I think this is the best solution, this way you have a reason to cap it (protection and making sure only people with groups can take your loot) but also provide constant content for small groups and takes away from the uncle bob aspect of it.
Dude did you read what i wrote? Or are you arguing just fort the sake of arguing?
The post you initially replied to mentioned that owning it will give you the advantage of having guards and walls up making it easier to defend.That way its not 0 risk loot but you have an advantage for owning land.
What does the screenshot prove? Yes i can be in a big guild and still make suggestions that will help other people than myself.I know its a hard concept to understand but sometimes in life, its better to help other people than yourself.
Hence proving that the current system is risk averse.You have to contest it 1h to have land for 24h. If you had to work and protect it for 24h you would open up more risks of getting attacked and loot stolen.
Ok so i go in a low pop timezone and you said you will do the same,so we will find eachother and fight.How is that a bad thing? Yes if you have the man power to fight on multiple forts with multiple groups and win each time you win the arms race,and you should because that means your guild is active 24/7 and winning fights on multiple fronts.On the otherhand now you can just come in the last 10 minutes kill a group and have 24h of risk free loot.
Fort problem - we can all agree that giving the people who get the fort 1 million gold a day is wrong. (Well the big Zerg might disagree). Especially when we don’t have the ability to raid it in any meaningful way.
fort solution - instead of chests spawning every hour, have a pack pig spawn every hour up to a maximum of 6 pigs. That way people have to at least risk moving large stockpiles of gold or resources.
additional - More chances at pvp. People will be scouting the forts for the big payday when the guilds try to move their loot or resources. It makes the world even more alive.
I think this is the best solution, this way you have a reason to cap it (protection and making sure only people with groups can take your loot) but also provide constant content for small groups and takes away from the uncle bob aspect of it.
100% agree tbh they dont need to make them capable all the time, they can just make it so anyone can loot the chest when out of combat and wooden walls can be attacked anytime not just in seige timers, this means people can attack outposts and kill the guards and take the chests. this gives content for smaller guilds along with smaller pvp objectives. atm its just a seige that doesnt need seige weapons and people zerg them for the safe resources and no one but the large guild realy have a chance to get anything from them since Crowfall is a numbers game when it comes to pvp most of the time.
Plus 1 to this, it's even more exaggerated in this campaign with split NA/EU windows. The forts should be a constant fight to defend/attack instead of being locked behind manufactured "timers" the guards are now strong enough that you are not going to get random solo's taking them out then capping. The games needs something for small groups to be fighting over that's organic. Otherwise you get what we have now, everything is gated behind a timer so PvP only happens during these timed windows and the other times are just random fights between farmers and slayers.
I feel like forts are currently creating an "uncle bob" scenario. My solution to this would be to make the forts capable all day. If they want to hold them they should have to defend them for the entire 24 hours for free resources all day. The current design allows for them to log in for the three hour siege with numbers and hold everything as only 2 forts are going live per siege hour.
If the small keeps are supposed to be the home bases of small guilds why does it cost 75k gold? The Yeralon Campaign started and only 2 guilds managed to get the funds to get keeps (and surprise surprise they aren't small guilds)
I try to keep my feedback fair and keep emotion out of it but the flawed assembly mechanic only exists to make people rage quit.
Flawed assembly is still the worst thing in any game I have ever played. What ever value you think it provides, it is out weighed by how literally awful it makes playing the game. Nothing in any game i have ever played is this rage inducing. It is so bad that I felt compelled to come cry on the internet about a video game that made me sad.
Every flawed assembly is a complete brick of every item that went into it. I just bricked 3 out 4 weapons with a 92% success chance. This is not simply bad luck. The numbers are and have always been off. It is a terrible mechanic that no one likes. Get rid of it. I prepped for 2 days to get set up to craft for the guild. I was pumped. I'm logging off of the game that I was excited to play because of this mechanic. That is a bad mechanic. Complex is fine. Awful for the sake of awful is not.
