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Kraahk

ACE Development Partner & Investor
  • Content Count

    2,659
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Kraahk last won the day on February 1

Kraahk had the most liked content!

About Kraahk

  • Rank
    Jackdaw

Profile Information

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

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8,258 profile views
  1. I like the idea of ACE actually rewarding the tester community. Good call. Nice items, too - while also not game breaking. Well done. 👍
  2. Welcome to the forums. If you want to connect more with the french speaking community, I recommend this subforum and this community discord channel. There are also some french crowfall streamers, like Laas1er. I also suggest to find a group you can play with as soon as possible, since Crowfall will be a quite team oriented game. Have fun, good luck Kraahk
  3. ~completelyignoringthenewscontentinordertoretainownmentalsanity~ Dear devs, please hurry up with releasing 5.110 - we are starting to go nuts. But please don't hurry up too much - if you release a bugged 5.110 we will also go bananas. Bananas wil make us go ape - and at this point the doom loop would close the circle. And if this circle is closed earlier than the game circle ... game over might be the next term to be used. ~fingerscrossed~
  4. Kraahk

    Sugestões

    Bem-vindo aos fóruns. Não se preocupe. O suporte da guilda está chegando com a versão 5.110. A produção em massa também está em andamento. Você pode encontrar mais portugueses neste subforum e neste discord. Divirta-se, boa sorte Kraahk I hope you are aware of the fact that Crowfall has a multilingual community - and some rules about constructivity. It shouldn't be too hard to welcome new crows with a few friedly words and point them into a direction that may actually be helpful for them. Also, with beta already knocking on the door, the pre-alpha argument has passed it's expiry date. And suggestions should always be welcome. Just a suggestion, of course. Have fun, good luck Kraahk
  5. Owly crow! Thanks for the suggestion. I definitely need to watch that one. Bwahaha. Just too good.
  6. Welcome back to the forums. What Surelia said. Adding to that, now is a good time to get some basic training (if you didn't test during 2019) about how some parts of Crowfall may work in the future. Rumors say there will be a lot of changes (and adding enough stuff to mostly closing the game circle) with the next seemingly extremely large update; 5.110 within the next two months. Which is also why they decided to call it Beta (which means they will invite the hundreds of thousands free beta tester registrants step by step then and put it all to the most important test). Since we had a feature freeze for the last few months, guild activities are currently not on the highest level. But if you have access, join the LIVE servers, open the map and click on details. You will find the current ingame statistics, showing how much campaign points which currently ingame active guild made in this campaign. A lot of guild leaders are active on the community discord channels. Those in dark blue being US guild leaders, light blue are european guild leaders. Have fun, good luck Kraahk
  7. Welcome to the forums. Actually we had OCE servers online in several test servers. But not for quite some time now. Just like Surelia, I didn't hear any significant news for some time now. So it's one of those things that remains to be seen and what people wait to get news about. (By the way, the asian server stretch goal doesnt promise another server usable by all, but will most likely provide a unique universe, seperated from both the US/EU servers and the russian servers. Up to now that's just a guess, though (even if maybe a well educated one). In my personal opinion, it looks a lot like they tried to provide test servers in the early years to check the potential of the possible audience. Since the OCE servers didn't come up for a long time, it looks like the results didn't go too well. That doesn't necessarily mean there will be no OCE servers to play Crowfall -- but surely that it will be a tough company decision. A decision the community may be able to prove being an important one, by showing they will be an important market. I was part of those who made a point in europe being an important market, so I know it can be done. So the only remaining question is: will you? I hope so, I wish you all the best, and if you have some ideas and the community may be of help in any way to get you there, just let us know. Until then have fun, good luck Kraahk
  8. Jo, klar. Allerdings sind die Übersichten nicht mehr 100% aktuell, nachdem es zwischenzeitlich ein paar kleinere Änderungen gab. Das genau aufzudröseln und zu aktualisieren hab ich bisher erfolgreich vor mir hergeschoben. Für einen Einsteig und allgemeinen Überblick reicht es aber noch, denke ich.
  9. So, @Vhaeyne, now some time went by, can you share with us wether the issue has been solved and, if so, what it was?
  10. Welcome @Sicarious If in doubt, there is always the option to contact support@crowfall.com (which up to now is more or less your direct line to the developers). Usually it's a problem on the users side. But often they can help you figuring out the issue, if the community can't. Have fun, good luck and all the best. Kraahk
  11. Welcome to the forums. Glad to hear you had some fun, already streamed your first impressions and already got a positive impression about our community. I watched some of your streams too and would like to use the occasion to give a shoutout to @Hyriol and @yiannifor sharing their Crowfall wisdom on your stream. 👍 As for the vessel mechanic, you partially describe what's already there (changing vessel = just new vessel, no xp, no level). I think I understand what you are meaning, though. You would like to just put the vessel item (actually, they are items) in a vessel slot (which also exists), without having to actively change anything else at this specific moment (which is currently NOT happening "in-world", sorry ). I would assume that after playing a while you will recognize that the spirit bank (account wide inventory) is much more important and more used than the world-specific character/vessel inventory. You will transfer stuff a lot anyways, making the world-specific "character-inventory" a kind of necessary but not loved solution of how to carry things "at the moment". In that case, transfering items tends to be no longer an extraordinary burden, but just what is done all the time. I agree, though, that the vessel system can't be "done" yet. There are still a lot of open questions about how transitioning between different vessel of the same kind may occur. I assume we will get the answers only near to launch - and that even after launch some changes may be implemented. Definitely one thing we, as a community, need to watch and give feedback about to help doing it the best way. As for the graphics, that was indeed the intention. They clearly stated right at the very beginning that a too realistic look would cause problems, because due to technological progress, the game would be look outdated soon. So they tried to give it a very specific unique and hopefully timeless style. I hope it works. It definitely works for me. UI and New Player Experience is something they stated will be a big part of the latest development stages. I tell you, it was much much worse in the past and they already did a lot. If I would be a developer, I probably wouldn't have taken that much care, but they tried to improve even for their pre-alpha testers. Which I would take as a good sign regarding awareness of the UI and EXP issues. But yeah, still a lot to be done for sure. Maybe that's why the two last significant content news were about right those things. However, thanks for the feedback, your opinion and your streams. Don't stop it. Have fun and good luck in Crowfall. Kraahk
  12. Kraahk

