Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Kraahk

ACE Development Partner & Investor
  • Content Count

    2,694
  • Joined

  • Last visited

  • Days Won

    35

Kraahk last won the day on March 4

Kraahk had the most liked content!

About Kraahk

  • Rank
    Jackdaw

Profile Information

  • Language
    English
  • Guild
    Citizens of Ravenheart [CoR]
  • Gender
    Male
  • Location
    Cologne

Recent Profile Visitors

8,347 profile views
  1. If you own any bundle that contains the game, you are eligible for the reward. More informations in the regarding news and the crow rewards info page. So as for your question, if you did participate as contributor or higher (which is to say anything higher than the 5$ "supporter" pledge), you'll get the rewards.
  2. Thanks for your feedback. I partially agree. In it's current state Crowfall is not new-player friendly, quite the opposite. And of course this issue has to be solved before launch. I partially disagree. Crowfall doesn't provide a "game" yet, but a "testing environment". That is an important difference and often misunderstood. I get that it already may look like a game, but it is not. Yet. There have been a lot of discussions about New-Player-Experience in the last few years and often ACE answered that this is something they will address at the end of the development ... when they finally know what the launch version of the game will actually include and be like and what the players need. Before that it doesn't really make sense to put massive resources into it. NPE is for new players - not for testers. And for a game - not for "some isolated parts of a later game that may make it in the final game or not". This needs to be understood. Still they already did a lot to enhance the NPE; it was several orders of magnitude worse in the past. The closer we get to launch, the less people who join will see themselves as testers but as players and so nearly automatically expect a well performed NPE. They understand that, so the put a lot of stuff in that makes it easier for new testers to find a foothold. If you don't feel like you could bear that, which would be absolutely comprehensible, it might be best to just come back later. Playing ought to be fun (or the game just won't work). Testing can be fun, too. Both are not necessarily the same kind of fun. But if you want to help, use the suggestions forum to explain what kind of new player experience you would love to see most (not what you don't like, but what you would suggest instead). The devs will read it and take it into account. Most of it they will already know (there just has been no time yet to put it in the pipe). But who knows, maybe you will point out something they haven't thought about yet. So, it's worth a try. Have fun, good luck Kraahk
  3. Thanks for the report. The team is aware of the issue. It's a formating issue that occurs with several non-english languages (also in ingame tool-tips and such) and should be solved in the future. Have fun, good luck Kraahk
  4. Welcome to the forums and thanks for the suggestion. The team reads them all and takes them into consideration. This being said, I don't think that we players will get something like this anytime soon - if at all. For various reasons. First of all. the team really doesn't like to spend any resources on things they won't need to do to get the game out. So if this kind of respec function is not planned to be a part of the final game (which we don't know, but i would assume it), it would only add to the tester experience ... for the price of a later launch date. And they usually refrain to do something like that. Second, in how far is a respec function necessary or wanted in Crowfall? That's of course debatable. I would say that it's necessity is negligible. For white vessels respec opportunities doesn't really matter. You can just delete it and get to the same level within a few hours. No problem. There are enough talent points to nearly completely fill out the talent tree. The only important decision is the subclass decision at the end of the tree. One of the slogans of Crowfall is that decisions matter and that we need to be careful. The talent tree is not the