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Showing most liked content since 01/17/2019 in all areas

  1. 11 points
    ZYBAK

    Giving Outposts Area Wide Buffs

    Right now taking and holding outposts is very lackluster. It's boring and usually something people dread doing primarily because there's no reason to grab them other than "points". - If you're a PvPer and you're not in the race to win then there's no point in even bothering with them. - For harvesters they don't get any benefit whatsoever. If you guys gave something like a 5% damage buff for having a nearby Outpost and an extra plentiful harvesting point and extra harvesting critical chance it would really incentivize people to want to grab them for reasons outside of points. - It would add some tactics to taking points on the map. Maybe you want to grab the 2 nearby outposts for a 10% damage buff before trying to take a fort. If you're planning on doing a motherload run you'd want to grab nearby objectives first for the buffs and a fallback point. Overlapping buffs might be too much but maybe there could be a limit to how many stacks you could have. @jtoddcoleman@Tyrant@thomasblair
  2. 10 points
    Due to the expansive nature of the Undead Alliance structure, Pest UDL has starting to hire contractors to help with his admin. For those looking for the primary guild experience theres the core of the 10 year old alliance: Undead Lords (70+)--the Knights of Myrkul, a death cult RP! Lords of Death (70+)--Another death cult. and Sinister (50+)--vaguely brooding folks that missed the memo on the naming scheme. For those seeking a more unique experience, UDL offers a full range of subguild options: TheBalance (not to be confused with the faction) for the discerning roaming killer. Obsidian for the stealth obsessed Screeling Mostly Harmless, for the un-ironically named. Mithril Warhammers for the dwarvishly inclined For the more independently minded Chaos member there is always Lords of the Dead (30+)(LotD, not to be confused with LoD)--another death cult not quite ready to make the jump to Undead Alliance. Any Elves, Former Elves, and Wannabe-Legolases wishing to join the Undead Alliance may contact @nerion and @MarsJust, UDL Chief Ministers for Elven Re-education and Immigration. @Ginko's door is always open for any new guilds that have yet to hear about a Death Cult near you! Preferred communication is through multiple PMs and spammed discord messages. Join the Undead Alliance Today! This-Message-Paid-For-Jointly-By-Ministry-of-Elven-Re-education and Zerglings-for-Chaos-a-limited-liability-advocacy-group.
  3. 8 points
    Pann

    Zybak Discussion

    It is our firm policy not to discuss a player with a third party. As stated before, if you have concerns about a member of the community, please contact support@crowfall.com.
  4. 8 points
    Marth

    Path to Alpha - Official discussion thread

    Ice is a form of water and JTC hates water.
  5. 8 points
    You forgot Frostweaver! That’s very important to the success of Alpha!
  6. 6 points
    I agree it would be interesting to have the seasons have more strategic differences for resources and loot tables. Definitely makes sense from a lore standpoint.
  7. 6 points
    If you have to survey the testing group for reasons to test then you’re probably not a good tester. We are here to break the game. Find exploits. Cheat and have it fixed. Report back what works and what doesn’t. You’re not playing an alpha, you’re testing it.
  8. 5 points
    Arkade

