Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Leaderboard

Popular Content

Showing content with the highest reputation on 12/05/2020 in all areas

  1. Hey Crows, It's Friyay and we'd like to provide you with some focused testing for the weekend. We'd love for you to fly on over to TEST and test out the 6.300 changes here and here. To help ensure that you can level and gear up quickly, TEST has free vendors available. We're looking for https://community.crowfall.com/forum/222-beta-playtest-bug-reports/bugs, balance changes or feedback on the transition from passive skills to disciplines, basically anything we've announced in update 6.300 and don't forget any issues with Infected functionality. Please make sure to provide full details when reporting anything on our bug or feedback threads for example, it's very important that you include what type of tools you were using and the nodes harvesting if you're reporting a bug associated with the use of them. Please report anything that you feel is not working as it should on our bug forum. This is important to us and aids in identifying any issues that would prevent us from moving this version to our LIVE Beta server. We really appreciate all of you and look forward to your reports! Have a great weekend!
    7 points
  2. The case for removing mobile banking: Players have been yelling about mobile banking, often times in very direct ways (https://community.crowfall.com/topic/29397-mobile-banking-is-stupid/), for quite a while now. But why is the community so opposed to Mobile Banking as a gameplay mechanic? Let’s dive in. Risk versus Reward: Mobile banking provides a risk-free way to secure rare resources in campaign worlds that otherwise would require strategic thinking and group coordination to obtain. One extreme example of this is the looting of forts. Currently, players can utilize the Mobile Banking buff to secure thousands of Ethereal Dust and Gold with zero risk. These players are protected by the invulnerable guards positioned at each fort for defense and each hour (or once a day) can login, loot the chests, and utilize mobile banking to secure a huge resource advantage for their guild. This removes all risk from looting forts, a massive problem in the current gameplay loop. Emergent Gameplay versus Static Gameplay Loops: Beyond the reduction of risks outlined above, the Mobile Banking buff decreases active engagement in a campaign world. It limits the need for players to either travel to a world bank or a keep and thus robs players of the chance of stumbling upon emergent gameplay. It ends the need for any type of caravan system to be organized by a guild because a single stealth player can refine and bank within seconds. Zero risk. Zero chance to be found out and punished for the risky behavior. The simple fix to this problem is to remove the Mobile Banking buff from the game. R3 Storehouses can provide some other benefit, possibly additional keep storage chests (beyond the default of 2 per keep).
    5 points
  3. I think it is EXTREME to require purple harvesting rune to use advanced tools. Seems like a different type of time gate just keep intermediate tools relevant longer. Additionally a runemaker should be able to make EVERY type of intermediate runetool with the major. If we're forced to use intermediates atleast let our runemaker have something to do.
    2 points
  4. Hi all, Tl;dr: Got invited to beta test for 15 days. Don't understand how the devs think that is enough time to test and form a positive opinion of a game in this current state. Feel like ranting about it as I think it hurts the game more than it helps. So with the intro out of thew way, I'll just go into my rant as I have to admit that I am extremely underwhelmed by the beta testing strategy of the devs. I was told I would have 15 days to play the game from the moment I received the invite. So I'm expecting to drop everything just to try your game? So automatically I already lost a few days before I even installed the game to try it out. I haven't really kept that close an eye on the game, so at the start I was just messing around with things to get a basic understanding of the game mechanics and try out a few different classes to see what I enjoyed. By that time I was over the halfway mark of my beta testing period. So now I had to look for a guild to play with for less than a week. Even though I joined one and enjoyed some of the small scale pvping we did, I felt like a total dead weight. I obviously didn't have the best player skills, nor the best build and I couldn't contribute much in harvesting or crafting either since I didn't have most of the skills trained yet. Then the 6.3 announcement came and most people either waited things out to see if there would be a wipe or just went on to the test server. Given that a main pillar of this game is guild play, how do you expect a tester to realistically familiarise themselves with the game and then find a guild to join and feel like they can contribute before not being able to play again? As a new tester you don't have the passive skills yet to help out, you don't have the player skill to do much in a fight. So you're left with just re-rolling some different classes which doesn't