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Showing content with the highest reputation since 01/12/2020 in Posts

  1. 4 points
    SharkBeast

    Friend? Where are you...

    Crowfall needs to add a friend list function. Throughout the adventures of grinding, crafting and holding down the fort with factions there will be many experiences where we want to remember a player and even be remembered by players. In combat where someone saves you from rough pve mobs In combat when a stealth enemy jumps you A master craftsman that can make the best jewellery I suggest it goes under one "Social" tab along with guild list, faction list, PK list, player vendors etc
  2. 4 points
    They've said before that the same badges will be available through other events/means.
  3. 3 points
    Fayde

    Dev Diary: The Power Bar

    In the current live patch there are passives that can be slotted exclusively to the survival tray (for example passives sourcing from exploration disciplines). After removal of the survival tray and simultaneous removal of passive slots/passive cap, how will those passives work? Will passive abilities be activated or deactivated based on being IC/OOC? Relevant Example: Slotting the exploration discipline Connoisseur grants the passive Glycolysis, which only goes into the survival tray passive slots. On current live patch, this is already a useful discipline/passive in combat, since it allows players to regain stamina by weaving into survival tray and consuming apples. In a scenario where all passives are active independent of IC/OOC in addition to a neat Consumables slot, it would be possible to spam apples to regain stamina in combat (tray) and potentially even during Block/Parry, given that Connoisseur remains unchanged.
  4. 3 points
    Hyriol

    NPC Ranks and us

    Rank x3 = approximate level. If you're level 8, a good match would be rank 3 (level 9) or rank 4 (level 12). Just keep an eye on your xp earned per kill. If it's less than 50, the enemies are too weak and you need to find something stronger.
  5. 3 points
    Hey Crusader, it's a good initiative, but also a big project - no wonder you would like help. But I think one thing that could scare ppl away from helping you, is that this 'community site' has your name all over it. Maybe consider changing the website name, if you really want to make a community site? Good luck with it!
  6. 3 points
    The stats on the badges are small and there will be other badges to earn. Most of my guild hasn't played the pre-alpha and thus doesn't have any badges and I still don't feel like it will be enough disadvantage to worry about. Lets not forget that you can also play "no import" campaigns to eliminate the badges or any other items from entering a campaign.
  7. 2 points
    Tyrannicall

    Dev Diary: The Power Bar

    So not entirely sure the last time you played your brigand pope but the traps De-Spawning do not take you out of stealth anymore. Also I Disagree I most definitely do not want my brigand to pop out of stealth every time I lay a trap, While they may be obvious my name popping up over and over again is a bit more obvious.... Don't get me wrong the way traps currently are is certainly a meh thing. However this tray change doesn't really change to much in regards to the way they work with stealth. Currently if I place traps and they are not set off they just de-spawn without any repercussions to myself. THEY DO NOT PULL ME OUT OF STEALTH. If an enemy steps on a trap im switched into combat but can Re-stealth, However as soon as the DoT ticks on a target I will get popped out of stealth. Traps can currently be stacked up to 11 before hitting the despawn timer so it is most definitely possible to use them effectively in a certain situations. The way I see it is if your using bombs your already committing to that fight, be it sneaking up on a harvesting or capitalizing on a choke point. There aren't many situations where bombing as harassing is really effective. It wasn't even until recently that you could use the bombs on the ranged bar and ideally they don't really shine there. Can only speculate on the new system without testing but the only real change is gonna be the amount of time it takes to stealth and as a wood elf I don't see that being an issue.
  8. 2 points
    soulein

    Skill ceiling compared to other games?

    The skill ceiling in this game isn't very high, I'd rank it similar to Guild Wars 2 or ESO. There's typically a rotation you'll need to learn, depending on your class, which maximizes your character's contribution to the group. Twitchyness - You have to aim your attacks, many of which will be raycasts. There are plenty of other abilities that are cones or spheres and hit everything within the target area. The game isn't very twitchy and is really more about group battles and cohesion. Timing - When you use your abilities/cooldowns can matter a lot, especially in group fights. Positioning/Awareness - Both melee and ranged characters have to worry about positioning, even though melee fights tend to turn into giant rugby scrums. There are several mechanics that punish stacking up on a target (I'm looking at you druid). Melee need to be able to track their target through the chaos (focus fire wins the day), but also need to think about how they're going to retreat to their healers if they get in trouble. Group Coordination - This is where Crowfall shines. Many guilds take time to design and build cohesive group compositions which best allow them to implement their strategy. The guild/group which is the most cohesive will win, assuming all other factors are equal.
  9. 2 points
    thomasblair

