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Weebles

ACE Development Partners
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    460
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Reputation Activity

  1. Like
    Weebles reacted to Durenthal in 6.300 TEST Feedback for 12/8/2020   
    The removal of cutting grit from slag (yay, well done, good decision) means that slag and cobblestone are now effectively useless.  Should we expect to see them removed from the maps so there are fewer garbage harvesting nodes impacting server performance?   Knotwood trees provide bandages and apples, so they pretty much need to stay, but slag and cobblestone have no value.
    The gold grind for discipline upgrades seems... steep to me.  It doesn't feel like a gold sink, it feels like a grind.  Gold sinks should use up my surplus gold, not be the focus of my in-game activity.   For those of us without an overabundant gold fort, the grind is real.  This is another case of forts providing way too much of their resource (remove gold and dust forts entirely!) causing pain elsewhere in the game.
    Needlin' Haystack still feels super strong.  It's the source of a very large percentage of my knight's damage on test in group fights.  I don't object to my knight being stronger (compared to Myrm and Champion (and to some degree templar) it's still the red-headed stepchild of the melee world.  But it's a no-brainer power.  I activate it and anyone who hits me hurts themselves fairly badly.  That's poor design (not just for needlin' haystack - it applies to thorns too, to a lesser degree).   A damage shield is a good idea, but it shouldn't be universal, and it should have counters.
    There's still not enough for small groups to do in game.  Solo play is unpleasant unless you're a ganker (either stealth or stupidly unkillable like a pitfighter).  Small group play is generally fun but really hard to find.  Large group play is hampered by  poor performance and ground target AE heals affecting people outside the caster's group causing people to clump in healing puddles, and removing the concept of front line and back line characters entirely.  There's only the blob.
    Balance really needs a thorough pass.  Champions are stupidly strong, and Myrms are probably a little too strong too (they, at least, have a modicum of player skill involved in their survivability).  Paladins are massively OP for fort fights - there's no real counter to them in that environment.  Classes that used to be quite strong have almost vanished from the field.  And some classes have always been pretty weak comparatively, and that still needs to change.
     
     
  2. Like
    Weebles got a reaction from JamesGoblin in JOIN THE ACE Q&A LIVESTREAM NOV 3 @ 11 AM CST / 6 PM CST   
    <QUESTION> Has Unity found any improvements in their findings?  If so, when will we start seeing the improvements/fixes implemented?
  3. Like
    Weebles got a reaction from Tofyzer in JOIN THE ACE Q&A LIVESTREAM NOV 3 @ 11 AM CST / 6 PM CST   
    <QUESTION> Has Unity found any improvements in their findings?  If so, when will we start seeing the improvements/fixes implemented?
  4. Like
    Weebles reacted to Aedius in 6.200 TEST Feedback for 10/22/20   
    Please please please, allow the PVP in EK to be :
    - player base
    - guild base

    It's not good to have to deguild to do some test on the TEST, and reguild to go defend our keep on the LIVE
  5. Like
    Weebles reacted to Aedius in CAC present : a talent builder   
    The "Communauté de l'Arbre Clair" is proud to give you a new tool :

    A talent builder !
    it's a first release, but already helpfull, so i give it to you : https://arbre-clair.fr/pages/talents.html
    you can also share your own build, for example
    https://arbre-clair.fr/pages/talents.html#1.0_druid_st-a2-b3-d3-e3-f2-md-g3-h5-h6-i3-j7-c3-b2-c2
    or
    https://arbre-clair.fr/pages/talents.html#1.0_duelist_st-a1-b1-d1-e1-md-f1-g1-h2-a2-b2-c2-d2-b3-d3
    Please make a good use of the system and report me all bugs
    Thanks!
     
    PS : @TiggsWe find the middle minor rune access very confusing, we saw on some screen that if you go to the top or bottom pips you can't have access to the minor even if you have a line indicating an access to it. I hope we get it right, please address this. Thanks
  6. Sad
    Weebles reacted to ACE-Tiggs in A Brief Look at the Druid - Talent Tree   
    They cannot equip both at the same time, sorry for the confusion. 
  7. Thanks
    Weebles reacted to ACE-Tiggs in Will there be a Halloween event stream?   
    We'll be doing something for Halloween and will announce it in a week or so. 
  8. Like
    Weebles reacted to EvilGhandi in ACE Needs Your Support - Join the Battle in Dregs Next Week   
    Did any of you read the post? 
  9. Like
    Weebles reacted to Durenthal in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  10. Like
    Weebles reacted to Grivyn in JOIN THE ACE Q&A OCTOBER LIVESTREAM OCT 6 11AM CDT/6P CEST   
    <QUESTION> Do you have any plans to move away from the current "alarm clock" playstyle prelevant in Crowfall. Thanks to all the timers on everything the place is a wasteland populated by a few stealthers when some "timer" isnt active then its just a zerg fest when timers are active.
  11. Like
    Weebles reacted to ACE-Tiggs in A NEW CAMPAIGN IS COMING TO LIVE!   
    We're unable to do that at this time, so we put up a separate Campaign which will fit more into your schedules.  
  12. Like
    Weebles got a reaction from ACE-Tiggs in ACE Names New Community Manager   
    Welcome to the ACE team Diane!  Look forward to seeing you around in the CF community.
  13. Like
    Weebles got a reaction from JamesGoblin in ACE Names New Community Manager   
    Welcome to the ACE team Diane!  Look forward to seeing you around in the CF community.
  14. Like
    Weebles reacted to EvilGhandi in One month in and I'm pretty much done.   
    Mad that you cant build fort in campaign, but never left infected and refuses to join a guild. 
    You excluded yourself from the best part of this game. 
    To be honest, I think you're looking for Elder Scrolls. 
     
