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Angelmar

Testers
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  1. Like
    Angelmar got a reaction from Padishah in Infected has become a poor reflection of GW2 Zerg warfare   
    The underlying issue is one that has been posted on for years.  Crowfall is highly numbers sensitive (5-10% numbers difference is decisive) when played competitively and all sides are playing the meta.   
    The issue is somewhat masked by guilds running non-meta specs or generally disorganized.  It is entirely possible to overcome numbers disparity, sometimes significant number disparity, when one side is on meta and organized and one side is running a kitchen-sink composition and lacking organization. 
    The fact that small numbers advantages are so decisive make the game feel very N+1.  The actual sizes of the guilds are not that large.  DIS brining 50 one night doesn't make them a zerg in larger context.  The population of Crowfall is very small.  And those small (or large) nightly differences in player population are often decisive.   DIS was complaining about W's numbers on stream a night or so ago, and the delta was ~5-6 people, but that is highly impactful in engagements with 20-30 a side.
  2. Like
    Angelmar got a reaction from BarriaKarl in Infected has become a poor reflection of GW2 Zerg warfare   
    The underlying issue is one that has been posted on for years.  Crowfall is highly numbers sensitive (5-10% numbers difference is decisive) when played competitively and all sides are playing the meta.   
    The issue is somewhat masked by guilds running non-meta specs or generally disorganized.  It is entirely possible to overcome numbers disparity, sometimes significant number disparity, when one side is on meta and organized and one side is running a kitchen-sink composition and lacking organization. 
    The fact that small numbers advantages are so decisive make the game feel very N+1.  The actual sizes of the guilds are not that large.  DIS brining 50 one night doesn't make them a zerg in larger context.  The population of Crowfall is very small.  And those small (or large) nightly differences in player population are often decisive.   DIS was complaining about W's numbers on stream a night or so ago, and the delta was ~5-6 people, but that is highly impactful in engagements with 20-30 a side.
  3. Like
    Angelmar got a reaction from Kunter in Infected has become a poor reflection of GW2 Zerg warfare   
    The underlying issue is one that has been posted on for years.  Crowfall is highly numbers sensitive (5-10% numbers difference is decisive) when played competitively and all sides are playing the meta.   
    The issue is somewhat masked by guilds running non-meta specs or generally disorganized.  It is entirely possible to overcome numbers disparity, sometimes significant number disparity, when one side is on meta and organized and one side is running a kitchen-sink composition and lacking organization. 
    The fact that small numbers advantages are so decisive make the game feel very N+1.  The actual sizes of the guilds are not that large.  DIS brining 50 one night doesn't make them a zerg in larger context.  The population of Crowfall is very small.  And those small (or large) nightly differences in player population are often decisive.   DIS was complaining about W's numbers on stream a night or so ago, and the delta was ~5-6 people, but that is highly impactful in engagements with 20-30 a side.
  4. Like
    Angelmar reacted to mandalore in Please get rid of gathering protection, carebear mechanic   
    Good players don’t need to tell people they are good.  Being a good skirmisher in another game is great.  Skirmishes aren’t going to win campaigns.  
     
    I must type this speech a few times a year but somebody always needs to be reminded.  Being a good bandit, being a good skimisher, being a good dueler are great for the ego but winning a campaign isn’t going to be done by KDR.  You will need to be good at the logistics of gearing your force and possibly your allies.  You will need viable siege builds from reliable players.  The current meta for siege groups is two healers so that’s 2/6 playing healers, a boring thankless job with a much higher ratio of healers than most games. You’re going to need friends.  If you stay small you’re going to need more friends because number is and has always been the best determination of who’s going to win.  Winning a prolonged series of sieges with an entrenched enemy is going to take a lot of time.  You will always have to fend off their allies and any would be vultures looking for easy shenanigans.  Going to need some harvesters and crafters.  If you’re all killers you will be at a disadvantage and as a gamer we just can’t have that.  Your individual skill means next to nothing when it’s a 30v30.  It will mean even less if it’s 100v30+20+26v80.  When the fights matter people will do anything.  Fair and good fights will go out the window when its some guilds hard work on the line.  Gaming communities are the morale equivalent of dumpster fires.  I loved watching people come visit me under my bridge in SB and I look forward to it in CF (I can build actual bridges here).  
     
