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ACE Development Partners
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Everything posted by blazzen

  1. I missed this detail - are you sure they said mounts will be in? As in, mount graphics or some of the skins from KS?
  2. They count every step within a combo as a "power". For example - the confessor LMB is Fireball 1, 2 and 3. That alone counts as 3 powers.
  3. I too am in favor of a full wipe because I think it would be helpful in testing the early game and new player experience.
  4. @Pann created a thread about wiping passive training (but not vessels or items) and the answer from the playerbase is a definitive "No". However, several players mention that's because wiping passive training but leaving legacy items and vessels would be worse than not wiping at all. ACE's reason for not doing a full wipe is quote below. I'd like to get a poll on the players preferences to see whether or not it matches the assumption above. After all, it's the players time and effort that we're talking about wiping. Per yesterdays stream - the 5.11 update and full wipe is scheduled for Jan or Feb 2020. Vote YES if you're in favor of a full wipe in October 2019. Vote NO if you're NOT in favor of a full wipe in October 2019.
  5. Yeah and you only get 1 chance to make a first impression. Flop in those first couple months and people don't come back. Game hopping is real right now. Crowfall needs a GREAT new player experience to really grab and hold onto new players. The game doesn't hold onto new players very well right now. I'm sure being in a pre-alpha state is a real big part of that but it's not the only reason. With 5.11 being the final milestone we won't be able to blame short comings on pre-alpha much longer either.
  6. There would be no crafting/harvesting grind after a full wipe. Everyone would just wear war tribe gear as it would be the best thing available until training got further along. This is the sort of stuff that needs testing and why I think it would be a good idea to do a full wipe. We haven't had a full wipe or fresh start to test the early game since war tribe loot was introduced. This was a huge change to the NPE yet we haven't fully tested it. There's also been little testing on the inverted experimentation difficulty vs. resource quality curve. At a glance it's pretty obvious to many crafters that early game crafting is going to suffer mightly vs. war tribe gear. I'm a firm believer that experimentation difficulty does not need to increase and should remain constant despite resource quality. The boost you get from using better resources is enough in itself to differentiate quality. Skill training of the crafter will dictate the amount of risk they can reasonably take when experimenting. We don't need this experimentation difficulty vs. quality curve at all.
  7. Voted no cause it doesn't include characters and items in the wipe. Need to wipe passive training, vessels and banks if you're going to do it. Just wiping training leaves a bunch of items/vessels in the game and doesn't level the playing field. EDIT: For the record, I'm all for a full wipe, because I feel the early game needs more testing. I also don't think it's going to be too quick to do back to back wipes. We aren't even in October yet. The update is slated for Jan or Feb. That's 4-5 months of testing and that's if ACE manages to get it finished on time. We all know how game development schedules go.
  8. More likely to get some type of consumable/food buff that helps new players bridge gap between them and vets than a mini game.
  9. Myrmidon Titan Indestructible Frenzy talent doesn't work.
  10. Would also be nice to be able to put a waypoint on the map that shows up on your compass so you can follow your compass to the waypoint instead of having to open the map constantly.
  11. Yeah I actually think a difference in audio for landing attacks and missing attacks would go a long way. Right now swinging into air sounds the same as swinging and hitting. We need a "whoosh" sound for swings and misses and a "whoosh splat" sound for swings and hits.
  12. Looks like the PVP area that was originally in GR but was removed and became a separate server/ruleset. Noob training ground to ease people into PVP. Also a place to PVP between trials. Not particularly exciting for those waiting on the dregs but also pretty easy for ACE to do. With only 1 god left this could also signal the end of the trials for a while and give ACE a lower maintenance ruleset for players to test in while they work to complete the game. That's my $0.02 anyways.
  13. I'm in the same boat (gamer dad). Long time Crowfall backer. I also currently play Conqueror's Blade. I wouldn't expect any type of instanced or queued PVP From Crowfall. That said, once you are leveled up and geared up, if you show up for the prime time fort/siege fights you can get 1-2 hours of PVP in much like you would in CB.
