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Showing content with the highest reputation on 04/08/2020 in Posts

  1. 5 points
    sarcandosa

    5.110 TEST Feedback for 4/6/20

    Basics Crafting Mastery node requires 90% of the Skill Tree purchased. This confuses me when thus far the intent has been to push people to specialize. In the image you can see I am now 50% trained and if my math is correct, the only way I can purchase the Mastery node is if I purchase 17 of the 18 nodes or in other words, 81 of the 90 PIPs. The equates to having to purchase in full 6 Crafting Specialty Nodes and at least 1 PIP in another, leaving only 1 skill untouched. Of course you could not fully spec into more than one and get them all but then you don't unlock the tree connected. This needs to be re-evaluated and aligned with the intent. I believe the correct percentage for the Mastery node should be 60%, all generic crafting bonus nodes purchased and 1 crafting specialization complete. Mid to Late game people may choose to training in more than one craft, in fact a die hard crafter will, but only after they have completed the associated specialization tree of the initial choice. Having to putting off picking up the Basic Crafting Mastery node until that time or being forced to take the time to train and select all the Crafts up from just doesn't make any sense.
  2. 3 points
    scipio

    The Lone Survivor

    Had a few Ek fights in between crashes yesterday. This one happened to be my favorite. I am sure you will be able to guess why. I hope you guys like it. Stay safe and be nice to a grocery store clerk next time you see them. See you in the zone. Scipio
  3. 3 points
    I know in the past that the version of the game we were playing was many builds behind what you were currently working on. Are we now caught up on test with 5.11? The reason I ask is that 5.11 has me worried if this is the version you are going to blast everyone to come check it out once it pushes to live. Don't get me wrong. I am excited for the game. I am not just bashing it. I've been here since before Kickstarter and I am not going anywhere. Everything below this is NOT in regards to game systems, content, features. The game is still too frustrating to play. There are too many things things that make it super annoying. I worry about releasing this to a wider audience in the state it is in. This is a list of frustrating things I encountered just this morning in the 2 hours I played. Performance UI Lag Limited UI functionality/customization Limited ability to set key binds Storage/banking is frustrating Redundant amount of items, many mostly useless. Grave sac items and artifact items are 2 good examples. Why are there multiple versions of the same item at the same quality? Serves no purpose other than to bloat inventory space. Grave sac items, along with many other things are not worth the time to sac them. The sac items are too numerous and sac values are too low for the amount of effort it takes to fight the UI. Looting is a PITA Map is frustrating to use Selling to vendors is laggy and cumbersome. When I farm I don't even bother to pick up things to vendor because I know how long it is going to take. NPC AI Lack of any sort of new player tutorial. Combat souring bugs. Many surrounding retaliate. Inability to name/sort vessels at character screen Incorrect tool tips Hovering over tool tips on the talents page Holding 'F' to enter, release, what ever. Super annoying. So I really hope that this isn't the point where you offer the game up to a larger audience to come try. Or I hope that you are still 6 months and many builds ahead of what we are playing on Test.
  4. 3 points
    This a million times over. The game is still kinda a wreck (and sure, we're only seeing a small portion of it), but this is no where near ready for beta or soft launch. My biggest complaints and concerns: Combat is still janky and limited. This is extremely obvious when you use any leap type attack (no vertical lift, getting caught on terrain, problems on inclines or any type of elevation, invisible terrain). The majority of combat still revolves around left clicking, a lot. It feels like development on combat just stopped like 2 years ago, and the hope was disciplines and talents would be enough. An extension on the above, the reticle is terrible for ground targeted abilities. Stable Ice should have an a telegraph of some sort for placement. Also what's the deal with not being able to side step ranged attacks? The hit box on attacks feels a little too forgiving. Performance is a never ending battle, but I'm not noticing a substantial performance boost here. CF is not an ugly game, but it's no where near the visual polish of other games nor should it be as demanding. I'm not sure if it's an issue with unity or just the way they've built their game, but it seems like a lot of the work is being done on the client side (reflected on how CPU intensive the game is). Zone caps. I'm worried that capping the zones too aggressively will limit immersion. If playing games with zone caps has taught me anything it's that being stuck in a queue to help your friends who are fighting for their lives is a sucky experience. The current implementation of caravans is kinda terrible; I'm hoping this is a temporary solution till mounts get put in. Caravans should be player controlled. The map is too homogenized and encapsulated. The UI is too limiting and the map is not functional at all. No raid UI in a game with large scale pvp and sieges? That seems like an extreme oversight. Obviously the team is strapped for time, but that seems like a feature that should be on the top end of the list.
  5. 2 points
    Tinnis

