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Showing content with the highest reputation on 07/03/2020 in all areas

  1. 5 points
  2. 4 points
    Makuza

    Bring back old God's Reach maps

    Honestly, I had issues leveling there, which is prolly because of the missing followup questline of the NPE. You end up on lvl 7-8 after the current questline which gives you little options to grind from there on but you have to cover the gap to be able to kill the aurochs in the second zone, which are 12+. On those aurochs you got to grind until you are able to kill the urok-wartribe-mobs arround the mountain, which are ~18. If you are solo and got competition on those few spots, it takes way longer than before to level in the current state. On top of that, I was running arround without a single piece of armor and still had my basicweapons on level 15. I could have bought some stuff at the Vendor, but I tried to do it as "Newplayerlike" as possible and it was just a bad experience. Just let the hamsters or the satyrs in the first zone drop some clotharmor on a high droprate or even add some pieces to the questrewards without goldvalue and ppl would be much happier. I guess the upcoming NPE-quests will cover those gaps but there are other issues if it comes to that system, since its made for basicvessels. Blue Vessels will have a hard time after lvl 10 to make much progress if the quests dont scale with their quality. Xp still dont carry over and this is also true for the quests. In the worst scenarios, you can end up getting 5 xp from a quest, while it would have granted you 500 if you are not close to level up before turning in. How can this xp-thing still be an issue?! Ofcourse we all know that xp dont carry over, but no new player would ever expect that, because I know not a single game beside from cf, which isnt able to do so. We are so used to these flaws by now, it feels almost weird. I also dont want to go with this queststuff on every char I create. You could give guiseppe an option to either let you do the tutorialchain or give you a straight XP-Buff until level 15-20. With this tutorial Island, I dont believe that GR is or can be procedual generated anymore, so this is handmade and should be fleshed out as possible in this case. Give us more Mobcamps. Let them drop a bare minimum of items and gold, nobody should use GR for grinding valuable stuff.
  3. 3 points
    Arkade

