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Welcome to Crowfall Pre-Alpha Milestone 3.6!

General

Big World is here!

  • Every Archetype now starts with no weapons and has a basic unarmed combat combo set. (We found that players just weren’t making acquiring a weapon a priority because it looked like they had a weapon equipped since the default weapon is built into the model.)
  • Players must have correct weapons equipped to use certain tray powers. Some tray powers may require different items equipped where it make sense. (If the equip requirements are not met, the power is greyed out)
  • Players now sit while waiting for a safe logout. (As long as you are out of combat mode)
  • Physics should no longer send messages to the connection server addressed to players physics doesn't even think are online.
  • Only allowing force exiting combat if you're in the combat state (no need to force exit if you're not in combat)
  • A hand full of physics server optimizations. (they are very confusing to read, but make things waaay better on the server)
  • Tweaked GroundedCheck on server and client with an additional test to handle the special case of narrow ravines.
  • Added a new feature to the character avatar import tool : Automated texture atlasing.
  • Player death should now clear the crafting inventory before creating the corpse.
  • Added some Random chests in the world allow for transfer of items between players. (this should help for now)
 

Chat:

  • When removing an object from the world, should remove them from the group.
  • Should no longer be able to send out more group invites than you have available slots in your group.
  • Changes to notify chat server of campaign state changes.
 

Harvesting:

  • More feedback added to reticle so you know what the name of the current harvesting target is, if it is considered a single player or group node, and what level of plentiful harvest you have relative to that node. (still more feedback is coming to make the experience more intuitive)
  • Harvesting hit fx lightened chunks.
  • Survivalist Campfires should no longer provide sta regen to characters actively harvesting.
  • Altered Harvest Animal cooldown to start On Execute so that it's consistent with the other harvesting types.
  • Added new Harvesting stats for Mother Lode nodes of Ore/Stone.
  • Mother Lode nods now can produce 2x the resources of single player nodes.
  • Added new resource types minerals/gems to Mother Lode nodes of Ore/Stone. (Harvesting skill trees now have skills in them “Exceptional Ore/Stone harvesting” to allow these to be harvested, also there is a new testing potion)
  • Beneficial harvest should now function for all harvesting node types and not just ore.
 

Crafting:

  • Many new crafting icons created.
  • Added failsafe when the output quality can't be determined, the item will be crafted as poor quality.  Added forced output quality option to recipe definition so that it will always make that quality regardless of ingredients used.
  • Fixed buff naming on healing over time potion to Out of Combat Regen Potion.
  • Plank - Using Knotwood now produces a Knotwood plank. (Knotwood planks have no stats, they however meet Plank recipe requirements if you absolutely have to build something with a plank right now.)
  • Potential fix for crafting take bug. (still trying to track this one down)
  • Replacing items in crafting inventory should return the correct item count to your inventory now.
  • Fixed a dupe recipe requirement that was preventing Bluesteel from being craftable. (We no longer only have one look!)
  • Basic Weapons now tuned to 35% of max damage. (advanced go from 35% to 125%)
  • Updated the dual paired weapons to not require factory identical components since factories aren't online yet.
  • Necromancy baseline vessel recipes are coming online, they are in a state of iteration so will not be functional for players yet.
  • Added Alchemy components recipes for use with necromancy. (these should function)
 

Items:

  • Many new inventory icons created.
  • Tooltips - Lore and Descriptions now work properly. (many items now have useful descriptions about what they do now! Enjoy!)
  • Tooltips - Added crafted-by info to tooltips. (so you know who made it!)
  • Tooltips - Added serial number info to tooltips. (So you know why 2 metal bars of the same type won’t stack)
  • Tooltips - Adding base item template info to tooltips. (So someone can’t rename an item and fool you on a trade)
  • Tooltips - Now displays durability value.
  • Tooltips - Different types of items can now have different base field types. (huzzah! Everything no longer has mitigation and stats values)
  • Armor - Removed the -damage bonus stat reduction from advanced armor sets. (it is still on basic armor)
  • Armor - Can now modify the amount of stamina required to perform a Dodge. (Primarily on plate/mail/basic sets)
  • Armor - Can now modify the amount of stamina required to Sprint. (Primarily on plate/mail/basic sets)
  • Item max stack size is now enforced.  (legacy stacked items will still go over cap. Please forum post on which items cap is set too low)
  • Items of same template but different serial numbers will no longer stack.
 

