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Kraahk

ACE Development Partner & Investor
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  1. Haha
    Kraahk reacted to Deioth in What It's Like to Play NA Order in 5.100   
  2. Like
    Kraahk reacted to excellogaming in Blog and affiliate   
    cool ill have my piece of article ready and once all set ill have it posted and than share the link with you
  3. Like
    Kraahk reacted to Deioth in New Player- Map and Inventory+Paperdoll concerns   
    All in good time.  The 5.110 update is slated to be huge so I'd fully expect some fixes to your concerns to come with it or soon after.  It'll effectively bring the game into Alpha status and then they can focus hardcore on bug fixes, QoL, optimization, and balance.
  4. Like
    Kraahk reacted to Caballah in New Player- Map and Inventory+Paperdoll concerns   
    new player here...just some feedback.
     
    1- Map.
    I use the map alot in MMOs, especially PVP centric games. i noticed when i map in, it takes a significant amount of time for the map to render (5-10 seconds). while this may not seem like alot of time, in a PVP game, that could be life or death.  is there a way to speed this up?
    2- Inventory and Paperdoll when looting
    when i hit F to loot, half my screen is taken up by my paperdoll, my inventory, the mob's loot box, my tray bars, and the left side menu icons. if i forgot to X a previous window, i think that also pops up in the background.  why so many things when i loot?
     
    i'm not sure if any of these things have already been addressed/discussed....is there a NPE  thread somewhere?
  5. Haha
    Kraahk reacted to ZYBAK in Crowfall Memes + MS Paint Rage Thread   
    @Soulreaver
  6. Like
    Kraahk reacted to excellogaming in Blog and affiliate   
    so i have a gaming blog and i would like to know if crowfall provides any support to blog for it or is there any kind of affiliate to it ? since i have been playing this game from a long time i thought i would start including this into my blog and write about whats coming and currently on going with crowfall as my own experience?  
  7. Like
    Kraahk reacted to Pann in Blog and affiliate   
    You can either fill out the Influencer form or drop me an email - community@crowfall.com. Happy to take a look at your site and see how we can collaborate. 
  8. Like
    Kraahk reacted to Arkade in Blog and affiliate   
    The only thing I know about is that they work with streamers, which you can check out here:
    https://crowfall.com/en-US/influencer
  9. Thanks
    Kraahk got a reaction from Pann in Referral Code   
    They won't get a special access key. The access level is bound to the account. They just need to log in to the crowfall.com website and download the LIVE client on this page.
    The site will automatically check wether they are allowed to use the playtest environment or not. If there are any problems with connecting to it, it is recommended to contact support@crowfall.com, and they will help to get in.
    There have been codes that were able to provide rewards to the one sharing them, but as far as I know the current basic referral codes, as shown above, provide a discount to the buyer alone. Still a good deal in my opinion. And of course this may change in the future for future codes you may get access to.
    Besides that, joining a guild currently provides later rewards to the guild wallet. So, if you want rewards, it can be usefull to create your own guild and invite your friends to join it. You can find more informations about this in this news info.
    Have fun, good luck
    Kraahk
  10. Like
    Kraahk reacted to Alex_Kolinz in Crowfall curious? Get answers here   
    I can’t write to the forum thread about bug reports, I’ll write here.
    During the game in windowed mode, with the game window active, when the camera rotates, the mouse cursor can move outside the window ...
    extremely annoying  
  11. Like
    Kraahk reacted to excellogaming in Referral Code   
    So i recently asked my 2 friends to join the game and they both bought the game and now waiting on access key, can you tell me if they use my referral do i get any rewards ? and how long do they have to wait for access key after they get account verify notification.
  12. Thanks
    Kraahk got a reaction from excellogaming in Referral Code   
    Right, I forgot. Thanks for that. I just checked it to be sure and it works. You can also just enter the account name in the referral code field during registration.
    It's case sensitive, so capital letters need to be written in capital letters. It provides a 10% bonus during checkout of the first purchase after registration. Not stackable with guild or stream-promo discounts.