    Thinking About Backing the Game

    This is going to be a pretty big word vomit, but hopefully it helps to give you a better idea of what the game is about. There are five different world types. Every player gets an Eternal Kingdom, which is their own personal world. This world comes with only a central default parcel (piece of land) that you can't build on. You can purchase, or craft in-game, parcels, buildings and defensive structures to place in your EK. You can invite other players to join your world, or they can invite you to theirs, and you can pool your parcels and buildings together to create a larger world. EKs can be used as a training ground for your guild, as you can control whether the EK is public or private, and whether PvP is on or off. You can also set up an EK to be a marketplace, though right now that isn't really working as intended. It's something they plan to address in the near future. The biggest issues working against it are the fact that players get logged off when AFK, and EKs shut down after a bit if no one is in them, so it's hard to keep an EK open. The other issue is that players can place vendors in the temples in other worlds, so no one bothers to visit EKs anymore. That is supposed to change as well. As far as actually playing the game, you want to start out in a God's Reach world. God's Reach are PvE only worlds where you can level up and learn the basics of the game. They are in the process of building the new player experience (a basic quest system) to help players learn the game. Right now, the quest system only takes you to about level 8. There are two more parts coming that should hopefully take new players to 30. God's Reach worlds never end (they do for testing, but not once the game is live). The Infected is the next world type. These worlds have PvP, but there is no inventory looting, and there are no winners and losers. It's just a constant 3-faction tug of war with a scoreboard that shows who is winning at any given time. The minimum level to join an Infected world is 15 (max level is 30 and you can reach max in 2-3 hours). Infected worlds never end (again, not for testing). This world type includes fighting over outposts, forts and keeps. The Infected world is usually only up when a Dregs campaign is not, due to low player population. For beta, we should see multiple of each world type. Next are the Shadow, which are faction-based campaigns. The scoring is similar to the infected, though these worlds end and there is a definite winner. You also drop your inventory when you die, allowing other players to take it. This world type also includes fighting over outposts, forts and keeps. The minimum level for this world is 20. There are currently no Shadow worlds active, as the focus is on testing Dregs right now. The last set of worlds are the Dregs. These are guild vs guild campaigns. In addition to fighting over outposts, forts and keeps, guilds can engage in city building. This allows them to upgrade keeps, adding different types of buildings and buffs. This is where the caravan system becomes more important, as you need the materials obtained from caravans to build up your city. The Dregs also includes the Divine Favor system, which is a set of cards with various goals for guilds to accomplish to earn points toward winning the campaign. There are a set of cards that are the same each season, though the points are awarded for what each guild accumulates within a specific season. Another set of cards is only available in a given season, and the following season, there will be a completely new set of cards. For example, there might be a card that rewards the top 3 guilds that sacrifice the most enemy heads to a certain god. The minimum level for the Dregs is 20. Only the Shadow and the Dregs go through all four seasons, since they are the only worlds that end. God's Reach and Infected are both perpetual spring. The higher you go into each world tier, the better the potential rewards. For example, you won't find better than rank 4 and maybe a few rank 5 harvesting nodes in God's Reach. In the Dregs, you'll find ranks 8-10 (10 is the max). That risk vs reward structure extends to dropped items as well, like crafting recipes and tools, and disciplines. It is recommended to join a guild and play with other players. The Shadow is faction-based, so you can join a pre-made team, and the Dregs also has default factions for players who aren't part of a guild, but your overall experience will likely be better in a guild. The game is pretty deep and there are many inter-dependencies, particularly in crafting. To a certain degree you can do everything yourself, but it would require multiple accounts and lot more effort on your part. It's just easier and a lot more efficient to work with other players. An alliance system for the Dregs is in the works, which will enable guilds to ally with each other, and they are still working on the in-game guild tools. Right now all we have is guild chat. Guild creation and membership is handled entirely through the website right now, and it costs real money to make a guild (you are actually paying for the guild name reservation). Once the game is live, creating a guild will be free. You can search for guilds here: https://crowfall.com/en-US/guild or here: https://community.crowfall.com/forum/5-guild-recruiting/ Beyond the quests for the NPE, there isn't any hand-holding. The game won't tell you what you should be doing. It's entirely up to you and your goals. This is another good reason to find a guild, as they can help you figure that out. Shadow and Dregs campaigns have import and export limits. When you join a campaign, you can only take so much stuff in with you, and at the end, you can only take so much out. How much you can take out will be dependent on how you do in the campaign (win, lose, kneel, quit). That logic isn't in yet, though. Right now, everyone can export the same amount regardless of the results. Different campaigns can have different limits. Your characters can move between all worlds, though once they join a Shadow or Dregs campaign, they are locked to that campaign. You can unlock the character from the lobby, currently without penalty, but that may change in the future. Your inventory will move with you when moving between EKs, God's Reach and Infected World. For the Shadow and Dregs, you are always subject to the import and export limits. You have a central vault that is used by all characters on your account. There are currently some issues that they are working on in regards to giving us more storage space, as well as guild-based storage. The game is set up to allow for a lot of experimentation. You can level a common vessel (the default body you get when you first create a character) pretty quickly. You can purchase most common quality disciplines from a vendor and try them out. When you get to the point where you get a better vessel (vessels are crafted by necromancers), you will need better quality disciplines, which are harder to obtain. You have to venture out into the Shadow and Dregs worlds to get those. Understand that there are still things being worked on, there are still lots of bugs, and there isn't much balance. They know they need to do another pass on the disciplines and on class talents. And they are also still working on performance. It has gotten a lot better, but it still has a ways to go. Now that you know all of that, you should also know that Beta will begin in the near future (1 to 3 months, most likely). At that time, anyone who created a Crowfall account will be invited, a few thousand at a time, based on when you joined. So if you want, you can wait until then and try it for free to see if you like it. I hope that all helps. If you have any specific questions, just ask.
  4. 3 points
    veeshan