  15. Like
    Weebles reacted to Heartsteel in Is Animation Canceling Dead? Did you miss it?   
    The loud minority beats the silent majority yet again ¯\_(ツ)_/¯
     
  16. Like
    Weebles got a reaction from Aedius in So what bugs are bannable?   
    ACE already has this setup through various support channels and invite only discords.
  17. Like
    Weebles reacted to pamintandrei in So what bugs are bannable?   
    All other non intended mechanics, if you don't know if its intended send an email and stop doing it.
  18. Like
    Weebles got a reaction from Nym in Propsal to Change Fort/Keep Siege Mechanics   
    Just a write up of ideas to make sieges possibly more fun and engaging.  Right now Fort Siege's are not very fun.  I think this is generally agreed upon by the community.  The fort sieges allow a large force to run into the fort at the last 5 minutes during the siege window and take over the fort.  This negates almost 90% of the siege timer as most guilds won't show up before 10 minutes is left on the siege timer.
    What I would like to propose:
    1) Fort Sieges
    a) Extend fort siege timers to 2-5 hours at a time, or multiple time slots during a single day (3x 4 hour windows in a 24 hour time)
    b) Spawn resources ever 15 minutes or 30 minutes during siege window (such as how pack pigs spawn at a higher frequency during sieges)
        i) Tie resource spawns into active player count on server to curb non-peak time resource gathering
    c) Controlling guild at the time during siege will be allowed to loot resources.
    d) Allow winning guild to continue looting the forts on every hour during off sieges (I would prefer if these resources were never faction/guild locked tbh, logging into alts ever hour to loot a fort is not engaging game play)
    This change would allow the entire fort siege window to be utilized for a benefit (free resources) but also offer disadvantages (alerts to say which guild is sieging where in events and open world pvp).  Since banks aren't in the forts it also drives players to escort/caravan the loot to a bank location.  You could also add in new cards to encourage pvp during these fort siege windows: Kills per fort siege, time owning keep per fort siege, etc).
    2) Keep Sieges
    a) Stop day 1 acquisitions
    b) Allow only Campaign gold to purchase a keep (don't allow embargo'd gold to be used)
    c) Open up all keeps on day 2 during the correct siege time (EU vs NA siege times)
    d) Have all keeps owned by a neutral force or faction.
        i) These can be tied into God Factions or War Tribes for lore reasons
    e) Add NPC King's and Chief's to these faction owned keeps, these kings and chief's would needs to be killed before a Tree of Life can be placed.
        i) Outposts currently use this system to allow a guild/faction to capture the outpost
    f) Add in a counter siege window to newly placed Tree of Life
        i) Once a new ToL is planted bane trees should immediately spawn.  This would allow a brief counter siege to be done to take keep.
        ii) Since no cool down would be done (as there is a delay on the bane tree spawn during normal keep sieges).  Guilds can then go out and kill bane trees to fully own the keep.
    This change would allow guilds to then choose which keep they want and go siege it.  It would also allow for guilds to spread out during the first siege window and try to take what they want. This further drives choice (and even consequences) in the campaign's and more PvP content. Larger guilds would likely be competing with other large guilds for the prime keep locations.  This could hopefully allow the smaller guilds to fight for less wanted land options as well.
  19. Like
    Weebles reacted to Magrathea in Please limit DREGS to be actual guilds.   
    You know, contrary to popular belief a zerg is not a group of players that happens to be larger than your group of players. It is not synonymous with being outnumbered, although it seems to be everybody's favorite crutch to stand on when they get wiped (sometimes when they're the ones with greater numbers, which I always find hiliarous).
    Zergs take one of two flavors. Either an incredibly uncoordinated blob of players. Or intentionally throwing a large number of weaker players together to overcome your gear/skill deficiency.
    Anyway - this is beta. If having the Earth faction running around as a pseudo-guild gets more people excited about this game and gets more of the potential live player base exposed to the Dregs, that's a good thing. And honestly if some folks try it and realize this game isn't for them, that's not a bad thing either.
    Plus the biggest obstacle this game has right now is performance in large scale PvP settings. IMO the more people we have running around, the more this can be demonstrated and the larger the sample size the devs have to hopefully make some significant changes and make 50 on 50 (or better) battles a real possibility when this game goes live.
  20. Like
    Weebles reacted to Infraction in Please limit DREGS to be actual guilds.   
    This seems less about the Earth faction and more about some beef with Zyback.
  21. Like
