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Showing content with the highest reputation since 03/26/2018 in all areas

  1. 41 points
    We at Caldera love to test and theorycraft. We also love to help the community, so here we bring you a rough breakdown of each Promotion Class, for each class currently available! Are you in doubt which promotion class to pick? Or maybe which class to play even, then don't worry! We have broken down each promotion class showcasing their main objective and strengths. Enjoy! Assassin Cutthroat: Revolves around getting behind your target to do extra damage, your target takes 10% extra dmg while kidney shotted, and you have +20% dmg when using backstab from behind. Your passive increases your damage by 20% while behind targets. Blackguard: This is a more self sustain promotion class, you will have lifeleech, self-barrier when stunning enemies and reduced cooldown on kidney shot and Backstab. Your passive gives your Nature and Poison toxins 8% lifesteal. Vandal: This is the more CC/DoT heavy build, your kidney shot applies a severe bleed, you get the power cheap shot (stun from stealth), and your backstab supresses enemies if you hit it from behind. Your passive will save your ass (the hit that would have killed you, instead takes you to 15% max health and gives you 90% mitigation for 4 seconds) Ranger Archer: Ranged heavy pure damage, you can reduce enemy damage with barrage, and archers stake prevents movement reduction/root effects. You will gain suppression shot, and increased range (+9m), your rapid fire can expose punish targets. Your passive revolves around standing still and spamming basic bow shots. Warden: The talents lean towards full melee builds, revolves around traps (major burning damage and debuffs - including anti stealth), you gain forest step (melee teleport to targets), and you can buff your group with damage bonuses. You also reduce a lot of damage taken, both from your archers stake, and you'll be able to wear mail with this promotion class. Brigand: You are now a stealth/melee ranger, you gain a stealth tray with the Ambush power. Your archers stake will instantly slow in a big field, and you'll have an empowered cross slash to apply severe bleed to your target. You will also do increased damage behind targets. Your passive is a buff stacking up damage for your next Dagger spin, stacking 10 times (max + 250% damage). Duelist Slayer: Pistol duelist as we know it, increased range, resetting cooldown on flintlock shot and it can be used as interrupt, also gets a new ultimate which has half the soul power cost, and grants 2 dodge pips. Very mobile and high ranged damage. Your passive revolves around crits, stacking up a buff, which then can be consumed on either longer lasting buffs or extra dodge pips. Vanguard Scout: Stealth focused build, you gain increased damage from stealth, you gain a new "stealth poke" power, reduced cooldown on tunnel. Your passive gives you lifesteal while in stealth. Dirge: Full melee builds, you can open with a knockdown from stealth with ambush, your impale single target stuns at 5 pips, redirect pain also heals you over time, and you gain increased control duration. Pepperbox shot will debuff your enemy with reduced piercing mitigation - so you can deal more damage with your impales. Your passive makes you do more damage to targets under 50% health. Myrmidon Titan: High damage, revolves around the power Frenzy, where you can't die while it's up. This promo class has the Bloodthirst mechanic, striking bleeding targets will make you do more damage. While Frenzy is up, you will be able to interrupt people after using several different abilities. Battle Rager: Tanky build, more health, reduced berserk crash damage, gives you the ability to avoid berserk crash damage while using Whirlwind, and your passive increases your max health by 50% of the damage you avoid, by avoiding berserk crashes. Conqueror: This is a more AoE focused promo class, you have more CC, and CC immunity than in the other builds, you'll have a single target supress, your whirlwind will make you immune to CC, while everytime you apply a bleed effect you also slow the target, meaning you can Whirlwind through groups of enemies, slowing them all, without being able to be CCd. You also reduce enemies critical hit defense when you slow them (stacking 5 times, 5x3%). Templar Vindicator: This build is heavily focused on doing damage, you'll get several bonus damage buffs, while sacrificing survivability. Your execute move will no longer require pips, making you able to spam it like a melee dps. Many of your powers will have their survivability aspects removed in change of extra damage. And your passive is extra slashing damage based on your bonus fire damage. Paladin: This promo class changes the templar to a more support/healer build. Your parry will drain pips slower, you will have Holy Warrior faster, your Devotion is being enhanced so it heals you and your allies for 50% of the damage you deal. And most importantly, Divine Light no longer has a pip requirement, meaning you have a free healing circle lasting for 12 seconds. Your passive stacks up healing critical chance everytime you heal an ally. Fury: This is the more CC focused version of the templar. You'll have a slow, increased durations on CC, reduced soul power cost on your ultimate, a melee ranged root, and when you place down your divine light - you knockdown and daze on enemies within your divine light. Your passive increases your max health everytime you CC enemies. Confessor Inquisitor: A more traditional confessor build. This promotion class emphazises damage, you can gain extra basic attack damage after using Fervor, your fire tornadoes can hit the same target more times, your righteousness procs damage buffs, your singletarget stun combo doesn't consume the debuff that explodes with damage anymore. Your passive gives all your fire damage type powers a chance to apply severe burn to targets. Sanctifier: A special promotion class, this turn your confessor into a melee/tank, that excels in close combat. You'll be able to retaliate more often, your Fervor increases your physical armor bonus, your condemnation heals you each time it hits, your righteousness also applies a barrier to you, your hellfire auro deals 50% more damage, and your tornadoes no longer consumes the aura. You will be able to equip Mail/Plate armor, but you will also have your range reduced on your powers to 8m - but you get +20% damage. This build will probably be really strong with the focus orbs, so you can keep your enemies close to you. Fanatic: This is a CC heavy promotion class. Your condemnation will slow enemies, you won't consume Hellfire Shield/Aura when using your knock up/tornado combos, reduced cooldown on Fervor because it's a mana heavy playstyle, your absolution always slows your target. Your passive has a chance to trigger Cleansing Fire when dots are applied to you - cleansing all DoTs on you, while also healing you. Additionally you also apply Elemental Vulnerability to targets with your basic attacks. Champion Alpha Warrior: This build revolves a lot around getting critical hits, you will gain a lot of dominance stacks, both through your leap and basic attack crits. Your neckbreaker (ultimate) can now also benefit from dominance stacks. Your rend will reduce your enemies critical hit chance defense, meaning you have 7% higher chance to crit on them. Your passive increase your critical hit chance whenever you spend a point of dominance, stacking up 10 times. MOAR CRITS Pit Fighter: A very tanky version of the champion. Increased self healing and maximum health, Whirling Pain also applies a barrier, you will get the ultimate "Invincible Warrior" which makes you immune to CC/DMG (like every ultimate) but also gives you a barrier and a heal over time. And it only costs 500 soul power. Your passive gives you 100 attack power everytime you trigger a self healing effect - stacks 5 times. Barbarian: This is a very CC heavy build. Not only do you get +21% duration on your CC effects, you will be able to reset your blind combo, your leap does a knockdown, your whirling pain applies a slow and then suppress to multiple enemies, and the soul power cost of your Neckbreaker ultimate is reduced to 350. Your passive gives you +15% damage and +25% movement speed whenever you apply a crowd control effect. Druid Stormcaller: A full dps promotion class. Your life tray will be removed, in exchange for damage. You are able to instant buff yourself with Nature's Avatar (big damage buff), you will gain access to lightning burst (aoe lightning), and your faerie fire/faerie flames will be enhanced, so they also reduces the targets electric armor by 15%. Your passive will stack up a buff, that at 8 stacks will give you a lightning shield. Archdruid: This is the hybrid druid build. You will be switching a lot from life to death tray and vice versa. You have enhanced buffs, Bark Skin have 200% increased thorns, your Nature's Avatar is now an instant group buff, giving all group members increased offensive stats. You will gain the power Shroud of Darkness, and your Blight in enhanced, so your orbs deal 25% more damage when they explode. Your passive cites the way the build has to be played, if you successfully hit with more than 3 orbs when you use blight you get a buff, +75% dmg/healing