Skills:

  • Many new skill icons created.
  • Fix skill trees not showing up in lobby after creating a new character. (it was being rendered behind other UI)
  • Skill trees can now be treated as prerequisites to other skill trees, because of this many trees can no longer be trained in that you might have been able to train in previously.
  • Skill tree prerequisites can be a Percent trained in a previous skill tree OR reaching a specific skill box in a previous tree. (the tooltip should tell you)
  • Crafting Basics Skill Tree tweaked.
  • Mass Production Skill Tree added as a child of Crafting Basics Skill Tree.
  • Functional Leatherworking, Blacksmithing, Woodworking, Runeworking crafting Skill Trees added. (they require specific skill boxes in the crafting basics tree)
  • Fixed an issue where certain armor skills were giving 300% movement speed increases. (decimals are important!)
 

Archetypes:

  • Knight - Block should now mitigate damage properly when hit with Duelist Retaliate, Go for Broke and Vanish, Legionnaire Charge, Drive, and Myrmidon Dodge, Raging Bull.
  • Myrmidon - Net Pull no longer requires the target be rooted with Cast Net.
  • Duelist - Vanish, moved Force Exit Combat and the Tray swap to their own unique game effects to prevent any cases where one or the other apply or don't apply unexpectedly.
 

Equipment Power Requirements:

  • Champion - Disarming Shout and Ultimate Warrior powers require a Helmet equipped to activate.
  • Champion - Dirty Tricks, Leap, Vicious Stomp powers require a set of Boots equipped to activate.
  • Champion - Spinning Backfist, Throw Hurlbat powers require Gloves equipped to activate.
  • Duelist - Inconceivable and Burrow powers require Gloves equipped to activate.
  • Duelist - Recon power requires a Helmet equipped to activate.
  • Knight - Chain Pull power requires Gloves equipped to activate.
  • Knight -Leap Smash and Pursuit powers require a Shield equipped to activate.
  • Knight - Noble Blood and Oath of Will powers require a Helmet equipped to activate.
  • Legionnaire - Bellow of Triumph power requires a Shield equipped to activate.
  • Legionnaire - Eternal Rage, Battle Cry powers require a Helmet equipped to activate.
  • Myrmidon - Bull Rush, Pulverize and Berserk powers require a Helmet equipped to activate.
  • Myrmidon - Cast Net, Net Pull powers require Gloves equipped to activate.
  • Ranger - Archer's Stake, Explosive Trap (melee/ranged ) require Gloves equipped to activate.
  • Ranger - Forest Step power requires Boots equipped to activate.
 

Known Issues:

  • Icons bigger than 1x1 can only be dragged and tooltipped on the top most 1x1 portion of the icon.
  • Looted items do not auto stack into an existing stack when looting.
  • Crafted items will sometimes fail inventory transfer and never show up when the Take button is pressed. (We are tracking logs to try and figure this one out)
  • Myrmidon Berserk UI widget timer on the client can be incorrect by +/- a few seconds, however should the Berserker Crash will always happen at the 15.35 second mark on the server.
  • Charge powers that are client immediate will travel the full length of their animation regardless of player removing input. (Knight Pursuit)

Thomas Blair
ArtCraft Entertainment, Inc.
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Survivalist Campfires should no longer provide sta regen to characters actively harvesting.

That makes me sad.

 

There were situations where I used survivalist campfires to go from 0 chicken bars to full, because it allowed me to keep all my stuff and not die.  I had to harvest wood to create the campfires, but could use them far away from static campfires, while I tried to harvest enough nuts/apples to get stam back up.  With this change, can I request that we get rid of stamina as a penalty for letting the chicken ticker go down; and only have the chicken ticker be for health or "mana" like resources.

 

For actual feedback, I could only chop through 2 trees per 1 fire, now it will be interesting to see if I can get through 1 tree before the fire dies out.  With this change, it could be possible that you can't ever recover your stam out in the wild.  If I'm only able to go through 1 tree per campfire, then I can't even log enough wood to make another campfire to even try and regen stam. 

 

Equipment Power Requirements:

All of those updates in my opinion are not needed.  Why are we being limited so much in a game where all of our gear can be lost?  It feels like you are really handcuffing players and forcing them to create armor; poor move.  Armor should be a bonus not a penalty to playing.

 

For instance, burrow no longer is a tray power, now it becomes a glove power.  Might as well as get rid of all powers together and just bind them to articles of clothing or weapons.

