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ACE Development Partner & Investor
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Everything posted by Kraahk

  1. 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.
  2. their souls are available at the gate vendors, so they are easily craftable via runemaking. at least on test.
  3. 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).
  4. all the buyable (white) exploration runes are neither equippable nor usable for refining recipes. the cool fae-flying we had lately, when a fae was using the pack pig speed buff, is gone. it looked really cool. the combination of fae's fast-forward -> glide -> fast-forward resulted into the fae still gliding after the second fast-forward animation. now it is again just falling down and glide hast to be reactivated again. the auto glide after fast-forward interrupted the glide was better. new characters can unfortunately (like in the last version) not be named at all. pretty difficult to keep them apart.
  5. Regarding posters the owl says: You shall not cut off the feet, only because they carry a certain smell with them. Also true for human posters. It's all part of the history.
  6. The only thing that is really needed is launch. Anything else has to step back behind that goal. If that means that testers are not happy with the current state (surprise) and that those who want to play instead of testing decide to come back later, so be it. Most complaints don't really matter. They are "maaah, i demand my fun ... and i ONLY have fun when i got this and that, so gimme that" complaints. I know those complaints well - if have them myself. But no game will ever be perfect for everybody, so the focus can't be to make everybody happy. The focus needs to be to get the game done. If you are running a marathon you may hear your feet complaining, but you need to keep on running if you want to reach he goal, even if it hurts.
  7. There is no capturing progress indicator for outposts anymore. There is a text message showing your faction is capturing it when you first enter the capture circle and a success text message, when it is captured. That's a problem because if the circle is left before the full capture and you reenter it again, there is no capture-begin message again, so you have no indication wether you are contributing to the capture or not. Elks and Aurochs charging and climbing outpost during unnecessary outpost/monster fights. Is it intentional that unclaimed forts can only be claimed during siege times? Also the capture-meter of owned strongholds can't be filled outside of siege times. Placing building is blocked by environmental objects like lanterns. Which leads for example to only one single position left to place a lodge on a shire parcel. Zoom really doesn't work well when trying to place tables within houses. No need to zoom outside. Language selection in the lobby only works after restarting the client (but doesn't tell the player). Stronghold hippo activation distance is not consistent. Sometimes char needs to stand close to the middle of the building part.
  8. As a temporary workaround you can try to adjust the direction of your crow before starting to build. Try to look exactly to the north east south or west, before changing into building mode. If this does'nt work for you, you may need to leave/re-enter your EK to make it work.
  9. Benvenuto! Nessun problema. Ecco un link a un canale discord italiano.
  10. The last thing I heard about it was that they won't. Instead there will be skill tomes (somewhen post-launch) we can put surplus points in. Which then again can be traded with other players. It will work as a catch-up mechanic for newer players, while not allowing older players to exceed their skills beyond the possible regarding the time frame. Tough you can get rid of those points and get something useful. More informations about the basic thoughts in this news olds (sept. 2017).
  11. Good find. Please make sure to also post it in the current playtest feedback thread to raise the visibility for the devs. Otherwise it may go by unnoticed (this here is more some kind of players-help-players subforum).
  12. Welcome to the forums. The most important thing you should know is: This is testing. The current development stage is pre-alpha 5.9 (not all systems of the later game there yet), with 6.0 being the beginning of alpha-testing (getting it all together), followed by beta (finetuning). So, it's not a game yet. Besides the later game, you also got immediate access to the LIVE test sever. It is good to have it, because Crowfall will be a complicate game. The earlier you learn how some things work, the faster you may progress, once it gets published. And you can influence the result by sharing constructive feedback or new ideas and reporting bugs. There is a how-to-play tutorial english, that can be found in the welcome forum next to other informational links. There are also some youtube tutorial videos out there (i don't havea current link, but i am sure you will be able to find one). There are also various language communities within Crowfall. Maybe you can find first contact to yours here. If not, maybe it's time to start one. For fast and more detailed answers i can recommend the fan-made international Crowfall discord. Most times we are a helpful community. Kind of. Have fun, good luck Kraahk
  13. A little late, but, welcome to the forums. The thing is, people usually have the urge to see that things are moving forward. If not, they get upset or pull back. So ACE tries to get new things into the tests as soon as possible -- and announces new versions. Once that happens, people pull back and wait for the new version. As a result LIVE dies and only a few backers play on TEST. Not enough to get all the bugs. While a lot of people are demanding the new version to come to LIVE. They don't have a lot of choices there and none of them is good. Keeping it on TEST will slow down development. Pushing it out to LIVE will annoy some testers. Personally i think they are trying to balance those two, but of course it can't be perfect. Secondly i need to tell you that it won't get better. Not because it won't get better, but because the tester expectations will grow with each step. They are highly individual. We had the very same discussion every once in a while throughout the last years. It nearly doesn't matter what the developers do. It's like "I have zero gold, i need gold" / "Ok, here is gold." / "uhm... i only have 100 gold, i need much more gold!" and so on. We have seen it often enough. And it leads to only one conclusion: They need to focus on progression. And they do - while still trying to keep it as interesting and less hurting for the testers as they can. Are there flaws, can it be inconvinient? Yes. Are there better options? Maybe. I haven't heard one yet that would work. But if someone would come up with a genius idea, this company listens a lot. It just has to make sense within the bigger picture. So, get your ideas out there. And remember, whatever you do... ... have fun, good luck Kraahk
  14. Hi, Weapon Head Molds sind Waffenkopf-Gussformen. Wurde in einem der letzten Streams erklärt, der von unserem CM Menja hier zusammengefasst wurde. In 5.9 wurden die Waffenrezepte synchronisiert, statt verschiedener Schwert Rezepte gibt es zum Beispiel nur noch eins, dessen Ergebnis von der verwendeten Gussform abhängt (Kurzschwert/Langschwert/...). Die Gussformen muss man von NSC-Händlern kaufen. Orte und Preise können sich ändern, aber zumindest letzte Woche waren sie für 100 Gold pro Stück bei Händlern in Festungen der Kampagnenwelten erhältlich. Edit: So, nochmal ingame nachgesehen. 100 Gold bei Händlern in Forts und Keeps. Sie stehen auch in noch neutralen Festungen, die noch nicht erobert wurden. Am einfachsten sollten die Festungen in God's Reach sein. Dort stehen sie in den Siege Maps, die PvP Zonen sind - dafür sind die Adventure Maps zwischen Tempel und Siege Map keine PvP Zone und daher ungefährlicher. Ist der Händler mit dem Schriftrollen Icon. Die Gussformen haben noch kein eigenes Icon, deswegen wird im Moment noch ein Stein Icon benutzt .