    Nekromantie

    Ich erwähne nur mal pro forma, dass der Bau von Runenwaffen recht umfangreich ist. Für den normalen Hausgebrauch, was die Wertesteigerung angeht, nicht wirklich von Bedeutung. Für das Ausreizen der Karten, unbedingt. Der Folgefrage vorgreifend: Wie baut man eine Runenwaffe, was ist dazu notwendig, inwiefern macht es Sinn? Hier meine Antwort dazu, ohne Anspruch auf Vollständigkeit und Korrektheit (weil wegen ständige Änderungen, of course -). Jedenfalls: Stand meines Wissens Mitte Januar 2020. Zum Bau einer Runenwaffe muss man einen Schriftrollenbehälter ("Scrollcase") haben und ausrüsten (kleine Disziplinrune). Das ermöglicht einem Schriftrollen/Bücher auszurüsten (Taschenslot), die zusätzliche Rezepte/Rezeptoptionen freischalten. Dann benötigt man das Buch 168 einfach Schritte zur Herstellung mächtiger Gegenstände ("168 Simple Steps for Creating Items with Power"). Ausgerüstet ermöglicht es die Nutzung der Rezepte für bestimmte Juwelierarbeiten und esoterischer Runensteine. Dann benötigt man esoterische Runensteine (da gibt es nur einen, leicht zu finden), herstellbar am Runentisch mit Runenhandwerk. Keine besonderen Zutaten. Dann benötigt man die passenden Juwelen über Goldschmiedekunst (Jewlry). Dazu gibt es verschiedene Schliffe für die man jeweils verschiedene Edelsteine nutzen kann. Neben dem Grobschnitt gibt es einen Feinschnitt und je nach dem benötigt man dazu Materialen vom Steinmetztisch (Diamantschleifscheibe/Polierpaste). Ein Rubin im Briolette-Schliff gibt z.B. einen Bonus für HP-Regeneration außerhalb des Kampfes und erhöht den Wert für Basisangriffs; ein Smaragd im Ovalschliff erhöht die kritische Trefferchance und die Geschicklichkeit. Man sollte also schon wissen, was man da wirklich braucht und haben möchte. In Fall von Runenwaffen brauchen wir nur den Spherischen Waffenschliff (Weapon Cut Gemstone: Spherical); der Topaz gewährt z.B. einen Konstitutionsbonus. Dann legt man die 168 Schritte ab und legt das Waffenspezifische Buch ein. (Damit kann man auch die Edelsteine herstellen, aber da wir sowieso 168 Schritte für die esoterischen Runensteine brauchten ...). Das schaltet die Zusatzrezepte/Optionen für die Runenwaffen frei. Nun kann man seine Runenwaffe bauen. Zum einen werden mit dem Buch die neuen Rezepte freigeschaltet (die auch speziell angezeigt werden), zum anderen die Optionen für die Teilrezepte (die in den normalen Rezepten versteckt sind). Nehmen wir mal den Bogen, weil der oben im Thread vorkam. Es erscheinen drei neue Rezepte im Holzhandwerk im neuen Unterpunkt Runenwaffen. Der Komposit Recurve Runenbogen (für Ranger), der Hochspannungs Compound Runenbogen (für Vessels mit ausgerüsteter Scharfschützen Disziplin) und der Spruchgebundene Runen-Langbogen (für Vessels mit ausgerüsteter Arkaner Bogenschütze Disziplin). Für alle drei benötigt man ein Runenverziertes Bogen Mittelstück (Runic Bow Riser), das man unter Holzhandwerk -> Komponenten herstellen kann, wenn man den optionalen polierten spherischen Edelstein verwendet. Hat man das Teil, kann man die Hauptwaffe (mit den normalen üblichen Zutaten) herstellen. Für all das macht es natürlich Sinn, in den jeweilig benötigten Handwerken entsprechend geskillt zu sein, um die Experimentierchancen auch auszureizen. Ansonsten kommt man trotz Riesenaufwand nur mit geringsten Bonis aus der Sache raus. Wie so oft gilt in Crowfall, erfolgreich genutzte Rezepte mit geringem Risiko erzeugen oft Gegenstände mit weit besseren Boni, als die mit hohem Risiko. Die sind wirklich nur für Kenner und die, die es sich leisten können aber auch wirklich ohne Rücksicht auf Verluste alles in die Waagschale legen möchten, um noch, im Glücksfall, das letzte Fitzelchen herausholen zu können. Fazit: Es macht Spaß zu experimentieren und alles auszuprobieren (wenn man der Typ dafür ist), aber das Credo von Crowfall ist: Geb dich mit dem Normalkram zufrieden, da kannst du auch Glück haben ... oder geh Full-In, wenn du ein Zocker bist und VIELLEICHT mehr erreichen könntest .... aber auch bereit bist, jede Menge Rohstoffe und Aufwand für Nichts zu verlieren. Mit den Werkstätten, die für die Zukunft angedacht sind, in denen man Gegenstände in Serie produzieren kann, wird das Ganze (wenn sie denn kommen) nochmal um eine dicke Stufe härter werden. Dann geht es nicht mehr um nur einen Gegenstand und ein paar Minuten klicken, sondern um vielleicht 100 und 14 Tage Crafting Zeit, in der ein Handwerks-Thrall in der Anlage gebunden ist.
