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Showing content with the highest reputation on 09/28/2021 in all areas

  1. The knockdown of the Divine Light of the Fury promotion of Templar can be interrupted if you get cc/animation cancel with Righteous Stand before the full animation of the Divine Light. The field will still get deployed while the knockdown will not happen. How to test: Use Divine Light besides the training dummy as a Fury Templar and immediately cancel the animation with Righteous Stand. The field will get deployed shortly after but the knockdown will not happen.
    1 point
  2. Thanks for the update, Gordon Also, Kynadre is right. Shadows "Rewards" can be farmed in about 30 minutes in God's Reach. Individual rewards like, "Top 20%/40%/60% in Faction recieve X" are desperately needed.
    1 point
  3. I'm still laughing about the call out in the notes about Moon "having a clear lead in Shadows campaign". Like, every single person in Shadows agrees that the rewards are basically pointless. We just collectively decided as a faction that we were going to try for them anyway just for the sake of doing it, even though they are worth like a 15 minute trip to an NPC village. Such a slap in the face to spend an entire month fighting a campaign to earn frikken 5k gold like seriously... that's not even enough to make a discipline blue. Is it the fear that someone will have spent just a day or two in the campaign not contributing, so all of the hundreds of hours of the other players get downscaled to an estimated 3 hr contribution instead? That's dumb. Implement scaling based on individual participation. We have people who've been working hard who deserve to get rewarded for it. Otherwise, it's "not worth the risk" to be in Shadows compared to God's Reach, with the inventory drop and high risk of PVP, if you aren't on the clear lead faction. And often, even if you are. Or go to Dregs, where you actually get something for participating (and mindbogglingly generously, too). Ironically also, the hotzones are less broken in God's Reach, more reliably producing all the solo bosses instead of just 1, respawning at a decent rate, and actually dropping what they are supposed to. Of course, if you actually want people to hot zone, maybe make them support more than just 4-6 people? Seriously... But that's a discussion for another day. For us "Moon Goons" in Shadows, we agreed to keep fighting for the principle of the thing, to get practice on beating the objectives. But our work is ultimately pointless and making us more broke and less progressed than we would be if we had ignored them. Often significantly. The game rewards us for being greedy individualists, not for working on collective objectives. In a way, we are actually punished for pursuing them, in Shadows. I'm really surprised the devs aren't paying attention to Shadows as an "endgame option" for players rather than simply "training grounds for Dregs". A lot of us -want- it to be our endgame rather than guild v guild.
    1 point
  4. Hey Crows, We’re looking for your help to find bugs with Publish 7.200 on Test. If you find a new bug on the Test Server and post it to the Test Server bug forums or submit a new exploit to support@crowfall.com, you’ll receive this Stylish Bug Finder Badge to show off to all your friends which increases your Mounted Movement Speed by 5%! Head over to our Test server to play Publish 7.200 and report any bugs you come across for your chance to earn the Bug Finder Badge. Need to Know: Download the Test Server installer here Play on Test and report any bugs you find here If you’re the first person to report the bug on a Test version you’ll receive the Bug Finder Badge Only one reward per account and the badge is soulbound to your account on first use. Rewards will be delivered within 72 hours of closing of the bug thread for each version on Test This promotion ends Midnight, October 4, 2021
    1 point
  5. Angronis

    Where is the population?

