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RetroSweater

Testers
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  1. Top 5 Crowfall dislikes (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? Guild/alliance sizes. For the current zone capacity having the current guild sizes makes no sense. A single guild being able to cap 2.5 zones is illogical and needs to be addressed as soon as possible. Performance. Performance may be at the worst point it's ever been, even worse than 5.100 in some instances. I died last night without having most of my enemies render. I'm running a Ryzen 5950x and an RTX 3090. There is literally no better hardware I can get. The state of the game at the moment is very near being unplayable. Current dregs is far too long in duration and has substantially less zones than needed. Having 3 major alliances roaming without room for anyone else is terrible for the smaller guilds and also the larger ones as there is much less PvP unless I specifically go looking for it. It does NOT feel organic. No commander tag or raid interface to organize. Please address the issues people have been bringing up for years. (See above) Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive. Performance. Performance is very poor right now. Performance should be your primary concern. Please fix performance. Have you guys thought about prioritizing performance optimizations? If you could ask the Team member one question, what would you like to know? Be nice, seriously don't be a jerk. Why is there such hesitation about having the developers play the game and go through the in game processes they're implementing?
  2. There needs to be an ACE response to this. Is this allowed? If not, is this rule actively enforced?
  3. I think everyone dislikes the loot protection. We hated mobile banking and this is even worse.
  4. I don't think many people would agree with side two. That seems like a sure way to decrease fight potential and content, which most people are striving for in Crowfall. I think there's a healthy balance that can be had with a resurrection debuff, similar to the one from the resurrection skill. Add that debuff to the defending keeps resurrection statue and all statues in the zone during a siege window. You can rez at a statue in zone, return to the fight faster but you have a debuff. Alternatively you could fly out of zone rez and return with no debuff but this takes quite a bit longer and your group may be dead before your return. We should halt judgement on the gear dropping since I think a large portion of the systems needed to make it viable are just not currently implemented. Critiquing something without the systems in place is going to lead us down an unnecessary rabbit hole because the game just isn't optimized for that yet.
  5. I agree with most everything here. I don't think many people dislike the gear dropping on death, but it did seem overtuned especially with how crafting is currently. The point @Parallel made about zerging from respawns is also an issues that's gone unaddressed for a while. I think this could largely be fixed by removing the debuff on the Resurrection skill and adding it as a debuff from a Resurrection statue. You shouldn't be hindered for getting a battle rez off, you should be hindered if you die and need to fly back to a statue.
  6. I agree with everything that you've said. I do think there's ways to implement some of the suggestions without causing a snowball for rich people to get richer though. The issue I see with the current system is going to be a much greater lack of fights than there already is and a much larger migration towards roaming as a giant ball/zerg. I think what most people want is an increase in fights/content, which is being dissuaded by the cost of gear loss. Tying these to Outpost that are easily obtainable by smaller groups, or solo players, and causing a hotspot for content is what the game is missing with the current system. I for one want to fight over something that meaningful to the campaign(conquest points/Outposts), even when i'm solo, not farm a Wartribe camp. Ultimately, there's also a lack of systems in place that may make all of this meaningless, but we won't know that until they push it to TEST.
  7. I agree with this completely. An alternative would be potentially adding the pedestals to outposts like Xarrayne had mentioned and you could still keep it as a Storehouse buff too. Just don't allow the buffs to stack. If you were a smaller group or solo player, this would also make the outposts more meaningful and likely be a content driver for smaller scale fights.
  8. Changing the R2/3 Storehouse buff to something that reduces gear drop chance or durability loss seems like a good idea as the current buff is very lackluster.
  9. I'm not sure what you're talking about, I don't stream or make Youtube content. Feel free to clarify where anyone can access this poll? This channel does not appear to have anything regarding Crowfall. https://www.youtube.com/channel/UCguQalfLuXHH-9MCrD5lzfQ/videos
  10. The Mystic Raven channel doesn't appear to have a poll or any Crowfall content at all.
  11. From my understanding from previous Q&A's, they cannot currently determine parcel ownership outside of the currently parcel an Outpost/Fort/Keep resides in. I think this would likely limit the ability to make it a zone wide buff, especially one that increases on any additional Outpost controlled. This could potentially be a parcel buff around a Keep similar to the Sentinel debuffs. But I do think defenders already have a fairly significant advantage so i'm not sure that would be a good idea. An alternative may to be have it as an attacker buff around a keep you plan to siege and have it require some kind of resource.(Chaos Embers, Dust, Gold, etc.)
  12. Please play the game you're developing. Top 5 likes and why (be brief please) about 6.300 on TEST (things you feel we're doing great on for TEST only). Removal of passives. I like that I can harvest immediately without any need to wait for specific passives to gather up over time. Storage increases. Ult passively accumulating. This is great and a huge step in the right direction. Allowing any vessel to equip white disciplines. Removing immunity from ults. Top 5 Dislikes and why (be brief please) about 6.200 on LIVE (what you feel we could be doing better on or a pesky game mechanic that you don't enjoy) and how can we make it better? Mobile banking, this greatly reduces risk in almost every area of the game. Little to no way to balance this, it doesn't belong in the game. Lack of class balance since the Discipline changes. Pit's/Conqueror's are wayyy too strong while Archdruid is essentially dead. Pit is currently worse than slayer was at it's worst with the 100m dodge escape. People do not want to play when the population is almost exclusively stealthers and pitfighters. Someone developing the game needs to ACTIVELY play the game because this is an obvious balance need. RNG disc drops. This is still frustrating. I don't login to play/harvest anymore outside of PvP when pinged. I just log in to the one character I have geared to fight and never log back in to gear up another character because of how boring it is with little to no progression after hours. Lack of performance updates and clarity within patch notes. I've checked VOD's from 5.125, 6.1, 6.2 and the performance has not gotten much better. Abilities go off when I press them, but the FPS is relatively the same 10-20 FPS you always got with a slight adjustment to the upper end because it's culling skills FX/objects even when you're on top of them. Adjusting settings to bring the skill FX/objects back on screen reduces FPS to the same levels previously. This is NOT a performance increase. Remove gold/dust forts so people need to actively gather in the world. Top 5 likes and why (be brief please) about Campaigns. Introduction of rewards. I enjoyed the extended duration of the last campaign because it felt like less of a sprint. It didn't seem to incentivize no-lifing as much, which made it more enjoyable. Literally Nothing Else Top 5 Dislikes and why (be brief please) about Campaigns. Remove gold/dust forts. These should need to be farmed out in the world and not AFK accumulated in forts. Divine favor has PvE objectives no PvP guild would want to do. Either revamp the cards or do a split victory for DF and Conquest. One avenue for victory by per member and another for the larger guilds. No one plays because someone alluded to a wipe in a investor letter. WHYYYYYYYYYY? Performance has still not been address. We have the same issues when we hit 40v40+. Major discipline drops are still horrible. This wouldn't be an issue if we had ANY economic features in the game for vendors/players because I would be able to buy them easily. Making these changes with no vendor or EK search was a huge shot in the foot. Please play the game you're developing.
  13. It's already been agreed upon by pretty much everyone. At this point it's just a hold out because the Dev's don't want to remove something they've implemented.
  14. I think you're a little confused. No one in this thread justifying the old system are from large guilds.
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