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Fefner

Testers
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  1. Like
    Fefner reacted to oneply in Poll: Passive skill tree wipe   
    Yep. Time locked training is stupid. It creates a barrier to entry, real or imagined. It will always limit the potential customer base. “Catch up” mechanics just prove the system as designed is flawed.
    Remove passive training. Add the advantages/disadvantages at character creation. Crafting/gathering/combat stats solely rely on individual toon attributes, gear, and advantages/disadvantages. Change base values of gear to match the difference. 
    Greatly reduces the “grind” to compete. Makes the game more fun right from the get go. 
  2. Like
    Fefner got a reaction from Allinavi in Poll: Passive skill tree wipe   
    Voted no as it should come with a whole wipe, this should of been done, like a lot of players wanted, when we had the wipe before 5.10 or whenever it was. 
  3. Like
    Fefner got a reaction from JamesGoblin in Poll: Passive skill tree wipe   
    Voted no as it should come with a whole wipe, this should of been done, like a lot of players wanted, when we had the wipe before 5.10 or whenever it was. 
  4. Like
    Fefner reacted to Durenthal in ACE Q&A for September - Official discussion thread   
    So I guess this topic is where we discuss the skill wipe idea.
    Three things that matter:
    1. There will be a skills wipe with 5.110 in February
    2. With no new content until February, a skills wipe (with an accompanying much faster skill training curve, like 10x or 20x) is pretty much the only thing that'll bring players back to 5.100
    3. But there's nothing new until February now, so the players who've been sitting out waiting are likely to still sit and wait. 
     
    Skill wipe or no skill wipe, Sugoi members aren't going to give Crowfall another look until 5.110.    IF you do wipe now, advertise it broadly so you have the best chance of players returning for the level playing field.
    But realistically, by saying 5.110 in February and no further 5.100 content, you've effectively killed off the game until then.  It's going to be a howling wasteland.
     
     
     
     
  5. Like
    Fefner reacted to royo in feedbacks and opinions   
    A few days ago the infected was set up on crowfall and I wanted to share with you my feelings since this launch and on the game currently.
    It's sure that I will push open doors and repeat things already said, but sting of wakeup call is always good!
    I know that the game is in development and that things will evolve but I give my player's opinion because crowfall looks more and more like a real game and lots of new players arrive and give up too quickly sometimes.
    In my opinion the first thing to do for the game got meaning, is to balance access to resources.
    Currently too many high-level resources are reachable. Indeed the god's reach should not have ranks as high, for the war tribes and for harvesting resources.
    A player who starts crowfall must start with the god's reach to learn the mechanics of the game
    but very soon he should be confronted with the infected. Indeed have a zone without pvp with as much benefits that the current god's reach is totally the opposite of the basic idea of the game (or at least what I understood).

    We could imagine that the god's reach offers resources up to rank 4 for example to access the lvl 15 and then, we would naturally go into the infected to continue the progression, but finally having the pvp aspect. Infected it could go to the 7th rank for example and the higher ranks would be reserved for campaigns. Restore meaning to the risk / reward choice is for me an important thing for the future.
    Then, after several years of testing and several reset we notice the same thing every time the passive skills have not been reset since a long time, new players have the impression of being faced with an impassable wall (which is not entirely true or totally false).
    The passive progression should be much more horizontal than it's now. The latest levels of harvest are a good example of what should be made for passive skils, a star-shaped tree. Like that a new players can "quickly" be good in ONE  branch of the tree  but will time to be good in ALL.
    This would allow new players to feel quickly useful (within a guild or not) and thus to have fun and the desire to play. So I think a restructuring of the "form" of progression would be important and really beneficial to CF.
    By doing this kind of progression, we can imagine a new player choose runemaker job and be an axe specialist then pick specialist etc...
    This would also allow the dev to "add" branches easily when the game will have several years
    operating.