    I look forward to sailing a canoe up the river of tears from you and yours.  I bought a little hat and everything.  The SS Hodor is ready for her maiden voyage.  
  5. Like
    Angelmar reacted to Parallel in Please get rid of gathering protection, carebear mechanic   
    Today a developer confirmed in a chat that the loot drop chances are not going into dregs, despite the patch notes.
    If there will be no loot drop, there has to be gathering drop. If not, there is very little risk in this game and it will get boring for a lot of people I am bringing into the game too fast.
    If there is no loot drop chance on this coming DREGs, please get rid of gatherer loot protection before DREGs goes live. 
  6. Like
    Angelmar got a reaction from Jah in [-W-] Winterblades   
    Highlights from 90 minutes of fighting cleaning up the LOD/UDL/CC alliance forces outside the keep and then taking on the Specter Legion defenders as well.  Great fight all.
     
  7. Like
    Angelmar got a reaction from JamesGoblin in Alkwing here   
    Nothing wrong with the intro.  Alkwing has been around a long time. 
    Been in nations with him and against him several times over history of Shadowbane and possibly ShadowbaneEMU. 
  8. Like
    Angelmar got a reaction from JamesGoblin in Alkwing here   
    I remember you from before TF, back once upon a Deception when you were Alkwing Daenyr.
    https://winterblades.net/history-of-winterblades/chapter-one/
    You even made the chronicle.
  9. Like
    Angelmar got a reaction from damebix in [-W-] Winterblades   
    Recruitment Status: Winterblades is opening recruitment to bring on 3-5 new recruits.  A couple of healer mains in particular.

    After the five openings or so are filled we will return to our general recruitment by referral policy.  We always keep the door open to speak with players that have connections to -W-, either historically from prior games or connections made over the last 5 years of the CF pre-alpha community.

    Best method to contact us is via our public discord. 
  10. Like
    Angelmar reacted to thomasblair in Mounts in 6.100   
    Just to give everyone a heads up on mounts for the near future.

    The current system of being able to claim an inventory item and import that inventory item is not our long-term solution. It is merely a way to get most of the pieces and parts in-game and player tested.

    In a future Beta milestone, when we have what we call "the Skins" system online, purchased mounts will be an account entitlement that unlocks a "mount skin", which can then be used to override the appearance of your in game mount slot. (We will use the same system for weapon appearances from KS.)

    Until the Skins system is online we are going to push out a fix where Decay on the Mount slot is disabled, which should keep those of you with store mounts from losing them to death.
     
  11. Like
    Angelmar got a reaction from Sirktivo in Character/Item wipe next patch to LIVE?   
    Why would there be a wipe?  This isn't Beta. 
  12. Like
    Angelmar got a reaction from UDeadPRO in Character/Item wipe next patch to LIVE?   
    Why would there be a wipe?  This isn't Beta. 
  13. Like
    Angelmar reacted to oneply in Nerfing All Ranged   
    How does nerfing all range classes help make melee relevant again? The problem stems from overpowered Frostguards that are tanky and have ridiculous damage output and the Aurora Emitter hitting like a truck from Stormcallers. Confessors and Archers damage is similar to that of 5.100 and they never made melee irrelevant. There is literally two powers causing all the issues, Volatile Ice and Aurora Emitter. ACE is making this way more complicated than it actually is. TTK doesnt need to be longer by any means. Archer damage comes at a cost, they are very squishy and their DPS uptime is low. Confessors keep getting nerfed down, i thought at least in 5.100 and early 5.110 they were the perfect benchmark. Melee would be better off getting buffs that make them better at surviving in the blob. Address the 2 powers and melee will reappear again. Nerf the ranged class and youll end up with a melee meta. Is that the desired goal??
  14. Like
    Angelmar reacted to Jah in Vanguard quitting Crowfall .. For now   
    According to the scoreboards from the last Dregs campaign, your guild is larger than V.





