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Chernobog

Testers
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  1. Like
    Chernobog got a reaction from bean23tx in Installation update?   
    OK.
    First off, the Current testing phase is Pre-Alpha 4 and the current test groups are Pre-Alpha 1 - Beta 2. 
     
    To view your test group:
    Log into your crowfall.com account Mouse over your username in the top right corner and select “Account” from the menu. Click on Backer Rewards from the menu on the left. You do not need to unbundle your account. To download the client. go to https://crowfall.com/en/client. Click the green button to check that your account has the necessary entitlement. If it does, you will then be able to:
    Download and install the client Click the green button that says "download patcher".
    That starts a download.
    While it is downloading, open the file explorer and navigate to C:\Program Files (x86)\ Or wherever you want to "install" the game.
    In the directory that  you want to install the game (I used C:\Program Files (x86)\) create a new folder named Crowfall. Go to that folder now.
    You should now be in C:\Program Files (x86)\Crowfall. Drag and drop the zip file that just finished downloading to that folder.
    Right click the zip file and press extract all. A dialogue box will appear. In the window in the center choose C:\Program Files (x86)\Crowfall as the directory you want to extract to.
     
    There will be an application in C:\Program Files (x86)\Crowfall now named CrowfallUpdate. Right click it. And run as administrator. This starts the patching process. 
    When it is done, you will be able to play the game. Anytime you want to play the game, run that application as administrator. It will patch, and then you can play.
     
  2. Like
    Chernobog got a reaction from Saosis in A short story about my first experience with SWG   
    SWG pre NGE was amazing. Honestly, I still consider it my favorite experience with an online game. And then NGE hit and ruined it. I enjoyed reading your story. Welcome to the community!
  3. Like
    Chernobog got a reaction from Soulreaver in Sound   
    I feel like movement sound definitely needs to be louder. When I first logged on as legionnaire, I expected loud hoofbeats (you know... Like a horse....) But I could barely hear them.
    I need to play with the in game sound options. But a large, heavy avatar like that should SOUND large and heavy.
    Now, given that we are in pre-alpha, these sounds may simply be a placeholder. I'd much rather the devs get content into the game, then swing back around at cosmetic things like sound.
    But it would be nice to know that sound tweaks are at least on their radar.
  4. Like
    Chernobog got a reaction from JamesGoblin in Something is coming - Official discussion thread   
    That's how that generally works... Yes....
  5. Like
    Chernobog reacted to Zenopo in Installation update?   
    Of course, by all means focus on the game first. I was just wondering if there was an ETA for the launcher because I would like to play as soon as I can. The way it's set up now has me scratching my head since I am not tech savvy.
  6. Like
    Chernobog got a reaction from Mr.Kurtz in Pack animals   
    Having hunger mechanics on mounts and/or pack animals would certainly add some interesting Dynamics.
    If food affected their speed, or ability to carry, Crafters, harvesters, and guilds would have to prepare accordingly and determine if the extra food expenses would warrant their use.
    I'm not sure how I feel about it to be honest. The filthy casual carebear side of me says "No! Don't don't do it!". But part of me would also like to see something like this implemented.
  7. Like
    Chernobog got a reaction from Mr.Kurtz in Sound   
    I feel like movement sound definitely needs to be louder. When I first logged on as legionnaire, I expected loud hoofbeats (you know... Like a horse....) But I could barely hear them.
    I need to play with the in game sound options. But a large, heavy avatar like that should SOUND large and heavy.
    Now, given that we are in pre-alpha, these sounds may simply be a placeholder. I'd much rather the devs get content into the game, then swing back around at cosmetic things like sound.
    But it would be nice to know that sound tweaks are at least on their radar.
  8. Like
    Chernobog reacted to ravenheart87 in Something is coming - Official discussion thread   
    Race and class seperated, so I can create a guinecean frostweaver and a winged fey champion?
  9. Like
    Chernobog got a reaction from JamesGoblin in Something is coming - Official discussion thread   
    Awesome! I'm excited!
  10. Like
    Chernobog got a reaction from JamesGoblin in If you are new to Crowfall, introduce yourself here!   
    Howdy! 
    I backed around the same time as you. Loving it so far. Did you have a chance to play this weekend before they had to take the servers down?
     
  11. Like
    Chernobog got a reaction from JamesGoblin in Hello everyone   
    Hey Brian,
    Welcome to the community! I'm a very recent addition here as well. But I'm loving what is available to us so far. I'm pretty bummed about this weekend's play test being cancelled. But such is the nature of pre-alpha.
    I look forward to seeing you in game!
  12. Like
    Chernobog reacted to KrakkenSmacken in Something is coming - Official discussion thread   
    Crowfall will be fully integrated with World of Warcraft as an alternate universe.
     