    State of the Knight 5.8

    I'm not going to delve too heavily into the promotion classes. The issues regarding CC specs are known, and it's pretty much acknowledged at this point by anyone who plays a knight that the Swordsman spec is the best of the three while Secutor is the worst. This post is going to focus more on the core knight design and its role as a tank. There are 3 tank classes in Crowfall: Knight, Templar and Myrmidon. Tanks are supposed to be able to soak up damage, and each of these classes does it in different ways. How the tanks tank: Myrmidons can wear mail armor and have two different abilities which can provide healing: Berserk and Vengeance. Their final mitigation is capped at 50% by default. Strangely, the Battle Rager promotion increases their final mitigation cap by 25%, but doesn't enable them to wear plate armor. Templars can wear plate armor and have a 65% final mitigation cap by default. The Paladin promotion can raise that cap by another 25%. Templars also have Righteous Stand, which gives them immunity to CC and damage mitigation for a single attack, and triggers Righteous Parry if successful, which does good damage and knocks the target down. They also have healing via Devotion and Divine Light. Both of these abilities heal the entire group if they are within range. Knights can wear plate armor and have a 65% final mitigation cap by default. They can increase that cap by 10% via the Secutor promotion. Knight's also have Block, which mitigates incoming damage by 50% (after all other mitigation and damage is calculated, I think), but that can be increased to 70% via talents. Block also prevents CC and can be maintained as long as the knight has stamina. There are talents/disciplines which improve the stamina usage. Knights also have a barrier via Noble Blood. The tooltip doesn't say how much it's for, but last I heard it was 500 HP. Healing vs Armor Basically, we have 2 types of mitigation, healing and armor, and healing is vastly superior for several reasons. First, healing isn't specific to any damage type. It doesn't matter what type of damage you get hit by, whether it's bleed, poison, piercing or even holy damage. Armor, on the other hand, it very dependent on damage type. Every class can get 18% armor bonus for physical, elemental and organic via the skill trees. AFAIK, Rangers are the only class that has a talent for bleed armor bonus. Knights have talents that give them up to 11% physical armor bonus. Plate armor can be crafted to give a balance across all 3 major types, or it can be crafted to give a larger boost in 1 major type and lower amounts in the other 2. Armor will never be as good as healing for all 3 major damage groups, and it will never be able to mitigate bleed or holy damage. Constitution provides some bleed mitigation, but the numbers are so small that it's irrelevant. Second, healing can be used to replenish lost HP, whether the target is getting hit or not, at least for the Templar. The Myrms heals don't allow him to go past what he started with. Armor mitigation can only reduce the amount of HP lost when hit. It can't give you HP back. And third, healing is less dependent on gear. Yes, good gear will improve the heals in many cases, but a naked Myrmidon using Berserk will heal the same regardless (assuming they don't miss their crash). A naked Knight has no defense other than Noble Blood and Block. A large part of armor mitigation is designed to come from armor rather than buffs/bonuses, which I will talk about more in a later section. The only heal knights have is the Resolve passive. This passive can only activate once every 90 seconds and it only activates when the knight's HP drops below 20%. If you drop below 20% and it's on cooldown, you're out of luck. Even if it comes off cooldown, if you are already below 20%, you are out of luck. It only activates when you drop below 20%. As such, it isn't reliable. It will save you for a few seconds, but that's about it. It doesn't come close to the kind of sustain that other classes have. Counters Healing can be countered to a degree with certain abilities. These abilities either reduce healing effectiveness by a percentage, or they require the target to heal a certain amount before seeing any benefit from their heals. CC prevents healing for the most part (DoTs will still run), but it's not possible to keep someone locked down with the way Retaliate and CC immunity works. Armor can be bypassed in many ways. First, there are abilities that reduce armor mitigation by a percentage. Brutal Slam, for example, from the Shield Fighter discipline, or Centaur's Wild Charge. Both say they reduce physical armor, not that they increase armor penetration, which is an important distinction due to "Blair math". Armor can be bypassed by Templars via Holy Warrior, or by anyone using Standard Bearer to change the entire group's damage to Electric. Not so good for the knight who stacked physical armor. Block and Noble Blood can both be countered via Shield Breaker. Our best defense is easily turned into a liability by one discipline. Even if we don't use Block, we have to use Noble Blood to get to Oath of Will. Yes, Shield Breaker affects Righteous Stand too, but Templars have heals in addition to their armor. Block and Noble Blood Speaking of Block, it's of concern how it works against DoTs. AFAIK, it doesn't. I know in the past that Rend DoTs have been applied in full through Block. I assume that poison and disease DoTs work the same way. Block only affects direct damage. If this is inaccurate and Block reduces the effectiveness of DoTs, please let me know. Block also makes the Knight immobile. Yes, we can move while blocking, but it's very slow. We also can't do anything else while we are blocking. Meanwhile, the Myrmidon is free to run around and do damage while under the effects of Berserk or Vengeance, and the Templar does damage and healing with Divine Light, can move within its radius, and also has complete freedom of movement while under the effects of Devotion. Noble Blood does not scale, nor does, I assume, the barrier that Secutors get on Pursuit. What good is the 500 HP barrier from Noble Blood when people are hitting me for that much or more with basic attacks? The changes to advanced weapons will help, but it doesn't change the fact that most barriers don't scale. Armor Caps There are two different caps on armor. The first is the Armor Bonus Cap, which is set to 35% for all classes, for all mitigation types (except for Holy which can never be mitigated by armor). Armor Bonus comes from a variety of sources, including dexterity, skills, talents, gear, abilities and passives. The second cap is the Final Mitigation Cap, as I noted in the first section above. All 3 tanks have the potential to increase these caps to 75%, or higher in the case of Templar. Both the Knight and Templar start with 65% by default, and the Myrmidon starts with 50%. The Final Mitigation Caps include your chest armor values and whatever you get from Armor Bonuses, which is capped at 35%. In order to reach the final cap, a knight will need to get 30% from his chestplate (or 40% for a Secutor). It is ridiculously easy for a knight to cap Physical Armor Bonus. 18% from skills plus 11% from talents gives 29% total. That only leaves 6% beneath the cap. If you decide to make a guinecean knight and run a dex build with 300 dex, that's another 3% used up. Let's say you also decide to take the Rune Caster Discipline. The Sanctuary ability gives 20% armor bonus to the group, but you're only getting 3% physical armor from it because of the cap. It isn't as easy to cap elemental or organic armor bonuses, but it's still very easy to do via abilities and passives. In the same scenario listed above, you'd only be getting 14% elemental and organic instead of the full 20%. Even Bleed mitigation is affected. The Benediction ability from the Friar discipline gives 50% bleed mitigation, but you max out at 35% because of the cap. Blair Math Unfortunately, we don't know exactly how the math works. In a Q&A video quite a while ago, Blair mentioned a change to armor to account for armor penetration. Previously, armor was capped at a certain number and certain classes were able to get a lot of penetration, which would effectively drop armor by a lot. If I was capped at 65% and someone had 30% penetration, I effectively had 35% mitigation. Blair changed it so that we could in theory go over the cap, but only when calculating total mitigation vs penetration. So if I had 75% mitigation total with a 65% cap and you hit me with 5% penetration, I would mitigate 65% of the damage. If you hit me with 15% penetration, I'd mitigate 60% of the damage. The problem is, we don't know if this only applies to the final mitigation cap. If I'm at 35% physical armor bonus and I get another 20% from my armor, that puts me at 55% final physical mitigation. If I then use the Rune Sanctuary ability, my physical mitigation values will not change. Does the math behind the scenes take that into account? Is it giving me a total of 75% and subtracting penetration from that, or is the armor bonus always a 35% contribution and the math only applies to the final mitigation number? If the enemy has 5% penetration, am I getting 50% mitigation or 65% mitigation in that case? Regardless of how the math is actually working, it's very non-intuitive. I don't understand why certain promotions raise the final caps but don't raise the armor bonus caps. I don't really understand why we need 2 different caps to begin with. Maybe the armor bonus caps are a means of limiting the mitigation of other classes so they can't match what plate wearers can achieve, but it hurts plate wearers just as much. If that's the case, then the armor bonus caps need to be raised for the tank classes. Disciplines There are several disciplines which grant healing abilities, and when combined with the Surging Spirit minor disc, they can do a significant amount of healing. None of these abilities provide a significant source of self-healing, though. Most heal only your target(s) and the ones that provide any self healing at all are low amounts and unreliable, such as Blood Orbs and the cleanse from Field Surgeon. A knight with Field Surgeon could certainly help with healing the group, but I still don't know that it compares to Templar healing. Final Thoughts If anything I have written is wrong, please correct me, but I think this illustrates why knights fail as tanks in Crowfall. I know someone will say that this is a group game, not 1 vs 1, so let me diffuse that argument right now. Which of the 3 tanks are you going to bring to your group? The one with good damage that doesn't need much healing when played well? The one that can do some damage and provide healing for the entire group? Or the one that has chain attack and needs a pocket healer to keep them up? When you look outside the tank classes, the knight's effectiveness is even more suspect. We have Champs with plate armor and ridiculous sustain, Confessors with plate armor and mana shield. Both classes are better at taking damage than a knight. The knight is intended to be a tank and it is failing in that role. I don't really care that we can't do a lot of damage. I play a knight because I want to be hard to kill, and there are many classes, tanks and non-tanks alike, who manage that far better than knights do.
  9. 5 points
    Durenthal

