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Kraahk

ACE Development Partner & Investor
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Everything posted by Kraahk

  1. I understand the reasoning of those who just would like to create a guild during test - be it to test guild stuff (even if only something like guild creation) or to give some power to the sense of solidarity within their tester group. This need is valid and not to be underestimated. This beeing said, there basically and currently is no other guild functionality than what i described above before. Since (and as long as) there is no other guild functionality, it doesn't make sense for them to allow everybody to create a guild. Especially since teams can work together and even can participate in the dregs (for their faction) anyways. And especially since every possible free guild creation wouls block the according guild name to be created by another guild that is willing to reserve this guild name. tl;dr: The points are valid, but those issues are not "test breaking". Those who want to reserve their guild names can do now. Those who want to create a guild for free can do so later. Groups without a guild can still participate in the dregs under their factions flag. There are no worthwile guild functionalities yet anyways. Yes, it would be better for everybody to be able to create a guild ... but right now the bite is not worth the pie. And, uh, on a personal note ... i am not sure wether those who feel their interest being diminished by such a small thing may be able to produce to necessary energy to have fun in a competetive game like crowfall. Crowfall is a lot about who is able to overcome the most hurdles. In my opinion. No offense meant. Just saying that we all need to find the games that fit our needs best. I hope they will change this soon, stop the reserve guild-name program and allow everybody to create guilds. But alas ... who knows if that will ever become true before launch. I kind of doubt it. Have fun, good luck Kraahk
  2. Ever wondered why they sometimes call it "patchnotes from the future"? Now you know. Seriously, they quite often prepare postings before publishing them in restricted forum areas. Very rarely it happens that such a posting accidently gets posted in a wrong (public) area. I suppose something like that happened here. So, cheer up. You got an early glimpse ... you eagle eye you. Have fun, good luck Kraahk
  3. Welcome to the forums. This is a known bug in the 5.115 build that may happen under certain circumstances. Usually you are able to move them back to your inventory via your Edit Kingdom window by choosing the parcel (getting it highlighted) and then clicking on the remove button on the lower right - if your inventory provides enough space for it. The bug (parcels invisible on map / not able to remove parcels) has already been reported and answered by the devs a while ago. So chances are that it will be solved soon. Since EK's can't be fully tested on the TEST server, we players don't know yet wether it already has been solved in the new 5.125 version that has been introduced on the TEST servers yesterday. But ... ~fingerscrossed~ For now we just need to bear with it. Alpha and so. Still, have fun, good luck Kraahk
  4. Der "ganz zu Beginn" Betreuer von dem ich gesprochen habe war Simius, lange vor Travian. Während der Travian Zeit waren es dann natürlich deren Leute. Die Übersetzungen in Crowfall sind weit weniger umfangereich, enthalten daher aber auch mehr Schlüsselwörter, wodurch sich das notwendige Qualiätslevel deutlich erhöht. Eine Gefahr ist natürlich auch, dass sich früh benutzte (aber schlecht gewählte) Begriffe festsetzen können oder am Ende einfach aus Bequemlichkeit beibehalten werden, statt bei einer Komplettbearbeitung konsequent reformiert. Selbst bei den Teilübersetzungen hatten wir schon Situationen, in denen es nach Hinweis auf unpassende Wortwahl zunächst hieß, das werde später angegangen ... und später hieß es, das könne man jetzt nicht mehr ändern. Von daher ... bin mal gespannt. Es gab aber auch sehr engagierte Leute, die sich viel Zeit genommen und teilweise stundenlang mit uns diskutiert haben, um die besten Begriffe zu finden, sich mit der Community zu verknüpfen und unsere Unterstützung bei Übersetzungen aktiv in anspruch genommen haben. Es gibt also Hoffnung.
