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Showing content with the highest reputation since 10/23/2020 in Posts

  1. Hey Crows, We'll be rolling out a new way to provide you with feedback on bugs that are reported on the forums. When you post a bug report to the forums, as our QA department reviews, they'll mark your post with one of the following icons: New bug reported Bug already reported Needs more information - or needs reproducible steps As designed: post your constructive feedback to our feedback forum Please note: If you're providing additional information on a bug post that already has an icon showing it was reviewed, please quote your old pos
    18 points
  2. Here is an idea of how I would change the current system by just shuffling around a few things. Should not need to create anything new. Here is the current Assassin Tree. ------------------------------------------------------ Here is how I would change it. 1. Currently everything in the red circles are mandatory. Combine all of these abilities and stats together and just grant it baseline to every Assassin at level 1. ALSO, grant the class base line domain here. In this case, the Plague domain. All assassins would get the Plague domain just for being
    18 points
  3. Ok so after a few days, and there are like 10 pages of feedback post already here. I'm too damn frustrated to go through each one, so if I repeat the work of others my apologies! First off, I find the new changes to the crafting system monstrous. Adding the proc rate to hit off of sub components, or increasing the % chance off the final assembly by a major amount would be the only way to fix the issues going on right now. Just on my Necromancer I've had to build about 80 vessels for 3 Necromancer Knowledges. This is unacceptable and this change has turned this into a hardcore grind game.
    17 points
  4. In a Galaxy far, far away (and many other games I worked on), I would post a weekly Top 5 for feedback and bugs from the Community. This would help me in providing feedback to the team (in addition to all of the other feedback posted on the forums) and also let us know where we are doing good. So I'd like to start doing this weekly with you, my murder of Crows. I've even included a place where you can provide me feedback about this thread, (you may want to see a different question listed or want to offer suggestions for a question of the week). This is separate from our feedback posts we ha
    16 points
  5. As the Devs requested I am going to keep this as to the point as possible. Here is a list to why Chests in there current state a horrible and adding more does not improve the game-play. Chest cannot be accessed unless you own the fort... . Currently chests get looted on the cool-down, we have timers setup. log in, stealth loot the chest, log off. Chest completely devalue actual harvesting. Chests literally break the entire game-play loop of gatherers in the world needing protected... Chest still create scheduled pvp as they are only accessible on a timer, eithe
    15 points
  6. We are ready to start the final testing of our next release of Crowfall, now available on the TEST (playtest) server: Crowfall The Revival Update 6.200. To join the battle on TEST, you will need to download and install the latest TEST version here: crowfall.com/en/client and click on the <Download Test Patcher> button about halfway down the page. Talent trees have undergone a complete overhaul! All talent nodes will now cost 1 talent point, with the exception of discipline nodes. Discipline nodes can be unlocked at no cost at levels 1, 5, 10, 15, 20, and 25 (via an isolated branch
    14 points
  7. Yoink

