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Everything posted by ilogos

  1. That's basically the state of the game now. I log on to CrowFall and quickly realize I have nothing to do in Dregs or elsewhere as a solo player. (I'm not playing this game for Hunger Dome either)
  2. I feel like this game was designed to have player-built housing and forts in the campaign - and without that, the design and concepts just don't really come together. I think server/game performance had a big impact on the final direction of this game.
  3. The UI is very busy, in my opinion, and could possibly be corrected if you only showed the icons for the status effects on the right side instead of both the icon and title of the status. If you changed it to only show the icon, it would clean up a lot of space, and you could add functionality to hover over the icons to expand the title or more details of the effect.
  4. Am I just viewing this wrong or did they add loot crates into the game?
  5. I don't like the idea of daily PvP quests - or any "daily's" at all. Even a ranking system seems out of place for what should just be an organic PvP experience overall - shouldn't have to incentivize PvP with ranking when defending resources, escorting caravans, etc., should be enough.
  6. I think Forts should be vulnerable 24/7 . Thanks for adding this to suggestions it's something I've also mentioned in general discussion for a while.
  7. I particularly agree with points 2 & 3 about solo or small group play. I think they should remove siege timers off of Forts - maybe that will draw more people to PvP ? I really appreciate all the hard work the Crowfall Team put into the game, but the last two big changes with talent trees and passives were never my top concerns for the game. It's more about the game experience relating to what I can accomplish as a single player in the game while having fun.
  8. Top 5 Crowfall likes (things you feel we're doing great on). I like this community outreach that this Post is doing. Collecting the data from the testers is a great way to find the best feedback and apply it to the game. Thanks! I like the disciplines, although I think there could be some more of them (or allow for more cross-domain disciplines). For example, I miss having the escape artist and some mobility disciplines and I'm not sure my class has access to it. I like the idea of Free Cities and hope it expands to allow more player vendors & construction. I like the 1v1 PvP when I do happen to encounter someone in the game. I like the full loot mechanic. 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? I dislike that a majority of players are in God's Reach and I think it should be lessened by adding more incentives to leave God's Reach for other "realms". For example, limit the resources to Tier 1 & move lvl 25-30 mobs into Infected Campaign. Remove the seige timer's for Forts. I feel like this is something left over from the "point system" from the previous faction vs faction gameplay. To be honest, I think the future is the Dregs campaign and it would be safe to remove the Fort timers from Infected Campaigns and Dregs campaigns. Make the large siege battles for the Keeps (in order to hold on to those crafting tables!) I dislike how empty and inorganic the world can seem at times. There should be something to fill the time from running from point X to Y. I am a solo player, so if there isn't other solo players to fight I would like to see more plants to harvest, more roaming rare creatures to hunt and harvest, or some other small and quick tasks. I dislike how there doesn't seem to be a player based economy. There is all this focus on crafting and resources, but there should also be a way for a player to set up an afk shop or sell items to players that is more accessible. I dislike that I have to create a new vessel if I misplaced a talent point. I would like to see a way to purchase max level vessels like other people are suggesting. Make it so you can even buy Tier 1 white vessels at max level. Please. Top 5 bugs on LIVE (that we may have missed and wish would be fixed). Please be specific and constructive. I don't like how the enemies disappear through the floor. I dislike how enemies can seemingly keep hitting you at range after you have lost LOS (line of sight). For example if I run through a mine and aggro a bunch of enemies, I keep taking tons of damage after dashing and gaining distance and trying to put a rock between us. Performance I think generally needs to be improved so we can eventually have the game that I think crowfall envisioned with destructible player-built houses and Keeps. If you could ask the Team member one question, what would you like to know? What are the top 5 features that will be in the game prior to launch (that are not currently in the game or something that will be changed). When was the last time you logged into Crowfall? I logged in at 6.2 and was enjoying the new experience but lost interest after I wasn't happy with a spent talent point and I didn't want to level a new character of the same class just to change it, Thanks again!
  9. I would totally even buy a white crafted vessel at lvl 30 that's how bad I don't want to have to relevel my character because of a misplaced talent point 😅
  10. I was wondering what the heck hit me when I faced you in Infected Campaign. I am still learning so I its good to see some of the druid perspective.
  11. Ideally these are systems that should happen organically in the game. In other words, resources will be in demand in order to upgrade Keeps and Forts, Caravan traffic would be common in order to bring materials back and forth from Free Cities to Guild Keeps, war tribe pathing could run into Fort or Keep NPCs, Risen spawn more frequently around Winter crystals, etc. I like the ideas, but I don't think they would be best implemented with quest objectives, but would rather be better incorporated by improving systems that are already in place.