    5.115 LIVE Feedback for 7/2/20

    Figured i would give some feedback on the archer kit since that what ive been playing the last few patches, Note this is nothing to do with balancing but to address some issues i have with the class. Skills (I wouldnt touch on melee skills because ive been playing ranged archer over brig/warden) Rapid shot - skill works fine i feel it doesnt realy do any more dmg than your basic attack probaly an extra 10% dmg output however it doesnt seem to be affected by bow charge speed (From spellbound/new quivers and doesnt trigger arrows affects so it might actualy be less dmg overall when you take that into account) you also can run into a problem where u ca loose your tripleshot buff sometime if u dont fire an arrow fast enough after using rapid fire which further drops your dmg down. Ricoshet Shot - This skill right now is just plain bad so bad i rather take 1% crit chance over it, you should never use this skill, it does 200dmg to 3 targets if there close enough where ur left click hits for 1200-1500 dmg sooo yeah the buff is kinda meh too if u do happen to trigger it. Could do a small change and have it activate quiver affect on all targets hit and it could be worth picking up Flare Arrow - Seems fine however i think enemies can see it cause no one ever walks into itso its actually quiet hard to get use out of it unless you see somone stealth infront of you but your better off using rapid fire to hit them than try and flare them, spray and pray rapoid fire seems to be more reliable to break a stealth target than the anti stealth mechanic, however if u do hit flare you do a decent amount of dmg. Barrage - just doesnt compare at all to any other AOE ability it seems 30-40dmg + 35% weapon dmg is a tad laughable it also caps out at 5 targets and cant be modified by range, sugestion here since it does like no dmg you could remove the target cap on it so it can atleast be used in conjunction with withering barrage as a suport ability more afffectivly Suppression shot - its fine but kinda gets negated with the whole retaliate issue atm which is another problem all together. Disapline skills (Sharpshooter/Arcane archer) Binding arrow (Sharpshooter/Arcane Archer) - dunno why you doubled up here and gave it to both disc i feel u were running out of ranged skills. but the skill itself is fine however same thing as suppression shot since you can just retaliate out of it, its often super situational other wise you better off just shooting another arrow rather than doing no dmg and having somone retalaite instantly out of it Ricochet shot (again Sharpshooter version) - a much much worst skill than the normal ricochet shot i recommend removing the skill and making a completely new one which i feel something along this line could complement Sharpshooter greatly. - Snipe, Fires a projectile that ignore all targets with over 35% and ignore barriers, Deals 340-460 +400% weapon dmg and trigger arrow affect 10 second cooldown 2 second charge time, It affectly is a 3rd Left click that only hits targets below 35% hp and ignore barriers which i dont think will be over the top considering the Cooldown. The problem with archer in large fights is you cant finish anyone off that runs behind there lines to get healed so this helps with what i think is archer biggest problem Muiltishot (Arcane archer) - errr super weak frostweaver freezing blast imo slow cast time less dmg no extra affects hands down terrible in comparison. Making it apply quiver affect on all targets might be a simple solution to making it worth wild to use. Talents - Swap Ambidexerity and archer stake positioning around reason for this is ambidexerity is a must have talent for all ranger classes since most of your important melee skill require and offhand weapon to use and archer stake is not a must have skill in comparison - Cloak in Moss - This applies to all those HP regen talents in everyone tree increasse it by 10 fold, 3 extra hp regen every 5 seconds is pointless 30hp per point however could be useful (Caps in these regen stats need to be increased aswell) - Add New Keystone Arcane archer - Add a new keystone so you choose Archer or Arcane Archer this is for the magic dmg type bonuses the problem with magic quivers atm is your automaticly doing 10% less dmg due to archer keystone boosting all physical dmg and cap by 10% you dont get this for ice and fire quivers. Bonus for this keystone is 10% dmg/cap bonuis to fire, ice and electric new Talent - Quick shot = Demonstres your prowess with a bow causing your movement speed to no longer be reduced while charging any bow basic attacks. Also improves double shots! talent so that charge bow attack is 25% faster, Reason for this talent is it complements well with spellbound bows extra charge speed instead of the raw dmg bonus archer talent gives Quivers Piercing - Pretty standard quiver no complaints Crushing - Pretty good and interupting combo so has some usefulness there Slashing - I feel this needs work, i think this should be an exception to the rule of triggering on the 3rd left click skill and have it activate in every attack, having an execute that only activates on every 3rd attack is not a good mechanic cause it plays alot into chance, having it trigger off any shot you do however makes it more relable and you know you will do more dmg if there below 35% threshold Fire - Fire quivers are the worst possible quiver atm its proc is the same dps as ice quiver (also does less dmg that piercing bleed overall) but ice quiver roots where fire doesnt. My fix to this is have the fire quiver dmg prob on all targets within 3-5 meters this gives you a minor AoE option its not alot but its make the arrow type different from ice and piercing Ice - No complaint with ice quivers (Xcept not getting ice dmg bonus from current archer keystone) lighting - New quiver just so we have 3 physical and 3 magic quiver options. Effect every basic bow attack puts an electrical charge on the target stacks up to 25 charges last for 1 minute, if the target dies the electrical charge discharges to the closest enemy target dealing 100-150 dmg per charge on the target (If you want gear to play a roll in the dmg output you could do something like 50 dmg + 50 weapon dmg per charge seems like it be the right ballpark) Bows Recurve - no bonuses at all no specialy 3rd ability, i think the base dmg on recurves should be increased a little so it slightly higher than compount asnd spell bound bows because there no reason to use recurves over a compound if you have access to it since compound is more range and more dmg since there 3rd attack does more than every other bow) Compound - Currently get bonus to range cap and dmg bonus on 3rd attack which his fine Spellbound - Gets penalty on range in exchange of bow charge speed which is fine however it should increase with quality of bow like compound range cap currently its 15% no matter the quality it seems, no bonus 3rd skill that compound get aswell which shouldnt be the case i would give the 3rd bow attack a spirit whip affect (Doesnt apply quiver affects on targets it bounces too).
  5. 2 points
    Arkade

