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Showing content with the highest reputation on 10/25/2019 in all areas

  1. 2 points

    Gods Reach and Hindering PvP

    Currently GR is taking to much of peoples time. To many people are staying on GR and farming materials safely. I would propose that GR is strictly limited to Common quality materials. Remove Kings/Captains and Motherloads from Gods Reach as well. And remove the ability for war tribes on the Gods Reach server to drop anything higher than common. The point is to let it be a introduction to the game, not a place for people to get swole. Everyone should be being pushed onto the Campaign worlds and be on the campaign worlds to stay. Side note. Remove the ability to bank where ever you are on the Campaign. Only inside Forts, Keeps and the Temple.
  2. 1 point
    In preparation for the Decapathon2, @furriousbeardshow and I are doing a special live stream with tips for quickly leveling a new character. All new Crows and "Crowfall Curious" are invited to tune in and ask lots of questions; Crowvets are welcome to tune in and answer lots of questions! Saturday, Oct. 26, 2 pm CDT: https://www.twitch.tv/crowfallgame UPDATE: Getting battle-ready article published
  3. 1 point
    Thanks for doing this Pan! Not a real twitch user, but those links expire after 14 days or something correct? Any chance you will upload it to the YouTube page as well so I can link it to friends and new recruits in future times down the road?
  4. 1 point

    User Interface question

    Not currently. There were some demos a few years ago about UI scaling and being able to move things around, but the UI has gone through several iterations since then. I would assume it's still planned, but not something we will see until after 5.110.
  5. 1 point
    Really cool , thank you Pann. Started playing again last week and forums have been great help but this will be cool.
  6. 1 point

    Returning player with questions

    People spend a lot of time in GR because: There are mobs and resources up to rank 8. This will be adjusted. They may keep the rank 8 mobs, but if we can't get good loot from them in GR, then that will force people to go to the campaigns. Crafting in campaigns is too much of a problem due to import and export restrictions. Anyone who is a serious crafter will have crafting gear, including armor, jewelry, recipe books, items like goggles, tablet, hammers, etc. It just isn't practical to import and export these things into a campaign. The only incentive for crafting inside a campaign is to get the keep buffs, but we can get that in the keeps in the Infected world. You also have to consider that campaigns are very short right now. I could bring my crafters in with minimal gear and make/find what I need, but that is going to take time. The campaign will be over by the time I get my crafter to the same level they are outside the campaign. Campaigns have level restrictions and if people want to try out different builds or level a crafted vessel, they have to do it in GR until at least level 20. Having no safe zones isn't practical. You can't throw new players to the wolves and expect them to stick around. Sure, some people might be willing to tough it out, but many will leave and that isn't good for the game. Level 5 in other games might be meaningful, but it isn't in Crowfall. That isn't nearly enough to learn the game as you won't even have most of your abilities yet. Fortunately, the leveling is very quick. People who are focused on playing in campaigns will get there far quicker than they got off newbie island in Shadowbane. It isn't the leveling that needs to be the dangerous activity, it's everything else. In Shadowbane, it was common for lower level players to get attacked by higher levels and be completely unable to fight back. That doesn't need to be a thing in CF. Leveling in safe zones and gear from war tribes gives everyone a fighting chance. Newer players will probably still get rolled, but at least they will be more competitive. Frankly, this is a ridiculous take. You may not value crafters and see them as only fodder for you to kill, but you will be very grateful for them when they are crafting stuff for you, whether you are in a guild or not. I don't know if the crafting tables will remain in the temples, but my guess is that they will. Prior to them being added to temples, they were only in forts and keeps. If your faction didn't control a fort or keep, then you couldn't craft. You may think that's a good thing as it would promote PvP to get those forts and keeps, but it creates an Uncle Bob scenario where the winning side keeps winning because they have access to the best gear and the other side doesn't. And just as you want to fight and not be bothered with crafting and harvesting, there are people who want to craft and not have to siege keeps to do it. Hardcore gameplay is fine, but the more hardcore you make it, the more you narrow your audience, and ultimately that isn't good for the game. I'm not saying that the game should cater to everyone, but a balance must be struck. If you don't want to craft, then you need people who do want to. They intend to take vendors out of GR and put the focus back on EK markets. Right now, only the owner of the EK can start the EK, but they intend for nobles to be able to start it as well. Being able to keep the EK up longer as a VIP is a good idea, as long as players can earn the same thing in-game without VIP. EK stuff is pretty much on hold right now as they work on the Dregs. No doubt we will see some improvements to EKs in 5.110 as city building is shared between Dregs and EKs. Many of the buildings that we will be placing in the Dregs may also be available for EKs, and I imagine they will fix at least some of the existing bugs with building.
  7. 1 point

