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Angelmar

Testers
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Posts posted by Angelmar


  1. 59 minutes ago, Hungry said:

    Likewise, we don't know what ACE is planning and how much of these systems are done once the make the change.  Is this it for gold?  Maybe?  Who knows?  So feedback is going to only be focused on what people can see now, not what they divine ACE might do in the future.

    An influential ACE DEV Forum poster a couple weeks ago suggested that players should know a system "was not as ACE intended".

    We have no clue what ACE intends.  We give feedback on what we have in front of us and then spend hours arguing and reading the tea leaves over what we think "ACE intends" or what ACE "should" do.

    All of that is symptomatic of a TEST and Work-In-Progress and not of a launched GAME (tho all MMOs are constantly WIPs).


  2. 1 hour ago, mandalore said:

    For an organized group that knows what works and what to do and does it in the most efficient means possible.  Yep that isn't bad at all.  How does it work when it's a new player learning the game or a small less organized force combating the more organized and now better geared, higher level, with minor/major discs?  How many people stick with testing after trying it out?  How many will play the game for a month and bolt to a different game?  Where's the sustainability in any of this? 

     

    There a 100% needs to be reasons to be out in the world.  Leveling is normally a good carrot for that horse but in any other game we aren't designed to remake that char with every tier of new vessels (once training slows down for live and we lose the x3 that is what seems will happen).  What other game has us constantly level the same char, farm new discs, harvest to get our initial gear, keep harvesting to maintain our gear, get three to five specialized crafters to make that gear, get several random drops to maximize that gear and then none of this grind includes to grind to build our assets that we are supposed to be using to win the game and host our communities in the game.

    This to me, just goes to my point.  Despite what ACE Marketing is selling about CF being ready for competitive GvG gameplay and #WarStories, this is what JTC has been saying--a pre alpha.  Its not a game and not ready to be treated like one.

    We know for example they intend discs to involve Thralls. This is likely just their 1.0 version of disc drops to get it out the door..... But we're judging it like it's the ultimate ACE solution because (1)ACE Marketing is pushing this as a playable competitive game and (2) because ACE is making us spend time and grind like its a LIVE game. (And (3) we're impatient for CF to make progress and get to dregs).

    If ACE is going to be pushing half-finished systems to LIVE, that's fine in a pre-alpha, but don't try to treat the game like it's GAME rather than a TEST.


  3. How much of this angst is because we've been testing this game for almost 4 years? How much of it is because the game is wiping every 30-45d? or because ppl (almost entirely those that don't play) are constantly calling for wipes?

    I am concerned that ACE doesn't get the acceptable time demand for a LIVE game that doesn't wipe is different for a pre-alpha TEST that is wiping regularly.  I'm not sure they are taking respect for Pre-Alpha Testing player's time seriously.

    -------

    That said, you can level a blue vessel in a weekend. Some have done it in a single day.  That's relatively very quick.

    ACE is making efforts to add reasons for ppl to be out in the world rather than logging in for 1hr a day.  (If we want a PvP game for 1hr a day there are better options out there.) The systems they are adding need work and overhauls, especially discs, but I see what they are trying. The game in general needs more content and better conflict drivers.  We need dregs, player keeps, caravans, mines etc...

    In the end, guilds got setup and running within 2 weeks of a wipe.... For a live environment that's not terrible.  

    I wonder how much of this thread is thought of having to put in this effort after a 5.90 wipe, a 5.100 wipe and a 6.0 wipe?


  4. 7 minutes ago, DocHollidaze said:

     

    This "campaign" should hardly be held up of some kind of signal of things to come. This "campaign" is as equally worthless as the God's Reach scenario in terms of getting significant and meaningful play contributions from the majority of active testers.

    If anything, ACE should shutdown live campaign for several weeks before the much awaited for first sanctioned campaign so people are rested and itching to play.

    Agreed.

    But the community including several guilds that didn't even end up playing this CW, lost their poorly made socks over one whole weekend of Godz Reach.

    I'd have much preferred godz reach for a week rather than a pointless wipe for a 7d CW followed by another wipe a week later.

    The folks that hated on testing the noob island godz reach and demanded more wipes got their way and here we are.  As predicted, most ppl don't want to play with an impending wipe.


  5. Winterblades was opposed to a 1 week no-import CW (effective wipe) followed immediately by at minimum a full item wipe in 7 days....

    That said you can thank all the people that whined in the WHY ISNT THIS GAME 24/7 thread for 100+ replies for giving us this 7 Day CW. 

    Community couldn't handle 4 days off in Godz Reach without losing it's collective poorly made socks.

    ----------------

    More on topic to the OP,

    For FACTIONs, where WoWbears and PvPnoobs are supposed to be taking their first baby steps into RvR PvP, the game should be providing training wheels and hand-holding.  Crafting benches, with NO thrall buffs, should probably be in the beachhead to provide that hand holding.

    We need the casuals and the 1st timers to try the game and stay for CF to be successful.

    For DREGs and GvG rulesets, there should not be crafting benches in the beach head.  Want to craft? Go take a fort!  This isn't the factions Noob Campaigns.

