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Showing content with the highest reputation on 08/25/2020 in all areas

  1. For people saying that uncap aoe target is not a solution and that Zerg will always win even with. If you really think that I don’t understand why you are disagree with the uncap, if it’s the same thing for you and a better thing for us, we just need to try ! Or maybe some people need to be honest and say they prefer the 5 cap target cause it give a real advantage to the Zerg!
    10 points
  2. let’s take an example of the castle current situation the big guild brought back 80 players the defenders have 30. current technique I break a wall I go in I kill everyone because the area spells are mixed by groups of 5 out of 80 players so even if the defenders all pose their spell of zone in the same place it has no deterrent effect because the damage will be mitigated on the 80 players who will cross without difficulty ... if the fate of player affected anyone who enters the zone it would oblige to open several passage for enter, or find another strategy than the: "have gone straight anyway the spells will only affect a small part of our players". prenons un exemple les prisent de chateaux situation actuelle la grande guilde a ramené 80 joueurs les défenseurs ont 30. technique actuelle je casse un mur je vais dedans je tue tout le monde parce que les sorts de zone sont mélangés par des groupes de 5 sur 80 joueurs donc même si les défenseurs posent tous leur sort de zone au même endroit cela n’a pas d’effet dissuasif car les dégâts seront atténués sur les 80 joueurs qui traversera sans difficulté ... si le sort du joueur a affecté quiconque entre dans la zone, il serait obligé d’ouvrir plusieurs passages pour entrer, ou trouver une autre stratégie que la : "allez tout droit de toute façon les sorts n’affecteront qu’une petite partie de nos joueurs".
    8 points
  3. @jtoddcoleman @Tyrant The current system forces you to form zergs in order to survive sieges or open field battles which breaks the game : - A siege can be won by locking the map with a great number of guild members or allies. This way, your ennemies cannot get into the map because of the maximum population limit (by map). This happened to us twice this week. - Even if you raise the limit to 1000 players per map, the game won't be playable because of performance issues. And since the combat mechanic is designed for a group of 5 (limit of AOE's) how can you enjoy a 100vs100 with your Left Mouse Button (1 target) and impactless AOE's ? - Druid's Aura Emitter is quite interesting because it can damage more than 20 ennemies (which is why Stormcallers are mandatory in dregs) BUT it can be purged with Field Surgeon's Purgative spell. - Adding more "per member" cards won't fix the game. Even if a smaller guild wins a campaign thanks to "per member" cards, this guild (even with the best players of the game) will always lose its battles against a zerg. Where is the fun there ? Give small guilds (20 men) a chance to face bigger ones (40-80 men) with combat mechanics (like unlocking or raising the target cap) instead of a social mechanic (forming an alliance which is equal to zerging). This way, combats won't last too long, guilds won't be forced to form zerg through alliances, performance will increase and guilds will chose quality over quantity. Let's give it a shot while this is beta ! This issue should be addressed. Thanks 😙
    7 points
  4. I think some people don't see the problem in the right place. Obviously if a group of zerg well formed and ready to counter a group of 5-10 players, there will be no match, whether with a target cap or not But if this same group of 5-10 players manages to surprise the zerg group, it would be interesting if they could manage to hurt the other group. Currently, this is not the case, they will be able to kill 5 players at most on impact. But if the target cap is up or removed, this group of 5-10 players will be a big threat to the zerg (they will have to manage their spotting better, or do a different formation) And I think it's more interesting that way. Currently, I take no pleasure in doing zerg vs zerg (mainly because of the performance, but the combat itself makes no sense), but much more in small fights (5v5,10v10), but it is very complicated to go on larger groups than his for the moment.
    6 points
  5. Atm AOE can hit 5 randomly player so its not even sure that 5 players who use exactly the same AOE with exactly the same focus can kill 5 players in the middle of the zerg. It's just ... sad.
    5 points
  6. Hi Everyone, I think that as we are still on the beta, we should try new things. I am not considering myself an experienced player yet, but i really feel the gap (comming from other pvp games) of skill. A group of 5-10 man will never make it against twice their number. Yes of course if there are only 2-3 more players in the other group it is possible. I am just afraid that the "winners" will be any big guild with their best "marketing" communication by bringing hundreds of players to their guild. I think we should give a try to this option, we do not loose anything, and the good outcome of it is that i am sure that we will see a lot of small guilds rising up by their synchronized gameplay, which is fun and enjoyable. At this stage of the game the content i enjoy the most is small scale pvp, but the ZvZ could be awesome if correctly settled up Regards
    4 points
  7. The reason of having this is not trasforming each group combat in an area spell/heal spamming. The number of five has been set after years of this community playtesting. I'm quite certain this mechanic is going to stay for a long time. Zergs are going to be "countered" with other strategies.
    4 points
  8. Nym

