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Showing content with the highest reputation since 01/17/2020 in all areas

  1. 4 points
    Yumx

    [-V-] Vanguard | [EU]

    We have a guild website! We have just finished making our new guild website: https://vanguardcrowfall.com/ The website includes: - Information about our guild and how to apply. - A video library of all our videos. - A guides & tutorials page (which will be filled up when 5.110 hits) - Streams page, with link to all the vanguard players that stream. - A tool page, which includes all the tools we develop. - A services page, which displays the services we provide to the community. - A resources page which includes game info, good to know stuff about Crowfall, such as an updated discipline library, and a list of all the obtainable trial badges. If you encounter any errors please message me And enjoy!
  2. 3 points
    starrshipcs

    Dev Diary: Powers Load-out

    I applaud any attempt to reduce the information vacuum, but skills and power trays go hand in hand and don't really warrant 2 separate communications, and it is all old information to boot. New info would be better. The UI looks great and I'm glad to see that, but if Dev Diaries are going to to be a regurgitation of older information in a new format and with just a few more of the finer details then I'd prefer to see that information presented as concisely as possible; we know there won't be any documentation for 5.110 but this could be an opportunity for ACE to get some details down in writing for everyone to reference without actually generating official documentation at this point.
  3. 2 points
    Narak

    Nekromantie

    Schau einfach mal auf unserem Discord vorbei und schreib mich an @Alandor69 . Ich hab noch diverse Brillen für den Necro rumliegen.
  4. 2 points
    Joyce

    KDS in Crowfall [EU]

  5. 2 points
    Spunky

    Gods reach needs to be bigger with 5.110

    get rid of the carebear safe zone/farmers all together.
  6. 2 points
    PopeUrban

    Dev Diary: The Power Bar

    The thing is, this assumes I intended the trap to trigger at the moment it triggers. Assassins and duelists can't "accidentally" become unstealthed. It is a deliberate and direct attack action, or requires the opponent to use a specific targeted ability. Trap unstealthing requires the opponent to walk. The way Brigand traps work, I place them, whicle stealthed, everyone can see them. I have a mental picture of how I want this to play out, but I have no control over the result. My agency is now over. If my target does not hit those traps they are now brightly lit 'unstealth and slow that guy down" switches waiting to be used by my opponent without my consent, or ticking timebombs waiting to put me tin to combat when a random wolf strolls over them, or they simply time out. Brigands don't control when their traps trigger. Their enemies do. This makes brigands uniquely negatively effected by this change. I would actually prefer the version where the brigand appears every time they place a trap as any time anyone could see me place a trap from stealth already invalidates my stealth due to the trap being a big glowy thing appearing out of nowhere. Can we just do that? Make brigands visible while setting traps so they don't destealth me when they trigger? No offense but they were already borderline unusable as traps due to pinpointing the stealther when deployed and revealing the stealther when triggered, and this change makes them even more of a liability. Left over traps don't just destealth at random, but now they're going to slow my move speed and prevent me from harvesting too. Like I'm still having trouble seeing what your vision of traps actually is. Do you actually want brigands to use traps as traps? Like to set fields of traps to surprise opponents and harass people? Its already practically impossible to surprise people with them and now you're removing the ability to use them to harass as well by cutting the brigand's ability to kite with survival tray.
  7. 2 points
    thomasblair

