Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Hungry

Testers
  • Content Count

    108
  • Joined

  • Last visited

  • Days Won

    3

Reputation Activity

  1. Like
    Hungry got a reaction from Angelmar in The End of Nightcapping--Congrats ACE   
    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.
  2. Thanks
    Hungry reacted to Zatch in The End of Nightcapping--Congrats ACE   
    The question I have is how will this translate to the Dregs? Will "forts" have a specific designation in game and what will that be/how does it work, etc. 
  3. Like
    Hungry got a reaction from Angelmar 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.
     
  4. Like
    Hungry got a reaction from Kraahk in newb can't figure out where to post bugs   
    https://community.crowfall.com/topic/25876-5100-live-bug-reports-for-73019/?tab=comments#comment-440383
  5. Like
    Hungry got a reaction from Pkaoo in The Trial of Arkon has begun   
    I love this so much I made it my desktop background.
  6. Like
    Hungry reacted to thomasblair in The Trial of Arkon has begun   
    Sadly I hadn't seen what formula was going to be used until it went up.

    In the future Design will provide a series of vetted formulas that may be used for a variety of campaign types.
     
    *Crawls back into the Dregs work*
  7. Like
    Hungry got a reaction from Yoink in The Trial of Arkon has begun   
    I love this so much I made it my desktop background.
  8. Haha
    Hungry reacted to Angelmar in The Trial of Arkon has begun   
    The Great Slayer in the Melee, the Victor on the Field, the Conqueror hoisting his Banner over the Ruins of a Stronghold, these are not the souls dear to Arkon.
    Arkon values not the great deeds of many, but the small doings of the arrogant few.
    Arkon is the Patron God of the Noob Ganker (and Zybak is his prophet).
  9. Thanks
    Hungry reacted to Pann in Regarding God's Reach graveyards   
    We've heard concerns from testers about the removal of graveyards from God's Reach a short time after The Fortunes of War was deployed to LIVE. Here's an explanation of what happened and the aftermath. 
    It's not an intended gameplay design for graveyards to be available in God's Reach (GR). There are many factors for that decision, the chief among them being that the purpose of God's Reach is to be a new player/character area where young Crows enter the world, get their beaks wet and then fly off to bigger and better things in campaign worlds and trials. We don't want those young Crows getting too comfortable and settling into GR forever so we limit what's available there, such as the intentional absence of graveyards. 
    It was an innocent mistake that caused graveyards to be included in GR when Fortunes came up on Monday. When we became aware of it, the decision was made to remove them in the patch that was about to be released. Our investigation showed that the number of  body parts that were farmed and, consequently, vessels created did not warrant a wipe as there's not enough to turn the tide in the upcoming trail. 
    Developing and testing a game is as much about processes as it is about game design and programming. To that end, we've identified how this happened and what we need to do to prevent it (or something similar) from happening again. 
    This isn't the first time something went sideways, and it won't be the last. It's part of making games (one of the painful parts). Our continued pledge to our community is to always do our best to continually review and refine our processes, to carefully take all angles into consideration when addressing issues as they arise and to keep you informed about what happened, how we fixed it and what we learned from it. 
  10. Like
    Hungry got a reaction from baconbaconbaconbaconbacon in War Story of the Week: Xarrayne   
  11. Like
    Hungry got a reaction from Meridian in 5.100 Snap Test Feedback Reports for 7/18/19   
    The new orange text on the map is very hard for colorblind people to see.  Some of these are impossible to read based on what the text passes over.
     

  12. Like
    Hungry got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/18/19   
    When using a green quality bandage my camera zoomed in as if I was using a charged bow power.  I had to swap trays for it to return to normal.
  13. Like
    Hungry got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/18/19   
    Wartribe pacels are no longer marked on the map, I am standing in one and I only knew how to find it because it geographically looked like parcels I was familiar with.  Is this intentional?

  14. Like
    Hungry got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/18/19   
    The siege schedule seems to be broken.  It says nothing active and nothing in the next 60 minutes while there clearly is.
     

  15. Like
    Hungry got a reaction from ACE_FancyHats in 5.100 Snap Test Bug Reports for 7/18/19   
    If you hit "B" while running in a campaign world it will not open the world bank.  It will just open your inventory and left-hand side panel without opening the bank.  You can only open the world bank while holding still.  Is this intentional?  
     
    Note: I would prefer it to be this way for gameplay reasons but it seems like a bug.
  16. Like
    Hungry got a reaction from oneply in 5.100 Snap Test Feedback Reports for 7/18/19   
    The new orange text on the map is very hard for colorblind people to see.  Some of these are impossible to read based on what the text passes over.
     

  17. Like
    Hungry got a reaction from galvia in War Story of the Week: Xarrayne   
    If you showed this to someone who knew nothing about Crowfall don't you think half of the fight just looks like someone is casting spells at a giant blob of HP bars?  Only people who play Crowfall can tell what is going on and Pann specifically said that the warstory needs to tell a story that doesn't need context.
  18. Like
    Hungry got a reaction from Heartsteel in 5.100 Snap Test Feedback Reports for 7/18/19   
    The new orange text on the map is very hard for colorblind people to see.  Some of these are impossible to read based on what the text passes over.
     

  19. Haha
    Hungry got a reaction from Angelmar in War Story of the Week: Xarrayne   
  20. Confused
    Hungry reacted to Ajokoira in Will there be more races/Classes?   
    Obviously because I find them redundant and I don't like them. It's my opinion and I am sure yours is different I am equally sure it won't matter to me, so we can skip it this time.
  21. Like
    Hungry got a reaction from ACE_FancyHats in 5.100 Snap Test Feedback Reports for 7/18/19   
    I still do not like that you have to press S in order to stop auto-running.  Please revert it to how it was where you could press W or S to stop autorunning.
  22. Like
    Hungry got a reaction from ACE_FancyHats in 5.100 Snap Test Feedback Reports for 7/18/19   
    The new orange text on the map is very hard for colorblind people to see.  Some of these are impossible to read based on what the text passes over.
     

  23. Like
    Hungry got a reaction from ACE_FancyHats in 5.100 Snap Test Feedback Reports for 7/18/19   
    When you import or export in the account vault the button shows the number of tokens you have, not the number of tokens you are going to spend.  It makes it look like exporting the select items is going to cost 19 export tokens.  This behavior is also exhibited when importing. 

  24. Haha
    Hungry got a reaction from Xarrayne in War Story of the Week: Xarrayne   
  25. Like
    Hungry got a reaction from Xarrayne in 5.100 Snap Test Feedback Reports for 7/15/19   
    This is my sentiment exactly after messing with the changes. White gear wont be the start of viability because a crafter that is skilled enough to make perfect white gear is going to just make perfect blue/purple/legendary instead because it is stronger and easier to make (presuming you have the materials).
     
    New players who don't have the Assembly skill high enough or can't acquire higher level materials will be stuck making whites and the experimentation chance and low number of total Experimentation points they have means their whites won't even live up to the ideal Blair posted earlier.
×
×
  • Create New...