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About OsirianLegacy

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  1. Hey there Crows, OsirianLegacy here with a list of QoL features that I'd like to see in the next Major milestone of Crowfall: The Dregs This list was comprised by fellow guildmate, Votesh, and myself while playing tonight, and some stuff I've thought about for awhile. I figured why not bring em to light and see what people think. 1. Cartographers: We both thought the game would benefit from a minimap, and Fog of War. As ACE has previously teased us with Cartography in the past, we figured why not add this as the first stepping stone for the Cartographer profession? The Minimap This UI feature is disabled unless you have the following item slotted in your scroll case: Territorial Map - For Woodworking items we would see some of the following. (Feel free to put suggestions/alterations) Fine Paper (Vellum?) Pencil - For Stoneworking items we would see some of the following. (Feel free to put suggestions/alterations) Compass - A stone Compass used to chart out landscapes accurately. (In the future the Map can be toggled to filter for specific things like Types of Resources, their rank, ect...) 2. Building Materials: We felt that even though we're only two people in a Guild, that our White resources were going to waste. I was regularly sacrificing the white resources for XP to test common vessels out, rather than putting them towards benefiting the Throne War. We thought about how to solve that. - Instead of using other resources for building forts and keeps, why not use a large amount of whites; don't have higher rarity stone go towards stronger initial walls. We saw this going a few ways with more craftable items. Repair Kit: Gets a durability of 5, each use reduces it by 1. Restores 1000 hitpoints to a damaged wall. The Target cannot have taken damage for at least 5 minutes. Fort Wall: Costs 250 advanced wood, 100 advanced stone, 50 advanced leather. 75 Nails, and can be reinforced with special Additives (Like Reinforced Walls, Spike Pit outside wall(Which disables Siege Ladders)). Siege Ladder: Costs 100 advanced wood, and 20 advanced leather. Place this object to teleport up a wall, cast time of 30 seconds.(Not sure about this) Battering Ram: Costs 500 Advanced Wood. Ballistae: Costs 1000 advanced wood, 200 advanced ore. Trebuchet: Costs 850 advanced wood, 150 advanced Ore Then additive slots on walls and doors could look like this: Boiling Oil (250 Fire damage/Second for 10 seconds) Need materials to build. Fire Arrows (Gives bonus fire damage to basic attacks) Need materials to build. Inspiring Banner (Gives bonus basic attack damage, and resistances) I'm sure there's a ton more out there that everyone can suggest. Lets give ACE some solid ideas.
  2. The Long War The Battlefield, it called to me; so to it, I went... Autumn had arrived, the air grown brisk... frost lingering on the lungs with each breathe. Starved and weary, I waited at my post on the walls; staring ever onward. There are those that believed Balance were gaining hold on our lands; That we had already lost, yet still we fought, still we hungered. But I tell you brothers and sisters, That our songs of war will ignite the crisp air of winter; and we shall rise to our feet in defiance! Rise to the challenge of our oppressors and make them rue the day they dared claim dominion on the shattered worlds.
  3. Tried to upload a photo from google drive but apparently I must be doing something wrong, or I can't do it from google drive. I picked Stormcaller Druid, yet there's no slot for my buckler on the character sheet. I was able to right click and equip a crappy one I found laying around, and I see the model on my character; yet I cannot see it on the character sheet, nor can I equip a different one. Which makes me a sad druid, because I just spent 1350GP on a Rare Quality shield at the market. Which is cool that we can do that now, but bad, because I can't use it I love this patch other than the bugs though. Also the new map looks F*cking beautiful. Keep it up ACE. EDIT: I would check the Base attack for Sickles as it doesn't always trigger damage when on a target. Also, the animation is bugged which causes lightning to flow into the sickle from offscreen but the lightning looks 2D. Otherwise having it flow in from the sky would be *SICK*. Just sayin.
