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Showing content with the highest reputation on 05/23/2019 in all areas

  1. 3 points
    Soulreaver

    Caldera [EU] - Playing with Fire

    Prologue Caldera has been an active part of Crowfall since early August 2015. “We are the attackers, causing mayhem and murder. We are the crafters you will spend your funds on. We are laying siege to your castle and crushing your attempts to take ours. We are the refuge and protection from The Hunger that is creeping in on us all. “ We are Caldera - Playing with Fire! Avocation – “What does it mean to be part of Caldera?” “Real Life First – Full Commitment when Available Improvement – Team – Success Equality amongst friends, respect towards enemies…” The only thing you really have to do is take care of your real life. To balance between gaming and the rest of your life is your call. When you do come online and play with us, we want you to be fully committed ~ To Play with Fire. Strive for improvement. we will never be perfect. That doesn't have to keep us from trying. Learn from successes and mistakes, from your allies, your enemies, and yourself. Always ask yourself "what would have been a better way to approach this situation?" Don't be afraid to receive feedback, and don't be afraid to give it. Play for the Team. We are not a pile of solo players. The team is our strength, our motivation, our family. Always try to do what is best for the team, and in the long run the team will do what's best for you. We share our time, knowledge, and ingame goods. Aspire for success. While there is sometimes room to “mess around”, when it matters, we always play to win, no matter the odds. People will depend on you. Always play to the best of your ability, use your best judgement, and trust in your allies to do the same. We are all equal gamers and humans, and we treat each other as such. Being an Officer means taking up a responsibility for the good of the guild, no less and no more. Every voice matters. This even includes our enemies: be respectful, in victory or defeat. No flaming, harassment, bug using or cheating. What do we offer our members – “It’s a package deal!” A fun and friendly environment to achieve common goals in. A flexible hours guild with a hardcore mentality when it comes to the important stuff. (Casually Hardcore). A massive amount of in game knowledge to be shared to empower our guild members. A common progressive attitude towards the game where all guild members are recognized for their contributions. Applying – “Still here? Perfect.” Upon reading this, if you feel that Caldera might be a place for you then all you need to do, is click below: APPLY NOW Still not persuaded? If you wish to learn more about our structure and how we do things, then just click below. Read More! Link to the original Caldera recruitment thread.
  2. 3 points
    nerion

    5.90 LIVE Feed Back for 5/22/2019

    Elementalist is a discipline that completely negates the damage type for close to half of all the players. There are disciplines which are structured as hard counters . Mudman, Militant Mage, and Scarecrow function in a similar way to Elementalist but are isolated to very specific types of damage. Most classes can change weapons or have options for damage that are not elemental. Clerics and Confessors have no other options so this further exacerbates the issue. If any ability does fire damage then you can not change it to do non-elemental. Most classes have at least some options or paths to change their damage type. This is not a Meta issue because it affects three different types of damage.I am a heal/tank Cleric but I feel bad for anyone who plays a DPS Cleric or Confessor. Please split this Discipline or remove it.
  3. 3 points
    APE

