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Showing content with the highest reputation since 07/30/2020 in all areas

  1. We're sorry for the extended downtime, and we've made progress on the login and server issues, we hope to have everything back in service shortly.
    46 points
  2. Hello fellow Crows! We want to confirm that with the release of game update 6.400 on LIVE, we will need to do a full wipe, including characters, items and Eternal Kingdoms (all purchases will be reset so they can be re-imported). We try to avoid wipes whenever possible and we always evaluate all available options to avoid having to remove player progress. We value your support and testing feedback, and we know that having your Beta gameplay progress wiped is frustrating. For the upcoming 6.400 release, both the new attribute system and vessel changes require significant underlying data changes, along with server performance changes, and are driving the need for us to wipe both characters and items. The decision to wipe characters isn’t something we make lightly. We evaluated what it would take to transmute the existing data to the new formats, and it is prohibitive in both development and QA time (it would add multiple weeks of delay). Our priority is delivering a great game at the quality you expect, and launching it as soon as possible with the final game data wipe coming at launch. Your support is critical to Crowfall’s success, we appreciate your patience and understanding. As we continue to advance the game, your input and feedback are helping us to move the game closer to launch and that is the priority for all of us! Thank you!
    43 points
  3. We're working on the login issues, and the servers will be back online shortly.
    42 points
  4. Congrats to everyone at ACE for making it to this huge milestone! I expect you are all occupied with lots to do and a ton of nervous energy. @jtoddcoleman @thomasblair @Tyrant I did want to take a moment to communicate the biggest outlying issue for launch, IMO - alliance-level scoring for conquest. Many guilds are going to want to play and the alliance system is what allows smaller guilds to maintain an identity while still being competitive as a part of a larger alliance. The concern is that without alliance-level scoring for conquest, we are feeling pressure to dissolve our individual guilds and all tag under one conglomerate. I tend to like the idea that guilds can score and win things at the guild level, so I wouldn't want to see it replaced entirely, but I do think the large conquest win should calculate at the alliance level, as a sum of the scores of each of the sub-guilds. The rest of the changes that I would hope for I think can roll out over time and not lose too much (except maybe more city ownership opportunities and handshake sieges), but this one seems integral to allowing medium-sized guilds to exist without being absorbed (an action that often causes the loss of a lot of players who prioritize guild identity). Thanks for reading and good luck this month!
    41 points
  5. Hey folks, I’ve gone ahead and updated my guide to reflect all of the changes to Cleric up to 6.510. The changes made to Cleric are pretty significant, and so I’ve restructured most of my guide to reflect that. If you’ve read the previous version of this guide, I've overhauled the guide to also highlight Arbiter Cleric gameplay tips and provided a little less guidance on disc selections. The game has changed in a big way to make more things viable, so I've tried to express that below. If you've got any questions about this guide, any feedback, or want to chat feel free to comment below or DM me on discord. Guide Changelog: Edited 04/16/2021 - Gave a much needed overhaul to the entire guide, catching things up on over 6 months of changes. Most of the tips were relevant, but a little dated. Edited 11/08/2020 Completely modified the old guide and most things have been re-written or changed. Edited 08/17/2020 - Updated title to reflect current patch, no real changes needed. Edited 08/09/2020 - Updated TL;DR to reflect Ble's advice of finding a holy symbol, even if it isn't yours, to cast spells. Good tip! Edited 08/01/2020 - Updated Guineacean Dodge - Added new talent chart, dropping 30 SP for Anticrit and Resists. Posted 07/31/2020 ----------------------- TL;DR Don't want to read this massive rant of a guide? Here's the bare minimum you need to know as a returning healing cleric or someone new to the class: All of the cleric races are pretty good. Take the one you like the most. Spec into all of your healing stats, grab some defensive stuff, and don't forget the auras. SP > Healing Bonus > CHC = CHA > HP > Stam There are a TON of disc options through domains that are good now. I like Pixie + Friar for most raw healing setups. On Crusader spam Tend Wounds, cast Holy Symbol and get the buff before you press your other buttons unless it is an emergency. On Arbiter spam ALL of your buttons aside from ult. Stand in your friends Holy Symbols if your symbol is down. Use your HP as a resource. You heal yourself almost as well as others. Anti-healing is far more widespread in this new patch so your job will be more annoying. Ok with all of that said let’s do this thing. ----------------------- TABLE OF CONTENTS Crusader vs Arbiter Talent Build Stat Priority Gear Races Disciplines Playstyle Final thoughts ----------------------- 1. Crusader vs Arbiter Choosing between Crusader and Arbiter is a bit tough currently, as both promotions bring a lot to the table. New Cleric players should take some time to try out both specs, but I’ll try to give a short TL;DR on their themes. Crusader Pros Tons of throughput, the best in the game for raw HP/s. Access to lots of quality healing discs and buff discs, very versatile. Very good in large fights. Cons Squishy in comparison to Arbiter. Suffers under pressure. Pick Crusader if you want to be the typical soft healer character that heals for a ton, but needs help to win. Arbiter Pros Still very high throughput, and increases the healing potential of other healers in your group. Relies heavily on HoTs in comparison to Crusader, leading to spammy and consistent healing. The utility it brings is very strong in smaller fights. Cons Doesn’t heal well out of group. Needs to get into the thick of a fight to be most efficient, which can lead to deaths. Pick Arbiter if you want to be a very annoying and strong healer for your group, if you are focusing on smaller scale content, or want to reduce healing skill requirements while INCREASING your playmaking potential with your other spells. 2. Talent Builds Talent builds for Cleric are very versatile in this patch, with no exact spec being the “best”, with a number of flexible options based on your playstyle. To start, I’m going to share the “critical” path for each healing focused Cleric to go down, I’ll then focus in on the talents that are flexible in the builds and what you may want to consider. The Critical Path These first 7 talents are required for every single healing cleric. This gives you all of your class based heals, all of the good talents for throughput, and Noble Purpose which solves mana issues while healing. The only talent here that is sort of flexible is the Holy Aura talent (+Max HP Aura for Team), you can spec out of this if you know your healing partner in your group will be taking this specific buff. If you can’t guarantee to have this buff in group, you should take this talent. From here, if you are a confident Cleric player you can branch out into a promotion of your choice and talents that suit your playstyle. I’m going to post an example Crusader spec and Arbiter spec, and then highlight the optional nodes. Light Domain Crusader - The Chain Healer This Crusader build specs into the light domain and takes the Pixie and Sun Worshipper disciplines, leaning into spammable chain healing spells and buffing those chain heals while also grabbing the best debuff cleanse in the game. This build leans into the main healer mindset that this class performs so well in. Nature Domain Arbiter - The Stand Your Ground Healer This Arbiter build specs into the nature domain and takes Lord of the Forest and Forest Creature as well as the Fortified Stakes minor disc to lean into a “stand your ground” type of playstyle, where you place protective auras and debuffs around your group to keep them alive and healthy, while you spam Pixie Dust to keep the healing flowing and Wee-One to debuff your enemies damage output. --- In each of these builds you have two talent points that are flexible. I’m going to highlight each of the useful talents you can take below, which you can decide for yourself on what you want to take. If you aren’t sure what to take, I typically default to recommending Circle of Life and Hand of the Gods as it gives you more CC utility, and also an AOE rez to help recover your team - useful almost all the time. Strength in Numbers Really good if you plan on blocking a lot and receiving damage. Doesn't perform that well due to it basing healing off of your actual damage taken post mitigations, but does add some extra HP/s. Circle of Life AOE Rez on a 10m cooldown. Put this on your melee tray and only use it when you are trying to clutch save your team or to keep moving after a won fight with some losses. Divine Presence This talent provides you with a nice spammable damage buff and damage reduction buff for your team. It lasts a total of 18s despite the confusing tooltip provided your team is near you when you use it. Note - You must take the circle of life talent to access this node. Hand of the Gods Really nice, massive AOE root that will help you win fights. Not much to say here - quality utility spell. I don't really recommend the minor disc slot or the other talents you could theoretically access here. If you have some build or group spec that values them, more power to you! They are beyond the scope of this guide. ----------------------- 3. Stat Priority Healing Cleric has a very simple stat priority list. Support Power Healing Bonus Critical Healing Chance Critical Healing Amount HP Stamina SP Support power (SP) is the main driver of your throughput. It is a flat additive to your raw healing and is the easiest way to increase your healing output until higher gear levels. This can be said for most classes, but Cleric in particular needs SP to function well. Cleric struggles to find healing bonus outside of lucky wartribe drops in comparison to Earthkeeper or Icecaller, so you need to have a lot of raw SP to back up your good coefficient healing. Healing Bonus Healing bonus will improve your overall healing by a percentage which is extremely valuable on all healers. You can find healing bonus on Mail or Leather armor, and by pumping your intelligence - but otherwise there is very little available to Clerics outside of your raw intelligence stat. Try to find as much of this as you can. Crit Healing Chance (CHC) vs Crit Healing amount (CHA). These stats are a bit weird for Cleric. Once you get Support Power to a relatively high value (1700~/2000 roughly) these stats start ramping your healing output significantly. Basically their order is dependent on your gear, and you want to balance how much you weigh it around the buff you get from standing in your holy symbol, or your allied Crusader Cleric’s symbols. If you are an arbiter, you will want to find a Crusader friend or try to get this on crafted gear. For Crusaders, Holy Symbol grants you +20% crit healing chance and amount. Because of this, a general rule is that it is more valuable to crit heal more often than it is to crit heal for a little more, but when you are at roughly 45% crit healing chance and nearing cap, you will likely see more value come from pumping crit healing amount. Base Stats As a general rule with stat allocation, SPR comes first and INT second. Any points in INT double dip on CHA as well as Healing Bonus, so on our gear I typically value CHC most of the time. HP and Stamina HP and Stam help you live, get more of it but not at the cost of healing. On Arbiter, consider pumping CON with your spare points after you max SPR, but even Crusader benefits from the extra health. Tough choice, but if you are playing in a larger group you may be able to get away with having less overall health. ----------------------- 4. Gear Most of your gear choices are not interesting in Crowfall currently. Here's the TL;DR: Get healing stats on your chest piece. Get anti-meta resists on your secondary pieces (likely Slashing Res, Fire Res, or Lightning Res in this meta) Get healing stats on your rings and necklaces. SPR > INT at early - until you start to near the SP cap Mail vs Plate. What's the difference? This choice is all about playstyle, and partially about race selection. The difference is simply 5% healing bonus from mail, or more mits from plate. At wartribe gear levels, you should likely choose mail as the Armor difference as of 6.510 is not significant (only a few percentage points of mits), but as we transition into crafted gear plate will pull away in Armor value. You can still use plate to good effect if you plan on being up front in early gear levels as well, but it's not as good. To make the choice simple, if you are newer to Arbiter or like to play upfront pick plate - it will give you the most Armor. If you are more passive in your playstyle and don't soak much damage (a mistake, in my opinion) you should 100% choose mail. Ultimately this is a philosophy question and a group assignment question. If you are healing a frontline group of melee and are likely to get targeted you are going to want to be wearing plate, but if you are assigned to a ranged group and will not be taking the brunt of damage wearing mail is a good idea. Try both playstyles out and see what fits you best. ----------------------- 5. Races There are a lot of good race choices for crusader cleric right now. Here's the breakdown. Centaur Pros: Strength of the Legion Aura - passive 75 AP/SP for the group. - BUFFED in 6.200, as AP is harder to come by. Horseshoe slot. High racial CON - more HP. 20m Dodge. Bunny hopping. Cons: No healing base stat increases. Large body. This makes you more likely to be targeted. Really strong cleric race, brings a lot of team buffs and is tanky. Strong frontline cleric choice. Elken Pros: Racial 10% CHA passive. Elken Charge mobility. Gestalt for anti-stealth. Cons: Bad healing stat spread outside of +CHA. In previous patches, I hated Elken for Cleric. In 6.510 I actually put a lot of stock into the Elken Charge power - making this a strong choice in my eyes. Retaliates got nerfed in this patch, and so having access to mobility will increase your survivability by a lot if you use it effectively. Guinecean Pros: Excellent throughput base stats (+DEX and +INT) Burrow Bonus ring slot. Small body. 20m Dodge Paragon Disc - allowing you to run Vengeful Aura which was removed from the normal talent tree. Cons: Lower HP and Stam Is noisy as custard. Excellent cleric race. This is a good choice if you prefer to play less on the frontline or be more difficult to hit. Half Giant Pros: Makin' Me Mad passive - increased healing bonus when hit. Blood of the Giant power - on demand barriers, +5% Healing and Damage bonus per activation (2x max). High racial CON - more HP. Cons: Large body. No healing base stat increases. This is likely a good cleric race for a frontlining cleric, but it falls short in comparison to the Stoneborn. There is probably a place for this race in some playstyles, but sub-optimal for now. Human Pros: Pain Tolerance passive - increased mits. Extra minor disc slot. 11th Bar Slot Guardian Rhythms Minor Cons: Medium tier stat spread I guess? Humans are a great Cleric choice. They are super strong and well suited to the role, if a little boring. They gain an extra bar slot and the Guardian Rhythms minor without needing the music domain which is really nice. 10% bonus Personal Damage Modifier for the whole group, a nice bonus bar slot to run it in, and a bonus minor slot to slot it in. Very strong race. Stoneborn Pros: Excellent healer base stats. Blood of the Mountain passive: +15% PHM I Get Knocked Down passive: +Healing Bonus after knockdown. Cons: No significant boosts to your team. Stoneborn is a great race for front line healing, and a slightly more selfish playstyle. They have a lot of buffs for themselves but not much for the team. Choose this race if you want to be up front and tanking damage. Strongly recommend this for Arbiter as it gets so much +PHM from it's healing, which combos well with their passive. Conclusion on Races Basically every cleric race is playable for crusader. I find it difficult to select a specific race to recommend, but if I had to I’d say go for Centaur or Human. Both are very valuable to their teams and play well, but the other races are all pretty strong too. Pick what you like! ----------------------- 6. Disciplines Crusader Cleric has a TON of options to consider now due to the Domains change in 6.200. This means that I won’t be able to outline every single disc available to you, and you’ll need to do a little digging. For now, I recommend using the Crowcaine Wiki or the Crowpedia in game (bottom right of the Talents Page) to look through all of the discs. In previous iterations of this guide I would recommend different majors or minors to pick from, but at this point the choices you make are less simple. Many of the discs have been improved, and there is an argument for most of them depending on your playstyle. In the Talents section above I selected minors and majors for the builds I suggested, you can base your choices off of them if you’d like specific recommendations. Experiment around with different build ideas on the TEST server to try out different disc combinations and playstyles. For Crusader, go Pixie, Sun Worshipper, God’s Reach and Toughness. For Arbiter, go Lord of the Forest, Forest Creature, Gods Reach and Fortified Stakes. ----------------------- 6. Playstyle Cleric is a class that is excellent for a beginner, but has a lot of opportunity for optimization in both straight healing and absorbing damage on the field. If you just spam all of your healing on cooldown you will keep your group alive fairly well (and it is optimal on Arbiter), but if you use your brain a little and execute some basic concepts you will be a top healer, and in later gear levels I don't think Cleric can be touched. Basically what people miss about Cleric is that it is actually a combo class, without the pips. The TL;DR of this entire section is: If you are a Crusader, cast holy symbol, step into it, spam your other spells, body block as much as you can, win. Prioritize your group first. If you are an Arbiter, cast Pixie Dust on as many people as possible, spam your spells, body block as much as you can and win. Spam your debuffs and knock downs on focused targets and groups of players. Alright now let’s nerd out. Cleric Spells Clerics only have a few simple spells, but they work really well together. Tend wounds: Spammable single target HoT with good throughput. Maintenance heal. (Note: Arbiter’s Tend Wounds lasts 2x as long, and provides a PHM buff for half of it’s duration. This is your best heal, spread it). Holy Symbol: Spammable AoE chain heal with good throughput. Maintenance heal, combo piece, group healing. (Note: Arbiter’s Holy Symbol knocks down enemies. Try to place this to heal your friends, but also knock down your enemies.) Illuminate: Large group heal + HoT + resource regen. Save and combo this heal with Holy Symbol on Crusader, and on Arbiter spam this thing off cooldown as it improves PHM and doesn’t heal as much for you. Blessed Protection: Group wide barrier for group members. Spam this. Crusader only. Spiritual Presence: Pulsing AOE heal, damnation DOT for enemies, and exhaustion debuff for enemies. Spam this. Arbiter only. Miracle (Ultimate): Massive group heal + PDM + resource regen. Your largest save and a combo heal. Your discs will also provide more healing. I’m not going to dig into all of the spells but they follow pretty similar principles. Let’s talk about the core spell that brings the clerics kit together. Holy Symbol Usage This spell is what separates the mortals from gods. With the Blessed Symbol talent when we step into our own Holy Symbol we receive the Blessed Symbol buff that increases our Critical Healing Chance and Critical Healing Amount. This not only increases throughput but makes it more predictable. You will always want to cast heals with this buff up, but unless someone is going to die you should never cast a larger heal without having Blessed Symbol on yourself. This spell creates a ton of combos that you need to be rotating through while healing and being mindful of. Comboing your spells At all times on a crusader you should be looking to chain your spells together as efficiently as possible. You should only be spamming Tend Wounds at all times, and otherwise looking to create combos. Here's a basic flow: Is someone in YOUR GROUP in trouble? Cast holy symbol on you and your target. If you can’t do both, just you. Cast Illuminate now that you have the sick crit buff. Are they still in trouble? Use any single target save spells you may get from your discs. Cast Miracle if multiple players are in trouble, or you can't target the endangered player. The combos are basically the same when healing outside of your group. Just remember that Illuminate and Miracle only heal inside of your group. Group Coordination Try to coordinate miracle or other healing cooldowns with your partner healer in your group prior to combat. Who should ult first to save someone? Who is purging first? Who are you pocketing in your group, if at all? Working with your healing partner will make both of you more efficient and will keep your team alive a lot longer. Positioning This is where your combos and your personal skill can really shine. You can do a lot of really excellent things with your positioning to otherwise mitigate damage. If you are playing a mail wearing cleric you can still apply these principles, but you should be far more conservative with your positioning overall. Clerics benefit from the fact that almost all of their healing applies to them as effectively as it applies to their target. With that in mind, to be optimal in your cleric play you should be taking close to the same damage as you are dishing out in healing. This does not mean you should be making yourself an opportune focus target as you are very susceptible to sustained damage, but you should be trying to take a little heat off your friends. Some practical applications of this concept are doing things like body blocking for your team. The easiest way to do that is to literally stand on top of the focus target of the enemy, making them miss hits on the focus target and instead hit you. The other way to do this is to put yourself in front of the enemy main damage dealer and just be annoying and block them. Any damage you mitigate this way and ultimately heal on yourself is damage you are preventing, while also annoying the enemy and making their job harder. The combination of putting your body on the line while also healing your team is what the Cleric was built for, so go get it. Experiment with your positioning and try to fight as much as you can so you can learn your limits and how to best play around the guild. ----------------------- 7. Final Thoughts Cleric is sick.
    39 points
  6. Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it. There are tens of thousands of people with access to the beta right now. Yet under 1% of them are playing at peak times. I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc. Wait, let's unpack that last one a bit. People don't want to participate because there's a chance their work will be wiped away. Crowfall progression feels like work. Every aspect of it. What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun. And that's the core problem you have, ACE. Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild. The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game. If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable. Let's examine some of the elements of Crowfall. The New Player Experience is a necessary evil. New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique. And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least). But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work. And if you have a crafted vessel, it's more work to get to max level. The better the vessel, the more experience you have with the game, the more work it is to level the vessel. Why is that? We should pay for our stronger vessel with a longer leveling curve? That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats. Resource nodes have 1000 health. Node dmg is capped at 100 per swing unless you're using energetic harvesting. So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on). Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers. Solo harvesters spend a lot of time hitting resource nodes. They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise. All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot. No risk vs reward here). And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans. So solo harvesting is a lot of work (there's that word again) for little reward and no fun. Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun. Maybe here we have to accept rewarding rather than fun? Forts. A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it. Forts are rewarding. Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window. Because the only thing that matters is who owns the flag when the siege window ends. 5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so. And the forts only have their siege window in prime time for their local time zone. Same as keeps. This promotes appointment gameplay. Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends. No real reason to play outside the siege window once you've got a leveled and geared character. I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns. Fort fights should be good fun for 5 man groups. Caravans. I think ACE did pretty well with these. Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had. They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges. These should be the epic centerpieces of Crowfall throne wars. Instead they're a blob vs blob mess. Blob vs blob combat isn't fun with current game mechanics. There's no way for individual skill to count for much. Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down. Repeat over and over. Move in the densest blob you can so the enemy can't isolate your guys and burn them down." Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff. There's no fun in the moment, just the reward at the end. Honestly, I have no idea how you fix this with current gameplay mechanics. It's going to take some significant changes. Wartribes and Thralls. This is.. ok, I guess. Doing it solo is asking to be ganked. Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics. There really are none beyond sieges. There's no way to claim and hold land, and no reward for doing so even if you could. There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose). Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so. Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win. If your blob wins). ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun. Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
    39 points
  7. First things first my apologies for the roughshot nature of this guide, tis my first time making something like this in a long while. This guide becomes mostly relevant after you've completed the new player experience which will take you through all three temple zones. >Quick Tips - Numlock is the Auto Run Key - You can change factions inside the temple by selecting one of the banners shown below, They're inside that tent/booth type thing to the right. This area is the opposite doorway on the Sentinels plaza from where all the vendors and crafting benches are. - The Level Boost Scroll and Respec Scroll are located in the tent on the left here, the book vendor sells single use Respec and Boost items for 40k and 75k gold respectivly. Alrighty! Lets talk about how to get you started on Gathering! First up, there are five different types of Gathering Mining = Ore Quarrying = Stone Skinning = Hide Logging = Wood Gravedigging = Bodyparts Each of these gatherings requires the use of one of your exploration discipline slots. You can purchase the common gathering discipline from a vendor inside your faction's temple. You should have met him during the tutorial. He's over here. He's more towards the back, as you get closer too the bank you'll see the icons for the Minor Discipline Vendors. See em back there in the image below? They're up in the back and too the Left. Here He is! The vendor you want to talk to is the one with the blue diamond over his head on the right hand side since there is 2 of em now! The elf on the left is the crafting exploration disc vendor and the elken on the right is the harvesting exploration disc vendor If you're talking to the right fellow, you'll be seeing a shopping interface like this! I know it looks a little complicated and intimidating, but don't worry we'll break it down step by step. Each of those items along the top are Common Gathering Disciplines. Gravedigging, Logging, Mining, Quarrying, and Skinning. The items that are bags down along the bottom right hand corner are Belts, these can be equipped once you get your hands on a Uncommon (Green) Quality Gathering discipline. In the left hand corner you've got specialty additive coins and Domination dust, those coins aren't used until you're making a Legendary Belt so don't worry about them and domination dusts use is explained further down below. So now you know where to get a common gathering discipline from, everyone just calls these discs by the way. But what do you do with it? The tutorial covers this, but for the sake of explanation in case your skipping the tutorial. For this part, lets open up your Inventory screen! As you can see below, most of the screen looks familiar, but you'll see in the upper right hand area that I've got the 'Discipline Tab' open rather then the 'Equipment Tab' which is open by default. As you can see on this character, I've already got both my Exploration discipline slots filled, (Id have shown a blank but I've run out of characters, I apologize). To equip a discipline its a simple matter of dragging and dropping into the slot. Disciplines can now be unequipped as well by dragging them into your inventory. When you first aquire a disc it will state 'Binds When Equipped' on it, and once you've equipped it the item will Soulbind to you displaying the text as shown on the example below on the right. Alrighty! You've got your common gathering disc equipped, I'd advise Wood, Ore, Stone, or Leather as your first, gravedigging is really only used for necromancy which is gated behind group content so its a little tricky just starting off. Lets talk about tools! So far you've probably been using the common tools that you can make using the crafting menu J. Equipping your common discipline has now granted you a 'trait' that allows you to equip intermediate tools of that gathering type. See how below it says Traits Granted, Miner and Intermediate Runestone Picks? Traits are what allow you to equip better tools and gear. Inside the vendor area (opposite the side with all the vendors) you'll see a plethora of crafting benches, starting off we only need to focus on 2 of them. Starting with the wholly unimpressive but very important general crafting bench. You're going to need a couple of resources for this part, so if you haven't yet wander outside the temple and gather up a handful of non basic ore, wood, and ethereal dust if you don't have it. You only need afew to start off. Opening up the General crafting bench will show you this screen! As you can tell this has a lot of different drop downs, the ones we are going to be using is 'Runecrafting' and 'Basic Crafting'. From the basic crafting menu we'll be making a few tools same as we did before. If you use wood you gathered from a tree that is not Knotwood you'll get a 'Sturdy Tool' rather then a 'Tool', the only difference here is durability, but when crafting all durability is cumulatively added together, so small efforts help in the long run. After you've gotten your basic tool, sturdy or otherwise, lets pop open the Runecrafting tab on that list. Like I said we'll be crafting an intermediate Harvesting Tool, so select the one you want and now we'll be using those resources you gathered earlier. For this recipe, you can't use slag, so make sure you've gathered from the glowy ore nodes out and around the map. I know the drop rate is pitiful, I promise we'll be getting to how to fix that. Up till now, you've probably never had to deal with Assembly chance. I'm using my Runecrafter for this explanation which is why my Assembly stats (Shown down there in the bottom right just above difficulty and below the reset button) are a fair bit higher then most of yours will be. That success chance percentage down there is the thing stating how likely it is that your crafting will succeed. Now, when you press assemble on this and succeed you'll be shown this screen. For most this will be your first time actually touching the real crafting system. This is the 'experimentation screen' for crafting. Most of you will have one maybe two points of experimentation to work with. You can 'roll' them on any of the stats listed here, for a intermediate runestone pick you'll have Durability and Mining. Lets click on those little diamonds below those two stats on the left hand side to slot our experimentation points. I went ahead and threw all mine into Mining for this example. Now, you've got your points in place, but what does that mean? For every experimentation point the crafting system is going to do a roll, this roll will determine a value from Critical Failure to Amazing (I think, I stopped paying attention to the names a long time ago, shiny golden dot good) for each individual roll. How likely you get a success or better is determined by your risk, which is described in that fancy box just below where we put in our experimentation points. See here how the drop down under 'Add Risk' says 'No Additional Risk' right now? That means I'm getting no bonuses to the stats beyond the result that i just explained (Shiny golden dot good, makes big stat bonuses). I'm going to change that stat for demonstration purposes, for general crafting, I'd suggest trying to keep that 'Your experimentation stats' value and the 'Final experimentation difficult' within about 10 of each other, but that's just advice, feel free to deviate and go crazy. So! I ran this on the 'ARE YOU INSANE' Level of risk difficulty from the risk drop down, Initially I had six failures out of nine. Each failure gave me around 4% bonus for rolling on the 'Are You Insane' difficulty but 0%, Critical Failures will give you negative percentages that will take away from your total. As you can see in the image above, only 3 of the little dots are dark 'failure' indicators rather then the six that I just stated. This is because I used the 'Polish' option that you see just above the 'Take' button, polish re-rolls 3 of your lowest rolls on a crafting experimentation and will always give you at least 1 level better of results, for instance turning three failures into three success and reducing my overall number of failures. Sorry if its not super clear here. In summary: The number of experimentation points are the number of times the system rolls. Higher rarity crafted items will give you more chances to roll, but you need more points to spend. Each roll gives you Flat percentage bonus to the stat based on result, Critical Failure is negative, Failure is 0, Success grant bonuses. Increasing Risk gives you a flat bonus to the percentage bonus granted by each roll regardless of result. On a quick note, with the recent changes to Assembly when you get a 'Flawed Assembly' you'll be shown a screen like the one below. When you 'Flawed Assembly' now the item stays at the same level of rarity, however you do not get to experiment on said item meaning you don't get any additional stat bonuses to it. When making components this is not 'too' terrible, but for the finished item this can be atrocious. I think thats about as straightforward as I can make it, my apologies if its still unclear. Either way, hit that take button and lets get to some gathering! Now that youve got yourself the Common Gathering Disc and its equipped you can equip your intermediate gathering tool. As you can see here, there's some green text there that says 'Equip: Harvesting Wood in PvP Areas can now yield the 'Logger' Discipline. This chance is increased in Wildlands Zones and Dreg's Adventure Zones.' and this is super important, because this is how you progress as a gatherer. You'll need to gather 'Uncommon Gathering Disciplines' that will drop from resource nodes (so Trees, Rocks, Graves, Etc) while you are gathering using these tools. When equipping the common discipline the game should also give you an explanation of the harvesting wheel which is super important to stamina management in gathering. Keeping your stamina up is how you keep a 'retaliate' in your pocket to help you not get killed if you get attacked. There is an explanation on the gathering wheel further down. On the Tool it states in PvP Areas, well isn't this whole game a pvp area outside the temple? Close, but not quite. Using the Arborium map as an example you can see where the player is expected to come in from the temple (assuming you are earth faction of course). Just to the left of that location is the line of 3 earth faction indicators that divide the map. The areas to the left of this line (apparently) do not drop disciplines when harvested in and the areas to the right do as they are proper Pvp zones. Dregs is the Guild Versus Guild worlds incase you were curious about that. Lets get to explaining some parts about the gathering now! Namely explaining Ranks, Plentiful Harvesting, and Motherloads. First things first, all gathering resources have ranks. They rank between rank 1 and rank 10. The Starting Worlds campaign only goes up to Rank 6. The higher the rank the better chance you have of getting uncommon+ drops from said resource node. However the trade off is that the resource node will have more armor, health, and generally take a lot longer to get through. In the temple area you'll find rank 1 nodes like this. You can tell this node is Rank 1 because when you hover over it you'll see the box that will tell you the rank. When you hover over a node you will also see the Plentiful Harvest Stat. The Plentiful Harvest Stat goes between 1 and 5 and dictates the drop rates for nodes. You can boost your plentiful harvesting stat by getting better gathering disciplines, using potions, and getting the dined condition from kebabs. See how below on the discs it lists the Plentiful Resources: Ore, that stat is Plentiful Harvesting as listed when you hover over a resource. Critical Harvest Chance is the chance for a large amount of bonus resources to be harvested when you finish a node Plethora of Dust just increases dust drop rate. Kebabs look like this, you've gotten some from the tutorial quest, different types of kebabs buff different gathering Plentiful Harvest Stats. These can be made at the cooking station located almost directly behind you if you're looking at the general crafting station in the temple. Aside from the meat or mushrooms you can buy all the supplies from the vendor with an apple on their head located just across the way inside the vendor area of the temple. And lastly to boost plentiful harvesting you can use Potions! These are crafted by anyone using an Alchemy crafting discipline at an Alchemy bench and will require a bit of stone (16 per potion), a water flask, and 6 of the resource you are making the potion for, so six non slag ore for mining potion for example. Fair warning! You can only have one potion, one wined, and one dined buff each at a time. So if you eat multiple kebabs or drink multiple potions, only the last potion or kebab will have an effect. Alrighty, now that that's covered, lets talk motherlodes! Motherlodes are the large resource nodes you see in the world that take multiple people to take down. The tutorial told you this, so that's all there is too it right? Noope! Motherlodes look like this to start. So i'm sure you've seen them whilst running around. These motherlodes need both multiple people hitting them and one person using the active ability 'Take it down' from the Foreman Discipline. The Foremen discipline can't currently be found in the starting world and can only be purchased from Eternal Kingdoms on vendors if you're lucky. If you're adamant about pursuing Jewelcrafting or Necromancy, reach out to Altybear (the person who posted this) and lets talk. Why would I say something like that? Well its because these motherlodes are the only locations that drop Minerals (used in ambrosia and philosopher solutions which are base components in necromancy) and Gems (which are the raw materials needed for Jewelcrafting) Anyway, if you're looking for a Foreman Disc, they look like this for reference and one person will need to use an exploration discipline slot to equip it. There's a secret method to obtaining exotic exploration discs like Foremen, maybe you can find some clues as to how to do so over in the Beginners Guide to Crafting. Alrighty! So by this point, hopefully you've farmed up a bit of your chosen resource, maybe gotten lucky and picked up a few greens if you're harvesting rank 4-6, maybe rank 3 if you're really lucky. If RNGaia has smiled upon you, you've also gotten an uncommon gathering discipline drop by this point. As seen below you've gained the active use power Energetic Harvesting and the passive Harvesting Power. Well what do these do? Ive got the explanation for the skill spelled out below. By using the ability Energetic Harvesting, which will need to be put onto your hotbar from the K menu, you'll spend a certain number of pips that are generated every time you hit a node in the circular display shown below. The central icon will change based on the number of pips present in the in your harvesting wheel. Here I've got the wheel displaying 0 pips, meaning Energetic Harvesting cant be used and displaying 2 pips which means if I use the energetic harvesting ability I will gain the 'Perceptive Harvest' Buff as listed in the tool tip a little further up. For lower level harvesting these aren't super important, but once you really get going the stamina you'll save by optimizing your buff rotation is really nice. I'm a fan of 4-1-2 since you can do it fast enough to get the upgraded buffs for both 1 and 2 before 4 runs out. Try experimenting around with the effects and see what you like. Gathering Wheel now badly explained, lets move onto the new trait that you received for equipping an uncommon discipline. If you look up at the uncommon Skinner Disc that I've got a little bit up from here, you can see that it now says 'Slots Granted' Harvesting Toolkit. A harvesting toolkit is a gathering item which gives you a drop chance for each gathering professions unique drop. These are specialty items that are used in crafting, remember minerals and gems that I mentioned up in the motherloding section? Those are drops that you need one of these belts to have a drop chance for. The belts are sold on the vendor where you bought the common exploration discipline from and each of the gathering belts cost 2,500 gold pieces. So, a quick rundown on what all the specialty items are used for, after all, if you're gathering them you should at least have an idea where to sell/use them. Mining: Gems, Harvested from ore motherlodes, used as a base component in Jewelcrafting. Quarrying: Minerals, Harvested from stone motherlodes, used as a base component in Alchemy recipe Ambrosia and Philosopher solutions, both essential for Necromancy. Cutting Grit, Harvested from small single nodes, used to make diamond cutting discs in Stonemasonry, essential for Jewelcrafting. Logging: Heartwood, Used in woodworking recipes, primarily specialty quivers for bow users. Beeswax, I think this one is used in cooking (Artisan Cheese), honestly I cant tell you since I've barely touched the stuff. Skinning: Bone, Ground and used in Alchemy for the Gem and Mineral Harvesting potion which increases gem and mineral drop rates by 20% Super good, requires 6 of the same rarity per potion. Blood, Used in jewelcrafting for combat based bonuses. Gravedigging: Grave Goods, I know they sell for a lot, but aside from that I don't know a current use, necromancy additives are looted off enemies and skinning mobs. (Feel free to comment below any additional uses for these bad boys!) So Congratulations! You've got your feet firmly planted as a gatherer now, but how do you advance from here? Lets open up your crafting menu, J, and look down at the bottom at the 'Upgrade Items' tab, particularly the 'Upgrade Exploration Discipline' for this example. This menu is how you upgrade your disciplines. You'll need 3 uncommon disciplines to make into a rare and 12k gold to fund the purchase of the 3 domination dust that you'll need, you can buy those domination dusts from the exploration discipline vendor all the way in the lower right hand corner. The Soul essence drops from Thralls that will spawn randomly around the maps at night, you've likely seen them around. Anyway! Thank you for sticking with me to the end, and I hope this shottily put together guide will at least give you a bit of assistance. I'll likely be doing revisions and edits as things come to me down the line, so consider this a WIP of sorts. At this time I'm obligated as a guild leader to shill my guild. So please, check us out, Lion Forge Guild over on the guild recruitment forums.