    State of the Knight 5.8

    I'd been meaning to post a state of the knight 5.8 post, but it was too depressing. Still, since you've started it, I may as well chip in. I have played all three knight promotion classes pretty extensively in 5.8. Swordsman - had good damage at the start of 5.8, but it got triple nerfed (Mercy reduced from 9% to 3%, mighty surge bonus reduced from 125% to 50%, and uptime on swordsmanship buff crippled so that only one native knight power can trigger it, and then only some of the time) early and is back to doing less damage than other melee dps classes. The reduced cooldown on charge is nice for battlefield mobility. Lack of self-sustain makes it weaker than the melee classes with self-sustain. As Arkade pointed out, self-healing is much stronger than armor as actual damage mitigation. And the barriers a knight gets are utterly pathetic. They should be a percentage of maximum health, not a little 500-pt invitation for shieldbreaker. Sentinel - CC-focused promotions feel weak in an environment where everyone's running around with two retaliates available. Sentinel has all the problems the other knight promotion classes have - they can't take damage or dish it out well. The additional PCM in the tree helps with using heavy weapons, but as long as the PCM cap is at 25%, heavy weapons don't feel good. Final PCM has a cap of 100% but the only thing that contributes to it is capped at 25%. Secutor - different playstyle than the other two promotion classes. Everything revolves around shield bash. Feels like the math on shield bash is wrong - if we were doing tooltip dmg (including all the multipliers from the talent tree) with it, it'd be utterly useless. But there's an extra multiplier in there somewhere that makes shield bash crits very strong, and that makes the class viable (as far as knights go, that is). Strangely, you can squeeze out more dps on Secutor than on Swordsman if you get your bashes in all the time. We all know that champion (especially pitfighter) is overpowered. Pitfighter is so strong because it has good mobility, a ranged attack that slows on a low cooldown, the most health of any class in the game, the best self-sustain of any class in the game by a large margin, good damage, and decent cc. It's hard to get away from them, it's hard to stop them getting away from you, it's hard to do enough damage to make them sweat given their self-healing. I don't understand how the same devs who made secutor knight could make pitfighter champion and think "these are both tanky melee promotions that are roughly equivalent." Knight is essentially a one-trick pony. Chain pull is a very cool trick, but it's all the knight has, and it's not enough. Knights are weak 1v1. Knights are weak in small group play. Knights are weak guarding the ToL or attacking the ToL. There's nowhere the knight shines. Chainpulling targets into your zerg in large fights isn't a role to be proud of. We're still playing knights. They're not so crappy that they're unplayable. A good knight is an asset to a group. But an equally skilled pitfighter or tank confessor or myrmidon brings more.
  10. 5 points
    @Darguth @ArkadeThis is the the screenshot we got: Click for the full article explaining it.
  11. 4 points
    Ardrea

    Is in gaming spying an exploit?

    I just had this vision of Crowfall in 2022, or whenever. You go to a runegate, and the first thing you see is dozens of characters with odd names, just loitering about, not moving, not saying anything. You go to the next zone in the campaign, and you see the same thing. The spies! They outnumber the actual players by two-, three-, no! Even four to one! Everyone has a spy account or two -- some people have many. You read the forums, and you see topic after topic about it, and there was this one event, back in the day, that people still speak about, but only in hushed whispers, something about ... "The Tarkening".
  12. 4 points
    Jah

    Is in gaming spying an exploit?

    ACE can't force people to play Factions in good faith. There will always be people taking advantage of the limitations of Factions. The solution is to play on the Dregs.
  13. 4 points
    From the desk of Creative Director J. Todd Coleman, here's an update on what's coming in the final phases of pre-alpha and the beginning of alpha testing. FULL STORY
  14. 3 points
    Ginko

    Fight the Zergs, Join Chaos Today!!!

    Order and Balance are outnumbering Chaos by quite a bit so we need to even it out. We need some small guilds and individuals to roll Chaos so we can stop getting zerged at keeps 20v40. Chaos is winning this last campaign. The enemy is already scared just imagine if we could match their #'s! Roll Chaos today and get rewarded for being a zerg buster! Roll Chaos today for ultimate glory on the battlefield! Most of Chaos faction plays in this discord discord.undeadlords.net Jump in and tell us you are here for Crowfall. You can also PM Ginko, Chroma or PanzerUDL
  15. 3 points
    DocDoom

    Is in gaming spying an exploit?