    DREGS: What you'd like to see

    1) Yes please. Give us something to do beyond standing in circles, ganking those doing PVE, and timed blow a hole in a wall to kill a tree siege. A map that had choke points, travel route difference/benefits, hard to reach strongholds, land control, buffs for POI ownership, guard placement, capture XYZ to be able to capture/siege ABC, etc. None of this is new or out of place in something like Crowfall. If they had all of that, I'd accept stand in a circle to get points system for winning (maybe). There are lots of possible win conditions and resulting rewards to try. From simple, capture X POIs and hold them for Y time. To complex requirements of completing a list of time sensitive, multi-step, map wide, multi-organized guild/alliance objectives. I'd rather have a jammed packed action adventure over a week days or week instead of weeks/months of doing the same repetitive activities that likely the outcomes will be known early on (hello current model). 2) I don't see combat changing drastically unfortunately. Would of really liked melee needing to use positional attacks, ranged being physics based, physics in general, combos being fully realized for all classes and a lot more powers. The current design is zerg/melee ball friendly. Some form of anti-zerg mechanic would be welcomed. Be it some form of friendly fire or limited/diminishing returns on a target or more precise targeting with friendlies blocking damage if not being hit themselves. 3) Would be interesting to see a cap on how much training could be accessed in a campaign. Ex: 1 year in someone might have XYZ fully trained but they could only access X fully during the current campaign or they could access 50% of X and 50% of Y. Which would possibly bring some balance to new/old/alt accounts. If Tomes or catch up mechanics actually caught someone up in a line, this would even the field. Still would reward alt accounts and guilds having enough of all the necessary harvesters/crafters. If specializing and dependence are a big deal, keep it that way. Find it rather funny that they put so much value on this yet time removes the value. Of course this is a "future dev" concern but seems avoidable. Would also like alternative campaigns that allow everyone X points to spend for training at the start and regular training isn't available. This would really remove any difference between accounts being new/old and require players/guilds to pre-select what they will do prior to the campaign. That is risk/reward/strategy/logistics insert whatever sounds cool. Toss in stricter guild limits, no alliances, the less you bring in (item value) the more potential export/winnings, etc. Everything above could apply to Factions as well. My fear is Dregs will be Faction rules we have plus claim/build strongholds and POIs for a guild instead of the Faction. Would be a real bummer and no go for me.
  4. 3 points
    mystafyi

    Player Suggestions? Ok here it is.

    There isn't any with active combat and not plagued with hacks. Camelot unchained's engine seems to handle quite a lot though, so there is some hope for the future. Black desert ran quite nicely before launch and shortly after, but this was only due to having everything client side so hacks were rampant. I am still waiting for all these supposed performance improvements ACE said would be in 5.9
  5. 2 points
    zhekaren

    Just some music

    I sorta played one night after being disappointed by the ending of GoT and then my imagination was struck by lightning (really it was some assassin in stealth killing my noob lvl 22 ass in our own keep)... I present to you music inspired by grief of both GoT ending and being owned for 731 ethereal dust: This was immediately signed by my friend who happens to own an indie label... nevertheless, because this was sort of inspired by Crowfall, I talked him into making a video before official release to share.
  6. 2 points
    makkon

    5.90 LIVE Feed Back for 5/22/2019

    improve respawn system! current system is zerg based and also based on unwanted fort capturing windows. I wanna suggest 2 ways to fix it. core ideas: 1) death shroud + new respawn mechanic are interchangeable and incompatible atm 2) increased timers on new death if you have any kind of closest to you death place temples makes you able to back to the battle almost immediately. 3) death shroud unpersistent to be viable 1-th way: 1) remove death shroud 2) make respawn cooldown depend on distance and amount of respawn points. https://imgur.com/XxgYnuU if you have keep and fort in the zone and you get killed inside the keep, you can chose - wait here and be safe or travel to closest temple and respawn there but faster. numbers can be adjusted. 3) keep grave on the map until next death. this way ppl think where they want to respawn 2-th way: 1) keep death shroud. but make it persistent already (unable to remove via teleport/gate jump or relog) 2) keep current system but increase also death shroud timer on death. like on the 1-th way: a) respawn on the grave immediately +5m to death shroud b) respawn X parcels from grave minus X*30second to death shroud this way ppl also think about place they want to respawn.
  7. 2 points
    Yeah K:D ratio seems like a win condition that will only last one trial. Way too easy to game that one. 20 kills 0 deaths would beat out 199 kills 10 deaths. I imagine a lot of your top K/D winners may end up being alts that get fed. Something like kills minus deaths would probably be a much better measure. Or if you want to go super fancy (Kills - Deaths) x (Kills/[Kills+Deaths]). In simple terms it is the difference in kills and deaths times the percentage of your K/D that's kills. Netting to 20/0 a total of 20 points, while 199 to 10 would get 179.96 points and someone with more deaths than kills would get a negative score. It rewards people with a high KD ratio but also rewards people who made a hell of a lot of kills more than people with higher KD ratios but far less kills. For simplicity's sake you could call it "Lethality Rating" Either way though, with captures being a victory condition I'm not too concerned as a character that goes after assists over kills. Looks like caps will be what I'm after this trial.
  8. 2 points
    APE

