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Thimble last won the day on March 16 2019

Thimble had the most liked content!

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    Corvus Citadel
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  1. Swift Princess, the purple unicorn Thimble rode on, snorted as she ran. The warriors of Corvus Citadel had been traveling through portal after portal, creating a series of distractions to sow confusion among their enemy. Winterblades and their groupies had started this war by preventing Corvus Citadel from taking a keep at the beginning of Spring long enough for Seeds of War, a hodge podge alliance of misfits, to claim it with a small group. As a result, Corvus Citadel had been forced to take a neighboring keep from one of the no-name guilds in the Seeds of War alliance a few days later. When Winterblades and their following continued to escalate matters, Corvus Citadel had been forced to begin coordinating with Death Alliance more closely, which led to several weeks of embarrassing losses for their enemies, despite superior numbers. Now their distraction tactics had ended, and the warriors of Corvus Citadel were racing toward their objective: the Keep of Chieftain Garouk Bearpaw. The very keep that had been taken from them only a few days prior. The goal was not to take the keep back, but to destroy the Tree of Life, effectively razing it to the ground. Winterblades and their subjects would pay for their hypocritical offenses. With the keep coming into sight, three trebuchets immediately spawned close to the west wall as the Wardens of the Citadel began barking orders. Just as a section of the wall crumbled into dust, a report came in that Winterblades and their lackeys had coordinated with Acolytes to attack a keep held by Death Alliance, causing them to head to that keep to defend it. If they were caught, Corvus Citadel would be on their own for the time being, against the vast army of their enemy. With no time to waste, battle cries erupted and the Vanguard of the Citadel poured into the Keep of Chieftain Garouk Bearpaw through the breach in the wall. The wards were quickly destroyed, and they descended upon the Tree of Life, but not quickly enough; the entire force of the Winterblades alliance streamed into the keep, a veritable sea of enemy soldiers flowing in. The horde was upon them. Though the warriors of Corvus Citadel fought valiantly against an enemy impossible to defeat, they were forced to give ground, taking refuge in the watch tower, just off the courtyard. Rallying cries from across the courtyard could be heard from familiar voices; somehow, a small group of Death Alliance had continued on, ready to assist the Citadel when the others had changed course. The heroes pushed out from the watch tower into the horde of the enemy, but alas it was a failed attempt and they and their allies were mercilessly separated from their vessels. But, as those of Corvus Citadel know, it isn’t over until it’s over. The small army was able to use the nearby shrine to ask the gods to renew their vessels and begin the assault anew. Unperturbed by the vast numbers of their opponents, they knew that their only chance was to rush through the breach and to the Tree of Life in the center of the keep while Winterblades and their pets were busy trying to destroy the Bane Trees that had spawned outside. When the Vanguard of the Citadel leaped over the rubble at the breach, one of the Wardens called out that the enemy had taken a defensive position around the Tree of Life. Duffy, the commander for the operation, was unfazed, and he gave the order to push the defenders away from the objective so that it could be destroyed. The fight was fierce and bloody, both attackers and defenders falling left and right. Until, suddenly, a creaking could be heard, and with a tremendous roar the Tree fell, taking several of the defenders with it. Corvus Citadel had done what had long seemed impossible. They had razed to the ground a keep belonging to the alliance that had crushed so many other alliances into submission. By driving the crow spirits of their enemies away, Winterblades and their devotees had severely weakened the tether that connected the Gods to the worlds being devoured by the Hunger. Soon Thimble and the other crows of Corvus Citadel would travel to a new world, not driven away by the horde that had driven away so many others, but as victors, having defeated that very same horde through cunning, tactics, and tenacity.
  2. Just yesterday Tiggs mentioned that 7.2 will be on Test in about a week. I expect that to mean Monday, since that's when they've typically hit the last few times. That would put it exactly a week ahead of what will probably be the beginning of the next campaign. I imagine they're going to incentivize people to play on Test during that week by giving out another tankard.
