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KrakkenSmacken

ACE Development Partner & Investor
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  1. Like
    KrakkenSmacken reacted to Barab in Holding to lunge and tap to attack poll - how does it feel?   
    I would just prefer the ability to hot key the special, in this case lunge, weapon ability. Between hold and tap both cause the lunge at times it felt. 
  2. Like
    KrakkenSmacken reacted to DarnHippy in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    I will start here.  I will try to explain things better so people that only drop into game from time to time will understand the point I am trying to make.  Not trying to put you down, just want to let you know my opinion.  
    Crowfall has always been a game that has mentioned different campaigns with different rule sets.  If 2 campaigns started on the same day, the large guild would have to decide with one to play.  Can't defend everything.  Lose the one campaign because most are in the other defending. Along with the Import/Export Caps on each campaign, makes another decision for the Guilds.  A smaller guild would want to bring in more items because they might not have the dedicated trained crafters/gatherers to start from scratch.
    Zergs are going to happen and do.  Even in the population size we have now.  There is no way to really control Guild/Friendly/Ally size.  All this can be done without any ingame mechanic.  Not the controling it, but the formation of.  Alot of us have already seen long periods of Crowfall with larger guilds.  The community usually finds a way to knock them down.  Either by teaming up or avoiding them so they get bored and split themselves.  Seen both tactics so far.  I don't think an in game mechanic needs to be implemented. 
    Card system I don't believe is an anti-zerg mechanic.  One Card gives points based on what the guild turned in divided by how many players were active that campaign.  Small guild gathers 5 items divided by 5 members = 1. Large guild gathers 20 items divided by 20 members = 1.  Equalizes the large vs small.  On a different card is for "Landless guild" destroying x number enemy siege engines.  Most large guild take keeps and mini-keeps.  This helps smaller guilds that can't man the battleground with enough bodies to take or defend such items.
    Open world . . . uh ok my understanding that WoW has areas like Barrens that is Suppose to be open world pvp that you mentioned, but what Barrens number are you on. I am on Barrens 3.  Crowfall is not instanced.  Campaigns are different worlds with portals in that world to get from one place to another.  Going to a different Campaign is really like going to a different world with different rules. God's Reach is a never ending world with it's own rules.
    Benefit for willing Campaign is coming, and it will be before beta. They are working alot on other things.  I believe I saw a campaign that had a reward but not positive.  So it might be in game but not turned on right not.  I have not seen this affect the number of people playing in the campaigns though.
    PVP game.  Alot of people get this confused.  Just because there is alot of pvp in a game, does that make it a pvp game?  I enjoy the pvp in game so far.  Yes it needs work, but pretty good for Alpha.  It just seems to get better to me.  I also craft and gather alot of stuff.  I enjoy the crafting.  So from what I read, you said that the Crafters/gatherers/builders/traders/pig runners should go play a different game so they can do those things without the pvp.   Nah. . . that's no fun.  I wanna do that stuff here so I can PVP.  Alot of this game is based off the crafters.  We had a reset not long ago and the crafting skill is not high enough yet to make a difference.  Once crafted gear is better then wartribe gear, then this game does a flip.  Most everyone will have to be gathering to give things to the crafters to get the gear they want.  Or to get money to buy the Crafted gear with gold.  So many hours of PVE is involved so me and my buddies can go murder people.
    Map size has already been an issue with players logging in thier alt accounts to keep the enemy off the map.  There should be no limit except to protect the server from blowing up.
    player numbers on test.  This is hard to calculate because it fluxes so much.  People are not playing on the test server because it's for testing.  Points don't really matter.  The version on Live server now is way down because there is a wipe coming. I have seen a few organized fights set up on test.  The current population on test will find almost all the game breaking bugs.  Then it will move to Live, where more people care about points and stuff.  
    The current Live server saw a 150 person siege.  I only staggered once, and that was upon first entering that parcel.  Frame rates have been climbing with each optimization pass they do.  And they know they need to still work on that.