    Dev Diary: The Power Bar

    The consumable slots (Alt 1 - Alt 3) do not accept powers at all, only Potions, Bandages, Food, Campfires. (Our slots are not combo slots that accept both powers/consumables, you get one or the other!) Good question, the situation you provide isn't an apples to apples comparison though. In order for the Assassin to be in a state of "DoT ticking + still in stealth"; a) they would first have to break stealth to apply the DoT and then wait the combat timer out (at which point the DoT may have already worn off) , b) or use a Vanish to get back into stealth while they have DoTs on someone, c) or the case where the power auto removes stealth, applies an effect or damage, then puts them back in stealth. (Spirit Dart/Gopher Broke) Meanwhile over on the Brigand, they placed traps while in stealth that subsequently exploded when triggered, and the explosion damage activated the remove player from stealth because "they did damage and are stealthed." The pattern doesn't match any of the 3 Assassin/Duelist versions I listed above. If we wanted to make them all the same, we probably would have followed model C) and make the Brigand appear every time they place a trap and then put them back into stealth.
  10. 2 points
    Vicid

    Dev Diary: The Power Bar

    Rise of the Bow Knight! Also RIP Templars
  11. 2 points
    Arkade

    Dev Diary: The Power Bar

    Which pretty much every game with automatic combat switching has dealt with, which is why I preferred the manual switching.
  12. 2 points
    Joyce

    KDS in Crowfall [EU]

    Looking very Promising General @KDSProm 😎
  13. 2 points
    Make them all craftable but give no cosmetic change.
  14. 2 points
    Zatch

    Founders' Update: Beta and beyond

    New classes are great marketing tools, and are universally loved regardless of game/genre. Does it suck that they've been radio silent for 8 months? Yes. But if it makes the game more popular at the end of 2020 so be it. I assume Gordon wouldn't hire Debby Sue (VP of Marketing) if he didn't think she knew what she's doing.
  15. 1 point
    Omen

    Dev Diary: The Power Bar

    This is a good change. Looking forward to it.
  16. 1 point
    Atraeus

    Unofficial Looking for Guild Thread

    Guild criteria: Region: NA, West Coast Atmosphere: Adult. 30+. Casual/Hardcore?: Casual gank squads are the best, will show up to a bane if it's after NA work hours Size: I like close fights and skirmishes, so I don't typically play in zergs unless one is trying to roll us. Ideally something between a group and a zerg Play-Style: Ranged Support (Scout) Commitment: Will play this exclusively if it's anything like Shadowbane Miscellaneous: I like people who experiment with builds and try to find broken characters before they are patched Experience: Shadowbane - 2003 till death I played Shadowbane since inception on War, then moved to Mourning. Played a lot on Test as well. I pretty much exclusively played Scout. Aracoix con scout was probably my favorite because it was dumb I have a crap memory of 2003/2004, so I probably don't remember you. Some of the guilds I played with Children of Twilight FA (brief) The Jaded Ones Gods Wrath Clan Voice-Chat services: I can use anything, but why aren't you using Discord?
  17. 1 point
    PopeUrban

    Nation EKs

    Assuming Eks worked sensibly this would be easy. Currently there is no automated method to spin up EKs like you see in most instanced housing systems, which is why its such a pain to use them. If spinning up an Ek was a function of trying to enter it, and shutting it down was a function of having nobody left in it, stitiching them together with runegates wouldn't really require any additional server load. Everyone seems to have this sense of EKs like they need to be online and incurring AWS fees all the time to be available. You can have an infinite number of available EKs if you remove the whole concept of manually onlining them and make turning them on as transparent and activity dependant as turning them off.
  18. 1 point
    APE

    Skill ceiling compared to other games?