  4. Campaign map is blurred due to the campaign scorecard acting like it's up. If you open the scorecard and close it the issue is fixed.
  5. I feel like it would behoove them to release some sort of "This is what we have planned for Release" and "This is what is planned after release". I'm honestly thinking they should postpone soft launch until Summer of next year to give them more polish time though.
  6. Good call on Relics! I definitely didn't mean to leave those out. The idea of getting a large statue of Arkon, or Kane and showing it off in your EK would be amazing as a reward. I just hope they include the buffs that they were supposed to let you chose from.
  7. I feel like if anything Performance/Caravans/Mounts will be the most necessary to me personally, as well as Frostweaver and a little more character customizations. I like the Idea of Dregs, but an entire mode of play is not as big of a concern for me as having one SOLID game mode.
  8. I know, I know! But that's not necessarily a feature; however I will say I'm insanely excited to throw around some Ice magic!! I l freaking love the concept of Frostweaver.
  9. I keep telling myself when I get frustrated: "It has so much more coming, just keep swimming, just keep swimming" So I figured I'd post here and remind myself; as well as many of you about a few things we're still missing that will make this all feel so much more alive and busy. PLEASE, correct me on anything that is going to be *Post Launch* or has been discontinued. I haven't been keeping 100% up with all the videos and changes. Caravans will be a huge creator of conflict. Having to run large amounts of resources between keeps/forts to upgrade them will provide dynamic PVP content. We will need bodyguards, scouts, and to set up ambushes along the routes these Caravans take. I am assuming that they will be Static routes between each keep/fort. Tracking, though we haven't gotten many, if at all; concrete details on how this system will work, it is something that will bring with it more interesting roles within the Throne War itself. Where the Ranger and Assassin classes can really shine. This makes having allies with you that can detect those that would try and slit your throat all the more important. Mounts, though we have the statistical benefit of mounts; it will FEEL so much better to actually be galloping on horseback (Or whatever the hell centaurs will do) on a mount throughout the dying worlds. The Dregs will make for some interesting mechanics for us to toy with. Creating our own cities in a large scale "EK" that can be attacked and sieged dynamically, or on siege timers (We don't know which yet) being able to be actual mercenaries for the highest bidders, there is a lot that can be done with the game once The Dregs come online. Performance is currently being worked on, and although I personally haven't been in more than just PVE fights on the Test server when the snap test for 5.9 was up, I can say the movement feels WAY better. When using dodge moves it feels like gravity is actually weighing us down, as a minotaur, or half-giant I actually felt like this large intimidating mass of flesh ready to tear apart some limbs. Even just walking felt way more believable and "real". As far as performance increases go, I couldn't see an actual FPS increase, but I did notice there were fewer drops in FPS. Though I was only on for maybe two hours testing all the classes. Frostweaver, though not really "Content" has been the most wanted class out've pretty much all of them. Being able to sling around ice magic while looking like a badass is needed in Crowfall. Seriously, who doesn't like Ice magic? Relics Are those boons you receive from winning campaigns. A statue of the Gods, a monument to Hero, these give you a small statistical buff and can be equipped to your EK. This was talked about during the Kickstarter days, will they still exist? EK Tax system City/Town Parcels are supposed to require upkeep, which is somehow lessened or eliminated by placing appropriate type/rank of resource parcels next to it. This may or may not be part of release, but will make or break people coming to your EK. Have a huge EK with tons of markets for people to buy from? Raise them taxes! The Embargo System I really wish this was in a more finished state at this point, as a lot of us are currently able to just Spirit Bank anything and everything we collect. This will not be the case once this system comes online. Your Equipment, Resources, Items, and Gold, ect... will be stuck in the campaign that character is currently in. Once a victor of the Throne War is determined the