    Returning player with questions

    Crafting and harvesting is a choice. In a guild, players can have different roles. Some players will focus more on harvesting and crafting while others will focus more on combat. Your job might be to protect the people doing the harvesting, which means you patrol an area looking for enemies while your harvesters are doing their thing. Or you might be called upon to siege a keep or take a fort. Outside of a guild, you'll have to rely on the economy more if you want to avoid harvesting and crafting. That will still mean that you'll have to do some activities like killing war tribe mobs to acquire gold/loot for trade, but killing chiefs and kings can be considered a potential PvP activity since with more people, there should be more competition to kill them. Getting to level 30 on a common vessel takes about 2 hours. It's very easy if you know what you are doing. And if you have things saved that you can readily sacrifice, it's even quicker. Crafted vessels will take longer depending on the quality of the vessel, but again, if you save sacrifice materials like the war tribe artifacts, you can level up quickly. You'll want to be at least level 25 IMO to engage in PvP. Level 25 is when you can get the endcap of your promotion talents. You'll also want to get some gear, but thanks to drops from war tribes, you can get a decent set of gear pretty easily without having to craft at all. It won't be exactly what you want for your build, but it will be good enough to fight in. In 5.110, they are adding tasks that will contribute to the war effort. These are things that will involve harvesting, crafting and combat, but they are all pvp activities in a way since they will all force you into the pvp areas to complete them. As the population ramps up, these activities will become more and more dangerous. Even if you aren't doing them, other people will be, and that will provide you with opportunities for combat. Caravans will also be added. Protecting and attacking caravans will be an important part of the game, particularly in the dregs, as city building will be dependent on the materials obtained from refineries. This game will never be an FPS or MOBA. If that's the level of PvP activity you are looking for, you are probably going to be disappointed. Keeps aren't going to be siegable 24/7 and there aren't always going to be caravans running. With more people playing, there will be more people out looking for fights, so maybe that will be enough to keep things interesting for you. And you can always plan your play times based on the siege schedule.
  8. 1 point

    [FR] Les Scorpions du Désert

    Les Scorpions Du Désert [LSD] recrutent Origines : La guilde Les Scorpions du Désert [LSD] est une guilde multi-jeux organisée en association loi 1901 dont le but est de soutenir ses joueurs autour d'un style de jeu unique : le jeu en groupe. Active depuis 2002, Les Scorpions du Désert est l'une des guildes les plus réputées et les plus actives du monde francophone. http://accueil.scorpions-du-desert.com/ Sur Crowfall : Sans prétention, nous nous lançons sur Crowfall pour apprendre et évoluer à notre rythme. Tous les types de joueurs sont la bienvenue. Nous avons une approche selon laquelle tout le monde a sa place, du hardcore gamer au casual, du plus jeune au plus ancien. Nous souhaitons tester tous les aspect du jeux: PVP, CRAFT, FARMING. Conditions : Les seules conditions sont d'être majeur et d'être respectueux envers les autres joueurs. La présence sur le Discord est un plus notamment pour le PVP. Objectifs : Atteindre une dizaine de joueurs actifs pour organiser des sorties PVP et les métiers. s'éclater sur ce jeux à fort potentiel. Intéressé(e) : contact discord: Tigerman#5107 à très vite et bon jeux.
  9. 1 point
    It would have always had to been available from the cash shop or it would not be a catch up mechanic for new players. Seriously, what new player is going to have the currency to buy them? They are new.
  10. 1 point

    Combat Feels Bad Still

    Oh it was. Still fun to be had on occasion. I run 240hz refresh and its outrageously funny pvp'ing folks running 60hz. Chit man, hacking that client was as simple as changing your local computer time, or better yet simply disconnecting internet connection to dupe. Folks using a mem editor could 100% upgrade. Everything was client controlled in 2015, over the next couple years Pearl abyss had to move functions back to the server and add serverside checks which simply destroyed the performance. KR still performs better since they didn't have to offload as much to the server due to KR's internet access being tied to some national identity number making hacking much more risky for those folks.
  11. 1 point

