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Durenthal

ACE Investor & Tester
  • Content Count

    1,190
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    8

Reputation Activity

  1. Like
    Durenthal got a reaction from Tyrant in 6.200 TEST Bug Reports for 11/22/2020   
    You cannot put a +Constitution ring setting into the ring band recipe.  All other settings work.
    My guinecean cleric frequently cannot F to interact with some other characters (per the video I showed mdonley)
    Redirected Strikes tooltip has nothing to do with what the power actually does.  The power reduces incoming dmg by 90% for 6s and reflects 6% back to the attacker.
    Practice dummies are killable.  I've killed two.  They do respawn after 5 mins fortunately.
    If you equip a third ring of the same gem type on a guinecean, you correctly get an error, but the error message says "you have reached the equipped limit of disciplines in this unique group" - it's the wrong error message.
    Thorns damage isn't logged by either the attacker or defender.
    Retribution damage isn't logged by either the attacker or defender.
  2. Like
    Durenthal got a reaction from ArtCraftQA in 6.200 TEST Bug Reports for 11/22/2020   
    You cannot put a +Constitution ring setting into the ring band recipe.  All other settings work.
    My guinecean cleric frequently cannot F to interact with some other characters (per the video I showed mdonley)
    Redirected Strikes tooltip has nothing to do with what the power actually does.  The power reduces incoming dmg by 90% for 6s and reflects 6% back to the attacker.
    Practice dummies are killable.  I've killed two.  They do respawn after 5 mins fortunately.
    If you equip a third ring of the same gem type on a guinecean, you correctly get an error, but the error message says "you have reached the equipped limit of disciplines in this unique group" - it's the wrong error message.
    Thorns damage isn't logged by either the attacker or defender.
    Retribution damage isn't logged by either the attacker or defender.
  3. Like
    Durenthal got a reaction from Ranik in Knight 6.2 - Discussion   
    I've got half a dozen knight builds (two of each promotion class) I feel are viable in 6.200, especially with end game training (as we have on test).  I agree with Arkade that the bottom half of the knight talent tree is way weaker than the top half. 
    Justice is the worst domain in the game, and it's entirely unsuited to knight builds, so of course, it's the domain all three knight specs get.  None of my viable builds for any of the promotion classes use Justice.  None of my builds for any class use the Justice domain, actually.
    Knight's in a pretty good place compared to what it was in 6.100.  However, a number of the other classes got significantly better so knight has slipped a little in the rankings overall.
     
  4. Like
    Durenthal got a reaction from JamesGoblin in Top 5 Feedback 11/18   
  5. Like
    Durenthal got a reaction from ACE-Tiggs in Top 5 Feedback 11/18   
  6. Like
    Durenthal reacted to veeshan in 6.200 LIVE Feedback for 11/20/2020   
    Just gonna say can i please nickname my characters in someway to tell them appart (Without having to wait for a vessel)

    ranger 1: Crafter
    Ranger 2: warden (Dark)
    Ranger 3: Archer (Dark build)
    Ranger 4: brigand
    Ranger 5: Archer (Frost test build)

    just a little bit of a pain to find the character i want only different with alot of them is hair colour/style -.- 