  13. The current kings are just not important enough. In my opinion. They would need to be better. And then they would need to have more important loot. And then they could not appear too often. Since the loot is very good, people will complain if they don't get it. If it also helps to save them from harm, they will be more willing to participate and won't complain as much. I mean, I wouldn't run through the world, just because a king spawn is mentioned. Just not worth it. Plus, until I am there, it's most probably already done. There will be (already are) enough people spawning them with a vessel. Just relog, done. Yes, I don't like it when I am looking for a king, with a small group. But if it's not big but doable with a small group (or even solo) like the current kings, it just wouldn't make sense in my opinion - too exploitable by too few people.
  14. Sounds good. But I would prefer a new type of NPC for this. Not the usual kings we see now. They could be famous unique leaders of order/balance/chaos/whatever, maybe kind of demi-gods or close-to-godly creatures, that spawn more than just rarely. I could even imagine them to be an imminent threat, gathering tribes in the area and leading them to attack even strongholds - so there would be a need to stop them as soon as possible, even if it means people would have to cooperate with enemy troups. "The world trembles. Orgrud the Wrecker entered the world once more in [World-Island]. Flee as long as you can!" Love it. But not just the current "king" NPC's. That's just to small.
  15. Welcome to the forums. Crowfall was basically designed as a teamplayer game and therefore still includes not too unimportant game design elements that are meant to encourage people to cooperate with others. While in the early days of development this statement sounded a lot like there would be nearly no place for solo players at all, they added more and more PvE elements to the game, allowing solo players to find a foothold. So, in my opinion, it seems they came to the conclusion that a pure teamplayer game wouldn't allow for a big enough audience ... and adjusted their plans. That's in so far important to know as it seems they are aware of the soloplayer audience and want to do as much as possible for them without breaking the main teamplayer orientation. As always in games, what we play depends on what we like. One of the main pillars of Crowfall is to let the player decide what and how to play. If you want to be the notorious hero of every siege, the most known fighter with the best vessel and equipment, there will be no way to get there without teamplay. If you want to be a crafter that serves the needs of the latter, you will need to cooperate with others up to a certain degree, to get the necessary resources (and to sell your stuff). Theoretically you can also just fight NPC's in no-PvP areas, farm not too bad resources, build your own kingdom up to the usual 6.5 square kilometers, provide a market place or social hub or join others. Without ever having to PvP. Even if you would like to PvP only from time to time, without big coordination, you could just enter campaign world based on factions (chaos order balance) and just freely join one of the scheduled sieges. In my personal opinion, it is already well done and based on the right thoughts. For example, if you don't want teamplay, you simply won't need the best vessel and equipment. There's no sense in having it, other than just wanting it. And if you really want it ... well, then you will have the energy to do the extra mile. tl;dr: Two years ago I would have said you need to be a pretty hardcore solo player to play Crowfall solo. Today I say, it's more than just possible, though - depending on personal goals - it includes some challenges. Tomorrow ... well, that remains to be seen. I would say it's quite probable that the developers will implement even more solo features to get a better grip on solo-players ... while also trying to design the game in a way that entices them join teamplay one day. Have fun, good luck Kraahk
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