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

APE

Testers
  • Content Count

    2,719
  • Joined

  • Last visited

  • Days Won

    24

Reputation Activity

  1. Like
    APE got a reaction from deus in Inactive Accounts-Name Changes   
    10s of thousands backed years ago and are waiting for launch. Going inactive or rather never being active in the first place during development is the norm, not the exception.
    Wiping names from people that might have paid hundreds or even thousands and skipped development wouldn't be a good choice, especially when those that paid $100 or more actually had a perk of reserved player names before they went with game name = forum name.
    Maybe once the game actually launched and some time has passed it wouldn't be terrible to give a fair warning and then have an inactive purge, at least for accounts without game accounts tied to them, but prior to launch it wouldn't make much sense.
    If there is a particular name you want, you could always try sending a message to that person and hoping they get an email or notification and respond to you. Might get lucky.
    Some might say a reasonable consequence of not backing/following/signing up early is not getting whatever unoriginal name someone wants. 😉
  2. Like
    APE got a reaction from MacDeath in Inactive Accounts-Name Changes   
    10s of thousands backed years ago and are waiting for launch. Going inactive or rather never being active in the first place during development is the norm, not the exception.
    Wiping names from people that might have paid hundreds or even thousands and skipped development wouldn't be a good choice, especially when those that paid $100 or more actually had a perk of reserved player names before they went with game name = forum name.
    Maybe once the game actually launched and some time has passed it wouldn't be terrible to give a fair warning and then have an inactive purge, at least for accounts without game accounts tied to them, but prior to launch it wouldn't make much sense.
    If there is a particular name you want, you could always try sending a message to that person and hoping they get an email or notification and respond to you. Might get lucky.
    Some might say a reasonable consequence of not backing/following/signing up early is not getting whatever unoriginal name someone wants. 😉
  3. Like
    APE reacted to Effia in Issues on Live   
    If you look at daoc classes and group pvp you have alot of roles
    DPS, crowd control, debuffing, buffing, buff sheering, peeling, healing etc 
    Crowfall group roles need alot more depth 
    Also look at Lineage 2 classes great class depth
  4. Like
    APE reacted to Jamin in Issues on Live   
    No, its weekend. Lets play real life xD
  5. Haha
    APE reacted to mysticque in Crowfall Tier List - The Best and Worst Classes Ranked   
    I thought we are talking about solo builds.

    I've easily managed to level my icecaller solo upto 30 in the aracoix vs the earthkeeper and crusader. the last 2 classes needed help leveling
  6. Like
    APE got a reaction from Storm_steel in Racial Attributes   
    Yep would be nice.
    Some players have been putting together helpful things that we should have in-game and or on the website.
    https://www.stormsteelproductions.com/race-abilities
    https://www.stormsteelproductions.com/race-class-combos
  7. Like
    APE got a reaction from Storm_steel in Racial Attributes   
    Thank @Storm_steel, he and others have done a great job of picking up the slack that ACE should be handling.
    Look at the stats that influence crafting performance and races that have a bonus to a craft. Not sure class really matters, but I'm not the person to ask. In that stats tab there is a crafting tab and when you hover over different crafts or click on them, it lists what stats help.
    Ex: Stoneborn have a bonus to Blacksmithing and have decent Strength/Intelligence which influence Blacksmithing.
    Everything in this game is vertical/linear progression. Your starter character means little in the long run.
    Passively Train your desired craft. Specialize, don't waste time putting a few points here and there. Work towards obtaining a vessel with crafting stats. Same goes for gear. Equip Major/Minor crafting Disciplines. Obtain mob dropped accessory items that unlock options for crafting. Join a guild that can give you advice and assist with the above. Crafting is a multiple player (or account) system, you aren't self sufficient. Join Discord and chat with people that have been doing it for potentially years. Some other helpful resources:
    https://winterblades.net/crafting-combinations/
    https://vanguardcrowfall.com/disciplines
     
