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Everything posted by galvia

  1. This is an old bug but it was super relevant during today's siege. Fire damage types affect Keep walls currently - we lost a wall and a huge tactical advantage because the opposing force was able to just use basic attacks from confessors to break down a second wall and remove our choke point advantage.
  2. The people who were most heinously night capping (Applecross, for example) were Australian and as far as I know, have quit or taken a break along with the rest of uXa for this wipe. I know the issue has been addressed because I don't wake up in the morning to see all of our holdings have been flipped without any PVP or interference from the major guilds. We don't ask our members if anybody is feeling up to doing a little bit of night capping or staying up absurdly late for the stupid circle standing game. I know it's fixed because the burnout on my guild has been HUGELY reduced because we now only have to circle stand a little bit, and usually as a part of some other activity that is actually fun.
  3. Yeah - but that was in relation to Outpost night capping and the capture bonuses, which have been tweaked. Holding Outposts is still pretty important but the night capping effect is seriously reduced when there are 1/3 of the total outposts now then there were then, that cap at 3x the speed.
  4. I think a lot of this gets resolved in the Dregs ruleset where we get to place our own banes and build our own bases. The other perceived solution is that PVE activities should drive PVP activities but since the maps are pretty large and the population is pretty small it's hard to see the impact of that unless you are explicitly trying to seek that out. We often get good PVP when we cycle around enemy zones when wartribe respawn timers come up - and if we happen to not find someone we can at least take the drops. We'll see though. ACE is pretty well aware of this being an issue and have reacted in the past to this. The fort windows themselves are a reaction to low PVP around objectives.
  5. I agree with this part. It would be nice if there was some sort of incentive for the double siege, like increased holding points for the space between or a capture bonus modifier increase on the second siege or something. Right now it's just two chances, and if you flip a keep on the first siege but fail to defend it during the second you ultimately end up with just whatever the capture bonus was instead of capture bonus + holding points. I think I would prefer it if there was one siege on Saturday, but more fort windows. I completely disagree with this. Great post @Angelmar
  6. Connoisseur only provides 5% more harvest chance for 8 seconds, and you only roll that 5% chance on the 75%, 50%, and 25% breaks of a motherlode, so make sure it is up if you want to feel any difference. It is pretty minor, and I prefer to run Villien and just do more motherlodes with the same tools. On the drop rate, I've noticed that gems actually drop MORE these days than previously. Here's a screenshot of the haul from 1 pot last campaign in Darilu: This doesn't include the 1k dust and 10 embers we found, a lot of the souls and the body parts we got from the zombies. We run 2 foreman, 1 main hitter, and 2 mob clearers in our group and exclusively motherlode in mines when we're looking for gems. You have to run the potion, you need to use a gemfind pick, you have to clear quickly, and you need to make sure that the person running the potion with the best gem find chance snapshots the node (deals the most damage) in the first 25% of the node.
  7. Redacting this. It was because I was used to silly amounts of crit harvest gear from the previous campaign.
  8. For the record, when the game is a game and not a test campaigns will be longer. 3 months should be about the length of a typical campaign give or take.
  9. I'm glad that we're getting a 30 day trial. I'm sad that we are still not getting any communication publicly about the Trials before they are posted cc @Pann. A 30 day trial with low imports requires a lot of pre-planning that we just didn't get. In the last campaign with a Gods Reach break we had plenty of time to figure out our strategy, and we had an approximate timeframe publicly posted for when the campaign would come up. This campaign we have to scramble to adjust to a campaign ruleset we were not aware of, with a completely different import amount and set of challenges. It would be nice to have even 2 - 3 days of warning for these types of events.
