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Groovin

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  1. Like
    Groovin got a reaction from Tyrant in 6.300 TEST Feedback for 12/4/2020   
    I don't quite understand the change to ults to ignore Faerie Fire.
    Ults should be powerful, ok. I get that.
    But so powerful they render completely useless:
    A racial A talent and few discs at least What was the reasoning? You've taken a 2/3 classes with the ability to stealth, and given them a way to purge stealth blockers. A get out of jail free, on a classes that have the ability to pick battles. In doing so, you've relegated anti-stealth to detection only, and taken away prevention. Because no one simply walks away from a fight just to restealth. You hit that Ult and disappear if you can. Large fights, sure, I could see it happening. Small groups? Nah. If you've got Faerie Fire on you, someone is watching your ass, and making sure you don't pull any stealth shenanigans.

    Please, give me the reason that you decided to nullify entirely a whole ass power. A power with one job: stop stealthers from stealthing.
    One job, and it can't even do it anymore, just so classes who can pick battles, can escape when they've made a poor choice.

    If you really wanted to balance this, you could change the uptime of the power/debuff. At least then, there's a window of opportunity to escape if you're paying attention.
  2. Like
    Groovin got a reaction from Ravensight in 6.300 TEST Feedback for 12/4/2020   
    I don't quite understand the change to ults to ignore Faerie Fire.
    Ults should be powerful, ok. I get that.
    But so powerful they render completely useless:
    A racial A talent and few discs at least What was the reasoning? You've taken a 2/3 classes with the ability to stealth, and given them a way to purge stealth blockers. A get out of jail free, on a classes that have the ability to pick battles. In doing so, you've relegated anti-stealth to detection only, and taken away prevention. Because no one simply walks away from a fight just to restealth. You hit that Ult and disappear if you can. Large fights, sure, I could see it happening. Small groups? Nah. If you've got Faerie Fire on you, someone is watching your ass, and making sure you don't pull any stealth shenanigans.

    Please, give me the reason that you decided to nullify entirely a whole ass power. A power with one job: stop stealthers from stealthing.
    One job, and it can't even do it anymore, just so classes who can pick battles, can escape when they've made a poor choice.

    If you really wanted to balance this, you could change the uptime of the power/debuff. At least then, there's a window of opportunity to escape if you're paying attention.
  3. Like
    Groovin reacted to nihilsupernum in 6.300 TEST Feedback for 12/4/2020   
    Please .. no.
    What is the counterplay to stealth ultimates now? (.. and don't say "be a ranger" because you can't just always be a ranger)
    Previously you could tag a player with Faerie Fire which would prevent them from stealthing until it expired. They could still stealth after the debuff was up, but they would have to at least fight or run while it was active.
    If we're losing FF as a way to prevent stealth, perhaps we could get some small amount of passive detection so that a non-elken / non-ranger player could potentially find a stealther after they've ulted?
     
    Maybe some kind of footstep sound effect so you could follow them that way? WoW had a pretty good stealth system for its time, all things considered, and half of it was apparently a mistake!
     
     
  4. Like
    Groovin reacted to PopeUrban in Mobile banking is stupid.   
    It directly advantages people that don't need it, removes reward from PvP, and nobody likes it.
    That's it.
    It's bad.
  5. Like
    Groovin reacted to Ruq in The Case for Removing Mobile Banking   
    The case for removing mobile banking:
    Players have been yelling about mobile banking, often times in very direct ways (https://community.crowfall.com/topic/29397-mobile-banking-is-stupid/), for quite a while now. But why is the community so opposed to Mobile Banking as a gameplay mechanic? Let’s dive in.
     
    Risk versus Reward:
    Mobile banking provides a risk-free way to secure rare resources in campaign worlds that otherwise would require strategic thinking and group coordination to obtain. One extreme example of this is the looting of forts. Currently, players can utilize the Mobile Banking buff to secure thousands of Ethereal Dust and Gold with zero risk. These players are protected by the invulnerable guards positioned at each fort for defense and each hour (or once a day) can login, loot the chests, and utilize mobile banking to secure a huge resource advantage for their guild. This removes all risk from looting forts, a massive problem in the current gameplay loop.
     
    Emergent Gameplay versus Static Gameplay Loops:
    Beyond the reduction of risks outlined above, the Mobile Banking buff decreases active engagement in a campaign world. It limits the need for players to either travel to a world bank or a keep and thus robs players of the chance of stumbling upon emergent gameplay. It ends the need for any type of caravan system to be organized by a guild because a single stealth player can refine and bank within seconds. Zero risk. Zero chance to be found out and punished for the risky behavior.
     
    The simple fix to this problem is to remove the Mobile Banking buff from the game. R3 Storehouses can provide some other benefit, possibly additional keep storage chests (beyond the default of 2 per keep).
  6. Like
    Groovin reacted to Ranik in Player community requests   
    Mobile banking should be removed. ALL guards should be killable. Even in off hours where the keep or fort is not active.  Base Wartribe NPC's are far too weak compared to their rare counterparts. Recalling should drop your inventory in a bag or chest on the ground as you leave. It seemed pretty universally agreed on that those ideas were popular.
     
  7. Haha
    Groovin got a reaction from Doomshadow in Stealth Exploiting Harvesters   
    Imagine having two dudes hitting a solo node and you still can't bust it down in one stam bar.
    Pathetic.
  8. Thanks
    Groovin reacted to Always_Fitz in Stealth Exploiting Harvesters   
    ban all accounts associated with whichever card bought these accounts for real, ive killed Avocetii before when he was exploiting with a full inventory of goodies.