    The Issues of ZvZ PVP

    I've talked about this at length with many people in our community so I will just post my thoughts and leave it at that. Without a Debuff (overwhelming odds) type system you are directly and indirectly driving the community towards Zerging to be competitive in the campaign. There are many examples of this from other games that Crowfall can learn from. GW2, TERA, Albion, pretty much every survival mmo, WoW open world pvp, ESO, BDO, Archage, Aeon, etc... For me the one standout among all of them is Albion. Albion, after losing a substantial amount of its initial player-base pulled the ripcord and built a debuff system which saw massive amounts of players return to the game after implementation. It allows solo and groups of players to be competitive in open world PvP. It's also built on Unity so we know it's somewhat transferable to Crowfall from an engine perspective. Albions system - https://wiki.albiononline.com/wiki/ZvZ_Mechanics The issue needs a hard approach... deal with the Damage directly. I like to think of this issue as having 2 types of solutions. Hard solutions and soft solutions. A hard solution focuses entirely on the root of the issue, Group Damage Output to a target. A soft solution tries to find ways to deal with the Zerg issue by looking at the branches that come from the root issue. Hard Solutions -Overwhelming Odds Debuff System (Albion) -Player Damage Output caps. Soft Solutions -Campaign Cards based on per player contribution -Connected Siege timers -Multiple smaller forts and outposts -AOE CAPs to ability damage -Specific class or racial abilities designed to reduce zerg output -Limiting Campaign Size or Group Sizes -Defined Battlegrounds Below are some of my general counter arguments to softcap solutions and/or disagreements to the debuff system. Campaign guild size caps, group size caps, campaign cards based on player contribution. The Crowfall community on both sides of the Zerg fence and JTodd himself discussed the importance of letting players play with their friends so limiting group/guild sizes directly conflicts with this ideal. A debuff system allows groups of all sizes to stay competitive at least at the root level of combat. Multiple Smaller Forts and objectives and Siege timers. Currently having multiple objectives on different siege timers allows the larger guilds to bounce from one objective to the next. Siege timers need to be looked at as well and is another mess of an issue. Having multiple objectives also does not prevent a large guild from massing enough players to contest all objectives. This is worsened by server caps… a single guild can control the majority of servers population by capping it out with players or even alt accounts. A debuff system would allow smaller groups to contest larger groups on opportunistic objectives as sheer numbers are not the deciding factor… Removing AOE Cap This creates massive class imbalance. We have seen this before in other games. Witches and Wizards in BDO were a great example of no AOE caps causing all kinds of imbalance in group fights. If an overwhelming odds debuff system was implemented then removing the cap would be fine and easier to balance around. AOE can and is still valuable in big group fights with a debuff system like Albions. The person in the middle of the pile not being hit by anyone is going to take the unmitigated damage value for your AOE. AOE is still a big player in large scale fights but not necessarily a defining one. Allowing groups of all sizes to participate. Overwhelming odds systems allow smaller more skillful guilds to compete with larger groups and guilds as the raw damage output number is not necessarily the deciding factor to fights. The Debuff system makes raw damage output less of an importance, while tactics and group play have more of an importance. Damage will still matter but not the end all be all in imbalanced fights(10v20, 20v30,etc..) Alliance system will help deal with Zergs - This one is a no brainer... nothing stops a large guild from allying with another large guild. I am all for alliances but they don't deal with the issue directly and many would argue it makes it worse. With a Debuff system you encourage healthy alliances built out of mutual need and similar goals. Instead of an alliance formed in necessity to survive due to sheer numbers. I know this is a complex issue and there are many passionate people that want Crowfall to succeed. I hope that no matter the outcome the community and the game are better for the discussions being had. I am also not the most articulate typer so forgive me for my grammar and spelling. [edit] Formatting issues
    3 points
  9. Things not to do in Crowfall/Dregs for Newbies Don’t stand around loitering on the zone side of a temple runegate. Look at your map before you zone through, then haul azz off the platform as soon as you can. Don’t zone through a temple rune gate during a siege window if you see a lot of guild tags in Temple. Experienced guilds stand on the zone side, equipping frost armor, and zoning puts you into the middle of them. Give them several moments to clear the zone, you pad spy! Don’t zone through any runegate without some type of escape/immune skill slotted on your bar and be prepared to use it. Understand how your native immunity works after zoning, these two things might get you back through the rune-gate. Don’t farm war-tribes in Dregs by yourself. Join a guild, make a guild, or bring friends, make sure to set a scout. Make sure to bank often, use a stealth class. Don’t ignore the Siege Schedule or Victory Card just because you’re not in a guild or participating in end game content. That Victory Card might just make killing you, valid points for the season, especially while you’re derping around in an active zone. Don’t set up 1v1’s in a campaign zone, that’s what your Eternal Kingdom is for, we will find you, kill you, and convert both of you into VC points. Respect what Dregs is, not what you want it to be. Don’t go AFK at a war-tribe, you can’t hide anywhere, where we can’t find you! You will come back to your keyboard and find yourself an immortal crow, and dry looted. Logout and live to fight another day. Don’t press G when you are a crow, it has an increased gear decay penalty, so fly to your next destination and respawn there. Flying can also help you avoid gate camping. Don’t move when you are in Camouflage, we can see you. Stand very, very, still Don’t bring preconceived ideas from other games with you, learn this game before you jump into Dregs solo to look for PvP. Just join a guild already, they will help you figure it out.
    3 points
  10. Drax : I've mastered the ability of standing so incredibly still... that I become invisible to the eye... Watch.
    3 points
  11. Would also see more strategic plays appart from blob running into blob you should see more flanks and things to spread numbers out and so on.
    3 points
  12. coronbale