    10.115 July 2020 - Refineries gameplay

    It was originally 200 no matter where you did the refining, but they changed it a while back so that you get less (and it costs less) if you refine in God's Reach or Infected. IIRC, God's Reach gives 50 for 10 dust, Infected is 75 for 15 dust, and Dregs is 200 for 30 dust. The faction-based campaigns will probably be 150 for 25 or something like that. The refining recipes to turn resources into materials is good IMO. They provide a use for excess common resources. Even with the caravans and refining, players will still need to harvest, and they will at some point end up with a lot of common resources that they don't need.
  6. 2 points
    Yoink

    Bring back old God's Reach maps

    Take out the good farming but put in better leveling. Litter the place with mobs so we can blow through it. There is no pvp there so we dont need scarcity to drive pvp to one location. Or take out the level restrictions on infected and dregs. And get rid of mobs 1 shotting you if they are over 5 levels.
  7. 2 points
    ComradeAma

    5.115 LIVE Bug Reports for 7/2/20

    Turning on V-SYNC greatly increases load times. On my configuration with FPS going from 100 to 60 when V-SYNC is on, load time increases from 15-16 seconds to 22-23. There is something wrong there.
  8. 2 points
    EnsaimadaBlanca

    UI Suggestion

    can we pls have window clear option every time we close the inventory / crafting / talents etc. PS: isn't really there right?
  9. 2 points
    veeshan

    5.115 LIVE Feedback for 7/2/20

    Guards proximity event tabs should only notify the guild who guards they are. Promots a bit of strategic reason to take camp appart from points
  10. 2 points
    There is still a distinct lack of Green/blue minor disciplines in the world — This makes the use of rare vessels as they aren’t complete less powerful than they should be
  11. 2 points
    Audin