    Who cares, it's Faction, as soon as Dregs comes online Faction will be for all the people who complain in general chat about getting ganked by assassins and not knowing what to do after they reach level 10 on a vessel. If Faction worlds aren't mostly dead and lame, I'd be really surprised.
  16. 3 points
    Stubbs

    Resource Progression through seasons.

    I have only been back for a couple weeks after a looong hiatus (hunger dome was super fun, empty campaign world with nothing to do was not), but it seems like one of the recurring themes is lack of motivation to play in Fall/Winter. I think boosting victory points and capture bonuses will help the high-level gameplay in later stages, but the way resources are handled currently is a big mistake. They are a flat out disincentive to play later stages of campaigns. With multiple character slots available, if you aren't winning, why wouldn't you just spend your time in a newer campaign? Even if you are winning why would you do anything more then the bare minimum to stay ahead while splitting time in a fresh campaign? A solution that fits both lore and gameplay wise would be to adjust the rare drop items so that they follow the reverse path of the common items during campaign progression. As the Hunger infects more of the world things like Chaos Embers, Soulstones and Hunger Shards should drop more in Fall/Winter then they do in spring/summer. IMO once you are in winter things like hunger shards should drop from just about anything (at an appropriate rate) Time spent in winter should always be the most potentially lucrative time spent in game. It is just that the distribution of resources should shift from high common staples/low rare drops in spring to low common staples and higher rare drops in winter. For example, food gets scarce but choice body parts are easier to find. If you were to distill all items down to a gold value, the total gold value per time spent at any activity should only increase as the seasons progress. Its just that the overall distribution of the resources gained for any activity should shift from high amounts of low-value drops in spring to high amounts (relatively speaking) of high-value drops in winter.
  17. 3 points
    Qlimax

    20 hour review

    Pros: Hand to hand combat feels great. I love the multi custom stat,skill tree+I guess vessel tree? Rewarding to farm and make my own gear. Harvesting buff and pinpoint mark makes farming more enjoyable. Tons of classes and races to make a unique feel for everyone Gameplay of siege weapons etc look cool. Though they show an assassin stab it 5 times and it explodes. Cons: Convinced a bunch of friends to purchase the game..needless to say we all ended up on different factions by accident. We couldnt play with one another which turned people away. Starting area bugged. Started on a cliff, fell died. gg Pop up hint boxes last 1-2 second. What'd that say? I dunno How come it's taking so long to harvest this rock with a pick? Hey Noob, you're using the wrong tool..oh.. Bugged trees and rocks Friends lost interest before we even tried pvp. argh Oh you need a guild for the next tier gear. I guess you can go farm and maybe ill make you an item New campaign starts, hey player x hows it going? want to party? im lvl 4 what level are you? I'm 30 and i can make everything. cya Where am I? Press M, 3-4second delay of loading. Yep this map is going to get me ganked. Can i put a marker on the map. No. Ah crap I'm going the wrong way again. Argh guards can see me in stealth. But they're looking the other way. We have eyes in the back of our head brah i have 60 wood..can i make 5 axes? No, one at a time. Oh Run away there's an opponent! I have a swift mount and he's two football fields away...Uh some how to catches up and snares me and shoves an axe in my heart. What the...but I have the fastest mount and you were so far away? 100 yard range on snare sniper rifle gun? Bye bye items. K thx Chased first opponent to their temple portal. Insta death. Congrats you lose everything and the dagger you worked so hard for..meh alt f4, when's new camp? Opponents glitching in some corner near our fort to take it over. k Hooray I solo'd an outpost. I'm going to cap this for our faction. Stealth, go watch a youtube video. No still not capped. wth..goo
  18. 3 points
    I strongly recommend 1) remake keep walls and fort walls structures so fae unable to jump in. if you wanna see how, I can make a video or add this futures to every race. 2) make it unable to teleport through walls (wood elves) else I dont understand walls idea. remove it so every1 can fight inside double jumps is OP. atleast 2 races have access to it. very abusable flying is OP. I silence here, fae is whole OP race. I'd suggest remove double jump to fae and make it fly for stamina. I still dont get the idea why fae have so much and still can get over 11k HP as assassin with the same stats as slow/warrior races. fall dmg is OP. remove it until you fix fall dmg calculation. dying in critical and important situation is not a fun, you know. hope you fix those until 5.8.1/5.9 on life
  19. 3 points
    X-Jack

    abolish skills and leveling

    If I wanted to play deathmatch in an FPS I would play that. No Progression = No Playing. The nerfing of games to satisfy casuals who then get quickly bored and jump to the next shiny thing is exactly why I am interested in crowfall and similar games.
  20. 3 points
    I agree that we should have more of a see-saw out of the seasons. My reasoning isn't that I can't do something, it's that the trend is to only play the game the first 2 days of a campaign. Yes there are still fights that go on, but the numbers during the spring and summer are higher. From an end game, or rather a maxed harvesting characters standpoint, it should still be hard to harvest some things in winter, like apples; while other things should be easier to acquire.
  21. 3 points
    Ble

    Giving Outposts Area Wide Buffs

    You're spot on. Outposts equate to nearly 50% of the available points in a campaign. They cannot be ignored and they are super tedious and unfun to gather/keep/retake. I'd rather smash my toe with a hammer than have to go out and clean up 30-50 outposts.
  22. 3 points
    Angelmar

    [=CC=] Corvus Citadel

    Gratz to CC tonight. You guys more or less carried Chaos faction tonight. Held the last bane tree against counterattack . Glad to see new guilds getting organized. Congratz!
  23. 3 points
    Arkade