    Combat Feels Bad Still

    I've been thinking about it and I guess I've come up with the following things about variable-strength spells: I'd rather the hold time be much, much shorter. This would require a lot more responsiveness than we have now. Right now it seems like if I do something it'll happen on screen a quarter second or more later. So obviously if hold to charge had a half second or 750ms charge time, it'd be really hard to charge to taste even though humans are more than capable of it, because when you release the button you have no idea how much further it's going to charge before it's released. Even if the actual charge time for a skill needs to be much slower than the shorter human charge time, you can have a "fast" charge bar that is based on how long I'm pressing the button and a "slow" charge that is based on the cast time for the ability. So I can hold and release very quickly and then my character will finish doing what I told it to do. This would make hold to charge skills feel MUCH better. Most hold to charge abilities probably shouldn't be hold to charge abilities. Like I can understand the ranger basic attack because both fast taps and long presses have cases in combat. But does anyone really need a hold to cast ricochet shot? Is that something people were crying out for? If you want ricochet shot to take 2 seconds to cast, make ricochet shot take 2 seconds to cast. Don't make me, personally, hold my mouse button for two seconds. I think that crowfall combat is infected with and has been infected with since the very beginning, a "dark souls" sensibility that artcraft has been totally unable to deliver ong, and has been negotiating down since day 1. I think the combat you guys imagined would be great, and if you had the people and tech in place to make it happen, it'd be a lot of fun. But there's a reason that in everything from root motion to dodge/sprint mechanics, the game has been more fun the more you've set aside those ambitions: you don't have what you need to make that game at this time. That's not a knock on you guys, it's just how things went down. Crowfall is not going to be that game, and the experience needs to be cleaned up to remove the remaining gestures toward that vision. Hold to cast is one of those. Uncancellable animations, animations used in place of like, a cast bar. All that stuff. If I spend 1.5s dropping an archer stake and then have to stop and run away, I'm already being punished: I spent 1.5s doing nothing and then didn't get an archer stake. The idea that I also have to like, get murdered, is silly. Just make this a regular hotbar MMO with some aim, dodge, counter action elements. If you make a version of that that feels good, it will be a fun game, and people will like it. You don't have to take MMO combat to the next level, especially when you don't really have the raw materials in place to deliver something like that & it's clearly not the focus of crowfall's development and never has been.
  12. 1 point

    Combat Feels Bad Still

    I think focusing on BDO is setting up a false dilemma. I'm not asking that the combat be as fast-paced and responsive as BDO, or that it be distinct from a hotbar MMO like destiny or tabula rasa were/are. What I'm asking is that it be vaguely in the same ballpark as other hotbar MMOs. WoW classic is the example I gave. Wildstar is below that in terms of responsiveness/feel, and I think I'd be satisfied with that. TERA would be a nice stretch goal but that's probably too much. So talking about security trade-offs is I think a red herring. The problem is not that crowfall combat isn't up to the standard of hyper-modern fighting MMOs, the problem is that crowfall controls/UI aren't up to any real standard at all.
  13. 1 point

    Combat Feels Bad Still

    The more you trust the client the better combat will feel but the easier it is to hack. The more you server verify the worse combat will feel but it'll be harder to hack. Middle ground IMO is to trust the client as much as you reasonably can to have fluid combat but implement anti cheat. I'd rather deal with the occasional hacker a$$hat than have perpetually clunky combat. I always go back to Darkfall for an example of fluid combat in a MMORPG siege environment. To my knowledge AV never even tried to police hacking or implement any anti cheat and the amount of people I thought might be "hacking" were very few. They did this in 2009. A decade later I'm still waiting for another game to release that has combat on this level.
  14. 1 point

    Population spread

    There is no content to be had in campaign worlds because of the half-baked siege timer system and high level resources spread out everywhere in numerous supply. And even then, the resource levels are high enough in Infected that I personally see no need to bother harvesting in campaign world. So yeah, all the recommendations in the OP are spot on.
  15. 1 point

