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Fefner

Testers
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  1. Like
    Fefner got a reaction from Savory in REMOVE TIME TRAINING.   
    The catch up mechanic are not in place yet but I sort of agree with you to a point. I would like to see combat passive training to be removed and players get to only choose either crafting or gathering, they can then choose both if they are VIP. All the lost combat points you would gain through the training could then be added to the talent tree. Then everyone can be combat trained and its upto the player if they would like to do gathering/crafting or both as their profession. 
  2. Like
    Fefner reacted to Carrothead in experience points for alts etc   
    My idea is that when you get to 30 you continue to gain exp. When a specific amount is reached either an item is generated or possible one is created by visiting a specific place. This item can then be crafted ( runecrafting, necromancy) into an high numbed sacrifice item that can be traded/ given to an alt to lvl them up.
    This would help lvling vassals especially if gold cant do it and add another interesting method of trade/crafting. 
  3. Like
    Fefner reacted to DocHollidaze in First impressions - No Direction   
    I killed zombies for 5 hours today.
    I really don't understand why ACE is trying to make the game more grindy.
    I don't think they actually play the game in a legitimate fashion, ie. try to play as if they were actual players trying to win in the live environment, vs. testing things out once or twice in the test environment to prove a feature works.
    If they did play the game like real players, I can't possibly understand how they would come to the conclusion that the changes they added over the last few months make the game more fun.
  4. Like
    Fefner got a reaction from JamesGoblin in New Tech Brings Armor Changes - Official Discussion Thread   
    i dont like the new durability at all, ive tried with and without a tool, adding points to durability and without and best ive come up with is 610 durability thats 1000 under what it is atm on live. If you add all points on durability maybe id get over 1000 but then that would in turn have utter crap stats which makes the armour useless.
  5. Thanks
    Fefner got a reaction from Armegeddon in New Tech Brings Armor Changes - Official Discussion Thread   
    i dont like the new durability at all, ive tried with and without a tool, adding points to durability and without and best ive come up with is 610 durability thats 1000 under what it is atm on live. If you add all points on durability maybe id get over 1000 but then that would in turn have utter crap stats which makes the armour useless.
  6. Like
    Fefner got a reaction from JamesGoblin in Unchangeable Major Discs- > BAD IDEA   
    I do think that for players who are currently testing this game will have a good idea which discs to use when the game goes live BUT if your a brand new player this will be a bad idea and could potentially frustrate them and they could leave. I did say on another post maybe add a short timer when you equip them so player can test them before them being locked in place?  
  7. Sad
    Fefner got a reaction from Navystylz in 5.8.6 Snap Test Feedback and Bug Reports for 4/1/19   
    Durability seems very low on the new armour, on live on the same steps i would get 1600ish durability.


  8. Thanks
    Fefner reacted to Arkade in 5.8.6 Snap Test Feedback and Bug Reports for 4/1/19   
    If that's going to be the case going forward, then the cost should be reduced.
  9. Like
    Fefner reacted to Soulreaver in 5.8.6 Snap Test Feedback and Bug Reports for 4/1/19   
    The changes to stats :
     
    Stamina 2 per point invested in Spirit...
     
    Retaliate is already a super strong part of the game and up extremely often.  With spirit providing stamina u will see a huge influx in especially Clerics - since stamina also increase block length.
     
    Not even to talk about the heal crit provided and healing from support power.
     
    Giving healers more block, more heal (crts) and more retaliate.... that isnt whats intentional I think unless u can enlighten me please....
     
    Please relook at this pre launch of this patch.
     
    @thomasblair @mhalashace
  10. Like
    Fefner got a reaction from JamesGoblin in Claim your rewards - Official discussion thread   
    That will be the one, thank you
  11. Like
    Fefner got a reaction from JamesGoblin in Claim your rewards - Official discussion thread   
    hmmm i dont seem to have my tankard for testing the latest patch, spent around 6 hours killing those damn mobs...unless you had to play 4 hours straight?
  12. Thanks
    Fefner got a reaction from Crebain in Claim your rewards - Official discussion thread   
    hmmm i dont seem to have my tankard for testing the latest patch, spent around 6 hours killing those damn mobs...unless you had to play 4 hours straight?
  13. Like
    Fefner got a reaction from Navystylz in Crafting - Flawed Assembly   
    Had 2 this morning in a space of 10 mins, that 2% seems a bit to common. There is no way a master crafter would mess up a piece of work, apprentices yes, masters no. I agree with Blazzen there should be a point where you shouldn't be able to get flawed items anymore, I was working with blue leather at the time of my flawed pieces. 
  14. Like
    Fefner reacted to Navystylz in 5.8.4 LIVE Feedback and Bug Reports for 2/26/19   
    EDIT: Oh custard wow. So finish a Round Ruby Ring and it's Exploit Weakness: Animal is ZERO!!
    Friendly reminder that an inherent 2% to fail on assembly is trash. That you can't do anything about this is trash. That is can completely negate a crap ton of dust/embers and materials you put work into farming is trash.
    This kind of crap does NOT need to be in game. There are enough time and resource sinks in this game that completely wasting a crap load of materials in some cases is just bad game design.
    Failed 98% jewelcrafting combine three goddamn times in a row. 
     
