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Showing content with the highest reputation on 08/19/2019 in all areas

  1. 21 points
    Angelmar

    The End of Nightcapping--Congrats ACE

    Six months from Blazzen's article and the guild leader round table at the end of January and we finally have a real fix for nightcapping. @jtoddcoleman We've been through one full campaign and into a second with the new siege scheduling mechanics and can now confirm night capping is dead and burnout is greatly decreased. The reduced keep siege schedule is also giving folks a very welcome break from grind of night after night keep sieges for months on end. We are also seeing "player funneling" during the fort windows--where fort fights didn't exist before because of night capping, forts are now getting contested. For the off-hours folks there is at least one fort always open, where they can try to get a fight started if there are people around. Essentially, ACE has finally taken another stab at solving the PvP Coordination problem: Known location at a known time to compete for a limited or scarce reward or resource. The new schedule finally gives the known time and location. ACE's successes with the new schedule: Night Capping is dead (capping off hours and whoever stays up latest wins) Back capping is dead (capping objectives behind each other groups, while avoiding any fights) Reduced burnout from daily siege Reduced circle standing time/reduction in outpost count Outpost time to capture much reduced Respawn Outposts are sometimes contested. Some suggested further improvements: Fort capture circles and outpost circles are apparently the same thing. So forts, even when contested, can be flipped in about 30s. This often decides the fights. Fort circles need to be their own thing with their own timer that is much slower so the defenders get more of the benefit of guards. Bottom line: ACE doesn't often get credit for their improvements. This focused improvement round on siege/fort mechanics was a very big and long needed success. Congrats ACE.
  2. 5 points
    This is a fantastic patch for new and returning players. I highly recommend everyone brush up on the game if you're planning on returning for the "DREGS" like many people are planning on doing. There's some annoying stuff but overall it's pretty good.
  3. 5 points
    Bzra

    The End of Nightcapping--Congrats ACE

    What works best for some guilds doesn't work for others. There isn't going to be a way to make EVERY guild/person happy. I think most of us agree though, the 6pm EST Siege on Saturday needs to go away forever. 6pm EST doesn't work for anyone with a family on the East Coast. #dadprobs
  4. 4 points
    PopeUrban

    The End of Nightcapping--Congrats ACE

    I don't know you very well, as all I read is your forum posts. From that perspective it seems like you do politics a lot. Like a LOT.
  5. 4 points
    Darksun_

    The End of Nightcapping--Congrats ACE

    To me this system just means the zergs know when and where to zerg. It also only has people logging in to do these fights. This leaves the game rather empty in-between. I've seen systems like this in the past in other games. Fight time comes up population booms, game is a ghost town afterwards. Not sure how many of those games I would count as successful. Not sure this is the path that should be followed.
  6. 3 points
    The bomb does show up before it kills him. In theory he could have moved away from it. But he was rooted, and there is a current bug that makes it so you can't break out of a root most of the time. And in the second one, he actually walks right into the visible bombs because he's got his camera turned around, not watching where he is going.
  7. 3 points
    Scorn

    The End of Nightcapping--Congrats ACE

    I do wish there was more incentive to fight over Forts during their active windows instead of only as it is about to 'lock down' The Forts are still garnering points during that time, but there's rarely any activity. I also think the final Fort should probably unlock a bit sooner than it does to cater a bit more to the players that play in the afternoon. The biggest issue though is that the population the game currently has is usually spread too thin across all of these different zones. I understand the desire to have multiple zones and maps but it becomes problematic when the game feels empty most of the time. IMO this is due to having very few reasons to centralize on a location besides Sieges. Zone and Parcel Ranks are higher than ever which allows people to farm pretty much anywhere as even the locations that aren't the best are pretty damn good. Earlier this week we saw what seemed to be a zone crash just after a siege as players began a fight and the zone wasn't even capped. This shouldn't be a thing, the zones need to be stable enough to handle the zone cap fighting inside them if possible. Stress testing that is more difficult with a spread population. Overall though I do believe there is less burnout due to 'circle standing' but I'd like to see even more fighting and reasons to fight.
  8. 3 points
  9. 3 points
    Jah

    Map Idea to Promote PvP

    I mostly just quoted it to show that the resources are supposed to be limited in low risk places, and best in the highest risk places. It is a foundational concept in Crowfall that should not be abandoned.
  10. 2 points
    Easy solution: Kee a hair trigger on your c when Xarrayne is around.
  11. 2 points
    APE