  8. Like
    APE got a reaction from MacDeath in Alliances: A Discussion   
    Trying to artificially limit the ability of players to work together in a game where working together is a must, players will simply work around any obstacle of guild, alliance, map, campaign number limits. Not to say guilds should have unlimited members, but it isn't the magic bullet people believe it is.
    One major thing missing from the game is a reward system. Right now there isn't much point in winning in of itself. This is a very crucial piece of the puzzle that most seem to be ignoring.
    JTC has talked about scarcity of rewards and plans to have some degree of risk v reward. Not that some players will simply blob up to do so, but for those trying to win for bragging rights or actual useful rewards, it will likely look a bit different.
    A 5k alliance sharing 20 fire sword cosmetics or 500g or whatever the reward could be seems like a fast way to drama town. Which is good for the game. While a larger guild might recruit 4 small guilds to do some menial tasks and promise 10% of whatever the reward might be or protection while they build up their power. These would be a more efficient way to play and probably a lot more fun. Adding Alliance mechanics are just one piece of the puzzle and we need the full picture before tearing each piece up and expecting something else to fit better.
  9. Like
    APE got a reaction from melqui in Alliances: A Discussion   
    Trying to artificially limit the ability of players to work together in a game where working together is a must, players will simply work around any obstacle of guild, alliance, map, campaign number limits. Not to say guilds should have unlimited members, but it isn't the magic bullet people believe it is.
    One major thing missing from the game is a reward system. Right now there isn't much point in winning in of itself. This is a very crucial piece of the puzzle that most seem to be ignoring.
    JTC has talked about scarcity of rewards and plans to have some degree of risk v reward. Not that some players will simply blob up to do so, but for those trying to win for bragging rights or actual useful rewards, it will likely look a bit different.
    A 5k alliance sharing 20 fire sword cosmetics or 500g or whatever the reward could be seems like a fast way to drama town. Which is good for the game. While a larger guild might recruit 4 small guilds to do some menial tasks and promise 10% of whatever the reward might be or protection while they build up their power. These would be a more efficient way to play and probably a lot more fun. Adding Alliance mechanics are just one piece of the puzzle and we need the full picture before tearing each piece up and expecting something else to fit better.
  10. Like
    APE reacted to Trollracs in Divine Favor (score mechanic) used as a Currency for Guilds.   
    TL;DR : Divine Favor (scoring mechanic) should be used as a currency outside of campaigns for guilds to purchase rewards. This creates a longer lasting goal for guilds over many campaigns outside of 1st, 2nd, 3rd places. You really should read it though!
     
    Feedback and suggestions are very important to the development of Crowfall, and I just want to put forth an idea that will be a potential positive addition to the game for everyone. Through our journeys of testing Crowfall, we have had many "late night saving the world" conversations. One idea keeps popping up and would seem to make most people go, "hmph, that isn't a bad idea"...so here it goes: 
        