  12. Thanks, definitely in regards to character customization I see your points. Also, the gameplay as in the collision detection/movement/and all of the above looks a lot smoother in the trailer than in the current build. Hopefully these are some things they can polish before release. I think they have considered adding perks back to character creation? And I think it is worth giving your time for the feedback if you haven't already or if you do find time for it - I haven't particularly given up at this point on CrowFall and I think if they do push the release back to 2021 (Which I hope they are doing) that there is still some time to make it a good mmorpg.
  13. Thanks, yeah I also asked @wrain @mystafyi etc for specifics on what the "original" core system was and how it has drastically deviated, but didn't see a response.
  14. What core changes are you guys talking about - just so I can understand your points? The biggest changes I remember was adding a leveling system and reducing some of the reliance on passive training (but I don't think that's what you are referring to?)
  15. Hey all, just wanted to give some positive brainstorming on what you think this game would need to have before launching. This is kind of excluding bug fixes in a way - and looking more at features. The first of my top three would be creating more biodiversity in the world. When I am running from one area to the next I don't feel very immersed and I think roaming animals and harvestable plantlife would add a lot for that immersion. Second would be an in-game guild recruiting system if it doesn't exist already. There isn't much in the way for community building within the game and I'd like to see guilds being able to be created , modified, and destroyed within game. Finally, these improvements would be all tied to improving the performance of the game, and allowing for larger zones. It feels a little too close to Albion Online with all the node hopping and I'd like to see resources and persons spread out over a large map. Anyway, that's my input, and thanks to anyone who shares theirs!
  16. Agreed. It is a bit tedious to have to scroll half way down the page for community discussions. Its also not good etiquette to have that many pinned Posts, otherwise what's the point of pinning. I mean this all in constructive criticism.
  17. Oh OK, although I find that a little strange? It feels like instead of adding more customization it is limiting the choices we can make - i.e. limiting which disciplines we can choose? Unless their plan is to add more Disciplines? Unless the goal was to instead encourage specialization, then it does make a little sense.
  18. Do we have an idea of what this means? I can't find much information on what the domains actually do. Is it a separate skill line?
  19. Yeah, it's mostly because of CrowFall that I am hesitant to "invest" in any Early Access games now. I put in the $250 or something package around two years ago because I thought the game was going to reflect something like their early videos and vision (sure, I had a few suggestions at time as well, but mostly I was on board.) Now, the game feels empty to me, a chore more than something to enjoy, and I don't have any confidence that they will have a releasable game in 2020 - which I think was their initial goal in early 2020 prior to the pandemic. (Despite all that, I do still have hope though). But who am I, I am just a lowly Piapiac...
  20. I don't really remember the name of the server. This was back around 2003 or so when it was first released and I recall playing for more than a few months. I understand the concern about the one guild or power dominating the server, but won't that happen anyway even if worlds only last for a few months. That powerful guild will still be more powerful and seek to control the game. What I am saying is there can be safeguards in place whether or not the world is set to destroy or not, and that shouldn't limit the idea of a campaign lasting longer if not "indefinitely". Most compelling reason for this is that I want to see a world built with cities and towns that feels organic - something that I can log into and contribute towards without feeling that it will all just wipe in a few months with limited exports.
  21. Wow, you made me just watch a video from 2015 😂 about Dying Worlds. Anyway, Im not the one to talk since Im the one who brought up ShadowBane. I know the purpose of Dying World is to prevent the idea of one guild or faction taking over and monopolizing the content. I also saw that in ShadowBane (although I had good experiences attacking the large guild as the resistance xD). However, I'd like to see a "world build" with towns and cities as they are able to be built in Eternal Kingdoms. Placement can happen anywhere, as long as there is the placement of a tree of life (this is basically what shaowbane had and the tree seed was very valuable). Destruction can happen at anytime, so there isn't a siege or war window that you need to wait for - but there are also NPC guards and such that can be placed to prevent most attempts during off hours. Without theory crafting too much, I am not sure on import and export restrictions. You wouldn't want to allow people to jump in and out all the time bringing in and leaving with gear from other campaigns. Maybe you would have to lock your character in and exports are only available after the campaign has fully ended (e.g. no imports and ten export slots). End Note: I liked the idea of seasons going through a repeating cycle instead of just ending with Winter, but I think that is against the Lore of this game and that might not ever happen. Maybe they could throw this server on the Eternal Kingdom "ring" that was mentioned on the video. Call it the Eternal War or something.
  22. I would like to see a Dregs campaign with a length of a year (if not indefinite) that has open guild rules (create, leave, disband, etc.) with the ability to create and destroy forts, homes, and other structures. Basically, shadowbane.
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