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Showing content with the highest reputation on 05/24/2020 in all areas

  1. Vendors can sell stuff, but that is only half a vendor without buy orders - they are gimped. Buy orders (especially at variable prices) at specified quantities are essential for all players and a functioning economy. It allows all players (especially harvesters) to sell to the vendor at market price, or consumers to buy from it. All MMO's with good player economies (SWG, Eve, even some Minecraft MMOs) have them. To place a buy order, the vendor-player would have to cover the cash of the buy order at the time of order. Risk is controlled by quantity. Without it, offline c
    3 points
  2. A little more health on buildings would be appreciated, as hard as they are to put up they go down rather fast. I think letting siege engineer actively repair buildings(not walls) is a fun idea that gives the players the ability to counter play and deny, if it is too defensively strong make it consume resources to repair.
    2 points
  3. 2 points
  4. CF is not supposed to be balanced for 1v1. It presents a series of choices, and leaves it to the players to decide. It can be very complex when you start considering player builds, group compositions, multi group interactions, crafting, gathering, etc. While this may have it's own challenges, some believe it is far better than homogenized wasteland of sameness found in some games. ACE has chosen to potentially err on that side of the spectrum--on the side of experimentation, expression, and creativity--and I think it is a great choice. So, going forward, I hope that ACE continues no
    2 points
  5. yianni

    new version on Test

    This is TEST in an ALPHA game. They don't have to announce anything. They don't have to cater to any guilds "plans" or "schedule".
    2 points
  6. Hey folks, We put a new version up on Test last night -- this has a number of performance improvements, and a few known issues that we should probably highlight. the Good - First, we found a few improvements in the rendering pipeline. This should give a frame rate boost on all machines. - Grass cards have been improved to look better (no razor edges along the bottom) AND to perform better. You can see the difference by turning your settings back to "Basic" ... but frankly, the overall performance improvement to this system means that you might as well run in Medium or hig
    1 point
  7. Forts and Keeps don't feel like home. They are just annoyingly out of the way POIs that generate points and buffs. I feel no sense of attachment to them. I am never there unless I am rallying for a siege. Would like to be able to bind to the tree or something. Siege zones are way too large with too much wasted space. There is little reason to be in them outside of siege time.
    1 point
  8. Play mellee and tell me how do you fare vs Ranged without sprinting. As a ranged class u dont need to sprint much.. or at all...but as mellee you deffinatelly do, and that gimps mellee even more. Also... Use cc on second part of aurora enitter and stormcaller useless for 25sec. CC isnt useless. Imo its better to be on the side where u cant stunlock than having CC being op. But mellees are gimped by stamina hard.
    1 point
  9. Now I can copy&paste this answer of yours to every second post you make where you are whining and crying that you don't like this and that... and that this game is unplayable. The first person here who should always remember that this is TEST and not the final game is you.
    1 point
  10. Thanks, Yoink. Guess I"ll just go suck on the barrel now.
    1 point
  11. I would suggest you change this card to something like, +8, +6, +3 to the top 3 guilds that have generated the most conquest points from outposts during the season. This would make Outposts and the card matter all season. Currently, this card only matters in the last hour or so of the season. When the seasons last for days or weeks at a time this card will be mostly dead.
    1 point
  12. I can't wait on Unity 2019.3 upgrade. Keep it going ACE.
    1 point
  13. Equipped gear doesn’t actually use imports. It checks to see if you have enough imports remaining, warns that you will use x imports, but doesn’t actually use them.
    1 point
  14. Something needs to be done. Yesterday I had a fight where I landed about 4-5 CCs and ALL of them were retaliated. Look, I need those seconds to have a fight chance. That was IMHO the best I have fought so far and not getting that win really put a damper on my enthusiasm. (It was close but I should have won that one really) Yeah, I could forgo CC and just go full damage but that is boring. The thing I find most interesting in games is coming up with my own build/deck/strategy. I realize I probably will never beat the meta (meta is always cancer imo) but I always put my fun above resul
    1 point
  15. Ironmike