  5. Willkommen im Club. Wie Dravo schon angedeutet hat, wurde der letzte Ansatz einer Ingame Übersetzung auch in Crowfall damals von Travian angegangen. Ist also nicht verwunderlich, dass die Grundlagen, auf denen das Qualitätslevel aufbaut, gleich sind. Nur dass sich Travian hier außerdem vehement gegen Unterstützung von Seiten der Community verwehrt und zudem die Arbeit mitten im Prozess eingestellt hat. Das Ergebnis ist, was man heute sieht. ACE selbst hat danach nicht selbst weiter an Übersetzungen gearbeitet und, nach immer wiederkehrendem gemosere unsererseits , durchklingen lassen, dass man die Übersetzungen erst ganz am Ende angehen wird, wenn sich an den Ingame Texten nichts mehr groß ändert. Hinweise darauf, dass es, entgegen des ursprünglichen Kickstarter Ziels der Lokalisierung in 6 Sprachen, keine deutsche Übersetzung geben wird, sind mir nicht bekannt. Ich denke es gibt hier auch zwei Seiten der Medaille, die zu bedenken sind. ACE hat mehrere Übersetzungs-Anläufe unternommen; sowohl für die Website, wie auch Ingame und für Social Media Seiten. Die Ansprüche, die hier von Seiten der Testergemeinschaft (insbesondere von mir ) gestellt wurden, waren recht hoch. Ich denke, dass die permanente Kritik auch dazu geführt hat, dass entschieden wurde, sich vorläufig nicht weiter mit halbgaren Übersetzungen herumzuschlagen, sondern auf Übersetzungen zu verzichten, bis man sie in der erforderlichen Qualität leisten kann. Die Entwickler sind sich der Problematik jedenfalls absolut bewusst und der aktuelle Stand ist nicht das, was zu erwarten ist. Zuletzt hatten wir vorgeschlagen, die uralte Teilübersetzung völlig aus dem System zu nehmen, weil es nur negative Meinungen erzeugt. Bisher ist das noch nicht geschehen, aber vielleicht werden wir ja doch noch erlöst. In Crowfall haben sich die bisherigen Möglichkeiten der Mitarbeit an Übersetzungen überwiegend an persönlichen Kontakten orientiert. Ganz zu Beginn gab es mal einen DE Community Liason, der die deutschsprachige Community aktiv und öffentlich beteiligt hat. Aber davon abgesehen lief es so ab, dass wir Beziehungen aufgebaut haben und dann hinter den Linien an Übersetzungen mitgearbeitet haben, oder diese, wie im Falle von einigen News, auch einfach selbst geleistet und schlicht im Forum gepostet haben. Durch Mitarbeiterfluktuationen im Laufe der letzten 5 Jahre haben sich diese Möglichkeiten mittlerweile in weiten Teilen genauso erschöpft, wie die Communityübersetzer sich selbst. Wie ein bald neuer Director of Community und/oder ein zukünftiges Übersetzungsteam die Community aktiv mit einbeziehen wird, und was wir als Community dann tatsächlich leisten können, ist ungewiss und bleibt leider abzuwarten. Aber jetzt haben wir ja einen neuen und frischen Olahorand im Gepäch, also bin ich zuversichtlich. Also lasst und die Daumen drücken - und Wachsam bleiben. Kraahk
  6. Welcome to the forums. Right now you don't need to redeem any backer rewards via your account management. Everything you own on your account, and is already available in the test environment, can be redeemed ingame via the purchase tab in the ingame lobby. Things that are not listed there, are simply not yet implemented. Have fun, good luck Kraahk
  7. @EU/RU community You asked for it. ~pointingattoddsanswer~ Never say ACE doesn't listen. Now make me a liar and prove that I was wrong, by spamming the servers, providing server load and feedback. And not just for one day. For if not, you just weakend the position of the EU community. Just saying. No pressure, though.