    Weebles reacted to DoomYa in Please limit DREGS to be actual guilds.   
    Wild Hunt is great. Ty guys! 🙂
    I dedicated half my life to organized gaming on a strict timetable (guilds!). Now I enjoy the freedom to play when and what I want. There may come a time when a rnd blob isn´t hardcore enough, but for testing it´s cool to have this "almost a guild" faction. Thank you!
  22. Like
    Weebles got a reaction from Sirktivo in Propsal to Change Fort/Keep Siege Mechanics   
    Just a write up of ideas to make sieges possibly more fun and engaging.  Right now Fort Siege's are not very fun.  I think this is generally agreed upon by the community.  The fort sieges allow a large force to run into the fort at the last 5 minutes during the siege window and take over the fort.  This negates almost 90% of the siege timer as most guilds won't show up before 10 minutes is left on the siege timer.
    What I would like to propose:
    1) Fort Sieges
    a) Extend fort siege timers to 2-5 hours at a time, or multiple time slots during a single day (3x 4 hour windows in a 24 hour time)
    b) Spawn resources ever 15 minutes or 30 minutes during siege window (such as how pack pigs spawn at a higher frequency during sieges)
        i) Tie resource spawns into active player count on server to curb non-peak time resource gathering
    c) Controlling guild at the time during siege will be allowed to loot resources.
    d) Allow winning guild to continue looting the forts on every hour during off sieges (I would prefer if these resources were never faction/guild locked tbh, logging into alts ever hour to loot a fort is not engaging game play)
    This change would allow the entire fort siege window to be utilized for a benefit (free resources) but also offer disadvantages (alerts to say which guild is sieging where in events and open world pvp).  Since banks aren't in the forts it also drives players to escort/caravan the loot to a bank location.  You could also add in new cards to encourage pvp during these fort siege windows: Kills per fort siege, time owning keep per fort siege, etc).
    2) Keep Sieges
    a) Stop day 1 acquisitions
    b) Allow only Campaign gold to purchase a keep (don't allow embargo'd gold to be used)
    c) Open up all keeps on day 2 during the correct siege time (EU vs NA siege times)
    d) Have all keeps owned by a neutral force or faction.
        i) These can be tied into God Factions or War Tribes for lore reasons
    e) Add NPC King's and Chief's to these faction owned keeps, these kings and chief's would needs to be killed before a Tree of Life can be placed.
        i) Outposts currently use this system to allow a guild/faction to capture the outpost
    f) Add in a counter siege window to newly placed Tree of Life
        i) Once a new ToL is planted bane trees should immediately spawn.  This would allow a brief counter siege to be done to take keep.
        ii) Since no cool down would be done (as there is a delay on the bane tree spawn during normal keep sieges).  Guilds can then go out and kill bane trees to fully own the keep.
    This change would allow guilds to then choose which keep they want and go siege it.  It would also allow for guilds to spread out during the first siege window and try to take what they want. This further drives choice (and even consequences) in the campaign's and more PvP content. Larger guilds would likely be competing with other large guilds for the prime keep locations.  This could hopefully allow the smaller guilds to fight for less wanted land options as well.
  23. Like
    Weebles reacted to Spawl in Propsal to Change Fort/Keep Siege Mechanics   
    True but you can pull it out pretty darn close. If you have to haul it all the way from the gate or other world bank, it changes the dynamics significantly. It is just way too convenient for the guilds that have the keeps etc. The rich get richer and those without a the mobile banking have to work harder to overcome that. 
  24. Like
    Weebles reacted to Groovin in Dregs is not fun in the current state - Feedback on Alliance   
    Let's break down the top 5
    You've got Winterblades, who are large and organised, with an insane amount of game knowledge.
    Next up is Earth, catapulted to the top thanks to organised effort of KGV. If it wasn't Earth, you might have seen their guild in that slot.
    Then there's LOD, who are large and organised vets.
    Corvus Citadel, also large and organised vets.
    FOEX, small, but organised and committed. In business terms, you could call us agile, and I cringe somewhat at the thought of using that unironically.
    Below that is Nordic Marauders and Meta Cartel. They're as committed and dangerous as anyone in the top 3, and Meta Cartel even took 4th in a previous campaign.
    I think you're discounting the effort of other guilds, and ignoring what is putting them on top.
    I can assure you it's not gaming the system, it's sleepless nights and a will to win or die trying.
  25. Like
    Weebles reacted to Staff in Please limit DREGS to be actual guilds.   
    he might be a healer, but he is certainly a pot calling the kettle black
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