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Ranger

Testers
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  1. Like
    Ranger reacted to JAFO in Is Crowfall too difficult for new players?   
    Just a trend ive seen over the years. (Its Been a Few lol). Have a Neighbor tried a game like this. Wasn't to involved as this but is representative of this style of game. it had a good tutorial. told you step by step what to do how to do it ETC ETC. He is about 28yrs my Jr not a child 20s. He Rage quit and complains it was too hard. He couldn't figure it out. I came over watched him play and I noticed he wasnt reading he was just Power clicking thru. I told him well maybe read what its telling you and youll have a idea of what your supposed to do. He Literally said oh that suks i have to read in a video game.  So Some NEW players may fall in this category of PUBG Fortenite players. 
      As for me I prob spend more time Investigating forums, Google, Youtube, streams for information on the game as i do actual KB time in the game lol. I love the AH HA Moments or the OH man I totally had that wrong. lol
     The game as it is at the time of me writing i have done it a few times its not finished yet Says rt at the end. so im sure there will be more.
     
  2. Like
    Ranger reacted to APE in Is Crowfall too difficult for new players?   
    Which is likely the majority. Even if someone comes in with a guild or joins one quickly, they are still going to be "solo" until they are invested. Some specifically don't want to join a guild until they feel they bring value by knowing how the game works.
  3. Like
    Ranger reacted to yianni in Is Crowfall too difficult for new players?   
    game isnt complex at all, ive played other MMOs that are more complex. people expect to jump into CF and know everything within a week. no the fun part of playing MMOs or any video game in general is learning the game
  4. Thanks
    Ranger reacted to mourne in General Thoughts   
    That's what makes me bummed about hearing they're scrapping dynamic city building placement AND location placement. 🤬
  5. Like
    Ranger reacted to VaMei in Are crafters OK with Factories?   
    In SWG, a craftsman would do the initial assembly and experimentation very much the same as in CF. (We had up to 6 experimentation lines, and the properties of the materials used impacted each line diffently) At the end of the crafting process you could either get the item you crafted or make a blueprint that would allow you to produce many copies of the item e.g. 50-100 base sub components.
    When making assemblies, the serial numbers on the components needed to match what was used to produce the blueprint. If you had 100 widgets from a previous manufacturing run, and your final item takes 5 of them, you could use 5 in the creation of a blueprint, and then mass produce 19 assemblies. If that assembly was a comp for something larger, you may only be able to make 5-10 of those, and you'll loose one to the print if you choose that route.
    You may recall that some items in CF used to allow for more than one sub-comp to be placed in a slot (hardened steel iirc), but we were unable to do so. That's because we couldn't make identical items to fill that slot.
  6. Like
    Ranger reacted to Silverback in Are crafters OK with Factories?   
    In SWG we had them and they were great!....It was more about the creative process of making 1 really good piece which was more fun.
    BUT...the armor was more complex with armor layers and additives.
    People went through armor fast!
  7. Thanks
    Ranger got a reaction from Galiswyn_TaKier in Hello all, Am i missing something? where is the lore?   
    From Kickstarter page/ last update. https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/posts/2825263
    Phase 3 of War of the Gods on TEST is Coming Next 
    Phase 3 of the War of the Gods update will introduce our New Player Experience. We are not ready to reveal the details about this new gameplay experience yet, but it will offer all of our players a chance to get off to a fast start while being introduced to the Crowfall universe and its lore.
  8. Like
    Ranger got a reaction from Aedius in Hello all, Am i missing something? where is the lore?   
    From Kickstarter page/ last update. https://www.kickstarter.com/projects/crowfall/crowfall-throne-war-pc-mmo/posts/2825263
    Phase 3 of War of the Gods on TEST is Coming Next 
    Phase 3 of the War of the Gods update will introduce our New Player Experience. We are not ready to reveal the details about this new gameplay experience yet, but it will offer all of our players a chance to get off to a fast start while being introduced to the Crowfall universe and its lore.
  9. Like
    Ranger reacted to Groovin in Guild inconsistencies on a Guild-focused game   
    If you limit guild size, you're just going to get secondary guilds under the same banner. Ultimately you achieve nothing.
    Dregs isn't impossible for smaller guilds, but if that's much of a concern, maybe it'd be worth looking at playing Faction campaigns.
    The aim on Test now is Dregs, though.
  10. Haha
    Ranger reacted to Tyrant in Update on 5.110 Test   
    Need the before and after picture really.
  11. Like
    Ranger reacted to SharkBeast in Friend? Where are you...   
    Crowfall needs to add a friend list function. Throughout the adventures of grinding, crafting and holding down the fort with factions there will be many experiences where we want to remember a player and even be remembered by players.
    In combat where someone saves you from rough pve mobs
    In combat when a stealth enemy jumps you
    A master craftsman that can make the best jewellery 
     