10 Bars = 120 clicks
Weapon Hilt, grips, pommel, cross guard = 79 Clicks
Weapon head = 16 clicks
Shaft = 11 clicks
final combine = 14 clicks
Total Clicks = 240 clicks. This does not take into account the clicks for moving through the interface, trading, or using tippers on each component.
There has to be a decimal missing somewhere.
92% success chance is closer to 60%.
98% success chance is closer to 90%
Normalizing the game sucking after a wipe is bad, folks. Same with people asking for faster training time because the first weeks sucks. How about we fix the problem instead of just waiting it go away?
Not feeling the siege timers in Dregs. This campaign more so than others. There's no risk in owning more land (outside of choice Divine Favor cards). You can realistically defend everything you own if you only take forts and keeps that are on different timers. This 2 forts per hour over 3 hours siege window just completely breaks the idea that holding more territory should be hard. You can own half the forts just by holding onto one each hour, and you'll never have to defend each of them at the same time. Now, I'm not saying you should have to defend your holdings every day during siege, but I much prefer all holdings going live at once.
It' has been announced that Beta will hit the servers on 11th of August, https://crowfall.com/en-US/news/articles/beta-is-coming. Hopefully one of the last skill wipes till launch so this is a perfect time to get into the game.
Caldera is an EU guild that has been around since the start of Crowfall, we're still here and intend on being here for a long time. As a guild whom persistantly looking for new players. Give us a look
The East India Trading Company [EITC]
We are an EU based guild looking for members to grow our community into a tight knit group with Trust, Loyalty and Fun as our main beliefs.
What Can We offer you?
Extensive knowledge of the game going back to the Trial of the Gods and a commitment to further extending and sharing our knowledge with our members.
A communal atmosphere dedicated to progressing the interests of the members and the guild simultaneously.
A "give all, Get all" attitude to resource sharing where the guild will always strive to make use of all resources given to it for the betterment of all members.
Regular guild meetings where decision making is transparent, informed and community driven.
Organised and planned events for all aspects of Crowfall.
What We Expect?
A Casually-Hardcore attitude to the game where we understand that real life comes first but when you have time to play, you approach it like a pro!
Respect for all players - we do not tolerate any kind of custard talking in any forum, chat channel or private message, we are adults and should behave accordingly.
Help and support each other.
We will generally play to the current meta as we want to stay competitive, but we will also always be striving to break the meta and find the new one.
A good understanding of English
The ability to take and hold constructive criticism and advice to allow you to improve.
Like What you see?
Then you can apply to our Guilded server here
Why do we use Guilded? We have found that Guilded offers a more centralized place for organisation and sharing of knowledge over applications such as discord, you are fully able to do everything in the web client.
We have decided to quit Crowfall for now.
We will most likely first be back when beta hits in hopes of it can cure our frustrations.
But lately it's been feeling like a chore to log in and play the game - and when a game starts to feel like a chore, it's time to do something else.
First off, for those who don't know me and our guild, I am Yumx, leader of Vanguard, I've been playing Crowfall almost non-stop since Jan. 2017, so 3,5 years by now.
Our guild Vanguard is one of the top EU guilds, we won the first 2 dregs on test, both the NA one and the EU one.
We also recently won the first EU live dregs campaign.
You might also know us from our videos from the past, Go Broke or Go Home and The European Clowncar.
We've been playing Crowfall for with passion for years, providing the community with several guides, such as The Promo Class Breakdown, Minor Discipline Guide, and of course our Tier List.
Enough about us - Why do we quit Crowfall?
To put it into a sentence; It is the built up frustrations with many different aspects of the game.
But to put some words on it, and to spark some discussions with the community, maybe the developers can use this to further develop the game in the future.
*DISCLAIMER - Yes we know the game is in alpha, but it's far into development and you can get a pretty good idea of what the final game will look like*
The game loop is not where we wanted it to be.
