Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Franck83

Testers
  • Content Count

    53
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Sad
    Franck83 reacted to Zolaz in EK and Hall Decorations   
    After watching the Dec Twitch stream with Todd and Blair, I just wanted to comment about room and area decorations.  Please, please, please do not just make Barbie dream house, Carebear, and My Little Pony items.  Do add in some things for the darker aspects of the Gods.  
    Not everyone wants to prance around in an EK of pastels and bright colors.  Let me have some eternal shadow and night.  Let me decorate my EK where Malekai would feel at home.  You know, some place a psychopath like Batman would not feel out of place.  Some place the Dark Lord would hold court and display his wealth and power.
    Head spikes, definitely head spikes.  Darkened hall ways lit by flickering torch light.  Think medieval Rus Viking opulence in one room with dank torture chamber just down the way.
  2. Like
    Franck83 got a reaction from DoomYa in how to rebuild passive tree   
    There are a lot of good mechanics and ideas in crowfall, and the game is full of fun. But the time based passive tree is surely a bad design.
    When i started playing crowfall, i took 1 week of holidays. I said myself, let's have some time to explore the game. After two days, i felt frustated with the passive tree. It simply breaks the effort/reward balance. This complain will come back again and again on the forum.
    Some people play the game with 10 accounts. All these accounts train overtime. So where's the fun here ? If we train by playing, it would be more fair for everyone. Decisions mean nothing when you can have everything at the end with several accounts. 
    The solution : make a real effort / reward balance. Make the game so multi-accounts gives no unfair advantage. Unless the game will played only by a small amount of hardcore nolife players. It seems to be a real issue that can completely break the game.
    I love the idea that decisions should have sense and let's hope that the catch up mechanics will bring more balance. 
     
     
  3. Like
    Franck83 reacted to Lanie in See what can't be crafted   
    Very normal in most games with a very developed crafting system is the ability to see EVERYTHING that can be crafted, but with most things "Grayed Out" that can not be crafted for a particular reason, then the reason for such is explicitly shown.  If this was done in our case, you could see everything you need a specific station for, that you need a specific discipline for, that needs anything else I'm either forgetting or hasn't been developed yet.
    This has advantages in two directions.  If you want to be capable of making something, but don't know what you are missing (which is very important for new players), this lets you see what you still need in order to achieve this.  If you aren't a crafter, but want to gather the materials to make something for a crafter, you can then easily see what you need to gather in order to have the item crafted for you, even though you will never be capable of crafting it for yourself.  With the interlaced crafting system, this makes it easier to determine what is needed to have something produced for you.  (Part of this idea could be icons or colors to further associate crafting categories, so that you can look at an ingredient and know exactly which crafting profession handles producing such items, even if most of them are intuitive by name.  Much more new player friendly this way.)
  4. Thanks
    Franck83 reacted to Arkade in Fall = depression by Winter they quit or kill themselves   
    The idea is to stock up in spring and summer. That will be easier when campaigns are longer than 2 weeks.
    That said, you can still harvest in fall and winter. Skill training, disciplines, harvesting gear, leadership buff, potions and food all help you harvest better. And there are many things which aren't affected by the seasons, like gems, minerals, hunger shards, souls, etc.
  5. Like
    Franck83 reacted to Bazgul in Fall = depression by Winter they quit or kill themselves   
    I too think the seasons are flawed. Each season should have a mat that is more harvestable. More stone and rock in spring, why? Apples should be fall. No spiders in winter, but more elk and wolves. So much they could do.
    ACE could mix it up and keep players around in all seasons.
  6. Like
    Franck83 reacted to cyjax in Please add a Loot/Take all function   
    Greetings,
    A good quality of life addition to looting PVE mobs would be a take all / loot all function.  I can understand where you would not want to add it to player corpse looting but for the love of QoL please add one for PVE.  Most of the PVE mobs are nickel slot quality garbage loot, can't expect an enjoyable experience individually looting each piece of garbage loot.
    PS.  Keep up the good work, game is looking better every time I come back.
  7. Thanks
    Franck83 reacted to PopeUrban in Whiskey Sipping random Ideas   
    If you don't want people to comment on it maybe stop posting every third post about how much whiskey you drink. I mean you put it out there.
    We all understand you want to be "The Whiskey Guy" at this point, but given how much you harp on about all the whiskey you're either an alcoholic and need help or roleplaying an alcoholic because you think it will make you look cool on the internet, which is, like, infinitely more sad.
  8. Thanks
    Franck83 reacted to PopeUrban in Whiskey Sipping random Ideas   
    Alcoholism is a serious disorder and you should probably seek help.
  9. Thanks
    Franck83 reacted to Jah in Offer Player Merchant Stalls More Options for Item Payment   
    I don't think the gold will be "extra" once the game is more finished. Some of the features that will make gold important, like maintenance and taxes, simply haven't been added yet.
    The need for dust is no less "literally created" than the need for gold will be.
  10. Thanks
    Franck83 reacted to Kianna_RuneMaker in Offer Player Merchant Stalls More Options for Item Payment   
    I disagree.  There is a reason you don't see wide spread bartering across economies world wide ( and in the digital world)  its a terrible system.   Lets keep it simple and leave gold as the standard currency.  You try to complicate things and you will break them more than they are now.   Two thumbs way down on the bartering idea......
  11. Thanks
    Franck83 reacted to PopeUrban in Offer Player Merchant Stalls More Options for Item Payment   
    If they do this, gold becomes a dead currency again 2 months after a wipe.
  12. Like
    Franck83 reacted to Nexis234 in 5.100 Snap Test Feedback Reports for 7/15/19   
    Auto loot please! opening UI every time is tiresome!
    Also why when you harvest does the item have to go to the ground? Just add it to your inventory please.
    Should just start with lowest level axe and start from there, punching tress is just silly. You can still teach crafting from making people bandages, cooking, other crafting equipment.
    I am assuming descriptions for classes will come.
    Graphics are nice, animations are good, keep up the good work.
  13. Like
    Franck83 got a reaction from superbearwars in how to rebuild passive tree   
    There are a lot of good mechanics and ideas in crowfall, and the game is full of fun. But the time based passive tree is surely a bad design.
    When i started playing crowfall, i took 1 week of holidays. I said myself, let's have some time to explore the game. After two days, i felt frustated with the passive tree. It simply breaks the effort/reward balance. This complain will come back again and again on the forum.
    Some people play the game with 10 accounts. All these accounts train overtime. So where's the fun here ? If we train by playing, it would be more fair for everyone. Decisions mean nothing when you can have everything at the end with several accounts. 
    The solution : make a real effort / reward balance. Make the game so multi-accounts gives no unfair advantage. Unless the game will played only by a small amount of hardcore nolife players. It seems to be a real issue that can completely break the game.
    I love the idea that decisions should have sense and let's hope that the catch up mechanics will bring more balance. 
     