  8. Welcome to the crowd. And good luck and have fun with your guild.
  9. Hm, i didn't want to participate in a public discussion about this topic, but, yeah, can't help it. I'll try to make it short. Call me stupid, but I don't understand how having siege times for EU players is something that is unlikely to be used in the Live game. Or how it could be anything that would cause "additional" development time. For if so, why should any EU player put any bit of energy in this game anymore, if there is no way for us to participate in the basic function of this game ... unless between 3-4am? I've heard it would need time and energy, got it. I just don't understand why. Maybe it would be good to explain it. If I don't understand it, surely others won't either, and thats a cause of unnecessary friction. However, if it is not possible for the game to provide siege windows at different times ... I have no clue how it could be successful in the end. The Dregs campaigns put players without a guild automatically into the group of their gods faction. So if you choose Arkon/Sun, you would play for Sun (order). Those factions can conquer Strongholds as far as I understood. I've seen factions conquering Outposts successfully, so keeps should work, too. That's kind of a workaround - but it's at least something. I don't like the idea of only providing siege windows for EU. Main focus is and has to be the NA market. If the needs of a market are not met, it causes friction. Causing friction in the US market would be a bad idea. But EU/4g is also a not insignificant market. And obviously those communities are reaching a certain threshold of frustration - otherwise the topic wouldn't escalate increasingly. What do you think happens when this game comes to Beta, 300k players get invited, and 1/3 of them are only able to test the main pillar of this game, the throne-war, at 3-4am? Now, that would create a fine game reputation ... not. This being said, the issue is not about having it this or that way. Nobody wants to cause trouble. But people want to participate. Any(!) way that would allow EU/RU players to participate in Sieges and City-Building would be great. That's all. Still, at the current time, I wouldn't expect too many EU players join the battle, in case the aforementioned would happen. Because there are not a lot of people watching closely anymore (because: this is not a new issue, but just one effect of another larger issue). So IF it is a large hassle to provide EU siege times, and IF the company would nevertheless make it happen because there seems to be demand ... it most likely wouldn't lead to masses of additional players suddenly contributing to test and feedback. The usual guilds may join - until they get bored. That's all. An where would that lead us? To the company dismissing EU/RU needs even more in the future, because it turned out those community factions may cry, but if they get what they want, it won't help. And that's definitely not something our sub-communities can afford. Still, at some time there needs to be EU siege times anyways. Like I said, I personally don't understand why they are not there. Like many other community folks, I would explain it to others and pour oil on the troubled water ... but I can't, because I just don't know. But thats another issue and doesn't belong to this topic. Anyways Have fun, good luck Kraahk
  10. There has been great and awesome ideas, nay, visions! about maps in Crowfall. Some of them got into basic testing. You would need to scout the map, like this you could share your map with others on a war table, completing your map; put it into a scroll and sell it to others; using old maps to misinform people. You could seamlessly zoom into maps, down to a 3d level, like this You could see all the placed buildings even on a larger map, like this I personally imagined maps, if in 3d, to look like those I were able to build, without any prior knowledge, like this Or if in 2d, like this They showed 3d/2d versions in the past, like in the very early tests ACE's basic idea was always to make the map game-of-thrones-intro style, like this If we look at todays maps, it's not completely off from the original vision. Changes would be nice. Higher quality level. Height levels shown on the map being true to the actual heights ingame. 2D option. The ability to put little flags with custom mouse-over infotext on a map, or even directional arrows and the ability to share those custom maps. Stealing maps from other players. And so on. That all would be awesome. But it's not gamebreaking to not have it. And nobody can say they didn't test stuff. Maybe they will put some changes in, between now an launch, maybe not. But basically, in my opinion, the current maps are good enough for the initial launch. May the rest come in a future update. Let them focus on more important things, so they can get the game out.
  11. ^This Jah and I were able to absolutely own the last dregs campaign on TEST. Two people. I may understand if Jah does. But me? Seriously? There can't be a worse sign regarding player participation, if I win. And like they say in this news: they can't test without us (see what they did there?) (Of course, one could argue that they probably should have aimed to encouraged their general community more during the last two years, instead of moving over to stalling tactics that only upset the existing audience, and to keep on showing interest on their EU community, instead of appearing like they care less each day ... but yeah ... a) that's in the past and b) it's their own fault ... so, not our job to burden our thoughts by thinking about that)
  12. @Uta You are aware of the fact that you always put me under some not insignificant pressure, when you provide a translation for your language community ... and i haven't done the same for my own yet ... right? 🙄 Well done, and much appreciated.
