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ComradeAma

Testers
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  1. Like
    ComradeAma got a reaction from Tofyzer in Nerfing All Ranged   
    Please fix FW Volatile Ice/ Frost Armor bugs before hammering ranged damage.
  2. Like
    ComradeAma got a reaction from MrErad in Nerfing All Ranged   
    Please fix FW Volatile Ice/ Frost Armor bugs before hammering ranged damage.
  3. Like
    ComradeAma got a reaction from Atreus in Nerfing All Ranged   
    Please fix FW Volatile Ice/ Frost Armor bugs before hammering ranged damage.
  4. Like
    ComradeAma got a reaction from BehindYou in Nerfing All Ranged   
    Please fix FW Volatile Ice/ Frost Armor bugs before hammering ranged damage.
  5. Like
    ComradeAma got a reaction from APE in Nerfing All Ranged   
    Please fix FW Volatile Ice/ Frost Armor bugs before hammering ranged damage.
  6. Like
    ComradeAma got a reaction from APE in Why low Frames?   
    Ok, than try something from this list. It is possible that updating chipset driver will help you.
    1) Disable Hyper-Threading (aka Multi-Threading / SMT) in BIOS. Note: that heavily improves Crowfall performance, but degrades performance in multithreaded apps, e.g. video rendering. 2) Disable CPU Virtualization. Note: if you use hypervisor for e.g. Docker, it will stop working. 2) If your graphics card is bottleneck (GPU load is 100%), OC graphics card (MSI Afterburner OC scanner recommended). Both memory and GPU clock improve FPS. That's for 2k-4k/utlrawide monitor or Highest graphics settings users. 3) Update chipset drivers to the latest version. 4) OC memory. For the latest 3rd gen Ryzen 3600-3733 is sweet spot. For Intel push as high as possible while stable. 5) Check CPU voltage set by your motherboard in case it is inadequate. If it is, fix voltage or upgrade BIOS to the latest version. E.g. my MSI Gaming Plus MAX set 1.4V+ for my Ryzen 3900x, which is too high (BIOS is pretty recent). Setting it to 1.3V made CPU consistently better boost to its 4.6GHz and heat for about 10C less while gaming (your power bill will be lower too). Disclaimer: do this only if you know what you are doing. Setting incorrect high voltage for your CPU (1.5V+) will kill your CPU. 6) Unity runs on 4 physical cores atm. Download Process Lasso and assign CrowfallClient.exe to the fastest cores of your CPU. For AMD CPU you can check it in Ryzen Master, for Intel you have to test if yourself. 7) Download Razer Cortex and Scan system for optimizations, it will disable all useless Windows background processes when you are gaming. 8) Zone load times are dependent on your hard drive, so get Crowfall client on the fastest SSD you have. Ideally get M.2 NVMe 3D NAND SSD. Also get CrowfallClient.exe and its folder into antivirus exception list (unless you don't trust ACE with their software). 9) Disable V-sync to descrease load times. As a result on Ryzen 3900x (PBO enabled), GTX 1080 (OCed to 1950Ghz/5500 Ghz), RAM (OCed to 3600 Mhz), Medium Settings, Full HD, shadows/aa/postprocessing off.

  7. Like
    ComradeAma reacted to Wilbur in Nerfing All Ranged   
    Its around a quarter.  This level of damage from a ranger was equivalent in 5.100, maybe less so with end-game mitigation, which factors in heavily here.  I tend to agree with Oneply, the issue is AOE spam for melee.  Ranged DPS in general isn't overly high, its probably near enough where it should be.  The issue we are seeing at the moment is a combination of low mitigation (passives) and generally low healing output (Support power from crafted vessels) and the AOE spam damage output/CC being too high.
     