Currently it's 1 hour of action per day, and 23 hours of grinding - in a PvP focused game, for people that focus on PvP, that really kills the motivation when you spend most of your time doing PvE.
We hoped with the implementation of caravans that it would drive more regular PvP, but in reality it does not do a great job at that.
Mainly people just run those caravans in off hours to build up their buildings.
This hopefully does change with a bigger population of course.
Our hopes of Caravans were timed/announced events, fixed destination of the caravans, where you had to control/protect the caravans to the end, to get the huge amount of resources a caravan can give.
Take us through the beautiful landscape and environments you've made, let enemies that don't make it to the caravans first set up ambushes, let's have some amazing PvP - this would be a type of circle standing I could like, because the circle would be moving :D
The victory cards most often promotes PvE farming or sitting in your base and hope the enemy doesn't come to try and take it, so even in the siege windows, most often you will find guilds sitting in their strongholds, because that is most beneficial towards winning the campaign.
This is obviously something they said they can change and do balance passes on - so this is just feedback on what we've tried so far.
But currently with how expensive buildings are, with how short campaigns are and the time it takes to gather those resources - victory cards that promote having "most rank 3 buildings" is just pure slavery.
If you were to have Victory Cards that focuses that hard on PvE, such as Hellcat paws, or sacrificial shards to a certain god, make the points gained from those cards way lower than actual hard cards like most kills in sieges, most stuff capped etc.
The war tribes was a fun addition to the game initially, having those random drops is always a good time waster for MMOs, but in it's current state with Chiefs, Kings etc. in the early game, where crafting almost doesn't matter, being forced to farm those on cooldown to be competitive is not very fun.
This is because the drops from these bosses is just too good not to go for, it's also the main way to get crafting additives.
We really lack alternative ways to get crafting additives, hopefully through PvP (destroy an enemy crafting building - get crafting additives?)
Loot boxes in war tribe camps
It's a cool idea to have boxes with strong weapons and armor in. But they are too easily accessible currently.
Let us fight over them, make it an event in the campaign (15:00 Urgu camp boxes will open)
Why do we have to farm special versions of animals to acquire necro additives and crafting tools?
Why are there not a PvP way to get these, a trained necromancer chopping up an enemy vessel etc.
Again more alternative ways to acquire additives would be appreciated.
With how little they actually matter to the scoreboard, and how long they take to capture, it feels like they need a rehaul.
Yes, it makes sense that it's an activity for smaller scale, but you almost gain nothing from taking the time to kill the guards, then proceed to stand in the circle for X amount of time, just to gain very few points.
Maybe they can have a bigger purpose outside of when the victory cards about outposts are there? Like if you own the outpost in the parcel you gain resource advantages on that parcel?
Fort fights have always been some of my favourite fights, the only problem with them, is how they are captured in the end.
If one force has more people than the other, they just need to stand in the circle to turn it to their side, there's not much strategy or tactical decisions outside of when your enemy make mistakes.
Could be awesome to see some multi objectives like in the new keeps, because right now Forts are just as valuable as Keeps, if that's where you decide to make your homebase, it's just much easier to lose.
The current iteration of keeps are in a pretty cool spot, the only thing we're lacking is players being able to decide their own layout, where to place the wards, buildings, walls etc.
Not necessarily free building, but just give players several different layouts to choose from, so we have some decisions to make depending on the surrounding area.
As mentioned, the downside of sieges being scheduled to 1 hour per day is that, then people think that's when to PvP.
So they almost only log in to PvP, at that time of the day. This is very much a mental thing, that people see "okay X is open from X to X, that's when I need to prepare my self for PvP".
That's why we suggest timed events more regularly, like Caravans, so people have a visual indicator of PvP is about to happen.
Often when you want to go attack forts or keeps, having a respawn point nearby is pretty nice to have, especially if you expect you take some losses, then you don't want people to have to run 5-10 minutes to get back to the fights.