    My Crowfall Wish List

    This is going to be a bit of a stream of consciousness. I am just going to write things as I think of them. Crafted vessels start at lvl 30. Leveling is not content in Crowfall. It is not challenging or enjoyable. In fact, it is actually really bad. The NPE is at about 5% of the polish it needs, it is barely functional. God’s Reach only for new players / leveling basic vessels. Finish the NPE, Increase mob density. God’s Reach should only exist for the NPE and leveling a basic vessel. Limit resource quality by world band. God’s Reach - Basic resources only. Infected - White/Gree
    13 points
  8. As it sits, there seem to be a lot of options at first, but there really are not. It's not as robust a system as I thought it was after this afternoon's stream. You almost leaned into a good combinatorics system, but then you seemed to have veered away and said no, no, only a few discipline choices for any promo. A simple suggestion to improve: every class has a domain that is available to all three promotions (e.g. Light for Cleric). That domain should be given for free at the class selection level (all Clerics have Light unlocked by default). Do that across all classes, then add a
    12 points
  9. This is what I think we need before launch. Performance Continue work on client controller to reduce desync. Shift more to client if need be. Implement “easy anti cheat” or similar if need be. Use any gains in this area to tighten aiming/movement and combat in general. Improve UI performance. Allow for scaling and on/off for every UI element. Client FPS and all that goes with it. Increase zone cap to 200 minimum. Test more zones per cluster. Push the envelope to see how many zones a cluster can handle. Eventually the population w
    11 points
  10. I'm just going to toss it out there..,. Leveling white vessels, yeah yeah I get it - i'll just eat that one.. Once you get a crafted vessel can we please just start as level 30. There is really no reason for this amount of "grind" leveling in a PvP game. @thomasblair@jtoddcoleman
    11 points
  11. I would pay serious money to watch a weekend livestream marathon of JTodd Coleman playing the game with a freshly wiped account, making a small guild from scratch, with Blair, Halish, Rhea, etc. and then culminating with them going into Dregs. I mean, I've already paid serious money for Crowfall itself, kind of a sunk cost. Now I'd paid to see how in-tune ACE actually is with what they've made so far. Along the way, it would be great if they answered questions to watchers about why certain things are designed the way they are, while they are actually doing it in the live environment.
    11 points
  12. Unpopular opinion: Forcing people to level in PvP zones doesn't promote PvP. The nature of leveling is that you lack core parts of your kit needed for it to function, and that you have no incentive to fill your pockets while doing so. Putting a group of L15 players out in dregs doesn't create any interesting PvP. It simply creates a lot of pointless corpse runs as underleveled people lack fundamental and massive portions of their spec required to put up a fight, and those people don't have anything of value to loot to constitute a reward for ganking them. If you want leveling to pr
    11 points
  13. Stats can not be made interesting without a re-haul. There are too few points available to spend (60) and they have too little impact when spent. 60 Points spent in INT gets you 3% crit amount 60 in STR gets you 3% damage 60 in DEX gets you 3% crit chance and 0.6% resist all You also get 60 AP (30 after todays patch) if it was your class main stat. 60 in CON gets you 480 HP SPI is only used if you are a healer. CON is never worth taking at its current 8 HP per value. At end game gear levels, when you can easily hit your AP or SP cap, you can then throw s
    11 points
  14. I am not a game designer but I am a player. And I have played a lot of Crowfall, for as long as it has been possible to play, in all aspects, and at the most cutthroat neck beard levels. What I can provide is a perspective from a players point of view. Too often, Major discs are boring. They are an after thought in character creation/building. It is not that hard to choose between one or another because what they offer, most times, does not really matter. They are not impactful enough. They are not unique enough. I went through every major disc and tried to modify each one to somethi
    11 points
