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ACE Development Partner & Investor
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miraluna last won the day on April 30

miraluna had the most liked content!

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About miraluna

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    Lords of Death
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  1. If you are emailing support@crowfall.com you should at least get the automated ticket response quickly - if you don't get that there is some issue with the email. For gifted packages, the recipient does need to email support@crowfall.com to have the access set correctly (this is usually a very fast process, like <1 hour).
  2. I would suggest emailing support@crowfall.com just to see if they have a workaround for the error without having to redownload everything.
  3. The death and recovery process was streamlined to make Resurrection a more strategic factor in the Throne War. Death attrition is an important factor in Sieges, and now the location of rez shrines is an added benefit to holding territory. Death has more impact and consequence, as it was always intended to be part of the risk vs reward equation for CF. I generally take the view that my inventory will be lost if I die and I plan accordingly (bank often), unless I am with friends that can loot for me or I am in an easy-to-access area.
  4. Last I heard, the plan was to focus on M/KB for now, then add controller support later as an option. I know a couple of testers were able to get steam controller to work.
  5. That would be a fun system - I like pve events like that, where you have a specific goal and that leads to a certain reward (rather than high RNG).
  6. Having a hunger system in place means another system they can adjust to make unique Campaign rulesets later on. For example, there could be a Campaign where hunger rates are hugely increased in Winter to make a more "survival" type world.
  7. You need to get to the Faction Temple area (if you are still in the noobie R1 spider area, keep going along the path until you see a Runegate for Temple). Once at the Temple, you will see an area with all the crafting stations, hit F at each station and you will see the recipes available and the resources required. First step is to make an Intermediate set of gear at the General crafting station. You can find low rank resources around the Temple area (safezone) to gather. For Advanced gear, you can work towards crafting it yourself at the advanced stations, or farm up gold to buy items from player-run vendors in the Temple, Free City, or Eternal Kindgoms.
  8. They could do that - make an R9-R10 map zone that you can't access until you capture an Objective that opens the runegate. That's the kind of stuff I expect to see happen with Campaign variations later on.
  9. Sounds good - I think food should be something you can't totally ignore in CF, but shouldn't be as harsh as pure survival game mechanics. I'd rather be thinking about getting the yummy buffs on cooked food 🥪 than worrying about the negative impact too much.
  10. You can get XP from killing monsters and creatures in the world if you don't want to harvest. WarTribes are the newest addition for pve combat, they can be found on parcels that look like brown hills on the world map. https://crowfall.com/en-US/news/articles/first-look-war-tribes Or look for zombies/spiders in the canyons.
  11. ArcheAge has a P2W business model so that's not even comparable to Crowfall's design. In ArcheAge, gear becomes exponentially more difficult to get at each tier level because that ensures that only the whales willing to spend in the cash shop (for things like regrade charms) have the top end gear. --- In Crowfall the drop rates are a balance issue. How "rare" should a loot drop like goggles be? How much time on average should it take to get them? You did not quantify "rare" in your poll with any drop percentages or time frames, so I couldn't choose. I do think PvE activities should be in the game, and loot drops are a good way for combat-focused players to participate in the economy. It's fun to fight over hotspots with valuable loot, but I don't want to spend all of my playtime farming randomly for goggles (or mining ore nodes😛). We need to get to the right balance.
  12. I gave up on the dev tracker being fixed 😛 and just added the devs that post to my forum follow list. Shows up on notifications then.
  13. ACE made a commitment to transparency and involving backers in the iterative development process. That’s why they run the LIVE servers. They don’t “need” us to be full time testers. Games get made all the time with closed NDA development. The CF team has been more responsive and open to feedback than any other game I have followed. Hopefully the launch result will be better for it, but there is no shortcut in the long complex process of making an MMO. Get in and do what you can to help, or wait for late beta/launch like 95% of the rest of the players are doing.
  14. The testers do have value, however, ACE has said many times during development that not everyone wants to see the “sausage being made”. If you get frustrated by a build because of bugs, balance issues, or missing/incomplete features then give your feedback and take a break until the next patch. They have a QA team (with a backlog of needed fixes), and the designers are usually working on one or two builds ahead that aren’t even on TEST yet. Asking them to change the current build doesn’t always make sense based on how the process works. I’d like the game to get to launch ready state ASAP. That means we have to live with some pain points in testing in exchange for development efficiency. I’m ok with that as long as the project keeps moving toward a fun result in the future.
  15. What they said about the World Bands shown in the KS is that those were example of the types of different rulesets they COULD have - and it shows how the ruleset dials could be changed along with the maps. The World Bands were not meant as a fixed set of servers. There could be a Dregs with no-import and a Dregs with high import, etc, etc.
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