But most often respawn outposts are very far off forts, so an idea could be that you give players a way to transform regular outposts to respawn points for X amount of time?
Maybe a stonemason craft or something like that.
It would also help with huge advantages defenders already have in this game.
My officer and I were the ones crafting for our entire guild (20+ people), and the current crafting iteration could use some optimizing for sure.
The biggest problem is how inconvenient it is to craft items that require items from other professions, and it's not so much that you have to be on different accounts/characters, it's more that we lack a nice way to keep an overview.
An idea could be: Guild crafting requests, so when you step to a crafting table, a request tab pops up, shows what kind of items guild members have requested, and then you just click on it, and it shows you what item you need to craft at this crafting table, for that item.
So let's say a guild member requests a 1 handed axe, with Crit damage and attack power.
Then on my woodworker account, I go to the woodworking table, click on requests, on the 1 handed axe that is requested, and it says "Craft a Wooden Plank: Birch/Birch/Birch".
Then when you craft it, it says "Part complete by WoodWorkerCharacter" in the request tab, so you can see your progression towards the item, and who crafted the parts.
A part from this, going back to asking for alternative ways of getting things, have crafting be able to compete with War Tribe loot early game too, that way people can choose to either go farm war tribes, or the crafting route - we need more choices.
This is obviously the most important one for us.
The reason I kept playing Crowfall for 3,5 years, is because the PvP was addicting.
The thrill of beating your enemies with great coordination, and well timed anti healing, tracking enemy ulties etc. was just an overall great experience.
This has sadly turned for the worse in the current patch, with the implementation of Frostweaver and huge amounts of AoE damage.
Currently fights go like this:
- Everyone has frost guards, because the frost armor is so strong that you can't play without it.
- Everyone has Stormcallers, Frost guards and Archmages, because the AoE damage is so strong, you would be gimping yourself if you didn't use it.
- With the amount of damage these classes put out in AoE, you don't really need anything else, because you also get a buttload of CC from the frostguards Volatile Ice mechanics.
- So the rest you just fill up with healers.
- So you see an enemy group, tell everyone to get their AoE ready, then fire it all at once while running into the enemy, and they get AoE'd down, while everyone is clapping in excitement and playing their face and feet.
The PvP has been dumbed down to a level that is not fun anymore, for us at least.
Crowd Control and Retaliate
That every class has access to multiple CC powers on low cooldown, makes the overall CC experience in a fight very spammy.
But to counter this, everyone has retaliate ready all the time, and become CC immune most of the fight.
This leads to that everyone that PvPs almost always have 1 finger on their retaliate button, because you just have to react to the Retaliate Pop up to keep playing like nothing happend.
It feels trivial to the fights, it's just annoying but doesn't have that much of an impact.
What would help the overall combat experience in our opinion, is to limit the amount of CCs, make them longer cooldown, but make them have a bigger impact - so retaliate on a cooldown - that way it also means that you need to use stuff like juggernaut and escape artist to outplay/counter stuff - and you can set up burst windows.
We want to go back to tracking enemy cooldowns, so we know when we can go for the kill with set ups.
With the implementation of the Frostweaver ACE showcased that they are able to actually make unique and interesting powers, so an overhaul for the other classes towards this direction is very much needed.
Most of the current classes/builds are not mechanically challenging, even a 6 year old can play champion in PvP.
There's no real depth in the skill variety, combos etc., the promotion classes adds very little to the playstyle.
An example here could be that you put almost all CC into the actual CC promotions.
With the limited amount of viable majors and minors, everyone is running the same builds.
You're playing Icecaller? Earthkeeper? Crusader? Use Field Surgeon and Naiad.
Minors? Sturdy, overwhelming odds, matching X.
There are no other choices that can beat that.
We desperately need more viable choices so we can specialize our builds more towards our preferred playstyles - but it's impossible currently with how the fights play out.
