------------------------------------------- 😍Amélioration de l'interface utilisateur Ayez un premier aperçu de toutes les modifications importantes apportées à l'interface utilisateur de #CrowfallGame. Lorsque convivialité et esthétique se rencontrent:➡️ Tous les détails ici. 💡 Vos avis Nous aimerions avoir vos avis sur les modifications apportées a l'interface utilisateur. Qu'en pensez vous? Etes vous séduits, dubitatifs ou peut être demandeurs de plus de travail dans ce sens? ❔ Sondage Facebook Donnez votre avis sur Facebook!!!!
  19. 1 point
    Ble

    Storage System - No Half Measures

    There’s a song that comes to mind about this very subject that might help @Marth
  20. 1 point
    ArcheAge has a P2W business model so that's not even comparable to Crowfall's design. In ArcheAge, gear becomes exponentially more difficult to get at each tier level because that ensures that only the whales willing to spend in the cash shop (for things like regrade charms) have the top end gear. --- In Crowfall the drop rates are a balance issue. How "rare" should a loot drop like goggles be? How much time on average should it take to get them? You did not quantify "rare" in your poll with any drop percentages or time frames, so I couldn't choose. I do think PvE activities should be in the game, and loot drops are a good way for combat-focused players to participate in the economy. It's fun to fight over hotspots with valuable loot, but I don't want to spend all of my playtime farming randomly for goggles (or mining ore nodes😛). We need to get to the right balance.
  21. 1 point
    hi i play yesterday i have some knowledge rebel camp lvl 5 : Cleric npc lvl 5: 3 time cast something and send me to underground texture all npc lvl 5: there flash is terrible maybe change size of flash (jump form u) ... Bard rune (mounth speed is same like song speed) ... life per hit not working i using plate (iron ore: stats life steal) never get any of heal on basic atack
  22. 1 point
    makkon

    5.92.0 LIVE Bug Reports for 6/6/2019

    you forget to say - logistic emulation. take this from this account, put on there to second account, 3-th vessel
  23. 1 point
  24. 1 point
  25. 1 point
    Rikutatis

    Upcoming Discipline Changes

    I'm gonna be real, for most PVPers I've ever known just having fun PVP with good mechanics out there in the world is enough for guilds to be out and about hammering at each other all night long. Just look at any RvR game. There's usually no meaningful character progression to be gained from doing the RvR, most of that is done off stage in pve, and there's no real benefits to "winning" the faction war, it's usually inconsequential buffs. And yet in the successful games guilds still spend most of their time fighting each other nonstop on the field. I'd expect going through the motions needed to score the objectives and win the CW would be more than enough incentive to have ppl out and about in the live game (not a pre-alpha test with 200 players and tons of bugs in its best days), without the need to go too overboard with overly complicated grind mechanics that stack layer on top of layer of farming and grinding and crafting. But that's just my personal taste, I guess. Also note that I said going "too overboard", but never said remove the need to farm mats completely. Regardless, it seems like refineries have the potential to really contribute to the "fun factor" of this gear grind at least, and with these news that specific NPCs will have specific discs, it should make the disc grind more bearable as well. But I'll probably stay away from testing until more of these systems are implemented.
  26. 1 point
    My elken ranger class has a bug when in ranged stance. His jump model shows him going nearly double the height of his normal jump, however his hitbox does not match. I image the model going that high is the bug part though.
  27. 1 point
    Thanks for the reminder, I meant to go and try and track down more information for these recipes and if those changes were intended. I probably won't get an answer until tomorrow but I just wanted to let you know I was going to dig into this one. I will try my best to get you that info! The drops on these might be in flux for a bit, so I'll try to remember to note any changes to the specific mobs, drop rates, and any other specifics.
  28. 1 point
    This is great info, since it helps reduce the grind by making the search more focused. Any chance we can get similar info with the minor and major discs when those become enemy specific drops as well? Same thing if there are plans on making the tool belt items and recipe scrolls enemy specific. Thanks!
  29. 1 point
    Yumx