for 20 seconds. So you will be exploding lots of orbs! Earthkeeper: This is the full support druid. You have lot's of selfhealing, everytime allies pick up healing orbs, you also get healed, your Bark Skin now only applies to you and heals you with a HoT. You gain access to Healing Rain. And your Nature's Avatar can now hit two targets when you channel, it will automatically apply to a nearby ally, 8m within your target. Your passive is an automatic Essence dump, which will then also replenish resources to group members. Can trigger every 45 seconds. Cleric Radical: This is a almost full dps cleric build. You will sacrifice healing on several abilities in exchange for damage. It also reduced the soul power cost of your Divine Order (damage ultimate) by 500. You will have increased range (6m), you will gain a power called Searing Light instead of Flash of Light, which works as an interrupt. Your illuminate will not heal buy replenish resources and increase your critical hit chance. Your passive causes your critical basic attacks to reset the cooldown of your Searing Light. Meaning you can spam interrupts with enough crit chance. Crusader: Your more or less full healer build. You will have lots of increased support stats, like support power, crit heal chance and crit heal amount. Your ressurection will be enhanced, bringing allies back with 40% max hp. This is the only build that will make illuminate heal group members. And your Hand of the Gods (aoe root) will also heal all friendly targets within it's deploy radius. Your passive will grant allies below 50% health a shield equal to 10% of their max health for 15 seconds. This can happen every 15 seconds. Arbiter: This build is more of a hybrid build, you will still get support stats like support power, but you will also gain more CC. your Holy symbol will now also knock down up to three enemies when it's deployed, your AoE has it's radius increased (double radius), and your Divine Order ultimate (if you choose to use it) will reset the cooldown of several powers. You will also be able to stun enemies, with your next basic attack after using illuminate. Your passive recovers mana and increases basic attack damage everytime you apply CC. Stacking 3 times. Knight Swordsman: An offensive build for the knight. Your shield slam is enhanced, meaning you are considered blocking while charging it up (free defensive), your Obliterate causes Bleed effects to have a 100% critical hit chance, your Oath of Will increases your crit chance by 25% for 15 seconds or till you crit three times. Your Pursuit(charge) has it's cooldown reduced by 50%. Your passive has a chance to grant you a buff when using any non-basic, non-shield power, while also wielding a sword. The buff will increase your Basic attack damage by 125% and your Basic attack damage cap by 50% for 10 seconds. Remember to wield a sword with this build! Secutor: This is a tanky knight build. You will have increased health, and several shield improvements. Increased damage on all shield powers, shield slam instantly enables shield bash when hitting a target while charged 2/3rds. Oath of Will reduces the cost of maintaining Block by 75%, and lose no additional stamina from big hits. Pursuit also applies a Barrier when it ends. You are able to equip Tower Shields. Your passive increases the Shield Bash damage by 100%, and all shield powers that damages an enemy will instantly enable Shield Bash. Sentinel: This is the more CC heavy knight build. You will gain stats with increased duration of CC. Shield slam can now suppress the target after charging more than 2/3rds. Chain attack will now also apply a slow to the target. Noble Blood will now also Root enemies. Pursuit will stun nearest enemy when it ends. Your passive increases energy regeneration, gives you a buff if you stun/knockdown enemies while wearing a mace. The buff increases your damage bonus by 15% and movement speed by 25% for 6 seconds. Remember to wield a mace with this! Thank you for reading all the way through! Check us out at https://caldera-hq.eu/games/crowfall/ ! See you ingame!
  2. 32 points
    Hey folks, this question came up on our kickstarter page, and I thought it might be helpful to post it here as well. Todd --- From: Zach T. My concern is that if you soft launch, people who join at a later date are never going to be caught up, and if I recall correctly, not everything is going to be implemented at the soft launch either. It's essentially another beta phase. Now, say I'm a non-VIP member (Although I planned to be one). I join, and I play while not everything is implemented; if I invest in one character only to find out later when the full content is released, I really don't like the character. I'd be stuck playing that character, or be forever behind the trend. Now imagine you're a VIP player paying for the benefits; you would be paying for what looks like an early access game from the outside. That's not ideal imo - and lots and lots of youtubers and redditors have echoed this opinion. I understand your reasoning for doing this, but in a more cynical outlook it would seem like you guys are behind schedule and need revenue. If you just going to soft launch as you described - I'd think the game would be completed at soft launch, no? Am I mistaken and the game *is* complete at soft launch? Performance polished etc? If not, can you understand why people are having negative reactions to this? --- My response: Hey Zach, Thanks for the post. Here are a few points that will hopefully address your concerns. First: we just completed a private equity raise of $6m in December. Our launch plan isn't affected by funding. We are taking this approach because it's the best way to do it. Second: I think we have a disconnect on what "soft launch" means -- which is understandable, since different companies use the term differently. In our parlance, soft launch means 'the game is ready for release, we're turning on persistence and we're not going to wipe again.' I hesitate to use the word "done" only because no MMO is ever "done", so I think ready for release is probably better. "Ready for release", however, isn't the same as "Ready to market". Humor me for a minute and I'll explain. The digital distribution business is different than traditional retail, where you sold boxes at gamestop. When you have a retail launch date, you build up buzz and perfect the game as much as time and money allows, and then you fire every marketing bullet you have to drive players on day one. It's all about day one success. The purely digital model isn't like that. Games like Warframe or Eve Online or Wizard101 didn't become a "day one" success. Instead the process is highly iterative. It revolves around your "user funnel", which means the experience of a new player from the time they first notice you until they become a customer (or not). You'd be shocked how much effort is put into tracking and optimizing this process... because online ads have become so expensive that we have to track (and perfect) every single click, every impression, every decision. You monitor all of this statistically, like: ...is "Become a King!" a better tagline in an ad than "Rule your KINGDOM!" (+3.7% more players click on KINGDOM!) ...is it better to have a RED or a GREEN download button on your website? (+2% more players click on GREEN!) ...do I give the Newbie Hat a feather, or a not? (-4.1% fewer players without the FEATHER!) ...etc etc etc You also do this testing in waves, because (1) you don't want to make too many changes at once (it's harder to tell what the impact of any given change was) and (2) you can find statistically relevant data with a relatively small number of players (1000 is about as good as 10,000). So, why does this matter? We have a limited marketing budget set aside for launch. It's big for a small company, but tiny compared to competitors like EA, Ubi, Activision, etc. So we need to make our $$$ really count. To make that money count, we need to: 1. Finish the game, 2. Stop wiping (because no one really cares when the data can be wiped at any time, and that screws your data) 3. Start running players through our "new user experience" in batches of a few thousand at a time 4. Monitor the conversion and retention of each batch (technically they are called a 'cohort') 5. Try different options. Repeat steps 4 and 5 until your funnel is optimized 6. Once you've done that a LOT, and you believe the funnel is solid, THEN you spend that marketing budget to drive new players into the funnel We've decided to call step #2 "soft launch" and step #6 "commercial launch". Maybe those aren't the best terms, but #3 doesn't really quality as "open beta" (since the game won't be reset again), so soft launch seemed appropriate. As for the "player who come late will be at a disadvantage" concern, two points there: (1) players who come late to an MMO always start behind players who started early, (2) we have a catch up mechanic -- a training tome which can be crafted in game and traded to other players -- to allow you to catch up. FWIW, most MMOs don't offer that; either you grind, or you're left behind. We're a small team doing the best we can to make the game you guys want, and we're doing it the best way we know how. I hope this makes sense, and if you have more questions, don't hesitate to ask. Todd ACE
  3. 28 points
    jtoddcoleman