    -------

    Also, people should remember no imports rulesets are going to be optional and here is our first test of the real impact of such a ruleset.  The safety net of the EKs is gone.  The ability to sit back idle on previous effort is gone.

    No Import CWs are effectively wiped landrushes and require a lot of effort and organization to do well.


  6. If white gear went back to 6 experimentation pips (one less than green), where it was in 5.6/5.7, the gap from white to green would evaporate.  

    Why ACE felt the need to nerf white gear, I don't know. 

    It happened around the time they deleted "poor" or "gray" quality drops from the loot tables making R1 to R3 nodes more useful.


  7. 4 hours ago, Andius said:

    Small was the force of Chaos that held you off for a good two hours or so. Varying between 2-5 members during the chase we lead you on, at least 3 of whom joined the game this campaign. I counted at least 7 of you that were summoned to dispatch me and my fiance and her 2nd day of play when we were found. 

    ....

    In the end your 7(+I'm assuming) of vets who have been playing this game for years managed to corpsecamp and track with spies 3(Maybe 4?) people who were still resisting at that point long enough to get the map to 0 for a short enough time none of us saw it.

    I hope you're proud you've killed people's will to fight you enough that 2 hours of calling for people to come help us in faction in Discord only saw one member of my guild (AceX) and VK69 & Arnould to muster enough will to stand on a single circle as we held you off.

    Of course I'm sure this is where you'll insert a line about Chaos having more people but that isn't true anymore. It was true at the start of this campaign...
    ....
    Props to the few other members of Chaos like VK and crew who are still bothering to log in and push objectives at this point. You were the real heros last night. 2-5 newbs holding off a horde of vets with their alt spies for hours. That actually took something. 

    Andius,

    I salute you and your epic tale of back capping in the wilds of uncharted and bug riddled Galstor with your band of 2-5 Chaotic Rebels vs the 7 Strong Legion of Balance.

    Glory be to all those that contest in the name of Valkyn the 1am circle standing.

    I am told that the Dread DarthBunBun, circlestander extrodinare, and his renowned compatriots Phroot the Unnerfed Confessor and Galvia the Sometimes Streaming we're led on a merry chase for some time by one or two outpost backcaps in their Grand Quest for the Screenshot.

    May the Great Pann, Hearld of the Pantheon of the Gods forever record these mighty deeds.

    Never have so few, 2-5, stood so valiantly against the slightly more than few, 7.

    Well done Chaos! 


  8. More customization the better.  Disagree with the OP contention.  A DPS Templar, DPS Knight, DPS Champion and DPS Myrm all play differently, there is more variation based on the underlying basekit on playstyle than is suggested here.

    That said new classes, new mechanics and always more more more customization is welcome

    "but they are all DPS"

    That's not really an indictment.  In Shadowbane an Aelf Werewolf Crossbow Warrior, a Mino Polearm Warrior and an Elf blademaster Warrior .. we're all warriors, all DPS and all played differently, and that's variation in one class based simply on weapon selection. 

    All being "DPS" doesnt mean parry spam vindicators play like crash juggling left click Titans.


  9. 1 minute ago, jtoddcoleman said:

    I don't know, something like 5 or 10 minutes?

    Todd

     

    If possible, do not apply the AfKs timer to EKs.  Community EK shopping malls like Srathors Lawn and Aerynth Traders have to be held open by having a character in them.... generally this character is afk and run on a laptop that can barely run Crowfall...


  10. 2 minutes ago, Staff said:

    cool, go get me 200 high tier auroch leather no exploits, ill even give you 4 months to get it

    Leather is a completely different story.  The bottle neck around soft leather is a real pain.   That a map generation issue, just like the ore now is super easy to come by because of the map generation changes. 


  11. Blazzen benchmarked it and it's about 2hrs with ore training and average picks and nothing else (including no bene armor) to get all the ore you need to have a blue set of gear on current map.

    There's so much content missing on this game.  We really have only one successful PVP driver and that's sieges.

    I've come to question the role passive training has for harvesting. It mostly just makes the NPE miserable until you can get the training unlocked. (~60 day+ at 3x trains) 

    That said, once you have training, the "progression curve" of the game can be completed in a single day--easily completed in a weekend.  Even done sub-optimally a character is complete in a week.  So...What is going to keep people playing "in the zones" generating content and world PVP if the progression curve is so short?

    Right now it takes more time to gear out a character in SBEmu than it is CF (assuming you have harvest training and access to trained Crafters).  The difference is Shadowbane effectively has factories doing the gear rolling passively.... Hopefully ACE delivers on the long promised factories for CF soon.


  12. The major guilds have done a good job, I think, of containing/banning the weapon issue.  I trust the guild leads I'm working with on Chaos, so I think its largely held.

    What the minor chaos guilds do is whatever.  They probably need the handicap.

    A wipe would be good to remove the need for major guild leads to have to work together and the annoyance of the minor guilds erroding the ban.

     

    I doubt they will wipe though with 5.9 hopefully coming within a month. 

    Personally, I'd welcome a wipe. Chaos won't have gear to blame and instead will have to look to their lack of organization.


