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Arkade

ACE Investor & Tester
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Everything posted by Arkade

  1. The only thing I know about is that they work with streamers, which you can check out here: https://crowfall.com/en-US/influencer
  2. I get the frustration, but I don't think it's something they consider low priority. The subject has come up in seemingly every Q&A for the last 6 months. My understanding is that they are waiting on engineering to make it work. Maybe that means it will be ready for 5.110 and maybe not. Fingers crossed.
  3. Arkade

    Hello

    Start in God's Reach, Joveth server. Level up, get some gear, and don't be afraid to ask questions in chat.
  4. If you have already applied to one guild, you might not be able to apply to another at the same time. If you have, can you try withdrawing that request? If that isn't the issue, then send an email to support@crowfall.com
  5. You can PvP in EKs, but there's nothing to win there, and likely won't be any time soon, if ever. They've talked about having tournaments that would involve winning guilds from the campaigns, but that is likely to be outside the EK system. More likely, it would be a special type of campaign. EKs are meant to be places where you can practice (can organize duels with others with PvP turned on), socialize, and be used as market hubs. Prior to them adding vendors to the other worlds, they were exclusively in EKs, and many people ran successful markets. If you watched the Q&A today, the vendors in the temples aren't a long term solution. The God's Reach worlds will probably lose vendors altogether, and people will have to visit EKs to shop outside of the campaigns, as it was originally intended. In addition, EKs can be used to house relics and artifacts obtained in campaigns. Check out the FAQ for more info on those: https://crowfall.com/en-US/faq EKs should be the place to both craft and shop outside of campaigns, as they once were.
  6. 1) No 2) There are major disciplines that provide healing abilities, such as Field Surgeon, Pixie, Friar, etc. Field Surgeon is broken (the Rehabilitation works based on the target's stamina rather than yours), and none of them provide significant self healing. You will also have a hard time getting significant support power since they took out the Surging Spirit discipline. You can still stack it, but will probably never be as good as a cleric or druid. 3) Stealth is probably the best way to escape an attack. Duelist especially, since you can go stealth then tunnel in a different direction to throw off attempts to knock you out of stealth. 4) It depends on whether you are talking combat or non-combat. For in-combat, Friar is a good disc to take, particularly as a non-healer, if you want more mobility. You will have the run speed buff up more often than not. Bard gives a run speed buff too, but getting stunned or knocked down will interrupt the buff and you'll have to recast it. Outside of combat, everyone has a mount. Knights can get an extra 15% to mount speed, and there is a food item (I forget which) that gives another 5%. There are also races like Elken and Centaur which get Trailmaster, and others that get Trailblazer (lesser version of Trailmaster). You won't outrun a mount with either, but they can buy you some distance against an unmounted opponent.
  7. Yes, there will be at least 2 more wipes, and likely more. There will be a full wipe for 5.110, which is due in February. And there will be a full wipe when the game launches. There is likely to be a wipe for beta sometime between those other two.
  8. Can you post it in the feedback thread along with video of the issue?
  9. I believe the issue with the GR worlds is that they are still working on separating the mob rank from the resource rank. Currently, I think they are tied together, and rank 8 mobs are needed in the GR worlds so people can level to 30. Once that gets sorted out, I would expect to see the resource ranks in the GR worlds reduced. Another thing to consider is that a lot of people craft in the GR worlds. Given the import and export limits, and the relatively short duration of the campaigns, it makes little sense to import crafting gear just so you can export again 2 weeks later. It's easier to just export whatever resources you need and do all your crafting in GR. If you want the keep buff, you can get that in the infected. I play in all 3 bands at any given time based on what I'm trying to accomplish. I mostly spend my time in the campaigns harvesting. Lastly, there really is no incentive to win the campaigns. I couldn't care less if I get a gold or silver badge, and that isn't even a reward this time. When campaigns are longer and more meaningful, then you will see more people playing them.
  10. I plan to play everywhere based on my specific goals at any given time.
  11. Even if vendors are removed from the God's Reach worlds, I think you'll still have issues in the faction based campaigns. In the Dregs, it won't be as much of an issue since many people will set up vendors in their own cities, but there will still be a need for general vendors. Many players won't have a city in which to place a vendor. Unfortunately, every solution I think of, I can think of a way it can be easily abused.
