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Posts posted by Kreigon

  1. Feedback:

    1. Ninja-claming of forts & castles at the beginning of a campaign is way to easy and doable by a soloplayer. Guards should be hostile towards all factions on campaign start
    2. NPC monsters with weird behavior
    3. Fog of war is missing
    4. Can't see where my group members are when they aren't on the same mapinstance (no indicator at clustermap)
    5. NPC guards seem to have a 100% hit accuracy, maybe they should miss more shots or dodging their shots should be easier (currently only stepping out of line of sight works)



    • Flying mushrooms & plants



  2. 42 minutes ago, Soulreaver said:

    One to two days doesnt sound like a lot but for players whom dont have a lot of time at their disposal its a lot longer time frame.  Your 2x 10 hours become my  10 days of 2 hours.  


    Regardless its still also a huge step away from why many of us signed on - entering the end game from the start. 


    The game is already a grind in sole respects - this particular grind is just over the top and it influence being able to join the game or not. U -have- to level the vessel for skills.  It has a huge impact.  


    Having to level up to use skills etc. Come on - this isnt fun.  It is -exactly- what all other games are doing and imo a huge waste of time.  


    Look I love the game and a lot of 5.8 is showing a huge amount of promise.   This small aspect shouldnt overshadow the fact that its a lot of great work.



    I mean there is still permanent passive skilltraining. The active skill training is only temporary for a vessel so i think it is not an issue. MMORPGs always have some form of grind so i dont understand your criticism why it is bad for the game. Maybe it is bad for you because it doesn't fit in your gaming schedule because of limited time, but than you have to ask yourself is an mmorpg the right game genre for your limited game time, maybe something more shortterm is better for you. No offense but you can't expect to be good in an mmorpg with very few time invested. I as a mid-hardcore player (i as a student have still very much time for gaming if i want to do it) would be very disgruntled if people get to be very advanced in the game by putting a lot less time in the game but getting easy catch up mechanics and free stuff thrown at them ( I think i would quit cf than). In the end cf is campaign based so maybe there is some time (holidays etc.) where you can play a lot and use the active system, and than there is a periode where you suffer from that because you only can play for 30 mins a day.

    I think the talent game is a good addition to the current game and gives a good feel of progression and if you can't benefit from this system you should try to group up form a team and get support or maybe turn down your own expectations a bit and maybe look for a different game. But i am not a fan to simplify the game for people with less time because this people than should have a disadvantage in gameknowledge/personalskillwise and actual ingame progression because of less time doing something usefull ingame.



  3. 1 hour ago, KrakkenSmacken said:

    Camp upgrades to create better and more effective territory watch points would be a great resource sink if they happened to cost mats to offset the additional white mats currently provided by NPC vendors.

    More velocity of (low grade) resource movement can only improve the economy.

    yes, an upgrade system for outposts would be nice and interesting

  4. 50 minutes ago, Arkade said:

    I'd be willing to bet that 99% of the new users don't even read it, and that's probably being generous. 

    agree, at some point Crowfall needs an ingame tutorial or new players will drop out at the beginning because they dont understand the game

  5. Just now, mandalore said:

    Well they plan a 2018 soft release the last we heard...

    ^^ never ever, can they make it in 2018 in a good quality which is needed.

    Edit: for CU i have the same feeling as you, the core design seems to be wrong to me, RvRvR (without reset) never worked mid/long term in mmorpgs which i played.

  6. 3 hours ago, mandalore said:

    Performance wise CF seems custarded and I don't know if we will ever see large lag free fights in CF like was promised.  If we do large scale fights and I'm wrong, that's great but Unity is 100% trash so who knows how that's going to turn out. 

    CU has some serious issues too but their issues are core design issues.  RvRvR is horrible, tab targeting is outdated, no stealth classes at release, no scout classes at release, no shapeshifter classes at release, there's one other archetype for classes that's also missing at release and the balance issues they are going to face with 30 (eventually) classes is going to be incredible.  Their tech runs fine while the CF tech runs like it's being hosted out of that homeless tent city in Seattle.  