  13. Vorwort: Dies ist eine selbstgestrickte nicht-offizielle Übersetzung (hier das englischsprachige Original) mit eingebauten Freiheiten bei den Formulierungen. Falls Ihr Lust habt, schreibt doch ein wenig über eure bisherigen Erfahrungen mit den Dregs Kampagnen ... oder falls ihr noch nicht die Gelegenheit hattet, über eure Erwartungen oder offenen Fragen. Viel Spaß und Erfolg im Spiel Kraahk CROWFALL: Das Erwachen - Montag, 22.06.2020 Lasst uns mit einem Statusupdate über den Crowfall's Alpha Test beginnen. Der Alpha Test läuft weiter! Anfang May haben wir offiziell die Alpha Testphase angetreten, die wir folgendermaßen definieren: "Alle Hauptsysteme des Spiels sind jetzt funktionsfähig und wir engen uns auf die letzten Teile ein, die wir zum Launch brauchen". Beim Alpha Prozess geht es nicht mehr nur um das Testen von Einzelteilen: es geht darum, das Spiel als Ganzes zu betrachen und zu sehen, welche Dinge miteinander funktionieren und welche nicht. Das bedeutet, dass wir Dinge wie die Stadtentwicklung und den Gilde-gegen-Gilde Aspekt nicht nur individuell testen müssen, sondern auch als fundamentale Teile eines größeren Ganzen. Crowfalls Alleinstellungsmerkmal ist, und war immer, die "Spielervermittlung". Statt einer Achterbahn (so konstruiert, dass sie sich gefährlich anfühlt ... obwohl sie auf festgelegten Bahnen fährt), ist unser Spiel mehr darauf ausgerichtet, einem Demolition Derby zu gleichen - es gibt keinen vorbestimmten Weg und eure Aktionen, eure Entscheidungen werden das Schicksal jeder Kampagnenwelt bestimmen. Dieses Konzept grenzt sich fundamental von anderen Onlinespielen ab. Was cool ist! Aber auch bedeutet, dass das Spiel nicht ohne Spieler funktioniert. Ohne euch können wir buchstäblich Nichts testen. Jetzt im Moment müssen wir uns auf Folgendes konzentrieren: Fehlerbeseitigung und Feinarbeit Client Optimierung Neuspieler-Erlebnis Spielbalance (sowohl für das Strategiespiel, wie auch die Reise der Spieler) Wir müssen noch ein paar weitere Systeme in Stellung bringen - Dinge, die wir für den Launch brauchen, wie die Unterstützung von VIP Tickets und die Gestaltungsmöglichkeiten bei der Charaktererstellung - aber der Pfad zur Beta liegt klar vor uns. Das Erwachen (Update 5.115) Wir nennen diese Version Das Erwachen (Update 5.115), weil es das erste Kapitel unserer Neuspieler-Einführung beinhaltet. Die Geschichte beginnt damit, dass der neue Spieler von den Göttern als unsterbliche "Krähe" ins Leben zurückgeholt wird, als Streiter und Vorbote des Endes der Welt, und zieht sich dann durch eine Reihe von Quests, so gestaltet, dass sie den Spielern beibringen, wie das Spiel funktioniert. Wir haben nun eine große Anzahl an miteinander verknüpften Systemen (Charakterentwicklung, Rohstoffabbau, Handwerk, Experimente, Talentbäume, Attribute, passives Training, Opferungen, Karawanen, Stadtentwicklung, Die Gunst der Götter...) aber ohne eine Möglichkeit, sie dem Spieler auf natürliche Art nahe zu bringen, kann das Spiel überwältigend wirken. Aber lasst mich nochmal zum Mitschreiben klarstellen, dass hier ist kein Quest-orientiertes Spiel und die Quests dienen nur dazu, die Spieler einzuweisen. Sobald Kapitel 2 und 3 fertig sind, haben wir (hoffentlich) genug, um sicherzustellen, dass die Spieler verstehen, wie das Spiel funktioniert. Zusätzlich gibt uns das die Chance, die Hintergrundgeschichte von Crowfall vorzustellen. Das Pantheon von Crowfall ist reichhaltig, mit ausgeprägten Persönlichkeiten und Einflussbereichen für alle Götter und komplizierten Beziehungen zwischen ihnen. Unsere Götter geben uns die Chance diese Welt deutlich von anderen abzugrenzen, und das System für das Neuspieler-Erlebnis gibt uns die Chance sie ihnen vorzustellen. Dies ist eine Grundlage, auf die wir hoffen noch auf Jahre hinein aufbauen zu können. Das Erwachen führt den Dregs Welten zahlreiche Verbesserungen hinzu. Außerdem enthält dieses Update eine Fülle von Veränderungen für "Die Abgründe" (the Dregs), unserem Kampagnen Modus der folgendes beinhaltet: Gilde gegen Gilde Kampf um den Besitz von Gebieten Stadtentwicklung, mit der Möglichkeit für Spieler zwischen einer Fülle von Gebäuden zu wählen, die alles ändern. Von "Welche Art Wächter spawnen, um meine Stadt zu schützen" bis hin zu "Welche art magischer Schutz soll mich während einer Belagerung schützen" Die Gunst der Götter erlaubt Gilden im Namen der Götter Ruhm, Reichtum und Macht zu ernten - und so schlussendlich die Kampagne zu gewinnen. Unser nächster Schritt besteht darin, diese Version auf die LIVE Spieletest Server zu bringen und längere Testläufe zu beginnen. Wir werden dies heute Abend tun, mit einer God's Reach und Infected Kampagne, und dem Ziel (angenommen der erste Launch läuft rund) morgen eine 7-Tage Dregs Kampagne zu starten. Wir erwarten immer noch, dass es einige Probleme geben wird, zumal wir unweigerlich mehr Tester auf dem LIVE Server haben werden, als auf TEST Server, und dies immer neue Verläufe erzeugt, die vor