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Showing content with the highest reputation on 04/01/2021 in all areas

  1. Crowfall is quickly moving away from an RPG, from an MMO, and from a throne war simulator and morphing into a MOBA (yes, even the "MMO" side of it). I'm going to start by highlighting how this occurring, why this is a problem, and then how it can be fixed. I make this post as a strong urge to reconsider some of the game direction philosophies and mechanics changes that have happened over the past many months. Crowfall is no longer an RPG: There is no progression. The "Easy come easy go" mantra that has ruined the game has made the crafting system near worthless, and 100% not worth
    18 points
  2. I think in addition to what's been said, free city building will help a lot in campaign progression. It shouldnt take a few hours to build a keep because you import a seed and building mats. It should take a long time to get your keep up, sieges need to last longer. Preventing imported seeds, gold, building mats can help with this. Its why 0 import campaigns are really fun, you gotta farm the gold for the seed, deeds and thrall workers (assuming you dont exploit it which has been fixed). Neutral forts should not accumulate resources. If free city building doesnt ever come, then claiming a keep
    6 points
  3. <QUESTION> Will ACE commit to giving us a 6 weeks (or longer) advance notice to launch? Here's the issue, most of my guildmates AND many other players don't want to burnout from being in beta for months prior to launch. We want to know when to hop in with enough time to work out how to play the game so as to be ready for a fast start at launch. We can't do that if ACE has a 'surprise' announcement, ie. CF will be launching next Tuesday. We had very short announcement lead times for Alpha and Beta. Thanks for listening.
    5 points
  4. Campaign worlds are going to be where you farm discs and materials to make vessels for an advantage in HungerDome. There are only 2 things you can progress in Crowfall. Your Vessel/Discs and Your crafting/harvesting proficiency. The only thing that really matters here though is your Vessel/Discs for the HungerDome advantage. This is the because combat in Crowfall is too numbers sensitive. The fights just are not fun, win or lose. Small scale is fun. It is the only place where you can actually do a fun or off meta build, where your character and skill and build matter. But,
    5 points
  5. I agree with a lot of this, so I'm only going to comment on "Easy come, easy go". "Easy come, easy go" has lost it's original meaning. It is meant to apply to the process of acquiring stuff to be viable (and consequently losing it). We have departed from that applying to the player and their own agency/actions and applying it purely to systems designed to keep a new player logged in. The wartribe loot system at it's core is a good idea, I've agreed with it since it came out. The issue is that it has basically overtaken the entire economy in order to keep a fresh player competitive with a
    5 points
  6. I like this suggestion for repurposing wartribe gear and utilizing those stats that can't be crafted.
    4 points
  7. Wartribe gear needs to be on level of rather early crafted gear, green grafted gear with green discs should be on par with wartribe gear imo. however u can keep wartribe ghear relevant by allow salvaging them for components like hunger shards that have 1 of the stats on the weapon or armor u salvage this way you can then use said item for crafting and get the stats u normally cant get like bonus dmg to high HP targets, power effiency, weapon dmg and so on. those items with good stats will be highly sorted after and hence keeps the content relevant thoughtout the game Atm only purple crafted
    4 points
  8. "Crowfall is no longer an RPG: There is no progression. The "Easy come easy go" mantra that has ruined the game has made the crafting system near worthless, and 100% not worth the time investment. On day 1 of the dregs campaign, you can run to a wartribe and pick up epic (purple) gear with top end damage and stats that a crafter will be lucky to make within a month of torturous grinding (by the whole guild) and leveling up. The crafter needs to have legendary disc and legendary belt to have a hope in making a weapon better than what can be picked up on day 1." I disagree. With a green
    4 points
  9. I'm still hoping for a salvage mechanic that will allow us to extract components from tribes gear, allowing us to add tribes stats to crafted gear.
    3 points
  10. Could add set bonuses to crafted gear
    3 points
  11. I want GvG (dregs) campaigns to be more meaningful. We SHOULD care if we win or lose. I'd like to see guilds have levels and winning (or placing in the top 3) of a campaign helps the guild level up.