    Divine Favor is a metric that is tracked and used as a "score" in campaign modes. It is tallied from different sources/actions and combined at the end to figure out a "winner" of the campaign relative to effort throughout the 4 seasons. We think that the Divine Favor, used as a scoring metric, could also be turned into a Guild Currency. This currency would then be spent outside of the campaign at a temple to a certain god, or a specific vendor to acquire potential buffs/boons.  In doing so would create a goal for not only for large guilds, but smaller ones as well. 
    Guilds already select God of the Pantheon on the Crowfall website. At the moment, I don’t believe that there is a use to doing this, as of yet. This system would make a guild select a god and then work to gain favor for that god. In doing so, would allow them to interact with an emissary (NPC) to purchase buffs or items deemed worthy rewards. Picking a god could have long term benefits as well. The more favor gained could rank up rewards, or new options become available. The idea is to create a system that all guilds would have larger goals that work across many campaigns.
    The Divine Favor would be able to be gathered across multiple campaigns, but to keep it fair, there should be a maximum allotment. The top guilds seem to get near 100 points of Divine Favor in a campaign where they have many members. Smaller or medium guilds could likely achieve 30-60 points in a campaign. The bank could be set at 200 so large guilds would be able to hit cap easily and use their points as needed. The smaller guilds could work at it over 2-3 campaigns to achieve a goal. The idea of a cap is just to prevent a guild from overloading rewards/buffs.
    Using the current scoring system fits well because the way the cards play into each season. Each season has cards that reward Divine Favor. If a guild decided to only participate in the minimum effort of sacrificing 1 item or capping 1 shrine they could achieve 1 point per season. All four seasons they could get 4 points at the absolute minimum and could bank that towards their goals. 
    Now, obviously the more you try the more you should be rewarded. The cards for each season will matter greatly, and some guilds may have advantages over others. That is the reason why trying hard for 1 season would grant a lot of Divine Favor for the guild, even if they don’t win any other season. It would also incentivize them to constantly be working out what buffs to use, thus creating certain “guild missions” for their members within a campaign on top of basic game scoring. We want there to be a reason for each guild to continue trying, continue to push for something!
    These examples are small goals that would make the effort in the campaign feel worthwhile. It would create a mission, execution, and reward platform that might encourage players to do more than they normally would commit. To me, it creates a goal for the guild/group and you don't have to feel like you "lost" the campaign for the 4th week in a row because you can't take forts/keeps. It leaves a group with a sense of progression within their own power and by their own means.  
    Once the Divine Favor was won from one, or many campaigns, the guild could then travel to their god’s statue and commune with an emissary (NPC). It would basically be a normal store vendor with specific buffs/items deemed worthy rewards.The details can be discussed. We just thought simplicity would be better. Either using an item for a guild wide buff or sacrificing an item to the god statue could be a way to start off the timer for the buff. Traveling to the God statue could be important from an immersion, or lore, standpoint for some players.
    An overall example would be: A guild split itself among two campaigns and had two missions in each. Both groups come out of the campaigns and come together to spend the Favor earned along with the materials earned to create new gear for all the players. Everyone is sharing materials and trading between crafter's to get everything done in the window when the favor is spent. Everyone is now a little better geared for the next campaign to kick off. 
    The idea for Divine Favor is to benefit every guild. This could also add extra incentive to WIN the campaign. An idea would be to grant an additional fixed amount to the top 20 (scaled rewards) guilds in the rankings. There should still be a reward for 1st, 2nd, 3rd...etc. like a themed reward from their god of choice. I just want to still give a reason to WIN!!!!
    Now the actual usage of the currency varies on rewards and what would be considered balanced and fair can have further discussion. Some ideas were to allow guilds to purchase resource parcels for EK (example: grow specific trees), allow buffs such as 10% more resources gathered for an hour, less durability loss for a short time (more PvP focused for large events), or an effect like a bon-tipper for 30 min. There are many possible rewards. I just wanted to suggest a few to give an overall idea of possibilities.     
       I hope I explained this well enough. I would like to hear other opinions on this topic. The idea is not fully flushed out, but I wanted to put it on paper for discussion. Thanks for your time!
  11. Like
    APE got a reaction from Food2000 in [Feedback] After playing the Confessor in PVE   
    What level? What Promo Class? What mobs? What Disciplines?
    Comparing two options 1:1 is rather pointless in this game as is.
    Druid has 3 very different flavors. Confessor less so but they are still different.
    How they each perform in PVP/PVE with a group (healers have mana regen) can change their performance as well.
    Unless you plan on solo farming mobs in this game a lot, it is fairly useless tool for comparison.
    Overall, few classes open up the skill ceiling or require a deep understanding of combat mechanics. There are a lot of brain dead fire n forget powers that do more good then spamming 1234 in the right combo.
  12. Thanks
    APE reacted to galvia in Crusader Cleric Meta in 6.100   
    Updated the thread title to match the current patch, no significant changes needed.

    As an FYI for folks I WILL update this guide when the 6.200 patch eventually gets to us and changes literally everything about the game (hopefully). I also have a few other guides in the works but I will hold off on posting them until the major changes come.