    Uncle Bob via Mega Alliance?

    Hey gang, let's take a quick walk down memory lane. WAY, WAY back in Shadowbane beta (I’m guessing this was 2002?) we had an interesting thing happen. Our testing community was heavily guild-focused; teams from UO and new groups were waging war and building cities and sieges were happening and, in spite of the bugs, the game was kind of working. Guilds were going at each other, vying for domination of the Aerynth, the Shadowbane world. And then, one day, the fighting just stopped. A couple of the top guilds decided that, instead of fighting each other, they would work together in a big mega-alliance. They had enough manpower and enough skill to take over the server. That guild was called the Rolling 30s, led by a guy named Bone Dancer, and they did a pretty good job of locking the server down for a while. I'm looking at the state of the Trials of Malekai campaigns, and one of them looks strangely familiar. So, I have a few thoughts. First: if the game literally gets to a point where it is mathematically unwinnable, we can always end it early. This is testing, and the goal of testing is to (1) find bugs and (2) learn things so that we can iterate over the design. If we hit a point in this campaign – or any campaign – where we aren’t learning anything useful, then we can (and will) shut it down and move on to the next test. Second: while I know this can be aggravating, I want to make it clear that this isn’t a player problem; it’s a design problem. And it’s not an unknown out-of-nowhere design problem, either… as I said, I’ve seen this before. One of the major reasons that we pushed off the First Sanctioned campaign is because we didn’t have a rewards system in place that would help keep this from happening (the other major reason, of course, was performance.) Will the reward system absolutely fix it? No, probably not… but it will certainly help. Right now, the reward system is about as simplistic as a reward system can be: players on the winning team get a gold badge, everyone else gets silver. EVERYONE gets the badge. So, it really shouldn’t be a shock that players are working together to get the gold… because why wouldn’t they? A better solution, and one that we’re in the process of implementing, uses a combination of Multi-Vector Rewards and Reward Scarcity. I was holding off on discussing this because I wanted to lock the rewards down first, but it seems like a number of people are concerned, so let’s go ahead and talk about it now. Reward scarcity is just that. If every person competing at the Olympics could get a gold medal just by holding hands with their fellow participants, we’d see a lot of gold medals and a lot less competition. So, step one is to limit the number of players who can earn any given reward. On top of that, we need to have Multi-Vector Rewards; not just a single “do-this-one-thing-and-only-this-one-thing-to-win” rule because single vector problems are the easiest to game (and as I noted above, this reward system is about as simple as it gets). So, here’s an example of a better reward structure (and it’s JUST an example): 1. Gold medal for the top 20 players in the winning faction 2. Gold medal for the top 20 individual contributors across all factions, in killing/captures/harvest/craft Even this super-simple example is better than the “everyone hold hands” model we have on ToM… and more vectors, with varying levels of enforced scarcity, would be even better because it drives players to have to make hard choices to “win”. Between now and First Sanctioned, we’ll be spending a lot of time working through the rewards design to help offset this behavior – and once we have more players (and more campaigns running) that will certainly help, as well. (Dregs will, too, because guilds are more willing to form alliances than they are to form “mega-guilds” as that requires giving up their guild identity.) As I said, if the situation on any Campaign gets bad enough, if the game literally gets to a point where it is mathematically unwinnable (i.e. another variant of the dreaded Uncle Bob Scenario) then we will end the Campaign and put up a new one, making whatever adjustments we can. I know I could probably step in and ask the main guilds right now to stop holding hands and fight each other… but I’m not going to do that, because it would skew the test and any learning we might take from that test would be flawed. The simple fact is: our design needs to stand up to actual player behavior, not player-behavior-when-we-ask-them-to-play-how-we-want-them-to. Once we launch, we can’t expect players to treat our design with “kids gloves” just because we asked them nicely. I know that it can be really frustrating to test an unfinished game, and for that I can only say: I get it, I hear you. All I can offer in response is: we’re watching, we’re learning, and we will continue to do the best we can to adjust and iterate as quickly as possible. Thanks for sticking with us as we work through these issues.
  4. 21 points
    Pann

    Uncle Bob via Mega Alliance?

    This thread has veered very far from its original intent. We have the feedback we asked for and a bunch of misbehavior that we didn't. I'm going to close this thread now because if I started handing out warnings, several of you would be perma-banned. Please do me these two kindnesses: - Revisit the Rules of Conduct, particularly taking note of the differences between the forum rules and the in-game rules. - When someone from our team asks for feedback, it's sincere. When you take advantage of that sincerity and use it as an excuse to troll or insult others, it robs you of the opportunity to interact on a meaningful level with our team. If that's a message you're sending frequently, it gives the impression that you don't really want to help make the game better - and in cases like that, I'm comfortable with helping you find your way out.
  5. 21 points
    jtoddcoleman

    Big news for ArtCraft !

    https://venturebeat.com/2018/07/10/crowfall-studio-artcraft-will-license-its-mmo-making-tool-artisan-engine/ Hey folks, This morning we announced a new division of ACE -- ArtCraft Technologies. This is a long-term strategic move for our company; the intent is to build a technology base that we can not only leverage internally on future titles, but that we can also license to other studios. In the short term, this also provides two immediate, impactful benefits: 1. We signed our first major customer, and the funds from this will be used to hire a "core technology team" of 6 to 8 senior engineers. These individuals will be tasked, first and foremost, with bolstering and optimizing the Crowfall technology base in preparation for alpha, beta and launch. 2. To run this division, we recruited Josef Hall, a name that some of you might remember from my previous Murder of Crows videos. Josef was the co-creator of both Shadowbane and Wizard101. We've been business partners for 15+ years (every company until ACE, in fact) and not having him here at ACE for the last few years has felt, for me, like I was fighting with one arm tied behind my back. His experience, design acumen and technical chops are a huge win for our team. I believe that Josef and his engineer team are going to be a force multiplier for Crowfall, and for our future game titles. Simply put, I can't imagine a better addition to our executive team. Todd
  6. 19 points
    Yoink

    @New Players - No Vessel vs Vessel

    I see a lot of new players making comments along the lines that they can not compete or even play until they get a crafted vessel. For information's sake here is a side by side view of a level 30 Centaur Champion with no vessel vs a level 30 Centaur Champion with a blue vessel. Same training, same talents selected. No gear. Higher quality vessels are possible ATM but almost all with a vessel will be at this level or lower of quality. This works out to a difference of- 38.5 Attack Power 3.9% Final Damage Modifier 1.2% Crit Chance 0.3% Armor Bonus 1.5% Crit Hit Damage 15.7 Support power 1 Stamina 351 Health I have heard people saying that their group of 3 got wiped out by 1 guy because he had a vessel and they didn't. I've heard a lot of people saying they can really feel the difference in combat now that "everyone has vessels and they do not." I have never heard anyone say that their group of 3 got wiped out by 1 guy because he did 4% more damage than them. I will concede that there are other places to gain advantage. Longer training time, better gear. These will all definitely add up, but it is not just vessels. You can gather all the mats you need in the safety of the temple to craft advanced armor and weapon and you can craft them in an EK right now. Vessels are awesome but don't feel that you shouldn't be playing if you don't have one yet. The biggest advantage vets have over new players is information. The best thing you can do is ask questions and ask for help. Most here with the information are willing to share it. Not sure how/where to craft or what the best way/location to harvest is? Ask Not sure what disciplines or build you should run? Ask Ask on the forums, in game. Hop into guild's public discord and ask questions. We want you to enjoy the game almost as much as you want to.
  7. 18 points
    Gorwald

    Crowfall/Ace tribute

    Because sometimes, it's good to remember from where we come and thanks the work done. Hope you'll enjoy, it made me smile to see some old names while working on this video
  8. 18 points
    The plan hasn't significantly deviated, other than in some systems/areas we've built more than we originally intended (vessels, disciplines, real-time parcel stitching... and of course the poster-child of expanded scope, the race/class split). That said, while the "top-level" feature list hasn't changed, I have made -- and will continue to make -- made changes to content and implementation where it makes sense -- the vassals system, which I'll be doing a refresh on soon, is the one that leaps to mind (because I'm working on it right now). My general rule in these cases is to give you guys something either more flexible/functional than promised, or -- if and when we have to fall back -- to explain how and why and do the best that I can to live up to the spirit of that feature. When major things happen, Gordon and I will typically announce them "off-cadence" with a Founder's Update, typically on a Wednesday but occasionally on a Friday. In terms of the milestone schedule, yes, of course we have a plan internally but we never share that because I things shift around constantly in the development process and it doesn't matter how many caveats we make; if we say it, or even imply it, some players take it as a gospel -- and get really mad when we "break that promise". So instead our approach is to (1) communicate constantly, (2) be as transparent as possible, (3) which includes openly owning our mistakes, and (4) show constant forward progress. To that end, I think we've done a pretty good. Hopefully you guys agree. Todd
  9. 16 points
    Scorn