    Map Idea to Promote PvP

    Apparently ACE disagrees as their vision has EKs being a hot spot for trade/crafting/socializing on a larger scale then just Guilds/Alliances. Crowfall was at least originally sold with the idea of a global economy with goods flowing between campaigns and EKs, and they threw in EVE/SWG as examples of what they would like to do. They've said people could never leave the EKs and be full time traders and play the economy. Obviously what they've said originally and over time has changed along with what they've been able to produce, but the idea that this is a 100% GvG, join a guild or uninstall doesn't seem correct. Clearly recent changes have made things more solo or small team friendly and it seems very intentional (they've said as much). Loot drops, GR, capping, PVE changes, etc. I agree that outfitting enemies in a game where there is actual win/lose conditions seems counter productive when a fairly decent sized and organized guild shouldn't need to trade, but I can only go by what ACE has said their plan is for their game. Which is ultimately what matters. Maybe they'll neglect the EK and larger economy concepts, but at this point they don't really go into detail about them like many other things so who knows. What they do and continue to do seems more reliable then what we believe they are supposed to do. Agree. Not sure why GR is the way it is, but believe some of you forget this is still "pre-alpha." We don't have the Dregs, different campaigns running at once with different rulesets, EKs that resemble what they want to do, Thralls, refineries, an actual population, etc. Some of you are playing this full on like it is a game when it is not. Rather funny that some are whining that people "hide" in GR or are able to gear up there so they can attempt to be competitive even though they ultimately lose most of the time. As hardcore as some want or claim to be and want this game to be, I don't see it getting too hard if accessibility is low. Unless the hope is one campaign running at a time with ~100 population post launch... They need more risk/reward built in as currently its slim to none. However, pre-alpha should be focused on testing/fixing features and actually getting all of them online. Tweaking GR resources or whatever isn't a high priority IMO. Same as balancing classes and other such things which likely make the game less enjoyable then what color rocks are popping out of a node. All of this is a result of ACE focusing on the same old stat/gear treadmill found in any MMO. PVP is an afterthought or by product of PVE. Unfortunate that the community has such low expectations.
  12. 2 points
    Zatch

    The End of Nightcapping--Congrats ACE

    The question I have is how will this translate to the Dregs? Will "forts" have a specific designation in game and what will that be/how does it work, etc.
  13. 2 points
    KDSProm

    Saying NO to Chaos

    A 10v10 over two forts - fast and furious. Order kind of gave no chance to Chaos this evening for the forts while in open field fights were more equal. Thank you all for the fun!
  14. 2 points
    PopeUrban

    The End of Nightcapping--Congrats ACE

    It is a video game. Population concurrency numbers are transient because most people have to do things like sleep or go to work or watch their kid's ribbon dancing recital. Every game is a ghost town during off hours compared to its population during peak hours. In addition, Crowfall as a game is literally designed around mass combat. The entire function of the game is to create zergs and make said zergs fight each other. It markets itself as a throne war simulator, not a barstool skirmish simulator.
  15. 2 points
    Narak

    Dingoes Ate My Baby rekrutiert Member

    Viel Erfolg mit euer Gilde! Man sieht sich auf dem Schlachtfeld (und hoffentlich auf der selben Seite)!
  16. 2 points
    KatzeWeiss

    The End of Nightcapping--Congrats ACE

    We've had some great fort fights pretty much every night since this change went live. Some of that can be attributed to guilds on both sides being more active the last couple campaigns but the schedule has played a significant part. Great change, and I'm glad our feedback has been taken and improved upon. At first I thought that the short cap time on forts was bad but I'm on the fence now. While it does for sure benefit the larger force being able to just flip it out from under a smaller defending team, it also makes holding the wall a lot more important. The fort being utilized as a defensive structure has been missing from the POI dynamic since it's introduction and having it flip sides so fast gives more urgency to keeping enemies out instead of just piling everyone on the circle and trying to push the opposition off. It can still be a problem if there is a rise in population, mostly because the walls will just disintegrate if a siege sized force shows up and start hitting them. For now though this change has provided a lot of fun, and adapting new tactics to deal with the circle flipping so fast has been a welcome challenge. The next step is to get win conditions where holding forts is more than just a tally on a scoreboard, I think we would get a lot more people interested in playing if there was a end game more tangible than points to fight over. I'm not alone in wanting PVP to be driven by something worthwhile, points on a scoreboard was presented to us as a placeholder back when we first got win conditions and we are still waiting for the payoff.
  17. 2 points
    I've stood in my fair share of circles throughout the trials and I can say these past two trials have been a breath of fresh air. The reduction in the number of outposts and the reduced time to cap means I spend far less times standing in circles and far more time fighting over them. The death of back capping and night capping has also been a welcome change. Thanks ACE!
  18. 2 points
    miraluna