    For the economy, I think we should remove the vendors from the temple and leave them only in freecity to give life to this area that could allow rp for those who likes and boost the trade of more players. Even if I admit that the top would have been an access to EK directly since the GR in order to give meaning to the ek but it may be difficult technically. Moreover vendor's location can become reward from campaign like that war will have sense and alliance between guild in a faction can be a negotiation for bigger guild which give 1 or 2 location to smaller guild for their help.
    For new players also a recurring problem is felt, a feeling of being lost when you start the game. I think a "tutorial quest" would be welcome to guide the players in their first steps and teach them the different aspects of the game. An example that marked me is a player who discovered
    that you could sacrifice after 3 days of play! The starting area of the god's reach would be perfect for that. We could even start the game in crows to understand a little better the lore of the game (I dream a little there). I think it should be the only quest in this game to understand who you are (ig) and how to play. You can tell me we already have the little bubble info but they are so fast that new player forget and dont take time to read it .
     
    Finally I will finish there because it is already long all that poorly made socks, in terms of fighting, the possibilities of having an impact when you're outnumbered are too low, indeed the lack of aoe (or their effectiveness) doesn't allow a small group to worry or kill a larger group unless it makes big
    errors. Even if @Belantis made a great post of the different strategies u can use, when u see big fights on the videos or stream u see ppl turning around and some fights become boring cause of that. (it's just an opinion and i can understand ppl dont feel like me on this point)
     
    thank you if u have read everything! 
     

     
  6. Like
    Fefner got a reaction from Marth in ACE's August QA communication failure   
    To busy playing wow classic like everyone else? game has lost a lot of players recently, EU servers are mainly a ghost town atm  and it will probably get worse at the end of the month when Archeage Unchained releases which might attract some CF players, i'm certainly gonna give it a bash. 
  7. Like
    Fefner got a reaction from JamesGoblin in ACE's August QA communication failure   
    To busy playing wow classic like everyone else? game has lost a lot of players recently, EU servers are mainly a ghost town atm  and it will probably get worse at the end of the month when Archeage Unchained releases which might attract some CF players, i'm certainly gonna give it a bash. 
  8. Like
    Fefner reacted to Durenthal in ACE's August QA communication failure   
    Honestly it feels like the community team took the summer off, and the marketing team is clueless.  The schlock that appears on crowfall's social media is terrible, and given how few likes it gets on twitter and fb, everyone else agrees with that statement.
    Sorry, ACE, you're really dropping the ball.  The game has become more fun recently, but you still have no player engagement for a few reasons:
    There's still a huge amount of busywork to do before players can meaningfully engage in PvP. Players who are thinking about returning see the training gap between them and the established players and decide to wait for a skill wipe. There's not enough people playing for the game to reach a critical mass.  It's not fun if you can't find anyone to fight (or if the only people you can find to fight are running around in groups of 10-15 when you're running around solo or in a group of 2-3).  Having people spread out between GR, The Infected, and two CWs isn't helping. There's nothing enjoyable for solo players or small groups to do Word of mouth to new and returning players is "game's still not ready, don't bother" because those of us still testing see the above problems and are hesitant to call people in to suffer along with us. Your near-total lack of communication and engagement over the summer hasn't helped at all.
  9. Like
    Fefner got a reaction from ACE_FancyHats in 5.100 LIVE Bug Reports for 9/4/2019   
    Got moved from my previous location, ontop of the order temple portal and im balance, yep i died.... 
  10. Like
    Fefner reacted to Deioth in The New Guild Experience - The Passive and Crafting Problem   
    Eldritch has come into 5.100 in a very unique position. All of us are effectively brand new players (despite some having dabbled in previous versions, our passive trees still had very little in them). This gives us a perspective the veteran players and guilds simply don't have and that, we believe, ACE lacks serious data on. As fun as it has been, despite all the trouble and issues (and pushing Order because come at us bro get rekt), we've been privvy to an experience that absolutely MUST be addressed and quickly (i.e., before Beta at latest).
     