    This week I RPd a Factory

    Step 1 Get Mats Step 2 Turn Mats into Components Step 3 Turn Components into Armor So Crowfall is a Sandbox game so often the content that is there needs to be created/provided by the players. I decided to give myself a 'Quest' if you will... Make 50 sets of Metal Armor (15 Mail, 35 Plate) This was something for me to do, keep me busy and focused and just for kicks... combined with the fact that Skill Training would be reaching abilities to make Armor Layers and Treated Steel. All the Crafting/Harvesting I did could be done with 2 accounts (I used more for bulk bank space) I was donated Meat and some Dust(For which I am grateful) but these could be farmed with a few extra hours Harvest. I also bought more materials than I needed (I originally planned on making 100 sets and forgot to change some of my math when getting Mats) I used ~105% Materials due to some Flawed Assemblies *Hopefully my math isn't too far gone with getting lost in the process, if it is so be it *Times have been rounded up to the nearest 1/2 hour This was done over 5 days with an average playtime of 4-5hours a day for this project 6hours: Farm Gold ~80,000 1 hour : Purchase and Organize Materials 1/2 hour : Craft 1500 Coal(900 Wood-600 Dust) (300 crafts) 1/2 Craft 500 Carbon (300 Meat and 200 Dust) (100 crafts) 1 hour : Craft 200 Lacing Sinew (120 Meat 80Dust) AND Craft 200 Leather Padding (200 Lacing Sinew 1200 Hide) (400 crafts) 1/2 hour Craft 90 Metal Scales (1620 Ore 270 Coal) (90 crafts with Experiment) 2 hours Craft 210 Metal Plates (3780 Ore 630 Coal) (210 crafts with Experiment) 1 hour Craft 200 Treated Steel (1200 IronOre 400 Carbon) (200crafts with Experiment) 2 hours Craft 450 Armor Layers (2700Ore, 900 Hide, 900 Stone 450 Dust) 2 hour Craft 150 Metal Rings/Sheets (3300 Ore, 450 Coal 450 Armor Layers) (150 crafts with Experiment) 3 hours Craft 150 'Fillers' *Helm, Boots, Gloves* (90 Metal Scales, 210 Metal Plates 150 Treated Steel 150 Leather Padding 900 Dust) (150 Long combines) 2 hour Craft 50 Breastplates (150 Metal Rings/Sheets 50 Treated Steel 50 Leather Padding 600 Dust) (50 Long combines) Total Time Spent 20hours Total Gold used 74,250 Total Ore used 12,600 Total Hide used 2100 Total Stone used 900 Total Wood used 900 Total Meat used 420 Total Dust used 2830 I didn't get too many Flawed Assemblies so that didn't bother me, and it wasn't the time it took crafting that got to me either (though sitting for a minute watching the final cook isn't great) The Failed Experiments were really frustrating, I understand with Higher trained skills this will happen less but still I am really looking forward to BluePrints and Factories when things can hopefully Stack up on top of Clone Copies of themselves and not use so much Bank space! Final Thoughts: This was mainly to show how silly the vendor purchased resources are IMO. HOWEVER it was also a learning experience and I believe that if the prices are adjusted that there is no reason to not keep Vendors in AS LONG as their Prices are high enough so that Harvesters can get more from directly Harvesting a Node rather than Farming Monsters for Gold. Currently at 4.5 per piece it is too cheap (though not too far off) 10 would be Ideal for Whites, I can see the Potential to even allow Greens or Blues for 10/30x more Harvesters must expose themselves in the world for longer, must change RuneTools and Disciplines (which makes them weaker in Combat) and change their location. Gold spenders do not It takes Export slots to get these out of a Campaign to an EK, or risk Crafting in the Campaign itself. Also, buying mats from a vendor will not get you any Ethereal Dust while actual Harvesting will.
  10. 15 points
    Malphrus

    I'm a Spy in Crowfall

    >Be me >20 >talking to dad about cool upcoming games >find Crowfall and it looks dope >buys the game and downloads >wanders around for hours playing a Cleric Half-Giant making snoo snoo jokes with some people I meet >reads online that the best way to get started is to find a guild >decides to start fresh on Half-Elf Ranger, read they have good racial stats and bonuses >really starting to like the game and hanging with a cool crowd >2 days go by and I'm still a noob >new campaign starts and some people I met earlier tell me to go Chaos >goes Chaos and finds a spot on my own with level 7 zombies to farm >30 minutes until siege begins >wtf.jpg is siege >figures out it has something to do with the keeps >gets bored and decides to find out what the siege is in person >sudden big group of people run by naruto style >follows them thinking they're doing the siege >running around for a long time before the group stops and a couple of toons start jumping on my head >comes to the conclusion this is a friend group and I am an outcast >thinking of leaving but really want to see what the siege is >decides to crack joke in chat instead "shhh I am one of you" >mistake.exe >one of them whispers me "are you a spy?" >start sweating profusely having a general idea on what he's talking about >respond with "A spy XD?" >code XD doesn't work and he doesn't believe me >nobody believes me >try to explain situation but makes it worse >they start complaining about spies in faction/zone chat >they let me tag along anyway and even give my toon food >didn't get to see the siege >mfw I realized this is a small community and everyone thinks I'm a spy
  11. 15 points
    Moments ago, I sent an email to the Pre-Alpha 1 though Alpha 1 test groups announcing a snap test of Pre-Alpha 1 though Alpha 1 tomorrow (Tuesday) at 4 pm CST (22:00 GMT). You do not have to receive the email in order to participate in the snap test, but you do need to be in one of these test groups: Pre-Alpha 1, Pre-Alpha 2 or Alpha 1. Go to the Client page and download/install the patcher for TEST. Please email support@crowfall.com if you need assistance downloading, installing or running the game. Note that the Pre-Alpha 5.8: First Campaign update includes a full wipe of Eternal Kingdoms, Skills and Spirit Banks. UPDATES to this post: 1. We politely request that you do not publicly share video, screenshots or live streams from this testing session. 2. The time was chosen in order for us to complete some additional changes to the client this morning before the snap test is scheduled to begin, and then to have the snap test early enough that we will still have a full crew on-hand to oversee the test. If it's possible to leave the test running longer than the one-hour allotted, we will. 3. Keep an eye out for announcements about additional snap tests, more test groups being added and so forth. We'll keep you updated as best we can.
  12. 14 points
    Hey when are we getting info on God's Reach? How is the char controller revamp going? Will the new stuff on test have any outside of spawning parcel effects? Are we going to get a knob knurple adjustment or twist on the scoring of the next trial? Is picking a guild important when there is not a god damn thing they are doing right now other than being a giant placard? Are guild banks planned? For when. How big? Any work done on them yet? How are they controlled? How about bags? Will healing ever get points on the boards? How about crafting? Gathering? Any thoughts on just how boring it is to take almost 20 minutes to single cap a fully taken objective? Any ideas on how to spice that up? How about the lovely pathfinding ability, which is ignored by the mounts now. Should we have to wait for pathfinding to be done before mounting? Any storage ideas coming for the massive amount of single use and disposable drops that will be coming to bloat bags? I know yall are working your asses off. What are you working ON? Any details? Any news? Any timelines.
  13. 14 points
    In the current NA campaign, if you're Order or Chaos (or maybe even Balance to some degree), there is still a lot to be gained that truly matters. Shiny badge at the end of the Trial? Unimportant. The skill score at the top of the screen? Unimportant. I understand this can be demoralizing, and it is, I will grant you. Trying to level a vessel or harvesting in a zone that's supposed to be yours, and having a roaming band of enemy foes come in and crush you kills the mood--it's happened to me several times today, so I do understand again the frustration. Let me try to convince you why you should still saddle up anyways. The adage that steel sharpens steel, is that you need an equally (or greater) skilled opponent to sharpen your own skills. Say what one will about the guilds on Balance, but I think it's fair to say they have a solid grasp on how to play, and what compositions work, and where they work. I know Chaos has these guilds too. So let me tell you about TRA's night tonight. 1.) We tried a bit of a meme strategy (which we will refine and return to the battlefield), which rather completely failed. 2.) We took a more standard approach, by snagging a fort and waiting, inviting some fine Balance guests to come visit. They did, and we died. 3.) Running around the maps, we stumbled up some Balance bois again, and again, died. So why tell you about a night of combat losses? As it's often said, you learn more in a loss, than a win--and tonight we did. We learned what in our composition worked, and what doesn't work--perhaps more importantly, we gained a greater understanding of where it did, and where it doesn't work. We learned strength and weakness of what we brought to the field. We gained insight into us as players, and how we each need to improve in various aspects. Tonight's losses are going to make us better players, and a better guild. So if you're a guild, no matter your size, and you look at the score, I invite you to ignore it. The shiny token at the end of the rainbow? Ignore it. Use your gold, buy some non-basic white materials at the temple merchants if your guild is hurting on resources, and gear up. Get firsthand knowledge of what classes work well together. Let other people in your guild shot call. Try new compositions. Most importantly, I suppose, is have FUN. I know that three letter word is a four letter word around these parts, but it really is important. If your guild is feeling the doom-and-gloom, go have a meme night. Do something a little silly. Not finding someone to fight is not going to make you any better. Gear up, get on your comms, and go bloody the soil. Even if you get rolled like we did, I will guarantee you--you will learn something, you'll get in good fights, and you might even have fun. So take heart! If you're on Order, come fight with us! If you're not on Order, I'll sure you'll be fighting us soon enough.
  14. 14 points
    ZombieGandhi