    Dev Diary: The Power Bar

    The consumable slots (Alt 1 - Alt 3) do not accept powers at all, only Potions, Bandages, Food, Campfires. (Our slots are not combo slots that accept both powers/consumables, you get one or the other!) Good question, the situation you provide isn't an apples to apples comparison though. In order for the Assassin to be in a state of "DoT ticking + still in stealth"; a) they would first have to break stealth to apply the DoT and then wait the combat timer out (at which point the DoT may have already worn off) , b) or use a Vanish to get back into stealth while they have DoTs on someone, c) or the case where the power auto removes stealth, applies an effect or damage, then puts them back in stealth. (Spirit Dart/Gopher Broke) Meanwhile over on the Brigand, they placed traps while in stealth that subsequently exploded when triggered, and the explosion damage activated the remove player from stealth because "they did damage and are stealthed." The pattern doesn't match any of the 3 Assassin/Duelist versions I listed above. If we wanted to make them all the same, we probably would have followed model C) and make the Brigand appear every time they place a trap and then put them back into stealth.
  8. 2 points
    I say this with the caveat that y'all have overwhelmingly been a phenomenal group to provide support for and I'm insanely excited for when beta rolls around.
  9. 1 point
    I would love to see an Ugru Juggernaut who uses Juggernaut abilities and drops the Juggernaut rune. Then the same treatment for all the rest of the majors. R6 and below = white disc, R7 = green disc. R8 = blue disc, R9 = purple disc. R10 = orange disc. No more of this upgrading disciplines stuff. Leave the white discs on vendors but don't allow upgrading. You have to farm anything above white.
  10. 1 point
    yianni

    An Irekei comes home~

    Good stuff. I was in virakar for years . A lot of us are in LoD now
  11. 1 point
    Surelia

    Dev Diary: Powers Load-out

    doesn´t that open pandoras box for some fancy nerdguys to make a macro that switches those gathering powers for the fighting powers on one button within milisecs?
  12. 1 point
    VaMei

    Dev Diary: Powers Load-out

    From the lore side, I agree that a centaur should be the fastest thing out there; it doesn't need to ride a horse, it *is* a horse. From the gameplay side, making it the fastest thing out there, in and out of combat, means it would need to take a big hit elsewhere. Centaur can already run down anything but a mounted knight while OOC, and stick it with a hurl bat, chain pull, or a root. Don't run from a centaur, you'll just die tired. As for making it viable for classes other than champ, it's already a good choice for every class available to it. Centaur is the top choice for cleric, and horse knights are not at all uncommon.
  13. 1 point
    Surelia

    Nekromantie

    Diese Bücher enthalten sozusagen die Anleitungen für den Bau runenverzierter Waffen (momentan beste Waffen im Spiel)
  14. 1 point
    VaMei

    Stealth for Every Class

    Using a brigand allowed them to show a class that has multiple trays. Using a cleric, champ, or any other class with only one bar would have left even less to show us.
  15. 1 point
    Jah

    Dev Diary: Powers Load-out

    I think you are mistaken here. The buff works even if multiple people in the group have it slotted. Only the group leader's leadership counts.
  16. 1 point
    Alandor69

    Nekromantie

    Die Anbieter haben leider keine, woher bekomme ich die Brille ? Wo finde ich Lungen und Augen her ?
  17. 1 point
    Uta

    Présentation de Cerbere

    Bienvenue sur le jeu @CerbereStyxx ! Un vétéran du mmo 😏 Au plaisir de se croiser pour se bastonner 😜 Si tu ne l'as pas encore fait, il y a un discord français avec des joueurs actifs dessus si tu ne veux pas jouer solo ou même échanger entre français sur le jeu 😁
  18. 1 point
    JJAY

    KDS in Crowfall [EU]

    Have to say great job people of KDS!👏 Im impressed, and I look forward to playing 5.110 Let the Crows fly
  19. 1 point
    Zerg vs Zerg is always so boring, just blob an aoe spam, usually no skill involved and really the only one that got it right was Darkfall, but thats because the TTK was high enough to not get 1 shot or in case you got Wof'd you could counter it yourself via bhop spells/shield/teammate healing you are come hithering. Even then you'd have to have a damned good teammates to beat zergs, but it achievable on player skill merits alone. (Honestly wish RoA would start pumping out more content for their game already.)
  20. 1 point
  21. 1 point
    Vicid

    Skill ceiling compared to other games?

    I like CF's skill levels because you can have highly skilled players who play the hard-to-play-but-super-important classes like Confessors and you can have people like me who play Pitfighter, which is basically a 6 year old kid wrapped in bubblewrap and wielding a foam baseball bat. Both classes are very useful in GvG
  22. 1 point
    oneply

    Skill ceiling compared to other games?