reflect what the real aim of this game is or you can farm some materials which you will never see the benefits of. I know the passive skills will be gone, but you'll still need to farm before being able to harvest and craft in the new system, which a new tester won't know straight away. If this is how all the beta testing is handled I am really confused at what the idea behind this is. This game needs as many people in it to test as much as possible. How are you planning on doing that when you put off beta testers like this? Are the devs hoping we will want to back a game after these 15 days? This game needs you to be invisted in it to really enjoy it and you don't give beta testers a chance to do this. Instead we are just focussing on the bad things we experience. I seriously hope the devs will rethink their beta testing strategy as I don't think it's really working in your favour right now. Even though I'm put off by this I'll still keep an eye on the game as I'm an old Shadowbane player and do like some of the ideas behind this game (although it looks to me like there is still alot of work lef to be done here). Maybe there will be an open beta phase that will be longer and will serve better to try this game out. Take care all.
    2 points
  5. I think this is a great idea. First however, I want them to fix how you see guineas in stealth.
    2 points
  6. I've played a lot of different multiplayer games, and in any of them having a group of 10 beat a group of 50 would be a pretty legendary accomplishment. .. maybe with some clever use of choke points or fall damage or other terrain .. maybe with a significant experience gap (ie. if the 50 were completely new to the game) .. maybe if the '50' were actually trickling in slowly and the fight was more like multiple consecutive smaller engagements .. but to win a straight-up 10v50 in open field with gear and skill alone? That's asking a lot of the combat system. I definitely don't think Crowfall is anywhere near allowing that kind of victory. If that did happen, I'd suspect there was some kind of balance issue at play.
    2 points
  7. This needs to be looked at. Beta invites NEED to be permanent. One of the reasons for the lack of population right now is removing players after 15 days of playing. These players are barely able to find a guild and experience the game / assist in testing in any meaningful way. There is no good reason why beta invites do not last until release.
    2 points
  8. I have maxed out crafters of every type on test, and did all my testing there with unlimited mats. Unless you're producing enough volume to outfit a large guild, the drop rates on weaponsmith, armorsmith, leatherworker, woodworker, and jewelcrafter all felt low. Alchemy and runecrafting felt ok, as did necromancy. That said, 200+ clicks to produce the armor coatings for one set of armor is ridiculous. The steps you made to make crafting less terrible (the ability to create stacks of some components) were a good start, but only a start.
    2 points
  9. Crowfall is supposed to be a PVP oriented game. But everything is too easy. Wanna craft an item that will least for months? Ok, do some pigs and you are ok. You gotta send it to the caravansary? Ok, you have one full protected in your keep. They will drop a blue ingot that you cost you only 30 dusts and give you 125 resources, thats is enough. But you want to refine it? Ok, go get that mobile bank and do it almost risk free. You dont need to break one single node and you will have a blue gear. No breaking node = no roaming map, no partys farming, no partys fighting for spots. They just run pigs, they just get forts. Now you have an item that will least for months and you just need to log in on the sieges now. Need gold? Ok, just farm some mobs at wartribes, since there is almost nobody doing nothing at the maps (cause they dont have to) and you will make all the gold you need. Now take a look at one of the most famous mmo´s: Lineage 2. Want an item? you gotta craft it. You gotta farm a recipe that is hard to drop, you gotta farm resources that drops in low quantity, and every recipe and resources you need are in PVP zones, you NEED to defend a spot in order to farm those. Oh, now you have 24/7 pvp, now you have thousands of players playing this game. There is a lot of other contents that makes ppl NEED to play the game, just pointing the most important of it. Crowfall has 200 players, for a pvp game, its not doing well, and the lack of REASONS for pvp is one of the main reason. PVP, to be funny, needs to be for a real objective, that you and your mates really needs. There is nobody fighting for outposts, they are useless. There is nobody fighting for farming spots on the map, cause nobody need it. Make Crowfall less carebear and more risky, things needs to be risky and hard.
    1 point
  10. It is unfun, it will remain unfun. And I am not going to continue to do things that are unfun. They need to be willing to do what they are asking other to do. If the devs do not have time to play the game, and see what they are asking. Then why the custard do they think we have the time. This is custard supposed to be entertainment. Make it custard fun FIRST!.
    1 point
  11. Arkade