    Traders/Economy  is in game. It is not that obvious right now due to wipes and crafter skill.  Crafter skill comes into play with this alot.  Right now that only things to sell are WarTribe drops.  People have set up vendors for those items.  There is also EK's that have vendor towns.  In previous versions, some EK's turn into major vendor areas.  Just about anything you would want was in those EK's.  Those vendors were put up to sell the excess crafting items or overflow.  To get a nice piece of gear, you might have to craft 15.  Instead of destroying the 14 you don't wanna use, you would put it on a vendor.  It would be better for someone.   There is also a "Free City" in some campaigns that is a different zone with pvp turned off and has vendor slots.  This is to help with the limited Imports/Exports on certain campaigns.  Can't buy something from an EK and import it into campaign if the campaign is set to zero imports.
  3. Like
    KrakkenSmacken reacted to ComradeAma in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    When huge population comes to play game on release, because of unique CF tech ACE will release several campaigns with unique rulesets. One will favor zerging, one will favor small scale. Player will pick campaign they like. Everyone is happy.
  4. Like
    KrakkenSmacken reacted to veeshan in NEW DREGS CAMPAIGN - NOW LIVE   
    i hope they make then drop off the tribes at like a 1% drop off elites and .5% off so there a reason to farm the tribes instead of checking if a king/chief or captain up and then leave after they kill it.

    Or the other option is remove the timer on Captain/Chief/king spawn and have it a rare spawn off any of the wartribes so you gotta kill them to make them spawn. They have this system now it seems with the Thrall and named thrall they seem to share spawns spots. Having mobs people wanna farm add a pvp hot spot so i realy wanna make mobs worth farming which appart from named one they arnt
  5. Like
    KrakkenSmacken got a reaction from EnsaimadaBlanca in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    IIRC, from the studies I have read, the average guild size in competitive PvP games hovers around 15 highly active players. 
    These 50+ guilds that some seem to think are the pinnacle of players that should be targeted are outliers, represent guilds in PvE games, and as such will be outliers that will never provide the amount of ongoing support a game like CF needs.
    The game has to work at some capacity for these smaller guild, far more than the pie in the sky fantasy guilds that have huge membership, if it is going to work. 
    I have played.... over a dozen different games that strongly emphasize guild play and co-operation, and been part of a similar number of distinct guilds, and know from experience that players usually feel lost in larger groups, and they they get increasingly difficult to keep together as they get bigger. 
    I don't know why, or who, thinks that more is better (read more fun) when it comes to multiplayer interaction, but from my experience, the most enjoyable games seem to cater to a range of 10-20 guild size. 
    Now, as for CF, fortunately this game has all sorts of potential dials. From absolute limits they can put on guild sizes at the account level, to having some campaigns that hold tighter limits on how many members from a specific guild can represent them in the game.  Because guild membership is at the account level, and not the campaign level, playing sub guild games against a backdrop of adjustable guild sizes by campaign world would be possible, but a real pain in the arse.  
    Heck, they could even open up some worlds with minimum guild size limits, for those that do happen to be part of those massive groups, and do find that fun, just to make sure that guild size doesn't become the sledge hammer of Uncle Bob. 
     
  6. Confused
    KrakkenSmacken got a reaction from EnsaimadaBlanca in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    Like I said above. 
     
    There are not many comparisons to be made in MMORPG land regarding campaign resets. Those sorts of things however are common in elimination/RTS type games like Travian, and the currently in beta Starborne. 
    It's going to take a while for ACE to find all the dial settings that are ideal for specific group sizes. Smaller groups will tend to enter campaigns for smaller guilds, or those campaigns that don't have known large guild presence. The grease for those wheels is supposed to eventually be the EK's, which have been deliberately neglected during the build of the core game, where players and guilds can trade for the interdependent things they can't get for themselves. 
    So some worlds can be configured to favor the larger guilds, and other worlds the smaller ones.  It's a question of how many of each at any given time should be running, given the active population. 
    It's not one size fits all, and anyone who thinks that way is doing so with limited vision IMHO.
  7. Like
    KrakkenSmacken got a reaction from BarriaKarl in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    IIRC, from the studies I have read, the average guild size in competitive PvP games hovers around 15 highly active players. 
    These 50+ guilds that some seem to think are the pinnacle of players that should be targeted are outliers, represent guilds in PvE games, and as such will be outliers that will never provide the amount of ongoing support a game like CF needs.
    The game has to work at some capacity for these smaller guild, far more than the pie in the sky fantasy guilds that have huge membership, if it is going to work. 