  7. Like
    Durenthal reacted to McTan in 6.200 LIVE Feedback for 11/20/2020   
    Soul essence sells for way too much, farming disciplines should not be the best source of gold (nor should forts, it should be farming wartribe) Soul thralls are useless. Delete the soul thrall mob from the game. Domain tokens (minor major) should be what we are farming, then add a vendor who accepts tokens to buy discs from that domain. The inventory management is a complete nightmare and disaster. Hunger should be removed from the game. I'm not sure which of the devs has chosen that hill to die on, but I'll rejoin the chorus of people who hate it. You can be CCd while invuln going through gates. This needs to change. In fact, the whole mechanic of gates needs to change, because once a server has population, gankers are going to camp there constantly and make people quit because they would rather have a small hit of dopamine than allow new players into their zone. Get ahead of this problem, please. Additional camps during late seasons for thralls is a mistake, make the existing thrall camps spawn dramatically more mobs, so they become regular sources of conflict. I have simply run around by myself for hours farming discs with no contact. I'm not sure how many times I can tell you how necessary it is for you to think about force projection. Watching the big guilds run with their full numbers constantly should tell you how little you pressure big forces to split. They quite simply don't need to.
  8. Like
    Durenthal got a reaction from coolster50 in Top 5 Feedback 11/18   
  9. Like
    Durenthal got a reaction from Tofyzer in Top 5 Feedback 11/18   
  10. Like
    Durenthal got a reaction from Censorious in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  11. Like
    Durenthal got a reaction from Timekeeper612e in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  12. Like
    Durenthal got a reaction from Glitchhiker in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  13. Like
    Durenthal got a reaction from Khalanos in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  14. Like
    Durenthal got a reaction from ilogos in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  15. Like
    Durenthal got a reaction from ComradeAma in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  16. Like
    Durenthal got a reaction from DravoiX in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  17. Confused
    Durenthal got a reaction from Evil_Angel in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  18. Sad
    Durenthal got a reaction from CaptainSlashin in Feedback on the current state of the game   
    Lack of population has been an ongoing problem for Crowfall, and the designers need to take some time to work out why that is and what they can do to fix it.
    There are tens of thousands of people with access to the beta right now.  Yet under 1% of them are playing at peak times.  I've heard all the excuses about how people who've paid for early access don't actually want to test an unfinished game, how an upcoming wipe is causing people to not want to play, etc.   Wait, let's unpack that last one a bit.  People don't want to participate because there's a chance their work will be wiped away.   Crowfall progression feels like work.  Every aspect of it.
    What it comes down to, is that while Crowfall occasionally feels rewarding, it rarely feels like fun.   And that's the core problem you have, ACE.  Those of us who persist in the test do so because those rare elements of fun make us want to seek out more of it, or because we feel an obligation to our guild.  The vast majority of your testers have decided that there's not nearly enough fun to justify all the work that comprises the rest of the game.   If the game had a lot more fun, a wipe would be meaningless because we'd be enjoying the gameplay, and doing more of it later would also be enjoyable.
    Let's examine some of the elements of Crowfall.
    The New Player Experience is a necessary evil.  New players need to learn the mechanics and concepts and weird stuff that makes Crowfall unique.  And going through it once is educational and rewarding (free mount, relatively fast pace of advancement for white vessels, at least).  But after the first time on each class (let's be generous and say that it teaches us how to play our class and is therefore worthwhile the first time you play a class), it's just work.  And if you have a crafted vessel, it's more work to get to max level.  The better the vessel, the more experience you have with the game, the more work it is to level the vessel.  Why is that?  We should pay for our stronger vessel with a longer leveling curve?  That suggests that even the devs see the leveling process as work, a price to be paid to reach the real game. Harvesting for mats.  Resource nodes have 1000 health.  Node dmg is capped at 100 per swing unless you're using energetic harvesting.  So let's assume an average of 10 swings of a tool to destroy a node (longer in the early game, shorter for trained harvesters with good gear and energetic harvesting later on).  Each node pops out a couple of useful doobers, some dust, and a fair number of less useful doobers.  Solo harvesters spend a lot of time hitting resource nodes.  They deplete their stam, they use a glowing tool that can be seen a long ways off, they make a lot of noise.  All this so they can attract gankers for a bout of massively unbalanced PvP (the ganker chooses the start of the fight, when the harvester is low on stam usually, the ganker is in pvp gear as opposed to harvesting gear, the ganker carries no loot while the harvester is a loot pinata, and when the ganker wins, it recalls home immediately to offload its loot.  No risk vs reward here).  And the rewards of solo harvesting are dwarfed by the drops from forts and pig caravans.   So solo harvesting is a lot of work (there's that word again) for little reward and no fun.  Group harvesting (motherlodes, with harvesters and guards, or even groups of harvesters working in close proximity (although there are no places at all in recent maps where this is viable for most types of harvesting)) is marginally more rewarding, and less dangerous, but it's still work rather than fun.  Maybe here we have to accept rewarding rather than fun? Forts.  A fort produces a large amount of free resources each hour to the faction/alliance/guild that owns it.  Forts are rewarding.  Capturing a fort involves bringing a large number of people to capture a flag in the last few minutes of an hour-long siege window.  Because the only thing that matters is who owns the flag when the siege window ends.  5 minutes of blob vs blob combat dictates who gets the reward for the next 24 hours or so.  And the forts only have their siege window in prime time for their local time zone.  Same as keeps.  This promotes appointment gameplay.  Login at the start of prime time, hope your blob is bigger than the enemy blob (because large group combat in crowfall is a numbers game for the most part), logout after the siege window ends.  No real reason to play outside the siege window once you've got a leveled and geared character.   I would like to see Forts replenish their loot at random intervals throughout the day (based on population on, if you prefer), with less loot per pop, and a 5 minute warning before the loot spawns.  Fort fights should be good fun for 5 man groups. Caravans.  I think ACE did pretty well with these.  Pigs spawn at a decent rate, move at a decent rate, and can lead to small group combat, which is what Crowfall does best, and where all the fun is to be had.  They are probably too rewarding in comparison with harvesting though - a solo pig runner will come up with way more uncommon and rare resources in a day than a solo harvester. Keep sieges.  These should be the epic centerpieces of Crowfall throne wars.  Instead they're a blob vs blob mess.  Blob vs blob combat isn't fun with current game mechanics.  There's no way for individual skill to count for much.  Tactics don't do a lot either - it boils down to "isolate someone on the other side and burn them down.  Repeat over and over.  Move in the densest blob you can so the enemy can't isolate your guys and burn them down."  Shot callers may get some reward out of blob vs blob fights, but for Joe Normal, the only reward is the satisfaction of either defending your stuff or destroying the other side's stuff.   There's no fun in the moment, just the reward at the end.  Honestly, I have no idea how you fix this with current gameplay mechanics.  It's going to take some significant changes. Wartribes and Thralls.  This is.. ok, I guess.  Doing it solo is asking to be ganked.  Doing it in small groups can lead to some small group fun (and occasionally being run over by a roaming blob). Throne War mechanics.  There really are none beyond sieges.  There's no way to claim and hold land, and no reward for doing so even if you could.  There needs to be fun stuff small groups can do at any time that will help their team compete, and that needs to be the bulk of the gameplay. In the end, solo play in Crowfall is neither fun nor rewarding (unless you're a solo stealther ganking solo harvesters, I suppose).   Small group combat is fun, and possibly rewarding, but really hard to find in Crowfall as things stand, because everything worth fighting over is worth bringing 50 people to do the fighting, and is conveniently scheduled so guilds can do so.  Large group fighting is not fun at all, but rewarding if your blob wins (note that I didn't say if you win.  If your blob wins).
    ACE, please take a look at your systems, scheduling, and mechanics, and rejig things with an eye to making gameplay fun.  Small group combat is where Crowfall shines, so try to focus on that in the short term, while also looking for ways to make large group combat fun, and to make solo play viable and fun.
  19. Like
    Durenthal got a reaction from Ranik in 6.200 TEST Feedback for 11/3/2020   
    Ok, Reah, you said you read all these - here's some very specific feedback about the knight talent trees:
     
