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

Kraahk

ACE Development Partner & Investor
  • Content Count

    2,567
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by Kraahk

  1. @JamesGoblin never left us.
  2. Kein Ding. Falls du keine passenden Parzellen findest, meld dich einfach bei mir. Ich hab zahlreiche Festungen und gebe die immer wieder mal ingame an interessierte Tester zum testen (mit dem nächsten EK reset kommen sie dann automatisch zu mir zurück).
  3. Hab euch mal mit in die Liste aufgenommen.
  4. Hi. Token sind Platzhalter für Gebäudebauplätze auf einer bestimmten Parzelle. Die Anzahl der Token, die im Charakterfenster direkt über dem Inventar angezeigt wird, bezieht sich immer auf die Parzelle, auf welcher der Charakter gerade steht. Links werden die zivilen Bauplätze gelb angezeigt (Häuser, Händler, etc.), rechts die militärischen blau (Burgfriede, Mauern, Türme, etc.). Möchte man mehr Token haben, lässt sich das nur durch die Anschaffung einer größeren Parzelle bewerkstelligen, oder durch die Erhöhung des Rangs der Parzelle (im Moment noch nicht verfügbar, alles ist Rang 1). Gebaut werden Parzellen über die Steinmetzkunst (stonemasonry), Bereich Geomantie. Hilfreich ist dabei, dass viele Rezepte die Verwendung der nächst kleineren Parzelle benötigen, so dass man Schritt für Schritt upgraden kann, ohne nochmal genau soviele Rohstoffe verbraten muss, wie vorher. Hier eine Liste der Token und Baukosten für die einzelnen verfügbaren Festungsparzellen. Landparzellen gewähren keine Token. Die Liste ist von 5.7, sollte soweit aber noch korrekt sein. Viel Spaß und Erfolg beim bauen, Kraahk
  5. Hi pappy... ... and though you are not a newb, you didn't post a lot yet, so i hope it is OK for you if I say welcome to the crowd. In my experience there are (basically) three ways to adress possible issues one may become aware of: You can report a probable issue in the according Playtest Feedback & Bug Report thread. If you think something doesn't go right or something might be a bug, that's the way to go. This forum is scanned by the QA team and the rest of the developer team most frequently. This is what they look at most. So if you want to contribute to change something in a constructive way, this is the best way to go. You can share your ideas in the suggestions subforum. This is less about current problems and more about suggestions how future problems could be solved. Brainstorming, ya know. Maybe there is an idea they didn't have themselves yet. If you have one of those, there you go. You can start a public conversation about something that upsets you. For example in General Discussions. Please let me emphasize that i am not generally against putting feedback topics into General Discussions. Indeed i am not looking primarily at wether it is right or wrong to post there. Right now I am mostly looking at your specific case. Because, you are basically right, you see? But the way you adressed it is able to damage the result of your approach. Putting something to General Discussiaons can be a delicate thing. This is a PvP game ... which means it attracts a certain type of players more than others. And those PvP guys, i tell ya ... they are not very fond of complaining. Maybe mostly because complaining is often associated with fulfilling the role of a victim = weakness. You could just have made a feedback in the feedback thread. If you had thought about the issue in a more detailed way and would have come up with an ingenius solution, you might have made a suggestion thread. But no, you just made a thread in the General Discussions, complaining that what you see now is not what you want to see. Allow me to be frank with you. This doesn't look good. And i tell you, it's not appreciated in the most efficient way by most of the crows. The white knights won't like it because you haven't been constructive. The dark knights won't like it because you showed weakness. The gray knights ... well, usually don't care anyways. The point is, starting a general discussion about a topic like this has a touch of complaining only for the sake of complaining. Just to relieve some anger and disappointmet. Which is fair enough. But it doesn't really help to find solutions. I think the game and it's players deserve better. I think YOU can do and deserve more. For you, for the other players, for the future game, for the company. This said, this company (ACE) has proven to be customer oriented over the last few years in ways i couldn't have imagined before. They are really listening. But ... what we say needs to make sense and to be helpful. It's not enough to just say you don't like something. I mean, you can, but this way you won't change a lot. So if you want to change things, try to do it where it belongs. Just making a fuzz about things that are not fully developed yet, and doing it in a way that seems to suggest that your only motive is to boast around ... that's not really the way. In Crowfall ... it's just not necessary to be the loudest to achieve something. At least not as far as the dev's are concerned. Sense is what matters most. Just complaining won't do it. Being the loudest or make the biggest topic won't either. I heard you. And I believe you have some serious and important thoughts. And if you go deeper, i think you can contribute much more to changes for the final game than this thread would have been able to. Just saying. Have fun, good luck Kraahk
  6. There is a lot of issues regarding larger building at the moment (like the one you mentioned). What we need to understand is that everything that is not used/of value in campaigns right now, doesn't have priority. The point that we can check them out in the EK's is mostly because they got the feedback that we would prefer to even see the unfinished buildings - and listened to us. The castle is a good example, but it's kind of the same for the manor. That should be taken into account. However, i would suggest to post this kind of feedback in the according feedback thread in the testing sub-forum. Not because of the rules, but because the QA team is watching these threads more frequently and closely. We get a better chance to get issues solved sooner if we make their work easier.
