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About Azerlin
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Rank
Magpie
Profile Information
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Language
English
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Interests
Crowfall, D&D, Money ;)
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Guild
Clan of the Dragon's Claw
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Gender
Male
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Location
ON Canada
Recent Profile Visitors
244 profile views
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Azerlin reacted to a post in a topic: Status on 6.400 Release Wipe
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Azerlin reacted to a post in a topic: The Convergence (Game Update 6.300 LIVE) 12/21/2020
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Azerlin reacted to a post in a topic: Convergence (6.300) Drives Crowfall’s Throne War to new
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Azerlin reacted to a post in a topic: New Version of 6.100 Update Now on TEST
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Azerlin reacted to a post in a topic: Unofficial Looking for Guild Thread
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Azerlin reacted to a post in a topic: Unofficial Looking for Guild Thread
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Azerlin reacted to a post in a topic: Unofficial Looking for Guild Thread
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Azerlin reacted to a post in a topic: Unofficial Looking for Guild Thread
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Azerlin reacted to a post in a topic: Unofficial Looking for Guild Thread
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Azerlin reacted to a post in a topic: Unofficial Looking for Guild Thread
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Sent you both am invite; Crowfall.com--> account profile--> guild invites
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Invite has been sent Tim, Crowfall.com--> account profile--> guild invites
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invite sent hristozow
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Your both in, and welcome to the clan!
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Your both in, and welcome to the clan!
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JamesGoblin reacted to a post in a topic: ACE Q&A Livestream for July!
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APE reacted to a post in a topic: ACE Q&A Livestream for July!
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@jtoddcoleman You asked about siege timing idea's... I believe to make this more effective would be to have a system to "hold" zones a little different. Make each zone bigger. 3-5 forts in each zone, 1 keep/"Mini-Keeps". 4-24h timers on each fort, 1 guild/faction/pantheon to own the majority of forts in an area triggers an 1 or 2 hour window until siege begins on the keep itself. Each time a fort is retaken by the controlling guild add 4h to the timer, up to 24h max hold time. You could also get deeper into it be doing the same with the outpost to forts in a similar manner with the timer
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JamesGoblin reacted to a post in a topic: Crowfall Memes + MS Paint Rage Thread
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JamesGoblin reacted to a post in a topic: Trade between players...
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Passive Training Needs Help - Introduce "Active" Training
Azerlin replied to Deioth's topic in Suggestion Box
The issue with passive vs. active is time. In 1-2 hours I have a fighter ready to go, awesome. Then there's Harvester's and Crafter's that have to sit and wait to be relevant in anyway. If there is to be passive learning there needs to be classes for each profession. Also doing things in this way can future prof the game. They can add a new profession and a set of classes to go with it in future expansions. Just keep doing it the same way, race/class combo's, highly doubt you'll ever see a half-giant or a minotaur jewel smith with they're fat fingers, LoL. As far as Harvesters go I feel they a -
Please fix this, game is unplayable
Azerlin replied to yianni's topic in Alpha 5.110 General Discussion
I'm getting the exact same thing on a i5 3.1Ghz 8gb RAM and a 1080ti ( and that is why I don't stream LoL) The one thing I did notice though is that if you go into 1st person the hitching and lag spikes are lessened considerably. Not saying they are gone all together, but it dose not happen nearly as much. -
Vladthelad reacted to a post in a topic: Passive Training Needs Help - Introduce "Active" Training
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Passive Training Needs Help - Introduce "Active" Training
Azerlin replied to Deioth's topic in Suggestion Box
Professions are suppose to enhance skills in the game. Combat is the main focus of the game right now, so no one ever complains really about that profession. To make harvester's and crafters relevant off the hop, there needs to be classes for those professions as well. That will balance the game and make all 3 professions are of equal importance. I liked 5.10 line up of skills better, it made more sense and flowed better then in 5.11 IMO. They tried to rebalance/remake something that was not broken, the issue is having characters that are just as relevant in the game world regardless of the pr -
I think the question is straight forward. I'm thinking of upgrading the guild bundle to the Premium Pack from the basic Reserve Guild Name. Of course I'd like to be able to change the guild Crest and on screen Tag, as well as getting the guild hall bonus. I looked back in the forums and didn't find anything like this asked other then upgrading backer packs, so if this has already been answered, sorry about that.
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Dregs: The Great, Good, Bad, & Ugly
Azerlin replied to McTan's topic in Alpha 5.110 General Discussion
I know that they have said the current state of sieges windows will change to space them apart. Personal thought though would be to combine all of these things. The biggest issue I think will be timing. To make this more effective and to NOT just appease the zerg Guilds/Alliances would be to have a system to "hold" zones a little different. Make each zone bigger. 3-5 forts in each zone, 1 keep. 4-24h timers on each fort, 1 guild to own the majority of forts in an area triggers an 1 hour window until siege begins on the keep itself. Each time a fort is retaken by the controlling guild add -
Aedius reacted to a post in a topic: Internal Ranking System
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Omne reacted to a post in a topic: Internal Ranking System
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Aester reacted to a post in a topic: Update on 5.110 Test
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mythx reacted to a post in a topic: Update on 5.110 Test
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Photoshopped! Staff why you messing with this dude? Jk's, Jk's LoL
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Only get the 1000 Crowns from each backer in your guild. I personally bought the Adventures pack and then many of the basic bundle for family and friends (7). So I think the game is worth the money, what pack you get is your own biz pending how much you think you'll be playing.
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As things are in the current state EK's are not stable enough and cost real world money to keep running 24/7. I truly believe that by the end of Beta testing this will be all put into place and GR player venders will be a thing of the past. It'll all be handled through EK's and in campaign temples/forts&keeps/ guild garrisons. My thought's anyways
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The game is still in an Alpha state. Once Beta is open the player base will flood from the current 135k accounts to nearly 500k by the end of beta testing.