     
  14. Like
    Franck83 got a reaction from oneply in how to rebuild passive tree   
    There are a lot of good mechanics and ideas in crowfall, and the game is full of fun. But the time based passive tree is surely a bad design.
    When i started playing crowfall, i took 1 week of holidays. I said myself, let's have some time to explore the game. After two days, i felt frustated with the passive tree. It simply breaks the effort/reward balance. This complain will come back again and again on the forum.
    Some people play the game with 10 accounts. All these accounts train overtime. So where's the fun here ? If we train by playing, it would be more fair for everyone. Decisions mean nothing when you can have everything at the end with several accounts. 
    The solution : make a real effort / reward balance. Make the game so multi-accounts gives no unfair advantage. Unless the game will played only by a small amount of hardcore nolife players. It seems to be a real issue that can completely break the game.
    I love the idea that decisions should have sense and let's hope that the catch up mechanics will bring more balance. 
     
     
  15. Like
    Franck83 got a reaction from fnukafka in how to rebuild passive tree   
    There are a lot of good mechanics and ideas in crowfall, and the game is full of fun. But the time based passive tree is surely a bad design.
    When i started playing crowfall, i took 1 week of holidays. I said myself, let's have some time to explore the game. After two days, i felt frustated with the passive tree. It simply breaks the effort/reward balance. This complain will come back again and again on the forum.
    Some people play the game with 10 accounts. All these accounts train overtime. So where's the fun here ? If we train by playing, it would be more fair for everyone. Decisions mean nothing when you can have everything at the end with several accounts. 
    The solution : make a real effort / reward balance. Make the game so multi-accounts gives no unfair advantage. Unless the game will played only by a small amount of hardcore nolife players. It seems to be a real issue that can completely break the game.
    I love the idea that decisions should have sense and let's hope that the catch up mechanics will bring more balance. 
     