    State of the Knight 5.8

    A little background from just about 2 years ago when the "new" knight was introduced. This knight used stamina, where previously it had used mana, and the Shield Bash ability was added. https://crowfall.com/en/news/articles/meet-the-new-knight/ We still don't have any of that. Part of that was supposed to be provided by the Secutor discipline, but the Form Up ability was just labeled as "coming soon" and they eventually removed the Secutor disc. Now that we have the Secutor promotion class, maybe Form Up will be given to them automatically if and when they get it working. The idea was that when Shield Bash was active, pressing 2 would cast it. When it was not active, pressing 2 would cast Shield Slam. That hasn't happened yet either, but I rarely use either ability. If they are combined into one, maybe I'll find a place on my bar for it. In a previous version of the character controller, we would press and hold the #1 button to execute Pursuit. When we released the button, the knight would stop and do the hit/stun. Currently we click once to activate and have to wait for the entire animation to play out before it executes the hit, even if we reach the target after 5 meters. Hopefully this is still on their radar somewhere. It's kind of ironic that the knight was the first archetype they made and it's the one that has the most unresolved tech issues. Maybe once they get the Frostweaver done, the engineers will have some time to look at this stuff.
  24. 3 points
    Howdy all, I was recently asked on Reddit how to make better items in response to a post. I started the reply and it got sort of long, so I thought I'd throw it up here and link it instead. I'm sure I've missed some stuff so please feel free to make any corrections / suggestions, I'd really appreciate it! I should mention I joined in 5.8 so I'm by no means an expert and this reflects my meager knowledge. This primer will assume you have some idea as to which profession you're interested in. First off, here's one of the devs walking through crafting changes in the current patch: https://www.youtube.com/watch?v=URZC4k0b_nM Watch it and don't worry if you don't fully understand everything right off the bat. It's still good to see the UI and all that. Generally, crafting improvements (making better stuff) come from 2 places: Account Training Your passive account training (click Skills at the top of the screen from character select or press esc, then the dumbbell icon from in game). There you begin your account training and can invest points in a particular crafting path (start this early!). To focus on crafting, select the crafting basics tree and start spending points to unlock the professions you're interested in. Once you get to the actual crafting tree node you want, you'll notice several branches you can invest in. All crafting trees have 5 primary branches, 4 of which split into 2. From top to bottom, they deal with: Experimentation Success Points Assembly Success Speed Recipes Mass Production Thrall durability Quality of Thrall How experiment points, success and assembly affect your crafting is discussed below. For now, we'll be mostly ignoring Recipes (since you currently get them from Disciplines), Mass Productions (not in yet?) and Assembly speed (currently set at 1s). Recipes come from Disciplines Pressing J will open your crafting menu where you'll notice basic recipes. Currently in 5.8 (and 5.8.1), all crafting professions are available to everyone by crafting and equipping the appropriate major discipline (hexagon shape). Once you have that, you need to find the appropriate crafting table. They are found in forts / keeps out in the campaign world, or in Eternal Kingdoms (EKs). Materials Matter When you find a table, you'll see all the different recs available to you. For example, if you're a blacksmith, you'll have the ability to make a Metal Bar. This requires 3 slots of 3 "non-basic" ore. Depending on the type of ore you use, the metal bar will take on different properties. Here is a useful reference: http://winterblades.net/crafting-combinations/ This concept of "materials matter" is general across all crafting. So you can make items with any old material, but the best, custom tailored items will require particular materials (found in campaigns). I've heard it said on these forums that the most basic materials contribute the most to an item with a diminishing returns on contributions from higher level components. Assembly Success and Experiment Points Once you've obtained the appropriate materials for an item, you can then start crafting. Each crafting stage has a success / fail (Assembly) chance based on the recipe, material quality, and your skill level (increased through passive account training and other skills like leadership, gear and vessels). If you fail the assembly, you lose 1 quality level . This can turn a set of blue materials into a green item, so assembly chance is important! If you succeed in assembly, you are allowed to invest experimentation points into the craft. This allows you to customize your item based on the properties that the base materials grant the item. Using our Metal Bar example, after consulting the Winterblades website, we see that using Iron in all the slots gives the metal bar Attack Power and Crit Damage. Thus, you will be allowed to invest experimentation points in Attack Power, Crit Damage, and Durability. The more you train your account in the appropriate crafting discipline branch, the more experimentation points you'll have to spend up to a max (this max can be increased through various means). But that's not enough. You then select how risky you want to be and based on that, you'll have higher or lower chances to succeed or fail at the experimentation leading to higher or lower bonuses for that stat. This is affected by the Experimentation Success skill in your account training (and other bonuses). Once you're settled on what to invest points in, and how risky you want to be, you roll the dice. You now have a final opportunity to modify the item by rerolling either the single (minor reroll) or all the experimentation rolls (large reroll) for a variable amount of Ethereal Dust. When you reroll, you are guaranteed a better result than the original roll. Finally, you customize (currently just naming the item) and that's about it! Summary Creating better items is a combination of having more crafting skill (assembly success and experimentation points/success) from your account training, the right materials. Do your research before you set out to craft an item. Ask your clients what they'd like, and make sure you're well equipped. Find out if someone you know has specced into Leadership, or can make you certain potions that can help with crafting. I hope you found something useful here, and if you spotted anything incorrect, please let me know!
  25. 3 points
    I'd promote needing a percentage of the outposts on a map or surrounding a fort parcel be capped before the fort can be attacked... this would produce multiple alerts and the map will show the enemy territory creep like in the original video... guild/faction colors bleed across the land and flags change in a front line, offensive push or pocket.
  26. 3 points
    Rather than rewarding all who sign on, how about a consolation prize for the top scoring players of the loosing factions? Then you don't need to beat that other faction to see some rewards, just be among the top of your faction. That way it's still a contest with the same goals, and not a participation trophy for joing the loosing team and not trying to help them win, or worse helping them loose.
  27. 3 points
  28. 3 points
    I understand that there may be things that don't make it in by launch. Todd mentioned taming during the livestream as an example. If we can still have pets, I'm not overly concerned that the taming mechanic has to wait unto post launch. That said, the list of things I think this game can launch without is pretty small. I think we can launch without the Infected and Shadow bands, and I think we can wait for the Bloodstone ruleset as well. These are just variations on the existing game that won't make or break the game at launch. Farming can probably wait as we have other ways to get food and those can modified to provide more food until farming comes online. Relics and artifacts can possibly wait too. Crafting needs to be completed, including the projects interface, factories, recipe drops and thrall capture and use mechanics. Caravans need to be added, and therefore, pets and mounts. Obviously the frostweaver has to be added, and there needs to be an evaluation of all classes, disciplines, abilities, passives and armors, not just for balance purposes, but to ensure that each class and promotion is able to fulfill its intended role. The Embargo system needs to be fully functioning. POIs need to be completed. I like the idea of materials from POIs being able to be broken down into resources and used for crafting, though they should only provide common quality resources, and the POI output should be affected by the seasons. This will put less of a burden on people to harvest unless they want the higher quality stuff. Obviously the war tribes are being added, but we need more boss mobs and other types of mobs. We still have yet to see the Bog Bear, Giant, Wyvern, Gryphon or Urgu. If adventure areas are being designed with any of these mobs in mind, similar to the spider canyons, then that will need to be developed as well. I think the Sentinels need to be added, more to improve the new player experience than anything else. Exploration stuff like tracking and cartography. Exploration needs to be more than just harvesting. Different biomes, completing all the parcels and buildings like the fallen colossus and the castle. The number of distinct biomes may be limited, but we do know they were working on a desert biome, so having at least a couple different ones will be good. More can always be added post launch. If the relics and artifacts aren't in for launch, then having the buildings that they are to be placed in is less of a necessity. And, maybe most importantly, performance has to be improved. Hopefully 5.9 will be a major step up, but I'm sure this is something that will be ongoing up to and beyond soft launch. I'm probably forgetting some stuff, but I'm hoping that a good amount of these things will be in for alpha. If all of that is in for launch and the throne war gameplay works in both 3 faction and dregs over the course of 3-6 month campaigns, I think we'll be fine.
  29. 3 points
    Wrain

