ACE Development Partner & Investor
  • Content count

  • Joined

  • Last visited

1 Follower

About Avloren

  • Rank

Profile Information

  • Gender

Recent Profile Visitors

1,001 profile views
  1. Crafter: This ember, remnant of the fire wrenched from great Yaemir himself, will make your blade unerringly keen. PvPer: Exactly how keen is unerringly keen? Are we talking +20 attack power's worth of keenness, or +30?
  2. Psh, all those gladiators are scrubs. The real pvpers - like me - got high warlord then quit before the game went all carebear. Kidding. Mostly. I only got to rank 10. On topic: I think MOBAs do pvp tanks better than MMOs ever have. MOBA tanks are tough, but most don't get any gimmicks to force you to target them. They can have some burst damage, but not enough to finish a fight on their own. You bring them because they get good initiation/CC skills. So ideally they initiate battles by charging in and catching several enemies in CC. ..or by pulling enemies towards themselves and CCing them, or by launching a ranged CC at the enemy team. It varies. The point is they engage first and CC one or more enemies, while surviving whatever the other team throws at them. This sets things up so their fragile DPS friends can safely jump in and finish the job. On the other hand when your team gets initiated on, your tank is the one who might save you by disrupting the enemy team and peeling their DPS off of yours with CC. The other side of the coin is that MOBA DPS (carries) are usually glass cannons with single target CC only. Some get decent survivability, some get AOE CC, but rarely do they have the right combination to safely initiate like a tank does. A DPS who makes the first attack on 3+ enemies is suicidal - he might be able to CC and kill one enemy quickly, but he can't stop that guy's friends from killing him back. It makes them reliant on tanks to go in first. Crowfall's tanks have.. some of the tools that almost make them decent MOBA-style initiation tanks. Abilities like the Templar's aoe knockdowns, Myrmidon's net, or Knight's chain pull make me suspect they're intended to fill that role. All three could use some improvements to do it properly. But their real problem IMO is that ranged classes do it better. If you can hit an enemy group with hard CC (powerblock counts as hard in my book), and do it at range before the melees get a chance to contribute, there's no point in bringing a tank to initiate. Disclaimer: I haven't played any MOBA seriously in a few years. If the meta has changed lately and everything I said is out of date, don't tell me, I don't really care
  3. I don't.. think.. spiders work that way. Suspension of disbelief shattered - shattered, I tell you.
  4. Why I am extremely dissapointed (waste of money)

    You know what man, I actually know where you're coming from. Maybe you didn't express it in the best way (paragraphs are your friend), but you have a point: words like "alpha" and "beta" get thrown around a lot, every company has their own definition, it's hard to know what to expect. Especially when fans are publicly hyping the game, possibly more than the devs themselves would prefer at this stage of development. I remember the days when betas were typically unfinished, buggy, still-in-active development products - nowadays we've all come to expect them to be 99% finished marketing demos. Even alpha can refer to a polished, playable experience. Definitions are murky in this industry. So, as you've figured out the hard way: when Crowfall says "pre-alpha," they mean it. It's not a "game" yet, just a "test." When we get bumped up to full "alpha," it may not be much better, not at first. You should probably wait for them to use the word "beta." See you then.
  5. I can't overstate how cool it will be to make a single vessel and use it to travel between worlds in-game, without logging out to the lobby screen and making a new vessel. It's going to make a huge difference for the immersiveness and intuitiveness of the game. Imagine us a year from now telling new players: "Yeah you used to not have that portal there. To visit your EK you'd have to log out, pick a new world in a lobby, then make a whole new vessel from scratch." They'll think we're joking. It's one of those ideas that's so obvious (in hindsight), it'll be hard to imagine that things ever worked any other way. In fact I'm pretty sure someone suggested something similar when vessels were first announced. Although obviously bringing that idea to life, with all the annoying technicalities like handling campaign imports, is far harder than simply proposing it.
  6. Welcome! Right, as you discovered you can take your old package and upgrade it to a bigger one later. Just make sure you don't "unpack" it, which breaks it up into parts (buildings, skins, etc.) that show up on your account individually, it prevents you from upgrading. You don't need to unpack it for testing access anyway. If all else fails, e.g. if you accidentally unpack it or find you can't upgrade for some other reason, support@crowfall.com can usually sort it out for you. Be warned that testing is still pretty rough, note that it's "pre-alpha" (not even up to a full "alpha" yet, although it's very close).
  7. It was a great Q&A. Despite Todd mentioning his Big Tracking Ideas without elaborating. I'm the other guy that reads the lore. I think Maeve is the best too! *highfive* Although I don't even care about the nautical theme, it's more for the "goddess of war, best 1v1, fite me irl" part.
  8. They've gone through a few iterations of armor stats. If I remember correctly, it went something like.. For a long time they were aiming for balance - plate wouldn't be an inherently better armor than leather or mail, just different. At first the only difference was mitigation types, e.g. leather had better elemental resists and plate had better physical, with mail in between. This didn't work out so well in practice, since physical damage is far more common than anything else, plate was the clear winner. The different resists got shuffled around a bit over time, at one point mail was actually the best - it had the ideal combo of physical+elemental, while plate was physical+organic and leather was elemental+organic.. with organic damage being nearly nonexistant (assassin didn't exist then). The balance never really worked out though IMO, there was always one combination of resists that was best, and it wasn't too practical to have an extra set of armor to swap to if you did get the rare opponent who countered your set of resists. They experimented with giving mail and plate mobility debuffs (less runspeed, more costly dodges and sprint, things like that), but it was unpopular. For a while there we were all wearing leather if we could find boars to skin, otherwise no armor at all; movement is so essential in Crowfall, no one wanted to wear plate if it made you slow. Then they took out the mobility penalties and added damage buffs to leather and mail instead. Leather still had 0 physical resists at this point, but the damage bonus could maybe make up for that; it was in the same ballpark as plate for once. Lately they've been trying a different tack: they're okay with plate having better defenses than leather, but most classes need a minor discipline to equip it, and it costs more to make (although leather costs got raised recently, so.. who knows). This gives Knights a bit of a built-in defensive edge over Assassins, unless the Assassin goes out of his way to spec for heavier armor. Along with this came evening out the resists, so leather got some physical resist, just not as much as plate. I think the damage bonuses disappeared around the same time, and got replaced by different bonuses (+health IIRC?). Not sure what their latest thinking is, I'd like to hear Blair chime in as well. But suffice to say the armor design philosophy and stats have always been in flux.
  9. I have to disagree strongly with this point. One-offs are far more important, because they're what noobs will be doing. If they get turned off by that crafting experience they'll rage quit and never come back. The game's success depends on how well it can hook new players, and the current system is terrible at that. They'll never see the factory mass production phase of the game if they don't survive that gauntlet of one-off crafting for the first few days/weeks/months (however long it takes to unlock factories). Edit: not necessarily saying I like the new system, but it's a step in the right direction IMO. The fact that you'll never lose everything, and get a flawed (but usable) product instead - that's huge and I love it. The somewhat unintuitive calculations that go into an amazing success? I'm not as much a fan of that. I like what that system is trying to achieve, but I want it to happen in a simple and very transparent way.
  10. Consolidate or Remove copy-cat skills.