    37 points
  8. The case for removing mobile banking: Players have been yelling about mobile banking, often times in very direct ways (https://community.crowfall.com/topic/29397-mobile-banking-is-stupid/), for quite a while now. But why is the community so opposed to Mobile Banking as a gameplay mechanic? Let’s dive in. Risk versus Reward: Mobile banking provides a risk-free way to secure rare resources in campaign worlds that otherwise would require strategic thinking and group coordination to obtain. One extreme example of this is the looting of forts. Currently, players can utilize the Mobile Banking buff to secure thousands of Ethereal Dust and Gold with zero risk. These players are protected by the invulnerable guards positioned at each fort for defense and each hour (or once a day) can login, loot the chests, and utilize mobile banking to secure a huge resource advantage for their guild. This removes all risk from looting forts, a massive problem in the current gameplay loop. Emergent Gameplay versus Static Gameplay Loops: Beyond the reduction of risks outlined above, the Mobile Banking buff decreases active engagement in a campaign world. It limits the need for players to either travel to a world bank or a keep and thus robs players of the chance of stumbling upon emergent gameplay. It ends the need for any type of caravan system to be organized by a guild because a single stealth player can refine and bank within seconds. Zero risk. Zero chance to be found out and punished for the risky behavior. The simple fix to this problem is to remove the Mobile Banking buff from the game. R3 Storehouses can provide some other benefit, possibly additional keep storage chests (beyond the default of 2 per keep).
    37 points
  9. The "Communauté de l'Arbre Clair" is proud to give you a new tool : A talent builder ! it's a first release, but already helpfull, so i give it to you : https://arbre-clair.fr/pages/talents.html you can also share your own build, for example https://arbre-clair.fr/pages/talents.html#1.0_druid_st-a2-b3-d3-e3-f2-md-g3-h5-h6-i3-j7-c3-b2-c2 or https://arbre-clair.fr/pages/talents.html#1.0_duelist_st-a1-b1-d1-e1-md-f1-g1-h2-a2-b2-c2-d2-b3-d3 Please make a good use of the system and report me all bugs Thanks! PS : @TiggsWe find the middle minor rune access very confusing, we saw on some screen that if you go to the top or bottom pips you can't have access to the minor even if you have a line indicating an access to it. I hope we get it right, please address this. Thanks
    35 points
  10. Dev’s, please hear our simple plea! Open a Faction v Faction campaign as soon as possible! As it currently stands any group with less than 200+ people has no real place in the GvG dregs, which is the main purpose of the game. Alliances are not the answer, trying to contrive some sort of artificial limitation on Guild size, etc, is not the answer either. The GvG dregs are a beautiful thing for the largest groups to fight over, but the majority of us in smaller groups would like to experience everything that Crowfall offers as well! Please open Faction v Faction immediately! Reply to this thread if you agree!
    34 points
  11. I want to start by saying that overall the direction of the game has been moving makes me think that a decent bit of progress has been made. That being said I think the loot drop system is a more complicated way of solving an issue that in someways will still persist following the release of 6.4. For context for a good bit during 6.2 - 6.3 I ran a pretty successful econ/merc guild. In an average week we good turn over about a million gold in profits. Not bad for about 15 dudes. I 100% agree with you that the current in-game systems make purchasing gear or crafting gear not worthwhile. Making a sale with a player in game was something that was not frequent. When I sold a weapon or a gear set it was not something that was going to be replaced in days or even weeks. I 100% agree that there needs to be a better system to promote gear churn. But on the flip side there also has to be an incentive to want to push, craft, and desire crafted weapons. With the system on test right now WT out preforms crafted weapons in pretty much ever facet. I understand how ACE feels about crafting where in that is something that a player signs up for. 100% understand there, but why do I want to craft a weapon that is across the board worse than a dropped item in game. WT tuning needs a pass something that I think easily can be looked at. Sliding WT down and pushing common weapons up as a means would mean that those that don't have time for farming WT but can make gold or have surplus gold can still contribute to the economy. Make crafting matter more and drive it to be something that I want. I also would love to see if there was a way to put quivers on WT's as drop (This is a personal sentiment that I think archer players everywhere would love you for.) An option to mass create a good portion of items would also take away a lot of the frustration of crafting. Also the initial creation system of blueprints to be a deep and time consuming process that requires crafters to really think through what a weapon should look like stats wise and can do but then allow the crafters the option to plug and chug resources. I think there can be a common ground between unfun and too shallow. On top of making changes to WT to balance out crafted and WT I think a loot needs to be taken at why a player wants to push for crafted. Even with sliding the numbers up running crafted in a 6.4 for world becomes less of a fun experience and more of a liability. Even on test where gear is 100% free and I can easily replace my losses there were times where I found my self in the test dregs not wanting to take fights. This was a similar feeling shared by a large part of my guild as well. For a large part of the community the system and loops in the game have lead to pushing for crafted gear because it made you feel strong. It was fun to see your work pay off. Now it feels like a liability losing crafted makes you feel as if you screwed over the work of many systems in the guild. Simply said it's no longer fun to run crafted. It's a liability. It feels awful killing 5 - 6 people and getting nothing that I can actually use for my class and then dying and losing half my kit. I really want to make this clear. I 100% agree that crafted especially late game crafted needs a pass. As it stands now on live you get a end game crafted set of weapons and armor then sit on them for a good portion. To tie this back into my earlier statements on crafting and creating an economy in the game I think a happy medium can be struck. Ditch item drop on death but also drastically raise the durability hit on death. When I say this I mean for context a piece of WT gear would last ~10 deaths. Vendor would last around ~5. Weapons along similar lines. This would lead to many different meta shifts. For one crafting could still feel like a essential part of the game. If a crafted gear set lasts for 20 deaths with higher stats than WT or vendor gear then players would still be able to live the crafted power fantasy while still churning through gear. Econ focused guilds could actually curate a healthy player base and maybe even look to make deals with dregs focused guilds looking to take strain off their internal crafters. Smaller and non-aligned guild could have a direct line to items as well through a more robust econ or by fielding WT only. I feel this would also lead to more world interactions as those looking to curate their gear through gold, WT, or harvesting would be more hard pressed into the world. A core problem I see with the 20% drop system is when you win you will snowball very hard. A dominant guild would get to silly heights of snowball something that I personally think would push me away from the game. A very big problem that I see in all of these systems no matter if you swap to a durability system or keep a drop system is that fundamentally there is no good way to find gear. With the amount of items dropping from dregs even if an econ guild wanted to run a successful business model it would be near impossible to have the sheer selling space to even list and sell items. Another thing that I have always found odd is that the free city does not allow for easy trading between members. It would be nice if you were able to freely trade in the free city as this could lead to more interesting in game interactions. A real game example I can share is that during one of my contracts a GM wanted to pay me in gold. We both had to spend 30 - 40 minutes finding a random spot in the middle of dregs where we could go with 2 of our members to kill on another and exchange the gold. It was clunky and something that I feel could be easily rectified. We need to also address the elephant in the room which is that EKs are not succifecent trading spaces. A comment made in the last Q&A that really worried me was the thought that players would look to eks for goods and weapons. The current search options for the EKs are...inadequate to say the least. It's very frustrating as a system because you end up playing roulette to find an ek selling anything worth a damn. It feels very clunky and honestly without a trade channel in game where people could even attempt to direct people to an EK, I think pushing EKs as a trading hub is a little unrealistic. The parcel system is also one of the most frustrating and purely time consuming things that even a guild working together can do. Some of the numbers to create parcels are outrageous. I highly recommend you take a Saturday afternoon and make a shire parcel as a single player in test where you can grab all objects. You will want to have a move on your other monitor. A love the game. I really want it to be great. And for a lot of the problem I think you are dead on. Most of these changes are thing I would have suggested even before 20% drop rate was an option. At this point I am almost certain that is a slider that you will turn down but I really feel that a lot of the changes suggested hear would still apply and make the game overall as a whole feel better.
    34 points
  12. As we move ahead we are looking at the best path to ensure a smooth and exciting Launch for all Crows! Throughout our journey of Alpha and Closed Beta our community has been enormously valuable; your feedback has helped to smooth the rough edges, provided insightful input on technical and gameplay challenges, and ensured testing was focused and responsive throughout the development cycle. It’s an exciting time, and as we begin the transition to a Live service over the next few weeks, we retain our steadfast commitment to testing and polish to ensure the best experience possible for our players. With that in mind, here is our path to Launch! On Wednesday, June 23, at 11:59 PM CDT (6:59 AM CEST), the free Beta phase of Crowfall will close. At that time, players who have purchased the game can continue playtesting through to Launch. On Thursday, July 1, at 11:59 PM CDT (6:59 AM CEST), we will close the Beta Live Service. At this time, we will wipe all characters, items, and Eternal Kingdoms on our Live servers, as well as reset purchases. The Test server will be available and anyone that has purchased the game can play with us as we test final updates for Launch. On Thursday, July 1, at 11 AM CDT (6:00 PM CEST), we'll begin forum maintenance that has a downtime of one day. We'll archive all threads and posts on the forums, excluding War Stories, Crows of a Feather, and Roleplay, and roll out a new Forum organization. If you feel a particular post should be preserved post here On Tuesday, July 6, at 6 AM CDT (1 PM CEST), Crowfall will officially launch our Live service! At that point, we turn our worlds over to the Eternal Crows, who are the champions of this Universe, mercenaries to the Gods!
    32 points
  13. Here are my first week adoption notes for Crowfall. Engine / Performance. Network Latency. I find it positive that the devs have found a reasonable approach to handling player to player latency issues. Having a player based in Australia fight say a player in Europe with reasonable response times, no ghosting and minimal rubberbanding is actually very interesting technical hurdle to pull off (especially when you factor in 300ms between both contents in raw internet speed alone). I can see at times the T-post bunny hops are still a negative with other players, but I am open to forgiving it due to having transforms sync via Unity3d (I'm guessing via older ver of DOTS or ECS) isn't an easy problem to solve. None the less, I have yet to experience "I lost that fight due to ping" remarks. Graphics. Stylized graphics vs high definition is one of those conversations that never ends well. Firstly, nearly every High-definition based game always screws up the uncanny valley moment anyway. There is always a regression back to stylized art directions or worse the texturing / MIP controls are horrible on both performance or if not the human eye. We are advancing quite aggresively in this space via the 3d industry, however its overrated especially if you want faster turn arounds with smaller teams. If anyone has ever built a game by themselves or in a studio setting, picking an art direction that holds over time with faster turn-arounds is critical. I enjoy the graphic style of Crowfall. I worked on the early stages of TeamFortress 2, graphically it was a massive challenge to settle on a consistant art direction that reflects your brand and rapid turn arounds. Its also hard to carve out your own style - especially in the Stylized category. You either end up with Disney Infinity / Xbox Avatar Cartoon, Fortnite or WoW. Crowfall design team managed to sneak their own blend here, I'll give them props for that. Not an easy move! Animations. I understand that with Unity3d keeping your Avatar rigs synchronized across multiple clients is a network bottleneck, especially you are using a varient of Entity Component System(s) (ECS). The more you trade with the server between clients the more cost it imposes - network specifically. However, this game does scream out for more acrobatic movement with finishing moves and player combat. I hope they down the road invest heavily into Motion Matching (the special sauce behind how in some games like assassin's creed) techniques to make this more streamline, as you still retain a small ECS footprint but you get so much more fluidity to the player movement(s). Procedural Terrain. I feel there is too much constancy over consistancy. Biomes and water shaders look very basic in terms of implementation. Despite my praise for the art direction, i do feel here they took a lazy approach to the design decisions. If the games sole priority is to promote PVP first with PVE/Crafting to underpin this, then the structure setups aren't exactly deliberate in design. Furthermore, the procedural generation isn't constant, meaning everytime you play the game it changes. The map generation is a once-off per realm moment, whilst it is randomized its still injected into the clients as a cached static geometry post proc gen. There is a lot of cleanup that needs to occur, mob allocation and variety of tree's would be ideal. Using more effective shaders here would also yield better environment experiences with little to no cost on draw calls either. Using for example Houdini Engine could still give the team access to randomized building designs using the same geometry / props. It would generate more explorative experience(s) and keep each map you visit somewhat more unique. Biomes just need to actually make more sense. Especially if the feature in the game is a season change in itself. Triplanner shading is dead simple in Unity3d and It requires little to no effort for example to switch seasons procedurally - Example A / Example B and Example C. Memory Leak??. Profiling the game, I can see the map itself actually has threads that aren't merging backonto the main UI thread resulting in a very harsh stutter and GPU/CPU impact. I think this is why players are complaining about memory leak as I would guestimate someone in the dev team isn't approaching the scene switching with clean destroy and thread management. I would go so far as to say that its probably as a result of one of the devs using a custom BackgroundWorker instead of leaving Unity3d couratine approach to threading. Point is its jarring, and i'd lay money its the source of performance over time issues with the playerbase. That aside, I have absolutely no understanding or purpose why this map is also in 3D. Now before a horde of players chastise me about how the map is generated dynamically its really not technically. As stated, the maps post procedural generation happens, do so once-off which means there is a lot of room here for optimization with small effort. The only dynamic occurances on the map is when flags change or certain spots become active and hot. Which if you think of this as a layered approach, the base layer (terrain) can be cached or mesh combined with manual cleanup post proc-gen and the placement of prefabs to represent map changes etc simply could be far better optimised than whats offered up at present. Its just a horrible experience and I fear it pushes negativity on the game far too much. Realm Switches. I can't undertand the technical hurdle here that is preventing the develpopment team to use the same functionality / featureset as the Portal system has to date. If you assert that when you switch between "islands" via "portals" really means under the hood your networked player base is switching "rooms/channels" then why would eternal kingdom or better yet realms be any different? The room layers themselves are your network nodes and visually nothing is changing per say as you're still using the same set of prefabs anyway. The scene loading / unloading works for the individual islands so realistically the only equation thats changed is the terrain geometry, prefab positioning and network channel switching. To put it bluntly, loading between Eternal Kingdoms and <Realm Selection here> seems lazily implemented. Resulting in a frustrating experience for gameplay. User Experience. Discoverabiltiy. The game has a lot of very unique concepts to comprehend and that in itself is an amazing feature to celebrate. However, the cognitive load imposed on users requires a lot impact to working memory. This results in what I found to be a heavy sense of burden around understanding how talents, skills, crafting and even at times navigational elements play a role in helping discoverability to work. In short, there are far too many deadends which results in either asking for help form others or alt-tabing to google praying someone took the time to do the job the team couldn't. Importantly, i don't think the game should lead players by the nose to all solutions however there needs to be a rythmn here around how players are expected to discover and what that breadcrumb trail looks like. Example piercing vs crushing as a game statistic. What do they mean? how do they compare and more importantly where can i validate theories against these. Not to pick on just one, you could mount a case around say Foreman Runes and their usage with larger ore deposits. The community do a good job of removing the fog of war, but the intention here is that a player should be able to self-discover it as well. Example - Control Click to sell without prompts? Shift Click to split stacks etc. Not easily discoverable. If that is you work on the premise that a user interface is designed to answer questions a user might ask, and the graphics represented are the said answer to question. Recipe System. Walking up to specific work stations and seeing a list of additional recipes as well as the existing base recipes is honestly surprising design choice. Progressive Disclosure in design is important piece to leverage here, as if I walk up to a wood working station see the first half the recipe tree is the same as it was in the leather working station, it really doesn't amplify the change. Moreover, if the player is working phsysically up to the leather working station then by design they are giving the game client a clear intention - show me all recipes for leather! - mutating the UI modals like this just offers again too much cognitive load and affects working memory. The fact they dont' also retain state, meaning the last node you clicked on recipe before switching and coming back also is a lost oppurtunity for easier experience(s). Why does the Assembly UI reset everytime you change your amount? Very small effort to fix but such high positive impact on users. Assembly UI. A very small change please, make it so that if I click on a component that can also be made in that crafting station, it switches the assembly UI to enable me to create that. Switching in and out of context here is again an impact on working memory for users. Realm Switching. The entire user experience simply needs more thought. Especially when the intention is to explain how token system works, the consequences of said choice and more importantly how long term the traffic of items can flow between "modes" of gameplay. This is a critical barrier to entry for the player base adoption of how they react to player vs player experiences / early adoption. Inventory. Playing backpack shape tetris is fun to a certain extent. Having an option to "optimize" to compact placement would be ideally a better option to help balance he burden of size impacts of items vs quantity management. Icongraphy is on point, I do feel that every icon so far does a more than reasonable job of promoting its intended "commodity" type. I'm yet to see an icon that makes me feel confused or feels its out of place for its intended meaning. Features Combat. Enjoyable. There is always going to be issues with balance, its a massive complex game of Rock Paper Scissors Lizard Spock. I am a very forgiving player when it comes to this topic as I don't have the answers to solving it and i'm really yet to see any game ever settle on it. It's going to require a metric tonne of data to baseline what is the balanced solution here and I'm not convinced an engine built on neural AI would solve this either. Suffice to say, the ability to construct your own blend/recipe of a character build, try it out then succeed/fail - fantastic. I haven't had this much fun with an MMO since Eve Online, as ship doctrines are always an ongoing debate even a decade later. I look forward to future arguments with other players around build decisions. Crafting. Its complex, heavy to comprehend and adopt but with more focus on user experience principles it is by far the most indepth crafting tree i've had in some time. I love the approach of having runes be the focal point of "upgrades" vs "players". Moreover bind on equip in this space will hopefully future proof the game from black market gold / item selling (which ultimately will kill the virtual economy). Equipment. Best In Slot only lasts for a finite amount of time. Again, never ever bring repairs into this equation. Player driven equipment should always have higher priority over pve given equipment. However, don't get greedy like Black Desert Online has. I like the experimentation of how an item can result in a dynamic change in stats, provided the RNG is deliberately designed to kill your ambitions through mindless pve grind sessions to backfill. Balance is key here. I almost expected to see a pay-to-craft catch in this recipe system, meaning "if you pay 1000 CRO you can get X outfit to give you 10% more luck in experiments". Please never go down this path, as I will abandon the product. Capture the Flag. Love it. Have had an amazing time this week sneaking some points while large clans sleep on their warchests of loot. However, the Eventlog is baffling to why it exists, as there is too much free intel given away. I feel that this needs re-work, better yet it should be a feature in say the talent tree or given to keep/castle owners per say. An incentive to have that extra edge over the rest of the player base. Suffice to say, when I found out that players could all see your behaviour with no effort beyond a mouse click. Felt like I was robbed of the surprise delight. Raid Boss. Instant death. Not even sure that is intended but when i first saw how players cheese them by standing on rocks to avoid their hits, this felt like cheating. Yet I can't fault them as being 1x shotted by a Saytr Raid Boss with a bow was crushingly unfun. Mounts. Slippery Slope. Vanity items imho should be earned not paid. Theres a limit to the pay-to-experience here, and I appreciate that its a nice wealth generator but I'd rather see a player ride past on some rare mount gained by some specific achievement. Vendors. Unfinished. I've been in a lot of teams, i can guess how this conversation likely went down. Something something time ran out, re-use the inventory UI and ship it. Take the time please to pick this back up and rework it. Specifically the ability for rune vendors to have more clearly labled "what they are" instead of imposing extranous cognitive load by way of "guess which rune this means". Classes. LazyPeon is a moron if he ever thought this was a negative. I love the ability to go out into the wild see a class / race and never really be certain of what domain they choose and why. You soon learn after the first opening and combat happens. This is exactly why i feel I will be with Crowfall for sometime! - I look forward to more arguments over balance, nerfs and race/class systems. Player Markets. Albion Online did it better, suffice to say the ability for land owners to create an actual player market square is far more engaging long term goal imho. Instead of whatever work around is in place at the moment with 90 vendors in a square where you ride between them relying on "is this a good deal?". I'd rather see the same system like this being used in Keeps/Forts has today. You have specific vendor themed shops, you go to them and are able to buy player items from said shops. Ideally this will help drive fluctuations in supply/demand whilst at the same time promote a more enjoyable shopping experience Freeport City should also adopt this as in the end foot traffic location sniping in a game isn't fun for competitors or players buying. I do love the idea that players can have their own markets. This is an exciting feature worth experimenting more on. Guild Sizes. I love the idea a 500 person guild can lay waste to a keep. I however worry about the ambition of the game vs the reality. To put it another way, if the population had sustainable numbers this would be ideal. Yet, I feel guild sizes combined with alliances just raises the bar of early adoption too high for players resulting in that "theres no real restorative justice". If a twitch streamer is able to rally a zerg to whelp a lower number guilds chances of success, it just results in a negative adoption spiral. I would prefer realms to have progression unlocks that scale with population sizing. Meaning, if there were player population with low numbers than the ability for a guild to field 500 would instead be reduced to 250. As the realm population scales up, then the tiers of unlocks scale with it. Resulting in server population balances being scaleable. Hitboxes. The bigger you are, the easier you are to hit and smaller the harder. Being able to hit a character 2-3m away from their actual location or shooting an arrow at a head but missing it by 3/4 of a meter and still landing. Feels.... cheated. The hitboxes appear universal across all races regardless and oversized. I'm happy to wear the cost of a missed oppurtunity because my positioning / aim was off. Sound / Reverb. Never ever remove the ability for us to hear someone hitting a tree or grinding a mob a grid away. This by far was the most exciting feature I like about crowfall so far. It puts fear into you as a small guild player that your actions won't go unnoticed by proximity but at the same time is helpful when you hunt for fights. You won't see this discussed in Youtube reviews but its the most important feature of the game. Spells. I would like to see a spell queue system more but at the same time I feel like that would probably make it too easy to fight. I'm in two minds on this one but suffice to say color grading of spell icons was well done. Helpful with understanding the types of offense/passive/defense they carry out. Chat. Horrible. This should have been a deal breaker for "Ship or no ship". Producer who green lit this let the entire brand down. Pick the feature back up, rework it and make it a priority in rebuilding trust. Navigation. I can appreciate why no minimap is important but at the same time we are dealing with procedural generated terrain with the same prefab weighting. Meaning there are no unique landmarks in the terrain or horizon to help build memory around. When everything looks the same then in turn it just adds to confusion and disorientation. Compact that with the map performance and visual queues it just means players are constantly in my opinion in a state of annoyance / agitation. Pick a side here - solve the map performance and visual queue issues or give up the minimap. Party System. Ability to see where a party is on the map would be ideal. I do find it frustrating that when we switch characters we have to re-invite players back to said party. Ability for party leaders to select player icon allocations would be ideal. Furthermore ability for party leaders to allocate icons above enemy heads (1-2 nothing more) even more ideal. Helpful for target callouts. Overall my experience with the crowfall community has been 90% positive. It sucks to be killed and lose your inventory or durability, but thats what i love about games like this. The game to me has enormous potential, as long as the devs are able to balance between "new" features and "finishing" existing ones. The critical failure of many previous game studios is they assume new means adoption goes up. New is great, provided you have a history of building on previous success. From what I've heard so far the teams have spent a lot of time to arrive at this moment in the games history, some of it is negative criticism of how that said time could have been better used. I for one don't subscribe to any of it, as i am judging my $79 based off whats in front of me today. How the team arrived at this point is history, what i care about is the future and present. I'd love to see a roadmap of where the journey goes next. I won't hold the team accountable to deadlines or times, just broadstroke "best idea of the day" visual queue of where they are heading and whats the thought process behind it. The more they bring the player base along for this journey the more they will ultimately forgive mistakes and celeberate successes. This week I've paid for 4 seperate purchases of the game for family and friends. I am so far a happy customer and look forward to what comes next with Factions vs Factions, but I do hope that this game doesn't turn into a Last Oasis / Conan Exiles example of "Why game studios squander their potential" case studies.
    31 points
  14. Crowfall is quickly moving away from an RPG, from an MMO, and from a throne war simulator and morphing into a MOBA (yes, even the "MMO" side of it). I'm going to start by highlighting how this occurring, why this is a problem, and then how it can be fixed. I make this post as a strong urge to reconsider some of the game direction philosophies and mechanics changes that have happened over the past many months. Crowfall is no longer an RPG: There is no progression. The "Easy come easy go" mantra that has ruined the game has made the crafting system near worthless, and 100% not worth the time investment. On day 1 of the dregs campaign, you can run to a wartribe and pick up epic (purple) gear with top end damage and stats that a crafter will be lucky to make within a month of torturous grinding (by the whole guild) and leveling up. The crafter needs to have legendary disc and legendary belt to have a hope in making a weapon better than what can be picked up on day 1. In MOBAs, you can jump in at the same level as everyone else and compete just the same as everyone else. The difference is, in MOBAs the only thing that really matters is player skill and team coordination. Crowfall does not have a robust enough combat system (especially at larger scale) to where player skill really comes into play (at least to the extend of a MOBA). So what you end up with is 2 blobs of people going at each other with practically the same skills and abilities, but the lack importance of player skill so it turns into (in a lot of cases) who has more numbers. This is NOT working! Crowfall is no longer an MMO: There is no sense of progression. People play MMOs for different reasons, but they are almost always played to win...something. In WoW, you have end game raids to get better gear and progress your character. This works the same is most other MMOs. When winning a campaign, you should be rewarded for doing so. You should be getting items that otherwise are not attainable. There is none of that in CF (or almost none if you consider sparkly mining tools that let you knock down a motherlode in 4 swings instead of 5?). In most cases, the time and resources the guild puts into the campaign is far more than the victory rewards we get, all of which can just be farmed in less amount of time instead of trying to win. We've lost what an MMO is about unless we're working towards something. Crowfall is no longer a Throne War Simulator: There is no victory. "Easy come easy go" has ruined the sense of ownership, the sense of controlling territory, and the sense of securing your borders. There is very little incentive for me to own a fort in my zone because it doesn't really do anything for me if I own that fort or a fort on the other side of the map. It's easy enough for me to get anywhere so why bother owning the single ingot fort in my zone if there's a double timber in the next zone over? The forts and outposts don't really provide any benefit or hindrance to the people who have nearby keeps so who cares who owns them? Why bother with forts and outposts when I can just claim and rank a castle with the same amount of resources as any other keep and get 2.5x the points of other keeps immediately? Where's the challenge when I can just import hundreds of stacks of building materials and level my town up within a few hours of claiming it? The Solutions: Wartribe Loot (fixing the RPG): Reduce wartribe top end damage and stats to max out at blue quality, and have appropriate damage values to what a blue vesseled crafter would have with a blue crafting rune and a blue belt on average Reduce wartribe armor to max out at blue quality, and adjust armor values and stats to reflect what a blue vesseled crafter would have with a blue crafting rune and a blue belt Rationale - Crafting should mean something, and crafting should be able to compete with wartribe gear at lower end crafting levels. Currently the system requires Leg Disc/Leg Belt to have any hope in being comparable, and even then you have to hope for good rolls. Campaign Rewards (fixing the MMO): Campaign rewards should include "end game" additives that can only be acquired for winning conquest or divine favor. These additives can be like hunger shards, but should significantly improve armor, weapons, jewelry, potions, or vessels. Campaign rewards should include cosmetic upgrades - people love their sparkly things. Campaign rewards should include weapon/armor additives that are unique to the campaign and are visually appealing. For example, these additives would allow your sword to glow red with fire or blue with ice. These cosmetic rewards should only be available for winning conquest or divine favor. Campaign rewards should include skins for not only weapons, but mounts, and maybe even siege equipment. Rationale - If "uncle bob" is holding you back from making meaningful rewards, you are truly misguided. We need to make a game that rewards logistics, planning, training, skill, hard work, and effort. People like shiny things, give the people what they want. Meaningful Assets (fixing the Throne War Simulator): Forts and outposts should mean something. We are moving in the right direction by giving them loot chests, but they need to affect the outcome of the game. Have the points earned by owning the asset work towards a pool that increases the defenses of your keeps. At different tiers, you could have the buffs give you access to more wards, increase the health of walls and buildings, increase the power of the guards, etc. Have these assets freeze in the zone when a siege starts, so that attackers are required to "prep" for the siege by trying to take forts and outposts ahead of time. Rationale - Owning an asset should mean something and the owners should have ownership over their land. Give them a reason to keep the forts in their zone or to fend off people trying to take outposts. Conclusion: The original vision has gone completely off the rails this past year, because loud voices want to turn this game into a MOBA that they can pop into any time and be just as competitive as the people that spent the last year working towards something. That is NOT what an MMORPG is. This is NOT an MMORPG Thronewar anymore, and if we don't start to right the ship, people's interest will quickly wane after launch, just as so many MOBAs and "MMOs" before it. (P.S. This is not an exhaustive list of what needs to be changed. The point of this post was to bring to light the dangerous path we are on if we continue going down this road.)
    29 points
  15. jtoddcoleman