    Manor or Guild

    You're probably better off not buying either right now. Manors and guild halls can only be placed in an EK. Post launch, you may be able to create a guild without paying for it. You won't get the guild hall, but it can be created in game (it takes a LOT to create though). At least wait until you've played the game a bit and know more what you are buying.
    1 point
  12. Fort Scheduling Revamp: Most players agree the current iteration of fort timers and their resource production are not well suited to the game’s goals and providing players with “content.” The problem stems from the current system of having 1h of vulnerability, followed by 23h of free resource acquisition. This leads to players showing up for one fight over the last 10 minutes of the timers to secure the objective and then logging out for the next 50 minutes waiting for the “golden 10 minutes.” Repeat ad nauseam. This has led me to develop a suggestion for the shifting of scheduling and resource production of forts that is within the current tech limits of the game, but could provide emergent gameplay, better content, and rewards for actively engaging in securing forts. Step 1: Change all fort timers to 30 minutes instead of 1 hour. · This shrinks the room for error when attempting to hold a fort and will require groups to actively choose which fort they want to secure. It also pushes attackers to arrive early so they have time to clear a defending force and secure the objective. Halving the current fort windows will do much to limit the “golden 10 minutes” and shift gameplay in an engaging direction. However, this cannot be done on its own. This is not a fix that will work alone. Step 2: Shift fort timer scheduling to have forts go up two times a day. · This ensures groups looking to secure a fort will have to commit to ensuring it is held more than once. It requires groups to actively plan to ensure they have forces to hold the fort for both timers to secure the overnight resource production. · My suggestion for this type of scheduling would be to increase the number of forts open at one time and to spread out the timers to have 1-2h gaps between vulnerability times (e.g. first timer at 8:30p EST, second at 10:00p EST). · I would also bring up the idea of having forts open during keep timers as well – but I will leave this one up for further discussion below. · “But this still only promotes people showing up to the final timer” – See Step 3. Step 3: Change fort loot tables. · First change is to remove gold and dust from forts. Completely. · Second is a two-fold approach to altering fort loot tables. 1. The only resources produced overnight from forts are white building materials for keep and castle construction. 2. Rare-quality, refinable resources will be produced in bulk at the end of each 30m siege window. · This will provide multiple avenues for groups to engage in fort content. They can commit to a single 30m siege window to obtain rare resources for crafting, or they can commit to attempt and hold the fort and overnight building resources – or a combination of both. Either way it provides multiple reasons to secure a fort. I know this is not a solution to fix all the issues with the current Dregs gameplay loops, however I do believe it is a step in the correct direction to help move the needle back toward a balanced cycle. This suggestion is also well within the current tech of the game and would not require much, if any, additional development time to implement. I welcome discussion and comments below. Thanks.
    1 point
  13. Please. It is already rare enough for we to come across somebody holding anything valuable. See also: Remove mobile banking; Drop Inventory on Recall.
    1 point
  14. Hey fellow crows, We at Vinim Sanguis invite you to join us on our adventures in Crowfall. We four original members started the guild as a way to get into the game so we could work together in a way that suited our different play styles. We started up and immediately saw that wall that is GvG competition as our guild could not join in effectively on Forts and the like. We came to the conclusion, we need YOU to join us. We are a pretty chill group with different interests and open minds. All of us are interested in the PvP element of the game, but we have all chosen a PvE element of the game to focus in on so we have a crafting/gathering support. Ideally we get to be large enough that all of our players can play the elements of the game that interest them the most and have a support system. We aren't here to rule your lives or tell you how to play. Hit us up here or on discord. Leader: Prodigy Magic, ProdigyMagic#0007 Skiblit, Skiblit #8774 Thimble: ThimbleBlack#9316 Or myself, ZigKitsune, zigkitsune#6398
    1 point
  15. I didn't read the post because ruq is on a posting spree... but i read the title and mobile banking needs to go. Add a different benefit to ranking up the bank
    1 point
  16. So I just watched the latest ACE Q&A on youtube and heard JTodd and TBlair say they are removing passive training. IT'S ABOUT TIME YOU GUYS CAME TO YOUR SENSES * LONG SLOW CLAP *
    1 point
  17. Coiote