Winner is given a reward, and can bring back a certain amount of their collected Spoils. The Losers of the campaign, will bring in fewer rewards. This to me is the sole reason that Crowfall seems unbalanced right now, as guilds are able to craft ass-tons of powerful equipment and hand them out to whomever they want throughout different campaigns. This will not be the case once this system comes online, unless ACE decided to flush it, which I seriously hope they didn't. Now, I will say this much of ACE: They made a HUGE decision with the Race/Class split. I think a lot of us forget that the Race/Class split was not in the books from the get go. They were doing really well with performance in Hunger Dome, and Siege Perilous felt okay for how early in the stages they were at the time. Making the choice to give us more options put them in a MAJOR setback, I'm sure @jtoddcoleman and @Tyrant can both agree that it wasn't an easy decision to make. However, it makes the game more interesting and gives us more options. The game is moving slowly, and sure it's not where *WE* want it right now; but ACE also isn't a multi-million dollar company that's releasing their 5th or 6th game as a studio. This is their first, and although they have a lot of talent, such as @Hanseshadow (Whom I think is a badass btw) and Blair(SP?) on their side they're learning how to be a team together. Anyways, I hope this has rekindled a bit of what is hopefully to come in the next year. Don't let your light fade ARTCRAFT ENTERTAINMENT! -OsirianLegacy-
  10. Introduction I'm going to jump right in and say this: Leveling in Crowfall right now is tedious, the mechanics behind sacrificing to the gods feels cheap; and I don't feel *Good* when I see that I gained a level from throwing axes and apples into a fireplace. With how much lore @jtoddcoleman has poured into the Crowfall Universe, why have us sacrifice just anything to the gods? Here are my pointers for making leveling more fun, more balanced; and mean something to the lore of the universe. Lore Chaos Embers, and Ethereal Dust are integral parts of each step of the gameplay process. These reagents are also integral to the story of how Valkyn the All-Father tore the great wyrm in twain, removing the Embers of its lifeblood, using this to form the Sun; the EMBERS of the sun still spread across the shattered worlds. The all father, not done with his vengeance, tore from the second half of the Great Wyrm; its unborn spawn still wrapped in a celestial shell. The egg was thrown to the heavens, and thus named Moon; the silvery blue DUST motes still flake off its surface, drawn to the Chaos Embers of its mate. These are the offspring of the Sun and Moon, these, I view; are worthy of all the gods. For what use do gods have for weapons and armor, wood and stone? They are gods, are they not? Can they not just weave of the fabric of the universe these things? Right now, we can take ANYTHING in the world that has a sacrifice value, and send it unto the gods; specifically right now to Malekai, the whisperer. Anything we craft, things we collect; all for a return of Experience Points... but WHY would the gods favor us for these trinkets and baubles? It's silly to think a god like Maeve would care for anything but carnage and war. See an except from her Lore page: Maeve is the Goddess of War and the Ruler of the Oceans. She glories in conquest; in combat she has no equal. The undisputed master of the blade, not one of the Gods could stand against her in single combat and survive. Or perhaps Malekai himself, speaking of his white spiders? Messengers and spies, they scurry in shadow, eager to do his bidding. In dark corners they dance on threads of moonlight. They watch and they listen. If we were to take bits of each god, and have them tied to the leveling system; it makes things much more interesting. Here are the mechanics I propose to make this work... Devotion At the start of your vessel entering a campaign; you decide which god you are devoted to. This changes the artifacts you can equip for buffs and sacrifice for experience. (more on Artifacts below.) Each time a season ends, and a new begins; so does the choice of which god you wish to devote yourself to. Depending on the god you devote to, you gain a buff on what in-game actions are indicative of that gods lore. For instance: Devoting yourself to Maeve, the goddess of Warfare - You gain 5% extra experience for taking part in sieges, participating in PvP, and gain a lump-sum of Experience every time you get player kills while the siege timer is up. (This would be more popular in Fall and Winter) If your faction wins