    Issues on Live

    Hey folks, We are aware that many of you are waiting for the new version (6.100) to go live with a Dregs campaign; the anticipation and energy is palpable. We are moving fast to accommodate that excitement, making changes as quickly as we can -- apparently too quickly, because this morning's update presented a strange new assortment of bugs and behaviors that we have never seen before. Please know that we are looking into the issues now, and hope to have them resolved as soon as possible. Thank you for your patience. Todd
    28 points
  16. This is a long post, and I intend for it to be my last post of this kind. Here's to the game finding success. Obligatory comment on performance. Improvement has been notable, but more is necessary. Now to the game. Spread us out more. Let us choose where we live and build. Shadowbane was awesome because each city was its own center of gravity. We need to be able to bind places other than the temple. Shadowbane was a cult success because guilds had different centers of gravity. The temples are a misunderstanding of how important that is. The simple move of choosing where to plant (where to live) was the lifeblood of the connection to that game. Not having it here is very sanitized and emotionless. Ring each adventure zone with empty parcels where we can plant a seed which converts the parcel to a mini-keep/keep blueprint. Limit the number of mini-keeps/keeps per adventure zone. I know this is a pipedream, but I swear it would make the biggest difference to longevity of the game, from my perspective. Fewer gates. Every temple should have exactly one gate and no more. We need more simultaneous vectors for victory that pressure larger forces to split and attempt multiple things at once. Fort siege windows and capture mechanics need improvement. It is almost always 50 minutes standing around and 10 minutes engagement (maybe even 55 and 5). This is a very boring way to spend play time and has already caused people to quit from my guild (within one week of trying the game). One idea is king of the hill style, where whichever tags have the most time at the end of the open hour, they get the fort. There is not enough of a volume of forts vulnerable at the same time. The experience this dregs has been groundhog’s day, with the same three guilds/alliances basically playing out the same story every siege hour, three hours a day, every day. The simple truth is that guilds had no incentive not to full force cap a fort every window. I did not see any guild split forces. If anyone did, it was exceedingly rare. As I argued after TEST dregs, the per member cards were incredibly important to this multi-vector pressure on large forces. I got shouted down by members of bigger guilds, but I stand by the claim. I recognize the pressure it has on not wanting to keep casual players in your guild, but that is an important downward pressure on force size that is largely absent from the game. Casual players can play in infected or play a short dregs or join a different guild. Put a minimum on guild size denominator (10), so that a solo cannot sabotage easily. Many daily divine favor cards (more details now) Throw a ton of daily victory point cards at us. Make rewards scale to guild size and rank. The divine favor system is the unique system for Crowfall. Go all in. Make a million mistakes. Do not shy away from experimenting like crazy. Hourly cards, player cards, secret guild cards, either-or cards, simultaneous goal cards (kill 100 of each Wartribe), crazy difficult to execute cards (kill exactly 100 of each wartribe), kill the most alpha spiders, kill the most elders, harvest the most motherlodes, sacrifice chaos embers, sacrifice gold, and on and on and on. Let us choose which we want to do, and make us feel like we cannot do them all. When a player logs in, they should be able to survey a bunch of different options and find what they can contribute that day. Throw many, many things at us, so big forces have reason to split. Make it so that a giant zerg cannot possibly accomplish all of them during the day, unless they split up to do so. Scale the seasonal card point values to continue their relevance as a reward for longevity of focus. Move cards like “hold 5 outposts at the end of the season” and “landless guilds holding a god outpost” to dailies. These do not make sense as seasonals. Passive training still desperately needs an overhaul. Fast to slow. Passive training in its best form should feel like welcome improvements that slow down and lessen over time. The current system feels like a steady slog of necessary but non-player controlled improvements, which creates a sense of helplessness - not something primary crafters (read: people) want to feel. Passive training should never gate the ability to contribute to the guild via my crafting and harvest selection. Remove the “need x pips to unlock…” and replace with discipline organized unlocking. Want to use advanced picks? Buy and equip Miner. Add to NPE. Ideal seems to be some kind of active/passive combo, but I’m not sure that’s in the cards. Worth saying again, however. Fix the map and remove the chicken ticker. Orient map with north up on the screen (not up and left). Please, please do this. You have no idea what percent of players made fun of this relentlessly. Simplify it dramatically, so that visual and loading lag is not relevant. Use more symbols and a key (tower outpost, ground outpost, god outpost, respawn outpost, wartribe [enbarri, urgu, etc.] as opposed to mouse overs (which are noisy and buggy) You already have food buffs, which can be the entire system. The chicken ticker and the map are by far the most complained about things (aside from performance and bugs) from my guild members who joined at beta. As much as possible, balance by improving what feels bad, not nerfing what feels good. Let’s get some love for promos and discs that are not used, and then come back to those that are disproportionately used. The recent tweak to stormcallers is the best example of the scalpel instead of the hammer. More of that on over-tuned things. Illusionist and Frostguard got mauled. Disciplines are really, really fun for character and group building. Making some of the bad ones good would go a long way, IMO. I am hopeful for the overhaul that was just announced Make all crafters relevant from day one. You’re bleeding players who want to be crafters because their harvesting and crafting is not relevant to the guild quickly enough. Shift gear drops down another tier (blues from kings/chiefs only). Let gear be disenchanted for its prefix/suffixes. Let us combine 10 prefix/suffix disenchanted items of the same type to make an armor or weapon additive. Let crafters optionally put on 2 prefix and 2 suffixes when they craft. Restrict by piece, as necessary. Inventory and bank management Have all loot drop as doobers (like thralls). Give each class of item a symbol and color them like harvestable doobers. “Hey a bluegreat sword” - from the doober. Significantly reduce the wartribe loot table. Move blended cloth to a crafter. Remove all wood. Limit every wartribe to exactly one kind of sacrifice artifact (keep qualities) Remove most cooking related drops. Maybe push them to animals/harvesting. Adjust the red overlay from cannot equip. We need to be able to see the quality of things that we can’t wear at a glance. Maybe make it a red stripe to indicate cannot equip Guild UI in-game. List of normal commands UI that shows online/offline, guild related stats. Ability to invite, kick, promote Guild banks Guild ranks with permission attachments Make groups sized 8-10 and have friendly fire outside of group. This game shines in 5v5 to 10v10. As you start getting more than that on the field (with only two sides), it gets to be a massive blob fest that feels and looks really disjointed and messy and noisy. The more I experience the big fort fights, the more apparent the need for out of group friendly fire. There is simply nothing you can do to a hunkered down group of 35 people, because AoEs do not get stronger after the group is bigger than five, they get weaker because you cannot choose who is hit. When a truly big guild shows up in Crowfall, we are going to have massive problems. You can see the arms race beginning with some of the guilds mass recruiting heavily. When alliances enter the fray, woo baby. Downward pressure on guild recruiting and guild size, upward pressure on organization and tactics. I am sorry if this means you need to make guards and vendors have a friend-list mechanic, but it is desperately needed. The alliance system is going to make this even more obvious when it is literally an uncoordinated blob of 50 people fighting 50 people just standing among each other. Tune up aoes to target up to 10 people. A well-coordinated and timed attack should be rewarded. Blobbing up defensively so that aoes spread out among 50 people should not be rewarded. Misc. Improve the launcher. Make the update bar and percent scaled to the size of the patch, instead of looking like it’s going to download the whole game again. Better buttons with better labels. Make the setting “Exit Cursor Mode on Player Movement” default OFF. Make the new setting where you have windows reopen default OFF. Keeps need player vendors. Stay away from language like “decrease/increase” when it comes to things like reductions (i.e. “Decreases Cooldown reduction: Short”). Change it to improves/worsens. Hybrid classes (Arbiter, for example) need a way to convert attack power to support power and vice versa Get rid of racial crafting and harvesting bonuses. Put them on disciplines only, this feels arbitrary and limiting (especially harvesting bonuses).
    27 points
  17. ACE-Tiggs

    A New Beginning

    Howdy Folks, I’m Gordon Walton, the co-founder of ArtCraft Entertainment, here with our Founders' Update a week after our launch! You’ll be hearing a lot more from me moving forward now that we are launched as I’m managing the Crowfall Live service. My operating philosophy is that we (the Crowfall Live Team) are the stewards of your Crowfall experience, and our mission is to ensure the game and service run well, and that Crowfall evolves and improves in ways that both please and delight our audience. We have built a highly competitive game in Crowfall specifically targeted for you; fiercely competitive groups of players whose actions impact and change the worlds they play in. We want you to have an intense and memorable experience every time you play. This update will cover the state of the Live service right now and then some of what’s coming next. Click here to read Gordon's blog.
    26 points
  18. Soulreaver

    [-H-] Harbingers

    The Harbingers Intro - “Who are the Harbingers” The Harbingers are a Mercenary group composed of seasoned players of Crowfall. We operate mainly on EU – that does not hindered us from taking contracts on the NA servers. There is no permanent banner which we claim to be ours. No faction that prevails nor reigns supreme above the others. No Deity whispers in our ear. In other words, we will roam in the direction of whom ever pays for our services. The only thing set in stone are the terms of a contract, and our honor to uphold it. Interlude - “You can hire the Harbingers!” Bad omens of what is to transpire can often loom on the horizon and can feel daunting - you are never without choices! In Crowfall numbers matter, numbers and skilled players are often the difference between success and failure. It is often that simple. Is your gaze … Set on securing a keep, dominating a zone, and broadening your guilds presence on the map? Furthering your standing in a campaign. Harassing and Hinder the actions of the other factions. Getting those extra numbers - for that all important sieges. Keeping track of your enemy’s movement. Securing vital PoI. Eliminating specific targets... While there will be no set task we personally seek to fulfil - there are none too small and none too large which we cannot assist you with. In these situations, and more you can always call on the Harbingers. Avocation – “What does it require to be part of The Harbingers?” Take initiative - This isn't just our idea, this is something everyone in the group buys into and take ownership of -when- when they join. Be responsive - show that you invest in this idea. Give feedback even if just a like/dislike, be active on Discord. We are looking for players who put guild before self. Creative! - Bring in ideas that will give us gameplay and help us evolve, help others with their tasks. Why join The Harbingers? A tight knit, dedicated group that will help each of their members, who share everything. We are “casual” with semi-hardcore playstyle, composed of players whom have a very large amount of in-game knowledge. We work to create an environment, where you can work at your best. We encourage change, nothing is set in stone, and while we can teach you to play the meta, we instead try and teach you to break it. When you as a player evolve, we as a group progress. You influence the direction we take. Additional sources of information Guild website: https://theharbingers.eu/ Guild youtube: The Harbingers - YouTube Current recruitment Status : PAUSED Harbingers are presently hesitating on recruiting more players, do toss us a message if you -really- want to join our playstyle. Contact: Message on Discord to hire, apply or ask questions : soulreaver#1118 Thanks for any interest, On behalf of the Harbingers Soulreaver.
    26 points
  19. jtoddcoleman