einer starken Serverbelastung nicht offensichtlich waren. Wir werden unser Bestes geben, um diese anzugehen. Aber, wie immer, liegt anschließend unser primäres Ziel darauf, zur nächsten Version fortzuschreiten - die in naher Zukunft auf TEST veröffentlicht wird. Und so dreht sich das Rad und der Kreis beginnt von Neuem. Wie auch sonst, wollen wir jenen von euch mit Testzugang (was alle unsere Backer beinhaltet) zur Teilnahme am Spiel ermutigen - und allen von euch danken, die bei den Tests aufkreuzen und uns dabei helfen Probleme zu finden und solch großartiges Feedback bereitstellen. Wir werden weiterhin eure Vorschläge und Kommentare in unseren Foren durchlesen und Tag für Tag, Woche für Woche, daran arbeiten, die Vision Wirklichkeit werden lassen. Wie immer, Danke für die anhaltende Unterstützung und wir sehen uns im Spiel!
  14. First: How about not closing the TEST server bug-report/feedback thread until a while after the TEST server gets a new version or it got closed (or a new bug-report/feedback thread has been opened)? Just a suggestion. This is feedback for the 6/19 TEST version 5.115 . NPE Quests & Campaign Cards Both systems are very well done for a first version. Meaning, they are showing well what could be possible with those system and where the road is leading ... but they still have basic flaws and need intense work to reach the necessary end of the road. What I noticed most is that the provided informations/wordings in quests and cards are sometimes unclear or misleading or simply wrong. Also the distribution of scorepoints is not as comprehensible as it needs to be. Since there are too many of those issues, I believe that both systems needs an overall revision, and I will only point out some examples. Campaign Cards First: A possible general solution for the following could be to make the current progression of scorepoints (or their objectives) visible to the players - so they can see wether what they did worked or not. And to split the score result in the scoreboard according to the seperate cards instead of showing the sum total per pillar. In that case the following two points would mostly be obsolete. Wordings in Campaign Cards need (always) to be absolutely(!) precise - and sometimes it is not. It should also provide additional informations, where otherwise player may misunderstand the meaning. Examples: Card 1: What is an enemy god? And which god braziers are really legit? Since guilds choose a patron god, one could say that any other god is an enemy god in the throne war. This may be different in faction based campaigns, but Dregs are guild campaigns. And "any" brazier clearly implies those in the temples. Turns out "enemy gods" are "gods of another faction" and "any brazier" is "any outpost brazier". So any sacrifices enemy gods of the same faction or in temples didnt provide any deed progression. Card 2: Are Bog Bear teeth and Bog Bear canine teeth the same? When looting Bog Bears, those creatures can drop a white quality "Bog Bear tooth". Now is that the wanted tooth or not? Sacrificing them to Zaleena outpost braziers didn't provide deed progression, so obviously they are not. Maybe the ancient Bog Bears drop canine teeth? Who knows. Anyways, either the card wording needs to be more precise (like "from Ancient Bog Bears") or the loot items per beast should be very unique, so they can't be mixed up in a simple players mind like mine. Score Point Distribution Is not always clear which results were finally achieved - and sometimes it just doesnt make sense. Example: Snaptest 6/17, Fall, Power For everybody who likes brain twisters: Which guild got which points for which card? (The number in the right Fall column (moon) is the sum of the points for both cards) Scoreboard shortly after end of Fall (with no significant changes in between): (You can research more informations by accessing the campaign details ingame (lobby -> campaigns -> completed -> dregs snaptest 6/17 -> map -> details) Solution: Now please tell me: How are those ties possible? 🤡 We are talking about "Capture Points earned", with up to six-diget figures. It doesn't make sense, and it seems to be completely impossible. Second, obviously the campaign card goals doesn't base on the "campaign result up to now" but on "results within the current season". That makes this card incomprehensible. First because it is called a campaign card and not a season card and second because the players have no way to see how many capture points they or others scored within a season. So players would be right to expect it bases on "overall campaign results up to now" and not season results. Due to that, for the player the Power Campaign Card card in it's current state is like gambling: you do something and hope you will get something - but you never know what and why. The same, or similar issues, are true for other cards. tl;dr: The cards wordings and their score point distribution really need to be checked on a