    It's a combo of multiple factors. Engine, team talent/experience, design goals, game systems, optimization, etc. Combat started as one thing, received negative feedback then morphed into what is has become over years. Along the way they've changed things here and there, let go of certain design goals, and overall have a sort of piecemeal end product. Like they have over the shoulder zoomed in POV, reticle, and the illusion that physics/aim are a big deal (which I believe was the plan), but they really aren't or at least not as they could be. Even if they were, due to the mosh pit style of engagements, most of that would be useless. All MMOs experience decline and ACE could only wish they could be as popular and successful as WoW of any version. Clearly that won't be anywhere near reality. Not sure why you would call OW medium skill. There is a pretty big divide between tiers of players. There is individual hero skill ceilings, game knowledge/sense, and team play that all take a lot individually and as a whole. Unless you mean a lot of people play in middle SR and keep the game going just fine? To me that is how most eSport and competitive games work. Bell curve. Accessible, relatively easy to learn, hard to master individually and even harder as a team. Don't see how that is possible at all. Would take a lot of changes to almost every aspect of the game (classes, powers, disciplines, physics, combat mechanics, engine, optimization, gear, stats, etc). With all that, it is still enjoyable for what it is and the game is more then just combat despite how important I value direct conflict. It can always improve, but I don't foresee it being known for combat specifically, at least not to people that have played at least a handful of games. To people that played Shadowbane or more clunky combat systems, Crowfall might be a high skill ceiling. There will definitely be a gap between good and bad players, but as others have mentioned, team play and more big picture strategy will likely be more important. IMO, if they had swapped to a hybrid tab/soft lock system some what like GW2, it would of resulted in a more enjoyable experience. They could of designed classes/powers differently and combat would simply play out in other ways. Is what it is. Likely would of had a higher skill ceiling and overall would of felt more challenging and satisfying. Despite all the hate tab gets, it works and is used in a lot of games for a reason. Other upcoming MMOs are using hybrid systems. Trying to be a "action game" and not quite making it isn't impressive. Especially when there are things like Tera and BDO to compare to.
  19. 1 point
    ilogos

    Dev Diary: The Power Bar

    I'm liking the new changes. I hope they also did away with the chicken drums for hunger and replaced it with something else. My previous recommendation was "Well Fed, Full, Satisfied, Hungry, Starving, etc."
  20. 1 point
    Raindog

    Dev Diary: The Power Bar

    I'm trying to work out how this will affect Rezzing. Previously most resurrects were performed from the Survival tray, now that is no longer an option. Clerics already have a famously cluttered bar and it would be tough to decide what to drop in order to keep a rezz up. However, if I am out of combat then I can hit K for skills and just swap rezz into a slot while its needed, and I expect this to be the new norm, right ? And the thing affected will be 'combat rezzing'. So, to work out when I can rezz, I need to know how the 'player hate list' reacts to non-damaging skills such as blocking and healing. According to TB above, casting Rezz from a tray will briefly put me in combat (?won't that cancel the rezz?) and then if I am not on a hate list I pop out of combat again. So, if I am not damaging anyone does that mean I keep slipping out of combat every 2 seconds, between abilities? That would be great for mana and stamina regeneration and durability (and glycolysis as @Fayde mentioned). Would it also make combat rezzing a bit easier and so might be worth carrying on your active bar? Currently you have to wait for the tray switch cool downs before casting the rezz, now I can just fire it off in a gap and pray that a stray arrow / aoe target selection doesn't catch me. Or, does the act of healing or buffing an ally who is on a player hate list also put the healer on the players hate list? If so all actions will keep me in combat and I'll only ever be able to rezz after I exit the players hate list... Which is how ? Does it time out if they are not being damaged by you? Or do they need to die/zone to remove me from their hate list. Either way, hitting K and skill switching in the gaps in combat is going to be the new norm for rezzers and I only need to understand the delays involved to combat. Given that it is currently possible to change skills and passives in Combat, on the fly, at will perhaps it will become the new norm for all who will feel challenged by loosing skill slots I realise that most healers also like to hurt people in current gameplay, but could there be an advantage to just healing/buffing/blocking, not just for the extra regen, but also for 2 second access to K skill switching and a potentially limitless power tray!?! Can't wait for TEST and thanks for this Dev Diary approach, will allow us to work out what we want to test better .....more betterer .... much more betterly .... bestist. Cheers
  21. 1 point
    Gorwald

    Dev Diary: The Power Bar

    Bye survival tray, it was good the time it lasted 🙋‍♂️ All those changes open to a lot of questions, specially around powers (passives, actives, specific to survival tray etc...) and i hope we will have a good bunch of responses in the next Dev Diaries (still thanks to @thomasblair to have given us some responses there yet) Can't wait to test it on February, this seems to have a large impact on a lot of things even if it's not one of those poletent thingy Oh and i can dump all those tutorials videos about those trays, damn !
  22. 1 point
    VaMei