    It's certainly one thing that we're new. We have a lot to learn. We don't know the best way to build specs or the best disciplines, but we're learning. We don't have the best comps, but that's just how it goes being this new and small. We don't know every in and out of crafting and harvesting, but we're learning. There are a lot of balance issues in general and since we lack any possibility of useful crafted gear any time soon it's also quite telling how all of this together can reveal just how lopsided fights are against well geared guilds and well built players. All of this is something we expected and something we are content to tolerate. What we did not expect and cannot tolerate is what the passive training tree and crafting system generally has resulted in. Granted, in pre-alpha we can't expect an economy (especially on a faction where we've become half the population of as a guild of, what, not even 12 active players?), and maybe on release it won't be quite so bad. However, that does not change the fact that our experience as a new guild has revealed some serious flaws with Crowfall's current design.
     
    There are some real problems with how the crafting system currently works in general. There's a pointlessness to crafting anything but blue and better gear. There's also a pointlessness to crafting anything without being near or at max crafting skill and experimentation points. This means we can't feasibly create any kind of intermediate gear to help us compare to those already kitted out in blues and better. But, that isn't the worst of it. The worst of it is the passive training tree itself. This tree alone has already pushed away three or four recruits from even bothering playing the game. One in particular dove in expecting to be able to become a great crafter, right up until she discovered the passive tree and how it works. She hasn't logged in since, neither Crowfall or our guild Discord. Another, realizing just how long it would take to catch up in any meaningful way with gear, has likewise stopped playing after about three days.  All of this, if the systems remain in place as they stand today upon release, will guaranteed push away many players and risk killing this game before it even begins.
     
    A catch-up mechanic will not fix this. The problem is inherent in the current design of the crafting system in general requiring the crafting equippables, all the additives, and thousands of Dust to kit out a single person (therefor you screw yourself by crafting without crafting maxed and at least blue mats/additives), as well as the time gating of the passive training itself. I'm sure we all know and understand the purpose and intent of the passive training system, but in its current iteration it simply does not work whatsoever. There is also the issue of veteran players simply being able to fill out everything given enough time, thus killing any real hope of specialization in roles (combat/harvest/craft).
     
    After some discussion, we've come up with a few ideas for changes that we feel need to happen.
     
    Simply Add Active Training.
     
    This will help, but only to a point. This game's very nature doesn't lend itself well to the “craft 1,000 daggers” approach like WoW or Skyrim et al. Still, an active training aspect is absolutely crucial to ensure players don't feel entirely locked behind a time gate, allowing those that play consistently to build up their crow skills. The basic idea is, so long as you're engaged in an activity related to the tree you're training in, you'll gain points faster.
     
    Add Skill Levels and Limit How Many Can Be “Mastered”
     
    This will help with the specialization, but one issue will be that if new players think they want to go one way and decide they do not like it we'll need some kind of respec mechanic. This would certainly give gold a good sink. You would have so many levels you can train, maybe you can train everything up to “Journeyman” which might be, say, level 3 of 10, which means you'd only be so far into each main tree. Meanwhile, the 10th level of “Master” maybe you can only pick two, and only pick 4 for the maybe 6th level. And yet, a lot of players may like having lots of characters for lots of builds and situations, or like harvesting and crafting a lot and what to engage with all of it. If someone wants to give it the time, they certainly shouldn't feel like they're being pigeonholed. That brings us to idea #3.
     
    Give Vessels Their Own Passive Skill Tree
     
    Nobody should feel pigeonholed. Plenty of players like having alts. Certainly, no one should be able to master everything, but mixing in the vessel itself into the equation will allow people to stretch out in a few ways, such that only those that truly focus on specializing will completely fill out certain trees. So, you might hold out on Journeyman level--to use the above example--on your Crow, but each Vessel might still be able to choose one Master of their own so long as your Crow hits a certain level of that skill. But, to truly specialize, you would need to Crow and Vessel Master on the same skill tree, or some equivalent.
     