  15. HTML published table showing the new discipline options and sources (race, class, domains) Discipline option table Arranged by source, by disc and then by cascading class choices. (More pivot tables than even Ross would demand) - edit: build your own combo edition (req google sheets log in) plus data access that way if you want bad format
    11 points
  16. Power trays look very empty in 6.2. I feel that we should have more options to pick. Remove lock on domain once you trained one domain (1 talent cost is already a penalty). Give us 3 major and 4 minor slots. We also need more options to pick from. Create an Earthkeeper and try to slot something useful in minors. I ended up with Phantom Armor for defence and Take Root for more healing if I can stay stationary (which is pretty hard on mobile class). The second option would be to play defensive stakes. And that's it. All other options don't do anything. First Wind? - I am n
    11 points
  17. I am very frustrated with the current state of the game and the talent design... The Myrmidon talent tree is an abomination. The Myrmidon as a class is defined by 1 specific ability, Berserk. It is defined so heavily by this one ability that all promotion classes modify its function and promotion talents change the game-play style related to that one specific ability... Yet this classes defining ability is the 3rd tier of the talent tree. This isn't a "hard choice" it's a required one. A secondary and also major class defining ability is Arcing slash/Whirlwind... which also is drastically
    10 points
  18. ACE keeps talking about hard choices on talents... Every Myrmidon build ends up being the same, give or take 1 talent.. Sorry, but Old Talent tree was much better, atleast it wasnt 1 point that would seperate me from other players.. here all builds are alike.. Myrmidon talent tree needs a helping hand.. make the abilities usefull like Serrated Blade, Bloody Swipe... Also forcing us to pickup Arcing Slash to get Cast Net, super tilting as a Titan. Edit... Ive heard its not only Myrm but pretty much all classes.. super
    10 points
  19. Dear Devs You striped many core ability's from all classes and put them into many majors that are locked behind Domains that are very restrictive and do not combo at all. There is not much choice at all in character creation because 75% of promo classes are very weak because of domains and missing core ability's. We need to have access 2-3 Domains and 1-2 more Talent points. 3-4 Majors slots and 3-4 minor slots. That's how i can build at least semi unique character.
    10 points
  20. Likes: I like the overall feeling of the world. I like that there is always the possibility of pvp around every corner. Group combat feels pretty solid. Strategy and tactics pay off. Nameplate hiding. Crowfall does this as well or better than most games I've seen. It means you can actually use terrain to conceal yourself. It means you can actually hide behind trees/hills/other obstacles. Developers have been very responsive to community concerns lately. 6.2 opened up a lot of build options. Dislikes: There is no economy. This is probably the most importa
    9 points
  21. 3v3 Community Tournament Why? As active members in the Crowfall community something all of us involved in the planning of the 3v3 tournament enjoyed was seeing the community get together behind a common goal or event. In the past, the impromptu community 1v1's had been a great source of fun and excitement for the community and we wanted to bring that same energy on a larger scale. While this is for "honor" and prizes, it's another opportunity to play the game we all love. When? Saturday 14th November, 20:00 CET, 14:00 EST (Rounds one, and two) Sunday 15th November,
    9 points
  22. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 TEST Bug Reports and Legend for ACE feedback on Bugs reported To report feedback, please go here: 6.200 TEST Feedback For an up-to-date list of known issues please go here: Known Issues Crafting Skill Tree Basic Crafting - Added an additional node to the skill tree. Skill Tree Basic Crafting - Shifted nodes that Attention to Detail, Helper Monkey, and Risk Management are granted at. Campaign Balli
    9 points
  23. IMO, we have way too many people saying that if you don't like the game as it is now, maybe you should move on. PLEASE don't do that! If you don't like the game as it is now, make a suggestion for improvement. ACE does listen to player feedback. WAY TOO MANY folks have already tried the game and decided to move on. This is NOT good for the game. This is a PvP focused game and for PvP to work we NEED a sizable population. So, please don't ask people to move on. and, please don't listen to the trolls who say this.
    9 points
  24. srathor