    Thoughts and Ideas on Faction Play

    Original poster is EXACTLY right. Without some form or realm differences or unique structures etc...Its absolutely pointless. Its a broken system to somehow try to 'control' random ganking. As it stands right now you just stare at the emblem, click one and hope its on the "balanced' side of things number wise. I'm gonna say it again and again and hope the devs are listening. Right now we have a crafting simulator that in no way shape or form gives reason to war. You have areas being named after "people" that completely remove any type of LORE which is desperately needed. Race/classes that have nothing unique. Pads we stand on to somehow 'capture' and thats supposed to be fun. NOTHING NEW SO FAR IS IN CROWFALL, -NOTHING. As for you being scared to post anything "negative" about the game, I cant blame you. I'm not scared of the devs as I feel they WANT open feedback. (heck its on the log-out screen everytime you log out of the game) But I do see your fear as 70% of these remaining testers are either fanboi's or CRAFTERS. I've got my fingers crossed and Todd is my favorite Dev/creator of all time. But this game needs to make some serious serious hard right turns if its truely going to capture us old PvPers.
  30. 3 points
    If you want to play solo in this game, you have to be smart about it. You can't just go out into the world and expect that you won't get attacked. There are many things you can do to mitigate your risk: 1) As has been mentioned, you can level your vessel to 30 within the safety of the starter zone/temple if you want to. There are places for vendors in the temples and as we get longer campaigns and the economy gets going more, you will start to see weapons and armor for sale, so you'll even be able to gear up without leaving the safe zones, if you want. It won't be easy--rank 1 pack pigs don't drop much gold--but you can do it. That's the tradeoff. You can hide behind the walls and take longer to level/gear up, or you can risk going out into the world for quicker gains. 2) Harvest using a class that has stealth. While harvesting you will be vulnerable, but you can remain hidden while moving about the world. 3) Scout out the area you want to harvest before you begin. Know which nodes you want to hit and in what order you want to hit them. See if there is anyone else in the area before you begin. If there are outposts in the area that your faction doesn't own, consider taking them before you begin so you have a fallback position. Having the guards at your back might not save you in most cases, but they can't hurt. 4) Harvest close to a fort or keep that your faction owns and make use of the local bank often. Getting killed isn't a big deal if you just banked all your stuff. Alternately, you can look for locations where no one is likely to find you. Look at the campaign map and see if there are any outposts that haven't been captured. You can tell because the circle around the zone won't be fully filled in. If an outpost hasn't been taken, that means that people don't go there much, if at all. The area might only have low rank stuff, but you'll be at less risk. 5) Make sure your tools are good enough for the nodes you are harvesting. If it takes you 2 stamina bars to destroy a node, that's twice the amount of time you are exposed. 6) Improve your harvesting skills and/or use potions and food so that you can afford to take combat disciplines instead of harvesting disciplines. Equip yourself with advanced gear. Give yourself a chance to fight back if you do get attacked. 7) Pay attention to chat. There may be reports of someone in the area. Maybe someone just got attacked nearby. Ask in zone chat if anyone has seen anything and you if you see something, report it to your fellow harvesters. Maybe you got lucky. You just finished off a node and dropped into stealth before a group of 3 enemies came running through. Let other people know about it. 8) If your play time is flexible, try to harvest when there are less people playing, or switch to a less populated campaign, if that's an option for you. None of this is a guarantee that you will be safe while harvesting in the PvP areas, but they will certainly help your chances. If all else fails, look for other people who want to harvest and work with them. You still won't be 100% safe, but a solo player looking for kills is more likely to pass you by if there are 3 or 4 of you rather than just 1. I have done a lot of solo harvesting in this game. Yes, I have gotten attacked and killed, but not that often, and I have managed to escape or even kill the attacker on occasion. Don't expect the game to protect you. Learn to protect yourself.
  31. 2 points
    squarll

    Why should i bother to play in alpha?