    I suggest it goes under one "Social" tab along with guild list, faction list, PK list, player vendors etc
  12. Like
    Ranger reacted to Lowlander in Dizzy Distortion needs to go.   
    I might be a weird one here, but I get dizzy from the dizzy effect and I like it. I would not mind if it would stay. Same goes for the blind. It's perfect.
  13. Thanks
    Ranger got a reaction from JamesGoblin in What would it take to get you playing again?   
    I'd like to see more ECONOMY with linked vendors (terminals) in building structures and camps that help identify items for sale and their location to the vendor to pick the purchased item up.
    With the next patch including selling of items for gold to PVE vendors (instead of just sacrifice choice) Terminals would help find player crafted items of what we need quickly without relying on specific guildmates to be on to create them, or explore various areas to find them in random vendors. (An Information hub, all while standing guard at a castle or crafting area.
    - Creates "main city hangouts" from placed terminals. and PVP dueling areas).
    - This also offers a way to find known player names listed that offer well made crafting expertise items, and then message them for special build orders later on.
    - Terminals also then point you to exploration to see others custom made EKs/vendor areas. (custom built structures/player decorations)
    - Terminals could also have advance Vendor tree line advancements like location/distance visibility, "reserve item to pickup" or lesser "first come first serve".. etc.

    STARTING GEAR / FILLED STARTING TREE SKILL LINES (auto filled/starting playstyle profession choice options) For tester or quick start campaign types.
    A profession/class abilities selection choice at campaign starts. A way to not have to wait for gatherers/crafters/themselves to create weak starting items in order to jump into PVP/crafting, that currently would be at a later play session date. (after geared/gathered)
    (We are after all chosen by the gods, why not have instant character power gratification with some filled in ability trees?)
    - Crafters are given maybe a stealth right off the bat, or run fast starter ability(fast as mount) to help dodge some early PVP encounters while out gathering (if done correctly/timeframe).
    Maybe a certification to purchase certain craft items off PVE vendors that a combat selection character could not buy right away at start of campaign.
    - And then PVPers would get starting weapons/ earlier adv gear using certification, or heath boost filled tree line at start, to give confidence for early combat. (knowing starting crafters/gatherers might be relying on fast/stealth get aways for a while, instead of gaining gear early on.)

    Furthermore would love to see:
    ZERG SPLIT UP/MORE OBJECTIVES for siege events for runners (small groups) to do.
    Something stealthers can pick off of with these small objective running groups during sieges.
    Also different ideas to siege victory/points like: Plague and life trees maybe drop buff items to run to other tree to buff/debuff its stats, or even an event to wake a patrolling fire breathing dragon out of a cavern to burn/block castle pathways/damage castles already under seige, resource built instant auto turrets, wall rebuilding/maintaining by resupplying with resources (ESO style)..etc.)

    Maybe some ADDON PARCELS to campaign keeps/castles siege areas that are resource built, but with a cost of them being destructible (rez parcel, adv crafting stations, vendors, auto turrets)..a secondary win condition to sabotage enemy keeps if unable to cap the keep fully. (a start to seiging/secondary method)
    I like the factor of logging on to see different built up keeps with “addons” to then plan small raids to come over and take them down. (atleast costing that faction resources)

    Mostly SWG inspired stuff for me../ stuff that encourages guild forming within the game first.
    (and yes, custom player built castle buildings/areas within campaigns would be great too that are PVP destructible. ..Eventually.)
     