Edited by Teufel

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GOOD/OBVIOUS:
 

  • Player death should now clear the crafting inventory before creating the corpse.
  • Added some Random chests in the world allow for transfer of items between players. (this should help for now)
  • More feedback added to reticle so you know what the name of the current harvesting target is, if it is considered a single player or group node, and what level of plentiful harvest you have relative to that node. (still more feedback is coming to make the experience more intuitive)
  • Mother Lode nods now can produce 2x the resources of single player nodes.
  • Added new resource types minerals/gems to Mother Lode nodes of Ore/Stone. (Harvesting skill trees now have skills in them “Exceptional Ore/Stone harvesting” to allow these to be harvested, also there is a new testing potion)
  • Beneficial harvest should now function for all harvesting node types and not just ore.
  • Necromancy baseline vessel recipes are coming online, they are in a state of iteration so will not be functional for players yet.
  • Added Alchemy components recipes for use with necromancy. (these should function)
  • Armor - Removed the -damage bonus stat reduction from advanced armor sets. (it is still on basic armor)
  • Armor - Can now modify the amount of stamina required to perform a Dodge. (Primarily on plate/mail/basic sets)
  • Armor - Can now modify the amount of stamina required to Sprint. (Primarily on plate/mail/basic sets)
  • Crafting Basics Skill Tree tweaked.
  • Mass Production Skill Tree added as a child of Crafting Basics Skill Tree.
  • Functional Leatherworking, Blacksmithing, Woodworking, Runeworking crafting Skill Trees added. (they require specific skill boxes in the crafting basics tree)

 
WHAT ARE YOU SMOKING:
 

 

  • Myrmidon - Net Pull no longer requires the target be rooted with Cast Net. ???????????????????????????????????????
Equipment Power Requirements:
  • Champion - Disarming Shout and Ultimate Warrior powers require a Helmet equipped to activate.
  • Champion - Dirty Tricks, Leap, Vicious Stomp powers require a set of Boots equipped to activate.
  • Champion - Spinning Backfist, Throw Hurlbat powers require Gloves equipped to activate.
  • Duelist - Inconceivable and Burrow powers require Gloves equipped to activate.
  • Duelist - Recon power requires a Helmet equipped to activate.
  • Knight - Chain Pull power requires Gloves equipped to activate.
  • Knight -Leap Smash and Pursuit powers require a Shield equipped to activate.
  • Knight - Noble Blood and Oath of Will powers require a Helmet equipped to activate.
  • Legionnaire - Bellow of Triumph power requires a Shield equipped to activate.
  • Legionnaire - Eternal Rage, Battle Cry powers require a Helmet equipped to activate.
  • Myrmidon - Bull Rush, Pulverize and Berserk powers require a Helmet equipped to activate.
  • Myrmidon - Cast Net, Net Pull powers require Gloves equipped to activate.
  • Ranger - Archer's Stake, Explosive Trap (melee/ranged ) require Gloves equipped to activate.
  • Ranger - Forest Step power requires Boots equipped to activate.

 

Edited by Tinnis

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That makes me sad.

 

There were situations where I used survivalist campfires to go from 0 chicken bars to full, because it allowed me to keep all my stuff and not die.  I had to harvest wood to create the campfires, but could use them far away from static campfires, while I tried to harvest enough nuts/apples to get stam back up.  With this change, can I request that we get rid of stamina as a penalty for letting the chicken ticker go down; and only have the chicken ticker be for health or "mana" like resources.

 

For actual feedback, I could only chop through 2 trees per 1 fire, now it will be interesting to see if I can get through 1 tree before the fire dies out.  With this change, it could be possible that you can't ever recover your stam out in the wild.  If I'm only able to go through 1 tree per campfire, then I can't even log enough wood to make another campfire to even try and regen stam. 

 

All of those updates in my opinion are not needed.  Why are we being limited so much in a game where all of our gear can be lost?  It feels like you are really handcuffing players and forcing them to create armor; poor move.  Armor should be a bonus not a penalty to playing.

 

For instance, burrow no longer is a tray power, now it becomes a glove power.  Might as well as get rid of all powers together and just bind them to articles of clothing or weapons.

They are trying to incorporate player interaction. This forces players to communicate amongst one another in order to trade goods etc. If you are given everything when you start, you become self sufficient and that in the long run, creates a problem - no socialism, no player-run economy. We should have to rely on one another to get what we want in this game and this will help.

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They are trying to incorporate player interaction. This forces players to communicate amongst one another in order to trade goods etc. If you are given everything when you start, you become self sufficient and that in the long run, creates a problem - no socialism, no player-run economy. We should have to rely on one another to get what we want in this game and this will help.

