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Showing content with the highest reputation since 03/25/2020 in Posts

  1. 14 points
    Pann

    The War of the Gods (Updated 6 pm CDT)

    UPDATE - Thursday, 3-26-20, 6 pm CDT - Please be aware the War of the Gods Update on TEST will be unavailable the rest of the night. Tomorrow, we will notify our community as soon as we have an update on when it will be available. Thank you! The big day is here! Crowfall backers are cordially invited to log into TEST and get their first look at the eagerly-anticipated War of the Gods update! Please remember, this update is on TEST because it needs to be TESTED so check the release notes to ensure you are aware of what to expect and...have fun playing! PHASE 1 We’re taking a phased approach to releasing the update on TEST in order to collect feedback on specific updated features. In this first phase of testing War of the Gods, we will focus on updated combat and gameplay, leveling progression in the God’s Reach world, and Frostweaver gameplay and mechanics. God’s Reach offers new Crows a safe haven where they can explore the world at their own pace before advancing to the Campaign Worlds where you face higher risks (and rewards!) In God’s Reach, playtesters in both EU and NA will come together as one faction, on one server, to explore the new gameplay. After we get through the initial phase of testing on God’s Reach, we will move into the next phase of testing, introducing the Dregs (guild vs. guild) world on TEST. The ultimate goal is to test all of the new features for polish, balance and performance. Then, we’ll be ready to take The War of the Gods to our LIVE testing environment. FAQ Which test groups will have access to TEST? TEST will be available to everyone who’s purchased a backer pack, so please jump in and join us! To become a backer, it’s not too late to purchase a backer pack to get in and play now and forever, no waiting. All backer packs, include immediate access to play the game plus a digital download of the game at launch. Where do I download the game? The download can be found here. (You must be logged into your crowfall.com account.) Note that the TEST version of the download is different than the LIVE version, so be sure you’re downloading and installing the correct one. Who do I contact if I have trouble downloading, installing or running the game? Send an email to support@crowfall.com for assistance. Please include a DXdiag report (the steps are listed here, it is very helpful in resolving your issue if we can see that data, so thanks in advance!) so we can help troubleshoot the issue more quickly. Where should I send feedback and bug reports? Please use the designated Testing forums to share your feedback and submit bug reports; and thanks for posting them - your feedback helps us to hit our quality bar. What if I find an exploit? Suspected exploits should not be posted on the Testing forums. Please send them to support@crowfall.com with as much information as you can about what you were doing when you noticed it and the steps to reproduce it (if possible). P.S. It's noon somewhere, right? See you in-game!!!!
  2. 12 points
    Crafting may need a little updating @thomasblair This is the FIRST time, since I have been main crafting in this game for 3 years+, we have had a FULL wipe with wartribe gear out and it points to some serious issues for crafting. Early crafting feels like it is not impactful or useful. PROS of Current System I am happy with the power level of wartribe gear because I realize it needs to be relatively strong for players joining in later in the game. I am also actually VERY happy my guildmates aren't all piling on me to make them gear early on. CONS of Current System Even if I did want to make white or green harvesting/crafting gear, I will fail terribly for a month. Both on assembly and experimentation even if I choose right race, max right stats, and get all the disciplines I can. No runemaking thralls (at least in GR) and no runemaking races making the ONE thing we can't get from wartribes very difficult to make early. Helper Monkey and Risk Management got nerfed, also making it more difficult to craft. Suggestions VASTLY lowering the difficulty of making and experimenting on white and green crafts. (Blue wartribe will be better than both of these, so why make it hard on us?) Add other minor disciplines specifically geared for helping crafting just starting out. Front load the crafting bonuses more. (Possibly make general crafting have a 1 for 1 effect and lower the nodes of the advanced trees) ARTIFACT Feedback There are multiple versions of every color of artifact bind, I believe 6. Meaning there is at least 18 pieces for each wartribe.(Only saw up to blue, maybe higher and more item bloat). There is absolutely no difference or distinction or seeming reason for having different versions. Artifact binds of the same color/type do not stack. Suggestions for Artifacts Each wartribe should only have ONE version per color. Each bind of the same color and type should stack. This is to not only clear up inventory space but also take pressure off the server. Why should the server need to track all these extra items that have no distinction or effect?
  3. 10 points
    As soon as the Test server came up, I jumped right in with a deep review of the Professions (Passive Training Skill Trees) to update my spreadsheet. Specifically, Basic Combat, Crafting Basics and Exploration to see what has changed and how it made change ones approach to the leveling progression as a primarily crafting focus individual. Here are my initial thoughts, Combat Basics - Format of the spokes skill trees jumped out at me as really pushing for specialization. I love the look of it and the concept of going for just what you need out of the gate. The buy in cost of Combat Basic Training seems rather steep initially but considering the tree is focused on helping with PVP more than PVE combat, that cost will be easily attained while leveling. The progression through each line slowly builds on the initial concept of that line of the tree and builds on it. Like the changes. Crafting Basics – Once again the change into the spokes skill tree is excellent. The fact that the three main craft boosting choices are the same on your way to selecting your chosen Crafting skill tree, even if they in different orders is great. No longer do you work towards a line for the Experimentation boost and then break off to work towards a different craft. Plus once you work towards multiple crafts, you double up on those stats. Nicely done. Exploration – Here is where things started to fall off the bus for me and prompted me to write this feedback. In exploration the streamlining of specialization has gone haywire in my opinion. Skills that branch from other skills don’t make sense. Other skills are hidden behind skills that most would not take if they weren't necessary, as they are outside their area of focus. So let me dig in and explain what I am seeing and what I am feeling. Gathering Line (Going up) – This line starts off as a Ore and Stone Focused line, giving a boost to Picks and Hammers. Then right behind it, you have Knotwood, which is confusing since the Axe boosting is in the Survival Line. We carry on through the line, everything is fine, we still pick and hammer focused skills. It does feel like it should have split into two lines to encourage a focus on one or the other, but I digress. The next confusing item it Beeswax branching off from Slag. Completely unrelated skills that do not build on each other or encourage specialization. Recommend moving Knotwood and Beeswax to Survival or a Wood Chopping specialized like. I understand that it is probably expected at some point everyone will have the entire Exploration tree completed to get the Exploration Mastery, but early and mid game shouldn’t be about completionism, but about specialization and teamwork. Speaking of the Exploration Mastery, why Apples here? Energetic Harvesting should be a Mastery of Wood Cutters only. Movement Line (Going right) – The main thing that didn’t feel right is this line was having those that specialize in personal movement stats had to also take mounted movement skills. Seems like generic skills like Enhanced Sprint should be first, then split into 2 lines, one that bolsters the Mounted, Caravan items, the other for the Movement Offense and Defense. See the modified image. Survival Line (Going left) – Starts out suggesting it about being Tree focused. Then once again it gets confusing by having Harvest Bone, then Consumption. The first about skinning which does not anywhere in the Skill Tree have a decreased decay for Skinning Knives. The second about eating, which everyone will want, but may not want to chop trees or skin to get to the eat drink abilities. The whole line seems all over the map ending with a Mastery that gives a Survivalist Campfire when the Exploration Mastery also gives a Campfire. Recommend this