  14. Like
    Ranger got a reaction from ephen in What would it take to get you playing again?   
    I'd like to see more ECONOMY with linked vendors (terminals) in building structures and camps that help identify items for sale and their location to the vendor to pick the purchased item up.
    With the next patch including selling of items for gold to PVE vendors (instead of just sacrifice choice) Terminals would help find player crafted items of what we need quickly without relying on specific guildmates to be on to create them, or explore various areas to find them in random vendors. (An Information hub, all while standing guard at a castle or crafting area.
    - Creates "main city hangouts" from placed terminals. and PVP dueling areas).
    - This also offers a way to find known player names listed that offer well made crafting expertise items, and then message them for special build orders later on.
    - Terminals also then point you to exploration to see others custom made EKs/vendor areas. (custom built structures/player decorations)
    - Terminals could also have advance Vendor tree line advancements like location/distance visibility, "reserve item to pickup" or lesser "first come first serve".. etc.

    STARTING GEAR / FILLED STARTING TREE SKILL LINES (auto filled/starting playstyle profession choice options) For tester or quick start campaign types.
    A profession/class abilities selection choice at campaign starts. A way to not have to wait for gatherers/crafters/themselves to create weak starting items in order to jump into PVP/crafting, that currently would be at a later play session date. (after geared/gathered)
    (We are after all chosen by the gods, why not have instant character power gratification with some filled in ability trees?)
    - Crafters are given maybe a stealth right off the bat, or run fast starter ability(fast as mount) to help dodge some early PVP encounters while out gathering (if done correctly/timeframe).
    Maybe a certification to purchase certain craft items off PVE vendors that a combat selection character could not buy right away at start of campaign.
    - And then PVPers would get starting weapons/ earlier adv gear using certification, or heath boost filled tree line at start, to give confidence for early combat. (knowing starting crafters/gatherers might be relying on fast/stealth get aways for a while, instead of gaining gear early on.)

    Furthermore would love to see:
    ZERG SPLIT UP/MORE OBJECTIVES for siege events for runners (small groups) to do.
    Something stealthers can pick off of with these small objective running groups during sieges.
    Also different ideas to siege victory/points like: Plague and life trees maybe drop buff items to run to other tree to buff/debuff its stats, or even an event to wake a patrolling fire breathing dragon out of a cavern to burn/block castle pathways/damage castles already under seige, resource built instant auto turrets, wall rebuilding/maintaining by resupplying with resources (ESO style)..etc.)

    Maybe some ADDON PARCELS to campaign keeps/castles siege areas that are resource built, but with a cost of them being destructible (rez parcel, adv crafting stations, vendors, auto turrets)..a secondary win condition to sabotage enemy keeps if unable to cap the keep fully. (a start to seiging/secondary method)
    I like the factor of logging on to see different built up keeps with “addons” to then plan small raids to come over and take them down. (atleast costing that faction resources)

    Mostly SWG inspired stuff for me../ stuff that encourages guild forming within the game first.
    (and yes, custom player built castle buildings/areas within campaigns would be great too that are PVP destructible. ..Eventually.)
     
  15. Like
    Ranger got a reaction from Glitchhiker in What would it take to get you playing again?   
    I'd like to see more ECONOMY with linked vendors (terminals) in building structures and camps that help identify items for sale and their location to the vendor to pick the purchased item up.
    With the next patch including selling of items for gold to PVE vendors (instead of just sacrifice choice) Terminals would help find player crafted items of what we need quickly without relying on specific guildmates to be on to create them, or explore various areas to find them in random vendors. (An Information hub, all while standing guard at a castle or crafting area.
    - Creates "main city hangouts" from placed terminals. and PVP dueling areas).
    - This also offers a way to find known player names listed that offer well made crafting expertise items, and then message them for special build orders later on.
    - Terminals also then point you to exploration to see others custom made EKs/vendor areas. (custom built structures/player decorations)
    - Terminals could also have advance Vendor tree line advancements like location/distance visibility, "reserve item to pickup" or lesser "first come first serve".. etc.