    Changes to Crafting...

    87 Armor crafted. Bleh 60+ vessels made. zero knowledges yet. This is very very unfun. around 80 tools made. zero knowledges. Did about 50 Phil stones. and 50ish armor coatings. 2 knowledges there. Made around 4 weapons and got 1 knowledge there. Still very very unfun. Costs are high, and while I have training now, after a wipe, trying to do this with whites that noone is going to want is going to drive home how much of a treadmill chore it is. Also green and blue crafting have no lift to the crafting stats. I guess since you can equip the belt at blue that allow
    9 points
  25. Crows, the Vekelsey Campaign War begins Tomorrow (Friday) on LIVE! Starting tomorrow, Friday, November 13th, the Vekelsey Campaign will go live at 12 PM CST and runs through Sunday, November 22nd at 11 PM CST (Starts November 13th, 7 PM CET and ends November 23rd, 6 AM CET). Win Conditions: The faction or Guild who earns the most victory points by the end of the campaign is declared the winner by the Gods! Additional rewards will be available for participants of the top three Guilds that earn the most Divine Favor, Glory, Wealth, and Power. See the Rewards tab of the Campaign for de
    8 points
  26. I was pumped when this hit live. Hit it pretty hard. Only to realize that getting crafting online in no way enhances the fun you can have in CF. We have hundreds of combined man hours into harvesting and crafting since Monday. I doubt we are 1% of the way closer to actually having crafting online in the way we did before the belt items and crafting souls change. You didn't add active progression. You made things much much worse and then put in a terrible grind just to get back to where we were before you made things worse. Grinding mats to make crap items (that have no use outside of
    8 points
  27. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 LIVE Bug Reports and Legend for ACE feedback on Bugs reported To report feedback, please go here: 6.200 LIVE Feedback For an up-to-date list of known issues please go here: Known Issues Crafting Runewright Specialty Belts Exploration Disciplines should craft properly Eternal Kingdom Eternal Crows should now be able to harvest from their Eternal Kingdom. Opening a guild chest (admin and member) sho
    8 points
  28. Today, Crowfall, released its latest game update, The Revival (Game Update: 6.200). “This update is a tribute to our players as it was their feedback that led us to innovate on the system. The system empowers players to be the architect of their Crow’s unique build - the power is in the player’s hands, it is only limited by our player’s imaginations”, said J. Todd Coleman (Co-Founder, Creative Director for ArtCraft Entertainment). The Revival (Game Update 6.200) Talent trees have undergone a complete overhaul! All talent nodes will now cost 1 talent point, with the exception of dis
    8 points
  29. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 TEST Bug Reports and Legend for ACE feedback on Bugs reported To report feedback, please go here: 6.200 TEST Feedback For an up-to-date list of known issues please go here: Known Issues Campaign Fixed the rewards text to display properly. Eternal Kingdom The extra large Castle should be able to be picked up and removed from EKs. UI Added caravan whistle power slot, which is onl
    8 points
  30. OK lets talk about rewards. For context here are the current rewards for the TEST campaign. z This is system is awesome. Don't care about winning the whole thing, but you do like to participate in certain verticals? Go compete there and get rewarded. Are you competing to win the campaign? Compete in all of them and you'll still be rewarded, and likely also take home some of these other valuable rewards. In a longer form campaign these types of rewards are huge and will be excellent for the cosmetics, and people playing import based campaigns. Before I give any critical feedback I j
    8 points
  31. EITC taking part in some great battles during the Aliepo campaign. Onward to the next one EITC! Check out their battles here.
    8 points
  32. Was told this should be its own post, so cross posting here for discussion. Here is an idea of how I would change the current system by just shuffling around a few things. Should not need to create anything new. Here is the current Assassin Tree. ------------------------------------------------------ Here is how I would change it. 1. Currently everything in the red circles are mandatory. Combine all of these abilities and stats together and just grant it baseline to every Assassin at level 1. ALSO, grant the class base line domain here.
    8 points
  33. Heya folks, there is a few spots on the talent tree today that force you to buy talents you dont necessarily want to reach other talents. That sucks. Here I show a few simple connections that if added would make the whole thing a whole lot better. First, here is the talents 'locked' behind others: And this is the obvious way to get rid of those locks: And this right here is a simple way to make the pathways even more fluid while also fixing the central nodes symmetry: So this is it. Nothing crazy, just simple changes that would allow us to take more dive
    8 points
  34. "Members of your guild are now friendly in PvP enabled EKs." It would be great if you could reverse this change. I never heard anyone complaining about not being friendly with guild members in an EK. It is now much more difficult to test builds in real combat situation with your guild mates only. Even staged fights in The Infected are difficult because of the other players running around.
    8 points
  35. As people said many times in the reveal threads, a lot of the "choices" aren't choices at all. So, say I'm an assassin that wants to use poisons. I need to take Shiv in the top left to be able to equip and apply them. .. But then I need to take Poison Mastery in the top right to unlock most of the poisons. .. So I need to take Efficient Poisons below it because it's required. That's 3 talents just to make poisons work properly. Also, I need to take at minimum 2 unrelated talents to get to that point, so that's 1/3 of my total build points spoken for just to get po
    8 points
  36. Domains are a bit too limited. Trying to come up with weird and out there builds only to find out time after time that there is no possible way to get the combinations of discs that I want. Regardless of trying to build top down or bottom up. Very frustrating.
    8 points
  37. (No lists are in any order of importance) Top 5 Crowfall likes (things you feel we're doing great on). I like the class variety, done bit better with recent discipline changes, feels more like there's places for everything. shifting things helps and there's always going to be a meta of course, but i think it's a good direction at the moment. i think this gives good area for changes that can shake things up if you maintain it well. I like the idea of gathering creating areas for pvp. watching the balance of player numbers vs available resources/respawns is going to be very imp
    7 points
  38. You should strongly consider taking the cap off of AoE targeting, or raising it to ten, so that one group can punch up more reasonably. I want to expand on this a bit. There is a problem in your game, in that during a 5v10, the 10 not only has a numerical advantage, but a mechanical advantage. When a group of 5 tosses aoes at a stack of 10, the effectiveness of the aoes are essentially halved in comparison to the same aoe going from the 10 to the 5. This is because the aoe has a cap. Every person you have over 5 standing next to each other is a significant survivability boost.
    7 points
  39. Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it. There are tens of thousands of people with access to the beta right now. Yet under 1% of them are playing at peak times. I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc. Wait, let's unpack that last one a bit. People don't want to participate because there's a chance their work will be wiped aw
    7 points
  40. Bzra

