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Showing content with the highest reputation on 12/28/2020 in all areas

  1. I empathize. I've been playing since the greybox days of hunger dome, and my interest is currently at a low ebb. The lack of tester retention suggests that they won't be able to get the VIP subscriptions they'll need to survive more than a few months past the launch. From a personal perspective, the massive gold grind required to progress is very frustrating. I didn't sign up to farm wartribes for dozens of hours to equip disciplines. The vast majority of the people I started playing Crowfall with have long since left with no plans to try it at release to see if it's improved enough
    5 points
  2. Now that we have flash casting on bar swap, could we get the survival bar back? 1. I feel crippled with two attacks replaced with harvesting abilities. 2. I don´t use discs with more than one active ability, because that would go beyond crippling. 3. it sucks to get in combat whenevet the cursor loses the node. This happens a lot when the weak spot isn´t anywhere near the node or at some nodes (Try ore nodes in the canyon in D'Hatos) just randomly.
    4 points
  3. I agree. When I am harvesting, I am doing everything in my power to avoid pvp. Stealth characters etc, etc. I will even take a performance to harvesting loss if it means I don't get caught. If they are relaying on THIS to drive pvp, It's a bad choice and if ultimately I CAN'T collect my resources WITHOUT losing them everytime to pvp, then I won't play.. PVP is and should be about much much more than ganking the lonely harvester who's probably not even set up to win a pvp fight in the first place.
    2 points
  4. Nits has got a point here. It's quite annoying.... I agree with all the points that @Nits mentioned. The whole harvesting experience felt so much better when we had the survival tray...
    2 points
  5. MacDeath

    What is VIP

    What will likely be in VIP has been adjusted from the original plan which forum warriors claimed was 'Pay to Win'. ACE hasn't yet told us what VIP will become. Stay tuned. Here's a link to the player's discussion regarding VIP from January & February 2020:
    2 points
  6. But why level at all? What does it add to the game the 2nd.. 3rd.. 40th time around? It's just time spent not being pvp-ready and not pvp-ing.
    2 points
  7. Removal of the skill tree (Which I new they would at least "Change") becasue it "sucked" so bad - but it made it a more "grindy" game that I am looking for now and was back n the time when I started. I work at least 50 hours a week I have been pretty much the positive guy though most of the changes - but I think I have finally fallen into the camp where I think this game might end up going from "Niche to just bad" VIP - lol.....really - let's not go there. It also took away account uniqueness - it removed alot of limitations and choice Shou
    1 point
  8. The Crowfall Founder's Update for December 2020 from J. Todd Coleman is now live!
    1 point
  9. When you enter the game and create your first character, I definitely recommend following the New Player Experience quests. They are very easy and helpful. They will get you up to about 15-17 with the game basics. Once you hit Infected, there are more informational quests right in the tomb where you spawn, that are also helpful. I would also utilize several resources that provide a lot of information, such as crusaderw.com and https://murderinc.guildtag.com/wiki which are pretty up to date, considering how many changes have happened recently. I would check out some YT videos and also try the C
    1 point
  10. @neven This is a good point, but I think I'd prefer if harvesting just didn't use stamina. Is there a gameplay reason why we need to stop and pause between harvests or why harvesting needs to make you even more vulnerable than you already are? Could we not just allow players to dig/mine/smash/skin/chop to their heart's content and reduce harvesting node damage across the board to compensate? Reducing durability probably needs to happen, but I worry about a chilling effect on gameplay if gear decays too quickly. Right now I can go out and farm wartribes for an hour and not think ab
    1 point
  11. neven

    Top 5 Feedback 12/9

    Top likes and why Change from passives to the belt/toolkit system, allows newer players to specialize quicker, and the gold sink encourages responsibilities be spread out in guilds. Guild rewards implemented. I want the downward pressure on alliance/guild size, i want the politics from people feeling like they deserve more of the guild's win. As someone who helps manage discipline stocks, i love that white discs can finally be used on any vessel quality. Bank filters are working again, this has me happy, the bugged bank in the past was really annoying. 300 slot campai
    1 point
  12. 1. I agree that that too much PVE grind for character progression is a negative in a pvp-focused game, it's one of my frustrations in themepark mmos when all I want is to get to the pvp "rides" in the game. However, I do think PVE activities at the guild and Campaign strategy level in CF is a good open-world pvp driver (resources/gold required to build and maintain a keep for example). 2. Combat balance is rarely achieved in any pvp game I've played so my expectations are realistically low in that area 😛 with the idea that building a character should be fast and easy enough in CF for us t
    1 point
  13. when i strat to play this game (like a week ago) i was prety sure i will buy it. but now...idk , crafting sistem is just too stupid(my opinion) u can`t craft anything without help...u can`t harvest solo Gem, Minerals...so u can`t craft solo. WHY ? i like to play solo...not ask for help all time...
    1 point
  14. It seems we lost the survival tray for the same reason we need to level our vessels over and over again. We couldn't learn how to use it properly. I don't think we've gotten any smarter this past year since the article. (https://crowfall.com/en-US/news/articles/dev-diary-power-tray) At least energetic harvest is not an ultimate power now ...
    1 point
  15. like i said they screw themselfs if they dont, they have the parcel system so there already like halfway there 😛 just need a capture point per parcel and cant capture a point unless u have adjacency to it
    1 point
  16. BarriaKarl