    It really doesn't take a brain surgeon to see where the changes need to made.
  8. Like
    ComradeAma reacted to corvax in ACE Q&A Livestream for July!   
    Don't call it a Mini Keep, Base, or Smaller Footprint, instead classify it as a Garrison. So now we have Keeps, Garrisons, Forts, and Outpost.
    At 18:17 JTodd talks about the Garrison ward room with 5 different access points and a staircase to the objective, if you really want to create different 'combat spaces' from one model, give us 2 or 3 destructible armor clad doors or barricade and allow the defender to choose their location prior to siege going live, so the egress/ingress for that Garrison ward room can have different permutations.
    Every Total War game has something like this. 
  9. Like
    ComradeAma reacted to BarriaKarl in ACE Q&A Livestream for July!   
    I just want to give a shoutout to DebySue who did an amazing job selecting questions and being super attentive to the chat.
  10. Like
    ComradeAma reacted to nihilsupernum in Nerfing All Ranged   
    I sure feel like I'm getting out-dps-ed by ranged here. My big 5-point diffusion hits for like 1.3k. Their lmb hits for near that much and rapid fire hits for way more. If ranged doesn't get nerfed, that's fine, but what kind of damage should I be hitting for in melee here? 3k diffusion? 500 damage autos?
  11. Haha
    ComradeAma reacted to Ble in Vanguard quitting Crowfall .. For now   
    Watching some of you blame other players/guilds for the endless abyss of problems and shortcomings this game continually fails to address is a wasted exercise.  V is an incredible guild, lead by an incredible individual.  I've enjoyed every interaction I've ever had with them.  Wish you guys the best.  Hope JBlaird wakes up.
  12. Like
    ComradeAma reacted to makkon in 5.115 LIVE Feedback for 7/2/20   
    my another 50 cent of current balance/economy/overall game problems which prevent me to login and doing active gameplay/testing. https://community.crowfall.com/topic/27607-5115-live-feedback-for-63020/?do=findComment&comment=461093
    also I think alot of ppl are leave already so other ppl can leave coz of this. will try to bring everything I dislike inside 1 post.
    most of this is about was tested with current players population and size of Dregs. some of this can works better with more people, some with less but the problems mostly exist in any scenario.

    character building/progress
    1) archetypes are boring. there are almost no unique mechanics inside single class or they are not fully disclosed.
    2) when there was no promo classes, single class was not that bad. promo should buff some aspects or bring new UNIQUE mechanics. you just split class into 3 classes with minor changes and called it promo.
    as result there are only 1-2 promo cutted subclasses with the same builds are available
    3) majors are boring. and you keep cutting access for some classes. may be it will be better you did not create those amount at start but bring 1-2 per month so we can test it. anyway I do not feeling I build up some fresh build with those.
    now I can't even have a variety. learn from path of exile if you wanna made something like this.
    4) minors are ok but there are still alot of useless like blood pact.
    5) lvling is boring. I mean white vessel is only via mobs/trash loot but mostly just eating some time. Do not see any reason why I should waste my 2-3h on lvling it (I really have no clue how to do it if there will be 1000ppl on the server)
    lvling something blue+ is the super mega trash time killer.
    inventory/bank
    1) way too much trash items which was created for nothing but soaking slots...
    2) way too low bank size compared to trash loot and amount of resources needed for player to keep
    3) stacks amount. why something stop at 99999? why something are only limited to 200 per? why something even do not stacked.
    4) all my 3 accounts with 5 characters on I should spent on keeping trash. if I delete single mushrooms I get cursed by cooking master
    5) exporting from Dregs is something terrible. 50 slots, most of this can be easily farmed in infected/GR but I should choose coz it was my time to farm it...well... drop balance issue.
    UI
    1) why no possible to move every single windows like chat?
    2) why no possible to remember window position
    3) why opening inventory also make active every single UI window if I only wanna see my inventory?
    4) why you keep changing styles/colors/placeholders every patch but do not make a single NORMAL UI like any trash indian projects have
    5) why not make filter for millions of stats in details?
    MAP
    1) terrible implementation i've even seen. at least it opening now without 5s lag on client.
    2) go to T34. did you try to find it? or 2234 4522 1. you will get killed until your members will find you
    3) why I can't see party members icons/nicknames on the map?
    4) why I can't see who is from my party on the navigation?
    5) why I can't make some marks? you can store it on my client side and clear on campaing end?
    6) leaderboard not working. blinking or everything can cleared on opening
    chat
    1) years of developing. and... well.. I can't print there sometimes. words are sometimes cleared automatically.
    2) some 4g guyz still unable to connect to the chat server...
    guild
    1) no vault ingame
    2) no members list ingame, no ranks
    3) no ally, no kos list
    4) no any single things which have any other games... just an icon and chat which can not works sometimes
    twinks
    1) it looks like this game is around twinks. you need it for banking, for saving loot, for embargo from Dregs, for crafting, for gathering. which is wrong.
    looting
    1) I can't loot flowers. should stay and aim for hours
    2) I can't loot big mobs. should stay and aim for hours
    3) I can't loot anything if there are any other player aroound coz... all the time I stating interactive dialogue via F button...
    death/drop/respawn
    1) recurrection should be available out of combat for any class without eating slots
    2) travelling as crow through entire map is not so entertainment. pressing G to back to temple eating more gear durability. death shroud was bad implementation. now it is better but still required some adjusting.
    currency/trading
    1) dust, gold, chaos embers, old broken uncle boots, apples.... you should stop on something one or give us possibility to select which currency I wanna trade for my items.
    high end resources
    1) chaos embers are easily done in safe zone or even in EK. which is wrong
    2) some regular resources way too easy (ore, wood, stone) while other are close to impossible or very hard to get
    skill tree/talents
    1) talents are BOORING. no unique. almost do not change gameplay. all they give is +X to something...which usually...capped with better gear