    For class guides I'm currently working on:
    Full Myrmidon Guide Stormcaller Guide Confessor Guide Champion Guide Potentially a Radical Cleric guide I'm also considering writing some guides on engaging with the Crowfall metagame. Stuff like how to run a guild, how to lead fights, how logistics work and things of that nature. Expect these things to show up at some point post 6.200 patch.

    If you follow this thread and have ideas on any of the above topics, please consider writing your own guide and posting it to the forums. Droves of beta players are getting lost in this game and in their classes with no resources to lean on - we need to help each other out (even if ACE doesn't always help us).
     
    Thanks for reading, following, and all of the feedback on discord ❤️
  13. Like
    APE reacted to coolster50 in 6.100 TEST Bug Reports for 9/16/20   
    Died once and flew my corpse to a respawn outpost, where I proceeded to be stuck in combat and couldn't attack anything HUD is not synced with HP bars above enemies mobs have a runic shader over them can't see nameplates on caravan pigs sometimes mobs would all teleport to a single spot holding a wasd while using bull rush/elken charge still slows down the power There's no runic recipe for frostcasters  
  14. Like
    APE reacted to Zeir in Around a Month In, My Thoughts   
    I’m writing this mostly blind of much else on this forum and of any roadmaps the developers have laid out. I bought the game nearly a month and a half ago, but only started playing about a month ago. I’ve had a blast so far and hope to see the game move into a good direction and find its place in a world with ten thousand MMOs.
     
    That said, this is a list of mostly gripes with the game. My hope is most of this is seen as constructive criticism, not discouragement. This is done so I can vent my issues with the game in hopes that these things may change or at least get nudged in a better direction than I, personally, find them as of now. That being said, this is my opinion. That’s it, nothing more, nothing less. It doesn’t represent the thoughts of my guild either, though they do agree with me on some of it.
     
    The Map. Thank you for orienting it north up. I still would like to see it as a flat map that doesn’t need to be rendered. It’s rather cumbersome when it has to load for a few seconds when I just want to quickly make sure I’m heading the right way.
     
    A few suggestions for the long term:
    Map markers, group, guild and alliance wide. Option to see them outside of the map as well as beams similar to the gates.
    Toggle options for a grid with X/Y markers on each square, points of interest (perhaps even broken down into categories like forts, keeps, outposts, etc. which you can turn on and off as well)
    Change the format of the alphabetical side to A, B, C… Y, Z, AA, BB. It’s less cumbersome to say and relay in general.
     
    Player Experience
    There really needs to be descriptions for races and classes and what they bring to the table. Races should definitely have their racial features and the classes should have a blurb, at least, about what they do and their specializations. I had to be driven to a third party site to find out what each race and class does. Such things are fine if you want more nuanced answers, but basic understandings should be built in. Seems very odd to me a more public beta was held without this in place.
     
    Races and Classes
    Less isn’t more in this case. Player agency is a great thing, give us more options. This would help make more interesting builds possible, leading to great shifts in meta between patches. Finding a way to demolish an early meta and having to shift to counter that etc etc.
     
    Racials
    I feel pretty strongly that many of these are very overzealous. As I said in my previous topic, player agency feels good and many of the racials really pigeonhole characters into certain races for the best outcome with virtually no leeway in certain cases.
     
    Want to be a miner? Half-elf. Doesn’t matter how strong you are, +15 mining is better than the maximum possible strength of 350, which would give you +8.75 mining damage. The same goes for nearly every gathering and crafting option, there is a best one. Nearly all of them are the ones with the racial bonus for that tradeskill.
     
    Outside of exploration & crafting I feel the combat aspects are best solved by opening races to more classes. I also feel some of the non-stat racials could be tuned a bit. Some seem very fair and balanced while others are just outright amazing.
     
