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galvia

Testers
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  1. Like
    galvia reacted to Prea in Crafting Blue Vessels   
    I've been getting lots of questions from players and/or messages from my guild mates about people asking about vessels in General Chat in game.  I am currently handling necromancy for HoA, a very well-established CF guild.  I am willing to craft vessels for out of guild players for 25 chaos embers.  These will be fully re-rolled blue vessels made with a fully geared & leveled necromancer with a leadership bot and all the tricks our crafting core has learned to optimize the outcome.  I will, at my discretion, use extra additives I have available.  Or you are free to provide your own and I will incorporate them for free.  I can also craft epic and legendary vessels and/or add a philo stone, for an additional ember charge.
    Feel free to contact me on discord at Prea#3409, join HoA's discord channel (see the guild recruitment forum for info), or ask in game in General Chat (may be hit or miss).  Cheers.
  2. Like
    galvia reacted to Angelmar in Poll: Full Wipe   
    We are 60d out from an the last full item/vessel wipe demanded by people that mostly don't play.  That wipe led to guilds like UxA quitting.
    So full wipe in October and then 60-120 days later do it again?  
    The pre-alpha population has essentially been stable and stagnant from bigworld to 5.8 (50-75).  The news of 5.8 brought a huge boom up to 200 concurrent and then declined back to 100 concurrent the last 5 months.
    Wipe without new content will not bring in new blood and may drive away current players that don't want to rebuild every 60-90 days.
    Calling it now two weeks post wipe, the siege concurrent pop will at best be the same approx 100 players there currently are.
  3. Like
    galvia got a reaction from KatzeWeiss in 5.100 LIVE Bug Reports for 9/4/2019   
    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.
  4. Like
    galvia reacted to Tyrannicall in MELEE NEEDS LOOKED AT   
    Okay so up until now I've played devils advocate to most of the people complaining about the current state of melee. However I was going through some gameplay I recorded today and realized that my auto's are missing more then I initially thought. In this video while at 1m range I missed every single autoattack. Yall have got to get this worked out. 
     
  5. Like
    galvia reacted to Hungry in Clam Stacking Casuals (NA) BACK TO CHAOS!   
    As Clams are wont to do, once the Trial of Gaea ends we will be moving faction to CHAOS next campaign in order to do what we do best.  We look forward to facing our good friends Winterblades and HoA on the field of battle!
  6. Like
    galvia got a reaction from JamesGoblin in New and have some questions!   
    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!
  7. Like
    galvia got a reaction from JamesGoblin in New and have some questions!   
    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!
  8. Like
    galvia got a reaction from ACE_FancyHats in 5.100 LIVE Feedback for 8/16/19   
    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. Like
    galvia got a reaction from Angelmar in The End of Nightcapping--Congrats ACE   
    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.
  10. Like
    galvia got a reaction from Angelmar in The End of Nightcapping--Congrats ACE   
    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.
  11. Like
    galvia got a reaction from Angelmar in The End of Nightcapping--Congrats ACE   
    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.
  12. Like
    galvia got a reaction from Angelmar in The End of Nightcapping--Congrats ACE   
    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
  13. Like
    galvia got a reaction from Marth in The End of Nightcapping--Congrats ACE   
    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
  14. Like
    galvia reacted to Hungry in The End of Nightcapping--Congrats ACE   
    The new siege changes are really good for the following:
     
    1. Not having to play Crowfall like a job standing in capture points to remain competitive because 66% of the total holdings flip overnight.
    2. Concentrating large keep battles to specific days means that it is more likely for more fights to break out (it's a lot easier to commit to 3/4 days a week than 7 days), more people showing up to each individual siege guaranteeing more fights also incentivizes people to log in.  Low siege participation days end up with hitting bane trees and logging out, which kills motivation to log in for the next siege.  Saturday might have a bit of an issue here though, but I will say one cool thing about Double Siege Saturday is that it makes holding keeps with high capture bonus a tense situation, since the attackers have 2 chances to flip it that day.
    3.  Reducing the number of outposts drastically was a great idea.  It makes it more likely for conflict to happen over said outposts and it doesn't take literally 15 people 4+ hours to capture them all.
     
    The new siege changes cause the following problems from what I've seen:
    1.  The 7+ hour long single fort vulnerability windows seem to have demonstrated a problem all fort lockout timers have: The last ~10-15% of the vulnerability window is all that matters.  Why would I ever bother fighting over a fort when it has 4 hours and 30 minutes remaining, as the attacker or the defender?  Walk in, bust down the wall, flip it in 20 seconds, get on with my life.  Takeaway: We need a reason to want to keep forts besides points per turn, and other activities to drive PVP outside of vulnerability windows (caravans etc).
    An additional stopgap measure for this, in my mind, is to instead have the ~7AM CST - 7PM CST window have two forts in the same zone vulnerable.  Make them a 1 or 2 hour rotating schedule.
    Example:
      Monday's 7AM - 7 PM forts: A & B 
           7AM - 9AM: Fort A
           9AM - 11AM: Fort B
           11AM - 1PM: Fort A
    Tuesday's 7 AM - 7 PM forts: C & D
            7AM - 9AM: Fort C
           9AM - 11AM: Fort D
           11AM - 1PM: Fort C
    This way it creates a sort of "warzone" in one of the areas of the map, and it still keeps the number of nightcap point flipping low.  It doesn't completely solve the problem of the last 15% of the vuln window being what matters, but I don't really have a good way to solve that issue.  It might just be an issue with a casual PVP format like Factions are supposed to be.
     