This isn't about interaction, it's about basic survival.  Someone who is an explorer, or solo type, now may not have any recourse but death to regain stam.  It took almost an hour to go from 3 chicken bars to full, using the method I described above; 1 hour is a fine cost for using this method.  Trading with others would be a 30 second fix/cost.

 

If you are meaning the part about armor pieces, then I'm at a loss as what to say.  What they just did would be akin to giving a player the noob ship in EvE, without the starting turret.  We need to have a 100% reliable baseline after death and everything is taken.  Then we added armor and weapons to give us bonuses or add to the baseline.  They have made it so we will be below baseline after death.

Edited by Teufel

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This isn't about interaction, it's about basic survival.  Someone who is an explorer, or solo type, now may not have any recourse but death to regain stam.  It took almost an hour to go from 3 chicken bars to full, using the method I described above; 1 hour is a fine cost for using this method.  Trading with others would be a 30 second fix/cost.

 

If you are meaning the part about armor pieces, then I'm at a loss as what to say.  What they just did would be akin to giving a player the noob ship in EvE, without the starting turret.

I'm talking about the armor pieces.

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You really hate solo players, don't you?  The armor requirements for powers mean that it will be that much easier for dominant groups to steamroll everyone in their path.  I'm never going to run out of armor, but the poor solo dudes are screwed.

 

Most of the additions are good.  The equipment requirements for powers is evil.  Where did that requirement even come from?  You don't want naked gankers running around?

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This isn't about interaction, it's about basic survival. 

 

Ofc it is about interaction. This is a mmo, not a single player survival game.


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They are trying to incorporate player interaction. This forces players to communicate amongst one another in order to trade goods etc. If you are given everything when you start, you become self sufficient and that in the long run, creates a problem - no socialism, no player-run economy. We should have to rely on one another to get what we want in this game and this will help.

 

I guess they did add chests to help with this. It still feels more like a burden than anything productive until player banks are in though.

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Archetypes:

  • Myrmidon - Net Pull no longer requires the target be rooted with Cast Net.

Myrm finally getting those much needed balanced....>.>

 

 

Welcome to Crowfall Pre-Alpha Milestone 3.6!

General

Big World is here!

  • Every Archetype now starts with no weapons and has a basic unarmed combat combo set. (We found that players just weren’t making acquiring a weapon a priority because it looked like they had a weapon equipped since the default weapon is built into the model.)
  •  
 

Equipment Power Requirements:

  • Champion - Disarming Shout and Ultimate Warrior powers require a Helmet equipped to activate.
  • Champion - Dirty Tricks, Leap, Vicious Stomp powers require a set of Boots equipped to activate.
  • Champion - Spinning Backfist, Throw Hurlbat powers require Gloves equipped to activate.
  • Duelist - Inconceivable and Burrow powers require Gloves equipped to activate.
  • Duelist - Recon power requires a Helmet equipped to activate.
  • Knight - Chain Pull power requires Gloves equipped to activate.
  • Knight -Leap Smash and Pursuit powers require a Shield equipped to activate.
  • Knight - Noble Blood and Oath of Will powers require a Helmet equipped to activate.
  • Legionnaire - Bellow of Triumph power requires a Shield equipped to activate.
  • Legionnaire - Eternal Rage, Battle Cry powers require a Helmet equipped to activate.
  • Myrmidon - Bull Rush, Pulverize and Berserk powers require a Helmet equipped to activate.
  • Myrmidon - Cast Net, Net Pull powers require Gloves equipped to activate.
  • Ranger - Archer's Stake, Explosive Trap (melee/ranged ) require Gloves equipped to activate.
  • Ranger - Forest Step power requires Boots equipped to activate.

What? Why? Like, the taking away the default weapons, i thought, at the time, was the worse idea i have ever seen, ever. Well this one beats it.

 

This is another PERFECT example of a design choice that does nothing but take AWAY from gameplay. There is no place for it. How did this get past the "hey i got a idea" phase? This is terrible.

 

A Champion needs a helmet so he can yell loud? A myrm needs gloves to cast a net and net pull but not charge? Like, what is this? 

 

Why would you think this would be fun?

 

What mechanic do you have planned that will make sense of this horrible idea?


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its a good thing you nerfed champion the most with those armor requirements for like any of his powers

(compare to confessor...who will get to run away naked kiting all day....with zero power armor requirements...)

oh and:
 

Armor - Can now modify the amount of stamina required to perform a Dodge. (Primarily on plate/mail/basic sets)
Armor - Can now modify the amount of stamina required to Sprint. (Primarily on plate/mail/basic sets)

Edited by Tinnis

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That makes me sad.