most important thing in Crowfall. It's not like in most other games where one tree is finalizing your fate. There are lots of things that add into character creation and talents are just one small part of it. Anyways, once the player get's to a point where it really hurts to have made the wrong decision (epic+ vessels) they had enough opportunity to learn. Still I could imagine them providing a talent respec option in the later game, at least for high-end vessels. But it surely isn't vital for the game. So for me it sounds mostly like a maybe-in-a-future-DLC idea. But keep on sharing them. I am sure they are already adding ideas to the later-list. (And having to craft new vessels, because people screw up their sub-class talent tree decision, well, basically and technically that's just another resource sink - and crowfall need those ). Have fun, good luck Kraahk
  5. Welcome to the forums. You don't need to be a participant of the initial kickstarter event to be eligible for the Crow Appretiation Rewards. You need to have a (any) game bundle, though. In that case you will get the rewards automatically added to your account rewards, one they get distributed (theyre not yet); named "Crow-Reward" plus the number of the reward. We have no information about when we will see the rewards on our rewards list or when we will be able to test or use them. The official wording so far was "claimable in-game at launch". More informations in the regarding news and the crow rewards info page. Have fun, good luck Kraahk
  6. Wow, now we are really getting some momentum in development. Is this a hint? Da Dae? 😼
  7. Vorwort: Dies ist eine selbstgestrickte nicht-offizielle Übersetzung (hier das englischsprachige Original) mit eingebauten Freiheiten bei den Formulierungen. Auch heute könnt ihr wieder dazu beitragen, die deutschsprachige Version des spĂ€teren Spiels zu verbessern, indem ihr an der Umfrage ĂŒber wichtige Begriffe teilnehmt, die Teil dieser News sind, und eure Meinung kund tut. Die Wahl entscheidet: Die unterschiedliche Völkerspezifischen Disziplinen - Donnerstag, 12.03.2020 Hey Crowfolks! Wir arbeiten mit grĂ¶ĂŸter Sorgfalt daran, unseren Spielern einzigartige und unerwartete Wege and die Hand zu geben, die ihnen die höchstmögliche Kontrolle ĂŒber ihr Schicksal in Crowfall gestatten. Ob ihr nun die Bestrebung habt der reichste Handwerker mit den begehrtesten Waren zu sein oder der furchterregendste Kriegsherr, der je eine Burg belagert hat, eure Reise beginnt mir der Auwahl der Rasse/Klasse Kombination fĂŒr eure Ewige KrĂ€he Die Kraft der KrĂ€fte Crowfall hat sowohl aktive, wie auch passive FĂ€higkeiten, und diese FĂ€higkeiten unterscheiden sich abhĂ€ngig von Klasse und Volk. Aktive KrĂ€fte haben Anwendungskosten (wie z.B. Mana fĂŒr einige Magieanwender oder Wut fĂŒr manche Kriegerklassen) und Abklingzeiten. Die Spieler mĂŒssen entscheiden, welche aktiven KrĂ€fte sie als ausreichend nĂŒtzlich und der MĂŒhe wert erachten, um ihnen einen der begehrten PlĂ€tze auf ihrer FĂ€higkeitenleiste zu gewĂ€hren. Es steht eine Vielzahl von Variationen zur VerfĂŒgung, also lehnt euch gemĂŒtlich zurĂŒck und habt Spaß beim Erkunden der Wahlmöglichkeit, um herauszufinden, welche davon am besten zu eurem Spielstil passen. Passive FĂ€higkeiten sind insofern etwas einfacher, als dass ihre Effekte automatisch angewendet werden; man muss sie nicht erst ausrĂŒsten, um ihre Vorteile einzuheimsen. Kontrollbesuch bei den Völkerspezifischen Disziplinen WĂ€hrend der Entwicklung des Krieg der Götter (5.110) Updates, hat das Team die passiven FĂ€higkeiten jedes Volkes neu bewertet und sie miteinander verglichen, um zu sehen, wie viele und welche Arten von passiven FĂ€higkeiten jedes Volk hat. Ziel war es, die Wettbewerbsbedingungen anzugleichen, aber dabei trotzdem Völker zu erschaffen, die sich auf ihre jeweils eigene Art besonders anfĂŒhlen, indem sie einzigartige Elemente anbieten, durch die es Spaß macht dieses Volk zu spielen und gleichzeitig zur Herausforderung machen, ihnen im Kampf von Angesicht zu Angesicht gegenĂŒberzutreten. Halb-Riese: Ein seefahrender Stamm gewaltiger und streitlustiger Krieger. "Halb-Riese" ist ein umgangssprachlicher Spitzname, der diesem Barbarenvolk gegeben