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  1. Is this a one time thing ("speak now or forever hold your peace") or will we be able to add guilds on the "Guild Showcase" at a later stage?
  2. /Agree If servers were fine and run smooth on friday, but are not this week, it would seem there are only two options. It should either be something related with content that was changed with the patch, or it could be related with some kind of interaction that didn't happen on friday.
  3. And that's how, through the Eternal Wyrm, the lunar festival made it's way to Crowfall
  4. I see what you did there... A kilted minotaurs teaser!!!
  5. Soulgems and Gems

    Maybe a change of name would help avoiding this kind of misunderstanding... Soulcrystal or some other variation?
  6. Dissipate'd with a Wood Elf up and high on a knotwood tree while in EK... Only happened once and wouldn't know how to make it happen again
  7. Creo recordar que en algun juego era posible ver la traduccion al ingles manteniendo pulsada alguna tecla, aunque no recuerdo cual ni como iba el tema
  8. Not a solid official statement (at least I haven't read it anywhere), but it's been hinted a couple times on official sentences that it could be what they are working for. "This capital infusion puts us in a great position to soft launch Crowfall® this year!" "As exciting as 2017 has been, 2018 is going to blow it out of the water. We’ve got some hugely impactful milestones in front of us: alpha, beta, soft launch and – once the game is polished enough – our world-wide commercial release."'-update-a-great-year/ I agree that most of the core systems are already ingame, but there are still some things missing. You can call it a late pre-alpha or straightly say it's an alpha. I'm pretty sure it won't be long before it's an official alpha.
  9. I'd say you could add some other features on the list before the game can be considered complete and has everything needed to move to "a more polish focused stage" I think adventure parcels and caravans will cause a significant change in the ways resources are harvested, with far more players leaving the safety of strongholds... And being able to trade is something you need to have a flowing economy. It would seem both things are on the pve side of the coin, but more targets and access to better items aren't bad things for pvp
  10. Get rid of the passive skill system.

    In my opinion, some of the arguments pointed out do actually make sense and stand out of the "because-I-don't-like-it" ones. - When game launches, it might take a while to get access to most things. This could be easily solved with some speed training. - After some months, new players might be struggling to keep up with veteran ones. Again, can be solved gradually increasing the amount of speed training to soften that gap. - As @VIKINGNAIL said, there could be a lack of meaningful sense of progression through a campaign. I think the campaign progression sense should come from other sources such as season changes (mostly through the race for resources and the hunger threat)... which are still not implemented. Until that happens, I find it really hard to evaluate if campaigns will feel progresive enough or not. Even then, if things turn out the wrong way, there will be options to redress it, maybe sharpening seasons by adding more changes, maybe even with campaign skill trees through sacrifice. I find the system flaws can be solved. Moreover, I think getting rid of the current skill system would hit heavily on the game's persistance, having it's impact on things like EK, export/import, and economy/crafting outside of campaigns.
  11. Get rid of the passive skill system.

    I'd say you speak for nearly the whole community while whishing it
  12. Get rid of the passive skill system.

    Seems to me you are focusing the whole thing at the tactics level (which is the main focus of arenas and bgs), and neglecting the whole strategic plan. Yes, it's true. The current passive skill system makes it hard to adjust your build in a short time (or your group/guild ones), which may kinda penalize your tactics skill... But it's not a fully negative thing. It does benefit other skills like planning ahead, the capacity of adaption or diplomacy/scheming. This system lets you with choices. Do you choose for a more versatile build, easily adaptable to most situations, but hardly the best for any specific ones? Or do you go for a top build specially designed for playing specific situations, knowingly it might work more as a handicap for other moments? There will still be things you can brag about. Just not only the ones you would brag from arenas and bgs.
  13. Get rid of the passive skill system.

    This campaign progression you talk about is suposed to be achieved by other ways, not from skill training but through the seasons changes
  14. Maybe it wouldn't be such a bad idea to have an "only-basic-loot" version of those sets for EKs...
  15. It would be nice, and doesn't seem hard to create. Could be as win conditions, but could also be as impactful changes on the campaign. Hold 5 sacred shrines for 7 days to summon your gods power, increasing your factions health by 25%. Sacrifice the 12 cursed relics to unleash a storm of hunger shards on the enemy stronghold. Free/Kidnap the crown heir of a neutral NPC's faction to get their alleigance. Caravans with resources will start traveling from time to time between the vassal state and it's holder. Also, it would be nice to have urban parcel sets, either a "live" city or the ruins of an old one long forgotten. And could allow enough diversity to form multiple sets: tall buildings with narrow passages, a market square in front of a main building, large avenues with walled manors, a river with only a couple brigdes splitting the town in two,...