  9. Haha
    Groovin reacted to Fairlight in Ninja Looters (Uglorious here's looking at you)   
    Hi,
    This is nothing more frustrating then killing a chief for 20 mins in infected then having a PoS guinecean player from the same faction come up and loot your entire mob and say' gj' and run off which is what a player name Uglorious just did to me.   I really don't think letting people outside your group loot permissions is a great idea.  Oh BTW, this Player is POS and all guild should avoid him like the plague.
    Doesn't anyone else know this waste of Oxygen named Uglorious?
    Vesperre
  10. Like
    Groovin reacted to ACE-Tiggs in 6.300 TEST Patch Notes for 12/3/2020   
    Beta Build 6.300.0
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: TEST Bug Reports and Legend for ACE feedback on Bugs reported
    To report feedback, please go here: TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    The Transition from Passive Skills into Disciplines
    The Passive Skill system in Crowfall previously allowed players to accumulate points regardless of whether or not the player was actively playing or not.  However, there has always been a major challenge that new players felt woefully behind veteran players who had started the game before them.  There also felt like there was content that was gated behind simply waiting for skills to unlock.
    As a function of player feedback and insights from Crowfall’s Beta playtesting, in the 6.300 release we are transitioning the passive skills system to be part of a more active player progression. The goal of this change is to ensure a level playing field for all who join the battle in Crowfall - regardless of when - and to reward those actively playing. With this change we are leaning into the core value of what makes Crowfall unique, the fact that player choices change outcomes, flip the tide of battle, and change the world forever.   
    As part of these changes, we will be required to wipe Passive Skills; skills, crafting tool belts and exploration disciplines.
    Crafting disciplines. We are excited about the benefits this change delivers to players by putting the power back into your hands in terms of how you customize your character through statistical gains, and where you choose to invest in specializing your Crow’s talents. Plus, now we can be sure, no Crow is left behind!
    Campaign
    Fixed where the  Snow/white texture was broken/missing and added levels of details (LOD) to the dead Banewood. Fixed an issue which enabled non-siege damage types to work against Walls when they were extremely close to being destroyed. Ballista projectiles will now show proper effects when landing on the ground. Crafting
    Most stats previously available in the Passive Skill trees have been migrated to Disciplines, a Crafting Specialty Belt. Moved Crafting Speciality Belt Unlocks to uncommon quality Crafting Disciplines. Moved resource reduction from uncommon quality Speciality Belts to rare quality. Added in Vendor Item to advance epic quality Speciality Belts. Horseshoe Recipes should now drop off of Enbarri Chiefs and Kings. Folio of Shadow now indicates it grants the Runic Rapier recipe. New Sickle Appearances are available for Advanced and Runic Weapons: Half-Giant, Nethari, Elken, Human, Stoneborn, and Minotaur. Using the Quantity arrows in the crafting menu should now be easier. Knowledge of X Procs have been replaced by uncommon quality Discipline of the appropriate type procs. Knowledge of the X crafting items have all been deprecated and all recipes that previously required them now require the appropriate uncommon quality Discipline. Discipline: Exploration recipes have been deprecated. Updated description of 186 Simple Steps for Creating Items of Power so it is more clear. Updated description of Bows of the Elvish Court, Vol.1. Increased recipe cost of Upgrade Exploration Discipline Recipe to account for no longer crafting Exploration Disciplines. Added an Upgrade Harvesting Toolkit recipe. Harvesting
    Most stats previously available in the Passive Skill trees have been migrated to Disciplines, a Harvesting Specialty Toolkit, and in some cases harvesting Tools. (Some stats have not been migrated and are intended for future content, such as +Motherlode damage.) Harvesting Specialty Toolkit equipment slot unlocks when an uncommon Exploration Discipline is equipped. Knowledge of the X harvesting items have all been deprecated and all recipes that previously required them now require the appropriate uncommon quality Discipline. While Harvesting a named resource node with an Intermediate or better Tool in The Infected or Dregs type Campaigns there is a chance an uncommon quality Discipline of that harvesting type will drop in addition to the resources. While Harvesting a named resource node with a Soulgem Tool in The Infected or Dregs type Campaigns on a r6+ node there is a chance an uncommon quality Exotic Exploration Discipline will drop in addition to the resources. Shovel slot is now unlocked by default for all players. Added in Basic and Intermediate Shovel recipes. Harvest plant stats now increase in value based on various player attributes. (Dex, Int, Str) Eternal Kingdom
    EK owners and/or Nobles are now able to place new parcels. Banned EKs will no longer be displayed to the player. EKs PVE Setting: If the player is in a guild then their guild information (Crest, etc...) is shown. Everyone is friendly regardless of whether or not they are in a guild, even if the player is not associated with any faction at all. EKs PVP Setting: Everyone is an enemy regardless of whether or not they are in a faction. Switching to and from PVP mode in EKs should no longer cause players to teleport back to the hero statue. Placeable Chests and Crafting Stations will no longer use up extra small tokens in EKs. Monarchs are now limited to the number of cells they can add and remove for nobles. The response will not indicate if cells were added, removed, or no change was made, instead of just a simple success message. All races should now be able to place an EK Chest on a socket of any building. Opening guild chests (admin and member) should behave as expected. Picking up a parcel and placing it back down (or an EKs wipe) will resolve existing issues. A player can now invite, whisper, and trade with all other players in Eternal Kingdoms that are set to public. Added a maximum  number of players per EK depending on highest level parcel: Base - 6 Max Shire - 10 Max Village - 15 Max Town - 20 Max Fief - 30 Max City - 60 Max Capital - 120 Max Mountain Citadel -120 Max Caldera - 120 Max UI
    Details page on the character sheet no longer should display stats for stats a class doesn’t have. The Detail Exploration sheet has been re-organized. Removed reticle distance text when less than 5 meters away. When selling a stack to a vendor, the sell dialogue should now provide a clearer indication that you are selling a stack. Corrected an issue in the descriptions of the following powers: Fountain of Life, Song of Speed, Requiem, Hymn of Restoration, Verses of Victory, Lament of Sadness, Guardian Rhythms, and Dirge Of Dissonance. Seconds was listed twice in the descriptions, this has been corrected. Fixed an issue where nameplate threat colors occasionally would change upon death. The original key for "Show/Hide UI" no longer continues to work after remapping that key. Custom control maps now persist when changing keyboard layout or logging in with a layout that is different from the system default. When viewing items in your Purchases (before importing them), you should be able to hover over them now to bring up their item tooltips to see exactly how they will appear after importing. When changing control bindings, the current binding is displayed and the binding dialog shows a countdown before timing out and keeping the current control. The Split Stack UI Should Show up to 4 Digits instead of 3. F-Interact for other players will no longer appear while you are in combat mode. World Bank space has been increased to 300 rows, let the hoarding begin!  When you jump off the edge of the map, you should now die when you land. RIP! Flytext: Damage to others flytext should now fly in the general direction of the animation. Flytext: Harvesting flytext now has its own colors.  Fixed an issue with the flytext when a Champion affected by Black Mantle used Ultimate Warrior Powers
    Assassin: Shadowstep no longer bypasses the Malekai's Mad Whispers stealth prevention siege debuff. Champion: Fixed an inconsistency with the description of Rend. It no longer incorrectly implies that you can hit more than one target with this power. Champion: Leap now includes the range of its damage upon landing within its tooltip (5 M). Champion: The passive power: Barbarian now displays its duration in its tooltip. Champion: Promotion Class: Pit Fighter:  Fixed an issue which showed an incorrect heal amount for the Neckbreaker upgrade in the Pitfighter promotion. Champion: Corrected a typo in the talent: Brutality. Champion: Champion powers now list their cooldowns if applicable. Champion:  Changed the icon of the Tenderize buff so that it no longer displays the icon of a debuff. Champion: Second Wind passive power tooltip now lists the correct duration of the buff. Cleric: Updated the description of Hand of the Gods and Big Hand of the Gods to include a radius. Cleric: Cleric Basic attacks now display their mana cost within their tooltips. Cleric Promotion Class Arbiter displays correct time in talent tree for Illuminate Cleric: Spirit Whip no longer stacks with Divine Order. Divine Order will only hit up to 5 targets while active, even with Spirit Whip equipped. Cleric and Druid: Circle of Life's tooltip now displays its maximum range (15 m) Cleric and Druid: Added a more specific radius to the tooltip of Circle of Life (6m). Previously just stated a "Large Area" Cleric: Arbiter Promotion Class: Spiritual Presence radius has been increased to 8m and now applies a Exhaustion debuff to enemies. Exhaustion drains stamina from the target while active. Cleric: Arbiter Promotion Class: Arbiter enhancement for Illuminate now allies a Revitalize buff to your group. Revitalize buff regenerates Stamina on the target while active. Cleric: Arbiter Promotion Class: Arbiter Holy Symbol now correctly knocks down up to 5 enemies. Confessor: The Sanctifier promotion enhancement for Fervor has been updated to now grant CC immunity while channeling, add Personal Healing Modifier of 25% and pulses damage to enemies in the area, applying sin. The Personal Damage Modifier has been reduced from 50% to 40%. This now also reduces it's cooldown. Druid:  Druid Call Storm's animation should not get interrupted when the vessel moves. Druid: Fixed an issue causing Pack Avatar’s tooltip to display a self target attribute when it actually targets the entire Group. Druid: Gaea's Wail now has FX that goes to the target correctly. Druid: Root Stake now applies its effect right away. Druid: Updated Aurora Emitter description to state the damage happens around you every 2 seconds to friendlies. Druid: Electrogenesis and Essence Boon now appear in the passive list while in the Healing Tray. Duelist: Updated the description of Vanish. Should now include a cooldown. Duelist: Dynamite’s tooltip now correctly displays that the power has a 9 second cooldown. Duelist: Vanish and Dynamite descriptions updated to note the knockdown when hit by the barrel exploding. Frostweaver: Reduced the internal cooldown for Cold to the Touch to better allow multiple targets to get the debuffs when hitting you. Frostweaver: Ice Block now also regenerates Mana while channeling. Frostweaver: Several Frostweaver powers should now have the FX animate correctly when hitting a target Knight: Resolve now triggers when the Knight reaches 40% health, up from 20%, and the cooldown of Resolve is now 60 seconds, down from 90 seconds. Knight: Knight Onslaught description now indicates that it hits twice. Knight: Fixed an error which caused Redirected Strike to show an incorrect Personal Damage  Knight: Sentinel: Fixed typos in Macemanship description Knight: Valorous Strike is now the beginning of a combo. Valiant Blow and Rejuvenating Strike have been added as follow up hits. Valiant Blow is a follow up execute attack, while Rejuvenating Strike adds a Lifesteal buff to you. Modifier amount in its tooltip Knight: Swordsman:  Increased the range of Obliterate to 6m, from 5m. Myrmidon: Raging Bull’s tooltip now correctly displays that the power has a 5 second cooldown. Myrmidon: Scent of Blood’s tooltip now mentions the amount of Movement Speed Modifier gained per stack (5%). Myrmidon: Berserk now only heals 90% of the damage you deal while below the health value you started the power at. Myrmidon: Updated an outdated buff tooltip for Berserk. Ranger: Rapid Fire’s tooltip now correctly displays that it costs arrows. Ranger: Raised the base damage of Concussion trap to 77.  