    Dev Diary: The Power Bar

    Or use Stink Bomb... at least as it is today.
  23. 1 point
    PopeUrban

    Dev Diary: The Power Bar

    The thing is, this assumes I intended the trap to trigger at the moment it triggers. Assassins and duelists can't "accidentally" become unstealthed. It is a deliberate and direct attack action, or requires the opponent to use a specific targeted ability. Trap unstealthing requires the opponent to walk. The way Brigand traps work, I place them, whicle stealthed, everyone can see them. I have a mental picture of how I want this to play out, but I have no control over the result. My agency is now over. If my target does not hit those traps they are now brightly lit 'unstealth and slow that guy down" switches waiting to be used by my opponent without my consent, or ticking timebombs waiting to put me tin to combat when a random wolf strolls over them, or they simply time out. Brigands don't control when their traps trigger. Their enemies do. This makes brigands uniquely negatively effected by this change. I would actually prefer the version where the brigand appears every time they place a trap as any time anyone could see me place a trap from stealth already invalidates my stealth due to the trap being a big glowy thing appearing out of nowhere. Can we just do that? Make brigands visible while setting traps so they don't destealth me when they trigger? No offense but they were already borderline unusable as traps due to pinpointing the stealther when deployed and revealing the stealther when triggered, and this change makes them even more of a liability. Left over traps don't just destealth at random, but now they're going to slow my move speed and prevent me from harvesting too. Like I'm still having trouble seeing what your vision of traps actually is. Do you actually want brigands to use traps as traps? Like to set fields of traps to surprise opponents and harass people? Its already practically impossible to surprise people with them and now you're removing the ability to use them to harass as well by cutting the brigand's ability to kite with survival tray.
  24. 1 point
    Spunky

    Dev Diary: The Power Bar

    and the choice of combat/not combat. that comes with it .terrible since u no longer have a choice.
  25. 1 point
    Marth

    Dev Diary: The Power Bar

    I can see combat bugs occurring if mobs bug out
  26. 1 point
    ZYBAK

    Dev Diary: The Power Bar

    "Obviously we’d love your feedback as well, so sometime in February we’ll put this up on the TEST server and let you kick the tires." yay!
  27. 1 point
    PopeUrban

    This game needs more "smart" heals

    The reason we don't have combos is that heals are generally meant as a sort of "intercept" maneuver. Skill combos are essentially a neat way to disguise long cast timers, but heals with long cast timers are often kinda useless unless your TTK is really long. Crowfall's TTK is often crazy short, far too short for a combo heal ability to be relevant. Damage is always useful, and there's not much of a drawback of overswinging damage abilities, largely because you're generally using damage abilities to focus on a single target, even if you're laying down AOE the goal is to down a single target. When you're healing the goal is generally to keep multiple targets alive, all of whom may be taking damage. This means healing is often more reaction than action, and the lengthy "planning" we see in combos seems that it wouldn't adequately serve this paradigm. In stead of combos I'd like to see simply less focus on heals and more focus on protective abilities. I'm tired of playing every single game in which "support" is largely back loaded and reactionary. I'd like to see more games in which support roles are more about shielding and CC and enabling people to better use their own self heals, blocking, dodging, etc. combined with HoTs so that simply getting healed isn't sufficient to keep people up. Make support more of a conversation between party members than one guy doing whatever and the other guy making sure a green bar stays full.
  28. 1 point
    SharkBeast

    Hello Crowfallers

    Hello I recently joined Crowfall and after afew hours I found that the graphics have kept me hooked to level up and be all powerful! I also like to adventure out for PK..If you like PvP then be sure to read my other posts and support potential changes coming forward in future updates! Enjoy your stay and contribute to Crowfall 🐧
  29. 1 point
    Jah

    VIP

    Yep, my preference would be B2P with required sub. But I always find it odd when people draw a sharp line between a required sub and an optional one with modest advantages. To me, a required sub is even more "unfair" to people who choose not to pay it than an optional sub with modest advantages would be. Take, for example, the extra training that VIP was supposed to provide. With an optional sub, you could pay for the training advantages for a while, stop paying, and keep playing while still retaining some benefit from the time when you did pay. With a required sub, as soon as you stop paying you are shut out of the game completely.
  30. 1 point
    Jah