wurde, die den zweifelhaften Anspruch hegen, der Blutlinie der Riesen abzustammen - jenen hochragenden und aufbrausenden Kreaturen, die lange vor dem Zeitalter der Menschen Land und See durchstreiften. VerfĂŒgbare Klassen: Champion, Kleriker, Myrmidone MĂ€chtig in Tank und Support Rollen Hier ein "Vor/Nach" dem Krieg der Götter Vergleich der Rassen Disziplinen der Halb-Riesen (5.10 links/5.110 rechts). Ihr werdet bemerken, dass der Halb-Riese mit dem Krieg der Götter viel mehr passive FĂ€higkeiten erhĂ€lt. Und, als Passive, werden sie bereits automatisch in eure FĂ€higkeitenliste eingetragen (Spruch Buch). Die anderen sind optional und können der FĂ€higkeitenleiste nach Wunsch zugefĂŒgt oder zu Gunsten anderer KrĂ€fte, die durch den Talent-Baum erarbeitet wurden, völlig ignoriert werden. Vorschau: Fae, Meeraner und Minotaur Hier ein kleiner Ausblick auf ein paar weitere Völker-Disziplinen, die ihr in unserem großen Update sehen werdet. Fae: Die Feen, einst ein verspieltes und fröhliches Volk, brachen mit ihrem VermĂ€chtnis als Kinder Cybele's und wurden fĂŒr diese Anmaßung von ihr verflucht. MĂ€nner dieser Rasse sind anfĂ€llig dafĂŒr den Kopf zu verlieren und wurdem deswegen aus der traditionell martriarchalen Gesellschaft verbannt. VerfĂŒgbare Klassen: Assassine, Druide, Frostweber, Ritter Gut geeigneten fĂŒr taktische Support Rollen Meeraner: Meeraner sind eine kleinwĂŒchsige und sehr gesellige Rasse, die bekannt ist fĂŒr ihre Wissbegier, UnverblĂŒmtheit und Ehrhaftigkeit. Sie glĂ€nzen als Kundschafter und wissenschaftliche Forscher und genießen es im höchsten Maße mit anderen Kulturen in Kontakt zu treten. VerfĂŒgbare Klassen: Kleriker, Duellant, Ritter Schnell und wendig im Kampf, glĂ€nzen auch als Handwerker Minotauren: Der Legende nach wurden der erste Minotaurus von Prinz Malekai erschaffen, durch das Verfluchen eines Sterblichen, der sein Missfallen erregte. Als Krieger und Nutztiere von den Elfen versklavt, rissen sich die Minotauren von ihren Meistern los und haben seitdem an den Ă€ußeren RĂ€ndern der zivilisierten Gesellschaft gelebt. VerfĂŒgbare Klassen: Champion, Myrmidon, Ranger Bullige Tank und Crowd Control Rollen stehen ihm am besten WĂ€hle deinen Weg Alles dreht sich um die Entscheidungen, denn Entscheidungen machen den bedeutenden Unterschied beim Finetuning eurer Ewigen KrĂ€he! Wir freuen uns auf euer Feedback zu diesem Update. Falls ihr neu in unserer Community seid, seid ihr herzlich eingeladen, den Unterhaltungen auf unseren sozialen Medien (Facebook, Instagram und Twitter) und unserem Community Forum beizutreten und wir werden Fragen beantworten, die ihr vielleicht ĂŒber die FĂ€higkeiten der Völker und Klassen in Crowfall habt. Wir arbeiten eifrig daran den Startschuss fĂŒr das Krieg der Götter Update (5.110) zu geben, damit ihr die Möglichkeit habt, sie selbst auszutesten. Bitte berĂŒcksichtigt, dass das Spielen auf dem TEST Server fĂŒr alle Backer offen ist. Wenn auch ihr am Spieletest teilnehmen woll, kauft euch ein beliebiges Starterpaket und ihr könnt schon heute anfangen! Falls ihr kein Backer seid, dann registriert euch jetzt, um euch einen Platz in unserer geschlossenen Beta zu sichern. Wir sehen und bald auf TEST! Valerie "Pann" Massey Director of Community, ArtCraft Entertainment Was ist eure Meinung ĂŒber die neuen passiven Skills und die Änderungen, die sich dadurch bei den Völkern und ihren Klassenkombis ergeben, soweit man sie durch diesen kleinen ersten Einblick erahnen? LobgesĂ€nge, Anmerkungen, Frustschreie? Lasst es raus! Und sollte es nun Völker oder Rassen heissen oder beides oder ganz anders?
  8. Hm, ok. Let me just say that i would prefer crafting and harvesting passives being applied to either each race (where it makes sense: stoneborn stone and ore, guinecean alchemy and jewelry (gunpowder and shiny stuff), wood-elf wood and woodcrafting, etc.) or to no race at all.
  9. i suppose some worlds will need kneel mechanics. the most easy principles to use would be technical requirements usable for kneeling, alliances and sub-guilds all the same. i hope. i don't see multiple guilds per account per se though. at the moment guild mechanics are based on accounts, and i dont see them changing that before launch (because it doesnt add something too significant to the game). but i hope they will allow it in the future somehow.
