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Everything posted by Shnoo

  1. Some of my better quality vessels appear as "[lvl][class]" in the list though they have a name: They should at least have the name the Necro gave them. Or even better: Let us edit it or give a tooltip, so we can see which of the three Duelists is which quality and has which profession. Some bought vessels have rather technical names for selling reasons. Some of them are even wrong. Who wants to have something like "PvP Str High-Elf" in his list when the vessel is in fact Dex, Human and used as crafter?
  2. That would be easy to implement and would work ok. Then it would be nice to have a button to preview the vendors and a filter for offered items on the "ALL EKs" window.
  3. Don´t think so. I had three accounts in this campaign while I only PvP with one. 66 % off. Others seem to have a hamster on every hill - with or without a guild tag.
  4. When you come from other MMOs, you think that your char will be your alter ego for a long time. That´s not the case in Crowfall. Your first white vessel is just meant to see the basics and get a first feel of the game. There is no real need to know what bonuses races or classes offer, because you can´t do sh*** with your first vessel anyways. When you reach the state where you need the best vessel for harvesting wood or crafting leather armor, it will take max 2 hours to find out which class/race combo is best for the job and to level it to 30. So, just roll what you like and enjoy! :-)
  5. 1. Those numbers are way off. 2. Please mark the alliances. I didn´t talk about specific numbers. It´s the general problem.
  6. It´s not theorycrafting that people tend to join the winning team. It´s a self fulfilling prophecy that this ends in a vicious circle if joining the winning team is the key to keep winning.
  7. @PopeUrban Winterblades took the advantage to be the first successful guild. With this system of numbers > all they will get even more winning team joiners to be even more successful until we´re all Winterblades and there is noone left to fight. Or ACE changes the system to the favor of smaller guilds. Then we will see drama in CF when half of the larger guilds players look for a new home to keep winning.
  8. There should be a place to zerg and places not to zerg in a campaign. It isn´t easy to manage a guild with 50+ ppl, so there has to be a good reward for it. In fact herding so many sheep felt like a 2nd job, so I respect every guild leader who expects to get a 80/60/20/... percent reward for 80/60/20/... percent effort. Zerging should be limited to certain POIs. Smaller guilds shouldn´t win the primary objective of a campaign, but they should see how they do in the points per member department. As it is, most guilds fight at POIs where they expect same sized or smaller guilds and wh
  9. Please remove the target limit from CC actions. When a blob is so huge, that it can´t even spread out anymore, it deserves to be hit, slowed, stunned, ... entirely. 2nd thought: We need more unlimited aoe dmg.
  10. Saturday, 22:15 CEST+1: Aerynth US: 8/150 players Aerynth EU: 19/150 players Aerynth BR: 1/150 players Must be fun to feel like "superior" wheat. Loneliness doesn´t seem to be a concern for nerds like you. ;-)
  11. It´s the way how tools degrade. As it´s implemented now, it´s just a time sink. What about making harvesting a real minigame. If you fail, your tool degrades. If you excell, you loot more and better stuff and save some time. Sure, it´s hard/impossible to find the sweet spot between "do braindead stuff for hours" and "concentrate on a challenging minigame for some poor resources for hours", but I never said it´s easy to be a good game designer in 2018. ;-) Just watch how different games tried to stay interesting for their communities between 1990 and 2018. In the beginning it was easy: The
  12. Campaigns are empty because there is absolutely nothing to do. No win condition, no reward for winning, no reward for the time spent in game, no reward for your contribution, no guilds or any other social tools ingame. Stagnation since 5.6.
  13. That´s what they told me some time ago. I still don´t like the idea to waste my time protecting a harvester. We all know that there won´t be an attack as long as he´s guarded. And I wouldn´t want to waste my guildmates´ time while I harvest, too. Yes, there should be different slots for combat- and harvesting-runes. Same for skills.
  14. That´s extrinsic motivation to find a guild. ^^
  15. Great duett starting at 10:32!
  16. Good point. But the map is still useful. New players don´t need a "where" unless they know about "what".
  17. Really? Looks like a tablet MMO for kids to me.
  18. My crystal ball says: 5.7.3, 5.7.4, 5.7.5, ..., 5.7.4711, ... ;-)
  19. It´s not only bad for new players. It´s bad for day one players and for the devs as well. Such a static skill system doesn´t allow balancing changes or additions. So what do they want to sell us after the final first release? Even if ACE gives us free reskill coupons with each balancing patch or expansion - do you really want to reclick a whole evening? Me not. A skill system should be modular in a way that you don´t have to reskill it all to fix a minor flaw. And it shouldn´t be necessary to skill useless stuff to get the skills you want. My suggestion: Let Crowfall be the longterm
  20. That´s just this one dude who got socialized by spiders or so. Ignore him and the forum is fine again.
  21. Hunger is the core concept of Crowfall. So it IS a survival game! I´d like to see it done as PUBG did it. One of the first campaigns had such a shrinking zone. And dropping weapons/armor btw. That eating thing is just annoying. Sure, there has to be some shadow to highlight the sun, but the pain should be connected to the reward. See surfing: paddle out against the waves for a great ride. Or mountain climbing: walk upwards for hours for a panoramic view. KTSFR? Don´t know that pattern, but sounds good! ;-) This isn´t a sandbox. A sandbox gives you nothing but the tool
  22. I did it and stopped logging in after that because there is nothing to do with that gear. We really need at least one game cycle. May it be some social stuff (guilds) or something for PvP. So far the passive skill system (I hate it) is the only thing bringing me back on a daily base.
  23. Thought so. Not the only time here... ;-)
  24. I learned in this forum that the forts aren´t important and that it´s enough to have a short timer for the castle in the middle. But I think you´re right. It´s good to have long lasting fights with early enemy detection. At the moment it´s not possible to react if you read the "Faction A attacks your base XYZ" if you´re not already there.
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