Ranger: Updated the tooltip of Sustain. Should now include a cooldown and a resource cost. Ranger: Increased the trap damage bonus from 10% to 20% Wardens get on promotion. Ranger: Steel Traps now applies a Bleed to enemies hit by your Concussive Traps. Ranger: Warden Concussive Trap enhancement now applies Revitalize, a Stamina Regeneration buff, to allies in the area of the triggered trap. Ranger: Alertness buff duration has been reduced from 45 seconds to 30 seconds. Ranger: Hyper Alert now reduces the cooldown of Shadow Alertness to 38 seconds instead of 48 seconds. Ranger: Removed the Ranged Power Damage Typo from the Sure Aim talent node, as this stat is given on the Archer Promotion. Ranger: Removed the Ranged Power Damage Typo from the Sure Aim talent node, as this stat is given on the Archer Promotion. Templar: Updated the tooltip of Devotion to better reflect that Devotion gives you a chance to reveal sin in your target, but does not guarantee it. Templar: Holy Shout's radius has been increased from 5m to 8m and now knocks down enemies hit by it. Templar: Vindicator's enhancement of Divine Light now heals the Vindicator but still does not heal any other friendlies. Guinecean Knights and Clerics no longer bypass Stealth Blockers with their Burrow power. Disciplines
    Equipping Disciplines no longer have a Vessel quality requirement of any kind. Champion: Major Discipline Spirit Whip: Fixed an issue causing Spirit Whip to deal lower than intended damage in some cases. Confessor: Domain Storm: Avatar of Storms can now be equipped with Arkon's Disciple Druid: Dryad Discipline: Natures Grace has been increased from 150 base healing per hit to 180 base healing. Duelist: Tunnel King Major Discipline: Cheap Shots and Go for Broke are no longer interrupted by thorns/reflect damage. Frostweaver: Major Discipline Blade Master: Domain Dark: Fixed an issue that prevented Frostweaver's that took the death domain from equipping Blood Strike. Frostweaver: Frozen Domain:  Major Discipline: Tundra Mage: Fixed an issue which caused the stun of Freezing Storm to be applied when the 6th stack of Freezing is applied. It should now correctly apply on the 5th stack of freezing. Frostweaver: Blade Master Major Discipline: Fixed an issue which prevented Frostweaver's that took the death domain from equipping Blood Strike. Guinecean: Tunnel King Major Discipline: Burrow effect now properly cleans up when using Snipe or Ambush after using Go for Broke. Myrmidon: Stay in the Fight Major Discipline: will now properly work for Myrmidons. Major Discipline: Shield Fighter: Mighty Shield Slam charges you forward 7m when activated. Major Discipline: Heavy Hitter: Updated the tooltip of Reverberating Blow to mention that it deals damage to its target. Major Discipline: Master of Maces: Corrected the tooltip of Will of the Stoneborn so that it no longer incorrectly displays resistances gained as a percentage. Scarecrow: Needlin' Haystack's tooltip now displays the duration of its buff. Toughness: Toughness’s tooltip now correctly displays 45 s as its duration in the power’s attributes. Stalwart: Removed the Health stat and replaced it with Blocking: Big Hit Cost Reduction. Paragon is now available in the Justice Domain. Mole Hunter Major Discipline: Heads Up description has been updated to mention the detection of enemies in stealth. Ranger: Major Discipline:   Plague Lord: Shrivel, Festering Wounds and Decay now are all listed as Instant powers on their tooltips. Shieldmaster: Removed the Organic Resistance stat and replaced it with Blocking: Big Hit Cost Reduction. Added a description of how much enemy attack power is decreased by Warp Weapons. Added the duration of Warp Metal's debuff to the power's tooltip. Templar: Kane’s Apostle Major Discipline: Added the duration of Fortification's buff to the power's tooltip. Poison Sapper now grants the toxin slot when equipped. Paragon is now available in the Justice Domain. General
    Group Leadership passive stats have all been removed. Group Leader passive might reappear as a Combat Discipline in the future. Male Fae's have received facelifts,  you can check them out in the Character Creation screens and in-game. Nethari Female and Centaur Male/Female now have eye animation/movement while they're idle. Fae Frostweaver will no longer show "T-pose" animation when using Retaliate. Woodelf Dissipate will no longer go into a  T-pose for a couple of seconds when casting while in combat mode Cleaned up some errors in the Russian translation. NPCs will no longer stop after running around objects. Removed order crest from NPCs in monster faction  Ladders should no longer rubberband you in the Canyon. Fernando the Guinecean [NPC] who lives in the Sun Temple, was having issues where his feet crushed the box he was standing on. We've now stabilized the box and you can see his tiny feet, aren't they cute! Minotaurs' have ended their no shave Movember, and have cleaned up their beards.  Their beard now shows properly on their face and will no longer clip.   The Stoneborn vendors and guards have received visual updates, they’re looking spiffy now! Crows should now get a loot all option when looting a corpse, no more clicking! 
  11. Thanks
    Groovin reacted to PopeUrban in Livestream 12/1/2020 Discussion, Feedback and Questions   
    You're adding a bunch of repetition of stuff that doesn't contribute to campaign wins as a solution to "why is campaign population so low"
    You're requiring repetitive bulk crafting in a system that you yourselves admit wasn't designed for bulk crafting. It was designed for factories, which were cut. It wasn't designed for players to craft a metric ton of terrible items to maybe advance a little, but not too far, and also make sure you bank all that stuff again every time you want a new vessel.
    You iterated on passive training literally twice in five years time. The designers that worked on this. How many of them actually checked out other games that used this system to try and understand why those games are using it successfully? From out here, it looks like you removed the race/class trees way back when there were no vessels, XP, or talents and just... barely remembered they existed for several years, barely touched them at all, and then suddenly decided "ah this isn't working"
    Did you look over the reams of feedback, proposals, and solutions your player base gave you about how to make that system engaging for new players? Did you forget you used to have salvaging and mass production on the plan?
    Did you forget you sold this game on the concept of playing a game that matters, doing stuff that matters, against other players, to TAKE A THRONE in stead of grinding an endless series of progression widgets?
    You are ripping out passive training without even making a single good faith attempt at fixing its flaws, while remaining completely blind to the other side of why the people that hate your game hate your game. Namely, that the grind to do literally anything the game tells you is the reason you're in a campaign is either a massive impediment to competitive status for those that aren't already winning, or so trivial as to be nonexistent for those already winning.
    You sold a game on a lack of grind and a solution for stagnant winners and losers, and are producing a game entirely dependent on grind and which rewards winning with raw economic power that cements a stagnant position for future wins.
    It's like a monkey's paw, reading patch notes now. Added excellent build diversity, but also massive grind. Added campaign rewards, but also made those rewards only accessible to the handful of players that don't need them. Removed passive training, but replaced it with massive grind that must be repeated with every vessel upgrade.
    Why the hell do you think people spending all their time staring at a crafting interface, crafting garbage they don't care about is a good thing? Why do you think people hitting nodes they don't even care about just to grind out progression is a good thing? Isn't the point of the game supposed to be competing for campaign wins? Where the hell are we supposed to find time to do that if we're constantly grinding out literally hundreds of green disciplines for every new crafting or harvesting vessel?
    Your assertion that people are "just getting things for stuff they were going to do anyway" is categorically false. People aren't making terrible white armor, going to fight in it until it breaks, and then making more terrible white armor until they eventually progress. That puts you at the mercy of the people that did the only sane and efficient use of this system: Grind the most time efficient throwaway items and nodes until you have a legendary everything before you bother crafting "for real" and actually playing the campaign game.
    If you don't, you'll be facing off against the people that did, and you'll be screwed by a massive gear discrepancy.
    This is such a boneheaded, short sighted, ill considered system I can't for the life of me understand how anyone at ACE thought it was a good idea.
    You want to give up on passive training without even trying to fix it? Cool. Why the heck would you add some interim grindy RNG trash in stead of waiting until you have a replacement system that doesn't require this level of male bovine excrement?
    I used to have fun playing crowfall. I made vessels for people. I gathered resources to make things people used, and then we took those vessels and went and did PvP because what I'd given them was the best of my ability.
    You know what I do now?
    I grind. I make tons and tons of stuff nobody needs and nobody wants just to try an get to a place where I can make things people need and want. It sucks up literally all of the time I have available to play the game.
    I have an entire chest full of terrible green vessels I wouldn't wish on my worst enemy, my other crafters have made and vendored entire inventories worth of gear over and over that nobody will ever wear because the mob drops are better, and nobody in my guild even cares to compete for anything approaching quality resources because it's stupid to waste them on substandard crafters. The only saving grace of all this was that at least part of that advancement was ticking over time.
    You're about to extend this system to harvesting as well, making the entire problem even worse. You're replacing the passive system because you think its not "fun" but I challenge you to sit down and actually use the system you've built, or the one you've proposed for 6.3 and tell me its any more "fun"
    It isn't "fun" to constantly throw away resources that represent my or someone else's time making literal garbage. In fact, it's less fun. While being behind on passive progression might have been disheartening, you know what I could do while it ticked? Play the rest of the game. You know what I can't do if I have to constantly hit rocks to upgrade rock-hitting, or craft vessels to upgrade vessel-making? Or craft armor to upgrade armor-making? Play the rest of the game.
    You know what I and everyone has to do to play the rest of the game? Grind until our stuff is as good as the people we're fighting.
    You know how good that is? No, of course you don't, and neither do we, therefore the only sane option is to grid until we've got the best stuff.
     