line gets split into two separate lines, one about Food and drink with another about trees and animals. If we ever get a specialization for picking plants (using a Sickle) for greater harvests, then a Tree and Plant line would be a great combination, related skills together. Then a Skinning (Butchery) and Eating Buff Line, both food related. Would still need twin paths, so one could specialize in one or the other. For an example, say I want to specialize as a skinner, bring back meat, hide, bones and blood to the clan. No other quality tools needed, no skill points spent to boost my vessel outside my chosen profession. Implement mini masteries for each specialization that leads to the deeper skill trees that support your profession. Leaving the 100% completion of a Skill Tree to come back to later. This would support the already encouraged point spending in the tree to fast track your path of choice by allowing only 4 out of 5 PIPs purchased to buy the next level. That sums up my initial feeling on reviewing the trees. In summary, love the approach to specialization, consolidation of like-minded abilities. The standardization of the ability point names and symbols. But feeling jaded with the perceived mess of the Exploration Skill Tree. Below list my stab at how it would make sense in my head focusing on specialization and getting people to the next tier of trees past exploration. New Gathering Line – Gathering, Cobblestone, Slag, Plethera of Dust, Hunger Shards, Soulgem, Proficiency New Wood Line – Apples (Harvest Chance: Apples, remove from Exploration basics) Survival, Foraging, Knotwood, Beeswax, Survival Proficiency (Changed to Harvest Chance: Apples that is removed from Exploration Mastery) New Provider Line – Provider (New Skill, Decay Reduction: Knives), Harvest Skin, Harvest Bone, Harvest Blood, Provider Proficiency (Currently labeled Survival Proficiency) New Vessel Line – Basic Cooking, Improved Consumption, Improved Ingestion, Improved Metabolism, Vessel Proficiency (Well Fed: Ability to have a food and drink buff active at same time) Personal Movement Line – Enhanced Sprint, Improved Dodge, Split to Stealth Movement Speed and Pathfinding (Most won’t need both), come back together to continue, Enhanced Defense: Slow, Movement Speed Damage Bonus Assisted Movement Line – Movement, Herding, Enhanced Defense: Slow for animals, Weight Reducing Movement Speed Bonus (Reducing Impact of Vehicle weight on animals), Movement Proficiency Thanks for taking the time to read my input. Please note that I am not criticizing in any way, just providing an explanation my thoughts when presented with new information. Games succeed of fail on the initial impressions in many cases. This is by no means a fail, just a simple observation. I hope you find it useful to get a different perspective. I applaud the improvements so far, keep up the great work. I will digger into the deeper skill trees as time permits. Your humble tester, Chief Sarcan
  4. 9 points
    Crowfall War of the Gods Update Development Build 5.110.0 - Phase 1 Introduction Welcome to Phase 1 Testing of the Crowfall 5.110.0 Release! This update has an enormous number of new gameplay features that we’ll be making available on the Test servers, but in order to focus the testing and feedback on specific areas and performance not all features will be available at once. Please note that these Release Notes are not final and will be changed prior to the Release being deployed to the Live servers. To report any issues or bugs, please go here: TEST Bug Reports (5.110 Phase 1) To report feedback, please go here: TEST Feedback (5.110 Phase 1) For an up-to-date list of known issues please go here: Known Issues (5.110 Phase 1) Phase 1 Focus Combat and gameplay flow Progression of new characters from levels 1-25 Frostweaver gameplay and mechanics Combat and Gameplay One of the previous interface elements used to support gameplay, the Survival Tray (also known as the Harvest Tray), has been removed and replaced with a new streamlined gameplay interface. We feel this change provides a much more intuitive and responsive gameplay. It’s a significant change and we’re looking for feedback on any areas or interactions that do not feel user-intuitive. Goal: Experience the new combat and gameplay mechanics and provide feedback. New updates: Combat There is no longer a tray specifically for out-of-combat actions, survival or harvesting, and all trays can be used while in-combat or during out-of-combat activities including harvesting. Players now enter combat mode by using any combat power and are automatically removed from combat mode after they have not taken damage from another player for 10 seconds and if there are no aggroed NPCs nearby. Some classes only have a single power bar such as Melee or Ranged, while other classes have the option to switch between powerbars by pressing a hotkey. Some combat powers can only be added to a specific powerbar. Non-combat powers can be added to any powerbar. Passive abilities are always active when the character is in the appropriate combat mode. Players can now loot NPCs while in combat. Harvesting Each of the five harvesting tools now has a specific inventory slot to which they can be assigned; there is no longer a need to change which tool is equipped. While out of combat and facing a resource, using Left-click will automatically activate the appropriate harvesting tool to harvest it. The shovel tool slot is now locked until you obtain the skill Digging Basics in the Excavation skill tree. The Harvesting user-interface (on-screen icon and “pips”) has changed: This UI is no longer automatically granted - first players will need to equip an Exploration discipline (specifically: Connoisseur, Lookout, Survivalist, Foreman or Villein) Once the discipline is equipped, players can get the benefit of the Harvesting Power passive power that then activates the ability to charge the harvesting pips (via the harvesting UI). The Villein Exploration discipline also allows you to see the Harvesting UI (pips) but does not give players the ability to use it - without having the Harvesting passive power. In order to unlock the Harvesting Ultimate: Energetic Harvesting, players must spend points in the Exploration Mastery skill in the Exploration Basics skill tree. New Player progression in God’s Reach (Starting World) In order to ensure player’s get off to a strong start, we’ve updated the player leveling experience and we’re introducing a new God’s Reach map. This new map will be receiving several updates coming in later Phases of the Test, but currently provides an opportunity to play the new leveling experience. Additionally, in order to enter higher-level worlds in future phases of testing, you will need a character level 25+. Goal: Level a new character from level 1-25 and provide feedback on the leveling experience New updates: NPC Levels and Difficulty NPCs now have a level ranging from 1 to 30 which corresponds in power to player levels. This change is intended to make finding and fighting relevant NPCs more accessible and user-intuitive for players than the previous system. The level difference between a character and an NPC now plays a greater role and higher level NPCs are significantly more challenging to fight. NPCs that are significantly higher level than a character will do increased damage to that character and have increased resistance to attacks. These changes are intended to provide a smoother, more intuitive curve for character leveling by offering players challenges appropriate to their level (+/- 4 levels.) Beyond the standard NPCs players most frequently encounter, we’ve added new NPCs ranging including elites and powerful new raid bosses that are distinguished by a visually unique (color/shape) frame on the nameplate to better stand out. These NPCs may require multiple players to defeat. Harvesting and Crafting XP Previously there has been limited value to harvesting or crafting while leveling. To allow players to have greater variety in the way in which they choose to level, harvesting of resources and crafting items now grants players XP. As you gain levels, you will need to seek out higher value resources or craft items with higher rarity to continue gaining XP from these activities. Frostweaver An exciting new addition to the roster of Crowfall classes, the Frostweaver is available for the first time! Not all of the FX are final, the Frostweaver is a unique class that offers players a new gameplay experience. We’re looking for feedback on the core gameplay mechanics. Goal: Experience the new Frostweaver class and provide feedback on the Frostweaver gameplay and mechanics particularly interactions with Ice (see below). New updates: Masters of the cold-based magic Cryomancy, the Frostweaver specializes in the creation and manipulation of different forms of Ice to heal or harm. Whereas Confessors utilize their faith to shape flame, Frostweavers use wizardry and magic to harness their chosen element. Frostweavers