  10. The Gods Reach map is still the same, and we have another level 20 locked campaign Rank 8 resources being available in Gods Reach is antithetical to the purpose of Gods Reach. Someone shouldn't be able to safely farm quality materials in Gods Reach. Crafted vessels shouldn't be affected by the level 20 limitation. It is a bad experience to have to export a vessel in the middle of a campaign to then level that vessel in Gods Reach extremely safely and mostly without your guild. This is exasperated by higher quality mobs. I'm not a new player and I don't want to hang out on Newbie Island every time I progress my vessel. The crafted vessel limitation wouldn't be so bad if it didn't eat one of my precious exports.
  11. After trying it out all Arkon, the 3m melee range feels REALLY awful. If someone is in survival tray they can walk away from a champion after only one basic attack from point blank range and out of attack range. Not to mention, all of the animations and models reach further than the actual attack range - this is especially amplified on champions and Half-Giants. Being able to so easily evade without using movement abilities is quite bad - your damage takes a huge dip if the attacker simply walks away from you. I believe melee definitely needed the nerf they got, and maybe if interp gets reduced via better servers this problem will be reduced, but I feel that 4m or 5m range is likely this games sweet spot. Considering many of the point blank AOE abilities hit that far today, it makes sense that basic attacks should reach further as well. I've also noticed issues with targeting small races (like guinea) when they are right beside you when playing larger races. It's cool that the rats can dance between my centaur legs but that's probably not a good game mechanic.
  12. She asked in the streamer/content creator discord, so she did ask folks across both factions I just had the video up first.
  13. Just as a reminder, it wasn't always as bad as it is now. We were reminiscing about the old Pitfighter days and saw the old nameplates: It used to be a lot more readable cc @jtoddcoleman
  14. The Guild Recruitment forum is a good place to start. The guilds actively recruiting are: The Clam Stacking Casuals (Balance) HaX (Chaos) Corvus Citadel (Chaos) There are some other quality guilds as well but their recruitment is more selective. Check out Winterblades and Hyshen Avari. Some guilds also spam in game!
  15. That depends on the guild or people you are playing with, but is definitely a fair point. I agree with everything else in this thread though. Welcome to Crowfall @Avitik!
  16. Target acquisition is a big problem/skill in this game and it has been made harder by the nerf to 3m range (from 5m) for Melee. It was almost certainly needed for balancing, but I miss a lot of skills/kills that I would have gotten in the previous patch quite easily. Overall it is manageable, but you need very good comms and planning ahead of time to be effective as a melee DPS player. Ranged DPS have it a lot easier, but their damage is somewhat lower in burst so that's totally reasonable (except for Confessors, you OP bastards). Can't wait to review this. I was pretty disappointed in our performance at the fight itself and it helps a lot to see things from the other side. Great fights CV!
  17. It's royalty free - is what it is The title was in reference to the total size of the fight, not each force. Also click baiting or whatever. Still very hype. Thanks for the shoutout @Pann!
  18. They just added that! Put away your pitchforks until we triple cap tonight.
  19. The outrage isn't about the reward, we all get the same badge just a different color. It's just completely backwards logic.
  20. If this is about getting killing blows, fine, make it Kills divided by deaths, but dividing by assists as well is awful. Hell - make it pure kill count. That would be cool too.
  21. Lets give another example, this is @Darthbunbun's stat card: Bunbun Last Campaign Kills 135 Deaths 30 Assists 1,000 Score calculated for this campaign 135/(30+1,000) = .13 Random Assassin Score Kills 10 Deaths 10 Assists 0 Score calulated for this campaign 10/(10+0)=1 Great. He won't place top of the scoreboard again but in the Lore would Arkon really value the other players input more?
  22. This doesn't make an assist more valued than a killing blow, it makes getting an assist COUNTER your killing blows. Fighting with others on your faction hurt your chances of ranking high, in this game all about player collaboration. Also as far as I know, you get an assist for killing players below level 30 - which opens up avenue for degenerate stuff. This makes getting an assist on a kill equal to dying in terms of your ranking. My 90+ kills in a campaign and sub 25 deaths will place me lower than someone who gets 1 kill and dies twice, then logs out, because I'll also have over 250 assists.
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