basic level. People need to understand what they need to do to get what result, and to be able to check their progress while they do. NPE Quests Boring. Confusing. Wrong. Incomplete. Boring. Sorry. Well, OK, not that bad. I actually like it. Or to be more precise: I like what it may become. Because - there are some quite basic flaws. That's OK for a first version. But too many though to mention them all, though. So i am back to examples. A tutorial should be very clear and consistently leading the player from one step to the next, explaining the things the player otherwise may not understand. Thats partially done, but not completely, there are gaps. For example, the compass is not explained, which should happen right at the beginning. The initial quest from Guiseppe (you find him at the center of the temple) is good enough to solve it, but saying something "you can find him at the center of the temple. Look at the compass above you, he's right to the north of here." would make the new player both aware of the compass and the leading quest icon on it. Already the second quest at the sentinel relies on seeing this quest icon, in order to find Brak Lionshield. It get's worse with Brak "A pack of wolves is harassing these refugees looking for an easy meal... if you are looking for a fight, that's a good place to start." Uh ... what refugees, what wolves? Either explain the compass first - or at least say "outside the temples gates". Also a quite competent trainer, not telling to open inventory [ i ] and equipping the given weapons first [rightclick or drag&drop] .... ~cough~ Next step, coming back from the wolves he says: But There is no bandage where the tutorial shows them to be. If he would have explained to open inventory and equip weapons before fighting the wolves, the player may find them easily. Still then the player wouldnt know how to open the Spell Book where he can equip the Bandage like shown in the picture. He could say something like "I put them into your rucksack, if you want to access them faster, i would suggest you put them where you can reach them easily. [press k] " In such a case showing the picture he does would make sense and be helpful. Instead of confusing, like now. I noticed that there are several quests, like this, in which the player gets something from the quest giver. But it's not comprehensible. Either the quest giver should tell the player that he put the stuff in the players inventory. Or, what I think would be much better: a loot window should open, so the player can take it (learns about loot windows this way and participates more actively in the story). Otherwise, if the new player doesn't see it ... it never happened! Also often (nearly always) there is no explanation how to do things. How to attack or how to open a certain window for example. Upon request, Brak tells the player next to use personal crafting if the players looses the bandages. Uh ... what personal crafting? Where? What if players forgot where they stopped? Nothing leads to the Quest log, it should be hinted where to find it right from the start. Because if not, the player may be fooled by some veeeery misleading quest directions on the compass. Like this, when not using a bandage after talking to Brak. Which is kind of inconvinient, because the world ends in about 360 meters in this direction. So this should be fixed too anyways. And that's only for the first three quest givers. It goes this way the whole bumpy road. Things not explained or wrong explained (there are not 11 gods, like one of the NPC's tell. D'Orion also died, by the hand of Kane - and the Allfather is missing, but surely dead, whyelse fight for the throne). In general NPC texts feel like being written very hastily. Which is of course OK for now. But the whole thing needs a thorough overhaul to be interesting, consistent and engaging. Besides that, the environment for the new players looks awesome and i think the quest system really has the potential for a great NPE. Well done so far.
  15. scorecards inside and outside campaigns display different remaining season times in the season card window (the latter showd the remaining campaign time instead of the remaining season time on the fall card) via map inside the campaign via map in lobby campaign selection
  16. This seems to be a, uh, complex question. Maybe contact and ask the guild leader? There's a guild search function on the website that can be used, showing the guild leader. In this case it would be @Melba. Have fun, good luck Kraahk
  17. I suppose the point behind it is focussed testing. Green minors not being provided simply shows that discipline testing is not on focus right now. There seems to be a higher focus on strategy (season/campaign cards) and the new new-player-experience (quests). You can do the other stuff too, but it may be harder to do so, since they don't encourage us to do so, by not providing certain stuff. As simple as that. In my opinion.