    .

    X
    2 points
  13. I have had this conversation a lot with people of my age which came through the Everquest era. Everyone here is making great points, no argument there. I agree with most of what you all have to say, my only feedback would be I feel you could change all of these things and it would not matter much. I say this because in my humble opinion, gamers are just different now. When UO and Everquest launched, it was for the most part, the first of its kind. It also came in an era with instant messenger, AoL, ICQ, and several other types of text communication. People in general were just stoked to be able to chat with each other online. So when you did speak with people online for the most part you spoke like a decent human being. That being said, these conditions created an incredible world. You take a game doing something never before seen, make it online so people can chat while playing and it is no wonder they became so big for their time. Sadly after over a decade of games, players themselves have become.... well just not the same. Look at the popular games we have today,(WoW, BDO, League, CSGO etc.) now go play for ten minutes and see how many times your told how garbage you are and to go eat a shotgun or something. You could get into a group in WoW, or FF14 and noone even say a word. People do not care to interact anymore, if anything now people are irritated because they see others as holding them back, or in the way of their loot or progression. Noone enjoys the game for what it is anymore, now it is all about finding the core mechanic, and abusing it to win. No matter what you do or change, give the average gaming community less than 24 hours and they will find a way to abuse it. And that is kinda the fun of games right, finding ways around issues to get the advantage on others. It is like solving a puzzle to some extent and I get that. Look how fast Last Oasis died. There was never even real pvp, guilds learned how to stack tiles to keep the fight from even happening, nevertheless fairly. Same issue stretches across all games. Games release with cool intentions and mechanics, but we usually break it down quickly to nothing. I personally feel alot of that just comes from the mentality of the average gamers these days. In a time of instant gratification, and no repercussions for being a complete arse, streaming platforms and Esports....... well you see where I am going with this. I do not mean to speak ill of anyone, everyone is their own individual and I respect that. Just pointing out that people keep searching for "good games", but I feel nothing will ever cure the itch, because unlike actual intelligent beings, we as gamers seem to poorly made dergs where we sleep lately. IMPORTANT* Just to be clear, this game has actually been very refreshing for me. This community has been incredible. I was totally lost and the great guys in Earth faction put the time in. They answered all the noob questions I had, took me to see and experience content, and surprisingly everyone in the discord has been really fun to play with, no whining and moaning. Just a good group of people having fun. And in my opinion that is how you create a "good game". Game mechanics are patched and changed all the time, the only real thing that has changed for me that made a game enjoyable, is how the community presents itself. I say this because at the moment, the game is clearly still in development, and to take pvp in its current form seriously would be laughable at best, yet the community is cool so it is still fun. I get caught out roaming and killed, instead of "GET REKT, \__ HAVE A SEAT", I get a simple "GF" or "nt". Like any group there are def some bad apples amongst us, but for the most part everyone has been welcoming, informative, and helpful.
    2 points
  14. Given the current state of lag in large fights, it might be wise to have the following settings available for graphics; Particle Effects (Spells, etc) 1) You Only 2) Group Only 3) Allies Only 4) All It might help cut down the lag a good bit perhaps. I can't figure out the correct computer gear combo to get the lag minimal, but at this time my CPU rarely spikes over 38% when playing the game and my CPU use never exceeds half. Yet the lag can get pretty intense. (Game is installed on NVME drive, latest drivers, etc)
    2 points
  15. I honestly don't think the infected needs anything. Unlike Shadows, which are intended to be fully competitive and winnable campaigns built to cater to solos and small guilds, infected is deliberately a risk limited training space for players to familiarize themselves with PvP and its associated strategy mechanics. The players that infected currently serves are the same players shadows is supposed to serve long term. As a long time advocate for those players and that campaign type, I don't see much of a point in changing what was designed as a training area, placed in the training section of the server list, God's Reach.
    2 points
  16. Hyriol

    How do I get tokens?