    I have played.... over a dozen different games that strongly emphasize guild play and co-operation, and been part of a similar number of distinct guilds, and know from experience that players usually feel lost in larger groups, and they they get increasingly difficult to keep together as they get bigger. 
    I don't know why, or who, thinks that more is better (read more fun) when it comes to multiplayer interaction, but from my experience, the most enjoyable games seem to cater to a range of 10-20 guild size. 
    Now, as for CF, fortunately this game has all sorts of potential dials. From absolute limits they can put on guild sizes at the account level, to having some campaigns that hold tighter limits on how many members from a specific guild can represent them in the game.  Because guild membership is at the account level, and not the campaign level, playing sub guild games against a backdrop of adjustable guild sizes by campaign world would be possible, but a real pain in the arse.  
    Heck, they could even open up some worlds with minimum guild size limits, for those that do happen to be part of those massive groups, and do find that fun, just to make sure that guild size doesn't become the sledge hammer of Uncle Bob. 
     
  8. Thanks
    KrakkenSmacken got a reaction from EnsaimadaBlanca in UPDATED REVIEW..where are we??? Not far.. and its sad. :(   
    Well, first off, I don't think our current testing group is at all a valid sample size of guilds. That said, the last couple of winners have been from "smaller" guilds. 
    One study I found is WOW classic related. It shows that PVP guilds are generally smaller than PvE, average below 60 at all times, and are (as expected) generally larger than Role Play focused guilds. 
    https://www.researchgate.net/figure/Average-guild-size-over-time-by-server-type_fig1_221518133
    There is also this spreadsheet, from a year ago, on Albion by someone who I can't verify the authenticity of the information, but if it is accurate, it show basically what I was saying. 
    https://docs.google.com/spreadsheets/d/1NpQpg0RQdTj7NoTMNNmG_gAfETFBMXIA_iwS9ATTchM/edit#gid=0
    Taking that, looking at guilds 40 members/day or higher, you get 28% of the total server population and 44% (almost double) being in the range of 5-40 active members.  If you go to all guild players below 50, that number represents 73% of the player population. If the perception is that guild sizes are larger, it is likely because the game is favoring, promoting and lending success to larger guilds in it's design. 
    I am pretty sure the original numbers I got actually came from Raph Koster, but I can't find a specific reference. 
    Regarding group size in terms of what is needed in the game, that can be adjusted by changing the availability of resources, cost of buildings in terms of "endless caravans" and interdependence requirements.  I do remember many sub components like parchment, used to require a trained player with the skill to even make, and that dial was tuned back because it was in fact too much. 
    In summary, I think if you design the game around the idea that in order to be successful in the game, you require a guild size of 50+ as a minimum, you are clearly saying to 73% of the player population, you have no chance to really participate in the game in a meaningful way.  
    That is just bad business. 
     
  9. Like
    KrakkenSmacken reacted to yianni in Could 5.125 be the Version to go Beta?   
    you missed balancing
  10. Like
    KrakkenSmacken reacted to ComradeAma in The 5.125 Update to Live WILL require a wipe   
    Totally understandable. I hope you'll get more confidence in ACE as you follow CF development.
    Btw, you will be surprised to know that one of two CF founders, Gordon (@Tyrant here), was executive producer for SWG.
  11. Like
    KrakkenSmacken reacted to ComradeAma in The 5.125 Update to Live WILL require a wipe   
    If you want to prove to someone that you can do that, then you would do that, but if you know you can, you will save time until it is really required.
  12. Like
    KrakkenSmacken reacted to ComradeAma in The 5.125 Update to Live WILL require a wipe   
    But time consuming. Do we want the game to be released as soon as possible with devs focusing on the priority tasks or we want the best possible Alpha testing experience? My first wipe was painful too, but this one is probably 10th one and I feel nothing. Just get to the idea that you are playing the game in the testing stage, which wants to get to the release as soon as possible without spending time on the complex migraitons.
  13. Like
  14. Like
    KrakkenSmacken got a reaction from APE in Character/Item wipe next patch to LIVE?   