    [Order] Down, But Not Out

    I know on Order (and on Chaos, I assume), there are a lot of people who've already given up on this Trials campaign. I've read the forum posts, and heard the lack of enthusiasm in some of your voices when suggesting we go pick a fight with Balance, or even dare to see about putting pressure on a keep. We can post ad nauseam about the variety of deficiencies and disparities that may or may not exist, though this does not help us, but to harm us. It poisons our fighting spirit and digital bloodlust. It saps our willingness to try new things, to think asymmetrically, and to work with what we have, instead of what we have not. I'd like to introduce a little less doom and gloom, and a little more excitement. First, I'd like to show all of you on Order, who didn't log in for the first siege night on Trials, just what you missed out on. It's easily one of the most fun battles I've had in this game, and even though we lost the keep, I don't think anyone there left with nothing less than a smile. This is not any form of self-promotion, but one of sharing a cool moment in a game we all love (sometimes to hate). Before anyone gets mad, the opening gag is rather quite self-aware and tongue-in-cheek, but going by the forum posts, I figured I'd better just say so than assume everyone gets the bit. For those of you who aren't keen to video watching, I'll give this a brief breakdown: We used mass ballistae (now the patented ZombieGandhi's Ballista On Every Tower strategy) as a way of showing up any potential overwhelming numbers--we didn't know if all of Balance would show, or a few. We held choke points--sometimes not as well as we should have--in combination of the ballista: the ballista were the hammer, and we the anvil. We even used the ballista healing bolts to heal the Tree of Life (as well as set fire to people in the tree room). Squishy players (leather, ranged, naked, under-leveled) took up a ballista, as for now, they take no damage. A level one fresh vessel could have set fire to dozens at a time. Now using defensive siege weaponry isn't an IQ200 level play, but at the moment, this is only the second time I've ever seen it used, and the first time to adopt my own patented strategy (which will cost you a pinecone to use). This is asymmetrical strategic thinking, and it did us extremely well--far better than I had expected. Lesser guests to our keep would not have done so well--a testament to willingness to fight. This long-winded post is meant to try and convey a few things: 1.) We may be down, but we're only out, unless we say we're out (Chaos and Balance does not decide that, we do. No excuses. Stop. I know you're thinking of one now). 2.) Asymmetrical combat is our friend. Experiment, get freaky, find the weakness of your opponent and exploit it, and don't let them exploit yours. 3.) Have some goddamn fun. This is a video game. If you're not logging in with some measure of excitement, you're doing it wrong. To further promote some hopeful unity, I would like to extend a hand, so to speak. Transcendence (TRA, that's me/us) is already starting to work with Infernal. Order may be low population, but I see there's other guilds putting points on the board. I hope you're reading these forums, and this thread, as if you are, I hope you'll reach out. Let's work together to see what we might accomplish. Fight by our rules, not theirs. If you'd like to contact TRA, I invite you to message me in game, or here, Discord, or wherever. Or if you'd prefer to talk with someone far more pleasant than myself, there is also Nueby. I cannot speak for other Order guilds, or even Chaos guilds, but if you're feeling in the down-and-out brigade, and seek to use this post as a manner of connection, then by all means, please do. The more people working together, the better the fights for everyone will be. All I can say, and speak for, is that Transcendence--whatever our numbers may be--won't be backing down. We'll take the fights, we're looking forward to thinking asymmetrically, and we'll be on this digital battlefield. We hope to see you all out there too, whether you're fighting with us, or against us. edit 'cause I words like Blair maths edit two, 'cause I REALLY words like Blair maths
  15. 14 points
    Brightdance

    Get Rid of 50% Bonus

    Yup, I didn't think I'd say this but boy am I sick of the half pip bonus. It is utterly infuriating to basically only craft for a lucky roll. This should not be the case. Crafting should be an art and if done right a great piece of equipment should be the result. This is not the case right now. Currently, you carefully craft all the pieces to get to the final assembly and have a chance at a worthwhile piece. Roll a Success and throw it away, start over. At first, this didn't bother me so much but as someone who basically logs on just to craft daily, it is getting to the point that I just don't want to bother. Don't know what else to say except something here isn't right. I'm a big supporter of this crafting system... I'll go as far as to say I totally love it. Except for this one part of it because it really takes it COMPLETELY out of your hands and puts it on a lucky roll. BD
  16. 13 points
    Staff

    General chat must come back

    General chat was a blessing, talking to your friends and enemies in one place was great, no one uses lobby chat, keep faction chat but also add back general chat, there's no reason for it to have disappeared
  17. 13 points
    Pann

    Crowfall curious? Get answers here

    Big Crowfall caw-out to @Rauthr for this great contribution on the Crowfall Reddit! Thanks for taking the time to create such an in-depth, comprehensive answer resource for some of the most commonly asked questions about the game. We really appreciate the time you spent putting this together! You can view the original post here . Do we have to be the same race to play together since the start? You can be any race, any class. What determines if you can play with your friends, is if you join the same faction for a campaign or not. Is the game full loot? Do you lose your set when you die to another players? Different Campaign types, will have different rules. Some may be full loot, others may have a timer for you to return to your body before others can loot, and yet others may have only a random item or two drop. Campaigns will last for limited times, and is the source of more rare materials/rewards. The winning faction will get to keep more/better rewards from the campaign than other (also depending on how much you contributed), and then the new campaigns might have a new ruleset on the world. Is the game more focused on PvE or PvP? As far as I can tell, there isn't so much a "PvE" in the usual sense. Right now it is PvP focused in terms of your activities. But you will have to kill some animals, either to skin them, or to get to materials they are guarding. In a recent email that crowfall sent out, it talked about how they are still working on the "moment to moment" game loop (the one that keeps you on from one 10-20 minute session, to the next) How does the grind in Crowfall work? Do you have to grind levels, items, etc..? You will get the majority of your stats from the gear you equip. BUT if you do level up, you will get a few (3) extra stat points to spend how you like. You will find that you can more quickly earn exp through crafting, and sacrificing items, than you might notice from going out and just killing mobs. Crafting will require more and more items, the more complex the recipe is. And with experimentation points, you will be getting different results with each craft. The "Ideal" crafting would be that you keep crafting until you get a set of experimentation procs that you would then "blueprint" (allowing you to replicate that EXACT craft again in the future) Is there a competitive scene? Most players that have access to the game, are avoiding the "burnout" since the game is more game-assets than it is a "game." Yes you can play the characters, Yes you can enjoy yourself, but it's not (yet) something that you will want to log in each/all day for. Currently the focus of the campaigns will be holding forts. and the only way to control a fort is to fight off everyone inside. Similarly, if there is a small region with high quality resources, you'll need some bodyguards to help protect you/others while they are collected. Are there factions? Can players from different factions play in the same guild? You can join guilds (see through the Crowfall website), and there are 3 factions to choose from. It would seem that even if you are in a guild, that does not mean that you HAVE to join the same faction as them. I'm not sure how this would work, as I have not fully tested/experienced this aspect. How is the population of the game? The population is currently quite low. You may encounter a group of 5-10 from time to time if you stay on during popular play hours, and near points of interest. Normally however, most people seem to be playing right now, just to get a feel for which classes and professions, etc, that they enjoy the most. How does disciplines work? Is it like Archeage where you can kind of mix multiple classes together? I have not played Archeage, so I can't give you a "yes" or "no" about that. BUT Each character gets 2 "Major" disciplines. These major ones will generally offer 1-2 abilities and a passive. You will then be able to choose a "Weapon Mastery" which will provide you with another 1-2 abilities, and lastly are 3 "Minor" disciplines. These can be used to further alter your character's strengths and weaknesses, either in mobility, combat, or even harvesting. My suggestion: If you think you will be interested in the concept of the game, go ahead and pick it up. Skills train off of Real Time, and are permanent to your "Crow" which then carries these bonuses into ALL characters that you make. By starting sooner than later, you can at least start training some skill trees to see if A, that's a tree you want to focus on come launch, or B just to see what other people may be getting as options in a tree you may never touch once playing for real. I get the impression that this is the main reason a lot of people are playing while it is still in such an "alpha" state. So that when the more polished gameplay elements are live, they will be able to see how strong certain classes/builds can be once fully trained; or, like I mentioned, if they are even worth the time/trouble.
  18. 13 points
    This is inspired by the famous "Arena MS Paint Rage" thread on ArenaJunkies back in the glory days of WoW. There was some absolute gold in that thread and I have a feeling Crowfall will be perfect for some MS Paint rage comics. Bring on the Crowfall memes! I'll start.
  19. 13 points
    jtoddcoleman

