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Showing content with the highest reputation on 08/29/2019 in all areas

  1. 3 points
  2. 3 points
    Rikutatis

    Decapathon ?

    So basically the entire community agrees to let Order win? 😂
  3. 3 points
    1) This would be true if passive training were the only way to improve your crafter, but it isn't. While you are waiting on your training, you can improve your vessel and gear, and obtain the resources, tools and disciplines you need for your profession. You can also improve your crafting via buffs. Sumptuous Pot Pies increase your exp points by 1. The leadership buff increases your assembly, experimentation and exp points. Bon Tippers reduce experimentation difficulty. The stations in the keeps give a buff that increases your exp points by 1. If you start the game late, you have an advantage that the early players did not, which is a more robust economy. They had to farm for everything. And they were every bit as beholden to passive training as you are. They had to wait for it, without the benefit of any catch-up mechanics. 2) Disciplines, potions and food are always in demand and don't require any particular skill to make. Regardless of what you are training, you can make them. And you can make buildings and parcels as well. But yes, besides that, there isn't a lot that you can craft that will have a lot of value until you get better at it, which is why you should be doing the things I mentioned in #1 instead of just waiting for your passive training. Don't ignore the idea of becoming incrementally better. The crafting armor you make may not be very good, but it will make you a slightly better crafter, which means the next set of armor you make will be better, and the next set after that better yet. That's assuming, of course, that you don't just save your gold, dust and embers and use them to buy the best possible gear. I have 4 accounts and almost every profession fully trained, but I still went through multiple iterations on my armor, and I'm not done yet. I just finished leveling my blue vessel blacksmith and he is using blue gear. At some point in the future, I can upgrade him to an epic vessel with epic gear. My assembly and experimentation stats will cap at 120 either way, but raising my exp points will make my blacksmith better. 3) The difference is that a maxed out crafter isn't going to waste his time crafting common gear. At this point, I sell almost all of my common resources to the vendor. I keep just enough to use in recipes where the quality doesn't matter, like for cutting blades and grinding wheels. The loot drop system has definitely impacted blacksmithing, to the point where most of the gear being sold is dropped items rather than crafted, but that impacts crafters at all levels. And there's nothing stopping you from setting up a vendor and selling mostly dropped items until your crafted stuff is good enough to sell. No one, regardless of when they started, is going straight from 0 to 100. It's an incremental process of improvement. With a robust economy, catch-up mechanics, and the support of a guild, you can advance a lot faster than the people who started at the beginning.
  4. 2 points
    This is a new and exciting topic.
  5. 2 points
    PopeUrban

    3 Faction Systems Don't Work

    Cool. So The people currently winning will win even harder next time. Make it retroactive. I demand my two or three years worth of bonus damage for remaining in the balance faction.
  6. 1 point
    KDSProm

    Integrated Combat Log Parser

    Greetings Crows, With my limited coding skills, and absolutely new to github usage, I've put together a tool that integrates combat logs from multiple people and it shows statistics of fights as well as individual players. It's not a measure of Player Skill to any extent. It's a tool to give some more insight in the combat dynamics of Crowfall. https://crowfallcombatlogparser.kdsguild.ro You will need to make an account in order to use it and make sure the username is your Crowfall name. For those interested it's based on https://userspice.com and my pages are here https://github.com/KDSProm/crowfallCobatLogParser (private so please PM me if you want access) Current Problems that could get some serious improvement: Processing speed of large combat files! I hope you will enjoy using it as much as I've enjoyed making it. /enjoy
  7. 1 point
    mystafyi

    Decapathon ?

    Agree!
  8. 1 point
    Which one i can't find any recent good Q&A streams.
  9. 1 point
    mystafyi

    Decapathon ?

    OHHHHHH. That makes sense now.
  10. 1 point
    Kraahk

    Decapathon ?