  12. Do both then. All of the 4G players taking a dozen vendor spots each aren't in the same guild. And if there are scaling costs, then maybe people won't use them as storage, and vendor spots will open up more often.
  13. Something does need to be done. They can start by limiting vendors to one per account in each world. Some people will just use multiple accounts, but it's a start. I would also suggest changes to the cost. Maybe make it have a large upfront cost, and after a certain amount of time, it expires and the vendor and any remaining items are sent to your bank. Maybe you have a wait a certain amount of time before you can place a vendor again. Project: Gorgon has a vendor system where you rent a vendor and each day, the cost of the vendor goes up. Eventually it becomes prohibitive to afford, as the cost will outweigh any profit you make from the sales. So you will have to give up the vendor at some point, but your daily cost doesn't go down immediately. Each day you aren't renting a vendor, the cost decrements. Something like that might work. There's also EKs where we can place vendors. Unfortunately, they aren't likely to get much traffic now that vendors are in the GR and Campaign worlds. Hopefully ACE can find a way to make EKs relevant again. Being able to provide crafting buffs would be one way to do it. How about an NPC that can only be placed in player built cities (EK or Dregs) that gives the leadership buff if you have it trained? That way you don't actually have to stand around and group with people to give them the buff. There are also the relics and artifacts first mentioned in the kickstarter. They could be another way to provide buffs for players while in the EK.
  14. A catch up mechanic is already planned. I'm not against enabling players to earn a portion of their skill points in an active way, but the issues with the passive system aren't nearly so dire as you and others make it out to be. Someone who starts playing a year after launch will be behind, but they will also have the luxury of being able to buy the very best gear from other players. That is something they will be able to actively work toward, along with obtaining skill tomes to catch up.
  15. Except we have done that many times already before you got here. If they do a full wipe, prepare to see a lot of vets stop playing, and then when newbies come along with questions, they'll get nothing but crickets. You think the servers are empty now? It's really easy to suggest a wipe when you have nothing to lose.
  16. I think this is a matter of semantics. Pann is saying 3%, but is referring to the 3 points every 10 seconds. Regardless, I don't want a wipe of any kind right now. Even if you wipe everything, all of the same class imbalances will still exist, so what are you really fixing? And a month later, the new people coming in will start complaining again about being behind the curve. We need to test the game and the game gets tested better by having people trained, along with people who are not trained. The condition where no one is trained is only going to happen once. We've tested that many times already, and will again when 5.110 hits. There's no need for a wipe now.
  17. If they wipe now, they will completely kill my desire to play. I'm working on creating an uber blacksmith and I can't do that without max skills. I'm close to being able to craft the vessel and I've put a lot of time and effort into it. If they wipe items along with skills, I may not play at all until 5.110. I've been through every wipe this game has had and each one is tougher than the last. If you don't have to wipe, don't. Wait until 5.110.
  18. The last campaign had 20 exports. That doesn't mean that every campaign will only have 20 exports. Export amounts are supposed to be the way in which the winners are rewarded. Win the campaign and you get more exports. The game isn't there yet. Storage isn't there yet, either, so there's only so much you can hold onto anyway.
  19. All work on the artisan engine is on hold until CF launches.
  20. Good write up. You have echoed many of the same concerns I have had in the past. Given that they have removed Surging Spirit, I would like to see the Sentinel promotion changed so that knights could spec for healing. There are several talents in the promotion that aren't close to worth their cost and could be replaced. Grip Strength: The benefit of this talent only exists because of the enforced penalty of using a mace. You have to spend 3 talent points to make up for the weight penalty on the weapon the spec forces you to use. It's like a store raising their prices, then having a sale. Add this benefit to the Sentinel talent and replace it with something better. Heartless and Pinning: The benefits of these talents are marginal and nowhere near worth the cost. That's 9 talent points that could otherwise be spent on abilities which help make the knight a healer. Some ideas for replacements: talent that gives support power (each point gives X) talent that makes the Noble Blood barrier apply to the group (each point gives a percentage of the knight's barrier) talent that gives Obliterate a leech effect (each point gives a % of the damage done by the bleed) I would also consider changing Macemanship to provide healing bonus rather than damage bonus. That would at least give knights one spec that has some sustain, and give knights an alternate play style.