    Hunger
    I understand the logic in the lore of the world, but c'mon. This is not a survival game. I’m not scrounging ammo from leftover army bases and bandages from abandoned hospitals. Food has a place as a way to buff, nothing more. What does this add to the player experience? From my perspective, not much. It’s thus far been an on or off nuisance that only seems to affect me during siege windows. I, personally, find nothing intriguing about this.
     
    That said, I’m far from opposed to food. I love cooking in games. I feel it is an often under appreciated source of buffs that are not lacking in the game currently. Give us more of that… but I’ll get to that in another section.
     
    Stamina
    I’m not sure the ultimate goal of stamina in the current form. Thus far it seems to be a way to gate retaliate, blocking, sprinting and gathering. Obviously I can see the commonality with blocking, retaliate and sprinting, but, realism aside, don’t see it with gathering. I feel as if they should be two different mechanics.
     
    Let’s assume we remove gathering stamina from combat stamina. Now, personally, I think stamina in this context should be removed entirely, but if it needs to remain it should be dialed up. Give me more positive feedback while I’m harvesting. For instance, make hoarder a passive in the exploration tree accessible early by any gatherer that gets stronger as they go. This would make the feedback loop more pleasant and reward players for playing this minigame you have with the weak spot system. Hell, double down on the mechanic. Put in multiple types of weak points that do different things. This would also add to PvP as motherloads could be an even more imposing challenge to the miners/quarriers and require their complete attention.
     
    Crafting and Stats
    Each gathering and crafting profession gains benefit from 1-3 stats. This is good, but I think it can be better. Why not add all the stats into the mix in some way. Each giving a different benefit, some obviously more useful than others retaining a way to min/max. This would also allow the races to naturally fill more niche roles for crafting without rubber stamping a bonus onto the race itself. Realistically nearly all these professions have an argument for each stat. Even alchemy, where one might think only delicacy and intelligence is key. Have you ever tried to use a mortar and pestle? It’s not easy work and takes elbow grease. A weak hand grinding your stone may leave pebbles and other imperfections that can ruin your end product. In the end, make it more of a choice for the crafter when they make the character, especially if they are planning on doing something specific.
     
    For an example, mining could work like this:
    Strength increases damage to nodes
    Dexterity increases weak spot damage
    Intelligence increases weak spot chances
    Spirit increases chances to get rare drops when a weak spot is hit
    Constitution gives stamina
     
    Also, I would not hate a farming and cooking profession, to be perfectly honest. Though I'm not sure how the farming would work exactly. There is a space for it in the system, especially cooking. All this meat laying around… could use a few good taters. Mostly ones I didn’t find on some sweaty pigman.

    Feedback
    There are a few points at which there isn’t correct, or in some cases any, feedback. Two notable examples are the dodge pips and the sanctifier promotion for confessors. The dodge pips should have some sort of cooldown display on them for the next pip. The sanctifier, specifically when taking the capstone, does not change any feedback for the class when your range is reduced to 7m. The abilities still react and animate like they did before you take this talent. A guildmate of mine was convinced the class was bugged until we figured out this issue. A suggestion was made to have all of their abilities fade on the 7 meter mark and replace their left click with a big ass sword of flame so it’s very clear you are melee for intents and purposes. There are other instance of this that I know I've seen but cannot remember specifically.
     
    Passive Skills
    Why are the passive points gather per tree rather than per type? What I mean is why am I gaining combat basics or armor points instead of combat points? It feels very arbitrary and punishing. I am not saying I want to bypass the requirements to unlock a new tree, I just don’t want to forget to switch something, come back three days later and waste 26,000 passive points.
     