    DREGS: What you'd like to see

    Sad but true. Training speeds/potential, resource amounts, crafting requirements, etc can all be dialed in. Remember blueprints or whatever mass production system is supposed to exist at some point. Unless this is supposed to be click and forget to make 1 sword a day or something, I hope it actually allows players to stock pile resources and craft a good number of XYZ relatively easily. As is it wouldn't work but there are tweaks they could make to at least make full loot a potential campaign type for those that want to give it a try. Full game, probably not going to ever work. This design is solely lacking in this area.
  9. 2 points
    miraluna

    DREGS: What you'd like to see

    I'm a fan of full loot if the systems are balanced to support it (easy acquisition of gear). Mainly I like it because it creates a much better risk vs reward setup for competitive pvp MMOs. In CF if you have Legendary gear, you have no more risk than someone in whites - and you are more likely to win fights. That type of gear progression works ok for pve themeparks, but I feel it ultimately hurts player-base growth in pvp because veterans can use that advantage to crush noobs out of the game. Ultima Online fans might remember that there were Vanquishing Weapons in the game (rare and overpowered) but they weren't often used because you risked it being looted if you died. When "bless deeds" were added that let you protect an item from looting, it messed up that risk vs reward self-balancing mechanic. If there isn't full loot, flattened power curve is even more critical to get right. ----- I'd be interested to try a Dregs with only group immunity (group of 5 is green, everyone else is red). When we tested it early on, it did work for combat but it would be much more challenging in terms of organization and teamwork for guilds - doubt it would be as popular as more zergy rulesets.
  10. 2 points
    Staff

    DREGS: What you'd like to see

    some would say the ability to not piss off everyone else on the server is more important then your own numbers or skill, some guilds seem to have forgotten they only exist because the faction ruleset prevents eradication
  11. 2 points
    Armegeddon

    DREGS: What you'd like to see

    Try to make a confessor book, or a bow..consider we are at 3X training not 1. You want to see this game fail?.... institute full loot... or see Mortal Online.. which has a much less intensive crafting system. lets face it, everyone knows where the hot spots will be at, Wherre the Mob Bosses, R10/R9 nodes ate at etc. They will become funnels for people to tear gear away from people. I'm not a pixel hugger, but I know time to harvest and craft. It will be untenable. Imagine (don't roll your eyes) Shadowbane seiges when you had 250 vs. 250. Or worse 250 vs 100... You may die three or four times fighting outnumbered.. or more. Longest seige I participated in was right at 12 hours. But even at a two hour max here? What will that cost you? A city and all the guilds crafted gear. Forget your "Zerg Mechanic", lol. You won't be running out naked to defend.. you will have lost your city and more... everything on a prosecuted seige by enemies with superior numbers. Full loot won't work. IIf you institute full loot, you will see a "arms race" for numbers like you have never seen. Untl people quit playing and the game dies. For any old SB players, look at CN/Pac-Rim. You want to create "Uncle Bob".. institute full loot. Don't say I didn't warn you. EDIT: If you want to dumb down crafting/harvesting to where you just need resources and and anyone can create their own gear it will work.. until ACE abandons that part of the game it will not. EDIT II: Imagine "Server Wars" where there are multiple seiges every night....
  12. 2 points
    Andius

    DREGS: What you'd like to see

    Pretty much all that has to be done to make an economy full-loot friendly is you make the durability of items low and the crafting cost as well. Very doable with the current system, and it may be a large portion of why they are fiddling with gear durability so much. I have the feeling we won't really understand how time-to-create and time-to-consume will work out in terms of gear until after thralls have been implemented and they've perfected it a bit past that point. One thing I wouldn't assume though, is that when the final system is implemented that regularly running anything beyond blues is intended as a feasible style of play. If games such as Darkfall are any indicator dragon (Darkfall's legendary equivalent) was very rarely used in ordinary (non-siege) PvP and even in sieges people in full sets of dragon were still pretty rare / generally exceptionally high profile players, and infernal (Darkfall's epic equivalent) was primarily used to supplement sets of bone, with full sets also being rare in ordinary (non-siege) PvP. People have gotten used to epic and legendary being more common/permanent here, but I wouldn't assume it's meant to be that way. __________ That being said I agree. I'd like to see everything but discs/vessel lost upon death and vessels have a set number of deaths before they break as well.
  13. 2 points
    Ble