    Building tokens are baked into the parcel you're trying to build on. Some parcels, like the starting statue area and woodlands, do not have any and cannot be built on. Try parcels like the Farm, Hamlet, Shire, Village or Town; you probably have at least one of these attached to your account under Purchases. Once your character is standing one of these, right click your building to place it. Your available tokens will then show up at the top of the building placement screen.
    2 points
  17. There is another campaign type called "The Shadow" that might be what you're asking about. It is three faction, like The Infected, but with a full campaign duration and looting rules like The Dregs. The Shadow is currently on hold while The Dregs ruleset is being tested. It should make a return at a later date.
    2 points
  18. To be fair the list should be this: 1) Dont go to the Dregs 2) Really, dont It is just not worthy. I am all for the Devs disabling the default factions on the dregs. New players really underestimate it and end up having an awful time. Joinining a guild is a requirement for it. It is a GvG ruleset after all.
    2 points
  19. I agree. It definitely favors the bigger clans. There isn't any mechanic to help fight against superior numbers. I am curious if they limit it because of performance.
    2 points
  20. totally agree with that. it could be a good solution against zerg and a tools against the uncle bob scenario because if small organized squad can kill bigger group it will be harder for a zerg to control all the maps and make the game boring.
    2 points
  21. Audin

    Changes Ace need to make

    Focus on the small clan. A lot of players join Crowfall solo or with a handful of friends. Currently there is not much of anything to do in game for these small bands. Hit some mob spawns to get some loot. Perhaps capture an outpost. Then what? The siege objectives are swarmed by 25+ member clans who also bring their allies that are just as big. There will be those who say "This is a Throne War MMO, recruit more". That is true. But there is something missing in the game for the 1-15 man groups. Its either bring 30+ or don't play. This doesn't bode well for the new players entering the game. They'll move on rather quickly. Some may reply here and say “they could do caravans!” For what ? Building materials for buildings that they have no chance of capturing? Before the change, I thought the caravans were a step in the right direction. This was something a small group could do and gain benefit from it. More content that focuses on the small group is needed in the game. The world is too dead outside of siege windows. Suggestion: Battle objectives. A quest designed for a small group to take POI objectives or defend. Reward mats, mob drop gear, and gain campaign points. Activities that when a player logs in, he/she can roll out with 1-5 players and have something to do. Create the in game clan management windows. It's already hard enough to communicate in this game. Why have the clan management outside of the game? Share member count of clans, stats from previous campaigns or accomplishments. Catering to large clans There are no negatives to having as many players on your side as possible. Bring more, win more. Your game doesn’t have a high skill level to play so numbers will be the deciding factor in most conflicts. There has been talk of an alliance system but I am afraid this would make the numbers ratio even worse without doing it right. The large clans will just ally other large clans because again, bring more, win more. The game will turn into a few mega alliances. At that point, might as well play a faction campaign. Introducing a reasonable clan cap size, 500 is way too much. Your game can't even handle it. I suggest a 75 limit for a clan. Give a bonus to items crafted by clan mates that are worn by the same clan. This will give a reason to keep crafters on your roster. Choices should be made, players will need to be cut to keep within limits. Could even look at a softcap, if exceeded, have a campaign points penalty or something. Change the siege window. All holdings should go live at the same time for as long as the window is open. It's too easy for the larger clans to capture additional holdings because their current holdings are not vulnerable. They basically can have their whole roster show up with no worry of defending. If you want more holdings, you'll have to make a choice on defensive strategy. Large clans will still hold an advantage since their numbers will allow them to defend more territory. Holdings should only accrue points while they are vulnerable with a bonus to the clan that holds it at the end of the window. This should give more urgency for clans to seize and control a holding throughout the siege window instead of taking a holding in the last minutes.
    1 point
  22. Personally, I think it adds some extra life to Dregs that felt like it was missing before. An unorganized earth guild is unlikely to be seriously competitive due to the organization, management, and effort required as crafting (especially vessels) becomes increasingly important in the coming weeks. Additionally, I am not sure what the alternative would be. Exclude unguilded players from Dregs? That doesn't seem very fair or fun - especially when no other options are present but it would also limit a meaningful choice in the long run. Require those individuals to play solo? That also doesn't seem very fair or fun. This would place those players at an impossible disadvantage, and we would lose the aforementioned additional life (and PvP) those players bring to the Dregs.
    1 point
  23. Jah