    Zone Caps

    I'd absolutely love too -- but the charts still show a few (not many, but a few) hitches on the server that need to be addressed before we will feel comfortable increasing it. We have a (fingers crossed) MAJOR performance update that we're been working on for a few months now, but it touches so many different systems that it is highly likely to break everything the moment that we launch it. so we're putting it through a lot more testing cycles, in the hopes of minimizing that pain. We know that the zones work reasonably well right now at 100. The problem is: if you jump it up, even a little, then you aren't just risking a bad experience for those 10 players, you're jeopardizing that play experience for everyone on that server. So while queueing absolutely sucks (and yeah, I know it does) it's actually the lesser of the two evils right now. We're working on the real fix, and I think we have a handle on it. It's working its way through the process and hopefully you guys will see it soon, and your patience will be well rewarded. Todd
  20. 13 points
    Scree

    Uncle Bob via Mega Alliance?

    I think it's fascinating how many people here are engaging in some pointless act of vanity to try to improve their standing within the community. This thread was started by one of the driving forces behind Crowfall's development and instead of the community debating him on the merits of his design vision, bickering and nonsensical debating have filled 7 pages. Few people in this thread have actually tried to respond to him, about their concerns with his fix. This is probably why you guys never see them in the forums anymore. You provide zero value to the discussion. Jtodd doesn't give a rats ass about team stacking, populations, or whatever excuse you need to come up with to justify that you wanted to "win" at a pre-alpha test which awards a participation trophy. Keep on going on about it though, I'm sure this thread will join the graveyard of irrelevant discussions that have become the Crowfall forums.
  21. 13 points
    Arcadi

    Community Kudos

    I just wanted to give some public kudos to @Anthrage for answering so many new player questions over and over in game. To @Kraahk as well for always responding to new player questions on the forums and in game with grace and energy and love of the game. To @Scree @Anhrez and anyone involved with Malekai.org. Incredibly useful, but undoubtedly tedious to maintain with no db API hooks in the game yet. To @Jah for the campaign maps and to -W- (Winterblades) for maintaining the crafting combos spreadsheet. I'm sure I'm missing many people, but thank you all for your continuing contributions to the community. These forums can sometimes be toxic and bitter, but I want to recognize the positive contributions out there. We all want this game to succeed.
  22. 13 points
    Thanks for the inspiration @Xarrayne
  23. 13 points
    I really like the video presentation. For those of us in the trenches who are mired in the details of netcode this, druid sickle that, it a good way to see the project from a higher level is moving forward. Kudos to Gibson and Max.
  24. 13 points
    Our approach on building the procedural world generation is to go "bottoms-up"; instead of starting with the world cluster and working down, we're starting with the most atomic unit and working our way up. This will make the game more playable as we go, and it will give us the maximum amount of time / iterations on the randomization of how-we-place-stuff-in-the-world, which is most important for the moment-to-moment experience. That means the order is roughly: - spawners randomized wiithin dioramas - dioramas randomized within parcels (from a parcel deck), - parcels randomized within the zone/continent (from a zone deck), - cliff parcels automatically placed to wrap the parcels at the world edge (from a tile set), - "themes" that can be applied on top of parcels (canyons + spiders, canyons + zombies, canyons + lizardmen, etc). - randomized parcel networks (dungeons, canyons, etc) - continents randomized within a world/cluster (from a world deck) ...while the rank information flows top down (from cluster to parcel to diorama to spawner). To your question (where are we in the process), the 5.6 map has parcels placed by hand, with all of the elements inside them drawn from various appropriate decks, the rank information being passed down the chain as expected, cliff edges being applied automatically and the "theme" system to be able to use a base parcel (like canyons) with different prop and monster sets (spiders, zombies). Next up is parcels-in-the-world, which is what this meeting was about. After that we'll tackle zones-in-the-world-cluster. (and after THAT we'll look at the history generator... eventually.) Todd
  25. 12 points
    I highlighted certain parts of this FAQ for discussion. Just wondering if the above is still a design goal for the game or if it's just an outdated FAQ at this point. This is clearly not where we're at, or have been for a very long time (since big world I guess). There are vessel levels now, with a pretty big power curve in them, which means anything below lvl 30 can hardly even compete properly (and you'll see lots of new players around below lvl 30). The grind for lvl 30 isn't extremely long (despite being super boring), but it's mostly vets who speedrun the process in the most efficient way. I get it that it's supposed to be some sort of tutorial to get you acquainted with your powers, but just throwing this out there. And I won't even mention vessel quality here. This "flat" power curve for both skills and gear is pretty far from where the game is at, but it's specially true for gear. Basically instead of grinding to get to lvl 100 and own lower levels, you grind to have all purple+ and own everyone else. Jewelry atm is particularly disgusting in how much power it gives, but armor is also horrible. Mitigation and pen is a huge power gap. Honestly combat stats are far too complicated and bloated, whole system should be streamlined and toned down a lot. I know the Shadowbane vets love their deep customization and builds, but I still hold firm to my belief that the game's combat started going downhill with discs. They addded very little in the way of interesting new mechanics and gameplay options, and just added more stat stacking, power creep, hard counters and cheese combos/builds. It's much easier to balance around a kit. I like promotion classes, I think the whole game could revolve around that and weapon selection and having plenty of powers to choose from within each class/weapon, instead of discs and so many gear stats. Right now Crowfall isn't so much a territory control PVP game, but more like a farming simulator spreadsheet game with some pvp sprinkled in to close the loop. Kinda like EVE I guess, which isn't surprising given how ACE modeled their game after EVE, but still disappointing for those of us who bought in based on their original design pitch. The only part of the game I feel is working perfectly well with the original pitch is the tactical/coordination side. Comms and good coordination/shot calling is one of the major deciding factors in fights atm, probably the most fun aspect of the game right now IMO. Other than that it's mostly spread sheet combat, stacking stats and winning that fight cause you have the right disc/build not so much because you made the right plays. So yea, might want to rethink certain elements of the game if the question "HOW DO YOU PREVENT SEASONED CHARACTERS FROM SMASHING NEW PLAYERS?" is still something meaningful to the game's design.
  26. 12 points
  27. 12 points
    ZYBAK

    Giving Outposts Area Wide Buffs

    Right now taking and holding outposts is very lackluster. It's boring and usually something people dread doing primarily because there's no reason to grab them other than "points". - If you're a PvPer and you're not in the race to win then there's no point in even bothering with them. - For harvesters they don't get any benefit whatsoever. If you guys gave something like a 5% damage buff for having a nearby Outpost and an extra plentiful harvesting point and extra harvesting critical chance it would really incentivize people to want to grab them for reasons outside of points. - It would add some tactics to taking points on the map. Maybe you want to grab the 2 nearby outposts for a 10% damage buff before trying to take a fort. If you're planning on doing a motherload run you'd want to grab nearby objectives first for the buffs and a fallback point. Overlapping buffs might be too much but maybe there could be a limit to how many stacks you could have. @jtoddcoleman@Tyrant@thomasblair
  28. 12 points
    Ok ACE, how is it that you want us to level? You provide no useful sacrifice items past lvl 3, and blue and purple vessels were a pain in the ass to level even when we could use soil, architecture frames, etc. In kickstarter, you promised us we'd start at endgame. Your bolted on leveling system sucks - having class powers gated behind levels is not what we signed up for. If I wanted a leveling theme park game, I'd play WoW again... they at least do it well.
  29. 12 points
    Unfolded

    The state of the game

    Well, I have been through it all with Crowfall. I've stuck around for good patches, I've stuck around for bad patches. However, this one really gets me. I can't take it anymore. Specific patches of flowers are missing from the Test Environment's beachhead. Below is a screenshot of where they should be. These patches of flowers are the ones I've always ran around when I'm bored. Please ACE, add them back, for me. @thomasblair
  30. 12 points
    Introducing wildcrafting: the act of gathering plants and reagents. FULL STORY
  31. 11 points
    vkromas

    The /who command needs to go.