    class balance
    1) pretty sure you get decent amount of reviews right now. I would like to say only 1 thing - balance is not existed. non in pvp, non in pve, non in any single aspect of this game. you should start from now. else there will be late.
    aoe OP
    stealth OP
    120m dodge OP
    any single healer OP
    CC is nonfactor
    2) some classes are very strong on start, some are very strong later while those who was strong become weaker. should be 50/50

    crow tree
    1) time to lvl this makes me cry on current stage. I mean most of the ppl will leave projects in 1-2 month after release. they even do not touch alot of things only available through crow tree 😃
    2) there is no feeling what I like it. coz +3% to this is not unique

    grind
    1) the grind is real. less ppl on the server - easier the grind. but it takes really big amount of time.

    gods reach and save zones
    1) was created for new players to get some exp and lvling character to 15-20lvl. every single player now doing there almost everything
    caravans
    1) should be on timers or on global events. learn from lost ark. they did it perfectly for daily action. and do not forget to not make it during sieges/forts.
    I mean for those who give us 200 pieces of rare resources it should be more

    drop/gathring/crafting
    1) lvl 1 elemental drop 2 dust. lvl 30 mature spider qeen drop... same 2 dust. you see something wrong here?
    2) why I still can't blueprint? or create 20 items per 1 craft?
    3) current caravans implementation is makes gathering almost nonexisted. overtuned profit. caravans can be done solo with non prime time atm.
    4) drop in GR compared to Dregs are overtuned.

    vessels
    1) you can craft decent blue vessel already which in my case looks bad coz caravans and no1 on the server. but getting minors is impossible which makes those nonexistent and useless

    building
    1) ok for a balanced caravans. wasting time for a 6 days campaings
    performance
    1) terrible. and it will be number 1 reason why ppl will not play this game.
    2) if you can't optimize FX - dont create so much useless skills with the copy-paste mechanics.

    new players experience
    1) no need to create 10-steps y-y-y-y quests. create a journal with the tutorial. it should be able to be opened from UI and readable.
    2) ppl do not know what to do after they lvled character. they even have no clue what awaits them ahead... check grind.

    bugs/exploits
    1) colossal amount. sometimes I even do not understand it is bug or working as intended (infinite instant respawns on the ancient bear)

    lootboxes/wartribe
    1) are out of control which mean craft is not existed for 2-3 month after release
    bosses
    1) where should be global event notification with zone and coordinates for chiefs/kings/ancients and local event notification for mobs who is under. this mean ppl will do pvp for this and not scouting entire map (which mean stealthers just sitting on the spawn and checking it). loot from those mobs should be adjusted (getting blue chest with no stats or white minor is something wrong), respawn timers should be at the prime time (not through entire day) like siege shedules.
     
    I've recommended to also read this one
     
  13. Sad
    ComradeAma reacted to Yumx in Vanguard quitting Crowfall .. For now   
    We have decided to quit Crowfall for now.
    We will most likely first be back when beta hits in hopes of it can cure our frustrations.
    But lately it's been feeling like a chore to log in and play the game - and when a game starts to feel like a chore, it's time to do something else.

    First off, for those who don't know me and our guild, I am Yumx, leader of Vanguard, I've been playing Crowfall almost non-stop since Jan. 2017, so 3,5 years by now.
    Our guild Vanguard is one of the top EU guilds, we won the first 2 dregs on test, both the NA one and the EU one.
    We also recently won the first EU live dregs campaign.
    You might also know us from our videos from the past, Go Broke or Go Home and The European Clowncar.

    We've been playing Crowfall for with passion for years, providing the community with several guides, such as The Promo Class Breakdown, Minor Discipline Guide, and of course our Tier List.

    Enough about us - Why do we quit Crowfall?
    To put it into a sentence; It is the built up frustrations with many different aspects of the game.

    But to put some words on it, and to spark some discussions with the community, maybe the developers can use this to further develop the game in the future.
    *DISCLAIMER - Yes we know the game is in alpha, but it's far into development and you can get a pretty good idea of what the final game will look like*

    Game Loop
    The game loop is not where we wanted it to be.
    Currently it's 1 hour of action per day, and 23 hours of grinding - in a PvP focused game, for people that focus on PvP, that really kills the motivation when you spend most of your time doing PvE.