    Knight Talent Tree Feedback:
    Board and Board: Useful, which is good because it's required.
    Martial Weaponry (stat block): Decent values, I guess.  Taken because the alternative (Vitality) is pure garbage.
    Vitality (stat block): 450 health is pure garbage.  In terms of effective health, pure health is one of the worst things one can take (healing and armor and barriers all offer more).  This is basically mitigation for one LMB attack and costs the same as as a whole new power.
    Retribution Slash:  The retribution amount is negligible, and the attack's damage isn't great.  Given how many powers the knight bar generally contains, the only reason to take this one is if you want the critical obliteration stat block.
    Noble Blood: Worthwhile power.  I take this in all my builds (maybe I'm unimaginative) for the barrier and resource recovery.  I don't like that it's a two-phase power, and the dmg it does is weak.
    Shield Bash:  the pip steal is nice.  Not nice enough to have to take Vitality though, and Hardiness being blocked off by this doesn't make it any more enticing.  I take this on precisely none of my builds.
    Chivalry (Stat block): This is essentially a required stat block for my knight builds. It saves me having to take weapon finesse and gives a mount speed buff.  Best of the stat blocks for knight.
    Minor Discipline: I would prefer to see this granted like the other two.  I use it on the vast majority of my builds (and 100% of my knight builds).
    Pell Training (stat block): Not as a good an option as Chivalry.  Raw resources in the amounts you give are never as good as resource regeneration or usage efficiencies in terms of effectiveness.
    Critical Obliteration: One of the better stat blocks but gated behind a weak power in Retribution Slash.  I have a hard time justifying taking this.
    Pursuit: Great power.  I take this on every build, though I could see skipping it on a siege-focused tank knight.
    Hardiness:  Health Regen is so weak in the amounts you hand it out.  And a 1% physical dmg mitigation?  Gated behind the world's worst stat block (Vitality) and a niche power in Shield Bash?  Yeah, I've never taken this stat block and never felt like I was missing out by skipping it.
    Endurance: This is 100% required for all knight builds.  It's the missing self-sustain that we've been crying for for 5 years.  Yes, you already nerfed it 5 minutes after you gave it to us, but it's still worth taking because self-sustain is absolutely critical.  This is weak compared to what Champions get, but so much better than what we've had until now.
    Distracting Shout:  I take this because it triggers Endurance with a single button press.
    Resolve: Not terrible, but a one-off 16% heal (over time) when you fall below 20% health pales in comparison to Champion self sustain.  A one off heal is equivalent to a 16% health increase at best (assuming it all happens before you die).  So resolve is equivalent to 3-4 Vitality stat blocks.  And it's still a meh talent node for me.  You starting to realize how bad Vitality is yet?
    Spiked Shield:  Great talent.  And since it's gated by Endurance, which is a required talent, I take this on every build too.
    Juggernaut:  5% resist all sounds nice, but you don't get it all at once, or all the time.  Only worth it for secutors that plan to be damage sponges.
    Into the Fray:  Required talent so it's good that it grants a good power.