during the siege, you get another lump-sum of Experience. If you lose, your devotion weakens, and your bonus XP in sieges goes down 5%. Or: Devoting yourself to Yaga, the reaper, the collector - You gain extra experience not in taking part in PVP; but by capturing a players last breaths in an empty flask. These can be sacrificed for experience thus adding the fallen player's name to her book of whispers. Once that name is consumed; they cannot be added to the book again by anyone; until the next season. (this stops people from killing the same people over and over, I see this being a popular choice for small group PvP as the F to interact like chopping off a head would be how the whisper would be collected.) Or: Devoting yourself to D'Orion, god of the Hunt; stalker of prey - you gain passive experience up to a CAP each season by actively stalking your prey while in the (Tracking Tray?). You also gain the Active skill *Hunter's Mark* where you mark your prey, or their trail. You gain a +5% damage bonus to that target only; and if you kill that target you also gain a flat XP bonus of *A certain amount*. You can see how this gives a sense of purpose, if you play an assassin role such as @ZYBAK and are looking to feed Yaga's book of whispers, you level up not but sending her minerals and a bouquet of flowers; but by stealing the final words of the dying. It adds PURPOSE to gaining experience, it adds a meaning to how our vessels grow. We aren't spoon fed experience by sacrificing logs, or worthless axes to all powerful being. We earn our experience through actively playing a ROLE. Sure, it may be more of a pain in the ass to level up our vessels; but if they purposely make it easy, then why the hell do they even make us do it? Just remove levels all-together if it's going to stay the way it is. Once you give your players a role within the world, especially new players; then they know what they have to do to level up. (ON A SIDE NOTE: I think that harvesting, and crafting should also provide a base amount of experience; depending on which god/goddess you are devoted to that amount increases. Such as being devoted to a smithy god, or what-have-you.) Artifacts Those relics and religious artifacts left behind by the priesthoods of the gods; they hold value to those that covet their worth in gold, and power to those that wear them in honor of their god. The gods seek out these trinkets as well, granting memories of battles long past, giving their eternal champions more awareness and EXPERIENCE for their willingness to return such a sacred bauble to them. Depending on the God that the Artifact is attributed with, they provide different buffs; which scales with the Rarity of the Artifact. These would give incentive to those that wish to explore and plunder these dying worlds. These temples are hidden behind Rune gates, that lead to "instanced dungeons" for parties to explore. Once the Rune-gate is entered; it begins to crumble; and after 5 minutes, it becomes no more. Those trapped inside must make it to the end, where the treasure resides. Amongst this treasure is a recall stone, which instantly transports you out of the rune-gate. If you leave with the Recall spell, the stone shatters. The rune-gates run on a random timer; winking back into existence in a different area of the campaign map. Maybe 5-10 reside in each campaign world at any given time, always warping to different locations; hidden on top a mountain, or deep under WATER cause @jtoddcoleman loves that stuff. Artifacts would be our Sacrificial items to the gods, as well as areas to fight over with other factions. You're looking to level up your vessel? Well this artifact gives you X amount of XP (typically a large amount to make it worth while) OR it gives you some kind of buff while you wear it. However, you only get the buff, and can only sacrifice the artifact, if you're devoted to the god it was made for. As a reminder: Your devotion can be changed at the start of each new season, in the left hand area of the Beach head where all those statues line the boar pit; have a statue of each one of the gods there; and that's where you would choose who you're devoted to. Your devotion lasts per season, so you can only change it four times per campaign. Last Words I really enjoy where Crowfall is going, but there are many things I feel are pointless. It may be ACE has a card up their sleeves for fixing the current sacrifice system. However, I'd love to chat more with @jtoddcoleman and @Tyrant on how this could work. I have some ideas, and I'd be more than willing to do a voice chat off-stream, or on-stream, to discuss this.