    5.115 LIVE Bug Reports for 7/2/20

    Champion powers still grey out as if they are on cool down. No countdown numbers, nothing. Not able to tell if the power is available.
  12. 1 point
    Assassin ult isn't bugged afaict. It's just really bad. It does put you in stealth but you can still be hit by your opponents, which immediately takes you out of stealth... I think the blind does work but you have to use it basically on top of your target - that's kind of a waste of ult too because it takes *SOOOO* long to charge. The devs should just replace it with the confessor ult temporarily until they fix it. Alternatively, if it's supposed to be so easily countered, it should have like 5x its current charge rate so you can use it multiple times in combat.
  13. 1 point
    @APE This was announced in Jan 2020. “ArtCraft closed an additional round of financing, in the amount of $12m, to complete Crowfall, launch it and bring it to market.” Gamers will recall the studio raised $6M from investors at the start of 2018 as well, in addition to $1.7M raised on Kickstarter and $600K in Indiegogo-based equity crowdfunding. That, plus additional investment and several million in pledges on the website, brings the game to a reported $35M in total funding. As you can see less than 2M of 35M was raised by kickstarters, and as indicated at least 18M by investors since 2018.
  14. 1 point
    Arkdin

    5.115 LIVE Feedback for 7/2/20

    I agree with most of this. The ambidexterity/archer stake piece is spot on, gotta take ambi. There should definitely be something done about ricochet shot currently a useless skill. Same thing regarding the damage bonus and arcane archer elemental damage interaction. Also I agree that the slashing quiver needs work, currently its gimped compared to the other two. We have to be careful because archers are already pretty powerful. One of their downsides is how their shots can be blocked by geography and other bodies so we need to make sure that we don't remove all of their drawbacks as we make changes. Good take overall though Veeshan.
  15. 1 point
    shruuti

    5.115 LIVE Bug Reports for 7/2/20

    Champion Hurbat Bug If your champion is out-of-combat and moving left or right, ie: not in the direction of your reticle (or camera), when you put your reticle on the target and activate hurbat it's sent off in the direction you're moving, independent of your reticle and target. Humorous. Clip --> https://drive.google.com/file/d/1XaDlrzJ5V2A2XJ70gCo4Yo-wRe5kdN9F/view?usp=sharing It also happens if you stop moving just before shooting (ie: move sideways, stop, then shoot in direction other than last moving). Forgive my report of a bug that has likely already been reported.
  16. 1 point
    APE

    Bring back old God's Reach maps

    Farming shouldn't be a thing in GR period. Should serve the purpose of introducing new players to the game, leveling white vessels quickly, getting "okay" starter gear, some gold/dust/whatever to move on to Infected or other campaigns. Experienced players shouldn't be going back to GR IMO, beyond trying out new characters. Assuming there are permanent Infected campaigns for training purposes as well. I haven't had issues leveling either, but doesn't mean I've enjoyed it, haven't wasted time running around finding the few spawns, or that it couldn't use a lot more polish. Which doesn't require NPE/quests, but better world layout and mob distribution.
  17. 1 point
    BarriaKarl

    5.115 LIVE Feedback for 7/2/20

    To be fair that is pretty much the case for all melee classes. At least you guys can hide and run. We just die.
  18. 1 point
    APE

    Bring back old God's Reach maps

    No clue how it works but I imagine they can choose to have 5 wartribe camps or 50 on a map, a cluster of 3 mobs or 10. If they can't do such things then they wasted years on the world building systems. It might have some RNG, but they control what the procedural system has to work with.
  19. 1 point
    Staff

    -W- is our friend - edited

    W kills everyone they see man, even people they arent supposed to and have alliances with, kinda dumb to trust the people constantly shouting for politics in this game, that should be a major red flag to never trust them lol
  20. 1 point
    Ancev