    Either way, people need to stop blaming players and guilds for the state of the game.
  15. Haha
    Angelmar reacted to Jah in Vanguard quitting Crowfall .. For now   
    How large do you think Vanguard is?
  16. Like
    Angelmar reacted to Phylor.the.Jester in Vanguard quitting Crowfall .. For now   
    Most of this post mirrors my own concerns and reservations about the game. I want this to be a game I love to play and want to get on each night but right now it isn't that.
    On the side of the AoE meta, I think if the only huge AoE was stormcallers, it wouldn't be a big issue since they have a long cooldown and are fairly squishy. The frostweavers just don't have many downsides to them making the rock, rock, rock gameplay that @Yoink mentioned.
    It could be that population and duration of the campaign being longer may alleviate some of these issues but I've been becoming more and more concerned that we'll never actually end up with a larger population. The peak populations on servers still patch 5.8 from December 2018 where it hit something like 540-600 people across the different servers. Even with the push to live, I don't think the servers even pushed over 400 concurrent since the push to Live and it has just gone down rapidly since.
    Outside of the siege window, the game is pretty dead. You'll find some roaming groups of 5 people ganking but that is all that is really there. Even that is pretty rare so actually running with people to protect farmers generally ends up being a waste of man power where we would end up with people just sitting around not doing much. This ends up being a waste of man hours as well since there is so much to farm/grind if you actually want to win a campaign which most guilds are not trying to do at this point. Hell, I think 2 of the keeps on the NA campaign are still unclaimed. Most guilds have moved to just doing minimal builds on forts to accomplish goals that are actually outside of actually competing on the Divine Favor cards. That alone should be a fairly big indicator that something is wrong.
    Hopefully ACE takes a good look at this thread because there are some good thoughts and concerns mentioned here.
  17. Like
    Angelmar reacted to Brightdance in Vanguard quitting Crowfall .. For now   
    Thanks @Yumx
    I was in denial about where this game is and my thoughts on it. I've played, nearly every day you could log into this game since HD and reading this post I can not agree more.
    ACE, whom ever you are taking suggestions from for how this game should go... fire them or stop listening to them. This game was much more fun in the past. Go look at your kick starter video, the one that got us all way back then and do it with the vision you started with.
    Stop making us grind for every little thing we need. More Bon Tippers anyone? 
    Maybe what you are getting wrong is that you feel you need to make sure we grind for everything in order to PvP. PvP first please! Right now you can't expect to pvp competitively without having a guild of people grinding through the Harvesting and Crafting in order to make anything worth a dam.
    I dont know what to tell ya or where to go... go back to the start and stick to your vision then, if you think it's the same vision, look again and read Yumx post. 
    More guilds will follow unfortunately.
  18. Like
    Angelmar reacted to Yumx in Vanguard quitting Crowfall .. For now   
    We have decided to quit Crowfall for now.
    We will most likely first be back when beta hits in hopes of it can cure our frustrations.
    But lately it's been feeling like a chore to log in and play the game - and when a game starts to feel like a chore, it's time to do something else.

    First off, for those who don't know me and our guild, I am Yumx, leader of Vanguard, I've been playing Crowfall almost non-stop since Jan. 2017, so 3,5 years by now.
    Our guild Vanguard is one of the top EU guilds, we won the first 2 dregs on test, both the NA one and the EU one.
    We also recently won the first EU live dregs campaign.
    You might also know us from our videos from the past, Go Broke or Go Home and The European Clowncar.

    We've been playing Crowfall for with passion for years, providing the community with several guides, such as The Promo Class Breakdown, Minor Discipline Guide, and of course our Tier List.

    Enough about us - Why do we quit Crowfall?
    To put it into a sentence; It is the built up frustrations with many different aspects of the game.

    But to put some words on it, and to spark some discussions with the community, maybe the developers can use this to further develop the game in the future.
    *DISCLAIMER - Yes we know the game is in alpha, but it's far into development and you can get a pretty good idea of what the final game will look like*

    Game Loop
    The game loop is not where we wanted it to be.
    Currently it's 1 hour of action per day, and 23 hours of grinding - in a PvP focused game, for people that focus on PvP, that really kills the motivation when you spend most of your time doing PvE.

    Caravans
    We hoped with the implementation of caravans that it would drive more regular PvP, but in reality it does not do a great job at that.
    Mainly people just run those caravans in off hours to build up their buildings.
    This hopefully does change with a bigger population of course.