    100% they would do a lot for the game to change that. I don’t necessarily think all aoe powers should get the treatment but a lot of them should.
  23. 1 point
    Omen

    Dev Diary: The Power Bar

    This is a good change. Looking forward to it.
  24. 1 point
    Atraeus

    Unofficial Looking for Guild Thread

    Guild criteria: Region: NA, West Coast Atmosphere: Adult. 30+. Casual/Hardcore?: Casual gank squads are the best, will show up to a bane if it's after NA work hours Size: I like close fights and skirmishes, so I don't typically play in zergs unless one is trying to roll us. Ideally something between a group and a zerg Play-Style: Ranged Support (Scout) Commitment: Will play this exclusively if it's anything like Shadowbane Miscellaneous: I like people who experiment with builds and try to find broken characters before they are patched Experience: Shadowbane - 2003 till death I played Shadowbane since inception on War, then moved to Mourning. Played a lot on Test as well. I pretty much exclusively played Scout. Aracoix con scout was probably my favorite because it was dumb I have a crap memory of 2003/2004, so I probably don't remember you. Some of the guilds I played with Children of Twilight FA (brief) The Jaded Ones Gods Wrath Clan Voice-Chat services: I can use anything, but why aren't you using Discord? Citizen of Rome
  25. 1 point
    PopeUrban

    Nation EKs

    Assuming Eks worked sensibly this would be easy. Currently there is no automated method to spin up EKs like you see in most instanced housing systems, which is why its such a pain to use them. If spinning up an Ek was a function of trying to enter it, and shutting it down was a function of having nobody left in it, stitiching them together with runegates wouldn't really require any additional server load. Everyone seems to have this sense of EKs like they need to be online and incurring AWS fees all the time to be available. You can have an infinite number of available EKs if you remove the whole concept of manually onlining them and make turning them on as transparent and activity dependant as turning them off.
  26. 1 point
    APE

    Skill ceiling compared to other games?

    It's a combo of multiple factors. Engine, team talent/experience, design goals, game systems, optimization, etc. Combat started as one thing, received negative feedback then morphed into what is has become over years. Along the way they've changed things here and there, let go of certain design goals, and overall have a sort of piecemeal end product. Like they have over the shoulder zoomed in POV, reticle, and the illusion that physics/aim are a big deal (which I believe was the plan), but they really aren't or at least not as they could be. Even if they were, due to the mosh pit style of engagements, most of that would be useless. All MMOs experience decline and ACE could only wish they could be as popular and successful as WoW of any version. Clearly that won't be anywhere near reality. Not sure why you would call OW medium skill. There is a pretty big divide between tiers of players. There is individual hero skill ceilings, game knowledge/sense, and team play that all take a lot individually and as a whole. Unless you mean a lot of people play in middle SR and keep the game going just fine? To me that is how most eSport and competitive games work. Bell curve. Accessible, relatively easy to learn, hard to master individually and even harder as a team. Don't see how that is possible at all. Would take a lot of changes to almost every aspect of the game (classes, powers, disciplines, physics, combat mechanics, engine, optimization, gear, stats, etc). With all that, it is still enjoyable for what it is and the game is more then just combat despite how important I value direct conflict. It can always improve, but I don't foresee it being known for combat specifically, at least not to people that have played at least a handful of games. To people that played Shadowbane or more clunky combat systems, Crowfall might be a high skill ceiling. There will definitely be a gap between good and bad players, but as others have mentioned, team play and more big picture strategy will likely be more important. IMO, if they had swapped to a hybrid tab/soft lock system some what like GW2, it would of resulted in a more enjoyable experience. They could of designed classes/powers differently and combat would simply play out in other ways. Is what it is. Likely would of had a higher skill ceiling and overall would of felt more challenging and satisfying. Despite all the hate tab gets, it works and is used in a lot of games for a reason. Other upcoming MMOs are using hybrid systems. Trying to be a "action game" and not quite making it isn't impressive. Especially when there are things like Tera and BDO to compare to.
  27. 1 point
    ilogos