    So, I wasn't sure if this note from our check-in history should be player facing so I initially left it out. After reading this thread though I've updated the patch notes to now include the following excerpt: /who is now a CSR only command and no longer accessible by players. This has been noted in the 5.8.5 Test Patch Notes posted today, 3/21/19.
  32. 11 points
    jtoddcoleman

    Zone Caps

    we're pushing as hard as we can to get the new server performance improvements out to you guys, because the higher the cap, the less this issue will matter. we could put in a temporary faction cap (something like 33/33/33) but my fear is that people would just abuse this with alts and it wouldn't actually help the situation -- in fact, it would make it worse, as everyone would be forced to queue pretty much all of the time. we're aware of the issue, and absolutely understand that it's incredibly frustrating. if there was more that we could do, we would. server and client performance is our #1 priority for the next milestone. once we're on the other side of that improvement, I'm more than happy to look at separate queues for different factions (or maybe just enforcing that during siege windows), but I want to stay focused right now 100% on improving performance. Todd
  33. 11 points
    Staff

    Game not what it should be

    Crowfall was promised as a play to crush throne war simulator, and while its certainly play to crush (with pure numbers and extreme gear difference) and it is a simulator (circle simulator) it needs to be much better on a lot of fronts. Farming in this game sucks, you need a ton of mats, strong tools, a lot of time, and complete dependence on others for higher tier mats from other professions unless youve bought several accounts, and even then unless you have several farmer crafters behind you you'll still be behind, farming dust is a pain, farming embers is even more of a pain, and little things like skinning getting reduced drops at night, and lack of much needed mob types, all add up to an extremely unpleasurable experience for the entirety of the gearing session. Even after getting all the mats, rounding up various crafters to craft it, you will still have a chance to have it all wasted with a chance to fail on assembly regardless of skill, for my most recent set of gear 2 of my gauntlets were flawed from blue to green with a 98% to not fail. Even after working overtime to farm mats, beating your way through rng crafting, you can finally pvp, oh wait no you cant, not alone at least, youve now gotta get a couple of geared friends to stand a chance, congrats! back to farming for you buddy boy. Ok now that you are geared, your friends are geared, and you got your discs set up you can go finally pvp. Or not.... you can now stand in circles for several hours. After awhile of circle standing you finally meet someone, oh wait oh god he isnt alone, he has 12 other dudes with him, you and your 4 buddies never stood a chance, you cant run because your mount moves about as slow as your thought process before your morning coffee, you cant fight them because there's just too many, you cant focus them because this combat system is complete trash you accidentally hit the templar once and he knocked down your entire team, and with a movement and combat system like this you cant kite them and spread them out without malekai himself descending from the heavens and personally blinding half of them. Ok so you died now you get to respawn super far away because you didnt own a fort and now have to fly for 5 minutes or break your armor, then you get to sit around for 3 minutes on shroud and hope no one comes by. Now that you've ressed you can go look for an even fight, your teammates logged for the night because the crow flying made them die inside, after finding 1 person you get into a fight with them, turns out the gear you crafted wasnt enough, youre fighting a champion, you get him down to 1% health 40 times but he just heals right back up and kills you because you didnt decide to run plague lord that day. Ok after respawning, flying, and waiting, you meet someone else of the same class, another myrmidon! finally a fair fight, or so you thought, you manage your crashes perfectly and even manage to break his, but unlike you his gear is a tier higher, he has more health because health is related to armor for some ungodly reason, and his 2 axes named noob slayer and carried by my guild do more damage because he exploited with wooden boards, and now youre dead again, back to flying, back to waiting, back to hating the cycle. Before this game is ready it needs a lot of changes, allow me to list a few below REDUCE THE PVE GRIND FOR THIS PRIMARILY PVP GAME, increase drop rates on leather, wood, and higher colored items, along with dust and embers. MAKE THE GAME ACTUALLY SKILLFUL WITH BUILDS AND OVERALL COMBAT, introduce armor and weapon sets like eso's, it allows for a lot of customization and unique builds allowing your min max to be more then just a good hunger shard (which needs some serious rng buffs) REPLACE THE KEEPS AND FORTS WITH SOMETHING BETTER, AND MORE DEFENDABLE, keep sieges are only passably acceptable atm because its the only time you will be 100% assured you wont have to just circle stand, the keeps are small, and undefendable with its layout allowing for holes everywhere. forts themselves are too easily capped, went with my druid and hacked my way into several forts earlier, chopping through the stone foundation and thick wooden walls, we didnt cap it super quick because theres just 2 of us, but more would have capped that fort with 0 warning in under 3 minutes, make forts stronger, harder to take, and have more warning. THE NERF SLEDGEHAMMER, for the love of the all father, stop nerfing classes with just the sledge hammer of doom, tweak the classes dont destroy them like fessor, when the pitfighter nerf comes please dont make it worthless TLDR: farming sucks, crafting sucks, pvp sucks, combat and movement system sucks, still better then wizard101
  34. 11 points
    No arguments there. Standing in circles is bad game play, and constant fort flipping is also bad game play. I just happen to think the proposed "immediate fixes" favor a very specific type of game play, and totally cuts out casual players from the greater war game, (solo's could not effectively contribute without camps) and are slanted towards "what will help us win" more than than better game play. I would rather ACE implement real fixes, than spend time tweaking an incomplete system. This last campaign has at least been competitive, and these changes would pretty much guarantee the next one wouldn't be. I can bear up with great fortitude to the complaints about certain guilds feeling burnt out by the pace, considering how deaf to other players complaints those same guilds have been when it comes to "doing what it takes to win", even at the expense of those players game experiences. Shoes on the other foot, and suddenly it's a "simple fix you can do today".
  35. 11 points
    So, ACE seems intent on removing capabilities for leveling quickly with crafted materials that players have discovered, forcing them to level in some way that ACE "approves" of. Has ACE considered that players are trying to circumvent the process that ACE wants because the process that ACE wants is not fun, nor interesting and is excessively time-consuming?
  36. 11 points
    top required change: make forts at the start hostile. rushing out at lvl 1 to cap no fightin is silly
  37. 11 points
  38. 11 points
    Coincidentally, it was your response to Yumx's post that inspired this article. You said how great it was that they had put that information together. I saw that and thought to myself, "Wow! Well if Zybak likes it, more people would like it - and it is kind of buried here on the forums..." so I contacted Yumx about using Caldera's intel as the basis for my write-up. Then, I asked Blair and Halash to make a pass through to make sure the names were all correct because I knew Tinnis would be reading it. Anywhoo, I hope that it is useful for a lot of folks - and for those who already know all of the information that was given, I hope that you'll be inspired to put together similar recommendations of your own to talk about your favorite way of loading out characters, choosing Disciplines and all that.
  39. 11 points
    We are looking to create a series that will debut alongside the release of 5.8: First Campaign. “Stories from the Front" will be a daily report that chronicles the status of the Campaign and will be hosted on the Official Crowfall Twitch channel. We’re looking for volunteer correspondents, players interested in sharing highlights from their guilds or factions. The plans are still very much in the planning process and we’d love to hear your creative ideas about the type of content you’d like to contribute such as podcasts, blogs, livestreams, gifs or any other approach that you think the community would like to see. Our goal is to have a schedule of who and what will go live during that first week or two as the Campaign kicks off. With your participation, it could become an ongoing thing. And that would be awesome. So, how about it? Let’s roll!
  40. 11 points
    @Soulreaver @MJayed
  41. 11 points
  42. 11 points
    40 mins for the length of a day sounds awfully fast to me, but I'll reserve judgement until I see it implemented. Vampires and Werewolves - meh. If they're strong at night and weak during the day, then the fast day/night cycle will likely be necessary for balance issues. The hunger shards on the ground and new skills in excavation sound alright. Modifying weapons with DoTs and drains etc sounds good. But you'll need more DoT removal discipline powers spread out among more disciplines (that's an ongoing concern with a lot of the discipline powers - there should be alternative means to get them, and counters to a discipline power shouldn't be in the same discipline as the power they counter). The day/night variation on monsters is interesting, but doesn't fit well with the lore, frankly. The hunger-version of mobs disappearing at dawn feels meh. "Winter is coming" feels better than "night is coming for 15 mins soon"
  43. 11 points
    I think this feature for Crowfall is probably one of the least talked about from you guys but seriously is a huge deal for MMO players. How many of us have played in a game, where no matter what server you played on, the geography was just cloned? This is the really cool stuff that will only serve to reinforce the exploration roles within Crowfall. You aren't exploring a world once, and then calling it a day. Every campaign will need those explorers. Repeated over and over and over. Add in the potential for you guys to craft biome-specific game worlds (aka "a Desert World") and you've got some really special stuff for players to digest visually without becoming bored. I hope this system is everything it sounds like and more. Really great stuff.
  44. 11 points
    EdZ