  15. Sad
    Fefner got a reaction from Devonic in REMOVE TIME TRAINING.   
    The catch up mechanic are not in place yet but I sort of agree with you to a point. I would like to see combat passive training to be removed and players get to only choose either crafting or gathering, they can then choose both if they are VIP. All the lost combat points you would gain through the training could then be added to the talent tree. Then everyone can be combat trained and its upto the player if they would like to do gathering/crafting or both as their profession. 
  16. Like
    Fefner got a reaction from JamesGoblin in Crafting - Flawed Assembly   
    and another flawed on final piece, its getting ridiculous!!!! what a waste of resources!
  17. Like
    Fefner got a reaction from JamesGoblin in Crafting - Flawed Assembly   
    Had 2 this morning in a space of 10 mins, that 2% seems a bit to common. There is no way a master crafter would mess up a piece of work, apprentices yes, masters no. I agree with Blazzen there should be a point where you shouldn't be able to get flawed items anymore, I was working with blue leather at the time of my flawed pieces. 
  18. Like
    Fefner reacted to nerion in Elementalist needs to be removed/reworked   
    Elementalist is a discipline that completely negates the damage type for about half the players in the game. It is commonly used as a response to the heavy damage of siege weapons which are almost impossible to handle without this discipline during sieges. This makes its usage almost universal at sieges.
     
    There are disciplines which are structured as hard counters . Mudman, Militant Mage, and Scarecrow function in a similar way to Elementalist but are isolated to very specific types of damage. Most classes can change weapons or have options for damage that are not elemental. Clerics and Confessors have no other options so this further exacerbates the issue. If any ability does fire damage then you can not change it to do non-elemental. Most classes have at least some options or paths to change their damage type.
     
    This is not a Meta issue because it affects three different types of damage.I am a heal/tank Cleric but I feel bad for anyone who plays a DPS Cleric or Confessor. Please split this Discipline or remove it. 
     
  19. Like
    Fefner reacted to Isna in Feedback general 5.8   
    Hello.

    I will give some feedback on this first campaign that has just ended and give my feelings by being as objective as possible.

    We're going to start with the map that I find very nice since 5.8. Being able to get a glimpse of the trone game you want to set up with this first reward campaign was interesting, especially with a lot of players who have played to win their faction. Nevertheless there's already been a lot of feedback on the capture that's not "fun" and I'll join his feedback. In the other MMOs where I have been, the capture is not fun when there are no defenders but it is a small part in general (morning/night). On Crowfall, for the moment, there is very little interest (maybe no insterest at all) in defending a small fort or a small outpost. This result on small groups that rotate in a loop and capture objectives in chain without meet ennemies. Many players tried to don't meet others because on the leaderboard it's more intersting to cap than fight.
    I hope it will be better when the caravan system is active to build the forts.
     
    About the forts :
    We could also have the additional point of experimentation in each small fort that our faction controls and not only in the big keep that is not vulnerable outside the attack windows. In this way we may meet more people near the fort.
    Another way to make the fort more attractive could be a system to improve our fort. That will pull people to take care of it/to stay longer around the fort for the scout/build and not just move on to the next one without stopping.
     
    About outposts :
    Outposts are a good idea for solo/duo/small group players but they have no interest here again except for the campfire... Maybe allow the forward post near the forts to alert the faction that there are enemies in the area? Or a new system to show on the map the enemies who are near our outposts.
     