use Ice as a unique resource. Ice can be created in a number of different forms to perform a variety of functions. The Frostweaver is extremely versatile and can transmute one type of Ice into another on the fly. And when the fight is over, they can even pick up and store leftover Ice for later. Frostweavers have access to Damage, Defense and Healing roles and can specialize their talents to become a deadly Archmage, a defensive Frostguard or a supportive Icecaller. Frostweavers wield a unique weapon: the Frostcaster. Frost Crystals set in a metal frame grow and contract with a gesture allowing the Frostweaver to cast icy magic at will. The Frostweaver is available to the Fae, High Elf and Wood Elf races. New Updates for War of the Gods (5.110.0) Phase 1 And there’s more...this is not a complete list of the updates found in War of the Gods, but represents a number of changes that you may encounter during your testing in Phase 1. Please share any feedback with us at: TEST Feedback (5.110 Phase 1) Powers There has been a substantial change to the way powers are created and executed in-game. This should provide a long-term improvement in performance and our ability to efficiently fix powers related bugs, temporarily the FX and SFX of some powers may not trigger correctly. We are working to correct these issues. Some Power Cooldowns and Buffs now persist through zoning and logging out. Class Powers The Druid Static Bolt basic attack is no longer a channeled ability and can be used as individual attacks or as a chain. Disciplines The Major Disciplines Elementalist, Militant Mage, Mudman and Scarecrow have been removed and can no longer be purchased or crafted. Talents It is our Design intent that players make meaningful choices when choosing Talents; not all will be able to be purchased - choices matter and you will be forced to make trade-offs. The benefits provided by many Talents have been altered. Plate armor proficiency has been removed as a default starting option for classes that previously had it. Proficiency with Plate armor is now granted by several Promotion Specializations. Major Disciplines now cost 5 talent points. Races and Racial Passives Choosing a Race in Crowfall has always been a meaningful and impactful choice. We’ve made a number of changes to racial bonuses and powers, as well as improving how those benefits are presented. Attribute Base Caps have been clarified. This allows players to see base stat caps for a race at the top level in the racial discipline. Many Passive and Active Racial bonuses have been altered. Races now receive one to two active powers, four to five passive powers, a race specific Dodge and some races receive an additional equipment slot. New or Updated Racial Passives: Centaur Hungry as a Horse - large physical size requires you to eat more often, reducing your Food Regen Rate by 20 seconds. Legion's Strength - increases all nearby group members’ Attack Power and Attack Power statistics by 75. Sure Footed - prevents damage from causing you to be dismounted. Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat. Elken Follow-Through - increases your Ranged Distance Bonus Cap by 5. Gaea's Tears - increases your Critical Healing Amount statistic by 10%. Tannin Techniques - increases your Leatherworking and Leatherworking Experimentation statistics by 10. Trailmaster - increases your Out of Combat Movement Speed by 25% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat. Fae Born Under The Knife - increases your Power Damage Bonus: Melee statistic by 3%. Toxic Tolerance - increases your Organic Resistance statistic by 5%. Improbable Antidote - has a chance to instantly remove all Toxin effects on you whenever a Toxin effect is applied to you. Glide - reduces your falling speed. You can activate this power with the jump key after a successful double jump or while falling. Guinecean Double Jump - jump again while near the apex of your first jump. Epicurean - increases your Consumption statistic by 15%. Superior Weapons - increases your Weapon Damage statistic by 8. Caravan Master - increases your Plentiful Haul statistic by 1. Half Giant Brawny - increases your Critical Damage statistic by 10%. Gigantism - large physical size requires you to eat more often, reducing your Food Regen Rate by 10 seconds. Maken Me Mad! - grants a stack of Maken Me Mad whenever you are damaged for less than 200 Health. If five stacks are gained in 30 seconds, gain Giant Smash. Giant Smash increases your Damage Bonus and Healing Bonus statistics by 5% for 12 seconds, and also restores some of your class specific resource. Sticks and Stones - increases your Logging and Quarrying statistics by 10. Half Elf Bandit's Armor - protects you with a Barrier preventing up to 1000 Piercing damage or 500 damage of other types for 15 seconds. (Activated power) Lay of The Land - increases your Mining statistic by 15. Past Lives - unlocks an additional Minor Discipline Slot. Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat. Wildkin's Retort - heals 6% of your maximum Health every second for 4 seconds whenever you are the victim of a Knockdown, Stun, Root, or Snare. High Elf Acrobatics - has a chance to instantly restore 1 Dodge Power when performing a right-click Dive Roll. Hauteur - increases your Critical Damage statistic by 5%. Vanity - increases your Elemental Resistance statistic by 500. Human Gemcutter - increases jewelcrafting statistic. Hero's Blood - increases the number of slots on your power tray. Pain Tolerance - reduces all damage that you take. Past Lives - unlocks a minor discipline slot. Minotaur Thick Skin - increases your Resist All statistic by 300. Gigantism - large physical size requires you to eat more often, reducing your Food Regen Rate by 10 seconds. Unbreakable - grants immunity to all Stun effects that hit you from the front. Waste Not, Want not - Increases your Skinning statistics by 15. Nethari Desert Winds - increases your Health Regen: Out of Combat statistic by 20. Subcuticular Suturing - increases your Necromancy and Necromancy Experimentation statistics by 10. Sun-Kissed Skin - increases your Anti-Critical Strike statistic by 3%. Walk Without Rhythm - increases your Movement Speed: Stealth statistic by 20%. Stoneborn Blood of the Mountain - increases your Incoming Healing statistic by 15%. Coagulation - has a chance to instantly remove all Bleed effects on you whenever a Bleed effect is applied to you. High Forge Apprentice - increases your Blacksmithing and Blacksmithing Experimentation statistics by 10. I Get Knocked Down - reduces the length of Knockdowns you suffer by two seconds and increases Damage Bonus and Healing Bonus statistics by 5% for 12 seconds after suffering a Knockdown. Wood-Elf Nature Resistance - increases your Nature Resistance statistic by 1000. Reflection of Nature - increases your Critical Healing Chance statistic by 3%. Shaper of Wood - increases your Woodworking and Woodworking Experimentation statistics by 10. Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat. Crafting Specialized crafting tables will no longer automatically grant you all of their recipes; they will give you the recipes for basic components, with higher resource costs - to provide a higher benefit to having a Crafting specialization. To unlock additional recipes, you must now equip the appropriate Major Discipline tied to that Craft. To further improve your crafting experience (reduce the amount of resources required to complete a recipe, and improve your result), equip the appropriate Advanced Minor Discipline. Sacrifice All God statues have been added in the Temple. Each god has a dedicated Sacrifice Brazier The Sacrifice window now provides additional lore for each god Items The cost, attributes, and values of many items have changed. Added a several new items found by harvesting “Artifact Binds” now require five fragments of the same quality to craft and result in an artifact fragment of a higher quality, which can be sacrificed for increasingly greater XP. World Bank The World Bank / Vault in campaigns are no longer accessible by hitting ‘B’ or the UI; you can access the Bank in a Temples; additionally, there are new bank outposts that can be found throughout the world (by using your map). The Vault can still be accessed while in an EK. Added a confirmation dialog to prevent players from accidentally deleting items able to be exported - via remaining export tokens - in the game lobby. Deeds purchased with Crowns can no longer be imported into an Embargo Campaign. User-Interface We’ve dramatically updated the User Interface including visually exciting Nameplates, Character Sheet, Action Bars, Class Resources, and more. The new UI provides a more consistent look and feel that compliments the world and lore of Crowfall. Sounds / Animations Added and updated numerous sounds, animations, and icons. General Roads now increase the movement speed of players and Caravans on them. Tower Outposts are now located near the roads. The skills trees have