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Showing content with the highest reputation since 04/12/2019 in all areas

  1. 13 points
    @thomasblair I also want to thank you for the reply, I am sure being on the receiving end of this is never a pleasant minefield to tread. Before I dive into my nerdy dissertation I want to thank everyone at ACE. Even those of you we don't see often, or at all, on the forums. You guys always listen to our feedback and interact with us even when we don't necessarily deserve it. Personally, I've been playing since the wipe for a total of about 12 hours of playtime. I have a level 21 white vessel I started in, and a level 30 green necromancer to craft better vessels for my guild. I also have a green cleric at level 9 that I am working on for combat. Socially, I am a guild leader and a Necromancer for a small guild of about 10-15 actives, but we have worked with several guilds much more hardcore and much larger than us. My main job is to enable the other members of my guild to have fun. Crafters, harvesters, PVPers, and people who play the economy are all members of my guild who love how "sharp" those aspects of the game are. I love being able to enable their gameplay -- every time I see a screenshot in our discord that is captioned with "I think this is the best harvest/craft/fight I've ever had" it reminds me of how worth all my effort has been, and how great of a game Crowfall can be sometimes, and how great it can be more frequently with enough work. I also want to preface this post with the following: I am not going to suggest a single solution in this feedback. Experientially, I find that without a thorough and active dialogue between developer and tester, the tester providing solutions often gets in the way of identifying the root problem with design. I feel like this is important context for my feedback, so that ACE can understand the number of aspects of the game that I see regularly, and all the different kinds of players I interact with. The vertical progression game loop(s) are fundamentally broken. Let's talk money first The amount of gold available in the economy has dropped significantly. A Rank 8 wartribe boss -- the kind of monster that is supposed to drop a lot of gold, drops roughly the same amount of gold that an old Rank 10 monster would. They also take significantly more effort to kill. Even if they did 0 damage to you, the respawn rate and the amount of time it takes to kill them means that even at the game's most generous, it is slower than before and it only gets worse when you use less flattering comparisons (R5s dropping single digit gold). I have to admit I don't know the exact values in your spreadsheets -- how could I -- but I highly doubt farming Rank 10 wartribe bosses are exponentially more profitable than the things I've personally witnessed. I am not just referring to pure coin value, but profit-per-time-unit. I would love to be incorrect. This on its own is fine. Our guild was using gold to level vessels almost exclusively last campaign (we asked people to get at least to level 10 first before we boosted them the rest of the way) and we were on the favorable side of half a million gold in our coffers. That's probably not OK to do playing as casually as we had. I do think making some adjustment was called for. However, gold drops on mobs have decreased easily by 50% or more. Some even 80% or even 90%. Wartribes drop a paltry amount of gold considering their comparatively increased difficulty and risk to farm versus the ol' spiders and zombies of yore. This doesn't even account for when spirit banking in-world will be impossible, the risk will increase dramatically. This compounds with the fact that the need for gold has increased. We get severely diminished value for fighting anything and at increased cost since gear durability has lowered and fights last longer, you now get less profit-per-time-unit from two angles now. This additionally compounds with the fact that XP requirements have not changed. If we have less gold, and one gold is worth one XP, then XP is now more valuable than before. This is even more of an issue when you consider the way killing monsters works. 50 XP per kill at best. How do I convince a player to buy anything when they are killing a monster for 50 experience (out of the 17,500 they need for their bad vessel) and getting 12-30 gold each? That is assuming they are killing wartribes or zombies. Skinnable enemies are an entirely different problem. If you are not a proficient skinner they are worthless to kill. I killed R9 and R10 spiders for 2 or 3 hours last night and most spiders dropped 1 dust. Sometimes they would drop a sacrifice item I could not use because I was too high level. Because of their high rank we were not equipped well enough to harvest them efficiently. So my reward for each kill was 1 dust and 50 XP. I was rewarded less for work as my character grew powerful enough to fight stronger monsters. So if it takes 17,500 XP to hit level 30 on a white vessel, and each kill gives 50 XP, then I need 350 kills to hit max. For a lot of that time you will be hitting Rank 5 monsters or below, which means you are getting single digit gold per kill. You'll be lucky to have 500 gold by the time you hit 15. How do I sell anything to this person besides letting them wash their gold by buying sacrifice items for less gold than the XP value? Which, with the 10% tax and the vendor stall upkeep costs, is not even worth my time. If a spider spinneret sacrifices for 40 XP, and a player is taxed 10% on all transactions, I can't sell it for more than 36 gold (and honestly washing gold -> XP for a discount of 1 gold is a waste of their time). I would never justify the cost of the vendor stall with this. This also compounds with the increased need for gold. 1000 gold for a guard. Why would I ever do that when I can let some other person tank the grind for me? That is just simple game theory there. Guards costing so much gold makes way more sense in Dregs or Guild vs Guild conflicts where the only guild hurt by us not buying guards is ourselves. We also have to spend 900 gold for a pack pig and 3000 gold for a scroll case to make one. That's 3900 gold per mount that needs to be farmed. The player perception for a lot of the things you are asking us to farm is "if I want to be competitive, I need these things because if I I'm one of the have-nots -- I lose. Why risk being the have-not?" So to summarize this section: 1. Gold is significantly more challenging to get per time unit played. 2. There are new mechanics in the game that increase the need for gold significantly, which becomes even more severe because of #1. 3. Because of #1 and #2, it becomes more difficult to have an economy (nobody has enough money to price items at the minimum value they must be to be profitable) 4. Because of #3, "buy stuff" being the solution to any other aspect of the game becomes more difficult, which further compounds to #1 and #2. I can't buy gear off of a blacksmith if nobody has the money to buy at a high enough price to be profitable, so I need to make my own swords to break on mobs to get gold and now maybe I can afford a sword except now I have no money so I have to break the sword on mobs to get gold etc. 5. Less a total point, but more just a reminder because I think this needs to be reiterated considering how much people are talking about PVE. Crowfall is a PVP sandbox game. Almost all of these points are not considering the risk of dropping your entire inventory on death. How much more destitute will I be when I buy a sword with all my money and almost break it fighting wartribes for gold, only to get ganked and have nothing to show for it? Easy come, easy go. OK. Now that we've talked money, let's talk progression. What do I mean by progression? Well it's not exactly an academic definition, but for the sake of this post let's call it the entire sum of power a player can get by actively playing the game. That's resources, gear, scrolls, belt items, disciplines -- the whole shebang. Strangely enough I believe money is a part of progression, but this is about feedback and in order to paint the picture I'm trying to paint money had to be its own category. Gear is slightly harder to acquire now because of the changes to beneficial harvest. It is less trivial to chain Critical Harvest now. This is fine, I suppose. I have had 2 guild members interested solely in harvesting quit the game because before the wipe we ran out of need for their materials. "Stop giving us blue ore, please for the love of god." We couldn't sell it either. Not to mention how dumb that is -- selling power to our enemies -- though I admit, I certainly did try. This compounds with the reduced durability on gear. Again on its own, this is perfectly fine. I think I've broken maybe 2 sets of gear since I started playing the game more seriously in mid-December. In my opinion that means durability was too high. However, I also was not spending much time each week in combat. I'm now spending much more time in combat, and the durability is lower, so those two things compound to make gear breaking faster, thus requiring more resources-per-time-unit. This compounds with less value acquired per time unit without considering the durability loss. I'm only pointing this out because of the way the reduced durability on gear places more stress on other systems. Crowfall is a gear-heavy game. If you do not have the gear to compete, you don't have a chance to compete (and even if you do, players will point to a gear discrepancy as an excuse to why they cannot compete). Thus it is always important to keep an eye on the rate at which players lose and acquire gear. I'm going to throw scrolls and belt items into the same subsection here because fundamentally they are the same thing in terms of progression in my mind. They are randomly drop items that accomplish three design goals: they provide an abstracted form of repeatable vertical progression for crafters, they provide an abstracted form of wealth for combat characters, and they create wells of player activity which drives PVP. Honestly at its core, this is an excellent feature. The problem is however that their drop rates are so low that finding one is less "oh sick, a scroll" and more "finally, I've killed 10 bosses and he dropped... a one-use horseshoe scroll? That i have to grind 3000 gold to use?" This is compounded with the generally poor drops on monsters in general. I only feel rewarded for killing high ranking boss wartribes when I get one of these items that rarely drop, and it just reminds me of all the times where all I got was 150 gold, 2 cloth that I can't use because I don't have the bandage book, and a green eyeball I can't use because I don't have the necromancy belt item. Now that I've spoken about resources, gear, and wartribe drops it's time to talk about disciplines. If I was writing for a living this is where the editor fires me for spending 1855 words before I get to my main point. Disciplines aren't even the core of my thesis, but I believe they are the perfect example of my thesis: the difference in which the developers perceive the game, and the way the player-testers perceive the game. Disciplines, stages of progression, 'endgame', and player perception Crowfall breaks when there is nothing to do. I don't think this is a surprise to anybody who is reading this. Players also like being rewarded for doing things, even if the activity is plenty fun in its own right it is also nice to get a shiny. This is why almost every video game has some sort of progression system in it now even if I shake my old-man-cane saying that we used to just play games to have fun in my day. I don't blame ACE one bit for trying to find ways to bring players into the world and playing instead of only logging on for sieges. Not only is it better for the play experience but player retention and concurrency is critical to a healthy ongoing service. Players also like finishing things. We like hitting max level. We like finishing our builds. We like finding the best thing, or something close enough to the best we call it done. The question is: In the entire progression loop, where do disciplines reside? When should I expect to see my first discipline drop when starting fresh? When should I see my second? You can use the rate at which gold is acquired and spent, and the rate at which different disciplines are found, to create a mathematical model to gauge the amount of time it takes for a player to go from fresh vessel, to max level, to the varying stages of gear, disciplines, wealth, and power. I assume ACE has a very clear idea of the time investment each milestone takes to achieve, at least for the people in the center of the bell curve of probability. The thing is: The players have no idea what that expected progression looks like, they only know what they've seen before. I think the toughest thing about developing Crowfall is that anybody can drop $50 and play the pre-alpha. Why is that a problem? If Crowfall was only playable as a full retail product nobody would have known how great it was to make disciplines for 1 ore and 1 dust. Having disciplines be this way for so long I don't think completely explains the negative backlash to the changes to disciplines, but they most certainly exacerbate them. "How do I kill through a geared healer without Plague Lord?" or "My Assassin is so gimped without Black Mask and Agent Provocateur", "Blobs are so hard to break up without Force Mage", or "My damage is so limp without Phantom Feints." I get it, even all the way back when disciplines were first introduced ACE said that disciplines weren't going to be that accessible when people were talking about all the crazy combinations they can create. The thing is, right now, players have no expectation as to how this progression should be besides how it used to be. Every hour I don't get a discipline feels like an hour wasted, since the gold drops are so low and the non-gold drops are so low. My guild has found two disciplines: Naiad and Dryad. I don't even think anybody in our guild wants to use these by the way. Our collective player hour count is probably nearing or already surpassed 200. I can only imagine how disheartening it would have been if they were completely useless disciplines. This would only get worse if majors were locked in when you equip them. Their only value then would be if you could sell them to other players. If you could sell them. See above text about the economy. This all creates a sense of urgency. Every hour I spend roaming looking for PVP is an hour I could have been farming mobs that maybe will drop a discipline. If mobs only maybe drop a discipline and I only maybe find a player, then every hour I spend roaming looking for PVP is an hour I am falling behind the power curve. Every hour I spend roaming for PVP is an hour my opponents may have found the discipline they needed. Then, three days later, while I am farming disciplines, they are the ones roaming now, having completed their build, and they kill me with the advantages their hard work has delivered them. They take the small amount of items I managed to be lucky enough to get and carry on. It is an arms race that forces everyone to do the most boring thing -- grind until there is nothing left to grind, so you don't risk falling behind the power curve. So to summarize this section: 1. Acquiring resources, and thus the gear it makes, has been reduced. Gear also lasts less time, and both of these factors combine to less reward per time unit. 2. Wartribes drop non-gold items that are either worthless (actual or perceived value) or drop so rarely that it only reminds you of how many times that item did not drop. 3. Disciplines have all problems brought up in this post so far driven to their extreme. Conclusion So where to go from here? Well, I promised I wouldn't offer solutions during this, so I suppose I don't have an answer. In fact, I don't think my feedback in a vacuum is valuable enough to provide them in the first place. All I can hope is that the player base and ACE can read this and it help them develop their own thoughts about the current state of the game. I suppose the only conclusion I have is "I'm sorry I couldn't be less verbose."
  2. 10 points