    3 points
  12. Well the post is pretty much how I feel now about this game. Frankly, I am only waiting for hunger dome to come out because the MMOrpg part of the campaign have been totally destroyed since a year or so with mob drops, crafting and gathering obsolescence (for most professions) passive removal and territory control not being interesting on the long term. This game still has good potential to be a short term objective brawling game and I think it will be fun to throw 60 players in the pit for a fast and intense PvP experience. The campaign? It doesn't feel like a long term thing and o
    3 points
  13. We came for a fight, we got a fight. It was a good night. All memes/joking/war banter aside.
    3 points
  14. This is one in a long history of threads that are very important. The game needs to feel more like a game; and to do that, we need clarity on the genre. We already have a sensibility of what MMORPGs should be, and the reason so many of them have failed recently is because they aren't embracing the fact that MMORPGs are lived-in worlds. People should play a poorly made dergs ton and then feel like they wish they were still playing more. It's not a good idea to build a game embracing an idea that your community is "people with very limited free time" and it never has been a good idea. Or, m
    2 points
  15. I agree with a lot of your points in this post, but there is one aspect that is misguided and seems self-serving. As a large guild leader, it makes sense that you would want significant power disparity between your guild members and smaller guilds. It will make fights easier, campaign wins more common, and ultimately means more, compounding advantages. The problem is that this is the very definition of Uncle Bob and will drive other (and especially solo/small guild players) players away. No one wants to fight battles they literally can't win. The numbers you're proposing on Wartribe
    2 points
  16. yup i mentioned this a few times. basically you salvage it and it turns into a seal for armor, or a hunger shard for weapons
    2 points
  17. <QUESTION>What will the long running campaigns look like? If campaigns start to get the population to fill a server will we also be seeing campaigns with more than 5 combat zones? What is the expected "size" of a typical campaign in launch?
    2 points
  18. Crows, This month, the APRIL ACE Q&A Livestream is moving to THURSDAY APRIL 8th at 11 AM CDT (6 PM CEST). We are excited to share upcoming plans and, as usual, we will have a few content reveals and surprises, followed by our community Q&A. Thanks for your support, we would not be here without you! Post your questions here, as a reply and please put the word <QUESTION> at the beginning for easy curation. We will try to get through as many of your questions as possible during the Q&A. Remember, questions should be directly related to Crowfall updates and g
    1 point
  19. Dear ACE. I'm currently on vacation and i cant do anything worth in the dregs. I'm a healer mostly ( droode bomb for PVE 😢 ) and i have anything to do while my mate are at works or just doing something else. I'm not in a big active guild but even if i was their is siege windows so outpost capture are useless. Should i go doing divine favor ? Well Underhill camp is occupy by groups of 5 and it's pretty normal. Other cards need to be on point at the end of the season or to have a keep. Something else, not to win something in the dregs ? Gold : i have already hundreds
    1 point
  20. I disagree with your overall conclusion here. The original vision was persistent customized characters traveling into campaign worlds that are pvp-focused, time-limited, team-based, strategy game competitions. ACE intended to make something different and innovative in the genre, so trying to apply labels based on comparisons to other games is pointless. You have a few valid criticisms buried in there that I agree with, but it's hard to distill it with your emphasis on long-term power progression (that I see as negative to competition) and doomsaying. - Cosmetic or other types of "Show-Off
    1 point
  21. <QUESTION> when will you start taking questions from these threads for the Q&A?
    1 point
  22. There's been a couple of posts on this, but territory control is something I strongly support. Outposts are your scouts, they give a foothold and act as an alert to enemies. Forts are your more permanent "ok we have a hold here" and where the resources start to generate. Keeps and Castles are your base of operations and if you aren't manning your borders you're gonna get poked or conquered. The components are there, but need more. I honestly miss when forts and keeps had resources around them because: 1 Forts were more than just a resource generator. We should want to put up the wall
    1 point
  23. McTan

