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ACE Development Partner & Investor
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Everything posted by Kraahk

  1. That ~pointingabove~ is the most important word. Because, seriously, they provided us for years with significant news, twice a week (not so much for the last year, though. True. But times changed, back in the days any news was exciting and interesting, just because we didn't know anything at all ... and of course that changed). Is it possible that a Q&A video may come later? Of course! Did they ever skip one? No, not at all! So I really don't get the problem here. Are they late this week? Yes. But so what? You really think there won't be an Q&A video? Come on! And by the way, those who have never been late at anything within four years may cast the first stone! If they really choose to. Just saying.
  2. There already is one. Those nasty little demonic furrballs. You need proof? How about this, huh? *shiver* I really wouldn't want to meet one of those. For me that's absolutely enough... ... before launch.
  3. Willkommen in Crowfall! In der Community-Liste findest du die Adressen von Gilden, die sich in der Community ausreichend hervorgetan haben, um aufzufallen. Darüber hinaus kannst du diese und andere deutschsprachige Gilden auch über die Gildensuche auf der Website finden, indem du als Kriterium die Sprache Deutsch auswählst. Daneben findest du die verifizierten Gildenleiter europäischer Gilden (wenn deutschsprachig für dich kein muss ist) im häufigst benutzten internationalen Crowfall Discord in hellblau als mögliche Ansprechpartner dargestellt. Wenn du noch anderweitige Fragen zum Spiel hast, nur nicht schüchtern sein. Schließlich sitzen wir alle in derselben sterbenden Welt. So oder so viel Spaß und Erfolg im Pre-Alpha Test. Kraahk
  4. Yeah, werewolves have been a topic. Already pretty early on in development. The basic systems to make this possible are in; things can change depending on the time of day. It's just no priority to do things like werewolves (or even more horrible: wereguineceans, argh) right now as far as I can see. But I think there is a good chance for it to be implemented as an after-launch feature.
  5. As the others said, no. Not now, not later. If you interested in this topic, here are some additional infomations: Parcels And Resource Ranks Resource quality usually depends on the danger-rating of a parcel. A while ago they implemented tech that allow them to make resource levels technically independent from the parcel level, but the basic rule stays. The original concept introduced world-bands with the same basic danger-scope; from low to high: Eternal Kingdoms -> God's Reach -> The Infected -> The Shadows -> The Dregs. Though the concept slightly changed, the principle stays true. The worlds (campaings) in each world band have a specific danger level, within the danger-scope of the world band. When a world gets generated procedurally, it's danger level gets defined and the system assigns corresponding levels to the parcels. The dioramas (NPC and resource spawners) get distributed according (near) to the parcel level. (You can read more about in this exclusive article at mmorpg.com. It's three years old, but the basics are still true.) Since Eternal Kingdoms have the lowest danger level, the resource levels are also the lowest within the universe. Currently this means basic resources as standard resources in EK's. Higher Ranked Nodes In EK's Theoretically the principles would allow EK's to provide Rank 1 non-basic resources. IF their value turns out to be so low, that nobody cares about them anymore. (Actually this kind of already happened. Because some versions earlier, the first non-basic resource was not white, but black and white was already the Rank 2 non-basic resource.) One problem is that players are meant to join campaign worlds. They don't need to, if they find everything in their EK's. And of course the PvP players complain if they don't get enough victims (and usually they complain louder than the harvesters and crafters and monarchs ). Besides that, ACE mentioned the possibility that they are not completely against the idea that players may be able to salvage (or win) special seeds in the open campaign worlds, that may allow players to plant special trees in their EK's which will provide higher ranking wood (with a limited resource amount or life time). And the same for the other resources. We didn't get any new informations about these for several years now, but these are things that have been in the talks. Saying that one day a higher ranking resource parcel would be needed to offer slots to place such seeds would be pure speculation. Parcel Ranks In EK's I actually don't know if we currently can craft rank 2 or rank 3 parcels. If so, it would have to be done via the quality of the used resources/materials. If we can't do it now, then it is in the making. The whole parcel system is still in the works. Some rank 2 / rank 3 stronghold parcels already exist, though (via backer rewards). Higher ranking stronghold parcels provide more building token than it's lower version. See this list (colors do NOT refer to the resource quality): Wether resource parcels will also be available with different rank, we don't know yet. Deeds And Ranks Building parts can have different ranks, depending on the quality of the used resources/materials. With higher quality, wall parts will provide additional upgrade options during placement. You can find out more about this in this newsletter about battlements. tl;dr: No non-basic resouces in the EK's at the momen. And as a general rule, higher qualities of EK assets are most likely to (more or less) solely improve Quality-of-Life aspects within the EK's, but won't provide direct benefits that would significantly lower the necessity to visit campaign worlds.
