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Vunak

Testers
  • Content Count

    135
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About Vunak

  • Rank
    Piapiac

Profile Information

  • Language
    English
  • Gender
    Not Telling
  • Location
    In your house eatin' your cookies

Recent Profile Visitors

1,285 profile views
  1. 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
  2. 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.
  3. 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.
  4. Warm welcome to all our new members. Order is gonna put up a fight next campaign!
  5. Yes. We are going Order faction next campaign. We want to get all the fights we possibly can so Order is the way to go.
  6. Welp that is unfortunate. I will update it
  7. Use this link for access to the discord, the one in the image is broken, I will update the image later! https://discord.gg/ybuXmcy If you are looking to join the guild, when you join the discord server reach out to our Community Manager to be invited to the guild. If you just request to join the guild on the Crowfall website without reaching out, it will expire!
  8. Adversely I love the blind affect. Its a strong CC for sure, but it gives real world simulation by actually blinding you fro the action making your actions after that very detremental to the fight. Especially with retalliate being somstrong right now.
  9. They could do something similar to Wildstar and remove the screen effect, but swap the movement keys around. So S is W and D is A or A is S etc.
  10. Make them different color for each new party member so its easier to navigate to a specific member in the party. The little green diamonds on the compass is what I am on about. Party Leader - Blue 1st Member to join - Green 2nd - Purple 3rd - Red 4th - Yellow 5th - Orange Something like that.
  11. If you dont get enough people for it, for whatever reason you could always do it like a pickup game of basketball and have a couple captains that invite people into a group of 5 and do random 5v5s
  12. As per my experience, I have been playing Crowfall since the grey box combat Alpha. On and off obviously. I dabbled when persistence came up, dabbled in a few other major patches. 5.9 has been loads of fun. I even got to siege last night which has been my first large scale PvP since I stopped shot calling in TERA's Civil Unrest about a year ago. I can definitely see Crowfall being a long term game. My biggest issues with the game back in previous patches were some of the class balance issues (rangers smashing you from draw distance for example). Combat felt floaty - only way I can really put it. Mobs just didn't work, I still feel they could use a lot of work, but they are much better than the last patches I played. The skill tree system on each class I feel is a much better system than the passive tree they were using. Issues I still have. The UI... it is god awful. It feels like a UI built for consoles rather than PCs. The mobs could use more work as I said before. Frostweaver not being in, been waiting for this class since the combat alpha. Still doesn't feel like there is a real economy created yet. It makes more sense for guilds and players to hoard their stuff than to share it with others. Things I am looking forward to. Guild Systems has got to be at the top of the list. The GvG ruleset. Players being able to build up their own forts/keeps. Resource nodes and caravans. Not sure if this is still in the works, but I remember them teasing the war map and having to have scouts actually map out areas. Frostweaver. More weapons and disciplines for build variety. I know this isn't on the list of features they plan to have any time soon, but I do remember ArtCraft saying it is something they eventually want to explore after official release - Ocean Content and Ships. I wasn't sure after the last few patches I played that the game was moving in the right directions. Now after having played 5.9 and tested 5.100 I can say I am happy with the games progress and prospects ahead. I may be a white vessel noob now. But its only a matter of time before I have Balance kneeling at my feet begging for mercy. See you all in Crowfall
  13. Is that actually confirmed or is that just speculation
  14. So its the last class and it has been a LONG !@# time for them to make this class. Any word, or are they just gonna put retired next to its name like the other classes? Seems kinda counter-intuitive to be working so much with the classes/talent trees when you don't even have all the classes in to do any sort of balance work and how that one class could affect the entire games atmosphere. Just seems odd to me.
  15. Harvesting and Crafting have to be integral and very big parts of Crowfall especially in the grand scheme of the game. Passive Training isn't bad and it is rather fluid. What I do think they should do is move around some of the crafting recipes to be more available earlier to be equal across all the classes. I think they should augment the Passive Skill training with an active component as well that adds to the Passive Training to give people and incentive to continue logging in regularly. The Vessel leveling system doesn't really do it since it is also technically locked behind the crafting system and necromancy. What they do need to do soon is release the last class and do a balance pass on the classes and disciplines. The reason a lot of people aren't playing is because of the wipes obviously, but another is because of how strong certain classes are in the current game making it meaningless to play or experiment/test anything else. Constantly seeing in general chat from new/returning players if a certain class is viable and what disciplines to choose.
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