     
  16. Thanks
    Franck83 reacted to PopeUrban in LogIn and Active Players Rewards   
    No thank you.
    Save the login reward garbage for games that need to trick you in to logging in every day to shove microtransactions in your face.
    You already get a reward for doing activities ingame. Its called loot. If that isn't enough, then that's the problem we need to fix.
    If the game is not compelling enough as a holistic design to get people to log in, the correct response is to make it compelling enough. Pasting over a game that isn't enough fun to get people to log in with a wide brush full of bribes and chores doesn't make the game better, nor does it make the user experience better.
     
    People should be able to take breaks from MMOs without feeling like they're gimping themselves. Login rewards are not fun. They're not a game play system. They do not make any game that uses them better. They're just an annoying chore with the sole purpose of psychologically manipulating the player's fear of missing out as a substitute for having something interesting enough to do they'd log in anyway.
  17. Like
    Franck83 got a reaction from JamesGoblin in Item Rewards - Official discussion thread   
    Great & exciting system ! It solves the matter of item dependance for new players.
     
     
  18. Like
    Franck83 reacted to Pann in Improving UI - Official discussion thread   
    UI Design Lead Nick Blottie shares a preview of the significant UI changes that are underway
    FULL STORY
  19. Like
    Franck83 reacted to blazzen in Item Rewards - Official discussion thread   
    This is great! Nice writeup @thomasblair!
    I really like the system for having prefixes, core attribute and suffix. Reminds me of rolling gear in Shadowbane. I like the stat choices for the armor too as they just make it so much more interesting than what we currently have. 
    I also REALLY like that we will get armor/weapon drops from monsters. Aside from the more obvious pro's like allowing players to gear up quicker this also gives me hope that we may see equipped item loot in the Dregs after all. I could see people wearing "dropped gear" as an "everyday" type of armor and save the high end crafted stuff for sieges. That risk/reward component of not always wearing your best armor in fear that you might lose it is missing from the current faction campaigns in Crowfall and I certainly hope it appears in the Dregs. 
  20. Like
    Franck83 reacted to Pann in Item Rewards - Official discussion thread   
    A first look at how we will facilitate the item reward cycle
    FULL STORY
  21. Like
    Franck83 got a reaction from Lindbergh in More cohesion and flexibility to the talent & skill tree   
    Hey to the crowfall team,
     
    Before making some suggestions, I like some recent changes made to the game especially :
    - Faster swing animations on switching between combat, harvesting, range, sneak mode. Ty for that !
    - The ability to sell items at shops.
    - The Talent tree system.
    - The cooking system adds some fun.
    - The graphics work of crowfall, i think that the graphic team found the nice balance between a cartoonish / realistic mood.
    - The Armor mod that went to a resist based instead of a health bonus system.
     
    These are some suggestions about :
    The talent tree :
    It would be fun to have a more cohesive design in the talent tree. At this time, we need to put a lot of points where we don't want, because of a very linear talent tree. But why? If you remember the sb system, you were increasing your main skill (for example, the beastcraft skill on a ranger) and that triggered the unlock of powers. So you could train the power you wanted https://morloch.shadowbaneemulator.com/index.php?title=Ranger_Powers) (https://morloch.shadowbaneemulator.com/index.php?title=Ranger). You didn't need to spend points where you didn't want. This was a strong & solid design system. The sb system allowed a lot of flexibility and customization deepness. The actual crowfall system gives the impression of an inferior design. Of course, some choices break some parts of the tree (the subclass choice), and its a good thing. 
    So how can we improve the talent tree ? simply instead of a linear talent tree with long branches, just unlock powers you can train on leveling, not by clicking on a linear branch path. Keep the branches only where it makes sense (subclass choice for example). 
     
    The skill tree
    Same complaint can be made for the skill tree. There are some repetitive paths and trains (for example 3 weapons decay rate randomly put on the tree). And we need to train a lot of powers we simply don't need or want to focus. Branches simply don't give an impression of cohesion.
    So how can we improve the skill tree? simply cut the branches, because they bring no logical only side effects. Keep the branches only where it makes sense. Unlock all powers of a node (ex : Melee node) at the same time, so we can train only the one we want. You can make some branch dependencies but it would have sense. 
     
    I think that these design issues are serious and recurrent. All main ideas are here, but they need to be more polished. You would understand that is important for a player to have a nice amount of control on his character building. A player should feel a sense of liberty of testing and promote a build. The character building is the main game core. I would not play a game if i have the feel of following some rigid paths. Games that have success (GTA series, Red dead redemp. league of legends, Dota...) gives a great feel of liberty and customization options. I don't want to overwhelm but some complaints can be made too about the very limited choice of weapon types for each class (see my previous suggestion post). I'm happy that the game is still on Pre-alpha and i would keep some good hope for the next versions.
     