    Naa unity isn't trash wtf^^, if you know what you are doing, but maybe not the best engine to make a large scale pvp mmorpg. The only mmorpg that was made with unity is albion online afaik. I am curious if ACE really can make it, i think in 2019 we will know the result, i hope they can make it.

  7. Yeah, performence is the keypoint for the game. I don't think 1000 player battles are fun or tactical organizable in general ( so ultra large battle are no selling point to me, because i think they won't we fun mid/longterm, becasue of randomness and otherstuff which comes with to much players) , but i hope that we can have battles of 50-100 players in crowfall that would be fun and still organizable without losing the overview of the battlefield.

  8. A map like this would be cool: 20170419123400_1.jpg


    The current map is so "blocky" and doesn't look good.


    I like the approach to have a compass and a normal map set to "M-key" instead of a minimap, because if you have a minimap it always draws attention to it and you are always staring at the top right corner where the minimap is instead of your actual surrounding (thats my experience of minimaps).

  9. 40 minutes ago, Frykka said:

    Every timetable still puts soft launch well under a year...   Even if we are into 2019, there will not be any massive shift to a theme park format of quest-mob-boss-gear economics.   Crowfall is not intended to provide the experience, it simply sets the parameters of the sandbox and nothing more... human interaction is the game and a lot of that will be conflict as is our nature.   that conflict will occur over the highest and least available resources and any other points of contact that the parameters set as points of interest.   

    i know you dont need to tell me that. I only mean that it is pointless to argue about "will it be boring", " will harvesting be exploited" if the mechanics are not or only partially in the game. And i don't see Crowfall for a softlaunch under 1 year.

  10. idk the game is still 1+ year away from release, it is useless to speculate on topics like that when nothing is set in stone yet. Even the campaignrulesets are not ready, so i will start to talk and speculate about this things, when i see a softlaunchdate and more contentdetails, right now it is pointless.

  11. 5 hours ago, CFC_Shiro said:

    Freut mich, dass euch das Video zusagt. Wir würden uns freuen, wenn ihr bei den nächsten Hangouts auch vorbei schaut und sich damit auch künftige Videos interessant gestalten lassen.

    Außerdem darf ich euch bitten - sofern das Video halbwegs euren Einschätzungen zum Spiel entsprechen - das Video gerne mit möglichen Neuinteressenten zu teilen. Die deutschsprachige Community muss wieder ein wenig aktiver werden. Neue Gesichter tun hier besonders gut. :)

    Ich denke es ist immernoch zu früh um Leute auf das Spiel zu hypen, ich werd noch etwas warten bevor ich meinen Freunden den Vorschlag machen sich CF anzugucken

  12. On 26.5.2018 at 1:02 PM, CFC_Shiro said:

    Ich denke unser Crowfall Community Hangout ist relativ Einsteigerfreundlich geworden. Daher möchte ich hier das VoD für alle zur Verfügung stellen. Wir haben uns gemeinsam mit @FearMe, @DravoiX und @Kowa die aktuelle Version Pre-Alpha 5.6 mit allen Interfaces, Fertigkeitenbäumen, aktuelle Kampagnen und Ewige Köngreicher inklusive dem platzieren von Parzellen und Burgenbau angesehen.

    Ich musste die ersten Minuten ein der Aufnahme rausschneiden, daher erfolgt der Einstieg relativ rasch:

    Wenn Du für das nächste Community Hangout Vorschläge und Verbesserungstipps hast, gerne hier oder bei uns im Forum posten.

    Wir hoffen, dass Du das nächste mal auch Live im Discord oder Twitch Chat dabei bist.

    gutes Video !!

    Beim Releasedatum bin ich auch sehr skeptisch, 2018 wird das denk ich nichts mehr (zumindest nicht in einer marktreifen Qualität). Wahrscheinlich wirds Mitte/Ende 2019 werden bis zum Softlaunch, wobei ich auch beim Softlaunch die Problematik sehe, dass viele Spieler zu viel Vorsprung haben werden wenn später der "offizielle" Launch erfolgt und alle Neulinge checken, dass sie unaufholbar Monate hintendran sind mit dem Skilltraining. Ich würde einen Hardlaunch favorisieren, auch wenn er erst was später wäre.

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