  6. This has been dicussed several time throughout the years. One of the official answers have been this one: You can use the forum search function to find discussions about this topic, like these two: It's a different topic than the original topic though, so it could make sense to make a seperate thread. (though i don't think that it would change anything).
  7. The early one catches the worm. If you are a bird, this may be good. If you are a fish, this may be bad. Both not necessarily. On the other side, those who come later don't have to live through all the bugs, build the community, gather unknown informations and put them into tables provided to others, and so on. There are more sides to it than just a skill tree. In my opinion it is a vey small price for not having to deal with a lot of other early poblems. However, the question is not if a new player, joining a year later, won't be as strong as the older crows ... but if the game provide opportunities to catch up. If it doesn't, then i would agree to you - it just wouldn't make sense for new players to join at all. But Crowfall will. And on another note, how big would you imagine the poorly made socksstorm from those old crows, who put all their effort into one year of achievemens, if new players would just need to join and snip with their fingers to get exactely the same immediately? Balancing this will be a challenge. But as Todd said, when the topic first came up two years ago, this is a Future-Todd problem. Right now other things are more important. But they already wanted us to know that they are aware of these issues and will keep them in mind. For me, for now, that is good enough. But of course we need to keep our eyes open and our feedback running.
  8. There is a catch-up mechanism planned ("skill tomes" were the first published idea). But since it will only matter some time after launch, of course it's no something we will see or be able to test prior to launch. Crowfall want's people to make decisions and that those decisions will be important. Fighting, Gathering, Crafting ... choose two, your decision, and live with it. Removing the combat tree would remove this whole principle. So it's more than unlikely to happen. The game also doesn't need to be balanced. Some people will be better, some decisions will be better. That's just how it is. Besides, the skill have some influence, but not the biggest. They are not as important as it may look like. Anyways, it's always good to share concerns and to participate in the community, so thanks for that. And i hope you'll participate in the catch-up mechanism tests and discussions, once we get there.
  9. As Hyriol said, currently not. But the plan was that we will be able to repair items in the final game, while reducing the overall durability of the item with each repair, until it walks down beyond-repair-alley. We haven't heard about it in a long time, though. So at least it won't come soon for sure.
  10. This is a very, VERY old article. From even before the change of parcel sizes two years ago. Most of the informations in there are either outdated or refer to visions that often haven't found their way into the game yet. Maybe you could add a chapter for things to come. But i would be careful with mixing up-to-date informations with maybe-one-day informations. As far as I can see, there sizes don't matter. Regarding EK's. At least up to now. Maybe someone else can confirm. And hey, no excuses about time necessary. YOU found the time to start this awesome guide, I didn't. So, shame on me, and hail to the Guidemaker.