    Next Q&A + Dregs

    Hey folks, I mentioned in our last Q&A that it might make sense to do an off-cycle “bonus” Q&A session this month -- but given the severe weather in Austin this week (with power and/or water being out for more than half of our team) that doesn't really make sense any more. The next one is only a week and a half away (March 2nd), so I’m going to suggest we hold off and cover everything then. A lot of you have also been asking about getting a Dregs campaign on Live -- we were hoping to do that this week, but that has been delayed, as well. There are a few more issues we need to iron out. The freeze is supposed to be over tomorrow, so hopefully we can get a Dregs campaign running on Test in the next few days and push it to Live quickly once we know those issues are resolved. Sorry for the delay. The important thing is that the team is safe and things are moving forward again. Thanks for the concern, and we appreciate your patience. Todd
    26 points
  20. All I can express is how huge of a let down this is - an NA siege schedule won't give you a larger player population, nor player participation. All it will accomplish is creating an even larger antipathy towards the game and development from the playing - non-NA part of the community. The amount of feedback and hard work trying to get just -one- campaign, where there was NA -and- EU siege times, has just been flushed down the drain. It's not just the NA community that has been waiting around for weeks to get a test of the Dregs, it's also a decently sized EU/Russian one. Instead of learning from past events, it seems like repeating past mistakes is a thing. This is getting borderline ridicilous, if we haven't already passed that state.
    26 points
  21. If you have a client crash, please contact support@crowfall.com. To report any issues or bugs, please go here: TEST Bug Reports and Legend for ACE feedback on Bugs reportedTo report feedback, please go here: TEST Feedback The Shadow Campaigns The Shadow (Faction vs Faction) Campaigns return! The Shadow Campaigns are Faction vs Faction campaigns where followers of the Sun, Earth, and Moon pantheons compete for Conquest, Glory, Wealth, and Power. Unlike The Dregs, The Shadow allows guilded and unguilded players alike the opportunity to capture strongholds, siege objectives, construct and upgrade buildings, and earn end of campaign rewards. The Shadow is intended to provide a means of progression for players bridging the gap between God's Reach and The Dregs. The Shadow Campaigns have a minimum level of 25 to participate and has NPCs level 29-33 When you first enter The Shadow Campaign, if you are not guilded you are given the option to join a faction If you are a member of a guild, your Patron Deity determines the faction you are a member of The Shadow Campaigns are Embargo Campaigns. When you join the campaign with a character you can import a set number of items into the campaign. Until the end of the campaign, you must 'unlock' your character from the campaign in order to join a different campaign or access your Eternal Kingdom. At the end of the Campaign, Rewards are given for members of Factions based on their Faction's standings in the Campaign Similar to the Strongholds that are found in The Infected zones of God's Reach, the building options in Strongholds are predetermined. Duelist Balance Changes Talent Tree has been updated - Dirge and Vanguard Scout tree positions have been swapped along with other powers moving their placement around. Impale – Replaced the impale specific bleed with a standard Bleed Rapid Shot – Now hitting 5+ targets activates 20% Crit Amount buff for 15s, removed Exposed punish and Crit increase on each hit Flintlock Shot – Now, if Exposed, Knock Down, Removed the need for the enemy to be attacking Lunge – Now activates 2000 Armor/Cap buff for 10s, removed Exposed punish Cheap Shots – Now activates 10% Crit Chance buff for 15s, Replaced the Crit on Exposed with, if Exposed each shot spreads Exposed to a nearby enemy within 5m Keen Guard – Now activates 50 Stamina Regen over 10s at 5 pips, stacks with Revitalize Ambush – Now teleports caster up to 10m, activates 10% Bonus Damage/Cap buff for 10s, Replaced the Knock Down if Exposed and attacking with, if Exposed, root Snipe – Now activates 10% Bonus Damage/Cap buff for 10s, Replaced the auto Crit if Exposed with, if Exposed, root Trip Shot – Single Target Attack, 25m, 23s CD, Knock Down, generates 1 pip Flip Shot – Single Target Attack, 15m, 15s CD, Execute, Flash Cast Graceful Swipe – 180 AoE Cone melee attack, 6m, 5 targets, 23s CD, applies Exposed to bleeding targets, activates 5s CC Reflect Buff Ricochet – Your basic pistol attacks now hit an additional target. This overrides Spirit Whip. Sweet Victory – Now heals the Duelist for 750 when they Hard CC an enemy, ICD 5s Hunter – Basic attacks add a stacking 1% PDM reduction on target, stacks up to 10 times, and lasts for 10s, Flintlock Shot adds 2 stacks Cloak of Shadows – Now also adds a 10% Bonus Damage for 10s Into the Shadows - Now also adds all Duelist Buffs when used. 10% Bonus Damage/Cap buff for 10s, 10% Crit Chance buff for 15s, 20% Crit Amount buff for 15s, activates 50 Stamina Regen over 10s, activates 5s CC Reflect Buff, and activates 2000 Armor/Cap buff for 10s. Inconceivable - Power Removed Buckshot - Power Removed Slayer - Power Removed Slayer Enhancement Changes Rapid Shot: Has a chance reset Flip Shot, when attacking targets below 50% health Removed Keen Guard Enhancement Dirge Enhancement Changes Keen Guard: Removed the Heal from this enhancement Assassin Balance Changes The talent tree for Assassin has been updated. Backstab – Raised base damage, lowered behind target multiplier if Exposed always counts as from behind Sneak Attack – Now teleports caster 10m, activates Instant Poison buff Shiv – Now comes with old Poison Mastery buffs by default, refresh Instant and Deadly Poison buffs if active, if Exposed, refresh Exposed Kidney Shot – Now if Exposed, generates 1 pip Garrote – now also activates Deadly Poison buff Blink Step – Now also activates Instant Poison buff Blur – Increase in combat movement speed by 40% and PDM by 30% for 10s, 30s cooldown Decimate – Now if Exposed, generate 1 pip, increased base damage, decreased weapon damage Dagger Storm – Point blank AoE attack for 8m radius up to 7 targets, damage scales per pips, deals extra damage to Bleeding targets, Gain a Barrier. No longer a combo. In the Zone - Power removed Efficient Poisons – Now also has, gain a stacking 5% Poison Penetration buff for each active Poison buff Poison Mastery – Replaced previous power with, Crippling Poison now also removes barriers and if the target is Blocking, they gain an Exhaustion Schadenfreude – Replaced the Heal on Stun with a Hard CC that grants you a 10% Damage buff for 10s Yaga’s Gift – Replaced previous power with, Applying or refreshing a Poison Buff, heals the caster for 250 Health Irresistible – Applying CC to a target also applies an Exhaustion (this is currently removable via the various Cleanses) Resourceful Tactics – Replaced previous power with, Recon can now be used from the melee tray. Blink Step now gives 5% life steal for 10s, if Exposed, Root the target ShadowStep cost increase to 750 Increased the damage of Instant and Deadly Poisons Most Class Ultimate powers no longer clear the Exposed condition Reduced the duration of Exposed to 20s Cleanse, Cauterize, and Purgative now also remove Exposed Moved Power Damage Bonus: Behind +10% from In The Zone to Stat Bundle 5 Moved Power Efficiency +25% from In The Zone to Stat Bundle 5 Cutthroat Promotion Adjustments Blink Step - Now, if Exposed, generates 1 pip Sneak Attack - Now, adds a barrier when used Backstab - Removed the reduced cooldown, Now if Exposed, Execute Removed the In The Zone enhancement Removed the Kidney Shot enhancement Vandal Promotion Adjustments Kidney Shot - Removed the increased damage and instead, Now also breaks Block and applies the stun Recon - Recon is now a targeted AoE Backstab - Removed the Suppress and instead, Increases damage to Stunned Targets Removed the In The Zone enhancement Vandal promotion now causes basic attacks to deal Poison damage instead of Weapon damage Blackguard Promotion Adjustments Blur - Now immune to CC while Blurred Garrote - Is now an 8m AoE, up to 7 targets Removed the In The Zone enhancement Blackguard can now equip plate armor Campaign Adding back the Woodworking Table to the Engineering Works which disappeared at Rank 2 Added hint to the campaign launch screen to show the restriction icons have tooltips Added several badges for campaign rewards Clarified the Highway Robbery victory card descriptions to state that it requires unique player kills Fixed a bug that was preventing visual effects from playing on the zone map to signify upcoming, active, and conflicted siege events or hot zones Fixed an issue with the ballista's Magic Shield power Fort circle capture times have been changed. The time it takes to capture a fort with 3, 4, or 5 players has been reduced. The max number of players that can contribute to the capture circle is 5 Packpigs will now drop Ethereal Dust on death and skinning has been fixed for them The Castle is now less Conquest points and increased penalty points as the campaign goes on Updated Campaign Populations to more accurately reflect the population of the campaign Updated the message that pops up when you log out in a stronghold to “You are logging out in a siege location. If this stronghold is lost before your next login you will be moved somewhere safe.” When a ward is destroyed at a keep or castle, there is now a toast message displaying to players within the area Crafting Added an icon from the building UI with a tooltip that explains that higher-quality resources can affect the recipe progression Added Cocoa Beans and Water to Scavenging Cupboards Crafted campfires should now properly give the resting buff Fixed an issue where the Dwarven Blacksmith Stall was not interactable by players that did not place it Fixed issue with Metal Bar: Electrum & Steel outputs being switched Gnocchi properly indicates it is a food Guild member Chests can now be crafted, find the recipe with the rest of the Stonemasonry Chest recipes. Increased resource costs of Noble and Vassal Chests Moving while the crafting window is open will now force the window to close Parcel and Backer Parcel recipes should sort in the recipe book from smallest parcel to the largest parcel in the list Players are now able to use Woodland Grove parcel to craft a Woodland Hills Parcel Updated the tooltip of Energetic Harvesting with the correct Stamina regen amount Updated Wood Grub icon We will not show +0xp for harvesting plants or when at the level cap Eternal Kingdom Added a new day/night EK toggle Added missing stairs to some of the guildhalls Created stone and wood castle wall ramps for EKs EK Vassal Commands now have the correct messages when they fail due to the player being on the starter parcel or on a world edge parcel Fixed an issue where parcels couldn't be dragged in the EK editor if it was opened right after placing a building Fixed an issue where the camera could go under the world during placement in EKs Fixed an issue where the incorrect error message was showing when an invalid token was entered in the /ekincrementvassaltokencount command Fixed an issue where the incorrect message was showing for the /ekdisplayparcelowner command Fixed an issue with Metal Bar: Electrum & Steel outputs being switched Fixed an issue that was causing thrones to rotate weirdly when attempting to socket them Fixed an issue that was preventing parcels in the EK editor from being dragged when clicking on the parcel icon Fixing the number of sockets available in Guild Halls to be five and it should be more uniform with two on each side of each doorway (besides the West wing, which has one socket) Improved server stability when loading and unloading EKs Loot no longer drops on death in EKs Removed the Alliance Management UI in EKs There are now Guild Chests that can be crafted and placed in EKs UI Added +/- expansion buttons for inbox entries that contain multiple items Added more visible online and offline tags to the social menu to better differentiate between online and offline players Added UI notifications when you join an embargoed campaign so that it is clear your character will be locked to the campaign Disabling the "Show Locations" option in the UI settings will now entirely remove the location HUD from the upper right of the screen Fixed a bug causing the chat panel to open each time the player sent a Murder invite Fixed a scaling issue with the Build Timers Fixed guild icons on nameplates sometimes appearing incorrectly Group UI debuffs now shows stack count Input mappings when using QWERTZ and AZERTY keyboards now show the correct key in most cases. The ` and ö keys on QWERTZ will act as the same key and display as ` and the ù and ! keys on AZERTY will act as the same key and display as ù Made reticle target unit frame be more responsive when showing buffs Provided some protection against choosing graphics settings that can cause some players to crash Receiving a Friend Invite will no longer put the user into cursor mode The "Coming Soon" banner is now displayed in both the Faction vs Faction and Guild vs Guild bands, if there aren't any campaigns currently running Powers Arrow damage now properly updates on Chaos Orb, Ranger Retaliate, and Ranger Traps Better aligned the projectile to the damage timing for Hellcat Fire Spit NPC power Fixed a display error on the bleed damage for Garrote Fixed an issue with shrapnel where it was splitting damage instead of applying the same damage to each target hit Large power cooldowns will now show minute timers Opening the social menu for a nearby friendly player (to invite, trade, or whisper) will now break stealth Performing a deathblow on a fallen enemy will now break stealth Stealther Ultimate powers now properly removes the Dirge of Dissonance DoT Thorns damage now shows what ability the player with thorns was attacked with, and correctly states that the other player was damaged by the thorns Updated several powers to reference that Toxin is an item you equip that is needed to activate poison buffs Updated several ranged powers to use a down to up camera shake Updated the power term to state thorns only works when your health takes damage, which excludes damage taken when barriers are applied. Updated the visual effects for several powers Assassin Added a new animation for Shiv Blur will now place you into combat when used Decimate power has been updated to list the correct amount of pips regained for striking an exposed target Diffusion description has been updated to fix an issue with the dynamic tooltips Shadowstep will now properly prevent Damage Over Time effects from being applied while you are entering stealth Sneak Attack no longer applies exposed every time is used on a target Sneak Attack no longer deals damage twice when used on a target Updated the description of Septic Strike to note how long the Blackmantle that is applied to your targets lasts Cleric Blessed Protection now has a unique animation Divine Presence power now has a unique animation Word of Wrath now has a unique animation Champion Demoralizing Shout support power debuff now applies properly when the target also has the Lament of Sadness debuff Updated Vicious Stomp VFX Confessor Fire of Life now properly heals the targets after preventing their death Reduced the healing done by Fire of Life by 20% Druid Blight and Overgrowth now use unique animations Nature's Grace and Grasping roots now use unique animations Updated Alter Reality to be available on both the Life and Death tray for druids Updated Gaea’s Growth animation Wicked Winds now pushes the target an amount consistent with other pushes in the game Duelist Dynamite will now move the duelist when used while CCed Flintlock Shot will now grant pips in the proper amount of time after initiating the attack Go For Broke and Pepperbox shot will now hit targets on a slope Graceful Swipe Buff FX no longer is removed when you dodge Hunter passive description has been updated to state the max stacks and duration New Duelist power icons have been hooked up to Trip Shot, Graceful Swipe and Flip Shot Rapid Shot power description has been updated to be correct Snipe now properly Roots the target only if the Exposed status is on them Duelist Flip Shot will no longer auto-reset when used right after the Rapid Fire cooldown Elken Head Butt will now properly display the Knocked Down fly text from the caster's perspective Fae Fae Jump Combos will no longer be interruptible by interrupt powers. Fae Glide activate now has a 1-second cooldown. (It should be now more beneficial to just glide and not spam the jump key as gliding) Frostweaver Added more information about Knocked Down to the Frostweaver Power Ice Weave Icecaller's Cool Ice can no longer be flipped to Stable Ice by Ice Weave Ice Sunder passive power has been updated Updated Freeweaving animations Half Elf Wildkin's Retort will now properly heal when you are rooted Knight Valorous Strike combo now benefits from the Call of Darkness buff Minotaur Bloodthirst now displays the correct debuff icon when you crash Bull Rush will now properly display the Knocked Down fly text from the caster's perspective Changed the description of the Minotaur's Bloodthirst power to better convey its effects Nethari Call Flames DoT will now do Holy damage when used while Holy Warrior is active Ranger Alertness now adds an immune to Exposed for 30s to the caster (Shadow Alertness changed to this as well) Cross Slash now adds a Root, removed the bleed from the first power in the combo Cross Slash now properly displays the correct amount of bleed damage for the bleeds on the powers Cross Swipe (Cross Slash combo) is now a 90 Cone AoE Attack and still applies a Bleed Fixed an issue where the Ranger's Rapid Fire would fail to cast when you held down the button while it was still on cooldown Fixed an issue which caused a Warden's Concussive trap barrier buff description to say that it only granted 20 barrier Ranger Sustain had its cost increase from 500 to 750 Reduced the duration of Trap Master from 30 seconds to 25 seconds Surprise Strike now has a unique animation Surprise Strike now teleports caster 10m and applies Suppress in addition to the bleed Updated the Barrage animation Templar Blinding Light now has a unique animation Devotion is now properly be capped at 200 health per heal for the Paladin promotion, before Healing Bonus and Personal Healing Modifiers for each target Reproach no longer casts twice when you have a parry active Updated the Righteous Defense talent node icon has been updated Blinding Light now has a unique animation Disciplines Discipline Socket Unlocks now indicate how/what level they unlock in the tooltip at the top of the Discipline Socket Bloodletter Fixed typo in Exsanguinate Purgative now removes the Dirge of Dissonance DoT and grants a short immunity when it does Class A Engineering Added to the Engineering Works description that explains that you need a siege engineer discipline equipped to gain access to the recipes Hydrologist Updated visual effects for the Water Spirit power Field Surgeon Field Surgeon now properly heals the targets after preventing their death Forest Creature Slow Stake debuff tooltip now shows the correct value for the debuff Master of Focus Chaos Orb's cooldown has been increased to 16 seconds Poisoner Poisoned Blade description has been updated to better clarify the Deadly Poison buff that is applied Updated the Poisoned Blade power to tick its damage immediately, in addition to its persistent tick, to ensure it applies the poison even if you continue attacking the target. Reality Tripper Alter Reality now properly hits the correct targets when it explodes Alter Reality and Throw Illusion Shield now are properly effected by ranged distance stat increases Runecaster Sanctuary description has been updated to better describe how long the area lasts that will protect allies Runescarred Gladiator Updated the visual of the Reprisal power Song Twisting Hymn of Restoration no longer counts a second time to trigger Song Twisting before the original buff falls off Underdog Underdog's Attack Power buff on being knocked down or stunned no longer stacks. This means that the maximum Attack Power that can be gained from this passive is now 100 General A character's equipped vessel is now viewable when hovering over the vessel details in the Character Window Active hot zones should now grant additional experience from killing mobs Added additional campfires to Urgu camps to provide more light Added/improved lighting in adventure villages Added sound for a flawed assembly Adding a tutorial tip about having to rebind to a hero statue when logging out of a campaign A toast message now appears whenever a Ward is built Added backers to the credits Adding advanced armor/weapon vendors in the Safe Zone Low Sec Keeps Adjusting the Sky Point map to be more balanced and removing the Auroch/Muskhogs surrounding the Wood Laden Pigs in the Moon Temple of Godsreach Banewood and buff timers now show minutes and seconds when less than 5 minutes are left Fixed an issue when sometimes the player would fall through the world when a building is built Fixed an issue where some animals' corpses changed their texture after looting them Fixed an issue where the level Up effects sometimes show when resurrecting Fixed an unnecessarily capitalized S in Gaea's Chorus Fixed Character Create icons for Stoneborn and Half-Elf hair that were showing beards and eyebrows Fixed collision on Gryphon, Bear, and Hellcat Daemons, which was causing them to get hung up on objects in the environment Fixed input bindings getting stuck when setting movement to a mouse button when it is not assigned to anything Fixed the blue tinge that was sometimes visible on the portraits of new characters Fixed weather sounds persisting through zones Grave weak point nodes were appearing outside the actual hit range for the harvestable object. This is now fixed and every single weak point will appear inside the harvestable Outpost fire rings should now render correctly on uneven surfaces Players should no longer be able to attempt to drag an item to a group member multiple times, during periods of high latency Players should now be able to import Malekai Obsidian Statute & Totem Players should now be able to import the Hero Crow Sigil Players should now be able to import the Hero's Throne & Zealot Sigil Players should now be able to import the Bloodwine Drinking Horn Relic Removing the campfire recovery tooltip from the game, as campfires should no longer heal you while you stand near them Restored world band names on return from viewing a campaign map/rewards/etc. Slag now uses the same damage FX as Cobblestone The Gryphon sigil will now appear correctly Updated Gods Reach Minor Discipline vendor's listing to be properly alphabetical Updated harvesting VFX Updated mount names to better differentiate between variations of the same type of mount Updated multiple relics, so that assets appear correctly, without any floating Updated Sh'akkan's dialogue to give better directions (Gloomwing's hunting grounds are southwest instead of just south) Updated the button on the character select screen to read WORLD SELECT Updated the error message that displays when your inventory is full and you try to pick up an item Updated the tooltip of Serious Disease (applied by some NPCs) to no longer have incorrect text Updated the warden's description to mention that they are trap masters Updated translations for German, Spanish, and French Updated Vendor names in the temples Victory card animations should now properly animate NPE Adding a quest reward to talking to Guillermo at the beginning of the NPE so players have a reason to open their inventory Added additional NPC guards to prevent enemy factions from entering Safe Zones Allowing players to interact with the Wood Laden Pig spawn pedestal during the Delivery Time quest Ambassador Dolag has been made easier to interact with Changed the target dummies to an enemy faction in the ranger sanctuary Changed the text in the tome of unlearning to say "talent points" and "talent nodes", rather than calling them "training" nodes and points Fixed typo in Colonel Norrek's dialogue Fixed typo in Corpseweaver Q'enna's dialogue Fixed a typo in the Lord of Time and Space quest Fixed typo in Overseer Ayda's dialogue Fixed typo in Fort Captain Vess's dialogue Fixed typo in Morrigan's dialogue Fixed typo in Guard Captain Claurent's dialogue Fixed typo in Taryon's dialogue Items given by a quest are no longer hidden by quest dialog Leaders of the Wartribes quest no longer lists Kings or Heralds in the quest objective Removed all Heralds and Raid Bosses (War Tribes and Monsters) from Gods Reach and Infected Removed redundancy in Kedar's dialogue Return to Brak Lionshield quest in the NPE after crafting an intermediate harvesting tool will now grant an experience reward Taking the Huebald quest after reaching level 25 before completing the main questline up to that point will no longer cause a quest to maintain in your tracker Updated Fiamma's dialogue in GR3 to tell the player to get a pig if they lost it along the way Updated the Cover the Basics quest dialogue to mention the ability to fix flawed assembly with ethereal dust Updated the dialogue to not tell the player to bind to the statue in the moon temple, as that's kind of a death sentence Updated the images in the "To the Outpost" quest dialogue Updated the interaction for the refinery in GR2 Updated the reminder text in the Join Your Faction quest to state which faction owns what zone Updated the reward of the quest: Victory through Crafting Updated the text on the objective for killing 10 players to direct players to Sky Point Updated the "Tools of the Trade" quest so that it will auto-complete if a player already has a shovel Yaga Outpost in Moon Temple of GodsReach is no longer capturable You should now be able to use the Runegates in the Earth Temple in the starter worlds if you are a crow and you meet the level requirement for the Runegate NPCs Added Fire Crowns to Heralds and Sun Elf Bosses Adjusted collision of daemons to stop getting caught terrain Duelist NPCs will now move the proper distance when dodge rolling towards you Fixed an issue which caused the Elk's Snownado projectiles to fire in the wrong direction New Elemental NPC Enemies! NPCs should now show an indicator on their Nameplates that they can see stealth