     
  13. Thanks
    Kraahk got a reaction from Pann in Referral Code   
    Right, I forgot. Thanks for that. I just checked it to be sure and it works. You can also just enter the account name in the referral code field during registration.
    It's case sensitive, so capital letters need to be written in capital letters. It provides a 10% bonus during checkout of the first purchase after registration. Not stackable with guild or stream-promo discounts.

     
  14. Like
    Kraahk reacted to Arkade in What is the purpose of an EK?   
    You can PvP in EKs, but there's nothing to win there, and likely won't be any time soon, if ever. They've talked about having tournaments that would involve winning guilds from the campaigns, but that is likely to be outside the EK system. More likely, it would be a special type of campaign.
    EKs are meant to be places where you can practice (can organize duels with others with PvP turned on), socialize, and be used as market hubs. Prior to them adding vendors to the other worlds, they were exclusively in EKs, and many people ran successful markets. If you watched the Q&A today, the vendors in the temples aren't a long term solution. The God's Reach worlds will probably lose vendors altogether, and people will have to visit EKs to shop outside of the campaigns, as it was originally intended. 
    In addition, EKs can be used to house relics and artifacts obtained in campaigns. Check out the FAQ for more info on those:
    https://crowfall.com/en-US/faq
    EKs should be the place to both craft and shop outside of campaigns, as they once were. 
  15. Thanks
    Kraahk reacted to starrshipcs in Documentation, please   
    Lol, nor do I.  Focus absolutely should and is on development at this phase; this request is a "nice to have" and my expectations are low.  I'd even agree that I'd prefer that a lot of the knowledge remain unofficial (crafting combos, etc.).  I'm referring explicitly to the information you can plainly see when looking at stat screens, talent screens, discipline runes, etc., and was hoping that this was something they could simply report on in order to generate something version-specific quick and dirty style.  I work with IT vendors a lot and putting in requests for documentation is measurable chunk of my job.  
    *salesman hat on*
    There could be some good return on their investment of time to pull a few basic docs together too: more quickly educated players means more skilled and detail-oriented testers at their disposal. My goal is to be able to understand what's happening well enough to be a good tester instead of just commenting on the low-hanging fruit. 
    *salesman hat off*
    I'll get there one way or another; the dev build is fun enough that the lack of documentation wont stop me from figuring all of this out 
  16. Like
    Kraahk got a reaction from starrshipcs in Documentation, please   
    It's a good suggestion and I have no doubts that something like that will come once we are nearing launch - and it's also good to remind about this topic from time to time, so the devs can see that we really would like to have this.
    I don't see this happening short-dated, though.
     
    First of all, since we are still in basic testing, things are getting adjusted and changed all the time. Of course the developers do have the data. But in dev form. They would need to make it readable for us. And they just recently repeated that they are not willing to put any resources away from their effort to get the next major milestone done, so they can enter alpha as soon as possible. 
    The next thing is, their data is not our data. I like to call it the time dilatation within the player-dev continuum. They are usually about 3-6 months ahead of us. Sharing their data would make no sense for us, because it just doesn't fit the current game data. Providing the correct data for the current playtest environment, would need to go back in time to check what was the state of play for hundreds and hundreds of things.
    Unless they would implement an ingame interface ... but that, again, surely has no priority right now. Alpha first.
     
    Besides that, personally I like it that not all Informations are easily available. Of course there need to be improvements. Being completely help- and clueless just doesnt make fun. But it shouldn't be too much. There should be the need for research and enough room to make own (and different) conclusions (and mistakes).
    There should be no beacon, lighting the most easy and powerful way. In a world with thousands of possible roads, it wouldn't make sense anyways. There should be a simple map, helping to find basic directions - but in my opinion that's all that should be given.
  17. Thanks
    Kraahk got a reaction from miraluna in Wanted: A forum section for newbie questions   
    Welcome to the forums, too.
    Now, that would be the already existing Community Questions & Answers subforum - it's not only for old-crow questions. You may also find some answers after using the search function of the forum. Or just visit the #crowfall-chat or #cf_testing_help channels in the international crowfall community discord and ask your questions there. We don't bite ... often.
     