    New Subforum: Theorycrafting

    Mostly because the game was constantly changing and so work put into those sorts of things quickly becomes outdated. When the game stops changing so much people will be more willing to work on those things.
    1 point
  24. I honestly forgot about the game until recently. I just logged into the forums, so here I am. I just wanted to get my first post out, so here it is.
    1 point
  25. blazzen

    The Issues of ZvZ PVP

    Friendly fire and no target cap on AoE is a great way to combat zergs and reward skill and coordination. This is what made Darkfall so great. Even Shadowbane (a tab target game) had friendly fire on AoE. Alas, Crowfall just wasn't built this way. Crowfall has no friendly fire, lots of circle heals, circle objectives, and a 5 player AoE target cap (which they even tried to change to 3 player target cap until we complained) so it's no wonder we end up with zerg balls over cap circles. I mean the mechanics are basically the same as in Guild Wars 2 in many ways and what do you see in GW2 WvW for the most part? Zerg balls. This is a GREAT example of a recent fort fight. Guild Wars 2 did have some zerg busting mechanics. We took Stormbluff Isle to T1 after launch with a hammer train spec. Alpha Warrior Champion / Knight ultimate AoE syncs were kinda sort used like this not too long ago. Right now it's mostly stormcallers and druid bombs. The stack buster mechanics have always been very contentious in Crowfall. Class and discipline balance is still coming in a not too distant update so hopefully these things are addressed then.
    1 point
  26. I like to run Matching Mail/Plate, Overwhelming Odds, and Sturdy on all of my healing clerics but you should take some time and look them over and fill in gaps based on the type of content you spend the most time on. The above is a good "default" minor setup on all clerics. Same as above my dude. You should max SPR on your white vessel because Support Power is your #1 stat in your kit. As you progress into better vessels when crafting comes online this may change (when you get near 1750~ Support Power) but for the foreseeable future you will want to pump SPR as it is the best stat for you for a long long time. You will not get much value on a per point basis for CON, so while you want some of it on crafted vessels you don't get much from adding more to it in most builds Runecaster is a good major disc. I wouldn't suggest it as a healing major as you really want to buff your healing output and would instead suggest it to be run on someone else in your group, which you can then play around. If you really want to run it, you will sacrifice a decent amount but it's not the worst thing I have ever seen. There isn't a clear way to increase Guinea HP outside of crafted vessels, but the HP difference isn't that significant between the two when you run Holy Aura from your talents. You actually gain survivability by being small and hard to target, but statistically it's hard to catch up to the Stoneborn that is designed to be tanky. Just be sure to pick for your playstyle - you don't need to try to force a different type of role onto a suboptimal body type if you are interested in min maxing. It's fun AF and it deals OK damage but I wouldn't recommend it solo. In a small group it definitely has a place though!
    1 point
  27. Hi all, As said before, small, balanced committee fights are pretty cool these days. But where something is missing is when one group is outnumbered. At the moment, there is almost no way out. Can we use the beta to try 2 things ? remove the fact that the areas of damage only affect 5 people. Increase the duration of the controls significantly, but on the other hand have longer spell cooldown times. But also put in place a system of invulnerability to the same control spell for a certain period of time. For example if I take a blindness spell that lasts 5sec, once the 5sec is over I can be slowed down or stopped or put to sleep but not blinded for the next 5sec. This allows groups who know how to play together to disable some people by alternating controls on the target while the buses will spam their keys and thus spend the spells during invulnerability. To harmonize the whole thing, it would also be necessary to lengthen the time it takes to reload the R. So that the controls serve better. Collision, big mass controls with long reload time and immunity by controls allow a small organized group to compete with the buses. Feel free to say what you think. Have a good end of day.
    1 point
  28. Hello, I would think that it is vital for the future of the games to unlock the number of targets that can be touched by the same spell. or the simple reason that by blocking the number of target hit the only important data that players will have left is the number. whatever the way you play, whatever your ability to be good or even excellent all this will be pointless if your opponent is more numerous than you because the mass will mean that many of your enemies will not be affected by your fate and therefore you will lose for sure! I would like Crowfall to be a game or little say to each other if we organize a group of good players who can compete with these enemies even if they are twice as numerous. today from my gaming experience the games are limited to: well the enemies are more numerous we lost ... ------------------------------------------------------------------------------------------------------------------------------------ Bonjour, Je serais d'avis qu'il est vital pour l'avenir du jeux de débloquer le nombre de cible touchable par un même sort. pour la simple raison qu'en bloquant le nombre de cible touché la seul donnée importante qu'il va rester au joueurs c'est le nombre. quelque soit la manière dont vous jouez, quelque soit votre capacité à être bon voir même excellent tout cela ne servira a rien si votre adversaire est plus nombreux que vous car la masse fera que beaucoup de vos ennemi ne seront pas touché par vos sort et donc vous perdrez a coup sur! je souhaiterais que Crowfall soit un jeux ou peu se dire si on s organise bien un groupe de bon joueur peu rivaliser avec ces ennemis même si ils sont deux fois plus nombreux. aujourd'hui de mon expérience de jeux le jeux se limite a: bah les ennemis sont plus nombreux on a perdus ...
    1 point
  29. Hi! I think The Infected needs more attention for developers. The Infected server is a best place for solo players, like me. I think this world should be different from Dregs Campaign... currently The Infected looks like a training for Dregs. I like to fight for the Faction. I don't have time for Guilds. Maybe something like PvPvE events, like Horde Invade, with good loot to attract players to stay or just passing through in The Infected. Why the name "Infected"? If not change, In the future The Infected will be more empty than now. Just look at the numbers. What do you think about that?
    1 point