    All eligible players (those who found their way into the scoreboard, in all factions/campaign-worlds) will get the skull of the winning faction. black skull, read eyes, if order sacrifices most skulls; bone skull, green eyes if balance wins; grey skull, blue eyes if chaos wins. https://crowfall.com/en-US/decapathon
  11. 1 point
    mystafyi

    Kingdom under fire 2

    isn't this game over a decade old and was closed in 2017?
  12. 1 point
    miraluna

    News cycle— disappointing —

    Ever feel like someone is staring at you while you are trying to work? Playtesters be like...
  13. 1 point
    Bellson

    3 Faction Systems Don't Work

    Hey Guys, Before you jump down my throat calling me negative, just hear me out. This is an observation across many games, not just Crowfall. To start this out, this is my first full run of a campaign, my first time hitting level cap on multiple characters and my first time really participating in the test in any serious fashion... With that said, I can already see that the 3 faction system in this game, like all games, is failing miserably. One of two things happens... 1) the zerg joins one faction and establishes absolute control over the map and the game is not fun for anybody or 2) population is split pretty evenly between two factions and the last one gets absolutely left in the dust... This has been seen in every 3 faction game I have ever played... DAoC, Planetside, Planetside 2, Guild wars... Are there any mechanics in Crowfall to persuade people into playing the lower pop factions (bonus to xp, loot rewards, crafting bonuses)? When the game releases Dregs, are campaigns going to go the way of the dinosaur? What are your thoughts and how would you address this problem?
  14. 1 point
    **Permit me to Ramble in place of having a definite answer to your question, as I know a bit about the field but not the specific subject.** Chances are they're still using the same server backend for everything that isn't the simulation (e.g. account systems, banking, etc.) and using networking calls from Unity to interface with it. I did this on a project where we had to interface with a GIS framework and dynamically fill a city map with data from that data base. The actual database back end that held that data was a separate system (which we had read-only access to), while the navigation, GUI, etc. was all unity. I never touched the actual database code but I had to write a Unity interface so I could talk to it. What the network back end would be responsible for in terms of lag in an MMO if its built like most MMOS would be stuff like how long it takes to load the proper appearance, name, guild, etc. of a new player, or how long things like looting or banking take. This is because the sim simply says "hey Client #149982 is in sight range of client#568879, so I need to know who client#568879 is so we can send the right instructions to #149982 to have his PC build the correct name string and load the right models and (maybe) cache the right power effects" So the sim, the thing in charge of making sure your movement and hotkeys and jumping and so on feel good is basically just configuresd to send a simple command while the database backend software does the heavy lifting of keeping track of who these clients are, what characters they're playing, what their inventory is, what accounts they're logged in as, and in some cases (for instance crafting or generating mob loot) doing math that isn't critical to the pace of combat or movement. This prevents all that heavy lifting from impacting things like movement lag, ability timing lag, and anything happening in the world as that's going to be done on the simulation server so the sim can focus on making sure everyone isn't suffering 9000ms lag and displays and animated in the right place, with some help in prediction/movement smoothing from the client. So your Crowfall Architecture MIGHT look like: Unity Client<>Unity Sim Server (Tornado I/O plugin)<>Tornado DB handler (Administrates SQL or its own DB format) I'm banking on Unity as the sim server based on what we've seen of their dev process, as there's otherwise very little need to do stuff like build a visual AI decision tree IN unity (as you could build that in whatever UI you wanted to if your sim was running on proprietary code) Your DB handler and sim are built hand in hand, and Unity is a popular free tool for indie devs so it is a sensible platform if you're just building this kind of tech in your spare time, as it seems dreadflame did. It wouldn't surprise me if that stuff is still in operation as the basic architecture of most MMO needs tend to stem from very similar basic concepts (account, character, inventory, stat points) which is where you're seeing a lot of time saving. No need to reinvent your database handlers for stuff like "account is logged in, keep track of this hash and use it for further lookups" or "what's an inventory" when you've already got them built. Otherwise you'd have to build them from scratch and make sure the whole thing is efficiently queing the hundreds or thousands of requests it gets every second. Interestingly enough, if this is the case it would also be the backend tech barrier that needed updating to support things like the new decentralized banks. If dreadflame's previous indie dev use didn't need non-character inventories, it makes sense he wouldn't have developed them in the back end.
  15. 1 point
    @WillMaPupen Our Guilds combat-log analyzer. I'm already working on a community version... I hope to bring a first version online for you next week...
  16. 1 point
    If CF can’t run 150 on screen it’s DOA imo.
  17. 1 point
    Implying the current iteration of passive training forces people in to a narrow role or relegates them to being "insignificant" willfully denies the actualy state of the game as it exists right now. The current balance between passive training and active engagement rewards from gear, loot, and material does neither. With zero training and just the ability to farm you have an ability to craft, harvest, and engage in PvP at a level that is in the case of harvesting or combat extremely competitive you need better gear/consumables to reach caps. The trained player can utilize cheaper gear and less consumables. That's it. You are very nearly as efficient as a fully trained person and in the case of crafting competitive with dropped gear. You can drop in, day one, and start playing whatever role you like, making real progress in effectiveness through active AND passive means, and stick with that role long term while passively training a secondary role. You don't need full or even half of your trains to participate in or win a fight, harvest enough material to make a living, or craft something with enough value it can be marketed to another player. What you can't do is be as efficient as a player with full trains and really good equipment/loot/vessel for that purpose. You can certainly be competitive and are in no way insignificant. You just can't be at the top of the heap. I don't think that's unreasonable.
  18. 1 point
    How did u create the dmg meter? Is it an ingame add on?
  19. 1 point
    Great work with the statistics and list of all participants 👍
  20. 1 point
    The random lag spikes are intense this patch. It makes soloing these outposts a little harder. For real though, I feel like my frames are good but my random SPKs are crazy!
  21. 1 point
    Die Gilde "Dingoes Ate My Baby" [DNGO] sucht nach Mitstreitern im deutschsprachigem Raum, die Interesse an einer Söldner-Gilde mit familiären Flair haben.Wir kommen ursprünglich aus dem Spiel Guild Wars 2, indem Unser Hauptfokus auf dem WvW liegt. Unser Ziel wird es sein, eine kleine Truppe zu bilden, deren Zusammenspiel das Wichtigste ist. Mit diesem eingespielten Team wollen wir dann Festungen, Türme usw. einnehmen & halten bzw auszubauen.Wir rekrutieren dennoch Leuten, die kein Interesse am PvP haben.Sich dafür um das Sammeln von Materialien und das Craften von Vessels, Waffen, Rüstungen etc. kümmern. wollen.Bis zum Release werden wir Jeden mit Interesse aufnehmen.Nach Release werden wir eine Casual-Gilde bleiben, in der das RL im Vordergrund steht.Jedoch werden wir trotzdem auf eine gewisse Anwesenheit & ein spielerisches Interesse achten.Für weiter Informationen, könnt ihr BruderBrom oder Mich gerne anschreiben.https://discord.gg/ZaXrqN6
  22. 1 point
    Soulreaver