    Caravans
    We hoped with the implementation of caravans that it would drive more regular PvP, but in reality it does not do a great job at that.
    Mainly people just run those caravans in off hours to build up their buildings.
    This hopefully does change with a bigger population of course.

    Our hopes of Caravans were timed/announced events, fixed destination of the caravans, where you had to control/protect the caravans to the end, to get the huge amount of resources a caravan can give.
    Take us through the beautiful landscape and environments you've made, let enemies that don't make it to the caravans first set up ambushes, let's have some amazing PvP - this would be a type of circle standing I could like, because the circle would be moving :D 

    Victory Cards
    The victory cards most often promotes PvE farming or sitting in your base and hope the enemy doesn't come to try and take it, so even in the siege windows, most often you will find guilds sitting in their strongholds, because that is most beneficial towards winning the campaign.

    This is obviously something they said they can change and do balance passes on - so this is just feedback on what we've tried so far.
    But currently with how expensive buildings are, with how short campaigns are and the time it takes to gather those resources - victory cards that promote having "most rank 3 buildings" is just pure slavery.

    If you were to have Victory Cards that focuses that hard on PvE, such as Hellcat paws, or sacrificial shards to a certain god, make the points gained from those cards way lower than actual hard cards like most kills in sieges, most stuff capped etc.

    War Tribes
    The war tribes was a fun addition to the game initially, having those random drops is always a good time waster for MMOs, but in it's current state with Chiefs, Kings etc. in the early game, where crafting almost doesn't matter, being forced to farm those on cooldown to be competitive is not very fun.
    This is because the drops from these bosses is just too good not to go for, it's also the main way to get crafting additives.

    We really lack alternative ways to get crafting additives, hopefully through PvP (destroy an enemy crafting building - get crafting additives?)

    Loot boxes in war tribe camps
    It's a cool idea to have boxes with strong weapons and armor in. But they are too easily accessible currently.
    Let us fight over them, make it an event in the campaign (15:00 Urgu camp boxes will open)

    Animals
    Why do we have to farm special versions of animals to acquire necro additives and crafting tools?
    Why are there not a PvP way to get these, a trained necromancer chopping up an enemy vessel etc.

    Again more alternative ways to acquire additives would be appreciated.

    Outposts
    With how little they actually matter to the scoreboard, and how long they take to capture, it feels like they need a rehaul.
    Yes, it makes sense that it's an activity for smaller scale, but you almost gain nothing from taking the time to kill the guards, then proceed to stand in the circle for X amount of time, just to gain very few points.

    Maybe they can have a bigger purpose outside of when the victory cards about outposts are there? Like if you own the outpost in the parcel you gain resource advantages on that parcel?

    Forts
    Fort fights have always been some of my favourite fights, the only problem with them, is how they are captured in the end.
    If one force has more people than the other, they just need to stand in the circle to turn it to their side, there's not much strategy or tactical decisions outside of when your enemy make mistakes.

    Could be awesome to see some multi objectives like in the new keeps, because right now Forts are just as valuable as Keeps, if that's where you decide to make your homebase, it's just much easier to lose.

    Keeps
    The current iteration of keeps are in a pretty cool spot, the only thing we're lacking is players being able to decide their own layout, where to place the wards, buildings, walls etc.
    Not necessarily free building, but just give players several different layouts to choose from, so we have some decisions to make depending on the surrounding area.

    Siege Windows
    As mentioned, the downside of sieges being scheduled to 1 hour per day is that, then people think that's when to PvP.
    So they almost only log in to PvP, at that time of the day. This is very much a mental thing, that people see "okay X is open from X to X, that's when I need to prepare my self for PvP".

    That's why we suggest timed events more regularly, like Caravans, so people have a visual indicator of PvP is about to happen.

    Campaign layout
    Often when you want to go attack forts or keeps, having a respawn point nearby is pretty nice to have, especially if you expect you take some losses, then you don't want people to have to run 5-10 minutes to get back to the fights.
    But most often respawn outposts are very far off forts, so an idea could be that you give players a way to transform regular outposts to respawn points for X amount of time?
    Maybe a stonemason craft or something like that.

    It would also help with huge advantages defenders already have in this game.

    Crafting
    My officer and I were the ones crafting for our entire guild (20+ people), and the current crafting iteration could use some optimizing for sure.
    The biggest problem is how inconvenient it is to craft items that require items from other professions, and it's not so much that you have to be on different accounts/characters, it's more that we lack a nice way to keep an overview.