been significantly reworked. Several obsolete or non-functioning branches have been removed and the Skill Trees should now offer better progression. Bugs Fixed We’ve fixed numerous issues this release… too many to list in one place. The list below is a combination of critical issues that have been fixed, as well as a number of less impactful, but player reported, bugs. Show Stoppers: Fixed an issue where installing Crowfall without updated Visual Studio C++ Redistributables would cause a black screen or sound errors loading into the game. Turkey Region Settings no longer cause Assets to not load properly which would prevent players from being able to log in. General: The Dizzy effect has been removed from the game. Constructing a wall no longer causes the character to sometimes rubber band or become stuck. Fixed an issue where interacting with a Rune Gate would not remove the character from stealth. Carrying Capacity: Ore node in Exploration Basic skill tree now improves stats properly. Deleting a World Bank will now delete all items inside of that bank (including crafted vessel items). Fixed an issue where players could not login if their username began with numbers, dashes, underscore or dots. Players can no longer spend level points in a maxed out stat. Fixed bug with faction selection causing loading screen issues. Player character and NPC corpses will no longer float if they die midair. NPC Corpse interaction has been improved to better reflect the position of the NPC. Fixed bug where players could see doobers while in crow form. Guinecean stealth double jump animation now plays properly. Bandage animation now plays correctly. Players will no longer get stuck on Leaving World when you log out. Fixed an issue where NPCs could be stuck in the world and unkillable while leashing. Ballista aiming reticle should now appear correctly when over a player character. Decreased interactable radius for Death Blow. Building interact distance has been shortened to 5m. Vendor interact distance has been shortened to 5m. Fixed an issue where some items from the ejected vendor were disappearing. Fixed an issue where some items would rarely be lost being returned to the Vault. Fixed an issue where some objects would be seen floating. Buying disciplines using the Right Mouse Button should now work properly. Harvest-able resources will no longer shield characters from siege attack damage. The Zone tab of the chat now appears in zones that contain apostrophes. Equipped items can now be swapped with the same item in the inventory. Siege timer on highlighted Keeps in the map are now displaying the correct duration. Fixed an issue when a character dies via falling through the map and is taken to an infinite loading screen. Fixed crashes resulting from players zoning. When the hunger bar is depleted the starving debuff will now appear and health will not regenerate. Power tray background now displays correctly after being overlapped by another character's health bar. Fixed issue where the next attack after retaliate does not do any damage. Fixed issue after purchasing a guard the character would be teleported to the roof of the outpost. Fixed issue where Wartribe corpses appear to stand up when the character backs away more than 40 meters. Fixed issue where the player is able to enter game-play with a recently deleted character. Completing a Hippo (a wall or building) no longer causes your vessel to rubber band or become stuck. Updated and improved animations for stronghold guards. Improved character animations while swapping trays. Hellcats can no longer hit the player character when in an outpost. Fixed screen lock up when selecting the completed tab from the campaign screen in the lobby. Added a confirmation dialog with the race and class during character creation when using a crafted Vessel. Campaigns: Fixed an issue where Raid Bosses were not spawning in some campaigns. Fixed an issue where some NPCs were not moving from their Spawn Location. Fixed an issue where Runegates, harvestables, and NPCs would not spawn in a zone. Crafting: Book Clasps, Bow Risers, and Staff limbs can now take 2 Spherical Gems. Players must unlock the Assassin Tools of the Trade talent in order to craft toxins. Players must have the appropriate recipe scroll equipped in order to craft a Runic Staff. Updated food vendor to have apples, plants, and more items per purchase. Some crafted recipes (artifact binds) no longer add to the leaderboard. Eternal Kingdom: Players are now able to move Castle Defense buildings that have Modular Wall Panels attached to them in your EK. Fixed an issue where "Building Placement Fail" message would appear while trying to move a house building in EK that has a vendor stall and vendor attached in it. Changing the player's account name when there is an EK created now changes their EK's Zone Name and Owner Name. While Building a house in Eternal Kingdom (F) and (G) prompts will no longer linger on-screen when the character is facing away from the building. Fixed issues with characters falling through the world. Edit Kingdom and Map can no longer be opened at the same time. User Interface: World Bank inventory window visible on the Vault screen should now open in the correct place on-screen. Group Leadership Combat stats are now correctly reflected on the players details panel. Faction crests should now appear correctly on the World Map. Fixed visual bug when moving gold between your Vault and a World Bank. Fixed bug with Talent Point tutorial tip. Fixed visual issue on Trial of Gaea badge stat improvement. Crafted Wood Elf vessel item description now correctly refers to it as a Wood Elf vessel instead of Druid. Fixed an issue where logging out after opening all UI caused players to lose click ability. Fixed an issue where modifying a stack while in the sacrifice window could give less XP. Comparing Tooltips for Harvesting items now displays the correct values. Chat: The /ignore chat command now persists between play sessions. General and Discipline Powers: Fixed bug where powers were missing their FX the first time they were used. Fixed the song duration resulting from the pure voice buff of twisting minor discipline. Channeling or charging powers will no longer fire upon character death. The hit FX, hit reaction and camera shake are no longer visible when attacking a character with different faction in a Sanctuary. Stealth shader now appears on all stealthed allies including allies that were stealthed before coming into view. Class Powers: Assassin: Assassin Shadow Armor talent now improves Resistance stats correctly. Assassin talent Alligator Blood tooltip now shows the correct bleed improvement information. Using the Assassin's ultimate power Shadowstep towards the Tree of life will no longer teleport you inside the Tree. Champion: When using Colossal Smash within 10 meters of a target the character no longer clips through the targeted enemy. Visuals for Second Wind have been improved. Neckbreaker ultimate power no longer damages twice after Violent Neckbreaker talent is taken. Confessor: Projectile of Meteor Purge now animates. Druid: Druid's Electrogenesis orbs will now be visible to the caster. Druid Partial Redirection talent now heals you by the correct amount of HP. Druid Sacrifice power tooltip has been updated to reflect the correct Essence restoration. Druid Blight power now has the correct duration. Druid Gaea's Wail bear projectile now animates correctly. Fixed several issues with Coalesce Life and Blight. Duelist: Duelist only stealth powers can utilize the Vanguard Scout passive lifesteal ability. Fixed an issue where the 'Dynamite' ultimate power of duelist could make multiple barrels per building near to the target. 'Impale' power of Duelist class will now trigger appropriately when used on an enemy. Snipe power now deals damage and registers in the combat log. Knight: Knight Shield Slam power now works at the correct distance. Myrmidon: Myrmidon Pulverize power now has hit FX. Ranger: Ranger basic bow attacks can no longer hit targets if they are obscured by game objects. Deathloop no longer unequips your secondary Melee Weapon when playing as a Ranger. Templar: Templar Holy Warrior power now has correct SFX and FX. Race Powers: Half-Giant The 'Blood of the Giant' racial power of the Half-Giant now has animation. Major Discipline: Fixed SFX issues on Lay Low, Stink Bomb, and Caltrops abilities.
  5. 8 points
  6. 7 points
    We will. We just need some litmus tests done before we can start adding different campaigns and layers. Todd and Pann will let you know as soon as those things come on. Keep your eyes peeled for it. I also just really wanted to relay the info that the horses in the Sun temple had a name but I had to remove them to make them objects instead of NPCs. SOMEONE kept killing them during our testing cycles. They were really clever names, too. Artax Hunter Horse Helmsley Man O' War I spent like 5 minutes coming up with those names, too. RIP.
  7. 6 points
    Durenthal