  15. Like
    KrakkenSmacken reacted to Gradishar in This Game is Super Frustrating for Crafters   
    Yes...I am very frustrated with the crafting system. I have posted my detailed feedback on the DevBackerForum concerning the complexity and interdependence issues I have with the system as well as suggestions for improvement. I believe there is zero chance for factories pre-launch so I am focusing on quality of life enhancements and means of making the juice worth the squeeze.
  16. Haha
    KrakkenSmacken reacted to SAM_BUKA in Character/Item wipe next patch to LIVE?   
    Yeah, especially when he was killed by TRA on LIVE server 2 nights in a row...
    Oh, stop! I have a suggestion here: what if @Tyrant will wipe TRA's stuff only?!? 😁
  17. Like
    KrakkenSmacken got a reaction from BarriaKarl in Archer Quiver   
    Wait and see.  There is a massive amount of changes coming to CC in 5.125 just dropping on TEST servers. 
     
     
  18. Like
    KrakkenSmacken reacted to LordofCake in 5.125 TEST Patch Notes for 7/22/20   
    Crowfall The Calling Update
    Development Build 5.125.0
    To report any issues or bugs, please go here: 5.125 TEST Bug Reports
    To report feedback, please go here: 5.125 TEST Feedback
    For an up-to-date list of known issues please go here: Known Issues
    Latest Updates:
    Campaign:
    Based on Community feedback, the Dregs and Infected siege schedules have been adjusted to support both NA and EU players on the same server!  Different zones have siege schedules set to the primetime of the respective regions.  Some Strongholds will be vulnerable for an hour nightly in a range from 7:30PM to 10:30PM CEST (12:30PM to 3:30PM CDT.) Other Strongholds will be vulnerable somewhere from 7:30PM to 10:30PM CDT (2:30AM to 5:30AM CEST.)  Players from different regions can participate in sieges in any zone.
    This change allows a greater number of players to join a siege timed to the period they usually login to play and will increase direct competition between players from both regions.
    There are now Multiple versions of Keep Bases in Infected and Dregs campaigns, the Mini and Medium Keep.
    The Mini Keep is the same parcel footprint, and building plot limitations as the now deprecated large Fort. We consider the Keeps to be player “Home Bases” and require siege equipment to siege properly, as they all contain stone walls. (if you see a stone wall, it is some form of Keep!) Outposts now include new versions of Forts.
    Some Forts can be surrounded by wooden walls. Forts can contain chests that produce materials and other items every hour. Forts with walls should not require siege weapons to break the walls down. Sacrificing higher rank materials should now provide progress towards building walls.
    Caravan Pig locations will now spawn additional pigs when there is an active siege within the zone.
    God’s Reach now has been expanded to include the second chapter of introduction quests intended to guide in Crowfall gameplay.
    The levels of some God’s Reach NPCs have been modified to allow a smoother transition between zones.
    Vendor slots have been removed from Temples.
    Wartribes:
    Wartribes should now be represented in each campaign. Legendary relic items have been added to Wartribe bosses which can be sacrificed and used for specific victory cards. Increased the chance of receiving Uncommon disciplines on Watrtribe Bosses. Several foods have been added as part of Wartribe loot. Crafting:
    Small Re-rolls now indicate that they re-roll your 3 lowest Point results, with the current result as the minimum value. Large Re-rolls will completely re-roll all Point results for the current experiment, with no minimum value, basically it is as if starting the entire phase over again Recipes that always combine with a minimum rarity can no longer trigger a Flawed Assembly. Updated SFX for trying to use invalid recipe components. Small, Medium, Large Shields require a Bending Form to Craft. Added weapon appearance functionality for Small, Medium and Large Shields, Pistols, Rapiers, Frostcasters, Books. Dodges:
    Dodges have been normalized to be either 10m and 20m based on the character’s race. 
    Races with 20m dodges:
    Guinecean, Centaur, Nethari, Wood Elf
    Races with 10m dodges:
    Human, Half-Elf, Fae, High-Elf, Stoneborn, Half-Giant, Elken, Minotaur
    Races who have 10m dodges have a Dodge Power maximum of 2.
    Races who have 20m dodges have a Dodge Power maximum of 1.
    Races who have 10m dodges have a Dodge Power Regeneration Base of 11.
    Races who have 20m dodges have a Dodge Power Regeneration Base of 22.