  11. @mandalore I'll be honest, I was pretty drunk last night; and I acted out of hand. That being said, I have a few things that may fix the issues you described: 1. The players and NPC's all have their own character controllers; there *should* be a way for JTodd and Blair to limit spamming heals based on who dealt damage to the *player* character controller. For example: - Hunger Cat(NPC Controller) deals 120 damage to *OsirianLegacy*(Player controller) -Mandalore(Player Controller) Heals 120 HP to *OsirianLegacy*(Player Controller) - Somehow, I'm sure Unity could notate that the damage done would be from an NPC, not a player; thus not rewarding healing recovery on the campaign side of things. Just to reiterate: This would count as NPC damage, and would not count towards the healing points received for the campaign if someone healed the damage dealt by the NPC controller, as it's not part of "The Throne War" Where as if for example: *Mandalore*(Player Controller) Deals 120 damage to *OsirianLegacy* (Player Controller) -Unity parses (probably the wrong term but whatever) this damage as *dealt by player controller* -*Anhrez* (Player Controller) Heals 120 HP to *OsirianLegacy* (Player Controller) - Unity parses this healing as *Healed damage dealt by player* This would effectively stop the ability to spam heals that don't contribute to the throne war. Could an enemy work with you to make you the best healer in the campaign? Sure, they could; but WHY? I also don't know if this would work in the Dregs if Friendly Fire was on. Anyways, perhaps we could discuss this more?
  12. So as a supposed game design professional I know every single thing, of every single aspect, of each coherent system; of every power possible combination, within the complexity of Crowfall? Get a hold of yourself, and instead of just shooting down every idea someone comes up with, instead build an idea up until it works! How the heck do you think design works? Do you think JTodd just comes up with an idea himself and throws it out there like "screw it its done first try"? If we as a community stopped trying to tell people how their idea DOESN'T work, and instead try to figure out HOW they could, we'd be way further along in this discussion.
  13. I think, as far as rewarding Crafting/Harvesting/healing/support players; they could have a counter on your vessel that measures each vessel's total harvested materials (of a specific type/total crafted (of a specific type)/total supported (Be it buffs, debuffs ect...)/total healed ect... kind've like how battlefield counts how many times you refilled someone's ammo, or how many times you resurrected people. Just a thought.
  14. Abyssalborne Balance/NA/New Guild! Welcome, children of the void. We are those that enact the will of Kronos, his madness instilled in men; creating conflict and war. Thus bringing balance through death. Allegiance, only to the void; the tipping of the scales back to center. Forever shall we war, forever shall we profit; Until at last, his whisper we hear. Only to breathe in, our last breath. We are a guild of about 4 people right now, but are looking to grow. We have a discord set up and functional with multiple bots to make your time organized, and enjoyable. I've been playing Crowfall on and off over the last two years, since the Hungerdome days. We are a Casual Guild, who focus on teaching new players HOW to play efficiently, and how to partake in the various objectives throughout the campaign worlds. We focus on the following: Partaking in sieges when they're up, taking Forts/Outposts, gathering resources, crafting, PvE and tipping the scales of the Campaign Worlds. Our main priority is to WIN, and to FIGHT. However, we're not here to goad and boast how good we are. The objective is to see Balance's Banner over the win screen, Every Time; at the end of a campaign. Join us brother and sister Crows; let us reclaim these lands from the clutches of Order. Join us on discord today by sending me a Personal Message!
  15. I feel like continuing with skills (as they don't make an extremely large contribution to combat effectiveness) would be best. Character imports are fine (who wants to build arches anyways?) Let us import 10 items total so we can get some decent gear to start; and this will show new players what they can become.While giving guilds time to equip their newbies rather than themselves. Put exports to 30, so we have to choose what is truly important to us. This also makes being safe out there extra important as we would have to travel back and forth from forts/keeps to keep our stacks of resources safe, and promotes moving around in the world rather than just stashing things In the SB and continuing with no fear of death. If this doesn't work, then wiping everything but skills may be necessary; but fix the sacrifice amount of crafted items. Especially building pieces.
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