  30. Things I would change: One keep per scoring guild/alliance/faction, to ensure more guilds have keep access. One fort per guild/alliance/faction, to incentivize and reward keep holders for participation without them overwhelming fort windows. Keeps generate the same resources as forts, leaving a maximum of 2 pois worth of mats, again to engage keep holders to also be fort holders while ensuring those without keeps have a wide range of fort opportunities. This would more evenly spread the rewards, and thus competition for rewards, among multiple tiers of competitor numbers/skill. 2 chest, 1 chest, and no-chest organizations. Scale power gain upward for each successfully defended window of a given keep or fort, and drastically scale up power gain for building upgrades of all types to replace the lost opportunities from multiple keeps/forts. This makes siege windows more dynamic by providing multi-layered priorities for attack and defense related to power score. Provide loot and power rewards based upon a portion of upgrade materials for razing buildings and removing trees to reward raiding and encourage participation even if you can't cap anything else. Use the harvesting model (most total damage) to assign this reward. This provides economic incentive and damage for those windows, and ensures top end competitors are still playing to crush one another while providing less (but not zero) incentives for crushing those already beneath them. Gain +1 power per tick for outposts on maps in which your organization owns a keep or fort to encourage landed guilds to prioritize their home turf for outpost play while keeping incentives for unlanded guilds even across all zones. Force recall binding to the largest POI your guild owns, to reinforce territorial advantages and limitations. This increases a sense of place, ownership, neighbors, and personal rivalry between organizations. Place a cooldown on gate travel (except temple/free city gates) of 30 minutes after recalling whether alive or in crow form. This limits movement independant of map generation to ensure the practical utility of territory in such a small world, and ensures the ability to effectively remove foreign hostiles for a predictable period long enough to accomplish a PvE task. This allows better control of an area when taking part in these tasks while still ensuring constant risk in high value spawns from locals. This also creates interesting randomized advantages and disadvantages based upon seasonal cards and map generation. Link all temples to the free city every campaign, but disallow runegate travel to other temples. Never link temples together without passage through a PvP area. Provide all god statues in the free city. Separate world banks and the free city bank. POIs have world banks. Temples and the free city use the free city bank. Losing all POIs dumps your world bank to the free city bank, as does the end of the campaign, and allow this bank to overflow if this happens. This ensures unlanded guilds have easier access to the free market and sacrifice objectives than landed guilds. This in turn encourages landed guilds to run local harvesting or local markets while allowing them to participate in these systems at an elevated risk compared to unlanded organizations. The lord's couriers versus the bandit hordes as it were. This also ensures that landed guilds who lose all land can immediately still access their accrued wealth in temples and immediately use it in the market to help them rebound.
    1 point
  31. So my wife and I keep hearing about smaller guilds not being able to compete in the current campaigns due to their size and in game politics. A lot of players continue to share feedback with myself over this major issue and its the same thing over and over again. "Small Guilds have no content until alliances are in or they are just unable play" which a lot are leaving until this issue is fixed. So I'm not sure if anyone else has thought about things like this, but my wife and I brainstormed this morning. Both of us agreed there is just very little content PvP wise for small guilds that want to stay small and keep their individuality. So we hate to compare this wonderful game to others but, one of the things that World of Warcraft does successfully is have an instanced PvP battlegrounds. If you wanted to you could PvP all day long by use of the PvP Battleground system, or go run dungeons ect. Plenty of content to do small scale or with a group of friends. How do we implement this type of system with current Crowfall Tech? I'm sure having some sort of Queue to get in would require lots of work and current system overhauls (I'm not a tech guy, so I hope yall understand). Then it struck us, why not just use the current tech we have available and just try to implement Guild player restrictions per new campaign? Lets say a new campaign that is a daily re-occurring thing (some for EU, some for NA) throughout the day. Restrict guild size on players lets say each campaign has a 5 limit, 10 limit, 15, and 20. Then also create just 1 map and 1 temple to start in. Remove the Resurrect statue and put an 1hour long timer for the "campaign". Meaning all guilds can join with only their best players to go and compete with all the smaller guilds, giving everyone an equal footing in each campaign world. This should ideally give plenty of content for these smaller guilds to not only stay and play the game, but requires very little alterations to the current tech of Crowfall. Then another thing hit us...why just restrict it to PvP? Why not do some "dungeon" type campaigns as well? With the current tech it shouldn't require much changes. For instance, announce a 20 man campaign. 1 map, 1 objective "Kill the Enbarri Royalty before anyone else" Have an Embarri Cleric King, a couple Myrmidon Kings, a Knight King, and Confessor King. (5 man King group). Set the Campaign timer to 2hrs and have each guild battle each other over the objective. Remove the Resurrect statue to make it even more difficult (relying on players to use their own resurrect ability) or if a full wipe happens to the guild they are out of the fight completely and are unable to re-engage. So the only issue we have seen so far is the possibility of larger guilds doing a "loophole" in order to win, meaning a guild size of 80 could break down to smaller guilds 4x 20 man guilds in order to enter and un-officially alliance up with themselves in order to "win". To prevent this maybe implement a "leave and rejoin" penalty or a cooldown of 1-2 days which would stop of discourage it to maintain their presence in the larger campaign worlds. In conclusion we believe this would not only encourage smaller guilds to not give up hope but engage them as well as large guilds with plenty of content throughout the day. My apologies if someone has already thought of something like this, I normally stay out of the forums to avoid "drama". I understand this may not be a perfect idea, but it may be something to consider. We also don't see why this wouldn't be possible to create and implement currently. If you like this idea please hit the "Like" or if you disagree with a system like this being implemented hit the "Sad" emote. This way with yall's help, we could un-officially "poll" through the forums. I would very much like to bring this idea forth to the Crowfall team of developers. Thank you all for your time in reading this. @jtoddcoleman
    1 point
  32. Jah