  10. I am sure there will be a lot more of options in the final game (in other words, i agree to what you said), helping people to find the right guild. Until then, the best way might be to get acquainted with the community and to get into details before you make your decision. It may still be the best thing to do in the final game, though.
  11. Ich denke der Frostweber wird einige interessante Animationen aufbieten und dĂŒrfte sehr interessant werden ... so wie alles, was neu ist. Danach wird man weiterschauen mĂŒssen. Wovor es mir ein bisschen graut, ist die ĂŒbliche Monokultur in den ersten Tagen, wenns dann so gut wie nur noch Frostweber herumlaufen. Zumindest ist er aber wohl sehr vielseitig, es sollte also zumindest trotzdem interessante KĂ€mpfe geben können.
  12. Welcome to the forums. And yes, you are right, they don't. As far as we've been told, EK changes will be made in a later update after 5.110 (so most likely no significant changes there within the next few months). This overview shows the number of tokens per parcel/rank last time i checked.
  13. as i said. ~pointingabove~ building tokens got stuck at the beginning of their development (which took a break due to the necessity of getting the pvp parts done first) and quite likely won't currently match what we will finally get. i am confident that ACE will make things work out properly for the final release. it has always been their credo that they will make the trust early backers put into them will pay out for them. but of course it needs to be watched closely and, if necessary, reminded to them. and again, the contents are for the final game. this is still testing. with EK's being no focus right now (and surely also for the next few months). these are things that need to be addressed more intensely (by us), once development gets to it. so, keep it in your mind. but they will only be able to take it really in, once they are actively working on the according systems.
  14. The poll is asking about 5.110 being released rather now, even with bugs, or better later, with less bugs. Unfortunately with this poll system, the original question is hard to see. But it's on top of the poll. Blocker and crits refer to things they said in the first minutes of todays Q&A stream (within the first minutes), explaining why 5.110 is not yet available to test. My answer is clear: No. I assume that most will answer yes, though. But that's because the biggest part of the audience reading this is not the audience 5.110 is made for. They can simply not afford to provide a version that will not be good enough to reduce complaints as much as possinble. We've seen this in the past. People cried for the new version. Wanted it to be released as soon as possible, no matter which bugs it has, because we wouldn't care. They did. But we didn't! Happened several times, and I absolutely understand that they are not able to trust us anymore regarding that. The farther we are in development, the more people join the crowd who paid less (to nothing, when it comes to the free beta players). It may sound strange and twisted, but experience shows that people who invested less, need (and expect) more, to be happy. In the early days, with all the kickstarter backers and testing environments being available for the whales only, it was no problem if when a new version came up people needed to try two hours to login, before it finally worked. It was ok. This is about different mindest, different audiences, different expectations - which change over time. This has to be understood. And ACE simply needs to address it the right way. They need to release a 5.110 with some minor bugs, but with nothing that feels too bad to a highly sensitive mass audience. "Yeah, no problem, just give it to us" is something that only works for the old and/or most dedicated crows with a real tester mindset. It won't work for the masses. Which is also why this poll won't provide a usable answer. Because we are not the masses. Those who follow Crowfall closely, are deep into it and participate in the forums ... are a minority.
×
×
  • Create New...