    The Greatest Story Ever Told

    A king yesterday, a refugee today. Elves are proud but the Elven King was the proudest. After his kingdom was lost to The Death Alliance in the long war he had fallen. This is the story of the day he fell the furthest. All mornings began the same. A soulful aching and an active decision just to rise from his dirt bed and continue another day. He was joined by his loyal minotaur slave. He had been at his side in the beginning, the end, and now. He served… Endlessly. The King saw the slave not as a friend but a dutiful servant, loyal, but ultimately a tool. He never thanked him but believed that the slave's own duty was what kept him by his side. Today they traveled together in a large group of dingy elven refugees seeking just to live another day. As they continued their long journey to the next refugee camp, the king was reminded of how much he had lost. No longer did he control an empire. In fact, he wondered if he ever did. Their allies called them friends but deep down he knew in spirit he had bent the knee. He was too prideful, at the time, to call the situation its truthful name. Now, he had no illusions. His people were "too great" to be in the shadow of The Death Alliance. However, all he did was trade one master for another. Without a strong “ally”, success seemed to always evade the elves... He and his slave approached an altar to Myrkul. He knew the altar was built on top of a holy shrine to his old gods but he felt no bitterness. Where had they been? There was no divine power that kept his kingdom together. However, death was Myrkul's tribute and he could feel its power emanating from the shrine. "As one path ends so another begins..." the King whispered as he stepped close to the foot of the altar. His slave opened his mouth but no words escaped. For the first time today and ever, THE PROUD KING BENT THE KNEE. The slave was filled rage and sorrow after witnessing his master's debasement. He knew not to question his lord but he couldn't contain his confusion. "Why my Ki.." he felt the hilt of his king's sword embed itself in his throat. He fell to the ground coughing and spitting blood. From the noise and confusion a large figure approached the pair. The crowd of elven refugees parted and made way for a giant. Both parties recognized each other immediately. The Half-Giant Cleric of Myrkul laughed, "Do I call you king, enemy, or a new convert?". The slave snarled and lashed out at the cleric but raw power of Myrkul crushed him into the ground for a second time. A large boot raised into the air and, in order to save his slave ...THE PROUD KING BENT THE KNEE. The king tended to the wounds of the slave. He was trained in the healing arts for war but he performed this service with tender care and not battlefield duty. His mind wandered as he bandaged the unconscious slave. Maybe elves were not meant to rule? He wondered if it was in their destiny to be ruled and all this time he had been fighting the very nature of his people.... and himself. The slave awoke to a smiling king standing over him. He was very confused. For one, he did not expect to wake up at all. Secondly, he had not seen his king smile in ages. Before he could speak the soulful king placed his finger over his lips. “Shhhh, don’t speak. I know why you have been so loyal to me over the years and I have taken you for granted. I have learned my true place today.” What happened next to the minotaur had only occurred in his dreams. The elven king embraced him passionately and kissed him. His little elven leg even lifted up. When their lips separated the minotaur exclaimed “My King! I always...”. "No, I am a new elf today, MY FRIEND! Henceforth, I shall be known as RAINBOW the Elf! After the worst of storms there will always be a rainbow. I want to guide people to a better tomorrow through love and peace and subservience and...." The slave interrupted Rainbow... "That is all good my little king, but it is time for you to perform your duty" So for the third time that day and many, many more times that night, THE PROUD KING BENT HIS KNEES.
  3. 9 points