    Dev Diary: The Power Bar

    I'm liking the new changes. I hope they also did away with the chicken drums for hunger and replaced it with something else. My previous recommendation was "Well Fed, Full, Satisfied, Hungry, Starving, etc."
  28. 1 point
    Raindog

    Dev Diary: The Power Bar

    I'm trying to work out how this will affect Rezzing. Previously most resurrects were performed from the Survival tray, now that is no longer an option. Clerics already have a famously cluttered bar and it would be tough to decide what to drop in order to keep a rezz up. However, if I am out of combat then I can hit K for skills and just swap rezz into a slot while its needed, and I expect this to be the new norm, right ? And the thing affected will be 'combat rezzing'. So, to work out when I can rezz, I need to know how the 'player hate list' reacts to non-damaging skills such as blocking and healing. According to TB above, casting Rezz from a tray will briefly put me in combat (?won't that cancel the rezz?) and then if I am not on a hate list I pop out of combat again. So, if I am not damaging anyone does that mean I keep slipping out of combat every 2 seconds, between abilities? That would be great for mana and stamina regeneration and durability (and glycolysis as @Fayde mentioned). Would it also make combat rezzing a bit easier and so might be worth carrying on your active bar? Currently you have to wait for the tray switch cool downs before casting the rezz, now I can just fire it off in a gap and pray that a stray arrow / aoe target selection doesn't catch me. Or, does the act of healing or buffing an ally who is on a player hate list also put the healer on the players hate list? If so all actions will keep me in combat and I'll only ever be able to rezz after I exit the players hate list... Which is how ? Does it time out if they are not being damaged by you? Or do they need to die/zone to remove me from their hate list. Either way, hitting K and skill switching in the gaps in combat is going to be the new norm for rezzers and I only need to understand the delays involved to combat. Given that it is currently possible to change skills and passives in Combat, on the fly, at will perhaps it will become the new norm for all who will feel challenged by loosing skill slots I realise that most healers also like to hurt people in current gameplay, but could there be an advantage to just healing/buffing/blocking, not just for the extra regen, but also for 2 second access to K skill switching and a potentially limitless power tray!?! Can't wait for TEST and thanks for this Dev Diary approach, will allow us to work out what we want to test better .....more betterer .... much more betterly .... bestist. Cheers
  29. 1 point
    Gorwald

    Dev Diary: The Power Bar

    Bye survival tray, it was good the time it lasted 🙋‍♂️ All those changes open to a lot of questions, specially around powers (passives, actives, specific to survival tray etc...) and i hope we will have a good bunch of responses in the next Dev Diaries (still thanks to @thomasblair to have given us some responses there yet) Can't wait to test it on February, this seems to have a large impact on a lot of things even if it's not one of those poletent thingy Oh and i can dump all those tutorials videos about those trays, damn !
  30. 1 point
    Fayde

    Dev Diary: The Power Bar

    In the current live patch there are passives that can be slotted exclusively to the survival tray (for example passives sourcing from exploration disciplines). After removal of the survival tray and simultaneous removal of passive slots/passive cap, how will those passives work? Will passive abilities be activated or deactivated based on being IC/OOC? Relevant Example: Slotting the exploration discipline Connoisseur grants the passive Glycolysis, which only goes into the survival tray passive slots. On current live patch, this is already a useful discipline/passive in combat, since it allows players to regain stamina by weaving into survival tray and consuming apples. In a scenario where all passives are active independent of IC/OOC in addition to a neat Consumables slot, it would be possible to spam apples to regain stamina in combat (tray) and potentially even during Block/Parry, given that Connoisseur remains unchanged.
  31. 1 point
    Tyrannicall