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  22. A blast from the past, this guide is here to stay! This guide becomes mostly relevant after you've completed the new player experience which will take you through all three temple zones. >Quick Tips - Numlock is the Auto Run Key - You can change factions inside the temple by selecting one of the banners shown below, They're inside that tent/booth type thing to the right. This area is the opposite doorway on the Sentinels plaza from where all the vendors and crafting benches are. - The Level Boost Scroll and Respec Scroll are located in the tent on the left here, the book vendor sells single use Respec and Boost items for 40k and 75k gold respectivly. Alrighty! Lets talk about how to get you started on Gathering! First up, there are five different types of Gathering Mining = Ore Quarrying = Stone Skinning = Hide Logging = Wood Gravedigging = Bodyparts Each of these gatherings requires the use of one of your exploration discipline slots. You can purchase the common gathering discipline from a vendor inside your faction's temple. You should have met him during the tutorial. He's over here. He's more towards the back, as you get closer too the bank you'll see the icons for the Minor Discipline Vendors. See em back there in the image below? They're up in the back and too the Left. Here He is! The vendor you want to talk to is the one with the blue diamond over his head on the right hand side since there is 2 of em now! The elf on the left is the crafting exploration disc vendor and the elken on the right is the harvesting exploration disc vendor If you're talking to the right fellow, you'll be seeing a shopping interface like this! I know it looks a little complicated and intimidating, but don't worry we'll break it down step by step. Each of those items along the top are Common Gathering Disciplines. Gravedigging, Logging, Mining, Quarrying, and Skinning. The items that are bags down along the bottom left hand corner are Belts, these can be equipped once you get your hands on a Uncommon (Green) Quality Gathering discipline. In the right hand corner you've got specialty additive coins and Domination dust, those coins aren't used until you're making a Legendary Belt so don't worry about them and domination dusts use is explained further down below. So now you know where to get a common gathering discipline from, everyone just calls these discs by the way. But what do you do with it? The tutorial covers this, but for the sake of explanation in case your skipping the tutorial. For this part, lets open up your Inventory screen! As you can see below, most of the screen looks familiar, but you'll see in the upper right hand area that I've got the 'Discipline Tab' open rather then the 'Equipment Tab' which is open by default. As you can see on this character, I've already got both my Exploration discipline slots filled, (Id have shown a blank but I've run out of characters, I apologize). To equip a discipline its a simple matter of dragging and dropping into the slot. Disciplines can now be unequipped as well by dragging them into your inventory. When you first aquire a disc it will state 'Binds When Equipped' on it, and once you've equipped it the item will Soulbind to you displaying the text as shown on the example below on the right. Alrighty! You've got your common gathering disc equipped, I'd advise Wood, Ore, Stone, or Leather as your first, gravedigging is really only used for necromancy which is gated behind group content so its a little tricky just starting off. Lets talk about tools! So far you've probably been using the common tools that you can make using the crafting menu J. Equipping your common discipline has now granted you a 'trait' that allows you to equip intermediate tools of that gathering type. See how below it says Traits Granted, Miner and Intermediate Runestone Picks? Traits are what allow you to equip better tools and gear. Inside the vendor area (opposite the side with all the vendors) you'll see a plethora of crafting benches, starting off we only need to focus on 2 of them. Starting with the wholly unimpressive but very important general crafting bench. You're going to need a couple of resources for this part, so if you haven't yet wander outside the temple and gather up a handful of non basic ore, wood, and ethereal dust if you don't have it. You only need afew to start off. Opening up the General crafting bench will show you this screen! As you can tell this has a lot of different drop downs, the ones we are going to be using is 'Runecrafting' and 'Basic Crafting'. From the basic crafting menu we'll be making a few tools same as we did before. If you use wood you gathered from a tree that is not Knotwood you'll get a 'Sturdy Tool' rather then a 'Tool', the only difference here is durability, but when crafting all durability is cumulatively added together, so small efforts help in the long run. After you've gotten your basic tool, sturdy or otherwise, lets pop open the Runecrafting tab on that list. Like I said we'll be crafting an intermediate Harvesting Tool, so select the one you want and now we'll be using those resources you gathered earlier. For this recipe, you can't use slag, so make sure you've gathered from the glowy ore nodes out and around the map. I know the drop rate is pitiful, I promise we'll be getting to how to fix that. Up till now, you've probably never had to deal with Assembly chance. I'm using my Runecrafter for this explanation which is why my Assembly stats (Shown down there in the bottom right just above difficulty and below the reset button) are a fair bit higher then most of yours will be. That success chance percentage down there is the thing stating how likely it is that your crafting will succeed. Now, when you press assemble on this and succeed you'll be shown this screen. For most this will be your first time actually touching the real crafting system. This is the 'experimentation screen' for crafting. Most of you will have one maybe two points of experimentation to work with. You can 'roll' them on any of the stats listed here, for a intermediate runestone pick you'll have Durability and Mining. Lets click on those little diamonds below those two stats on the left hand side to slot our experimentation points. I went ahead and threw all mine into Mining for this example. Now, you've got your points in place, but what does that mean? For every experimentation point the crafting system is going to do a roll, this roll will determine a value from Critical Failure to Amazing (I think, I stopped paying attention to the names a long time ago, shiny golden dot good) for each individual roll. How likely you get a success or better is determined by your risk, which is described in that fancy box just below where we put in our experimentation points. See here how the drop down under 'Add Risk' says 'No Additional Risk' right now? That means I'm getting no bonuses to the stats beyond the result that i just explained (Shiny golden dot good, makes big stat bonuses). I'm going to change that stat for demonstration purposes, for general crafting, I'd suggest trying to keep that 'Your experimentation stats' value and the 'Final experimentation difficult' within about 10 of each other, but that's just advice, feel free to deviate and go crazy. So! I ran this on the 'ARE YOU INSANE' Level of risk difficulty from the risk drop down, Initially I had six failures out of nine. Each failure gave me around 4% bonus for rolling on the 'Are You Insane' difficulty but 0%, Critical Failures will give you negative percentages that will take away from your total. As you can see in the image above, only 3 of the little dots are dark 'failure' indicators rather then the six that I just stated. This is because I used the 'Polish' option that you see just above the 'Take' button, polish re-rolls 3 of your lowest rolls on a crafting experimentation and will always give you at least 1 level better of results, for instance turning three failures into three success and reducing my overall number of failures. Sorry if its not super clear here. In summary: The number of experimentation points are the number of times the system rolls. Higher rarity crafted items will give you more chances to roll, but you need more points to spend. Each roll gives you Flat percentage bonus to the stat based on result, Critical Failure is negative, Failure is 0, Success grant bonuses. Increasing Risk gives you a flat bonus to the percentage bonus granted by each roll regardless of result. On a quick note, with the recent changes to Assembly when you get a 'Flawed Assembly' you'll be shown a screen like the one below. When you 'Flawed Assembly' now the item stays at the same level of rarity, however you do not get to experiment on said item meaning you don't get any additional stat bonuses to it. When making components this is not 'too' terrible, but for the finished item this can be atrocious. I think thats about as straightforward as I can make it, my apologies if its still unclear. Either way, hit that take button and lets get to some gathering! Now that youve got yourself the Common Gathering Disc and its equipped you can equip your intermediate gathering tool. As you can see here, there's some green text there that says 'Equip: Harvesting Wood in PvP Areas can now yield the 'Logger' Discipline. This chance is increased in Wildlands Zones and Dreg's Adventure Zones.' and this is super important, because this is how you progress as a gatherer. You'll need to gather 'Uncommon Gathering Disciplines' that will drop from resource nodes (so Trees, Rocks, Graves, Etc) while you are gathering using these tools. When equipping the common discipline the game should also give you an explanation of the harvesting wheel which is super important to stamina management in gathering. Keeping your stamina up is how you keep a 'retaliate' in your pocket to help you not get killed if you get attacked. There is an explanation on the gathering wheel further down. On the Tool it states in PvP Areas, well isn't this whole game a pvp area outside the temple? Close, but not quite. Using the Arborium map as an example you can see where the player is expected to come in from the temple (assuming you are earth faction of course). Just to the left of that location is the line of 3 earth faction indicators that divide the map. The areas to the left of this line (apparently) do not drop disciplines when harvested in and the areas to the right do as they are proper Pvp zones. Dregs is the Guild Versus Guild worlds incase you were curious about that. Lets get to explaining some parts about the gathering now! Namely explaining Ranks, Plentiful Harvesting, and Motherloads. First things first, all gathering resources have ranks. They rank between rank 1 and rank 10. The Starting Worlds campaign only goes up to Rank 6. The higher the rank the better chance you have of getting uncommon+ drops from said resource node. However the trade off is that the resource node will have more armor, health, and generally take a lot longer to get through. In the temple area you'll find rank 1 nodes like this. You can tell this node is Rank 1 because when you hover over it you'll see the box that will tell you the rank. When you hover over a node you will also see the Plentiful Harvest Stat. The Plentiful Harvest Stat goes between 1 and 5 and dictates the drop rates for nodes. You can boost your plentiful harvesting stat by getting better gathering disciplines, using potions, and getting the dined condition from kebabs. See how below on the discs it lists the Plentiful Resources: Ore, that stat is Plentiful Harvesting as listed when you hover over a resource. Critical Harvest Chance is the chance for a large amount of bonus resources to be harvested when you finish a node Plethora of Dust just increases dust drop rate. Kebabs look like this, you've gotten some from the tutorial quest, different types of kebabs buff different gathering Plentiful Harvest Stats. These can be made at the cooking station located almost directly behind you if you're looking at the general crafting station in the temple. Aside from the meat or mushrooms you can buy all the supplies from the vendor with an apple on their head located just across the way inside the vendor area of the temple. And lastly to boost plentiful harvesting you can use Potions! These are crafted by anyone using an Alchemy crafting discipline at an Alchemy bench and will require a bit of stone (16 per potion), a water flask, and 6 of the resource you are making the potion for, so six non slag ore for mining potion for example. Fair warning! You can only have one potion, one wined, and one dined buff each at a time. So if you eat multiple kebabs or drink multiple potions, only the last potion or kebab will have an effect. Alrighty, now that that's covered, lets talk motherlodes! Motherlodes are the large resource nodes you see in the world that take multiple people to take down. The tutorial told you this, so that's all there is too it right? Noope! Motherlodes look like this to start. So i'm sure you've seen them whilst running around. These motherlodes need both multiple people hitting them and one person using the active ability 'Take it down' from the Foreman Discipline. The Foremen discipline can't currently be found in the starting world and can only be purchased from Eternal Kingdoms on vendors if you're lucky. If you're adamant about pursuing Jewelcrafting or Necromancy, reach out to Altybear (the person who posted this) and lets talk. Why would I say something like that? Well its because these motherlodes are the only locations that drop Minerals (used in ambrosia and philosopher solutions which are base components in necromancy) and Gems (which are the raw materials needed for Jewelcrafting) Anyway, if you're looking for a Foreman Disc, they look like this for reference and one person will need to use an exploration discipline slot to equip it. There's a secret method to obtaining exotic exploration discs like Foremen, maybe you can find some clues as to how to do so over in the Beginners Guide to Crafting. Alrighty! So by this point, hopefully you've farmed up a bit of your chosen resource, maybe gotten lucky and picked up a few greens if you're harvesting rank 4-6, maybe rank 3 if you're really lucky. If RNGaia has smiled upon you, you've also gotten an uncommon gathering discipline drop by this point. As seen below you've gained the active use power Energetic Harvesting and the passive Harvesting Power. Well what do these do? Ive got the explanation for the skill spelled out below. By using the ability Energetic Harvesting, which will need to be put onto your hotbar from the K menu, you'll spend a certain number of pips that are generated every time you hit a node in the circular display shown below. The central icon will change based on the number of pips present in the in your harvesting wheel. Here I've got the wheel displaying 0 pips, meaning Energetic Harvesting cant be used and displaying 2 pips which means if I use the energetic harvesting ability I will gain the 'Perceptive Harvest' Buff as listed in the tool tip a little further up. For lower level harvesting these aren't super important, but once you really get going the stamina you'll save by optimizing your buff rotation is really nice. I'm a fan of 4-1-2 since you can do it fast enough to get the upgraded buffs for both 1 and 2 before 4 runs out. Try experimenting around with the effects and see what you like. Gathering Wheel now badly explained, lets move onto the new trait that you received for equipping an uncommon discipline. If you look up at the uncommon Skinner Disc that I've got a little bit up from here, you can see that it now says 'Slots Granted' Harvesting Toolkit. A harvesting toolkit is a gathering item which gives you a drop chance for each gathering professions unique drop. These are specialty items that are used in crafting, remember minerals and gems that I mentioned up in the motherloding section? Those are drops that you need one of these belts to have a drop chance for. The belts are sold on the vendor where you bought the common exploration discipline from and each of the gathering belts cost 2,500 gold pieces. So, a quick rundown on what all the specialty items are used for, after all, if you're gathering them you should at least have an idea where to sell/use them. Mining: Gems, Harvested from ore motherlodes, used as a base component in Jewelcrafting. Quarrying: Minerals, Harvested from stone motherlodes, used as a base component in Alchemy recipe Ambrosia and Philosopher solutions, both essential for Necromancy. Cutting Grit, Harvested from small single nodes, used to make diamond cutting discs in Stonemasonry, essential for Jewelcrafting. Logging: Heartwood, Used in woodworking recipes, primarily specialty quivers for bow users. Beeswax, I think this one is used in cooking (Artisan Cheese), honestly I cant tell you since I've barely touched the stuff. Skinning: Bone, Ground and used in Alchemy for the Gem and Mineral Harvesting potion which increases gem and mineral drop rates by 20% Super good, requires 6 of the same rarity per potion. Blood, Used in jewelcrafting for combat based bonuses. Gravedigging: Grave Goods, I know they sell for a lot, but aside from that I don't know a current use, necromancy additives are looted off enemies and skinning mobs. (Feel free to comment below any additional uses for these bad boys!) So Congratulations! You've got your feet firmly planted as a gatherer now, but how do you advance from here? Lets open up your crafting menu, J, and look down at the bottom at the 'Upgrade Items' tab, particularly the 'Upgrade Exploration Discipline' for this example. This menu is how you upgrade your disciplines. You'll need 3 uncommon disciplines to make into a rare and 12k gold to fund the purchase of the 3 domination dust that you'll need, you can buy those domination dusts from the exploration discipline vendor all the way in the lower right hand corner. The Soul essence drops from Thralls that will spawn randomly around the maps at night, you've likely seen them around. Anyway! Thank you for sticking with me to the end, and I hope this shottily put together guide will at least give you a bit of assistance. I'll likely be doing revisions and edits as things come to me down the line, so consider this a WIP of sorts. At this time I'm obligated as a guild leader to shill my guild. So please, check us out, Lion Forge Guild over on the guild recruitment forums.
    24 points
  23. Thank you everyone for all the support you provided through the years to Crowfall. Our Live server is now offline while we prepare for launch on Tuesday, July 6th at 6 AM CDT (1 PM CEST). We look forward to seeing how the world unfolds as you all make your mark. We appreciate each one of you that has helped us get to where we are today. Our Test server will still be in service for those that still wish to play until launch, you can download the client here (scroll down to the bottom). See you soon!
    24 points
  24. I said the following in feedback tonight. I am sad to make this thread, but if the circulating rumors about impending launch are true, it's more urgent than ever. "Crowfall's guild-level game loops remain broken due to non-existence. The logic of hardcore PvPers who said they would quit if they have to PvE was flawed. We actually quit when there is no PvP. There is no PvP when there is nothing to fight over. There is nothing to fight over when there is no demand (desire) for things in the world. You cannot have this game work without major city maintenance. Without persistent, massive gold demands...it's just not going to work. And, combine that with needing to get that gold from Dregs, not Infected. I wish it would work differently; I wish the way you built the game could function, but it will not. The sooner you accept that and make the necessary alterations, the better. I'm sorry you listened to the people you did, but they were wrong. If what they said was true, that they would only and all play if there was no PvE demand...where are they? Please note, they are all playing games with much more PvE than Crowfall. Or games that aren't MMOs because they don't have the attention span for the genre. Either way, they aren't here and they won't be back." Over the years, a few quiet voices have advocated for a truer sense of MMOrpg experience. They weren't flashy. They don't explode on the forums. They are level-headed and well-reasoned. Many of them were quiet guild leaders, who have suffered through trying to organize people to play Crowfall in the hopes that it would encourage their guild to build a stronger identity and make memories together. Many times their posts actively went against the posts of some of their members or vets, who don't understand the grind of trying to lead people in this game. I will say once more what they have said, in many different ways. Crowfall will be DoA in its current state. There is literally no denying it. Look at the sheer volume of passersby, who stop in, play for a few hours...never to return. Crowfall lacks something to anchor us into the world. The keeps, even with import restrictions, are claimed with walls within 7 hours? It is anathema to a genre built around digital commitment to the world. Long ago, and many times since, you devs stated that it was important to recognize the shifting landscape of MMO playerbase. But, you misread your tea leaves. It was never the case that the answer was to make our time spent playing MMOrpgs of less value (no value), and to allow your endgame to occur in a matter of hours. It was always the case that you needed to make every second spent in the game have great value, because there is an overwhelming sense of need and desire. Need for gold, because of a desire to build and conquer. Now, it's all over before I'm done with work on the west coast. In fact, my alliance capped the castle in 50 minutes. Good for them, awful for Crowfall. Many of us over the years have put a lot of hope into Crowfall as being the spiritual successor to games we loved. Games that were brutal, and hard, and demanding, and ruthless. Games where we would stay up too late, and get up too early, and put off chores, and put off other responsibilities, because we loved to spend our hours in those games. NOTHING has changed since then, we are all begging for you to make such a game again. Instead, you're following the failure-lined footsteps of games that recoiled from that. They dumbed everything down, made everything easy and convenient, quick and painless. We got lobbies, and queues, and cash shops, and free-to-play, and quick leveling, and skip leveling, and respecs, and loot boxes, and loot treadmills, and any list of awful mechanics. What we want, but many of us fail to say, is to waste our time in this game. To crave every piece of trash loot, and every scrap of leather, and every coin that drops because it helps us and our friends have fun and gain influence. There is a simple, but unavoidable truth. You cannot build a successful game by aiming it at people who state they do not have enough time to play your game. And that is what you have done here. I hope that the devs take this thread seriously, lest the long march of the Dwarves (and the rest of our brethren across these storied guilds), move quickly toward other games on the horizon.
    24 points
  25. I approve this message, and I've been saying it for a while now. Your game is openly hostile to the majority of its player base in its current form. You need a working difficulty ramp. You need a reason for people to care about dregs divine favor beyond the top 3 scoring awards. You need to figure out how to engage the majority, not the minority of players with your core throne war systems. You need to decide if you're making a game about throne war or a game about grinding items for the majority of the time to engage in campaign goals the minority of the time. You need to decide if you're building a game around rapid resetting campaigns with minimal connective tissue or a sisyphean economic marathon. 5 Buddy codes are good for nothing at this point as everyone I know is already in my guild, and the majority of them have quit until you, and I quote "un-f*ck" the game. Crowfall is somehow less fun than it has ever been. I have less desire to log in than ever. My guild scarcely plays together any more because they're all chasing individual advancement doing individual disparate activities, and interacting mostly through EK chests if they play at all. You said you axed passive training without really trying to meaningfully iterate on it because it "wasn't fun" and that is an excellent reason to make sweeping changes to core systems. I encourage you to look at every system in the game under this lens. And ask yourself who finds each system fun, and if that is enough people to justify its current state. I implore you to take a hard look not at individual systems but the entire closed loop of your game and ask yourself if it is fun. New players overwhelmingly don't think it is fun. Still. Even with the new active progression. Veterans in a growing ratio are telling you it isn't fun for one reason or another, and are telling you you're missing the mark with the fixes you are applying more often than not. Your insistence on over-complicated grind and a binary haves and have nots victory system is serving a miniscule portion of your player base. Those are the only players you are retaining. Everyone else is simply logging off and failing to log back in in ever larger numbers. The customers you are attempting to monetize don't care what the excuses are. Don't claim you're not trying to monetize them. You are. You're constantly running sales, promotions, sponsored streams, and giving away beta keys. You're putting new stuff in your cash shop. You are selling a product, and the only thing that is going to sell that product is making that product something people want to buy. That's it. No matter what the version number of label is, you're selling a product that people are only going to buy if it is fun. Your creative director is retweeting threads about how nobody truly understands the development process. He's right. Consumers don't. They also don't care how hard it is. They also aren't going to give you money on the basis of charity. You are selling a video game so they want a fun video game, and they don't care how hard it is or what the excuses are. You chose to open the gates to get data and the data you got told you your game was not ready. You are responsible for the current state of the game and how it affects your bottom line and release schedule. You are responsible for the fact that after five years you still can't push a significant version update without major game breaking bugs. You are responsible for your consistently low player numbers. Not your community not bug reporting enough. Not your pet influencers not hyping it enough. Not your backers not inviting enough friends. You. You currently have a game that only a few hundred people actually want to play. That is the state of the game. I really want to feel excited to log in again, and I really want to see worlds filled to the brim with adventure and rivalry and dynamic player interactions and harrowing fights. I believe everyone at ACE wants that too. Unlike some here I don't think you're just half arsing your way to the finish line so you can dump the game and become middleware providers. I think you've missed the forest for the trees with your noses to the grindstone and need to just take a moment, breathe, and honestly assess what you've made and what you're making and simply ask why it isn't getting the result you want. I have given my perspective, but your perspective on the matter is the only one that really matters so I implore you. Get some perspective.
    23 points
  26. Guike