    Hi, how are you?

    ot, but can you @Pann ban hammer a re-name to this gimmick account, it was never funny even at it's creation and it is in poor taste to let it remain. https://community.crowfall.com/profile/90895-coronavirus/ if people want some escapism, i heavily recommend getting into a hobby of fiction audio podcasts: 100+ fictional audio drama series (personal top 3: hello from the magic tavern, the magnus archives, mission to zyxx) Horror, sci-fi, fantasy and anything in between audio fiction. Both short stories and series (personal top 3: pseudopod, podcastle, escapepod) Dungeons and Dragon (D&D) tabletop roleplaying discussion or 'actual play' shows (with a few other systems too) (personal top 3: the adventure zone, critical role, the critshow) p.s. for those new to podcasts: My (free) podcast apps of choice would be: Overcast for iOS Podcast addict for Android due to their fully featured organisational and player features & customisations. other hobby i've picked up that i've been meaning to try for awhile (and to avoid shopping) taken up home brewing (got some cider & wine on the go!)
  6. 1 point
    excell

    The feel of combat

    Colonel Jessep! Did you order the Code Red?! YOU CAN'T HANDLE THE TRUTH!
  7. 1 point
    Telonos

    Hi, how are you?

    Taking Pann's original post at literal face value: I'm doing ok. I'm lucky I can work from home. Losing weight (this is a good thing) because I'm not eating out so often and am forced to *gasp* eat my own cooking. Enjoying the extra time with my partner, who is also lucky enough to work from home (she often helps me with brainstorming ideas to fix work issues, and vice versa, which is pretty nice). Realizing how much I took for granted the little things. Being able to go to the store when I felt like it, being able to get what I want when I wanted no matter the hour. Realizing how much that stuff isn't as important as I thought it was, despite all that. It's been a weird month (and yeah, it's only been about a month for us, at least here in Wisconsin.)
  8. 1 point
    oneply

    5.110 TEST Feedback for 4/6/20

    placing forstweaver ice is really wonky in pvp. the green heal thing FWs do is obscene, its going to completely kill everyones fps in big battles. also please make it so enemy ice appears a different color.
  9. 1 point
    Hello all! Found myself with lots of covid (not sick just home) time available to me lately so It's gaming time!! My new 5700xt arrived last week and it's fan has been spinning ever since. Looking forward to playing this game with all you all! Cheers.
  10. 1 point
    sarcandosa