  22. Like
    Franck83 got a reaction from ilogos in More cohesion and flexibility to the talent & skill tree   
    Hey to the crowfall team,
     
    Before making some suggestions, I like some recent changes made to the game especially :
    - Faster swing animations on switching between combat, harvesting, range, sneak mode. Ty for that !
    - The ability to sell items at shops.
    - The Talent tree system.
    - The cooking system adds some fun.
    - The graphics work of crowfall, i think that the graphic team found the nice balance between a cartoonish / realistic mood.
    - The Armor mod that went to a resist based instead of a health bonus system.
     
    These are some suggestions about :
    The talent tree :
    It would be fun to have a more cohesive design in the talent tree. At this time, we need to put a lot of points where we don't want, because of a very linear talent tree. But why? If you remember the sb system, you were increasing your main skill (for example, the beastcraft skill on a ranger) and that triggered the unlock of powers. So you could train the power you wanted https://morloch.shadowbaneemulator.com/index.php?title=Ranger_Powers) (https://morloch.shadowbaneemulator.com/index.php?title=Ranger). You didn't need to spend points where you didn't want. This was a strong & solid design system. The sb system allowed a lot of flexibility and customization deepness. The actual crowfall system gives the impression of an inferior design. Of course, some choices break some parts of the tree (the subclass choice), and its a good thing. 
    So how can we improve the talent tree ? simply instead of a linear talent tree with long branches, just unlock powers you can train on leveling, not by clicking on a linear branch path. Keep the branches only where it makes sense (subclass choice for example). 
     
    The skill tree
    Same complaint can be made for the skill tree. There are some repetitive paths and trains (for example 3 weapons decay rate randomly put on the tree). And we need to train a lot of powers we simply don't need or want to focus. Branches simply don't give an impression of cohesion.
    So how can we improve the skill tree? simply cut the branches, because they bring no logical only side effects. Keep the branches only where it makes sense. Unlock all powers of a node (ex : Melee node) at the same time, so we can train only the one we want. You can make some branch dependencies but it would have sense. 
     
    I think that these design issues are serious and recurrent. All main ideas are here, but they need to be more polished. You would understand that is important for a player to have a nice amount of control on his character building. A player should feel a sense of liberty of testing and promote a build. The character building is the main game core. I would not play a game if i have the feel of following some rigid paths. Games that have success (GTA series, Red dead redemp. league of legends, Dota...) gives a great feel of liberty and customization options. I don't want to overwhelm but some complaints can be made too about the very limited choice of weapon types for each class (see my previous suggestion post). I'm happy that the game is still on Pre-alpha and i would keep some good hope for the next versions.
     
  23. Like
    Franck83 got a reaction from ArcaneFuror in More cohesion and flexibility to the talent & skill tree   
    Hey to the crowfall team,
     
    Before making some suggestions, I like some recent changes made to the game especially :
    - Faster swing animations on switching between combat, harvesting, range, sneak mode. Ty for that !
    - The ability to sell items at shops.
    - The Talent tree system.
    - The cooking system adds some fun.
    - The graphics work of crowfall, i think that the graphic team found the nice balance between a cartoonish / realistic mood.
    - The Armor mod that went to a resist based instead of a health bonus system.
     
    These are some suggestions about :
    The talent tree :
    It would be fun to have a more cohesive design in the talent tree. At this time, we need to put a lot of points where we don't want, because of a very linear talent tree. But why? If you remember the sb system, you were increasing your main skill (for example, the beastcraft skill on a ranger) and that triggered the unlock of powers. So you could train the power you wanted https://morloch.shadowbaneemulator.com/index.php?title=Ranger_Powers) (https://morloch.shadowbaneemulator.com/index.php?title=Ranger). You didn't need to spend points where you didn't want. This was a strong & solid design system. The sb system allowed a lot of flexibility and customization deepness. The actual crowfall system gives the impression of an inferior design. Of course, some choices break some parts of the tree (the subclass choice), and its a good thing. 
    So how can we improve the talent tree ? simply instead of a linear talent tree with long branches, just unlock powers you can train on leveling, not by clicking on a linear branch path. Keep the branches only where it makes sense (subclass choice for example). 
     