    Murder of Crows AMA

    As long as it goes to a good use, well that's more than fair! Mostly server side stuff -- architected the Central Service, which handles login and skills and all the stuff that has to work for everyone all the time (Tim has taken over server side of skills for this latest iteration). In game I did Secure Trading, and now I'm doing the NPC stuff. So that first 5.5 build where the server fell over under the load of the NPCs -- that you can blame me for... Funny story about that. Designers were complaining we couldn't get more than about 50 NPCs in the game, so Chris redid the whole thing to make it like 4x more efficient (and easier for Mark to work with too boot). Then he left and turned it over to me. I was still just figuring out the basics of how to keep them from bumping into walls and drooling on themselves when suddenly the designers decided to put to put 1,200 NPCs into wrath. Since I'm sure they know that 50 x 4 is only 200, not 1200, I think a stray line got misread as a 1 on a whiteboard somewhere. Either that or Blair hates me. :-)
  45. 10 points
    Thimble

    [RP] Thimble's Promise

    The forges within the Corvus Citadel had been a bustle of activity since the Trials had begun. Though Thimble was but a crow, he had mastered the use of hammer and anvil while inhabiting the reanimated corpse of a long dead knight. Long had he toiled in that vessel, sweating from the heat of the flames, his arms covered in soot. The body had required food and drink while working, but the Citadel had provided. Zerst, Master Chef of the Citadel, had been hard at work himself, creating endless amounts of his signature dishes: gerbil cream pies and gerbil juice. He claimed that there was a secret ingredient, but that he would never tell what it was. No matter; the products of his genius had helped Thimble and the other Crafters of the Citadel outfit nearly all of their combatants in armor made from rare ores gathered near the contested Goldenhorn ore fields. All of that was about to change. The Trial of Valkyn, the All-Father, had begun. The forge still needed tending from time to time, but Thimble had several very eager apprentices who were now skilled enough to take on most of the work. Now Thimble would be able to spend more time in the Trial, to compete to earn tribute with He Who Sits Upon The Dragon Throne, Valkyn the Ancient. He would burn, tear apart, and shred the reanimated bodies inhabited by the crows of Balance, and he would help lead the forces of Corvus Citadel and the rest of Chaos to victory. That was his promise, to himself and to his Brothers and Sisters of the Citadel.
  46. 10 points
    Scree

    Uncle Bob via Mega Alliance?

    I think the issues in the current campaign are a good example of differentiating between an unorganized zerg and an organized one. Clearly, Jah is being disingenuous about which his faction is. The constant screenshots of player counts are cute, but clearly show an organization concerned about appearances. Not knowing the difference between two organized, experienced, skill-trained guilds competing against mostly wet-behind-the-ear unorganized factions is a bit "he doth protest too much" in nature. With that said, I am not in agreement with JTodd about his solution to this problem. It feels a bit haphazard and unlikely to influence any behaviors in this game. Rewarding individuals for team enhancing behaviors is a novel idea, but the problem is we have evidence it doesn't work. Any individual reward track incentivizes individual behaviors. If I know up front that I can win rewards simply by crafting more than any other person, I'll do it. That doesn't mean that crafter is giving those goods to anyone, helping his team, or any measurable assistance is being provided towards winning. This is the problem with his reward vectors. Ultimately none of them might actually influence a team's outcome. Let's assume an obvious vector; Kills: I can farm kills against alts and manipulate the rankings so that I win. Crafting: I can craft all day long, and not provide these goods to my team. Harvesting: I can harvest all day long too, but if the goods don't make their way to my team... Captures: probably the only vector he hinted at that would help my team win; ultimately also farmable with the right cross-faction alliance. It's hard to think of any vector that can't be manipulated, simply to win these "gold medals". I also don't believe any of these vectors necessarily mean that an individual was contributing to the success of a team. They merely indicate that a person is having individual success. Reward vectors of a personal nature like this, are almost assuredly going to incentivize the wrong behaviors because teams don't necessarily do well just because one player is doing well. I do believe there are solutions to incentivizing or penalizing team stacking behaviors. I think it's possible to solve this to a degree. Ultimately people are going to join a stacked team if they can get something for doing it. Stop giving people rewards for joining a stacked team. Also please note that their different ways to measure a "stacked" team; both by inspecting player count, and the current faction score.
  47. 10 points
    Heartsteel

    Uncle Bob via Mega Alliance?

    Browsing around, from what I can tell, a lot of you are: 1. Upset cause you're on the losing end. 2. Defending being on the winning end. and a lot of you are just 3. Whiny toddlers. Anytime the word guild is even mentioned in a game, they forge alliances and make enemies. It's just how it goes. Next campaign some of 'em are probably gonna stab each other in the back anyway when there's no reward to work for so the factions will most likely even back out after a few short campaigns. Several of you have legit ideas and arguments which is great, but most of you are just ticked that you're either on the losing end or a guild you figured would help your faction win left for the guild alliances. All over an imaginary golden reward or whatever. Y'all are acting like you're being cheated out of $1,000,000. It's sad. The problem here really seems to be the guild alliances. Wanna get rid of them? Give the guilds a reason to fight each other. Player individual rewards are great, but top guild rewards would probably take care of that even faster. Granted, we are in pre alpha and there isn't a lot of big, coordinated guilds yet, but you have to look beyond that. Where are we gonna be at launch? New players come in, new guilds, new skillsets, ect.. Get a good number of guilds and competitive players and boom. Faction tier rewards, Guild tier, then player tier. Rewards for teamwork and rewards for solo. The top player isn't necessarily going to be in the top guild, and the top guild may not necessarily be in the top faction. Everyone gets a fair shot. But seriously, if we're gonna be this insulted over a gold badge, then we need to rethink our life priorities and we're probably just not ready for rewards yet.
  48. 10 points
    I just addressed this in another thread so I'll just leave the same answer here.
  49. 10 points
    The life-blood of a player-driven economy is competition for scarce, regionally-distributed resources combined with specialization. Too many game designs forgo this concept for a more uniform resource distribution. In a game where players literally pick a place to settle, the player-driven economy will work if that place has precise, predictable and rigid economic consequences. In a simplified scenario: if Mithril Warhammers settles in a cold biome near a mountain, we should have a relative surplus of ore and stone, and a relative deficit of lumber and hide. Of course, there are more than one type of each of those things, so it could be even more excellently designed. Unfortunately, it seems like CF maps follow the classic setup where all types of ore, lumber, and stone appear randomly in every corner of the world. In this kind of set-up, when I am running randomly, I cannot predict what the next resource I will see is. I should be able to. So, you do not have any sort of economic network, you simply have a contest for who can do it faster. This is simplified, I know there are some groups successfully locking down the highest tier of these things, but that is an elite scarcity economy and does not sustain as well as a regionally-distributed one. Let MWH, in the above scenario, corner the market on essentially all tiers of ore and be completely shut out of harvesting lumber and hide. This is a brilliant way to organize a player-driven economy because our economic interaction is driven by need. It also lowers the demand on individual guilds to cover all their needs in terms of trained harvesters and crafters, instead encouraging us to specialize and then trade with other specialists. Yes we want some high quality lumber and hide and equipment made from it, but we should not commit to training ourselves as lumberers, skinners, tanners, and carvers. Then, let us market ourselves as ore and metalworking specialists, with tags on our EK. tl;dr I'm not on twitter, but if I responded to JTC my simple suggestion would be: Do not distribute any resource uniformly.
  50. 10 points
    The day/night cycle is just around the corner! Get a first look here. FULL STORY
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