    Either way, great job ACE.  These siege changes have revitalized my interest in the game where after Trial of Cybele I was very much considering taking a break.
     
  15. Like
    galvia reacted to ZYBAK in Crowfall State of the Game: August 2019 (Commentary)   
    This is a fantastic patch for new and returning players. I highly recommend everyone brush up on the game if you're planning on returning for the "DREGS" like many people are planning on doing.
    There's some annoying stuff but overall it's pretty good. 
  16. Sad
    galvia reacted to oneply in The End of Nightcapping--Congrats ACE   
    The keep being up twice on Saturday is dumb. Especially at the time the first one goes live. It’s really my only compliant. It has low participation of NA players almost every time. 
    And I would say nothing been solved. Participation in capping objectives is way down. And it continues to dwindle. 
    Rez outposts have reduced the value of forts. Making the setup for a successful siege having a group go take it real quick. Not the pre planning it was before. During siege windows the rez outposts should not be able to be used. 
  17. Like
    galvia reacted to Darthbunbun in The End of Nightcapping--Congrats ACE   
    I've stood in my fair share of circles throughout the trials and I can say these past two trials have been a breath of fresh air. The reduction in the number of outposts and the reduced time to cap means I spend far less times standing in circles and far more time fighting over them. The death of back capping and night capping has also been a welcome change. Thanks ACE!
  18. Like
    galvia reacted to Angelmar in The End of Nightcapping--Congrats ACE   
    Six months from Blazzen's article and the guild leader round table at the end of January and we finally have a real fix for nightcapping. @jtoddcoleman
    We've been through one full campaign and into a second with the new siege scheduling mechanics and can now confirm night capping is dead and burnout is greatly decreased.  The reduced keep siege schedule is also giving folks a very welcome break from grind of night after night keep sieges for months on end.
    We are also seeing "player funneling" during the fort windows--where fort fights didn't exist before because of night capping, forts are now getting contested.  For the off-hours folks there is at least one fort always open, where they can try to get a fight started if there are people around. 
    Essentially, ACE has finally taken another stab at solving the PvP Coordination problem: Known location at a known time to compete for a limited or scarce reward or resource.   The new schedule finally gives the known time and location. 
    ACE's successes with the new schedule:
    Night Capping is dead (capping off hours and whoever stays up latest wins) Back capping is dead (capping objectives behind each other groups, while avoiding any fights) Reduced burnout from daily siege Reduced circle standing time/reduction in outpost count Outpost time to capture much reduced Respawn Outposts are sometimes contested. Some suggested further improvements:
    Fort capture circles and outpost circles are apparently the same thing.  So forts, even when contested, can be flipped in about 30s.  This often decides the fights.  Fort circles need to be their own thing with their own timer that is much slower so the defenders get more of the benefit of guards. Bottom line: ACE doesn't often get credit for their improvements.  This focused improvement round on siege/fort mechanics was a very big and long needed success. Congrats ACE. 
  19. Like
    galvia reacted to oneply in 5.100 LIVE Feedback for 8/16/19   
    I see my mistake on connoisseur now. Thanks. Thought it only applied to the last hit. I usually run villien but wanted to try out something different. 
    Thanks for the gem advice too. More efficient use of the pots then what we’ve been doing. 
  20. Like
    galvia got a reaction from ACE_FancyHats in 5.100 LIVE Feedback for 8/16/19   
    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.
  21. Like
    galvia got a reaction from blazzen in 5.100 LIVE Feedback for 8/16/19   
    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.
  22. Thanks
    galvia got a reaction from oneply in 5.100 LIVE Feedback for 8/16/19   
    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.
  23. Like
    galvia reacted to Pann in Gold for glory, crowns for stories   
    The spoils of war aren't always about gold (though gold is generally a very good incentive). For many
    , securing a prestigious place in history is equally important.
    The history of Crowfall is your story. We want to help preserve it through War Stories. There are a number of ways to tell your story: through videos, GIFs, screenshots and battle reports. You can then share them on Twitter (with the hashtags #CrowfallGame and #WarStories) or the Crowfall forums.
    Each Wednesday, we will select the "War Story of the Week", awarding 500 crowns to the creator. We look forward to reading your story soon!
  24. Like
    galvia got a reaction from Fefner in 5.100 Snap Test Feedback Reports for 8/15/19 and 8/16/19   
    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.
  25. Like
    galvia got a reaction from CretinActual in 5.100 Snap Test Feedback Reports for 8/15/19 and 8/16/19   
    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.
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