  13. Like
    Chernobog got a reaction from IHeartFargo in Just how many ways is the Gatherer screwed.   
    You're right. Spirit bank is here now, and I'm sure these people are utilizing it. I think the problems that are being pointed out are geared towards full release. 
    So while your suggestion for the immediate future is valid, it doesn't address the long term problem.
  14. Like
    Chernobog got a reaction from Mr.Kurtz in Just how many ways is the Gatherer screwed.   
    You're right. Spirit bank is here now, and I'm sure these people are utilizing it. I think the problems that are being pointed out are geared towards full release. 
    So while your suggestion for the immediate future is valid, it doesn't address the long term problem.
  15. Like
    Chernobog got a reaction from Yumx in Just how many ways is the Gatherer screwed.   
    And it looks like Kurtz addressed each of your answers.
    I don't really have much of a horse in this race.
    I just like balance in games. It seems like the general consensus is make friends who pvp. Which is fine by me.
  16. Like
    Chernobog reacted to Tinnis in Just how many ways is the Gatherer screwed.   
    Crowfall harvester needs to make friends with some predators
     
     
  17. Like
    Chernobog reacted to Mr.Kurtz in Sound   
    Ore Combinations that reduce sound levels on harvesting equipment.
    Have a base number for mass - any increase amplifies footfall sounds.  
    Movement should be louder.
    Armor type play a greater role in sound management.
    Material harvested having corresponding sound levels - harder materials are going to generate more sound when harvested.
    Pack Animals should create sound (Sorry Donkeys) - on a plus side that tool who just ganked you just became a loot piñata.
    Stealth should reduce sound (if it doesn't already)
    Allow for multiple kinds of stealth.  If you can walk and kill quietly through practice why can't I harvest quietly? 
    Combat should create more sound than harvesting.
    Increase sound generated by confessor - when has a fireball ever been quiet (yes, I know crowfall is breaking away from tradition) - their dodge Mechanic should sound like a Jet engine and have the same decibel level.
    Add in a sound multiplier.  Large groups should make more sound - harvesting, traveling and in combat.
    Those walkin talkin spawn of hillbillies (Legionnaires) should be heard from a mile  away. 
    The Devs have gone into amazing detail with stats.  Why not add in one more stat - SOUND - it can have all its own modifiers and everything.  At least a few viable runestones could be developed around this stat.  I feel the Dev's could add an entire year of Skill Training off of this stat alone.   (if there is a sound stat and I missed it, sorry about that).
  18. Like
    Chernobog reacted to Teufel in ACE Q&A for May - Official discussion thread   
    I'm disappointed in how they answered the harvesting question and the dregs commerce question.
    Can we look at campaigns as only part of the whole.  The question to me has always been, how do we unite those players so that all of them are a part of the larger Crowfall universe and each one impacts each other.
    The point I'm trying to make is that it really doesn't matter if a CW has 500 concurrent players (more would definitely be better), it only matters how the integration between EKs and CWs are handled.  Ta-da, we have a game that has already solved this problem; EvE.  CCP created the space systems so multiple servers could be spun up, similar to how EKs will be spun up.  EvE has 50k-ish concurrent players spread across tons of systems, where systems are grouped together into clusters.
    EvE allows players to have fun in their own way, by allowing hi-sec fun, or 0.0 fun (or wormholes and low sec).  Crowfall is imitating that differing fun by providing 3 faction campaigns, 12 faction campaigns and the dregs.  The connection within in EvE is not only the movement of ships between warring systems, it's the movement of goods.  I believe Crowfall would benefit from allowing goods to flow freely between all campaigns/EKs at set intervals, and giving each type of campaign band unique resources that can only be gotten there.  The dregs should definitely be the place that only the ingredients for top tier gear are found, however the outer bands should have unique ingredients that have to be paired with the dregs materials in order for those top tier gear pieces to be finished.
    Give a win condition inside of campaigns for players that "need" that incentive; meanwhile give a lot of us the economy and social connection that will keep the game alive.
    A side comment I thought of -   CF could even have it's own version of wormhole space in terms of Illara's ability to  go to other dimensions.
    I don't care what the design for harvesting is, if it's not fun, then people just won't do it.
  19. Like
    Chernobog reacted to coolster50 in Poll: Additional General Skill Trains for VIP Membership   
    2 things:
    1) I sorely doubt, at soft launch, that it'll take as long to train skills up because you won't have to train each node to 100% and you won't have to train all prerequisites. As Todd and Blair say pretty much every time they post something, don't freak out over the numbers (skill training times and requirements), they're more than likely not final, and not representative of the final numbers.
    2) I pretty confident that crafting won't be as interdependent on other crafts, based on the fact that you can gain recipes from skills and disciplines. Sure, training in that crafting profession would wield higher successful combines and experimentation, but I don't woodworkers would be restricted to only woodworking.