 

All of those updates in my opinion are not needed.  Why are we being limited so much in a game where all of our gear can be lost?  It feels like you are really handcuffing players and forcing them to create armor; poor move.  Armor should be a bonus not a penalty to playing.

 

For instance, burrow no longer is a tray power, now it becomes a glove power.  Might as well as get rid of all powers together and just bind them to articles of clothing or weapons.


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Myrm finally getting those much needed balanced....>.>

 

What? Why? Like, the taking away the default weapons, i thought, at the time, was the worse idea i have ever seen, ever. Well this one beats it.

 

This is another PERFECT example of a design choice that does nothing but take AWAY from gameplay. There is no place for it. How did this get past the "hey i got a idea" phase? This is terrible.

 

A Champion needs a helmet so he can yell loud? A myrm needs gloves to cast a net and net pull but not charge? Like, what is this? 

 

Why would you think this would be fun?

 

What mechanic do you have planned that will make sense of this horrible idea?

 

Yeah, this obsession with crafting is getting a little out of hand, even for people who normally love crafting. :(

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Great news for everything! Tooltips, icons, skill trees, crafting, etc. All good to see that things start more and more to take shape!

 

Equipment Power Requirements:

Champion - Disarming Shout and Ultimate Warrior powers require a Helmet equipped to activate.
Champion - Dirty Tricks, Leap, Vicious Stomp powers require a set of Boots equipped to activate.
Champion - Spinning Backfist, Throw Hurlbat powers require Gloves equipped to activate.
Duelist - Inconceivable and Burrow powers require Gloves equipped to activate.
Duelist - Recon power requires a Helmet equipped to activate.
Knight - Chain Pull power requires Gloves equipped to activate.
Knight -Leap Smash and Pursuit powers require a Shield equipped to activate.
Knight - Noble Blood and Oath of Will powers require a Helmet equipped to activate.
Legionnaire - Bellow of Triumph power requires a Shield equipped to activate.
Legionnaire - Eternal Rage, Battle Cry powers require a Helmet equipped to activate.
Myrmidon - Bull Rush, Pulverize and Berserk powers require a Helmet equipped to activate.
Myrmidon - Cast Net, Net Pull powers require Gloves equipped to activate.
Ranger - Archer's Stake, Explosive Trap (melee/ranged ) require Gloves equipped to activate.
Ranger - Forest Step power requires Boots equipped to activate.

 

I like the idea that some skills requires some equipment to be used. It will add an interesting layer to the combat gameplay, as spotting / having missing armor elements will weight in the decision to engage or not.

 

At first, everybody will be fully equipped, but when the resources will get scarce and the equipment worn out / partly destroyed, this will seriously influence combat style and strategic decisions.

 

Now, I understand, to the first look of it, that there is some RP sense to which kind of skill is linked to specific pieces of gear. Now let's see how balance and/or frustrating it gets.  :)

Edited by Eaden

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Ofc it is about interaction. This is a mmo, not a single player survival game.

Yes, and MMO is about interaction, but these changes do not help facilitate good trade.  But even in an MMO there are player types that like to go off the beaten path solo, and my response was really directed at the campfires.

 

The armor limitation can be overcome, but Durenthal said it well that this only hurts the solo type player when it comes to armor anyways.


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First people dont want to make dumb basic weapons because the system around it was terrible and poorly implemented. 

 

Then people ran around naked because the penalties on armor are dumb and the durability loss doesnt make it worth it.

 

So you FORCE people to make weapons. Then you FORCE people to wear armor. Im sorry but this is absolutely garbage design. You need to look at the WHY people are not doing something instead of putting effort in to forcing people to play the game how you THINK they need to play it.


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If you want us to craft armor, make it worth our while to wear it. Whenever you create a situation where testers end up helpless to defend themselves, you only unnecessarily frustrate them.


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"Gimp elves get good elves killed." - Belina

Avari Discord - https://discord.gg/Bch24PV

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This isn't about interaction, it's about basic survival.  Someone who is an explorer, or solo type, now may not have any recourse but death to regain stam.  It took almost an hour to go from 3 chicken bars to full, using the method I described above; 1 hour is a fine cost for using this method.  Trading with others would be a 30 second fix/cost.

I think you are confused. The patch note is about stamina, not your hunger meter. The only change is that using a campfire while harvesting won't cause your stamina to regen. I'm guessing some people were using that as a way to harvest faster.

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