    5.115 LIVE Feedback for 7/2/20

    Wow.. so as an assassin I just get revealed and kited all over the place once I'm out of dodges? I have no long range CC to snare or stun a duelist? Did any of the combat mechanics from Shadowbane get ported over to this game? not fun.
  21. 1 point
    Tofyzer

    5.115 LIVE Bug Reports for 7/2/20

    My chat was broken, tried several relogging but nothing fixed
  22. 1 point
    moneda

    5.115 LIVE Bug Reports for 7/2/20

    The area designated for "capturing" an outpost is far smaller than denoted by the UI. Despite being in the capture circle this is not close enough to the fire to actually capture the outpost.
  23. 1 point
    Tofyzer

    5.115 LIVE Bug Reports for 7/2/20

    This has been bugged since ever, cant hit harvesting bonus target crosshair!
  24. 1 point
    yianni

    Sanctifier improvements

    sanctifier should get a talent that buffs meteor purge for a 1500+ heal block
  25. 1 point
    Nikko

    Minor fixes

    Ok keep the loot boxes and dont have an autoloot, i'm ol with that. But please make it stop opening up my inventory and making me escape out of it. Just make the box appear. Dont make the interface change when i level so i can add talent points etc. I might be in the middle of something important, like staying alive. Give us some hotkeys or better ways to get into/ out of the chat window. Give us keybinds to change camera directions left, right, up, down etc.
  26. 1 point
    Here is what i think really happened with the development of Crowfall, and remember the basic formula MONEY TALKS!! 2015-2016 Initially the envisioned pretty much a Shadowbane 2, with some improved graphics etc that newer technology would enable. They also saw some things in other games they liked and thought they could put in, and a few things in SB that they did not and would take out. Then they asked us to back the game, and a slew of hardcore pvp'ers that loved shadowbane and were tired of WoW clones, shirts vs skins, faction based pvp, jumped on board and gave them the money to proceed. 2017 and beyond More and more people out there heard about the game and people started backing it, a majority of these were from Wow and it's clones and had never played Shadowbane so they did not have that mindset. As the developers continually needed more funding they were happy to get funding from these players, but these players started asking for more and more things to make the game more like Wow, Wartribe gear is a great example. So the developers slowly started making these changes. Each change was a small deviation from the original concept, but when you add up all the changes it makes the game radically different from what was described in the kickstart. My only problem with this is that i invested $1000 in a 2016 Ruby package, and if you asked me to invest that same $1000 again, today. I'd pass because this is not the game i signed up for. I almost feel like ACE should offer refunds to all 2017 and prior backers, because this is not Shadowbane 2, its becoming more and more like WoW (the pathetic NPE is a prime example), with a little GW2 and Shadowbane mixed in.
  27. 1 point
    yianni

    5.115 LIVE Feedback for 7/2/20

    not like we have scouts anyway
  28. 1 point
    makkon

    5.115 LIVE Bug Reports for 7/2/20

    I did not found stat in details which called "execute dmg" or something like this. so I think they forget to list it or removed mechanic with executing bonus
  29. 1 point
    TheMadEmperor

    Disappointed with Passive Learning...

    Why people use the analogy "it becomes a first person shooter" is beyond me.... So elder scrolls online is a first person shooter as well just because it doesn't have a passive skill learning tree that takes 20 years to complete?
  30. 1 point
    Jah