    Beta testing experience

    Really, this game is not appealing. You send a person alone, for 15 days, with all the current problems it has, the new user experience is not enough, the game is not intuitive enough. And then, after 15d, you want them to buy it? Sorry, few will do. The game has too many problems. Although it has a great pvp, but new players barely have a chance to properly pvp in 15days. Most did not know how to leave gods reach.
    1 point
  18. As a stealth class, i find it pretty broken, a group of players can run right over me and not see me when stealthed. The frontal cone detection based on stealth vs perception makes sense, just going off numbers, my rat has 56 stealth, my warden has 45 perception (Player Perception - Enemy Stealth) +15 meters So my warden will see the guinea at 4m away in front of me if stealthed always. If i pop a skill, the perception jumps to 70, so my warden will see a stealther at 29 meters in front of me. Yes this means Heads up and related wont see people sneaking at your back. Use traps and reveal aoes to cover your arse if needed, I also think stealth should not have the ability to see other stealthed players unless they leave stealth, the stealth active buff should reduce perception to 0. Hunter while in demand, could always be a stealth tray version of heads up, that pulls you out of stealth.
    1 point
  19. Ranik

    Player community requests

    Mobile banking should be removed. ALL guards should be killable. Even in off hours where the keep or fort is not active. Base Wartribe NPC's are far too weak compared to their rare counterparts. Recalling should drop your inventory in a bag or chest on the ground as you leave. It seemed pretty universally agreed on that those ideas were popular.
    1 point
  20. Overall, I was pleased to hear that passive skills are going away. Even as a "casual" tester and likely to be "casual" player, I disliked it, even though this will mean that at least one progression vector will likely be slower for me, now. I'm not thrilled with the temporary fix, but still glad to see progress in what I considered a major drag. There are a lot of interesting discussions in this thread (and a few uninteresting ones), but a few things jumped out at me that I'd like to comment on. I wanted to connect the dots between these two comments, as I see them related: I have never felt like any amount of in-game rewards in any game could ever substitute for fun. The only way you could get me to play a game that isn't fun would be actual money, and then it would be my job, not a game. The point to any end-game, in other words, is that the game is simply fun to play. The rest should just be about keeping score. I don't want a game designed so I "have to" go out and do X or Y, which somehow results in PvP. I want a game with PvP that is so fun I simply want to get out there and do it. The thinking should be like, "oh...I want to PvP more and I need resources and gear in order to do it" not "I need gear and resources, so I need to get out there and expose myself to PvP." For me, what really drew me to Crowfall in the first place was the potential for a game that offered open-world PvP with relatively few frills. They could build an entire game, from ground up, solely focused on that. I (perhaps naively) figured it would result in a fun game with enticing PvP combat. This is what is missing from the game, imo, and there are many things hindering it, at every level of design. Some can clearly be fixed, while others probably can't or won't be fixed prior to launch, if ever. Unrelated, but I wanted to try and respond to this, as well: I want to be in a small guild because I have neither the time nor inclination to develop and cultivate the kind of relationships and coordination that large guilds require. This does not necessarily mean I'm an anti-social person with no business playing an MMO (a point I've seen others try to make before), it just means that's not how I'm looking to spend my relatively limited gaming time. I don't necessarily want to play with 50 people I don't really know, and I don't necessarily want to get to know 50 new people. More broadly, this is also a response to other comments suggesting that alliances are the solution to small guilds having no role. I'm not necessarily looking to compete with a guild of 50. That's not what it's about. I want for my 10 (or currently...my 1) to have some way to participate in the end game (open-world PvP) without having to be part of that 50-person group. We can rank dead last every time, I don't care. I just want to be able to play the game without having to coordinate with a ton of randos. I see no problem with things taking a group of 10 longer than it would take 50 other people working together. However, I do think there should be some sort of reachable end-game, so that any 10 people can eventually be "maxxed-out". When this end-game is reached, I would expect for a well-equipped, well-coordinated, and highly-skilled group of 10 to defeat a significantly less optimal group of 50. Numbers alone shouldn't be the only path to victory. But it shouldn't be easy for small groups, either.
    1 point
  21. If you heavily invest into perception it should definitely be able to passively detect stealthers.
    1 point
  22. Brautigan

    Beta testing experience

    15 days is definitely not enough time to evaluate this game and decide if you want to back it.
    1 point
  23. Current System : You have to go kill a thrall of the domain/class/race to get either a minor or major .. again rng... extremely rng and extremely hard to get all the disciplines you need for higher grade disciplines. It's a grind, and the more people you are wanting the same disciplines the more of a nuisance it is. Suggestion : Can we please have it changed so when you kill a Thrall you get a "Major Knowledge of the X" or a "Minor Knowledge of the X" X can then = Battle Domain for example. (Could be War, Plague, etc instead ofc) When you then want to craft a Discipline in the crafting recipies you choose for example : - Major Battle Disciplines and there you see the recipies for : - Butcher - Dazzeler - Demolisher... etc, The recipe requiring all the usual things + "Major Knowledge of the XXX " ...
    1 point
  24. Ruq