    Warstory - Battle for Restokins

    A lone sheep amongst the wolves... Fight at Restokins After taking back one of the keeps from Chaos, Order had to regroup, greatly reducing in numbers. With only 12 left, the task at hand was to grap the forts in the various zones, before the last players had to head off. As a guest in the KDS group I was able to just mess around on a pushy spec… #CrowfallGame #Warstories #Caldera #KDS
  23. 1 point
    Marth

    Kingdom under fire 2

    kuf2 is good
  24. 1 point
    Duke_Suraknar

    World of Warcraft Classic

    That is fine no one is forcing anyone. This is just a discussion to entertain ideas in an open minded way.
  25. 1 point
    mandalore

    3m melee, why not skill shot ranged

    Or, and here me out, you could understand that they aren’t going for a game where PvP skill trumps all. This is a game where logistics, guild management, dedicated crafters, political savvy and dedicated neckbeards who will farm all day are just as important as personal skill. This isn’t Rambo, you’re not John Wick and you’re not some Mandalorian sex god; being good is irrelevant. This game is more about group conflict than any MOBA ADC carrying their team to a victory. If I can’t defeat my enemies through force then I have politics, sabotage or cunning. I also have to accept I might not be able to defeat every enemy but at that point I can harass using irregular forces while I find allies and do my best to delay my defeat. Shadowbane wasn’t about my personal skill, why would CF (both made by the same guy and a huge part of CF comes SB) be any different? It’s a throne war simulator. Being King isn’t about having the best KDA, it’s about leading and ruling over the serfs, peasants, levies, craftsman, skilled laborers, servants, advisors, soldiers, engineers, plotters and learning to compromise with your eventual allies. I love these posts. They appear every few months. Nothing personal about it but I don’t think you understand the games the owner has made or where so much of CF came from. TLDR; stop thinking like a menial villein who just drank their pre-workout.
  26. 1 point
    oneply