    Introducing Crowcraft

    Crafting is not easy to get into. What professions do you need? Which materials are required? Where do you craft the proper components? What material combinations yields which stats? These are all questions that I hope Crowcraft will answer. Crowcraft is meant to help with crafting by allowing you to select and customize any item you want to craft and then listing the total required materials as well as each crafting step, in the order that you should do them. Try it here: https://guillaume-docquier.github.io/crowcraft/ It is and will be free and ad-free forever I am very open to suggestions on how to make the tool better. Let me know what you think on my Discord! Also if you find bugs (I hope not, but it will happen) you can report them there. Join here: https://discord.gg/Ju87JBQGJw P.S: You'll notice that not all profession have been implemented yet. However, I think I'll be able to use Gopher's Crafting Sheet to fill in the blanks!
    22 points
  27. We apologize for the delay, we're still working on the login issues and hope to have them restored as quickly as possible.
    22 points
  28. Hey Crows, We'll be rolling out a new way to provide you with feedback on bugs that are reported on the forums. When you post a bug report to the forums, as our QA department reviews, they'll mark your post with one of the following icons: New bug reported Bug already reported Needs more information - or needs reproducible steps As designed: post your constructive feedback to our feedback forum Please note: If you're providing additional information on a bug post that already has an icon showing it was reviewed, please quote your old post and add the new information to a new post. Once a bug post is marked with an icon, it's already been reviewed and we do not backtrack.
    22 points
  29. To Begin, if you have not already please read the topic named -L.F.G.- A Beginner's Guide to Gathering as this guide will not address item sourcing directly and a passing knowledge of basic gathering is essential to being a competent crafter. That guide can be read below. Alrighty! At this point you've likely had your first real interaction with the crafting system through the creating of an Intermediate Gathering Tool. That interface will be a persistent friend throughout your crafting adventures. In the immediacy lets discuss the 10 types of 'Advanced' Crafting that exist in the game. In order of Appearance as listed on the Exploration Discipline Vendor. Remember, this fella with the Blue Diamond shaped Exploration discipline floating over his head, You can find him in back part of the Temple area right near the fella you got your mount from during the tutorial. Talking too him should open up this familiar screen. There's two of em now, make sure you're talking to the one on the left since they're the Crafting Exploration Disciplines Vendor. Going From Left to Right across that very top row we have: Alchemist, Armorsmith, Jewelcrafter, Leatherworker, Necromancer, Runemaker, Stonemason, Weaponsmith, and lastly Woodworker. There is also a tenth type of what I consider 'Advanced' crafting that does not require an exploration discipline in the current iteration, Cooking. Due to the fact that Cooking does not require advancement in terms of stats, discs, or belts I won't be covering it extensively, but come a proper economy, players who are willing to stock vendors and hawk goods in the faction worlds will be essential as a good Wined Buff and a Good Dined Buff can be the difference between a okay harvest or craft and a good one. The cooking station looks like this for those interested. Cooking as a craft's primary supplier is skinning gatherers from both meats and mushroom/produce drops that animals produce on death but you'll need a smattering of supplies from all types going recipe to recipe. Most supplies can be purchased from the Ingredients Vendor right across the way from the crafting area, they have a red apple over their head and they are standing in the corner of the vendor area closest to where you enter the sentinels plaza. Now that we've got Cooking out of the way, lets talk about the craftings that most of us are here to learn about. Alchemy Alchemy is an excellent starting craft to learn the system with. Alchemy is used to produce Potions for gatherers and crafters, advanced toxins for combat classes, and Philosopher Stones for necromancy. Alchemy also has many other small recipes that allow for a bit of versatility and usefulness such as turning chaos embers into ethereal dust. The gathering profession that will most support an Alchemist is Quarryman as flasks are made from stone and as an alchemist you will use ALOT of flasks but like all crafts you will likely need bits and pieces from other gathering professions. The Alchemy crafting table is shown below. Armorsmithing (The First of the Blacksmithing Twins) Armorsmithing is a medium difficulty craft, that is to say that it requires a fair bit of resources to craft a single item and you will require bits and pieces from other crafts, primarily a Leatherworker. This craft can be pursued whilst playing solo but it will be a little tricky and you'll want to make a friend or two to do some trading. Armorsmiths specialize in producing Plate and Mail armor for combat classes and after a certain progression point gatherers and crafters. You'll use a Blacksmithing Station to craft this type of craft. Miners will be your big providers. Weaponsmithing (The Second of the Blacksmithing Twins) Weaponsmithing is easier then Armorsmithing but can still be considered an accessible medium difficulty craft. With lower NBR cost (Non-Basic Resource, Eg. Oak, Aurelium, Tin, Travertine, Durable Hide) of production and a greater array of craftable items the weaponsmith will always be able to find something to craft. Weaponsmithing also relies on Leatherworker support and will mostly rely on Ore provided by Miners. Once more, You'll use a Blacksmithing Station, as displayed above, to craft this type of craft. Jewelcrafting Jewelcrafting is a Difficult crafting to get into. Its core component Gems are a drop which can only be gotten from Ore Motherlodes. If you are a solo player you will need a constant seller of raw gems to pursue this craft. Jewelcrafting is used in the making of Rings and Necklaces as well as the processing of core components to some runecrafting. Jewelcrafting primarily relies on gems, ore, and stone in its primary production loop. You'll need a Jewelcrafting Station to buckle down and grind some shiny rocks. Leatherworking Leatherworking is also a medium difficulty craft, not due to complexity but due to NBR cost. Leatherworking primarily produces Leather Armor and components that are used in a variety of other crafts such as both types of Blacksmithing and Woodworking. At present very often I see calls for leatherworking components in General chat. Following the obvious logic Skinner is going to be your best friend for this type of crafting. And as with Armorsmithing at later progressions you'll be capable of creating armor specialized for gathering and crafting as well as combat. You'll need a Leatherworking Station to get cutting and curing. Necromancy Necromancy is a high difficulty craft, worse then jewelcrafting by far. It is also an essential craft to progressing in the game. Necromancy is used in the creation of 'Vessels' which are bodies. Each rarity rank, common, uncommon, rare, epic, and legendary, grants you a higher level cap but also has an ascending level requirement so uncommon bodies require level 31 which can only be gained by already equipping a common vessel. Fair warning, I say equip, but it'd be better to say absorb as vessels are consumed upon use. Vessels also give bonus stats and can be imbued with specialty custom stats based off drops you can find from mobs. Necromancers are highly dependent on Gravedigging, Quarrying, and Skinners are a great source of those additive body parts I was talking about. You'll need a Necromancy Station to perform your dark magics. Runecrafting Runecrafting is another low difficulty craft, essential tool maker for all gathering disciplines, uncommon major combat discipline crafter (So very very important later down the line), and additive crafter galore for multiple professions. Runecrafting has multiple dependencies so expect having to get a wide mix of Ore, Stone, and Wood but each individual craft is very low cost compared to the other types of crafting. Advancing a runecrafter is significantly faster then compared to advancing a jewelcrafter due to availability of the required NBR. You'll need a Runecrafting Station to get inscribing. Stonemasonry Stonemasonry is a mid to high difficulty craft, though non essential to your early game progression stonemasons are the masters of the Eternal Kingdoms. That is to say they are the crafters of buildings, parcels (the land masses to expand your eternal kingdom), vendors and their stalls, chests for expanded storage in your EK, defensive walls and customizable add-ons for many of the above listed things. If you are just starting out and have your heart set on stonemasonry, focus on chests, vendors, and maybe a building or two if you get ambitious, tackling a parcel will just give you a headache before you've got some friends to help you out. You'll need a Stonemasonry Station to get to smashing your thumb with a hammer... for the seventh time today. Woodworker Woodworking is a mid difficulty craft, running side by side with weaponsmithing. Woodworking produces Bows, Staves, Shields, Books, Quivers and some components for other crafters. Though considered a bit of a niche craft due to their limited inventory of items woodworkers are essential for any ranged ranger, druid, or confessor. Not to mention its really something special watching a ranger use crushing arrows to stun lock an enemy from forty meters, said crushing quiver sourced by your local woodworker. Naturally woodworkers will rely on their friendly neighborhood logger. You'll need a Woodworking Station to get planing. >A quick intercession to address a little weirdness with the Blacksmithing Twins, equipping either of the disciplines will give you access to the full range of blacksmithing advanced recipes but only crafting the items relevant to your specialization will trigger disc drop chance for the one that you currently have equipped. Alrighty, so you've got a loose idea of what all the craftings do now right? Well the next question is 'how do i get better at these craftings if I want to pursue them' the primary answer is upgrading your exploration discs but the secondary answer is stats! On your inventory screen you'll see a little button that says Details. Were gonna be diving down that rabbit hole here. That expanded sidebar to the left is the 'Details' section of your inventory screen, I've opened up the second tab 'Craft' rather then the initial tab it opens on 'Combat'. Crafting has 3 primary statistics to pay attention too. Assembly: Determined by either Strength or Dexterity depending on the crafting (Hover over the specific stat with your mouse to see which is is per the craft you're interested in). Assembly determines whether or not you will succeed in crafting the item you want to make. However this wording is deceptive as hell because even if you 'Fail' you will still recieve the item, it will just be one rarity lower then what you were originally working with and you will not be able to experiment on said item to increase its stats. This is also increased by your exploration discipline. Experimentation: Always Determined by Intelligence and the experimentation stat is run against a crafts 'Experimentation Difficulty'. That is to say, the higher your Experimentation stat is over the 'Experimentation Difficulty' the better your odds for getting good rolls on each stat point spent. This is also increased by your exploration discipline Experimentation Points: This stat parallels Assembly in that it is determined by either Strength or Dex depending upon the craft. Experimentation points determine the number of points you have to spend during the crafting experimentation phase. Each point spent is a single roll made by the crafting system to determine what percentage to add to that crafting total. This is increased by your Crafting Belt. Here we see a typical crafting screen after you've allotted your experimentation points into the available slots. If you have more points then there are slots available then the screen will reveal the 'Add Risk' box once you've filled in all of the dots. To the left hand side we have the item that we are creating thus far and the base statistics that we will be adding too for our final crafting process. To the right hand upper portion we have the Experimentation points box, you can distribute the points here however you prefer to emphasize whatever you'd like. Once you've got the points put into the diamond checks you'll be glancing down at the 'Add Risk' Box located in the lower right hand corner of the crafting interface. There is quite afew numbers here right? So lets go down the list. Base Difficulty: The experimentation difficulty of this particular crafting recipe. Item Quality Difficulty: Using higher quality materials will cause this number to increase, ergo increasing the difficulty, this item is a common quality craft (white) so it has no added Item Quality Difficulty. Bonus Per Point: This number is directly related to the dropdown right above there, the one currently displaying 'No Additional Risk' at the moment, and since there's no risk there's no reward. Below is that dropdown expanded. And here is what the Add Risk box looks like if you select something like Critical Risk. As you can see now that we've selected a 'Risk Level' we now have a new line of text, Added Risk which has added 50 to the experimentation difficulty. Now that the experimentation difficulty has surpassed our Experimentation Stats it will be significantly less frequent that we will get good rolls on our experimentation. However the trade off is that for every roll we are confirmed to get an additional +2.98% to the result the decision then becomes 'Will I gain enough extra percentage from the bonus points to justify not rolling against the easier risk level' and honestly, early in the game (pre rare discipline) I'd advise just keeping to No additional Risk on your final assembly. Components have lower Base Difficulty so feel free to experiment there. After you've rolled your experimentation you can polish, polishing spends ethereal dust to re-roll the 3 lowest rolls so its a great way to get rid of critical failures which give you negative stat percentages. The full re-roll costs a chaos ember and can roll worse then your initial rolls, so be wary. Now that you have an idea of how the crafting interface operates its time to get into the real 'Meat' of the crafting system, Variable Component Crafting. Crowfall is unique in its crafting system in that which combination of items you use in recipes that have 'Flexible' input slots will change which specific stats come out the other side. And too that end I will be directing you to an external resource provided by the guild Winterblades. https://winterblades.net/crafting-combinations/ I know its an excel spreadsheet but please don't get too terrified yet! As you can see, using the weaponsmithing tab here as an example, The item name is listed in the upper left hand corner over each block of combinations. Make sure you're pulling from the right block of info as many item names in the game are very similar. When you begin crafting you will be using White through Blue rarity supplies so typically you'll only be getting the first stat listed, however once you begin crafting using purple and orange rarity (epic and Legendary) supplies you'll receive both of the stats listed on each item. As you can see at the bottom there are multiple tabs with a dedicated tab for each type of crafting so the resource is very easy to navigate and we thank the winterblades for their work in keeping it updated. Also you can thank them by fighting them! After all, what fun is a throne wars game without competition. Alrighty! You know where to get your crafting combination, you've got an idea of which craft you want to pursue, and hopefully you've sneaked a peek at the character creation screen and seen what races give what stat bonuses to which crafts. By the way, those stat bonuses are for assembly and experimentation, not experimentation points. (To the best of my observations) For now lets talk progression as a crafter! (This is the part where we talk about Crafting Belts) First things first, you've gotten your common quality crafting discipline from the vendor. To get an uncommon quality discipline of your craft to drop, you must make Completed Products, not components. Components are anything that goes into another thing and cannot be used by itself. Weapon grips are components, Daggers are completed products. Flasks are components, Gathering Potions are completed products. Also, even on a flawed assembly there is still a disc drop chance. So hopefully even if the game hits you with two failed assembly on a 97% success rate you'll get a disc out of it. You cannot trigger a disc drop chance with any recipe that is able to be crafted on the General Crafting table. If you are looking to advance, this guy is not your friend anymore. And yes, I know the general crafting table the woodworking table look similar, don't get confused if you wander up to one thinking its the other. Now, once you've managed to grind out some starting crafts, hopefully sell em to another player or use em yourself, and gotten yourself a green crafting discipline its time to slot that disc and go pick yourself up a crafting belt from the discipline vendor. Crafting belts can only be equipped once you have a green disc same as with harvesting belts. Now the initial bonus for a crafting belt isn't all that great, its only +1 experimentation point, but in all honestly, the green belt isn't what we are here for, its just a bonus to you getting your green crafting discipline. Your next goal is going to be a blue crafting belt. The reason being is blue crafting belts are when you unlock the 'specialty' craft of that profession. I'll expand on that more a little further down. Naturally you will want to progress your crafting as well, with the major milestones being the unlocking of the 'Scroll Case' slot and the use of the Factory station at Epic level rarity on the discipline. But the general stat boosts you get from going up rarities is really nice too. I like to say work a rarity down, so if you're rocking a green disc you can likely make some decent white quality stuff, blue disc you can likely make the most out of green and so on and so forth. This is a suggestion not a rule, so feel free to do whatever you like in the regards to what you craft. Belts and Discs give passive abilities at higher levels as well so the progression has little rewards all the way up. Alrighty! Lets talk about those specialty craftings that I mentioned earlier! Alchemy: At rare belt gain the 'Apothecary' trait, this trait allows you to equip the item 'Emerald Tablet' a drop item from bosses found in the world. The emeralt tabled allows you to include more Philosopher solutions into a single crafting of the Philospher Stone which is a require item for crafting a Vessel in Necromancy. Armorsmithing: At rare belt grants the Specialty Seal additive slot for Armor recipes, this is how one crafts crafting or gathering armor based on the specialty seal used. Specialty seals are crafted using runecrafting. One can equip the item Planishing Hammer of the High Forge as soon as one has an uncommon disc, however I suspect this is an oversight and the trait is supposed to be granted along with the rare level belt. The Planishing Hammer allows the creation of 'Treated Steel' an armor additive that increases overall stats. Weaponsmith: At rare belt grants the inclusion of 'weapon weights' to weapon recipes increasing damage (I believe). The specialty item for weaponsmithing is Chasing Hammer of the High Forge which allows the inclusion of Hunger Shards, a drop from hunger crystals, that give various bonus stats depending upon the shard used. Jewelcrafter: At rare belt grants the trait Gemologist which allows one to use the item Clip-On Binocular Prismatic Lenses, these allow you to use Jeweler's Burs in crafting. At present the only known way to acquire Jeweler's Burs are from a rank 3 jewelcrafting hut built up inside a keep, so don't expect to find any inside infected. The use of a Jeweler's Bur in a recipe appears to raise the stat caps on that piece of jewelry. Necromancer: At rare belt grants the 'sawbones' trait which allows the equipping of the Multi-Magnification Goggles, this item adds the additive slots for additional stat bonus items, those bones that give stats that enemies drop, to various necromancy recipes. Runemaker: At rare belt grants the additive slot for 'polished soulgems', gathered by miners and polished by jewelcrafters, to advanced runetools. This is essential as it adds a specialty function to advanced runetools that only procs inside of dregs. Stonemason: At rare belt grants the crafting additive slot for Chaos embers to be added to Diamond cutting blades, a component for jewelcrafting. These infused cutting blades are required to make necklaces in jewelcrafting. Woodworker: At rare belt grants the trait Wood Carver which allows the equipping of 2 items, Trammel of Archimedes which allows for the additive of the 'Haste Runestone' to quivers, and the Illustrious Elven Shapers Gouge which allows for the additive of Hunger Shards to weapons crafted. Anyway! Thank you for sticking with me to the end, and I hope this first draft of a guide will at least give you a bit of assistance. I'll likely be doing revisions and edits as things come to me down the line, including the addition of a section on vendors and Eternal kingdoms for all you Market players out there. At this time I'm obligated as a guild leader to shill my guild. So please, check us out, Lion Forge Guild over on the guild recruitment forums.
    21 points
  30. SirEmery