    This gryffon per member card

    We farmed a ton of them. We made sure not to bring alts into the campaign before the card ended as well. From the sounds of it, there were a good number of guilds going for this one. I think it was a successful card! To highlight another issue, I wish we knew how we got the points each season. A breakdown would be great, even if it's a quick mouse-over feature.
    7 points
  41. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 TEST Bug Reports and Legend for ACE feedback on Bugs reported To report feedback, please go here: 6.200 TEST Feedback For an up-to-date list of known issues please go here: Known Issues Campaign Eternal Crows can no longer send messages through the whisper chat command to their enemies in a campaign. Fixed a hole on top of the Yaga Outpost in Emlee Zone that Crows were getting stuck in and unable to get out
    7 points
  42. Since the old thread was buried I thought I would make a new one to really make clear all of the problems with forts and outposts. Currently your are correct in saying that outposts are useless. Because they are. Unless there happens to be a card for them in DF they are a literal noob trap. Fort on the other hand are where you are willfully incorrect to the point where it makes me wonder if you actually play your game. There is not grand fights over someone logging into stop someone from grab a fort chest. Instead its someone who is more than likely playing a game with more players. Logging in
    7 points
  43. What were the results of the Unity Stress Tests last month? What has been uncovered? What type of improvements can we expect in the coming updates?
    7 points
  44. PopeUrban

    LOOPS

    Boss monsters should be taken off timers. Put a meter on the camp, visible on the map. Killing mobs increases the meter. Filling the meter levels up the camp. Level it up to 3, captains, 5 chief, 10 king, kill the king, camp resets. This does two things: 1. Requiring players to remain and farm the camp means combatants must be present in the world to work toward boss mobs. No more sitting in your keep until the timer goes off. 2. Making the meter visible creates dynamic pvp hotspots, allowing players to either work the camp themselves, or watch the meters to swoop in on the
    7 points
  45. Did you join your Faction in Sacrificing Enemy Skulls in the Decapathon battles from your Crow past? If you joined the battle then you have the Earthvein Skull or the Sunfire Skull (or both) rewards waiting to be claimed on your next login to Crowfall! Collect your Skull and attach it to your belt to gain the benefit of Bonus Stats!
    7 points
  46. Crows, for a second week, we are working with our partners at Unity to stress test the game on our TEST playtesting server. Join us in battle, starting tomorrow (WEDNESDAY)! Play on TEST: 6-Hours, or more, between TUE OCT 27 (6 AM CDT / 12 PM CET) and MON NOV 2 (11 PM CDT // TUES NOV 3 / 5 AM CET) Get Rewarded: Earn the "Hero's Tankard" for your heroic support. When equipped, the Tankard offers the wearer +2% Damage Bonus!
    7 points
  47. Crowfall The Revival Beta Build 6.200.0 If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: 6.200 TEST Bug Reports To report feedback, please go here: 6.200 TEST Feedback For an up-to-date list of known issues please go here: Known Issues The Fort Loot Chest is not working properly and was temporarily replaced by the normal trade chests that spawn in the world UI Fixed a display issue where the damage value of the powers for some classes is displayed in the string name in the tooltip description.
    7 points
  48. You need new tooltips for everything when a skill changes. it shoudl work much like how radical transforms Flash of light into searing light you get a new tooltip with the values on it. Holy symbol does not it just says remove healing and makes it dmg instead who knows the value though since it doesnt specify so this should get changed to Symbol of fire or something with the new description of it doing dmg instead. Inquisitors have the same issue since you know 0 of healing values on there skills.
    7 points
  49. btw if your so content in keeping thorn shield in the game make it do more than 10dmg Maybe reflect 10% of melee dmg would be suitable but not 10 dsmg when people are hitting for 100+ with basic attacks with basic weapons
    7 points
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