This is one of the next steps they announced they will be working on.
And it's definitely needed.
Here are some suggestions to changes:
- Reduce Volatile Ice Damage.
- Reduce Volatile Ice Proc chance.
- Reduce Aura Emitter Damage.
- Increase Barrage damage to whatever you reduce the other AoEs to.
(Single target dmg should always be higher than AoE, which is not the case currently)
- Reduce Frost Armor (from Frost Guard) to take 5 seconds to break, instead of 10.
- Move Crowd Control to CC promotions for the different classes.
- Make hybrids more viable. (Arbiter/Archdruid some more base support power forexample)
- Give melees more CC immunity than Ranged Classes. In big fights, melees have to run through hell to get to targets, where ranged can just pew pew from range, meaning all the CC affects melee way more than ranged. To make up for this, give them more CC immunity so they also have a chance to do anything.
We need melee to be viable again, and this is one of the main reasons they are not playable in big fights.
- Early game the offensive stats from war tribe gear is way higher than what you can gain for healers, meaning damage is way higher than healing. Could use some fine-tuning, see Crafting feedback.
- Generally we think with longer cooldowns on powers, ultimates, retaliate etc., the fights won't be as spammy, but more about setting up combos together, which is what we would prefer.
There are so many promotion classes that are unplayable in the current iteration of combat - because they don't feel specialized enough in what they are advertised as. Champion (Only Pit Fighter is played):
Alpha Warrior lots of damage? Well with how the Pit Fighter capstone works, Pit Fighter actually have enough damage but way more survivability.
Barbarian lots of crowd control? Well all the other champions have almost the same amount of CC, just more dmg or survivability.
Cleric (Only Crusader is played):
Arbiter lots of crowd control? Well with how retaliate works, and since you can have 2 roots on Crusader from naiad + native root, the Crusader have enough crowd control and way more healing.
Radical ranged dps? Compare it to ANY other ranged dps and it will fall short in output over time.
Knight (Secutor and Swordsman are played):
Sentinel lots of crowd control? The other knights have exactly the same amount of CC, and the Secutor even has better CC through spammable dodge pip removal.
Templar (Paladin and Fury are played):
Vindicator melee dps? The main damage from a vindicator is execute, their divine light is not worth it, because only 5 targets and slow tick rate. Compare it's output to forexample Titan (if the melees even can have uptime) then it falls short.
Archer is somewhat viable, because of their single target sniping from long range, but the damage output versus the other ranged dps (confessor, stormcaller, archmage), it's so slow.
Their barrage is also very low dmg compared to other AoE.
Warden tanky ranger? Well if people just ignore the warden, what can it actually do?
Brigand stealth traps? Traps being that huge and clearly visible makes it very bad for combat where you fight enemies that have eyes in their head. Their slow stealth movement also makes it hard to use Brigand for group fights, where they would shine if they quickly could get into the backline and surprise with traps.
Assassin (even more lol):
Sadly the only thing assassin is useful for is PvE, and that's the blackguard.
Assassin needs a serious overhaul, make it have some kind of impact through lockdown (see retaliate changes) or AoE antiheal or something useful.
Frostweaver (Everything is played):
You make a well designed class, and suddenly every promotion is used and feels unique.
Confessor (Inquisitor and Fanatic is played):
Why change the names btw? Fanatic (CC promotion) is not used for their CC abilities though, because all confessors have the same CC. They are mainly just used for their passive elemental break debuff.
Sanctifier is sadly still a joke, has no impact on fights, condemnation being locked in animation, their low range on CC, sanctifiers are ignoreable in fights.
Myrmidon (Titan is played once every full moon):
Titan went from one of the best DPS' if played well, to unplayable with the implementation of ranged AoE and huge amount of CC.
Battlerager is ignoreable, it can soak dmg, but has no CC that makes an impact nor any utility or damage.