    Map Idea to Promote PvP

    I think they should get the Dregs and other systems like embargo, refining, caravans into testing first - and then do the risk vs reward balance across the game as a whole. Waste of time to try to fine tune it right now.
  19. 1 point
    Staff

    The End of Nightcapping--Congrats ACE

    from forum posts it seems all UxA does is politics with very little actual playing
  20. 1 point
    mandalore

    Wood Elf buff

    Remember that time @soulein co-led the balance faction to 7 (8?) trial victories on a High Elf swordsman knight? Pepperidge farm remembers...
  21. 1 point
    Zybak: goes on a minute and a half tirade about how OP Archer Rangers are. Also Zybak: "I'm playing really bad here" 1 v 2 vs the guy he used as an example how OP rangers are and wins. sounds legit.
  22. 1 point
    jakira

    The End of Nightcapping--Congrats ACE

    I enjoy the new system of 1 fort being available for majority of the night. I used to have to decide between trying to scout forts or go looking for harvesters to gank and found that forts were often more important / more active so spent all my time waiting at them for the chance of action and just watch youtube while waiting. Now, since the forts are less open at night I get more of a chance to go roam the world and be pro active in my combat experience. Overall, I view the changes to the forts and night capping to be positive. Side note I also do like the 4/7 days a week being siege, gives me some nights off from that which is nice and helps prevent burnout.
  23. 1 point
    I'd still prefer blight to be pulsing damage field (similar to ballista fire arrows) that does more damage per tick the more orbs it impacts than direct damage that can one shot people. They could also lower the number of orbs you can detonate at once and lower the cooldown on blight. The last time I suggested one shot abilities were bad for the game the Druid Union tried to lynch me so I'll leave it at that I thought ultimates are just a barrier now equal to ~ 1/3 of your HP and no longer an invuln. Better chance to live with the barrier absorbing the damage though.
  24. 1 point
    The bomb was not totally invis, but only one orb-bomb showed up and only when it was about ready to detonate. You can see the one bomb there for about a full second, maybe two (unless all bombs were stacked on top of each other? dunno). I haven't played in a long time, not sure how long the bombs stay around once triggered before they explode. As someone who always enjoyed vanilla druid / current archdruid gameplay and considers it one of the scarce few classes that still have any interesting flavor to it, I'd hate to see this nerfed into oblivion. The game sorely needs good AoE and this is one of the few left. Plus the explosion radius used to be 4m range, pretty hard to hit consistently and very easy to dodge if you exclude things like root bugs, terrible performance, etc. It also takes a long time to set up these bombs at the right place. Honestly would hate to see this nerfed.
  25. 1 point
    Marth

    Map Idea to Promote PvP

    eks are a lie
  26. 1 point
    smoot

    Map Idea to Promote PvP

    Hard to have a global economy based around EKs when you can't actually take anything into the campaign...
  27. 1 point
    hello if you have read 1 of my posts you know i want goblins added to crowfall so come show your support and lets debate this in this post and hopefull the devs of crowfall will help us get goblins in game and start the green tide
  28. 1 point
    Angelmar

    The End of Nightcapping--Congrats ACE

    Saturday is the one day per week that 90% of people can stay up late or do w/e they want on. Not a workday. Next day not a workday. Saturday should always have a siege.
  29. 1 point
    Hungry

    The End of Nightcapping--Congrats ACE

    I also agree that turnout seems low for Saturday afternoons. I am not sure if this is going to be a consistent problem for Factions, or just an issue with the low population of the game right now in general. It's hard to say, but I actually would sort of prefer a siege on Saturday and Sunday or if the early Saturday siege was moved back a bit. There is only a 4 hour gap between the two sieges and people have to go and Do poorly made socks before the next one. The thrill of defending a keep twice comes in when that keep matters, and in sandbox PVP stakes are what makes the game worth playing. The last Saturday of the last campaign the score difference between Balance and Chaos could have been made up by one keep capture, of which Saturday was one of the last days it had to be defended, so it had to be defended twice to achieve victory. If we have to defend these keeps twice today or else we lose, then that is a lot more exciting than if we only had to defend them once. In the current state of the factions that might not hold true, but as a system that is a potential benefit. Personally I wouldn't mind if there was only one siege on Saturday, just giving feedback as to how the schedule has affected my play and attitude toward the game. Guild and Faction politics are its own whole separate can of worms that siege schedules aren't really involved in.
  30. 1 point
    Nice spin as always Dolmar. Good that you omitted Blazzen is a GL of a Chaos guild. For all the folks concerned re: overnight content. I suggest you run the numbers and put in some time thinking through the changes. All Outposts are now worth the same as all the keeps (due to nerfs to keep values and buffs to outposts). The 3 ppl online at 5am EST can now full cap the 48 Outposts (down from 150) in 30s each (instead of 10 minutes) and have equal influence over the CW as the 100+ ppl that show up for sieges. These values may be too favorable to Outposts, but folks saying they cannot effect the CW result as a 1-2 man crew at any hour of the day are just ignorant of how the scoring works.
  31. 1 point
    KDSProm