    Player community requests

    /signed and agree. Although I would edit point 4 to be: "Remove recalling in Campaign Worlds"
    1 point
  25. Haha that's a whole different discussion. Granted i'm with you on that.
    1 point
  26. Yeah, you can, but for the love of god make it the default setting. I know no player that prefers to have the map close on movement.
    1 point
  27. For a small time investment it removes a ton of risk, I agree it should be removed.
    1 point
  28. Yeah I asked for this one a while back, I also love the idea of gearing them out, too. I would be open to PopeUrban's kind of "in between" vessel making (like without ambrosia) for guards. We tend to have way more body parts than ambrosia relative to crafting player bodies. It would also help solve then "okay I can make purple and orange vessels, what is the point of all these green body parts" - if you combine this with guards being vulnerable 24/7 we have a nice game loop developing. It'd be fun to have outposts have guard slots too that we can pop a vessel guard into. I'd personally go simple and make the vessel guard recipe simple with no-experiment, single-outcome. Let the ranking up be sacrifice to the barracks (where you see a list of individual guard vessel slots occupied, and can sacrifice to each separately). Prepare for the Dwarven city, friends.
    1 point
  29. while we are at it, why get mobile bank at all? just get loot. log out. unlock from campaign world. simply reenter campaign world and BOOM, all ur gear goes to your bank and u get a free recall.
    1 point
  30. Even a blind squirrel gets to nut once in a while. /signed
    1 point
  31. Agree, and will third the idea of independent banks. Make people carry their loot in the open world.
    1 point
  32. Please remove mobile banking. Risk is a huge element of why pvp games are so engaging. When you create mechanics that easily mitigate all risk, you also mitigate a lot of the player engagement.
    1 point
  33. Please remove mobile banking. We literally have not seen 1 person in the Crowfall Community discord chat that has a case where it is a positive.
    1 point
  34. Here are my issues: We need to know which combines even have a chance to yield a soul. If we are crafting dozens of recipe A and not getting any drops and recipe A has a 0% drop rate, then we can omit it from our calculations. Necromancy drop rates are off of Vessels only. While increasing this chance is good, in each profession there should be at least one more basic combine that has a drop chance. Alchemy Philosopher Stone and/or Armor coatings, Runecrafters, runic tools, etc. It should be more than just he final combine that has a chance ie. only giving a drop chance on a completed weapon is a tedious example. You could add small drop rates to each component ie hilt to compensate. It just seems that some crafting lines have items with at least a small drop rate on items they will naturally make alot of, while other crafting lines only get the chance (though it appears to be larger) on completed items (vessels, weapons, etc.) This is what needs to be balanced. Example: An alchemist is going to make 4 armor coatings for an armorer to make some armor. He gets drop chances on all 4 armor coatings, and all 16 solutions he makes. If the drop chance on each is 5% he gets one drop. If the armorer then creates 4 pieces of armor, he should get one drop also. to do this he would have to have a 25% chance on each piece of armor, or it could be less and he would need a chance on the metal scales, rings etc. In each case, we the testers, need to know what combines have a chance, and it would be nice to know what that chance is. That way If ACE said that philosopher solution had a 5% drop rate, i could make 100 of them on test, and if i get 5 drops then i know it is working correctly. If i get 4, maybe i had bad luck, if i get 6, i have good luck, but if i get either 1 or 10 then something is broken.
    1 point
  35. 6.300.0 feels like 6.100.b. The passive system was a bad implementation for progress gating. But removing it without an alternative isn´t a good idea either. We will have a hard time grinding the first set of disciplines, which will result in a horrible grind for small guilds and a less horrible grind for larger guilds. A few weeks/months later there will be no progression grind at all. New players will get best in slot gear from their guilds and will be competitive from day one. That´s good for a PvP game, but not good for a MMO. A compromise would be right for a PvP-MMO like Crowfall. Perhaps disciplines should be soulbound and socketed into gear where disciplines break on trade. It would be cool to have more than two major, 2 crafting/exploration and 3/4 minor slots now to depict the choices of the passive system such as going hybrid or weapon type this or that. It´s not cool when all chars in a guild are the same based on the ability of their crafters.
    1 point
  36. I'm sceptic about. Main developer of ACE opened a thread to ask community how tune this "temporary" solution. For me, if speak volumes.
    1 point
  37. That's a great idea!
    1 point