    ACE's idea behind the skill system is that it replaces "leveling up" in other MMOs. Instead of grinding mobs or quests to get xp and hit the level cap, you start some passive training and are then free to do things other than grinding xp (gathering, crafting, pvp). So it's deliberate that the tree is full of unexciting passive stat gains. Any (realistic) suggestions have to fit within this idea of skill training giving a passive increase in general power akin to leveling up, that part is unlikely to change. Given that, what would be better than another dex bonus?
  11. Scheduled Siege Signups

    Sounds like a win for Balance.
  12. I loathe the offset reticle. It just kills immersion, takes me out of my character's skin - it makes me feel like I'm steering a boat rather than running across a field. I much preferred the old centered reticle. It was slightly annoying to have to aim melee attacks through my character, but this is far worse. This actually makes it harder (or at least, less natural/intuitive) to land melee attacks - I can't just point my character at the target, I have to stand off to the target's side, so far away that it looks like I should be missing them when I hit (and vice versa). I like the sacrifice and level up system, overall. A few parts don't work - max hp and max stamina don't seem to be scaling with stats. We should have the ability to unspend a point (immediately after spending it), and/or get an indication of what we're about to gain from the next point. As is, you have to spend a point to find out what it does, and then it's permanently spent - can't take it back. This is made worse by inconsistent scaling of the stats; e.g. my first point of strength made the "damage mod" jump from 1.1 to 1.5. Next point took it to 1.6, third point didn't change it at all. I like the new stat display, most of it is pretty well explained. Some bits of it are still too mysterious: for example, many things lack labels. Damage mod of 1.5 means what, exactly? 1.5%? Also it's unclear what exactly 102 attack power means - one can safely assume it means more damage, but how much? I should be able to mouse over it and see something like "+12.5 weapon damage." It's a bit weird to equip the dagger mastery discipline, find you still cannot use the daggers in your inventory, only to later realize those were long daggers and you needed to craft short ones. I'm unclear on the difference between the two, aside from different (and unintuitive) requirements to equip them. I have to wonder if we even need two classes of daggers. Also, assassin can't seem to use swords even with the sword discipline. We really, really really (x30) need more resource nodes. I'm not too familiar with the current iteration of the campaign map, and I spent about an hour exploring it, finding exactly one non-basic node (some stone.. meh). I wanted to try out at least one intermediate craft, but it was impossible due to no resource nodes. Crafting failures are still awful. I failed a 99% test discipline recipe yesterday. No big deal, just 1 ore, but seriously? Why do we need this feature? A high failure chance when I'm attempting something beyond my skills is one thing (I don't like that either, but it's not so bad), but there's no reason for failures on trivial crafts to be in the game. 95-99% success chances shouldn't happen, just make it 100% and save us some aggravation. I know this is nothing new to 5.4, but I was reminded of it playing last night: starting with no resources and no tools and getting that first wood axe is not a good experience to start the game off with. It takes more than a full stamina bar to finish a tree, and you may not get any wood until you finish it off. So you can spend an entire stamina bar punching a tree and get nothing from it, needing to wait for regen to finally get your one wood (out of 3 needed). I talk a lot about problems with the "day 1 noob experience," but damn it's got nothing on the horrors of the "minute 1 noob experience."
  13. What makes you think that going out solo will be suicidal? It's really not. The risk isn't that great, there's just not much point to it, since the rewards are lacking. Risk vs. reward balance is off, sacrifice hopefully will help with the reward part. Also note that the level gains will apply to specific vessels, which means that the "one weekend" to hit the cap is just for a single vessel. You'll want to do more leveling if you want to try a vessel with a different race/class/discipline combo, or if you get a higher quality vessel crafted, or if you want to just experiment with a different stat distribution.
  14. They don't get the crowns right away. They get the crowns at open beta/soft launch, and only if you're still in the guild at that point. So you can join now, stay a while, and then leave and they won't get anything. You could go through a dozen guilds before open beta releases, only the guild you're in at that moment gets any reward.