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Vunak

Testers
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About Vunak

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    Piapiac

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  • Language
    English
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  • Location
    In your house eatin' your cookies

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  1. When there is a working economy this might be more viable for newer groups. But currently its not really. You either end up having to pay a large amount of Chaos Embers (for usually junk non-additive vessels), something new groups don't get a whole ton of or bring your own materials, which new groups aren't going to get a ton of because they are new and don't have the harvesting passives done to even get the minerals they would need from farming motherloads for those vessels.
  2. Lol. This campaign has been a ton of fun
  3. Lol you guys went out and got one more kill, well played.
  4. Not sure. Seems like Order has more of an active player base than Chaos does currently - at least in terms of participating in PvP (which is what we like). I mean I have more personal kills than the entire HaX guild put together. But I appreciate the offer. I think we are situated pretty well on Order though.
  5. Can't agree with a full wipe or a passive wipe so close to another full wipe. The only thing it will accomplish is killing off the current player base until the full wipe happens with Dregs. The new player experience has been tested numerous times over. Hell there is a whole thread here: Nothing but new players. The issues are known - they don't need to wipe again to figure it out. The only thing I would be on-board for, if you really want to see CF surge with population, is bring the 24/7 servers down. Ramp up marketing and bring 24/7 back up again when the Dregs are ready - with a free week of play for new players. Having people trickle in now when there are many damaged systems in the game that deter or outright screw over new players is not helping the CF population at all. Another wipe before all the new systems come into place isn't going to help anything.
  6. Welcome to our new members. Player 3 is about to enter the campaign. Go Order.
  7. Hitsaus. Sorry for the late reply. If you are still interested in joining hit us up on our discord if you haven't and we can have a talk!
  8. Just letting everyone know we are still recruiting for Crowfall. If you are interested in joining. Hop into our discord. It will give you access to the Interview text channel if you have any questions you can hop in and ask them there.
  9. So your argument is taking a guild that is combat passively trained and rolling around in groups with other geared Balance players in W and HoA and comparing them to people without combat passives and aren't being buffered by a group of people that are combat passively trained and geared? Sound logic. Nobody has said anything about being equivalent. You certainly like to put words in peoples mouths. Being baseline competitive is nowhere near to saying equivalent. I don't think once anyone has mentioned crafting epic-legendary things for ourselves . I do believe everyone has mentioned Rare quality which is pretty much a refined step-up from War Tribe Gear, to be stat specific for your class. You are taking one stat and comparing it against one stat. When you look at it with a microscope yes it doesn't look that bad. But when you look at the whole details page and it is 15% or better above, is it still a 15% base increase? No. 15% less damage vs someone that is doing 15% more damage to you in return does not = 15%... So yes, it does make a large difference. We are about two months in (just the guild - I've been passively training a lot longer and still not through a craft tree for the last points). A month and a half in and still unable to craft anything better than war tribe gear because of how Harvesting and Crafting work in conjunction with each other. You don't get enough materials to waste crafting poorly made socks gear that you get better gear from war tribes anyway. How is pointing out how you obviously are having a hard time reading statements and blowing them out of proportion, asinine? Read what people write and stop adding words or using words out of context to propel whatever you are trying to spin into your favor. Have literally had people quit from our guild because of passive training - new players. Have had people from out of nowhere say they are having a hard time with CF because of passive training. Happened today when we weren't even playing or streaming CF. Guy found us playing AA and mentioned he was playing (unprovoked) CF but him and his guild were having a hard time because of how gated CF is. You can shut your eyes as much as you want but the evidence is out there. lol....Solution. Everyone join a zerg. Good job. Irrelevant and nobody has said anything about how hard WB or Clams try, don't think I have even mentioned Clams once in this thread. I'm sure you have your own challenges to overcome. Don't forget we played on Balance for a session and know how deep HaX can roll at times. This isn't news to anyone. Going to keep it in faction for now, which is what we have been doing. So your assumptions of us not getting help, as I have said previously is utterly wrong. But keep making those ridiculous assumptions. ~~~ This is definitely the main issue. There really is no reason for newer crafters/players to progress efficiently with the current system with how crafting works and harvesting works. Everything is very back-loaded.
  10. Evident by what posts? Others have already said they have been assisting us. Just because I don't accept help from everyone doesn't mean we aren't working with others. We are working within our faction. Like I said before, we appreciate everyone extending a hand, but it isn't our goal to receive handouts from everywhere. That is a band-aid created by the community, while appreciated isn't exactly helpful in terms of testing. Been playing on and off since Hunger Dome. Have plenty of experience with each iteration of the game. Please explain to me then how exactly you are supposed to get 19-20 experimentation points without passive training, since experimentation points and experimentation success are such massive components in the quality of gear you can make. If you don't have that many experimentation points and success to work with the gear/vessels you churn out is going to be vastly inferior to anything anyone else that does have it can make. We aren't even talking about adding the ability to harvest higher grade materials efficiently to compete with people that have Epic/Legendary gear/vessels. Just Rare gear to put us in a bracket to be competitive. I really want to know in case we are missing something crucial. To be blunt, nobody in my guild actually cares about sympathy from anyone. These posts were to get information out based on our experiences with the game for the devs to see. If you guys want to throw input in on how wrong we are and give reasons, more power to you. But so far I haven't seen any tangible evidence to suggest that there actually is a way to become baseline competitive as a new player/guild outside of get handouts from other people. Using peoples throwaway poorly made socksty blue vessels that get put up on vendors isn't going to help anything either. War tribe gear doesnt help when you are non combat passive trained white vessels vs combat passive trained blue-legendary gear/vessels. The stats compound. I don't know how many times I have to say it. 15% isn't 15% anymore when everything is taken into account.