    Stonemasonry Concerns

    The Stonemason crafting disciple is an interesting skill that I am very interested in. The ability to craft epic housing is so intriguing. However the more I dig in, understand what we can and can’t make, I am finding there is a lot to be concerned with. I have a number of questions that I hope will be considered by the Dev Team, though I don’t expect a direct answer, we will just see as the development continues. This is going to be a long post, so buckle up. Thoughts are in no particular order, just as I wrote them down. Why is the Vendor NPC a Stonemason recipe? It requires a Vessel which is made by a Necromancer and the only thing a Stonemason provides is Dust. Understandably the initial thought was to put it with the person making the Vendor Stalls, but with only dust as a contribution, I recommend just putting the recipe where it belongs with the Necromancer. What is the economic impact of a Stonemason? As it stands now, we have no viable product to sell. Vendor Stalls, Attachable, Building and Parcels are EK specific. The resource cost of Buildings and Parcels will keep those as luxury items for quite a while or just purchased from the store to save the headache. Crafting Tables could be a viable product if they weren’t literally everywhere already. Diamond Cutting Blades, Grinding Paste and Polishing Paste may be in high demand though I have not seen it myself. The rarity of Cutting Grit makes me think that once a stock is collected, Diamond Cutting Blades will be ridiculously priced. Wood and Stone Defenses are campaign specific, even though you can use them as an EK building items. In a Campaign, no one is going to pay you for your services. They are going to expect you to chain yourself to a crafting tables for hours on end, making the defenses with the resources brought to you. The challenge with this is the dust needed since Caravans don’t provide dust and how in a campaign will be trying to get resources any other way. Speaking of Dust, why does any Stonemason recipe require dust? There are not stats associated with the majority of our recipes, no experimentation involved. I could possibly see the need for dust if we were trying to get better durability to a wall and that durability and potential resistances were affected. Need to verify this is the case but the sub-component that I have been able to make that also go into a wall, this has not been the case. This leads to the next topic, why does a Stonemason have training that affects assembly success, experimentation and experimentation points. Most recipes don’t have a concern for those and those that do don’t make sense since there is no stats associated that is affected by the materials used. Unless there is something coming with regard to the quality of a Building or Parcel, it feels like the copy paste of skills trees just wasn’t evaluated with regard to Stonemasons. If there is indeed a quality affect to Buildings and Parcels, I shudder at the thought of needing to burn through the sheer mountain of Epic Quality resources to make the item. Something only a fool with too much materials laying around would waste on such an endeavor, but oh wait, we don’t have the storage capacity for that many resources. In fact to be able to make many of the items in the Stonemasonry recipe list, a crafter can’t even hold all the required resources in their inventory at one time. They potentially need to go back and forth from the bank since the resources only stack to 200. Take for example the Corner and Tower, that 4620 Stone, 1360 Wood, 1820 Ore, 20 Hide and 355 Dust. That 23 inventory slots just for stone. Another issue we have is the fact that we make nails one at time, costing 45 ore and 5 dust. A basic Sword costs 6 Stone, 6 Wood. I believe a Sword is much larger than a nail. Same issue with bricks, made one at a time costing 60 stone and 5 dust, yet I can make an entire Crafting Station for 36 Stone, wood and ore. I am missing the logic in the material costs. Resource costs are not comparable in any way to other crafting disciplines. I would really encourage a re-evaluation to make them more reasonable. With my example of Bricks and Nails, they should be made in batches if you want to keep the cost the same, 10 at a time would be reasonable. Same goes for soil’s sub-components, Gravel, Mulch and Ore Concentrate. Increase the cost if you need, but let us make batches or them. 241 combines is ludicrous for a stack of 10 Soil, the minimum Soil needed for any recipe. To keep with the theme, any sub-component that needs to be made 1 at a time that has zero recipes that only require one should have its resource cost and recipe result count looked at. Stop penalizing a crafter with endless clicking to make items. We desire a challenge in crafting, the adventure of making a better item than our competitor, not an endless grind that has no relevance to the end product. Not to mention the time needs to harvest the resources without a caravan since we also need the dust. It was mentioned in the recent Q&A about crafting with Caravan resources in the raw form, boulders and logs. Could we get an article about how that will work and how it will impact the current recipes in the Stonemason discipline? Looking at the numbers needed for each recipe, using our Corner and Tower example above, 1 boulder provides 200 refined ore. Does that mean we need 23 boulders to make it? Snap points of building, walls and attachments is a very limiting system. I have mentioned this before in another post, but as this a Stonemason discussion, wanted to make sure it is also captured here. I understand the need to limit the amount of any specific type of connect to certain structures. However creativity is important, where in your house you put your stove with other decoration, assuming decorations are coming, is a choice. Locking it to the 1 spot in the cottage is boring. Some may like it there, but others may want it in the corner or near the door, upstairs or on the balcony if one exists. You get the idea. Adding more snap points and then limiting it to only one of the many, gives variety without breaking or changing the system. Though changing the snap point socket system to something more flexible would make for some epic housing. Thinking Wildstar here, we made some very cool and sometime elaborate housing that Crowfall has the potential to outdo with a little modification and enhancement. Well this has been even longer than I imagined, let’s stop here with a summary. The following need evaluated Resource cost and time to craft The true economic impact of Stonemasonry as compared to other Tradeskills or own its own period. A Stonemasons role and expectations in and out of a Campaign and how they feel as part of the team. Purpose of experimentation and dust cost in Stonemasonry Recipes. The time to harvest the amount of resources needed without Caravans. Thanks for sticking around through all of that, would love to hear others thoughts that have dabbled in the specialization this build. Chief Sarcan
  11. 1 point
    BarriaKarl

    Hi, how are you?