  18. Adding to that, the debuff was immediately removed from players when the siege ended. All NPC's still deal the pulse damage, though. Also, while active, my FPS drop down significantly from 60 to 10, even with no other players around.
  19. Kraahk

    Friends

    I suppose that more detailed guild functionalities will be implemented first. Of course the final game will need a friendlist -- though it's not part of the testing environment yet. I would even say it also should have a foelist.
  20. Welcome to the forums. Informations about this and other issues can be found in the how-to-play section of the website. If this doesn't work or if you encounter other issues, just ask the community here or on the officially unofficial Crowfall community Discord server. Or contact support@crowfall.com. Have fun and good luck Kraahk
  21. Mentioned by several people in several ways and places, so just for the records: todays keep sieges on TEST didnt seem to work. No trees, no sieges.
  22. To be frank, I don't understand your question. Can you elaborate it?
  23. I would suggest to post these kind of things in the according playtest feedback thread. It neither seems to be something extraordinary big nor new, but something related to the current iteration. Posting it there would sure rise the visibility for the QA team.
  24. Those triangles indicate tribal war camps. The rapid-blink thing is a bug and not intended. The thread for bug reports can be found here.
  25. The original plan, announced during the original kickstarter, was to provide 12 Archetypes (overall race/class combinations - like the human-knight or the fae-assassin) for Crowfall. Within those 12 Archetypes, humanoid races would have the additional option to choose between male and female, while all the monster classes would be gender locked. With first one, then two, becoming an additional option via stretch-goals. Adding up to a total of 19 archetype/gender combinations +2 additional via stretch goal. The major reason, and they explained it thoroughly back in the days, was money and development time. Animations are one of the largest cost factors. And they simply needed to save both. Due to that a lot of their basic development approaches were aimed at this direction: Trying to develop 1 thing that can be used for other things, too. For example, technically a resource node is basically nothing more but an imobile NPC's: our harvesting is nothing else but "killing" a node, based on the same system like combat. Or EK hierarchy was meant to use the same system as guild hierarchy. And so on. Everything was focused on most creative efficiency, in order to save time and money. The same was true for the Archetypes and the combat system. They started to develop a few Archetypes. Their early order of development was based more on the archetypes type of combat abilities than on anything else, trying to first develop as many of the the basics as possible. AoE, Cone effect, Circle around character, straight forward attack, target on reticle, and so on. If the basic works, they could adapt the working result easily for other Archetypes. Just telling to make you understand how much they focussed on being efficient and on aiming for reutilization. Then, after a few archetypes, and thinking about how being able to develop the other Archetypes in due time, they had an extraordinary idea. They tested it and it worked out. It did cost a not insignificant amount of additional development time, but it surely would pay out in the long run. They developed a new kind of character system. Basically "skeletons that could be filled with racial hides". It would allow them to not only offer 12 Archetypes, but much more class/race options. And even the option to expand those in the future with much less effort than if done in the conventional way. As a result, today we have 66 possible race/class/gender combinations, instead of 19+2. By the way, thats already enough to make people complain about too many options, like in this recent thread. And if some complain about too much, and some complain about too few ... it seems to be quite a good compromise for a start. And a start is needed in order to launch. I am sure they will come up with some other options, for races, classes and genders in the future. But surely not before launch. Their priority needs to be to get the game out. Still they are listening, and every feedback counts. Just for example, in the beginning many people wanted a Bard class. Later they came up with the discipline rune system (with major disciplines basically being some kind of sub-classes ... kind of a preliminary solution + an opportunity to check out if there is a real demand that would allow them to develop a full class in the future). And there are a lot of those examples (and those are most of the reasons why it all took this long ... though a lot of people tend to forget about their suggestions as soon as they realize that adapting to them was a reason for a longer development time ). I agree that more would be cool. But on the other hand I don't think that any development delay due to even more class/race combinations would be the best idea right now. So, I think the current options are enough for now. Have fun, good luck Kraahk tl;dr: Right now, not enough time/money, since animations are expensive and take time and they want to launch. Maybe later. There are already much more options than originally promised. But thanks. Keep on with the feedback, they are reading it and taking it into account.
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