    About score leaderboard :
    I find the capture bonus to be quite fun and innovative that can allow a faction to catch/decrease nightcapping effect or slightly lower hours.
    The changes during the seasons are also nice and fun, I played on the EU campaign where there was a lot of Nightcapping and the score was tight until the last days.
    Be careful not to bet everything on the siege bonus though If a faction dominates for several hours and everything is destroyed in one hour once it loses everything, it's not fun either and will kill the game and player motivations. Or you have to find a way to allow a good defense (balanced siege weapon/message that prevents in advance)
     
    About the mounts :
    I know they haven't been implemented for long and the system is probably not finished but I meet some issue with it. For me, in a PvP game, a mount is just a way to move from point A to point B and not a way to flee/avoid combat as it is at the moment. On other games, you often have to get out of combat to get your mount back, which means killing or getting killed but Crowfall is a little different on this point because it allows you to leave combat tray..
    I therefore propose to put a big timer to invoke your mount as 10-15 seconds for example. I think you should also lose the mount directly if you are attacked in order to encourage fighting and ambushes. For me, the mounts in crowfall should be a little more fun but not a way to avoid fighting, it's really a shame for a pvp/gank game!
    I think you already know, but you can't jump when you're on a horse, which can be a little annoying as soon as there's an obstacle.
    About the siege :
    I may participate in 20-25 seats since the beginning of the year and almost all the of them during this first campaign. Some sieges were more fun than others but it also allowed to see many bugs/issues.
     
    The ballistas are strong, maybe too strong in terms of damage and can shoot in the tree room, it wouldn't shock me if we could easily destroy them but we have to hit for 30-40 seconds to 10 on the slightest ballista to destroy it and the player inside is also not reachable and can keep shooting at us.
     
    I like the tree principle but I find that there is a small problem on the attack tree when it is destroyed and the "race" to who puts his golden apple first... I find it a little... random
    A faction can very well make a well conducted attack, destroy the tree and paf, a player of the enemy faction succeeds in putting his apple before since the fort is neutral. We saw that once during a tri faction fight on the Chaos keep. Balance defeated chaos and the main part of orders, destroyed tree, but an order was able to use a golden apple while his team rush balance in a "suicide attack".
     
    As soon as the tree is destroyed, there may be a capture area that appears in the tree room that must be empty of all enemies for a few moments in order to really win the attack. I find this system more balance as the keep really gone to the winning faction, and force players to do a little the same thing as now, that's mean kill all enemies from the room before they can capture the keep.
     
    Free City is a good idea but you shouldn't see the enemies. It's too easily to scout all the maps at the same time with only one person, which pretty much cancels out the charm of the different surprise attacks/strategy.
     
    About the keep :
    I want to report some bugs to the keep during siege or not:
    When several people pass through a door, they find themselves at the top of the rampart and then fall if they take a small step.
    The balistes that can be placed from the outside by enemies, which takes the free places for real balistes of defense.
    The loopholes all around in the ramparts are a little too high for a distance to use them properly.
    To be able to go on the keep's roof and be stay able to heal the tree.
     
     
    To conclude on this first part, I think I'm not the only one who made this feedback but the maps were full several times. This is not a huge problem itself and I well understand the aim to keep good performances, but maybe try to let an equivalent number of players in each faction willd be great (in order to don't meet 70 chaos when we are only 30 because the map is full).
    This is not balanced to the people inside the map and ruins the siege time. If you plan to implement a queuing system before the game release, I think so you might start implementing it as fairly as possible.(I've seen a lot of people rally on this subject but I can easily understand that a queue is mandatory to avoid the 400-500 players zerg that crash the servers and this system has pretty much worked well in the RvR games I've played.).
     
     
     
    Global feedback about fights :
     
    Physics:
    Physics is a good idea but bothering the hand-to-hand classes to attack it at the same time. That often make large scale fight not very fluid...
     
    Fight balance :
    I'm not going to talk about a particular class because you've always been clear about the balancing that will come in alpha, or a little later, but I'm going to talk about the fights that are REALLY too long and it might bring more problems than fun... I understand that a tank class shouldn't fall in a few seconds. But, is it really normal and wanted to let a tank jump in the middle of 45 players, remains 10-15 seconds and leaves without too much trouble because not enough damages to punish it? Same for assassin fae... for me, the role of the assassin is never to be in the middle of the mix but more in the periphery to avoid taking too many damages.

    Even when a fight is "easily" won and winners push hardly, it often takes 4-5 minutes to clean all the players who are just running away. And 5 or 6 players are needed to kill a guy who is running away and move on to the next one.
     
    There isn't enough aoe, not enough burst except the ulti champion and bomb druid for the moment in the game and I find it cruelly missing.
     
     
    Main problems :
    The longer the fights are, the more likely you are to receive new allys or have more and more enemies around you. This can be cool but can also put your servers in difficulty when the fights last half an hour. One other issue is that players could come back again and again, and any faction will be able to take an advantage.

    Then, for the under-number battles, it will be very difficult to support fights due to their long duration and with few tools to hardly burst/take out enemy from the fight. This will force people to create bigger guild rosters.
     