    Retaliates:
    Crowd Control Immunity - We hadn't looked at the numbers associated with Crowd Control in a long time, and now that we have the Retaliate power functioning correctly whenever it is used, we could look at Crowd Control in general, and made a few adjustments.
    Post using the Retaliate power, the player was also made immune for 3 seconds; this value has been reduced to 1.5 seconds. When the player has had multiple Crowd Controls placed upon them in a short period of time they are made immune to Crowd Control for 8 seconds. We do this via increasing a stat on the player called Resolve. When the Resolve stat hits a certain threshold, Crowd Control immunity kicks in. This immunity has changed from 8 seconds to 3 seconds. Similar crowd control types no longer stack and will no longer generate Resolve. Specifically:
    Hard Crowd Control (Knockdown/Stun) now blocks all other forms of Crowd Control. Hard Crowd Control (Knockdown/Stun) is prevented when you are afflicted by both a Movement Crowd Control (Root/Push) and Attack Crowd Control (Blind, Suppress, Cooldown Reduction) at the same time. Attack control types (Blind, Suppress, Cooldown Reduction) no longer stack with each other. This means you cannot be Suppressed while Blinded for example. Movement control types (Root/Push) don't stack with each other and won't increase Resolve. Basically in the past all the forms of Crowd Control applying to the player were stacking, and pushing the player into a Crowd Control Immunity state very quickly.
    Combat:
    Power Trays - All classes now have 10 base Power Tray slots. Offensive player combat abilities that can hit multiple enemies can now hit a maximum of three targets. Weapons and Power Damage - We have decided to remove the damage range variance from weapons, You will no longer see 105-117 on weapons but instead just see a single damage number 111. We also took out the minimum-maximum roll variance out of the powers, and all powers should always deal the same amount plus the player stats and weapon bonuses. We did this to make things less confusing and easier to see damage values increases when gaining better equipment and buffs in combat. (Ie the player normally sees 235 damage when using an attack against an opponent, when they have a buff placed on them, they see that number jump to 455 on the next attack.) Harvesting:
    Reworked the Grave Loot tables, they now follow the patterns of the other resource types more in that you can get lower qualities as filler drops for upper end resource nodes.  Added roots/mushrooms as potential drops from graves. Seasonal buffs do not increase/decrease grave digging harvesting based on season. Reduced the stat values granted by the seasonal harvesting buffs. Energetic Harvest is no longer classified as an Ultimate power, it is now classified as a standard Tray power. Intermediate Harvesting Tool recipe is now 4 separate recipes, each Recipe should be granted in the skill Trees by the same nodes that allow the player to equip them. General:
    Several performance optimizations have been included including a new occlusion system which limits rendering objects blocked by other objects.
    Bugs Fixed:
    General:
    The Delete Character warning in the lobby will now tell you the quality level of your vessel before you confirm deletion. Fixed an issue where if you were killed while recalling, you would teleport to your temple in bleed out state. Fixed an issue where hitting any key while the Retaliate prompt is visible would cause it to disappear and become unusable. Fixed an issue where you would be unable to trade items to other players if your inventory was in overflow. Fixed an issue where some assets around Canyon entrances would appear to float in the air. Fixed an issue where in-combat fidget animations would play at incorrect times. Fort Walls will no longer ever be affected by poison DoT. Fixed a number of culling inconsistency issues. Fixed an issue where some areas on Trees of Life would not trigger hit FX. Added SFX for capturing outposts. Updated sacrifice values on a number of consumable items. Fixed an issue where Ballista would snag and get stuck while in placement mode. Catapult and Trebuchet attacks should now always play SFX. Fixed an issue where Guineceans would appear incorrectly if jumping or falling while stealthed. Fae should now display FX while gliding. The Retaliate shader should now remain visible on you for the duration of your Retaliate effects. Updated FX when consuming some food/drink items. Fixed an issue where Auroch NPCs were not displaying hit FX while skinning. The hit FX from Assassin basic attacks should now appear correctly on their targets. Trees of Life and Banewood Trees should now play SFX when they are hit to reflect damage. Fixed an issue where skill tree SFX would go off at the wrong times. Removed extraneous audio feedback and click SFX in the lobby. Fixed an issue where you could become stuck inside of Keep