    DREGS: What you'd like to see

    I'd like to see PvP, I know I know, this is a PvE game, but one can hope.
  14. 1 point
    5.90 Patch Notes and Known Issues Please share any feedback you may have from your time playing the game. This includes subjective observations about your gameplay experience. Bugs that you have encountered should be directed to The Bug Thread. 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
  15. 1 point
    Rikutatis

    DREGS: What you'd like to see

    Instead of just complaining about what I'm not personally happy with, I'll try providing some feedback (and hopefully discussion) on what I think would be cool additions to the game, particularly the Dregs since that hasn't been implemented yet and it has the potential to be the game mode that will differentiate CF from all the other RvR MMOs currently out there: 1) Win conditions and ruleset: What I really don't want the Dregs to become is just a copy-paste of the faction with just the added grind of having to build the keeps and forts instead of just claiming the preset ones. That means win conditions that revolve simply around building and holding keeps/forts for points, which are accumulated through the seasons. I want something more along the lines of the Bloodstone ruleset which was presented as an example years ago: https://www.youtube.com/watch?time_continue=3&v=IolWGu7xFlw Something that forces the more well established alliance to split their forces between defending their city and transporting the bloodstones to the dropoff location, and that allows a "homeless" alliance currently unable to hold a city to still have a fighting chance. Ideally something that would spread out the objectives as much as possible as well to account for performance and zone lock limitations. 2) Less spammy combat: I know all signs and previous statements point against what I'm proposing here, but I'd really like to see some form of group wide friendly fire (like Big World had) or at the very least guild wide friendly fire (assuming guild caps at something around 50 players). But 5-man group friendly fire would be ideal. If we just have alliance wide free from friendly fire, combat will just play exactly the same as in factions. There'll be very little differentiation. Huge blobs of laggy ability spam clashing against each other in a war of attrition that is usually more fun for the shot callers and leaders to coordinate than for the individual players to participate in. Groups of 5 would give a little more room for individual plays to occur, would spread out people more, and it would be more interesting from a tactical and strategical side as well. Not to mention another mechanism to favor coordination over numbers more. 3) As much of a clean slate before the start of the CW as possible, or a more flat power curve when it comes to gear. I remember reading a thread in the 5.8 discussion forum a couple months ago (I honestly can't remember who it was, yoink maybe?) showing how passive skills alone would allow a guild to already have a gigantic jump start even after a complete gear wipe (including vessels) at the start of a campaign. And while I won't beat this horse here again, gear currently has a huge role in terms of stats and raw power. Are tomes going to be enough of a catch up mechanism in terms of skills? Can't say, but gear power has gone waaaay beyond what I woud have liked to see for the game, so as much of a clean slate before the start of the campaign would be ideal IMO. I honestly don't have a solution for this one, but frankly I wouldn't mind a Dregs CW where skills are temporarily reset to zero again, although on the other hand doing the gear grind from zero every single time might just lead people to burn out since the grind has become pretty excessive over time. I don't know, frankly nerfing gear a lot and flattening the power curve would really make for a more healthy game IMO. And then it wouldn't matter as much. These are my initial thoughts and feedback. Would be really interested to see what other people think about it and what they wanna see for the Dregs.
  16. 1 point
    Ble