  15. To be frank, this whole God's Trial vs. Trials of the God's thing feels much too much like the People's Front of Judaea vs. the Judaean People's Front. Much too complicated. ~throwingasandal~
  16. That is correct. In Crowfall those squares are called cells by the way. The land pieces are parcels. You can find more information in the Eternal Kingdom part of the FAQ. Different from Campaign Worlds, EK's are only 20x20 cells, though. It doesn't. The maps usually start at half a cell, so you would need to add 64 to any coordinate to get it onto a 128 grid. The total end of a world is also secured by an invisible barrier that prevents walking the last 6 meters to the true edge. With this infos you should be able to map the world pretty precise. Have fun, good luck and happy mapping Kraahk
  17. What the others said. But just for clarification, minimum Access-Level to be able to join the current Pe-Alpha 5.x LIVE Environment is the Beta-3 access level.
  18. Well ~schrug~ they roll. 100% rock, rolling stones - sounds legit.
  19. Kraahk


    I don't agree. VEGETABLES FTW!!!
  20. The mounts are basically just a special skin, though they come with a figurine you can use to summon a mount. This figurine can be looted, yes. Even if not, it can be destroyed if it gets too much damage. But you will be able to apply the skin onto other mounts later. So you won't loose your reward (which is the skin). We have no new informations about how taxes and maintenance will work in the Eternal Kingdoms. So, no definite details about the so-called tax-free parcels, which are currently called farm-parcels. We will get there one day. (However, the basic idea was, that those land parcels would be able to somehow reduce the maintenance costs of buildings placed on adjacent stronghold parcels.)
  21. Auch von mir ein herzliches Willkommen in Crowfall. Neben denen, die sich schon vorgestellt haben, findest du andere Gilden und mehr Infos über sie auch in den offiziellen internationalen oder deutschsprachigen Gildenvorstellungen hier im Forum. Die Gildezugehörigkeit wird in Crowfall über die Website geregelt. Auf der Gilden-Website kannst du auch mit gezielten Kriterien eine Suche starten (z.B. Deutsch als Sprache auswählen. Wichtige Community Adressen findest du hier. Viel Spaß und Erfolg in Crowfall. Kraahk
  22. Mit Kraahk-Sicherheitshinweis. Gut gespielt. Für die Normalo-Neuspieler sieht es so aus: Sie kaufen das Spiel und laden den Launcher für die Testumgebung runter. Wenn sie sich vorab informiert haben, haben sie vielleich sogar den Gildenrabatt mitgenommen. Mit etwas Glück laden sie auch den richtigen (LIVE) Client runter. Sie klicken wild rum und landen in God's Reach oder einer Kampagne. Task 1: completed. Dann rennen sie durch die Landezone, killen ein paar Spinnen, kriegen mit, dass man leveln kann. Also laufen sie weiter herum und killen noch ein bisschen. Die meisten finden das Portal zum Tempel. Manche checken sogar, dass es dort Mittlere Werktische gibt, an denen man mittlere Gegenstände herstellen kann. Und dann fängts an aufzuhören. Bis dahin haben die Spieler ihren aktuellen Körper auf Level 4 bis 7 hochgezogen, sich (vielleicht) einige mittlere Gegenstände gebaut und fragen sich: Öh, und jetzt? Die kleinen Monster geben nicht mehr genügend EP, die bei ihnen lootbaren Gegenstände nicht mehr genug Opferpunkte (falls sie die Möglichkeit des opferns überhaupt wahrgenommen haben. Sie wandern durch die Welt ... aber da ist niemand. Gehen sie in die reguläre Kampagne, werden sie von den Pro's oder den Tribes plattgemacht. Stärker werden sie aber auch nicht. Entweder sie finden selbst heraus, wie man über die Handwerk trotzdem weiterleveln kann, oder sie sind offen genug in der Community zu fragen und sich Gruppen anzuschließen. Wenn ich raten müsste, würde ich schätzen, dass die meisten es an diesem Punkt dann eher vorläufig bleiben lassen. Deswegen wäre an diesem Punkt (Übergang Tempel/freie Welt, Level7/Level10+) wohl der aktuell beste Punkt um anzusetzen. Entweder durch eine Anleitung, wie man (selber) weiterkommt - oder wie man sich Gruppen anschließt (wozu es dann natürlich erstmal genügend freie Gruppen geben müsste).
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