    [RP] The Fall of Storm Haven Keep

    A cold wind stirred above the white snow. It swirled and eddied before finding its way to the precipice, coalescing into an invisible wave as it tumbled over the edge. Down it went, leaving the peak in its wake, flowing around trees as it descended. When it reached the bottom, it sped out from the base of the mountain, heading south, losing intensity as it ran into obstacle after obstacle. Finally, nearly depleted in strength, the last tendrils reached out before dying and managed to barely move a banner on the walls of the Sunset Keep. Dark eyes surrounded by fur took notice of the movement, as they took notice of everything in sight. This vessel had revealed to Thimble even the most skilled assassins with its eyes, once thought to be a curse by Gaea, the Earth Mother. Now prized for their eyes above all else, Elken had become the vessel of choice for Thimble when seeking to expose the sin of his enemies to the Flame of Truth. He had wrestled with the White Crow for what seemed an eternity. Finally it had begun to struggle less, tiring from the constant fight against the magical energies harnessed deep within the Corvus Citadel. Soon the Citadel would control its powers completely, strengthening their forces, further solidifying their victory on the battlefield. Already Thimble had been able to siphon some of the power of the White Crow, giving the Sergeants of the Citadel the real time combat intelligence they needed to command successfully. Soon, he would be able to infuse the Citadel’s Artificers, greatly increasing the efficiency of their operations. The present suddenly rushed back to him as Duffy gave the order to move northwest, skirting the mountain on the way to the portal to Calinor. Without hesitation, Thimble leapt from the walls of the Sunset Keep, landing with the agility only an Elken could achieve, immediately transitioning into a sprint. The order was unexpected; the baneful trees hadn’t even spawned. Duffy was taking a risk with this move, but being bold was often necessary when fighting Balance. And, truthfully, Order had in recent weeks shown itself to be quite formidable as well. The Death Alliance leaving the freedom of Chaos for the rigidity of Order made no sense to Thimble, but as adversaries they had earned the respect of the Citadel, and it felt like that respect had been returned in kind. Bounding up the rocks below the portal to Calinor, Thimble caught a brief glimpse of Grimmel as the scout stepped through. Immediately the report reached them that the Free City was clear of enemies, and the order was given to proceed. They waited only seconds on the other side; the army of Corvus Citadel, for that was what it was becoming, had practiced squad movements and had become efficient at force projection. Grimmel had already reported the all clear on the other side of the portal, so when Duffy began giving the order the entire force was through the portal before he could finish. Swiftly they raced as one cohesive unit along the road through Thracia toward Storm Haven Keep. Stilling their breaths while positioned behind a hill near the keep, the forces of Corvus Citadel managed to remain hidden only a hundred yards from the walls. While looking for the flat ground necessary to perform the summoning ritual for the mighty siege engines, Duffy noticed a breach in the wall and quickly consulted the Sergeants to devise an attack plan. Mighty Vanboozled, grizzled veteran of the Citadel, suggested an immediate attack without waiting, to try to take advantage of the boon presented to them. The order was given, and five full squads of warriors streamed into the breach, pivoted left and flowed into the corridor inside the exterior fortifications. Emerging from the ramp at the top into a hail of arrows and seeing their desired avenue cut off by a ruined bridge, Thimble and Duffy, brothers in arms, ran along the top of the wall toward their secondary objective: a bridge, still in tact, to the left of the inner keep. The order was given for a small group to break off at the back to distract the Order defenders as the main force cut down guards left and right. Unfortunately, the enemy was not so easily fooled. When Thimble and Duffy reached the end of the bridge, with their brothers and sisters streaming across behind them, they ran headlong into the bulk of the enemy force. Worse still, Order had the high ground, and with great defensive positioning. Thimble could only assume that Chroma, who had shown his tactical cunning, was leading the defense. In an attempt to avoid total annihilation, a hasty retreat was called. Their numbers cut in half, Thimble and the remaining warriors of Corvus Citadel maintained discipline as they retreated down another ramp, taking shelter inside the fortified walls. That allowed Chroma, or whoever was leading, to order the defenders to advance across the bridge and attack from the top of the ramp, while splitting their force and attacking simultaneously through the courtyard into the chamber below. Performing the incantations and required movements as fast as he could, Thimble summoned tornadoes to toss the enemy left and right, granting a momentary reprieve to the now very small attacking force. That reprieve lasted only a moment, though, for the heavy hitters of the enemy were within their ranks. With a mighty bleat, Thimble charged, using his antlers to knock three of the enemy away. Instinct took over, his movements faster than his mind could even comprehend. He summoned a blast wave, blowing several of the enemy away and lighting them on fire. He then leapt into the enemy, pivoted on his hooves, and immolated an entire group as he teleported back into the chamber. It was a last ditch effort, however, and ultimately proved to be futile. Despite valiant efforts by Thimble and his brothers and sisters, they fell to the overwhelming forces of Order. At Duffy’s command, they flew back as crow spirits, recovered control of their vessels, and formed up on the other side of another hill close to the keep. Once all forces had been accounted for, they began an ordered retreat. Then, suddenly, Duffy received intelligence that the powerful forces of the Winterblades had been spotted near the keep, on the other side. Immediately the Corvus Citadel forces turned and advanced hastily on the nearest baneful tree. Arriving in moments, they found a squad of Order hacking at it with all the effort they could muster, clearly hoping to destroy it before anyone could interrupt them. It didn’t work. Five full squads under the banner of the Citadel quickly overwhelmed the squad attacking the tree, and then the healers began immediately healing it. Before they could bring the tree back to full health, word reached them that the Winterblades had done the same thing at another tree, and that the Death Alliance had retreated back into the inner keep for a last stand. Grimmel, who was able to use the shadows to stay hidden, relayed information as the Winterblades streamed into the keep, killed off any remaining guards that got in their way, and ran straight to the inner keep. He described a quick battle in which the defenders of the lower room were overrun almost immediately, then gave the recommendation Duffy was waiting for: if Corvus Citadel were to attack again, it would be at that moment or never. With a mighty roar, minotaurs and half-giants running in front, Corvus Citadel’s attacking force charged through the breach and straight into the inner keep, behind Balance. They ascended the ramps swiftly and saw an unbelievable sight at the top: the Death Alliance had repelled the Winterblades assault. Hesitating only a moment, Thimble began firing tornadoes at the small groups of Order left in the room with the Tree of Life. He charged with his antlers, blew up the enemy with blast waves, and summoned more tornadoes. Over and over, his pyrotechnics and antler antics forces the enemy off the edge and into the courtyard below. It looked like Corvus Citadel was going to be victorious in the pitched three way battle. Until, of course, the Winterblades streamed in, having regrouped from their earlier defeat. Corvus Citadel was able to hold them off for awhile, but in the end the Winterblades and their vassals were able to destroy the Tree of Life and plant their own Golden Apple. Corvus Citadel’s attack had failed. The Death Alliance, and the rest of Order, had lost their keep, but not to the forces of Chaos. For the first time in the Trial of Illara, the Winterblades controlled two of the three keeps. Still, even though Duffy’s plan was bold, Thimble knew that it was better to have tried and failed than to have not shown up at all. After all, Corvus Citadel had earned a reputation for not backing down from a fight without good reason, and they had proven that again today.
  4. 8 points
    Introducing siege windows for major control points FULL STORY
  5. 8 points
    And, I also wanted to follow up with some more words since I'm not the best at articulating things on the spot even though I have it right in front of me on a sheet of paper. Ideas currently in the works. Like I said, this is the prototype phase so it's possible some of these ideas just aren't feasible at the moment. Potion of Speed/Slowness Hunger Suppression Potion of Wealth - extremely difficult and rare. Might be the first alchemy recipe to truly utilize golden apples. Poisons and possibly poison food? We may need tech for this but the idea is that a poison additive, using a special accessory, like the Emerald tablet, will unlock an optional slot in some cooking recipes that allows for the outcome item to contain poison. So what are some of the items we might see as new components for alchemy? Golden Apples as a crafting reagent. Explain why this one is important and why it needs to be something awesome. Various different types of flasks - may ultimately have an impact on the outcome of the potion recipe. This is all cool and all, but when can we get combat specific potions? We’re still trying to find our balance with combat at the moment, which means adding a new layer in the midst of trying to create a meta could potentially hinder/break the overall flow. I really want to create more combat specific items, like poison coatings for all weapons, molotov cocktails, and poison traps, but at the moment it isn’t completely feasible, but it is on my radar. It isn’t completely off the table either, that’s why we’re doing this in phases rather than all at once. Ok, no combat stuffs, but what about transmutation? It’s a similar vein as combat. Once we figure out where our sweet spots are with harvesting we’ll be able to start expanding into a situation where we can support transmutations. “Why should I train in alchemy?”. How are you going to encourage me to do so? Experimentation options! Unlike cooking the plan is to utilize a lot of those trained skills to help boost the experimentation on future alchemy items. Having the ability to utilize experimentation points for alchemy is going to be the difference between an “Eh” healing potion and a “WHOA” one. Brewing! We touched upon the idea a bit of adding drinkable consumables that offer some kind of buff/debuff. Let’s expand into that a bit! Some future ideas: Craft Beer, whiskey, teas, distilling The idea is that the base cooking drinks will still be accessible but if someone were to advance into alchemy they will also be able to become brew masters. Racial FX! We talked about this a lot with the new cooking items stream. I really, really like this suggestion and hope to incorporate it into alchemy and cooking going forward. It’s really a no brainer, we built this awesome system in which our races have unique attributes and characteristics, now let’s start incorporating it into gameplay! Like, maybe the stoneborn are completely immune to alcoholic beverages, or high elves can metabolise food faster so they’ll need some kind of supplemental items to keep their hunger at bay. Anyway, that's a pretty big summation of the stream and I hope to follow it up with things you can test soon, or at least see more of on another stream. As always, please keep the ideas coming! Sometimes they aren't easy to do or schedule for, but if it's an idea we can run with we'll try to note it for future implementation. Edit to also catch a few more questions I noticed on the stream: I hadn't even considered this idea, but I'm wondering if we can explore using the toxins slot to make something like this happen. Let me do some testing and see if it's a possibility. This is something will probably require some tech time that we aren't afforded at the moment. I'm hoping once factories come online something can be done to help alleviate the white quality to better quality ratio. For now though, we might have to wait a bit longer until we can even delve into this. Definitely something I want to explore. Minecraft does this really well and I want to see if we can use our current system to support this. No definitive answer on this just yet, other than, "I am experimenting." Ok, so I hope that gives you all a bit more insight and ideas on the direction I'd like to take alchemy in. Thanks for reading and if you watched the stream, thanks so much for following along to that too.
  6. 7 points