  38. A random night event where Hunger Crystals just start popping out major thralls would be an awesome PvP hotspot. "Hunger Crystal at P22 is overflowing with Hunger!" Extra stronger Hunger effect and radius. Stronger Thralls mobs. A bunch of thralls.
    1 point
  39. The initial grind for Leatherworker took me 56 armour pieces, mostly boots, for 3 souls. That was on the first couple days of the 6.2 update. Until number 3 dropped i was annoyed and felt it was too excessive. However once that third one dropped, the numbers didn't look so bad. Once crafting for the guild and combined with the crafter thralls out in campaign world, we are sitting at 21 surplus, this is after a vessel upgrade. Total sets crafted is around 25. Now for runecrafter, supplying DIS, we are at over 90 RC souls. Definitely overtuned drop rate. WIth the other professions in guild, they experienced the same, once they get the first 3 souls and equip a belt, and they are crafting useful things, it goes very smoothly and more than keeps up with demand. They even can get other guild crafter alts toolbelt ready without the grind. The outlier is Necro, for a guild like DIS who needs to churn out so many bodies (think we are at over 70 now), it will be fine, but the initial push for the toolbelt was rough, can't imagine how it would be for the smaller guilds to waste so many mats. However i do not recommend increasing the drop rate for necro. I would however recommend that they change the progression slightly on the toolbelts to lessen that initial grind that is miserable and kills guilds resources. The change is simple, remove stat gain from green discipline, and make it unlock the toolbelt only. now you only need 1 soul to proc to craft properly.
    1 point
  40. I don't know who reported 1 every 5 tools. I had to make over 120 tools to get 3 of them. The whole RNG thing is awful. Crafters have to work twice as hard because we have to harvest and then craft just to get the discs we need.
    1 point
  41. Take a day off and have some fun Blair. There is this new game getting worked on called Crowfall! Make up a nice untrained toon. Log in. Get that toon ready. Go play for a bit. On a non dev account. Go mine a few things. Go skin a little. Gather up the 45 Metal for a sword. (no wait, 90) Then do it again. And again. And again. Do it some 60+ times Click all the buttons needed. Go get the three knowledges needed to make a blue soul. Why don't you try it for a bit. Let us know how it goes. Get a first hand idea of what you are asking people to pay for then do. For entertainment.
    1 point
  42. Armorsmithing - Wasn't too bad, maybe a little low.Weaponsmithing - Far too low, one soul out of at least 2 dozen weapons.Alchemy - Kinda low, but potions are cheap.Runecrafting - The rate seems fine; tools are made regularly, in high numbers, as a matter of course. This is the only crafting profession where I never created items for the sole purpose of proccing souls. For me, the issue has less to do with drop rates, and everything to do with the brutal crafting costs associated with not having a crafting belt. The period between starting a crafter and managing to score the (current) three soul procs needed for a belt is terrible. I have no feedback on the other crafting professions because I simply couldn't afford it. I'd alleviate it by moving the resource reduction portion of the belt from blue quality to green, *especially* since you're increasing the cost of that threshold from 3 souls to 10. That's a terrific amount of grind for anyone not fortunate enough to have a whole guild funneling resources to them. Or, you could just remove the crafting cost differences because they stink. On the topic of crafting belts and guilds, the issues listed above are going to stand out if we have to grind these for every single no-import campaign.
    1 point
  43. I think getting rid of passive training is the correct decision for the health of the game. I hope that it was not lip service that this replacement is simply the first draft, and that the discipline RNG is only the baby step toward a more robust system. I think a healthy progression system in the game would be wonderful, and it should be connected to the vessel itself. So, if I have used my crafted purple vessel to mine a lot, then my mining skill is higher. Some of that can come from a discipline, sure. What needs to be avoided is the 100% completed twink vessel. The problem with the passive system is that people were not playing because they weren't strong enough. The problem with a twink system is people won't play because they are already max strength. RNG is okay, but active progression per vessel is best. A tried and true method would be three different leveling vectors: combat, craft, harvest. As you kill mobs/players you level combat, as you craft you level craft, as you harvest you level harvest. Respec costs gold or some other currency, as well as time. People will gripe and moan endlessly about having to do things in the world. We will all call it grindy. But, if you are in the dregs doing something, there is the threat you get murdered. That is the point of the game. This current watch everyone log in for precisely 1 hour, then off for and hour, then on for another hour - every night...it's awful. Make us live in the world in order to be well prepared for the most important fights.