    Knight Swordsman dps promotion class

    The Swordsman promotion class for Knight is listed as melee DPS, but there are some significant problems with it. As a result, it does less dps than any other dps promotion class. I've done a comparison with the Myrmidon Titan promotion, which is strong, but not as strong as the Champ Alpha Warrior promotion, for example. Stat-wise, there's not a huge difference. Titan gets 105 more Attack Power, and 1.5% more crit chance. But the Titan has a number of ways to increase its damage output: Frenzy adds 1.25% dmg for each 100 dmg done or received during its duration. It has an uptime of about 65% Whirlwind generates up to 20 stacks of increased damage (and causes a bleed) Blood Thirst buffs the damage on most Titan powers when hitting a bleeding target (LMB 3 causes a bleed, so does whirlwind) The Titan passive grants up to 25 stacks of a damage buff (for an increase of up to 50% dmg) for 30 seconds after hitting a bleeding target. The swordsman is so very weak in comparison. The swordsman buff grants a 50% dmg increase to LMB (and only LMB) attacks for 10s after it's triggered (it has a 30s ICD, giving it at best a 33% uptime). Only one native Knight power can trigger the buff (the first part of the Onslaught combo, and the bleed 3rd part of the onslaught combo). Also note that that hits the cap for Basic Attack Damage bonus, so anything from jewelry or the passive skill tree goes to waste when the buff is active. If a knight blocks, he gains a stacking dmg buff based on the amount of damage he takes while blocking. So if a swordsman stops attacking to block for 10s, he can, perhaps, get a 45% dmg buff that lasts 5 seconds. This is actually a DPS decrease compared to just attacking. 10s of 0dps followed by 5s of 1.5x dps. That's the same as doing half damage for the 15s. The swordsmanship capstone talent gives a 10% slashing bonus dmg (and cap) benefit. But every knight power save part of the onslaught combo does crushing damage, because they're all shield attacks. Even the Ult is crushing. Note that the Titan capstone power gives 10% slashing and 10% crushing to the Titan. Titan does not need a nerf. It fits in well with the rest of the dps promotion classes. Swordsman needs a buff to catch up to the other dps promotion classes. Edited to add: Following up, I'm not asking for wholesale changes to the class or even the promotion class. I don't want to see swordsman as the LMB "dps for dummies" build. I actually like the playstyle as is for the most part. I think the swordsman passive needs to be changed significantly to ramp up damage, and an additional mechanism for increasing dps would be nice. I would even give up block entirely on swordsman in order to secure more dps (although I note that the Titan literally cannot die with Frenzy active, so I don't think swordsman mitigation is problematic in a DPS class, especially now that it's been nerfed to mail from plate). Additionally, the capstone should include crushing and slashing dmg bonuses (and cap increases to match), same as the Titan capstone (and others) offer.
  8. 6 points
    Kryshael

    Idea for Catch-Up mechanic

    ...for those who are either new or others who have fallen behind (Granted that they need to remove the xp cap on those who have not logged in for a certain amount of time. Real life happens) One of the biggest drawbacks for new people starting after a new wipe is that they cannot ever catch up with those who started their skill trees on day 1. Not only are there players who want to just pvp until the world burns, but there are also those who like to just craft or harvest. There is currently a mechanic in the game that could be tweaked to help new people actually catch up to those who started before them. This current mechanic is the artifact binds that are made from the artifact items that drop from the npc's in God's Reach. Currently you can combine 5 of these artifact items into an artifact bind for a set amount of xp. There are multiple tiers of these artifact items from different level npc's that offer different amounts of xp once you combine them. Use this same artifact system for harvesting. Have "wood fragments" or "ore fragments" drop from their respective harvesting nodes. These fragments are then used to make an artifact that can be used to add xp to the skill trees under Exploration or the Crafting tree. The way for the system to determine how much xp is needed for any one person to catch up to everyone else could be easily calculated since you get 8,640 points per day for the two trees you have selected. Multiply that number times how many days it has been since launch to get the total amount of xp needed to "catch up" to the day one playerbase. You could even add a graphic in the skill area which will show you the amount of xp needed to "catch up". As you use an artifact to gain xp; you then choose which tree you want to add it to (Exploration or Crafting). The amount of xp you get from that fragment is then subtracted from your total for that tree and the UI now shows your updated remaining xp. ALSO, these artifacts need to be account only and not tradeable. This will prevent people from being able to sell them. I do believe this would be a great system and would allow new people an actual way to catch up. There are a few other variables that need to be worked out and would love to speak with anyone about it. Thoughts?
  9. 6 points
    In an effort to review all the skill trees, I decided I needed a way to visualize and review them even if the servers were down. So I took the weekend to screen shot every Skill Tree, every detailed node description and the label the Skill Trees. Knowing I can't possibly review in detail every node and tree in a timely manner. I thought I would share my efforts with the community so others can help. I have an Imgur folder for each tree linked below. I will not link every image as there is a lot of them, however here is an example of each type of image you will find. Note: The albums are hidden but using the links will allow you to view them. If you want to use my images on another site, your free to do so keeping in mind we still in testing and things are subject to change. Also be courteous and let us know where you are using them and let those on your site know where you got them originally. Alchemy https://imgur.com/a/ICbLt9Z Animal Specialization https://imgur.com/a/tG3KIJA Armor https://imgur.com/a/pkkmInq Blacksmithing https://imgur.com/a/atJ11oe Combat Basics https://imgur.com/a/EErI7Sx Command https://imgur.com/a/W7CCF2J Crafting Basics https://imgur.com/a/5naaW9f Excavation https://imgur.com/a/wYeSqQR Exploration Basics https://imgur.com/a/mP70V0f Grave Specialization https://imgur.com/a/GQWli3I Great Melee https://imgur.com/a/61KfFih Great Ranged https://imgur.com/a/Cp1k1Na Jewelcrafting https://imgur.com/a/KmiWz2Y Leather https://imgur.com/a/ICk7Jf7 Leatherworking https://imgur.com/a/m4F1R2Z Mail https://imgur.com/a/1BS9aky Melee https://imgur.com/a/yAJzT4P Necromancy https://imgur.com/a/UVJxd8c One-Handed Melee https://imgur.com/a/JgUCqff One-Handed Ranged https://imgur.com/a/2NUQNl9 Ore Specialization https://imgur.com/a/JzKTYlG Plate https://imgur.com/a/FavL9YN Ranged https://imgur.com/a/CL0g4bq Reaping https://imgur.com/a/v7TfL1t Ruemaking https://imgur.com/a/tHq892r Stone Specialization https://imgur.com/a/EFQTziJ Stonemasonry https://imgur.com/a/x1Z0w4L Weapons https://imgur.com/a/Q3gvzTv Wood Specialization https://imgur.com/a/QVZKxzH Woodworking https://imgur.com/a/1FllogK The information is now at your fingertips, let the analysis begin, there is nothing stopping you but time. Your Humble Tester Chief Sarcan
  10. 6 points
    Zenatos

    Fun with broken Druid orbs

    Posted this in the bug forum, but it was fun. Thought about Spelling out DREGS, BUG, etc. Landed on PvP
  11. 6 points
    We thought we'd get an updated version up tonight but it had a new exciting issue that stopped us from pushing this to TEST. So it's likely we won't have testing this weekend but will be back on Monday with a new version. Sorry folks, not the outcome we wanted the development Gods didn't favor us today. Thanks! UPDATE: we're up for a few more hours tonight, not a new version though.
  12. 6 points
    veeshan

    Frostweaver disappointing

    I was hoping to see an ice wall with HP bar to environmentally change battle fields but sadly did not
  13. 6 points
    The basics of the game should come at a time when you start thinking now what. At the beginning it needs to be fairly fast. Minutes and hours. Then hours and 3-4 hour increments. then days. Then weeks. Then the next break point comes at 2-3 weeks. Then a big break point at a month. People quit on the milestones when they take time to say am I having fun. Then three months and 6 months. then 9 and a year. Anything longer than 90 days quickly loses focus with the younger crowd, and most of them have an attention span of 90 minutes. Having a 36 hour gap from start to get a mount is trivial to a developer. They can just get the skill for free. For a player, it is 36 hours that they are now behind other people who are getting other things. No matter if it is realistic or not, it breeds resentment in many players minds. They want to be doing the cool things, the things all the other people in discord are doing. Not waiting 36 hours. (Even though everyone is waiting that 36 hours) But once it is done. And you have the mount, the resentment will remain. Even after the new mount speed is worn off of a fun idea and becomes the base speed we should have had... (Stupid 36 hour wait.) You have to have a mount to keep up with the joneses. It is a requirement, in a pvp game. Gated the way it is, is simply a source of frustration.
  14. 6 points
    Tinnis

