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About canvox

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  1. I know this sounds stupid, but I honestly believe one of the biggest problems with the game right now is how long the map takes to open. It also needs to not deactivate autorun when it opens. Navigating the world is 10x worse than it has to be because checking I'm going in the right direction (something I do compulsively in other MMOs) stops my movement for 5-10s easy.
  2. Couple things: - This game is insanely unfun solo. It's not just about getting ganked. I WISH I'd get ganked. The game is just insanely slow paced. - As a result, I feel like linking up with players is something that should be facilitated better than it is. I'm not talking about a groupfinder, but there's no worldwide faction-only chat, so players are not always forthcoming about where they are when you're trying to find the party. This is something that ought to exist. Lastly, what's the best way to rapidly get a mount? Skinning pigs without training was VERY slow, and I couldn't find any players selling saddles or anything.
  3. Make it so that forts go on cd for a few turns after capping and keeps only give points immediately after a successful defense. This makes defense definitively more valuable than offense. Coupled with an ability to actually defend, I think this would make a big difference. I also think the risk/reward of crafting in a fort makes it not worth it, which eliminates a fort's logistical value. Maybe make it so you can craft out of a local bank inside a fort? I know ganking in base is supposed to be this huge use case you guys want to enable but considering that allowing it is just moving people into keeps and beachheads with no apparent benefit, maybe it's not that good?
  4. They've confirmed this is the case- the big driver of new vessels is (A) seeking higher-quality vessels for more stats and (B) trying out different builds (as changing talents & disciplines requires making a new character). Once you have a build and vessel quality you're satisfied with, there's no reason for you to ever make a new one if you don't want to.
  5. Given that we know from this video that discipline crafting is on the way, and from the patch notes that mounts are on the way, where are crafting factories at? Still coming? Hoping for 6.0? Cut? How will they work in the 3-faction ruleset?
  6. In terms of making 1-30 matter, I'd say wipe vessel levels on import and make it so you can jump ahead somewhat in your skills. Maybe not offer the entire skill tree, but a few highlight skills, set one to 3 pips at levels 10, 20, and 30. If your real skill advancement overtakes the pip you added, oh well, you wasted those levels. Getting 3 pips in a few key desirable skills during the early days (or add some extra combat abilities later on) would make a big difference in my life, and the effect would be temporary, limited to that vessel in that campaign.
  7. Make the damage you inflict on an enemy's equipment on death grant XP in line with the sacrifice value of that durability. So instead of doing fight club, you could just throw the armor in the fire.
  8. OTOH in EVE everyone crafts everything and merchants are abstracted behind corporations instead of players living out personal fantasies....
  9. I mean I make a lot of EVE comparisons on this forum, but it's for a reason, and they almost certainly apply here. Cheap stealthy scouts to check the other side of a gate is a thing. And in eve, you have unbreakable stealth until you move after zoning in somewhere and that will probably apply here. This does go to say, though, @thomasblair - the labor-basis of EVE's economy is not skill rarity, it's logistics. I didn't think that was an option in crowfall because I didn't think there was the same system of gankable chokepoints that EVE has, but if crowfall has a similar system, diversifying the resources geographically to require a lot of logistics and then nerfing the poorly made socks out of training times is a viable option and ~ maybe worth considering ~
  10. I hope every gathering profession gets something like the deer hearts you described. I'd hate for us to have a system that's ostensibly about allowing us to progress while other players are offline, but gatherers are encouraged to feed their materials to an offline crafter instead of sacrificing them. Additionally, the more I think about it, the more uncertain I am that making us run back to the temple to swap vessels is all that good for the game. The end result is that nobody swaps vessels all that often and then this system becomes more or less meaningless. Walking an in-inventory vessel to your beachhead, and then walking an in-inventory vessel (with disciplines!) back is just about the easiest way to lose a few dozen hours of labor that I can think of, and the benefit of doing so is really questionable so people just won't do it. The idea of having multiple vessels prepped for different purposes is a pipe dream under this system. Let us swap at a dragon statue with a long cast time. Maybe have the vessel take a durability hit when we do.
  11. They're also selling the game, so here's my question: when will the game be done?
  12. Yeah and then destro speed determines how many, I can dig that.
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