  3. The complexity of the crafting system isn't designed to give an advantage to big guilds specifically, it's to create a reason for an economy. If Crowfall ever takes off, it will be the single biggest driving factor for the solo or small guild economic game. The only advantage that big guilds have with regard to crafting is that they can coordinate an internal system that mimics what the external global economy is eventually designed to be. For solo and small guild players right now, I expect that's not too reassuring, and a strong case can be made for that disparity causing retention issues. The solution is not to make it any less complex, but to simulate the global economy earlier than it would grow organically. One way to do that might be to seed NPC vendors with crafted components at a price point that wouldn't affect the internal systems of the big guilds but would allow the solo and small guild players to feel like they're participating in the global economy and benefit from being able to obtain those components without waiting for someone else to craft them.
  4. In terms of long term success, it's 100% in the hands of the devs. This was always going to be a niche game for a small audience, and in cases like that loyalty and respect for the devs are hugely important. If it takes a year to address the glaring issues, they need to take the time to do that and then do a hard launch at that point, but they need to be up front about that being the plan. Posting design docs to get discussion and feedback is a great step in that direction.
  5. This is still an issue. According to the Legend for ACE Feedback, the reaction to the post, "Thanks", isn't listed, so I'm not sure if it's been logged correctly. This bug takes the fun out of high end logging.
  6. Harvesting: All, at least from necklaces, no longer affects Logging. We tested it on two different characters on two different accounts, one a logger and the other not. Confirmed in both cases that it affects all other gathering stats as expected, but does not increase Logging.
  7. When I log in to the test server, I get the Campaign Complete screen where I can accept rewards. Except that nothing lets me get out of the screen - I've tried closing the window with the red X at the top right, clicking past it off to the side to select a character, claiming the rewards - everything just refreshes the window and gives me an error message "Unlock Character" "Unable to complete the campaign as it has not ended yet."
  8. We had an exciting siege defense last night! Check out the write up:
  9. The creaking of armor was loud in the silence, chains rattling against each other faintly as those they protected drew breath, leather squeaking against restraints and plate clinking against itself as defenders shifted their weight. As with every world they had fought on before, the Hunger was beginning to close in and soon this world would join the others in being consumed. Word came down from the Corax Council that the keep would likely be attacked that night, and they were committed to making the attackers pay dearly for every inch they took. Suddenly, a call echoed from the walls. A runner had been spotted to the east of the keep. He gave his report as soon as he was within shouting distance. The Shire Rats had managed to intercept the enemy siege engineer, killing his vessel and taking the enemy’s entire arsenal of siege equipment as well as their Tree of Life seed. Furrious and his band of guerrilla fighters had not only confirmed that an attack was coming, they had also dealt a major blow to the attackers. Thimble knew that it wouldn’t be enough. The report said that their enemy was Hax. Bzra was their leader, and he was quick to anger, throwing himself into a rage at the slightest insult. Losing their siege equipment and seed would be more than enough for that, and though that would work in their favor, Hax also had far more fighters than Corvus Citadel could muster. It would be a difficult fight, and losing was a very real possibility. That’s why they had already exported everything of value from this world. Losing would only cost the Citadel pride, a price they were unwilling to pay. Suddenly, a war horn sounded from one of the lookout towers. The enemy had placed their siege equipment. Fireballs bigger than a centaur hurled toward the keep from their position. The call came that a second, and then a third, trebuchet had been placed, all immediately firing as soon as they coalesced into a solid form. From the walls, Thimble could see that they were fairly low quality, likely crafted in haste, and he silently thanked the Shire Rats again. After only a few shots, the enemy siege engineers had found their mark. Ball of fire after ball of fire struck the wall adjacent to the inner keep. Whichever enemy commander gave the order to attack that section of wall must have been inexperienced; Thimble knew that it was, tactically, one of the worst positions to breach for an assault. A breach there would allow the defenders to position themselves high on the inner keep walls, benefiting from the additional healing and protection that a stable firing position gives, while the attackers would have to run through a gauntlet of death. They would lose a large chunk of their force before the defenders would be forced to engage in melee, evening the odds. The warriors of the Corvus Citadel would need that advantage, Thimble knew, because from his position on the wall he could see that the enemy numbers easily dwarfed