    new player: soHme questions

    You’re off to a good start. Gods Reach is designed for exactly what you’ve used it for, those beginning levels and such. IIRC the richest level stiff in GR is R6 which all give you full XP till 18 and then less xp pernkill for a couple lore levels till it finally drops off completely. Read below for updated leveling info. The best thing you can do at this point is join a guild. The knowledge curve is massive and it will not be easy moving forward with success. Check our HoA if you’re going balance, hit me up with a PM for more info. But if you don’t want to join a guild yet it’s probably time for you to start making yourself an advanced weapon and armor. You’ll want to start by making intermediate rune tools at the general crafting table on the temple. These give you +10 dmg when you harvest something. You’ll want to temporarily slot blacksmithing and find your weapon that you want to make and then look at all the components it will require so that you can get a list of raw materials you’ll need. Likely you’ll need a little bit of leatherworking as well. If you’re not yet high enough to have two major disciplines then you’ll have to make the leather stuff first and then switch to blacksmithing. Might as well do armor at the same time. Thats about the only other thing you could do for yourself on GR besides the last couple of levels that are possible. You could also start saving up 900 gold for a mount. Gold drops are reduced on GR so maybe wait. Next comes an actual campaign. Youll be XPing in zones where you can be killed by the enemy but just don’t carry anything you absolutely can’t afford to lose. Your gear you’ve equipped is safe. At 16 id personally stock up on bandages and find a rank 6 or 7 war tribe camp close to my temple gate (making it far from enemy) and might even look to run towards one that’s way off on a peninsula or something. Work your way around it pulling slowly, picking off mobs you know you can get slowly. This will give you gold and other goodies. If this proves too difficult you can ask in zone chat for a leveling group or find something easier to kill like pack pigs etc. Even if you don’t want to join a guild, myself and many others would be more than willing to help you out, questions or combat. Forum names = IGNs. If you decide to join a guild, life will get much easier, much faster, you’ll learn the game at lightning speed and quickly get yourself ready to participate in siege battles - which is the true brilliance of this game. Welcome to Crowfall!
  17. 1 point
    http://foeguild.enjin.com/login/do/register Only one way to find out. Smash that register button, fill out an application under the Recruitment tab and we'll have a look.
  18. 1 point
    KDSProm

    Caldera [EU] - Playing with Fire

    Great people with a great attitude! Let the crows fly! /salute
  19. 1 point
    APE

    DREGS: What you'd like to see

    I use this account on Test sometimes. Beyond that, I play one of my alt accounts when I do rarely play as Chaos. Also log in to get my participation prizes with the few accounts I have. Have no intention on harvesting/crafting come launch so don't find a need to do so now. As that seems to be a big chunk of gameplay along with PVE which I also have no interest in, can see why the current design isn't for me. Apparently some people like to do these things. Originally crafting and harvesting were to be full time roles, but seems like everyone is expected to do a little or lot of each as well. Every account should have at least harvesting or crafting training, if not both. Factories as described don't seem likely with the current design with the ever growing number of components needed. But as Blair seemed to like the idea and with SWG/EVE being inspiration, I can only assume they are still planned in some form. No clue how it will work come launch. Can we move freely between EK and ongoing Campaigns? Can we transfer items between them? Gear being looted or going poof from durability leaves players in the same position. Will we actually see a thriving economy outside of guilds? If players don't have access to craft, what can they do? If nothing, then I guess they play with what they have until it's gone then give up? Campaigns need to end some how. Maybe there will be a Free City of some sort that allows crafting a certain quality of gear or comes at a tax/cost? I see the obvious issues and why I mentioned that it wouldn't work with the current design, at least not the current math. If it takes weeks/months to gear a team, losing it all in one session is highly unlikely to be by design. Hence, tweaking the numbers where it doesn't take months of grinding to get there or whatever hurdles of which I find less then fun already. Albion Online is a recent game that does full loot fairly well and continues to improve. Most used gear is fairly easy come/go but there is still a tiered system and high end gear to obtain that has risk/reward value in using. It also has systems in place that reward various types of play beyond bring 300 and roll people. This assumes some things. That they'll actually get performance to a level that people can swarm others, that the game will be that popular, that they won't implement any anti-zerg mechanics, pure numbers will win the day, world map will remain some what small, no guild limits, no risk/reward system, etc. Along with copying SB in a few areas that have yet to be seen or discussed that I know of. I don't disagree with your view or prediction. Just saying that they could change things here and there to make alternative campaign rulesets a possibility. Which seemed to be one of the main strengths of their concept. Unfortunately seems they are trending towards only one or two ways to play which will be unfortunate. Seems like Uncle Bob will love Crowfall regardless of what happens. As is, I don't see how 300 showing up against a smaller force won't dominate regardless of full loot or not. If that is standard gameplay, this game is done anyway.
  20. 1 point
    A helpful video guide from CrusaderW details the character creation process. FULL STORY
  21. 1 point
    Frostweaver all he way! I hope we can choose body type aswell, need to build a rugged lone wolf frostweaver, with Icey beard. Just cant wait for this game! ❤️
  22. 1 point
    Armegeddon