    As royo said.
    More details, for those who need them:
    Join the easiest God's Reach Campaign (currently called "Joveth").
    Follow the beam of light to the rune gate and use it to teleport to the temple.
    Enter the central temple place and F the large fire pot in the middle. Looks like this:

     
    Btw. Some watribe camps (like the one immediately downhill from the runegate hillock of Joveth's rank 5 island) provide special artefact workstation which you can use to combine several artefact letters (humanoid NPC loot) to powerful runebinds, worth up to 1000 sacrifice points. Worth a visit.
    Have fun, good luck
    Kraahk
  18. Like
    Kraahk got a reaction from oneply in Wishlist: Rare spawns/Rare loot!   
    I would aggree to the "rare loot from rare spawns" principle. I see opportunities for this in the game, I see the existing demand, and i see some solutions already existing, kind of. I also see issues.
    The basic principle I see for the demand is the natural tendency towards bargain hunting: If I am clever/fast enough, I should be able to get an advantage. Nothing wrong with that. Some are stronger, some are more clever, some are more reckless, whatever ... let the game allow different people to find something they like especially. The more a game manages to do this, the more it will appeal to a bigger audience. Especially for a PvP MMORPG, that's something that allows for more opportunities ... more people.
    What I, personally, don't like too much, is the "camping" aspect, though. I don't care if someone found a great place and decides to focus on it and use it once in a while. That's cool. Knowledge should pay out.
    But I care about exploitation opportunities. There will always be exploitable content and people who exploit it. No question.  It just shouldn't be too easy.
    We don't need another asia grinder. Companies make a lot money out of that, hiring cheap employees, doing nothing but log-in/loot/log-out/next -- and then selling to people who want to take the short road ... with only needing to take it, because most of their own opportunities have been blocked right by those grinders.
    Things that may look like a good idea for us players, may turn around to something negative for us. All I am saying is ... we should be careful what we wish for.
    Other legit principles I see are "get something special, by doing something special" and "providing the small people a chance to get something big". For both we already see basic approaches in the current playtest environment. Quite good ones, in my opinion.
    The different NPC locations (even boar brushes) can, though not alway do, include a boss NPC. Those are meant to provide especially rare loot and can usually only be killed by a group. They also spawn much slower, as far as I have seen. So, if someone wants something special, just gather a hunting party and find a place where chief or ancient animal spawns from time to time. Won't be enough to just camp the position on your own, there will have work to be done. I am absolutely fine with that.
    As for the other principle, slag ore, the lowest-level ore in game, is on itself only attractive to new players. Nearly nobody else uses it. But still, it can drop gutting grit and chaos embers -- very rare materials high-end crafters pay a lot for. Sell a few of them and all your new-player problems are past.
    Looking at these last two points, I'd dare to argue that our developers are not only aware of these needs, but are also already working towards finding solutions. And, since there are already some solutions in game, not only since yesterday.
     
    This said, one of the basic principles of crowfall is "risk vs. reward". You not only need to do something to earn something ... you better take some risk, if you really want to achieve something extraordinary. You may loose more. But you also may get more. Dare or die.
    I like this principle. It's the opposite of the exploitation principle (Which I would define as "Lower the risk while increasing the possible reward". That's a mindest that may help individuals to grow ... but not a society).
    What I could imagine for Crowfall, though, regarding rare solo camp loot, would be things that are basically irrelevant regarding success in the game, but may have a special value for a specific clientele within the overall audience.
    Like
    A special flower that only grows at certain places and would be needed to craft a rare dye. A rare crystal that can only be found in the ore of especially high mountains, needed as ingredients to craft crystal towers. A lost tribe that will drop a specific head with a unique appearance you otherwise wouldnt be able to choose during character creation. You get the idea.
    THIS I would LOVE to see ... next to improvements about the "get something special, by doing something special" and "providing the small people a chance to get something big" solutions. 
    It would also be great to have special loot bosses (or even tribes) roving the country ... meaning: not being bound to a certain land parcel, but being able to pass them. So their positions wouldn't be definite.
     