    News cycle— disappointing —

    Besides CF I also follow what’s going on with CU. They are always pumping out info. I get regular emails, what seems like daily streams, and articles telling me what they’re up to. They drive testers towards actually testing the game. The community clearly feels much more engaged with the development. It’s an entirely different environment than CF. I don’t test CU as often as I’d like (server schedule and mine don’t jive) but I feel far more informed on where they are taking CU than I do on a game (CF) I play all the time. ACE community engagement is weak, always seems like the minimum effort. It doesn’t take that much effort to put an article out once a week on the happenings of the game. Anyone who says it takes a lot either over thinks it or hasn’t actually done it before.
  27. 1 point
    Ble

    News cycle— disappointing —

    wow classic wanes CF right in the wane
  28. 1 point
    DravoiX

    News cycle— disappointing —

    Blaming marketing is quite harsh since Debby Sue is allready a year there and most QA / Streams were way better before Quality and Question wise. We had awesome streams with @vkromas , @ShadowLion, @Melissa which prepared them self before and after a Stream. What (most of us) just want is interaction with the Developers. But most of the content feels like 0815 auto generated reused content most of the time. I played multiple games for a long time even if i hadn't fun with the game it self. Alot of players feel aboned which is their right, because a community isnt really existing only some "players" that want to shine through. I hope that ACE will realise that we dont need a Q&A everytime with Todd or Blair, with the right setup everybody(even @ACE_JackalBark NO PERSONAL ATTACK just picked a person) of the ACE team could make a wonderful interaction with the community.
  29. 1 point
  30. 1 point
    ComradeAma

    News cycle— disappointing —

    If you watched ACE streams, Debbie was always against giving out details of incoming features. JTodd normally does not listen to her, but I guess giving away too many details and not meeting expactations hurt more than not announcing anything and then hitting with sudden news bomb. To be honest people are not playing, because there is no reason to, besides learning the game. Rewards do not matter (they are bad), winning does not matter (noone tryhards, expect people who get fun from any win), grinding does not matter (wipe is coming). Engamenents are rare and rarely fun (especially on EU, maps are too big, population is too low, gear difference is usually massive). There is nothing wrong with it. You can't expect game to be fun until release. If you don't enjoy it, just take a break.
  31. 1 point
    Rikutatis

    3m melee, why not skill shot ranged

    You are only focusing on the two extremes of this discussion, pro esports pixel pinpoint accuracy and high floor low ceiling spam combat. There's plenty of action combat MMOs out there that managed to do a much better balance act between these two extremes and put all due importance on both sides of the coin. ESO for example has very complex build, ability and gear systems and its action combat is fairly generous in terms of hitbox and so on, but it still has considerable more mechanical skill involved (at least it used to before proc sets and champion points, haven't followed it in years). BDO is the same with a more fighting combo style. More recently Conqueror's Blade with root motion combat and troop management. The latter two are sandbox MMOs as well. The games exist and are out there, I wasn't asking for any sort of esport extreme.
  32. 1 point
    Crowfall Pre-Alpha Build 5.100.0 The Fortunes of War To report any issues or bugs, please go here: 5.100 LIVE Bug Reports To report feedback, please go here: 5.100 LIVE Feedback For an up-to-date list of known issues please go here: 5.100 Known Issues Prepare to be Infected! Today, Crowfall introduces a third world type: "The Infected!" The Infected is a mid-range PvP world. Infected worlds are eternal battlegrounds where Crows compete for territory and premium resources across an infinite timeline. To access The Infected, click on the God's Reach tab in the Lobby and Enter World with a character level 15 or higher. No new patch is required. Show Stoppers: Fix for dead vessels not being able to enter campaign worlds. General: Added fix for getting stuck on loading screens while zoning. If any NPC gets too far from its spawn point, it will turn and retreat back; if at any point the NPC gets stuck while retreating, it should despawn/teleport back. All PvP kills will be counted on the leaderboard (regardless of level difference between players). User Interface: Fix for misnamed map regions. Class Powers: Druid: Using Blight on a Coalesce Life orb should now turn that life orb into a Blight Orb.
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