    DREGS: What you'd like to see

    I see you post.. but I have never seen you in game. At least on this account. I would suggest you spend time to train...get dust or embers, craft (I have 7 accounts) Yes... factories, sounds great! who is going to farm all the resources. Who is going to have the skills? What happens when your city is ripped down when you have no stations to craft with? The point I was making was, in a two hour seige, if you are outnumbered, all of your gear, the time to craft, the time to gather, can all be undone, months of playing by dozens of people, on an equal playing field.... not to menttion if you are outnumbered two to one..I don't se how people do not see this coming.. never played shadowbane.. let me fill you in.. I will gather a force, through alliance or sheer number, I will dominate the resource spwwns, I've got a three hundred man roster (imagine when Winterblades and House Avari were dominating things). If I call in I can get 150 on in a night... easy. I get geared faster, I start tearing down cities. An alliance forms. I ally people (easy, everyone jumps in on the winner). I'm better because ive got more resources and numbers. You have two choices at this point. Cede your city to me or come out time and time again until no one in you guild has any gear left, and then you are broke and I get everything anyway. Tomorrow, I take your other city, or your allies city, and stockpile gear...factories won't solve that poorly made socks. People will stop logging, and I'll just take more....snowball... Uncle Bob. That is what will happen. Full loot doesn't help "small leet PvP groups", because the minute you do that, I'll show up with 300 and rip down what has taken you weeks or months to build, take anyone's gear that is foolish enough to face my numbers, and make you homeless just for the simple fact that you rolled my farming groups.... I've seen it happen in games.. Factories will help ZERGS btw, how could it not? Think about it... So, when your guild has no guild city left, and all your gear is looted out by a three hundred person horde, your player base is demoralized facing hours upon hours of regrinding mats in the current format (that is not going away, that is Blairs design), tell me how you will get the troops to not uninstall...? You wont. Again, I warned you(full loot)
  23. 1 point
    APE

    Player Suggestions? Ok here it is.

    Not currently. Gave an "advantage" with passive training that they removed due to training changes and likely not wanting to be seen as P2W. Beyond that not sure what they have planned that won't provide an advantage over those not paying. Well as in perfect is likely not going to happen anytime soon. Several games have handled it well enough though. DAoC, GW2, ESO, BDO all did it decently well all things considered for the time/tech being used. Camelot Unchained hopefully pulls it off a bit better then others as they've spent so much time on the engine specifically for this. As is though, Crowfall doesn't seem to be meant for anything beyond 50v50 with how combat and siege function. Would of liked to see larger experiences, but seems they want a less then large throne war. It is better but not a huge difference IMO. Still have the fall back of "pre-alpha" so they have time to continue improving.
  24. 1 point
    Ble

    Creatures vs other resources

    5-10 dust per kill maybe
  25. 1 point
    Andius

    DREGS: What you'd like to see

    Having played full loot games like Darkfall, EVE, Epic on Wurm Online, Mortal Online (Which failed because it was the worst of the games listed btw.) and PvP centric MMOs without full loot like ArcheAge, and always going for groups that are underdogs when I initially joined them, I can tell you playing an underdog in full loot was A LOT more fun that playing the underdog in ArcheAge. Full loot can be very fun for smaller groups if you adopt the right mentality and strategies.
  26. 1 point
    Marth

    DREGS: What you'd like to see

    dragon got blair mathed so it wasnt a problem for dany tho
  27. 1 point
    Marth

    DREGS: What you'd like to see

    Abo worked with full loot. But gear wasnt that much of a pain to get.
  28. 1 point
    Andius