    With these ideas together, we think we have a solid recommendation to try testing with:
     
    First, determine a maximum pool of Skill Training Points. Players will still have their passive training, but now every single action generates a usable active point. PVP, point capture, harvesting, crafting, war tribes, all of these activities provide a certain amount of actively generated points. Players then allocate as they see fit on the Crow tree or the Vessel tree. Eventually, a player will hit the maximum points on their Crow, at which point a certain amount can still be actively trained on a per vessel basis. So, lets say (for sake of example) you can gain a total of 6 million points on your crow, while a vessel can train up an additional 2 million. This will do a few things: Players can actively play and get better/stronger at whatever they want to simply by playing, players can specialize without being able to get everything, and players will have some wiggle room to split off and enjoy alts without severely pigeonholing themselves (so even a crafter heavy crow, for example, can still have a good combat character, they just won't Master any Combat skills). This could work where you can only Vessel train from however far the Crow has, and adding points to the Crow for the same nodes would free up those points from the Vessel. Players won't be able to pace through a single tree any faster than anyone else, either, with this because you would pull from a single point pool; you'd merely be choosing Crow or Vessel to allocate to. With this introduced, and having an extra however many points that can be Vessel-specific, we could see the re-introduction of the Race tree allowing players to fill out minor buffs for each race like increased stat caps and minor general craft and harvest buffs (or, at least each race group, so Human, Elf, Monster, Stoneborn, Guinecean)
     
    Second, greatly expand and refine the skill trees as they exist now. Harvesting as it exists currently feels pretty good with respect to specialization so it doesn't feel like there's much to do to enhance this. The parts that could use some expanding is Combat with a near total overhaul applied to Crafting. Combat should be split up a bit and restructured a bit, having the Weaponry and Armor branches as they stand now, but making some changes as specified further below. Crafting needs to be restructured almost entirely and have new branches added in as detailed below.
     
    For Combat, simply tweaking and fleshing out more options will be sufficient, but overall it's adequate as is. Consider introducing three new trees that require Armor and Weapons maxed to reach. These would be named along the lines something like Warrior, Specialist, and Medic. These would provide passives dedicated to benefiting DPS specs, tank/CC utility specs, and healing specs respectfully. For Weapons, consider swapping things around, you choose One Handed Combat, Two Handed Combat, Melee Mastery, or Ranged Mastery along with an additional three Mastery trees: Organic Mastery, Physical Mastery, and Elemental Mastery. I feel like this might split things a bit better but that's just a whatever. This isn't anywhere necessary we don't think, but it would be nice to see this expanded, especially if the point cap and vessel points are introduced so players can better specialize.
     
    Now, the part that needs the absolute most work of all: Crafting. The overhaul here isn't just going to be the passive tree, either. This also will need to include some real tweaks on material requirements and other costs based on the rarity tier being worked, if additives are being used or not, and to also ensure that every level of commonality (except maybe white?) is valuable to craft with for gear. First, you should need to unlock access to make items of a certain grade, requiring a certain amount of the tree unlocked to reach each level (e.g. you can't craft with Blue materials/components until you unlock that node). This will give players good milestones to reach and make sure newer crafters know their limits. Second, crafter gear (like necromancer goggles) should also require hitting a certain crafting level in that crafting tree. This will help make master crafters stand out, but with things balanced out so non-masters can still contribute useful stuff. Third, dust and ember costs need to be offloaded more towards utilizing those items so that players can make good use of lesser quality ingredients without using up nearly as much dust/ember resource so they can still make decent gear. As it is now, even if you didn't need to be a master to make great gear, you're only hurting yourself crafting greens/whites because of the amount of dust needed, or without additives because the benefits are too good. Green grade non-additive gear should still have value to make and not be too expensive for mat/dust requirements since as things stand now there is no “stepping stone” intermediate gear anywhere comparable to even master crafted blue and that makes gear disparity problems even worse. Fourth, experimentation points should be frontloaded on the tree so you get more experimentation early to help with crafting decent lower grade gear, while further mastering crafts improve your risky experimentation to max out high grade gear. Fifth, requiring hitting the final Mastery node of any appropriate craft should unlock additional specialist crafting trees: Component Mastery, Weapon Mastery, Armor Mastery, Tinkerer (experimentation and crafter gear focus), and Taskmaster (Thrall focus for when Thralls are ready to go).
     