    Our hopes of Caravans were timed/announced events, fixed destination of the caravans, where you had to control/protect the caravans to the end, to get the huge amount of resources a caravan can give.
    Take us through the beautiful landscape and environments you've made, let enemies that don't make it to the caravans first set up ambushes, let's have some amazing PvP - this would be a type of circle standing I could like, because the circle would be moving :D 

    Victory Cards
    The victory cards most often promotes PvE farming or sitting in your base and hope the enemy doesn't come to try and take it, so even in the siege windows, most often you will find guilds sitting in their strongholds, because that is most beneficial towards winning the campaign.

    This is obviously something they said they can change and do balance passes on - so this is just feedback on what we've tried so far.
    But currently with how expensive buildings are, with how short campaigns are and the time it takes to gather those resources - victory cards that promote having "most rank 3 buildings" is just pure slavery.

    If you were to have Victory Cards that focuses that hard on PvE, such as Hellcat paws, or sacrificial shards to a certain god, make the points gained from those cards way lower than actual hard cards like most kills in sieges, most stuff capped etc.

    War Tribes
    The war tribes was a fun addition to the game initially, having those random drops is always a good time waster for MMOs, but in it's current state with Chiefs, Kings etc. in the early game, where crafting almost doesn't matter, being forced to farm those on cooldown to be competitive is not very fun.
    This is because the drops from these bosses is just too good not to go for, it's also the main way to get crafting additives.

    We really lack alternative ways to get crafting additives, hopefully through PvP (destroy an enemy crafting building - get crafting additives?)

    Loot boxes in war tribe camps
    It's a cool idea to have boxes with strong weapons and armor in. But they are too easily accessible currently.
    Let us fight over them, make it an event in the campaign (15:00 Urgu camp boxes will open)

    Animals
    Why do we have to farm special versions of animals to acquire necro additives and crafting tools?
    Why are there not a PvP way to get these, a trained necromancer chopping up an enemy vessel etc.

    Again more alternative ways to acquire additives would be appreciated.

    Outposts
    With how little they actually matter to the scoreboard, and how long they take to capture, it feels like they need a rehaul.
    Yes, it makes sense that it's an activity for smaller scale, but you almost gain nothing from taking the time to kill the guards, then proceed to stand in the circle for X amount of time, just to gain very few points.

    Maybe they can have a bigger purpose outside of when the victory cards about outposts are there? Like if you own the outpost in the parcel you gain resource advantages on that parcel?

    Forts
    Fort fights have always been some of my favourite fights, the only problem with them, is how they are captured in the end.
    If one force has more people than the other, they just need to stand in the circle to turn it to their side, there's not much strategy or tactical decisions outside of when your enemy make mistakes.

    Could be awesome to see some multi objectives like in the new keeps, because right now Forts are just as valuable as Keeps, if that's where you decide to make your homebase, it's just much easier to lose.

    Keeps
    The current iteration of keeps are in a pretty cool spot, the only thing we're lacking is players being able to decide their own layout, where to place the wards, buildings, walls etc.
    Not necessarily free building, but just give players several different layouts to choose from, so we have some decisions to make depending on the surrounding area.

    Siege Windows
    As mentioned, the downside of sieges being scheduled to 1 hour per day is that, then people think that's when to PvP.
    So they almost only log in to PvP, at that time of the day. This is very much a mental thing, that people see "okay X is open from X to X, that's when I need to prepare my self for PvP".

    That's why we suggest timed events more regularly, like Caravans, so people have a visual indicator of PvP is about to happen.

    Campaign layout
    Often when you want to go attack forts or keeps, having a respawn point nearby is pretty nice to have, especially if you expect you take some losses, then you don't want people to have to run 5-10 minutes to get back to the fights.
    But most often respawn outposts are very far off forts, so an idea could be that you give players a way to transform regular outposts to respawn points for X amount of time?
    Maybe a stonemason craft or something like that.

    It would also help with huge advantages defenders already have in this game.

    Crafting
    My officer and I were the ones crafting for our entire guild (20+ people), and the current crafting iteration could use some optimizing for sure.
    The biggest problem is how inconvenient it is to craft items that require items from other professions, and it's not so much that you have to be on different accounts/characters, it's more that we lack a nice way to keep an overview.