    Saying NO to Chaos

    funny enough most of the KDS players that are playing healers have been playing healers in the last 10-15 years - so it just fits - it's not a choice @Mortys - it's not about training, there was just a class/role imbalance: things that would have changed the fights dramatically: In your favor: 1. 1 or 2 paladins in your team 2. One pull knight in your team 3. One archdruid in your team In our favor: 1 or 2 Rangers in our team - none of them was online at the time. I'm pretty sure you guys are already preparing for some of what I just listed or for something else - as it's not funny to watch from outside how forts are being taken from you 😉
  32. 1 point
    dolmar

    The End of Nightcapping--Congrats ACE

    There is nothing to do during the night . So if you do not play at the active times then the game is dead and boring. The map and siege schedules were designed by Anglemar and Blazzen so of course they support it. IMO Ace caved to the -W- since balance streams and makes the most videos. It saves them on advertisement. Just my two cents.. uXa will be back.
  33. 1 point
    Hungry

    The End of Nightcapping--Congrats ACE

    The new siege changes are really good for the following: 1. Not having to play Crowfall like a job standing in capture points to remain competitive because 66% of the total holdings flip overnight. 2. Concentrating large keep battles to specific days means that it is more likely for more fights to break out (it's a lot easier to commit to 3/4 days a week than 7 days), more people showing up to each individual siege guaranteeing more fights also incentivizes people to log in. Low siege participation days end up with hitting bane trees and logging out, which kills motivation to log in for the next siege. Saturday might have a bit of an issue here though, but I will say one cool thing about Double Siege Saturday is that it makes holding keeps with high capture bonus a tense situation, since the attackers have 2 chances to flip it that day. 3. Reducing the number of outposts drastically was a great idea. It makes it more likely for conflict to happen over said outposts and it doesn't take literally 15 people 4+ hours to capture them all. The new siege changes cause the following problems from what I've seen: 1. The 7+ hour long single fort vulnerability windows seem to have demonstrated a problem all fort lockout timers have: The last ~10-15% of the vulnerability window is all that matters. Why would I ever bother fighting over a fort when it has 4 hours and 30 minutes remaining, as the attacker or the defender? Walk in, bust down the wall, flip it in 20 seconds, get on with my life. Takeaway: We need a reason to want to keep forts besides points per turn, and other activities to drive PVP outside of vulnerability windows (caravans etc). An additional stopgap measure for this, in my mind, is to instead have the ~7AM CST - 7PM CST window have two forts in the same zone vulnerable. Make them a 1 or 2 hour rotating schedule. Example: Monday's 7AM - 7 PM forts: A & B 7AM - 9AM: Fort A 9AM - 11AM: Fort B 11AM - 1PM: Fort A Tuesday's 7 AM - 7 PM forts: C & D 7AM - 9AM: Fort C 9AM - 11AM: Fort D 11AM - 1PM: Fort C This way it creates a sort of "warzone" in one of the areas of the map, and it still keeps the number of nightcap point flipping low. It doesn't completely solve the problem of the last 15% of the vuln window being what matters, but I don't really have a good way to solve that issue. It might just be an issue with a casual PVP format like Factions are supposed to be. Either way, great job ACE. These siege changes have revitalized my interest in the game where after Trial of Cybele I was very much considering taking a break.
  34. 1 point
    Phr00t

    Saying NO to Chaos

    Looked like fun fights Also just because Game> Is DPS meta EU players> let's all play tanks and healers
  35. 1 point
    ZYBAK

    lets get the goblin tide into crowfall

    JamesGoblin DIDN'T like this post...
  36. 1 point
    Dampoe

    5.100 LIVE Bug Reports for 8/16/2019

    Probably known issue but orbs on druid are still visable after exploding them with Blight, also the third orb of the druid's auto attack on life tray is very delayed after the animation. Another orb issue is with the Electrogenesis passive power. The orbs that are being spawned are not visable.
  37. 1 point
    galvia