  11. Ciao e benvenuto. La comunità italiana è piccola e non molto attiva. Ma potresti trovare altri giocatori sul canale discord italiano. --> https://discord.gg/RdnmkJX Have fun and good luck. Kraahk
  12. See. That's what i am talkin' abou'. Cold blooded as a freshwater snail in a frozen pond during a long winter. We will survive it all. ALL! (Given that, it may be a clever move to focus more on EK people, they are obviously calmer and more enduring. Just sahaying. ~whistle~)
  13. I would love to know who came up with the new "/ekincrementvassaltokencount playername building-type size count" command name. It's kind of genius, using it to see if anybody is interested in EK hierarchies anymore. I just don't think that it will work better than the former /ekchangetoken (or something hysterically simple like /addtoken... lol). You need to understand that we monarchs are probably more used (and so more resistent) to pain than any other crow type. How about "/ektimedvassalsparceltokenamountadmeasurement parcelname parceltype playername building-type size count date-start date-end"? I could imagine this would lead more efficient towards starting to make us becoming louder. Love Kraahk
  14. drag&drop of a city r1 parcel from sb to inv lead to icon failure and finally vanishing of the parcel. (and no, it's not a lag copy of the first one, that was a r2 from a medium castle which i also claimed). drag and drop the vanishing act. hokus pokus. call me a wizard. harr.
  15. looks better and better. i like the structure and format. well done. here are few comments on some details: 1.3/1.4 where did you get that information? because i haven't seen any difference yet depending on parcels. 1.6 pre-alpha, alpha and beta. not alpha and beta. otherwise it sounds like it wouldnt be true for pre-alpha. 1.7 currently consumed. not once consume. the wording doesn't make clear that they will be giftable again after a reward reset. 2.1 but i feel confident... no reason to only feel confident, they said this is provisionary and that there will be an UI when they introduced the chat commands. 2.2.1/ekremove. not temporarily. ekremove will remove ALL(!) rights regarding this ek (including noble/vassal/cells/token/invite). so, no coming back to a private ek in case of a remove, unless invited again. Other chat commands /ekaddnoble <player> /ekincrementnoblecellcount <player> <count> /ekremovenoble <player> /eklistnoble /ekaddvassal <player> /ekincrementvassaltokencount <player> <type(building, defense)> <size(XS,S,M,L,XL)> <count> /ekremovevassal <player> /eklistvassals /eklisttokens noble grants parcel placement rights (still cell assignment will be necessary). vassal grants building placement right (still token assignment will be necessary). vassals and tokens are parcel specific. currently only the parcel owner can assign tokens. assigning tokens automatically grants the receiving player vassal rights. assigning cells automatically grant noble rights. nobles and vassals are citizens and by this automatically added to the "invited" list. nobles can move and remove their (and only their) own parcels. monarchs can move and remove all. if a parcel gets removed it and any objects connected to it will be send back to their owners spirit banks. important detail: player names in ek commands are case sensitive (me is not Me)! 3.1: -> in any fashion... not in any. parcels need to be connected side to side, it's not possible to connect them edge to edge or building seperate islands. -> available for purchase... not only purchasable. all purchasable parcels can also be crafted ingame with ingame resources (stonemasonry - geomancy). so it's not necessary to buy them. though built parcels and building can not be reclaimed after a reset/wipe. 3.2-3.4 - it is not necessary to consume EK deeds or bundles on the account rewards tab. consuming there is only valid for bundles and means to unbundle them (make it's content seperate items). only support can rebundle them, so it's not recommended to do so, unless you want to give single parts to another account or only want to use only specific parts in the test. - stronghold bundles contain the parcel, the centerpiece building, a pack of walls and an accessory pack. if consumed on the account page, you can claim the single parts seperately. otherwise you will only be able to claim the full stronhold bundle. - it is not necessary to consume a backer bundle in order to be able to use the contained deeds ingame. but like with stronghold-bundles, if bundled you can only claim "all it's content together" - consuming won't put your items into your spirit bank. to get them there you need to claim them via the purchase tab in the lobby. you can open the spirit bank ingame with the shortcut . 4.2.1 public kingdom/come and go as they please. even public ek's can only be visited IF it is open. the monarch has to launch it (nobody else can), and it will close automatically a short time after the last player left. idling players will be kicked after a short time automatically, just like in campaign wordls. this will, of course, all change. but thats how it is today. 4.2.3b the (default or custom) name of the parcel will be shown to the player ingame when entering it's zone.