    There is also room to streamline the skills as well, especially in the first tree of each skill. I think the branches are far too early. A new player needs to get used to the idea of spending points here first and slowly get to understand the nuances of the system. The first five or so nodes need to be general improvements to the chosen skill tree and the branches need to be more clear on what they do and are good for. Specifically the first split should have a dialog prompt that gives a short explanation about what the choice means. Similar to how specializations are chosen. For example, exploration:
    Reaping. This path leads to the gathering bounties of flora and fauna; Logging, skinning and plant gathering. These materials are most useful to woodworking, leatherworkers, alchemists and cooks.
    Excavation. This path leads to gathering the bounties of the earth and the dead; Mining, quarrying and gravedigging. These materials are most useful to blacksmiths, runecrafters, jewelcrafters, necromancers and stonemasons.
    Command. The path of leadership that grants you various bonuses for being the party leader. These bonuses apply to combat, exploration and crafting. In the short term you gain mounted movement bonus’ and the basics in most gathering skills. 
     
    Combat
    Of all of them, I feel this is the least interesting. I mean added up you can get some great bonuses going, but it’s almost nothing interesting. It’s all just +better in generic stats. It just keeps getting more and more specific without doing anything of interest. Not sure what I want, but overall it feels boring. If there was a skill tree I felt that should just be removed from the game, it’s combat. I feel as the natural progression of gear and vessels give enough power that this tree isn’t as useful.
     
    Suggestion: Reverse it. Make it so you have a short generalist tree then you have to choose more specific things and get more general as it goes on. This creates a power curve for those playing longer as they can bounce between different roles more efficiently than those first starting out. On the flip side this may be too punishing, hard to say.
     
    Exploration
    Overall great, it gets to where it’s going and does what it needs to do. The skills have clear benefits and feel less +good and more tangible. That said there are some that should be changed. For instance the cutting grit node is very strange. As a focused miner, mining slag feels like a waste of my time. Is slag intended to be useful for anything other than the very basic recipes? Why not just allow slag to be ground up into cutting grit instead. This would give a use to the stuff and make it so I don’t have 1000 laying around to get 100 cutting grit.
     
    Crafting
    Honestly about as boring as combat. Once you get to your chosen tree it’s all the same nodes in different order. Part of me finds this one difficult because it’s pretty hard to understand the crafting in the first place. What points are better? I don’t know. The skills are generally separated into experimentation success, experimentation points and assembly success and I don’t see a reason why I wouldn’t just level these slowly in tandem. Is there a case, where it is a specific tradeskill or instance, where experimentation success is better to focus on over experimentation points and assembly success? As far as I can tell you need all three of these things to succeed at any given craft and focusing on one doesn’t seem to net any benefit.
     
    Taking a step back, the base tree is very confusing. It gives a bonus to general crafting. What is general crafting? I assumed, based on the wording, it was all crafting. However, that’s not the case. It gives you 25% of the power to any of the actual crafting disciplines. It’s worded and worked very strangely. Need some clarity here.
     
    As an aside, I’m curious why the decision was made to change to only two passive trees. Seems arbitrary and my conspiracy minded brain can only think it was done to sell alt accounts. There may be a very clear reasoning for this, but that’s just where my brain goes.
     
    That said, I wouldn’t mind a confirmation or cancel button when spending my points.
     
    Vessels
    It’s weird and I like it. That said, the discipline UI should have the coffin of your current vessel in the center so you can quickly look at the stats whenever you’d like. Also vessels should be renamable by whoever uses them. As much as I want to look at my favorite character's vessel being named xXMADEBYD0M1N4T0RXx or Hahatiticaca, it’s a bit easier if I can name it.
     
    Inventory
    Need bigger bank. Perhaps even a tradeskill bank, reserved for tradeskill items.
     
    Disciplines
    I think I’m in the minority here, but I would love for the game to double down on them. Make them more important to customize your character. Make capstones change the abilities learned in the tree like Cleric and Templar talents currently do. Leave it to the disciplines to give the character more nuance and direction. I wouldn’t be opposed to classes boiling down to five choices that dictate how the skills work and the rest being disciplines.
     
    To Sum Up
    All that said, I custard love the PvP core. The pieces may be a bit janky, but the core is there and it’s fun as hell when it all comes together.
    While the material wipe made me more than a little sad, I do enjoy the new crafting changes. The quality of life is vastly improved. I also quite enjoy the group nature of the professions as well. It feels good having several members come together to create stuff. Though I do feel some of it can be simplified a bit.
    I’m looking forward to the talent rework. I had more written up about it, but I’ll hold off until I see those changes.
     