    The End of Nightcapping--Congrats ACE

    I agree with this part. It would be nice if there was some sort of incentive for the double siege, like increased holding points for the space between or a capture bonus modifier increase on the second siege or something. Right now it's just two chances, and if you flip a keep on the first siege but fail to defend it during the second you ultimately end up with just whatever the capture bonus was instead of capture bonus + holding points. I think I would prefer it if there was one siege on Saturday, but more fort windows. I completely disagree with this. Great post @Angelmar
  38. 1 point
    Akohiiro

    Dingoes Ate My Baby rekrutiert Member

    Die Gilde "Dingoes Ate My Baby" [DNGO] sucht nach Mitstreitern im deutschsprachigem Raum, die Interesse an einer Söldner-Gilde mit familiären Flair haben.Wir kommen ursprünglich aus dem Spiel Guild Wars 2, indem Unser Hauptfokus auf dem WvW liegt. Unser Ziel wird es sein, eine kleine Truppe zu bilden, deren Zusammenspiel das Wichtigste ist. Mit diesem eingespielten Team wollen wir dann Festungen, Türme usw. einnehmen & halten bzw auszubauen.Wir rekrutieren dennoch Leuten, die kein Interesse am PvP haben.Sich dafür um das Sammeln von Materialien und das Craften von Vessels, Waffen, Rüstungen etc. kümmern. wollen.Bis zum Release werden wir Jeden mit Interesse aufnehmen.Nach Release werden wir eine Casual-Gilde bleiben, in der das RL im Vordergrund steht.Jedoch werden wir trotzdem auf eine gewisse Anwesenheit & ein spielerisches Interesse achten.Für weiter Informationen, könnt ihr BruderBrom oder Mich gerne anschreiben.https://discord.gg/ZaXrqN6
  39. 1 point
    mandalore

    Map Idea to Promote PvP

    ^
  40. 1 point
    @Dampoe you the best. Thank you so much!
  41. 1 point
    KDSProm

    KDS in Crowfall [EU]

    10v10 KDS +Cal vs V+friends over the two forts on the Order home map.
  42. 1 point
    We actually have this ingame, it's in the settings.
  43. 1 point
    mandalore

    Map Idea to Promote PvP

    That’s how the advertised it during the Kickstarter. There’s only 3 planned campaign styles (gods reach, faction and dregs). Gods reach is intended for noobies. Factions is intended for casual play/less organized guilds. Dregs is supposed to be for the big fish. That’s not hyperbole, that’s the intended players for each CW type. Should they have the same resource quality knowing one is for noobs, one is for casuals and one is for the most organized guilds looking for gvg?
  44. 1 point
    KDSProm

    Casual Saturday Siege... not!

    Chaos owns 1 keep. Order owns 2. There is no Balance! (pun intended) KDS and CAL split defensive duties and when the siege goes live CAL informs us of Chaos laying siege to the keep they are defending. We leave a group behind to defend that keep and we move 7 people to reinforce CAL. Once we arrive we figure out that Winterblades have finally dropped their Balance mantle and have joined EU Chaos. Now we are talking 15 to 20 of the strongest PvP players Crowfall community has to offer. What followed was over one hour of PvP with a lot of back and fourth and ultimately loads of fun! I hope you will enjoy this short #warstory /salute
  45. 1 point
    oneply

    5.100 LIVE Feedback for 8/16/19

    Please fix retaliate bug. Getting really annoying. And idk how confessors do it but seems to happen a lot against them. thanks.
  46. 1 point
    KDSProm

    KDS in Crowfall [EU]

    1h of bloodshed of KDS and CAL vs Vanguard, Winterblades and Norden Marauders
  47. 1 point
    mystafyi

    12 Exports are far too Low

    I thought we were talking about this game. /snarky
  48. 1 point
    Vunak

    Map Idea to Promote PvP

    If they want to foster PvP I think the main thing they can do is get rid of Uncommon + materials and gear on the Gods Reach server and make it so it caps at level 20. After level 20 you should be pushed onto the Campaign worlds. Get level 30 on the actual Campaign world. Make people harvest on the campaign world. Area outside the Temple should only allow green drops. Nothing more than that.
  49. 1 point
    APE

    Map Idea to Promote PvP

    I believe everything should revolve around Risk v Reward and as a whole Crowfall's design lacks this basic concept.
  50. 1 point
    PopeUrban

    Corpse Recovery

    I hate to break it to you but someone would have taken all your loot anyway.
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