    You all are arguing over hypotheticals and extremes.
  20. Like
    Chernobog reacted to untuin in Poll: Additional General Skill Trains for VIP Membership   
    What? I didn't say everyone had to pay for VIP. 20-25% sounds about right?  I would think that the core players, the ones that are likely to be posting on this forum, would subscribe to vip *if* if was worth it.  A slight edge would make it worth it, but if that edge is too high, you will scare of the B2P'ers.  If all VIP offers is clown hats, I'll probably pass. So, my vote in this poll was yes with the caveat that I think a 1.5-2x boost to training speed would be better than being able to train 3 skills at once. 
    If the game can survive on microtransactions, sweet.  I'll take that, too.  Personally, I'd want a more constant source of income if this were my project, but it's not. My larger point was that the distance between a new player and fully trained plutonium miner shouldn't be large enough for this discussion to matter.
  21. Like
    Chernobog reacted to KrakkenSmacken in Poll: Additional General Skill Trains for VIP Membership   
    With current training, this is definitely not the case.
    After 150 days of training all the necessary items to fill the copper harvest line, I am about 20% as effective in Iron as I am in copper. (Remember, they share many parent skills).
    To put that to numbers. Without pots from a Tier 4 copper node, I collect 5 white copper, 5 dust. From the same tier in iron, I collect one white iron, and one dust.
  22. Like
    Chernobog got a reaction from IHeartFargo in Poll: Additional General Skill Trains for VIP Membership   
    This is what worries me. Greatly. 
    I don't claim to know the solution. But I'm worried the game will bleed players. Or worse, never gain them unless the problem is resolved.
  23. Like
    Chernobog reacted to untuin in Poll: Additional General Skill Trains for VIP Membership   
    I’m coming into this thread a bit late, so sorry if this has already been covered.  Hopefully the gap between skilled and unskilled accounts will not be wide enough for this to seriously matter.  If someone who has trained deep into a tree is 100% efficient at killing/crafting/gathering, a new player or someone who is has a different specialization should hopefully still be operating at about 40-50%.  If this gap is too wide, new players with no training are going to be useless, and they probably won’t bother to stick around for long.  Maybe, players will be encouraged to train broadly instead of deeply.  I would hope that a player that has trained the basic trees for crafting, combat, and exploration would operate at 60-70%.
    I’m specializing in harvesting.  I would still like to be able to craft myself a basic bow, and I would hope to have some chance in combat. My bow might not be as good as a crafting specialist, and I might be at a disadvantage to combat specialists, but I’m not spending all of my game time playing a peon.  If you need to be specialized to be useful, this game is in trouble.  Most players are not going to accept that they need to buy the game 3 times to experience all of the game.
    Specialization should matter more at a large scale (a guild or faction participating in a campaign), but it should not pigeonhole the player’s playstyle.  If my guild is trying to win a campaign, my niche may be to gather the high quality mats to be given to the crafters to craft the best vessel/gear to be given to the combat specialists who will be juggernauts on the battlefield.  It shouldn’t mean that I’m incapable of fighting, and all crafting is blocked off to me.
    This said, I voted yes. From an economic pov, vip needs to give some sort of edge.  Otherwise, why pay?  Unicorn mounts? Fiesta skins? No thanks.  If no one is paying, the game won’t have a future.  New/alt accounts are probably not enough to keep the lights on.  Subscriptions are much more reliable.  However, 3x skill training is a bit high.  I also still want specialization, but I don’t want it to define me. Being able to train 3 archetypes is probably enough to hook me, but as 1.5-2x boost to skill training would be fair.  Maybe just speed up training instead of allowing combat, crafting, and exploration to be trained at the same time.
    Just my 2 cents.
  24. Like
    Chernobog reacted to Pann in very professional ...triple A   
    This thread isn't particularly constructive, so I'm shutting it down. 
  25. Like
    Chernobog reacted to Tinnis in A reminder to backers regarding unstable and cancelled tests   
    Just a reminder - the point of current 'playtest' windows are to find bugs that they do not see interally due to time constraints or simply less people on keyboards trying things out (versus actually developing the game during their limited hours at work)
    This means even if a whole test ends up being cancelled due to severe issues or instability - that is still productive.
    They are not running a live game at this time. They are under no obligation to even have weekly tests at this point, especially if it is a determinental gameplay or impossible testing experience after the initial wave of issue reporting.
    See also the following developer comments regarding recent instability:
    Moving forward the testing will move to 24/7 servers with stable and testing servers which should hopefully eleviate the extremity of these sorts of issues
     
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