    Frostweaver disappointing

    i miss when the base druid had branching/chaining combo powers that meaningfully interacted with both each other and a coherent resource mechanic, before the dilution event.
  15. 6 points
    PaleOne

    Vessels are too easy to make

    I disagree. You need to train Quarrying, Necromancy and Alchemy You need a group to get minerals You need to collect multiple minerals of the same rarity to grind and complete Ambrosia You need to make it back to your city without dying ( No more spirit banking everywhere) Then you need to find a graveyard of the correct rarity, Harvest compete sets of bodyparts without being killed Make it back to base without dying ( once again spirit banking everywhere is not in 5.11) Grind the dust and embers to reroll it I think that is more than enough hoops to jump through.
  16. 5 points
    Will there be free city building in DERGS? Can we get a glimpse of DERGS? Will artifacts ever stack? Will there be a class overhaul? - Forstweaver has made some other classes kinda obsolete Will there be a passive tree overhaul? WTF are crafters supposed to do early game? Is Frostweaver OP?
  17. 5 points
    soulein

    5.110 TEST Feedback for 3/30/2020

    Targeting/Aiming Aiming certain abilities (like rescue, druid orbs, frost weaver ice) seems to be very inconsistent and behaves oddly. If it weren't too late in development I'd recommend scrapping them and starting from scratch or just implementing some sort of tab target system for some spells/abilities. Frostweaver, Stormcaller and AoE's Some people in the community think that the implementation of mass AoEs is a counter to zerging in some way. This argument is false and reveals their complete lack of game knowledge (from CF or otherwise), but it appears that this notion was acted upon in regards to the Frostweaver's design and AoE abilities from other classes. I agree that there was a need for ranged AoE potential (glass cannon artillery) but the damage we're seeing from some of these classes is extremely over tuned and needs to be walked back. On a Frostweaver specific note, it seems like free weaving is spammable and leads to some very broken power combinations, as well as some serious frame lag. Swordsman, Vindicator Removing their access to plate is a mistake. These classes weren't over powered killing machines by any stretch of the imagination and punishing their defense with this nerf is really hard to understand. Vindicators and Swordsman should be restored to plate armor or have their damage somehow buffed to make up for their lowered defenses. Assassins I'm not sure what Assassins are supposed to do. They don't hit hard enough for how squishy they are. They don't have a large enough heal block to really take on a support/debuffer role. And entirely too much of their damage/usefulness is locked behind poisons that are gated behind the very arcane crafting system.
  18. 5 points
    srathor

    How can my day 3 crafter compete....

    My solution would be to add in a salvage process for crafters. Break apart that weapon So that I get a blue axe head and a blue handle. Salvage the axe head itself and get 2 blue ingots of Ugrunite (Iron equivalent) Get subcomponents from salvage of dropped gear, get mats from salvage of subcomponents. That lets crafters compete. Pull off that axe head. Custom make a handle that will do something people want. Salvage the handle into mats to make a new handle. Sure at a loss. Take 3 salvages with some random luck to make a new comparable axe. With less durability from a true Hand made axe from a skilled crafter with raw materials.
  19. 5 points
    Hello Team, I've spent the last two days digesting the changes that you have made and have tried to really step back and look at the bigger Crowfall picture and how it compares to the state of current games. I played pretty much nightly from 5.4.3 through 5.9, checked out for a long time, and came back 3 weeks ago. Here is my attempt at an unbiased feedback: The UI: It is much improved aesthetically and it feels like final artwork. It sill needs much more flexibility. The ability to scale, setting transparency, docking windows, the ability to open only the windows I want. I don't always need that paper doll and inventory with the stats sidebar. Usually it's in the way. It obstructs my view way too much. Let me choose what I want to see. Give me the ability to keep windows open while roaming the world. Let me have the option to see my stats update and change in real time as I use powers, as things proc, when I get debuffed. Let me keep my inventory open while I'm grinding mobs so that I can toggle auto run and sort while I'm moving camps. Right now the UI feels like CLUNK, menu mode, CLUNK, movement mode. It doesn't feel like an extension of the game. It feels like browser windows on top of an application. Chat window need the same love. Tabbing through various forms of communication is a pain. Trying to organize random people in a siege is a pain. It's 2020 guys how about: Can we get some proxy comms? Where are you guys at on this? I like the new minimal buff layout. The problem is that sometimes I want to see when some of them are active and some I could care less about. Give us a check box next to the passive buffs in the "Active Passive" window that allows it to be displayed when active. Give us the option to only show it's icon so we don't have to have rows of red or green boxes. Shift- F to auto loot. Make the loot window auto scale to the size of the objects inside the container. Huge rectangular loot windows are clunky and generally un-sexy. Crafting UI needs love too. We need options to craft bulk items, a repeat or a slider with a number of items to create. Allow us to scale and/or manipulate the flyover combat text. Size of numbers, colors for certain types of damage, barrier values etc. The blue stat bar needs tabs for combat, crafting and harvesting. Give people easy access to important information. Provide descriptions on mouse over. Break down the crafting and exploration just like combat and show assembly, experimentation, experimentation points. The Explore tab shows the breakdown and values for harvest critical, critical amount, plentiful harvest etc. All that data is extrapolated from the details window and makes it easy for new players to understand without digging through a window and wondering what all these vague numbers mean. The Profession tree needs to show pip costs, even if the node is locked. Combat and Character building: Why is the camera still hitching and how are you going to eliminate that? It is beyond frustrating. Can we get this in a Q&A or something? Did I miss it somewhere? Sprinting in combat is still pretty bleh. I understand limiting side and circle strafing but please give forward only sprinting a bump. I like the removal of the green and red lines for ground effects. No one should know exactly where the heal or hurt begins and ends. Spell effects are still way out of control, especially with the frost weavers vomiting green mist everywhere. Need an opacity slider for those effects. Separate ones for self, group, and general yassssss Melee combat still feels slick to me. It's in a weird place where people either slide past you or hang up completely. There isn't any middle ground. Performance issues still make melee combat unpredictable and camera hitching makes it worse. Often I can't tell if my hits are registering. Damage numbers do not show consistently and sometimes disappear in spell effects or nameplates. Aiming is muddy, sometimes stuff hits that is waaaay off and sometimes dead on misses. So how twitchy is this game supposed to be, on a scale of Animal Crossing to CS:GO? Mob AI warps and stutter steps. Druid mobs cast healing rain on me. A Great point was made previously about mobs one shotting players instead of chasing them off, maybe thats your design vision. Corpses are still occasionally unlootable or I have to play this mini game called find the tiny spot to interact. That mini game hurts my heart. In combat health regen seems meaningless. Out of combat health regen does too. I hope you have a strike team for class and discipline balance picked out. It's gonna be a rough one. Please consider using some of your more active and unbiased testers. community feedback is important and when the time comes I hope we can have a dialogue about how things work, whats balances and what fixes may be implemented for these classes. These class trees need a rework, I can say this because they are all more or less the same shape. Unrelated nodes gate some important ones. 5 points for a major seems about right on the two classes I have tested. There are a few nodes in the trees that I sure would like to have but am willing to sac for those all important majors. Many many good points about the NPE and early crafting/harvesting have already been made in this thread. I'd just like to remind you that effective listening has two components, active and empathetic. We value your comments on our feedback.
  20. 5 points
    Jah

    So uh...how close is this to beta again?