walls if you stood on them during construction. Fixed an issue where you could not hear harvesting SFX of other players. Fixed an issue with broken collision on spider nests. Fixed an issue where resource collision would not update after being damaged or destroyed. Fixed an issue where some players would lose all sound. Player armor debuffs will now also affect NPC's. Fixed an issue where slotting consumables to your minibar would cause power trays to clear after zoning. Improved overall performance by updating terrain textures. Updated environmental assets so that they now always face the correct directions. Fixed object collision issues in the temple marketplace. Items moved between your Inventory, World Bank, and Account Vault should now stack properly (with the exception of items auto-imported into a campaign - this should be reflected by the item UI). Fixed an issue where zoning would cause your all gameplay input to break. Improved the sizes of short swords so that they appear more reasonably sized. Fixed an issue where the client would (very rarely) abruptly shut down at seemingly random times. Campaign:
    Guards should no longer be invulnerable and damage players after a keep goes neutral. Ranger Guards now only spawn after the walls are fully built. Minion type aracoix assassins who Swoop in on you from Stealth will no longer inflict a stun (boss and lieutenant types will continue to stun though). Elementals no longer detect stealthed players. Ranged NPCs will no longer attempt to maintain range since it looks bad when they do. Fixed teleport/rubberbanding issues in the Gods Reach Moon Temple zone. Fixed an issue where Keep guards would remain hostile even after you had taken the Keep for your guild. Fixed interact issues with scavenging minecarts. Fixed a Wartribe hut that caused teleport/rubberbanding issues. Fixed Hunger nodes that would cause teleport/rubberbanding issues. Crafting
    Fixed an issue where improved weapon molds (runed/imbued/compendium appearance) would result in the wrong items being crafted. Eternal Kingdom:
    Fixed parcel rotation issues on the Hamlet Parcel in the EK editor. Fixed an issue where some parcels could not be placed at the edges of your EK map. Improved the collision on the Guild Hall placeable building. Fixed collision issues on a number of placeable castle wall pieces. You will no longer be able to move or loot buildings while logging out of your EK. Fixed an issue where removing a parcel from your EK would cause that parcel’s name to break. Fixed issues with objects disappearing inside of placeable buildings. Fixed an issue where if you removed noble status from a player while they were placing a building, they would get stuck in placement mode. UI:
    Improved the crafting descriptions on Metal Bar, Metal Section, and Metal Billet recipes. Fixed an issue where zones on the Cluster Map would highlight incorrectly. You will now see an error message if you try to move items into a World Bank that has already reached full capacity. Item Tooltips have been updated to better reflect how they can be used (mainly for crafting recipe items). Fixed an issue where dragging vendor items out of the inventory window would cause them to get stuck on screen. Fixed an issue where dragging vendor items outside of their inventory windows would prompt the “destroy item” UI (even though you cannot destroy items on a vendor).  F to Interact prompts should now only appear when they can actually be used. Fixed an issue where opening the Split Stack UI at the bottom of your screen would cause it to remain forever visible. Improved zone maps to better reflect real time capture status. Fixed an issue where unarmed Druids would see incorrect messaging if they tried to use Kinetic Boost without weapons equipped. Updated lobby messaging when the client is down for Maintenance. Fixed an issue where the Combat Basics skill tree information tooltip was not appearing correctly. Fixed an issue where ally health bars would appear in red, as though they were enemies. Improved the tooltip for the Confessor Redeem talent - it improves the Movement Control Intensity stat. Fixed an issue where clicking the “Reset” button during the crafting process would imply that you lose those resources - this is not the case. Banewood Tree combat information will appear as Plague Tree in your combat log. Fixed an issue where the Split Stack UI would appear in the lobby. Fixed an issue where Minotaur players' health bars would appear behind their heads, so they were partially obscured from view. Swift saddles can now be traded. Fixed an issue where moving items into your vendor would always show the sale info UI, even if the item was not successfully moved into the vendor. Improved Quest compass marker functionality. Added missing Russian translations. Fixed a number of Russian translation appearance issues (overlapping or bleeding text). Chat:
    There is now messaging in the Me channel to reflect when your inventory is in overflow and preventing you from picking up more loot. Powers:
    Fixed an issue where Recall could occasionally be used multiple times before its cooldown would trigger. Fixed an issue with Recall FX appearing incorrectly. Fixed an issue where Ballista FX would cancel out before the power ended. Urgu wartribe Ranger’s basic attacks should now display the correct FX. The Harvesting ultimate, Energetic Harvesting, should now play the correct SFX. Centaur Wild Charge should now have the correct hit FX. Fixed an issue where traps placed by other players were not visible to you if they were placed before you logged in. Assassin Spirit Dart will now display the correct projectile FX with, or without a valid target. Assassin Spirit Dart cooldown will now be correctly reduced after being used on enemies that have been Exposed. Improved Cleric ultimate, Miracle, power FX so that they always appear at your feet. The Confessor talent Well-Oiled Sandal should now properly increase your dodge pip regeneration rate. Confessor Condemnation should now hit within the correct range. Druid Essence Scram power FX now appear correctly under your hands. The Druid Wicked Winds power tooltip has been updated to reflect that it consumes the Shroud of Darkness buff when used. Duelists should now correctly gain pips after using Flintlock Shot on enemies that have been Exposed.  Duelist Rapid Fire should once again fire the correct number of times in keeping with your current number of pips. Fixed an issue where Myrmidon Vengeance and Frenzy power FX would stack. Fixed an issue where Templar Holy Warrior and Resurrection powers were not appearing correctly in your power tray after being unlocked. Frost armor no longer gives double armor when cracked. Frost Armor cracks may now form at a rate of 1 every 0.5 seconds naturally or 1.5 seconds with the Frozen Solid talent. Frostweaver Freezing Blast should now hit within the correct range (up to 30m). Fixed an issue that caused the deploy time from Volatile Ice to be removed leaving it nearly impossible to escape. Fixed an issue that caused the deploy time from Refreshing Ice to be removed. Re-Fridgerate now requires 1000 Supercharge to activate Frostweaver attacks that strike multiple enemies are now limited to three targets. Volatile Ice now assumes the cast time of Ice Weave for damage calculation and is now in the AOE damage category. Frigid Ice now assumes the cast time of Ice Weave for damage calculation. The casting time of Ice Weave is now 1.35 seconds. The ticking effects of Cool Ice and Frigid Ice no longer stack. Removed the "In Combat" component from buff abilities that shouldn't be putting you into combat Disciplines:
    The NPC Confessor power Flames of Truth should now display the correct FX. The Burning Hatred passive power FX should now appear correctly (granted by the Burning Hatred minor discipline). The Ricochet Shot power (granted by the Sharpshooter major discipline) should now display hit FX when hitting a valid target. Fixed an issue where Male WoodElf Rangers would animate incorrectly when using the Adjudicator power (granted by the Adjudicator major discipline). The Chain Heal power (granted by the Friar major discipline) will no longer root the caster. The Benediction power (granted by the Friar discipline) should now increase your Bleed Resistance cap correctly. The Unstoppable power (granted by the Juggernaut major discipline) now plays SFX. Fixed an issue where the Dispel power would not knock down targets correctly. Added ignore external interrupts component to Bard and Troubadour powers. Frostweavers are no longer eligible to use Blood Pact. The Fieldsurgeon major discipline Purgative power should now purge all pulsing debuffs.
  19. Like
    KrakkenSmacken reacted to APE in This Game is Super Frustrating for Crafters   
    Even though the passive system has been redone multiple times over the years, it still seems like a rough draft.
    Everything is very linear, vertical, and gates progress just because.
    For me it provides no entertainment, no sense of achievement and is more of a chore then something I feel engaged with. All of which is the complete opposite of why I play games.
    Many have suggested quick initial advancement with diminishing returns. Be it within the same craft or secondary and beyond crafts.
    Some claim that its worse to have to actually actively progress and that only no lifers will do so, but I question that view. If someone wants to be a crafter, wouldn't they be crafting and progressing? It isn't impossible to limit active progress and if the system was more robust it might not make a huge difference anyway. The design that I can buy multiple accounts, click train, come back in X time and be on the same training level as someone that actively plays that role every day seems odd to me. In the meantime, those actually playing are slogging through a gated experiences, while I just hop in whenever it suits me.