    Questions for the Devs!

    What is going on with faction balancing? Is this going to be coming in a future update or should we all just hop on the balance train like the rest of this game? Its very demoralizing to show up to siege with about 25 people going against roughly 100. But we still show up each and every night and try our best win or lose despite the number differences. Whats stopping new players from joining the stacked faction or chaos/order from ALL jumping ship making the other 2 factions empty?? I get the argument about the big guilds not all being able to be on the same faction if a balancing system was in place but to be honest, if 1 of the bigger guilds from balance swapped to one of the other factions then we might actually have a game on our hands instead of feeling like a constant punching bag. Is there any news on when a performance patch will be released? Not sure if the devs show up to siege but when 100 people are standing a few inches from each other the game turns from a modern PC game made in this century to the very first moving picture ever made in the late 1800's. Frame rate drops to basically 0, skills stop hitting targets, everyone is yo-yoing back and forth and its basically which side has more AOE output thru the lag spikes. Myrm classes that rely on crashing a mechanic at a specific time are impossible to pull off. just trying to switch zones has caused some consistent crashing and this last hot fix released on 4/17 has only made things worse. Will we be getting Guild storage before you put out more "new" items??? I like the fact that the additives came back for bodies!! However, without implementing some sort of guild storage first (that we have been asking for since i can remember) our bank space is even more packed with random stuff. Having to make a few extra characters to use as a storage for myself and guild is a bit of a hassle and a little ridiculous. Not to mention completely confusing when remembering what random toon is holding what. Was the armor durability supposed to be paper??? First few days of this new campaign we didn't have much since it was after a wipe. Most of us purchased intermediate armor just to make do but when handed one of the first sets i realized the durability was 1/5th what it used to be and the intermediate had more. If i can buy some intermediate armor that has higher durability than our guilds master blacksmith can craft (without the tool) i think there's an issue. Sure the armor rating and stats are non existent but my point stands on durability rating being significantly higher with intermediate vs rare/green or any other color crafted without the tool. Is this a PVE or PVP game?? Started off as a PvP game but now its turning into just another PvE game except with 1 added PvP mechanic. Spending hours grinding mats to make gear to PvP in was understandable. But farming endlessly at a PvE war camp for a minor disc just has me wanting to put a bullet in my foot. Not to mention getting multiple of that same minor disc for the other 15 guild mates that want it!!! I guess my question is do i get paid sick leave or holiday pay for this full time job i just started??
  7. 7 points

    Why do you hate skinners?

    There is no love for the skinning profession. With the day / night cycle affecting the hide drop tables, waiting for spawn time of mobs and the recent nerf to the amount of mobs found inside forests and other area's its making skinning not worth it. Sitting at a whopping 2 R9 hellcats in our forest of silence trying to get enough flexible hide to gear out 1 person is hours worth of nonsense. Even if my beneficial harvest did happen to Proc, i would get that bonus only on the second cat i skin then wait another 3 minutes for spawns. Why is this happening to the skinning profession when ore/stone can go from pocket to pocket burning thru hammers/picks??? I understand that leatherworking might not be as important as Blacksmithing but if we are 4/5 days into a new item wipe and everyone who can use mail/plate armor has greens/blues and the leather wearers are still in commons then there seems to be an issue. Then u nerf the gold drop and replace it with 1 dust...... i get that animals shouldn't be rollin down the street with fat stacks in their pockets but 1 dust in compensation?!?!? i can go smack a tree twice and get 2/3 dust. Dont forget the new Ancient mobs which have turned solo skinning into a nightmare. Accidentally agro an ancient anything on your journey and its game over unless you have a pocket healer at all times. Then when you do kill a R5 ancient you are rewarded from the gods with.... you guessed it....more dust. We spent a good 10 minutes killing a R5 expecting to see our first majors of the game after this new wipe, instead we got 45 dust and a kick to the moral. We where all on white vessels with common gear and didnt expect to kill it easily but good gravy!!!! Not sure how many people have to complain about this before a change that actually happens to make skinning worth it.
  8. 7 points
    Just wanted to share one of my favorite shenanigans thus far in the Trial of whats-her-face. When an ill thought out decision gives you lemons, you turn it into a silly video. Credit goes to Xarrayne for the video's title. I hope the canyon folks had as much fun with the silliness as we did.
  9. 6 points

    Why do you hate skinners?

    Now put that next to the screenshot of 4 people hitting motherlodes for 4 hours. Also screenshot the durability on the gear of both parties.
  10. 6 points

    [Entries] Crowfall WarStories

    The Surly Knight Sir Rain was sitting at his usual table, at his usual time, in his usual mood, in the corner by the fire, in the tavern near the temple. His usual time lately was all of the time. This tavern was a fine example of the strategic importance of staging posts along the route to the warring frontier, with good stables, good supply and good ale. In truth, Master Blair, the owner of the tavern could do without the patronage of the surly Knight by his fire, but he was a veteran himself and could well afford a little charity to a fellow warrior. "Your ale, Sirrah" said Blair and with a smile as effusive as the foam in the pewter crock he slapped it down on the rough oak table in front of Sir Rain. But his broad smile was not met in kind. Master Blair retreated with a sad shake of his head, well knowing the states of soldiery, and the unseen, unsaid sadness of a warrior at peace. Sir Rain occasionally worried that his surly presence was not a great boon to the Inn but what he did not know was that Master Blair was more than happy to accommodate his misery in lieu of the marketing offset. In any day that the surly knight was in attendance Master Blair could be happy that his establishment had the kudos of an active, if surly, knight in attendance. This then was the gripe for any professional soldier of these times. Fighting, risking life and limb to achieve a state of peace, but then finding peace an unwelcome friend. Sir Rain could not voice his frustration of peace to the young serving staff who saw nothing but joy in front of them. For to gainsay those whose peace he had fought for was an anathema. Yet, still, he just wanted to fight and struggled not too with the local idiots. Sir Rain could see no release, nor wanted any, duty to honour being what it was, and honour bound, now, to peace. Maybe there would be no other campaign for him, and Master Blair would grow tired of him and throw him out to the gutter where he would rot, having learnt no other skill than war. Indeed, Master Blair's patience was running a little thin this autumn as Sir Rain's gruff demeanour was scaring the serving maids of his establishment, yet knowing full well if Inn's like his did not hold host to warriors, then who would ? Sir Rain's thoughts turned darker still. Inside, he wanted to scream at the locals, scream that that they were just fools. That war was always a moment away. As much as he wanted to fight for their glory, he could neither accept their peace. Peace was not in his soul. So he drank. Master Blair raised his eye to the open door and put one hand to the throwing knife under the bar as the phalanx of leather armoured assassins poured into the Inn, and then relaxed as he recognized the face that entered behind. In any walk of life there are not many faces that can truly alter the plight of all that fall under their gaze, but today, this face, this person, was known for a thousand leagues, for this was Commander Dravoix. "Enjoying your rest Sir Rain?" "NO Sir! I am not!" Sir Rain could not help himself and had already stood bolt upright, without having to think about it. "Good, Chaos hordes are infiltrating, we have incursions across the map and I need warriors like you to step up" "Yes Sir! About time! I shall report to the temple for muster." "No time for that I'm afraid, your orders are to move directly to Thracia and gather what troops you can to retake Storm Haven keep. We shall undertake a new campaign to neutralise all regions. Are we clear Sir Rain?" "Yes Sir! The best news I have had this year. Storm Haven it is Commander".
  11. 6 points