    Dev Diary: The Power Bar

    So not entirely sure the last time you played your brigand pope but the traps De-Spawning do not take you out of stealth anymore. Also I Disagree I most definitely do not want my brigand to pop out of stealth every time I lay a trap, While they may be obvious my name popping up over and over again is a bit more obvious.... Don't get me wrong the way traps currently are is certainly a meh thing. However this tray change doesn't really change to much in regards to the way they work with stealth. Currently if I place traps and they are not set off they just de-spawn without any repercussions to myself. THEY DO NOT PULL ME OUT OF STEALTH. If an enemy steps on a trap im switched into combat but can Re-stealth, However as soon as the DoT ticks on a target I will get popped out of stealth. Traps can currently be stacked up to 11 before hitting the despawn timer so it is most definitely possible to use them effectively in a certain situations. The way I see it is if your using bombs your already committing to that fight, be it sneaking up on a harvesting or capitalizing on a choke point. There aren't many situations where bombing as harassing is really effective. It wasn't even until recently that you could use the bombs on the ranged bar and ideally they don't really shine there. Can only speculate on the new system without testing but the only real change is gonna be the amount of time it takes to stealth and as a wood elf I don't see that being an issue.
  32. 1 point
    VaMei

    Dev Diary: The Power Bar

    Or use Stink Bomb... at least as it is today.
  33. 1 point
    Vicid

    Dev Diary: The Power Bar

    Rise of the Bow Knight! Also RIP Templars
  34. 1 point
    Spunky

    Dev Diary: The Power Bar

    and the choice of combat/not combat. that comes with it .terrible since u no longer have a choice.
  35. 1 point
    Arkade

    Dev Diary: The Power Bar

    Which pretty much every game with automatic combat switching has dealt with, which is why I preferred the manual switching.
  36. 1 point
    ZYBAK

    Dev Diary: The Power Bar

    "Obviously we’d love your feedback as well, so sometime in February we’ll put this up on the TEST server and let you kick the tires." yay!
  37. 1 point
    The stats on the badges are small and there will be other badges to earn. Most of my guild hasn't played the pre-alpha and thus doesn't have any badges and I still don't feel like it will be enough disadvantage to worry about. Lets not forget that you can also play "no import" campaigns to eliminate the badges or any other items from entering a campaign.
  38. 1 point
    mystafyi

    Founders' Update: Beta and beyond

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

    Founders' Update: Beta and beyond

    New classes are great marketing tools, and are universally loved regardless of game/genre. Does it suck that they've been radio silent for 8 months? Yes. But if it makes the game more popular at the end of 2020 so be it. I assume Gordon wouldn't hire Debby Sue (VP of Marketing) if he didn't think she knew what she's doing.
  40. 1 point
    Gorwald

    Founders' Update: Beta and beyond

    They stated there will be drop of informations in the next weeks. I know people are hungry for stuff, like videos, more informations on guilds/alliances systems, the freedom of construct, and i am too, but they are behind a marketing wall now, so just keep your patience and wait until they are more ready to pull out those informations in public. It's not that far from now until we have more real informations so it's just a matter of patience, we are on a soon 5 years walk (in march), some weeks in more is not that hard to sustain.
  41. 1 point
    Arkade

    Founders' Update: Beta and beyond

    I'm not sure that's actually the case. I don't think Todd was really clear on that point and people are assuming that the locations will be static/pre-existing. It's possible that people will be able to build wherever they want, but only within certain zones (and subject to terrain limitations, like we are in EKs). We currently have separate siege and adventure zones, and the forts and keeps are only in the siege zones. It makes sense that the same limitation will exist in the Dregs. Whether or not we can free place within siege zones, there really isn't a practical limit that I am aware of as to how many siege zones they can have. They've talked in the past about having zones that are locked to begin with and unlocked through gameplay. Maybe they will have extra siege zones that only unlock once the existing ones fill up.
  42. 1 point
    Forecore

