ZombieGandhi

Testers
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  1. More recognition for harvesters and crafters

    On the last livestream Q&A, there was mention of how such leader-boards and point scoring would occur, as all the roles required for your faction/guild/group to have solid success, aren't necessarily straight up combat related. Other than your harvesters and crafters, your groups may have scouts who hide and remain unseen, but help direct battle where forces are weakest--so how do they get acknowledged for their work? So it's already a question ACE seems to be asking themselves, so I would expect there will be some manner of recognition for those who aid the war effort in less confrontational ways.
  2. RIP chaos NA

    As Mandalore suggested, this is a perfect opportunity for the smaller guilds in NA Chaos to take a more proactive approach--if they aren't already doing so. Keep fights are a different story, but capturing forts right now, can be done with a small handful of players with some class synergy--aka, heals and tanky classes--half-way easily. Same with taking campfire and tower outposts--some are easily solo'ed, while again, a small group makes short work of them, and captures them far faster. Be active. Capture your forts, build them up, and defend them. Put pressure on other zones by capturing their forts, and defending them against the retaliation. Not only does this help the disparity in the score, but it's getting people active and involved in the action. Nothing sucks the fun out of something like this, than stagnation. Take your forts, dominate your zone, and cap those outposts. Not only will holding what's yours help with the score disparity (to some degree), but if more people are active, more people are having fun, and they're likely to continue to keep active. If your zones are full of active people, your zones are safer, as there's more people, and more people tend to counter fewer people.
  3. Beefcake Loading Screens

    I hope this is beefcakey enough for you, @Mikki
  4. There are plenty of monsters and critters out in the various maps to crush for EXP--plus the loot from which you can sacrifice. As to you lack of desire to to crush trees and other non-deadly things, you can certainly do that. Many people in guilds or smaller non-guild collections, are happy to do the harvesting to make gear for people to go out and kill with. I'm unsure if your post is genuine, or some sort of niche copypasta meme that I'm not aware of, but assuming your post is made in earnest, I would suggest you seek out such guilds/non-guilded collection of players, or even visit the trade stalls in the free city, or ask about in general chat for what people are willing to trade for in return for said armaments. There is more than one solution to your list of grievances. You need only seek them out.
  5. From what I'm seeing--and please note, there is A LOT that I'm NOT seeing--is something of a schism between those who have played Crowfall for a while, and those who have arrived in the 5.8. For those who have been playing a long time, a lot of this is old hat. To use the EVE Hi-sec comparison: they may think they're safe, but soon-than-later find out they're not--but the lesson is soon learned that people will suicide gank, or try to use deceptive methods, to kill/get you killed in Hi-sec. The rules are understood, and the player takes it or leaves it--but they're not confused about it. Just from what I read in general and zone chat, it's that confusion (perhaps partly due to a pre-alpha state), that has people upset. The uncertainty as to whether or not what they're experiencing is meant to be experienced. Since they don't know, it's chalked up to: pre-alpha lack of polish, glitchers, and in general taking advantage of the game's system. For those who have played far longer, this may be an accepted and understood happening, and for them, it's just another day in Crowfall. I'm not suggesting there be safe zones (this does give EK's all the more viability) where everyone can just stand around and thumb their noses are the enemies outside, but clarification. Confusion creates frustration, and frustrated people don't have fun, and if they're not having fun, they're not playing, and so on yonder slippery slope goes.
  6. I'm not personally opposed to the danger the world presents. I think it's pretty cool if forts and keeps are meant in some way to be infiltrated by sneaky people. The problem seems to be either miscommunication, or a misunderstanding, as to the relative safety of said forts and keeps. If people are under the impression that they're safe, or are in an area that is designed to keep them safe (but isn't), then there's bound to be that frustrated confusion. I think clarification would do people well, so there's no confusion. I think if the rules of the world (what's safe, what isn't, to what degree, etc) are known, then people aren't as frustrated, as it's something they're now aware of. I think people accept getting crushed out in the open zone when they're chopping down trees or mining ore, as that's an anticipated and expected--it's when it's not expected (in this case, unaware, unknown, or unsure), where it causes such grief.
  7. I've been playing a lot more heavily the last few days, and something I've noticed come up quite frequently in general chat, are people complaining about being ganked inside their keeps and forts, even though walls were up and no siege timer availability was active. It tends to devolve from there with name-calling, memes, and the lines of "If you want safety, go to your EK". Basically no real consensus seems to happen except for salt and hurt feelings--however justified they may or may not be. I'm an EVE bittervet, so I'm used to a bit of salt being sprinkled around. However, even in EVE's brutality, there's rule sets that apply to all. When you die, you more or less know why. I think some clarification here would not go amiss. If forts and keeps are supposed to be those minute bastions in the sea of sharks, and yet aren't, it leaves people confused. People can always mine more resources, but they can't get back that time. It's okay to lose that time, if one knows how the rule set is applied. What I'd be curious to see, is some clarification: 1.) Are Keeps and Forts, and their methods of entry, working as intended? 2.) If they aren't, is there some manner of resolution in the pipeline to see that they are? A.) Few things drive a playerbase away faster, than a sense of rules not upheld or unevenly applied. I couldn't think of a third. Simply to reiterate: Are the methods that some crafty few use to infiltrate keeps and forts working as intended, and if not, what recourse do other players have, than not to play/scurry off to their EKs?
  8. Re-posting here for proper topic posting: So I seem to get these freezes that last maybe half-a-second, while my character in game still reacts seemingly to input. Often when going through the freeze, to out of the freeze, I'm often turned 180 degrees from where I was facing/direction I was going. I've tried all manner of graphical settings, and the issue still persists. I've tried turning off nVidia's Shadowplay, as such a issue has been seemingly linked in other games, but here, it too, did not rectify the issue. For the time being, it's little more than an annoyance, but I'd rather not have them all the same. Curious if anyone else has this issue, and if anyone else had this issue, but since found it resolved.
  9. Random Half Second Freezes