    build anywhere solution!

    Owning a fort is boring and does not build identity, so this would not solve the primary problem my guild has with the game, just as an FYI. My solution is a perimeter of claimable parcels that are flat and plain, where we can plant a tree, build our buildings, rank them up, and rank up its protections. Just replicate SB, it was a great system.
    1 point
  24. My take would be not to have the wartribe gear max out at an average blue rune and blue belt, but to max out at an average purple rune and blue belt. My reasoning is this: First it only takes 9 runes to get a purple rune, so it is not insurmountable, and a blue belt only requires 9 more, so the only object would be gold. Even a guild of 30 or so players could achieve this level in a short time if they desired. Second, Armor/Weapon Crafting is and still would be secondary to Vessels. A Blue vessel with a blue weapon will out damage a grey vessel with an Orange weapon. this is because the vessel
    1 point
  25. I don't know if exhaustion will be a bonus or a nerf to vanguard scout. Vanguard scout damage was way too low already and now we lost: our best dot Buckshot no guaranteed crits on cheap shots or Go for broke when exposed I might be able to keep someone cced for a short period but i cant kill them.... Champion damage nerf was needed when they are hitting me for 4 digit damage and im hitting them for two digit damage.. also Vanguard Scout is still listed as "Melee Damage" in the promotion description but we are curently more of a CC/ stealth class wit
    1 point
  26. the key to MMO is to keep thing relevant, mob dropped gear should be solely for using early on while crafter get online and be phased out however maintain purpose via the salvage system so people farm them. On thing i like bout ashes is there approach here they saw that and all low end crafted stuff is needed to make the next step aswell. Crowfall need a system similiar to keep everything relevant and i think thats a great way to keep mob dropped gear useful after the point that should be looking to move on to crafted. Having crafted low quality gear like greens and blues better than mob
    1 point
  27. <QUESTION> Campaign reward card descriptions are a little vague as is the scoring system behind them. Would you be willing to make that transparent so we can assess how we are doing on these tasks during a campaign? Could you also inform us of the math behind how the points are calculated? For instance, when a card says "per member" is that per guild member in the campaign or total? Another example from current campaign, does sacrificing items to "any God" mean the God shrines in the Earth/Moon/Sun Temples work as well as those in the world?
    1 point
  28. yianni