    Disbalance in the current DREGS rules

    This is true. It is easy for a dominant force to think it is too easy to farm unchallenged. It certainly felt that way when the Balance faction was dominant. One of the tricky design issues around appropriate map size for the population is the ability to project power. With such a small testing population these campaign worlds seem "too large" but that isn't true in all ways. It is actually too easy to project power across the whole map. Whoever has the most people can project power anywhere in the campaign within minutes. So while these maps may seem too large for the current population, in my opinion they are actually too small to prevent a single force from policing the world. I hope when we get higher populations we also get much larger campaign worlds, so that no matter how dominant one group is, they can't effectively police the whole map. They have to focus on regions.
  31. 1 point
    I bring my apologies to people who felt offended by any of my recent posts. I'm also a human and sometimes I become emotional too. That's why some posts may seem a bit sharp/ very direct. Also, my Russian background might have contributed into it. Russian way of communication is very straight forward and many people in the western cultures might consider this communication style as an offensive behavior. Thus, I would like to make it clear: I did not want to offence / suppress anyone here or diminish anyones efforts. If anyone felt that way, please know that it was not intentional. My real goal is to reveal the downsides / imbalances in the current Dregs rules into the PVE grind. I have a lot of respect for KGV, Corvus Citadel, -W-, LOD and many others. At the end of the day, competition is what makes this game interesting, right?
  32. 1 point
    Nueby

    Disbalance in the current DREGS rules

    Fine. You congratulated them then pasted pictures then insulted one of their players in this post, thus negating anything positive you have tried to say. I don't usually post on the forums, but I do read them and personally I felt like this entire thread is trying to discount their efforts because the numbers didn't win.
  33. 1 point
    Nueby

    Disbalance in the current DREGS rules

    Intended play behavior doesn't mean players will play it as intended. They will find a way to circumvent your efforts to win, regardless of how many heads you sacced. That's what makes it so clever. Whether it be political or by seeing something blatant and then choosing a different path. This was smart on the Dev's part because it allowed smaller guilds to compete. A 10 man, 20 man guild has just as much right to a win as 100 man, if they do the work. Partly because they have people that have been playing this game for years and have probably gotten used to the vagueness, Blair math and the grind, for example,(not saying they did this, just an example) skinning the same damn pigs for 10 hours even during prime time for a harvesting discipline, whereas someone new player coming in with the same skill would be just over it in 15 minutes, or else they would not be here. The reason I say deserve, it was pointed out that someone would't warrant them as part of the "A" team for DiS when they put in the work whether it be PVE or PVP. This game will not succeed if you don't have those willing to gather and craft for you. It's not about kda. This is the point I am trying to get across. I'm a crafter and harvester, but I do PVP when I have to or am gated by passive training before I am able to do anything other than go play another game, discounting anyone on the scorecards efforts for a guilds win while debating the scoring system in place, showing their kda and overall points doesn't show their efforts fully it's just pointless. I get the cards are vague, this is alpha. Most of the tool tips are also, but many of us have figured out somewhat of a less vague idea what they mean by testing.
  34. 1 point
    ZYBAK

    Crowfall Memes + MS Paint Rage Thread

    Courtesy of @Chillmate
  35. 1 point
    Nueby

    Disbalance in the current DREGS rules

    I feel like KGV put in the work and deserved the win. They had people working harder than DiS because they had less numbers, therefore they had to put in overtime. Your k/d/a and scoring is irrelevant here as it doesn't show the pigs they ran, the heads they sacrificed, the buildings they built, or anything else not included in the k/d/a rankings.
  36. 1 point
    Duffy

    Disbalance in the current DREGS rules

    The personal scores by themselves don’t show anything useful, they don’t show anything to do with the ability to accomplish objectives. By themselves all they show is the ability to brawl successfully. And yes I expect the larger group that’s roaming the map looking for brawls to have good KDA numbers. But again that’s one of the reasons objectives matter over KDA: de-emphasize numbers and sidestep the conceits of a video game where we all respawn. And again as I said in the other thread: when you hold a dominant position other groups are busy defending themselves from you’re gonna have an easier time doing the PvE activities, that doesn’t mean the overall game is too safe or easy. Using my own group as an example: last campaign we couldn’t farm for more than 2mins without having to fight someone, we never got an “easy PvE experience”. And we weren’t gonna waste time trying to purposefully target the group several times our size doing those activities at most moments, cause when we do they just collapse onto us or call more people cause content. Kind of a victim of your own success.
  37. 1 point
    makkon