  12. Sad
    Groovin got a reaction from McTan in Remove Invuln's from Ultimates   
    I mean, there's definitely disparity between ultimates in general, and the usefulness of invuln on each of them.
    The invuln on my Champion is a lot more useful than that on Confessor or Assassin. Or rather, it's more immediately useful, since I'd be in melee still fighting, and not invis and blinking away.
    I think it has its place in certain situations, but not all, and there would need to be more careful balance between how quickly you gain something with invuln vs without, and obviously which powers get it. Not just a sweeping, everything has it or none do.
  13. Like
    Groovin got a reaction from BarriaKarl in Remove Invuln's from Ultimates   
    I mean, there's definitely disparity between ultimates in general, and the usefulness of invuln on each of them.
    The invuln on my Champion is a lot more useful than that on Confessor or Assassin. Or rather, it's more immediately useful, since I'd be in melee still fighting, and not invis and blinking away.
    I think it has its place in certain situations, but not all, and there would need to be more careful balance between how quickly you gain something with invuln vs without, and obviously which powers get it. Not just a sweeping, everything has it or none do.
  14. Like
    Groovin reacted to DocHollidaze in Remove Invuln's from Ultimates   
    Devil's Advocate
    Since the way Crowfall's combat works, you can't really avoid damage. If somebody puts their cursor on your hitbox and hits their attack, it's going to hit you. You can't dodge it, or use "skill" to avoids it unless you have an invuln.
    It feels like pretending to be an action game when it is really more like a tab target feel with heat seeking missles.
    Invulns seem to me the only way you can apply skill (besides line of sight before the enemy attack goes off) to make your enemy miss.
  15. Like
    Groovin reacted to blazzen in Remove Invuln's from Ultimates   
    The recent (re)addition of invuln’s to the various ultimate abilities (including champion ultimate warriors) was a step in the wrong direction. These “get out of jail free cards” increases the numbers sensitivity of combat. And by that I mean it makes bringing more people more important than tactics. Outnumbered groups need to be able to punish people who make mistakes and frequent ultimates and invulns make that less possible. I understand the invulns were added when barriers were removed due to the Unstable Mage discipline 1 shotting people.
     What I propose is removing most of it not all of the barriers and invulns from ultimate abilities and making slight tweaks where needed. Below is a list with suggestions.
    Half Giant
    The Half Giant Racial “Blood of the Giant” is fine without any barrier/invuln. It’s a fairly short animation lock and gives a nice damage/healing buff.
    Knight
    The Knight ultimate is fine without any barrier/invuln. It’s a fairly short animation lock and does good damage.
    Templar
    The templar ultimate is fine without any barrier/invuln. It’s a fairly short animation lock, blinds, and heals.
    Champion
    Champion Neckbreaker Ultimate is fine without any barrier/invuln. It’s a fairly short animation lock and either does great damage, roots/heals, or knocks down.
    Champion Invincible Warrior ultimate from the Reaver discipline is fine without any barrier/invuln. It’s a fairly short animation lock and provides a good heal.
    The various champion “warrior” abilities (brutal warrior, ultimate warrior, mighty warrior) are fine without any barrier/invuln. It’s a fairly short animation lock with a good heal and buffs.
    Myrmidon
    The Myrmidon Ultimate is a tricky one because it’s a long animation which locks you in place. It’s useful right now for the Titan and Battlerager to avoid a berserk crash but it’s really only useful for the Conqueror as a means of mitigation when Berserk isn’t up. The crash mitigation definitely needs to stay for the Titan/Battlerager but it will need something else to become useful for the Conqueror. I still suggest removing the invuln/barrier from this ability but I would increase the damage on the ability to make it competitive with a champion neckbreaker.
    Confessor
    The confessor ultimate does not need an invuln or barrier, however, I think the blink/teleport distance on it should be increased to 20m so that it can be used to get out of harm’s way. Otherwise I’m afraid the invisible effect would be quickly and easily broken. But as it stands if you were able to damage the confessor while invisible from the ultimate you’d be able to reveal them.
    Frostweaver
     The standard frostweaver ultimate does not need an invuln or barrier as it’s a fairly short animation lock which refills ice stores and mana. 
    The healing frostweaver ultimate does not need an invuln or barrier as it’s a fairly short animation lock which heals. 
    The Frostguard “Ice Block” ultimate needs to remain an invuln ability. It’s basically the entire point of the ultimate and should be a needed buff to what was before a rather lackluster ability since so many other ultimates provided an invuln. 
    Druid
    Both druid ultimates are tricky because they’re very long animation locks which root the druid in place and the effect is only useful while the animation is playing since they’re pulsing type abilities. Since it’s a 1,000 soul power ultimate and has a long animation lock that really requires the pulsing effect I think the druid ultimate needs to retain either a barrier or an invuln. 
    Cleric
    The cleric healing ultimate does not need a barrier or invuln since it’s a short animation lock and provides great healing. 
    The cleric damage ultimate is a fairly long animation lock but it’s a buff that lasts a fairly long time for a significant dmg boost. It’s fine without a barrier or an invuln.
    Ranger
    The ranger ultimate is a fairly short animation lock and provides a very good lifesteal buff so it does not need any barrier or invuln. 
    Duelist
    The duelist vanish ability will likely need similar treatment as the confessor ultimate where it gets a 20m “blink/teleport” baked into the ability so that you can get out of harm’s way but lose any barrier/invuln. Otherwise it will need to retain the invuln or you’ll just get instantly popped back out of stealth. 
    The duelist dynamite ultimate does not need an invuln or barrier as it does good damage, no animation lock, and is a 20m leap which resets dodge. 
    Assassin
    The assassin ultimate needs the same treatment as the confessor ultimate. Lose the invuln but make the blink/teleport 20m. 
    The Envenom ultimate from Deadly Infector does not need a barrier or invuln. 
  16. Like
    Groovin reacted to ACE-Tiggs in Reveal: New Castle Coming To Dregs   
    Crows get ready, a new Castle is coming in the next update! The castle includes the Tree of Life on the 2nd floor offering a dynamic area for action-packed battles!  
     