    VIP

    I think it is interesting that a required sub, where you literally cannot win without paying, is considered less 'pay to win' than an optional sub, where you can win without paying.
  31. 1 point
    I am not itching to play at this point, and here is some of the whys...in 3 key areas (do not want to make a long post). Crafting: I did enjoy Gathering but I dislike the way the Resources pop out in the world the you have to run around gather them and the worse is that they disappear after some time. That is completely ludicrous. It got old really fast, but before that the actual exploring to find nodes the variety of nodes and materials is nice. The durability of starting items being so low is annoying too, I like that we can just gather wood and make new gathering tools on the go, but their durability should last longer. As a Star Wars Galaxies vet (and Ultima Online), I can see the depth of the Crafting and the principles underlying it. The crafting Stations system, is great the variety of items that can be crafted is great and the general approach to it is great. The Skill system is annoyingly long...I do not even read the steps I train any more repetition just for the sake f repetition, efficiency, more efficiency and yet more efficiency plus some efficiency...not fleshed out, too many steps to train in to. And I think there should be a part that is completed via actually practicing the skill crafting items and gaining xp from doing so rather than untended skill training. RPG Elements: It bothers me that all the characters are named the same by the account and that we cannot create unique characters with own names. It is like if I am playing Planetside2 or something and not an MMORPG..is this an MMORPG to begin with? Is this a MOBA? Or at least do you want us to play this game like a MOBA on for a few minutes do some Siege PvP/Gathering and Crafting and Off when we get our fill? It lacks the stuff which encourages Social behavior which give meaning to our characters to the world our goals in the world. Why should I bother investing in creating something in the Eternal Kingdoms if these are empty all the time with no one interested in the social aspect as everyone is busy having a session of specific fun and then log off? Why should I even bother going to Campaigns even to gather/win stuff for the Eternal Kingdoms? Status? Show off? Greed/wealth?...these are all temporary goals... What contributes to the longevity of an in game community is the social bonds that players develop. At this point I come back periodically pout points in skills and log out... Combat System : This one I do not like at all in the current form. the Trays, especially for a ranged class, the slowdown in combat the manual in combat out combat mechanics are really unintuitive and clanky, do not flow well and are frustrating. Here is a Taste of my experience. Example: Sees a target, wants to engage, opps cannot attack because in non combat mode, press button to enter combat, attack with ranged, Has to manually aim and fire, target (PvE) jumps over very fast, what to do next? Point blank shooting arrows, very unintuitive, wants to place a trap, oops gotta switch tray lay the trap, oops cannot run away, out of combat run a bit faster in combat opps accidental switched to melee tray change tray to range shoot oops the target is upon me. BAghhh screw that! Lets go fight in WoW Classic. The flow is horrendous. And for a Combat oriented game such as this where the core activity will be mostly Combat (and since, if no one fights the economy collapses as people can go so far with basic resources)...this is a very important core system to get right. It has to be fluid and intuitive and to cater to the average player not the niche Min-Maxer who stacks everything on one specific way of fighting, to show off on Youtube and Twitch. I do not play games because of Twitch and Youtube. I know allot of people may disagree with me, please do. Disagreements and discussion in disagreement is a good thing as long as it is constructive. What I like to throw you way though, is, if everything is fine, then where are the masses of people in this game enjoying Core mechanisms? I understand it is early and Alpha, I am asking that question within that Context. I played other game in Alpha that were much more crowded, it shows when the systems of the game have good synergy and there is interest to play. Crowfall illicits interest to Test, but at this point not much interest to Play, yet there is much potential in the core idea. It is just not expressed in a way that meets that target at this time. And that becomes my answer, the most Addicitive/Defining thing about CF is the potential of its Ideas...It sounds really good on paper...
  32. 1 point
    I imagine these badges are going to be largely trivial cosmetic items that function as a "Check it out! I was there!" kind of item. They've said that these items will be obtainable in the future (most likely easily crafted). These guys have been making MMOs for decades....have some faith.
  33. 1 point
    Jah

    Removing the Badge stats when entering BETA.

    I wouldn't mind if they had been given out as cosmetic only. Giving them out with stats and then taking them away to appease whiners is more problematic. If they were actually OP it might be necessary to swallow the bitter pill of snatching them back after giving them out. They aren't. Either way, I am confident they won't be wiping the stats off the badges. I think you'd be better off advocating for no-import campaigns or alternate ways to get equivalent badge items in game. Both of which are planned anyway.
  34. 1 point
    An opinion used to justify the existence of an item that does give a benefit for a minority of players. If the impact is 'minuscule' as you say, then you wont mind if it becomes cosmetic only. 🙄
  35. 1 point
    Kraahk

    Is this game even much of a sandbox yet?