    ek respawn timer

    Knobs? Where are our knobs?
    1 point
  17. Many Veterans will tell you, when levelling the 100th blue vessel the activity has gotten old, what should be a fun and exciting moment of getting your new vessel and taking it into glorious combat is replaced with the dread that it has to be levelled (at least with the discipline change once it is levelled it can get out there faster!) Common vessels and levelling for the NPE Yes, i think this is totally fine, for new players the NPE is valuable and if you are making a common quality character then you should have to level it as part of the time investment to a new vessel. For Craf
    1 point
  18. That's why I advocate for fixing sacrifices and removing activity based xp on crafted vessels and using only sacrifices to level those vessels. So you don't spend time not being pvp ready and not pvping, and in stead play your current vessel to ready your new one doing whatever pvp or pvp content you like to gain the loot to sacrifice while not constantly feeling like your only way forward is to go hit rocks or be bored out of your mind in a GR war tribe camp, or that your personal character advancement is solely a function of someone else's ability to craft stuff. Most importantly, it ad
    1 point
  19. Gotta agree with that. My warden build is, for example, really, really good at defending a place. But awful at open field battles and running around. No matter skill, it is a fact I will be screwed if I try to fight someone in a open field if they start moving around and they dont suck. As a side effect, I had to start selecting my battlefield. And I honestly love it. I find that part of the 'strategy game', so to speak, super interesting. Pretty sure the last few newbies I fought with thought I sucked. But they ignored all my advices to bait people and get a edge using envirome
    1 point
  20. The difference is that all of those systems were not built around pvp as a constant and intended part of the progression model. All of those games used PvP as an optional side mode. Crowfall is built completely differently. We can not simply "level the playing field as quickly as possible" because having an unlevel playing field is the sole driver for rewards. GW2 is built around cosmetics from the ground up. LOTRO monster play is such a niche side mode thing that I can't even consider it an applicable example. You'd have to basically throw out the entire game to make crowfall work t
    1 point
  21. Likes Haven't changed since last time so I'll just do Dislikes Economy. It's the economy, stupid. I think this is improving with the added gold pressure (removing gold forts, adding more gold sinks), but it's still too hard to trade materials in game. I have no way of knowing what other players want to buy or what other players are selling items for unless I go to each temple/city/ek and browse each individual vendor and mouse over each individual item. That's insane to me. I need to be able to search items for sale or at least sort + filter all vendors at once. Populatio
    1 point
  22. 1 point
  23. Let's worry about more important things. Pretty much everyone in this thread has killed me on my pit fighter! Make territory control fun, and then balance the economy and lastly pvp!
    1 point
  24. All the best. You have some good things going for you. But you should also add a few things to your list! Make Territory control more fun Add an auction house (This is the biggest thing for new and lazy players) Add free building During your balance pass make sure you balance the economy too! I wish you well, because there's a certain other game just going in to Alpha that is your direct competition!
    1 point
  25. No clue how Crowfall is going to compete if it isn't hitting it out of the park. Just another "sandbox PVP game" isn't going to get it very far. Besides CU, don't believe any of those other games were even public knowledge when Crowfall kickstarted. There's also several KR MMOs coming, most of which look like BDO clones, but BDO is still popular and I hope the 2.0 versions are even better. Can't speak for others, but part of the reason I backed CU/Crowfall was the lack of new and upcoming options. Skip forward a few years and the market has grown a good amount.
    1 point
  26. Crowfall really needed to launch this past year. Perhaps they can salvage if they launch in Q1, anything later and it wont matter.
    1 point
  27. Have you tried Albion Online? Easy to get into without the majority of the issues "sandbox" MMOs suffer from. I'm waiting for Ashes of Creation, Camelot Unchained 😭, Corepunk, Profane, Fractured, New World , Riot's MMO, next LOTR MMO, Magic MMO, and whatever else pops up. ACE needs to pull a rabbit out of a hat at this point for me to play it at launch.
    1 point
  28. @jtoddcoleman I reckon a founder update is not the place to discuss a (perceived) breacking-deal issue, so I figure you deliberately chose to not address feedback and discussion about Q&A of December which has been read and parsed. However, I'm sorry to feel very distant from the excitement for features still to came. Some of the backers who have been with us since the Hunger Dome days today are already talking about Crowfall as the game-that-was
    1 point
  29. I don't understand this. What is the concurrent population and FPS goal for relatively large encounters? Doesn't seem like it is "already" there. What about EKs, UI/UX improvements, NPE 3, more things to do besides chests, escort quests, and timed siege? Balance is an on-going process which seems to have been happening quite a bit the last few months with classes/promos/talents receiving a lot of work. Curious what an actual "balance pass" will look like. Tournament system of some sort sounds interesting, but the core game is still lacking long term appeal. Lots of great
    1 point
  30. I think you are missing the mark in that is exactly what the system is there for to be a gold sink and the additional connotations of making the disciplines hot swappable would reduce the amount of hard choices you have to make. If majors and minors were removable without destroying them the discipline economy would shrink considerably. The real choice being offered is "do i invest in upgraded disciplines on this vessel or wait for the next?" or "Do i save to get 3 disciplines to make a blue for this vessel or just make a green for the time being or just take a white discipline?"
    1 point
  31. Yeah I was hoping it to be something more like Risk as well. Right now the Meta is grab a Keep and build it up. After Keep is built it's don't login often until Forts go live, bring a Zerg and capture it or login Mega Zerg Alliance to Capture\Defend other Keeps. Having an active Zone of Influence that ebbs and flows would certainly keep people more interested and logged into playing more often to not lose their land. Instead of Super Zerg Alliance shows up, takes your one Keep land parcel and you are effectively blocked out from doing anything meaningful in the Campaign. I understand that
    1 point
  32. PopeUrban

    Ammo

    I have been banging the drum about how stupid this is for literal years. It was responded to recently in a dev stream with a resounding "we haven't really thought about it that much"
    0 points
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