  11. I wouldn't say anyone is assuming that being in near perfect gear is the equality of minimum viable PvP. I would say that Blue grade and up is where you want to start your crafting adventure. Wartribe gear is decent if you are playing as an extra to a group or going against other players in wartribe gear to a degree. But if your entire group is in wartribe gear and is fighting against others that are in decent crafted gear there is litter chance to compete, especially with stats coming in from various other sources like the passive training tree. Experimentation Points are extremely important to crafting even lower grade gear and to get max experimentation points you have to be done with the crafting tree to get the last two, otherwise that blue grade gear is no where near someone elses who can craft with max experimentation points. Its likely a waste of mats. (the cycle you have to go through to get to a point where you are maxing out on points is pretty crazy. Blacksmith to make BS gear. Then makes Necro and Alchemy gear, Necro makes BS Vessel of higher quality to make more BS and Necro gear. etc. The loop is really badly done) Not being able to utilize and craft white grade gear to be useful or having white grade gear not be useful at all and a waste is exactly what is wrong with the current system. Its not even about being viable as a combat player, but being viable as a crafter. You have to spend months in the passive training to be viable to craft for a guild especially if that guild already has crafters in Blue - Legendary vessels and crafting gear. There is nothing you can actually craft as a new crafter that wouldn't be better crafted by someone deeper in the crafting trees. You can start harvesting fairly quickly and gain decent enough resources that people will utilize. Dust is always useful and you get that from hitting just about anything in the game harvesting wise. New Harvesters have a place in any guild. Will that harvester get as much dust as another that is deeper in the harvesting training trees and geared etc.? No. But their dust they acquire is just as good as anyone else. The disadvantage is not small. It is quite large. I know many HoA and W players are running around in Legendary grade items and/or vessels. Along with max passive training. The 15% difference is not 15% anymore when you add everything together into one large stat advantage. Is it insurmountable? No definitely not, but it is going to take quite awhile to catch up to an already established force that is maxed on a lot of different things. Older guilds should have an advantage, but I dont think that advantage should be time gated with no alternative but to sit and wait months to get to that point where you are caught up. Going Order was probably the best thing we could have done honestly. It is giving a large insight into how new players and guilds will have to deal with certain issues currently with CF in its current iteration. Its good testing. We can't just cover up issues by starting the game a certain way. The faction imbalance will likely always be a thing on the campaigns that have factions. Faction systems have historically always had issues with population balance. Not showing the issues currently in CF with that would be a mistake especially since its even worse in CF because of the way passive training works with how time gated it is. I appreciate everyone that has reached out to me from Balance and Chaos offering help in various different ways. I didn't get back to some of you (likely forgot tbh, sorry). But we somewhat wanted to build from Order to get the full experience of what it would be like trying to build things ourselves from the ground up. We are doing okay for ourselves currently with gathering materials and things for getting our vessels going and gear. Again though, we are 3 campaigns in and still have a long way to go before we start getting to a point where our 10 can face off against 10 Balance or 10 Chaos and it isn't a knowledge of the game thing many like to say it is. I mean that is why all the crafters hate it when passive training gets wiped.
  12. I would definitely like to see Crowfall tighten up its combat. Not just for ranged precision, but in general. I've said in the past I don't enjoy the very left click heavy mechanics each class uses. Its very basic at its core, and could use some love in that regard. Your skills are used mainly for debuffing/buffing and CCing. With the current state of retaliate a lot of those CCs are underplayed. Entire specs are broken currently because of one ability. I would have definitely of liked to have seen the CF team continue on from the Hunger Dome refining its action combat style with fluid animation locks, to really put some weight behind each ability press. Unfortunately as others have said they dropped that iteration of the game for a much more basic and "floaty" style they employ now. I do not agree with people saying CF employs politics or sabotage or any type of play like that - currently. The only things that matter in CF at the moment are numbers and the stats in your details page being capped. I would say skill as a player is very low on the totem pole for contributing to winning fights. Unfortunate to say, but that is just how I feel and what I have seen having played on all three factions in the past month or so. Is this bad or good? I think the current state of the game would argue for the former rather than the latter. I do look forward to seeing CF progress as a game and iterate on things like combat. But I feel they have a ways to go to bring truly tactical or skillful play forth - hopefully both.
  13. First night on Order was a ton of fun. We wanted fights and they were delivered. We have an uphill fight ahead of us, but we are up to the task. We are still recruiting so if you are interested drop us a line
  14. Currently GR is taking to much of peoples time. To many people are staying on GR and farming materials safely. I would propose that GR is strictly limited to Common quality materials. Remove Kings/Captains and Motherloads from Gods Reach as well. And remove the ability for war tribes on the Gods Reach server to drop anything higher than common. The point is to let it be a introduction to the game, not a place for people to get swole. Everyone should be being pushed onto the Campaign worlds and be on the campaign worlds to stay. Side note. Remove the ability to bank where ever you are on the Campaign. Only inside Forts, Keeps and the Temple.
  15. If they want to foster PvP I think the main thing they can do is get rid of Uncommon + materials and gear on the Gods Reach server and make it so it caps at level 20. After level 20 you should be pushed onto the Campaign worlds. Get level 30 on the actual Campaign world. Make people harvest on the campaign world. Area outside the Temple should only allow green drops. Nothing more than that.
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