  17. Like
    Groovin reacted to Nevyn in NA-Defenders Of Order (New Player Friendly)   
    Defenders of Order has been reborn. Based on the premise of Loyalty, Honor, and Courage, we will strive to bring order out of chaos. Please contact me here or in game to learn more about us.
    Our initial goal will to be find players that play consistently enough during the same general times so they can form groups together and achieve small, attainable, measurable goals. Ie. Gathering enough minerals to be able to craft everyone a green/blue vessel, gathering enough ore to make armor for everyone, etc. We will also get these groups fighting together in pvp to learn the synergies between race/class/disciplines. Once we start achieving these goals together, as a family, we will move on to achieving some goals in the campaign. 
    I encourage all new players to contact me, maybe we are the right fit for you.
    Members of the Defenders shall maintain the following codes:
    1. Civility. You shall carry yourself with dignity and not resort to trash talking or great amounts of coarse language in public. Without dignity, we have no honor.
    2. Family. You shall defend fellow members of the Defenders with your life. If you see a fellow member in combat, you join them and help destroy their enemy without question. Without strength in family, we have no hope.
    3. Honesty. When speaking to the family, you shall never lie or bend the truth. We must be honest and open with each other when speaking in our sanctuary. Publically you shall not lie either, but you may refuse to discuss certain subjects. If we cannot be true to one and another in private, we shall have no ability to stand as one in this world.
    4. Righteousness. Do Good. Be kind. In your own way as circumstance allows. Help people who are down on their luck, help your bretheren grow stronger, fight the denizens of Darkness. Each of us, in our own way, must create a positive impact upon our world no matter how small. If we create no impact, we may as well not exist.
    These are the codes we shall follow. They are not great in number, but they are elegant in their simplicity.
  18. Like
    Groovin got a reaction from JamesGoblin in Top 5 Feedback 11/18   
    Top 5 Crowfall likes (things you feel we're doing great on). 
    I like making builds. There's a lot to think about. Gathering feels pretty good, maybe needs some tweaking on drops compared to say caravans. But otherwise good. As a runemaker, I like crafting. It's simple, straight to the point. Not a lot of extraneous bits and pieces. Low cost, fairly low durability makes for great churn that's not a pain to replace.     Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 
     I dislike caravans. The sheer amount of materials gained almost invalidates my role as a gatherer outside of motherlode harvesting. There's no real challenge or risk unless you are landless. I don't know if it should be any easier or harder either way, but for reference, last time we had a keep, we were able to clear 2-3 camps of 10+ odd pigs EACH during a siege window in under an hour.            Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.
                If you could ask the Team member one question, what would you like to know? 
     