    I think it is important to make those suggestions, in case they need some work on the core system (which best should be done now rather than later - even if it pushes the launch away even more), but it's also something I don't really expect (and don't even want to have (because, even later launch)) on a short-term.
  19. Like
    Kraahk reacted to Imppen in Wishlist: Rare spawns/Rare loot!   
    Hm. These rare spawns i'm thinking of from my experience from before wasn't a problem with "goldsellers" or "asia grinders". These goldsellers did things more profitable (like grinding). Simply because:
    1. The spawn rate was too rare
    2. And/Or The drop rate was too low
    If there's a problem there's a solution, they can't be too valuable/common. Make the droprate for example 10% on a mob that spawns in 2h windows, that's an average of 1 drop in 20h, just as an example, simply not too common/valuable that it'd be a "shortcut" through your progress or economically too profitable (other than at most like a lottery win). I'm no expert in how you develop/make these MMORPG's but in this previous MMORPG there wasn't no problem with this, and they we're relatively popular. When players had nothing to do they could go out and look for these, instead of idling in a town. Or if you just wanna have some fun with a friend, go do some world pvp and maybe win on the lottery if you keep an eye out for these. IMO it'd just add more elements to the game. Also, it's not actually "rarer" than stumbling upon a random high quality item in any other RPG, it's just the actual mobs that are rare instead of the item, and depending on how common/rare the mob is, the item(s) droprate should be adjusted not to be too  common.

    Here's some examples: https://ffxiclopedia.fandom.com/wiki/Notorious_Monsters:_Level_Guide
    (Ps. I'm too tired while writing this. Hope it's understandable. I'll read this post again tomorrow and maybe edit if needed within 24h. It's hard enough to express myself in english to explain what i actually want to say even when i'm 100% awake 😅)
  20. Thanks
    Kraahk reacted to Bzra in Referral Code   
    https://crowfall.com/join/YOURNAMEHERE
  21. Like
    Kraahk got a reaction from ConstantineX in Documentation, please   
    It's a good suggestion and I have no doubts that something like that will come once we are nearing launch - and it's also good to remind about this topic from time to time, so the devs can see that we really would like to have this.
    I don't see this happening short-dated, though.
     
    First of all, since we are still in basic testing, things are getting adjusted and changed all the time. Of course the developers do have the data. But in dev form. They would need to make it readable for us. And they just recently repeated that they are not willing to put any resources away from their effort to get the next major milestone done, so they can enter alpha as soon as possible. 
    The next thing is, their data is not our data. I like to call it the time dilatation within the player-dev continuum. They are usually about 3-6 months ahead of us. Sharing their data would make no sense for us, because it just doesn't fit the current game data. Providing the correct data for the current playtest environment, would need to go back in time to check what was the state of play for hundreds and hundreds of things.
    Unless they would implement an ingame interface ... but that, again, surely has no priority right now. Alpha first.
     
    Besides that, personally I like it that not all Informations are easily available. Of course there need to be improvements. Being completely help- and clueless just doesnt make fun. But it shouldn't be too much. There should be the need for research and enough room to make own (and different) conclusions (and mistakes).
    There should be no beacon, lighting the most easy and powerful way. In a world with thousands of possible roads, it wouldn't make sense anyways. There should be a simple map, helping to find basic directions - but in my opinion that's all that should be given.
  22. Like
    Kraahk got a reaction from Medicaid in Documentation, please   
    It's a good suggestion and I have no doubts that something like that will come once we are nearing launch - and it's also good to remind about this topic from time to time, so the devs can see that we really would like to have this.
    I don't see this happening short-dated, though.
     