    Thanks for your time,
    Xeir
     
    Edit: Apparently there is a profanity filter. I have never said 'I custard love something,' but I damn sure am now.
  15. Like
    APE reacted to mystafyi in Literally everything in this game takes too long.   
    I think all pvp deaths should have graduated vessel decay. Scaling with the tier of vessel so that white vessels take no decay, green 5%, blue 10%, ect. 
  16. Like
    APE got a reaction from clank in What do we want?   
    Most likely the top 3 voted will be areas that are individual based.
    People are selfish creatures and despite a game like this trying to make us social butterflies and depend on one another, we still mostly care about ourselves.
    This game has a good foundation, but individual progress/rewards/potential are limited currently due to various reasons.
    I don't care about capturing a fort or killing mobs if my character looks bad, performs poorly, is like everyone else, or I get little in return.
    Classes (balance/polish) PVP (balance/polish) Rewards
  17. Like
    APE reacted to srathor in What do we want?   
    I want

    Electrogenesis to be swapped with faerie fire in the druid leveling Talent path. And to have the third ball be generated by it for mana regen.

    Another chest made tied to Vassal command like the noble chest is tied to the Noble command in EKs.
    A new command /addvassaldeposit name.  Allows vassals so named to deposit to vassal chests. But not loot. 
    another new command /addnobledeposit name. Allow Nobles so named to deposit to noble chests but not loot.

    Chest sockets on the free standing table platforms.



    A guild bank tied to lobby like the campaign banks. When exporting you can choose to export to guild bank option. 
    A working mail system for items messages and requests.

    The "fix" to gathering reverted or at least modified slightly. The way it was working was fantastic, maybe cut it back 20% but it made gathering feel worthwhile. It was fun, it is back to being a punishment and very unfun.

    An ability to salvage wartribe items for the stats we cannot make, or allow us to make the same combinations available. 
    An improvement on armor, it just does not match up and solutions are way way way  too costly with the above "fix" to gathering.

    Ek's not crashing and locking toons out so bad that I am mothballing the lawn again. It does no good to have personal chests and noble chests for storage if the EK's are unreliable and cannot be kept awake`.

    The damn bank sort and search working again.

    Reverb blow not being blairmathed into godhood would be nice too. 