  7. like hyriol said, the number of tokens is defined by the type of parcel. also note, that you can only see the number of available tokens in your inventory window, while standing on the parcel. here is my list of tokens for 5.7. didn't check it out in 5.8, but i don't think there have been a lot of changes meanwhile. There are several ways to do so. First you can set your EK public. Enter your kingdom, press ESC, click onto the kingdom builder symbol in the left column and after the map pops up check the pulic button. In that case everybody can enter your EK once you launched it as long as there is still at least one player in it. The EK will shut down and be unavailable again a few minutes after the last player left (until you launch it again). This is btw a provisional situation, it won't be this way in the final game. You can /ekinvite NAME a player to allow them enter your EK even if it is not public. You will still need to launch it and the last-visitor rule also applies. You can grant building rights to others, which currently is done by granting noble rights (/ekaddnoble NAME). Making someone a noble allows this player to place parcels in your kingdom. They can't move parcels they don't own, though (while the monarch can). Or you can transfer tokens from your account to another account. The command is basically like this: "/ekchangetokens NAME building xs 1". This would tansfer 1 xs civil buildings token to the named player. You can undo that with the same command, using -1 as number. Transfering a token will automatically make a player a citizen, granting rights to enter the EK (and to see it in the personal EK list) even if it is not public. You can get more informations about this in the multi-player city building news. Have fun, good luck Kraahk
  8. Miraluna was faster. Posting it anyways. Maybe it provides some additional informations to you. We already had servers in singapour and sydney at several occasions within the last few years, for testing purposes. The basic question is less about what the developing company is willing to do, but how far it makes sense to them to invest more. In my experience with Crowfall, this depends a lot on the market (and the current development stage). And the market depends a lot on the players. For example. One of the questions could be wether the market in a certain country is able to provide/produce players who are able to function as some kind of influencers. People who take the lead, who are able to inspire others and to make their regional community grow. If that happens, have no doubt that ACE would be the last who would complain. We did something like that for the european region. It wasn't for granted that the european community has been taken seriously. We fought for it. We (as a community) put a lot of work into it. Especially at the beginning it depended on a very few single persons who made the others follow. Maybe you can do the same for your area. Or maybe someone can. If nobody can, there obviously isn't enough demand in your region. In that case you would need to wait until ACE can afford to intesify their approach there anyways. Both is possible. It just needs to be done by somebody. And regarding the point that we already had sydney servers ... the wall that has to be climbed by the players themselves isn't that high. If you need support, feel free to contact me or any other commited community members with experience. But it's also ok if you just want to wait. In that case it just may take longer. In fact, that's two of the basic principles of Crowfall. "Risk versus reward" and "decisions matter". Have fun, good luck Kraahk
  9. Bienvenidos (una vez más) ¿Eso significa que usted también es responsable de la comunidad de habla española (en específico)? Al igual que Ceollach fue responsable de la comunidad de habla alemana, también.
  10. Welcome to the crow(d)s. From what i've read so far, I am cautiously optimistic about this change, but without any doubt glad that there is one. So, all the best, have fun and good luck.