    An idea could be: Guild crafting requests, so when you step to a crafting table, a request tab pops up, shows what kind of items guild members have requested, and then you just click on it, and it shows you what item you need to craft at this crafting table, for that item.
    So let's say a guild member requests a 1 handed axe, with Crit damage and attack power.
    Then on my woodworker account, I go to the woodworking table, click on requests, on the 1 handed axe that is requested, and it says "Craft a Wooden Plank: Birch/Birch/Birch".
    Then when you craft it, it says "Part complete by WoodWorkerCharacter" in the request tab, so you can see your progression towards the item, and who crafted the parts.

    A part from this, going back to asking for alternative ways of getting things, have crafting be able to compete with War Tribe loot early game too, that way people can choose to either go farm war tribes, or the crafting route - we need more choices.

    PvP
    This is obviously the most important one for us.
    The reason I kept playing Crowfall for 3,5 years, is because the PvP was addicting.
    The thrill of beating your enemies with great coordination, and well timed anti healing, tracking enemy ulties etc. was just an overall great experience.

    This has sadly turned for the worse in the current patch, with the implementation of Frostweaver and huge amounts of AoE damage.
    Currently fights go like this:
    - Everyone has frost guards, because the frost armor is so strong that you can't play without it.
    - Everyone has Stormcallers, Frost guards and Archmages, because the AoE damage is so strong, you would be gimping yourself if you didn't use it.
    - With the amount of damage these classes put out in AoE, you don't really need anything else, because you also get a buttload of CC from the frostguards Volatile Ice mechanics.
    - So the rest you just fill up with healers.
    - So you see an enemy group, tell everyone to get their AoE ready, then fire it all at once while running into the enemy, and they get AoE'd down, while everyone is clapping in excitement and playing their face and feet.

    The PvP has been dumbed down to a level that is not fun anymore, for us at least.

    Crowd Control and Retaliate
    That every class has access to multiple CC powers on low cooldown, makes the overall CC experience in a fight very spammy.
    But to counter this, everyone has retaliate ready all the time, and become CC immune most of the fight.
    This leads to that everyone that PvPs almost always have 1 finger on their retaliate button, because you just have to react to the Retaliate Pop up to keep playing like nothing happend.
    It feels trivial to the fights, it's just annoying but doesn't have that much of an impact.

    What would help the overall combat experience in our opinion, is to limit the amount of CCs, make them longer cooldown, but make them have a bigger impact - so retaliate on a cooldown - that way it also means that you need to use stuff like juggernaut and escape artist to outplay/counter stuff - and you can set up burst windows.

    We want to go back to tracking enemy cooldowns, so we know when we can go for the kill with set ups.

    Class mechanics
    With the implementation of the Frostweaver ACE showcased that they are able to actually make unique and interesting powers, so an overhaul for the other classes towards this direction is very much needed.
    Most of the current classes/builds are not mechanically challenging, even a 6 year old can play champion in PvP.
    There's no real depth in the skill variety, combos etc., the promotion classes adds very little to the playstyle.
    An example here could be that you put almost all CC into the actual CC promotions.

    Disciplines
    With the limited amount of viable majors and minors, everyone is running the same builds.
    You're playing Icecaller? Earthkeeper? Crusader? Use Field Surgeon and Naiad.
    Minors? Sturdy, overwhelming odds, matching X.

    There are no other choices that can beat that.
    We desperately need more viable choices so we can specialize our builds more towards our preferred playstyles - but it's impossible currently with how the fights play out.

    Balancing
    This is one of the next steps they announced they will be working on.
    And it's definitely needed.
    Here are some suggestions to changes:

    - Reduce Volatile Ice Damage.
    - Reduce Volatile Ice Proc chance.
    - Reduce Aura Emitter Damage.
    - Increase Barrage damage to whatever you reduce the other AoEs to.
    (Single target dmg should always be higher than AoE, which is not the case currently)
    - Reduce Frost Armor (from Frost Guard) to take 5 seconds to break, instead of 10.
    - Move Crowd Control to CC promotions for the different classes.
    - Make hybrids more viable. (Arbiter/Archdruid some more base support power forexample)
    - Give melees more CC immunity than Ranged Classes. In big fights, melees have to run through hell to get to targets, where ranged can just pew pew from range, meaning all the CC affects melee way more than ranged. To make up for this, give them more CC immunity so they also have a chance to do anything.
    We need melee to be viable again, and this is one of the main reasons they are not playable in big fights.
    - Early game the offensive stats from war tribe gear is way higher than what you can gain for healers, meaning damage is way higher than healing. Could use some fine-tuning, see Crafting feedback.
    - Generally we think with longer cooldowns on powers, ultimates, retaliate etc., the fights won't be as spammy, but more about setting up combos together, which is what we would prefer.