    HungerDome Testing Update

    is this a joke or you serious?
    1 point
  29. You're in luck! We were able to recover the data yesterday.
    1 point
  30. you get a 1sec "cc immunity" which helps nothing with the serverdelay and using half of your stampool for a small buff which brings you into the situation that you cant retal on actuall cc and let you sit 6 seconds on the ground unable to do anything is not worth that in most cases... so dont exaggerate on that until you actually tested that
    1 point
  31. With the change of scrapper to only occurring when you actually retaliate a CC, there are a couple others that I believe should be this way. Biggest offender - Payback discipline - Don't think you want every class to get a huge crit buff whenever they choose for 30 seconds. Easy to prebuff and have your stamina regen'd back up. Probably Needs it - Cleric Retaliate - Using to get barrier whenever you'd like. There may be others, look at every retal discipline and class retaliate and consider if it needs the scrapper treatment
    1 point
  32. Exploration, high quality/quantity quests and PVE content, achievements (titles, cosmetics, ongoing character progression), different forms of accessible instanced PVP/PVE, less clicky more interesting crafting, meaningful PVP goals (ranks, leaderboards, progression, rewards), accessible trade and economy system, moment to moment goals and activities that change game play experience. Basically the content and features that keep players returning to most MMOs year after year that this game will likely never have. Not necessary "solo" but doable without needing a full force in discord logge
    1 point
  33. They just cannot usually survive long if happened upon by two or more other people... which is generally likely in primetime drrrrrregs. If entering solo, especially solo unguilded, death is to be expected. Just bank often and watch your back.
    1 point
  34. I think if you have a character highlighted aka targeted so HP bar is showing you skills no matter what they are should atleast always hit that target before anything else. So priority of attack garanteed to hit target that is targeted via crosshair on release, so basicly if there HP bar in the top middle of ur screen you will hit that person no matter what skill (Assuming there in range/in aoe circle) your just guaranteed to hit that person. this is one thing holding back combat to a degree is the fact you can have your crosshair clearly on somone however u hit somone that is no where n
    1 point
  35. Fights that feel 'winnable' (no outrageous imbalance on either side, no big cheese, no bugged BS) are the secret sauce that keep people playing Crowfall much longer than many of the other mechanisms in the game might otherwise hold their attention. Win or lose, they have an energizing effect - they drive interest up and they keep people logged in. Here's to hoping the designers find a way to push THAT above all else.
    1 point
  36. There is a bug while trying to complete One with the Cosmos quest. The elementals at Durggyn's camp are up on top of the tents and range nuke you. I don't have range on this character and cannot attack them nor can I tag Durggyn for the quest. Managed to finally do it while stealthing to him but it needs attention. At one point I was permanently stuck in battle mode no matter how far I went from the mobs so had to log out.
    1 point
  37. Solo players can definitely participate in a meaningful way in the Dregs. They can gank people, farm outposts, farm high ranked resources, farm high ranked mobs, level crafted vessels, etc. Those activities are meaningful to some people.
    1 point
  38. Giant rock pillars at W26 in Hegemonia Chivalrous Aura plays it's sfx every recast. It gets annoying. Can't wake my EK up
    1 point
  39. Beta Build 6.510 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: TEST Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: TEST Feedback With this new update we’ve restored TEST to the previous data from last week. Please also see 6.510 Update notes here for other changes that went in with this update. "Free Movement Mouse Mode" has been vastly improved, as an alternate way to play the game (versus current standard behavior of a hard toggle between "Mouse Mode" and "Tar
    1 point
  40. Hey Crows, The Dregs Ellastrea 3/31 starts: Wednesday, March 31st at 7 PM CDT (Thursday, April 1st at 2 AM CEST) and ends, Thursday April 1 at 11 PM CDT Friday, April 2 at 6 AM CEST) on TEST Imports, Exports, and Win Conditions Embargo Imports: 50 Embargo Exports: 50 Win Conditions: Conquest Points The faction or Guild earning the most Conquest Points by the end of the campaign is declared the winner by the Gods! Additional rewards will be rewarded to top Guilds, and their members, for achieving top score in Divine Favor categories: Glory, Wealth, and Powe
    1 point
  41. Dregs is a guild vs guild ruleset, so I wouldn't expect a solo player to enjoy it - we really need a 3-faction Shadow Campaign for that type of player. That's different than having activities that you can do solo while waiting on guildmates to login, or off-hours solo activities that contribute to your guild.
    1 point
  42. Good point, removal of the general cards was actually a solo activity nerf.
    1 point
  43. Parser is a little buggy regardless was a good Siege. If you don't outnumber your opponent greatly it's not easy to take down a R10 keep. Which is how it should be. A lot goes into ranking a keep and defenders have too much to lose versus attackers
    1 point
  44. royo

    6.510 Feedback for 3/30/2021

    totally agree
    1 point
  45. I am not sure tiggs would enjoy this turn of events.
    1 point
  46. Specifically the last part - we need sinks for white resources, so I kinda liked that these cooking components existed... Perhaps we can have them both as craftable and buyable in case people wanna save time on making them?
    1 point
  47. Beta Build 6.510 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: TEST Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: TEST Feedback Player Nameplates: Player nameplates have been updated to display cool new visuals granted by Kickstarter rewards or unlocked through other promotional programs. The Name frame displayed can be configured in the Settings-> UI-> Portrait Frame Selection New and updated crafting experimentation UI! The experimentat
    1 point
  48. Angelmar

    [-W-] Winterblades

    Quig put together an epic video of Winterblades in the Reislyn Campaign. Good fights to everyone involved and bringing content in the outnumbered siege defenses.
    1 point
  49. I'm going put aside whether TTK is too long or too short and focus on this. The ability to decide the outcome of a fight through skill and reaction has long been a pain point for me in Crowfall's combat system. No matter how you set a proposed TTK knob, this lack of control remains the real problem. I may have used this video as an example before, but let's look at a different MMO's combat. Here's GW2: Skip to 3:50 in the video if the timestamp link doesn't work. I'll just go through the streamer's description of a small fight in the context of defending some territory
    1 point
  50. Aedius

    HungerDome Testing Update

    we should just play with white boddies to find bugs ! not orange to win ^^ in test at least
    1 point
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