    An idea could be: Guild crafting requests, so when you step to a crafting table, a request tab pops up, shows what kind of items guild members have requested, and then you just click on it, and it shows you what item you need to craft at this crafting table, for that item.
    So let's say a guild member requests a 1 handed axe, with Crit damage and attack power.
    Then on my woodworker account, I go to the woodworking table, click on requests, on the 1 handed axe that is requested, and it says "Craft a Wooden Plank: Birch/Birch/Birch".
    Then when you craft it, it says "Part complete by WoodWorkerCharacter" in the request tab, so you can see your progression towards the item, and who crafted the parts.

    A part from this, going back to asking for alternative ways of getting things, have crafting be able to compete with War Tribe loot early game too, that way people can choose to either go farm war tribes, or the crafting route - we need more choices.

    PvP
    This is obviously the most important one for us.
    The reason I kept playing Crowfall for 3,5 years, is because the PvP was addicting.
    The thrill of beating your enemies with great coordination, and well timed anti healing, tracking enemy ulties etc. was just an overall great experience.

    This has sadly turned for the worse in the current patch, with the implementation of Frostweaver and huge amounts of AoE damage.
    Currently fights go like this:
    - Everyone has frost guards, because the frost armor is so strong that you can't play without it.
    - Everyone has Stormcallers, Frost guards and Archmages, because the AoE damage is so strong, you would be gimping yourself if you didn't use it.
    - With the amount of damage these classes put out in AoE, you don't really need anything else, because you also get a buttload of CC from the frostguards Volatile Ice mechanics.
    - So the rest you just fill up with healers.
    - So you see an enemy group, tell everyone to get their AoE ready, then fire it all at once while running into the enemy, and they get AoE'd down, while everyone is clapping in excitement and playing their face and feet.

    The PvP has been dumbed down to a level that is not fun anymore, for us at least.

    Crowd Control and Retaliate
    That every class has access to multiple CC powers on low cooldown, makes the overall CC experience in a fight very spammy.
    But to counter this, everyone has retaliate ready all the time, and become CC immune most of the fight.
    This leads to that everyone that PvPs almost always have 1 finger on their retaliate button, because you just have to react to the Retaliate Pop up to keep playing like nothing happend.
    It feels trivial to the fights, it's just annoying but doesn't have that much of an impact.

    What would help the overall combat experience in our opinion, is to limit the amount of CCs, make them longer cooldown, but make them have a bigger impact - so retaliate on a cooldown - that way it also means that you need to use stuff like juggernaut and escape artist to outplay/counter stuff - and you can set up burst windows.

    We want to go back to tracking enemy cooldowns, so we know when we can go for the kill with set ups.

    Class mechanics
    With the implementation of the Frostweaver ACE showcased that they are able to actually make unique and interesting powers, so an overhaul for the other classes towards this direction is very much needed.
    Most of the current classes/builds are not mechanically challenging, even a 6 year old can play champion in PvP.
    There's no real depth in the skill variety, combos etc., the promotion classes adds very little to the playstyle.
    An example here could be that you put almost all CC into the actual CC promotions.

    Disciplines
    With the limited amount of viable majors and minors, everyone is running the same builds.
    You're playing Icecaller? Earthkeeper? Crusader? Use Field Surgeon and Naiad.
    Minors? Sturdy, overwhelming odds, matching X.

    There are no other choices that can beat that.
    We desperately need more viable choices so we can specialize our builds more towards our preferred playstyles - but it's impossible currently with how the fights play out.

    Balancing
    This is one of the next steps they announced they will be working on.
    And it's definitely needed.
    Here are some suggestions to changes:

    - Reduce Volatile Ice Damage.
    - Reduce Volatile Ice Proc chance.
    - Reduce Aura Emitter Damage.
    - Increase Barrage damage to whatever you reduce the other AoEs to.
    (Single target dmg should always be higher than AoE, which is not the case currently)
    - Reduce Frost Armor (from Frost Guard) to take 5 seconds to break, instead of 10.
    - Move Crowd Control to CC promotions for the different classes.
    - Make hybrids more viable. (Arbiter/Archdruid some more base support power forexample)
    - Give melees more CC immunity than Ranged Classes. In big fights, melees have to run through hell to get to targets, where ranged can just pew pew from range, meaning all the CC affects melee way more than ranged. To make up for this, give them more CC immunity so they also have a chance to do anything.
    We need melee to be viable again, and this is one of the main reasons they are not playable in big fights.
    - Early game the offensive stats from war tribe gear is way higher than what you can gain for healers, meaning damage is way higher than healing. Could use some fine-tuning, see Crafting feedback.
    - Generally we think with longer cooldowns on powers, ultimates, retaliate etc., the fights won't be as spammy, but more about setting up combos together, which is what we would prefer.