    Many of us have left and are playing New World.
    1 point
  6. I don't think forts need to be on a window. In alpha 24/7 forts only lacked sufficient attack costs. We don't want another even flimsier objective we feel compelled to farm upgrades for. Just make it take sufficient cost and manpower to take over and repair and call it a day. If you want them to be easy come easy go actually make them easy come easy go. Let people gain conquest points expressed as a function of actually using the smaller objectives in stead of farming to upgrade them constantly, as that farming interferes with actually using them. Leave the "upgrade farm" objectives for the large organizations with scale big enough to make the farm bearable. How about this? Wooden fort walls: Can no longer be damage by weapons, require catapults. Catapult: Cheaper, but can not damage stone keep walls. Used to damage wooden fort walls. Made from ingots, timber, and boulders. (Can be obtained any time via pig runs) Trebuchet: More expensive, used to damage stone keep walls. Made as they are now. Large Fort: Two rings of wooden walls. The outer wall surrounds the perimeter and has archer towers (like the alpha forts) and the inner wall protects the lodge itself. 4x L2 crafting stations of a predetermined type, bank, hero statue. Superior parcel harvesting/farming buffs. Can be assaulted/claimed any time. Repair with building materials. Small Fort: Just one ring of walls, no archer towers, surrounts both the lodge and other buildings in the fort. 2x L2 crafting stations of a predetermined type, bank, respawn. Lesser parcel harvesting.farming buffs. Can be assaulted/claimed any time. Repair with building materials. Large Keeps: Unchanged. Still work on windows. The "Main event" of multi-keep mass warfare. Small keeps: Prevents additional keep claims. Can only claim one. Can not be claimed if you own a large keep. Work on windows. "main bases" for those too small to compete for the "main event" to establish a local area and conflict with other locals over forts, and outposts for their scores. Large outposts: Now contain a caravansary OR bank AND a buff. See notes on buffs below. Small outposts: Now contain a refinery OR buff. Buffs include god buffs as well as the buffs found in keeps. Use the same keep structure models in the design of these outposts. (AKA a "guard outpost" is a free standing guard building with a capture point inside) Rez outposts: No longer contain a bank. People use this to travel larger forces risk free around maps by sending scouts ahead to cap and then rezzing naked and collecting gear from bank. This should not be possible with something as easy to take as an outpost. Rez and bank should be two different outposts. World Banks: Removed. Repurpose art for bank outposts. If you want to bank, take an outpost. World Refineries: Removed. Repurpose art for outposts. if you want to turn in pigs or refine stuff, take an outpost or own a keep. Guard-only outposts: Removed. All outposts should have a purpose beyond "it gets points"
    1 point
  7. IMO the buffs from Keep buildings like Barracks, Arcane Armory, Bell Tower, Stables, etc are overpowered because players without access to a Keep have no way to get them. This creates an imbalance even in small scale pvp when it's one group with keep access fighting one group without keep access. Consider making these buffs available from a smaller scale capturable objective also (or alternatively make them only active during Keep siege window for large scale fights.)
    1 point
  8. Sounds fun. I think 4+ week long campaigns would make these lose their novelty. I at least feel like there is not really any reason to log in during spring/summer. This should not be at the guild level, it should be at the Alliance level. Will still have an issue where the most competitive alliance is the one that can have people on in all time zones (assuming global dregs). If you can field the max number of players in NA / EU / Aus time zones, you are basically 3x the cap. This does not make sense as written. A single account can not have different characters in multiple guilds. Accounts are tied to guilds, not individual characters. Why are you going to have tech to limit concurrent guild members logged in but not for concurrent alliance members? It would make much more sense if you limited concurrency at the alliance level, assuming alliance scoring. Why are you capping guild size at max guild concurrency? There is then no reason to have a max guild concurrency if the max guild size is less than max guild concurrency. Sounds interesting but what would the number look like compared to the limits to the caps you are putting on concurrent guild / alliance numbers? The rest of this sounds neat but I hope this isn't an attempt at providing more things to do or small scale content. I wouldn't feel compelled to log in any more than normal for any of these things. They would be interesting twists on an already engaging game though. I think I want to double down on the campaign length. A month plus feels too long, its too much of a slog. But, if we had 'mini campaigns' running in tandem with these crazy rules or restrictions, that might be really cool. Keep the 5 week long standard Dregs but then drop a new surprise 1 week long dregs with these crazy rules like, only elves or 35% crit or whatever else you come up with. Give them reduced costs to build keeps to balance with the shorter campaign time. Don't let us know the rules ahead of time. Don't give us time to prepare or work out a meta. We have multiple characters, give us a reason to hop into multiple campaigns. You might also need these other campaigns running to alleviate some stress on the main campaign if you are putting in rules that literally stop people from logging into the only running campaign.
    1 point
  9. While we are talking about XP please add XP for player kills. A reasonable placeholder would be adding a modifier for player's skulls sac values. Also, i will once again request player's skull match vessel rarity. Low hanging fruit, amazing improvement.
    1 point
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