    STARTING GEAR / FILLED STARTING TREE SKILL LINES (auto filled/starting playstyle profession choice options) For tester or quick start campaign types.
    A profession/class abilities selection choice at campaign starts. A way to not have to wait for gatherers/crafters/themselves to create weak starting items in order to jump into PVP/crafting, that currently would be at a later play session date. (after geared/gathered)
    (We are after all chosen by the gods, why not have instant character power gratification with some filled in ability trees?)
    - Crafters are given maybe a stealth right off the bat, or run fast starter ability(fast as mount) to help dodge some early PVP encounters while out gathering (if done correctly/timeframe).
    Maybe a certification to purchase certain craft items off PVE vendors that a combat selection character could not buy right away at start of campaign.
    - And then PVPers would get starting weapons/ earlier adv gear using certification, or heath boost filled tree line at start, to give confidence for early combat. (knowing starting crafters/gatherers might be relying on fast/stealth get aways for a while, instead of gaining gear early on.)

    Furthermore would love to see:
    ZERG SPLIT UP/MORE OBJECTIVES for siege events for runners (small groups) to do.
    Something stealthers can pick off of with these small objective running groups during sieges.
    Also different ideas to siege victory/points like: Plague and life trees maybe drop buff items to run to other tree to buff/debuff its stats, or even an event to wake a patrolling fire breathing dragon out of a cavern to burn/block castle pathways/damage castles already under seige, resource built instant auto turrets, wall rebuilding/maintaining by resupplying with resources (ESO style)..etc.)

    Maybe some ADDON PARCELS to campaign keeps/castles siege areas that are resource built, but with a cost of them being destructible (rez parcel, adv crafting stations, vendors, auto turrets)..a secondary win condition to sabotage enemy keeps if unable to cap the keep fully. (a start to seiging/secondary method)
    I like the factor of logging on to see different built up keeps with “addons” to then plan small raids to come over and take them down. (atleast costing that faction resources)

    Mostly SWG inspired stuff for me../ stuff that encourages guild forming within the game first.
    (and yes, custom player built castle buildings/areas within campaigns would be great too that are PVP destructible. ..Eventually.)
     
  16. Like
    Ranger reacted to Tiberius_Invictus in Why all the barriers to participation in the economy?   
    Yeah, I think that's what's going to end up happening.  Plus any who posts in such a site can include EK name and coordinates of their vendor.
    Problem with such out-of-game systems is that they don't have access to the server data to know when an order has been fulfilled, and users rarely update the status of their fulfilled trade orders.
  17. Thanks
    Ranger reacted to Tiberius_Invictus in Why all the barriers to participation in the economy?   
    I love that the crafting system is designed to require exchange of goods between players who have specialties at different things, and promote a vibrant economy.  What I don't understand is if a vibrant economy is the goal, why make it so %$&* difficult to actually exchange goods?
    So to sell something you have to build all the support infrastructure in your EK, pay for a dozen different vendors because each will only sell certain things, then watch the vendor salary get wasted because nobody's ever heard of you and they're not going to visit the EK of some scrub, and because your EK isn't even available when you're not around.  Even the most renowned trading EK's aren't getting much visitation
    Likewise, buying stuff is almost as difficult as selling; you have to leave the campaign, travel to different EKs, walk around to different vendors and pull up all 3 of the wares they're selling one at a time, then when you don't find what you're looking for go all the way back to the beach head in the campaign again.
    I don't understand this at all.  Do you want a vibrant economy or not?  Your crafting system seems to indicate yes, but your merchant system seems to indicate hell no.
    Maybe put a single trader in each faction's temple where any player can put up to 10 items for sale, and any player can buy from that vendor.  If you get more than 10 items that you want to sell, then use the EK system.  Just a thought.
  18. Like
    Ranger reacted to veeshan in The Future of Crowfall: Dungeons? Bosses? Special Drops?   
    There no reason they cant add World bosses and things like that just dont expect them to be in an instance of any kind though.
    I suspect any major PvE thing like this will be further down on there to do list probaly after release at some stage. They will want some difficult PvE content for PvE players cause you need those players to have a healthy pvp game.
  19. Like
    Ranger reacted to oneply in What would it take to get you playing again?   
    Too many people have the wrong misconception. Gear is not this huge power curve. I was in commons, made by a guildie that had been playing for about 2-3 weeks, during a 3 faction fight with no healer. I didn’t die or struggle to do damage.
    the power curve lies in the time locked gate of passive training. The combat tree gives way too much of a bonus in late stages. This is the difference many people think is gear but it’s just time in the game.
    Don’t get me wrong when I first started playing I thought it was all about the gear too. But fact is that it’s a small fraction compared to the passive bonuses. Passive combat training either needs a massive rework or to be scrubbed and let the gear be the sole power curve. 
  20. Like
    Ranger reacted to Kreigon in What would it take to get you playing again?   
    Honestly the game isn't fun atm and lacks interesting content. PvP and PvE should go hand in hand to create a good openworld mmo experience but neither PvP or PvE is fun currently.
     