     
    Hopefully, this assessment will be taken to heart, and a serious overhaul of these systems will be worked on. No one should feel pigeonholed, no one should require master crafting or days of dust/ember grinding to get reasonably competitive gear, and no one should be time gated from feeling useful or doing what they want to do.
  11. Like
    Fefner reacted to Surelia in request on passive training pre-release   
    I can just tell you that a number of the new players I see are gone inactive within the first week. And I am pretty sure the passive like it is atm is an issue here.
  12. Like
    Fefner got a reaction from JamesGoblin in Crowfall unveils 'The Infected' - Official discussion thread   
    Tbh i had wished that the map used in this would have been better off for the next campaign as it was like a ghost town during non siege times ( EU ), my big concern is that players might use this as somekind of battleground and abandon campaigns altogether. Also 6+ resources should be kept for campaigns only, why would players go into a campaign when they can just have free pvp fun in the infected and farm freely in GR?
  13. Like
    Fefner got a reaction from Ble in Crowfall unveils 'The Infected' - Official discussion thread   
    Tbh i had wished that the map used in this would have been better off for the next campaign as it was like a ghost town during non siege times ( EU ), my big concern is that players might use this as somekind of battleground and abandon campaigns altogether. Also 6+ resources should be kept for campaigns only, why would players go into a campaign when they can just have free pvp fun in the infected and farm freely in GR?
  14. Like
    Fefner got a reaction from PinkFluffyPanda in Crowfall unveils 'The Infected' - Official discussion thread   
    Tbh i had wished that the map used in this would have been better off for the next campaign as it was like a ghost town during non siege times ( EU ), my big concern is that players might use this as somekind of battleground and abandon campaigns altogether. Also 6+ resources should be kept for campaigns only, why would players go into a campaign when they can just have free pvp fun in the infected and farm freely in GR?
  15. Like
    Fefner got a reaction from Marth in Crowfall unveils 'The Infected' - Official discussion thread   
    Tbh i had wished that the map used in this would have been better off for the next campaign as it was like a ghost town during non siege times ( EU ), my big concern is that players might use this as somekind of battleground and abandon campaigns altogether. Also 6+ resources should be kept for campaigns only, why would players go into a campaign when they can just have free pvp fun in the infected and farm freely in GR?
  16. Like
    Fefner got a reaction from Soulreaver in Crowfall unveils 'The Infected' - Official discussion thread   
    Tbh i had wished that the map used in this would have been better off for the next campaign as it was like a ghost town during non siege times ( EU ), my big concern is that players might use this as somekind of battleground and abandon campaigns altogether. Also 6+ resources should be kept for campaigns only, why would players go into a campaign when they can just have free pvp fun in the infected and farm freely in GR?
  17. Like
    Fefner reacted to Soulreaver in 5.100 LIVE Bug Reports for 8/27/19 and 8/29/19   
    Exporting Gear
    When a character leaving a campaign can we please make it so you don't take off your gear, but leave it on your character.. just like when entering?
  18. Like
    Fefner got a reaction from Angelmar in The End of Nightcapping--Congrats ACE   
    Might be something in this system, i quite like it, it would make action around the forts at certain times more interesting. Question, how would the outposts play a part in this? same system as this or the one we have atm?
  19. Like
    Fefner reacted to Audin in The End of Nightcapping--Congrats ACE   
    I would make it so that Forts no longer gave points every 10 minutes or whatever it is currently.  Instead, make it so that all the points are accrued during the Fort siege window.  Meaning if the faction wants to gain points from said fort they'll need to actively hold the fort to accrue maximum points during the siege window.  Basically a king of the hill scenario.
    Example: 2 hour siege window
    Faction A holds fort for 25 minutes        1,250 points
    Faction B holds fort for 70 minutes-       3,500 points
    Faction C holds for for 25 minutes         1,250 points
     
