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ClockworkOrange's Achievements


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  1. Is the combat still simplistic and have a low skill ceiling? Is the Frostweaver still a thing of rumors? Not willing to read updates anymore. Feel free to ignore me if you have a problem with this. Would appreciate if anyone wants to answer the above questions. Thanks.
  2. This should get more attention. There is so much truth to this short statement.
  3. I have been waiting for this damn class since I heard about this damn game. Where the hell is it, why won't you show us anything? Honestly I am not even excited about this game anymore, I just need you to release the Frostweaver so I can move on or get a glimpse of hope. Since you are taking so damn long on this one I am going to analyze the power set under a fine microscope. If you fail to deliver new and exciting skills and a kit that seems unique and truly fun, I will have lost all interest in this game. Don't blow it, you hold something back for this long and people expect something good. P.S. Make the Frostweaver have a high skill ceiling. So far, I haven't seen that in this game, give it to at least one class.
  4. Combat is terrible. The top thread is and has been is the game fundamentally boring and it has 20 pages. I can assure you most of those pages are not filled with "No" answers to the question is the game fundamentally boring. This game does boil down to combat. Even ACE said it themselves. Remember the huge delays where they revamped the combat system. And the continued delay cause combat still sucks. To say combat isn't the most important concept in this game is to say "I don't understand what Crowfall set out to do". This game needs to play like a competitive shooter. It needs to draw on inspiration from games like Overwatch and Darkfall. Somewhere in betwen those two games is the combat this game deserves. Find it or watch the game die like it currently is. This forum is a ghost town. Don't bother responding to me because I won't return to check it. Jah shut your stupid mouth. You never offer anything to a discussion, you just tell people they are wrong for not sharing your ability to lie about the current state of Crowfall.
  5. Thanks for the quick updates. Flying seems fun, animation could use some work though.
  6. I rarely check in anymore because I have mostly given up on this game. I mean the top thread in general discussions is "Is Crowfall Fundamentally Boring" and the answer to that soft ball of a question is YES. Like the title says, anything change that gives you hope?
  7. But this goes back to my point. The campaign will be won by the largest guild and that was easily predicted so there is no ability to brag. No ability to brag by any player base, group base or guild base ruins competetive PVP games. Even if you are a humble person on video games, you still want to win. When your victory is only achieved by having more members than everyone else it turns into a very shallow victory. How many campaigns can you lie to yourself that you deserved it? How many campaigns can smaller guilds keep joining knowing they have no chance at beating the larger guilds? I used to think Chaos/Order/Balance was a stupid campaign mode. The more and more I realize the largest guild will win every campaign, the more I see the need for this campaign mode.
  8. I get what you are saying and think there is a valid point here, but the bigger issue is even if you replace passive training with active training, we have a boring skill progression system. This is the underlying problem in my opinion. Every game that has had a low power curve of leveling ruins the entire point of leveling or progressing. Think of all those games that you level up and your get more HP and health and maybe a few stats auto level, but you don't actively level your character. You don't even care when you level because you don't feel any different. Sure the numbers have changed, but everything you do and the way you play the game stays the same. This is the big problem we have in Crowfall. This slow power progression gives me no incentive to log in to the game. I am also not even excited about training skills because I don't feel any different. I am also time locked to achieving certain progression unlocks which means i have to wait X days to get this ability. Even if I play 24 hours in a day, I still have to wait X days to play the game. The passive system is a small part of the problem, the greater part is the underlying progression system. Passive leveling would be acceptable of the underlying progression was better. I disagree which is easy to do when you attempt to speak for a giant group of gamers. The best part of WoW PVP is Arena and BGs. If I get to speak for the entire group, I would say we Sandbox MMOPvP Players hate low skill ceilings. PVPers like to flex their epeen and to do so there has to be a high skill ceiling or there is nothing to flex because fights are determined by group composition and character abilities. Skill didn't win the fight, the outcome of the fight was easily predicted before the fight even started. How am I supposed to flex my epeen or my guilds epeen in Crowfall? You look stupid when you brag about winning a fight that was 10 v 5. This will be the majority of fights in Crowfall. Outnumbered fights where the Zerg always wins.
  9. I think there are some good ideas here. Right now the glass cannon of confessor doesn't feel like one because you dash away the moment you are caught. Due to the high mobility skills of this game that EVERY class has it isn't often that you are "caught". Traditional casting glass cannon roles can put out great damage, but if someone makes it to you, you know you're dead. This could be changed easily by mechanics. Make it so tanks have an ability that blocks dash abilities for 5 seconds or so. This would actually allow tanks to lock down a player. The knight chain pull should do this in my opinion or their dash move. If I chain pull someone, prevent them from immediately just dashing off. The ability to dash off after being pulled by a chain makes it almost useless. This would make it so the tank's role is to "lock down players" allowing their teamates to focus on them. You could also give tank's abilities that increase damage to that player or lower that players mitigations or reduce players healing received by x%. All these would help promote the tank's into a support type class that actually benefits their teammates.
  10. I think the solution is making crafting easier, not adding more durability or decreasing durability loss on death. Death should be harsh, otherwise it is not feared. I get bored of most single player games, because you die and respawn and nothing bad ever happened to you. You are a god that does not fear death. Then there is Dark Souls. Although you know you will die a lot in a game like Dark Souls, you still fear death because you lose something of value. 10% durability loss is very little for a death. Think of top tier gear that took a long time to harvest and craft. Do you want that player to have that gear forever? I personally don't and think it should break rather quickly. The big fix is the lowest tier of gear, needs to be easy to craft. I should be able to get a basic set of gear in 5-10 minutes of harvesting/crafting. Any longer then that and people will quit this game the first time they play. Most people don't want to hit nodes for more than 5-10 minutes when they first start a game. The current phase of testing that has everyone log in naked and spend an hour (if you aren't ganked, longer if you are) harvesting/crafting will not work for player retention.
  11. I consider myself a harsh critic. That being said, the customer support I have received from ACE (Gordon) has been above and beyond.
  12. The frostweaver is all I care about and I think you are right . I am really interested to see what they do on a base class kit for a new class. This class kit could be a sign of things to come, for better or worse.
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