    Classes
    There are so many promotion classes that are unplayable in the current iteration of combat - because they don't feel specialized enough in what they are advertised as.
    Champion (Only Pit Fighter is played):
    Alpha Warrior lots of damage? Well with how the Pit Fighter capstone works, Pit Fighter actually have enough damage but way more survivability.
    Barbarian lots of crowd control? Well all the other champions have almost the same amount of CC, just more dmg or survivability.

    Cleric (Only Crusader is played):
    Arbiter lots of crowd control? Well with how retaliate works, and since you can have 2 roots on Crusader from naiad + native root, the Crusader have enough crowd control and way more healing.
    Radical ranged dps? Compare it to ANY other ranged dps and it will fall short in output over time.

    Knight (Secutor and Swordsman are played):
    Sentinel lots of crowd control? The other knights have exactly the same amount of CC, and the Secutor even has better CC through spammable dodge pip removal.

    Templar (Paladin and Fury are played):
    Vindicator melee dps? The main damage from a vindicator is execute, their divine light is not worth it, because only 5 targets and slow tick rate. Compare it's output to forexample Titan (if the melees even can have uptime) then it falls short.

    Ranger (lol):
    Archer is somewhat viable, because of their single target sniping from long range, but the damage output versus the other ranged dps (confessor, stormcaller, archmage), it's so slow.
    Their barrage is also very low dmg compared to other AoE.
    Warden tanky ranger? Well if people just ignore the warden, what can it actually do?
    Brigand stealth traps? Traps being that huge and clearly visible makes it very bad for combat where you fight enemies that have eyes in their head. Their slow stealth movement also makes it hard to use Brigand for group fights, where they would shine if they quickly could get into the backline and surprise with traps.

    Assassin (even more lol):
    Sadly the only thing assassin is useful for is PvE, and that's the blackguard.
    Assassin needs a serious overhaul, make it have some kind of impact through lockdown (see retaliate changes) or AoE antiheal or something useful.

    Frostweaver (Everything is played):
    You make a well designed class, and suddenly every promotion is used and feels unique.

    Confessor (Inquisitor and Fanatic is played):
    Why change the names btw? Fanatic (CC promotion) is not used for their CC abilities though, because all confessors have the same CC. They are mainly just used for their passive elemental break debuff.
    Sanctifier is sadly still a joke, has no impact on fights, condemnation being locked in animation, their low range on CC, sanctifiers are ignoreable in fights.

    Myrmidon (Titan is played once every full moon):
    Titan went from one of the best DPS' if played well, to unplayable with the implementation of ranged AoE and huge amount of CC.
    Battlerager is ignoreable, it can soak dmg, but has no CC that makes an impact nor any utility or damage.
    Conqueror was also a great pick before to have 1 of in your lineup - now it's useless, frostweaver does it better.

    Duelist (Slayer is played):
    Slayer is played because it has lots of control combined with good ranged damage, you actually feel like a DPS promotion playing this.
    Vanguard Scout is a promotion people forget exist.
    Dirge is used for harvesting characters, because it's easier to craft mail/plate harvesting gear.

    Druid (Earthkeeper and Stormcaller is used):
    Archdruid used to be THE AoE damage. You would work together to set up the big one shots - it has now been overtaken by the quick AoE dmg Frostweavers and Stormcallers has, why take 20 seconds to set up a one shot, when you can spam AoE dmg every second on a Frostweaver with almost no ramp-up time?

    Hitboxes
    Hitboxes really have to get fine tuned, if anyone has ever tried to play a ranged character, trying to hit enemies on objects, fort/keep walls etc. most often even though your reticle is straight on the enemy character, you will not hit your enemy. Very frustrating.

    Leveling
    I understand that leveling was implemented to slowly introduce players to the class and their powers/mechanics.
    But if that's the reason, why do you then still have to level advanced vessels? Did you think we forgot how to play our class after we upgraded our vessel?
    We should just have short class introductions when you create a basic vessel, and that should be it.
    Leveling feels misplaced in a PvP game like this, which brings me to the next part, New Player Experience.

    New Player Experience
    Now I know the current New Player Experience is not done.
    But here's what a new player needs to know (I have explained, trained and taught A LOT of new players over the last 3 years):
    - They need to understand that fights are mainly played in groups.
    - They need to learn how to use siege equipment.
    - They need to learn how objectives work.
    - They need to learn how to craft advanced stuff. Learning this means they get to learn how crafting items are dependent on multi professions/crafters and requires time. Which hopefully teaches them to appreciate when they get well crafted stuff.
    "I would like an epic Runic Sword" "Yeah but do you understand the effort it takes to make a sword like that happen?"
    - They need to learn the basics of their class (later all classes, but that shouldn't be in the intro)
    - They need to learn how harvesting works, where resources come from, what Plentiful harvest is etc.
    - What victory cards are etc.