    Complete Redo

    This latest campaign just happened to be a no-import campaign. One of the features of the game is that there are different campaigns with different rule sets. Most campaigns allow you to import stuff. Eventually there will be multiple campaigns at the same time so you can pick the type you want to play. For now they tend to run just one at a time to concentrate players for testing purposes.
    1 point
  33. I much rather see other classes receive buffs and brought up to par than a "complete" feeling class getting nerfed to the ground. Their kit feels well thought out compared to many classes/specs in the game. They're fun to play, infuriating to play against but I can't play one personally, I just can't rat I suppose. That being said, I'd much rather ACE give love to the entire Assassin class, as well as all the many underperforming specs before they butcher the Slayer. That's the hard route and MMO developers NEVER head down that path, too complicated apparently. I imagine they will receive some adjustments as they dive deeper into tuning passes. I could see them toying the idea of removing the free dodge pip on Q.
    1 point
  34. mythx

    [EU] - Caldera - [CAL]

    gr8 guild!
    1 point
  35. That was an informative stream. I enjoyed watching.
    1 point
  36. Marth

    Changes Ace need to make

    This is the best point you made.
    1 point
  37. Purple Bird Bois.
    1 point
  38. this from what i heard there working on the campaign cards for faction rule sets or something aswell. you may see the 12 faction camapigns at some stage aswell down the line
    1 point
  39. hello @LayKny , i am sad you didnt like our discord but to reassure you we didnt have anything official, we just said we are the discord for french community cause we created that years ago and tried to gather new players and help ppl to discover crowfall, we grown up fast with the beta and some misunderstanding can appear. For your problem i was not on the discord yesterday but it seems there is a difference between what you are saying here and what happened in view of what many people have reported to me. I hope you find a community with whom you can enjoy the wonders of crowfall. I remain available for any clarification, even in pm if you don't want to flood the forum for a useless drama
    1 point
  40. Jah