    Take a Bow

    Take a Bow or The Ghost Eater "It's there. The big one. That's the ghost eater." I indicated the beast's position to my companions with an unfamiliar hand. A Nethari hand today, of poor quality. I reminded myself to dig up a better one. The elk in question was massive, a full head higher than the rest of its herd. It knew we were there but continued to graze, unbothered. We'd encountered its kind before. Hunger-tainted beasts with a longevity rivaling that of the Crows. Magic vital to our task, sealed away in one of Illara's entourage. I'd call it a cruel joke by the Mother of Cats, but that would imply she cared enough about us to play such pranks. She doesn't. She doesn't care about anything. It exhaled a faint blue flame. The mark of a beast made immortal by consuming the spirits of the departed. An Ancient thing. A thing we hunted not for meat or leather, but to claim those spirits for our own purposes. Only Crows will leave this place. The beast has no use for such power. "Are you sure we're up to this? We had two more with us last time." Koregen asked, knowing he'd be responsible for keeping the beast's attention. "We're better armed than last time. We know its tricks, and we need what it has for the fall." I replied. "It's handled." Vanduros chimed in "You keep its gaze, and I'll make sure you keep on your feet." My companions shuffled warily. It is never a small thing to hunt such a beast, and our equipment paled in comparison to Kane's trial. "Alright, Kor's going to jump it. Val, keep him alive and if there's any trouble I'll try and give you a breather." I always deliver a plan. Occasionally my men carry it out. "What about me?" Rand asked. He was new, but enthusiastic. He was the one that had tracked the beast down. Even if he showed poorly, that alone entitled him to a share of the spoils. "Stay alive. Hurt it as much as you can. We-" I paused, spying movement on a nearby hill. My men followed my gaze. Their tones dropped to a whisper. A centaur crested the hill, wearing the colors of the Winterblades. He was followed by five more of his unit. They weren't a bad lot, the Winterblades. They'd taken residence in our temple at the beginning of the trials, and seemed content to squat until greener pastures revealed themselves. They always seemed to be in the way somehow. I'll be glad to be rid of them when they move on to prove their mettle in more deadly lands. They're bad for business. "Don't they have anything better to do?" Vanduros whispered. "Apperantly not. I suppose Jah hasn't had much luck scouting a better prey." I replied. As if on que, The Winterblades scout, Jah, joined his companions at the top of the hill. We sat there for a small eternity, two groups of hunters after the same prey. We watched them, they watched us, and the Ghost Eater watched us all. "Screw it. Get him." As I gave the order, Koregen leapt at the beast and battle was joined. It went well until it didn't. Koregen missed a few swings and the Ghost Eater toppled him with a bone crunching kick. I launched it skyward to give him time to recover. Vanduros patched the wound. Jah and his companions kept their places. Between fireballs I snuck a few glances in their direction. They'd produced a few rations and simply sat and watched. I'm fairly sure money changed hands. They made no move to assist, nor interfere. The battle stumbled onward, and my men made up for a lack of strength and steel with a surplus of stubbornness and determination. One by one our audience lost interest, finished their snacks, and wandered away back to whatever it is itinerant would-be-kings do when there's not a castle to blow up. We burned, smashed, slashed, and danced around the beast for the better part of a day, forgetting our audience to focus on the task at hand. It was exhausting. The beast clung to life with the stolen fervor of the many lives it contained. In the end its tenacity proved a poor match for our greed, and Koregen delivered a final crushing blow. It kicked twice and died. He reached inside and collected our prize. The dead it had eaten were free for a time, until we had use for them. I wiped the sweat from my brow, and remembered our audience. When I looked up, only Jah remained, chewing idly on an unidentifiable scrap of sustenance. He had stayed for the whole ordeal. He stood, dusted the seat of his pants and walked away without a word. I took a bow, and we did the same.
  12. 6 points

    The Night Shift #ChaosWarstories

    The night was cold and dark for the beginning of a new Spring. Blades clashed and smashed against flesh and bone. War ravaged the lands of Balance and Order. There was no peace, and when there is only war Chaos dominates. We never tire, we never sleep, overcome with madness we press on. We conquer. We pillage. Last night Balance and Order succumbed to fatigue and attrition. The will to live drained from their soldiers’ frail minds. But, our insanity is our strength! We grow stronger and bolder as the witching hour nears. Previous battles that had been lost became stepping stones in our onslaught. Standing above all others a new behemoth of Greed and Gluttony has arisen… Glistening in the flames that razed Order and Balance to the ground, tears ran down his face as he pleaded on his knees, "But why are you here!? It’s, It’s, It's Spring!” he stuttered, “The harvests?!?! Don’t you…" With a flash of a glowing runed axe his sentence was cut in half as his head was lopped off. RealBlankSpace, "Because we are Chaos." As rage and despair filled every valley, mountain, and refuge Fist of the Empire lead Chaos to subject fort after fort, outpost after outpost, until there was nothing left, until there was no one left. Standing at the last fort of Order, at the last fort unconquered by Chaos, a madman of greed and gluttony leered. TaeSilverfox shouting, "We will haunt your dreams and serve anguish for breakfast! You will lament your fate and wonder how this can be happening! You will question your materials, you will question your vessel, you will beg for an answer, and then you will start to demand one! You will say how unfair life is, you will proclaim that you are being cheated, you will ask for someone to please do anything.” As the horde of Chaos banged on their walls and shattered their spirits, the remnants of Order frantically ran around in circles. Cowering inside their fortress behind 12 guards, Order could not compose themselves. With the help of Corvus Citadel, we breached the walls and took what we pleased. New demons have been born. You need not see them to be afraid, they will come for you, they will take everything from you.
  13. 5 points

    Chaos #Warstories

    TaeSilverfox, Ferrat, and LastDraw went on a beautiful frolic through the wonderful worlds of Balance and Order leaving a wake of death and destruction. While Order and Balance slept in their beds Chaos ransacked and pillaged their undeveloped villages, their abandoned outposts, and conquered their paltry forts. Unsuspecting harvesters desperate to escape fled to Forts without walls, they were caught with their pants down and beheaded for their cowardice. Several subjugation forces were sent out to quell Chaos but none were able to fully stop them. These three heroes of disorder, all fresh recruits, accomplished the work of 20 men, conquering entire domains, earning devastating point differentials but it was not the score that drove them. It was their ravenous thirst for fresh harvesters, for common mats, for mere apples that drove them to conquer half the world. For it is the smallest impulses that drive Fist of the Empire and Chaos to GLORY! Expect to see more from these freshmen seeking fresh apples. #crowfallgame #warstories
  14. 5 points
    In general I don't like system scheduled windows. Albion Online is the game I played recently with timers on territory objectives, and it was not fun. It does not make a game feel like a dynamic virtual world controlled by players. And it can provide a big advantage to larger, hardcore guilds who are willing to do whatever it takes to beat the artificial system. Why is this a problem, isn't the game supposed to be play2crush? It's a potential problem in the 3-faction ruleset, that's intended to be the place in the CF universe for more casual players, and less organized communities. If it's too easy for an Uncle Bob scenario to happen and 1-2 factions to get pushed off the map, or if casual players are feeling locked out of content that's not a positive. GW2 WvW and DAoC frontiers both worked well for 3-faction pvp format - neither had a timer system on forts. Everyone seems to forget we are testing, not playing a launched game. It's not easy judge the pvp activity based around the small testing population - we have 200 players instead of 2000 players on a campaign. Also different rulesets should play differently based on the risk vs reward, and may need different systems. It's good to test the windows however - maybe it will work better than I expect. It seems like a helpful tool for the designers, and if it doesn't have the intended results in 3-faction gameplay I'm sure the devs will make adjustments.
  15. 5 points