    Poll: Bring Back good minor discs

    Totally agree. Some of us suggested making capstone free soon after they were revealed, took them a while but they did it. They could come around and change passives more later on. I'm all for choice, but having a large pool and few slots just removes creativity IMO. As the meta/fotm and likely overpowered options float to the top. What I'd like to see and seems feasible: 3 Minor Discipline Slots: Equip discipline, get passive or stat benefits automatically. 3 Passive Slots: Class specific passives. Could be base and promo, but likely would need a few more overall for each class. Exploration: Keep it how it is with the passives granted being used by the 3 survival bar passive slots. Major Disciplines : Not sure if it will be completed or scrapped, but the plan seems to be for Major Disciplines to become part of the leveling/talent point system. Where we would need to spent talent points to unlock Major powers/passives or maybe even enhancing them (doubt it). If this does happen, would like passives paid for with points to be given to us without needing to slot them. Besides creating new passives (which the game as a whole needs), this seems relatively doable within what is available. Still requires choices but allows for more build creativity. Not counting exploration, this could result in up to 12 passives factoring in compared to the current 5. Race x 1, Promo Capstone x 1, Class 0-3, Major 0-4, Minor 0-3 (races with extra passive would get another class slot) Still not as deep as many other games, but it helps. Add in the Advantages & Disadvantage system and I might actually buy into them saying this game has an incredibly deep character advancement system. Still not as deep as many other games, but it helps.
  16. 1 point

    feedbacks and opinions

    A few days ago the infected was set up on crowfall and I wanted to share with you my feelings since this launch and on the game currently. It's sure that I will push open doors and repeat things already said, but sting of wakeup call is always good! I know that the game is in development and that things will evolve but I give my player's opinion because crowfall looks more and more like a real game and lots of new players arrive and give up too quickly sometimes. In my opinion the first thing to do for the game got meaning, is to balance access to resources. Currently too many high-level resources are reachable. Indeed the god's reach should not have ranks as high, for the war tribes and for harvesting resources. A player who starts crowfall must start with the god's reach to learn the mechanics of the game but very soon he should be confronted with the infected. Indeed have a zone without pvp with as much benefits that the current god's reach is totally the opposite of the basic idea of the game (or at least what I understood). We could imagine that the god's reach offers resources up to rank 4 for example to access the lvl 15 and then, we would naturally go into the infected to continue the progression, but finally having the pvp aspect. Infected it could go to the 7th rank for example and the higher ranks would be reserved for campaigns. Restore meaning to the risk / reward choice is for me an important thing for the future. Then, after several years of testing and several reset we notice the same thing every time the passive skills have not been reset since a long time, new players have the impression of being faced with an impassable wall (which is not entirely true or totally false). The passive progression should be much more horizontal than it's now. The latest levels of harvest are a good example of what should be made for passive skils, a star-shaped tree. Like that a new players can "quickly" be good in ONE branch of the tree but will time to be good in ALL. This would allow new players to feel quickly useful (within a guild or not) and thus to have fun and the desire to play. So I think a restructuring of the "form" of progression would be important and really beneficial to CF. By doing this kind of progression, we can imagine a new player choose runemaker job and be an axe specialist then pick specialist etc... This would also allow the dev to "add" branches easily when the game will have several years operating. For the economy, I think we should remove the vendors from the temple and leave them only in freecity to give life to this area that could allow rp for those who likes and boost the trade of more players. Even if I admit that the top would have been an access to EK directly since the GR in order to give meaning to the ek but it may be difficult technically. Moreover vendor's location can become reward from campaign like that war will have sense and alliance between guild in a faction can be a negotiation for bigger guild which give 1 or 2 location to smaller guild for their help. For new players also a recurring problem is felt, a feeling of being lost when you start the game. I think a "tutorial quest" would be welcome to guide the players in their first steps and teach them the different aspects of the game. An example that marked me is a player who discovered that you could sacrifice after 3 days of play! The starting area of the god's reach would be perfect for that. We could even start the game in crows to understand a little better the lore of the game (I dream a little there). I think it should be the only quest in this game to understand who you are (ig) and how to play. You can tell me we already have the little bubble info but they are so fast that new player forget and dont take time to read it . Finally I will finish there because it is already long all that poorly made socks, in terms of fighting, the possibilities of having an impact when you're outnumbered are too low, indeed the lack of aoe (or their effectiveness) doesn't allow a small group to worry or kill a larger group unless it makes big errors. Even if @Belantis made a great post of the different strategies u can use, when u see big fights on the videos or stream u see ppl turning around and some fights become boring cause of that. (it's just an opinion and i can understand ppl dont feel like me on this point) thank you if u have read everything!
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