    DREGS: What you'd like to see

    Loot rules aren't really a primary factor in determining if small-elite groups can be viable in the dregs but to the degree they exist as a factor they favor smaller groups because they make guerilla strikes more effective. The reason guerrilla warfare is so effective at allowing smaller groups to contest larger ones is IRL is a permadeath campaign. In other words, the harsher you punish people for dying, the better guerilla strikes become. The better guerilla strikes become, the more effectively a small group can contest a large one as larger groups need to spread out to gather all the resources they need (and if they don't then node concentration will need to be lowered so they do.) If small groups aren't viable with full-loot they CERTAINLY won't be viable without it.
  29. 1 point
    Andius

    DREGS: What you'd like to see

    Uncle Bob's favorite mechanic is permanent stat advantages. See ArcheAge if you want to see a game that is Uncle Bob's paradise. The top players can one shot someone, who can one shot someone, who can one shot someone, who can one shot someone, who can 1v5 max level players. And it's ALL based around gear. And that gear is permanent/something you can never lose. So you get players who swipe/no-life their way to the top then run around harassing everyone else still earning their gear solo all day. What full loot means, is that if your faction gears up a champion into full oranges, and they go out thinking they can solo harass the enemy cause dey gots da gearz, and then you kill them, that full orange gear now belongs to your faction and they have a champion who needs a new set of gear. It also means when you get together a small-group of skilled players and run around ganking members of that 100-200 man zerg who are all spread across the map that your strikes actually mean something. Full-loot is a fairly easy system to turn against zergs. People being secure in their gear lasting a while is a very easy system for Uncle Bob to use in their favor. Now if you are bad at it, don't have spare sets of gear, play too risky, run around solo all the time etc. yeah, full loot sucks. Dregs is meant to be the place for more experienced players anyway though. The group I would expect to benefit the most from full loot is these guys: Small, coordinated, skilled, and constantly out killing people. They would be fearsome in a full-loot dregs.
  30. 1 point
    Ussiah

    5.90 LIVE Feed Back for 5/22/2019

    Ancients dropped 5 different ones for us, so small increase, plus I am hoping they stack until you turn them into disc which will help with storage.
  31. 1 point
    https://crowfall.com/en-US/news/articles/trial_of_maeve they delivered, at least in words
  32. 1 point
    That's wonderful that Crusader made this video, good job... What are you guys working on though? When are the gods trials campaigns releasing? Is the infinite load screen bugs fixed? Awaiting actual news.
  33. 1 point
    seastodd

    5.90 LIVE Feed Back for 5/22/2019

    Hi just a question on the new soul gem drops, do they only drop off only the ancient mobs? or are they on any r6 and up npc?
  34. 1 point
    seastodd

    Player Suggestions? Ok here it is.

    I dont think I have ever seen any software that has handled large battles well. World of Warcraft quickly went pve when they saw the performance of 50v50 battles outside stormwind, Warhammer Online... fail, and than the list of games that have come out recently that do anything they can to either flat out avoid them or instance them. Have you ever played Conan Exiles, they went the route of allowing only 40 people per server to try and deal with this same issue and well I think they were a fail also. Love this game love their concepts, can only shove so much data through a cable at once though, internet speeds are real, I spend more on my isp than food at the moment and well I still have times where stuff is not running right.
  35. 1 point
    Ble

    Creatures vs other resources

    The others you mentioned are harvesters with harvesting tools out harvesting a resource node. Skinners have the added step of having to create the resource node before they can access it. The differences have been noted many times, primarily the requirement of durability loss. Used to that was offset with gold, but now it’s not. Im not a fan of your idea. It doesn’t agree with the structure of harvesting, it would likely be worthless whites if it was implemented, or diminish skinning training if it offered color.
  36. 1 point
    @ACE_JackalBark the article lacks a link to the video. the image thumbnail has no link attached to it.
  37. 1 point
  38. 1 point
    Marth