     
  18. Sad
    APE reacted to yianni in 6.100 LIVE Feedback for 9/15/20   
    first sb.exe 
    now we have cf.exe

     
  19. Like
    APE got a reaction from PAINDOTCOM in 6.100 LIVE Feedback for 9/15/20   
    I gave up bringing this point up a long time ago. This is a big reason I backed the game. I expected variety.
    Believe they previously said they couldn't go past 3x speed for passive training because of how they made it, yet it's x10 on Test.
    Having an accelerated experience to test how the first 6 months to year would be like seems like a no question to me. Instead of multiple wipes and experiencing the same painful start over and over. People might cry once they experience the real game, but at least testing would of caught a lot of issues beforehand.
  20. Like
    APE got a reaction from BarriaKarl in One month in and I'm pretty much done.   
    Maybe I'm not reading this comment correctly.
    Did you miss the memo that testing phases were thrown out years ago? Anyone that bought the game, regardless of pre-alpha, alpha, beta status have had full access for a long time.
    The recent "Beta" phase was specifically for non-paying sign ups. Nothing changed for those that have been testing or have paid. Opening the gates and calling it Beta was for marketing to the masses.
    Looking at your post count it doesn't look like you've been part of discussions, on the forums at least. Maybe discord/reddit?
    I agree that people shouting it is a trash fire don't do any good, but again, the original points in this discussion aren't that. Could of been done more constructively for sure, but they are valid issues that have been repeated numerous times over the years.
    The recent wave of new and returning players seem to have increased the frequency of critical views because people expected what the general public calls a beta and they got a "real beta" without any explanation for the sake of marketing.
    Some random poster on forum isn't going to scare people off. People like Lazy Peon with 559k subs and 100k+ video views might though. His views don't differ much from the OP or others that aren't just going with "it's beta it will magically get better eventually, disregard what the company has done up till this point."
  21. Like
    APE got a reaction from BarriaKarl in Literally everything in this game takes too long.   
    What's the point of dying over and over when PVP doesn't have any real point in of itself and durability loss is a thing? Seems kind of counter productive to just throw ourselves at one another non-stop if the game allowed.
    Limit rez points, spread them out, make sure the map doesn't place them near any POI of value.
    If I die, fly to a rez point, and am able to make it back before my disadvantaged team is finished off, maybe the enemy didn't deserve the win if I manage to come back and save the day.
    I get the reasoning for the way it is, but the amount of time lost to flying around and watching timers is a bit much. Especially if a point is being camped and the process has to be repeated with even greater time lost.
  22. Like
    APE got a reaction from Ruiner in MMO World / Haters   
    Looking at performance, doesn't seem like any engine is capable of large scale, regardless if it was meant to have it or not.
    CU's engine was specifically made for large scale, but the rest of development is just a mess unfortunately.
    There are more larger scale games (MMOs) built with whatever version of Unreal over the years with varying success of performance compared to Unity. Not sure if this is for a particular reason or not.
    Looking at what Ashes of Creation's team is doing with Unreal, I do wonder what Crowfall would of been like using it or something else. AoC is also supposed to have larger scale PVP and PVE siege systems so will be interesting to compare.
    ACE hyped up the choice to go with Unity and how quickly, easy, cheaper they'd push out a game. 5 years later, it doesn't seem to have mattered much. Pick an engine and enjoy 15 FPS. 😩
  23. Like
    APE reacted to ComradeAma in MMO World / Haters   
    Yeah, I know. I hope players will understand it one day too and stop butchering Unity team. Anyway, 6.2 is CPU optimisations so lets see where it lands.
  24. Like
    APE reacted to AceSiN in MMO World / Haters   
    The the fun of the crafting system is all the knobs they allow you to turn (which can be elaborated in future patches) but it's otherwise a convoluted mess of hunting down 20 items to craft 10 items to craft 1 (repeat ad naesuem). Also, the fact the design team does not understand that there is no such thing as a "dedicated gatherer" in any longstanding guild community makes the game even more frustrating. At most, there's like one true "rock hoarder" somewhere in the world that just packs their bank with mats to do nothing with them. Gathering has always been a means to an end. Crafters typically gather because they are required to make goods for the community or themselves. However, the PvPers in the community has ALWAYS went out to gather whatever mats these crafters are in greatest need of. The issue with this game is that as hardcore PvPer I can't go out and fill in those gaps. Gathering without skill is the most dull and asinine experience and the only way to overcome it is to wait for days/weeks of passive training. Crowfall forces you to want to logout and find some other game to play.

    The gathering bug they introduced yesterday was a great way of overcoming this problem (without removing the option of a specialized gatherer) and yet they decided to "fix" the fun.  
  25. Like
    APE reacted to DoomYa in MMO World / Haters   
    Those who post dramatic "I´m done!" are not even 1 percent of those ACE couldn´t reach and hold. And probably this 1 percent would have stayed if the NPE wasn´t that bad off topic.
    The NPE is like "come, I take you by the hand and guide you in 45 minutes footstep by footstep half way through a lvl 30 PvE world where other players aren´t important at all". Nothing of the NPE represents the endgame (which is everything but the first two hours or less if you sacrifice) of Crowfall. In fact it´s more so the opposite of Crowfall.
    There is no hand holding at all after lvl 30, so the NPE should be a bit more demanding. And it should be centered around how to group up for certain objectives like defending or attacking a keep, caravan or harvester.
×
×
  • Create New...