    Founders' Update: Beta and beyond

    It will be wise to let the patch sit in live server with a short 2 weeks campaign before they open the incremental flood gate. Like the article mentioned public perception and expectation is identical between beta and release.
  43. 1 point
    I'm with Zybak, as I love to theorycraft. I joined the kickstarter because Crowfall's PVP system was intriguing, though I ended up not really liking Crowfall's combat all that much (I have very little crowfall pvp experience, as of right now). Maybe my opinion will change when i join a guild and start sieging, but honestly it seems pretty "blah". My most favorite style of pvp was actually in Atlantica Online, where you had daily and weekly 1v1 tournaments. The daily tournaments started like every 2 hours and you could join in from anywhere in the world if you wanted. It was a strategic turn based game though and ended up being ruined by the casino like cash shop. I'm rather disappointed in Crowfall's character progression. It "Feels" like my knight is really no different than anyone else's Knight. And so on for Cleric's, etc... Maybe if they ever significantly increase the number of passives and powers we can slot this will change but as of right now, you get to equip 1-2 different powers from your major disciplines and it just feels like a big "whoopdido". Supposedly they are going to implement a final fantasy X like sphere grid system utilizing the discipline runes, I suppose if they actually execute it well, it could help things but I seriously have my doubts. You know... I miss they day's where you were given a pool of points at character creation and you could allocate them however you saw fit, the good ole D&D method or for some of the other folk, the old school Madden NFL character creator. I actually ended up liking the harvesting in Crowfall, once I started progressing a bit. That has been a pleasant surprise. This will only get better with the intro of Caravan's. I find crafting tedious, but I'm happy with the design.. I'm just ready for an actual economy so I can just buy what I need. I'm sure everyone will pick one Craft to specialize in and then go into all the harvesting tree's. I don't foresee to many people trying to do all crafts... God, could you imagine how many different sets of armor/vessels that would require and all that switching to and from.... Screw that, thought about it for awhile, but then came to my senses. Maybe I would've if they hadn't made the below changes: ***The below paragraph turned into a bit of a rant, so skip if you want. The passive skill tree's at this point just seem totally unnecessary. It's become just a 1.5 -2 year progression bottleneck. You don't have a single hard choice to make. I'm sure they will eventually add specific weapon/armor branches (sword, axe, helmet, chest, etc...) but all that does is extend the bottleneck. They killed the appeal of the passive skill tree system when they removed the race's/advanced classes from it. When they made that decision and did a 180 on their kickstarter promises, I lost 90% of my interest in the game. ***More on this point, I seem to remember a forum post around the time the skill tree switch was happening and it was suggested that two separate game's be packaged (ie. Crowfall CB and Crowfall HC, use your imagination for the Abbrev.'s), If they do end up doing some shady shiite like that, ewwwwwww..... And you know they would follow the new fracking trend and call it CROWFALL UNCHAINED... Eve Online definitely did this better ***end unexpected rant. I'm waiting for news on Mounts, Bags, furniture, enchantments, etc... before I settle on my crafting specialization but it looks like you can't really go wrong with Blacksmithing... I hope to god they break that up into Weapon and Armorsmiths, heck, I hope they break it down even further into Cobbler's, Hat-maker's and Swordsmith's. I'm sure they will eventually but what's the point of waiting (they better not be trying to sell me an expansion pack).
  44. 1 point
    PopeUrban

    A Reason to Fight

    Which is why every time you see Todd nowadays its all "Look we're pushing to release" and "We probably won't put that in before softlaunch" and "That's a post launch feature" because like any MMO its overbudget and late and at a certain point you gotta pull that trigger. Punished Todd in 2019 streams is a wholly different attitude than Optimist Todd in 2017 streams I think.
  45. 1 point
    DoomYa

    A Reason to Fight

    Once my boss came into the office and announced proudly that he sold $%&/&%. He looked at our stunned faces and asked: Can we do this? @PopeUrban It´s the job of a salesman to tell stories! ^^ Let´s judge them by what we got 2015, 2016, 2017, 2018, now... Then take into account that the polish takes 80 percent of the time. Now we estimate where we will be in 2025. If CF runs on 2nd gen quantum processors. 😜
  46. 1 point
    PopeUrban