    Ok here we go... So i login and i want to do some pvp Ok so first thing i must grind rocks and trees and make some stupid item so i can fast track to lvl 30 (done) ok i am ready ? no no no you must now grind either gold or necromancy to make a new char that i also have to lvl to 30...(ok Done) now i am ready? nope you must now grind weapons and armor and then you might be ready for a fair fight. Don't get me wrong that in the full game i totaly expect that people who spend alot of time playing the game will be stronger than me gear and experiance wise But this is pre-alpha ffs and yes you can go on the test server but come on who wants to play there ? And yes you could say JOIN a GUILD well i dont want to also if this game was fun to play then where are the 50k backers for this game? I am not talking 500 or 5000 it's 50,000 and at best (even when it's the start of a new campaign) on EU peek time you get 150 lol 150 that must tell you all you need to know about the state of this game. Devs if you want to advertise this game over the next year the best way you could do that is to make the alpha FUN! I log in and think f... that its far to much work to catch up when my stuff will be wiped at some point. I bet alot of players download this and think f... it i will just wait until launch and start there, grinding to test a game.....no thanks
  32. 2 points
    Emperor Shōwa was a great man and the leader of my mothers people for 63 years. Any issues you have with him aren't pertinent to CF and should be left alone imo. I won't be using my accounts till the dregs to keep them pristine and fingerprint-less until I need them. I can't imagine anybody legitimately playing long term in factions, you won't actually own anything and to me that's the whole point of playing.
  33. 2 points
    mandalore

    Is in gaming spying an exploit?

    1. Calling me a bastard is a reportable offense and a personal attack. I’m senesitive and you deserve to be banned. 2. As the duly elected representative of all dregs players I am obligated to point out that it’s not an issue that impacts us. We don’t have forced alliances and if somebody is a spy we can just kick them and kill them.
  34. 2 points
    Gradishar

    4 day campaigns

    I couldn't disagree more. No imports would immediately ratchet up the fun IMHO. Forcing crafters to ply their trades inside the CW instead of within the safety of their private EKs would greatly increase the excitement and competitive nature of the game. MAKE IT SO!
  35. 2 points
    Ungood

    a Revision to Game Play.

    For the record, and for anyone else, who takes any kind of defensive stance for the current state of the game, the solo players winning in a 3 v 1 fight is against everything they just said about balance in this video. In fact their basic idea is to be strong in one regard and weak in others, and that is not what is in this game currently, which is the problem. Now if they bring the game into their expressed view of balance then it will be a much better game. But, given their own expressed vision, they have a poorly made socks lot of work ahead of them to get this game anywhere near close to what they just described.
  36. 2 points
    Makuza

    State of the Knight 5.8

    Its not random. But it still doesnt help if you are on the other side of the screen ^^
  37. 2 points
    Sogar

    Why should i bother to play in alpha?

    As far as I am concerned, after a little chat with Mandalore, I'm good with the direction things are going. It seems that devs do recognize that there is an issue with the new player experience right now (which is really all I wanted to hear), it just is not their priority to fix it in the very near future (and yeah I agree it should not). For the state the game is right now (pre-alpha) joining a community/guild is a perfectly acceptable workaround and I guess people need to understand that we are quite far from the finished version. The fact that new players "need" to join a community now does not mean it will always be like that and devs want it to be like that for their game at release. It's the best workaround we have access in pre-alpha nothing more nothing less. Their is still a long way to go and a lot of testing to do before "new player experience" get to the top of the todo list so either you bear with it for now or you wait a good bit before coming back (and I mean really a fair bit lol). Clearly, I wish it would be in for alpha (because it will probably be an iterative process) but there are a ton of more important things that they need to address before that (like stability).
  38. 2 points
    Brightdance