    Siege Windows - Official discussion thread

    This change is intended to provide you with more fort pvp, not less. If the time when you play has a lower population, then it makes sense to have fights at fewer forts. That way the smaller population has an appropriate number of forts to fight over rather than spreading thinly across many forts.
  16. 5 points
    I don't disagree with your premise, players with multiple accounts have some advantage over players with only one account. That said, players don't win, guilds win. Guilds win by getting the work done and putting well geared bodies on the field. Loyalty issues aside, who do you think will do better, a guild of 10 players using 5 accounts each, or a guild of 50 players using one account each? Critical mass is about 15 players, that's enough to cover all of the professions without overlap. Less than that and someone must be working on this rather than that. With more players than that, you have extra hands available to be farming wartribes, joining harvest groups, or harassing the enemy, without pulling tradesmen away from whatever they need to be doing. If that's not convincing to you I'd have to wonder, how would you stop it? Anything you might do to stop one player from playing two accounts is easy to get around, and would get in the way of family/friends that want to play together.
  17. 5 points

    The Folly of Chaos

    The Minotaur looked down into the ravine from above watching a small chaos hunting party killing and desecrating the undead for gold. They did not look well geared, like most chaos since the cataclysm which rendered all previously gathered resources and crafted gear cursed and unusable by a crow, they had elected to make quick land grabs during the bountiful spring season, and now they would pay. They had strutted around with their tales of domination against passive harvesters and unmanned forts, but it was time for vengeance, time to shut their little bards up through strength and skill. The Minotaur's faction had spent the spring gathering so far, preparing for winter and fall, and as such was well geared, and well prepared to make unprepared chaos beg for mercy. He would not grant it no matter how they cried, they had chosen to serve the worst of the gods and would have to beg for their forgiveness when he turned their vessels into food for the beasts of hunger that left their holes at night. He circled the ravine until the chaos hunters were busy with the undead and began his descent down the ravine, moving quickly along unsteady slopes until he slipped and fell a short distance, slightly bruising his legs, the chaos hunters had not heard him fall and so he quickly moved down the rest until he was hidden behind a small building, he rested until his innate crow magic had repaired his vessel, and started moving out from behind the house. The Minotaur pushed his vessels legs to their maximum almost tearing the neatly repaired muscles in them lunging at the lightly armored centaur gouging deep marks in his side and stunning him, it soon turned into a brawl with the minotaur relying on his berserk state to keep him alive against the attacks of a guinecean duelist and centaur pitfighter with a druid supporting them in the back. The minotaur could feel his power growing with every hit as he entered his titan state and kept growing it until his arms were at their physical limit hitting as hard as they could. He scored several powerful hits on the centaur and caused him to flee around a metal node but he could not escape. After bringing down the pitfighter he turned his attention to the little elf in the back. The elf blinked away but could not escape from the raging minotaurs axes and fell to him too. In the midst of the chase the guinecean has escaped presumably with any loot they had managed to gather. The minotaur had shown the chaos the error of their ways, the error of ignoring gear and resources until their enemies were prepared, and with this he was satisfied and went on his way, patrolling enemy territory more to spread the word of the holy cow to the ignorant servants of chaos and balance.
  18. 5 points
    The drop from mobs is still a placeholder, a new placeholder granted... discs will be crafted by runecrafters and the thrall component will be the one we hunt that is rare. Blair said the disc recipes are done... we can hope the first iteration for thrall capture and an actual use for polished soulgems comes with 5.9. For this patch it is mostly... oooo PvE... yawn, rest up for 5.9. Yea, the grind for the discs really sucks.
  19. 5 points
    Ótimo! Estava esperando por isso! Será um prazer contribuir na tradução do game! Count me in! 😉
  20. 5 points
    Olá queridos corvos! Estamos procurando pessoal para trabalhar conosco na tradução para português, por isso gostaríamos de expandir nossa equipe de tradução e permitir que os membros de nossa comunidade façam parte de nossa equipe. Tenham em atenção que como é necessário falar inglês, o texto de abertura de vagas está apenas em inglês, ok? Estamos ansiosos por receber vossas aplicações para o lugar. ======================================================================================================== Localization Crows wanted! Dear Crows, Our community is full of talent and passionate Crowfall contributors. We are currently looking into ways to have this passion and those talents closer to the development of Crowfall and the international Crowfall community. One idea is to integrate a part of our community to the existing Crowfall localization team! Those of you who are skilled with words, who are familiar with the game’s in-game terms and lore and who follow the game development, update by update: We want to work with you, supporting the Spanish, French, German, and Portuguese speaking Community! What does it mean to be a Localization Crow? As a Localization Crow you are working with the Travian Games team and help to localize (translate) the most important news, announcement and community content to your native language. Every Localization Crow receives a translation framework agreement (including confidentiality rules) and a work order describing the work scope. As a token of gratitude for your efforts, you will also be rewarded with a financial compensation. How this will look like exactly is not set in stone yet. Becoming a Localization Crow If you would like to apply for this role, please send an email to crowfall-translations@traviangames.com with the subject “Localization Application: [Username]”. The content of the email should include the following information: Your forum username Your desired translation language (We currently support localization members for Spanish, French, German, and Portuguese (Brazil)) Any notes/comments on your experience with Crowfall Any notes/comments on experience or interest in volunteering Once your application is received, you will be contacted through email and asked to fill out a test designed for translators. Questions? Do you have questions about this community project? Just let them come and post below, or contact me directly. Further details will be provided during the application process. Abraço, Fauno
  21. 4 points
  22. 4 points

    Questions for the Devs!

    This is not productive discussion, take it elsewhere
  23. 4 points
    So as the title suggest I actually agree with the decision to make disciplines harder to get. I know a lot of people are threatening to quit the game because of it but here's my thoughts on it. Right now resources in the game are pretty plentiful, to the point where contesting the resources of another faction isn't really worth it because there's enough for everyone. But the contesting of resources was suppose to be a key conflict of the game. Honestly even when the game goes live and there's a bunch of players roaming around it still won't be too big of a issue because most of the map a barren even with the campaign at its highest pop. On top of this the only thing really worth camping from the other faction is gold mainly due to this discipline change. So i'm about to look at this as objectively as possible. Her are the cons to the change. *Much harder to get your ideal build *Ancients and camps aren't solo friendly (need friends to help you farm) *Drop rates are crap Now here are the pros *Adds more key farm locations for factions to fight over *Encourages more group play *Brings up the value of the non meta Disciplines The pros have as much a impact because of the low population but when it goes up that will improve drastically what most of the cons will diminish. All but the drop rate one which I agree that this needs to be improved. I mean if it takes 4 or 5 people to take these things down then you should get 4 to 5 Disciplines. Hell and that's with mostly maxed levels. Ideally you want to be farming Disciplines as you unlock them for you vessel so it might take even more people. But that's arguable because most people farming them would probably be maxed level already farming them for a new vessel. Only other negative I see of this is the fact that the plan is to eventually make Disciplines permanent on vessels without a option to destroy them later on. If this is true then this will completely do the opposite to the value of non meta Disciplines and will definitely cause a lot more harm then good. Anyway if anyone agree, disagree, have their own opinions, etc. don't be afraid to post them here.
  24. 4 points
    The emergent gameplay of forts was boring and the freedom made avoiding fighting over objectives the superior tactic. Freedom is less important than ensuring a contested PvP objective score in your PvP game is actually contested by PvP more than who has the most Australians standing in circles alone at 4AM. Online games have rules to drive players in to meaningful interactions with each other. The forts were failing at doing so.
  25. 4 points
    Something to keep in mind is that we are currently testing the 3-faction ruleset. There are different considerations for how a 3-faction ruleset should work than a free-for-all ruleset. For those looking for less restrictions, more player agency on when sieges happen, and more of an open free-for-all, the Dregs will be available. The Dregs/FFA ruleset will be a very different game than the factions rulesets.
  26. 4 points