    Moreover, with the last update, the damage of craft weapons was hardly decrease to fill the gap between an inter and a craft weapon. I think it would be better to increase the inter and restore the craft weapon as before. We also lost the displines of master weapons who gave some bonuses and nice skills. We can see that you can't kill someone easily anymore like there had been the case for 3 or 4 big updates, which is quite annoying.
     
    It also gives a strange impression in video, the fights are pretty fun even if too long but in video, it gives the impression that there's no impact on our attacks/our pushs. I think seeing 40 players against 1 for 30 seconds is a bad pub for the game. I hope some adjustments on this point will be coming quickly, except it's just related to the lack of balance/performance of a pre alpha
     
     
    Death debuff :
     
    I understand his interest to avoid that the enemies get into the fight again but it is very badly done and very frustrating. It brings more problem for me in its current state between the camping/the fact of not being able to play for 3 minutes. I hope this system is temporary and will disappear on the maps when they are bigger because there is nothing fun in it.
    I would rather have a timer of one or two minutes before being able to go back to my body or status than to come back to the fight and make me one shot without any possible defense. Another way may be to reduce this debuff from 75% to 15-20% in order to give the player the opportunity to defend himself a minimum.
     
     
    About the game in general :
     
    In terms of the "Uncle Bob" scenario you fear (not sure of the translation from french for a Faction which ruins a campaign in 3 days...), I really hope that you will find some solutions to mitigate it as much as possible. The ranking of players by faction is a first step because it will bring competition in the factions that cannot win the campaign and will prevent the losers from stopping playing.
     
    About multi account and exploits link to that system. I really hope you will soon talk about the VIP and make it attractive without being paid to win. Espacially more attractive than a double account anyway, which I assume is not an easy thing for you. Multi-accounting can be a hell in a game like crowfall, it can allow to exploit the system of exports/imports, scouts of enemy factions, exchange forwards outpost, take a ballista instead of a real defender and probably other things that do not come to my mind.
     
    The last point of this part is a question to you about pre-alpha rewards :
    I would also like to know if the rewards we will win during this pre-alpha, like the badges, will remain after the soft launch. I hope no...
    For me, this kind of item should only be cosmetic and not give any advantage to the people who participated in the test in advance. Our lnwoledge is still an huge avantage.
     
     
     
    Conclusion with more positive notes :
    The first EU campaign even if there were only two factions was pretty fun.
    The durability of the armor is perfect and much more pleasant than many patches in the back.
    The performances have improved well even if there is still a lot of work to do.
    The different maps of the 5.8 are pretty well done.
    The harvest displines that can be equipped at the same time as the fight, it's a very good idea.
     
     
    Thank you,
     
    Isna
     
  20. Like
    Fefner got a reaction from JamesGoblin in REMOVE TIME TRAINING.   
    The catch up mechanic are not in place yet but I sort of agree with you to a point. I would like to see combat passive training to be removed and players get to only choose either crafting or gathering, they can then choose both if they are VIP. All the lost combat points you would gain through the training could then be added to the talent tree. Then everyone can be combat trained and its upto the player if they would like to do gathering/crafting or both as their profession. 
  21. Like
    Fefner got a reaction from Kraahk in REMOVE TIME TRAINING.   
    The catch up mechanic are not in place yet but I sort of agree with you to a point. I would like to see combat passive training to be removed and players get to only choose either crafting or gathering, they can then choose both if they are VIP. All the lost combat points you would gain through the training could then be added to the talent tree. Then everyone can be combat trained and its upto the player if they would like to do gathering/crafting or both as their profession. 
  22. Like
    Fefner got a reaction from JamesGoblin in Anti-blob mechanic vs anti-zerg mechanic.   
    This is spot on 
  23. Like
    Fefner got a reaction from JamesGoblin in Anti-blob mechanic vs anti-zerg mechanic.   
    Remove the damage cap, Add some longer duration CC then add some strong area or powerful pbaoe spells = anti blob.
     
  24. Like
    Fefner reacted to Grivyn in Anti-blob mechanic vs anti-zerg mechanic.   
    Removing the caps on aoe targets is the only answer, you want to blob up you run the risk of all getting ae'd. To be honest i'm unsure why they needed to cap it in the first place.
  25. Like
    Fefner reacted to Glitchhiker in Commander visibility   
    Could we please get some kind of obvious visual to easily find your own (or an enemies) commander in the heat of battle?
    An idea of mine was to add the ability to wield an actual battle standard like a weapon. Maybe even with your guilds crest on it. Could be implemented as a major discipline or whatever. 
    Am I already asking too much?
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