    Heya, folks. Let's try to keep this positive shall we? I am pretty sure Pann was expecting something more uplifting with this this thread. Sorry about this Pann. Didnt imagine my post would cause this discussion.
  12. 1 point
    Arkade

    Crafting gear

    What makes you think that? We can't craft anything close to max yet, so no way to really know.
  13. 1 point
    without that he is useless, needs a tone down tho
  14. 1 point
    My first impressions of the new Frostweaver class and what I think about each spec and my predictions for how they will play out in PvP.
  15. 1 point
    Nice video Zybak, thoroughly enjoyed. I'm surprised you didn't cover free weaving and it's uses though I know you said it's not a guide video or anything like that. One note being: I think icequake is waay more insane than you gave it credit for. with free weave to volatile ice you have a spammable aoe knockdown. you can take the volatile focus gem, which procs on every instance of damage (including DoT's, the bonus attacks from illusionist, etc) and can proc itself even. you can really do some insane aoe damage and control once you get those stacking since they spawn at the enemy location. but awesome video, i always love tuning in and seeing your ideas and takes on the classes/game.
  16. 1 point
    Ussiah

    5.110 TEST Feedback for 4/6/20

    Yea, adding chaos ember costs to white green and blue large rerolls just compounds the issues crafters have early on competing with wartribe gears. Lots of changes this patch that seem to effect crafters in a negative way
  17. 1 point
  18. 1 point
    have just done a quick flyby, but are you using the comb of free weaving with stacked ice + ice wave. and the converting back and forth is working if you are not placing stable ice on it. that should only be used to stack your pips, never dropped on anything else than clear ground. guess you missed sth to really going nuts with fw.
  19. 1 point
    sarcandosa

    5.110 TEST Feedback for 4/6/20

    Stacking Artifacts really needs addressed, the impact to inventory space is ridiculous. This image is the Artifacts collected while just doing circles around Parkforton Keep while slag harvesting for cutting grit and killing the mobs that get in the way. Additional, the amount of time in training just to be able to have a chance for cutting grit seems a bit excessive. There should be a small chance, even without the skill for it to drop and the skill would then increase the rate. Hitting J or interacting with a Crafting bench needs to stop automatically expanding the basic Crafting section, basic Harvesting Tools. Additionally, the Upgrade Items, Basic Ritual, Basic Weapons should be removed for the J option and all crafting tables but a Basic crafting table. At a crafting table of a specialty, say Stonemasons Table, we should only see the Recipe list for that table. It would be a major QOL improvement to not have to constantly close the Basic Crafting Section to start crafting what I went to the table to craft and the rest of the sections are just clutter. This would also give a reason for the basic crafting table. Crafting Platforms need their snap points adjusted to allow them to be chained. This way we can build decks that extend further that one from the house allowing for multiple crafting stations, building a stage or collection of vendors. Additionally it would be nice to have more snap points on most structures. Currently implementation of the EK building is extremely limited and doesn't allow for creativity. Placing a crafting station inside a building, the camera needs to be looked at as it default to throwing your view into the sky outside of the building, preventing from seeing where the socket is located. Add additional functionality to allow a socketed item to be turned without un-socketing it would also allow for better control and creativity. Looking around Parkforton Keep, there are lots of interesting decor, non of which we seem to be able to craft and add to our EK's. This is probably a feature that is coming in the future, but I am concerned if it is also a socket based system. Housing (EK's) need to be epic, both in what they do for you but also in how diverse we can populate and decorate them. My currently feeling is that is not the direction they will have as the placement, attachment and options are very limiting in the current state.
  20. 1 point
    mystafyi

    Hi, how are you?

    on a lighter note.
  21. 1 point
    starrshipcs

    Hi, how are you?

    Very fortunate to have a job that I can absolutely crush from home, under ideal circumstances, but having a young child makes working extremely challenging. The Mrs. and I are essentially splitting 3 full time jobs and not getting much down time; pretty excited for babysitters to be a thing again. That said, we are pretty much guaranteed to see some first steps, so silver linings Stay safe out there folks!
  22. 1 point
    PopeUrban

    Hi, how are you?