    Welcome to the forums. Yes, they removed the voxel part. It was, anyways, only meant to be used for destruction, not for building. Walls were built of parts (like this), would crumble down specifically and be objects then, like you can see here. Obviously turned out to use more resources than it would make sense in a PvP oriented game. Who likes lags, right? It's nice, but it's not necessary. (I mean ... I LOVE it ... but ok, not my choice). Maybe once technology allows it. Building however is a different topic. First of all things are generally divided, for the player, between Eternal Kindoms and Campaign Worlds. Right now, in the Campaign Worlds we build up predesigned Fortresses. We feed each part of the working site with special resources gathered from saw mills or quarries to get them to the next step of completion. Obviously this will change with the new city building concept, once 5.110 gets to the LIVE servers. So there's nothing more to say about it than that it will change soon (no infos about that yet). In the Eternal Kingdoms (kind of your personal housing area) you can more or less build quite freely. Despite the original concept of just having some prefedined parcels with predefined strongholds on them, you can build your home (or the home of your guild/community) wall by wall. Not voxel-like individual brick by individual brick though. Still the scope of possible variations is massive. Let's just take the 3x1 keep wall. It can be massive or include an internal gangway up/down, be blank, have some battlements, a wooden top structure or a second stone level. Not to speak of the different panels you can individually place on both sides and levels (doorway, window, crenel). A lot of options. Even the main buildings got changed from prefefined buildings to a modular concept that allows for a lot of customization. They also mentioned that there may be different general styles we may use in the future. What we will get in the end and in how far one will be available in the other world, that remains to be seen (though of course campaigns are priority - PvP, remember). A lot of questions about this should be answered in the next 5.110 update, though. So keep one eye open. At least. Have fun, good luck Kraahk
  36. 1 point
    Nightfall

    Reserving Character names

    Thank you for your fast and great answer.
  37. 1 point
    IsilithTehroth

    Why is pve loot not individual?

    Do you realize how much extra resources that would offset the economy with if everyone's pve drops were theirs like in Diablo 3? Darkfall handled looting fine, if someone stole from you; you kill them.
  38. 1 point
    mystafyi

    Founders' Update: Beta and beyond

    They are even better to hold back until the first expansion or as a cash shop only option.
  39. 1 point
    Gorwald

    Founders' Update: Beta and beyond

    They stated there will be drop of informations in the next weeks. I know people are hungry for stuff, like videos, more informations on guilds/alliances systems, the freedom of construct, and i am too, but they are behind a marketing wall now, so just keep your patience and wait until they are more ready to pull out those informations in public. It's not that far from now until we have more real informations so it's just a matter of patience, we are on a soon 5 years walk (in march), some weeks in more is not that hard to sustain.
  40. 1 point
    Arkade

    Founders' Update: Beta and beyond

    I'm not sure that's actually the case. I don't think Todd was really clear on that point and people are assuming that the locations will be static/pre-existing. It's possible that people will be able to build wherever they want, but only within certain zones (and subject to terrain limitations, like we are in EKs). We currently have separate siege and adventure zones, and the forts and keeps are only in the siege zones. It makes sense that the same limitation will exist in the Dregs. Whether or not we can free place within siege zones, there really isn't a practical limit that I am aware of as to how many siege zones they can have. They've talked in the past about having zones that are locked to begin with and unlocked through gameplay. Maybe they will have extra siege zones that only unlock once the existing ones fill up.
  41. 1 point
    Forecore

    Founders' Update: Beta and beyond

    It will be wise to let the patch sit in live server with a short 2 weeks campaign before they open the incremental flood gate. Like the article mentioned public perception and expectation is identical between beta and release.
  42. 1 point
    Ehecatl