    No wipe on launch

    Hey everyone, I have a simple suggestion for a smooth transition into the launch of Crowfall. Having put so many hours into the game leading up to the launch and spending tons of resources on leveling crafter belts and discs, I'm ready to jump right into the game when it officially launches. Solution? Just don't wipe the servers. Here's a few good reasons not to have a wipe. 1. There really isn't a significant advantage for players who've put all this time and effort into testing the game. We deserve a little bit of a boost for all the work we've done for ACE. 2. The servers will likely be crowded with all the new players hopping into the game. We could reduce some congestion by simply not forcing the old players to do the crafter grind again. The 3. People are already prepared for a long grind that isn't very fun. How about we allow those people to jump into the fun part of the game immediately instead of making them work on a second job? Work/life balance is hard enough with a fulltime job without having Crowfall become a second one. 4. People did quit the game over the difficulty of the grind. We shouldn't put them through that again. No one wants them to quit the game forever after a terrible grind. Player retention is something we can all get behind. So before you go telling your guildmates to get back to hitting rocks. Give this post a like and share with ACE why -you- don't want a wipe on release. Lets bring the community together on this one and send a clear message to ACE. Thanks for taking the time to read my post and have a good one. Good luck pleasing the gods! May your enemies fall before you!
    21 points
  31. Staff

    We need some PvP ranks

    A large portion of complaints these days seem to be directed to having nothing to do outside of siege timers besides run pigs and forts, many of which lose their value as the campaign goes on. They are somewhat right, we need the harvesting loop to be most profitable in campaign to drive extra pvp, but that is not the only solution that can be implemented. Let me introduce you to ESO's alliance ranks, the sole thing driving tons of pvp in eso. Kills gain points based on damage, healers can gain points by healing killers, bonus points for winners of battles at POI's, 64 million to reach max. I believe we need "alliance" ranks in Crowfall as well. This was never promised in the KS and i dont think this could be implemented except in possibly the most bare form before launch but as a post launch feature this is at the top of my requests. Benefits Drives PvP, people love seeing that little progression bar go up and getting a new rank even if there isn't any actual reward Encourages smaller forces outside of sieges to avoid sharing points Doesn't gimp healers in points since they share points with those they healed, a large group of players our current leader board neglects Reduces the incentive to only last hit by scaling points to damage and healing amount done to each character Encourages fighting at POI's for extra points Can lock cosmetic options behind this system to ensure more casual players will want to participate frequently outside siege times Almost uncheeseable, ESO is a much larger game and while i played i never heard of someone successfully cheesing it, i have heard of and seen players trying to but ultimately diminishing returns and our own spawn timers would make such a thing much less efficient than actually seeking out real enemies
    21 points
  32. We're continuing to work on the service and login issues, we'll keep you posted. Sorry for the inconvenience.
    20 points
  33. Warning: Long post. Introduction - TLDR included below. I would like the territory game to be more active. I want guilds to be actively fighting to maintain their ownership of their areas of the map. Natural warfronts should materialize when two or more guild territories collide. This will create more frequent pvp action and an overall feel of player impact outside of siege windows. It will also pressure larger guilds to disperse their forces wisely in order to maintain control of their territory, which will become increasingly difficult as guild sizes grow. Currently there are not enough real points of interest on the maps to create this environment, hence why I suggest outposts to have more impact. The change making Conquest points determine the overall winner of a campaign is a good move to create skirmishes between the guilds vying for the Throne, but it means that only large guilds will be competitors for overall campaign victories. I am OK with that, however, small- and medium-sized guilds need to have an impact - they need to matter to the outcome of the campaign. This is critical to complete the strategic war loop of the game. Currently, large forces can show up in full force for any event because there are few-to-no consequences of leaving the home "territory" unprotected. Guilds care little for the area outside the walls of keeps or forts that are on scheduled vulnerability windows. If small and medium guilds had more reason to not only capture but actively compete over outposts we should see more overall pvp incidences in the world and at a wider variety of magnitudes. Enticing smaller guilds to take outposts from larger guilds is thus key to completing the territory control game. Large guilds need to feel vulnerable to smaller forces pecking away at their territory when they try to own too much space, and be forced to be more strategic over what they own. Also, smaller forces should feel like their efforts are not just hurting an enemy, but helping themselves in some way (use selfish motives to drive your pvp loop). This will cause smaller forces to clash against one another, creating a nice pvp environment for those interested in smaller scale fights. Most importantly, by providing a wider variety of POI's to fight over, the smaller guilds will end up having more fun, stay in the game, and potentially grow into larger guilds that will continue to keep the game alive. With smaller forces being able to impact the outcomes of campaigns we will also see more politics and more... Throne Warfare. TLDR of Main Points, etc.: -Current territory control game is incomplete, but is needed to drive more pvp actions at all times and make the game feel alive. -Individual players should feel an increased sense of Impact in the campaigns, use the territory war game to do this. -Use existing outposts & "Tech" to drive territory control game [Note: I am making some generous assumptions about what is "existing" and I am not an expert on game dev]. -Large groups/guilds need to worry about smaller groups in order to keep the game alive via the strategic warfare game. -Small groups/guilds need to have an impact in the game for it to sustain a population in the long term: guilds of all sizes need meaningful impact in the game to sustain their growth. IDEAS FOR DISCUSSION AND SUGGESTED CHANGES: Principles behind the Ideas: -Create a more active territory control game where guilds, large and small, compete to own areas of maps. -Create immediate (active) incentives to own outposts to create clashes between active players -Create medium/long-term incentives to own specific outposts, on top of existing Conquest points, to foster a desire for territory ownership and prevent cap-and-back-cap loops where players are chasing each other instead of fighting. -Incentives need to appeal to both large and small groups of players. -Make taking some outposts a judgement call, rather than a "just take it" decision (add a strategic layer). OK HERE ARE THE IDEAS/SUGGESTIONS: 1) Make outposts have quality tiers (using existing outpost designs). EXAMPLE FOR DISCUSSION: -Campfire Outpost: Rank 1 guards x 4, Green-quality loot chest tier, 5 individual resource nodes adjacent to outpost (build it into the outpost?). -Watchtower Outpost: Rank 2 guards x 6, Blue Quality loot chests tier, 1 Motherlode and 5 small resource nodes adjacent to outpost. -Double Watchtower Outpost: Rank 3 guards x 8 and a Captain, Blue Quality loot chest tier, 2 Motherlodes and 10 small resource nodes adjacent to outpost. The idea here is to create various levels of value and difficulty of capture in the outposts, to incentivize fights between similiar sized forces. Economic gain that doesn't bypass the Crafting-Harvesting loop is important to keep that loop intact and use it to further incentivize pvp. Soloers will still be able to roam and do Campfire outposts, a group may do Watchtowers, 2 groups may be able to do Double Watchtowers, etc. Balance rewards and guard difficulties to accomodate different small force scales (1-5, 5-10, 10-15). A small outfit owning several Watchtowers nearby may find themselves in a lucrative position relative to their roster size, and can use their outposts for some light area defenses in lieu of owning a keep. Likewise, a large guild may be interested in the same group of watchtowers, but will it be worth their time to send a chunk of their forces to take it all, if they risk losing other valuable outposts elsewhere? I hope this will create a lot of medium-term territory ownership, which will make campaigns feel more dynamic. 2) Each outpost provides a parcel-wide buff to the owner and allied members (only while owned - similar to the Keep Well HP buff "tech") -Buff to harvesting stats [Ex: Harvesting Protection %, Weak Spot Chance, Damage Bonus All, PH +1, CHA + 1, etc.] -The strength of the buff is proportional to the quality of the outpost on the parcel. The premise here is to incentivize ownership of outposts via the Harvesting-Crafting loop. The strength of the buff scales with the difficulty of obtaining the outpost. 3) Add more outposts, Outpost Guard and Capture modifications -More outposts will create more visible "territories" on the map. I know we have more outposts before, if outposts had more purpose and were less of a chore, perhaps we could use more outposts again? -Increase outpost guard HP overall [maybe about the same as the Ranger Elite Guards at the Res Outposts, but without the high damage?] -Increase base rate of capture of outposts (decrease stand-in-circle time once guards are dead). -Re-spawn guards <3> minutes after an outpost take (due to decreased stand-in-circle time). Don't make people stand and do nothing to d, but give enough time for an active battle to not immediately end once guards respawn). The goal here is to use guard-killing-ability as the rate-limiting factor of capturing outposts, rather than the stand-in-the-circle (boring) time. Guards that don't fall over immediately become more useful in defending territory, even if the damage they deal is light. Currently they do very little except for the elite ranger guards on the resurrection statues (which was a nice change). Longer combat periods during outpost takes, combined with combat visual effects and sounds can help roaming parties to find fights, and also make the decision to take an outpost take a bit more consideration. ----------- The above ideas are some things myself and a few others thought up and tried to make counterpoints to. We felt that these ideas met the outlined principles the best. I'd like to see what other ideas people have, or critiques/modifications to the above ideas. Keep in mind that the key goals of this post: -Make outposts into activity hubs for players at all hours by using them to enhance/create the territory warfare game in CF -Incentivize all players (not just people doing conquest) to take outposts and thus incite fights -Use existing systems in the game (parcel buffs, parcel debuffs, economic loop of harvesting + crafting, conquest game/DF cards, etc.) so that the time to implement, test, and balance out the concepts is minimized. Maybe some of these ideas will be adopted! A topics have been posted in Suggestion Box previously:
    20 points
  34. Hello, I would think that it is vital for the future of the games to unlock the number of targets that can be touched by the same spell. or the simple reason that by blocking the number of target hit the only important data that players will have left is the number. whatever the way you play, whatever your ability to be good or even excellent all this will be pointless if your opponent is more numerous than you because the mass will mean that many of your enemies will not be affected by your fate and therefore you will lose for sure! I would like Crowfall to be a game or little say to each other if we organize a group of good players who can compete with these enemies even if they are twice as numerous. today from my gaming experience the games are limited to: well the enemies are more numerous we lost ... ------------------------------------------------------------------------------------------------------------------------------------ Bonjour, Je serais d'avis qu'il est vital pour l'avenir du jeux de débloquer le nombre de cible touchable par un même sort. pour la simple raison qu'en bloquant le nombre de cible touché la seul donnée importante qu'il va rester au joueurs c'est le nombre. quelque soit la manière dont vous jouez, quelque soit votre capacité à être bon voir même excellent tout cela ne servira a rien si votre adversaire est plus nombreux que vous car la masse fera que beaucoup de vos ennemi ne seront pas touché par vos sort et donc vous perdrez a coup sur! je souhaiterais que Crowfall soit un jeux ou peu se dire si on s organise bien un groupe de bon joueur peu rivaliser avec ces ennemis même si ils sont deux fois plus nombreux. aujourd'hui de mon expérience de jeux le jeux se limite a: bah les ennemis sont plus nombreux on a perdus ...
    20 points
  35. I've recently got a lot of questions why my FPS counter in the game is so high. I've discovered a few decent optimisations that you can make with your hardware and software to help Crowfall (mostly Unity) run faster. Here is a list of tricks that can help you get the better performance in Crowfall. Each trick has a spoiler with a detailed explanation why it works (for technical nerds). 1. Use CPU-Z/HWiFNO software or load into your BIOS to check your memory speed. It should be running at its maximum specification speed. In case it has lower value than maximum, activate XMP profile in BIOS. This will help you to improve performance of your PC across the board and make the money you paid for your memory count. 2. Update chipset driver and graphics card driver to the latest version. 3. Download Razer Cortex and Scan system for optimisations, it will disable all useless Windows background processes when you are gaming. If you have low RAM (less than 16GB), it will also help you to free memory for Crowfall. 4. To improve load times, move Crowfall client folder to the fastest hard drive (SSD), add Crowfall client folder/process to your antivirus exceptions, and if your FPS is usually more than your monitor refresh rate disable V-Sync in the game settings. 5. (Optional) Load into BIOS and disable CPU Virtualisation. Bonus. Enjoy
    19 points
  36. We're working to resolve the issues with preventing access to the LIVE Servers this evening. The current estimate is approximately one hour. Thank you for your patience.
    19 points
  37. @ACE What are your launch plans? I know we might be a little far out for a complete answer, but we all know the usual woes that happen when a game launches, no matter what kind of preparation we have. My suggestion: Have a CLEARLY DEFINED TO THE COMMUNITY launch plan so we know exactly what to expect, and what could be a variable during the launch window. Launch the game with God's Reach/Infected only. Start with X number of God's Reach servers and be ready to launch more to accommodate the population. We should not have to deal with server queues on Day 1 because of the nature of God's Reach and it doesn't really matter how many you bring up (other than the cost). After Y amount of days, plan to launch the Dregs servers. (Y should be at least a few days up to 1 week). Use the population data to determine how many dregs servers will be appropriate to support. Announce the number and names of the dregs servers ahead of time and allow guilds to filter into those servers, so that the population can spread itself out before the dregs launches. My Questions: Do you have the resources to start as many God's Reach servers as is necessary on Day 1? Do you have the resources to start as many dregs servers as are necessary on Day Y? Are you planning on some major stress testing ASAP to see how it handles thousands of players? Do you expect Dregs to be different maps, different rule sets, different lengths as previously promised?
    19 points
  38. Hi everyone! I have gotten the opportunity to sit down with a completely new guild to Crowfall, and explain them everything a new player needs to know about the game, to get a great start on the game. We will make a livestream out of it, so other new players to Crowfall can join in and learn something useful about the game. The stream will be Saturday August 22 - 16:00 CEST on twitch.tv/yumx FULL VOD: Skill training Graphics settings boot.config file Navigate the menu (vault, world bank) Choosing your first character Races explained Quick overview over classes (also promo classes) Frontline Melee Ranged Stealth Support Basics of the game Aiming, movement UI Leveling New Player Experience Getting to max level. What to do at max level? Campaigns (include unlocking chars) Win conditions Victory Cards PvP Sieging PvE Finding a guild Creating your build Talents Disciplines Vessels Getting your gear (harvesting/crafting) Quick explain all crafting professions Questions and Answers from Uganda guild and viewers. ACE will be supplying me with some Beta keys to give out during the stream. If you already have some questions now that you want me to cover, respond to this thread with your question, and I'll make sure to answer it, when we get to the QA section. This stream will obviously cater to new players, but maybe some current players can learn something new too. Hope to see you guys there! - Yumx
    19 points
  39. The game is fine. Gamers, on the other hand, have become more and more absurdly unreasonable as the years march on.
    18 points
  40. Welcome everyone! We're super excited to have you as a part of our Crowmmunity!
    18 points
  41. Crowfall is supposed to be a PVP oriented game. But everything is too easy. Wanna craft an item that will least for months? Ok, do some pigs and you are ok. You gotta send it to the caravansary? Ok, you have one full protected in your keep. They will drop a blue ingot that you cost you only 30 dusts and give you 125 resources, thats is enough. But you want to refine it? Ok, go get that mobile bank and do it almost risk free. You dont need to break one single node and you will have a blue gear. No breaking node = no roaming map, no partys farming, no partys fighting for spots. They just run pigs, they just get forts. Now you have an item that will least for months and you just need to log in on the sieges now. Need gold? Ok, just farm some mobs at wartribes, since there is almost nobody doing nothing at the maps (cause they dont have to) and you will make all the gold you need. Now take a look at one of the most famous mmo´s: Lineage 2. Want an item? you gotta craft it. You gotta farm a recipe that is hard to drop, you gotta farm resources that drops in low quantity, and every recipe and resources you need are in PVP zones, you NEED to defend a spot in order to farm those. Oh, now you have 24/7 pvp, now you have thousands of players playing this game. There is a lot of other contents that makes ppl NEED to play the game, just pointing the most important of it. Crowfall has 200 players, for a pvp game, its not doing well, and the lack of REASONS for pvp is one of the main reason. PVP, to be funny, needs to be for a real objective, that you and your mates really needs. There is nobody fighting for outposts, they are useless. There is nobody fighting for farming spots on the map, cause nobody need it. Make Crowfall less carebear and more risky, things needs to be risky and hard.
    18 points
  42. Hello Crows, First of all, we want to thank everyone for helping us test the Campaign Rewards system for the first time! We learned a LOT about what works (and what doesn’t) in terms of campaign rewards, and we also identified a number of bugs and balance issues that need to be addressed for our future campaigns. Some example reward cards! Overall, in spite of the issues, we are happy with the results of the test. As you can see from the sample “reward cards” above, this system offers a huge degree of variety and flexibility -- so it really shouldn’t come as a huge surprise that we would have a few issues the first time we subject it to real rewards in a real campaign. Let’s quickly talk through some of those issues, and how we are going to address them. One of the most apparent challenges wasn’t a bug -- it was an issue in making sure that players understand the difference between GUILD rewards (you get one of these reward bundles per guild) and PARTICIPANT rewards (every participant in an eligible guild gets 1 of these bundles). Unfortunately, to complicate the confusion between Guild and Player rewards, there was a bug that caused these token rewards to appear blank on the reward cards and, in some cases, caused them to be unclaimable as well. Here is how the design was intended to work: Guild Rewards were intended to be the primary source of rewards for campaigns because Player Rewards encourage the use of alts to multiply your rewards… which is obviously not the intended design. A Guild Reward card could include, for instance, a limited number of rare items. This scarcity also acts as a disincentive against packing too many guild members into one guild, or one alliance. To that end, the initial set of Player Rewards for this first Campaign was limited to Export Tokens only (i.e. the ability to export more of your campaign winnings back to the rest of the game). We’re already discussing this internally, and recognize that many players will want these rewards to be more substantial to make these cards more enticing. We’ll take a look at this, in light of the issue with alt accounts that I noted earlier. In terms of this current campaign, however, the bugs mentioned above, we are granting an additional +25 Export Tokens to all players who were active in this round of campaign testing. We also added a few test items to these bundles as well, to help us track down the issues so that we can fix them for future campaigns. The information about whether a given reward was a “one per guild” or “one per campaign” was included in the mouse-over text of each item -- but we can absolutely see how this was confusing. To fix this in future campaigns, we will update the Campaign Reward Card interface to make it MUCH more clear whether a reward is “one per guild” or “one per player”: As a thank you for playing, we will be reviewing the “per guild” reward bundles and increasing the rewards for this last campaign, because we understand that a lot of players did not understand the distinction between these reward types. Additionally, we have reports that if a guild leader was not active in the campaign, they were not able to claim the guild rewards in some cases. (In another case, we know that a Guild Leader did claim the guild reward -- but was unable to claim their own player reward, as a result.) Gaining one reward in a given category also seems to have blocked other rewards in the same category -- for example, winning as the “Top Guild for Wealth” should not have blocked you from also getting the reward for being one of the “Top 20% of Guilds for Wealth”. We are looking into these issues one at a time, and we will make sure that all of the guilds get the rewards they deserve. That said, please be patient and remember that it is the holidays for our team, too. We expect to have these issues resolved before the end of the next campaign. Lastly, we want to thank everyone for helping us stress test this system -- Thanks for your patience while we work through this and complete the action plan above.
    18 points
  43. Ranik