    My suggestions are:
    - reduce grind to become relevant in PvP ( to much powercreep in crafting !!! )
    - add depth in siegemechanics  (sieges are still in an underwhelming basic state for the devtime), i suggest non static siegeweapons such as battlerams, trebuchets, ladders, siegetowers to add much more depth to sieges.( could be griefed but i would risk it, can't be worth than current siege mechanics). Current sieges are boring and a clusterf***.
    - adjust gameworldsize to low playerbase
    - improve performence in larger PvP battles
    - create an organic openworld pvp experience by encouraging players to roam more in the open world for fun/meaningful PvE content (current world feels boring, flat and dead) (Current openworld PvE content is very boring)
    - improve NPC AI and NPC variations
    - create worldbosses with good AI which are challenging to kill ( ca. 5-10 mins to give attack window for enemy players for pvp attacks) even for highgeared players( high skill requirement of movement, dodging, knowledge of patterns, instead of solofacetanking)
    - add interesting PvE content in the openworld such as tresuares, caves, dungeons, hidden bosses, hidden events, events, mines, so that players are more likely to go into the openworld which will lead to more organic world-PVP  (Exploration !!!!!)
    - UI improvements
    - reduce/rework combat FX
    - add water into the world ( i know u hate it but it does so much for game-immersion!!!)
    - stop enlarging the craftingsystem any further, it is already complex enough for timelimited campaigns
    - add faction caps to zones
    - prevent inbalanced factionpopulation by adding campaignentering-queuesystem for balancing the different faction population in none-FFA campaings           ( most players tend to join the most populated faction, you need to prevent that with a queingsystem)
     
    I think the game needs some of these features to become interesting for me again
  21. Like
    Ranger got a reaction from JamesGoblin in WSotW: CrusaderW, Yumx and Jah - Official discussion thread   
    Great vids! Just hope they eventually split up "zergs" by creating lots of objectives to complete for smaller groups+solos.
    -Players to build on wall defenses.
    -Summon nearby cave dragons/powerful NPCs that patrol certain pathways.
    -Instant placable stationary NPCs / auto damaging turrets or statues to build up area defenses.
    -Temp tree buff item drops from opposite plague and life trees to run back and forth to enhance their trees hitpoints and things.
    .. Would create some fun content for stealthers to pick off "runners" away from main battle zergs and content for scouts to report.
  22. Thanks
    Ranger reacted to Sloppy in Worlds worth defending - Official discussion thread   
    Go one step further and remove motherloads from the game, or allow solo players to hit them.
    There's enough things that require groups.  (PVP, Levelling Toons, Taking forts and keeps)
    Plus everyone I know who farms motherloads, is just one person using 2 computers.
  23. Like
    Ranger reacted to Sloppy in Worlds worth defending - Official discussion thread   
    Some of us aren't privy to what's planned.  If we could read these design documents we could offer our years of MMO playing experience to tell you what we think will work and what won't work.  Before you waste time developing it.
    Allowing ressurection at the outposts is a great first step.
    I'm not sure you read this yet, but I wrote this up yesterday in the feedback section.  
    ---------------------------------------------------------------------------------------------------------------------------------------
    ISSUES
    Capturable points
    Keep sieges still happen way to often to make them epic.
    The current fort siege schedule is nice, but each fort should only go live around 1x per day.
    WTF is the point of an outpost?  These are useless.  There's been a thousand ideas in the suggestion forums.  Territory control, taxes... something.
    Current state of pvp
    PVP is supposed to be fun.  PK'n people is supposed to be fun.  Earning loot from Raid bosses is supposed to be fun.  Stealing loot from other players is supposed to be fun.  How about you combine and fix these things so people will play????
    Currently we be pvp'n against mostly empty stuff.  Taking a fort is 95%(made up number) of the time off of only npc's.  Than while we run to get one of the other 2 or 3 live forts, the other faction maybe flips it back.
    Current map
    Running is a grind.  Mounts are so damn slow.  This map is really, really, really is painful.  Huge worlds are great for newbs, so they can get stuff done.  But they can also feel empty, and if people don't find pvp they get bored and logoff.  So a proper balance is important.
     