    DREGS: What you'd like to see

    wizardry online route. I like it.
  39. 1 point
    Marth

    DREGS: What you'd like to see

    Yeah fullloot doesn't work with the current system they have.
  40. 1 point
    Armegeddon

    DREGS: What you'd like to see

    With the current crafting system, full loot will kill the Dregs, I don't even think that is debatable. There will be a time when you will see 100 man guilds here, not alliances. Trolling zones with 20 man groups collecting gear from noobs or the outnumbered will go over like a lead baloon. If I'm wrong and the pop isn't there, this game will have failed anyway. Full loot is only good when gear is disposable. That is not the case here.
  41. 1 point
    Marth

    DREGS: What you'd like to see

    Maybe you can make dregs a loot drop. 10,000 mobs for 1 dregs update.
  42. 1 point
    APE

    Player Suggestions? Ok here it is.

    If they started with Dregs, population would probably be half of what it is, if that. People whine about losing in pre-alpha as it is. Imagine if it was every guild/alliance for themselves without any safe spaces. From recent comments it doesn't appear that ACE intends to appeal to "average" or "normal" players. It's the "hardcore" no lifers. Which seem to want Dregs so not sure what point Factions will have once Dregs are available. The target audience and the design goals seem a bit off. As is, CF offers little to nothing in comparison to other games in regards to RvR/Factions. Especially true if Camelot ever launches and is half way decent. Those that think an arena/hunger dome option is crazy will likely see the end of Factions as well. Who wants variety... Got the not-so-complex crafting system, Dregs, and matches that come to an end yet don't thwart Uncle Bob. Not sure those will be strong enough selling points.
  43. 1 point
    oneply

    Player Suggestions? Ok here it is.

    A lack of meaningful PvP content outside of sieges.
  44. 1 point
    Marth

    Player Suggestions? Ok here it is.

    Seige windows make people stay on for seiges. Off hours the game would be dead without the endless grind so they added that.
  45. 1 point
    mystafyi

    Player Suggestions? Ok here it is.

    I think they realized a while back that their software could never really handle large battles and decided they needed to add more pve content, so they added grind.
  46. 1 point
    Marth

    Player Suggestions? Ok here it is.

    Pretty easy actually. They wont.
  47. 1 point
    APE

    Player Suggestions? Ok here it is.

    Seems some are more then happy with grinding to grind. Will be interesting to see how they market this thing while staying honest.
  48. 1 point
    oneply

    Player Suggestions? Ok here it is.

    With the gear durability issues whites are worth more imo. No need to waste durability on a nice blue+ set when farming mobs.
  49. 1 point
    Fefner

    Player Suggestions? Ok here it is.

    Saved me the time and trouble to rant about one or two many ppl behind the scenes making changes that the players didnt want. Yes the game has become one hell of a grind fest now, something that the kickstarter promised it wouldn't be.
  50. 1 point
    Kraahk

    Waffenherstellung

    Hi, Weapon Head Molds sind Waffenkopf-Gussformen. Wurde in einem der letzten Streams erklärt, der von unserem CM Menja hier zusammengefasst wurde. In 5.9 wurden die Waffenrezepte synchronisiert, statt verschiedener Schwert Rezepte gibt es zum Beispiel nur noch eins, dessen Ergebnis von der verwendeten Gussform abhängt (Kurzschwert/Langschwert/...). Die Gussformen muss man von NSC-Händlern kaufen. Orte und Preise können sich ändern, aber zumindest letzte Woche waren sie für 100 Gold pro Stück bei Händlern in Festungen der Kampagnenwelten erhältlich. Edit: So, nochmal ingame nachgesehen. 100 Gold bei Händlern in Forts und Keeps. Sie stehen auch in noch neutralen Festungen, die noch nicht erobert wurden. Am einfachsten sollten die Festungen in God's Reach sein. Dort stehen sie in den Siege Maps, die PvP Zonen sind - dafür sind die Adventure Maps zwischen Tempel und Siege Map keine PvP Zone und daher ungefährlicher. Ist der Händler mit dem Schriftrollen Icon. Die Gussformen haben noch kein eigenes Icon, deswegen wird im Moment noch ein Stein Icon benutzt .
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