    Classes
    There are so many promotion classes that are unplayable in the current iteration of combat - because they don't feel specialized enough in what they are advertised as.
    Champion (Only Pit Fighter is played):
    Alpha Warrior lots of damage? Well with how the Pit Fighter capstone works, Pit Fighter actually have enough damage but way more survivability.
    Barbarian lots of crowd control? Well all the other champions have almost the same amount of CC, just more dmg or survivability.

    Cleric (Only Crusader is played):
    Arbiter lots of crowd control? Well with how retaliate works, and since you can have 2 roots on Crusader from naiad + native root, the Crusader have enough crowd control and way more healing.
    Radical ranged dps? Compare it to ANY other ranged dps and it will fall short in output over time.

    Knight (Secutor and Swordsman are played):
    Sentinel lots of crowd control? The other knights have exactly the same amount of CC, and the Secutor even has better CC through spammable dodge pip removal.

    Templar (Paladin and Fury are played):
    Vindicator melee dps? The main damage from a vindicator is execute, their divine light is not worth it, because only 5 targets and slow tick rate. Compare it's output to forexample Titan (if the melees even can have uptime) then it falls short.

    Ranger (lol):
    Archer is somewhat viable, because of their single target sniping from long range, but the damage output versus the other ranged dps (confessor, stormcaller, archmage), it's so slow.
    Their barrage is also very low dmg compared to other AoE.
    Warden tanky ranger? Well if people just ignore the warden, what can it actually do?
    Brigand stealth traps? Traps being that huge and clearly visible makes it very bad for combat where you fight enemies that have eyes in their head. Their slow stealth movement also makes it hard to use Brigand for group fights, where they would shine if they quickly could get into the backline and surprise with traps.

    Assassin (even more lol):
    Sadly the only thing assassin is useful for is PvE, and that's the blackguard.
    Assassin needs a serious overhaul, make it have some kind of impact through lockdown (see retaliate changes) or AoE antiheal or something useful.

    Frostweaver (Everything is played):
    You make a well designed class, and suddenly every promotion is used and feels unique.

    Confessor (Inquisitor and Fanatic is played):
    Why change the names btw? Fanatic (CC promotion) is not used for their CC abilities though, because all confessors have the same CC. They are mainly just used for their passive elemental break debuff.
    Sanctifier is sadly still a joke, has no impact on fights, condemnation being locked in animation, their low range on CC, sanctifiers are ignoreable in fights.

    Myrmidon (Titan is played once every full moon):
    Titan went from one of the best DPS' if played well, to unplayable with the implementation of ranged AoE and huge amount of CC.
    Battlerager is ignoreable, it can soak dmg, but has no CC that makes an impact nor any utility or damage.
    Conqueror was also a great pick before to have 1 of in your lineup - now it's useless, frostweaver does it better.

    Duelist (Slayer is played):
    Slayer is played because it has lots of control combined with good ranged damage, you actually feel like a DPS promotion playing this.
    Vanguard Scout is a promotion people forget exist.
    Dirge is used for harvesting characters, because it's easier to craft mail/plate harvesting gear.

    Druid (Earthkeeper and Stormcaller is used):
    Archdruid used to be THE AoE damage. You would work together to set up the big one shots - it has now been overtaken by the quick AoE dmg Frostweavers and Stormcallers has, why take 20 seconds to set up a one shot, when you can spam AoE dmg every second on a Frostweaver with almost no ramp-up time?

    Hitboxes
    Hitboxes really have to get fine tuned, if anyone has ever tried to play a ranged character, trying to hit enemies on objects, fort/keep walls etc. most often even though your reticle is straight on the enemy character, you will not hit your enemy. Very frustrating.