Conqueror was also a great pick before to have 1 of in your lineup - now it's useless, frostweaver does it better.
Duelist (Slayer is played):
Slayer is played because it has lots of control combined with good ranged damage, you actually feel like a DPS promotion playing this.
Vanguard Scout is a promotion people forget exist.
Dirge is used for harvesting characters, because it's easier to craft mail/plate harvesting gear.
Druid (Earthkeeper and Stormcaller is used):
Archdruid used to be THE AoE damage. You would work together to set up the big one shots - it has now been overtaken by the quick AoE dmg Frostweavers and Stormcallers has, why take 20 seconds to set up a one shot, when you can spam AoE dmg every second on a Frostweaver with almost no ramp-up time?
Hitboxes really have to get fine tuned, if anyone has ever tried to play a ranged character, trying to hit enemies on objects, fort/keep walls etc. most often even though your reticle is straight on the enemy character, you will not hit your enemy. Very frustrating.
I understand that leveling was implemented to slowly introduce players to the class and their powers/mechanics.
But if that's the reason, why do you then still have to level advanced vessels? Did you think we forgot how to play our class after we upgraded our vessel?
We should just have short class introductions when you create a basic vessel, and that should be it.
Leveling feels misplaced in a PvP game like this, which brings me to the next part, New Player Experience.
New Player Experience
Now I know the current New Player Experience is not done.
But here's what a new player needs to know (I have explained, trained and taught A LOT of new players over the last 3 years):
- They need to understand that fights are mainly played in groups.
- They need to learn how to use siege equipment.
- They need to learn how objectives work.
- They need to learn how to craft advanced stuff. Learning this means they get to learn how crafting items are dependent on multi professions/crafters and requires time. Which hopefully teaches them to appreciate when they get well crafted stuff.
"I would like an epic Runic Sword" "Yeah but do you understand the effort it takes to make a sword like that happen?"
- They need to learn the basics of their class (later all classes, but that shouldn't be in the intro)
- They need to learn how harvesting works, where resources come from, what Plentiful harvest is etc.
- What victory cards are etc.
If they learn all this stuff in the introduction, they will be well suited to out into a campaign and actually contribute for a guild.
It's a huge amount of work, but this is what guilds are forced to teach new players when they take them into their guild.
Now this sounds like a lot of negative stuff, but it's just how we have experienced the game the last 3 years.
Here's some positive stuff though:
- Dregs, Guild vs Guild worked out great, the forced friendly fire between allied guilds adds a fun factor to fights.
- Thralls at night is a cool mechanic, and forces people out into the world (will work great with a big population)
- The game have been great enough to play it non-stop for 3+ years, you have done a lot of stuff right.
- All the different stats in the game makes it an awesome experience for min/max'ers, that you can really dive into your stats and exactly hit your caps in late game etc. is great. (Only problem is what is actually viable vs obtainable)
- Harvesting was chill and useful (till Caravans)
- The feeling of being dependant on eachother in a guild is still there, you can't fight without your crafters, you can't craft without your harvesters, you can't harvest without your crafters.
(I know wartribe = non crafted gear, caravans = non harvested resources, but still :D )
We hope the devs can use some of this feedback.
Hopefully a bigger population will fix a lot of these frustrations, only time will tell.
Now, this was a long post, and if you've reached the end, thank you for reading, this post was made to spark discussions about the game, so fire away, but keep it constructive!
Please please please highly consider activating some of the Fort's siege's at EU friendly times for this campaign. I can understand if you don't want to activate Keeps but currently no EU/Russian player can reliably participate in any type of siege for NA hosted campaigns.
The problem is with a decision like this you make some people leave(myself included) test is going to be less populated cause people will start moving to live to get things rolling there so people in test won't have content so they will go to live but if you go on live there will be a wipe in a month or 2 so dedicating time in there feels wrong.I decided to take a break from the game until it goes into beta and i expect many more to do the same.So in the end you have a lower amount of testers.