    5.92.0 LIVE Bug Reports for 6/6/2019

    Resources/Minerals from stonemotherlodes drop into the motherlode, unable to pick it up, before the motherlode is completely destroyed.
  30. 1 point
    can’t be visual, otherwise it’d flip before the ticker reaches the threshold
  31. 1 point
    Ussiah

    5.92.0 LIVE Bug Reports for 6/6/2019

    Seen this before, I believe it is a localized visual bug. Someone else capturing with you can sometimes see it changing while you can't. Wonder if its desync?
  32. 1 point
    I was talking about this with Sophia earlier today, and she brought up a good point: the current discipline "problem" wouldn't be so bad if it were introduced in a fresh wipe scenario. If it were in a fresh wipe situation, it wouldn't be such a problem, as it would "level up" along with your gear and vessel, and the things required to make them, would gain a similar traction as the individual player. I think once we see a proper wipe, this "issue" won't be as seemly as it seems to be. It'll shadow the curve of the vessel/gear leveling curve. It was just introduced in a weird place.
  33. 1 point
    Ble

    Dust Based Economy

    For almost an entire year I did barely anything but play "economy" at the EC tunnel in EQ back in the day. Trading up and making a profit. Knowing the market slightly better than others, taking advantage of motivated (desperate) sellers.... I loved it. Economy is a thing. It's necessary. I like this idea.
  34. 1 point
    I agree on samulus on this: I would like to point out that I signed to test a PvP game but the fact is you generated campaigns having 6 to 9 maps for only 15 - 60 active players at the same time (on EU), this is ridiculous. I understand you wanna test your map generator but do you really need to add so many maps. Nowaday, I never find someone when I go hunting and the only PvP I found thus far is this ridiculous zerg strategy during siege windows. I have really no vision about what you are expecting from a fight. At the moment, there are no tools to manage some good fight with a lower number of players when the gears are equals.
  35. 1 point
  36. 1 point
    coolster50

    Upcoming Discipline Changes

    I disagree that a level 30 white vessel with discs isn't viable. You get most of your stats from talents and gear. Having a better vessel is optimal, yes, but you're viable without it
  37. 1 point
    thomasblair

    Upcoming Discipline Changes

    The community defined viability for us as a "max white level vessel with discs". So... We are working towards making that a reality for players to hit in a weekend. (you should continue to see tweaks to hit this goal in the 5.92.X cycle) If you want to go to the next stage of progression and use a green or blue vessel, then the default quality that the mobs drop for both minors/majors (blue) are in the world. (If something is eating the spawns then that sounds like a bug, but in stream I saw today players are easily getting 3 blue minors from a r7s, and an ancient spider that dropped a bunch of souls.) If you want to go beyond that stage in quality levels and use purple or orange vessels, then you are committing to a much lengthier process. (Shouldn't it feel like an accomplishment to max/disc out an orange vessel?) Basically pick how high you want to go into vessel quality. For some people, the extra attribute points won't be worth it and they don't have the time, so they stop progression at white quality and login for sieges or PoI timers. For others who want to invest the time they have the prestige of the higher qualities.