    Leveling
    I understand that leveling was implemented to slowly introduce players to the class and their powers/mechanics.
    But if that's the reason, why do you then still have to level advanced vessels? Did you think we forgot how to play our class after we upgraded our vessel?
    We should just have short class introductions when you create a basic vessel, and that should be it.
    Leveling feels misplaced in a PvP game like this, which brings me to the next part, New Player Experience.

    New Player Experience
    Now I know the current New Player Experience is not done.
    But here's what a new player needs to know (I have explained, trained and taught A LOT of new players over the last 3 years):
    - They need to understand that fights are mainly played in groups.
    - They need to learn how to use siege equipment.
    - They need to learn how objectives work.
    - They need to learn how to craft advanced stuff. Learning this means they get to learn how crafting items are dependent on multi professions/crafters and requires time. Which hopefully teaches them to appreciate when they get well crafted stuff.
    "I would like an epic Runic Sword" "Yeah but do you understand the effort it takes to make a sword like that happen?"
    - They need to learn the basics of their class (later all classes, but that shouldn't be in the intro)
    - They need to learn how harvesting works, where resources come from, what Plentiful harvest is etc.
    - What victory cards are etc.

    If they learn all this stuff in the introduction, they will be well suited to out into a campaign and actually contribute for a guild.
    It's a huge amount of work, but this is what guilds are forced to teach new players when they take them into their guild.

    __________________

    Now this sounds like a lot of negative stuff, but it's just how we have experienced the game the last 3 years.

    Here's some positive stuff though:
    - Dregs, Guild vs Guild worked out great, the forced friendly fire between allied guilds adds a fun factor to fights.
    - Thralls at night is a cool mechanic, and forces people out into the world (will work great with a big population)
    - The game have been great enough to play it non-stop for 3+ years, you have done a lot of stuff right.
    - All the different stats in the game makes it an awesome experience for min/max'ers, that you can really dive into your stats and exactly hit your caps in late game etc. is great. (Only problem is what is actually viable vs obtainable)
    - Harvesting was chill and useful (till Caravans)
    - The feeling of being dependant on eachother in a guild is still there, you can't fight without your crafters, you can't craft without your harvesters, you can't harvest without your crafters.
    (I know wartribe = non crafted gear, caravans = non harvested resources, but still :D )

    We hope the devs can use some of this feedback.
    Hopefully a bigger population will fix a lot of these frustrations, only time will tell.

    Now, this was a long post, and if you've reached the end, thank you for reading, this post was made to spark discussions about the game, so fire away, but keep it constructive!
  19. Haha
    Angelmar got a reaction from yianni in [-W-] Winterblades   
    Been a bit since we updated this thread.  Results from our earlier CW victory push from when Dissentient allied Death Alliance:
    https://crowfall.com/en-US/warstories/angelmar-6-5-20
     