    Promotions - I'll do the powers associated with each promotion together.
    Promotion Class Swordsman: I like all the things this grants.  Feels about right.
    Swordsmanship: This is the only thing that makes swordsman a viable promotion.  Without it, dps is atrocious.  So it's a required talent.
    Valorous Strike:  An Execute is a nice perk for the swordsman.  Cooldown is surprisingly low.  Damage isn't great (even execute dmg).  I'd prefer more execute damage with a longer cooldown because burst dmg is king in crowfall.
    Oath of Destruction:  Feels like a pretty meh capstone stat block, honestly.  Worth taking compared to previous stat blocks, which is good, because it gates the domains.

    Promotion Class Sentinel: I would really like to see the sentinel have more AP.  Maybe put 75AP in here (not nearly as good as swordsman's 225, but better than nothing).  In a game with retaliate so easy to get and use multiple times, pure CC builds feel weak.
    Macemanship:  Weak dps increase, honestly.  This needs a little bit of a buff.
    Paralyzing Shout:  The CC just means everyone around you is going to hit you with a retaliate.  But it triggers Endurance, at least.
    Commanding Vow: Necessary for the power efficiency stats if nothing else.  A pretty good stat block overall.

    Promotion Class Secutor: Clearly places the secutor as a toothless tank.
    Revenge:  This makes the secutor less toothless when he's being a damage sponge (assuming the enemy doesn't see he's a secutor and just ignores him).
    Redirected Strikes:  Cool idea. Terrible execution.  A 5s buff every 48s?  The reset from chain attack is pretty meaningless, too.  Please rework this power.
    Bulwark: Decent stat block.

    The swordsman promotion feels good - enjoyable to play.    The sentinel promotion is situationally good, but you need to take a look at retaliate.  It makes all CC builds feel weak.   The secutor promotion would be good in large fights if there were a reason for the enemy to target them.  The "ignore the secutor - it literally cannot hurt you if you ignore it" factor is really strong.
     
    Overall, I don't like gating powers and stat blocks behind others.  Make them tiers, or something, so there are multiple paths to get to a talent.  This applies to all the talent trees, not just knight.
     
  20. Like
    Durenthal got a reaction from Navystylz in 6.200 TEST Feedback for 10/22/20   
    Many of the disciplines are junk.   Some of the domain assignments to classes are weird and unhelpful.  Many of the disciplines in a domain that are available to a class don't apply well to that class at all.  All three knight promotions get access to Justice.  In 20 hours of building and testing knight characters I haven't found a single worthwhile build in any of the knight promotion classes that makes use of Justice.  I have a secutor build with no domain that's better than what I can get if I go Justice.
    Domains prevent us from taking interesting combinations in many cases.  It's not a matter of hard choices between stuff we really want.  It's a matter of being railroaded into choosing between things we don't want.
    The talent tree is far more restrictive than I'd hoped.  In the knight tree, some of the stat blocks are terrible.  450 health is the entirety of a stat block?  And it's required for shield bash... which means that we have to consider if shield bash is worth 2 talents out of 15 (hint, 99% of the time it's not).   You should combine the vitality and hardiness stat blocks at a bare minimum.  The bottom half of the tree is way less valuable than the top half, even to the plate wearing specs when I'm trying to build a tank.
    I've heard some of the classes struggle to fill the power bars.  On a couple of my knight builds, I'd like 12 power slots (I have a lot of human builds, to get 11+4).  So apparently there's an imbalance in the availability of useful powers too.
    I really like where you're trying to take character design, but you're a long way from the goal at the moment.  Yes we can make good builds and bad builds, and we can make a lot of different builds.  But there are so many more bad builds available than good builds.  I understand that you can't open everything up, or everyone will cherry pick from the same few top end disciplines.  But you need to have at least one (ideally 3, to give us that hard choice you keep talking about) top notch major and minor discipline in each domain for each class that has access to that domain.  At present, you're falling flat too often.
     