    When was the last time you logged into Crowfall?
    Yesterday
    Feedback for Tiggs on this weekly forum post if any. 
  19. Like
    Groovin got a reaction from ACE-Tiggs in Top 5 Feedback 11/18   
    Top 5 Crowfall likes (things you feel we're doing great on). 
    I like making builds. There's a lot to think about. Gathering feels pretty good, maybe needs some tweaking on drops compared to say caravans. But otherwise good. As a runemaker, I like crafting. It's simple, straight to the point. Not a lot of extraneous bits and pieces. Low cost, fairly low durability makes for great churn that's not a pain to replace.     Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 
     I dislike caravans. The sheer amount of materials gained almost invalidates my role as a gatherer outside of motherlode harvesting. There's no real challenge or risk unless you are landless. I don't know if it should be any easier or harder either way, but for reference, last time we had a keep, we were able to clear 2-3 camps of 10+ odd pigs EACH during a siege window in under an hour.            Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.
                If you could ask the Team member one question, what would you like to know? 
     
    When was the last time you logged into Crowfall?
    Yesterday
    Feedback for Tiggs on this weekly forum post if any. 
  20. Like
    Groovin reacted to ACE-Tiggs in Top 5 Feedback 11/18   
    In a Galaxy far, far away (and many other games I worked on), I would post a weekly Top 5 for feedback and bugs from the Community. This would help me in providing feedback to the team (in addition to all of the other feedback posted on the forums) and also let us know where we are doing good.  So I'd like to start doing this weekly with you, my murder of Crows.  I've even included a place where you can provide me feedback about this thread, (you may want to see a different question listed or want to offer suggestions for a question of the week).  This is separate from our feedback posts we have for LIVE and TEST, as those are more for the patches at the time. 
    Top 5 Crowfall likes (things you feel we're doing great on). 
    I like XX and this is why (be constructive)         Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? 
     I dislike this and this is why (be constructive) and this is how it could be better.            Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive.
                If you could ask the Team member one question, what would you like to know? 
     