    Disbalance in the current DREGS rules

    we have more assists on the eu server than dis on na 😃 I'd expected to see more assist from current top na clan... coz, well, eu has pretty much poor population. some sieges enemy even do not shows up (except cal+kds, thx for em). win condition in crowfall is something different than most ppl be used to. I mean this is not like: evening login with full force of members, build up decent pvp group setup and having good lead -> then go to kill everyone. the top factors to win is not a teh zerg but exploring and organized actions for examle. or bring over 9000 pplz and delete server with hats throwing. I think ACE's did it not coz they can. they wanna give every single player possibility to make effort. isnt' it? sure, there should be some balancing on current scores and such. all I hated atm is what they does not give winners more exports....
  38. 1 point
    Do you know that 7 Russians accounts left KGV after day 1 to EU campaign? The second part of the table is one of the most active players in KGV, you cut them out. Additionally the most of Dis score is generated from assists during the sieges. Do you think people who play 1h a day and don't do anything else should have 2/3 of victory points? Your data is not accurate, and idea of power card being more than 1/3 points (which applies only during 1/24 hours) makes no sense #SmallEncountersMatter. P.S. Power card is already more than 1/3 points if you stragegically take forts/keeps with rank 3 class A/B building for the wealth card and don't lose your own. P.S.2 I would not call running caravans or taking outposts a PVE activity. It may be easier now with not many gankers like ZYBAK around, but once campaign has its desire 2000 online population, there will be a bloodbath for every of these "PVE" objectives.
  39. 1 point
    Joined Spectre Legion Guild criteria: Region: Midwest USA Atmosphere: I WFH so I Play a lot, yeah it's a problem, don't like to lose so i strive to be good and around others that are.. but I'm old enough to understand not take it too seriously when it doesn't always go your way (i wont throw a fit... usually) Casual / Hardcore?: Hardcore Size: I have been in huge guilds, have lead large guilds years ago in DAoC and Shadowbane... i enjoyed most the smaller "elitest" guilds that everyone wants to be a part of, however doesn't accept others unless they're likeminded (and good at what they do). They are comprised of active gamers who all strive to be the best. Not just the core of the guild, with a big group of randoms. Screw that. Play Style: Currently have one account. Am focusing on crafting and gathering, only have one computer atm and it's beta so... Commitment: I'm an idiot, i will play way too much. Miscellaneous: I play Crowfall beta\alpha whatever you want to call it. And I also play the Camelot Unchained Beta... Been waiting for too long for both, so i decided to just give in and become a backer of both. Crowfall is up most the time so most the time will be spent here until i either figure i don't like it or i like the other better and go that route. Experience: Tasted Albion online a bit, PvP was essentially EVE Online in a WoW setting. Gate campers and griefers if you're not running in a zerg. Pointless. I played EVE Online for years, also played Shadowbane for years (PVP Focused game) in the Silenz guild, WoW back in the BETA, Dark Age of Camelot (for like 8 years), Warhammer Online, and then have taken an extended break from the MMO's... life stuff, kids, jobs etc... i'm bored and have had my eye on this one for awhile... just tried Albion online and puked on myself... so here i am. Voice chat services: Discord. Can do whatever.
  40. 1 point
    Yeah it's sad, I really miss the good old days when I could be a bigot without consequence.
  41. 1 point
    APE

    How does this class work?

    There were also few games to choose from so people didn't have much choice but to figure things out. Fast forward 15+ years and people will just move on if a game isn't meeting basic modern expectations. Even with great tool tips and what not, classes are still trial and error, but figuring out very basic things shouldn't require extensive research that detracts from actually playing the game. Unless devs intentionally want players spending hours trying to figure out if a spell works or not because the animations, numbers, description, etc give little to work with.
  42. 0 points
    I know you probably want/need us testing the New Player Experience, but after running it with at least 10 toons, I am sick to death of it. Please bring back the previous God's Reach server, so we can at least farm/grind with enough mobs for everyone.
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