  21. Thanks
    Durenthal got a reaction from mdonley in 6.200 TEST Bug Reports for 10/22/20   
    The requirement to be able to equip siege engineer is "siege engineer"
    The Juggernaut Knight talent adds 1 resist all per stack.  So at max stacks, it increases mitigations by 0.05%.   I assume it should be 100 per stack for up to 5% mitigation.
    Valorous strike execute dmg is inconsistent on low health target dummies.  I hit a low health dummy for 130, 299, 471, and 235 dmg with the same attack using the same weapon (471 was due to mighty surge).
    Increased bleed dmg from Exsanguinate does not stack with increased bleed dmg from tenderizer.    Actually, tenderizer does not increase bleed dmg at all, even without exsanguinate present.
    The execute increase from Finish him minor does not increase the execute dmg of valorous strike at all.
  22. Like
    Durenthal got a reaction from Spunky in 6.200 TEST Feedback for 10/22/20   
    Many of the disciplines are junk.   Some of the domain assignments to classes are weird and unhelpful.  Many of the disciplines in a domain that are available to a class don't apply well to that class at all.  All three knight promotions get access to Justice.  In 20 hours of building and testing knight characters I haven't found a single worthwhile build in any of the knight promotion classes that makes use of Justice.  I have a secutor build with no domain that's better than what I can get if I go Justice.
    Domains prevent us from taking interesting combinations in many cases.  It's not a matter of hard choices between stuff we really want.  It's a matter of being railroaded into choosing between things we don't want.
    The talent tree is far more restrictive than I'd hoped.  In the knight tree, some of the stat blocks are terrible.  450 health is the entirety of a stat block?  And it's required for shield bash... which means that we have to consider if shield bash is worth 2 talents out of 15 (hint, 99% of the time it's not).   You should combine the vitality and hardiness stat blocks at a bare minimum.  The bottom half of the tree is way less valuable than the top half, even to the plate wearing specs when I'm trying to build a tank.
    I've heard some of the classes struggle to fill the power bars.  On a couple of my knight builds, I'd like 12 power slots (I have a lot of human builds, to get 11+4).  So apparently there's an imbalance in the availability of useful powers too.
    I really like where you're trying to take character design, but you're a long way from the goal at the moment.  Yes we can make good builds and bad builds, and we can make a lot of different builds.  But there are so many more bad builds available than good builds.  I understand that you can't open everything up, or everyone will cherry pick from the same few top end disciplines.  But you need to have at least one (ideally 3, to give us that hard choice you keep talking about) top notch major and minor discipline in each domain for each class that has access to that domain.  At present, you're falling flat too often.
     
  23. Like
    Durenthal got a reaction from APE in 6.200 TEST Feedback for 10/22/20   
    Many of the disciplines are junk.   Some of the domain assignments to classes are weird and unhelpful.  Many of the disciplines in a domain that are available to a class don't apply well to that class at all.  All three knight promotions get access to Justice.  In 20 hours of building and testing knight characters I haven't found a single worthwhile build in any of the knight promotion classes that makes use of Justice.  I have a secutor build with no domain that's better than what I can get if I go Justice.
    Domains prevent us from taking interesting combinations in many cases.  It's not a matter of hard choices between stuff we really want.  It's a matter of being railroaded into choosing between things we don't want.
    The talent tree is far more restrictive than I'd hoped.  In the knight tree, some of the stat blocks are terrible.  450 health is the entirety of a stat block?  And it's required for shield bash... which means that we have to consider if shield bash is worth 2 talents out of 15 (hint, 99% of the time it's not).   You should combine the vitality and hardiness stat blocks at a bare minimum.  The bottom half of the tree is way less valuable than the top half, even to the plate wearing specs when I'm trying to build a tank.
    I've heard some of the classes struggle to fill the power bars.  On a couple of my knight builds, I'd like 12 power slots (I have a lot of human builds, to get 11+4).  So apparently there's an imbalance in the availability of useful powers too.
    I really like where you're trying to take character design, but you're a long way from the goal at the moment.  Yes we can make good builds and bad builds, and we can make a lot of different builds.  But there are so many more bad builds available than good builds.  I understand that you can't open everything up, or everyone will cherry pick from the same few top end disciplines.  But you need to have at least one (ideally 3, to give us that hard choice you keep talking about) top notch major and minor discipline in each domain for each class that has access to that domain.  At present, you're falling flat too often.
     