    When was the last time you logged into Crowfall?
     
    Feedback for Tiggs on this weekly forum post if any. 
     
     
  21. Like
    Groovin reacted to RobbenDumarsch in Fights feel pretty meaningless?   
    The durability loss from a defeat doesn't feel particularly painful nor does the "inventory drop" from a win feel particularly meaningful. Death is so meaningless that it is a valid strategy to jump off a cliff-face for a free port back to the temple. The only people who have much to lose are the people jumped while harvesting or farming mobs. It's super easy to safely bank while you do this, regardless.
    Both Albion and EvE have a larger carebear community than we have and both have full item drop on death. The economies in those games function better than here. Perhaps it's time to emulate them on the economic and item drop front?
    I am not suggesting that the game add item drop in a vaccuum, though. It does need further adjustments. "Easy come, easy go" is the rule of thumb for hardcore PVP games like this. It would probably ultimately require a more elegant solution, but an initial balancing test for the full loot drop system could x5 the output of crafted gear, and make 33% of the items that would otherwise drop be destroyed on death. This would increase the ability to produce gear to make up for how much more quickly it'd change hands and break.
  22. Haha
    Groovin reacted to DocHollidaze in The game is becoming a grind   
    I would pay serious money to watch a weekend livestream marathon of JTodd Coleman playing the game with a freshly wiped account, making a small guild from scratch, with Blair, Halish, Rhea, etc. and then culminating with them going into Dregs.
    I mean, I've already paid serious money for Crowfall itself, kind of a sunk cost. Now I'd paid to see how in-tune ACE actually is with what they've made so far.
    Along the way, it would be great if they answered questions to watchers about why certain things are designed the way they are, while they are actually doing it in the live environment.
    I think it would be enlightening
  23. Like
    Groovin reacted to ACE-Tiggs in War Story of the Week: Legendary Meatball Parade   
    Testing the limits on Legendary gear; Winterblades defend their right to take a fort against a force of KDS, Keepers of the Dark Side.  Check out their battle here. 
  24. Thanks
    Groovin reacted to ACE-Tiggs in The Revival (Game Update 6.200) Update Notes   
    Today, Crowfall, released its latest game update, The Revival (Game Update: 6.200). “This update is a tribute to our players as it was their feedback that led us to innovate on the system. The system empowers players to be the architect of their Crow’s unique build - the power is in the player’s hands, it is only limited by our player’s imaginations”, said J. Todd Coleman (Co-Founder, Creative Director for ArtCraft Entertainment).  
    The Revival (Game Update 6.200)
    Talent trees have undergone a complete overhaul! All talent nodes will now cost 1 talent point, with the exception of discipline nodes. Discipline nodes are automatically unlocked at no cost at levels 1, 5, 10, 15, 20, and 25. Additionally, you will only gain 1 talent point every other level (meaning that at level 30, you should have had 15 total talent points to spend in your tree). Choose wisely! For more information about the changes to  Talent Trees, visit our news page for each class reveal. 
    Promotional specializations have been updated or refined for many classes.
    Major and Minor Disciplines have been completely revamped - powers granted by each discipline have been reorganized and/or renamed to fit the theme/value of that discipline.  Many have requirements based on the character’s race, class, or Domain selections.  Additionally, some powers which were previously available to a class are now available via the appropriate Discipline.
    Domains
    In addition to each Capstone talent selection, a character can choose a Domain which grants access to different Major and Minor Disciplines.
    Campaign Rewards: At the end of a Campaign, participants may be eligible for Campaign Rewards based on their guild's ranking in the campaign.  Currently, these Rewards are determined by the top three guilds that had the most Divine Favor, Glory, Wealth, or Power.  These Campaign Rewards can be claimed in the Lobby by selecting the map of a completed campaign.
    We will continue to expand and tune the Campaign Rewards in future milestones
    Combat
    The overall look and feel of combat has been updated in several ways: Improved Targeting: Ranged abilities should now be able to hit appropriate targets more reliably. Implemented new Flytext. Updated Hit Sound Effects to make it more clear when an attack hits a target.
    New Player Experience
    The Refinery questline has been simplified. Helga the Butcher will now sell meat needed for the "Feed the Flames" quest in Gods Reach. Bugs Fixed:
    Performance
    Fixed an issue where Runestone harvesting tools would negatively impact performance when equipped. Fixed FPS issues at Wartribe camps. Optimized SmoothingSystem to improve performance. Server performance should be improved, particularly in large battles. Reduced normal map texture sizes to improve performance. Replaced the lighting on harvestable resources with a light shader to maintain resource visibility, while improving performance. Updated prop culling layers to improve performance. Campaign
    Fixed an issue where mini Keeps were mislabeled as Forts in Infected campaigns. Fixed a number of spelling and grammar errors in the Infected questline. The Barracks building in the "Barracks of Our Own" Gods Reach quest will no longer explode when it disappears. Quest Markers for the Gods Reach quest "So Refined!" have been fixed. The "Friends in the Mines" Gods Reach quest will now correctly reward experience points. Fixed an issue where Gods Reach keep gates were not highlighting properly. Fixed an issue where incorrectly ranked NPCs would spawn in Infected campaigns. Updated the passive discipline reward granted at the end of the “Take What You Want” Gods Reach quest. Level 1 camps will now spawn closer to the runegates  Loot chests will no longer disappear before being looted. EU Dregs Campaign Worlds will now have a Sentinel in every temple. Fixed the rewards text to display properly.  Ballista Electrifying Bolt effects will now take effect right away whether you remain within the field or not. The Wooden Crate asset has a missing visual model in the Alchemist Hut building, this has now been fixed.  Eternal Crows can no longer send messages through the whisper chat command to their enemies in a campaign. Fixed a hole on top of the Yaga Outpost in Emlee Zone that Crows were getting stuck in and unable to get out. Fixed the land bridge over the canyon in the Stango Zone so Eternal Crows don’t get trapped.  All classes should now be able to damage Fort walls Fixed an issue which caused Rallying Bolt's buff to turn on and off repeatedly while you remained within its field. Crafting
    The Storm-Forged Manual now enables the Runic Frostcaster recipe. Updated the crafting recipe icon for wood and stone (where the icon previously reflected ore). Added Basic and Intermediate one-handed mace recipes to crafting. Limestone should no longer be named Granite. New recipes  available for all at the Runecrafting station: Unmarked Runestone and Exploration Discipline Equipping the Runemaking discipline will replace these recipes with more cost-efficient recipes The description for the Runemaking Discipline has been updated to indicate it reduces cost of certain recipes.  Increased Crafting Soul proc rates. Fixed the Campfire Stew Meats and Mushroom Soup icons to show their own icons. Mmmm yummy! Streamlined crafting of Runic Weapons. Deprecated Weapon Cut Gemstone: Spherical recipe. Deprecated Jeweled Hilts and equivalent recipes. Runic Weapons no longer require Jeweled Hilt and equivalent components. Runestone: Esoteric now grants attributes(based on gemstone dust typing) as well as damage bonus statistics. 186 Simple Steps for Creating Items of Power no longer references gemstones, and had its max durability set to 5. Putting experimentation points and running the experiment in crafting now has sound effects.  Eternal Kingdom
    Fixed a building placement issue that could cause your EK to crash and appear incorrectly upon subsequent logins. Fixed an issue where Guild Hall building staircases could cause rubberbanding. Fixed an issue where the placement mode camera on XL Castle buildings was too zoomed in (you could not see where you were placing the building). Revoking noble rights or banning a noble should now correctly remove all of the parcels that they placed in that EK, and return them to their vault. Fixed an issue where you could not enter a queue for an EK if it was at max capacity. PvE: If the player is in a guild then their guild information (Crest, etc...) is shown. Everyone is friendly regardless of whether or not they are in a guild / faction. PvP: Everyone is an enemy regardless of guild / faction. Banners are now added to Guild Halls.  Fixed an issue which prevented you from being able to pick up buildings in your EK Crafting Station: Fixed an issue where players were having trouble placing Crafting Stations on buildings.   You are now able to launch an EK if you are an active Noble there. Members of your guild are now friendly in PvP enabled EKs. Eternal Crows can enable PVP in Eternal Kingdom’s.  If you attempt to add an Eternal Crow to your Noble list that already exists on the access list, you’ll now receive an error instead of a string code.  Fixed camera zoom limit on placing a house with vendor attached. Removing castle collider that was breaking the player camera and movement. The extra-large Castle should be able to be picked up and removed from EKs. /eklistnobles and /eklistvassals will display properly in the Me chat tab and not display string system text.  /ekcheckcellamount chat command now works properly, and will now show the cell count for your EK. In-game system message notification will now only trigger if there is a new message when the vault window is open instead of every time the vault window is open and there is a message. EKs will no longer disappear in the campaign list when a fellow Crow invites you without creating your campaign first A sound effect has been added to removing or tearing down a building in a EK UI
    Fixed an issue where siege toast messaging UI would not appear correctly after taking an enemy owned Fort. Fixed an issue where the messaging for being kicked from a campaign would not appear correctly. Health bars should update instantaneously to reflect heals/damage taken. The Hungry debuff should now appear correctly when your food meter falls to 3 chicken legs. Fixed an issue where the quest compass UI would appear incorrectly if your quest waypoint was located in another zone. The Import/Export buttons on your Vault UI should now always correctly reflect the cost to import/export the items you have currently selected. Items traded to you by a player with a different language setting should appear with your language preference instead of theirs. The talent tree UI should now shift when you select a node so that your current selection is visible. Fixed an issue where orange highlight FX would appear over the Constitution stat after you leveled up. Fixed an issue where crafting station names were not appearing correctly on their F to Interact prompts. Fixed issues with Spanish translations appearing on the Portuguese language setting. The mount equipment slot UI has been updated. Updated the Banewood tree debuff UI to reflect that it deals 400 damage every 4 seconds. Fixed an issue where flytext would appear as solid black text. Fixed an issue where belt items were missing their red “cannot equip” shader. Updating Dev and Test patchers to support Portuguese language. Intermediate Tools now have unique icons. Fixed an issue with the Healthbar going gray or looks empty and the guild/faction crest will turn blank when you toggle Nameplate via Ctrl + V and moving away then back to the target/player. Fixed an issue with Armorsmith and WeaponSmith having the same tooltip Fixed default power tooltip flickering and not returning if the power icon load is slow. Reorganized UI settings into a new category, which will reset some UI settings to default. Changed the reopen opened windows setting to default to false. Language can now be set from the settings window, but will still need a client restart to actually change the language. Fixed UI having white boxes appearing while waiting for images to load. Fixed the issue with no pop-up message displayed when dragging an item in inventory to World Bank when it is already full Many UI assets have been updated and polished (including the campaign complete/results banner)! Group member UI no longer displays buff icons; you will now only see active debuff icons on your group UI to avoid crowding the screen. There is now a profanity filter to prevent hate speech (this will apply to item/vendor naming as well as Chat). When you receive an item from a quest giver, you will now see a tooltip to reflect this. Improved the appearance and performance of Flytext. If your client is having issues connecting to the server, you should now see feedback on the left-hand side of your screen to reflect this. On 10 failed attempts to reconnect, your client will automatically shut down with an error message. Updated the lobby error messaging for trying to log in using an unvalidated account. While viewing a zone map, you can now hover your cursor over any quadrant on that map to bring up a tooltip with its coordinates. Updated skill descriptions so that they are more consistent with tooltips and relevant items. Crowfall lore now refers to Cybele as the "Maiden Goddess" instead of the "Virgin Goddess." Added caravan whistle power slot, which is only available if the player has tamed pack pigs Common Apple now shows visually when harvested.  How do you make an apple turnover? Push it downhill. Fixed an issue in the Settings panel where resetting to default did not apply a specific setting if it uses a slider. When sacrificing an item at the maximum level(30) the special god-specific music stinger will no longer play, as if your Eternal Crow has leveled up. Fixed some sound effects for talent points not playing properly. Fixed some of the  Flytext font sizes and reduced the overlap of player HP loss and HP gain. Powers