    Vendor stalls

    What is the recipe for vendor stalls? Not seeing it under stonemasonry.
    1 point
  16. Aye no matter what quality/type Ring Settings are not being able to be placed into the ring bang. Its not registering that the Ring Setting is a Ring Setting I guess...
    1 point
  17. But I got up again never gonna keep me down
    1 point
  18. This is the most fun I've had in CF in years. The victory cards mostly put everyone into competition with each other over and over, fighting over a somewhat limited resource. Fights all day. A big part of this is just that their are more people playing. Looking forward to much larger pops. One thing is change with the caravans is make us stay at the spawn longer. If we had to spend 5 or ten minutes loading them up before we escort them we would get a lot more fights as it would keep us in the same location longer.
    1 point
  19. I would much rather view my character without a helmet . I look way better not wearing one maybe outside of being a half elf or nethari for males. Please add a hide helm feature. The mino is in desperate need of a hide helm. The helm clips his face on leather and the armor on mino overall not a fan of the chicken bone kfc left overs for leather. Also forts cost for walls and buildings seem crazy when you can just melee your way in at siege time. Need siege engines for forts please .
    1 point
  20. Have I ever played the game? Yes, of course I have. I dont like the game as it stands today and the Frostweaver was my last hope for something to be produced I would enjoy. Then that turned out to be a regurgitated druid instead of the dual wielding pet class that was expected. When I invested 500$ into the game I was led to believe there would be different rulesets that you could choose to play in which included no item drop pvp, which is the type of pvp that I enjoy. As it stands currently, I dont know if that will even be an option. I find that the crafting is ungodly complex, the
    1 point
  21. i dislike the chicken ticker, i do not see what value this adds to the game and only brings my play experience down, if food were in a protected spot in the inventory it would be bearable or if the ticker lasted longer but as it is this only annoys me having to gather food in the campaign taking time away from things i actually want to do, being unable to even bring in my stack of carrots due to the small amount of imports only exacerbates the intrusiveness of this feature
    1 point
  22. Dear Crowfall Community and ACE Devs I come forward today to address an issue close to my heart, that being harvesting and keeping my new player harvesters interested in the game. There have been 2 changes that I feel have caused Crowfall harvesting to become very slow and more boring than the previous iterations and quite the turn off to a new player: 1. Gating Energetic Harvest behind 95% completion 2.Gating Runetools and Spirit Tools behind nodes that take some time to get to. Energetic Harvest I have always enjoyed Crowfall harvesting, before the current pat
    1 point
  23. DocHollidaze

    new version on Test

    @jtoddcoleman the engagement and info you've shared in this thread here is all a lot of people are really asking for. It is really great. I know it takes time of your away from really important aspects of the company and development team management, but I'm sure tons of the old guard faithful love seeing this. So thank you. Have a nice holiday ACE
    1 point
  24. The performance improvements are very good this patch. I see 40-70 fps even in combat the camera spikes seem pretty much gone, so combat feels much more smooth compared to last patch. spk was fixed at 5 some minutes after log in, then it dropped to 0 and stayed there.
    1 point
  25. KanashiGD

    new version on Test

    It seems like the team is at odds with providing an in-game experience vs bug testing on the test server. My suggestion, treat it like a test server and inform the players that it is for testing and provide potential areas of testing for the community. Stand-up a simple MOTD system that has notes and areas of testing, and use this time to have those engaging in the test server do so. Do not make this seem like a live environment or it will result in players getting upset, as is already happening. Make it easy to acquire item again if the purpose isn't to test "farming" but to fix bugs and test
    1 point
  26. 😂 Thank you for shedding some light on all this Todd. We as testers understand what is going on better now, letting us know like you have just done helps everyone's moral quite a bit. I know a lot of people would love a heads up, but my wife and I have no complaints lol. It is very much appreciated! Some of us are "playing to win" while more so others are (hopefully) testing every possible mechanic and not just PvP related and performance issues. There are even some of us that do the more tedious tasks of hitting rocks/trees/ore/skinning then crafting it, to make sure everything is a smooth tr
    1 point
  27. jtoddcoleman

    new version on Test

    Let's talk about that. Internally, we cut new builds all day, every day. There isn't just "one version" of the game internally; we have different groups working on different builds (like right now we have a "culling version" and "new player experience version" and "fix powers" version) and these are all duplicates (branches) of the game that different teams work on independently and we can bringing them up separately and testing them in separate environments. You have to have separate development tracks because otherwise when someone is doing open-heart surgery on one system, every
    1 point
  28. jtoddcoleman

    new version on Test

    ...it's a great question, we tend to not give too much direction because (1) we need help with coverage on all the things, and (2) you guys aren't employees, so we hate to ask for things that feel like "task assignment". that said, in this particular case, a lot of what we've been focused on are performance issues. so any help with trying out the new culling system, and finding particular areas or situations that cause fps drops (other than the obvious, like "a ton of players using powers in the game area") would be greatly appreciated. Todd
    1 point
  29. More than anything, thank you for the Dergs!! Performance overall seems much more stable outside of the teleportation bug many are experiencing. I have lower peak framerates rarely breaking into the 50s, but staying above 30 or 40 much more consistently, and no hitching!!! Again thank you for the great work done on performance issues and most importantly for the Dergs campaign!
    1 point
  30. Andius

    Bard/Troubadour

    I'm seeing a lot of talk about this class spill over from other topics so for the sake of not distracting from those discussions, it felt like it needs it's own topic. For sure. I saw it suggested in another topic we do a party size of 8 to cut down on the healer:everything else ratio for viable group comps. This makes a lot of sense as a suggestion, as someone who has done A LOT of healing over A LOT of games over the years, there is always a demand for healers, and making 2/5ths of players play 1/4 specs of healers really is kind of forcing people into roles they don't want to be pla
    1 point
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