    State of the Knight 5.8

    Thought I’d share my view. Been playing knight for the last 2 patches so not an old schooler here but hey, fresh eyes! I’ll try not to repeat was has already been said. I have been playing CF since HD though. Swordsman – To me this is a large GvG battle spec. Lots of 3+ target abilities and the ability to use pursuit every 4 secs means you can get out of combat really fast when needed (yes, it’s 4 secs to me because by the time you’re done using pursuit the first time you have 4 sec left to use it again). Nothing like running into a mob of people and whacking 4 of them with 1200 points of dmg, whirling leap for 900 and pursuit away. It can really push a group back. Secutor – DPS class and best tank. The ability to basically block at no cost, forever, is huge. Using shieldbreaker and shield fighter discs gives me a 20 pt armor break and a +15 pen, I have 167% crit dmg and have crit geared people for over 2800. Someone stands still they are taking 15-2500 hits every 2-3 secs. Good luck living through that. Problem is, people don’t stand still. The stun from swipe helps but your lucky to land one of these much less 2. With some skill, this can be done and creates a very cool "game within a game" dynamic. In large battles… forget about it. No way to really lock down anyone long enough to do substantial dmg and if you can’t get the shield bash going then play something else, cause your dmg might as well be healing them. Sentinel – I love this guy…. But he sucks! Seriously in large gvg, this class would shine if it were not for the seemingly limitless cc immunity. As an Elken knight, I can pursuit in, stun. Charge, knock up. Shout, AOE root. I’ve done this before in some nice engagements. The idea of procing the dmg boost on stuns and knockdowns is nice but that dmg is crap and the buff is so short you barely get through 3 lmb before its gone… wtf? This knight has so much potential but it’s just not there. Again there are other highlights and cons for all of these but none that have not already been mentioned. Knight chain… yay something worth something, blah blah blah... Knight Ult hasn’t been mentioned much but I do feel it’s possibly one of the best in the game. The physics are finally working… more or less. An aoe high dmg is ult is something that most classes don’t have. You basically have it up all the time. If you jump and ult, it’s a great peel-ability as it acts more like a splash, tossing people away. The idea to make barriers scale with health is a good one. Resolve could be tweaked… there are lots of ways to make Knights more durable and that is the overwhelming issue with them. Allow them a way to actually tank and we’d be in a great spot… or at least not in a really poorly made socksty spot… somewhere in the middle, which is fine considering how utilitarian the class is. Blair needs to take out all his knobs he keeps talking about and turn them to adjust the current kit the knight has and we’d be in good shape. More or better barriers, higher heals from resolve (or second wind?), shorter CD’s, trigger at higher health, etc… A thought I always had was to allow knights to block AND roll/jump. A bit more mobility would go a long way and make us more unique. Doesn’t solve the main “tank” problem but it would make it more interesting. Another thought I had was if the knight is supposed to be heal dependent. Meaning knight isn't really supposed to be far from a healer, then why not give them an inherently high PHM(personal Healing Modifier). Like start them at 30% or give them talents that increase their PHM by 10% per points spend. Better than that poorly made socksty "combat regen" skill (anyone ever take this?). Make that an increase to PHM and then you'd see people actually put points in it. I still love playing knight but yes, if you are here looking to see what makes knight better than anything else, sorry. There is nothing that a knight can do that some other class would not do better
  39. 2 points
    Bane tree / ToL health is much more appropriate in this new 5.8.1 build. Well done. Unfortunately keeps and forts start out neutral so anyone can waltz in and take them. Campaign map layout is a nice change too - the free city doesn't have a portal to absolutely everything now, and that's a definite improvement.
  40. 2 points
    VaMei

    How to safe farm in Crowfall 5.8

    I'm a harvester, and even I can't wait for the spirit bank loopholes to be closed. Short of getting import/export working as intended, at least make SB temple only...
  41. 2 points
    veeshan

    Giving Outposts Area Wide Buffs

    cant even defend them either cause if u defend it they just go back cap another one else where, you can either play the endless cat and mouse making no progress or keep capping at the same rate they are aswell making no progress -.- WTB territory system to put a halt to back capping its boring without it and would atleast make thing where your able to defend you front line of outposts
  42. 2 points
    Zatch

    Why should i bother to play in alpha?

    Was there really a need to post this when you already came to this conclusion?
  43. 2 points
    Not really a practical solution. Even if I buy into the notion that solo players must be punished for having the audacity to attempt the playstyle they prefer, or those without a massive friends network must be left in the cold, how do you think that conversation would go? "Hey fellas, wanna stand around bored for hours while I bang on rocks? If someone shows up to murder me you'll get nothing from their bodies, assuming we prevail, cause they're combat types with literally nothing to lose. Sound fun, right, how bout it?"
  44. 2 points
    coolster50

    State of the Knight 5.8

    Knight Block was also supposed to increase mitigations and.or prevent CC to those standing behind him. They have the tech to detect when someone's behind you, hopefully the tech is there to allow that functionality
  45. 2 points
    Arkade

    State of the Knight 5.8

    I'll have to test that out. Barriers might end up being more trouble than they are worth given how they work and how easy they are to counter. How about something like this: When we activate our ultimate ability, we are healed for a percentage of our max HP based on the current value of our block meter. Group members are healed for 50% of that total. So If I have 10k HP, get my block meter up to 30% and use Whirling Leap, I'm healed for 3000 in addition to the other effects. My group members are healed for 1500 each. If my block meter is at 0%, I receive no healing and neither does my group. This would be a simple change that wouldn't require re-designing the class, and it would put us more in line with the other tanks. It requires using block and having our ultimate available to use it. The healing can still be negated via Shield Breaker, but at least people would have a reason to target knights and include them in their groups.
  46. 2 points
    or...maybe...you can just buy an advance vessel off someone. that fixes your issue.
  47. 2 points
    Angelmar

    4 day campaigns

    The repetitive pace and no new content or bug fixes since before Christmas holiday..... I'm ready for a patch and longer CWs.
  48. 2 points
    Remember, we're talking about the path to alpha, not going to release. To call it Alpha, they need a solid core that can be added to during alpha, beta, and beyond. In terms of game elements, I think Ace has more than cleared the bar for alpha testing. If 5.9 & 6.0 can close all of their captured tech gaps and resolve performance issues, then we can spend alpha trying to crush their servers while they add game elements for us to break.
  49. 2 points
    The entire design of the crafting system is you need help from other players, it's not just vessels. Some are a bit easier than others *for now* because you can hot-swap crafting discs so easily, but that won't always be the case. It will suck less when there's a more complete economy game wherein you'll more easily be able to buy things you can't make yourself.
  50. 2 points
    It's the new crafting UI. They showed it off in an article or video, I don't remember exactly when. They were hoping to get it into 5.8, but it didn't make it. Basically, instead of having separate recipes for every subcomponent and having to switch around between them, you would have a recipe for a Mace, and the recipe would take you through all the steps, including the subcomponents, until you get to the finished product. If I can find where they talked about it, I'll link it.