    1 point
  44. Bleeds: Blair's explanation of Bleeds failed to address the actual problem with no bleeds stacking. Why build for powerful bleeds (Swordsman + Bloodletter) when someone elses left click bleed or instant cast ability will cause your bleed to not apply? Your DoT system is screwed up and you aren't addressing it at all. Theoretical vs Lost DPS or ability upgrades that probably won't even apply in any given 10 vs 10 is not a functioning system. "Oh yeah swordsman gets an upgraded bleed but it probably won't even apply in any given fight" is not good game design Blair. Removing the passive system: This feels like a good immediate change but will remove all concept of long term progression other than endless grinding unless replaced with something. You really need to replace passive training with something other than pure asset grind.
    1 point
  45. One of the reasons I backed was specifically for the passive system. It was one of the best features of EVE, and allowed me to focus on the stuff I can do NOW in stead of eternally focusing on grinding for stuff I want to do LATER. I don't want to be stuck in an eternal loop of "better go mine or I'll never get better at mining" because it literally forces me to make a choice between progressing my character, or playing the entire rest of the game. As is now, the active (read: non-crafting) parts of the game are accessible to all players. If my guild needs leather, or ore, or stone, I can go help them get it without the fear that I'm falling behind. If we want to go fight over some campaign cards I can do that without fear I'm falling behind. My time is the most valuable resource I or any player have, and every second of it I spend doing progression activity just for the sake of progressing is a second I'm NOT spending helping another player achieve a shared goal. I play MMOs to accomplish shared goals with other people, not to personally make a number as big as I can as fast as I can so I can eventually help other players a year later after I'm done with that progression. Crowfall is not a game about personal progression first and shared goals as the endgame. The shared goals are the primary system. Campaign competition is the primary system, and progression is the secondary system. The recent change to a more grind-centric crafting system feels terrible for this reason. I'm not longer operating in terms of output and what helps my group accomplish its goals efficiently and am in stead focused upon a system that creates conflict between my progression and my group's goals. I shouldn't be weighing my activities between what's good for ME and what's good for my GUILD. Those should be one in the same. The passive setup means I don't have that conflict. Whatever it is I'm specializing in, I do in a manner that's good for the guild. Whatever it is I'm not, gives me a reason to lean on that guild and creates a system of shared progress for all of us. Leveling also doesn't bother me for this specific reason. Leveling is a fallback if I haven't prepared to avoid it as a result of a shared action of loot acquisition. It's there to encourage me to skip it by making even bad loot valuable, and it's there to help new players learn the game. The only problem leveling has is the "cutoff" for sacrifice rarity. Sacrifice values should just be flat rates.
    1 point
  46. I think considering all other sort of steps a player has to go through to get their vessel (gathering it's crafting materials, crafting their gear, collecting and crafting their dics) it wouldnt be much of a problem to have crafted vessels start a lvl 30. I understand the lvling is also there to gatekeep players so they dont just change vessels everyday or the likes, but considering how gathering and crafting today works, I dont see any guild (even the big ones) just wasting their resources like that. It is a pain in the butt to get a vessel to a competitive state. Plus the changes to discs to have stats matching their quality should work to prevent people from using low rarity discs. If anything I wouldn't mind making those stats bigger so to strong arm players even more to 'grind' for higher lvl ones. (Maybe a bigger jump from green to blue for example, pushing their end stats slightly higher) My point is, considering all other already in grind mechanics involved I would seriously consider removing the lvling one. Players either hate it or are indifferent to it, not a single person like it. The good will this change would bring would be tremendous.
    1 point
  47. Navystylz

    We need some PvP ranks

    I disagree. The more we can pull away from WoW style PvP and battlegrounds, the better IMO. Don't know why people are always like there's nothing to do. That has nothing to do with chasing some stupid title and more to do with, unlike Shadowbane, you have no means of finding fights easier with tracking or POIs that are always in the same place. Add the beta population and people feel bored. They need get this game in a much better place before worry about ego stroking extraneous things.
    1 point
×
×
  • Create New...