their own by at least two to one. Another horn sounded. More enemies? It looked like Hax had committed their entire force, how could they have summoned more? They weren’t known for making friends; could they have found more allies somewhere? Perhaps they had summoned them from the shadow worlds, where it seemed new armies were born every week. No, Bzra’s brother Towb had been so abrasive that members of Hax had been quietly slipping away to join other forces as of late. There’s no way that any competent commander would decide to commit their forces to fight alongside them. Suddenly, dozens of fire tornadoes sprouted up in the back line of the Hax forces. Their vessels died left and right, spirit crows releasing to fly to their own keep nearby to pray to the Gods to manifest new vessels for them to inhabit. The entire Hax force turned to face the new army that had appeared out of nowhere. The call came in: it was Death Alliance. Thimble remembered, long ago, coming to their aid in several engagements. Corvus Citadel had even been formally allied with one or another of their member guilds at different points in their long history. He remembered that, in the very beginning, shortly after he had first been brought back as a crow by the Gods and formed the Corvus Citadel with four others who now made up the Corax Council, they had allied with the Undead Lords to fight for the god Malekai in the shadow worlds. The battle was intense. Spells saturated the area to the point where Thimble could feel the spark of magic in the air brushing against the face of the high elf vessel he was currently inhabiting. Corvus siege engineers used the opportunity to place their own siege equipment to fire at the trebuchets that Hax had placed, destroying two in quick succession. Just as the third one was annihilated by two balls of fire launched from within the keep, it had launched one of its own. Time seemed to slow down for Thimble as he watched the fireball soar through the air in a high arc, coming down directly on top of the weakened wall, obliterating it. The wall had been breached for the first time since Corvus Citadel had laid claim to the keep of Galious DeCri the first day they entered this world. Instead of rushing into the breach, and into the gauntlet of death that awaited them, the Hax forces were too busy fighting. Several of them had already run, undisciplined as they were, and Thimble was delighted to see warriors of Cataphract, one of their allies, picking off those who turned tail from the fight. He was sure that the Shire Rats were doing the same on the other side of the horde, boxing Hax in and giving them no quarter. As the battle shifted closer to the walls of the keep, Thimble could see that the forces from the Death Alliance numbered far fewer than those of Hax, and he knew that they were able to triumph not only because of the element of surprise, but also through superior discipline and skill. He had fought both against them and alongside them, and knew them well, and he was thankful that, for the moment at least, they were on the same side. A few minutes later, the entire Hax army had been annihilated. A few had likely managed to get out, but the rangers of the Shire Rats had made sure that number would be very small. Duffy gave the order for the defenders to sally forth and destroy the Bane Trees that had sprouted around the keep as a result of the attack. As the last one was being taken down, the armies of the Corvus Citadel and the Death Alliance collided, with not one weapon drawn. The forces weaved through each other, and the commanders nodded in respect. Then the two armies went their separate ways. And thus ends the tale of the Defense of Galious DeCri.
  10. Sure, but why limit things in that way at all? Why not leave max guild size unlimited and just cap the number of people in the alliance who can enter the campaign? That way you can set that number to different amounts in different campaigns, which will be a lot closer to the original design that drew a lot of people in. Have one campaign with a cap of 500, but have another with a cap of 50 for the small groups that just want to roam and have small fights. Seems to me there's a market for that, and it could be a huge draw for an audience that isn't really represented well right now. Nothing about that hurts the player experience. In fact, it would help it.
  11. This is the single best change coming up, and one that will have the most beneficial impact on the game. I'm slightly wary of the map pin stuff; I think we'll have to see how it looks on the test server. Everything else looks great. About half of the features are what I'd call required for release, while the other half will be great additions on top of that. Can't wait to see how it looks and feels once it's implemented.
  12. We keep the Jackdaw Market stocked with crafted gear, consumables, vessels (but they sell out quick), tools, the list goes on. All stuff that will make the small guys competitive with all but the very top guilds. Crafters grind through a lot of trash to get their disciplines, so you have to be careful where you buy from. We specifically stock stuff that our guild members also use.
  13. I'd even settle for a "select all" button.
  14. The solution to that is to either count everyone who has any presence at all in the campaign, including a bank, or flag them as participating in that campaign with the first vessel they lock to it and never unflag.
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