    If they learn all this stuff in the introduction, they will be well suited to out into a campaign and actually contribute for a guild.
    It's a huge amount of work, but this is what guilds are forced to teach new players when they take them into their guild.

    __________________

    Now this sounds like a lot of negative stuff, but it's just how we have experienced the game the last 3 years.

    Here's some positive stuff though:
    - Dregs, Guild vs Guild worked out great, the forced friendly fire between allied guilds adds a fun factor to fights.
    - Thralls at night is a cool mechanic, and forces people out into the world (will work great with a big population)
    - The game have been great enough to play it non-stop for 3+ years, you have done a lot of stuff right.
    - All the different stats in the game makes it an awesome experience for min/max'ers, that you can really dive into your stats and exactly hit your caps in late game etc. is great. (Only problem is what is actually viable vs obtainable)
    - Harvesting was chill and useful (till Caravans)
    - The feeling of being dependant on eachother in a guild is still there, you can't fight without your crafters, you can't craft without your harvesters, you can't harvest without your crafters.
    (I know wartribe = non crafted gear, caravans = non harvested resources, but still :D )

    We hope the devs can use some of this feedback.
    Hopefully a bigger population will fix a lot of these frustrations, only time will tell.

    Now, this was a long post, and if you've reached the end, thank you for reading, this post was made to spark discussions about the game, so fire away, but keep it constructive!
  14. Like
    ComradeAma got a reaction from BarriaKarl in Disbalance in the current DREGS rules   
    Do you know that 7 Russians accounts left KGV after day 1 to EU campaign? The second part of the table is one of the most active players in KGV, you cut them out. Additionally the most of Dis score is generated from assists during the sieges. Do you think people who play 1h a day and don't do anything else should have 2/3 of victory points? Your data is not accurate, and idea of power card being more than 1/3 points (which applies only during 1/24 hours) makes no sense #SmallEncountersMatter.

    P.S. Power card is already more than 1/3 points if you stragegically take forts/keeps with rank 3 class A/B building for the wealth card and don't lose your own.
    P.S.2 I would not call running caravans or taking outposts a PVE activity. It may be easier now with not many gankers like ZYBAK around, but once campaign has its desire 2000 online population, there will be a bloodbath for every of these "PVE" objectives.
     
  15. Thanks
    ComradeAma got a reaction from Tofyzer in 5.115 LIVE Bug Reports for 7/2/20   
    Turning on V-SYNC greatly increases load times. On my configuration with FPS going from 100 to 60 when V-SYNC is on, load time increases from 15-16 seconds to 22-23. There is something wrong there.
  16. Thanks
    ComradeAma got a reaction from BarriaKarl in 5.115 LIVE Bug Reports for 7/2/20   
    Turning on V-SYNC greatly increases load times. On my configuration with FPS going from 100 to 60 when V-SYNC is on, load time increases from 15-16 seconds to 22-23. There is something wrong there.
  17. Thanks
    ComradeAma got a reaction from moneda in 5.115 LIVE Bug Reports for 7/2/20   
    Turning on V-SYNC greatly increases load times. On my configuration with FPS going from 100 to 60 when V-SYNC is on, load time increases from 15-16 seconds to 22-23. There is something wrong there.
  18. Haha
    ComradeAma reacted to ZYBAK in Crowfall Memes + MS Paint Rage Thread   
    Courtesy of @Chillmate
  19. Confused
    ComradeAma reacted to Crash_Corrigan in Bring back old God's Reach maps   
    I know you probably want/need us testing the New Player Experience, but after running it with at least 10 toons, I am sick to death of it. Please bring back the previous God's Reach server, so we can at least farm/grind with enough mobs for everyone.
  20. Like
    ComradeAma got a reaction from Doomshadow in Disbalance in the current DREGS rules   
    Do you know that 7 Russians accounts left KGV after day 1 to EU campaign? The second part of the table is one of the most active players in KGV, you cut them out. Additionally the most of Dis score is generated from assists during the sieges. Do you think people who play 1h a day and don't do anything else should have 2/3 of victory points? Your data is not accurate, and idea of power card being more than 1/3 points (which applies only during 1/24 hours) makes no sense #SmallEncountersMatter.

    P.S. Power card is already more than 1/3 points if you stragegically take forts/keeps with rank 3 class A/B building for the wealth card and don't lose your own.
    P.S.2 I would not call running caravans or taking outposts a PVE activity. It may be easier now with not many gankers like ZYBAK around, but once campaign has its desire 2000 online population, there will be a bloodbath for every of these "PVE" objectives.
     