  13. The keep design has been around since hunger dome.  It's generally a maddening structure that makes you wonder if the goal was to make it easy for the attackers to assault.  There's is essentially no choke point to defend other than the tree room itself.

    Sieges overall need to be more like Shadowbane and Darkfall sieges.  The walls need big HP buffs and defenders need an internal respawn so there can be multiple fights and not just one.

    With walls made of paper and a keep designed to allow attacking force to bypass every choke point, the defensive advantage is essentially only the guards.

    Needs more choke points and/or stronger walls.  Completely flat area, with current siege mechanics and terrible defensive keep design would just be a field fight under minor guard cover.

    Agree with hyriol reverting to the original tree platform that's slightly more open would be good short term compromise and fix.


  14. 54 minutes ago, Cantruss said:

    Lol, everyone complained when Balance had their 'Perfect Balance' and they said well step up and do something. Order stepped up and found out how to win against superior numbers just like we did with our ballista tactics and now all we hear is "Oh we can't roll these guys anymore, let's get rid of how they are winning finally" again. We put the time and effort in to gear our peeps and have them log in to defend hours ahead of time. So now that we are somewhat organized you guys can't deal with it ? Quit crying Uncle Bob and let Auntie Nueby and Uncle ZombieGhandi have some fun.

    Order and specifically Clams, Transcedence and Infernal are to be nothing but commended for their showing this campaign.

    These guilds that have been together less than 6months and are embarassing the Chaos veteran guilds that have been together for decades.

    Organization, leadership, and some effort go a long way.  Giving up is of course the easy route that Chaos took and it still shows.

    Well fought Order, look forward to an action packed weekend at the sieges.

    See you on the Field!


  15. On 2/23/2019 at 11:56 AM, ZYBAK said:

    I personally think the power curve is fine how it is. The powerhouse guilds aren't dominating because they've got a few more stats than everyone else.

    They could have worse gear than newer players and still crush them. The issue right now is the massive knowledge gap. Running "meta" groups is significantly more powerful than people who run thrown together groups. The players that have this meta knowledge are also typically players with a lot of experience and are more skilled than the average player. They're also more organized AND have a streamlined guild gearing system. 

    All of these things combined is making for some serious power differences. The meta will become more diverse as class balancing becomes more of a priority. The client controller, performance optimizations, and physics changes will also change how effective certain classes are. I don't think any dramatic measures need to be taken. New guilds will catch up and the old powerhouse guilds can only optimize things so much.

    Also "winning" in Crowfall doesn't really mean much right now and nobody really seems to care about the outcomes of things that aren't big team fights. This further compounds the meta issue. When smaller objectives become more meaningful you'll see some of these non-meta classes be utilized.

    Right now it's just an old boys club and the same people have been running the show because nobody else really wants to. Hopefully we get some Eve guilds in here and some hungry young blood to liven things up. 

    For once I think Zybak is mostly correct.  But, I think the powercurve should be decreased and go back to 5.7 where whites were 5 pips(or 6?) lowering the gap between White Gear and Green+.  The nerf to weapon stats helped noobs and casuals, but lowering whites to 4 pips was a big shift in favor of green+. 

    It would be a huge effort, but balancing the promotion classes would make kitchen sink specs that casual forces bring to fights perform better.   The promotion classes are not balanced well now, only 6-7 are really "viable" (e.g. top end.)

    The coordination/organization and experience gap is also very large.


  16. 2 hours ago, Khenjin said:

    ruining 1 campaign wasn't enough for winterblades and the rest of the order groups that joined them so they team up with order to screw over chaos in EU....

    like are they just interested in actually killing the game? seriously.

    How quickly Chaos and Creme's Militia forget last weekend when we carried EU/NA Chaos and got Chaos two keeps.  That would be when Chaos went from being far behind to pulling ahead of CAL/KDS Order.

    Now that Chaos is far in the lead, we worked to bring Balance to the Force.  Unfortunately we could only get Order 1 keep this round.  But it was an epic stand.

    The 14 Horsemen(+2 leggers) of the Apocalypse.  The Harbingers of Balance:

    eurotrip2.jpg

    The Balance Travel Guide to Europe will be coming to stores near you. Pre-Order Now.


  17. First siege of Crowfall 5.8.3 delivered. Big improvement in performance.  

    Winterblades attacked Chaos keep with 37 and Chaos capped out the zone cap with 63.

    Back and forth fight against chaos led by Undead Legion and Undead Lords, had them ultimately over extend and open an opportunity to rush the tree.

    Great glimpse at what the game will play like once deathshroud is persistent.


  18. 10 hours ago, veeshan said:

    They were attacking both keeps at once and outnumbered both other factions at the same time. Not to mention out gears pretty much any other guild on the server atm so yeah.
    Honestly surprised how long it took them to take both the keeps, Chaos one was almost defended not sure how the order one faired with the plague tree's.

     

    7 hours ago, veeshan said:

    Chaos pulled in there entire euro population for the seige and was still outnumbered by winterblade alone not to mention out geared

    @dolmar @veeshan @weaponsx

    37 Winterblades vs 63 Chaos.

    Numbers are hard.

    Tears are easy.

    See you on the field for the next one!

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