    Player community requests

    Mobile banking should be removed. ALL guards should be killable. Even in off hours where the keep or fort is not active. Base Wartribe NPC's are far too weak compared to their rare counterparts. Recalling should drop your inventory in a bag or chest on the ground as you leave. It seemed pretty universally agreed on that those ideas were popular.
    18 points
  44. Wrain

    Your game died

    He's not entirely wrong. The FIRST impression is always the most important/remembered. The overwhelming MAJORITY of players were thrown into one of the worst concocted tutorials I have EVER seen in an MMO. Then absolutely ZERO realm attachment, no mention of the gods to choose from, the ability to just "bounce" between factions on a whim, and then some insane "world" select screen that is more confusing to a new player than the rest of it. You have NO bio's, NO realm pride, NO 24/7 keeps to attack, a map that has keeps littered all over the place with no rhyme or reason, no choke points, no dungeons, insane discipline rune/construction, insane harvesting, that is all blanketed around a "pvp niche" product. This is NOT setup for pvp. Its a farming/crafting simulator right now that encourages ZERG mentality, ZERO pride to your realm, and locked timers with the most confusing map iv'e ever seen in an MMO to date. Fixes? 1. Make 3 maps /bios with 24/7 attackable keeps/forts. Each fort holds a Gods statue, by holding the keep(s) the REALM gets the bonuses/extra gold drops/items increase/harvesting etc. 2. Remove the world select screen, and make it ONE big open world after you leave (noob island gods reach). (dregs the exception) 3. Get rid of the 3d map, (its janky, slow, confusing, and just poor looking), make a basic 2d map for quick access and make it paint-brush art style like the rest of the art. 4. CAP guilds to 50 max, no matter WHAT server whether dregs or shadow(faction vs faction) Alliances TAKE FRIENDLY FIRE (AOE ect) 5. Stop making us remove/add disciplines for crafting/slotting, its annoying and its almost as bad as the banking features. Do ANY of this and you WILL get players back. I love the art, I love the combat, love the classes and ideas..but this guys not wrong, its confusing beyond anything and this is why the "new" players left. I cant blame them. Wrain
    17 points
  45. Hello All - Before I go through the effort of creating a formal new player guide on YouTube I thought I'd start with a PowerPoint presentation to help with one of the most fundamental parts of the economy loop - Harvesting. Getting Started in Crowfall... with Harvesting: https://drive.google.com/file/d/1I9ytTxnv_U5xxDUFAC7vdsqZwqRpn2j7/view?usp=sharing Crowfall community Discord: https://discord.gg/ESr5KPj Zen's Discord: https://discord.gg/GSwQhSJkqW Another beginners guide that I found helpful, and is referenced in my guide: -L.F.G.- A Beginner's Guide to Gathering - Crafting & Economy - Crowfall Community Great job @AltybearI just took a slightly different approach in this presentation format. I welcome any feedback that could make this more helpful for new players, and if the community finds this helpful, then I will move forward with videos and future edits as needed. - Zen (a.k.a. Zenatos/Zenithra)
    17 points
  46. Crowfall’s 10 Minute Beginner Guide (Updated: 2021-07-08) Foreword (2021-05-10) I am making this guide after ~1 week as a new Crowfall player and its contents stem from, and are heavily influenced by, the sorts of experiences I had in that time period. The objective of this guide is to provide a quick 10 minute read that will give you the information necessary to determine if you would like to try the game, and set you up so that you have an enjoyable experience while doing so. The structure of this guide will loosely follow the order in which I encountered these decision points. 5 Point TL;DR The most accessible gameplay loop for new players is PvE combat (i.e. Farming enemies on loop). It is recommended to find a class where farming is enjoyable. If something doesn’t seem like fun, feel free to ignore it for now. There are a lot of more advanced gameplay aspects to this game. Don’t feel the need to engage with them all at once, or understand them from the get go. Little more than knowing how to kill enemies for gold is needed to start off in this game. The Crowfall discords (community + official) are fairly active and filled with people willing to help out new players. https://community.crowfall.com/topic/30146-crowfall-discord/ Join a Guild early on in your experience, in particular one that welcomes new players, is willing to teach them the ropes, and HELPS THEM FIND THE GAMEPLAY THEY ENJOY. Beware of guilds that just use you for your gameplay hours to achieve their own goals. We play games to have fun, if what you are being asked to do “for the guild” isn’t fun, don’t feel beholden to it. Find yourself a good playlist to listen to, there is a lot of farming, PvP, and riding around to be done. Picking A Class (2021-05-10) Not as important as it seems, pick something that sounds cool and you think might be fun to farm NPCs on. This will end up mattering more at level 30, but given how straightforward it is to level from 1-18, chances are any time spent here trying to figure out the “optimal class” will simply be wasted due to lack of information. Can’t go wrong with any class that has self-sustain and AoE, as farming is the most accessible gameplay loop to new players. For what it is worth I went with Cleric, intending to go Arbiter. Personal Recommendations: Warden Ranger, Arbiter Cleric, Any Champion, Vindicator Templar Archetype builds were released for the game's arena PvP mode (Hunger Dome). These might not be optimal builds, and some are tailored for the PvP mode, but they give you a baseline to working builds: https://community.crowfall.com/forum/244-ecs21-hungerdome-archetypes/ Leveling Up (2021-06-01) 1-30 is fairly straightforward, hard to go wrong just following the quest marker and progressing through the questline. Worth noting that EXP does not overflow, so overflow EXP is wasted. If you are close to a level up and want to optimize EXP gains, go ahead and grind a few more enemies or sacrifice for EXP (this mechanic is explained in the new player questline). The updated New Player Experience does a decent job exposing a new player to all the different enemies in the game, and explaining most game mechanics. The focus of leveling should be learning your class while leveling and finding enjoyable farming rotations. I would set level 18-25 as the decision point for whether to stick with the current class or swap to one that you think might be more enjoyable. Don't think of it as having lost time, since if you end up sticking with the game chances are you will want alt characters anyway, and now you are a more experienced player than you were when you started. Level 30 - Character Progression (2021-07-08) Post level 30 progression in Crowfall primarily involves acquiring better equipment. In Crowfall, even the body your character uses is an upgradeable piece of equipment (called a vessel). Your first few upgrades will likely come from the enemies that you have been farming. This is decent starter gear, and more than enough to engage in the initial gameplay loop of simply farming NPCs for gold and drops. NOTE 2021-07-08: It seems some of the loot tables have been tweaked in the run up to launch. The gear dropped by any camp that includes mobs below level 30 (even 29-30 camps) has drastically diminished stats. It is recommended to farm camps that note an enemy level of 30-32. You can check enemy level of a camp by hovering over it with your mouse while on the map screen. Once you have a decent set of “War Tribe”(WT) gear, the next step is to acquire decent crafted gear. Well crafted White Rarity items can be better than WT Blue or Epic Rarity items. At this point, a guild becomes almost a requirement, as they are more easily able to guide you to decent farming spots, as well as give you better deals on crafted gear. While it is certainly possible to craft your own gear, the current design of the game makes an established communal crafting pipeline infinitely more efficient than anything a single player can achieve. Begin engaging in world PvP. Chances are if you have a decent farming spot, it will be contested at some point. Additionally, if your guild chooses to engage in the guild vs. guild worlds, you will start being pulled into larger and larger combats (as well as a lot of riding around). Crafting/Harvesting (2021-05-10) I have found this to be influenced by two factors: what appeals to you, and what the guild you join needs. There is no requirement to engage with Crafting/Harvesting at an individual level, but chances are that any decent guild will have some form of Crafting/Harvesting pipeline set up. These topics are rather advanced (crafting in particular), and beyond the scope of this guide. For an introduction there are resources available in the forums. Examples: https://community.crowfall.com/topic/30772-lfg-a-beginners-guide-to-gathering/ (Credit: @Altybear) https://community.crowfall.com/topic/30853-lfg-a-beginners-guide-to-crafting/ (Credit: @Altybear) https://community.crowfall.com/topic/30892-crowfall-new-player-guide-starting-with-harvesting/ (Credit: @Zenatos) In my opinion, harvesting is much more accessible to new players, as you don’t need much more than the harvesting discipline, and the harvesting tool. Yet, even here the game design pushes you towards collaboration, as most harvesting disciplines have a form of “motherlode” nodes which require multiple people to be harvested. Closing Thoughts This guide abstains from going into many details or tips, focusing primarily on painting a broad mental map of the game experience that I found most likely for a new player. I find that by having a clearer mental map of the various aspects of the game, a new player is better able to look up the relevant information and go back to playing the game, rather than going down a paralyzing rabbit hole of information. Tips & Edits There are many resources available in terms of leveling walkthroughs/videos or build guides, but beware of outdated information as this game has changed drastically over time. Recently, archetype builds were released for the game's arena PvP mode. These might not be optimal builds, and some are tailored for the arena PvP mode, but they give you a baseline to working builds: https://community.crowfall.com/forum/244-ecs21-hungerdome-archetypes/ The GENERAL chat sends messages to everyone in the current world, from all factions. It is a good place to ask any questions you might have, as experienced players will often note your question and answer it to not only your benefit, but also that of any other player who might have encountered the issue (or encounters it at a future time). Simplest way to make sure you are on the GENERAL chat tab is to type "/general" and press enter, making your chat swap to that tab if it was displaying another. (Credit: @MacDeath) The setting that exits your open windows on movement can be disabled: Settings -> UI -> Untick "EXIT CURSOR MODE ON PLAYER MOVEMENT". This makes it way easier to manage inventory or spells while running. Also helps so that you can pop out the cursor mode and read buffs/debuffs while autorunning. A really in-depth guide explaining all the in-game stats as well as going into other topics: https://docs.google.com/document/d/1EDpkBVnxFDfA1-yQ5BCpmCh4FPg0RXaU3X4JU1E7bpE/edit. Probably something to bookmark for now and just refer back when questions arise. Credit to @Zenatos for this great summary slide on gameplay loop options
    17 points
  47. Crows, We want to give a huge “thank you” to all of you in the Beta community who made time last week and over the weekend to join our first round of Crowfall: HungerDome testing. Your feedback was exceptionally helpful, and we are extremely grateful for your support -- especially on such short notice. For now, we have all the feedback that we need and we are already parsing that feedback into actionable tasks for the team. Rather than share specific feedback/focus areas, we hope to have those interested play the next release when ready, and again, share feedback on the quality of the experience. We don’t have an ETA yet on the next round of HD testing, but we’ll be working hard to get it scheduled and announced as soon as possible. As always, our priority is to deliver the best game that we can, for and with the help of our community. Your support is a critical part of our success, and we appreciate your engagement and support. Thanks!
    17 points
  48. Why the current game loop needs changing. We can hit some forts or keeps during certain times. But since only 2 or 3 go live at the same time only the bigger guilds usually win them. That leaves the rest of time time to do grinding. How can we change territory control support small, medium and large battles. Imagine a map where you can capture territory, and expand your borders from there. As you gain more territory your borders expand. As your borders expand you are forced to spend more time defending and less time conquering. Starting a new world! 1. Remove the temples from the dregs map. 2. The top 20 clans in the previous campaign received a land token. Or they are available for purchase for 200k gold. No land token, no dregs. Go play on infected. (Another option listed at end) 3. 25 land spots are available for each campaign. 5 on each of 5 islands, around the perimeter. The 5 islands surround the centre island with your new super castle in the middle. A portal from the centre of the 5 islands go to the middle island, to portals around the perimeter of the middle island. Building on your land spot 1. The land spots start with a resurrection statue, starter work stations, a local bank and a local guild bank with 1000 slots. 2. Remember your guilds starting land spot was around the perimeter of the island and the portal to the next island is in the middle. Because most of the interactions with other clans will take place on the guild’s borders, the maps can be bigger because pvp will happen organically. But people can still wander deep into your territory to gank your people. 3. Poi’s are spread out all around the map. But each city should have a nearby forest, mining valley and Stone Mountain. All the resource nodes in these areas should start at rank 5. 4. As you capture one these 3 areas (using the current circle mechanic), your guild has conquered it’s first territory. If you capture the forest, your towns lumber building appears. You also get the mining building and stone building if you take those other 2 areas. Expanding your empire As you spread out into the world there are many more POI’s to capture. But all of the little POI areas are connected to only 2 or 3 other POI’s. You can only capture POI’s that border yours. If your territory expands enough and you capture the centre portal, any land captured on the other island by the previous owners goes neutral and live. Also any territory that is cutoff from your starting point goes neutral. The centre castle This will be incredibly hard to hold, as you will need to hold your own islands’s centre portal and the centre castle. You’ve conquered a ton of territory so you need to protect way more war fronts. There are POI’s and territory on the centre map as well, all around that big castle. War windows We all understand that during off hours when your clan is asleep or at work, it’s incredibly frustrating to lose your gains. Before the campaign started your guild setup it’s war times. You must choose 15 hours a week, for when your lands are vulnerable, split into 5 3 hour defence windows. Losing territory When your window is open any POI’s you hold become vulnerable. But remember they can only be taken by clans that hold the territory next door. The enemy needs to flip your POI to them and hold it for 30 minutes without it being flipped. When that happens it is there and immediately is only vulnerable during their defence window. POI’s These can be different things. Keeps, Forts, Mob Camps, Special mines etc. The more content the better. But each POI provides different things. Certain POI’s will rank up any resource nodes in your territory like the special mine. So with enough special mine POI’s all metal resources in your territory become rank 10. Taxes As people hit resources or farm mob camps taxes are generated into your local guild bank. A centaur camp may be worth 1.2% taxes. So anyone who uses that area will generate an extra 1.2% gold into your guild bank. This provides as incentive to allow people to use your territory. Because if you’ve ranked up your nodes to 10 and people farm them. You get a cut! Content So many things can be added now. You could allow people to free build their own starting areas. Unlocking more stuff for their town as their territory grows. Huge zergs now have to divide into many battle fronts. They can’t pin down 24 other guilds. As the game grows you can offer 50 land starting spots or 10 if there’s less population. It will scale however you want it to scale. You could make an earth, balance and moon faction city that starts exactly how the other guilds start for everyone not spending a land token. You could have sieges on guild’s starting territory to wipe them off the map and force them into the faction starting areas. So if you were a moon guild you would now be in the moon faction area for the rest of the campaign. You could also make bigger things in the middle of the map like keeps and towers that require siege equipment to take down. Summary By spreading everyone out and creating war fronts we get a daily back and forth battle. But the bigger you grow the harder it is to hold on to what your have. Things that you capture have a direct benefit to your crafters and gatherers. As your resource nodes rank up it provides opportunities for people to come deep into your territory to farm the nodes or the people farming the nodes. I hope you guys enjoy this idea. Because currently the game does not feel fun to a lot of people. This will give more incentive for guilds to win the campaign as they will earn a city in the next campaign. Or save their token for future campaigns if they want to skip one for a break.
    17 points
  49. Staff

    Player Retention

    Crowfall has many problems, i know youre working on some of them ACE but you seem woefully ignorant of others. Player retention for crowfall is the worst ive seen in a game, there are some problems with the testing thats being done. I know you dislike treating the game as a game since its not released but the pop that has tried the game before its released is not coming back, you gotta stop the bleeding now before theres no more blood to put into it. Ever since i joined crowfall 2 years ago it has had the same core problems regardless of if its dregs or factions we're running in. Theres almost nothing to do and endgame guilds are meeting early game guilds and absolutely crushing them. The best example of this is @DilboDabbginsguild he formed at the start of beta. They had 150 players join in a week and they were all gone in a month. This has to stop soon, we need more things to do and endgame guilds cant be meeting early game guilds everyday in every campaign and completely crushing them before their invested in the game. Heres what i think needs to happen for crowfall to stop bleeding players. Fix performance Bring shadows back while keeping a small map (2-3 zones) dregs running at the same time Add more to do into the game like PvP ranks and world events and daily PvP quests most of these things cant be put off much longer, you can stall on pvp ranks and pvp quests, but performance, shadows, and more pvp focused things to do need to come before the next large wave of beta invites if you want to keep more than 5% of them in the game.
    17 points
  50. In a Galaxy far, far away (and many other games I worked on), I would post a weekly Top 5 for feedback and bugs from the Community. This would help me in providing feedback to the team (in addition to all of the other feedback posted on the forums) and also let us know where we are doing good. So I'd like to start doing this weekly with you, my murder of Crows. I've even included a place where you can provide me feedback about this thread, (you may want to see a different question listed or want to offer suggestions for a question of the week). This is separate from our feedback posts we have for LIVE and TEST, as those are more for the patches at the time. Top 5 Crowfall likes (things you feel we're doing great on). I like XX and this is why (be constructive) Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? I dislike this and this is why (be constructive) and this is how it could be better. Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive. If you could ask the Team member one question, what would you like to know? When was the last time you logged into Crowfall? Feedback for Tiggs on this weekly forum post if any.
    17 points
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