  24. Like
    Durenthal got a reaction from SAM_BUKA in 6.200 TEST Feedback for 10/22/20   
    Many of the disciplines are junk.   Some of the domain assignments to classes are weird and unhelpful.  Many of the disciplines in a domain that are available to a class don't apply well to that class at all.  All three knight promotions get access to Justice.  In 20 hours of building and testing knight characters I haven't found a single worthwhile build in any of the knight promotion classes that makes use of Justice.  I have a secutor build with no domain that's better than what I can get if I go Justice.
    Domains prevent us from taking interesting combinations in many cases.  It's not a matter of hard choices between stuff we really want.  It's a matter of being railroaded into choosing between things we don't want.
    The talent tree is far more restrictive than I'd hoped.  In the knight tree, some of the stat blocks are terrible.  450 health is the entirety of a stat block?  And it's required for shield bash... which means that we have to consider if shield bash is worth 2 talents out of 15 (hint, 99% of the time it's not).   You should combine the vitality and hardiness stat blocks at a bare minimum.  The bottom half of the tree is way less valuable than the top half, even to the plate wearing specs when I'm trying to build a tank.
    I've heard some of the classes struggle to fill the power bars.  On a couple of my knight builds, I'd like 12 power slots (I have a lot of human builds, to get 11+4).  So apparently there's an imbalance in the availability of useful powers too.
    I really like where you're trying to take character design, but you're a long way from the goal at the moment.  Yes we can make good builds and bad builds, and we can make a lot of different builds.  But there are so many more bad builds available than good builds.  I understand that you can't open everything up, or everyone will cherry pick from the same few top end disciplines.  But you need to have at least one (ideally 3, to give us that hard choice you keep talking about) top notch major and minor discipline in each domain for each class that has access to that domain.  At present, you're falling flat too often.
     
  25. Like
    Durenthal got a reaction from Ranik in 6.200 TEST Feedback for 10/22/20   
    Many of the disciplines are junk.   Some of the domain assignments to classes are weird and unhelpful.  Many of the disciplines in a domain that are available to a class don't apply well to that class at all.  All three knight promotions get access to Justice.  In 20 hours of building and testing knight characters I haven't found a single worthwhile build in any of the knight promotion classes that makes use of Justice.  I have a secutor build with no domain that's better than what I can get if I go Justice.
    Domains prevent us from taking interesting combinations in many cases.  It's not a matter of hard choices between stuff we really want.  It's a matter of being railroaded into choosing between things we don't want.
    The talent tree is far more restrictive than I'd hoped.  In the knight tree, some of the stat blocks are terrible.  450 health is the entirety of a stat block?  And it's required for shield bash... which means that we have to consider if shield bash is worth 2 talents out of 15 (hint, 99% of the time it's not).   You should combine the vitality and hardiness stat blocks at a bare minimum.  The bottom half of the tree is way less valuable than the top half, even to the plate wearing specs when I'm trying to build a tank.
    I've heard some of the classes struggle to fill the power bars.  On a couple of my knight builds, I'd like 12 power slots (I have a lot of human builds, to get 11+4).  So apparently there's an imbalance in the availability of useful powers too.
    I really like where you're trying to take character design, but you're a long way from the goal at the moment.  Yes we can make good builds and bad builds, and we can make a lot of different builds.  But there are so many more bad builds available than good builds.  I understand that you can't open everything up, or everyone will cherry pick from the same few top end disciplines.  But you need to have at least one (ideally 3, to give us that hard choice you keep talking about) top notch major and minor discipline in each domain for each class that has access to that domain.  At present, you're falling flat too often.
     
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