    experience points for alts etc

    My idea is that when you get to 30 you continue to gain exp. When a specific amount is reached either an item is generated or possible one is created by visiting a specific place. This item can then be crafted ( runecrafting, necromancy) into an high numbed sacrifice item that can be traded/ given to an alt to lvl them up. This would help lvling vassals especially if gold cant do it and add another interesting method of trade/crafting.
  27. 4 points
    There should be an initiatory event, rather than having a guaranteed vulnerability window every x hours/days. The attackers should have to commit to the attack by crafting the Bane Tree which beings the scheduling event, followed by the siege event. Finding the materials for crafting a Bane Tree should be prohibitive/expensive, making offensive operations costly and deliberate.
  28. 4 points
    Let us all go balance then we can all be "winners"
  29. 4 points
    Sure, because currently everytime a fort is attacked in the servers primetime players run to defend it. Most of the time there are no defenders because there are no players nearby to defend (small current player base) and players who are nearby don't care if the fort is taken anyway. Once again give the players a reason to stop xp farming/gathering and actually defend, instead of a bandaid of timers on anything remotely meaningful so the current few that want to constantly pvp can be handheld and told "look go here to capture this thing" which will still be uncontested cause noone but them cares enough to attack/defend it.
  30. 4 points
    The people who complain about this feature don't want fights. They want to be able to cap stuff without fighting, so your explanation will unfortunately fall on deaf ears.
  31. 4 points
    Siege timers on everything is a great way to turn campaigns into a ghosttown non-primetime, will absolutely kill any chance of a playerbase outside of where the server is located, so unless you intend to cater for more than just US/EU with servers you are basically telling guilds/players outside of these regions to either play Crowfall for 40% of the true game or look elsewhere. Reacting to neckbeard complaints about losing forts while they sleep during a phase of the game where the playerbase is so small is a kneejerk reaction to a problem that may or may not even exist once the playerbase grows. Colour me disappointed, now not only do out of region players who have no local server get shafted on latency you add in locking them out of the very reason to play a campaign in the first place. Forts aren't defended often even during primetime down to there being no reason outside of campaign points or the odd group out looking for a fight. Instead of timers would be better to give players more REASON to defend them over putting artificial restrictions. Simple things like harvesting buffs on the fort parcel for the holder, or add the keep thrall crafting buffs to certain tables in the fort, eg like E-Ville Blacksmith table has the buff, Locke's Harem has a buff on the Runecrafting table and so on.
  32. 4 points

    JamesGoblin appreciation thread

    You seem like a helluva nice guy, sir. I appreciate that you are positive, consistent and persistent on your forum reaction activity. I really hope you are not an ACE bot, that would be tragic and I would be over9000 trolled. Thank you, @JamesGoblin
  33. 4 points
    Meine Geschichte von der Erstehung der Gilde Horizon Ähneld sehr den normalen Tagesablauf in crowfall
  34. 4 points
    Major disciplines drop rates are fine and I actually like the system in place for them. Minor disciplines and crafting belt, googles etc. drop rate needs to be seriously increased or guaranteed on a specific mob.
  35. 4 points

    Et le PvE dans tout ça ?

    Le PvE dans Crowfall, point trop n'en faut. Il a été kickstarté comme un jeu PvP sans aucune mention du PvE, on pouvait donc librement assumé qu'il n'y aurait pas de grind pour y accéder. Aujourd'hui, on a l'impression que le grind va être présent, qu'on va devoir passer des heures à tapper des mobs en cherchant a esquiver les joueurs le temps d'être stuff. Du PvE pour ralentir les joueurs dans les prises de forts, du PvE pour protéger des ressources pour la réparation des forts, éventuellement pour le stuff, c'est très bien. Du PvE pour pouvoir accéder au PvP : c'est un gros gros NON J'ai pas relancer le jeu depuis qu'il faut farmer les runes parceque j'ai pas envie d'aller me faire casser les dents sans pouvoir me défendre parceque j'aurais encore que la moitié de mes skills actifs et aucun passifs. On a actuellement une grosse progression verticale PvE qui a été mise en place sans qu'elle apporte quoique ce soit mis à part de la frustration. Actuellement, je ne recommande plus le jeu. Autant, je vois l’intérêt du farm de rune en étant un joueur vétéran, autant pour un nouveau joueur, je ne vois pas comment il va rester : expérience passive vessel à pexer stuff à farmer skills à looter + impossibilité de les reset. Les barrières au démarrage avec retard sont beaucoup beaucoup trop grande, le farm PvE devient obligatoire ET il ne permet même pas de rattraper des gens qui jouent depuis des mois/années, de même après une pause.
  36. 4 points

    The ambush?

    Crowfall 5.8.6 new patch short story. As night turned into day an Aracoix Druid Boss respawned in Stonehaven. Brave duo of Titan and Paladin decided to face him. Once the boss minions were down, adventurers prepared to jump him but suddenly saw an enemy confessor around the corner. It was Chaos ambush! Not knowing the opposing numbers duo disengaged from Aracoix camp and noticed that five Chaos players were chasing them. Running away was not an option and brave adventurers took the fight. Enemies decided to jump on Titan and burn him down, but raging Berserker with support of Holy Warrior retaliated pressure, chased and killed enemy Confessor. Looking at undying Titan Chaos forces decided to surround Paladin. But they did not know that it was the exact adventures plan! Paladin was fighting furiously, trying to parry as many attacks as possible to not die, while Titan was killing offenders one by one. As death nearly came to Paladin, Chaos forces lost a lot of health and fall dead before being able to make a final blow. Seeing death of his team mates, the last standing Assassin decided to vanish in shadows. Brave adventures, still shocked from surviving the ambush against impossible odds, continued their journey.
  37. 4 points
    I killed zombies for 5 hours today. I really don't understand why ACE is trying to make the game more grindy. I don't think they actually play the game in a legitimate fashion, ie. try to play as if they were actual players trying to win in the live environment, vs. testing things out once or twice in the test environment to prove a feature works. If they did play the game like real players, I can't possibly understand how they would come to the conclusion that the changes they added over the last few months make the game more fun.
  38. 4 points
    Chers Corbeaux! Comme promis dans la <dernière Newsletter>, de manière a fournir des informations, annonces et autres textes importants dans la langue française, nous souhaitons élargir notre équipe de traduction et permettre aux membres de la communauté de faire partie de notre équipe. Alors si vous êtes un corbeau passionné par les dernières nouveautés et mises à jour, par le développement du jeu, que vous êtes doué en français, postez votre candidature! 😊 Il est nécessaire de comprendre et parler anglais, pour information, voici le texte de l'offre d'emploi, uniquement en anglais: ======================================================================================================== Localization Crows wanted! Dear Crows, Our community is full of talent and passionate Crowfall contributors. We are currently looking into ways to have this passion and those talents closer to the development of Crowfall and the international Crowfall community. One idea is to integrate a part of our community to the existing Crowfall localization team! Those of you who are skilled with words, who are familiar with the game’s in-game terms and lore and who follow the game development, update by update: We want to work with you, supporting the Spanish, French, German, and Portuguese speaking Community! What does it mean to be a Localization Crow? As a Localization Crow you are working with the Travian Games team and help to localize (translate) the most important news, announcement and community content to your native language. Every Localization Crow receives a translation framework agreement (including confidentiality rules) and a work order describing the work scope. As a token of gratitude for your efforts, you will also be rewarded with a financial compensation. How this will look like exactly is not set in stone yet. Becoming a Localization Crow If you would like to apply for this role, please send an email to crowfall-translations@traviangames.com with the subject “Localization Application: [Username]”. The content of the email should include the following information: Your forum username Your desired translation language (We currently support localization members for Spanish, French, German, and Portuguese (Brazil)) Any notes/comments on your experience with Crowfall Any notes/comments on experience or interest in volunteering Once your application is received, you will be contacted through email and asked to fill out a test designed for translators. Questions? Do you have questions about this community project? Just let them come and post below, or contact me directly. Further details will be provided during the application process.
  39. 4 points
    El placer es todo mio, ya sabéis que estoy aquí a vuestro servicio. Espero que me uséis para que, entre todos, vuestra voz sea escuchada y tomada en cuenta en el desarrollo del maravilloso universo que es Crowfall.
  40. 3 points