  38. 1 point
    I largely agree with this, so I'm confused at this in comparison with your other statement. Especially with refineries on the way I feel like the effort required to equip people with baseline competitive gear (blue) is good, and that the rarity levels for other tiers is also good for what they pay out with the exception of green. I feel like there should be a lot less white and a lot more green in the game as currently the difference between like r2 stuff and r6 stuff is barely noticeable, and hitting r10 resources and getting more blues than greens while still getting a massive stack of whites feels weird. Seems to me if you're set up and skilled for harvesting enough that r9/r10 materials are your bread and butter your surplus shouldn't be the thing less skilled players already have (whites) but rather something that's an upgrade for them even though its not useful to you. That would be green mats. I was encouraged to hear on stream today that Todd talked about how he felt the overall game was too painful, so hopefully the edge cases for stuff like interdependence, durability decay, and RNG iron out the rest, but as far as the actual harvesting rates for what most people consider "average" gear I think it feels pretty good, assuming you have access to R10 stuff. My concern is that the other things surrounding it create too much churn, which kinda hamstrings meaningful surplus. Perhaps that's intentional, to encourage career harvesters and allow them to actual have a market where they wouldn't if people were basically just flooding the market with just leftovers.
  39. 1 point
    se puede meter un debuff por muerte que desparece con el tiempo,a mas veces mueras mas grande el debuff y duracion , es algo muy clasico . donde resucitar ?es muy sencillo en el portal de entrada al mapa , patear es la manera de no eternizar batallas , pero tampoco vamos estar todo el dia por los caminos ,debemos tener un concepto mas global del juego, no todo va ser los asedios ,si 2 o mas blobs , zergs o grupo se juntan para darse calor , el estar pateando 5 0 10 m ,hace que el reaguparse para seguir discutiendo quien la tiene mas gorda sea un aburrimiento y la peña acabe pasando de juntarse para repartir cariño,con lo que llegaremos a un juego pvp sin tortas? a que narices estoy jugando , para construir juego al sim city o algo por el estilo. otra opcion tambien es que uno pueda elegir donde resucitar cuando existan varios sitios para resucitar, por que a veces el sitio mas cercano no es el mas adecuado . otra cosa es los debuff no deberian ser iguales por palmar haciendo pvp que haciendo pve, no es lo mismo morir a manos del enemigo que morir a manos de una cabra, eso tambien deberia ser revisado.
  40. 1 point
    Duffy