    First of all, since we are still in basic testing, things are getting adjusted and changed all the time. Of course the developers do have the data. But in dev form. They would need to make it readable for us. And they just recently repeated that they are not willing to put any resources away from their effort to get the next major milestone done, so they can enter alpha as soon as possible. 
    The next thing is, their data is not our data. I like to call it the time dilatation within the player-dev continuum. They are usually about 3-6 months ahead of us. Sharing their data would make no sense for us, because it just doesn't fit the current game data. Providing the correct data for the current playtest environment, would need to go back in time to check what was the state of play for hundreds and hundreds of things.
    Unless they would implement an ingame interface ... but that, again, surely has no priority right now. Alpha first.
     
    Besides that, personally I like it that not all Informations are easily available. Of course there need to be improvements. Being completely help- and clueless just doesnt make fun. But it shouldn't be too much. There should be the need for research and enough room to make own (and different) conclusions (and mistakes).
    There should be no beacon, lighting the most easy and powerful way. In a world with thousands of possible roads, it wouldn't make sense anyways. There should be a simple map, helping to find basic directions - but in my opinion that's all that should be given.
  23. Thanks
    Kraahk reacted to ConstantineX in Documentation, please   
    This doesn't take away from anything you said, but for anyone who finds this post and is looking for information the folks @ https://malekai.org/ have got some useful information.  Left Ctrl clicking over nodes in talent trees is another useful trick I wish I would have learned sooner.   I think Coleman addressed a need for more information and helping guide the new player experience along in the last Q&A so at some point we will see them address the in game information systems and add to them.
  24. Like
    Kraahk reacted to starrshipcs in Documentation, please   
    I realize that the focus is still on game development and that this might not make the priority list just yet, but I think some out-of-game-accessible documentation would be A+.  This would help the new folks, or those like myself who haven't played in the last year, understand and plan vessel progression (not to mention simple game mechanics) without wasting an inordinate amount of time during the testing phase.  There is quite a bit of knowledge required to be effective, which is ultimately a very good thing in my book because the complexity provides a lot of options for customization and makes room for those who take time to learn the details to shine, but I find I'm spending most of my time trying to absorb the various options/mechanics by creating each vessel as various classes and then digging through the details available in-game to see what's what.  For the details that you can't easily discern the effects of, such as "Control Intensity", I have little choice but to either 1) endlessly crawl through the forum in hope of finding some info that might be still be relevant, or 2) to lean on veteran players to help plug the info gaps, and they are no doubt sick of answering the same questions over and over and over and over...
    I envision info-graphic "cards" for each subject.  Examples:
    Class cards would detail Class Talent nodes complete with the details of what is granted (including applicable skill tray and indicators to note passive, offensive and defensive/self targeting skills), any inherent stat boosts if they exist (thinking stats of Stoneborn Myrmidons vs. Stoneborn Clerics, for example),  relevant armor/weapons, etc. 
    Same for discipline runes, including details on where then can and can't be equipped if applicable.
    Race cards could detail racial stat boosts and skills, available classes, average (if dynamic, else the static) base core stats for common vessels, etc. 
    Stat cards could detail the various complex stats that would affected when leveling up core stats (int, dex, etc.), and some descriptions of what complex stats do wouldn't hurt either (some are not at all intuitive by name and require a lot of digging on the forum to decode).
    These are just a few examples, but any detailed documentation would be extremely helpful; they sure don't need to be pretty at this juncture either  
     
    Food for thought
    -Starrship
  25. Like
    Kraahk reacted to Capp in Finally posting, been lurking for a while   
    Hello, Im Mez, Mezcapp or Capp. Any of those names will work. Been lurking and following development/issues/testing for a good while now, but wanted to stop in and introduce myself today. Id say you might see me around more often, but ill probably go back to lurking. Its enough for me to let people know that i exist...
     
     
    And that im always watching. @_@
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