    I like how Albion Online and other games do it with splitting all items up. Could do similar here. Could initially progress to green/blue plate, but to go further would require training boots specifically. So someone could actually be "The Plate Boot Guy" that people seek out. Or could have a general plate progression but training into boots would allow additional stats/slots/additives to be used. So someone could be an all purpose Plate Crafter, but someone specialized would cater to more selective buyers.
    Going back to my first line, the system as is seems like step one on something that could be much more robust and complex. That adding relatively quick initial advancement and even active training wouldn't totally reward no lifers or alt accounts. How much this would cost ACE is unknown to me, but hopefully they have some creative folks that take training much further. In the meantime, enjoy watching the clock 
  20. Like
    KrakkenSmacken reacted to Hungry in Men and women who stand in circles   
    Yeah it also doesn't really make sense.  What about this circle with 3 guards hanging out makes me stronger?  
     
    I think it's better that it provides intel.  You can see when people are killing your guards, maybe even have the guards announce when they see someone even if they don't get killed.  I feel like outposts as-is are like 90% of the way there already in terms of that kind of tertiary usefulness.
  21. Like
    KrakkenSmacken reacted to ZYBAK in Men and women who stand in circles   
    Seems a little too Uncle Bob to give the dominant force even more power for controlling a zone.
    Controlling a zone is already pretty beneficial as is.
  22. Like
    KrakkenSmacken got a reaction from bahamutkaiser in Crosshair and action combat   
    The problem is, when you rely on a server to tell you where the enemy is, where your actually aiming is (ms latency * distance traveled) away from where you are actually aiming. 
    The reason aim bots and such work on many games, is because the individual client is trusted enough to declare it's own hits. rather than reliance on the server to simply track a shot, and then calculate the places it will travel through. 
    Actually aiming with > 100ms latency is damn near impossible, because that results in a 200 ms round trip, so your client is 1/5th of a second behind at all times, and if you travel 10 Ms, that is 2 meters difference in location at a 90 degree travel direction.

    PUBG and other games get around this by all sorts of trickery, but the reality is that in a game as complex as this, in terms of "what" is being aimed, from Arrows to AOE damaging effects, with an expected higher population and more complex graphics rendering than shooter games, it's really a HUGE ask to have aiming be pixel point accurate. 
    *Maybe* it is something that can be looked at and improved AFTER the FPS and any network latency is brought under control, but not before.  
     
  23. Like
  24. Like
    KrakkenSmacken reacted to blazzen in Crosshair and action combat   
    I'm pretty sure combat movement speed in Crowfall is 5m/sec which means the 200ms round trip is only a difference in 1 meter. The hit scans in Crowfall feel much wider than 1m. 
    New World has pinpoint accurate ray casts for its muskets including bonus damage for head shots. Arrows are projectiles effected by gravity which also can score head shots. 
    Bottom line is that others games have done it and this is an area Crowfall needs to improve in moving forward. 
     
  25. Like
    KrakkenSmacken reacted to APE in Can we agree that 20m dodge on slayer is overperforming?   
    I don't want to see any classes/promos adjusted until the large number of bugs and poorly designed mechanics get a strong pass.
    CC and retaliate are poorly implemented. Effortless kiting wouldn't be a thing if CC worked better. Melee are in a sub optimal place. Haven't got the new lunge on weapons implemented fully.
    Definitely don't want to design around 1v1 or there will be multiple other classes/powers/ults that need to be dealt with that is a never ending balance issue.
    Myrm/Knight have pulls. Champ leap/hurlbat. Range out range Slayer. Plenty of range CC spread across the game. Other races have long range dodge. Several anti-stealth options (not that they all work properly).
    In a group setup (game focus), slayer have less staying power and can quickly be deleted if focused. If they bounce away, they remove themselves from the equation, leaving their team down one.
    I don't like Ults being precharged and would prefer they drain after a fight which would decrease the power of certain classes and strategies. Would require Slayer to play safter/smarter.
    Overall it isn't just change X and all is good. There is a long list of actual bugs and game mechanic issues that need to be worked out before straight adjusting/nerfing/buffing anything. Then it should be an overall balance pass. Certain classes or more so promos are strong while many are just crap. Rather see others lifted up then a few brought down.
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