  11. Bienvenue à Crowfall et à la communauté. Amusez-vous bien.
  12. Willkommen im deutschsprachigen Krähenhaufen. Hervorragendes Intro. Vielleicht das Beste, das wir hier bisher hatten. Ich denke, dass alle Reste unserer Sub-Community dich gerne unterstützen werden und jeder alte Hase gerne als Ansprechpartner bereit steht (inklusive mir, @Kraahk#3869 bei Bedarf). Bedeutet diese Änderung, dass du den Posten von Ceollach übernommen hast oder wurde hier eine neue Stelle für die spezifische Betreuung der deutschsprachigen Community geschaffen (ich nehme mal an der Posten beschränkt sich nicht nur auf Deutschland)? In jedem Fall viel Spaß und Erfolg im neuen Job, mit Crowfall und unserem Haufen. Kraahk
  13. Short: We don't know. Probably 12 or something like that will be common for most (since most will be purely private 1-5 person EK's). But surely expandable by ... whatever. We'll see. Make your suggestions. We don't have any definite informations about this. I suppose the developers don't have the answers themselves yet and that we are still quite far from getting them. Anyways, we, as players, can take assumptions. For the moment. And let me make it crystal clear that ACE has a record of listening to their customers pretty closely and of changing things on the run if necessary and if the player feedback suggest that there may be a significant need that has not been adressed enough yet. This said, all the following are educated guesses. Everything may change. And a lot depends on feedback provided to the developers. It is very likely that several conditions will apply to the maximum concurrent player cap of Eternal Kingdoms. The overall size (provided landmass), the number of official citizens (people with granted rights within the EK) or nobles, the number of citizens with VIP status, possible purchaseable expansions, average numbers of visitors, and other things have been discussed up to now. Though with no definite result yet. Since (rigtfully) the current development focus is fighting and sieges and to get the campaigns running, EK details don't really matter at the moment. They have an eye on it, they are working on EK stuff ... but it's just not the current priority. This have to be understood when talking about EK stuff. It is pretty unlikely that 12 will be the common cap, though. It may be a starter limit, though. Remember that everybody will be able to create a kingdom. It just doesn't make sense to provide server space that is not needed at all. So right now every cap (as much as general campaign or specific campaign parcel caps) are dedicated to produce answers regarding the further development. How many people need to be able to get where under which circumstances? What works? What doesn't? We get 1.000 people complaining about the campaign parcel cap? Ok, current cap seems not to work. We got 3 people complaining about EK player cap? Ok, doesn't seem to be such a big problem. As simple as that. The current results - as far as i can see/assume them - show that most people don't really care about EK's on a big scale. There haven't been more than 6 big EK's on the within the last year, with only about 3 being seriously providing services on the long run for the public. And even those never needed a player cap above 30 yet. That tells a lot. And whatever it may tell the developers, it definitely tells that there is no reason to give this question any priority. There is no doubt in my mind that we will get there. And no doubt that there will be a low cap in starter EK's ... with one or more functions to extend the cap either by doing something (more land, more citizens, more vip players) or by buying something (ek expansion kit). Once we get there, it will be announced, we will get the opportunity to test it and to give our feedback. Until then, we can have some thoughts and of course we always have the opportunity to make suggestions in the suggestions sub-forum. I know, it's not a real answer. But i hope it helps. Have fun, good luck Kraahk
  14. There are several levels on this. But basically, attributes like strength or dexterity don't apply to harvesting alone. They are basic attributes that apply to a lot of stats. Like strength will give you a bonus to your blacksmithing assembly and experimentation points. While for jewelcrafting it would be dexterity. Or for alchemy it would be intellect for assembly and dexterity for experimentation points. And of course they also apply to certain combat skills differently. The same is true for other stats. They are all part of a certain hierarchy that grant benefits to other stats lower in the chain. Since you asked for thoughts, i think that this system will make the game pretty complicated. People who really want to do the effort will be able to max things out depending on their very specific playstyle. While the usual player won't have a too big disadvantage ... and won't really care (because ... isn't the other stuff like tools and armor and such enough, righ'? ) What i mostly see in this is an opportunity for theorycrafting and to max things out for people who like to do the extra mile ... without making the other players unimportant or killing their chances competely. And frankly, i like that approach.