    The skill tree
    Same complaint can be made for the skill tree. There are some repetitive paths and trains (for example 3 weapons decay rate randomly put on the tree). And we need to train a lot of powers we simply don't need or want to focus. Branches simply don't give an impression of cohesion.
    So how can we improve the skill tree? simply cut the branches, because they bring no logical only side effects. Keep the branches only where it makes sense. Unlock all powers of a node (ex : Melee node) at the same time, so we can train only the one we want. You can make some branch dependencies but it would have sense. 
     
    I think that these design issues are serious and recurrent. All main ideas are here, but they need to be more polished. You would understand that is important for a player to have a nice amount of control on his character building. A player should feel a sense of liberty of testing and promote a build. The character building is the main game core. I would not play a game if i have the feel of following some rigid paths. Games that have success (GTA series, Red dead redemp. league of legends, Dota...) gives a great feel of liberty and customization options. I don't want to overwhelm but some complaints can be made too about the very limited choice of weapon types for each class (see my previous suggestion post). I'm happy that the game is still on Pre-alpha and i would keep some good hope for the next versions.
     
  24. Like
    Franck83 got a reaction from Bazgul in More cohesion and flexibility to the talent & skill tree   
    Hey to the crowfall team,
     
    Before making some suggestions, I like some recent changes made to the game especially :
    - Faster swing animations on switching between combat, harvesting, range, sneak mode. Ty for that !
    - The ability to sell items at shops.
    - The Talent tree system.
    - The cooking system adds some fun.
    - The graphics work of crowfall, i think that the graphic team found the nice balance between a cartoonish / realistic mood.
    - The Armor mod that went to a resist based instead of a health bonus system.
     
    These are some suggestions about :
    The talent tree :
    It would be fun to have a more cohesive design in the talent tree. At this time, we need to put a lot of points where we don't want, because of a very linear talent tree. But why? If you remember the sb system, you were increasing your main skill (for example, the beastcraft skill on a ranger) and that triggered the unlock of powers. So you could train the power you wanted https://morloch.shadowbaneemulator.com/index.php?title=Ranger_Powers) (https://morloch.shadowbaneemulator.com/index.php?title=Ranger). You didn't need to spend points where you didn't want. This was a strong & solid design system. The sb system allowed a lot of flexibility and customization deepness. The actual crowfall system gives the impression of an inferior design. Of course, some choices break some parts of the tree (the subclass choice), and its a good thing. 
    So how can we improve the talent tree ? simply instead of a linear talent tree with long branches, just unlock powers you can train on leveling, not by clicking on a linear branch path. Keep the branches only where it makes sense (subclass choice for example). 
     
    The skill tree
    Same complaint can be made for the skill tree. There are some repetitive paths and trains (for example 3 weapons decay rate randomly put on the tree). And we need to train a lot of powers we simply don't need or want to focus. Branches simply don't give an impression of cohesion.
    So how can we improve the skill tree? simply cut the branches, because they bring no logical only side effects. Keep the branches only where it makes sense. Unlock all powers of a node (ex : Melee node) at the same time, so we can train only the one we want. You can make some branch dependencies but it would have sense. 
     
    I think that these design issues are serious and recurrent. All main ideas are here, but they need to be more polished. You would understand that is important for a player to have a nice amount of control on his character building. A player should feel a sense of liberty of testing and promote a build. The character building is the main game core. I would not play a game if i have the feel of following some rigid paths. Games that have success (GTA series, Red dead redemp. league of legends, Dota...) gives a great feel of liberty and customization options. I don't want to overwhelm but some complaints can be made too about the very limited choice of weapon types for each class (see my previous suggestion post). I'm happy that the game is still on Pre-alpha and i would keep some good hope for the next versions.
     
  25. Like
    Franck83 reacted to blazzen in Improving UI - Official discussion thread   
    While the lobby UI improvements look great I'm much more excited about HUD improvements.
    I quite liked the Darkfall Unholy Wars UI. DFUW was an action combat MMORPG with massive sieges and it required a less intrusive UI and I think Crowfall could benefit greatly from this approach. 
    I would prefer to only get faction/guild crest above player heads and do away with the gigantic red names and hitpoint bars and give this information along with buffs/debuffs in a HUD when you mouse over a target. 
    I also think the HUD/UI in Crowfall is a big source of performance issues and FPS drops. Lots of players report significant FPS increases when they turn the UI off. This video shows a good example of that lag: https://youtu.be/IaUH4sbfFLg
     
    Screenshot from a siege involving a total of around 250 players below. Video screenshot was taken from here: https://www.youtube.com/watch?v=tpc3WMuDkJc

×
×
  • Create New...