    I would develop the fort siege system even further by having small points of interest in the vicinity of the fort that could be captured at lower value to generate points as opposed to just one circle.
     
  20. Like
    Fefner reacted to Xarrayne in 5.100 LIVE Feedback for 8/16/19   
    Background on the map (or the lines between zones) still don't contrast well: 
  21. Like
    Fefner reacted to galvia in 5.100 Snap Test Feedback Reports for 8/15/19 and 8/16/19   
    The Gods Reach map is still the same, and we have another level 20 locked campaign
    Rank 8 resources being available in Gods Reach is antithetical to the purpose of Gods Reach. Someone shouldn't be able to safely farm quality materials in Gods Reach. Crafted vessels shouldn't be affected by the level 20 limitation. It is a bad experience to have to export a vessel in the middle of a campaign to then level that vessel in Gods Reach extremely safely and mostly without your guild. This is exasperated by higher quality mobs. I'm not a new player and I don't want to hang out on Newbie Island every time I progress my vessel.

    The crafted vessel limitation wouldn't be so bad if it didn't eat one of my precious exports.
  22. Like
    Fefner reacted to Ussiah in 5.100 Snap Test Bug Reports for 8/15/19 and 8/16/19   
    Can we please at least change max rank to 5 in GR and beachhead and min level to CWs to 10.
    This will take VERY little time if you are concerned about that.
    You already allow people to spirit bank everywhere, at least let us have the chance to attack harvesters even if there is almost zero chance of loot.
     
  23. Like
    Fefner reacted to PopeUrban in Fire/Slashing Quiver suggestions   
    Classes gain far more drastic equip related features from promotion classes already, most notable would be the multiple specs that acquire additional armor unlocks, or those that completely replace the functionality of abilities like cleric. Assassins are also required to spec in to their toxins individually in their base trees, and Rangers themselves require spending a talent point to unlock their offhand weapon slot.
    I agree, quivers, like all other equipment in the game should remain crafted items. Arrows should simply by removed from the game and the default piercing arrows should be replaced with a default piercing quiver with identical stats, and rangers at level 1 should in stead have the the ability to equip piercing quivers. You could easily remove all other arrow recipies because literally zero people use them as all sources of arrow equip unlocks (except being the bow class) also unlock the quiver equip unlock.
    There's no reason to make one class in the game require consumable ammo, especially when that class already needs more weapons to equip itself than every other class in the game. No other class in the game requires 4 equip slots just to access its base abilities. The ranger by default is already substantially more expensive to play than any other class without the added sink of consumable ammo. The only comparable item in the game is assassin toxins, and those are functionally equivalent to quivers in terms of being a single equipped item that obeys the same decay rules as everything else.
    Pistols don't require ammo, its just assumed to be built in to the item. Nor do books require ink, or champion require stacks of consumable hurlbats, Myrmidons require crafted nets, or druids require consumable spell reagents, or clerics require holy water to power their abilities. There's no logical reason for arrows and only arrows to remain consumable ammunition.
  24. Like
    Fefner got a reaction from TowB in 5.100 LIVE Feedback for 8/9/2019   
    New siege times are annoying, i find and probably anyone with a family will probably also find that having a siege in the middle of the day on a Saturday is absurd, its just to hard to find the time to attend.
  25. Like
    Fefner got a reaction from ACE_FancyHats in 5.100 Feedback Reports for 7/30/19   
    You had any luck yet as we are finding it hard to get any of those as well.
     
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