    Thanks. Tutorials and better tooltips are certainly planned. They wanted to get the game more finalized before they put a lot of effort into that sort of thing. Similarly, they have long said that optimization comes later in the process. We should be seeing a lot of work on optimization in the coming months. The new version on TEST is actually a lot more bright/colorful than the current version on LIVE.
  21. 5 points
    I'm going to be the devils advocate, the critical guy. I'm sure what I say won't be that popular, we have a contagious defensive optimism here. Number one problem: This game lacks a dependable creative vision, it does not have internal accountability to successful development and implementation and the game does NOT communicate its greatness (yes, there is greatness) to the new player fast enough to keep them invested until they get there. If ACE doesnt SERIOUSLY look at this video and understand that this is what EVERY new player experiences, then this game is over. There is no way people will get to the end game if the new player experience is this horrible. It's time to take a hard look at your company. I had to do this myself about 12 years ago. Some relationships got stomped on etc, but had we not done it, our company would have never grown. You must remove or minimize the people holding you back, and lets be honest, something is holding you back. Please please identify whats holding you back and make those changes. I know it will be a set back. You might have to take the game down completely etc, you might have to backtrack. But the FOUNDATION on which you are building this game is fatally flawed. The problems that exist in this game are not "something we can work on in Beta". It doesn't matter how much flash and flare you add along the way. Please, confront the hard choices. I am so offended by this release. There are others like me. We made huge efforts to bring many many people to this game with the expectation that this release would show us you guys (ACE) can get it done. All we did was make excuses and explain away the problems until a week later, those same people start leaving in droves.
  22. 5 points
    Tinnis

    Frostweaver powers & talents

    google drive folder of x4 pdfs of images (base and three promotions)
  23. 5 points
    KDSProm

    Frostweaver disappointing

    yea - they are all the same 😛 Jokes aside: I can take it as your opinion and I can state that I strongly disagree with your generalizing statements!
  24. 5 points
    Druid LMB Orbs do not despawn after use (ever). Potential contributor to performance issues!
  25. 5 points
    A little over a month ago, @Gradishar wanted to use a new platform to get helpful hints out to the Crowfall community. Since then, we have posted a new tip every day, and hope to continue through the 5.110. Please be advised that these tips are currently for Patch 5.10 and might change with future patches. Thank you for all the support so far, and please feel free to ask questions. #Crowtips 1-5
  26. 4 points
    Even assuming the AI didn't get stuck on every little thing, a herd of uncontrollable autofollow NPCS is a terrible experience to fight over. Try leading a gang of these through a war tribe camp to simulate a pvp encounter. Now imagine replacing the war tribe mobs with intelligent players. Try simply running in a straight line and watch as your caravan constantly unleashes from you. The mere act of leading these things through an open field feels terrible as you're constantly stutter stepping, checking behind you to make sure they're still in range, and generally engaging in every single thing people hate about babysitting NPCs. The way this works is exactly why people hate escort quests. Why isn't this a vehicle? A vehicle would have its own built in speed and obey the owner's command directly so you wouldn't need to constantly fiddle with it, worry about range, lose any target you're fighting because you're surrounded by a wall of pork when you're trying to shoot someone, etc. For some reason I expected this: And I got this: I was pretty excited at the prospect of high speed hijinks, stealing carts, and playing highwayman. What I got was a system that seems actively hostile to everything fun implied by the use of the word caravan. This mechanic needs several more passes.
  27. 4 points
    Tinnis

    campaign cards

  28. 4 points
    soulein

    Knight Swordsman dps promotion class

    It's not just Swordsman. The entire Knight class needs to be redesigned from the ground up. It's kind of a frankenstein's monster of a class as it was designed before a lot of the game's tech was fully online. The best part of the Swordsman is its mobility. The 5 second Pursuit cooldown is godly from a positioning perspective. Secutor is a damage sponge that has the potential to be a great anti-dodge platform but ultimately suffers from the wonky dodge pip/dodge pip removal mechanic where the target will just regen a dodge pip a few seconds later and escape. Sentinel is probably the least most useful CC spec in the game, partially because many of the CC specs modify the class's base abilities to do additional CC effects. To be frank, the Sentinel's CC potential is lackluster at best. I remarked the other night that Knight and Champion should be combined to create a new class called Champion. It just feels like a better class all around and fulfills the class fantasy of a frontline warrior far better. The saving grace of the Knight is its ultimate (AoE pull + respectable damage) and Chainpull. Those are the only things keeping them afloat as a class.
  29. 4 points
    I personally dislike active minigames for crafting, so that's a preference thing I don't agree with. My favorite crafting mmo was Star Wars Galaxies - I really enjoyed being able to set up and experiment on what I want in a menu, put in the resources, turn on the factory and go do something else until items are made.
  30. 4 points
    Buckly

    How can my day 3 crafter compete....

    I guess... why... why does your 3 day crafter have to compete with really good mob drops? If the mob drops are better, for at least a few weeks... what is the real harm in that in terms of the long haul? Give crafters a reason to be crafters at low levels... like high sacrifice value on crafted items or let them combines low level items to make better items. But really this is an issue that literally fixes itself with time. Or let crafters "learn by doing" through the basics, so they can grind if they want to a level that is on par with medium-high mob drops. Resource intensive sure, but if you want to, you want to. Sort of like they did with combat, add talents that are awarded through XP. But make it crafting XP instead of combat XP.
  31. 4 points
    If you're looking for a baseline of "how to do resource transportation" Archeage is IMO the gold standard. For a game that did almost every other thing wrong, the cargo hauling mechanics and pvp were a fantastic design that was executed extremely well.
  32. 4 points
    APE

    Youtuber's review

    He and many popular reviewers do "first impressions" and that is what that video was, even though he has tried CF multiple times in the past. Someone shouldn't need to do "research" or join a guild to understand basic aspects of a game. Not to say he might have missed some of what is available, but looking at his experience, I'm not sure I would come away much different if I hadn't been following since day 1. Almost all of his issues are still valid at least partially. In 5.110 the UI looks and performs better and we get EXP from harvesting/crafting, but most of his other items still exist. I don't base my game choices on reviews alone, but his videos get 100s of thousands of views. More people liked his video then participate in this community.
  33. 4 points
    Thanks for attending our 12 hour God's Reach Test! PLEASE put your impressions and bugs on the Testing forums. We need this feedback to help us work on the most important issues (to you) first. Back sometime on Monday! Thanks!
  34. 4 points
    Dev team is putting up a fight but I'll do what I can to keep this down as long as possible!
  35. 4 points
    Heartsteel

