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Stumpstuff

5.8.6 LIVE Feedback and Bug Reports for 04/10/19

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2 hours ago, miraluna said:

That 40g used to seem like nothing, now it's riches beyond compare!  That needs a nerf, and adjust the prices on the noob vendor as well (or just give the noob stuff free/no sacrifice).

No..

 

Values on drops from mobs need to go up to once more make this 40 gold ‘worthless’.

 

Lets not readjust the things that worked just cause something else broke


Huginn ok Muninn, fljúga hverjan dag, Jörmungrund yfir; óumk ek of Hugin,, at hann aftr né komi-t, þó sjámk meir of Munin

Gathering of Ranger videos

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1 minute ago, ComradeAma said:

If Game of Thrones was based on Crowfall every episode would be like this:
giphy.gifblacksmith-gif-6.gif

But we want this:
1Q1b.gif

@signed


Huginn ok Muninn, fljúga hverjan dag, Jörmungrund yfir; óumk ek of Hugin,, at hann aftr né komi-t, þó sjámk meir of Munin

Gathering of Ranger videos

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If something doesn't get done to reduce the "leveling grind" for this latest release, I think a large player hiatus or exodus will rear it's ugly head.

 

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Posted (edited)

Told them durability was too low when tested on test. Told them gold drops too low on test. Got no responses of devs then. Instead they just pushed it.

And yes now it is better to keep going back to GR for that 40 gold.

If you don't want gold to be sacrifice food and thats why you lowered it THATS FINE. But give us more sac food to level or change leveling mechanic to be MUCH faster.

 

Edited by Ussiah

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14 minutes ago, Ussiah said:

Told them durability was too low when tested on test. Told them gold drops too low on test. Got no responses of devs then. Instead they just pushed it.

And yes now it is better to keep going back to GR for that 40 gold.

If you don't want gold to be sacrifice food and thats why you lowered it THATS FINE. But give us more sac food to level or change leveling mechanic to be MUCH faster.

 

They lowered it because GR isn't supposed to be the place where you farm a lot of gold/resources. The campaign worlds will have better drops.

When GR first came online, a ton of people complained about how easy and risk-free it is to farm stuff in GR. Now they have pretty much nerfed all the drops in GR and people are complaining that they are too low. Let's wait and see what the drops are like in the campaigns.

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@ArkadeYou speak with such certainty.

No offense, but they havent shown that drops change based on GR versus Campaign.

You could say higher rank will be better, but unless its very exponential from 7 to 10, thats false.

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39 minutes ago, Ussiah said:

@ArkadeYou speak with such certainty.

No offense, but they havent shown that drops change based on GR versus Campaign.

You could say higher rank will be better, but unless its very exponential from 7 to 10, thats false.

I'm just going off what the devs have said. The drop rates may still suck in the campaigns, but we should be expecting them to suck in GR based on what they told us. 

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When outside of the zombie canyon their skill noise keeps going off even though im not in range of any zombies. Its very loud. It foromsia (think how you spelled it) just north near all the ore around there. Can even hear it near the ruin gate.

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15 hours ago, thomasblair said:

@Soulreaver The Higher the rank of the NPC the higher the quantity and quality of loot, this has been a promise since day one.

You are playing in God's Reach, and the NPC's are much lower rank in God's Reach than the Campaign worlds because we want to encourage Campaign worlds.

If the end games for discipline drops are thralls then what's the point of having disciplines dropped off boss mobs that don't drop them 100%?

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Posted (edited)
1 hour ago, Arkade said:

They lowered it because GR isn't supposed to be the place where you farm a lot of gold/resources. The campaign worlds will have better drops.

When GR first came online, a ton of people complained about how easy and risk-free it is to farm stuff in GR. Now they have pretty much nerfed all the drops in GR and people are complaining that they are too low. Let's wait and see what the drops are like in the campaigns.

I'm one of the people who's original feedback was that GR was a printing press for gold, dust & embers. I still think dust and embers are really easy to farm in GR, but there may not be a knob to twist for that yet.

I'll reserve judgement on the overall change until after we see CW, but I stand behind the initial feedback on the risk/reward of GR vs CW.

Edited by VaMei

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Posted (edited)

can't consume badges. did they get resetted or still planned in future? 4g accounts already get badges back.

SUiphNp.png

@Stumpstuff

 

2 hours ago, Ussiah said:

Told them durability was too low when tested on test. Told them gold drops too low on test. Got no responses of devs then. Instead they just pushed it.

And yes now it is better to keep going back to GR for that 40 gold.

If you don't want gold to be sacrifice food and thats why you lowered it THATS FINE. But give us more sac food to level or change leveling mechanic to be MUCH faster.

 


I still does not understand why ACE added so much trash items to this game which you can't sacrifice in most of the time.