    Suggestion for OUTPOSTS!!
    Tie the group bosses and raid bosses to the new outpost mechanic.
    Use the current siege schedule to control outposts going live.  Each one should go live 2-3 times a day.
    Move the outposts into the wartribe camps.  Whoever gets the final blow on the group boss takes control of the outpost.  (In the future replace the final hit mechanic with one in where people must take an artifact off the corpse and run it to the nearest fort) 
    Rewards - Group boss drops an inventory of loot equal to current raid bosses.  Players may now ressurect at the outpost.  Killing trash mobs in an outpost you own gives double XP and double loot.
     
    Suggestion for FORTS!!
    Each fort is surrounded by 2-5 outposts.  Once all the outposts for a fort are flipped to another faction, the siege for the fort begins with one of the current raid bosses spawning in the throne room.
    If the raid boss is killed than the fort is taken.  (Same last hit mechanic as the outposts, to be replaced with transporting an artifact to a keep.)  It will take many hours for someone to take enough outposts to make the fort go live again.  The raid boss disapears and the fort defended when the current fort holder re-takes an outpost.
    Rewards - Raid boss drops an inventory of loot equal to 5 current raid bosses.  Players may now ressurect at the outpost.  Killing trash mobs in an outpost you own tied to the fort gives triple XP and triple loot.  A portal from the temple opens up into the fort and stays live until the raid boss spawns.
    Suggestions for Keeps!!
    Scale it up so at any point if all the forts tied to a keep are taken by an enemy (faction, guild, religion etc..) it will trigger a keep siege that evening.
    Options - Toss 1 to 5 raid bosses in the throne room to defend... Force people to hire them... Put even more loot on them...
     
    Discussion
    This system should be pretty easy to implement as everything is pretty much developed.
    Players affect when the big things in the world happen, and timers only affect smaller scale pvp.
    It creates hot spots on the map for people to go.  Gotta level some newbs, go to an area where you own the fort, or take one.  Beware, enemies can probably figure out what you're doing and raid you!  With no more spirit bank, there might actually be loot there to take.
    It gives people rewards for small scale pvp in taking outposes, and promotes larger scale pvp when we get to the fort battle.
    It can be modified easily for the different server types.
    You could also tie the loot on the raid bosses to the war camps.  10% of all loot could build up on the boss etc..
  24. Like
    Ranger reacted to eskie in Crowfall is not a PvP game.   
    This succinctly conveys what I think the point of this thread should be. I bought into this game for hardcore PvP, and in its current pre-alpha state, very few incentives exist to PvP. The only hardcore aspect of the game, right now, is how long it takes to craft and grind materials. Right now, part of that time is waiting for your passive skill to reach a certain level.
    I think this game badly needs more incentives to PvP, and I think the upcoming embargo changes are a step in the right direction. However, I still think this game needs a progression system related to PvP that has a meaningful impact.
    I still feel optimistic about this game, but in its current state, it's not a PvP game.
  25. Like
    Ranger reacted to mythx in Crowfall is not a PvP game.   
    I believe I was spot on @Ble - you won`t go far in this game without a guild with the current passive skill trees and how the structure and overall progression is designed in this game.
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