    Frostweaver disappointing

    I think this game suffers from the idea that all classes need 3 subclasses. Some I think could do with just two specs. But that's my two cents.
  36. 4 points
    The starter zones are too small, and too empty. Their whole point is to level us. So why are they empty wastelands? More camps. A starter zone supports maybe 40 people comfortably. You're capping them at 100, which is a)pathetic and b)still too many people for the mobs in there. The training speed is godawful. Newbies are going to start training, see that it's going to take them days to finish even the starting node, and be turned off. At the very least the first nodes in the basic trees should be fast to get. Combat feels a bit floaty. Mobs dance around and slide off players. Make collision a bit stickier. Also make combat feel more grounded please. The talent trees feel bad now. 5 points per major discipline doesn't mean that we have hard choices to make in the tree, it means we skip a huge swathe of the class talents to get to the promotion and discipline talents. The way you have 3 point minimums in the first talent beyond the 3-way split, and you put active powers behind each means that our choices are further restricted. There are too many "you must put points into this" places and not enough real choices.
  37. 4 points
    Let's take a look at the numbers just for the Exploration Tree – 23 Nodes, Assume 6840 Per PIP cost of all of them, 34200 points per node, to 100% the tree that is, 786,600 points at 1 Point per 10 seconds, 6 Points per Minute, 360 Points per hour, that comes to 2185 Hours or 91 Days to complete it. To Move to the next tier of Specialization, Excavation requires 5 PIPs in Gathering Proficiency, which is 9 nodes with at least 4 PIPs each, and the 5 PIP in the last node. That is 6840 + (6840 x 4 x 9) = 253080 Points. 42180 Minutes, 703 Hours, 29 Days to be able to even unlock Excavation. Then you have to proceed that that skill tree to unlock either Ore, Stone or Grave Specialization. I can’t say whether the Per Point cost is to low, it depends on the goal of the game with regard to having specialized harvesters, specialized crafters and specialized combat people. With the time it requires in Months to 100% your chosen specialty and the length of time campaigns will last, how many campaigns it will take to have truly qualified teams going head to head? If we can get some guidance on the goals with regard to time, we could provide better input as to whether it is to slow and by how much. With what is given thus far, it does seem to low. It assumes you that the game will hook people and keep them around for many months. However it more likely they will log in start training, get to level cap and then go play something else until the passive training has enough points to make them feel specialized enough to be productive. Unless there is something in place that stops the passive training if you haven't logged in and played x amount of time with x amount of time, this means you could have people missing for months, especially with the point investment cost for the Combat trees. Just food for thought. I like the idea of the active and passive training, but they need to be balanced with regard to feeling satisfying when you hit certain tiers. A potential solution would be to increase the amount of passives received while actively playing and keep the earn rate while offline the same. This runs into the issue of those that have more playtime can outdistance those that can't play as often, which is not a good solution either. Don't really know what a good solution would be, but that why we here, to discuss it in civil dialog.
  38. 4 points
    Let us sprint while out of combat. This is something that has bothered me since day one and now that survival tray is gone I really see no reason why we can't just sprint whenever we want. It feels weird to only be able to sprint while not in combat.
  39. 4 points
    Weapons occasionally fail to sheathe when out of combat. They're still in the character's hands when running, harvesting, etc. Some trees cannot be chopped. Perhaps they're part of the static set pieces as part of villages? Chopped a birch tree, all the doobers were stuck on top of the tree collider. Fought some Underhill tribe, all the Elites have shadowsight active at all times. Experimentation windows has text cut off on the left. Risk descriptions, etc. Hovering over the power descriptions initially shows garbage icons. Subsequent attempts succeed. Overall performance is poor compared to Live. Chat window stopped working. Wasn't able to tab, channels did not update, and joining a group did not create a new channel. Guinecean Saltpeter Rounds power puts you in combat, making it unusable (or at least very clunky) for stealth ranged powers. High graphics settings cause a noticeable delay in powers firing, most notably dodge. Duelist - Go For Broke - The power continues to fire even when knocked down. Duelist - Go For Broke - The power does not aggro neutral mobs when damaging them. Duelist - Recon - the sprite has resolution issues. Instead of displaying one large image, it shows a hundred tiny ones. Duelist basic attack occasionally plays the effects twice when hitting. Able to hit bears in melee while the display shows 6m. Haven't tested other npcs. Recall has no sound effect. Duelist burrow vfx occasionally persist when out of stealth. Thralls see through stealth. Some of the stairs in ruined buildings aren't able to be walked up smoothly.
  40. 4 points
    KrakkenSmacken

    Crowfall backers, we salute you!

    A Salute back at you. I really hope that is what you were going for, because this was all I could think of when I saw it. Maybe I'm just too old.
  41. 4 points
    Xarrayne

    Crowfall Memes + MS Paint Rage Thread

    I rewrote the lyrics to Metallica's "The Day That Never Comes", but ofc the title remains the same Music for context: [Instrumental intro] Bored of waiting around, Better ask again now; "Is DERGS todae?" Pann hits the dab And shoots us down. Dev Diary's a lie! But don't close your eyes; Just keep them open Keep praying Just keep refreshing; Waiting for 5.11! The patch that never comes When you log in and weave the frost. But the DERGS-dae never comes, no; No the DERGS-dae never comes! Push back the deadline; Just an SS this time. Hide your Discord Status and pour Yourself some wine. God, it's like 5.8 More like 5.Wait, Another day Another "no it's not da dae"! Waiting for 5.11! The patch that never comes When you log in and weave the frost. But the DERGS-dae never comes, no; No the DERGS-dae never comes! DERG is a four-letter word; And always spoken here. DERG is a four-letter word; Here in this prison! We suffer this forever, I pray for an end to this, I swear This, I swear The DERGS will shine; This I swear! This I swear! This, I, swear!
  42. 3 points
    Tyrant

    5.110 TEST Bug Reports for 3/30/2020

    5.110 TEST Patch Notes and Known Issues Please share any bugs you noticed while playing the game, these are objective issues with gameplay. Overall feedback or opinions on systems should be directed to TEST Feedback If you encounter disconnection problems, showstopper bugs, or any other issues preventing you from entering or playing the game, please send an email as well as your client logs* to support@crowfall.com. *Client logs can be found here: C:\Users\[username]\AppData\LocalLow\Art+Craft\Crowfall
  43. 3 points
    I mean its going to be walking the same janky pigs with people trying to kill you, right? I'm not sure what hidden depths putting it in a campaign could possibly reveal. Different spawn rates or resource payouts sure, but those things aren't my issue. The act of doing the gameplay activity is. It feels like a first pass with temporary content waiting for the real thing to be finished. For instance, harvesting feels good. The whole doober mechanism, UI, weak spots, etc. is an activity that's comfortable, intuitive, and pleasurable to simply do in its own way. It stacks up to the harvesting systems in pretty much everything else I've played, and in many cases blows them away with its moment to moment gameplay. There was a lot of obvious work put in to making harvesting fun and intuitive because its an activity that, like combat, we're expected to do repeatedly. Same with crafting. There is an obvious amount of love put in the the minutaie of not only the crafting system, but all of the interfaces, icons, and associated integrations in to the greater product. By comparison, this major feature feels like somebody set a deadline for checking off 'caravans exist' and a few other people scrambled to do only the bare minimum required to check it off the list. If that's the case, OK cool. As is it feels really out of place.
  44. 3 points
    Just gonna Re-post this to make sure its seen
  45. 3 points
    Thank you for putting together these side-by-side comparisons. This is Chad level alpha testing.
  46. 3 points
    Let's all take a deep breath, step back and look at the numbers. To start your path of specialization a Craft only needs 360 Points to purchase their first PIP. Those that choose Exploration for either harvesting, command or mounts need 6 times that much at 2160. To Specialize in combat out the gate you need 12 times that of a crafter and 2 times that of a harvester with 4320 points needed to purchase your first PIP. They have already taken in consideration with these starting point numbers the desire to get crafters making better goods sooner. You don't need any points spent to craft, harvest or fight, points just make it much more efficient to do all those activities. Crafting Basics - 360 Per PIP Exploration Basics - 2160 Per PIP Combat Basics - 4230 Per PIP Since you can pick two, no one is really hindered in progression, only in how long it will take to be truly specialized in your chosen professions. Looking at the amount of training needed to be completed to specialize. The skill trees that require to most points will take the longest where crafting which needs the least amount of points needs the least. In fact by the time someone fully specializes in Combat, a dedicated crafter will have probably mastered numerous trade skills. The balance is already there. Combat - Specialized in Armor and Weapon of Choice - 7 Trees Crafting Specialized in at least 1 Craft - 2 Trees Exploration Specialized in Harvesting - 3 Trees (or 2 Trees if just going for Command) The speed of earning points is a great topic as there is concern of people stepping away and waiting for the points. However I suspect we haven't seen everything they plan to put in the game and there may be things coming to help with that. Focus on what we know, provide quality dialog and suggestions, the devs will read and consider them. We may not change anything and then again we may change a lot, but be careful what you ask for. We are not here to change the vision, just to help test and make sure the vision is the best it can be.
  47. 3 points
  48. 3 points
  49. 3 points
    yianni

    A little something

    graphics arent off by much, cant wait to play it
  50. 3 points
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