    Abilities used in stealth should now fire correctly, in the direction of your reticle.  Fixed an issue where Guineceans could burrow to invalid locations on the map, causing a long loading screen and death on the next login. Fixed an issue where Knight Block and Templar Parry were not firing correctly if the caster also had an active barrier. Fixed an issue where Druid Bark Skin barrier UI would completely obscure the health bars of group members. Fixed an issue where Duelist pips would be automatically consumed after taking damage. Duelist Go For Broke will now be interrupted correctly when the caster is Knocked Down. Fixed an issue where the Knight ultimate, Whirling Leap, could pull enemies underneath the terrain. Fixed an issue where Templar Censure could teleport you great distances if used on a Tree of Life Ward during a siege. Updated the FX on Cleric Hand of the Gods power. The Aura Of Terror power now has its own unique sound. Updated DoT values to tick less often. Attack Rating is now granted at a rate of 1 point for every 2 points of your class's primary combat Attribute Gaea's Wail is now an instant power instead of a charged power. Aiming the power also now uses the reticle target Disciplines
    Reverberating Blow (granted by the Adjudicator major discipline) damage should now correctly match its tooltip. Fixed an issue where Haunt (granted by the Banshee major discipline) did not last for the correct duration. Adjusted the damage done by Battle Chant (granted by the Holy Avenger major discipline). Fixed an issue where the Frost Armory power (granted by the Ice Armorer major discipline) would consume the wrong amount of stored ice. The Rupture Barrier passive (granted by the Shield Breaker major discipline) should once again apply additional damage when striking a barrier. Troubadour major discipline powers now animate properly when cast. Consonant Chains (granted by the Troubadour major discipline) should now play the correct FX and SFX. Adjusted the FX duration for Indulgence (granted by the Indulgence minor discipline) to match its hanging effect. Arkon’s Fury FX (granted by the Arkon’s Discipline major discipline) should now appear with the correct color. Major Discipline: Petrification Illusion will now play FX when casting it. Nethari: Fixed an issue where the FX that comes up whenever casting Marked for Death to a target shows up on their face rather than above them. Updated the animation for Chaos Orb to better suit the classes that can use it. General
    You are no longer able to log in to the game lobby using a username; you must use your account email to log in. However, this does not apply to the launcher. Fixed issues where Russian Guilds could not form Alliances with one another. When you place a vendor at an Allied Keep, if you are kicked from that Alliance your vendor should now be ejected to your bank correctly. Fixed an issue where resurrection pillars of light (that guide you to resurrection statues) would not appear correctly on subsequent deaths (either by appearing at the wrong location, or not at all). Fixed an issue where items moved to your vault could disappear after deleting the World Bank they were pulled from. Fixed issues where NPC’s movement speed would nose-dive while moving on sloped terrain. Fixed an issue where changing your key binding controls could cause your mouse input to break. Fixed an issue where the Mother Lode: Quarrying stat was not improving your harvesting abilities. Fixed an issue where Hunger Crystals could freeze one another and render themselves unharvestable. Fixed an issue where Keep walls would appear to automatically heal during a siege. Fixed an issue where the foundation phase of Shrines could cause rubberbanding. Fixed a texture issue on the construction phase of Barracks buildings. You are once again able to damage siege weapons using ranged attacks. Fixed an issue where outpost capture circle decals were not appearing. Fixed an issue with talent trees granting the wrong stats for equipping mail or plate armor. Pig mounts should now ride more smoothly. Improved Caravan pig movement on sloped terrain. Sun Elf NPCs are no longer hostile towards one another. Improved Line of Sight sync between the client and the server. Fixed issues with an invisible collision in the middle of a parcel. Fixed an issue with missing vessel textures on the character creation screen. Fixed an issue where your login token could time out while patching, causing your login to fail after patching. Pine Nuts and other resources will no longer sell for -1 gold. You are able to eat Broiled Hog again! Moved the crafting stations around in Class C buildings to be more accessible Fixed an issue where Bell Tower Rank 3 will still appear after the siege has ended.  The Bell Tower will now still appear after the siege is ended. The white bog bear will no longer change positions after being looted.   The small obelisk/statue of the Class E Plot and Foundation now shows the headstone during the construction and foundation stage.   Fixed an issue where losing a tamed caravan could prevent you from being able to enter stealth. Fixed inconsistency issues with fall damage. Fixed an issue where killing guards at a siege location would change their respawn rate. Fixed an issue where your power tray layout could change after resurrecting. Racial Compendium items now have new icons. Updated chest and crate textures. Fixed an issue where NPCs were not animating correctly during combat. Fixed an issue where runic symbol FX would appear on NPCs. Fixed an issue where you would appear to sink through the runegate platform after zoning. Fixed an issue where the resurrect compass marker would take you to a runegate instead of the closest resurrect statue. Fixed an issue where your Crow could get stuck in place after zoning. Fixed an issue where Alpha ranked mobs would change level during the skinning process. Improved how NPCs respond to terrain slope variants. Fixed an issue where Slaughterhouse stronghold building signposts would disappear at rank 1. The Slaughterhouse stronghold building pedestal should now grant the correct buff at each rank. Fixed an issue where fire SFX would overpower all other SFX. Updated the SFX on the Valkyn altar interact. Implemented ambient horse SFX. Updated the doober model for the “186 Simple Steps for Creating Items of Power” item. Added additional color options for Elken antlers Fixed an issue with the NPC Enbarri Charge missing FX and unable to inflict damage The quest giver Fernis the Wanderpath is now looking fashionable with her new lower leg dress Armor (fixed an issue where the dress armor was clipping on her left leg). NPC Myrmidon: Lunging Smash power should now display Hit Fx to players  Removed duplicate Wartribe containers from spawning in Gods Reach. Disbanded guilds will no longer be seen as an allied guild. Frostbite DoT now has a SFX Sentinel of Earth now has an ambient sound when you approach it.  Fixed an issue with the Wolf Snow Drift animation persisting longer than the FX and damage dealt. Snow FX are now removed after you destroy the hunger crystal. Fixed an issue when hovering over the PVP or Embargo icon in the lobby, where the description was hard to view. Added a description to the debuff that is applied when you enter an Enemy sanctuary. We had a talk with Lark Brynn (NPC) about being snobby and she’s now easier to interact with during the questline. Updated the Earth Sentinel collision so when you are really close to the Earth Sentinel, your feet will no longer disappear under the floor. Sounds have been added for the "Cancel" and "Delete Character" buttons. Canceling an alliance invitation is displayed as canceled. Collecting the Burning Hatred healing orb or Fae wisp Orb will now play sound effects.  Spelling and grammatical errors throughout the game have been fixed. Siege Guards (outposts, forts, and keeps) now have loot drops.  Holding RMB and LMB simultaneously will no longer move you forward - this functionality has been removed.  The key bindings for next chat tab, previous chat tab, and swapping chat filter can now all be remapped in Settings. The TAB key can also be mapped to other actions. The game will now attempt to detect QWERTZ and AZERTY keyboards and set appropriate default key bindings. Improved login security. Improved Map performance so that when opened, it will load more efficiently instead of map assets appearing in phases. Improved the trigger timing for tutorial tips within quest flow. There is now a dead model for the Tree of Life that should appear before the new sapling spawns! Implemented friendly NPC variants to improve visual storytelling. There is now a new model for the Earth temple sentinel. Updated Catapult destruction FX to match the new style. Sun Elf artifacts will now have unique icons and names. Blood Price orbs should now play a healing sound when they are picked up. The Mount horse run animation was too fast. The Farrier put new shoes on the horse and the Horse Mount now runs fine!   NPC Non-Domain Thralls have protested and demanded their own unique names, they have been renamed to Centaur and the Cleric. Fixed an error with some group and raid boss itemization Animal textures have been made more consistent. Flytext will now scale at a distance. The Merchant Pack pig’s hair was growing over its ear and you couldn’t visually see the ears unless the pack was moving.  All pack pigs have had a beauty day at the spa and you can now see their ears.  Fixed a problem with the destroyed building at the Uncharted Village in the Emlee zone which will no longer blink or flicker. Fixed some issues with the Thrall immunity shaders. Fixed an issue where players would eternally fall at a location near the Sun Temple The Human and Nethari females along with the Thrall and NPC Nethari were extremely jealous that the Pack Pigs had a  day at the spa yesterday. Their demands were heard and now have received face lifts, you can check them out in the Character Creation screens and in-game. Wolf NPC Spirit Pack power will now show a video effect.  New sounds for the fires scattered around Gods Reach have been added.  Ballista Fire Field: Changed colors so that the scorch mark is bright instead of dark, as it's clearer to Crows. Important Note: Please be aware The Revival (Update 6.200) will require Items and Character wipe. We try to avoid wipes whenever possible, however, as we move through Beta there will be times it is unavoidable. Thanks for your support in Closed Beta Testing!
    If you have a client crash, please contact support@crowfall.com.
    To report any issues or bugs, please go here: 6.200 TEST Bug Reports and Legend for ACE feedback on Bugs reported
    To report feedback, please go here: 6.200 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
  25. Like
    Groovin reacted to PopeUrban in [NA] Flames of Exile (Don't get good. Get Even.)   
    Welcome to Flames of Exile Beta Build 6.200
    Welcome to Chest Wars
    To report any issues, bugs, or feedback you have for this propaganda session, please go here: http://foeguild.enjin.com
    General Guild Fixes:
    Lit Literally Everything We Own on Fire Held Talent Show Set Clocks Backward One Hour Secured Venison Shipments Repaired Error in Fort Wick Portal Configuration Rented Storage Space Mailed In Votes Recounted Votes Remembered This Is Not A Democracy Updated Propaganda
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