    Meta for Crafters?

    Min/Maxing Crafters varies depending on the specific crafting. Maxing out assembly is pretty trivial but maxing out experimentation and experimentation points is a more difficult balancing act that will depend on stat allocation and vessel quality in most cases. Do step 1 figure out what craft you want to do. See which race gets a bonus to that craft. Step 2 figure out which stats you need for that craft (you can see this by hovering over their values in the Craft tab of the character details pane) Step 3 pick the race and class that gives you the best starting stats for your crafting, yes the class effects your starting stats. (It will be hard to max out most crafting with lower than epic vessels, but the few where you get to double dip on a stat like alchemy or necromancy can max out with a decent green quality vessel) Step 4 Get leveling! You’ll eventually want some crafting gear, armor will help boost your base stats a bit but jewelry is really where the super important bonuses come from. Step 5 watch your scores and balance your stats, remember the soft cap is 100 for both assembly and experimentation (reduction stats improve this as they don’t count towards the cap!) and 18 for experimentation points. You can use Bon Tippers to boost your experimentation for the next item, this bonus doesn’t appear to be limited by the stat caps. The corresponding techniques minor for your craft will raise those 100 caps to 120. A sapho potion can temporarily raise your points cap from 18 to 22, note that only increases the cap not the raw score, you’ll need to have enough stats, gear, and buffs to reach those new caps! As a general rule of thumb the two stats to really focus on are experimentation and experimentation points as they are what really distinguish whether an item is good or not. So usually you want to focus on Int and whatever stat gives you points.
  41. 1 point
    I agree, but I am really focused upon the gating of basic class skills behind a level grind. All the grind for the sake of grind in place of content and now rng gating added since 5.7 surely could be lumped in but I find this the most egregious.
  42. 1 point
    While the lobby UI improvements look great I'm much more excited about HUD improvements. I quite liked the Darkfall Unholy Wars UI. DFUW was an action combat MMORPG with massive sieges and it required a less intrusive UI and I think Crowfall could benefit greatly from this approach. I would prefer to only get faction/guild crest above player heads and do away with the gigantic red names and hitpoint bars and give this information along with buffs/debuffs in a HUD when you mouse over a target. I also think the HUD/UI in Crowfall is a big source of performance issues and FPS drops. Lots of players report significant FPS increases when they turn the UI off. This video shows a good example of that lag: https://youtu.be/IaUH4sbfFLg Screenshot from a siege involving a total of around 250 players below. Video screenshot was taken from here: https://www.youtube.com/watch?v=tpc3WMuDkJc
  43. 1 point
    The increase you get from going above blue is not equivelant to increase in amount of time to gain said items, just as it should be. If a higher degree of competitiveness was gained through rarity, we'd have a problem. This is what people who say "gear is why I lost" think... and its simply not true in this game. The first thing these types will do is compare white vessel white gear to people playing in blues, and while it is true that white is far below blue, that same gap doesn't reoccur in >blue gear. And furthermore, there's no excuse for PvPing in white gear/vessel more than a week or two after wipe. Those that are doing this are either new, returning or horrible - either way, they'll gear up or stay bad, can't balance around either of those. Purple really isn't that hard to achieve and its nearly the same as blue. Legendary is vanity stuff and a spattering of purples and blues usually maxes people out in their stats anyway. The best use of legendary is via jewelry and thats very easy to make/farm for. The economy is, indeed, poorly made socks but I'm able to work around that pretty easily with very limited playtime... what I have is a guild and we work together to make sure that our limited play times have overlapping efficiencies, everyone wins.
  44. 1 point
    If it is trivial to get to a "competitive state" the economy is broken. If I can "compete" in the grind equivalent of whites because the power curve is so flat I stand a chance against someone decked out in legendaries, the only market for anything of value is entirely optional. Doubly so at an organizational level. I might be able to justify building one set of purple gear at the moment, but I can't justify building purple gear for an entire guild. If its trivial to get my guild to a "competitive state" what's my draw for moving up to better campaign bands with better resources? What's my incentive for farming for rare loot? Why wouldn't I just sell all those garbage high level items to buy more easily farmed mats? A functioning economy requires either grind or scarcity via combat. Time is the only resource of any value to players. Whether that's time spent grinding or time spent keeping your enemies from capturing a mine, that time is what gives it its value. Not the color of the mats. You don't pay a dude some gold or trade embers or whatever for an item because its shiny. You pay for that item because you're exchanging either your own time or the time of some poor sap you robbed for the time spent constructing it. Its a basic economic concept that items need to either have convenience value or material value. In MMOs, there is no such thing as material value, as all players are generally possessed with the opportunity to produce whatever they like. Material value doesn't exist because scarcity doesn't exist. There are effectively infinite supplies of all materials and thus all items made from them. All MMO transactions are based upon convenience value. I trade you so that I don't have to grind/farm/passive train/roll dice myself. The more you erode that time component, the more the potential value of anything in that economy suffers, as does the long term desire to earn and achieve those items. This really is an issue of "pick one" Either have a robus economy with exciting items and associated grind of some type, or have significantly less grind and a poorly made socksty economy where nobody cares about having good items and everyone quits in three months.
  45. 1 point
    Rufie

    Suggestions for capture events.