    My Selfish Desires @ACE

    People of different levels of training are going to want to play together in the same Dregs. You don't want to have to tell people in your own guild to go play in a different Dregs campaign. There needs to be a spectrum of resource rode ranks from low to high in the same campaign.
    1 point
  41. because the 10-15 already is doing the max damage to the 5. How are they going to do more if AOE's become uncapped to a 5 man group? The 5 man will be able to push out more damage though. Those coordinated aoes already happen verse the 5 so nothing will change on their end. So lets use the ults as an example if the 15 rushes the 5 and all hit their aoes its still 5. Uncapped Aoes they its still 5 so explain to me how they do more vs 5.
    1 point
  42. Vinadil

    The Issues of ZvZ PVP

    Assuming you understand there is a continuum between a 5 person guild and a 500 person guild, then perhaps you understand why a game needs to address both sides in some form. I don't think anyone is saying a 5 person group should be able to successfully take and hold a keep against all takers. What has been offered are simple steps that can help create more content for more people. As it stands with the way group mechanics and siege mechanics work there is no reason for a large guild to ever have more than one super group rolling through the world. No larger strategy needed then make a big ball of AE characters and run around pressing your best 3-4 buttons. Some of these groups are trash when you fight them in similar numbers... some of them are actually very good players. The game design is one that can be easily fixed, either by the way they handle group-based effects, or the way they handle the siege windows. We have the worst of all worlds right now, but the point of posts like this is to change some rules in future Dregs so that we can test how they impact gameplay. To your point 2: Perhaps, but NONE of the large guilds currently in game have the numbers to do that, not even close. If you can manage to out-recruit the serve by 5-10x and hold all of those people together... then sure, you will hold an advantage in all of these games. Few people will be able to do that or even want to most likely (running a 500 person guild is actually a LOT of work), but no, making the siege windows simultaneous won't "solve" the problem, but it could sure help move things in a better direction.
    1 point
  43. Thanks for your answer. I can assure you that I don't and never did intend to become your daddy. So no worries regarding that. The discord channel you are talking about is providing a meeting point for the french speaking Crowfall community since many years and is mostly taken care of Crowfall players who meanwhile created/joined the Crowfall guild you spoke of. They are Crowfall players, a Crowfall guild and a Crowfall community. As long as they don't call the channel or themselves THE "official" french crowfall community, they are well within their rights to use the word "Crowfall" in any description, for they are beyond any doubt "a" Crowfall community. To say it with your words: "I repeat" But IF they do so, send your proof over to support@crowfall.com and they will take care of it. You again are also completely within your rights to not listen to any advice. Nobody can force you to do so. But I tell you, people won't take your concerns serious or will even stop listening to you at all, if you don't manage to voice your complaints more leveled and constructive. It's your choice alone. But this community is highly resistant against a certain type of expressing opinions. You are obviously a very passionate player. That's a good thing. But you need to channel your energies into something constructive if you want to cause any positive effect. My words are not meant to be condescending. I am just telling you what, in my opinion and experience of many years with Crowfall and it's community, might work and what is very unlikely to work out positively in the end. And yes, you don't need to take this advice. But since it has been given ... if you don't take it, the result will be on you and you alone. Have fun, good luck Kraahk
    1 point
  44. This is a big crock right here saying it will only help larger groups . Keep healing capped at 5 if they can even do this but something tells me all AOEs are set as a flag for a certain number and cant be separated from healing & dps aoes. Larger groups wont be doing more damage than they currently do except in large scale pvp & who cares at that point. It would actually bring up 5 man group efficiency up and possibly allow for a 5 man to hurt a 10 or 15+. Currently the small group will get rolled no matter what because the number advantage alone allows the AOEs to hit multiple people where the smaller groups AOEs will only hit the same people a certain percentage of the time. Plus its beta we can always revert the changes & now is the time balance and mess with combat.
    1 point
  45. Thanks for the feedback, I'll try and add that in over the next day or so.
    1 point
  46. As an added benefit you will be tagged with the same faction as Zybak so he wont be ganking you and if you currently enjoy the slayer playstyle he would be an excellent guy to pickup knowledge from.
    1 point
  47. 1. Be insecure about ever losing or looking bad. 2. Create a mega-alliance that eliminates all possibility of losing any campaigns. 3. Watch in surprise as the competition gets less and less, and the game becomes boring due to lack of meaningful opponents. 4. Complain that your members are losing interest. 5. Say the game sucks, and go play WoW apparently? Stay classy guys.
    1 point
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