  14. Yeah that was my thought behind removing them. With free and easy travel of goods between GR and EK's I don't see the reason for vendors in GR.
  15. Agreed. What about the player vendor's in God's Reach? Should the player vendors in God's Reach be removed so EK's can have their place as economic hubs?
  16. They answered this in the stream today. Crit chance vs. anti crit is not calculated the same as armor and armor pe since you cannot over cap crit chance currently. It sounds like they may consider allowing overcapping of crit strike to combat high anti-crit strike similar to how you can overcap armor to combat high armor penetration. Either that or they may nerf some of the sources of anti crit strike.
  17. This. I watched one old video of WoW classic and that was enough for me. The standing there waiting on auto attack to swing....cringe worthy.
  18. It's only about a 90 minute grind to get a vessel to 30 anyways so if someone really wanted to farm kills they could do it pretty easy regardless of level.
  19. Everyone gets 2 training tracks now whether they're VIP or not. They removed the additional training from VIP for a lot of the reasons you describe. At this point we're not sure what VIP will offer. The additional training track was the main draw to it for sure.
  20. Thief is fine on a disc IMO. We're not getting anymore classes beyond Frostweaver pre-launch and the first post launch class DEFINITELY needs to be another support/healer. A while back when we still had race/class training and the Duelist was in the "scoundrel" category all by itself we talked about adding a Bard support class.
  21. Resource scarcity is essential to this game. The entire premise is that we're eternal crows scavenging dying worlds. The resources in these dying worlds HAVE to be more valuable than what's in god's reach otherwise why are we going there? There has to be a reason to bring them back also (either building up EK's or for the next campaign) otherwise, again, what's the point? The resources scavenged from these dying worlds are literally THE REASON TO FIGHT. Bragging rights are of course a reason also but that is in a way fighting for the sake of fighting. If players want a more tangible reason to fight then resources is it. The whole thing falls apart without resource scarcity. With the lower power curve and mob dropped loot you can now have resource scarcity without driving off all of the n00bs. There's no reason to put high rank resources in safe zones. There's no reason to cover the entire campaign map with R10's. We must have resource scarcity if that's the main thing we're fighting over in these dying worlds. Crowfall has a very, very small pre-alpha population that struggles to maintain triple digits on either server. The current faction imbalance, politics, etc. is of very little concern to the fundamental principle of resource scarcity in Crowfall.
  22. Yeah, I dunno. EK's just aren't tied into the loop very well right now. Without EK's having value, exports don't really mean much other than imports for next campaign. I'm not sure what the answer to that is other than to try to give EK's some type of campaign value (without getting uncle bob).
  23. @Staff idea has merit. It would essentially be an extension of the leaderboard that's already in place. Aside from bragging rights, the main reason to fight in Crowfall is resources. We're Crows scavenging dying worlds for valuable resources. We fight for the right (exports) to bring those resources back to our kingdoms. The problems, which @jtoddcoleman and team must address, is the lack of scarcity/competition over these resources (R8's in the safe zone) as well as a reason to want to export them (other than importing them into the next campaign) which would be some sort of EK tie in. A while ago there was an idea tossed around about relics you could keep in your EK that would give you or your guild boosts in the campaign worlds. Boosts along the lines of what the badges give right now. If that was tied into resource export (relics require mass resources to build) then maybe people would care a bit more about EK's and it could tie the whole loop together. Right now we're fighting for the sake of fighting (testing?) but eventually the EK -> Campaign World loop must be completed and resource scarcity is how you do that.
  24. I'd still prefer blight to be pulsing damage field (similar to ballista fire arrows) that does more damage per tick the more orbs it impacts than direct damage that can one shot people. They could also lower the number of orbs you can detonate at once and lower the cooldown on blight. The last time I suggested one shot abilities were bad for the game the Druid Union tried to lynch me so I'll leave it at that I thought ultimates are just a barrier now equal to ~ 1/3 of your HP and no longer an invuln. Better chance to live with the barrier absorbing the damage though.
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