    Word. I must have missed that in my forum searching. Thanks!
  10. Random Half Second Freezes

    So I seem to get these freezes that last maybe half-a-second, while my character in game still reacts seemingly to input. Often when going through the freeze, to out of the freeze, I'm often turned 180 degrees from where I was facing/direction I was going. I've tried all manner of graphical settings, and the issue still persists. I've tried turning off nVidia's Shadowplay, as such a issue has been seemingly linked in other games, but here, it too, did not rectify the issue. For the time being, it's little more than an annoyance, but I'd rather not have them all the same. Curious if anyone else has this issue, and if anyone else had this issue, but since found it resolved.
  11. Leveling

    Something I'm curious about, is from what perspective the original argument comes from. Is it of the perspective of a long time player, who plays solely for the PVP--for which the leveling and time investment cuts into the hacking and slashing? A player whose done the leveling and the gear grinding time and time again, for which it's not a bit stale? As a recently new player, I don't mind the short level grind. It lets me get accustomed to classes and their abilities, as well as swapping out Disciplines to test out how skills work. I can see how if someone's been doing this for months upon months, the tedium might be there. Yet for those new like I am, it may be an enjoyable system (it is for me), and that doesn't devalue it, though ones perspective may differ.
  12. Creature Population & Skinning

    I'm not sure where you've looked in regards to trying to find mobs to grind (not the dance) and skin for hides, but from my own personal anecdotal experience, that's not been an issue. I'm assuming you were looking in an 'Adventure' zone, and walked off the beaten path. If you kept a lot to the paths, then things to fight would be quite sparse. Going "off road" really does open up the amount of mobs to be found, especially those to skin. Something I noticed, is how sounds play a huge part on the map--you can often hear someone, or something, before you hear it. Sounds like an elk/moose making elk/moose noises in the woods? That's not random ambiance. That's an animal calling out for you to make armor from its hide. There are A LOT of spawns in the Adventure zones--just gotta find them. The way the seasons work in game, is that in Spring and Summer, resources give you A LOT of materials. A single animal might give you half-a-dozen pieces of hide. As the seasons go into fall, and then winter, resource rewards grow fewer and fewer. As you said you only just joined up a couple days ago, I'm not sure if you joined in during the fall season. If so, the "lots of work for little reward" is part of the seasonal effects. Gather and craft in the early nice seasons, so that when the weather turns cold, and the world more unforgiving, you won't be scavenging scraps.