    Skill tree synergy

    I think it would be a very nice addition at the of the end skill trees a synergy ie at the end of exploration>ore&stone tree there was a bonus to crushing damage and at the end of the combat basics>weapons>melee>1handed and Great melee there =was a reciprocal bonus to harvesting ore/stone. Like wise synergy bonuses across the board end game. possibly both of end tree advancements needed to activate for the extra bonus these how ever are not required to complete a tree or advance just to augment/compliment endgame skills
  43. 1 point
    Just got the game this morning! Long time mmo player, and im very excited for some war stories of my own. Been watching this game for years now and with word of the beta coming soon i decided to jump in. Going to cut some people in half with my Stoneborn Champion!
  44. 1 point
    Hello everyone, just got the game as of earlier today (of this posting), enjoying the experience thus far. Traditionally, I am more of a FPS / open-world crafting player, but the Discord group I'm associated with has been eyeballing this particular game for some time now, with the possibility of moving completely over to it once it launches out of play-testing. Currently running a Duelist, don't be afraid to say hi if you see me
  45. 1 point
    Hallo, bald startet der Crowmas Advent Stream, schaltet ein und lasst uns ein wenig CF genießen. Gruß Xelvar
  46. 1 point
    I say this with the caveat that y'all have overwhelmingly been a phenomenal group to provide support for and I'm insanely excited for when beta rolls around.
  47. 1 point
    Hey guys, Just started playing again. My first tour was a few months ago and the game is much better now. 35 Married with a new baby, Learning all aspects of the game and looking forward to meeting some of you.
  48. 1 point
    PopeUrban

    A Reason to Fight

    Which is why every time you see Todd nowadays its all "Look we're pushing to release" and "We probably won't put that in before softlaunch" and "That's a post launch feature" because like any MMO its overbudget and late and at a certain point you gotta pull that trigger. Punished Todd in 2019 streams is a wholly different attitude than Optimist Todd in 2017 streams I think.
  49. 1 point
    DoomYa

    A Reason to Fight

    Once my boss came into the office and announced proudly that he sold $%&/&%. He looked at our stunned faces and asked: Can we do this? @PopeUrban It´s the job of a salesman to tell stories! ^^ Let´s judge them by what we got 2015, 2016, 2017, 2018, now... Then take into account that the polish takes 80 percent of the time. Now we estimate where we will be in 2025. If CF runs on 2nd gen quantum processors. 😜
  50. 1 point
    PopeUrban

    A Reason to Fight

    I don't work for ACE, I'm just parroting what Todd said about EKs being critical. Will that happen before softlaunch? Doubtful. Would EK context be a good candidate for the first post-softlaunch feature? Yeah, if they want to retain people for more than two campaigns. Fact of the matter is that you've already seen the consequence of wipe based burnout in testing. The way campaigns are supposed to work, you're effectively wiping most of the player's work every three months. If there's not some really meaty connective tissue with really compelling reasons to want to win those campaigns this is going to be a huge problem for retention in CF. I think thusfar they've been approaching it as if it were DOTA or Counterstrike or something. The idea being people will keep playing because they just like playing, even though you get (mostly) zeroed out every match. I don't think this is applicable to CF because of the length of the match. I can easily "one more game" a game I can play 4-10 sessions of in a day between work and sleep. That ability to "one more game" will also keep me coming back tomorrow because I know I can sit down and go from zero to 100 and back to zero tomorrow several times as well. This isn't the case in a crowfall campaign that lasts three months. When I sign up for a CF campaign, I'm effectively signing up for repeating a significant amount of grind I've already moved past. If I'm in dregs I'm signing up for the difficult task of building, defending, and maintaining structures I don't get to keep. I'm signing up for a lot of tedious, boring drudge work that I already know how to do and in fact have already done once, or possibly even twice. I already did this beta testing Starborne, which has month long campaigns that zero you out. I really like the game, and I like the campaign model it uses, but at a certain point it doesn't feel worth my time to put in all that time and effort for nothing but a chance at a cosmetic title or profile picture. I'd put in that work in a game that lasted an hour. I'd probably keep putting in that work one hour at a time, maybe for years. The fact is that when your game is designed around something so long form, the distance between your endgame and beginning is VAST, and that gulf instantly causes players to question if its worth climbing that ladder again just to get somewhere they've already been. Lots of people want to climb Everest. Far fewer people want to climb Everest more than one time. The only people that consistently climb Everest for years on end are sherpas, and its literally their job. "One more game" is not going to motivate me to keep showing up in this situation. What's going to motivate me to keep showing up is the assurance that its all going to a higher purpose. Some kind of superior game loop that I always have, and that I care about enough to endure this. EKs are not just optional fluff, and ACE would do well to remember this. If you can't get people to be excited about EKs, you're going to have a hard time getting people to be excited about crowfall after their second or third campaign.
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