     
  20. Like
    Angelmar got a reaction from Winks in Guilds Ally ?   
    Fundamental issue with Crowfall is the game is incredibly number sensitive when played competitively. There have been threads in here or in Ace Development Partners forums on this issue going back to 2017 (blazzen is the OP in one of them, in fact).  In Shadowbane, Darkfall, and EVE engaging against uneven numbers was commonplace.  Its an open world sandbox, no one is going to have exactly the same numbers. A differential of +/- 20% was routine and the outcome of such a fight is not a foregone conclusion.
    Crowfall has a low skill ceiling, get-out-of-jail-free cards (ults), little customization (which was nerfed in 5.11), and is not balanced around rock-paper-scissors counter play or focused on rewarding coordination (like applying critical CC/Debuffs at same time to secure kills). 
    Alliances are needed long term so that players can self-police and counter-balance against larger forces.  This is just especially keenly felt in Crowfall right now because of how significant a role numbers plays in CF. 
    Alliances should likely become the scoring entity, requiring allied players to split benefits amongst themselves.  This is provides a constant downward pressure on alliances--provided the rewards are worth possessing. 
    Some folks have suggested alliances should be able to be created ad-hoc and be temporary (like what the "small" guilds did for Saturday night).  Alliances, especially if they are going to suspend friendly fire should be a commitment that doesn't get turned on and off at will (and thus exploited and gamed).  Betrayal and swapping sides needs to be an option, but creating an "alliance" and turning off friendly fire should not be something done for a siege hour and immediately desolved afterward.  Communication problems and the inherent difficulty keeping 100s of players happy is the inherent problem of a true "zerg" and part of what naturally makes them unstable and prone to failure cascades if victories are no longer coming easily.
    A group of 30-40 is not a zerg, despite many of the complaints in this thread.  One of the OPs post suggest a "zerg" of 15 guys which is a joke.  The real zergs will be hundreds of players and are more likely the product of a series of allied guilds than hundreds of players all under one guild tag.  
  21. Like
    Angelmar got a reaction from Groovin in Setting recall to Forts/keeps   
    Any landed guild should NOT be able to recall to temple.  
    Landed guilds should be automatically bound to one of their holdings.   No more teleporting around the maps to project power via temples. 
    This would also regionalize conflict on larger campaign maps. 
  22. Like
    Angelmar got a reaction from Sirktivo in Guilds Ally ?   
    Fundamental issue with Crowfall is the game is incredibly number sensitive when played competitively. There have been threads in here or in Ace Development Partners forums on this issue going back to 2017 (blazzen is the OP in one of them, in fact).  In Shadowbane, Darkfall, and EVE engaging against uneven numbers was commonplace.  Its an open world sandbox, no one is going to have exactly the same numbers. A differential of +/- 20% was routine and the outcome of such a fight is not a foregone conclusion.
    Crowfall has a low skill ceiling, get-out-of-jail-free cards (ults), little customization (which was nerfed in 5.11), and is not balanced around rock-paper-scissors counter play or focused on rewarding coordination (like applying critical CC/Debuffs at same time to secure kills). 
    Alliances are needed long term so that players can self-police and counter-balance against larger forces.  This is just especially keenly felt in Crowfall right now because of how significant a role numbers plays in CF. 
    Alliances should likely become the scoring entity, requiring allied players to split benefits amongst themselves.  This is provides a constant downward pressure on alliances--provided the rewards are worth possessing. 
    Some folks have suggested alliances should be able to be created ad-hoc and be temporary (like what the "small" guilds did for Saturday night).  Alliances, especially if they are going to suspend friendly fire should be a commitment that doesn't get turned on and off at will (and thus exploited and gamed).  Betrayal and swapping sides needs to be an option, but creating an "alliance" and turning off friendly fire should not be something done for a siege hour and immediately desolved afterward.  Communication problems and the inherent difficulty keeping 100s of players happy is the inherent problem of a true "zerg" and part of what naturally makes them unstable and prone to failure cascades if victories are no longer coming easily.
    A group of 30-40 is not a zerg, despite many of the complaints in this thread.  One of the OPs post suggest a "zerg" of 15 guys which is a joke.  The real zergs will be hundreds of players and are more likely the product of a series of allied guilds than hundreds of players all under one guild tag.  
  23. Like
    Angelmar reacted to Jah in -W- is our friend - edited   
    While it is true that your guards were more effective than your players, it is cold to discount the efforts of your own guild.
  24. Like
    Angelmar got a reaction from Jah in Setting recall to Forts/keeps   
    Any landed guild should NOT be able to recall to temple.  
    Landed guilds should be automatically bound to one of their holdings.   No more teleporting around the maps to project power via temples. 
    This would also regionalize conflict on larger campaign maps. 
  25. Like
    Angelmar got a reaction from Wilbur in Guilds Ally ?   
    The grand LoD alliance of eight guilds dogpiling DIS did not get a fair shot because of the server crash.  They might have succeeded with good preparation and coordination.
    Smashing 3 (or eight guilds) through one breach is bad tactics.  its fundamentally not even attempting to leverage numbers. 
    The 90+ LOD/UDL, TRA, KGV, WH, CC, UXA, etc, could have broken up into two 40-50 man wings, breached in 3-4 different walls locations and pressed in with a coordinated drive.
    Trying to drive 65 or 90+ people through a single breach is just dumb. Friday night's 65 LOD/KGV/TRA v 35 DIS was a bit of a textbook of how NOT to use numerical advantage and instead let a smaller force destroy the larger in  detail. 
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