  15. Yes. Basically, the higher the rank of a node, the less damage your tool will do but also the higher the average quality of the harvested resources will be. A higher rank means that you are rolling on a different loot table. There is a pretty old news article about that on mmorp.com, but most of the informations there are still valid enough to get the basic idea. Basically, the higher the rank of the node, the higher quality resources you may be able to get out of it. Wether you will be able to get it (or not) and how fast (or slow), mostly depends on the power (damage) of your harvesting tool, your current plentiful harvest rank (mostly resource skill and potions bonus versus parcel and season difficulty malus), your ability to create a critical harvest result and other smaller details. The rank defines the general loot-table. Plentiful harvest and critical harvest define the final result. As far as i know.
  16. Enhanced testing. If the usual limit of concurrent players is too small to support the number of your citizens, you can ask support@crowfall.com for an upgrade. It's not usual to do so and up to now they need to do it manually and it can cause issues. So it should be avoided if not definitely necessary (like for big and already well frequented EK markets).
  17. Kraahk

    Kingdom

    There is no reason (and no reasonable way) to "delete" your kingdom. Strt the playtest environment. Go to -> Kingdom (click "enter") -> click "Browse kingdom" -> click on your own EK The infomation window will on which server your EK is currently hosted. Click on the wheel, as shown in the picture, to change the location to currently available servers. Be aware that this option is NOT YET always working right now. Sometimes it works. Sometimes it doesn't. If not sure, report not being able to change your EK location in the according bug report thread (if time doesn't matter to you) or call support@crowfall.com (if you are kind of serious in a timely manner). On a personal note: In my personal experience EK stuff doesn't really matter currently, since fighting and server performance seems to be a more important matter at the moment (and rightly so). So i would suggest to keep calm about any EK related stuff, until the currently more important problems have been solved. But, of course it is important to report anything, and if only to make sure the developers know about it. They will definitely read it all. They will take it into account. And they expect and rely on us to report any problems. Support is in most cases the best receipient to adress important manners. Have fun and good luck with your EK. And feel free to post any follow up question if necessary. Kraahk
  18. No. Except of guesses. Maybe early next year, maybe late this year, maybe early this year. In the order of your question.
  19. I hide myself. Works for me. Maybe you should try it, too.
  20. Not able to accept new members, though member numbers are far from the limit.
  21. I explicitly like the point of the company clearly mentioning that there will have to be cutbacks from the original vision, if the game should be published within a timely manner. I always dislike if people/companies say they can do it ... and then they don't. Providing and establishing open communication is important in community-driven games and companies. It's the right thing to do. It may not always be what we want to hear. But it is what we need to hear. I can only hope that most of us heard it - and that those who didn't, will be told so by those who listened now. Anyways, in the end you will be able to say "we told you so". In my opinion, it was the right thing and the right time. So, thanks for that.
  22. thanks @Jah where is the "exactely this" button again?
  23. Dunno what you are talking about. I'm from europe... nuff said...
  24. Welcome to the forums. This questions has been answered in the posts before. Just saying. However, this is the original message from the official Crowfall Discord: So, yes, LIVE is down and meant to be down. You will need to test on the TEST server, accessible via the TEST client, which you can download here: (LINK). After agreeing you will get to a site that offers both the LIVE and the TEST patcher. Choose the TEST patcher and install it in a seperate folder. Have fun, good luck Kraahk
  25. Hi Ilvie, es gab da leider ein paar Missverständnisse, was den Ablauf und die zugehörigen Ankündigungen betraf. Statt dem angekündigten Start von 5.8 auf dem LIVE Server wurde der LIVE Server geschlossen, damit alle Spieler auf dem TEST Server (wo 5.8 für alle verfügbar ist) testen. Anscheinend gab es doch noch einige Probleme, die es zu testen und zu beheben gilt. Dazu werden mehr Spieler auf dem Server benötigt. Man wollte aber vermeiden, das auf dem LIVE Server zu tun, wo Leute verständlicherweise eine besser funktionierende Version erwarten würden. Da hätt ich mir die Antwort ja sparen können. Egal, geschrieben, also wirds abgeschickt. Du wirst immer schneller. Langsam muss ich anfangen Angst zu haben. btw: Was hat das eigentlich mit der Übersetzung des Clients zu tun?
×
×
  • Create New...