    A Reason to Fight

    I don't work for ACE, I'm just parroting what Todd said about EKs being critical. Will that happen before softlaunch? Doubtful. Would EK context be a good candidate for the first post-softlaunch feature? Yeah, if they want to retain people for more than two campaigns. Fact of the matter is that you've already seen the consequence of wipe based burnout in testing. The way campaigns are supposed to work, you're effectively wiping most of the player's work every three months. If there's not some really meaty connective tissue with really compelling reasons to want to win those campaigns this is going to be a huge problem for retention in CF. I think thusfar they've been approaching it as if it were DOTA or Counterstrike or something. The idea being people will keep playing because they just like playing, even though you get (mostly) zeroed out every match. I don't think this is applicable to CF because of the length of the match. I can easily "one more game" a game I can play 4-10 sessions of in a day between work and sleep. That ability to "one more game" will also keep me coming back tomorrow because I know I can sit down and go from zero to 100 and back to zero tomorrow several times as well. This isn't the case in a crowfall campaign that lasts three months. When I sign up for a CF campaign, I'm effectively signing up for repeating a significant amount of grind I've already moved past. If I'm in dregs I'm signing up for the difficult task of building, defending, and maintaining structures I don't get to keep. I'm signing up for a lot of tedious, boring drudge work that I already know how to do and in fact have already done once, or possibly even twice. I already did this beta testing Starborne, which has month long campaigns that zero you out. I really like the game, and I like the campaign model it uses, but at a certain point it doesn't feel worth my time to put in all that time and effort for nothing but a chance at a cosmetic title or profile picture. I'd put in that work in a game that lasted an hour. I'd probably keep putting in that work one hour at a time, maybe for years. The fact is that when your game is designed around something so long form, the distance between your endgame and beginning is VAST, and that gulf instantly causes players to question if its worth climbing that ladder again just to get somewhere they've already been. Lots of people want to climb Everest. Far fewer people want to climb Everest more than one time. The only people that consistently climb Everest for years on end are sherpas, and its literally their job. "One more game" is not going to motivate me to keep showing up in this situation. What's going to motivate me to keep showing up is the assurance that its all going to a higher purpose. Some kind of superior game loop that I always have, and that I care about enough to endure this. EKs are not just optional fluff, and ACE would do well to remember this. If you can't get people to be excited about EKs, you're going to have a hard time getting people to be excited about crowfall after their second or third campaign.
  47. 1 point
    mandalore

    leather armor cost

    I want fat animals that give more leather/meat.
  48. 1 point
    Solenicus

    Showcase your guild!

    Actually cashed out so no point in discussing anything anymore. This is basically COE or Wildstar online.
  49. 1 point
    Solenicus

    Showcase your guild!

    Just got into Crowfall, our guild is a couple years old. I'll see what we can do. (: Not a lot of content in game right now but, I've enjoyed streaming 5.5 for guildies to get them hyped for launch this year. We'll do a promo video leading up to CF though Pann and link our website and other good stuff that is required. Edit: Also as a group that just got into the game a week or two ago, I fully agree with Pope. I do feel like I blew 200$ on this, there is no guild system and things aren't clearly explained at all. A lot of the content you really, really have to dig for just to see the current state of the game. In-fact, the "What is Crowfall," really doesn't even explain what the game is to be honest.
  50. 0 points
    APE

    Skill ceiling compared to other games?

    Most if not all competitive games, especially team based, require all of those things while also having more mechanical requirements or at least a higher skill ceiling overall. Crowfall unfortunately doesn't compensate with one while lacking in the other. Would love for them to making position matter a lot more with actual positional skills along with a more complex character building system. Maybe passive change and eventual Advantage/Disadvantage system will help. Anyone with decent eye sight can see what a game has to offer without ever installing themselves. Not sure I've ever seen a game that I thought looked super easy/hard then tried it and felt different.
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