    Guild Banks

    Addressed to the Dev Team: I have some questions about your design of the guild banks. Can we please see the design document so we can point out any needs before you start coding it? Is there an ETA on when it will be ready? I know you mentioned some Quality of Life changes. The reason I ask this is simple. Many of today's MMO's have terrible banking systems. Especially on the first pass. It's always pulling teeth to fix it, and there's also a duping risk whenever the banks are changed. So let's take care of this now, before you release a sub-par system. Things I feel a proper Guild banking system needs: Unlimited stack sizes Unlimited Multiple areas. (Tabs) The ability to give access rights to those multiple areas by use of access groups. (Eg Recruits, Veterens, Elders, Crafters, Officers, Leaders) The ability to make our own access groups and to add/remove whomever we want from them. (A custom guild rank system) Donate only should be an access right. (Example - Recruits would only be able to donate to or even see ertain tabs) The guildbank should be in the temples only. So people need to run mats to the forts/keeps if they want to craft there. Logs (Thanks Duffy) If the community would also throw their ideas of what they want to see, we can ensure the Dev's don't overlook anything.
  41. 3 points

    [Info] Atualizações

    5.8.6 LIVE Release notes Campanhas: Posto avançados, Fortes, e guardas dos acampamentos foram temporariamente removidos. Correções de erros: Corrigimos alguns itens que caiam dos animais cujos nomes geravam confusão. O ouro foi removido dos itens iniciais do jogador. Adicionamos armas às classes. O texto da história em Trial of kane foi melhorado para não exibir mais informações de debug.
  42. 3 points
    Trust me Shino the game isn’t solo friendly. In order to be effective solo you would need more than just 2 accounts at the very least until you start hitting the caps on your passive skills. Even then you’re going to have spend massive amounts of time harvesting to get the best materials.
  43. 3 points

    [Newsletter] Der Ruf der Krähe – KW14

    Puhhh also eigentlich nutze ich Facebbok schon für Spiele die mich aktuell interessieren also jetzt nicht unbedingt aktiv schreiben oder an Aktionen teilnehmen sondern eher abonnieren wegen Infos. Mehr Aktivität puhhh das ist eine schwierige Sache. Denke man müsste im gesamten anfangen mehr Werbung zu machen so das man wieder etwas präsenter wird in den Köpfen der Spieler und Streamer. Eventuell gepaart mit Free2Play/Open Beta Events aka Hungerdome oder kleine Karten mit Belagerung mit vorgefertigter Ausrüstung So das interessierte Spieler direkt Einblick ins PvP bekommen und direkt Spaß haben und davor halt die Werbetrommel rühren. Zum Thema was Shiro angesprochen hat. Es ist sehr schwierig in der heutigen Gamerlandschaft Spieler zu finden um ein Spiel wirklich ernsthaft anzugehen das sich noch in der Pre Alpha befindet. Die meisten Spieler haben ja Gilden oder Leute mit denen sie regelmäßig spielen und wenn man diese Menschen nicht dazu überzeugt bekommt spielt man halt weiterhin mit ihnen was anderes obwohl man eventuell selbst sogar das Interesse dazu hätte. Ich zb habe inzwischen 5 Mann aus meinem Spielerumkreis dazu gebracht Crowfall zu Backern aber alle warten halt noch weil sie alle inzwischen Familie und Kinder haben und halt die Zeit die sie zum spielen haben nicht in einer Pre Alpja verbringen wollen. Und für 2 MMos einigermaßen richtig zu spielen fehlt vielen die Lust oder die Zeit. Sie sehen es halt so, dass sie das Spiel das sie interessant finden finanziell Unterstützt haben und dann wird es erst wieder interessant wenn es Richtung Release geht. Bedeutet je weiter wir in der Entwicklung sind desto einfacher wird es Leute für das Spiel zu begeistern.
  44. 3 points

    Is there a community Discord?

  45. 3 points
    I don't think it is a bad idea limiting the discipline quality that is allowed into a vessel, white discs could only go into white vessels, epic discs into epic and lower vessels, etc. I think we should all agree white vessels are like the Ibis in Eve, it gets you going but anyone who sticks around for a few days buys a better ship (vessel in this case). We are still discussing this one internally. Thank you for your post! We value and try to read all the feedback, and I'll give you a secret. A game is only as good as the number of meaningful iterations you are able to put in front of a live audience before you go to market. This is one of the reasons I think most MMO's aren't really ready until a year or two after launch, they just didn't have time to play test their ideas with lots and lots of people. Based on play and feedback we already have some tweaks lined up for 5.90; More humanoid NPC's in the maps, Can level a white vessel all the way to 30 in GR, Little bump in durability on armor. There are additional tasks we were planning to do as well, unfortunately we ran out of time for 5.8.6 build. I already did the recipes for both the Exploration and Major disciplines for 5.90, the runecrafters will have another in demand category of item to sell ontop of tools. I removed the data for the mount that is produced to be non-tradeable, however I am not sure it made the 5.8.6 build. If it is not in live then 5.90 will bring that change. Long term I don't see the scroll slot being used to craft mounts, I just didn't have a better slot to put it in yet.
  46. 3 points


    Eu acho que o que mais pega é a falta de conteúdo (artigos, vídeos) para eles consumirem e aprender sobre o game. A comunicação por chat é meio estranha, principalmente para um nativo PT-BR que não fala inglês. Não há canal PT de chat por exemplo. Junta uma coisa com a outra, o jogador acaba ficando perdido e talvez, perdendo a vontade de jogar.
  47. 3 points

    Crowfall Memes + MS Paint Rage Thread

    our team of scientists have finally broken the blair math drop rate of discs! /s
  48. 3 points
    My challenge @thomasblair is for you or one of your team to seriously get in and play your game/test. Level a white vessel to 30 with the current system and farm 3 minors and 2 major Disciplines. (Make sure to pick the DISC's you want before farming as well). It's going to take 2-3 weeks (played time) if not more to get even half the build you want. Is this seriously your vision? Please, play your test and see how bad the system is in it's current state.
  49. 3 points
    They were rank 7. So ‘much’ lower is a rather curious comment as a reason. I can add - Farmed 3 Hours 7 of us and killed 1 x rank 10 Ancient. As well as 2 rank 5. Found 4 Disc. All dropped from the Ancient rank 10 So is that a droprate worth keeping. Should disciplines even -be- a random drop?! The disc farm is much like the hunger shard farming : They drop in theory. Well in our -experience- the drop rate is just ridicilous. The hunger shards deop rate is ridicilous. Even making it random is ridicilous. When are you going to start taking us serious? Acknowledge that there is an issue and set a date for when we will see a change and what change we will see?
  50. 3 points
    Couple thoughts on this: I don't think forts/keeps should have high rank nodes around them. I actually don't think they should have advanced nodes on the parcels at all. Performance wise, advanced nodes (unlike slag/knotwood/cobble) have some effect FPS so not having them on the parcel means fights on these parcels will perform better. Keeps especially have become the BEST harvesting locations because they have the highest concentration of R10 nodes, they have walls/guards nearby, and they don't have any monsters to deal with. This has made other harvesting locations such as adventure zones somewhat obsolete. This is further compounded by the implementation of war tribes. I think by moving high end advanced nodes to monster spawn locations (adventure zones, war tribe camps, etc). it'll mean it's a lot more difficult to go STRAIGHT TO R10 if you have to fight off R10 monsters to get to the R10's. That alone could force some progression. You'll have to gear up in some lower quality advanced gear to be able to take on R10 monsters. I also think that having nodes around forts/keeps is contributing to people only really hanging around the forts/keeps and not exploring quite as much. Leaves a lot of dead zones in the map. I was a big proponent of the 5.4 ganelon keep harvesting but putting a bunch of nodes around a keep has resulted in some unforseen consequences and I think they are part of the issues that the OP raised. There can still be clusters of nodes outside of the adventure zones but I think the high rank stuff should be in the adventure zones.
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