    Ok, new to the game and doing some pvp and the related pve grind that goes with it. Sorry if this feels lame and please point out if none of this would work. Capturing forts. So current its break down a wall and stand in a circle for some time and don't engage guards because you want them alive on the flip. Wait to hold till timer is finished. What if you had objectives to do in order to claim a fort. So we want to take scribbles fort. A) In the vulnerability window. B, We meet up with our factions roster of guards to assault the wall. So we begin with say 10 Rank 5 guards and a Rank 7 elite captain. C) We have to protect our troop and move into the wall and take a section down. D) kill their captain. E) Raise the flag. Now after flag is raised our surviving guards take position and we have a to get walls rebuilt to defend the fort. If the captain dies at any point during the assault, your faction is repelled from the fort. If a guard dies then it is missing from the garrison during the intermission. Going after keeps seems nice to have an offensive and defensive objective and im not to experienced with these to really say anything. BUT, Could the pvp and pve be linked? Like have the motherloads in the zone be capped at R5 when neutral. When the keep is owned by a faction then they get bumped to R7. If the faction that holds the keep has say the keep and 1 fort then they get bumped to R8. 2 forts and a keep R9 with the ones around the keep at R10. Plus mabee restrict the number of realms on a campaign to be in tune with the population. Or start with say 3 keep relms and if the population spiked above say 300 then everyone gets the message "Scouts have spotted a portal to a unclaimed land in X zone!" This could be a 24 hour point boosting zone to divert guilds from their keeps to score some unclaimed riches. Let it have objectives like faerie circles to claim that generate caravans of dust that move to your faction. Rewards for having a higher population density and it spreads the defensive and offensives out a bit more while encouraging people with different pvp methods to play where they are strong. Full loot, Im not in favor of looting your equipment or vessel. But why not loot a skull with an equal rarity to your vessel when you die that has a sac level equal to like 10% of that rarities max exp cap. Sorry if some of this seems like rambling.
  46. 1 point
    I agree. Rare drops are good, with the caveat that we need to be able to easily sell the things we don't want, or have an abundance of, and buy the things we do want. When we're all swimming in our own little pools, rare drops suck. Rare drops suck less for guilds, and the larger the guild the less they suck, but then we're back to inventory management.
  47. 1 point
    This right here
  48. 1 point
    Interesante propuesta. Lo estudiaremos, siempre viene bien mejorar Crowfall para todos, y ya sabéis que nosotros siempre escuchamos y estamos dispuestos a cambiar lo que haga falta si es necesario. ¡Muchas gracias por la aportación! ¿Alguna idea más?
  49. 1 point
    yianni

    Best Race for Druid

    i've switched to fae for archdruid, higher int/dex... plus its pretty slippery
  50. 1 point
    keiotyk

    Druid game play is tedious

    Jumped into the game for the first time this weekend, and have mostly spent my time playing a druid, and then a confessor. Confessor was a nice, simple, blow things up character. The Druid however... was kind of tedious to play. Her balls of life, if you can set them up, can one shot stuff - Neat. Could make for some nasty ambushes. I found the essence mechanic interesting... insofar as it prevents excessive heal spam. But it was horribly tedious too. If I wanted to kill anything, I HAD to spend 30 seconds spamming heals to have essence to power my death tray. Any fight verses a mobile foe that you don't get the jump on is just... ugh. Run around spamming heals until you have the essence to fight back for 30 seconds. This just isn't fun. Plain and simple. The mechanics on paper seem interesting, but functionally, they're tedious and frustrating. I imagine that in group play it's less obvious, because more people need healing and there's much less wasted healing, but if you walk around solo, harvest some leather or mess with some of the undead, and it's quickly more annoying than anything else. I believe it's been done in other games already, but a pendulum style interplay of life and death would probably make for more interesting game play, and not require this wasted time preparing for combat. Linking more powerful skills for either life or death to having built up a minimum resource around a 0 point seems logical, with possibly a penalty for extremes in either direction. (I feel this was the mechanic on the Archmage in Warhammer Online, but I can't remember for certain) Or you could make the effectiveness of skills be linked to your attunement along an essence (life force?) scale. But make it a scale from -100 to +100, with 0 as the base. Death spells drain your life force to use as damage - the less essence you have, the weaker your damage. Life spells will restore your life force, but as you build up essence, you can no longer direct it to provide meaningful healing to anybody. Too much of a good thing is a bad thing; medicines become poisons at excessive dosages. You could keep the damage on holding excessive essence, and maybe make too little essence weaken your character, slowing movement, reducing stamina recovery or similar. You could conceivably have excessive essence make you faster and more vigorous... Until you go supernova of course. This would make the druid more of a tight rope walker, and allow more flexibility in her opening play. It would also make the character significantly more challenging to play however. Though I doubt anyone thinking of playing the druid is presuming it would be an easy archetype to play. More importantly, I think it would make her a more enjoyable experience, while maintaining her current playstyle as an option.
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