New war tribe puzzles are useless

Old runes are nerfed (and it seems in God's reach also drop chance is close to zero)

All other white items just a trash which I even do not want to spend time to clear out of inventory

Bank size on top of this issue is pretty low.  I will check new map to see how is is changed with normal r7+ war tribes and mobs

 

PS. leather gatherers are feels terrible. They need a spawn, they need a kill, they need to survive gankers outside of walls (ore, stone, wood spawns are near keeps, forts or just around a world which decrease a chance to get ganked). Now you removed gold drop from animals.

Jtod, did you try to do some leather gathering? R8+ mobs. Remember, other gatherers can safety do this solo.

 

 

shared exp. another one strange thing here. example:

r7 max mobs. you can farm it solo/duo. how to up twinks - yep, login, party, antiafk macro -> profit.

while this, you have close to zero profit after 24-25 lvl.

Edited by makkon

crowfall pvp makkonMyrmidon statement: Out of Fury

Discord makkon#8550

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10 hours ago, Soulreaver said:

So lock durability behind time locked skill training?  No thanks. 

 

Good attempt though

Doesnt take very long to max out a crafting tree, expecialy considering there only one crafting tree where everywhere else gets 2 (without the basics) Not to mention this promotes crafters to focus in staying in there craft than going to the next one cause its not that long to do.


Veeshan Midst of UXA

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I thought maybe killing spiders for the sacaficing items may be quicker to level now but turns out there such a low drop rate atleast in GR ur better off just logging in and out/remaking char for the 40g at start is actually the quickest XP method atm atleast solo


Veeshan Midst of UXA

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11 minutes ago, Soulreaver said:

Doesnt take long?  U mean with x3 skill speed up?

Jewelery crafting Maxed out, StoneMason assembly skill maxed out (Not even reuired atm), Mining maxed out, excavation tree maxed out 100% self sufficient in my craft while having fully invested in combat tree aswell. Yeah its too easy even if it 1 tiomes speed give it 6 months of game release crafters will have 2-3 crafts max out as it stands and not require others which was intended with game design.


Veeshan Midst of UXA

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39 minutes ago, DocHollidaze said:

Duelist

If you initiate Inconceivable dice roll, and dodge before it completes, you lose your pips but gain no buffs from Inconceivable.

Seems like the chances of it not going off have increased over time. Would be one thing if it was part of the "luck" mechanic, but it's just not working properly.

Won't go off when buff is active, won't go off when it isn't, won't go off if moving, sometimes it eats pips without buffing, sometimes the global cooldown triggers and nothing happens, etc.

Doesn't appear to be one issue, all around it doesn't want to work a good chunk of the time.

Considering the class consists of inconceivable & pepper/impale without much else to do, it should work 100% of the time.

Side note, the class (all promos) could use more utility or things to do in a fight or in general. Seems like every other class has more individual/group utility to offer.

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Posted (edited)
2 hours ago, VaMei said:

I'm one of the people who's original feedback was that GR was a printing press for gold, dust & embers. I still think dust and embers are really easy to farm in GR, but there may not be a knob to twist for that yet.

I'll reserve judgement on the overall change until after we see CW, but I stand behind the initial feedback on the risk/reward of GR vs CW.

1st reports from EU campaign are that R7 humanoids are dropping ~30g. As expected, animals drop no gold. Looks like 586 includes a complete revaluation to gold. 

This will fix the problems with vendor pricing limits and gold stack size.

This is a nerf to gold sacrifice for XP, the only thing giving real value to gold for end game players at this time.

Edited by VaMei

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4 hours ago, Arkade said:

They lowered it because GR isn't supposed to be the place where you farm a lot of gold/resources. The campaign worlds will have better drops.

When GR first came online, a ton of people complained about how easy and risk-free it is to farm stuff in GR. Now they have pretty much nerfed all the drops in GR and people are complaining that they are too low. Let's wait and see what the drops are like in the campaigns.

Seems like a rather easy thing to dial in as they say. Much rather have an abundance of insert item while testing then people reporting they grinded on broken AI for hours with nothing to show for it. Good way to turn people away from testing and the game. Every kill could drop a random minor, what would be the issue for a pre-alpha test?

GR drop rates should be low, but this is another reason why having actual gear items drop is a bad idea in such a game IMO. Turns into someone having to grind for specific RNG drops which can be fun if content brings it, but current design is nothing like a traditional themepark experience. The minority (guess) that actually will enjoy grinding on Crowfall AI likely won't be the same crowd that enjoy the excitement of being ganked.

Minor discipline crafting pieces would work better. Have a decent drop rate (depending on campaign), allows everyone a chance to obtain something useable after finding enough. Might not get X minor after 4 hours grinding, but if we gained 10 pieces for crafting, that could be 2 runes (5 pieces each). Bring them to a Runecrafter. Toss in decay on runes and the system keeps itself a live long term.

Why make a game so focused on harvesting, crafting, player economy then have have permanent gear drop from mobs?

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