  21. Like
    ComradeAma got a reaction from Tofyzer in Disbalance in the current DREGS rules   
    Do you know that 7 Russians accounts left KGV after day 1 to EU campaign? The second part of the table is one of the most active players in KGV, you cut them out. Additionally the most of Dis score is generated from assists during the sieges. Do you think people who play 1h a day and don't do anything else should have 2/3 of victory points? Your data is not accurate, and idea of power card being more than 1/3 points (which applies only during 1/24 hours) makes no sense #SmallEncountersMatter.

    P.S. Power card is already more than 1/3 points if you stragegically take forts/keeps with rank 3 class A/B building for the wealth card and don't lose your own.
    P.S.2 I would not call running caravans or taking outposts a PVE activity. It may be easier now with not many gankers like ZYBAK around, but once campaign has its desire 2000 online population, there will be a bloodbath for every of these "PVE" objectives.
     
  22. Like
    ComradeAma got a reaction from APE in Disbalance in the current DREGS rules   
    Do you know that 7 Russians accounts left KGV after day 1 to EU campaign? The second part of the table is one of the most active players in KGV, you cut them out. Additionally the most of Dis score is generated from assists during the sieges. Do you think people who play 1h a day and don't do anything else should have 2/3 of victory points? Your data is not accurate, and idea of power card being more than 1/3 points (which applies only during 1/24 hours) makes no sense #SmallEncountersMatter.

    P.S. Power card is already more than 1/3 points if you stragegically take forts/keeps with rank 3 class A/B building for the wealth card and don't lose your own.
    P.S.2 I would not call running caravans or taking outposts a PVE activity. It may be easier now with not many gankers like ZYBAK around, but once campaign has its desire 2000 online population, there will be a bloodbath for every of these "PVE" objectives.
     
  23. Thanks
    ComradeAma got a reaction from moneda in Disbalance in the current DREGS rules   
    You should really follow @moneda's suggestion. I will quote it again.
     
  24. Thanks
    ComradeAma got a reaction from Tofyzer in Crowfall Parser with in-game overlay   
    Hi Crows!
    I updated parser for 5.115 Alpha! (⬇Download 4MB)
    New combat log format is supported with some new cool features:
    Damage graph and sorting. Installer. Send bug report in settings. Parser starts in tray to avoid weird interactions with CF client. Added screenshot of logs setting location. Added the biggest incoming hit and heal and their target/opponent. Added incoming critical rate. Added opponents count. Added Topmost setting (experimental). Added tooltips. Added stat percent on tooltip. Windows can't be maximized anymore. Increased space for stats. Settings are saved between different versions. Sorting directions are saved between sessions. Fixed stats overflow. Limited windows height. Essence Burn damage will display correctly. Fixed some stability issues. If you want to receive updates about new versions, please click "Follow" button on top of the page. I will post new versions changelog here.
    I moved unstable versions to alpha and beta branches, If you want to get access to early iterations of new features, please follow me on Patreon.
  25. Like
    ComradeAma reacted to McTan in Campaign Scoring - The good, The Bad, and the Ugly   
    Asymmetric PvP is the point I'll hammer on for this genre. Keep it in mind when you think about the game and the role of PvE in generating PvP, and things may clarify.
    My favorite aspect of the Divine Favor system is that it gives guild-level sub-goals. I sign-on, and depending on who is on and how many, I join or start a group to try to make progress on a sub-goal. I do those things in the world, and am therefore subjected to potential PvP. 
    I am always skeptical when I read pro-PvP perspectives that give no harbor to the idea PvE (aka indirect PvP) goals sustain different PvP opportunities than PvP goals. This game is not a lobby PvP game. You don't get to schedule your killing for dinner and have that be the end-all. I am not criticizing the desire for that, but there are other genres for it (MOBAs, shooters, arena MMOs). 
    Sometimes I think the criticism is coming from a misunderstanding because so many like games partition their PvE and PvP. WoW is the primary example of this kind of thing. PvP fans can get immediate fun from WoW arenas. It's controlled, predictable, you literally sign-up for it.
    Crowfall is of a different ilk. You very rarely sign-up for PvP. It comes to you at different times during the game. Sometimes you are alone and get rolled, sometimes you roll a loner. Sometimes you get an even numbers fight, and sometimes you get a four-way fight. Sometimes you run around and there is nobody to fight, so you need other things to do (Divine Favor helps immensely) other times you really want to do some Divine Favor things or build your keep and you just keep getting rolled.
    Asymmetric PvP is harder to support in a game because some players find the stretches of no PvP to be too boring and other players find the omnipresent threat of PvP too daunting.
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