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Hungry

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Hungry last won the day on September 15

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About Hungry

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  1. Discipline talent trees are not yet implemented. Currently you are granted all of the stats and powers of disciplines you equip. Besides discipline slots, there are no talents from any class that buff crafting or harvesting.
  2. At the top of the lobby screen (when you see all your characters on the left-hand side) you will see at the top is "SKILLS". Click this button. You will see there is a Primary Track and a Secondary Track. Pick one of the three major tracks (Combat, Crafting, Harvesting) then select TRAIN on one of the minor trees (Combat Basics, Exploration Basics, Crafting Basics) to begin acquiring skill points in that tree. The passive tree is account-wide, so it affects all of your characters regardless of what you have done to them.
  3. 1. Besides passive training, acquiring better items is the best way to increase your crafting and harvesting ability. Armor can provided harvesting and crafting stats if a Specialty Seal (from Runemaking) is applied to them. Jewelry can also provide harvesting and crafting stats if you use the right materials. There are also several cooking recipes that grant temporary buffs to harvesting and crafting. 2. Your passive skill tree generates 3 points every 10 seconds to whichever tree you are currently training, even when you are offline. You spend these points on two tracks at a time (Combat, Crafting, Exploration -- which is a fun word for Harvesting right now) but the caveat is you cannot train the same major track twice at the same time (so you can train Blacksmithing and Mining but not Mining and Logging). 3. For the most part all recipes are unlocked for you, but you will have to be at a specific crafting bench in order to see those recipes. For example, you cannot create plate armor without being at a Blacksmith bench. The quality of materials you put into the recipe determines its power, so the recipe you use to make the best plate in the game is the same as the recipe you use to make a newbie set of plate. There are a few items in the game you can find that open up new recipes (I hear Runic weapons are pretty cool) but I will leave those to you to discover how to reveal. 4. When you go to the campaign the concentration of high ranking resources is significantly increased. Most of the nodes in the campaign world are currently Rank 8 to Rank 10. Note that higher ranking nodes don't give you more materials, but rather their drop tables are more concentrated on higher quality items. A Rank 10 Common iron and a Rank 1 Common iron are the same, but the Rank 10 is more likely to drop Rare, Epic, and Legendary iron.
  4. I've been waiting for there to be enough players and willpower on Order to actually test the 3-faction system as designed instead of this broken two-faction system. I look forward to facing you all on the battlefield!
  5. Numbers are a separate issue, and usually has to be solved with allies.
  6. I think many people who currently play this game vastly underestimate how much Crowfall is a knowledge based game, and how harshly punished you are for lacking that knowledge. The less knowledge your individual players are armed with, the larger of a burden on your leadership to guide them effectively (while also playing their own characters properly). Being able to trust the line members of W and HoA to know what they should be doing with themselves and having the leadership have the knowledge to always make the right call is the reason they seem invincible. Close that gap and you can kill them in wartribe gear.
  7. 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!
  8. The resource chests seem to be missing from the Temple. No gold/gear/level-up dust or crafting materials
  9. We had 12, and only a single Earthkeeper among us. There was no chance that we were going to win without help.
  10. I feel like pushing for completely player-driven, emergent sandbox gameplay in the casual Faction ruleset that tells you who you can and cannot kill is going down a rabbit hole that won't lead to anything good. A lot of us have to accept that once Dregs comes out we're never playing Factions again and let the casual playerbase have their game. This includes myself, who definitely Faction gameplay is 1000% not for me. As someone who had to do a lot of hurry-up-and-wait fort/outpost flipping duty during Cybele I really don't think that the old capture free-for-all was a game for casuals.
  11. I also agree that turnout seems low for Saturday afternoons. I am not sure if this is going to be a consistent problem for Factions, or just an issue with the low population of the game right now in general. It's hard to say, but I actually would sort of prefer a siege on Saturday and Sunday or if the early Saturday siege was moved back a bit. There is only a 4 hour gap between the two sieges and people have to go and Do poorly made socks before the next one. The thrill of defending a keep twice comes in when that keep matters, and in sandbox PVP stakes are what makes the game worth playing. The last Saturday of the last campaign the score difference between Balance and Chaos could have been made up by one keep capture, of which Saturday was one of the last days it had to be defended, so it had to be defended twice to achieve victory. If we have to defend these keeps twice today or else we lose, then that is a lot more exciting than if we only had to defend them once. In the current state of the factions that might not hold true, but as a system that is a potential benefit. Personally I wouldn't mind if there was only one siege on Saturday, just giving feedback as to how the schedule has affected my play and attitude toward the game. Guild and Faction politics are its own whole separate can of worms that siege schedules aren't really involved in.
  12. Yeah I recall, didn't know how to solve the problem then either lol.
  13. 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.
  14. https://community.crowfall.com/topic/25876-5100-live-bug-reports-for-73019/?tab=comments#comment-440383
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