  16. Since several people asked lately, here's the updated overview: SH: The Stronghold associated with this parcel. Cells: The number of 128x128m cells, the parcel is made of. SN: Support Number. The orginally expected number of players such a parcel should support (which could mean citizens or people needed to build or maintain such a parcel and/or it's buildings). The term is old and disputed. The numbers are very old. So they may mean nothing at all. But here they are, just for information. USHT: Unskilled Spring Harvest Time in hours. In 5.9 approximately this time may be needed by an unskilled player, havesting with basic tools in a low level spring environment - based on an expected average of 480 non-basic resources per hour. Resource costs refer to the full cost, including the cost of all ingredients (like other parcels). If you find any errors, please fill out form 537.b1 §1-348 and pass it over in triplicate to our Customer Defence Agency, Wannabestreet 142, Cities of Ravenheart. Thank you. Have fun, good luck Kraahk
  17. Good job. Here are some additional notes that may be interesting to know in the 2.x section. - If a backer reward is not available ingame yet, it may be replaced by a smaller version (like getting a capital parcel instead of a caldera parcel). So don't be suprised if you don't get what you expected to get. - Backer rewards get reset from time to time (for example if there are changes in the database). - "Consuming" a reward during the playtests doesn't use it up. They will all be reset for launch and then be "really" consumable. - "Consumed" backer rewards can not be traded via the gifting system. At least not before the next reset. - Bought backer rewards are not available on the TEST server, only on the LIVE server. However, both severs may provide free testing copies, so even if you don't own anything, take a look at your rewards tab.
  18. I see no challenge here. And who said what can or can't be done?
  19. I am not particularly sad to hear that Travian left. Through a long period of time I had a lot of sleepless nights due to them. And not those of the pleasant type. In my personal opinion things should have been handled very differently back in 2016. Whatever, that's cold zombie guts. This years new team was good, though. It's sad to see them go, they had a lot of potential. So, a shoutout to @Menja, @Ikas, @Fauno, @TheUnknown and @Cerus: Thanks for your work and the way you did it. And for what you tried to do, they way you did, even if it didn't always work out in the end. You would have deserved better. Alas, fate decided differently. I hope you had some fun with us. To all of you i wish only the best for your future. And maybe we'll meet again. In another story, another world, or even just in another campaign. Fare well.
  20. Eine Ära endet. Eine neue Ära beginnt. Danke für deinen Einsatz in der kurzen Zeit, in der wir uns daran erfreuen durften und alles Gute auf deinen weiteren Wegen.
  21. Can you tell us what this will mean for the localization of the game and the support for players who don't speak english? Already any new plans?
  22. visual problem if opening several UI windows (like spell book while crafting window is open) crafted a metal bar with invalid resource combination, didnt click the message checkbox, crafted a new valid metal bar. new result showed both the success and the invalid resource message. the walking portal beam still exists. new info to that: ray was copying my movments, like shown in the video. if i stood still, it stood still. but (not in the video) after i started fighting the spider with basic attacks, the beam started walking away from me. after the fight it stood still again, only copying my char movements again. with the beginning of the next basic attack fight, it started walking away again. either a language or an era-of-crafting problem. objects of the same kind can have different sacrifice points in this version. another sacrificing issue. if you put a stack into the sacrifice window and after that merge another stack with the first stack in your inventory, it doesnt add to the sacrifice, but just gets lost. no vendor is offering meat on the test server. disciplines don't show the (differences of the) benefits of their quality level in their tool tip. no disconnect issues during crafting, but one single time thrown back to the lobby after first entering the campaign, while walking towards the first portal to the temple.
  23. their souls are available at the gate vendors, so they are easily craftable via runemaking. at least on test.
  24. got it. i probably couldn't because i wasnt using a white vessel. in that case there should be an error message (you need a -color- discipline to equip on this vessel).
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