  21. I wouldn't say it failed. Low population with no real incentive to win is why it hasn't worked. Faction-based PvP has worked to varying degrees in other games. I'm sure it will work in CF once they add campaign rewards and we have a higher population.
  22. I would imagine there will be a lot of marketing stuff associated with 5.110. Unfortunately, for marketing purposes, the information comes out at the same time as the update, while we are all sitting here jonesing for any tidbit about what's coming. I miss stuff like patch notes from the future. Big picture, we know what's next, but a couple details would be appreciated. The Dregs is the big thing, but there will be plenty of small things too, I'm sure, that they can give us to nibble on while we wait.
  23. 1. You can harvest very well with a full combat character, depending on training and gear. Skill training is account based, so all of your characters will benefit from it, and you can train in both combat and harvesting. Disciplines are divided into majors (combat and crafting), exploration (harvesting) and minors (combat and crafting). There's 1 harvesting minor, but you don't need it depending on the exploration discs you have. Harvesting is also affected by the seasons. In spring and summer, players get a buff that helps to get more/better resources. In fall and winter, it's a debuff, so without some combination of skills, disciplines, potions and food buffs, you will have a hard time. The God's Reach worlds are eternal spring, so you get the max buff in those worlds all the time. The campaign worlds are currently in summer and have about 10 days left. You can also improve your harvesting via armor and jewelry. Harvesting stats can be added to combat stats on armor, so you don't lose any combat effectiveness there. With jewelry, you have to choose between combat and harvesting (and crafting) stats, but that's something you can swap as needed. 2. You can go that way. It's up to you. All characters have the base combat ability for their class. It mostly comes down to your discipline and gear choices. I run around solo all the time on characters that have little to no combat training and I do okay. Often avoiding a fight is just a matter of playing a stealth class and keeping your eyes open. Again, it's important to remember that skill training is account wide, so if you want to do crafting, harvesting and combat all on the same account, you won't be able to train them all at the same time. You can do them all, but you won't have the training to make you better at all of them. You also can't double up on your training. By that I mean, you can't train both blacksmithing and leatherworking at the same time, for example. You have to choose 2 out of combat, crafting and exploration. Many people play multiple accounts and have one for combat/harvesting and others for crafting/harvesting. 3. As I said, you have to choose 2 of combat, crafting and exploration. You can only train one harvesting tree at a time, but there is some overlap in the earlier trees. For example, if you train the first skill in the Excavation tree, it increases your stats in mining, quarrying and gravedigging. As you get further into the skill trees, they get more specialized. The Ore Specialization tree, for example, only improves your mining. 4. Most stuff in the game can be harvested solo. The only harvested items that require more than 1 person are minerals and gems, which come from stone and ore motherlodes, respectively. They require at least 2 people to harvest. There are other things you will want/need that are drops rather than harvested, but you can usually find someone selling them, or you can kill mobs to try to get them yourself. The tougher mobs have a higher chance of dropping good stuff, as you would expect. 5. Anything with stealth is generally good if you are harvesting alone. You won't escape all the time, but against a single ganker, you'll have success if you are smart about it. 6. You (your account) is an immortal crow. You inhabit bodies (vessels) and play as them. When you create a character, you are given a common quality vessel of whichever race you choose, and you select which class you want to play. Better vessels can be crafted by necromancers. When you get/craft a vessel, you use it to create a new, better character. 7. It's an npc. You have to give them gold to keep them running, but they stay up as long as the server is up. Finding open spots to place a vendor can sometimes be a challenge, though. The best spots tend to get filled quickly. 8. Check out the guild recruiting forums. 9. The game has a pretty steep learning curve, and the new player experience still needs some work. Feel free to ask questions in General chat. General is all servers and factions. Faction is only the people in your faction, on the specific server you are currently on. Zone chat is just the specific zone you are in. Open your character sheet (press I) and click on the details button. Familiarize yourself with the various stats used for combat, crafting and harvesting. Understanding how the stats work and how you can raise them will go a long way toward understanding the game.
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