    10,000 people have died from this in the US and we're just getting started on the upswing of that curve we've been working so hard to flatten. Hospitals in my city are literally rationing care for non-COVID patients and running out of beds. We just opened a new hospital months ahead of when it was supposed to be open just to help carry the load. This is not overblown panic. I'm not sure where you are where it seems that way. This is a very real health crisis, resulting in a very real economic crisis due to an economy and healthcare infrastructure that were already brittle and waiting to be broken by a stiff breeze because we have a poorly made dergsload of people working paycheck to paycheck with no savings or insurance because we decided as a society it is totally okay for the majority of our country to get underpaid for their work and overcharged for poorly made dergs they need as long as a handful of people have the freedom to hoard billions, and evade taxes. Maybe in stead of asking people to sacrifice their health and safety for a company that was perfectly happy to cut them loose we should be asking why we ever put up with what we got working for those companies in the first place? People at my last job are custarded right now. Like five times as many people work there than where I work now. Maybe its gonna take god knows how many more people dying because it wasn't profitable to stockpile medical supplies, or making sure people aren't more worried about paying for the doctor than becoming another infection vector. Maybe we should take a moment here, especially those of us who are supporting people that are taking that hit, and take stock of why it's going down like this. It ain't your spouse's fault. It ain't your fault. It ain't my fault or the people I'm helping buy groceries right now. Maybe stuff isn't okay right now because it actually wasn't okay before the virus. Just a thought. Stay safe.
  23. 1 point
    Groovin

    Crafting gear

    Crafting and gathering gear exists exactly like this.
  24. 1 point
    mythx

    I totally forgot about this game

    CF Soft launch is not that far away @Ble
  25. 1 point
    Yumx

    [-V-] Vanguard | [EU]

    5.110 is on TEST, and we're loving it! We are playing every day, PvP practicing every day, preparing ourselves for when they launch the next patch with either Infected or Dregs. In the meanwhile, we pushed to craft the very first ring and focus gem in the patch. So if you're looking for a home, with people that: 1 - Practice everyday 2 - Min/max everything we can 3 - Farms for hours, at a .4% chance, just get a few more stats Then we're most likely a guild for you! Read about us on our website, and apply today! https://vanguardcrowfall.com/about-us
  26. 1 point
    The larger issue is the passive system itself. I've felt strongly about it since it was implemented. I am going to selfishly repost this here because it might get seen.
  27. 1 point
    This is the solution that makes most sense to satisfy most sides!
  28. 1 point
    @thomasblair Ideally I would like to see the next system. All wartribe gear stats are related to a single number, that you have in the campaign editor settings, and you can change with a slider from 0 to the top possible gear (Legendary with 100% amazing rolls). When training is wiped, slider value is put close to 0, and stats are very low. Then as account training progresses, we start increasing the value to make gear stats bigger and bigger. Server can handle it automatically, because it knows how much time passed since the wipe. The current slider value should produce gear with a bit lower stats (e.g. 5-10%) then the gear that a crafter with the current training can do. In such case a player in the wartribe gear are still somewhat competetive, but if they want the best possible gear for the current training with specific stats for their specific builds, they go to a crafter. Everyone is happy.
  29. 1 point
    I want to be useful day 1. Crafting things people need. If I am gathering, then gathering up things the people playing need and want. Useful to the guild. Useful for the game world. Minimum viability should not just be for pvp. Failing every other combine for a long while is not a good touch. Having 1 pip for a white item that has ten slots in 3 rows. (yes yes disc, better stats, right race) Right now I have 6 pips on my high elf runecrafter. I have had 6 pips since day 1. You need to sit down and play from 1 to 30. Have another dev do that as well and make a runecrafter to get you tools. Go out and gather the mats and make something. If you do not have time to do this, then why in the hell do you think we do? It is supposed to be fun.
  30. 1 point
    Staff

    The feel of combat

    i enjoy the combat system, and the words of detractors who have never been to a siege or participated in pvp at all in this game dont mean much to me and i certainly hope not much to the devs
  31. 1 point
    McTan

    How does Guild Succession work?

    Full agreement. No reason to tinker with guild set-ups. Just give us ranks and give us alliances and sub-guilds and we are all set. The rest is part of the fun.
  32. 0 points
    Gheromo3D

    5.110 TEST Feedback for 4/6/20

    UI feels like mobile game, as if its being developed on 15 inch laptop screen. However when viewed on 27 inch monitor I cant shake off mobile game feeling... Animations are super basic, transitions between animation states apretty bad as well. Seems like quality control is just lacking here, even for the alpha.
  33. 0 points
    Armegeddon

    Hi, how are you?

    Look at statistics worldwide over a myriad of "problems". Not saying to not take precautions.. But... Malaria and Traffic fatalaties...I'm just saying... perspective. I don't feel sorry for myself as others have it much worse. But again... are we going to do this every couple of years? Check out the stats.. https://www.worldometers.info/
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